/* ************************************************************************
* 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);
}