/**************************************************************************
* # # # ## # # ### ## ## ### http://www.lyonesse.it *
* # # # # # ## # # # # # *
* # # # # # ## ## # # ## ## ## # # ## *
* # # # # # ## # # # # # # # # # # # *
* ### # ## # # ### ## ## ### # # #### ## Ver. 1.0 *
* *
* -Based on CircleMud & Smaug- Copyright (c) 2001-2002 by Mithrandir *
* *
* ********************************************************************** */
/* ************************************************************************
* 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 "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "spells.h"
#include "constants.h"
/* extern functions */
int compute_armor_class(CHAR_DATA *ch);
void raw_kill(CHAR_DATA *ch);
void check_killer(CHAR_DATA *ch, CHAR_DATA *vict);
void fire_missile(CHAR_DATA *ch, char *arg, OBJ_DATA *missile, int pos, int range, EXIT_DATA *pexit);
bool attack_building(CHAR_DATA *ch, char *arg);
bool attack_vehicle(CHAR_DATA *ch, char *arg);
/* local functions */
ACMD(do_assist);
ACMD(do_hit);
ACMD(do_kill);
ACMD(do_backstab);
ACMD(do_order);
ACMD(do_flee);
ACMD(do_bash);
ACMD(do_rescue);
ACMD(do_kick);
ACMD(do_assist)
{
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_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
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
{
/*
* Hit the same enemy the person you're helping is.
*/
if (FIGHTING(helpee))
opponent = FIGHTING(helpee);
else
for (opponent = 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 (!pkill_ok(ch, 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 $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
hit(ch, opponent, TYPE_UNDEFINED);
/* Room Trigger Events */
if ( ch->in_room->trigger )
check_room_trigger(ch, TRIG_ACT_FIGHT_START);
}
}
}
ACMD(do_hit)
{
CHAR_DATA *vict;
char arg[MAX_STRING_LENGTH];
one_argument(argument, arg);
if (!*arg)
{
send_to_char("Hit who or what?\r\n", ch);
return;
}
// first, check for mobs or players
if (!(vict = get_char_vis(ch, str_dup(arg), NULL, FIND_CHAR_ROOM)))
{
// otherwise, check for buildings
if ( attack_building(ch, str_dup(arg)) )
return;
if ( attack_vehicle(ch, str_dup(arg)) )
return;
send_to_char("They don't seem to be here.\r\n", ch);
return;
}
if (vict == ch)
{
send_to_char("You hit yourself...OUCH!.\r\n", ch);
act("$n hits $mself, and says OUCH!", FALSE, ch, 0, vict, TO_ROOM);
return;
}
if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict))
{
act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, vict, TO_CHAR);
return;
}
if (!pkill_ok(ch, vict))
{
if (!IS_NPC(vict) && !IS_NPC(ch))
{
if (subcmd != SCMD_MURDER)
{
send_to_char("Use 'murder' to hit another player.\r\n", ch);
return;
}
else
check_killer(ch, vict);
}
/* you can't order a charmed pet to attack a player */
if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict))
return;
}
if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch)))
{
hit(ch, vict, TYPE_UNDEFINED);
WAIT_STATE(ch, PULSE_VIOLENCE + 2);
/* Room Trigger Events */
if ( ch->in_room->trigger )
check_room_trigger(ch, TRIG_ACT_FIGHT_START);
}
else
send_to_char("You do the best you can!\r\n", ch);
}
ACMD(do_kill)
{
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_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
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)
{
CHAR_DATA *vict;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BACKSTAB))
{
send_to_char("You have no idea how to do that.\r\n", ch);
return;
}
one_argument(argument, buf);
if (!(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM)))
{
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 (!GET_EQ(ch, WEAR_WIELD))
{
send_to_char("You need to wield a weapon to make it a success.\r\n", ch);
return;
}
if (GET_OBJ_VAL(GET_EQ(ch, 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;
}
if (MOB_FLAGGED(vict, MOB_AWARE) && AWAKE(vict))
{
act("You notice $N lunging at you!", FALSE, vict, 0, ch, TO_CHAR);
act("$e notices you lunging at $m!", FALSE, vict, 0, ch, TO_VICT);
act("$n notices $N lunging at $m!", FALSE, vict, 0, ch, TO_NOTVICT);
hit(vict, ch, TYPE_UNDEFINED);
return;
}
if ( AWAKE(vict) && !success(ch, vict, SKILL_BACKSTAB, 0) )
damage(ch, vict, 0, SKILL_BACKSTAB);
else
{
hit(ch, vict, SKILL_BACKSTAB);
/* Room Trigger Events */
if ( ch->in_room->trigger )
check_room_trigger(ch, TRIG_ACT_FIGHT_START);
}
WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
}
ACMD(do_order)
{
CHAR_DATA *vict;
FOLLOW_DATA *k;
char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH];
bool found = FALSE;
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char("Order who to do what?\r\n", ch);
else if (!(vict = get_char_vis(ch, name, NULL, FIND_CHAR_ROOM)) && !is_abbrev(name, "followers"))
send_to_char("That person isn't here.\r\n", ch);
else if (ch == vict)
send_to_char("You obviously suffer from skitzofrenia.\r\n", ch);
else
{
if (AFF_FLAGGED(ch, AFF_CHARM))
{
send_to_char("Your superior would not aprove of you giving orders.\r\n", ch);
return;
}
if (vict)
{
sprintf(buf, "$N orders you to '%s'", message);
act(buf, FALSE, vict, 0, ch, TO_CHAR);
act("$n gives $N an order.", FALSE, ch, 0, vict, TO_ROOM);
if ((vict->master != ch) || !AFF_FLAGGED(vict, AFF_CHARM))
act("$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, "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, 0, TO_ROOM);
for (k = ch->followers; k; k = k->next)
{
if (IN_ROOM(ch) == IN_ROOM(k->follower))
if (AFF_FLAGGED(k->follower, AFF_CHARM))
{
found = TRUE;
command_interpreter(k->follower, message);
}
}
if (found)
send_to_char(OK, ch);
else
send_to_char("Nobody here is a loyal subject of yours!\r\n", ch);
}
}
}
ACMD(do_flee)
{
EXIT_DATA *pexit;
CHAR_DATA *was_fighting;
int i, attempt, loss;
if (GET_POS(ch) < POS_FIGHTING)
{
send_to_char("You are in pretty bad shape, unable to flee!\r\n", ch);
return;
}
for (i = 0; i < 6; i++)
{
attempt = number( 0, NUM_OF_DIRS - 1 ); /* Select a random direction */
pexit = get_exit( ch->in_room, attempt );
if (pexit && valid_exit(pexit) && !ROOM_FLAGGED(pexit->to_room, ROOM_DEATH))
{
act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
was_fighting = FIGHTING(ch);
if (do_simple_move(ch, attempt, TRUE))
{
send_to_char("You flee head over heels.\r\n", ch);
if (was_fighting && !IS_NPC(ch))
{
loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting);
loss *= GET_LEVEL(was_fighting);
gain_exp(ch, -loss);
if (IS_NPC(was_fighting) && MOB_FLAGGED(was_fighting, MOB_HUNTER))
{
HUNTING(was_fighting) = ch;
SET_BIT(AFF_FLAGS(was_fighting), AFF_HUNTING);
}
}
}
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)
{
CHAR_DATA *vict;
bool check = TRUE;
one_argument(argument, arg);
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BASH))
{
send_to_char("You have no idea how.\r\n", ch);
return;
}
if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL))
{
send_to_char("This room just has such a peaceful, easy feeling...\r\n", ch);
return;
}
if (!GET_EQ(ch, WEAR_WIELD))
{
send_to_char("You need to wield a weapon to make it a success.\r\n", ch);
return;
}
if ( FIGHTING(ch) )
check = FALSE;
if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
{
if (FIGHTING(ch) && IN_ROOM(ch) == IN_ROOM(FIGHTING(ch)))
vict = FIGHTING(ch);
else
{
send_to_char("Bash who?\r\n", ch);
return;
}
}
if ( RIDING(vict) )
{
send_to_char("Mounted targets are impossible to bash!\r\n", ch);
return;
}
if (vict == ch)
{
send_to_char("Aren't we funny today...\r\n", ch);
return;
}
if ( !success(ch, vict, SKILL_BASH, 0) )
{
damage(ch, vict, 0, SKILL_BASH);
GET_POS(ch) = POS_SITTING;
}
else
{
/*
* If we bash a player and they wimp out, they will move to the previous
* room before we set them sitting. If we try to set the victim sitting
* first to make sure they don't flee, then we can't bash them! So now
* we only set them sitting if they didn't flee. -gg 9/21/98
*/
if (damage(ch, vict, 1, SKILL_BASH) > 0) /* -1 = dead, 0 = miss */
{
WAIT_STATE(vict, PULSE_VIOLENCE);
if (IN_ROOM(ch) == IN_ROOM(vict))
GET_POS(vict) = POS_SITTING;
}
}
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
/* Room Trigger Events */
if ( check && ch->in_room->trigger )
check_room_trigger(ch, TRIG_ACT_FIGHT_START);
}
ACMD(do_rescue)
{
CHAR_DATA *vict, *tmp_ch;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_RESCUE))
{
send_to_char("You have no idea how to do that.\r\n", ch);
return;
}
one_argument(argument, arg);
if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
{
send_to_char("Whom 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 = 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 ( !success(ch, vict, SKILL_RESCUE, 0) )
{
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 $N!", FALSE, ch, 0, vict, TO_NOTVICT);
if (FIGHTING(vict) == tmp_ch) stop_fighting(vict);
if (FIGHTING(tmp_ch)) stop_fighting(tmp_ch);
if (FIGHTING(ch)) stop_fighting(ch);
set_fighting(ch, tmp_ch);
set_fighting(tmp_ch, ch);
WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
}
ACMD(do_kick)
{
CHAR_DATA *vict;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_KICK))
{
send_to_char("You have no idea how.\r\n", ch);
return;
}
one_argument(argument, arg);
if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
{
if (FIGHTING(ch) && IN_ROOM(ch) == IN_ROOM(FIGHTING(ch)))
vict = FIGHTING(ch);
else
{
send_to_char("Kick who?\r\n", ch);
return;
}
}
if (vict == ch)
{
send_to_char("Aren't we funny today...\r\n", ch);
return;
}
if ( !success(ch, vict, SKILL_KICK, 0) )
damage(ch, vict, 0, SKILL_KICK);
else
damage(ch, vict, GET_LEVEL(ch) / 2, SKILL_KICK);
WAIT_STATE(ch, PULSE_VIOLENCE * 3);
/* Room Trigger Events */
if ( ch->in_room->trigger )
check_room_trigger(ch, TRIG_ACT_FIGHT_START);
}
/* ======================= R A N G E D W E A P O N S ======================= */
/* find if ch wear a missile container of the given type */
OBJ_DATA *get_missile_cont( CHAR_DATA *ch, int type )
{
OBJ_DATA *obj;
if ( type == WEAPON_BOW )
obj = GET_EQ(ch, WEAR_SHOULDERS);
else
obj = GET_EQ(ch, WEAR_WAIST);
if ( !obj || GET_OBJ_TYPE(obj) != ITEM_MISSILE_CONT || GET_OBJ_VAL(obj, 2) != type )
return (NULL);
return (obj);
}
/* return a missile of the given type */
OBJ_DATA *get_missile( CHAR_DATA *ch, int type )
{
OBJ_DATA *cont, *missile;
char baf[MAX_STRING_LENGTH];
if ( !ch || type < 1 || type > MAX_RANGED_WEAPON )
return (NULL);
cont = get_missile_cont( ch, type );
if ( !cont )
{
sprintf( baf, "You are not wearing %s %s container.\r\n",
AN(missile_cont_table[type]), missile_cont_table[type] );
send_to_char(baf, ch );
return (NULL);
}
if ( !cont->first_content )
{
sprintf( baf, "$p is out of %s.", missile_cont_table[type] );
act( baf, FALSE, ch, cont, NULL, TO_CHAR );
return (NULL);
}
missile = cont->first_content;
separate_obj(missile);
obj_from_obj(missile);
return (missile);
}
/* Ranged Weapon */
ACMD(do_shoot)
{
OBJ_DATA *missile, *wielded;
EXIT_DATA *pexit;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int range, type, skill;
two_arguments(argument, arg1, arg2);
if (!*arg1 || !*arg2)
{
send_to_char("You should try: shoot <someone> <direction>\r\n", ch);
return;
}
if ( !(wielded = GET_EQ(ch, WEAR_WIELD) ) )
{
send_to_char("You aren't wielding anything!\r\n", ch);
return;
}
if ( GET_OBJ_TYPE(wielded) != ITEM_FIREWEAPON )
{
send_to_char("You aren't wielding a shooting weapon!\r\n", ch);
return;
}
type = GET_OBJ_VAL(wielded, 0);
switch (type)
{
default: skill = -1; break;
case WEAPON_BOW: skill = SKILL_WEAPON_BOW; break;
case WEAPON_SLING: skill = SKILL_WEAPON_SLING; break;
case WEAPON_CROSSBOW: skill = SKILL_WEAPON_CROSSBOW; break;
}
if ( skill == -1 )
{
send_to_char( "Unknown shooting weapon -- contact an Immortal.\r\n", ch );
return;
}
if ( !GET_SKILL(ch, skill) )
{
send_to_char("You don't know how.\r\n", ch );
return;
}
if ( RIDING(ch) )
{
if ( GET_SKILL(ch, skill) < 90 )
{
send_to_char("You are not skilled enough to shoot while mounted.\r\n", ch);
return;
}
}
/* get the right missile */
if ( ! (missile = get_missile( ch, type ) ) )
return;
/* find the first door */
if ( ( pexit = find_door( ch, NULL, arg2, "shoot" ) ) == NULL )
return;
/* check for CLOSED, FALSE or HIDDEN exits */
if ( !valid_exit( pexit ) )
{
if ( EXIT_FLAGGED(pexit, EX_CLOSED) )
send_to_char("Something blocks the way!\r\n", ch);
else
send_to_char("That's not a valid direction.\r\n", ch );
return;
}
range = URANGE(1, GET_OBJ_VAL(wielded, 1), 3);
obj_to_obj(missile, wielded);
/* shoot the thing */
fire_missile(ch, arg1, missile, WEAR_HOLD, range, pexit);
}