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