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

187 lines
5.0 KiB
C

#include <lib.h>
#include <vendor_types.h>
#include <damage_types.h>
#include <position.h>
#include <medium.h>
#include <daemons.h>
inherit LIB_MISSILE;
int detonated;
int armed;
string *limbs;
void analyze(string butt);
int HitLivings(object munch);
int radius = 0;
object *whom;
void create(){
::create();
SetKeyName("torpedo");
SetId( ({"torpedo","mk14","mark 14","cylinder"}) );
SetAdjectives( ({"electric","mk14", "mark 14"}) );
SetShort("a pink torpedo");
SetLong("Typical of early models, this torpedo was produced during a "+
"severe shortage of red and white lead undercoat pigments, requiring "+
"its pink anti-friction paint. This self-propelled cylinder is "+
"twenty feet long and packed with a tremendous explosive charge. "+
"It has markings stenciled on the side.");
SetCruiseInMessage("A torpedo cruises in!");
SetCruiseOutMessage("The torpedo cruises $D.");
SetMass(33000);
SetDollarCost(10000);
SetRange(200);
SetSpeed(3);
SetVendorType(VT_WEAPON);
AddItem(({"motor","electric motor"}),"The thing that pushes this torpedo.");
detonated=0;
SetItems( ([
({"markings","marking","stencil"}) : "Markings "+
"you can read, applied in stencil.",
({"fins","flaps"}) : "This baby's got 'em.",
]) );
SetReads( ([
"default" : "Try 'read markings on torpedo'",
({"markings","marking","stencil"}) : "SS-666 "+
"Sea Tiger",
]) );
}
int eventSink(){
if(!armed) return ::eventSink();
return 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(){
if(detonated==1) this_object()->eventDestruct();
if(interactive(environment())){
tell_object(environment(), "You are holding a live torpedo.");
return;
}
tell_object(environment(),"You hear a loud whining sound.");
tell_object(environment(environment()), environment()->GetName()+" is holding a live torpedo.");
}
int detonate(){
object ob;
string *stuffs;
int num;
ob = environment(this_object());
if(living(ob) && !(RACES_D->GetNonMeatRace(ob->GetRace()))){
stuffs=ob->GetLimbs();
tell_object(ob, "\nKABOOM! You are torn to pieces by a torpedo!\n");
tell_room(environment(ob), "\nKABOOM! "+ob->GetName()+
" is torn to pieces by a torpedo!\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 torpedo 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();
int medium;
if(!env) return 1;
if(!inherits(LIB_ROOM,env)){
detonate();
return 0;
}
medium = env->GetMedium();
if(medium != MEDIUM_SURFACE && medium != MEDIUM_WATER
&& medium != MEDIUM_AIR && medium != MEDIUM_SPACE){
detonate();
return 0;
}
foreach(object ob in all_inventory(env)){
if(ob == this_object() || ob->isDummy()) continue;
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();
}
int eventCruise(string str){
object env = environment();
if(env && env->GetMedium() == MEDIUM_SPACE){
return 1;
}
else return ::eventCruise(str);
}
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(10000)+5000;
else dam = (random(10000)+5000) - (radius * 1000);
if(env && living(env)){
dam *= 5;
}
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;
}
mixed eventRunOut(){
return detonate();
}