mud/lib/domains/default/weap/rpg.c
2020-09-06 05:43:07 -07:00

155 lines
4.1 KiB
C

#include <lib.h>
#include <vendor_types.h>
#include <damage_types.h>
#include <position.h>
inherit LIB_MISSILE;
int detonated;
int count, armed;
string *limbs,domain;
void analyze(string butt);
int HitLivings(object munch);
int radius = 0;
object *whom;
void create(){
::create();
SetKeyName("rocket propelled grenade");
sscanf(base_name(this_object()),"/domains/%s/%*s",domain);
SetId( ({"grenade","rpg"}) );
SetAdjectives( ({"rocket","propelled","angular","oblong"}) );
SetShort("a rocket propelled grenade");
SetLong("This is an angular, oblong device attached to a tubelike rocket motor. "+
"It is usually installed in a rocket propelled grenade launcher and shot "+
"at faraway enemies.");
SetCruiseInMessage("A rocket propelled grenade roars in!");
SetCruiseOutMessage("The rocket propelled grenade flies $D.");
SetMass(20);
SetDollarCost(10);
SetRange(20);
SetSpeed(5);
SetVendorType(VT_WEAPON);
AddItem(({"motor","rocket motor"}),"The thing that pushes this grenade.");
count=5;
detonated=0;
}
int eventFall(){
if(!armed) return ::eventFall();
return 0;
}
void init(){
::init();
if(armed){
set_heart_beat(1);
if(detonated==1) this_object()->eventDestruct();
}
}
void heart_beat(){
count--;
if(detonated==1) this_object()->eventDestruct();
if(count < 0){
this_object()->detonate();
return;
}
if(interactive(environment())){
tell_object(environment(), "You are holding a live rocket propelled grenade.");
return;
}
tell_object(environment(),"You hear a low hissing sound.");
tell_object(environment(environment()), environment()->GetName()+" is holding a live rocket propelled grenade.");
}
int detonate(){
object ob;
string *stuffs;
int num;
ob = environment(this_object());
if(living(ob)){
stuffs=ob->GetLimbs();
tell_object(ob, "\nKABOOM! You are torn to pieces by a rocket propelled grenade!\n");
tell_room(environment(ob), "\nKABOOM! "+ob->GetName()+" is torn to pieces by "+
" a rocket propelled grenade!\n",ob);
detonated=2;
foreach(string limb in stuffs){
if(limb != "head" && limb != "torso" && limb != "neck") ob->RemoveLimb(limb,this_object());
}
ob = environment(ob);
}
if(detonated !=2) tell_room(environment(this_object()), "\nKABOOM! A rocket "+
"propelled grenade detonates!\n");
if(!sizeof(get_livings(ob))) ob = environment(ob);
if(ob && sizeof(whom = scramble_array(get_livings(ob)[0..12]))){
foreach(object victim in whom){
this_object()->HitLivings(victim);
}
}
this_object()->eventDestruct();
return 1;
}
mixed eventNegotiateObstacles(){
object env = environment();
if(!env) return 1;
if(!inherits(LIB_ROOM,env)){
detonate();
return 0;
}
foreach(object ob in all_inventory(env)){
if(living(ob) && ob->GetPosition() != POSITION_LYING){
if(random(100) > 20){
this_object()->eventMove(ob);
detonate();
return 0;
}
}
else if(ob->GetMass() > 1000){
if(random(100) > 30){
detonate();
return 0;
}
}
}
return ::eventNegotiateObstacles();
}
mixed eventEncounterBlock(){
detonate();
return ::eventEncounterBlock();
}
void analyze(string str){
string tmp,tmp2;
sscanf(str,"%s#%s",tmp,tmp2);
if(tmp="/lib/corpse"){
filter(deep_inventory(find_object(str)), (: $1->eventDestruct() :), this_object() );
}
return;
}
int HitLivings(object ob){
object env = environment();
int dam;
radius++;
if(radius < 6) dam = random(1000)+500;
else dam = (random(1000)+500) - (radius * 100);
if(env && !living(env)){
if(env->GetClimate() == "indoors") dam *= 2;
}
if(dam > 0){
ob->eventReceiveDamage("concussion",OVERPRESSURE, dam, 0);
}
return 1;
}
int SetArmed(int x){
if(x) armed = 1;
else armed = 0;
if(armed) set_heart_beat(1);
return armed;
}