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

158 lines
5.2 KiB
C

#include <lib.h>
#include <vendor_types.h>
#include <damage_types.h>
inherit LIB_ITEM;
inherit LIB_PULL;
string pin_desc();
string lev_desc();
int detonated;
int count, armed;
string *limbs,domain;
void analyze(string butt);
int HitLivings(object munch);
int radius = 0;
object *whom;
void create(){
item::create();
SetKeyName("concussion hand grenade");
sscanf(base_name(this_object()),"/domains/%s/%*s",domain);
SetId( ({"grenade","hand grenade","flash-bang grenade","concussion grenade"}) );
SetAdjectives( ({"military","pineapple"}) );
SetShort("a hand grenade");
SetLong("This is an olive-green military issue hand grenade. It is about the "+
"size of an apple, and its round exterior is made of smooth metal. The "+
"grenade's fuse consists of a short metal lever and a round pull-pin. ");
SetMass(20);
SetDollarCost(10);
SetVendorType(VT_WEAPON);
AddItem(({"pull pin","pull-pin","pin"}),"This is a round, metal pin, evidently designed for pulling.");
AddItem(({"lever","metal lever"}),"This lever appears to be part of the fuse mechanism.");
AddItem( ({"fuse","fuse mechanism"}) , "This fuse mechanism controls the arming of the grenade.");
count=5;
detonated=0;
}
void init(){
if(armed){
set_heart_beat(1);
if(detonated==1) this_object()->eventDestruct();
}
}
mixed CanPull(object who, string target) {
if(!environment() || environment() != who ){
return "#You do not have the grenade.";
}
if(answers_to(target,this_object())){
return "#You cannot pull that.";
}
if(armed){
return "#It is already armed.";
}
if(!GetItem(target)){
return "#That's not on the grenade.";
}
return 1;
}
mixed eventPull(object who, string target) {
string *tmpid;
if(!environment() || (this_player() && environment() != this_player())){
write("You are not holding it.");
return 1;
}
if(target =="pin" || target == "pull-pin"){
tmpid = GetAdjectives();
write("You pull the grenade's pin.\n");
say(this_player()->GetName()+" pulls the pin from a hand grenade.\n");
new("/domains/"+domain+"/obj/pin")->eventMove(this_player());
new("/domains/"+domain+"/obj/lever")->eventMove(this_player());
SetShort("a live hand grenade");
SetLong("This is an olive-green military issue hand grenade. It is about the "+
"size of an apple, and its round exterior is made of smooth metal. The pin and "+
"spoon are missing from the fuse mechanism, indicating the grenade is live "+
"and will detonate very soon.");
AddItem(({"lever","metal lever"}),"The grenade is armed. The fuse lever is no longer on the grenade.");
AddItem(({"pull pin","pull-pin","pin"}),"The grenade is armed. There is no pin in the fuse.");
armed = 1;
set_heart_beat(1);
SetAdjectives(tmpid + ({"armed","live","hissing"}));
return 1;
}
write("Nothing happens.");
return 1;
}
void heart_beat(){
count--;
if(detonated==1) this_object()->eventDestruct();
if(count < 0){
this_object()->detonate();
return;
}
if(interactive(environment())){
tell_object(environment(), "You are holding a live hand grenade.");
return;
}
tell_object(environment(),"You hear a low hissing sound.");
tell_object(environment(environment()), environment()->GetName()+" is holding a live hand grenade.");
}
int detonate(){
object ob;
string *stuffs;
int num;
ob = environment(this_object());
if(living(ob)){
stuffs=ob->GetLimbs();
tell_object(ob, "\nKABOOM! You are torn to pieces by your hand grenade!\n");
tell_room(environment(ob), "\nKABOOM! "+ob->GetName()+" is torn to pieces by "+
possessive(ob)+" hand grenade!\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! The grenade detonates!\n");
if(!sizeof(get_livings(ob))) ob = environment(ob);
if(ob && sizeof(whom = scramble_array(get_livings(ob)[0..12]))){
//tc("whom: "+identify(whom));
foreach(object victim in whom){
this_object()->HitLivings(victim);
}
}
this_object()->eventDestruct();
return 1;
}
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;
//tc("victim: "+identify(ob));
radius++;
if(radius < 6) dam = random(1000)+500;
else dam = (random(1000)+500) - (radius * 100);
if(env && !living(env)){
if(env->GetClimate() == "indoors") dam *= 2;
}
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;
}