/* /lib/body.c * from the Nightmare IV LPC Library * handles information regarding bodies as well as events which * affect them * created by Descartes of Borg 950121 * Version: @(#) body.c 1.24@(#) * Last Modified: 96/12/21 */ #include <lib.h> #include <daemons.h> #include <function.h> #include <medium.h> #include <position.h> #include <armour_types.h> #include <damage_types.h> #include <magic_protection.h> #include "include/body.h" inherit LIB_PERSIST; inherit LIB_POSITION; inherit LIB_UNDEAD; #define COLLAPSE_AT 10.0 private int HealthPoints, MagicPoints; private int Alcohol, Caffeine, Food, Drink, Poison, Sleeping; private float StaminaPoints; private string Torso; private mapping Fingers, Limbs, MissingLimbs; private static int Dying, LastHeal; private static function Protect; private static mapping WornItems; private static class MagicProtection *Protection; static private int HeartModifier = 0; static void create() { AddSave( ({ "HealthPoints", "MagicPoints", "StaminaPoints", "Undead", "Limbs", "MissingLimbs", "WornItems" }) ); NewBody(0); Protect = 0; WornItems = ([]); Limbs = ([]); Food = Drink = 100; Alcohol = Caffeine = 0; HealthPoints = MagicPoints = 50; StaminaPoints = 50.0; Dying = 0; LastHeal = time(); Protection = ({}); } mixed direct_turn_liv() { if( GetUndead() ) { return 1; } else { return "You cannot turn the living!"; } } static void heart_beat() { object env = environment(); int i; undead::heart_beat(); if( i = sizeof(Protection) ) { while(i--) if( Protection[i]->time && (--Protection[i]->time < 1) ) RemoveMagicProtection(i); } if( env && (GetResistance(GAS) != "immune") ) { if( (i = env->GetPoisonGas()) > 0 ) { eventPrint("You choke on the poisonous gases."); eventReceiveDamage(0, GAS, i); } } eventCheckHealing(); } void eventReconnect() { LastHeal = time(); } /************ /lib/body.c Modal Methods Section ************/ mixed CanRemoveItem(object ob) { return 1; } /************ /lib/body.c Events Section ************/ private void checkCollapse() { float h = percent(GetHealthPoints(), GetMaxHealthPoints()); if( h < COLLAPSE_AT ) { SetParalyzed(3, (: checkCollapse :)); return; } eventPrint("You feel some strength returning."); } int eventCollapse() { int position = GetPosition(); SetParalyzed(3, (: checkCollapse :)); if( position == POSITION_LYING ) { return 1; } send_messages("collapse", "$agent_name $agent_verb to the ground.", this_object(), 0, environment()); SetPosition(POSITION_LYING); return 1; } void eventCheckHealing() { int x, y; x = GetHeartRate() * 10; if( (y = time() - LastHeal) >= x ) { LastHeal = time(); do { eventCompleteHeal(GetHealRate()); } while( (y = y - x) >= x ); if( Alcohol > 0 ) { Alcohol--; if( !Alcohol ) { message("my_action", "You are left with a pounding headache.", this_object()); AddHealthPoints(-(random(3) + 1)); } else if( !GetSleeping() && random(100) < 8 ) { string verb, adv; switch(random(5)) { case 0: verb = "burp"; adv = "rudely"; break; case 1: verb = "look"; adv = "ill"; break; case 2: verb = "hiccup"; adv = "loudly"; break; case 3: verb = "stumble"; adv = "clumsily"; break; case 4: verb = "appear"; adv = "drunk"; break; } message("my_action", "You " + verb + " " + adv + ".", this_object()); message("other_action", GetName() + " " + pluralize(verb) + " " + adv + ".", environment(), ({ this_object() })); } } if( Sleeping > 0 ) { Sleeping--; if( !Sleeping ) { message("my_action", "You wake up!", this_object()); message("other_action", GetName() + " wakes up from " + possessive(this_object()) + " deep sleep.", environment(this_object()), ({ this_object() })); } else if( random(100) < 8 ) { message("my_action", "You snore.", this_object()); message("other_action", (string)this_player()->GetName() + " snores loudly.", environment(this_object()), ({ this_object() })); } } if( Caffeine > 0 ) Caffeine--; if( Food > 0 ) Food--; if( Drink > 0 ) Drink--; } } void eventCompleteHeal(int x) { eventHealDamage(x, 1, GetLimbs()); AddMagicPoints(x + 1); AddStaminaPoints(x); } mixed eventFall() { object env = environment(); string dest; if( !env ) { return 0; } if( GetPosition() == POSITION_LYING ) { return 0; } if( env->GetMedium() == MEDIUM_LAND ) { return position::eventFall(); } dest = env->GetGround(); if( !dest ) { send_messages(({ "fall", "die" }), "$agent_name $agent_verb into a " "dark abyss and $agent_verb.", this_object(), 0, env); SetPosition(POSITION_LYING); eventDie(); } else { int p = random(100) + 1; int was_undead = GetUndead(); send_messages("fall", "$agent_name $agent_verb through the sky " "towards the world below.", this_object(), 0, env); eventMove(dest); environment()->eventPrint(GetName() + " comes falling in from above.", this_object()); SetPosition(POSITION_LYING); foreach(string limb in GetLimbs()) { int hp = GetHealthPoints(limb); p = (hp * p)/100; eventReceiveDamage(0, BLUNT, p, 0, ({ limb })); if( Dying || (was_undead != GetUndead()) ) { break; } } } } /* varargs int eventHealDamage(int x, int internal, mixed limbs) * int x - amount of damage being healed, negatives illegal (required) * int internal - internal damage flag (optional) * mixed limbs - limb or limbs affected by the heal event (optional) * * defaults * internal defaults to 0 * limbs defaults to 0 * * description * this event is triggered whenever something performs a healing action * on the body * * if the internal flag is set then overall health is healed. * if limbs are specified then the specified limbs are healed. * if the internal flag is NOT set and NO limbs are specified (default) * then both overall health as well as the health of all limbs are healed. * * returns the actual amount of healing done or -1 if an error occurs */ varargs int eventHealDamage(int x, int internal, mixed limbs) { if(!limbs && !internal) { limbs = GetLimbs(); internal = 1; } else if(stringp(limbs)) { limbs = ({ limbs }); } if(!limbs) { limbs = ({}); } if( !arrayp(limbs)) { error("Bad argument 3 to eventHealDamage().\n"); } if(internal) { AddHealthPoints(x); } map(limbs, (: AddHealthPoints($(x), $1) :)); return x; } /* varargs int eventReceiveDamage(object agent, int type, int x, * int internal, mixed limbs) * object agent - the living object responsible for this damage (required) * int type - the damage type(s) being done (required) * int x - the amount of damage being done, negatives illegal (required) * int internal - flag for internal or external damage (optional) * mixed limbs - limbs to which damage has been done (optional) * * defaults * internal defaults to 0 * limbs defaults to 0 * * description * handles sorting out damage events which happen to the body * It assumes some agent is acting as the cause of this event, an * agent being some sort of being as the cause of the event * the previous_object() is considered to be doing the actual damage * what does the damage is different than the agent in the sense * that a knife does damage and a living thing is the agent * can't get into more detail without getting philosophical, which is * beyond the scope of a comment * "x" amount of damage gets attempted, modified by varying things like * armour and natural resistence to this type of damage * the internal flag with no limbs specified means that the damage * is taken solely to the overall health * if the internal flag is set with limbs, the damage is both internal and * done to named limbs * if no internal flag is set and no limbs are specified, damage is done to * all limbs * if no internal flag is set and limbs are specified, then damage is done * only to the specified limbs * NOTE: internal damage is not modified by armour worn * * returns the average actual amount of damage done */ varargs int eventReceiveDamage(object agent, int type, int x, int internal, mixed limbs) { string tmp = GetResistance(type); int fp; if( tmp == "immune") { return 0; } switch(tmp) { case "low": x = (3*x)/4; break; case "medium": x /= 2; break; case "high": x /= 4; break; } if( fp = functionp(Protect) ) { if( !(fp & FP_OWNER_DESTED) ) { function f; f = Protect; Protect = 0; x -= evaluate(f, this_object(), agent, type, x, limbs); } } x = eventCheckProtection(agent, type, x); if( !limbs ) { if( internal ) { AddHealthPoints(-x, 0, agent); return x; } else { limbs = GetLimbs(); } } else if( stringp(limbs) ) { limbs = ({ limbs }); } else if( !arrayp(limbs) ) { return -1; } if( internal ) { limbs = filter(limbs, (: !AddHealthPoints(-$(x), $1, $(agent)) :)); map(limbs, (: (Limbs[$1] ? RemoveLimb($1, $(agent)) : 0) :)); AddHealthPoints(-x, 0, agent); return x; } else { int i, y, maxi; y = 0; for(i=0, maxi = sizeof(limbs); i < maxi; i++) { object *obs; int j, z; z = x; if(!Limbs[limbs[i]]) { /* no limb, no damage */ y += z; continue; } if(!(j = sizeof(obs = GetWorn(limbs[i])))) { /* no armour */ y += z; /* add to total damage */ if( !AddHealthPoints(-z, limbs[i], agent) ) RemoveLimb(limbs[i], agent); continue; } while(j--) { z -= (int)obs[j]->eventReceiveDamage(agent,type, z, 0, limbs[i]); if(z < 1) break; } if(z < 1) continue; else { y += z; if(!AddHealthPoints(-z, limbs[i], agent)) RemoveLimb(limbs[i], agent); } } y = y / (maxi ? maxi : 1); if( y ) AddHealthPoints(-y, 0, agent); return y; } AddHealthPoints(-x, 0, agent); return x; } /* int eventCheckProtection(object agent, int type, int damage) * * agent : object doing the damage * type : damage type(s) * damage : original amount damage being done * * This function cycles through any magic protection found, reducing * damage accordingly. * * returns modified damage */ int eventCheckProtection(object agent, int type, int damage) { int i, y; if( !i = sizeof(Protection) ) return damage; while(i--) { int x; if( (type & Protection[i]->bits) != type ) continue; if( Protection[i]->absorb ) { if( (x = (Protection[i]->absorb - damage)) < 1 ) { x = Protection[i]->absorb; RemoveMagicProtection(i); damage -= x; if( damage < 1 ) return 0; continue; } Protection[i]->absorb -= damage; } else if( Protection[i]->protect ) x = (random(Protection[i]->protect / 2) + (Protection[i]->protect / 2)); else { RemoveMagicProtection(i); continue; } if( y = functionp(Protection[i]->hit) ) { if( y == FP_OWNER_DESTED ) { RemoveMagicProtection(i); continue; } else x = (int)evaluate(Protection[i]->hit, this_object(), agent, x, Protection[i]); } damage -= x; if( damage < 1 ) return 0; } return damage; } mixed eventReceiveThrow(object who, object what) { int x; if( what->GetClass() > 1 ) { int mod = who->GetSkillLevel("projectile attack") + who->GetStatLevel("strength"); mod = mod/2; x = what->eventStrike(this_object()) * 2; x = (x*mod)/100; if( what->GetWeaponType() != "projectile" ) { x = x/4; } x = eventReceiveDamage(who, what->GetDamageType(), x, 0, GetRandomLimb("torso")); if( x > 0 ) { who->AddSkillPoints("projectile attack", x); } } else { x = 0; } if( x < 1 ) { environment()->eventPrint(GetName() + " catches " + possessive_noun(who->GetName()) + " " + what->GetKeyName() + ".", ({ this_object(), who })); eventPrint("You catch " + possessive_noun(who->GetName()) + " " + what->GetKeyName() + "."); who->eventPrint(GetName() + " catches your " + what->GetKeyName() + "."); } else { environment()->eventPrint(GetName() + " takes damage from " + possessive_noun(who->GetName()) + " " + what->GetKeyName() + ".", ({ this_object(), who })); eventPrint("You take damage from " + possessive_noun(who->GetName()) + " " + what->GetKeyName() + "."); who->eventPrint(GetName() + " takes damage from your " + what->GetKeyName() + "."); } what->eventMove(this_object()); return 1; } /* varargs int eventDie(object agent) * object agent - the agent responsible for the death (optional) * * description * Kills the owner of this body if not already dying * * returns true if the thing is dying */ varargs int eventDie(object agent) { int x; SetUndead(!(x = GetUndead())); if( agent ) { if( x ) agent->eventDestroyEnemy(this_object()); else agent->eventKillEnemy(this_object()); } if( environment() ) { object *obs; string *currs; object ob; string curr; int i; ob = new(LIB_CORPSE); ob->SetCorpse(this_object()); ob->eventMove(environment()); obs = filter(all_inventory(), (: !((int)$1->GetRetainOnDeath()) :)); i = sizeof(obs); while(i--) obs[i]->eventMove(ob); currs = (string *)this_object()->GetCurrencies() || ({}); foreach(curr in currs) { object pile; int amt; if( amt = (int)this_object()->GetCurrency(curr) ) { pile = new(LIB_PILE); pile->SetPile(curr, amt); pile->eventMove(ob); this_object()->AddCurrency(curr, -amt); } } } call_out( function() { Dying = 0; }, 0); return 1; } /* int eventRemoveItem(object ob) * object ob - the item being removed * * Removes a worn or wielded item from the list * * returns 1 on success, 0 on failure */ int eventRemoveItem(object ob) { string limb; foreach(limb in keys(WornItems)) { if( !WornItems[limb] ) continue; if( member_array(ob, WornItems[limb]) != -1) { WornItems[limb] -= ({ ob }); } } return 1; } /* int eventWear(object ob, mixed limbs) * object ob - the item being worn (wielded) * mixed limbs - string or array of limbs on which it is being worn * * description * marks the limbs "limbs" as being protected by the armour "ob" * * returns 1 if successful, 0 if failure */ int eventWear(object ob, mixed limbs) { string limb; if( stringp(limbs) ) { limbs = ({ limbs }); } if( CanWear(ob, limbs) != 1 ) { return 0; } foreach(limb in limbs) { if( !WornItems[limb] ) WornItems[limb] = ({ ob }); else WornItems[limb] += ({ ob }); } return 1; } /************ /lib/body.c Data manipulation functions *************/ void NewBody(string race) { if(!race) Limbs = ([ (Torso = "ooze") : ([ "parent" : 0, "children" : ({}), "health" : 50, "class" : 1, "armours" : 0 ]) ]); else Limbs = ([]); MissingLimbs = ([]); Fingers = ([]); } /* int CanWear(object armour, string *limbs) * object armour - the piece of armour being checked * string *limbs - the limbs on which the armour wants to be worn * a nested array indicates that just one of the included limbs * must be satisfied * * description * checks to see if a particular armour can be worn * * returns 1 if the armour can be worn on those limbs * returns 0 if the armour cannot be worn there for any reason * */ mixed CanWear(object ob, string *limbs) { string limb, verb_pr, verb_pt, short; int *types; int type, bad_types, i, maxi; if( !ob ) return 0; short = (string)ob->GetShort(); if( !(type = (int)ob->GetArmourType()) ) return capitalize(short) + " cannot be worn!"; if( type & A_WEAPON ) { verb_pr = "wield"; verb_pt = "wielded"; } else { verb_pr = "wear"; verb_pt = "worn"; } if( !limbs || !(maxi = sizeof(limbs)) ) return "Where should " + short + " be "+ verb_pt + "?"; if( (string *)ob->GetWorn() ) return "It is already being " + verb_pt + "."; // Verify that the the item can be worn on each limb specified by limbs. i = 0; foreach(limb in limbs) { // Nested arrays indicate that only one of the elements in the nested // array must be satisfied. Check for one valid limb, and replace the // nested array with the valid limb, if found. if( arrayp(limb) ) { string limb2; string validLimb = 0; int leastRings = -1; if(!sizeof(limb)) error("Bad limb specification to CanWear().\n"); // Iterate through the nested array. foreach(limb2 in limb) { string* wornItems; // The limb will be valid if: // o The body has the named limb capable of wearing the armour type. // o There are no armours of the same type on that limb, except // for rings, which can have up to GetFingers() of that type worn. if(!Limbs[limb2] || !(Limbs[limb2]["armours"] & type)) continue; wornItems = WornItems[limb2]; // If the item is a ring, attempt to distribute the rings evenly // across the available hands. if(type == A_RING) { int currentRings; if(!sizeof(wornItems)) currentRings = 0; else currentRings = sizeof(filter(wornItems, (:(int)$1->GetArmourType() == A_RING:))); if(currentRings >= leastRings && leastRings != -1) continue; leastRings = currentRings; if(currentRings >= GetFingers(limb2)) continue; } else if(wornItems) { object wornItem; int tmpType = 0; foreach(wornItem in wornItems) if(wornItem) tmpType |= (int)wornItem->GetArmourType(); if(tmpType & type) continue; } validLimb = limb2; } if(validLimb) limbs[i] = validLimb; else return "You cannot " + verb_pr + " that."; } else { if( !Limbs[limb] ) return "You have no " + limb + "."; if( !(Limbs[limb]["armours"] & type) ) { if( type & A_WEAPON ) return "You cannot wield with " + limb + "."; else return "You cannot wear " + short + " on your " + limb + "."; } } i++; } switch(type) { case A_RING: if(maxi != 1) return "You can only wear " + short + " on one limb."; if( !WornItems[limbs[0]] ) return 1; /* nothing there, ring ok */ /* count # worn rings */ i = sizeof(filter(WornItems[limbs[0]], (: (int)$1->GetArmourType() == A_RING :))); if(i >= GetFingers(limbs[0])) return "You are already wearing too many rings there."; else return 1; /* ok */ case A_GLOVE: if(maxi != 1) return "You can only wear " + short + " on one limb."; if( GetFingers(limbs[0]) > (int)ob->GetFingers() ) return capitalize(short) + " does not seem to fit well on " "your " + limbs[0] + "."; bad_types = A_GLOVE | A_LONG_GLOVE | A_SOCK | A_LONG_SOCK | A_BOOT | A_LONG_BOOT; break; case A_LONG_GLOVE: if(maxi != 2) return capitalize(short) + " should be worn on two limbs."; if( limbs[0] == Limbs[limbs[1]]["parent"] ) { /* which is hand? */ /* more fingers than this armour can stand */ if(GetFingers(limbs[1]) > (int)ob->GetFingers()) return capitalize(short) + " does not seem to fit well on " "your " + limbs[1] + "."; } else if(limbs[1] == Limbs[limbs[0]]["parent"]) { /* ok, first limb is hand, check it */ if(GetFingers(limbs[0]) > (int)ob->GetFingers()) return capitalize(short) + " does not seem to fit well on " "your " + limbs[1] + "."; } else return "Your " + limbs[0] + " is not connected to your " + limbs[1] + "."; bad_types = A_GLOVE | A_LONG_GLOVE | A_SOCK | A_LONG_SOCK | A_BOOT | A_LONG_BOOT; break; case A_BOOT: case A_SOCK: if(maxi != 1) capitalize(short) + " may only be worn on one limb."; if(type == A_SOCK) bad_types = A_SOCK | A_LONG_SOCK; else bad_types = A_BOOT | A_LONG_BOOT; break; case A_LONG_BOOT: case A_LONG_SOCK: if(maxi != 2) return capitalize(short) + " must be worn only on two limbs."; if(limbs[0] != Limbs[limbs[1]]["parent"] && limbs[1] != Limbs[limbs[0]]["parent"]) return "Your " + limbs[0] + " is not connected to your " + limbs[1] + "."; if(type == A_LONG_SOCK) bad_types = A_LONG_SOCK | A_SOCK; else bad_types = A_BOOT | A_LONG_BOOT; break; case A_HELMET: case A_VEST: case A_AMULET: case A_VISOR: case A_BELT: if(maxi != 1) return capitalize(short) + " may only be worn on one limb."; bad_types = type; break; case A_PANTS: case A_SHIRT: bad_types = type | A_CLOAK; break; case A_CLOAK: bad_types = A_CLOAK | A_SHIRT | A_PANTS; break; case A_SHIELD: foreach(limb in limbs) { object worn_item; int tmp = 0; if( !WornItems[limb] ) continue; /* no armours, no prob */ if( !Limbs[limb]["parent"] ) continue; /* torso ok for 2 */ foreach(worn_item in WornItems[limb]) { if( !worn_item ) continue; tmp |= (int)worn_item->GetArmourType(); } /* not gonna allow 2 shields or a shield and weapon here */ if( tmp & (A_SHIELD | A_WEAPON) ) return "You cannot wear " + short + " there right now."; } return 1; /* ok */ case A_WEAPON: foreach(limb in limbs) { object worn_item; int tmp = 0; if( !WornItems[limb] ) continue; /* nothing there, ok */ foreach(worn_item in WornItems[limb]) { if( !worn_item ) continue; tmp += (int)worn_item->GetArmourType(); } /* again, not allowing 2 weapons or a shield and weapon */ if(tmp & (A_SHIELD | A_WEAPON)) return "You cannot wield " + short + " there right now."; } return 1; /* ok */ case A_ARMOUR: case A_BODY_ARMOUR: bad_types = A_ARMOUR | A_BODY_ARMOUR; break; default: return 0; /* not any illegal stuff */ } foreach(limb in limbs) { object worn_item; int tmp = 0; if( !WornItems[limb] ) continue; /* no preventing types */ foreach( worn_item in WornItems[limb] ) { if( !worn_item ) continue; tmp |= (int)worn_item->GetArmourType(); } if(tmp & bad_types) return "You cannot " + verb_pr + " " + short + " there right now."; } return 1; /* ok */ } /* int AddLimb(string limb, string parent, int classes, int *armours) * string limb - the limb being added (required) * string parent - the limb to which this one is being attached (required) * int classes - rating of the limb's strength (optional) * int *armours - the types of armours which can be worn here (optional) * * defaults * classes defaults to 1 * armours defaults to ({}) * * description * adds the named limb to the body, attached at the named point * the limb classes starts at 1 for a torso (strongest) * to whatever the documentation rates as the weakest * * returns 1 on success, 0 on failure */ varargs int AddLimb(string limb, string parent, int classes, int *armours) { int arm = 0; if(!limb || Limbs[limb] || (parent && !Limbs[parent])) return 0; if(armours) { int i; i = sizeof(armours); while(i--) arm |= armours[i]; } if(MissingLimbs[limb]) map_delete(MissingLimbs, limb); if( parent ) Limbs[parent]["children"] += ({ limb }); else Torso = limb; if( !classes ) classes = 5; Limbs[limb] = ([ "parent" : parent, "children" : ({}), "class" : classes, "armours" : arm ]); Limbs[limb]["health"] = GetMaxHealthPoints(limb); return 1; } int RestoreLimb(string limb) { if( !MissingLimbs[limb] ) return 0; Limbs[limb] = MissingLimbs[limb]; Limbs[limb]["health"] = GetMaxHealthPoints(limb); map_delete(MissingLimbs, limb); return 1; } /* int DestLimb(string limb) * string limb - the limb being removed * * description * removes a limb from the limbs mapping. The limb isn't marked as mising, * and the monster doesn't die even if you remove a fatal limb. Useful for * removing limbs from standard race types. Removing the torso isn't allowed. * * returns -1 on error, 0 on failure, 1 on success */ int DestLimb(string limb) { string *kiddies; int i; if(!limb || !Limbs[limb]) return -1; if(!Limbs[limb]["parent"]) { return -1; } Limbs[Limbs[limb]["parent"]]["children"] -= ({ limb }); if( (i = sizeof(kiddies = Limbs[limb]["children"])) ) while(i--) DestLimb(kiddies[i]); map_delete(Limbs, limb); return 1; } /* int RemoveLimb(string limb, object agent) * string limb - the limb being removed * object agent - the agent who is responsible for the limb removal * * description * removes a limb from the limbs mapping and stores vital data in the * missing limbs mapping * * returns -1 on error, 0 on failure, 1 on success */ int RemoveLimb(string limb, object agent) { string *kiddies; int i; if(!limb || !Limbs[limb]) return -1; if(!Limbs[limb]["parent"] || Limbs[limb]["class"] == 1) { HealthPoints = 0; if( !Dying ) { Dying = 1; call_out((: eventDie, agent :), 0); } return 0; } Limbs[Limbs[limb]["parent"]]["children"] -= ({ limb }); if( (i = sizeof(kiddies = Limbs[limb]["children"])) ) while(i--) RemoveLimb(kiddies[i], agent); MissingLimbs[limb] = Limbs[limb]; map_delete(Limbs, limb); if( environment() ) { object ob; message("environment", possessive_noun(GetName()) + " " + limb + " is severed!", environment(), ({ this_object() })); message("environment", "Your "+ limb + " is severed!", this_object()); ob = new(LIB_LIMB); ob->SetLimb(limb, GetCapName(), GetRace()); ob->eventMove(environment()); i = sizeof(WornItems[limb]); while(i--) { WornItems[limb][i]->SetWorn(0); WornItems[limb][i]->eventMove(ob); } while( i = sizeof(WornItems[limb]) ) eventRemoveItem(WornItems[limb][i]); } return 1; } mapping GetLimb(string limb) { if(!limb || !Limbs[limb]) return 0; else return copy(Limbs[limb]); } /* string GetRandomLimb(string targ) * string targ - the targetted limb * * description * returns a random limb weighted towards the targetted limb */ string GetRandomLimb(string targ) { string array limbs; if( !targ ) { targ = GetTorso(); } if( member_array(targ, (limbs=keys(Limbs))) == -1) { targ= GetTorso(); /* no target or illegal target, weight torso */ } targ = (limbs + (targ ? ({ targ, targ }) : ({})))[random(sizeof(limbs)+2)]; return targ; } string GetTorso() { string *limbs; int i; i = sizeof(limbs = keys(Limbs)); while(i--) { if(!Limbs[limbs[i]]["parent"]) { return limbs[i]; } } return 0; } string array GetLimbs() { return (Limbs ? keys(Limbs) : 0); } int GetLimbClass(string limb) { return Limbs[limb]["class"]; } string GetLimbParent(string limb) { return Limbs[limb]["parent"]; } string array GetLimbChildren(string limb) { return Limbs[limb]["children"] + ({}); } mapping GetMissingLimb(string limb) { return (limb ? copy(MissingLimbs[limb]) : 0); } string array GetMissingLimbs() { return keys(MissingLimbs); } string GetLong(string nom) { string *limbs; string str; float h; str = (nom = capitalize(nom)); h = percent(GetHealthPoints(), GetMaxHealthPoints()); if( h < 10.0 ) str += " is mortally wounded.\n"; else if( h < 20.0 ) str += " is near death.\n"; else if( h < 30.0 ) str += " is severely injured.\n"; else if( h < 40.0 ) str += " is badly injured.\n"; else if( h < 50.0 ) str += " is hurt.\n"; else if( h < 60.0 ) str += " is slightly injured.\n"; else if( h < 70.0 ) str += " has some cuts and bruises.\n"; else if( h < 80.0 ) str += " is in decent shape.\n"; else if( h < 90.0 ) str += " is quite keen.\n"; else str += " is in top condition.\n"; limbs = GetMissingLimbs(); if( sizeof(limbs) ) { int i, maxi; str += nom + " is missing " + add_article(limbs[0]); for(i=1, maxi = sizeof(limbs); i<maxi; i++) { if( i < maxi-1 ) str += ", " + add_article(limbs[i]); else { if( maxi > 2 ) str += ","; str += " and " + add_article(limbs[i]); } } str += ".\n"; } return str; } string array GetWieldingLimbs() { return filter(keys(Limbs), (: (Limbs[$1]["armours"] & A_WEAPON) :)); } /* int AddFingers(string limb, int x) * string limb - the limb to which fingers will be added * int x - the number of fingers being added, can be negative * * description * adds the given number of fingers to the given limb * * returns the total number of fingers after addition */ varargs int AddFingers(string limb, int x) { if((Fingers[limb] += x) < 1) Fingers[limb] = 1; return Fingers[limb]; } int GetFingers(string limb) { return Fingers[limb]; } varargs object *GetWorn(string limb) { if(!limb) { object *ret = ({}); string *limbs; int i; i = sizeof(limbs = keys(Limbs)); while(i--) if(WornItems[limbs[i]]) ret += ({ WornItems[limbs[i]] }); return distinct_array(ret); } else if(!WornItems[limb]) return ({}); else return (WornItems[limb] + ({})); } varargs mixed GetWielded(string limb) { if(!limb) { object *ret = ({}); string *limbs; int i; i = sizeof(limbs = keys(Limbs)); while(i--) { if(!WornItems[limbs[i]]) continue; else ret += filter(WornItems[limbs[i]], (: (int)$1->GetArmourType() == A_WEAPON :)); } return distinct_array(ret); } else if(!WornItems[limb]) return 0; else { object *ret; ret = filter(WornItems[limb], (: (int)$1->GetArmourType() == A_WEAPON :)); if(sizeof(ret)) return ret[0]; else return 0; } } /* varargs static int AddHealthPoints(int x, string limb, object agent) * int x - number of points being added, may be negative (required) * string limb - the limb to which health is being added (optional) * object agent - the living responsible for this damage * * defaults * limb defaults to 0 * * description * if the value of limb is not zero, then "x" number of health points will * be added to limb "limb" * if he value is 0, then the overall health points will be modified * * returns the remaining number of health points for the limb in question * or for the overall health points */ varargs static int AddHealthPoints(int x, string limb, object agent) { int y; if( limb ) { if( !Limbs[limb] ) return -1; if((Limbs[limb]["health"] += x) < 1) Limbs[limb]["health"] = 0; else if(Limbs[limb]["health"] > (y = GetMaxHealthPoints(limb))) Limbs[limb]["health"] = y; return Limbs[limb]["health"]; } else { if((HealthPoints += x) < 1) HealthPoints = 0; else if(HealthPoints > (y = GetMaxHealthPoints())) HealthPoints = y; if( HealthPoints < 1 ) { if( !Dying ) { Dying = 1; call_out( (: eventDie, agent :), 0); } } else { float h = percent(GetHealthPoints(), GetMaxHealthPoints()); if( h < COLLAPSE_AT ) { eventCollapse(); } } return HealthPoints; } } varargs int GetHealthPoints(string limb) { if(limb) { if(!Limbs[limb]) return -1; else return Limbs[limb]["health"]; } else return HealthPoints; } varargs int GetMaxHealthPoints(string limb) { return 0; } /* int AddMagicPoints(int x) * int x - the number of magic points being added, may be negative * * description * adds magic points to the body * * returns the remaining magic points */ int AddMagicPoints(int x) { int y; if((MagicPoints += x) < 1) MagicPoints = 0; else if(MagicPoints > (y = GetMaxMagicPoints())) MagicPoints = y; return MagicPoints; } int GetMagicPoints() { return MagicPoints; } int GetMaxMagicPoints() { return 0; } /* int AddStaminaPoints(int x) * int x - number of stamina points being added * * description * adds "x" stamina points, can be negative * * returns the remaining number of stamina points */ float AddStaminaPoints(mixed x) { float y; if( !intp(x) && !floatp(x) ) error("Bad argument 1 to AddStaminaPoints().\n"); if( intp(x) ) x = to_float(x); if((StaminaPoints += x) < 0.1) StaminaPoints = 0.0; else if(StaminaPoints > (y = GetMaxStaminaPoints())) StaminaPoints = y; return StaminaPoints; } int GetStaminaPoints() { return to_int(StaminaPoints); } float GetMaxStaminaPoints() { return 0; } int AddMagicProtection(class MagicProtection cl) { if( ( !cl->absorb && !(cl->protect && cl->time) ) || ( cl->hit && !functionp(cl->hit) ) || ( cl->end && !functionp(cl->end) ) || ( !cl->bits ) ) { error("Illegal class setting passed to AddMagicProtection.\n"); return 0; } cl->timestamp = time(); Protection += ({ cl }); return 1; } class MagicProtection array GetMagicProtection() { return Protection; } int RemoveMagicProtection(int i) { if( i > sizeof(Protection) - 1 ) return 0; if( Protection[i]->end ) { if( !(functionp(Protection[i]->end) & FP_OWNER_DESTED) ) { evaluate(Protection[i]->end, this_object()); } } Protection -= ({ Protection[i] }); return 1; } int GetDying() { return Dying; } int SetSleeping(int x) { return (Sleeping = x); } int GetSleeping() { return Sleeping; } int AddAlcohol(int x) { return (Alcohol += x); } int GetAlcohol() { return Alcohol; } int AddCaffeine(int x) { return (Caffeine += x); } int GetCaffeine() { return Caffeine; } int AddDrink(int x) { return (Drink += x); } int GetDrink() { return Drink; } int AddFood(int x) { return (Food += x); } int GetFood() { return Food; } int AddPoison(int x) { Poison += x; if( Poison < 1 ) { Poison = 0; } return Poison; } int GetPoison() { return Poison; } string GetResistance(int type) { return "none"; } string GetRace() { return 0; } string GetName() { return 0; } string GetCapName() { return 0; } int GetHeartRate() { int rate; rate = (GetAlcohol() - GetCaffeine()); if( rate > 50 ) rate = 6; else if( rate > 25 ) rate = 5; else if( rate > 0 ) rate = 4; else if( rate > -25 ) rate = 3; else rate = 2; rate += HeartModifier; if( rate < 1 ) { rate = 1; } else if( rate > 10 ) { rate = 10; } return rate; } int GetHealRate() { int heal; heal = 1 - (GetPoison() / 10); heal += (GetDrink() + GetFood()) / 25; heal *= (1 + (GetSleeping() > 1) + (GetAlcohol() > 50)); return heal; } string GetHealthShort() { string cl, sh; float h; if( !(sh = GetShort()) ) return 0; h = percent(GetHealthPoints(), GetMaxHealthPoints()); if( h > 90.0 ) cl = "%^BOLD%^GREEN%^"; else if( h > 75.0 ) cl = "%^GREEN%^"; else if( h > 50.0 ) cl = "%^BOLD%^BLUE%^"; else if( h > 35.0 ) cl = "%^BLUE%^"; else if( h > 20.0 ) cl = "%^BOLD%^RED%^"; else cl = "%^RED%^"; return cl + capitalize(sh); } mixed SetProtect(function f) { return (Protect = f); } function GetProtect() { return Protect; } int GetHeartModifier() { return HeartModifier; } varargs int AddHeartModifier(int x, int t) { HeartModifier += x; if( t > 0 ) { call_out((: AddHeartModifier(-$(x)) :), t); } return HeartModifier; }