158 lines
5.2 KiB
C
158 lines
5.2 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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inherit LIB_ITEM;
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inherit LIB_PULL;
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string pin_desc();
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string lev_desc();
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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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item::create();
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SetKeyName("concussion hand grenade");
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sscanf(base_name(this_object()),"/domains/%s/%*s",domain);
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SetId( ({"grenade","hand grenade","flash-bang grenade","concussion grenade"}) );
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SetAdjectives( ({"military","pineapple"}) );
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SetShort("a hand grenade");
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SetLong("This is an olive-green military issue hand grenade. It is about the "+
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"size of an apple, and its round exterior is made of smooth metal. The "+
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"grenade's fuse consists of a short metal lever and a round pull-pin. ");
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SetMass(20);
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SetDollarCost(10);
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SetVendorType(VT_WEAPON);
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AddItem(({"pull pin","pull-pin","pin"}),"This is a round, metal pin, evidently designed for pulling.");
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AddItem(({"lever","metal lever"}),"This lever appears to be part of the fuse mechanism.");
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AddItem( ({"fuse","fuse mechanism"}) , "This fuse mechanism controls the arming of the grenade.");
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count=5;
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detonated=0;
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}
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void 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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mixed CanPull(object who, string target) {
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if(!environment() || environment() != who ){
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return "#You do not have the grenade.";
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}
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if(answers_to(target,this_object())){
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return "#You cannot pull that.";
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}
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if(armed){
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return "#It is already armed.";
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}
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if(!GetItem(target)){
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return "#That's not on the grenade.";
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}
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return 1;
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}
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mixed eventPull(object who, string target) {
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string *tmpid;
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if(!environment() || (this_player() && environment() != this_player())){
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write("You are not holding it.");
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return 1;
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}
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if(target =="pin" || target == "pull-pin"){
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tmpid = GetAdjectives();
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write("You pull the grenade's pin.\n");
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say(this_player()->GetName()+" pulls the pin from a hand grenade.\n");
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new("/domains/"+domain+"/obj/pin")->eventMove(this_player());
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new("/domains/"+domain+"/obj/lever")->eventMove(this_player());
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SetShort("a live hand grenade");
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SetLong("This is an olive-green military issue hand grenade. It is about the "+
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"size of an apple, and its round exterior is made of smooth metal. The pin and "+
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"spoon are missing from the fuse mechanism, indicating the grenade is live "+
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"and will detonate very soon.");
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AddItem(({"lever","metal lever"}),"The grenade is armed. The fuse lever is no longer on the grenade.");
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AddItem(({"pull pin","pull-pin","pin"}),"The grenade is armed. There is no pin in the fuse.");
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armed = 1;
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set_heart_beat(1);
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SetAdjectives(tmpid + ({"armed","live","hissing"}));
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return 1;
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}
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write("Nothing happens.");
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return 1;
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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 hand 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 hand 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 your hand grenade!\n");
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tell_room(environment(ob), "\nKABOOM! "+ob->GetName()+" is torn to pieces by "+
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possessive(ob)+" hand 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! The 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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//tc("whom: "+identify(whom));
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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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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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//tc("victim: "+identify(ob));
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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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