mud/lib/domains/town/virtual/forest.c
2020-09-06 05:43:07 -07:00

213 lines
8.0 KiB
C

#include <lib.h>
#include <dirs.h>
#include <virtual.h>
inherit LIB_VIRT_LAND;
static private int XPosition, YPosition, found;
static string lupus;
int max_north = 25;
int max_south = 1;
int max_east = -3;
int max_west = -28;
varargs void SetLongAndItems(int x, int y, int z);
varargs int LimitTravel(int requested, int maximum, int lessthan){
if(lessthan && requested < maximum) return maximum;
else if(lessthan && requested > maximum) return requested;
else if(requested > maximum) return maximum;
else return requested;
}
mixed SearchFun(object who, string str){
object ob;
if( found || !(ob = new("/domains/Ylsrim/etc/pole")))
return "You find nothing of interest.";
found = 1;
eventPrint(who->GetName() + " finds a fishing pole " "among the abandoned campsite.", who);
if( !(ob->eventMove(this_player())) ) {
ob->eventMove(this_object());
}
return "You find a fishing pole!";
}
varargs static void create(int x, int y) {
string n, s, e, w;
string ne, nw, se, sw;
string fly;
SetNoReplace(1);
virt_land::create();
/* Without the virtual exemption, virts with npc's
* wind up being perpetual motion NPC factories.
*/
SetExemptVirtual(1);
XPosition = x;
YPosition = y;
SetClimate("temperate");
SetAmbientLight(30);
SetLongAndItems(x, y);
SetShort("a thick forest");
if( x == max_east ) e = "forest/" + (x) + "," + y;
else e = "forest/" + (x+1) + "," + y;
if( x == max_west ) w = "forest/" + (x) + "," + y;
else w = "forest/" + (x-1) + "," + y;
if( y == max_north ) n = "forest/" + x + "," + (y);
else n = "forest/" + x + "," + (y+1);
if( y == max_south ) s = "forest/" + x+ "," + (y);
else s = "forest/" + x + "," + (y-1);
fly = "sky/" + x + "," + y + "," + 1;
nw = "forest/" + LimitTravel(x - 1, max_west, 1) + "," + LimitTravel(y+1, max_north);
ne = "forest/" + LimitTravel(x + 1, max_east) + "," + LimitTravel(y+1, max_north);
sw = "forest/" + LimitTravel(x - 1, max_west, 1) + "," + LimitTravel(y-1, max_south, 1);
se = "forest/" + LimitTravel(x + 1, max_east) + "," + LimitTravel(y-1, max_south, 1);
SetFlyRoom(__DIR__+fly);
SetGoMessage("You can't travel in that direction.");
if( n ) AddExit("north", __DIR__ + n);
if( s ) AddExit("south", __DIR__ + s);
if( e ) AddExit("east", __DIR__ + e);
if( w ) AddExit("west", __DIR__ + w);
if( ne ) AddExit("northeast", __DIR__ + ne);
if( nw ) AddExit("northwest", __DIR__ + nw);
if( se ) AddExit("southeast", __DIR__ + se);
if( sw ) AddExit("southwest", __DIR__ + sw);
if(x == -4 && y == 1){
RemoveExit("south");
RemoveExit("west");
AddExit("south","/domains/town/room/forest_path1");
RemoveExit("southeast");
RemoveExit("southwest");
}
else if(y == max_south){
RemoveExit("south");
RemoveExit("southeast");
RemoveExit("southwest");
}
if(y == max_north){
RemoveExit("north");
RemoveExit("northeast");
RemoveExit("northwest");
}
if(x == max_west){
RemoveExit("west");
RemoveExit("northwest");
RemoveExit("southwest");
}
if(x == max_east){
RemoveExit("east");
RemoveExit("northeast");
RemoveExit("southeast");
}
}
varargs void SetLongAndItems(int x, int y, int z) {
mapping inv, items;
string str;
::SetLongAndItems(x, y, z);
inv = ([]);
str = "You are in a vast forest. The trees and "
"thick vegetation press in from all sides, appearing almost "
"threatening. "
"No path marks your way. ";
if(query_night()) str += "The stars of the night sky "
"are barely visible through the heavy forest canopy overhead.";
else str+= "Sunlight penetrates the tree cover with great "
"difficulty, rendering the forest cool and dark.";
if(x == max_east) str+= " Travel east is made impossible by a river "
"rushing north to south here. On the other side of the river "
"a great slope rises, and it appears that on top of it is "
"a road that leads north to a high plateau.";
if(y == max_north) str+= " A steep cliff rises north of here, making "
"travel north into the mountains impossible.";
if(x == max_west) str += " The forest is impassably thick to the west.";
if(y == max_south) str += " The forest is impassably thick southward.";
if(x == -4 && y == 1) str += "\n%^GREEN%^There is a sign here you can read.%^RESET%^";
if(x == -4 && y == 25) str += "\n%^GREEN%^There is a cave entrance in the cliff wall.%^RESET%^";
if(x == -3 && y == 25) str += "\n%^GREEN%^There is a cave entrance in the cliff wall.%^RESET%^";
SetItems( ([ "forest" : "It is so vast.",
({"woods","trees","vegetation","plants"}) : "Thick, foreboding and "
"oppressive, these seem to add to an air of danger and claustrophobia.",
"no path" : "You observe the presence of its absence.",
({"mountain","mountains"}): "The snow capped peaks of the great "
"northern range are faintly visible from here.",
"cliff" : "To the north, a high cliff rises from the forest.",
({"canopy","forest canopy","heavy forest canopy"}) : "The great "
"branches and heavy leaves of the trees here form the forest "
"canopy, almost a ceiling through which little light can pass.",
]) );
if(y == max_north) {
AddItem( ({ "river", "stream", "great river"}),
"This narrow but powerful river presents an insurmountable "
"obstacle to further travel east." );
AddItem( ({ "slope","road","plateau"}), "Looks like that's "
"Fort Road, high on a slope and running north to the Fortress "
"on the Frontiers.");
}
if(x == -4 && y == 25) {
AddItem(({"cave","opening","entrance","cave entrance"}) ,
"This is a rather scary looking opening in the cliff wall, leading "
"north into the ground.");
AddEnter("cave","/domains/town/room/cave_entrance");
RemoveExit("north");
RemoveExit("northeast");
RemoveExit("northwest");
}
if(x == -3 && y == 25) {
AddItem(({"cave","opening","entrance","cave entrance"}) ,
"This is a dark opening in the cliff wall, leading "
"north into the ground.");
AddEnter("cave","/domains/amigara/room/cave");
RemoveExit("north");
RemoveExit("northeast");
RemoveExit("northwest");
}
if(x == -4 && y == 1) {
if(random(99) > 95) lupus = "Bad Wolf!";
else lupus = "Straight on! Beware th";
AddItem("sign" , "This is a hastily-lettered sign planted on the ground.");
SetRead( ({"sign"}) , lupus);
}
if( !random(50) ){
str += " Burnt wood, scattered rocks and twigs, and other signs "
"of an abandoned camp site are scattered about.";
AddItem( ({ "twigs", "sticks", "kindling", "wood", "burnt wood" }) ,
"Though long since burnt to nothing, scattered kindling "
"and burnt wood lie about as a memory of travellers who have "
"passed through");
if( random(2) ){
SetSearch( (: SearchFun :) );
}
}
else if( !random(10) )
SetSmell("default", "You smell a distant camp fire.");
if( !random(55) )
inv["/domains/town/npc/forest_orc"] = random(2)+1;
if( !random(45) )
inv["/domains/town/npc/bear"] = 1;
if( !random(15) )
inv["/domains/town/npc/deer"] = 1;
if( !random(65) )
inv["/domains/town/npc/gecko"] = 1;
if( !random(35) )
inv["/domains/town/npc/newt"] = 1;
if( !random(75) )
inv["/domains/town/npc/spider"] = 1;
else if( !random(14) )
SetListen("default", "You hear voices in the distance.");
SetLong(str);
SetDayLight(25);
SetNightLight(0);
SetInventory(inv);
}