forked from kyonshi/grenzland-mud
act-files formatted
This commit is contained in:
@@ -46,14 +46,14 @@ ACMD(do_assist)
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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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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 $M!", FALSE, ch, 0, helpee, TO_CHAR);
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/* prevent accidental pkill */
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/* prevent accidental pkill */
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else if (!CONFIG_PK_ALLOWED && !IS_NPC(opponent))
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send_to_char(ch, "You cannot kill other players.\r\n");
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else {
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@@ -70,7 +70,7 @@ ACMD(do_hit)
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char arg[MAX_INPUT_LENGTH];
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struct char_data *vict;
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one_argument(argument, arg);
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one_argument(argument, arg);
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if (!*arg)
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send_to_char(ch, "Hit who?\r\n");
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@@ -82,17 +82,18 @@ ACMD(do_hit)
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} else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict))
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act("$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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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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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
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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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@@ -164,7 +165,7 @@ ACMD(do_backstab)
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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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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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@@ -208,7 +209,7 @@ ACMD(do_order)
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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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} 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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@@ -242,22 +243,22 @@ ACMD(do_flee)
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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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!ROOM_FLAGGED(EXIT(ch, attempt)->to_room, ROOM_DEATH)) {
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act("$n panics, and attempts to flee!", TRUE, ch, 0, 0, TO_ROOM);
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was_fighting = FIGHTING(ch);
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if (do_simple_move(ch, attempt, TRUE)) {
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send_to_char(ch, "You flee head over heels.\r\n");
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send_to_char(ch, "You flee head over heels.\r\n");
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if (was_fighting && !IS_NPC(ch)) {
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loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting);
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loss *= GET_LEVEL(was_fighting);
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gain_exp(ch, -loss);
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loss = GET_MAX_HIT(was_fighting) - GET_HIT(was_fighting);
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loss *= GET_LEVEL(was_fighting);
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gain_exp(ch, -loss);
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}
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if (FIGHTING(ch))
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stop_fighting(ch);
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if (was_fighting && ch == FIGHTING(was_fighting))
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stop_fighting(was_fighting);
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if (FIGHTING(ch))
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stop_fighting(ch);
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if (was_fighting && ch == FIGHTING(was_fighting))
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stop_fighting(was_fighting);
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} else {
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act("$n tries to flee, but can't!", TRUE, ch, 0, 0, TO_ROOM);
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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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@@ -302,7 +303,7 @@ ACMD(do_bash)
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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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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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@@ -318,7 +319,7 @@ ACMD(do_bash)
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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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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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@@ -353,21 +354,21 @@ ACMD(do_rescue)
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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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(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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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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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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@@ -397,47 +398,47 @@ EVENTFUNC(event_whirlwind)
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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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* 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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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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* 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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@@ -452,12 +453,12 @@ EVENTFUNC(event_whirlwind)
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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)) {
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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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@@ -465,22 +466,22 @@ ACMD(do_whirlwind)
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if (GET_POS(ch) < POS_FIGHTING) {
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send_to_char(ch, "You must be on your feet to perform a whirlwind.\r\n");
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return;
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return;
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}
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/* First thing we do is check to make sure the character is not in the middle
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* of a whirl wind attack.
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*
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*
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* "char_had_mud_event() will sift through the character's event list to see if
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* an event of type "eWHIRLWIND" currently exists. */
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if (char_has_mud_event(ch, eWHIRLWIND)) {
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send_to_char(ch, "You are already attempting that!\r\n");
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return;
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return;
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}
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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);
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/* NEW_EVENT() will add a new mud event to the event list of the character.
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* This function below adds a new event of "eWHIRLWIND", to "ch", and passes "NULL" as
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* additional data. The event will be called in "3 * PASSES_PER_SEC" or 3 seconds */
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@@ -528,11 +529,10 @@ ACMD(do_kick)
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ACMD(do_bandage)
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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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struct char_data *vict;
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int percent, prob;
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if (!GET_SKILL(ch, SKILL_BANDAGE))
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{
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if (!GET_SKILL(ch, SKILL_BANDAGE)) {
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send_to_char(ch, "You are unskilled in the art of bandaging.\r\n");
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return;
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}
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@@ -556,21 +556,21 @@ ACMD(do_bandage)
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WAIT_STATE(ch, PULSE_VIOLENCE * 2);
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percent = rand_number(1, 101); /* 101% is a complete failure */
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percent = rand_number(1, 101); /* 101% is a complete failure */
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prob = GET_SKILL(ch, SKILL_BANDAGE);
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if (percent <= prob) {
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act("Your attempt to bandage fails.", FALSE, ch, 0, 0, TO_CHAR);
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act("$n tries to bandage $N, but fails miserably.", TRUE, ch,
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0, vict, TO_NOTVICT);
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act("$n tries to bandage $N, but fails miserably.", TRUE, ch,
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0, vict, TO_NOTVICT);
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damage(vict, vict, 2, TYPE_SUFFERING);
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return;
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}
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act("You successfully bandage $N.", FALSE, ch, 0, vict, TO_CHAR);
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act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0,
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vict, TO_NOTVICT);
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act("$n bandages $N, who looks a bit better now.", TRUE, ch, 0,
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vict, TO_NOTVICT);
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act("Someone bandages you, and you feel a bit better now.",
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FALSE, ch, 0, vict, TO_VICT);
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FALSE, ch, 0, vict, TO_VICT);
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GET_HIT(vict) = 0;
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}
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