/* ************************************************************************
* 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, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#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"
/* extern variables */
extern struct room_data *world;
extern struct descriptor_data *descriptor_list;
extern struct room_data *world;
extern int pk_allowed;
/* extern functions */
void raw_kill(struct char_data * ch);
ACMD(do_assist)
{
struct char_data *helpee, *opponent;
if (FIGHTING(ch)) {
send_to_char("You're already fighting! How can you assist someone else?\r\n", ch);
return;
}
one_argument(argument, arg);
if (!*arg)
send_to_char("Whom do you wish to assist?\r\n", ch);
else if (!(helpee = get_char_room_vis(ch, arg)))
send_to_char(NOPERSON, 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 && (FIGHTING(opponent) != 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))
act("You can't see who is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
else if (!pk_allowed && !IS_NPC(opponent)) /* prevent accidental pkill */
act("Use 'murder' if you really want to attack $N.", FALSE,
ch, 0, opponent, TO_CHAR);
else {
send_to_char("You join the fight!\r\n", ch);
act("$N assists you!", 0, helpee, 0, ch, TO_CHAR);
act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
hit(ch, opponent, TYPE_UNDEFINED);
}
}
}
ACMD(do_hit)
{
struct char_data *vict;
one_argument(argument, arg);
if (!*arg)
send_to_char("Hit who?\r\n", ch);
else if (!(vict = get_char_room_vis(ch, arg)))
send_to_char("They don't seem to be here.\r\n", ch);
else if (vict == ch) {
send_to_char("You hit yourself...OUCH!.\r\n", ch);
act("$n hits $mself, and says OUCH!", FALSE, ch, 0, vict, TO_ROOM);
} else if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == vict))
act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, vict, TO_CHAR);
else {
if (!pk_allowed) {
if (!IS_NPC(vict) && !IS_NPC(ch) && (subcmd != SCMD_MURDER)) {
send_to_char("Use 'murder' to hit another player.\r\n", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict))
return; /* you can't order a charmed pet to attack a
* player */
}
if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) {
hit(ch, vict, TYPE_UNDEFINED);
WAIT_STATE(ch, PULSE_VIOLENCE + 2);
} else
send_to_char("You do the best you can!\r\n", ch);
}
}
ACMD(do_kill)
{
struct char_data *vict;
if ((GET_LEVEL(ch) < LVL_IMPL) || IS_NPC(ch)) {
do_hit(ch, argument, cmd, subcmd);
return;
}
one_argument(argument, arg);
if (!*arg) {
send_to_char("Kill who?\r\n", ch);
} else {
if (!(vict = get_char_room_vis(ch, arg)))
send_to_char("They aren't here.\r\n", ch);
else if (ch == vict)
send_to_char("Your mother would be so sad.. :(\r\n", ch);
else {
act("You chop $M to pieces! Ah! The blood!", FALSE, ch, 0, vict, TO_CHAR);
act("$N chops you to pieces!", FALSE, vict, 0, ch, TO_CHAR);
act("$n brutally slays $N!", FALSE, ch, 0, vict, TO_NOTVICT);
raw_kill(vict);
}
}
}
ACMD(do_backstab)
{
struct char_data *vict;
byte percent, prob;
one_argument(argument, buf);
if (!(vict = get_char_room_vis(ch, buf))) {
send_to_char("Backstab who?\r\n", ch);
return;
}
if (vict == ch) {
send_to_char("How can you sneak up on yourself?\r\n", ch);
return;
}
if (!ch->equipment[WEAR_WIELD]) {
send_to_char("You need to wield a weapon to make it a success.\r\n", ch);
return;
}
if (GET_OBJ_VAL(ch->equipment[WEAR_WIELD], 3) != TYPE_PIERCE - TYPE_HIT) {
send_to_char("Only piercing weapons can be used for backstabbing.\r\n", ch);
return;
}
if (FIGHTING(vict)) {
send_to_char("You can't backstab a fighting person -- they're too alert!\r\n", ch);
return;
}
percent = number(1, 101); /* 101% is a complete failure */
prob = GET_SKILL(ch, SKILL_BACKSTAB);
if (AWAKE(vict) && (percent > prob))
damage(ch, vict, 0, SKILL_BACKSTAB);
else
hit(ch, vict, SKILL_BACKSTAB);
}
ACMD(do_order)
{
char name[100], message[256];
char buf[256];
bool found = FALSE;
int org_room;
struct char_data *vict;
struct follow_type *k;
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char("Order who to do what?\r\n", ch);
else if (!(vict = get_char_room_vis(ch, name)) && !is_abbrev(name, "followers"))
send_to_char("That person isn't here.\r\n", ch);
else if (ch == vict)
send_to_char("You obviously suffer from skitzofrenia.\r\n", ch);
else {
if (IS_AFFECTED(ch, AFF_CHARM)) {
send_to_char("Your superior would not aprove of you giving orders.\r\n", ch);
return;
}
if (vict) {
sprintf(buf, "$N orders you to '%s'", message);
act(buf, FALSE, vict, 0, ch, TO_CHAR);
act("$n gives $N an order.", FALSE, ch, 0, vict, TO_ROOM);
if ((vict->master != ch) || !IS_AFFECTED(vict, AFF_CHARM))
act("$n has an indifferent look.", FALSE, vict, 0, 0, TO_ROOM);
else {
send_to_char(OK, ch);
command_interpreter(vict, message);
}
} else { /* This is order "followers" */
sprintf(buf, "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, vict, TO_ROOM);
org_room = ch->in_room;
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
found = TRUE;
command_interpreter(k->follower, message);
}
}
if (found)
send_to_char(OK, ch);
else
send_to_char("Nobody here is a loyal subject of yours!\r\n", ch);
}
}
}
ACMD(do_flee)
{
int i, attempt, loss;
for (i = 0; i < 6; i++) {
attempt = number(0, NUM_OF_DIRS - 1); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(ROOM_FLAGS(EXIT(ch, attempt)->to_room), ROOM_DEATH)) {
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
if (do_simple_move(ch, attempt, TRUE)) {
send_to_char("You flee head over heels.\r\n", ch);
if (FIGHTING(ch)) {
if (!IS_NPC(ch)) {
loss = GET_MAX_HIT(FIGHTING(ch)) - GET_HIT(FIGHTING(ch));
loss *= GET_LEVEL(FIGHTING(ch));
gain_exp(ch, -loss);
}
if (FIGHTING(FIGHTING(ch)) == ch)
stop_fighting(FIGHTING(ch));
stop_fighting(ch);
}
} else {
act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM);
}
return;
}
}
send_to_char("PANIC! You couldn't escape!\r\n", ch);
}
ACMD(do_bash)
{
struct char_data *vict;
byte percent, prob;
one_argument(argument, arg);
if (GET_CLASS(ch) != CLASS_WARRIOR) {
send_to_char("You'd better leave all the martial arts to fighters.\r\n", ch);
return;
}
if (!(vict = get_char_room_vis(ch, arg))) {
if (FIGHTING(ch)) {
vict = FIGHTING(ch);
} else {
send_to_char("Bash who?\r\n", ch);
return;
}
}
if (vict == ch) {
send_to_char("Aren't we funny today...\r\n", ch);
return;
}
if (!ch->equipment[WEAR_WIELD]) {
send_to_char("You need to wield a weapon to make it a success.\r\n", ch);
return;
}
percent = number(1, 101); /* 101% is a complete failure */
prob = GET_SKILL(ch, SKILL_BASH);
if (percent > prob) {
damage(ch, vict, 0, SKILL_BASH);
GET_POS(ch) = POS_SITTING;
} else {
damage(ch, vict, 1, SKILL_BASH);
GET_POS(vict) = POS_SITTING;
WAIT_STATE(vict, PULSE_VIOLENCE * 2);
}
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
}
ACMD(do_rescue)
{
struct char_data *vict, *tmp_ch;
byte percent, prob;
one_argument(argument, arg);
if (!(vict = get_char_room_vis(ch, arg))) {
send_to_char("Who do you want to rescue?\r\n", ch);
return;
}
if (vict == ch) {
send_to_char("What about fleeing instead?\r\n", ch);
return;
}
if (FIGHTING(ch) == vict) {
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 &&
(FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
if (!tmp_ch) {
act("But nobody is fighting $M!", FALSE, ch, 0, vict, TO_CHAR);
return;
}
if (GET_CLASS(ch) != CLASS_WARRIOR)
send_to_char("But only true warriors can do this!", ch);
else {
percent = number(1, 101); /* 101% is a complete failure */
prob = GET_SKILL(ch, SKILL_RESCUE);
if (percent > prob) {
send_to_char("You fail the rescue!\r\n", ch);
return;
}
send_to_char("Banzai! To the rescue...\r\n", ch);
act("You are rescued by $N, you are confused!", FALSE, vict, 0, ch, TO_CHAR);
act("$n heroically rescues $N!", FALSE, ch, 0, vict, TO_NOTVICT);
if (FIGHTING(vict) == tmp_ch)
stop_fighting(vict);
if (FIGHTING(tmp_ch))
stop_fighting(tmp_ch);
if (FIGHTING(ch))
stop_fighting(ch);
set_fighting(ch, tmp_ch);
set_fighting(tmp_ch, ch);
WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
}
}
ACMD(do_kick)
{
struct char_data *vict;
byte percent, prob;
if (GET_CLASS(ch) != CLASS_WARRIOR) {
send_to_char("You'd better leave all the martial arts to fighters.\r\n", ch);
return;
}
one_argument(argument, arg);
if (!(vict = get_char_room_vis(ch, arg))) {
if (FIGHTING(ch)) {
vict = FIGHTING(ch);
} else {
send_to_char("Kick who?\r\n", ch);
return;
}
}
if (vict == ch) {
send_to_char("Aren't we funny today...\r\n", ch);
return;
}
percent = ((10 - (GET_AC(vict) / 10)) << 1) + number(1, 101); /* 101% is a complete
* failure */
prob = GET_SKILL(ch, SKILL_KICK);
if (percent > prob) {
damage(ch, vict, 0, SKILL_KICK);
} else
damage(ch, vict, GET_LEVEL(ch) >> 1, SKILL_KICK);
WAIT_STATE(ch, PULSE_VIOLENCE * 3);
}