/* ************************************************************************ * file: act.offensive.c , Implementation of commands. Part of DIKUMUD * * Usage : Offensive commands. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include <stdio.h> #include <strings.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 zone_data *zone_table; extern char *command[]; void raw_kill(struct char_data *ch); void check_killer(struct char_data *ch, struct char_data *victim); void lose_exp_by_flight(struct char_data *ch,struct char_data *was_fighting); bool is_in_safe(struct char_data *ch, struct char_data *victim); bool is_first_level(struct char_data *ch, struct char_data *victim); bool nokill(struct char_data *ch, struct char_data *victim); bool notwithinsixlevels(struct char_data *ch, struct char_data *victim); bool isdweeb(struct char_data *ch); /* Nokill--user can toggle this option so they don't inadvertently get the flag for killing a player. Swiftest. */ bool nokill(struct char_data *ch, struct char_data *victim) { if((ch->specials.nokill==TRUE)&&!IS_NPC(ch)&&!IS_NPC(victim)&& !(IS_SET(victim->specials.act,PLR_ISKILLER|PLR_ISTHIEF)) && (ch!=victim)&&!(IS_SET(world[ch->in_room].room_flags,ARENA))){ if(victim->specials.fighting==ch){ /* NOKILL ignored if attacked */ return(FALSE); } send_to_char("*** Turn NOKILL off first ***",ch); return(TRUE); } return(FALSE); } /* Do not allow a first level char to attack another player until 2nd lv */ /* and do not allow someone to kill a first level player */ bool is_first_level(struct char_data *ch, struct char_data *victim) { if (IS_NPC(victim)||IS_NPC(ch)){ return FALSE; } /* No rule exists for NPCs.. only PCs should get to next statement */ if ((!IS_NPC(victim))&&(GET_EXP(ch)<1500)){ send_to_char("You may not attack a player until you have at least 1,500 exp!\n\r",ch); return TRUE; } else if ( (GET_LEVEL(ch)>1)&&(GET_LEVEL(victim)<2) ){ send_to_char("You may not attack a first level player.\n\r",ch); return TRUE; } else { return FALSE; } } bool is_in_safe(struct char_data *ch, struct char_data *victim) /* checks to see if PC is in safe room*/ { /* People had been able to take NPC's into safe areas */ /* and have them kill PC's...not too good. --Sman */ /* Realized that one-sided is no good, so I have */ /* Forbidden all fighting in safe areas. --Sman */ /* if( IS_NPC(ch)|| IS_NPC(victim)){ return FALSE; } */ if(IS_SET(world[ch->in_room].room_flags,SAFE)){ send_to_char("No fighting permitted in this room.\n\r",ch); return TRUE; } else if(IS_SET(zone_table[world[ch->in_room].zone].flags, ZONE_SAFE)) { send_to_char("You decide not to for some reason.\n\r",ch); return TRUE; } else { return FALSE; } } bool isdweeb(struct char_data *ch) { if (!IS_NPC(ch) && IS_SET(ch->specials.act, PLR_ISDWEEB)){ send_to_char("You're a dweeb!\n\r", ch); return TRUE; } else { return FALSE; } } bool notwithinsixlevels(struct char_data *ch,struct char_data *victim) { if(IS_NPC(ch)||IS_NPC(victim)||IS_SET(victim->specials.act,PLR_ISKILLER) || IS_SET(victim->specials.act,PLR_ISTHIEF) || IS_SET(world[ch->in_room].room_flags,ARENA)) return (FALSE); if((GET_LEVEL(ch) < GET_LEVEL(victim) - 6) || (GET_LEVEL(ch) > GET_LEVEL(victim) + 6) || (IS_MULTICLASSED(ch)!=IS_MULTICLASSED(victim))) { act("$N isn't within 6 levels of you.", FALSE,ch,0,victim,TO_CHAR); return(TRUE); } return(FALSE); } void do_hit(struct char_data *ch, char *argument, int cmd) { char arg[MAX_STRING_LENGTH]; char buffer[MAX_STRING_LENGTH]; struct char_data *victim; one_argument(argument, arg); if (*arg) { victim = get_char_room_vis(ch, arg); if (victim) { if (!IS_NPC(victim) && !IS_NPC(ch)){ send_to_char("You must MURDER a player.\n\r",ch); return; } if (victim == ch) { send_to_char("You hit yourself..OUCH!.\n\r", ch); act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM); } else { if (is_in_safe(ch,victim)==TRUE){ return; } if (is_first_level(ch,victim)==TRUE){ return; } if (isdweeb(ch)==TRUE){ return; } if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) { act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch,0,victim,TO_CHAR); return; } if ((GET_POS(ch)>=POSITION_STANDING) && (victim != ch->specials.fighting)) { hit(ch, victim, TYPE_UNDEFINED); WAIT_STATE(ch, PULSE_VIOLENCE+2); /* HVORFOR DET?? */ } else { send_to_char("You do the best you can!\n\r",ch); } } } else { send_to_char("They aren't here.\n\r", ch); } } else { send_to_char("Hit whom?\n\r", ch); } } void do_murder(struct char_data *ch, char *argument, int cmd) { char arg[MAX_STRING_LENGTH]; char buffer[MAX_STRING_LENGTH]; struct char_data *victim; one_argument(argument, arg); if (*arg) { victim = get_char_room_vis(ch, arg); if (victim) { if (victim == ch) { send_to_char("You hit yourself..OUCH!.\n\r", ch); act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM); } else { if(is_in_safe(ch,victim)==TRUE){ return; } if(is_first_level(ch,victim)==TRUE){ return; } if(nokill(ch,victim)==TRUE){ return; } if(isdweeb(ch)==TRUE) { return; } if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) { act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch,0,victim,TO_CHAR); return; } if(notwithinsixlevels(ch,victim)) { return; } if ((GET_POS(ch)==POSITION_STANDING) && (victim != ch->specials.fighting)) { hit(ch, victim, TYPE_UNDEFINED); WAIT_STATE(ch, PULSE_VIOLENCE+2); /* HVORFOR DET?? */ } else { send_to_char("You do the best you can!\n\r",ch); } } } else { send_to_char("They aren't here.\n\r", ch); } } else { send_to_char("Hit whom?\n\r", ch); } } void do_kill(struct char_data *ch, char *argument, int cmd) { static char arg[MAX_STRING_LENGTH]; char buf[70]; struct char_data *victim; if (GET_LEVEL(ch) < LV_IMPL || IS_NPC(ch)) { do_hit(ch, argument, 0); return; } one_argument(argument, arg); if (!*arg) { send_to_char("Slay whom?\n\r", ch); } else { if (!(victim = get_char_room_vis(ch, arg))) send_to_char("He/she/it isn't here.\n\r", ch); else if (ch == victim) send_to_char("Your mother would be so sad.. :(\n\r", 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 $N", FALSE, ch, 0, victim, TO_NOTVICT); raw_kill(victim); } } } void do_backstab(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; struct affected_type af; char name[256]; byte percent; one_argument(argument, name); if (!(victim = get_char_room_vis(ch, name))) { send_to_char("Backstab who?\n\r", ch); return; } if (victim == ch) { send_to_char("How can you sneak up on yourself?\n\r", ch); return; } if(GET_CLASS(ch)!=CLASS_THIEF && !IS_SET(ch->specials.act,PLR_ISMULTITH)) { send_to_char("You're no thief!\n\r",ch); return; } if(is_in_safe(ch,victim)==TRUE){ return; } if(is_first_level(ch,victim)==TRUE){ return; } if(nokill(ch,victim)==TRUE){ return; } if(notwithinsixlevels(ch,victim)==TRUE){ return; } if(isdweeb(ch)==TRUE) { return; } if (!ch->equipment[WIELD]) { send_to_char("You need to wield a weapon, to make it a succes.\n\r",ch); return; } if (ch->equipment[WIELD]->obj_flags.value[3] != 11) { send_to_char("Only piercing weapons can be used for backstabbing.\n\r",ch); return; } if (victim->specials.fighting) { send_to_char("You can't backstab a fighting person, too alert!\n\r", ch); return; } percent=number(1,101); /* 101% is a complete failure */ if(IS_AFFECTED(victim,AFF_AWARE) && GET_POS(victim)>POSITION_RESTING) { act("$N seems way too alert to catch off guard.",FALSE,ch,0,victim,TO_CHAR); return; } if (AWAKE(victim) && (percent > ch->skills[SKILL_BACKSTAB].learned)) damage(ch, victim, 0, SKILL_BACKSTAB); else { hit(ch,victim,SKILL_BACKSTAB); /* After getting hit once, this guy will be wary next time */ af.type=SPELL_AWARENESS; af.duration=1; af.modifier=0; af.location=APPLY_NONE; af.bitvector=AFF_AWARE; affect_join(victim,&af,FALSE,FALSE); } } void do_order(struct char_data *ch, char *argument, int cmd) { char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; bool found = FALSE; int org_room; struct char_data *victim; struct follow_type *k; half_chop(argument, name, message); if(isdweeb(ch)) { return; } if(GET_EXP(ch) < 1500) { send_to_char("Due to abuse, you must have at least 1500 experience to use this command.\n\r",ch); return; } if (!*name || !*message) send_to_char("Order who to do what?\n\r", ch); else if (!(victim = get_char_room_vis(ch, name)) && str_cmp("follower", name) && str_cmp("followers", name)) send_to_char("That person isn't here.\n\r", ch); else if (ch == victim) send_to_char("You obviously suffer from schitzophrenia.\n\r", ch); else { if (IS_AFFECTED(ch, AFF_CHARM)) { send_to_char("Your superior would not aprove of you giving orders.\n\r",ch); return; } if (victim) { sprintf(buf, "$N orders you to '%s'", message); act(buf, FALSE, victim, 0, ch, TO_CHAR); act("$n gives $N an order.", FALSE, ch, 0, victim, TO_ROOM); if ( (victim->master!=ch) || !IS_AFFECTED(victim, AFF_CHARM) ) act("$n has an indifferent look.", FALSE, victim, 0, 0, TO_ROOM); else { send_to_char("Ok.\n\r", ch); command_interpreter(victim, message); } } else { /* This is order "followers" */ sprintf(buf, "$n issues the order '%s'.", message); act(buf, FALSE, ch, 0, victim, TO_ROOM); org_room = ch->in_room; for (k = ch->followers; k; k = k->next) { if (org_room == k->follower->in_room) if (IS_AFFECTED(k->follower, AFF_CHARM)) { found = TRUE; command_interpreter(k->follower, message); } } if (found) send_to_char("Ok.\n\r", ch); else send_to_char("Nobody here is a loyal subject of yours!\n\r", ch); } } } void do_flee(struct char_data *ch, char *argument, int cmd) { int i, attempt, start_room, orig_room; char buf[MAX_INPUT_LENGTH]; struct char_data *was_fighting; void gain_exp(struct char_data *ch, int gain); int special(struct char_data *ch, int cmd, char *arg); if (!(ch->specials.fighting)) { for(i=0; i<6; i++) { attempt = number(0, 5); /* Select a random direction */ if (CAN_GO(ch, attempt) && !IS_SET(world[EXIT(ch, attempt)->to_room].room_flags, DEATH) && (!IS_NPC(ch) || !IS_SET(world[ch->in_room].room_flags,SAFE))) { act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM); /*if ((die = do_simple_move(ch, attempt, FALSE))== 1) {*/ send_to_char("You attempt to flee...\n\r",ch); start_room=ch->in_room; strcpy(buf,command[attempt]); command_interpreter(ch,buf); if(start_room == ch->in_room) { act("$n tries to flee, but can't make it out of here!", TRUE, ch, 0, 0, TO_ROOM); send_to_char("PANIC! You couldn't escape!\n\r", ch); return; } } } /* for */ return; } orig_room=ch->in_room; for(i=0; i<6; i++) { attempt = number(0, 5); /* Select a random direction */ if (CAN_GO(ch, attempt) && !IS_SET(world[EXIT(ch, attempt)->to_room].room_flags, DEATH)) { act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM); send_to_char("You attempt to flee...\n\r",ch); start_room=ch->in_room; /* This is dubious, but works */ if(ch->specials.fighting) { was_fighting=ch->specials.fighting; stop_fighting(ch); } strcpy(buf,command[attempt]); command_interpreter(ch,buf); if(start_room != ch->in_room) { /* The escape has succeded */ lose_exp_by_flight(ch,was_fighting); /* Insert later when using huntig system */ /* ch->specials.fighting->specials.hunting = ch */ return; } else { act("$n tries to flee, but can't make it out of here!", TRUE, ch, 0, 0, TO_ROOM); send_to_char("PANIC! You couldn't escape!\n\r", ch); if(orig_room==ch->in_room) set_fighting(ch,was_fighting); return; } } } /* for */ } void do_bash(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char name[256], buf[256]; byte percent; int learned; one_argument(argument, name); if ((!IS_NPC(ch) && GET_CLASS(ch) != CLASS_WARRIOR && !IS_SET(ch->specials.act,PLR_ISMULTIWA)) || (IS_NPC(ch) && !IS_SET(ch->specials.act, ACT_HAS_WA))) { send_to_char("You better leave all the martial arts to fighters.\n\r", ch); return; } if (!(victim = get_char_room_vis(ch, name))) { if (ch->specials.fighting && ch->specials.fighting->in_room==ch->in_room) { victim = ch->specials.fighting; } else { send_to_char("Bash whom?\n\r", ch); return; } } if (victim == ch) { send_to_char("Aren't we funny today...\n\r", ch); return; } if(world[ch->in_room].sector_type >= SECT_WATER_SWIM) { send_to_char("You have no footing here!\n\r",ch); return; } if(is_in_safe(ch,victim)==TRUE) { return; } if(is_first_level(ch,victim)==TRUE){ return; } if(nokill(ch,victim)==TRUE){ return; } if(notwithinsixlevels(ch,victim)==TRUE){ return; } if(isdweeb(ch)==TRUE){ return; } if (!IS_NPC(ch) && !ch->equipment[WIELD]) { send_to_char("You need to wield a weapon, to make it a success.\n\r",ch); return; } percent=number(1,101); /* 101% is a complete failure */ if(!IS_NPC(ch)){ learned = ch->skills[SKILL_BASH].learned; } else { /* is NPC */ learned = (GET_LEVEL(ch)>=10? 99: GET_LEVEL(ch)*10); } if (percent > learned) { damage(ch, victim, 0, SKILL_BASH); GET_POS(ch) = POSITION_SITTING; } else { damage(ch, victim, 1, SKILL_BASH); GET_POS(victim) = POSITION_SITTING; WAIT_STATE(victim, PULSE_VIOLENCE*2); } WAIT_STATE(ch, PULSE_VIOLENCE*2); } void do_rescue(struct char_data *ch, char *argument, int cmd) { struct char_data *victim, *tmp_ch; int percent; char victim_name[240]; char buf[240]; if(isdweeb(ch)==TRUE) { return; } one_argument(argument, victim_name); if (!(victim = get_char_room_vis(ch, victim_name))) { send_to_char("Who do you want to rescue?\n\r", ch); return; } if (victim == ch) { send_to_char("What about fleeing instead?\n\r", ch); return; } if (ch->specials.fighting == victim) { send_to_char("How can you rescue someone you are trying to kill?\n\r",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; } if(nokill(ch,tmp_ch)) return; if ((GET_CLASS(ch) != CLASS_WARRIOR) && (!IS_SET(ch->specials.act,PLR_ISMULTIWA))) send_to_char("But only true warriors can do this!", ch); else { percent=number(1,101); /* 101% is a complete failure */ if (percent > ch->skills[SKILL_RESCUE].learned) { send_to_char("You fail the rescue.\n\r", ch); return; } send_to_char("Banzai! To the rescue...\n\r", 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); check_killer(ch, tmp_ch); /* so rescuing an NPC who is fighting a PC does not result in the other guy getting killer flag */ set_fighting(ch, tmp_ch); set_fighting(tmp_ch, ch); WAIT_STATE(victim, 2*PULSE_VIOLENCE); } } void do_kick(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char name[256], buf[256]; byte percent; int learned; if ((!IS_NPC(ch) && GET_CLASS(ch) != CLASS_WARRIOR && !IS_SET(ch->specials.act,PLR_ISMULTIWA)) || (IS_NPC(ch) && !IS_SET(ch->specials.act, ACT_HAS_WA))) { send_to_char("You better leave all the martial arts to fighters.\n\r", ch); return; } one_argument(argument, name); if (!(victim = get_char_room_vis(ch, name))) { if (ch->specials.fighting && ch->specials.fighting->in_room==ch->in_room) { victim = ch->specials.fighting; } else { send_to_char("Kick whom?\n\r", ch); return; } } if (victim == ch) { send_to_char("Aren't we funny today...\n\r", ch); return; } if(is_in_safe(ch,victim)==TRUE){ return; } if(is_first_level(ch,victim)==TRUE){ return; } if(nokill(ch,victim)==TRUE){ return; } if(notwithinsixlevels(ch,victim)==TRUE){ return; } if(isdweeb(ch)==TRUE){ return; } percent=((10-(GET_AC(victim)/10))<<1) + number(1,101); /* 101% is a complete failure */ if(!IS_NPC(ch)){ learned = ch->skills[SKILL_KICK].learned; } else { /* is npc */ learned = (GET_LEVEL(ch)>=10? 99: 10*GET_LEVEL(ch)); } if (percent > learned){ damage(ch, victim, 0, SKILL_KICK); } else { damage(ch, victim, GET_LEVEL(ch)>>1, SKILL_KICK); } WAIT_STATE(ch, PULSE_VIOLENCE*3); }