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576 lines
17 KiB
C
576 lines
17 KiB
C
/**************************************************************************
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* File: act.offensive.c Part of tbaMUD *
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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 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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#include "act.h"
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#include "fight.h"
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#include "mud_event.h"
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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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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 $M!", FALSE, ch, 0, helpee, TO_CHAR);
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/* prevent accidental pkill */
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else if (!CONFIG_PK_ALLOWED && !IS_NPC(opponent))
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send_to_char(ch, "You cannot kill other players.\r\n");
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else {
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send_to_char(ch, "You join the fight!\r\n");
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act("$N assists you!", 0, helpee, 0, ch, TO_CHAR);
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act("$n assists $N.", FALSE, ch, 0, helpee, TO_NOTVICT);
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hit(ch, opponent, TYPE_UNDEFINED);
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}
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}
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}
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ACMD(do_hit)
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{
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char arg[MAX_INPUT_LENGTH];
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struct char_data *vict;
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one_argument(argument, arg);
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if (!*arg)
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send_to_char(ch, "Hit who?\r\n");
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else if (!(vict = get_char_vis(ch, arg, NULL, FIND_CHAR_ROOM)))
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send_to_char(ch, "That player is not here.\r\n");
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else if (vict == ch) {
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send_to_char(ch, "You hit yourself...OUCH!.\r\n");
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act("$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 && !IS_NPC(vict) && !IS_NPC(ch))
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check_killer(ch, vict);
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if ((GET_POS(ch) == POS_STANDING) && (vict != FIGHTING(ch))) {
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if (GET_DEX(ch) > GET_DEX(vict) || (GET_DEX(ch) == GET_DEX(vict) && rand_number(1, 2) == 1)) /* if faster */
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hit(ch, vict, TYPE_UNDEFINED); /* first */
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else hit(vict, ch, TYPE_UNDEFINED); /* or the victim is first */
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WAIT_STATE(ch, PULSE_VIOLENCE + 2);
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} else
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send_to_char(ch, "You're fighting 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_GRGOD || IS_NPC(ch) || !PRF_FLAGGED(ch, PRF_NOHASSLE)) {
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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, "That player is not 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, DIR_COUNT - 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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if (FIGHTING(ch))
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stop_fighting(ch);
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if (was_fighting && ch == FIGHTING(was_fighting))
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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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}
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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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if (MOB_FLAGGED(vict, MOB_NOKILL)) {
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send_to_char(ch, "This mob is protected.\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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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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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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if ((FIGHTING(vict) != NULL) && (FIGHTING(ch) == FIGHTING(vict)) && (tmp_ch == NULL)) {
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tmp_ch = FIGHTING(vict);
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if (FIGHTING(tmp_ch) == ch) {
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send_to_char(ch, "You have already rescued %s from %s.\r\n", GET_NAME(vict), GET_NAME(FIGHTING(ch)));
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return;
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}
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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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}
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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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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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EVENTFUNC(event_whirlwind)
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{
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struct char_data *ch, *tch;
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struct mud_event_data *pMudEvent;
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struct list_data *room_list;
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int count;
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/* This is just a dummy check, but we'll do it anyway */
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if (event_obj == NULL)
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return 0;
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/* For the sake of simplicity, we will place the event data in easily
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* referenced pointers */
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pMudEvent = (struct mud_event_data *) event_obj;
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ch = (struct char_data *) pMudEvent->pStruct;
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/* When using a list, we have to make sure to allocate the list as it
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* uses dynamic memory */
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room_list = create_list();
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/* We search through the "next_in_room", and grab all NPCs and add them
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* to our list */
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for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
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if (IS_NPC(tch))
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add_to_list(tch, room_list);
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/* If our list is empty or has "0" entries, we free it from memory and
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* close off our event */
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if (room_list->iSize == 0) {
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free_list(room_list);
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send_to_char(ch, "There is no one in the room to whirlwind!\r\n");
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return 0;
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}
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/* We spit out some ugly colour, making use of the new colour options,
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* to let the player know they are performing their whirlwind strike */
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send_to_char(ch, "\t[f313]You deliver a vicious \t[f014]\t[b451]WHIRLWIND!!!\tn\r\n");
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/* Lets grab some a random NPC from the list, and hit() them up */
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for (count = dice(1, 4); count > 0; count--) {
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tch = random_from_list(room_list);
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hit(ch, tch, TYPE_UNDEFINED);
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}
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/* Now that our attack is done, let's free out list */
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free_list(room_list);
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/* The "return" of the event function is the time until the event is called
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* again. If we return 0, then the event is freed and removed from the list, but
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* any other numerical response will be the delay until the next call */
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if (GET_SKILL(ch, SKILL_WHIRLWIND) < rand_number(1, 101)) {
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send_to_char(ch, "You stop spinning.\r\n");
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return 0;
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} else
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return 1.5 * PASSES_PER_SEC;
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}
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/* The "Whirlwind" skill is designed to provide a basic understanding of the
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* mud event and list systems. */
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ACMD(do_whirlwind)
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{
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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);
|
|
}
|
|
|
|
ACMD(do_bandage)
|
|
{
|
|
char arg[MAX_INPUT_LENGTH];
|
|
struct char_data * vict;
|
|
int percent, prob;
|
|
|
|
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;
|
|
}
|
|
|
|
if (GET_HIT(vict) >= 0) {
|
|
send_to_char(ch, "You can only bandage someone who is close to death.\r\n");
|
|
return;
|
|
}
|
|
|
|
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
|
|
|
|
percent = rand_number(1, 101); /* 101% is a complete failure */
|
|
prob = GET_SKILL(ch, SKILL_BANDAGE);
|
|
|
|
if (percent <= prob) {
|
|
act("Your attempt to bandage fails.", FALSE, ch, 0, 0, TO_CHAR);
|
|
act("$n tries to bandage $N, but fails miserably.", TRUE, ch,
|
|
0, vict, TO_NOTVICT);
|
|
damage(vict, vict, 2, TYPE_SUFFERING);
|
|
return;
|
|
}
|
|
|
|
act("You successfully bandage $N.", FALSE, ch, 0, vict, TO_CHAR);
|
|
act("$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);
|
|
GET_HIT(vict) = 0;
|
|
}
|