/* ************************************************************************ * file: act.vio.c, Implementation of commands. Part of DIKUMUD * * Usage : Fighting commands. * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #include CONFIG #if HAVE_STRINGS_H #include <strings.h> #endif #if HAVE_STRING_H #include <string.h> #endif #include "structs.h" #include "utils.h" #include "comm.h" #include "interp.h" #include "db.h" #include "skills.h" #include "time.h" #include "error.h" #include "proto.h" /* extern variables */ extern struct room_data *world; extern struct descriptor_data *descriptor_list; extern struct zone_data *zone_table; extern struct command_info commands[]; extern int max_dir[]; void raw_kill(struct char_data *ch); void lose_exp_by_flight(struct char_data *ch); bool nokill(struct char_data *ch, struct char_data *victim); /* Nokill--user can toggle this option so they don't inadvertently get the flag for killing a player. Swiftest. */ int do_hit(struct char_data *ch, char *argument, int cmd) { char arg[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 $mself, and says 'OUCH!'", FALSE, ch, 0, victim, TO_ROOM); } else { /* if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) { act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch,0,victim,TO_CHAR); return; } */ if ((GET_POS(ch)>=POS_STAND) && (victim != ch->specials.fighting)) { hit(ch, victim, TYPE_UNDEFINED); } else { send_to_char("You do the best you can!\n\r",ch); } } } else { send_to_char("They aren't here.\n\r", ch); return ERROR_MISSING_TARGET; } } else { send_to_char("Hit whom?\n\r", ch); return ERROR_SYNTAX; } return OKAY; } int do_murder(struct char_data *ch, char *argument, int cmd) { char arg[MAX_STRING_LENGTH]; struct char_data *victim; one_argument(argument, arg); if (*arg) { victim = get_char_room_vis(ch, arg); if (victim) { if (victim == ch) { send_to_char("You hit yourself..OUCH!.\n\r", ch); act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM); } else { /* if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) { act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch,0,victim,TO_CHAR); return; } */ if ((GET_POS(ch)==POS_STAND) && (victim != ch->specials.fighting)) { hit(ch, victim, TYPE_UNDEFINED); } else { send_to_char("You do the best you can!\n\r",ch); } } } else { send_to_char("They aren't here.\n\r", ch); return ERROR_MISSING_TARGET; } } else { send_to_char("Hit whom?\n\r", ch); return ERROR_SYNTAX; } return OKAY; } int do_kill(struct char_data *ch, char *argument, int cmd) { /* char arg[MAX_STRING_LENGTH]; struct char_data *victim;*/ return do_hit(ch, argument, 0); } int do_backstab(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; struct obj_data *weapon; struct obj_info_weapon *ow; struct affected_type af; char name[256]; byte percent; one_argument(argument, name); if (!(victim = get_char_room_vis(ch, name))) { send_to_char("Backstab who?\n\r", ch); return ERROR_MISSING_TARGET; } if (victim == ch) { send_to_char("How can you sneak up on yourself?\n\r", ch); return ERROR_NO_SENSE; } if(!get_skill(ch,SKILL_BACKSTAB)) { send_to_char("You're no thief!\n\r",ch); return ERROR_NO_KNOWLEDGE; } if (!(weapon = get_equip_used(ch,WIELD))) { send_to_char("You need to wield a weapon, to make it a succes.\n\r",ch); return ERROR_FAILED; } if (!(ow=(struct obj_info_weapon *)get_obj_info(weapon,ITEM_WEAPON)) || (ow->damage_type != 11)) { send_to_char("Only piercing weapons can be used for backstabbing.\n\r",ch); return ERROR_FAILED; } if (victim->specials.fighting) { send_to_char("You can't backstab a fighting person, too alert!\n\r", ch); return ERROR_FAILED; } percent=number(1,101); /* 101% is a complete failure */ /* if(IS_AFFECTED(victim,AFF_AWARE) && GET_POS(victim)>POS_REST) { act("$N seems way too alert to catch off guard.",FALSE,ch,0,victim,TO_CHAR); return ERROR_FAILED; }*/ 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=SKILL_AWARENESS; af.duration=1; af.modifier=0; af.location=APPLY_NONE; af.bitvector=AFF_AWARE; affect_join(victim,&af,FALSE,FALSE); } return OKAY; } int 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(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 ERROR_FAILED; } 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, "$n issues the order '%s'.", message); act(buf, FALSE, ch, 0, victim, TO_ROOM); org_room = ch->in_room; for (k = ch->followers; k; k = k->next) { /* if (org_room == k->follower->in_room) if (IS_AFFECTED(k->follower, AFF_CHARM)) { found = TRUE; command_interpreter(k->follower, message); }*/ } if (!found) { send_to_char("Nobody here is a loyal subject of yours!\n\r", ch); return ERROR_MISSING_TARGET; } } } return OKAY; } int do_flee(struct char_data *ch, char *argument, int cmd) { int i, attempt, start_room, orig_room; char buf[MAX_INPUT_LENGTH]; struct char_data *was_fighting; void gain_exp(struct char_data *ch, int gain); int special(struct char_data *ch, int cmd, char *arg); if (!(ch->specials.fighting)) { for(i=0; i<6; i++) { /* Select a random direction */ attempt = number(0, max_dir[zone_table[world[ch->in_room].zone].dir_system]-1); if (can_go(ch, attempt)) { act("$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,commands[attempt].command_name); command_interpreter(ch,buf); if(start_room == ch->in_room) { act("$n tries to flee, but can't make it out of here!", TRUE, ch, 0, 0, TO_ROOM); send_to_char("PANIC! You couldn't escape!\n\r", ch); return ERROR_FAILED; } } } /* for */ if(start_room == ch->in_room) return ERROR_FAILED; else return OKAY; } orig_room=ch->in_room; for(i=0; i<6; i++) { /* Select a random direction */ attempt=number(0,max_dir[zone_table[world[ch->in_room].zone].dir_system]-1); if (can_go(ch, attempt)) { act("$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,commands[attempt].command_name); command_interpreter(ch,buf); if(start_room != ch->in_room) { /* The escape has succeded */ lose_exp_by_flight(ch); /* Insert later when using huntig system */ /* ch->specials.fighting->specials.hunting = ch */ return OKAY; } 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 ERROR_FAILED; } } } /* for */ return OKAY; } int do_bash(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; struct char_skill_data *skill; char name[256]; one_argument(argument, name); if(!(skill = get_skill(ch,SKILL_BASH))) { send_to_char("You better leave all the martial arts to fighters.\n\r", ch); return ERROR_NO_KNOWLEDGE; } 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 ERROR_MISSING_TARGET; } } if (victim == ch) { send_to_char("Aren't we funny today...\n\r", ch); return ERROR_NO_SENSE; } if(world[ch->in_room].sector_type >= SECT_WATER_SWIM) { send_to_char("You have no footing here!\n\r",ch); return ERROR_LOCATION; } ch->specials.attack = SKILL_BASH; return OKAY; } int do_rescue(struct char_data *ch, char *argument, int cmd) { struct char_data *victim, *tmp_ch; struct char_skill_data *skill; int percent; char victim_name[240]; 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 ERROR_MISSING_TARGET; } if (victim == ch) { send_to_char("What about fleeing instead?\n\r", ch); return ERROR_NO_SENSE; } if (ch->specials.fighting == victim) { send_to_char("How can you rescue someone you are trying to kill?\n\r",ch); return ERROR_NO_SENSE; } 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 ERROR_NO_SENSE; } if(!(skill = get_skill(ch,SKILL_BASH))) { send_to_char("But only true warriors can do this!", ch); return ERROR_NO_KNOWLEDGE; } 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 ERROR_FAILED; } 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); set_fighting(ch, tmp_ch); set_fighting(tmp_ch, ch); } return OKAY; } int do_kick(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; struct char_skill_data *skill; char name[256]; /* byte percent; int learned;*/ if(!(skill = get_skill(ch,SKILL_BASH))) { send_to_char("You better leave all the martial arts to fighters.\n\r", ch); return ERROR_NO_KNOWLEDGE; } 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 ERROR_MISSING_TARGET; } } if (victim == ch) { send_to_char("Aren't we funny today...\n\r", ch); return ERROR_NO_SENSE; } ch->specials.attack = SKILL_KICK; return OKAY; }