/* ************************************************************************ * 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" CVSHEADER("$CVSHeader: cwg/rasputin/src/act.offensive.c,v 1.6 2005/01/17 03:17:53 zizazat Exp $"); #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #include "spells.h" /* extern functions */ void raw_kill(struct char_data *ch, struct char_data * killer); void check_killer(struct char_data *ch, struct char_data *vict); int is_innate_ready(struct char_data *ch, int spellnum); void add_innate_timer(struct char_data *ch, int spellnum); /* extern variables */ extern struct spell_info_type spell_info[]; /* local functions */ ACMD(do_assist); ACMD(do_hit); ACMD(do_kill); ACMD(do_order); ACMD(do_flee); ACMD(do_assist) { char arg[MAX_INPUT_LENGTH]; struct char_data *helpee, *opponent; if (FIGHTING(ch)) { send_to_char(ch, "You're already fighting! How can you assist someone else?\r\n"); return; } one_argument(argument, arg); if (!*arg) send_to_char(ch, "Whom do you wish to assist?\r\n"); else if (!(helpee = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) send_to_char(ch, "%s", CONFIG_NOPERSON); else if (helpee == ch) send_to_char(ch, "You can't help yourself any more than this!\r\n"); else { /* * Hit the same enemy the person you're helping is. */ if (FIGHTING(helpee)) opponent = FIGHTING(helpee); else for (opponent = world[IN_ROOM(ch)].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); /* prevent accidental pkill */ else if (!CONFIG_PK_ALLOWED && !IS_NPC(opponent)) act("Use 'murder' if you really want to attack $N.", FALSE, ch, 0, opponent, TO_CHAR); else { send_to_char(ch, "You join the fight!\r\n"); act("$N assists you!", 0, helpee, 0, ch, TO_CHAR); act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT); hit(ch, opponent, TYPE_UNDEFINED); } } } ACMD(do_hit) { char arg[MAX_INPUT_LENGTH]; struct char_data *vict; one_argument(argument, arg); if (!*arg) send_to_char(ch, "Hit who?\r\n"); else if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) send_to_char(ch, "They don't seem to be here.\r\n"); else if (vict == ch) { send_to_char(ch, "You hit yourself...OUCH!.\r\n"); act("$n hits $mself, and says OUCH!", FALSE, ch, 0, vict, TO_ROOM); } else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict)) act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, vict, TO_CHAR); else { if (!CONFIG_PK_ALLOWED) { if (!IS_NPC(vict) && !IS_NPC(ch)) { if (subcmd != SCMD_MURDER) { send_to_char(ch, "Use 'murder' to hit another player.\r\n"); return; } else { check_killer(ch, vict); } } if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict)) return; /* you can't order a charmed pet to attack a * player */ } if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) { /* normal attack :( */ hit(ch, vict, TYPE_UNDEFINED); } else send_to_char(ch, "You do the best you can!\r\n"); } } ACMD(do_kill) { char arg[MAX_INPUT_LENGTH]; struct char_data *vict; if (IS_NPC(ch) || !ADM_FLAGGED(ch, ADM_INSTANTKILL)) { do_hit(ch, argument, cmd, subcmd); return; } one_argument(argument, arg); if (!*arg) { send_to_char(ch, "Kill who?\r\n"); } else { if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) send_to_char(ch, "They aren't here.\r\n"); else if (ch == vict) send_to_char(ch, "Your mother would be so sad.. :(\r\n"); 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, ch); } } } #if 0 /* backstab doesn't exist, sneaky types get automatic sneak attack */ ACMD(do_backstab) { char buf[MAX_INPUT_LENGTH]; struct char_data *vict; int percent; if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BACKSTAB)) { send_to_char(ch, "You have no idea how to do that.\r\n"); return; } one_argument(argument, buf); if (!(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM))) { send_to_char(ch, "Backstab who?\r\n"); return; } if (vict == ch) { send_to_char(ch, "How can you sneak up on yourself?\r\n"); return; } if (!GET_EQ(ch, WEAR_WIELD)) { send_to_char(ch, "You need to wield a weapon to make it a success.\r\n"); return; } if (GET_OBJ_VAL(GET_EQ(ch, WEAR_WIELD), VAL_WEAPON_DAMTYPE) != TYPE_PIERCE - TYPE_HIT) { send_to_char(ch, "Only piercing weapons can be used for backstabbing.\r\n"); return; } if (FIGHTING(vict)) { send_to_char(ch, "You can't backstab a fighting person -- they're too alert!\r\n"); 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 $m!", FALSE, vict, 0, ch, TO_NOTVICT); hit(vict, ch, TYPE_UNDEFINED); return; } percent = roll_skill(ch, SKILL_BACKSTAB); if (AWAKE(vict) && percent) damage(ch, vict, 0, SKILL_BACKSTAB); else hit(ch, vict, SKILL_BACKSTAB); WAIT_STATE(ch, 2 * PULSE_VIOLENCE); } #endif ACMD(do_order) { char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH]; bool found = FALSE; struct char_data *vict; struct follow_type *k; half_chop(argument, name, message); if (!*name || !*message) send_to_char(ch, "Order who to do what?\r\n"); else if (!(vict = get_char_vis(ch, name, NULL, FIND_CHAR_ROOM)) && !is_abbrev(name, "followers")) send_to_char(ch, "That person isn't here.\r\n"); else if (ch == vict) send_to_char(ch, "You obviously suffer from skitzofrenia.\r\n"); else { if (AFF_FLAGGED(ch, AFF_CHARM)) { send_to_char(ch, "Your superior would not aprove of you giving orders.\r\n"); return; } if (vict) { char buf[MAX_STRING_LENGTH]; snprintf(buf, sizeof(buf), "$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(ch, "%s", CONFIG_OK); command_interpreter(vict, message); } } else { /* This is order "followers" */ char buf[MAX_STRING_LENGTH]; snprintf(buf, sizeof(buf), "$n issues the order '%s'.", message); act(buf, FALSE, ch, 0, 0, TO_ROOM); for (k = ch->followers; k; k = k->next) { if (IN_ROOM(ch) == IN_ROOM(k->follower)) if (AFF_FLAGGED(k->follower, AFF_CHARM)) { found = TRUE; command_interpreter(k->follower, message); } } if (found) send_to_char(ch, "%s", CONFIG_OK); else send_to_char(ch, "Nobody here is a loyal subject of yours!\r\n"); } } } ACMD(do_flee) { int i, attempt; struct char_data *was_fighting; if (GET_POS(ch) < POS_FIGHTING) { send_to_char(ch, "You are in pretty bad shape, unable to flee!\r\n"); return; } for (i = 0; i < 6; i++) { attempt = rand_number(0, NUM_OF_DIRS - 1); /* Select a random direction */ if (CAN_GO(ch, attempt) && !ROOM_FLAGGED(EXIT(ch, attempt)->to_room, ROOM_DEATH)) { act("$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(ch, "You flee head over heels.\r\n"); //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); //} } else { act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM); } return; } } send_to_char(ch, "PANIC! You couldn't escape!\r\n"); } #if 0 /* Not implemented yet */ ACMD(do_disarm) { int roll, goal; char arg[MAX_INPUT_LENGTH]; struct obj_data *weap; struct char_data *vict; int success = FALSE; if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_DISARM)) { send_to_char(ch, "You have no idea how.\r\n"); return; } if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) { send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n"); 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(ch, "Disarm who?\r\n"); return; } } if (vict == ch) { send_to_char(ch, "Try REMOVE and DROP instead...\r\n"); return; } weap = GET_EQ(vict, WEAR_WIELD1); if (!weap) { send_to_char(ch, "But your opponent is not wielding a weapon!\r\n"); return; } goal = GET_SKILL(ch, SKILL_DISARM) / 3; roll = rand_number(0, 101); roll -= GET_DEX(ch); /* Improve odds */ roll += GET_DEX(vict); /* Degrade odds */ if (GET_LEVEL(vict) >= LVL_IMMORT) /* No disarming an immort. */ roll = 1000; if (GET_LEVEL(ch) >= LVL_IMMORT) /* But immorts never fail! */ roll = -1000; if (roll <= goal) { success = TRUE; if ((weap = GET_EQ(vict, WEAR_WIELD1))) { act("You disarm $p from $N's hand!", FALSE, ch, weap, vict, TO_CHAR); act("$n disarms $p from your hand!", FALSE, ch, weap, vict, TO_VICT); act("$n disarms $p from $N's hand!", FALSE, ch, weap, vict, TO_NOTVICT); obj_to_room(unequip_char(vict, WEAR_WIELD1), IN_ROOM(vict)); } else { log("SYSERR: do_disarm(), should have a weapon to be disarmed, but lost it!"); } } else { act("You fail to disarm $N.", FALSE, ch, weap, vict, TO_CHAR); act("$n fails to disarm you.", FALSE, ch, weap, vict, TO_VICT); act("$n fails to disarm $N.", FALSE, ch, weap, vict, TO_NOTVICT); } if (!GET_LEVEL(ch) >= LVL_IMMORT) WAIT_STATE(ch, PULSE_VIOLENCE); /* Set them fighting? Comment out if you don't like. */ if (success && IS_NPC(vict)) set_fighting(ch, vict); } #endif ACMD(do_turn) { struct char_data *vict; int turn_level, percent; int turn_difference=0, turn_result=0, turn_roll=0; int i; char buf[MAX_STRING_LENGTH]; one_argument(argument,buf); if (!IS_CLERIC(ch)) { send_to_char(ch, "You do not possess the favor of your God.\r\n"); return; } if (!(vict=get_char_room_vis(ch, buf, NULL))) { send_to_char(ch, "Turn who?\r\n"); return; } if (vict==ch) { send_to_char(ch, "How do you plan to turn yourself?\r\n"); return; } if (!IS_UNDEAD(vict)) { send_to_char(ch, "You can only attempt to turn undead!\r\n"); return; } if (CONFIG_ALLOW_MULTICLASS) { turn_level = GET_TLEVEL(ch); for (i = 0; i < NUM_CLASSES; i++) { if (spell_info[ABIL_TURNING].min_level[i] <= GET_CLASS_RANKS(ch, i)) { if (i == CLASS_CLERIC) turn_level += GET_CLASS_RANKS(ch, i); else turn_level += MAX(0, GET_CLASS_RANKS(ch, i) - 2); } } } else { if (GET_CLASS(ch) != CLASS_CLERIC) turn_level = ((GET_LEVEL(ch) - 2) + GET_TLEVEL(ch)); else turn_level = (GET_LEVEL(ch) + GET_TLEVEL(ch)); } percent=roll_skill(ch, ABIL_TURNING); if (!percent) { send_to_char(ch, "You lost your concentration!\r\n"); return; } turn_difference = (turn_level - GET_LEVEL(vict)); turn_roll = rand_number(1, 20); switch (turn_difference) { case -5: case -4: if (turn_roll >= 20) turn_result=1; break; case -3: if (turn_roll >= 17) turn_result=1; break; case -2: if (turn_roll >= 15) turn_result=1; break; case -1: if (turn_roll >= 13) turn_result=1; break; case 0: if (turn_roll >= 11) turn_result=1; break; case 1: if (turn_roll >= 9) turn_result=1; break; case 2: if (turn_roll >= 6) turn_result=1; break; case 3: if (turn_roll >= 3) turn_result=1; break; case 4: case 5: if (turn_roll >= 2) turn_result=1; break; default: turn_result=0; break; } if (turn_difference <= -6) turn_result=0; else if (turn_difference >= 6) turn_result=2; switch (turn_result) { case 0: /* Undead resists turning */ act("$N blasphemously mocks your faith!",FALSE,ch,0,vict,TO_CHAR); act("You blasphemously mock $N and $S faith!", FALSE, vict, 0, ch, TO_CHAR); act("$n blasphemously mocks $N and $S faith!", FALSE, vict, 0, ch, TO_NOTVICT); hit(vict, ch, TYPE_UNDEFINED); break; case 1: /* Undead is turned */ act("The power of your faith overwhelms $N, who flees!", FALSE, ch, 0, vict, TO_CHAR); act("The power of $N's faith overwhelms you! You flee in terror!!!", FALSE, vict, 0, ch, TO_CHAR); act("The power of $N's faith overwhelms $n, who flees!", FALSE, vict, 0, ch, TO_NOTVICT); do_flee(vict,0,0,0); break; case 2: /* Undead is automatically destroyed */ act("The mighty force of your faith blasts $N out of existence!", FALSE,ch,0,vict, TO_CHAR); act("The mighty force of $N's faith blasts you out of existence!",FALSE,vict,0,ch, TO_CHAR); act("The mighty force of $N's faith blasts $n out of existence!",FALSE,vict,0,ch, TO_NOTVICT); raw_kill(vict, ch); break; } } ACMD(do_lay_hands) { struct char_data *vict; int percent, prob, healing, sacrifice; char arg[MAX_INPUT_LENGTH]; one_argument(argument, arg); if (!*arg) { send_to_char(ch, "Whom do you wish to lay hands on?\r\n"); return; } if (!is_innate_ready(ch, ABIL_LAY_HANDS)) { send_to_char(ch, "You do not have the energy to lay hands on someone.\r\n"); return; } if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) { send_to_char(ch, "%s", CONFIG_NOPERSON); return; } if (vict == ch) { send_to_char(ch, "You can't lay hands on yourself!\r\n"); return; } if ((!IS_NPC(ch)) && (!GET_SKILL(ch, ABIL_LAY_HANDS))) { send_to_char(ch, "You have no idea how to lay hands to heal someone.\r\n"); return; } if (GET_HIT(vict) >= GET_MAX_HIT(vict)) { send_to_char(ch, "They are already at maximum health!\r\n"); return; } healing = 4 * GET_LEVEL(ch); sacrifice = 2 * GET_LEVEL(ch); if (sacrifice >= GET_HIT(ch)) { send_to_char(ch, "The sacrifice would be too much for you to handle!\r\n"); return; } percent = rand_number(1, 101); prob = GET_SKILL(ch, ABIL_LAY_HANDS); if (prob > percent) { act("You lay hands on $n.", FALSE, vict, 0, ch, TO_VICT); act("$N lays hands on you!", FALSE, vict, 0, ch, TO_CHAR); act("$N lays hands on $n.", FALSE, ch, 0, vict, TO_NOTVICT); GET_HIT(vict) += healing; GET_HIT(ch) -= sacrifice; WAIT_STATE(ch, PULSE_VIOLENCE); } else { send_to_char(ch, "Your attempt to lay hands fails.\r\n"); WAIT_STATE(ch, PULSE_VIOLENCE); } /* set the timer until the skill can be used again -Cyric*/ add_innate_timer(ch, ABIL_LAY_HANDS); }