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act.offensive.c
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/**************************************************************************
* File: act.offensive.c Part of tbaMUD *
* Usage: Player-level commands of an offensive nature. *
* *
* All rights reserved. See license 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 "act.h"
#include "fight.h"
#include "mud_event.h"
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 $M!", FALSE, ch, 0, helpee, TO_CHAR);
/* prevent accidental pkill */
else if (!CONFIG_PK_ALLOWED && !IS_NPC(opponent))
send_to_char(ch, "You cannot kill other players.\r\n");
else {
send_to_char(ch, "You join the fight!\r\n");
act("$N assists you!", 0, helpee, 0, ch, TO_CHAR);
act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
hit(ch, opponent, TYPE_UNDEFINED);
}
}
}
ACMD(do_hit)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
one_argument(argument, arg);
if (!*arg)
send_to_char(ch, "Hit who?\r\n");
else if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
send_to_char(ch, "That player is not here.\r\n");
else if (vict == ch) {
send_to_char(ch, "You hit yourself...OUCH!.\r\n");
act("$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 && !IS_NPC(vict) && !IS_NPC(ch))
check_killer(ch, vict);
if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) {
if (GET_DEX(ch) > GET_DEX(vict) || (GET_DEX(ch) == GET_DEX(vict) && rand_number(1, 2) == 1)) /* if faster */
hit(ch, vict, TYPE_UNDEFINED); /* first */
else hit(vict, ch, TYPE_UNDEFINED); /* or the victim is first */
WAIT_STATE(ch, PULSE_VIOLENCE + 2);
} else
send_to_char(ch, "You're fighting the best you can!\r\n");
}
}
ACMD(do_kill)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
if (GET_LEVEL(ch) < LVL_GRGOD || IS_NPC(ch) || !PRF_FLAGGED(ch, PRF_NOHASSLE)) {
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, "That player is not 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);
}
}
}
ACMD(do_backstab)
{
char buf[MAX_INPUT_LENGTH];
struct char_data *vict;
int percent, prob;
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), 3) != 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 $m!", FALSE, vict, 0, ch, TO_NOTVICT);
hit(vict, ch, TYPE_UNDEFINED);
return;
}
percent = rand_number(1, 101); /* 101% is a complete failure */
prob = GET_SKILL(ch, SKILL_BACKSTAB);
if (AWAKE(vict) && (percent > prob))
damage(ch, vict, 0, SKILL_BACKSTAB);
else
hit(ch, vict, SKILL_BACKSTAB);
WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
}
ACMD(do_order)
{
char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH];
bool found = FALSE;
struct char_data *vict;
struct follow_type *k;
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char(ch, "Order who to do what?\r\n");
else if (!(vict = get_char_vis(ch, name, NULL, FIND_CHAR_ROOM)) && !is_abbrev(name, "followers"))
send_to_char(ch, "That person isn't here.\r\n");
else if (ch == vict)
send_to_char(ch, "You obviously suffer from skitzofrenia.\r\n");
else {
if (AFF_FLAGGED(ch, AFF_CHARM)) {
send_to_char(ch, "Your superior would not aprove of you giving orders.\r\n");
return;
}
if (vict) {
char buf[MAX_STRING_LENGTH];
snprintf(buf, sizeof(buf), "$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), "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, 0, TO_ROOM);
for (k = ch->followers; k; k = k->next) {
if (IN_ROOM(ch) == IN_ROOM(k->follower))
if (AFF_FLAGGED(k->follower, AFF_CHARM)) {
found = TRUE;
command_interpreter(k->follower, message);
}
}
if (found)
send_to_char(ch, "%s", CONFIG_OK);
else
send_to_char(ch, "Nobody here is a loyal subject of yours!\r\n");
}
}
}
ACMD(do_flee)
{
int i, attempt, loss;
struct char_data *was_fighting;
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char(ch, "You are in pretty bad shape, unable to flee!\r\n");
return;
}
for (i = 0; i < 6; i++) {
attempt = rand_number(0, DIR_COUNT - 1); /* Select a random direction */
if (CAN_GO(ch, attempt) &&
!ROOM_FLAGGED(EXIT(ch, attempt)->to_room, ROOM_DEATH)) {
act("$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);
}
if (FIGHTING(ch))
stop_fighting(ch);
if (was_fighting && ch == FIGHTING(was_fighting))
stop_fighting(was_fighting);
} 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");
}
ACMD(do_bash)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
int percent, prob;
one_argument(argument, arg);
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BASH)) {
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;
}
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 (!(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, "Bash who?\r\n");
return;
}
}
if (vict == ch) {
send_to_char(ch, "Aren't we funny today...\r\n");
return;
}
if (MOB_FLAGGED(vict, MOB_NOKILL)) {
send_to_char(ch, "This mob is protected.\r\n");
return;
}
percent = rand_number(1, 101); /* 101% is a complete failure */
prob = GET_SKILL(ch, SKILL_BASH);
if (MOB_FLAGGED(vict, MOB_NOBASH))
percent = 101;
if (percent > prob) {
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);
}
ACMD(do_rescue)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict, *tmp_ch;
int percent, prob;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_RESCUE)) {
send_to_char(ch, "You have no idea how to do that.\r\n");
return;
}
one_argument(argument, arg);
if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) {
send_to_char(ch, "Whom do you want to rescue?\r\n");
return;
}
if (vict == ch) {
send_to_char(ch, "What about fleeing instead?\r\n");
return;
}
if (FIGHTING(ch) == vict) {
send_to_char(ch, "How can you rescue someone you are trying to kill?\r\n");
return;
}
for (tmp_ch = world[IN_ROOM(ch)].people; tmp_ch &&
(FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
if ((FIGHTING(vict) != NULL) && (FIGHTING(ch) == FIGHTING(vict)) && (tmp_ch == NULL)) {
tmp_ch = FIGHTING(vict);
if (FIGHTING(tmp_ch) == ch) {
send_to_char(ch, "You have already rescued %s from %s.\r\n", GET_NAME(vict), GET_NAME(FIGHTING(ch)));
return;
}
}
if (!tmp_ch) {
act("But nobody is fighting $M!", FALSE, ch, 0, vict, TO_CHAR);
return;
}
percent = rand_number(1, 101); /* 101% is a complete failure */
prob = GET_SKILL(ch, SKILL_RESCUE);
if (percent > prob) {
send_to_char(ch, "You fail the rescue!\r\n");
return;
}
send_to_char(ch, "Banzai! To the rescue...\r\n");
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);
}
EVENTFUNC(event_whirlwind)
{
struct char_data *ch, *tch;
struct mud_event_data *pMudEvent;
struct list_data *room_list;
int count;
/* This is just a dummy check, but we'll do it anyway */
if (event_obj == NULL)
return 0;
/* For the sake of simplicity, we will place the event data in easily
* referenced pointers */
pMudEvent = (struct mud_event_data *) event_obj;
ch = (struct char_data *) pMudEvent->pStruct;
/* When using a list, we have to make sure to allocate the list as it
* uses dynamic memory */
room_list = create_list();
/* We search through the "next_in_room", and grab all NPCs and add them
* to our list */
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
if (IS_NPC(tch))
add_to_list(tch, room_list);
/* If our list is empty or has "0" entries, we free it from memory and
* close off our event */
if (room_list->iSize == 0) {
free_list(room_list);
send_to_char(ch, "There is no one in the room to whirlwind!\r\n");
return 0;
}
/* We spit out some ugly colour, making use of the new colour options,
* to let the player know they are performing their whirlwind strike */
send_to_char(ch, "\t[f313]You deliver a vicious \t[f014]\t[b451]WHIRLWIND!!!\tn\r\n");
/* Lets grab some a random NPC from the list, and hit() them up */
for (count = dice(1, 4); count > 0; count--) {
tch = random_from_list(room_list);
hit(ch, tch, TYPE_UNDEFINED);
}
/* Now that our attack is done, let's free out list */
free_list(room_list);
/* The "return" of the event function is the time until the event is called
* again. If we return 0, then the event is freed and removed from the list, but
* any other numerical response will be the delay until the next call */
if (GET_SKILL(ch, SKILL_WHIRLWIND) < rand_number(1, 101)) {
send_to_char(ch, "You stop spinning.\r\n");
return 0;
} else
return 1.5 * PASSES_PER_SEC;
}
/* The "Whirlwind" skill is designed to provide a basic understanding of the
* mud event and list systems. */
ACMD(do_whirlwind)
{
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_WHIRLWIND)) {
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;
}
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char(ch, "You must be on your feet to perform a whirlwind.\r\n");
return;
}
/* First thing we do is check to make sure the character is not in the middle
* of a whirl wind attack.
*
* "char_had_mud_event() will sift through the character's event list to see if
* an event of type "eWHIRLWIND" currently exists. */
if (char_has_mud_event(ch, eWHIRLWIND)) {
send_to_char(ch, "You are already attempting that!\r\n");
return;
}
send_to_char(ch, "You begin to spin rapidly in circles.\r\n");
act("$n begins to rapidly spin in a circle!", FALSE, ch, 0, 0, TO_ROOM);
/* NEW_EVENT() will add a new mud event to the event list of the character.
* This function below adds a new event of "eWHIRLWIND", to "ch", and passes "NULL" as
* additional data. The event will be called in "3 * PASSES_PER_SEC" or 3 seconds */
NEW_EVENT(eWHIRLWIND, ch, NULL, 3 * PASSES_PER_SEC);
WAIT_STATE(ch, PULSE_VIOLENCE * 3);
}
ACMD(do_kick)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
int percent, prob;
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_KICK)) {
send_to_char(ch, "You have no idea how.\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, "Kick who?\r\n");
return;
}
}
if (vict == ch) {
send_to_char(ch, "Aren't we funny today...\r\n");
return;
}
/* 101% is a complete failure */
percent = ((10 - (compute_armor_class(vict) / 10)) * 2) + rand_number(1, 101);
prob = GET_SKILL(ch, SKILL_KICK);
if (percent > prob) {
damage(ch, vict, 0, SKILL_KICK);
} else
damage(ch, vict, GET_LEVEL(ch) / 2, SKILL_KICK);
WAIT_STATE(ch, PULSE_VIOLENCE * 3);
}