/* ************************************************************************
* 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 <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;
void raw_kill(struct char_data *ch);
void hit(struct char_data *ch, struct char_data *victim, int type);
void damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype);
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?\n\r", ch);
return;
}
one_argument(argument, arg);
if (!(helpee = get_char_room_vis(ch, arg)))
send_to_char("Whom do you wish to assist?\n\r", ch);
else if (helpee == ch)
send_to_char("You can't help yourself any more than this!\n\r", 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))
act("You can't see who is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
else {
send_to_char("You join the fight!\n\r", ch);
act("$N assists you!", 0, helpee, 0, ch, TO_CHAR);
act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
hit(ch, opponent, TYPE_UNDEFINED);
}
}
}
ACMD(do_hit)
{
struct char_data *victim;
one_argument(argument, arg);
if (*arg) {
victim = get_char_room_vis(ch, arg);
if (victim) {
if (victim == ch) {
send_to_char("You hit yourself...OUCH!.\n\r", ch);
act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM);
return;
}
if (!IS_NPC(victim) && !IS_NPC(ch) && (subcmd != SCMD_MURDER)) {
send_to_char("To avoid accidental flagging, you have to use the MURDER command to\n\r"
"hit another player.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(victim))
return; /* you can't order a charmed pet to attack a player */
if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == victim)) {
act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, victim, TO_CHAR);
return;
}
if ((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 who?\n\r", ch);
}
ACMD(do_kill)
{
struct char_data *victim;
if ((GET_LEVEL(ch) < LEVEL_IMPL) || IS_NPC(ch)) {
do_hit(ch, argument, cmd, subcmd);
return;
}
one_argument(argument, arg);
if (!*arg) {
send_to_char("Kill who?\n\r", ch);
} else {
if (!(victim = get_char_room_vis(ch, arg)))
send_to_char("They aren'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 $N!", FALSE, ch, 0, victim, TO_NOTVICT);
raw_kill(victim);
}
}
}
ACMD(do_backstab)
{
struct char_data *victim;
byte percent, prob;
one_argument(argument, buf);
if (!(victim = get_char_room_vis(ch, buf))) {
send_to_char("Backstab who?\n\r", ch);
return;
}
if (victim == ch) {
send_to_char("How can you sneak up on yourself?\n\r", ch);
return;
}
if (!ch->equipment[WIELD]) {
send_to_char("You need to wield a weapon to make it a success.\n\r", ch);
return;
}
if (ch->equipment[WIELD]->obj_flags.value[3] != 11) {
send_to_char("Only piercing weapons can be used for backstabbing.\n\r", ch);
return;
}
if (victim->specials.fighting) {
send_to_char("You can't backstab a fighting person, too alert!\n\r", ch);
return;
}
percent = number(1, 101); /* 101% is a complete failure */
prob = IS_NPC(ch) ? 75 : SKILL(ch, SKILL_BACKSTAB);
if (AWAKE(victim) && (percent > prob))
damage(ch, victim, 0, SKILL_BACKSTAB);
else
hit(ch, victim, SKILL_BACKSTAB);
}
ACMD(do_order)
{
char name[100], message[256];
char buf[256];
bool found = FALSE;
int org_room;
struct char_data *victim;
struct follow_type *k;
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char("Order who to do what?\n\r", ch);
else if (!(victim = get_char_room_vis(ch, name)) &&
str_cmp("follower", name) && str_cmp("followers", name))
send_to_char("That person isn't here.\n\r", ch);
else if (ch == victim)
send_to_char("You obviously suffer from skitzofrenia.\n\r", ch);
else {
if (IS_AFFECTED(ch, AFF_CHARM)) {
send_to_char("Your superior would not aprove of you giving orders.\n\r", ch);
return;
}
if (victim) {
sprintf(buf, "$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, "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, victim, TO_ROOM);
org_room = ch->in_room;
for (k = ch->followers; k; k = k->next) {
if (org_room == k->follower->in_room)
if (IS_AFFECTED(k->follower, AFF_CHARM)) {
found = TRUE;
command_interpreter(k->follower, message);
}
}
if (found)
send_to_char("Ok.\n\r", ch);
else
send_to_char("Nobody here is a loyal subject of yours!\n\r", ch);
}
}
}
ACMD(do_flee)
{
int i, attempt, loose, die;
void gain_exp(struct char_data *ch, int gain);
int special(struct char_data *ch, int cmd, char *arg);
if (!(ch->specials.fighting)) {
for (i = 0; i < 6; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(world[EXIT(ch, attempt)->to_room].room_flags, DEATH)) {
act("$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.\n\r", ch);
} else {
if (!die)
act("$n tries to flee, but is too exhausted!", TRUE, ch, 0, 0, TO_ROOM);
}
return;
}
} /* for */
/* No exits was found */
send_to_char("PANIC! You couldn't escape!\n\r", ch);
return;
}
for (i = 0; i < 6; i++) {
attempt = number(0, 5); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!IS_SET(world[EXIT(ch, attempt)->to_room].room_flags, DEATH)) {
act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM);
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->specials.fighting);
if (!IS_NPC(ch))
gain_exp(ch, -loose);
send_to_char("You flee head over heels.\n\r", ch);
/* Insert later when using huntig system */
/* 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!\n\r", ch);
}
ACMD(do_bash)
{
struct char_data *victim;
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.\n\r", ch);
return;
}
if (!(victim = get_char_room_vis(ch, arg))) {
if (ch->specials.fighting) {
victim = ch->specials.fighting;
} else {
send_to_char("Bash who?\n\r", ch);
return;
}
}
if (victim == ch) {
send_to_char("Aren't we funny today...\n\r", ch);
return;
}
if (!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 */
prob = IS_NPC(ch) ? 75 : SKILL(ch, SKILL_BASH);
if (percent > prob) {
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);
}
ACMD(do_rescue)
{
struct char_data *victim, *tmp_ch;
byte percent, prob;
one_argument(argument, arg);
if (!(victim = get_char_room_vis(ch, arg))) {
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 (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 = IS_NPC(ch) ? 80 : SKILL(ch, SKILL_RESCUE);
if (percent > prob) {
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);
set_fighting(ch, tmp_ch);
set_fighting(tmp_ch, ch);
WAIT_STATE(victim, 2 * PULSE_VIOLENCE);
}
}
ACMD(do_kick)
{
struct char_data *victim;
byte percent, prob;
if (GET_CLASS(ch) != CLASS_WARRIOR) {
send_to_char("You'd better leave all the martial arts to fighters.\n\r", 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("Kick who?\n\r", ch);
return;
}
}
if (victim == ch) {
send_to_char("Aren't we funny today...\n\r", ch);
return;
}
percent = ((10 - (GET_AC(victim) / 10)) << 1) + number(1, 101); /* 101% is a complete failure */
prob = IS_NPC(ch) ? 80 : SKILL(ch, SKILL_KICK);
if (percent > prob) {
damage(ch, victim, 0, SKILL_KICK);
} else
damage(ch, victim, GET_LEVEL(ch) >> 1, SKILL_KICK);
WAIT_STATE(ch, PULSE_VIOLENCE * 3);
}