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Setting up 3.5.0 as trunk
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1336 changed files with 514917 additions and 0 deletions
449
src/act.offensive.c
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449
src/act.offensive.c
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/* ************************************************************************
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* File: act.offensive.c Part of CircleMUD *
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* Usage: player-level commands of an offensive nature *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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************************************************************************ */
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#include "conf.h"
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#include "sysdep.h"
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#include "structs.h"
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#include "utils.h"
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#include "comm.h"
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#include "interpreter.h"
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#include "handler.h"
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#include "db.h"
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#include "spells.h"
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/* extern functions */
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void raw_kill(struct char_data *ch, struct char_data * killer);
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void check_killer(struct char_data *ch, struct char_data *vict);
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int compute_armor_class(struct char_data *ch);
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/* local functions */
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ACMD(do_assist);
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ACMD(do_hit);
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ACMD(do_kill);
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ACMD(do_backstab);
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ACMD(do_order);
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ACMD(do_flee);
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ACMD(do_bash);
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ACMD(do_rescue);
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ACMD(do_kick);
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ACMD(do_assist)
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{
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char arg[MAX_INPUT_LENGTH];
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struct char_data *helpee, *opponent;
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if (FIGHTING(ch)) {
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send_to_char(ch, "You're already fighting! How can you assist someone else?\r\n");
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return;
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}
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one_argument(argument, arg);
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if (!*arg)
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send_to_char(ch, "Whom do you wish to assist?\r\n");
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else if (!(helpee = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
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send_to_char(ch, "%s", CONFIG_NOPERSON);
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else if (helpee == ch)
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send_to_char(ch, "You can't help yourself any more than this!\r\n");
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else {
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/*
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* Hit the same enemy the person you're helping is.
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*/
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if (FIGHTING(helpee))
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opponent = FIGHTING(helpee);
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else
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for (opponent = world[IN_ROOM(ch)].people;
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opponent && (FIGHTING(opponent) != helpee);
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opponent = opponent->next_in_room)
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;
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if (!opponent)
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act("But nobody is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
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else if (!CAN_SEE(ch, opponent))
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act("You can't see who is fighting $M!", FALSE, ch, 0, helpee, TO_CHAR);
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/* prevent accidental pkill */
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else if (!CONFIG_PK_ALLOWED && !IS_NPC(opponent))
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act("Use 'murder' if you really want to attack $N.", FALSE,
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ch, 0, opponent, TO_CHAR);
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else {
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send_to_char(ch, "You join the fight!\r\n");
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act("$N assists you!", 0, helpee, 0, ch, TO_CHAR);
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act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
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hit(ch, opponent, TYPE_UNDEFINED);
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}
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}
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}
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ACMD(do_hit)
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{
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char arg[MAX_INPUT_LENGTH];
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struct char_data *vict;
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one_argument(argument, arg);
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if (!*arg)
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send_to_char(ch, "Hit who?\r\n");
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else if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
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send_to_char(ch, "They don't seem to be here.\r\n");
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else if (vict == ch) {
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send_to_char(ch, "You hit yourself...OUCH!.\r\n");
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act("$n hits $mself, and says OUCH!", FALSE, ch, 0, vict, TO_ROOM);
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} else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict))
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act("$N is just such a good friend, you simply can't hit $M.", FALSE, ch, 0, vict, TO_CHAR);
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else {
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if (!CONFIG_PK_ALLOWED) {
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if (!IS_NPC(vict) && !IS_NPC(ch)) {
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if (subcmd != SCMD_MURDER) {
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send_to_char(ch, "Use 'murder' to hit another player.\r\n");
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return;
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} else {
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check_killer(ch, vict);
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}
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}
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if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict))
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return; /* you can't order a charmed pet to attack a
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* player */
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}
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if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) {
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hit(ch, vict, TYPE_UNDEFINED);
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WAIT_STATE(ch, PULSE_VIOLENCE + 2);
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} else
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send_to_char(ch, "You do the best you can!\r\n");
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}
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}
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ACMD(do_kill)
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{
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char arg[MAX_INPUT_LENGTH];
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struct char_data *vict;
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if (GET_LEVEL(ch) <= LVL_IMPL || IS_NPC(ch)) {
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do_hit(ch, argument, cmd, subcmd);
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return;
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}
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one_argument(argument, arg);
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if (!*arg) {
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send_to_char(ch, "Kill who?\r\n");
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} else {
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if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
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send_to_char(ch, "They aren't here.\r\n");
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else if (ch == vict)
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send_to_char(ch, "Your mother would be so sad.. :(\r\n");
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else {
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act("You chop $M to pieces! Ah! The blood!", FALSE, ch, 0, vict, TO_CHAR);
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act("$N chops you to pieces!", FALSE, vict, 0, ch, TO_CHAR);
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act("$n brutally slays $N!", FALSE, ch, 0, vict, TO_NOTVICT);
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raw_kill(vict, ch);
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}
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}
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}
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ACMD(do_backstab)
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{
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char buf[MAX_INPUT_LENGTH];
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struct char_data *vict;
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int percent, prob;
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if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BACKSTAB)) {
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send_to_char(ch, "You have no idea how to do that.\r\n");
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return;
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}
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one_argument(argument, buf);
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if (!(vict = get_char_vis(ch, buf, NULL, FIND_CHAR_ROOM))) {
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send_to_char(ch, "Backstab who?\r\n");
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return;
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}
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if (vict == ch) {
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send_to_char(ch, "How can you sneak up on yourself?\r\n");
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return;
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}
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if (!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");
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return;
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}
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if (GET_OBJ_VAL(GET_EQ(ch, WEAR_WIELD), 3) != TYPE_PIERCE - TYPE_HIT) {
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send_to_char(ch, "Only piercing weapons can be used for backstabbing.\r\n");
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return;
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}
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if (FIGHTING(vict)) {
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send_to_char(ch, "You can't backstab a fighting person -- they're too alert!\r\n");
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return;
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}
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if (MOB_FLAGGED(vict, MOB_AWARE) && AWAKE(vict)) {
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act("You notice $N lunging at you!", FALSE, vict, 0, ch, TO_CHAR);
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act("$e notices you lunging at $m!", FALSE, vict, 0, ch, TO_VICT);
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act("$n notices $N lunging at $m!", FALSE, vict, 0, ch, TO_NOTVICT);
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hit(vict, ch, TYPE_UNDEFINED);
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return;
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}
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percent = rand_number(1, 101); /* 101% is a complete failure */
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prob = GET_SKILL(ch, SKILL_BACKSTAB);
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if (AWAKE(vict) && (percent > prob))
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damage(ch, vict, 0, SKILL_BACKSTAB);
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else
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hit(ch, vict, SKILL_BACKSTAB);
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WAIT_STATE(ch, 2 * PULSE_VIOLENCE);
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}
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ACMD(do_order)
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{
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char name[MAX_INPUT_LENGTH], message[MAX_INPUT_LENGTH];
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bool found = FALSE;
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struct char_data *vict;
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struct follow_type *k;
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half_chop(argument, name, message);
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if (!*name || !*message)
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send_to_char(ch, "Order who to do what?\r\n");
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else if (!(vict = get_char_vis(ch, name, NULL, FIND_CHAR_ROOM)) && !is_abbrev(name, "followers"))
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send_to_char(ch, "That person isn't here.\r\n");
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else if (ch == vict)
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send_to_char(ch, "You obviously suffer from skitzofrenia.\r\n");
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else {
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if (AFF_FLAGGED(ch, AFF_CHARM)) {
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send_to_char(ch, "Your superior would not aprove of you giving orders.\r\n");
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return;
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}
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if (vict) {
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char buf[MAX_STRING_LENGTH];
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snprintf(buf, sizeof(buf), "$N orders you to '%s'", message);
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act(buf, FALSE, vict, 0, ch, TO_CHAR);
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act("$n gives $N an order.", FALSE, ch, 0, vict, TO_ROOM);
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if ((vict->master != ch) || !AFF_FLAGGED(vict, AFF_CHARM))
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act("$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);
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command_interpreter(vict, message);
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}
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} else { /* This is order "followers" */
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char buf[MAX_STRING_LENGTH];
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snprintf(buf, sizeof(buf), "$n issues the order '%s'.", message);
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act(buf, FALSE, ch, 0, 0, TO_ROOM);
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for (k = ch->followers; k; k = k->next) {
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if (IN_ROOM(ch) == IN_ROOM(k->follower))
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if (AFF_FLAGGED(k->follower, AFF_CHARM)) {
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found = TRUE;
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command_interpreter(k->follower, message);
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}
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}
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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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}
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}
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}
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ACMD(do_flee)
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{
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int i, attempt, loss;
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struct char_data *was_fighting;
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if (GET_POS(ch) < POS_FIGHTING) {
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send_to_char(ch, "You are in pretty bad shape, unable to flee!\r\n");
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return;
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}
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for (i = 0; i < 6; i++) {
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attempt = rand_number(0, NUM_OF_DIRS - 1); /* Select a random direction */
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if (CAN_GO(ch, attempt) &&
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!ROOM_FLAGGED(EXIT(ch, attempt)->to_room, ROOM_DEATH)) {
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act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
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was_fighting = FIGHTING(ch);
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if (do_simple_move(ch, attempt, TRUE)) {
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send_to_char(ch, "You flee head over heels.\r\n");
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if (was_fighting && !IS_NPC(ch)) {
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loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting);
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loss *= GET_LEVEL(was_fighting);
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gain_exp(ch, -loss);
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}
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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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}
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return;
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}
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}
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send_to_char(ch, "PANIC! You couldn't escape!\r\n");
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}
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ACMD(do_bash)
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{
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char arg[MAX_INPUT_LENGTH];
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struct char_data *vict;
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int percent, prob;
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one_argument(argument, arg);
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if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_BASH)) {
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send_to_char(ch, "You have no idea how.\r\n");
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return;
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}
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if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) {
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send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n");
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return;
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}
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if (!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");
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return;
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}
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if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) {
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if (FIGHTING(ch) && IN_ROOM(ch) == IN_ROOM(FIGHTING(ch))) {
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vict = FIGHTING(ch);
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} else {
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send_to_char(ch, "Bash who?\r\n");
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return;
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}
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}
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if (vict == ch) {
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send_to_char(ch, "Aren't we funny today...\r\n");
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return;
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}
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percent = rand_number(1, 101); /* 101% is a complete failure */
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prob = GET_SKILL(ch, SKILL_BASH);
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if (MOB_FLAGGED(vict, MOB_NOBASH))
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percent = 101;
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if (percent > prob) {
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damage(ch, vict, 0, SKILL_BASH);
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GET_POS(ch) = POS_SITTING;
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} else {
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/*
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* If we bash a player and they wimp out, they will move to the previous
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* room before we set them sitting. If we try to set the victim sitting
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* first to make sure they don't flee, then we can't bash them! So now
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* we only set them sitting if they didn't flee. -gg 9/21/98
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*/
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if (damage(ch, vict, 1, SKILL_BASH) > 0) { /* -1 = dead, 0 = miss */
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WAIT_STATE(vict, PULSE_VIOLENCE);
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if (IN_ROOM(ch) == IN_ROOM(vict))
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GET_POS(vict) = POS_SITTING;
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}
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}
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WAIT_STATE(ch, PULSE_VIOLENCE * 2);
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}
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ACMD(do_rescue)
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{
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char arg[MAX_INPUT_LENGTH];
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struct char_data *vict, *tmp_ch;
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int percent, prob;
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|
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if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_RESCUE)) {
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send_to_char(ch, "You have no idea how to do that.\r\n");
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return;
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}
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one_argument(argument, arg);
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|
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if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM))) {
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send_to_char(ch, "Whom do you want to rescue?\r\n");
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return;
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}
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if (vict == ch) {
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send_to_char(ch, "What about fleeing instead?\r\n");
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return;
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}
|
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if (FIGHTING(ch) == vict) {
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send_to_char(ch, "How can you rescue someone you are trying to kill?\r\n");
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return;
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}
|
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for (tmp_ch = world[IN_ROOM(ch)].people; tmp_ch &&
|
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(FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
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|
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if (!tmp_ch) {
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act("But nobody is fighting $M!", FALSE, ch, 0, vict, TO_CHAR);
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||||
return;
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||||
}
|
||||
percent = rand_number(1, 101); /* 101% is a complete failure */
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||||
prob = GET_SKILL(ch, SKILL_RESCUE);
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|
||||
if (percent > prob) {
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send_to_char(ch, "You fail the rescue!\r\n");
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return;
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||||
}
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send_to_char(ch, "Banzai! To the rescue...\r\n");
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act("You are rescued by $N, you are confused!", FALSE, vict, 0, ch, TO_CHAR);
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act("$n heroically rescues $N!", FALSE, ch, 0, vict, TO_NOTVICT);
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|
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if (FIGHTING(vict) == tmp_ch)
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stop_fighting(vict);
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if (FIGHTING(tmp_ch))
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stop_fighting(tmp_ch);
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if (FIGHTING(ch))
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stop_fighting(ch);
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set_fighting(ch, tmp_ch);
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set_fighting(tmp_ch, ch);
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WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
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||||
}
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||||
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||||
|
||||
|
||||
ACMD(do_kick)
|
||||
{
|
||||
char arg[MAX_INPUT_LENGTH];
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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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue