/* ************************************************************************ * 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); strip(struct char_data *ch) { int i; struct obj_data *o; for(i=0;i<MAX_WEAR;i++){ if(ch->equipment[i]){ o=unequip_char(ch, i); act("$p disappears!",FALSE,ch,o,0,TO_CHAR); extract_obj(o); GET_GOLD(ch) = 0; ch->points.bank = 0; } } } void do_hit(struct char_data *ch, char *argument, int cmd) { char arg[MAX_STRING_LENGTH]; char buffer[MAX_STRING_LENGTH]; struct char_data *victim; extern int nokillflag; one_argument(argument, arg); if (*arg) { victim = get_char_room_vis(ch, arg); if (victim) { if (victim == ch) { send_to_char("You hit yourself..OUCH!.\n\r", ch); act("$n hits $mself, and says OUCH!", FALSE, ch, 0, victim, TO_ROOM); } else { if(IS_AFFECTED(ch, AFF_CHARM)){ if(ch->master==victim){ send_to_char("Hurt your master?\n\r",ch); return; } if(IS_NPC(ch) && !IS_NPC(victim) && ch->master && (ch->in_room == ch->master->in_room)){ affect_from_char(ch,SPELL_CHARM_PERSON); act("$n feels released!",FALSE,ch,0,0,TO_ROOM); return; } } if((GET_POS(ch)==POSITION_STANDING) && (victim != ch->specials.fighting)) { hit(ch, victim, TYPE_UNDEFINED); WAIT_STATE(ch, PULSE_VIOLENCE+2); } 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); } } 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) < (IMO+5)) || IS_NPC(ch)) { do_hit(ch, argument, 0); 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 { if(GET_LEVEL(victim) > (IMO+4)) return; 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 $N", FALSE, ch, 0, victim, TO_NOTVICT); raw_kill(victim); } } } void do_switch(struct char_data *ch, char *argument, int cmd) { struct char_data *v1 , *v2; char name[256]; if(!(v1 = ch->specials.fighting)){ send_to_char("You aren't even fighting, you piss brained idiot!\n\r",ch); return; } one_argument(argument, name); if (!(v2 = get_char_room_vis(ch, name))) { send_to_char("There's nobody here by that name, you moron!\n\r",ch); return; } if(v1 == v2){ send_to_char("You're already fighting that one, goofball.\n\r",ch); return; } act("$n stops fighting $N.",TRUE,ch,0,v1,TO_ROOM); act("$n begins fighting $N.",TRUE,ch,0,v2,TO_ROOM); act("You stop fighting $N.",TRUE,ch,0,v1,TO_CHAR); act("You begin fighting $N.",TRUE,ch,0,v2,TO_CHAR); stop_fighting(ch); hit(ch,v2,TYPE_UNDEFINED); } #define BACKINT 60 void do_backstab(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char name[256]; byte percent; int delay,t; one_argument(argument, name); if (!(victim = get_char_room_vis(ch, name))) { send_to_char("Backstab who?\n\r", ch); return; } if (victim == ch) { send_to_char("How can you sneak up on yourself?\n\r", ch); return; } if (!ch->equipment[WIELD]) { send_to_char("You need to wield a weapon, to make it a succes.\n\r",ch); return; } if (ch->equipment[WIELD]->obj_flags.value[3] != 11) { send_to_char("Only piercing weapons can be used for backstabbing.\n\r",ch); return; } if(IS_SET(world[ch->in_room].room_flags,LAWFUL)){ send_to_char("Not here.\n\r",ch); return; } if (victim->specials.fighting) { send_to_char("You can't backstab a fighting person, too alert!\n\r", ch); return; } if((AWAKE(victim)) && IS_SET(victim->specials.act,ACT_SMART) && number(0,2)){ act("$n alertly sidesteps $N.",TRUE,victim,0,ch,TO_NOTVICT); act("$n alertly sidesteps your feeble attack.",TRUE,victim,0,ch,TO_VICT); damage(victim,ch,GET_LEVEL(victim)<<2,SKILL_KICK); return; } t=time(0); if((GET_POS(victim) > POSITION_SLEEPING) && (t-victim->specials.lastback < BACKINT)){ victim->specials.lastback=t; act("$N was just backstabbed, you think $E's stupid??", FALSE,ch,0,victim,TO_CHAR); return; } victim->specials.lastback=t; percent=number(1,101); if(AWAKE(victim) && (!IS_NPC(ch) && (percent > ch->skills[SKILL_BACKSTAB].learned)) && (number(1,GET_AC(victim)) > (number(1,100) + GET_DEX(ch)))) damage(ch,victim,0,SKILL_BACKSTAB); else hit(ch,victim,SKILL_BACKSTAB); if(GET_LEVEL(ch) >= 999) return; delay=1+(GET_LEVEL(victim) > GET_LEVEL(ch)); WAIT_STATE(ch,delay*PULSE_VIOLENCE); } void do_order(struct char_data *ch, char *argument, int cmd) { char name[100], message[256]; char buf[256]; bool found = FALSE; int i, org_room; struct char_data *victim; struct obj_data *o; struct follow_type *k; if(strlen(argument) > 80){ fprintf(stderr,"LONG %s\n",GET_NAME(ch)); return; } half_chop(argument, name, message); if (!*name || !*message) send_to_char("Order who to do what?\n\r", ch); else if (!(victim = get_char_room_vis(ch, name)) && str_cmp("follower", name) && str_cmp("followers", name)) send_to_char("That person isn't here.\n\r", ch); else if (ch == victim) send_to_char("You decline to do it.\n\r", ch); else { if (IS_AFFECTED(ch, AFF_CHARM)) { send_to_char("Your superior would not approve.\n\r",ch); return; } if (victim) { if(!IS_NPC(victim) && !victim->desc) return; sprintf(buf, "$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 { if(!IS_NPC(ch) && !IS_NPC(victim) && (GET_LEVEL(ch) < IMO)){ strip(ch); return; } send_to_char("Ok.\n\r", ch); command_interpreter(victim, message); } } else { /* This is order "followers" */ sprintf(buf, "$n issues the order '%s'.", message); act(buf, FALSE, ch, 0, victim, TO_ROOM); org_room = ch->in_room; for (k = ch->followers; k; k = k->next) { if (org_room == k->follower->in_room) if (IS_AFFECTED(k->follower, AFF_CHARM)) { found = TRUE; if(!IS_NPC(k->follower)){ strip(ch); fprintf(stderr,"STRIP %s\n",GET_NAME(ch)); return; } command_interpreter(k->follower, message); } } if (found) send_to_char("Ok.\n\r", ch); else send_to_char("Nobody here are loyal subjects of yours!\n\r", ch); } } } void do_flee(struct char_data *ch, char *argument, int cmd) { int i, attempt, die, l1 ,l2; struct char_data *badguy; void gain_exp(struct char_data *ch, int gain); int special(struct char_data *ch, int cmd, char *arg); if(!(badguy=ch->specials.fighting)){ for(i=0;i<3;i++){ attempt = number(0, 5); if(attempt > 3) attempt = number(0, 5); if (CAN_GO(ch, attempt)) { act("$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 flee head over heels.\n\r", ch); return; } else { if (!die) act("$n tries to flee, but is too exhausted!",TRUE,ch,0,0,TO_ROOM); return; } } } send_to_char("PANIC! You couldn't escape!\n\r", ch); return; } if(IS_MOB(badguy) && IS_AFFECTED(badguy,AFF_HOLD) && (GET_LEVEL(ch) <= GET_LEVEL(badguy))){ send_to_char("PANIC! You couldn't escape!\n\r", ch); return; } for(i=0;i<4;i++){ attempt = number(0, 5); /* Select a random direction */ if (CAN_GO(ch, attempt)) { act("$n panics, and attempts to flee.", TRUE, ch, 0, 0, TO_ROOM); if ((die = do_simple_move(ch, attempt, FALSE))== 1) { if(!IS_AFFECTED(ch,AFF_FEARLESSNESS)){ if(!IS_NPC(ch) && (GET_HIT(ch) > (GET_MAX_HIT(ch)>>2))){ l1=GET_LEVEL(ch); if(l1 > 100) l1=100; l2=ch->specials.fighting ? GET_LEVEL(ch->specials.fighting) : 1; if(l2 > 100) l2=100; gain_exp(ch, -XP4LEV(MIN(l1,l2))/100); } } 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); } void do_bash(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char name[256], buf[256]; byte percent; one_argument(argument, name); if (!(victim = get_char_room_vis(ch, name))) { 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(IS_AFFECTED(ch, AFF_CHARM) && (ch->master==victim)){ send_to_char("Bash your master?\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 */ if (percent > ch->skills[SKILL_BASH].learned) { damage(ch, victim, 0, SKILL_BASH); } else { damage(ch, victim, GET_LEVEL(ch), SKILL_BASH); GET_POS(victim) = POSITION_SITTING; WAIT_STATE(victim, PULSE_VIOLENCE); } WAIT_STATE(ch, PULSE_VIOLENCE*2); } void rescuesub(struct char_data *ch, struct char_data *victim) { struct char_data *tmp_ch; tmp_ch=victim->specials.fighting; if(!tmp_ch) return; send_to_char("Banzai! To the rescue...\n\r", ch); if(!IS_NPC(victim)) 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); if(IS_NPC(ch)){ GET_HIT(victim)>>=1; GET_HIT(ch)+=GET_HIT(victim); return; } WAIT_STATE(ch, PULSE_VIOLENCE); WAIT_STATE(victim, PULSE_VIOLENCE); } 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]; 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(!IS_NPC(ch) && IS_NPC(victim)){ send_to_char("But why?\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_LEVEL(victim)-GET_LEVEL(ch)) > 50){ send_to_char("Try rescuing someone more your size!\n\r",ch); return; } if(!IS_NPC(victim)){ if(victim->desc) percent=number(1,100+((victim->desc->wait)<<2)); else percent=50; if (percent > ch->skills[SKILL_RESCUE].learned) { send_to_char("You fail the rescue.\n\r", ch); return; } } rescuesub(ch,victim); } void do_kick(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char name[256], buf[256]; int percent; one_argument(argument, name); if((! *name) || !(victim = get_char_room_vis(ch, name))) { 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; } if(IS_AFFECTED(ch, AFF_CHARM) && (ch->master==victim)){ send_to_char("Kick your master?\n\r",ch); return; } if(IS_SET(world[ch->in_room].room_flags,LAWFUL)){ send_to_char("Not here.\n\r",ch); return; } percent=number(1,100)+(GET_AC(victim)>>1)-GET_HITROLL(ch); if (percent < ch->skills[SKILL_KICK].learned) { damage(ch,victim,2+GET_LEVEL(ch),SKILL_KICK); } else { damage(ch,victim,0,SKILL_KICK); } WAIT_STATE(ch, PULSE_VIOLENCE<<1); if(IS_AFFECTED(ch, AFF_CHARM) && ch->master) WAIT_STATE(ch->master, PULSE_VIOLENCE<<1); } void shoot(struct char_data *ch, struct char_data *victim, int type) { struct obj_data *obj; byte percent; int dam; if(!(obj=ch->equipment[HOLD])) return; if(victim == ch){ if(!IS_NPC(ch)) send_to_char("Shoot yourself? Nah...\n\r", ch); return; } if(GET_ITEM_TYPE(obj)!=ITEM_FIREWEAPON) { if(!IS_NPC(ch)) send_to_char("To shoot, you need to HOLD a firing weapon.\n\r",ch); return; } if(obj->obj_flags.value[0] <= 0){ if(!IS_NPC(ch)) send_to_char("Oops. Nothing to shoot.\n\r",ch); act("Hmmm. $n fires an empty $p.", FALSE, ch, obj,0,TO_ROOM); return; } if(IS_AFFECTED(ch,AFF_CHARM) && ch->master) victim = ch->master; if((GET_LEVEL(ch) < IMO)&&(!IS_NPC(ch))) obj->obj_flags.value[0]--; if((!IS_NPC(ch)) && (GET_LEVEL(ch)>=(IMO+1))) percent=0; else percent=number(1,101)+GET_LEVEL(victim)-GET_LEVEL(ch); if(percent < (IS_NPC(ch) ? 100 : ch->skills[SKILL_SHOOT].learned)){ act("Thwapp! You shoot $M with $p.", FALSE, ch, obj,victim,TO_CHAR); act("Thwapp! You are shot by $n with $p.", FALSE, ch, obj,victim,TO_VICT); act("Thwapp! $n shoots $N with $p.", FALSE, ch, obj,victim,TO_NOTVICT); dam=obj->obj_flags.value[2]; damage(ch, victim, dam, TYPE_SHOOT); } else { act("You try to shoot $M with $p, but miss.", FALSE, ch, obj,victim,TO_CHAR); act("You are shot at by $n with $p, but missed.", FALSE, ch, obj,victim,TO_VICT); act("$n tries to shoot $N with $p, but misses.", FALSE, ch, obj,victim,TO_NOTVICT); if(!victim->specials.fighting){ act("$n says 'Hey, that wasn't nice!'",TRUE,victim,0,0,TO_ROOM); hit(victim,ch,TYPE_UNDEFINED); } } if(IS_NPC(ch)) return; if(GET_LEVEL(ch) < (IMO+1)) WAIT_STATE(ch, PULSE_VIOLENCE*2); WAIT_STATE(victim, PULSE_VIOLENCE*2); } void do_attack(struct char_data *ch, struct char_data *victim, int type) { struct char_data *tch, *ttch; int percent, x; if(IS_NPC(ch)) return; if(IS_SET(world[ch->in_room].room_flags,LAWFUL)){ send_to_char("Not here.\n\r",ch); return; } x = ch->skills[SKILL_ATTACK].learned + GET_DEX(ch); for(tch=world[ch->in_room].people;tch;tch=ttch){ ttch=tch->next_in_room; if(IS_NPC(tch)){ percent=number(1,100); if((GET_DEX(tch)+percent) < x){ act("$n attacks $N.",FALSE,ch,0,tch,TO_ROOM); act("You attack $N.",FALSE,ch,0,tch,TO_CHAR); hit(ch,tch,TYPE_UNDEFINED); } else { act("$N beats $n to the attack.",FALSE,ch,0,tch,TO_ROOM); act("$N hits you first.",FALSE,ch,0,tch,TO_CHAR); hit(tch,ch,TYPE_UNDEFINED); } } if(GET_HIT(ch) <= 0) return; } if(GET_LEVEL(ch) < IMO) WAIT_STATE(ch, PULSE_VIOLENCE); } void do_shoot(struct char_data *ch, char *argument, int cmd) { struct char_data *victim; char name[256], buf[256]; one_argument(argument, name); if(!(victim = get_char_room_vis(ch, name))) { if(ch->specials.fighting){ victim = ch->specials.fighting; } else { send_to_char("Shoot whom?\n\r", ch); return; } } if((GET_LEVEL(victim) >= IMO)&&(!IS_NPC(victim))){ if(!IS_NPC(ch)) send_to_char("Shoot an immortal? Never.\n\r",ch); return; } shoot(ch,victim,TYPE_SHOOT); if(IS_AFFECTED(ch, AFF_CHARM) && ch->master) WAIT_STATE(ch->master, PULSE_VIOLENCE*3); } void do_assist(struct char_data *ch, char *argument, int cmd) { static char arg[MAX_STRING_LENGTH]; struct char_data *pal; one_argument(argument, arg); if (!*arg) { send_to_char("Assist who?\n\r", ch); } else { if (!(pal = get_char_room_vis(ch, arg))) send_to_char("They aren't here.\n\r", ch); else if (ch == pal) send_to_char("You're already helping yourself.\n\r", ch); else if (!pal->specials.fighting) send_to_char("Help with what?\n\r",ch); else if (IS_NPC(pal)) send_to_char("Stick to helping players.\n\r",ch); else if(!CAN_SEE(ch, pal->specials.fighting)) send_to_char("Can't see any such thing.\n\r",ch); else hit(ch, pal->specials.fighting, TYPE_UNDEFINED); } } void do_grescue(struct char_data *ch, char *argument, int cmd) { int percent; char buf[240]; struct char_data *vict, *tmp, *k, *leader; struct follow_type *f; if(IS_NPC(ch)) return; if(!IS_AFFECTED(ch, AFF_GROUP)) { send_to_char("You don't belong to a group!\n\r", ch); return; } if(ch->master) leader = ch->master; else leader = ch; for(f=leader->followers; f; f=f->next){ k=f->follower; if(k==ch) continue; if(k->in_room != ch->in_room) continue; if(!IS_AFFECTED(k,AFF_GROUP)) continue; vict=k->specials.fighting; if(vict){ if(vict->specials.fighting != k) continue; percent=number(1,101); if(percent > ch->skills[SKILL_GR_RESCUE].learned){ sprintf(buf,"You fail on %s.\n\r",GET_NAME(k)); send_to_char(buf,ch); return; } sprintf(buf,"You rescue %s.\n\r",GET_NAME(k)); send_to_char(buf,ch); act("You are group-rescued by $N, what the heck?",FALSE,k,0,ch,TO_CHAR); act("$n group-rescues $N.", FALSE, ch, 0, k, TO_NOTVICT); stop_fighting(k); stop_fighting(vict); tmp=ch->specials.fighting; if(tmp!=vict){ if(tmp) stop_fighting(ch); set_fighting(ch,vict); } set_fighting(vict,ch); WAIT_STATE(k,2*PULSE_VIOLENCE); } WAIT_STATE(ch, PULSE_VIOLENCE); } } void do_detonate(struct char_data *ch, char *argument, int cmd) { char buf[MAX_STRING_LENGTH]; char arg1[128],arg2[128]; struct obj_data *bomb; int t; argument_interpreter(argument, arg1, arg2); if(! *arg1){ send_to_char("Detonate what?\n\r",ch); return; } bomb=get_obj_in_list_vis(ch, arg1,ch->carrying); if(!bomb){ send_to_char("Can't seen to find that!\n\r",ch); return; } if(GET_ITEM_TYPE(bomb) != ITEM_BOMB){ send_to_char("You can't detonate that!\n\r",ch); return; } if(!IS_SET(bomb->obj_flags.extra_flags,ITEM_POOF)){ send_to_char("This bomb is already known to be a DUD!\n\r",ch); return; } if(!*arg2){ send_to_char("Detonate it in how many ticks?\n\r",ch); return; } if(number(1,101) > ch->skills[SKILL_BOMB].learned){ act("Fssssssss...POP! $n's $p is a dud.",FALSE,ch,bomb,0,TO_ROOM); send_to_char("Drat! A dud.\n\r",ch); REMOVE_BIT(bomb->obj_flags.extra_flags,ITEM_POOF); return; } t=atoi(arg2); bomb->obj_flags.timer= (number(1,101) < ch->skills[SKILL_BOMB].learned) ? t : 0; SET_BIT(bomb->obj_flags.extra_flags,ITEM_POOFSOON); act("You just ignited $p.",FALSE,ch,bomb,0,TO_CHAR); act("$n just ignited $p.",FALSE,ch,bomb,0,TO_ROOM); }