148 lines
5.7 KiB
C
148 lines
5.7 KiB
C
/* /cmds/verbs/player/bump.c
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* Allows players to possibly bump a target into another room
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* created by Blitz@Dead Souls
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*/
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#include <lib.h>
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#include <damage_types.h>
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#include "include/bump.h"
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inherit LIB_VERB;
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static void create() {
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verb::create();
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SetVerb("bump");
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SetRules("LIV");
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SetErrorMessage("Whom would you like to bump?");
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SetHelp( "Syntax: bump <LIVING>\n\n"
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"This command allows you bump the living object named "
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"into an adjacent room. It is quite possible that "
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"bumping may cause you bodily injury.");
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}
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mixed can_bump_liv() {
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object env = environment(this_player());
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if( !env ) return "You are nowhere!";
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if( env->GetProperty("no bump") )
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return "Mystical forces prevent your pushy actions.";
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return 1;
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}
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mixed do_bump_liv(object ob) {
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int Strength, TargetStrength;
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string *Exits;
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string NewLocation, OldLocation;
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mixed var;
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object env;
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if( !ob ) return 0;
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if( !(env = environment(ob)) ) return 0;
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if( ob->GetProperty("no bump") ) {
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message("my_action", "You try to bump "+
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ob->GetCapName()+".",
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this_player() );
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message("other_action", this_player()->GetCapName()+" tries "
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"to bump "+ob->GetCapName()+".",
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environment(ob), ({ ob, this_player() }) );
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message("other_action", this_player()->GetCapName()+" tries "
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"to bump you.",
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ob);
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if( !playerp(ob) )
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ob->eventForce("growl "+this_player()->GetKeyName());
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return 1;
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}
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if( var = ob->eventBump(this_player()) ) return var;
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this_player()->AddStaminaPoints( -(random(15) + 3) );
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if( ( ob->GetStatLevel("agility") / 2 ) >
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( this_player()->GetStatLevel("strength")) ) {
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message("my_action", "You deftly sidestep "+
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possessive_noun(this_player()->GetCapName())+" attempt "
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"to bump you.",
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ob);
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message("other_action", ob->GetCapName()+" deftly sidesteps "
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"your attempt to bump "+objective(ob)+".",
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this_player() );
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message("other_action", ob->GetCapName()+" deftly sidesteps "+
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possessive_noun(this_player()->GetCapName())+" attempt "
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"to bump "+objective(ob)+".",
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env, ({ this_player(), ob }));
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return 1;
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}
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Strength = this_player()->GetStatLevel("strength") +
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random(this_player()->GetStatLevel("speed") / 2);
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TargetStrength = ob->GetStatLevel("strength") +
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random( ob->GetStatLevel("agility") / 2 );
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if( (Strength - TargetStrength) < -10 ) {
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this_player()->eventReceiveDamage(ob, BLUNT, random(5) + 1);
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message("other_action", ob->GetCapName()+" shoves you "
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"to the ground!",
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this_player() );
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message("my_action", this_player()->GetCapName()+" is shoved "
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"to the ground while trying to bump you.",
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ob);
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message("other_action", this_player()->GetCapName()+" is shoved "
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"to the ground while trying to bump "+ob->GetCapName()+".",
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env, ({ ob, this_player() }) );
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return 1;
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}
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else if( (Strength - TargetStrength) < (5 + random(20)) ) {
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this_player()->eventReceiveDamage(ob, BLUNT, random(3) + 1);
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message("my_action", "You fail to bump "+ob->GetCapName()+" out "
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"of the way.", this_player() );
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message("other_action", this_player()->GetCapName()+" fails in "
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"an attempt to bump you.",
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ob);
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message("other_action", this_player()->GetCapName()+" fails in "
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"an attempt to bump "+ob->GetCapName()+".",
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environment(ob), ({ ob, this_player() }) );
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return 1;
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} else {
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this_player()->AddStatPoints("strength", random(5));
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Exits = env->GetExits();
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Exits = filter(Exits,
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(: !(object)$(env)->GetDoor($1) ||
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!(object)$(env)->GetDoor($1)->GetClosed() :) );
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if( !sizeof(Exits) ) {
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message("system", "There is nowhere for "+ob->GetCapName()
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+" to go!", this_player() );
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return 1;
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}
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NewLocation = Exits[ random(sizeof(Exits)) ];
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NewLocation = environment(ob)->GetExit(NewLocation);
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OldLocation = base_name(environment(ob));
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message("my_action", "You shove "+ob->GetCapName()+" out "
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"of the way!",
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this_player() );
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message("other_action", "You are shoved out of the way by "+
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this_player()->GetCapName()+"!",
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ob);
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message("other_action", this_player()->GetCapName()+" shoves "+
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ob->GetCapName()+" out of the way!",
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environment(ob), ({ ob, this_player() }) );
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if( !ob->eventMove(NewLocation) ) {
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message("other_action", ob->GetCapName()+" is bounced "
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"back into the room.", environment(ob), ob);
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message("my_action", "You are bounced back to your original "
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"location.",
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ob);
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} else {
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ob->eventDescribeEnvironment(0);
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if( !userp(ob) )
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call_out((: MoveBack :), 12 + random(6), ob, OldLocation);
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}
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if( ob->GetHealthPoints() > 5 )
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ob->eventReceiveDamage(this_player(), BLUNT, random(5));
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return 1;
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}
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return 0;
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}
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void MoveBack(object ob, string where) {
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if( !ob ) return;
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ob->eventForce("growl");
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tell_room(environment(ob),capitalize(ob->GetShort())+" leaves angrily.");
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ob->eventMove(where);
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tell_room(environment(ob),capitalize(ob->GetShort())+" enters angrily.");
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ob->eventForce("say wtf");
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}
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