tbamud/src/act.offensive.c

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/**************************************************************************
* File: act.offensive.c Part of tbaMUD *
* Usage: Player-level commands of an offensive nature. *
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* *
* All rights reserved. See license for complete information. *
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* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
**************************************************************************/
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#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"
jeremyosborne | 2008-04-04 02:36:38 +0200 (Fri, 04 Apr 2008) | 1 line Minor Bugfix: All game configuration settings now reference the world config structure, not the individual config variables found in config.c. ------------------------------------------------------------------------ rumble | 2008-03-22 13:27:00 +0100 (Sat, 22 Mar 2008) | 1 line Added lib/world/qst/ directory, index, index.mini, and 0.qst. ------------------------------------------------------------------------ jeremyosborne | 2008-03-08 03:27:51 +0100 (Sat, 08 Mar 2008) | 3 lines Bugfix: the include directory (for .h files) is now referenced correctly in the depend statement. Deletion: listrent.c removed as a separate utility. ------------------------------------------------------------------------ jeremyosborne | 2008-03-08 03:08:51 +0100 (Sat, 08 Mar 2008) | 1 line Enhancement: utils/ Makefile will now use a depends file, and looks for dependen cies in the ../ directory (shrinks the necessary information to make each utilit y). ------------------------------------------------------------------------ Rumble | 2008-03-06 23:39:35 +0100 (Thu, 06 Mar 2008) | 1 line Made TBA specific changes. do_cheat, removed help level checking, and advance to level 32. ------------------------------------------------------------------------ jeremyosborne | 2008-03-06 18:37:12 +0100 (Thu, 06 Mar 2008) | 1 line Minor Update: Changed header of Makefile.in to read 'tbaMUD' and also added in a ttribution for the changes. (Thanks seqwith.) ------------------------------------------------------------------------ jeremyosborne | 2008-03-06 18:31:07 +0100 (Thu, 06 Mar 2008) | 4 lines Changed Makefile.in to use glob expressions when building the objects. This translates into no longer a need to update Makefile.in whenever a new .c file is added to the mud code. Other Makefile.* have not yet been changed (and need review, anyway). All CXREF cruft left in Makefile.in has been removed. tbaMUD is now using Doxygen. Technically, CXREF provides a bit more auto-documentation than Doxygen does, however the tbaMUD (and legacy circle code) has never been marked-up with the special CXREF codes required to effectively use the program. Since Doxygen is easier to use, and provides almost as much functionality as CXREF, CXREF support has been dropped. ------------------------------------------------------------------------ jeremyosborne | 2008-03-06 08:31:02 +0100 (Thu, 06 Mar 2008) | 1 line Bug Fix: asciiflag_conv* functions now can handle a negative numeric value. ------------------------------------------------------------------------ jeremyosborne | 2008-03-06 08:16:06 +0100 (Thu, 06 Mar 2008) | 1 line Bug fix/enhancement: Charmed mobs (specifically charmed mobs with a ->master) will no longer attempt to wander off. ------------------------------------------------------------------------ jeremyosborne | 2008-03-06 08:13:38 +0100 (Thu, 06 Mar 2008) | 6 lines Based on the compiler warning about mag_materials being an unused function, and the clone spell being unused. Bug fix: Clone can now be cast. It is an 'ignore' target spell. Fix and Modification: Clone, being an effectively unused spell that is only used by mortal Magic Users at level 30, is now implemented as very simple example of how to use mag_materials(). The item required by mag_materials is vnum 161, which in stock tbaMUD is some sacrificial entrails. ------------------------------------------------------------------------ jeremyosborne | 2008-03-05 01:43:09 +0100 (Wed, 05 Mar 2008) | 3 lines Bug Fix for "Did you mean:" including DG commands. ------------------------------------------------------------------------ jeremyosborne | 2008-03-05 01:29:18 +0100 (Wed, 05 Mar 2008) | 3 lines Bug Fix: do_simple_move slightly rewritten to handle Leave triggers that purge a door. Documentation: do_simple_move documented. ------------------------------------------------------------------------ Laoris | 2008-03-01 08:22:12 +0100 (Sat, 01 Mar 2008) | 1 line Trial run of columnizer function on commands list to see how people like it. ------------------------------------------------------------------------ jeremyosborne | 2008-02-26 22:36:17 +0100 (Tue, 26 Feb 2008) | 1 line asciimap, an in game automap, along with a couple of minor bug fixes to do with the automap, patched in (Thanks Jamdog). ------------------------------------------------------------------------ jeremyosborne | 2008-02-22 04:08:05 +0100 (Fri, 22 Feb 2008) | 1 line Minor update: Relocate local variable declaration to the top of ACMD(do_help) ------------------------------------------------------------------------ jeremyosborne | 2008-02-22 04:04:37 +0100 (Fri, 22 Feb 2008) | 6 lines Checked in the following placeholders for do_gen_tog: #define SCMD_AUTOLOOT 24 #define SCMD_AUTOGOLD 25 #define SCMD_AUTOSPLIT 26 #define SCMD_AUTOSAC 27 #define SCMD_AUTOASSIST 28 ------------------------------------------------------------------------ jeremyosborne | 2008-02-22 03:57:06 +0100 (Fri, 22 Feb 2008) | 1 line The Autoquest patch, along with a couple of minor bug fixes, has been integrated into tbaMUD. (Thanks Jamdog, Kenneth Ray and Morgaelin.) ------------------------------------------------------------------------ jeremyosborne | 2008-02-18 21:46:45 +0100 (Mon, 18 Feb 2008) | 2 lines Minor Fix: Casted NOWHERE, NOTHING, NOBODY and NOFLAG as IDXTYPE for the signed short int index types. ------------------------------------------------------------------------ jeremyosborne | 2008-02-18 03:36:16 +0100 (Mon, 18 Feb 2008) | 7 lines Added a new atoidx() conversion function for dealing with string to IDXTYPE conversions (in utils.c, prototype exported through utils.h). Added IDXTYPE_MIN and IDXTYPE_MAX defines (in structs.h). Replaced atoi references with atoidx in do_oasis_zedit (in zedit.c). ------------------------------------------------------------------------ Rumble | 2008-02-18 01:44:13 +0100 (Mon, 18 Feb 2008) | 1 line Fixed direction mapping to give readable directions instead of sub commands. ------------------------------------------------------------------------ jeremyosborne | 2008-02-18 00:26:15 +0100 (Mon, 18 Feb 2008) | 5 lines Since general olc editing are automatically saved to disk, 'shutdown reboot' has been changed to not-autosave by default. (Small change made to do_shutdown in act.wizard.c). ------------------------------------------------------------------------ jeremyosborne | 2008-02-18 00:12:12 +0100 (Mon, 18 Feb 2008) | 3 lines Changed: struct attack_hit_type moved to fight.h attack_hit_text exported through fight.h ------------------------------------------------------------------------ jeremyosborne | 2008-02-17 22:32:51 +0100 (Sun, 17 Feb 2008) | 7 lines - do_file heads or tails files correctly and has also been enhanced to return file info (act.wizard.c) - defines made for common log files created by autorun, and those used by do_file (db.h) - utility functions added: file_head(), file_tail(), file_sizeof(), and file_numlines() (defined utils.c and exported through utils.h) ------------------------------------------------------------------------ Rumble | 2008-02-16 23:24:05 +0100 (Sat, 16 Feb 2008) | 1 line Fixed export command. (thanks Kyle) ------------------------------------------------------------------------ jeremyosborne | 2008-02-16 22:42:46 +0100 (Sat, 16 Feb 2008) | 1 line Files are now tagged as executable. Should be able to be checked out from subver sion and executed without running chmod. ------------------------------------------------------------------------ Rumble | 2008-02-15 17:03:06 +0100 (Fri, 15 Feb 2008) | 1 line Fixed strcat() writing out of bounds in cedit.c since strdup() only malloc() strlen(str)+1 bytes. (thanks Buggo) and moved attack_hit_text back. ------------------------------------------------------------------------ jeremyosborne | 2008-02-13 20:41:02 +0100 (Wed, 13 Feb 2008) | 1 line Event queue function definitions, global variables and defines doxygenated. ------------------------------------------------------------------------ Rumble | 2008-02-12 00:23:38 +0100 (Tue, 12 Feb 2008) | 1 line Updated levels command to use an arg/range and added color parsing to greetings. (thanks Jamdog) ------------------------------------------------------------------------ jeremyosborne | 2008-02-11 21:06:10 +0100 (Mon, 11 Feb 2008) | 1 line Doxygen comments completed for weather.c ------------------------------------------------------------------------ Rumble | 2008-02-11 03:52:50 +0100 (Mon, 11 Feb 2008) | 1 line Corrected several 64-bit warnings. (thanks Buggo) ------------------------------------------------------------------------ Rumble | 2008-02-10 22:56:56 +0100 (Sun, 10 Feb 2008) | 1 line Added get_flag_by_name allowing for new trigedit variable checks like %actor.pref(FLAG)% checks. (thanks Jamdog) ------------------------------------------------------------------------ jeremyosborne | 2008-02-08 21:22:26 +0100 (Fri, 08 Feb 2008) | 3 lines COMPLETE: tbaMUD code re-org of global and local scope function and variable declarations. There may be a few things that I did not catch (some non extern keyword declarations of function prototypes within other functions, for example). BUG FIX: Unused functions encrypt_hex() and decrypt_hex() removed from mail.c. ------------------------------------------------------------------------ jeremyosborne | 2008-02-05 23:31:09 +0100 (Tue, 05 Feb 2008) | 2 lines Continued clean-up of 'extern' references to functions and variables. BUG UNCOVERED: set_title() in class.c incorrectly handles the const nature of the char * returned from title_female and title_male. ------------------------------------------------------------------------ jeremyosborne | 2008-02-05 19:38:17 +0100 (Tue, 05 Feb 2008) | 3 lines More work on mud clean-up. New file: spec_procs.h Created this file to house the legacy special procedures (spec_procs.c and castle.c) and special feature assignment in general. ------------------------------------------------------------------------ jeremyosborne | 2008-02-05 00:59:44 +0100 (Tue, 05 Feb 2008) | 3 lines - Minor Bugfix: Fixed parse error in mobact.c - Minor Bugfix: act.h is now included in all of the act functions. Forgot to do that the first time :( - Additions: ban.h has been added as the external entry point into the ban.c globals and functions. Files needing ban.h have been updated. ------------------------------------------------------------------------ jeremyosborne | 2008-02-04 20:02:11 +0100 (Mon, 04 Feb 2008) | 1 line All act*.c functions, defines and globals have been prototyped/declared in act.h. The file act.h does not contain every ACMD, only those ACMDs and utility functions available within the act*.c files. ------------------------------------------------------------------------ Rumble | 2008-02-04 17:59:47 +0100 (Mon, 04 Feb 2008) | 1 line Fixed the last few flags missed for the 128 bit conversion. ------------------------------------------------------------------------ Laoris | 2008-02-04 07:27:56 +0100 (Mon, 04 Feb 2008) | 3 lines Adding a column formatter for lists. Accepts printf-like arguments. Only used by medit right now. ------------------------------------------------------------------------ jeremyosborne | 2008-02-04 07:09:19 +0100 (Mon, 04 Feb 2008) | 2 lines - Changed the 'struct queue' to 'struct dg_queue' to avoid namespace conflicts. - Ongoing cleanup to mud project. ------------------------------------------------------------------------ Rumble | 2008-02-04 00:07:09 +0100 (Mon, 04 Feb 2008) | 1 line Fixed run_autowiz which ran twice on advancement. ------------------------------------------------------------------------ jeremyosborne | 2008-02-03 03:46:22 +0100 (Sun, 03 Feb 2008) | 1 line act.h created and added. This header will be the external entry point for the functions, function subcommands and variables within the act*.c files. It is not designed to be the entry point for all ACMD functions. ------------------------------------------------------------------------ jeremyosborne | 2008-02-03 02:44:29 +0100 (Sun, 03 Feb 2008) | 1 line Merge of another part of the code cleanup, the dg script stuff. ------------------------------------------------------------------------ jeremyosborne | 2008-02-02 08:56:03 +0100 (Sat, 02 Feb 2008) | 1 line Modularizing and organizing files continues. Committing comm.c and comm.h because they are hairy, and I don't want to do them over if my hard drive crashes. ------------------------------------------------------------------------ jeremyosborne | 2008-02-02 07:05:08 +0100 (Sat, 02 Feb 2008) | 4 lines - Marking all file scope functions as 'static' - Reorganization of the global variables and functions. ------------------------------------------------------------------------ jeremyosborne | 2008-01-31 10:20:47 +0100 (Thu, 31 Jan 2008) | 1 line * Protected the conf.h.* system config files from multiple calls. ------------------------------------------------------------------------ jeremyosborne | 2008-01-31 09:56:18 +0100 (Thu, 31 Jan 2008) | 1 line * Removed extraneous references to TRUE / FALSE and YES / NO defines. ------------------------------------------------------------------------ jeremyosborne | 2008-01-31 09:46:20 +0100 (Thu, 31 Jan 2008) | 2 lines * BUGFIX: NUM_POSITIONS set to 8 (was incorrectly set to 15 before) * Migrated NUM_* settings from oasis.h to more appropriate locations near where they are defined. (For Example: NUM_POSITIONS moved to structs.h next to the POSITION_* defines.) ------------------------------------------------------------------------ jeremyosborne | 2008-01-31 03:58:28 +0100 (Thu, 31 Jan 2008) | 1 line Added Appendix A - Coder Support. Right now, it simply speaks to the fact that we have included doxygen config files, are working to document the source code, and provides a rudimentary "do this" guide to create the doxygen cross references. ------------------------------------------------------------------------ jeremyosborne | 2008-01-30 07:12:07 +0100 (Wed, 30 Jan 2008) | 2 lines - All .h files now have doxygen recognized headers, and the format is slightly altered to ease editing of headers. - Protected all .h files from multiple calls. (Standard format is #ifndef _HEADE R_H_ #define _HEADER_H_ .... #endif) ------------------------------------------------------------------------ jeremyosborne | 2008-01-29 11:18:14 +0100 (Tue, 29 Jan 2008) | 1 line constants.h, structs.h and utils.h now protected from multiple includes. This is sometimes overkill, but good practice overall. ------------------------------------------------------------------------ jeremyosborne | 2008-01-29 10:38:18 +0100 (Tue, 29 Jan 2008) | 1 line Updated documentation for constants.c and constants.h. ------------------------------------------------------------------------ jeremyosborne | 2008-01-29 10:15:25 +0100 (Tue, 29 Jan 2008) | 3 lines The standard Doxygen configuration doxyfiles (config files) for tbaMUD. One is to be used with the Graphviz DOT (dox_withGraphs), one is designed to be used if Graphviz is not available. Now just need a short document describing the usage of doxygen. ------------------------------------------------------------------------ jeremyosborne | 2008-01-29 10:11:36 +0100 (Tue, 29 Jan 2008) | 1 line Minor document correction in struct dex_app_tpe. ------------------------------------------------------------------------ jeremyosborne | 2008-01-28 20:53:51 +0100 (Mon, 28 Jan 2008) | 1 line *bugfix* do_drink command: When a container is empty, the correct, "It is empty." message is now displayed. ------------------------------------------------------------------------ jeremyosborne | 2008-01-28 07:58:15 +0100 (Mon, 28 Jan 2008) | 3 lines Merging changes to trunk for: * utils.h, utils.c and structs.h doxygen comments * adding file dox_withGraphs.doxyfile
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#include "act.h"
#include "fight.h"
#include "mud_event.h"
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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);
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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 $M!", FALSE, ch, 0, helpee, TO_CHAR);
/* prevent accidental pkill */
else if (!CONFIG_PK_ALLOWED && !IS_NPC(opponent))
send_to_char(ch, "You cannot kill other players.\r\n");
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else {
send_to_char(ch, "You join the fight!\r\n");
act("$N assists you!", 0, helpee, 0, ch, TO_CHAR);
act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
hit(ch, opponent, TYPE_UNDEFINED);
}
}
}
ACMD(do_hit)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
one_argument(argument, arg);
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if (!*arg)
send_to_char(ch, "Hit who?\r\n");
else if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
send_to_char(ch, "That player is not here.\r\n");
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else if (vict == ch) {
send_to_char(ch, "You hit yourself...OUCH!.\r\n");
act("$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))
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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");
}
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}
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)) {
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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");
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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;
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struct obj_data *weap;
int roll, atk_bonus, total, target_ac;
bool crit_success = FALSE, crit_fail = FALSE;
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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;
}
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if (!(weap = GET_EQ(ch, WEAR_WIELD))) {
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send_to_char(ch, "You need to wield a weapon to make it a success.\r\n");
return;
}
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/* Only piercing weapons allowed */
if (GET_OBJ_VAL(weap, 3) != TYPE_PIERCE - TYPE_HIT) {
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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;
}
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/* --- d20 vs ascending AC --- */
atk_bonus = GET_ABILITY_MOD(GET_DEX(ch)) +
GET_PROFICIENCY(GET_SKILL(ch, SKILL_BACKSTAB));
roll = rand_number(1, 20);
crit_fail = (roll == 1);
crit_success = (roll == 20);
total = roll + atk_bonus;
target_ac = compute_ascending_ac(vict);
if (!crit_fail && (crit_success || total >= target_ac)) {
/* Successful backstab */
act("You slip behind $N and drive your weapon home!", TRUE, ch, 0, vict, TO_CHAR);
act("$n slips behind you and drives a weapon into your back!", TRUE, ch, 0, vict, TO_VICT);
act("$n slips behind $N and drives a weapon home!", TRUE, ch, 0, vict, TO_NOTVICT);
/* Keeping this logic really simple so it can be adjusted later if need be */
if (crit_success) {
/* Simple crit = 2x damage */
int base = dice(GET_OBJ_VAL(weap, 1), GET_OBJ_VAL(weap, 2));
int dmg = base + GET_ABILITY_MOD(GET_DEX(ch));
if (dmg < 1) dmg = 1;
dmg *= 2;
damage(ch, vict, dmg, SKILL_BACKSTAB);
} else {
/* Hit but not crit = 1.5x damage */
int base = dice(GET_OBJ_VAL(weap, 1), GET_OBJ_VAL(weap, 2));
int dmg = base + GET_ABILITY_MOD(GET_DEX(ch));
if (dmg < 1) dmg = 1;
dmg *= 1.5;
damage(ch, vict, dmg, SKILL_BACKSTAB);
}
gain_skill(ch, "backstab", TRUE);
} else {
/* Missed backstab */
act("You lunge at $N, but miss the mark.", TRUE, ch, 0, vict, TO_CHAR);
act("$n lunges at you, but misses the mark!", TRUE, ch, 0, vict, TO_VICT);
act("$n lunges at $N, but misses the mark!", TRUE, ch, 0, vict, TO_NOTVICT);
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damage(ch, vict, 0, SKILL_BACKSTAB);
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gain_skill(ch, "backstab", FALSE);
}
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WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
}
ACMD(do_order)
{
char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH];
bool found = FALSE;
struct char_data *vict;
struct follow_type *k;
half_chop(argument, name, message);
if (!*name || !*message)
send_to_char(ch, "Order who to do what?\r\n");
else if (!(vict = get_char_vis(ch, name, NULL, FIND_CHAR_ROOM)) && !is_abbrev(name, "followers"))
send_to_char(ch, "That person isn't here.\r\n");
else if (ch == vict)
send_to_char(ch, "You obviously suffer from skitzofrenia.\r\n");
else {
if (AFF_FLAGGED(ch, AFF_CHARM)) {
send_to_char(ch, "Your superior would not aprove of you giving orders.\r\n");
return;
}
if (vict) {
char buf[MAX_STRING_LENGTH];
snprintf(buf, sizeof(buf), "$N orders you to '%s'", message);
act(buf, FALSE, vict, 0, ch, TO_CHAR);
act("$n gives $N an order.", FALSE, ch, 0, vict, TO_ROOM);
if ((vict->master != ch) || !AFF_FLAGGED(vict, AFF_CHARM))
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act("$n has an indifferent look.", FALSE, vict, 0, 0, TO_ROOM);
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else {
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send_to_char(ch, "%s", CONFIG_OK);
command_interpreter(vict, message);
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}
} else { /* This is order "followers" */
char buf[MAX_STRING_LENGTH];
snprintf(buf, sizeof(buf), "$n issues the order '%s'.", message);
act(buf, FALSE, ch, 0, 0, TO_ROOM);
for (k = ch->followers; k; k = k->next) {
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if (IN_ROOM(ch) == IN_ROOM(k->follower))
if (AFF_FLAGGED(k->follower, AFF_CHARM)) {
found = TRUE;
command_interpreter(k->follower, message);
}
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}
if (found)
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send_to_char(ch, "%s", CONFIG_OK);
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else
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send_to_char(ch, "Nobody here is a loyal subject of yours!\r\n");
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}
}
}
ACMD(do_flee)
{
int i, attempt, loss;
struct char_data *was_fighting;
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char(ch, "You are in pretty bad shape, unable to flee!\r\n");
return;
}
for (i = 0; i < 6; i++) {
attempt = rand_number(0, DIR_COUNT - 1); /* Select a random direction */
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if (CAN_GO(ch, attempt) &&
!ROOM_FLAGGED(EXIT(ch, attempt)->to_room, ROOM_DEATH)) {
act("$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);
}
if (FIGHTING(ch))
stop_fighting(ch);
if (was_fighting && ch == FIGHTING(was_fighting))
stop_fighting(was_fighting);
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} else {
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act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM);
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}
return;
}
}
send_to_char(ch, "PANIC! You couldn't escape!\r\n");
}
ACMD(do_bash)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
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int roll, atk_bonus, total, target_ac;
bool crit_success = FALSE, crit_fail = FALSE;
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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;
}
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/* --- 5e-like attack roll vs ascending AC --- */
atk_bonus = GET_ABILITY_MOD(GET_STR(ch)) +
GET_PROFICIENCY(GET_SKILL(ch, SKILL_BASH));
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roll = rand_number(1, 20);
crit_success = (roll == 1);
crit_fail = (roll == 20);
total = roll + atk_bonus;
target_ac = compute_ascending_ac(vict);
/* Some mobs simply can't be bashed: force a miss like legacy code did. */
if (MOB_FLAGGED(vict, MOB_NOBASH))
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crit_fail = TRUE;
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if (!crit_fail && (crit_success || total >= target_ac)) {
/* ---- HIT: small damage + knockdown ---- */
/* Damage = 1 + STR mod (min 1); double on crit */
int dmg = 1 + GET_ABILITY_MOD(GET_STR(ch));
if (dmg < 1) dmg = 1;
if (crit_success) dmg *= 2;
if (crit_success) {
act("You slam into $N with a crushing bash!", TRUE, ch, 0, vict, TO_CHAR);
act("$n slams into you with a crushing bash!", TRUE, ch, 0, vict, TO_VICT);
act("$n slams into $N with a crushing bash!", TRUE, ch, 0, vict, TO_NOTVICT);
} else {
act("You bash $N off balance.", TRUE, ch, 0, vict, TO_CHAR);
act("$n bashes you off balance.", TRUE, ch, 0, vict, TO_VICT);
act("$n bashes $N off balance.", TRUE, ch, 0, vict, TO_NOTVICT);
}
/* Apply damage; legacy: >0 means still alive & not a pure miss */
if (damage(ch, vict, dmg, SKILL_BASH) > 0) {
WAIT_STATE(vict, PULSE_VIOLENCE); /* brief stun */
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if (IN_ROOM(ch) == IN_ROOM(vict)) {
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GET_POS(vict) = POS_SITTING; /* knockdown */
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gain_skill(ch, "bash", TRUE);
}
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}
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} else {
/* ---- MISS: you eat the floor (attacker sits) ---- */
act("You miss your bash at $N and lose your footing!", TRUE, ch, 0, vict, TO_CHAR);
act("$n misses a bash at you and loses $s footing!", TRUE, ch, 0, vict, TO_VICT);
act("$n misses a bash at $N and loses $s footing!", TRUE, ch, 0, vict, TO_NOTVICT);
damage(ch, vict, 0, SKILL_BASH);
GET_POS(ch) = POS_SITTING;
gain_skill(ch, "bash", FALSE);
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}
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WAIT_STATE(ch, PULSE_VIOLENCE * 2);
}
ACMD(do_rescue)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict, *tmp_ch;
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int roll, bonus, total, dc;
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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;
}
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/* Find someone who is fighting the victim */
for (tmp_ch = world[IN_ROOM(ch)].people; tmp_ch && (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room)
;
/* Handle the “already rescued” edge case from your original */
if ((FIGHTING(vict) != NULL) && (FIGHTING(ch) == FIGHTING(vict)) && (tmp_ch == NULL)) {
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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;
}
}
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if (!tmp_ch) {
act("But nobody is fighting $M!", FALSE, ch, 0, vict, TO_CHAR);
return;
}
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/* --- STR + proficiency ability check vs DC (no nat 1/20 rules) --- */
bonus = GET_ABILITY_MOD(GET_STR(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_RESCUE));
dc = 10;
if (FIGHTING(ch)) dc += 5; /* harder to pull off while already in melee */
roll = rand_number(1, 20);
total = roll + bonus;
if (total < dc) {
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send_to_char(ch, "You fail the rescue!\r\n");
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gain_skill(ch, "rescue", FALSE);
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return;
}
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/* Success: swap aggro */
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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);
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if (FIGHTING(ch))
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stop_fighting(ch);
set_fighting(ch, tmp_ch);
set_fighting(tmp_ch, ch);
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gain_skill(ch, "rescue", TRUE);
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WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
}
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/* 5e-like whirlwind tick: random characters (PCs & NPCs), d20 vs AC, friendly fire possible */
EVENTFUNC(event_whirlwind)
{
struct char_data *ch, *tch;
struct mud_event_data *pMudEvent;
struct list_data *room_list;
int count;
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if (event_obj == NULL)
return 0;
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pMudEvent = (struct mud_event_data *) event_obj;
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ch = (struct char_data *) pMudEvent->pStruct;
if (!ch || IN_ROOM(ch) == NOWHERE || GET_POS(ch) < POS_FIGHTING)
return 0;
room_list = create_list();
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/* === Target pool: everyone except self; skip protected mobs === */
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) {
if (tch == ch) continue;
if (IS_NPC(tch) && MOB_FLAGGED(tch, MOB_NOKILL)) continue;
if (GET_POS(tch) <= POS_DEAD) continue;
add_to_list(tch, room_list);
}
if (room_list->iSize == 0) {
free_list(room_list);
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send_to_char(ch, "There is no one here to whirlwind!\r\n");
return 0;
}
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send_to_char(ch, "\t[f313]You deliver a vicious \t[f014]\t[b451]attack, spinning wildly!!!\tn\r\n");
/* Up to 14 rapid strikes (friendly fire possible) */
for (count = dice(1, 4); count > 0; count--) {
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int roll, atk_bonus, total, target_ac, dmg;
bool crit_success = FALSE, crit_fail = FALSE;
tch = (struct char_data *) random_from_list(room_list);
if (!tch || IN_ROOM(tch) != IN_ROOM(ch) || GET_POS(tch) <= POS_DEAD)
continue;
/* Attack roll vs ascending AC */
atk_bonus = GET_ABILITY_MOD(GET_STR(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_WHIRLWIND));
roll = rand_number(1, 20);
crit_fail = (roll == 1);
crit_success = (roll == 20);
total = roll + atk_bonus;
target_ac = compute_ascending_ac(tch);
if (!crit_fail && (crit_success || total >= target_ac)) {
dmg = dice(1, 4) + GET_ABILITY_MOD(GET_STR(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_WHIRLWIND));
if (dmg < 1) dmg = 1;
if (crit_success) dmg *= 2;
if (crit_success) {
act("Your whirlwind catches $N with a devastating slash!", TRUE, ch, 0, tch, TO_CHAR);
act("$n's whirlwind catches you with a devastating slash!", TRUE, ch, 0, tch, TO_VICT | TO_SLEEP);
act("$n's whirlwind catches $N with a devastating slash!", TRUE, ch, 0, tch, TO_NOTVICT);
} else {
act("Your whirlwind slices into $N.", TRUE, ch, 0, tch, TO_CHAR);
act("$n's whirlwind slices into you.", TRUE, ch, 0, tch, TO_VICT | TO_SLEEP);
act("$n's whirlwind slices into $N.", TRUE, ch, 0, tch, TO_NOTVICT);
}
damage(ch, tch, dmg, SKILL_WHIRLWIND);
/* Learning tick on a strong (crit) hit */
if (crit_success)
gain_skill(ch, "whirlwind", TRUE);
} else {
act("Your whirlwind arcs wide past $N.", TRUE, ch, 0, tch, TO_CHAR);
act("$n's whirlwind arcs wide past you.", TRUE, ch, 0, tch, TO_VICT | TO_SLEEP);
act("$n's whirlwind arcs wide past $N.", TRUE, ch, 0, tch, TO_NOTVICT);
damage(ch, tch, 0, SKILL_WHIRLWIND);
gain_skill(ch, "whirlwind", FALSE);
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}
}
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free_list(room_list);
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/* Continue spinning or stop */
if (GET_SKILL(ch, SKILL_WHIRLWIND) < rand_number(1, 101)) {
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send_to_char(ch, "You stop spinning, but the world around you doesn't.\r\n");
return 0;
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}
return (int)(1.5 * PASSES_PER_SEC);
}
/* The "Whirlwind" skill is designed to provide a basic understanding of the
* mud event and list systems. */
ACMD(do_whirlwind)
{
if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_WHIRLWIND)) {
send_to_char(ch, "You have no idea how.\r\n");
return;
}
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if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) {
send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n");
return;
}
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char(ch, "You must be on your feet to perform a whirlwind.\r\n");
return;
}
/* First thing we do is check to make sure the character is not in the middle
* of a whirl wind attack.
*
* "char_had_mud_event() will sift through the character's event list to see if
* an event of type "eWHIRLWIND" currently exists. */
if (char_has_mud_event(ch, eWHIRLWIND)) {
send_to_char(ch, "You are already attempting that!\r\n");
return;
}
send_to_char(ch, "You begin to spin rapidly in circles.\r\n");
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act("$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);
}
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ACMD(do_kick)
{
char arg[MAX_INPUT_LENGTH];
struct char_data *vict;
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int roll, atk_bonus, total, target_ac;
bool crit_success = FALSE, crit_miss = FALSE;
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if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_KICK)) {
send_to_char(ch, "You have no idea how.\r\n");
return;
}
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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;
}
}
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if (vict == ch) {
send_to_char(ch, "Aren't we funny today...\r\n");
return;
}
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/* --- 5e-like attack roll vs ascending AC --- */
atk_bonus = GET_ABILITY_MOD(GET_STR(ch)) +
GET_PROFICIENCY(GET_SKILL(ch, SKILL_KICK));
roll = rand_number(1, 20);
crit_miss = (roll == 1);
crit_success = (roll == 20);
total = roll + atk_bonus;
target_ac = compute_ascending_ac(vict);
if (!crit_miss && (crit_success || total >= target_ac)) {
/* HIT */
/* Damage = 1 + STR mod, floored at 1 */
int dmg = 1 + GET_ABILITY_MOD(GET_STR(ch));
if (dmg < 1)
dmg = 1;
if (crit_success) {
dmg *= 2; /* simple crit rule: double damage */
act("You land a brutal, bone-jarring kick on $N!", TRUE, ch, 0, vict, TO_CHAR);
act("$n lands a brutal, bone-jarring kick on you!", TRUE, ch, 0, vict, TO_VICT);
act("$n lands a brutal, bone-jarring kick on $N!", TRUE, ch, 0, vict, TO_NOTVICT);
} else {
act("You kick $N solidly.", TRUE, ch, 0, vict, TO_CHAR);
act("$n kicks you solidly.", TRUE, ch, 0, vict, TO_VICT);
act("$n kicks $N solidly.", TRUE, ch, 0, vict, TO_NOTVICT);
}
damage(ch, vict, dmg, SKILL_KICK);
gain_skill(ch, "kick", TRUE);
} else {
/* MISS */
act("You miss your kick at $N.", TRUE, ch, 0, vict, TO_CHAR);
act("$n misses a kick at you.", TRUE, ch, 0, vict, TO_VICT);
act("$n misses a kick at $N.", TRUE, ch, 0, vict, TO_NOTVICT);
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damage(ch, vict, 0, SKILL_KICK);
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gain_skill(ch, "kick", FALSE);
}
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WAIT_STATE(ch, PULSE_VIOLENCE * 3);
}
ACMD(do_bandage)
{
char arg[MAX_INPUT_LENGTH];
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struct char_data *vict;
int roll, bonus, total, dc;
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if (!GET_SKILL(ch, SKILL_BANDAGE)) {
send_to_char(ch, "You are unskilled in the art of bandaging.\r\n");
return;
}
if (GET_POS(ch) != POS_STANDING) {
send_to_char(ch, "You are not in a proper position for that!\r\n");
return;
}
one_argument(argument, arg);
if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) {
send_to_char(ch, "Who do you want to bandage?\r\n");
return;
}
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if (AFF_FLAGGED(vict, AFF_BANDAGED)) {
send_to_char(ch, "That person has already been bandaged recently.\r\n");
return;
}
if (GET_HIT(vict) >= GET_MAX_HIT(vict)) {
send_to_char(ch, "They dont need bandaging right now.\r\n");
return;
}
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
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/* --- WIS + proficiency ability check vs DC --- */
bonus = GET_ABILITY_MOD(GET_WIS(ch)) + GET_PROFICIENCY(GET_SKILL(ch, SKILL_BANDAGE));
dc = 10;
if (FIGHTING(ch)) dc += 2; /* harder to bandage in combat */
roll = rand_number(1, 20);
total = roll + bonus;
if (total < dc) {
/* Failure: hurt the patient slightly */
act("Your attempt to bandage fails.", FALSE, ch, 0, vict, TO_CHAR);
act("$n tries to bandage $N, but fails miserably.", TRUE, ch, 0, vict, TO_NOTVICT);
act("$n fumbles the bandage work on you. That hurts!", TRUE, ch, 0, vict, TO_VICT);
damage(vict, vict, 2, TYPE_SUFFERING);
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gain_skill(ch, "bandage", FALSE);
return;
}
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/* Success: heal 1d4 + WIS mod + proficiency */
int heal = dice(1, 4) + GET_ABILITY_MOD(GET_WIS(ch)) +
GET_PROFICIENCY(GET_SKILL(ch, SKILL_BANDAGE));
if (heal < 1) heal = 1;
GET_HIT(vict) = MIN(GET_MAX_HIT(vict), GET_HIT(vict) + heal);
act("You successfully bandage $N.", FALSE, ch, 0, vict, TO_CHAR);
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act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0, vict, TO_NOTVICT);
act("Someone bandages you, and you feel a bit better now.", FALSE, ch, 0, vict, TO_VICT);
/* Apply the bandaged cooldown: 30 minutes real-time (1800 sec) */
struct affected_type af;
new_affect(&af);
/* Field name is 'spell' in your headers (not 'type') */
af.spell = SKILL_BANDAGE;
af.duration = 30 RL_SEC; /* 30 minutes real time */
af.modifier = 0;
af.location = APPLY_NONE;
/* bitvector is an array; clear then set the AFF_BANDAGED bit */
memset(af.bitvector, 0, sizeof(af.bitvector)); /* clear all bits; macro usually zeros the array */
SET_BIT_AR(af.bitvector, AFF_BANDAGED);
affect_to_char(vict, &af);
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gain_skill(ch, "bandage", TRUE);
}