/* ************************************************************************
* File: act.offensive.c Part of CircleMUD *
* Usage: player-level commands of an offensive nature *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
/* Archipelago changes by Alastair J. Neil Copyright (C) 1993, 94, 95, 96 */
#include <stdio.h>
#include <string.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "limits.h"
/* extern variables */
extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern struct room_data *world;
extern int top_of_world;
extern struct index_data *mob_index;
/* extern functions */
void raw_kill(struct char_data *ch);
int do_simple_move(struct char_data *ch, int cmd, int following);
int can_see_hidden(struct char_data *sub, struct char_data *obj);
char *first_name(char *buf);
void botch_kick(struct char_data *ch, struct char_data *vict);
bool throw_rider(struct char_data *ch);
ACMD(do_assist)
{
struct char_data *helpee, *opponent;
if (ch->specials.fighting) {
send_to_char("You're already fighting! How can you assist someone else?\r\n", ch);
return;
}
one_argument(argument, arg);
if (IS_NPC(ch) && ch->specials.timer)
return;
if (!(helpee = get_char_room_vis(ch, arg)))
send_to_char("Whom do you wish to assist?\r\n", ch);
else if (helpee == ch)
send_to_char("You can't help yourself any more than this!\r\n", ch);
else
{
for (opponent = world[ch->in_room].people; opponent &&
(opponent->specials.fighting != helpee);
opponent = opponent->next_in_room)
;
if (!opponent)
act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
else if (!CAN_SEE(ch, opponent)
|| (IS_AFFECTED(opponent,AFF_HIDE) &&
!can_see_hidden(ch,opponent)))
act("You can't see who is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
else {
send_to_char("You join the fight!\r\n", ch);
act("$N assists you!", 0, helpee, 0, ch, TO_CHAR);
act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
hit(ch, opponent, TYPE_UNDEFINED);
}
}
}
ACMD(do_hit)
{
struct char_data *victim;
one_argument(argument, arg);
if (IS_SET(world[ch->in_room].room_flags, PEACEFULL)) {
act("You feel too peaceful to contemplate violence."
,FALSE,ch,0,0,TO_CHAR);
return;
}
if (IS_NPC(ch) && ch->specials.timer)
return;
if (*arg) {
victim = get_char_room_vis(ch, arg);
if (victim) {
if (victim == ch) {
send_to_char("You hit yourself...OUCH!.\r\n", ch);
act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM);
return;
}
if (!IS_NPC(victim) && !IS_NPC(ch) && (subcmd != SCMD_MURDER)) {
send_to_char("To avoid accidental flagging, you have to use the MURDER command to\r\n"
"hit another player.\r\n", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(victim))
return; /* you can't order a charmed pet to attack a player */
if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) {
act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, victim, TO_CHAR);
return;
}
if (victim != ch->specials.fighting) {
hit(ch, victim, TYPE_UNDEFINED);
if (IS_NPC(ch))
ch->specials.timer = 2;
WAIT_STATE(ch, PULSE_VIOLENCE + 2); /* HVORFOR DET?? */
} else
send_to_char("You are doing the best you can!\r\n", ch);
} else
send_to_char("They aren't here.\r\n", ch);
} else
send_to_char("Hit who?\r\n", ch);
}
ACMD(do_kill)
{
struct char_data *victim;
if ((GET_LEVEL(ch) < LEVEL_ASS_IMPL) || IS_NPC(ch)) {
do_hit(ch, argument, cmd, subcmd);
return;
}
one_argument(argument, arg);
if (IS_NPC(ch) && ch->specials.timer)
return;
if (!*arg) {
send_to_char("Kill who?\r\n", ch);
} else {
if (!(victim = get_char_room_vis(ch, arg)))
send_to_char("They aren't here.\r\n", ch);
else if (ch == victim)
send_to_char("Your mother would be so sad.. :(\r\n", ch);
else {
act("You chop $M to pieces! Ah! The blood!", FALSE, ch, 0, victim, TO_CHAR);
act("$N chops you to pieces!", FALSE, victim, 0, ch, TO_CHAR);
act("$n brutally slays $N!", FALSE, ch, 0, victim, TO_NOTVICT);
raw_kill(victim);
}
}
}
ACMD(do_backstab)
{
struct char_data *victim;
byte percent, prob, num;
one_argument(argument, buf);
if (IS_NPC(ch) && ch->specials.timer)
return;
if (ch->specials.mount) {
send_to_char("You had better dismount first.\r\n", ch);
return;}
if (ch->specials.carried_by) {
act("Better ask $N to drop you first.",FALSE, ch,0,ch->specials.carried_by, TO_CHAR);
return;}
if (IS_SET(world[ch->in_room].room_flags, PEACEFULL))
{
act("You feel too peaceful to contemplate violence.",
FALSE,ch,0,0,TO_CHAR);
return;
}
if (!(victim = get_char_room_vis(ch, buf))) {
send_to_char("Backstab who?\r\n", ch);
return;
}
if (victim == ch) {
send_to_char("How can you sneak up on yourself?\r\n", ch);
return;
}
if (!ch->equipment[WIELD]) {
send_to_char("You need to wield a weapon to make it a success.\r\n", ch);
return;
}
if (ch->equipment[WIELD]->obj_flags.value[3] != 2) {
send_to_char("Only piercing weapons can be used for backstabbing.\r\n", ch);
return;
}
if (victim->specials.fighting) {
send_to_char("You can't backstab a fighting person, too alert!\r\n", ch);
return;
}
percent = number(1, 31); /* 101% is a complete failure */
prob = GET_SKILL(ch, SKILL_BACKSTAB);
if (IS_AFFECTED(ch, AFF_SNEAK))
prob += 5;
else if (IS_AFFECTED(ch, AFF_HIDE))
prob += 15;
if (encumberance_level(ch) > 0)
prob /= (encumberance_level(ch) + 2);
if (AWAKE(victim) && (percent > prob))
damage(ch, victim, 0, SKILL_BACKSTAB,-1,1);
else{
num = GET_SKILL(ch, SKILL_BACKSTAB);
if (!number(0,(num*num)/10 + 1) && percent < 10)
if (num < 30){
SET_SKILL(ch, SKILL_BACKSTAB, num + 1);
send_to_char("You seem to improve your backstabbing ability.\r\n",ch);
}
hit(ch, victim, SKILL_BACKSTAB);
}
if (IS_NPC(ch))
ch->specials.timer = 4;
WAIT_STATE(ch, PULSE_VIOLENCE*4);
}
ACMD(do_order)
{
char name[100], message[256];
char buf[256];
bool found = FALSE;
int org_room;
struct char_data *victim;
struct follow_type *k;
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char("Order who to do what?\r\n", ch);
else if (!(victim = get_char_room_vis(ch, name)) && !is_abbrev(name, "followers"))
send_to_char("That person isn't here.\r\n", ch);
else if (ch == victim)
send_to_char("Talking to yourself again?\r\n", ch);
else {
if (IS_AFFECTED(ch, AFF_CHARM)) {
send_to_char("Your superior would not aprove of you giving orders.\r\n", ch);
return;
}
if (victim) {
sprintf(buf, "$N orders you to '%s'", message);
act(buf, FALSE, victim, 0, ch, TO_CHAR);
act("$n gives $N an order.", FALSE, ch, 0, victim, TO_NOTVICT);
/* patched 9-24-94 by Scarrow so that an object which sets the */
/* AFF_CHARM flag will not allow the user to be ordered by the */
/* person they are following if they are immortal */
if ( (victim->master != ch) || !IS_AFFECTED(victim, AFF_CHARM) ||
(!IS_NPC(victim) && GET_LEVEL(victim) >= LEVEL_BUILDER))
act("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM);
else {
send_to_char("Ok.\r\n", ch);
command_interpreter(victim, message);
}
} else { /* This is order "followers" */
sprintf(buf, "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, victim, TO_ROOM);
org_room = ch->in_room;
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
found = TRUE;
command_interpreter(k->follower, message);
}
}
if (found)
send_to_char("Ok.\r\n", ch);
else
send_to_char("Nobody here is a loyal subject of yours!\r\n", ch);
}
}
}
ACMD(do_abort)
{
send_to_char("Input buffer purged.\r\n", ch);
return;
}
ACMD(do_flee)
{
ACMD(do_stand);
ACMD(do_enter);
ACMD(do_leave);
struct obj_data *tmp_obj;
int i, attempt, loose, die;
void gain_exp(struct char_data *ch, int gain, int mode);
int special(struct char_data *ch, int cmd, char *arg);
if (GET_POS(ch) < POSITION_RESTING){
send_to_char("Don't be silly - just lie still and die!\r\n", ch);
return;
}
if (IS_AFFECTED(ch, AFF_PARALYSIS)){
send_to_char("You are unable to move!\r\n", ch);
return;
}
if (GET_POS(ch) < POSITION_STANDING){
send_to_char("Try getting on your feet first!\r\n", ch);
return;
}
if (IS_NPC(ch) && ch->specials.timer)
return;
if (ch->specials.carried_by) {
if (!number(0,10)) {
act("You wriggle and squirm in $N's grasp."
,FALSE,ch,0,ch->specials.carried_by,TO_CHAR);
act("$n wriggles and squirms in $N's grasp."
,FALSE,ch,0,ch->specials.carried_by,TO_NOTVICT);
act("$n wriggles and squirms in your grasp."
,FALSE,ch,0,ch->specials.carried_by,TO_VICT);
do_drop_mob(ch->specials.carried_by);
}
else {
act("Impossible $N has too tight a grip of you."
,FALSE,ch,0,ch->specials.carried_by,TO_CHAR);
act("$n wriggles and squirms, trying to escape $N's grasp."
,FALSE,ch,0,ch->specials.carried_by,TO_NOTVICT);
act("$n wriggles and squirms, trying to escape your grasp."
,FALSE,ch,0,ch->specials.carried_by,TO_VICT);
return;
}
}
if (!(ch->specials.fighting)) {
for (i = 0; i < 6; i++) {
attempt = number(0, NUM_OF_DIRS-1); /* Select a random direction */
if (!number(0,2) && CAN_GO(ch, attempt) &&
!IS_SET(world[real_room(EXIT(ch, attempt)->to_room)].room_flags, DEATH)) {
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
if ((die = do_simple_move(ch, attempt, FALSE)) == 1) {
/* The escape has succeded */
send_to_char("You flee head over heels.\r\n", ch);
} else {
if (!die)
act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
}
return;
}
}
/* No exits was found */
/* try for cart */
for (tmp_obj = world[ch->in_room].contents
;tmp_obj;tmp_obj = tmp_obj->next_content)
if (HASROOM(tmp_obj) && !number(0,3) &&
!IS_SET(tmp_obj->obj_flags.value[1]
, CONT_CLOSED)){
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
send_to_char("You flee head over heels.\r\n", ch);
strcpy(buf,first_name(tmp_obj->name));
do_enter(ch,buf,0,0);
return;
}
else if (world[ch->in_room].obj &&
!IS_SET(world[ch->in_room].obj->obj_flags.value[1]
, CONT_ONEWAY) &&
!IS_SET(world[ch->in_room].obj->obj_flags.value[1]
, CONT_CLOSED)){
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
send_to_char("You flee head over heels.\r\n", ch);
do_leave(ch,"",0,0);
return;}
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
send_to_char("PANIC! You couldn't escape!\r\n", ch);
return;
}
for (i = 0; i < 6; i++) {
if (GET_POS(ch) < POSITION_STANDING){
if (IS_NPC(ch)){
act("$n madly scrambles to get to $s feet.",FALSE,ch,0,0,TO_ROOM);
do_stand(ch,"",0,0);
}
else
act("You had better get on your feet first.",FALSE,ch,0,0,TO_CHAR);
return;
}
attempt = number(0, NUM_OF_DIRS-1); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(world[real_room(EXIT(ch, attempt)->to_room)].room_flags,DEATH))
{
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
if ((die = do_simple_move(ch, attempt, FALSE)) == 1) {
/* The escape has succeded */
loose = GET_MAX_HIT(ch->specials.fighting) - GET_HIT(ch->specials.fighting);
loose *= GET_LEVEL(ch);
if (!IS_NPC(ch)){
gain_exp(ch, -loose,0);
gain_social_standing(ch, ch->specials.fighting, MODE_FLEE);
}
send_to_char("You flee head over heels.\r\n", ch);
/* hunting system on */
/* only hunt pc's */
if (!IS_NPC(ch) && IS_NPC(ch->specials.fighting) && !number(0,2)
&& IS_SET(ch->specials.fighting->specials2.act, MOB_MEMORY)
&& !IS_SET(ch->specials.fighting->specials2.act, MOB_SENTINEL))
ch->specials.fighting->specials.hunting = ch;
if (ch->specials.fighting->specials.fighting == ch)
stop_fighting(ch->specials.fighting);
stop_fighting(ch);
return;
} else {
if (!die)
act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
return;
}
}
} /* for */
/* No exits was found */
send_to_char("PANIC! You couldn't escape!\r\n", ch);
}
ACMD(do_bash)
{
struct affected_type af;
struct char_data *victim;
int base = 0, height_difference = 0;
byte percent, prob, turns, num;
if (IS_SET(world[ch->in_room].room_flags, PEACEFULL))
{
act("You feel too peaceful to contemplate violence.",
FALSE,ch,0,0,TO_CHAR);
return;
}
if (IS_NPC(ch) && ch->specials.timer)
return;
if (ch->specials.mount && !GET_SKILL(ch, SKILL_CAVALRY)) {
send_to_char("You can't bash whilst mounted.\r\n",ch);
return;
}
one_argument(argument, arg);
if (!(victim = get_char_room_vis(ch, arg))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Bash whom?\r\n", ch);
return;
}
}
if (victim == ch) {
send_to_char("Aren't we funny today...\r\n", ch);
return;
}
if (GET_WEIGHT(ch) > 3*GET_WEIGHT(victim)/2)
turns = 2;
else if (GET_WEIGHT(ch) > GET_WEIGHT(victim))
turns = 1;
else if (GET_WEIGHT(ch) > (2*GET_WEIGHT(victim))/3)
turns = 0;
else
turns = -1;
if (3*GET_WEIGHT(ch) < GET_WEIGHT(victim))
base = 7;
else if(2*GET_WEIGHT(ch) < GET_WEIGHT(victim))
base = 5;
else if (3*GET_WEIGHT(ch)/2 < GET_WEIGHT(victim))
base = 5;
else if (GET_WEIGHT(ch) < GET_WEIGHT(victim))
base = 2;
else if(GET_WEIGHT(ch) > GET_WEIGHT(victim)
&& GET_WEIGHT(ch) < 3*GET_WEIGHT(victim)/2)
base = -2;
else if(GET_WEIGHT(ch) > 3*GET_WEIGHT(victim)/2
&& GET_WEIGHT(ch) < 2*GET_WEIGHT(victim))
base = -5;
else
base = -7;
height_difference = GET_HEIGHT(ch) - GET_HEIGHT(victim);
if (height_difference < 0)
height_difference *= -1;
height_difference = 100*height_difference/GET_HEIGHT(ch);
while(height_difference > 100)
{
base += 2;
height_difference -= 10;
}
base = MAX( 1, base);
base = MIN( base, 31);
if (ch->specials.mount)
turns += MAX(1,GET_SKILL(ch, SKILL_CAVALRY)/10);
percent = number(base, 31); /* 31 is a complete failure */
if (!IS_MOB(ch))
prob = GET_SKILL(ch, SKILL_BASH);
else
prob = (15*GET_LEVEL(ch))/30;
if (victim->specials.mount && !IS_MOB(victim)) {
prob -= GET_SKILL(victim, SKILL_CAVALRY);
prob -= GET_SKILL(victim, SKILL_RIDING)/2;
}
else if (victim->specials.mount)
prob -= (15*GET_LEVEL(victim))/30;
if (GET_LEVEL(victim) >= LEVEL_BUILDER)
percent = 31;
if (IS_AFFECTED(ch, AFF_SLIPPY))
prob /= 2;
if (IS_AFFECTED(victim, AFF_SLIPPY))
prob *= 2;
if (IS_AFFECTED(victim, AFF_PARALYSIS))
percent = 0;
if (GET_POS(victim) < POSITION_STANDING)
percent = 31;
af.type = SKILL_BASH;
af.modifier = 0;
af.location = 0;
af.bitvector = AFF_BASH;
if (percent > prob || percent > 30) {
if (ch->specials.mount)
if (!(throw_rider(ch))) {
act("$n try to bash $N and nearly falls from $s mount.",FALSE,
ch,0,victim,TO_ROOM);
act("$n try to bash you and nearly falls from $s mount.",FALSE,
ch,0,victim,TO_VICT);
act("You try to bash $N and nearly falls from your mount.",FALSE,
ch,0,victim,TO_CHAR);
return;
}
damage(ch, victim, 0, SKILL_BASH,-1,1);
if ((number(0,31) > GET_DEX(ch)) &&
(GET_LEVEL(ch) < LEVEL_BUILDER)){
GET_POS(ch) = POSITION_SITTING;
af.duration = 1;
if (GET_LEVEL(victim) < LEVEL_BUILDER){
act("$n falls over.",FALSE,ch,0,0,TO_NOTCHAR);
act("You are sent sprawling.",FALSE,ch,0,0,TO_CHAR);
}
if (number(0,2) && (!IS_UNDEAD(ch))){
affect_join(ch, &af, FALSE, FALSE);
act("$n is winded.",FALSE,ch,0,0,TO_NOTCHAR);
act("You have the wind knocked out of you.",FALSE,ch,0,0,TO_CHAR);
}
}
else{
act("$n catches $mself before falling.",FALSE,ch,0,0,TO_NOTCHAR);
act("You almost fall but catch yourself.",FALSE,ch,0,0,TO_CHAR);
}
return;
}
else { /* success */
num = GET_SKILL(ch, SKILL_BASH);
if (!number(0,(num*num)/10 + 1) && percent < 10)
if (num < 30){
SET_SKILL(ch, SKILL_BASH, num + 1);
send_to_char("You feel more proficient at bashing.\r\n",ch);
}
if (victim->specials.mount)
if (!(throw_rider(victim))) {
act("$n trys to bash $N nearly knocking $M from $S mount.",FALSE,
ch,0,victim,TO_ROOM);
act("$n trys to bash you. You nearly fall from your mount.",FALSE,
ch,0,victim,TO_VICT);
act("You try to bash $N nearly knocking $M from $S mount.",FALSE,
ch,0,victim,TO_CHAR);
return;
}
if (affected_by_spell(victim, SPELL_ENCASE_IN_ICE) && !number(0,3)){
act("$n's bash shatters the ice encasing $N!",TRUE,ch,0,victim,TO_NOTVICT);
act("$n's bash shatters the ice encasing you!",TRUE,ch,0,victim,TO_VICT);
act("Your bash shatters the ice encasing $N.",TRUE,ch,0,victim,TO_CHAR);
affect_from_char(victim, SPELL_ENCASE_IN_ICE);
}
if (ch->specials.mount && ch->specials.fighting)
damage(ch->specials.mount, victim, 1, SKILL_BASH,-1,0);
else
damage(ch, victim, 1, SKILL_BASH,-1,0);
if (number(0,31) > GET_DEX(victim) &&
(GET_LEVEL(victim) < LEVEL_BUILDER) ){
GET_POS(victim) = POSITION_SITTING;
af.duration = 1 + number(0,1)*turns;
if (GET_LEVEL(victim) < LEVEL_BUILDER){
act("$n falls over.",FALSE,victim,0,0,TO_NOTCHAR);
act("You are sent sprawling.",FALSE,victim,0,0,TO_CHAR);
}
if (number(0,2) && !IS_UNDEAD(ch)){
affect_join(victim, &af, FALSE, FALSE);
act("$n is winded.",FALSE,victim,0,0,TO_NOTCHAR);
act("You have the wind knocked out of you.",FALSE,victim,0,0,TO_CHAR);
}
}
else{
act("$n nearly falls down but catches $mself.",FALSE,victim,0,0,TO_NOTCHAR);
act("You almost fall but catch yourself.",FALSE,victim,0,0,TO_CHAR);
}
}
if (IS_NPC(ch))
ch->specials.timer = 1;
WAIT_STATE(ch, PULSE_VIOLENCE);
}
ACMD(do_rescue)
{
struct char_data *victim, *tmp_ch;
byte percent, prob, num;
one_argument(argument, arg);
if (IS_NPC(ch) && ch->specials.timer)
return;
if (!(victim = get_char_room_vis(ch, arg))) {
send_to_char("Who do you want to rescue?\r\n", ch);
return;
}
if (victim == ch) {
send_to_char("What about fleeing instead?\r\n", ch);
return;
}
if (ch->specials.fighting == victim) {
send_to_char("How can you rescue someone you are trying to kill?\r\n", ch);
return;
}
for (tmp_ch = world[ch->in_room].people; tmp_ch &&
(tmp_ch->specials.fighting != victim); tmp_ch = tmp_ch->next_in_room)
;
if (!tmp_ch) {
act("But nobody is fighting $M!", FALSE, ch, 0, victim, TO_CHAR);
return;
}
percent = number(1, 31); /* 101% is a complete failure */
if (!IS_MOB(ch))
prob = GET_SKILL(ch, SKILL_RESCUE);
else
prob = (15*GET_LEVEL(ch))/30;
if (IS_AFFECTED(ch, AFF_SLIPPY))
prob /= 2;
if (percent > prob || percent > 30) {
send_to_char("You fail the rescue!\r\n", ch);
return;
}
num = GET_SKILL(ch, SKILL_RESCUE);
if (!number(0,(num*num)/10 + 1) && percent < 10)
if (num < 30){
SET_SKILL(ch, SKILL_RESCUE, num + 1);
send_to_char("You seem to be getting better at this hero lark.\r\n",ch);
}
send_to_char("Banzai! To the rescue...\r\n", ch);
act("You are rescued by $N, you are confused!", FALSE, victim, 0, ch, TO_CHAR);
act("$n heroically rescues $N!", FALSE, ch, 0, victim, TO_NOTVICT);
if (victim->specials.fighting == tmp_ch)
stop_fighting(victim);
if (tmp_ch->specials.fighting)
stop_fighting(tmp_ch);
if (ch->specials.fighting)
stop_fighting(ch);
set_fighting(ch, tmp_ch);
set_fighting(tmp_ch, ch);
if (!IS_NPC(ch))
ch->specials.timer = 2;
WAIT_STATE(ch, PULSE_VIOLENCE*2);
}
ACMD(do_kick)
{
struct char_data *victim;
byte percent, prob, num;
if (IS_SET(world[ch->in_room].room_flags, PEACEFULL))
{
act("You feel too peaceful to contemplate violence.",
FALSE,ch,0,0,TO_CHAR);
return;
}
one_argument(argument, arg);
if (IS_NPC(ch) && ch->specials.timer)
return;
if (ch->specials.mount && !GET_SKILL(ch, SKILL_CAVALRY)) {
send_to_char("You can't kick whilst mounted.\r\n",ch);
return;
}
if (!(victim = get_char_room_vis(ch, arg))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Kick who?\r\n", ch);
return;
}
}
if (victim == ch) {
send_to_char("Aren't we funny today...\r\n", ch);
return;
}
percent = ((10 - (GET_BODY_AC(victim) / 10))/2) + number(1, 31);
/* 31 is a complete failure */
if (!IS_MOB(ch))
prob = GET_SKILL(ch, SKILL_KICK);
else
prob = (15*GET_LEVEL(ch))/30;
if (IS_AFFECTED(ch, AFF_SLIPPY))
prob /= 2;
if ((GET_POS(victim) < POSITION_SLEEPING)
|| IS_AFFECTED(victim, AFF_PARALYSIS))
prob = 30;
if (percent > 30)
botch_kick(ch,victim);
else if (percent > prob) {
damage(ch, victim, 0, SKILL_KICK,-1,1);
} else{
num = GET_SKILL(ch, SKILL_KICK);
if (!number(0,(num*num)/10 + 1) && percent < 10)
if (num < 30){
SET_SKILL(ch, SKILL_KICK, num + 1);
send_to_char("Woah that was a great kick!\r\n",ch);
}
if (ch->specials.mount && ch->specials.fighting)
damage(ch->specials.mount, victim,
number(GET_LEVEL(ch->specials.mount)/10,
GET_LEVEL(ch->specials.mount)/2)
+ GET_SKILL(ch, SKILL_CAVALRY)
, SKILL_KICK,-1,0);
else
damage(ch, victim, number(GET_LEVEL(ch)/10, GET_LEVEL(ch)/2), SKILL_KICK,-1,0);
if (affected_by_spell(victim, SPELL_ENCASE_IN_ICE) && !number(0,3)){
act("$n's kick shatters the ice encasing $N!",TRUE,ch,0,victim,TO_NOTVICT);
act("$n's kick shatters the ice encasing you!",TRUE,ch,0,victim,TO_VICT);
act("Your kick shatters the ice encasing $N.",TRUE,ch,0,victim,TO_CHAR);
affect_from_char(victim, SPELL_ENCASE_IN_ICE);
}
}
if (!IS_NPC(ch))
ch->specials.timer = 3;
WAIT_STATE(ch, PULSE_VIOLENCE*2);
}