/* Eventually this will handle other kinds of flow
* materials, but for now it is hardcoded just to be water.
*/
#include <lib.h>
#include <vendor_types.h>
#include <meal_types.h>
#include <medium.h>
inherit LIB_FLASK;
mixed *neighbors = ({});
mixed *rooms = ({});
mixed *first = ({});
mixed *second = ({});
mixed *third = ({});
mixed *fourth = ({});
static int press;
static string FlowType = "water";
static int orig_medium;
void create(){
::create();
SetKeyName("flow object");
SetId( ({"flow","flood","object","water","overflow"}) );
SetAdjectives( ({"flow","flood"}) );
SetShort("a flood");
SetLong("This is an overflow of water.");
SetMass(20);
SetInvis(1);
SetBaseCost("silver",10);
SetVendorType(VT_TREASURE);
set_heart_beat(5);
SetNoCondition(1);
SetPreventGet("You can't get that.");
if(FlowType == "water"){
SetFlaskContents("water");
SetFlaskUses(2);
SetStrength(5);
SetMaxFlask(2);
SetEverFill(1);
SetMealType(MEAL_DRINK);
}
}
void eventFlood(mixed targets){
object env = environment();
if(!env) return;
foreach(mixed room in scramble_array(targets)){
mixed flooder;
//tc("room: "+identify(room),"white");
if(environment() == room) continue;
if(press < 2) break;
flooder = filter(all_inventory(room),
(: base_name($1) == LIB_FLOW :) );
if(sizeof(flooder)){
if(sizeof(flooder) > 1) flooder[1..]->eventDestruct();
flooder = flooder[0];
}
else {
int flood;
flooder = new(LIB_FLOW);
//tc("flooder: "+identify(flooder),"green");
flood = flooder->eventMove(room);
if(!flood) continue;
tell_room(room,"This area starts flooding with water!");
//tc("flooder: "+identify(flooder)+", env: "+
//identify(environment(flooder)),"cyan");
}
//tc("flooder","blue");
if(flooder->GetPressure() < press){
if(press && flooder->AddPressure(1)) press--;
if(press < 2){
tell_room(env,"The water recedes a bit.");
}
}
}
}
void CheckRooms(){
mixed ret = ({});
object env;
mapping Exits;
env = room_environment();
if(press < 1){
eventDestruct();
return;
}
if(clonep() && environment() && !living(environment()) && press > 1){
set_heart_beat(5);
}
if(env){
Exits = env->GetExitMap();
Exits += env->GetEnterMap();
foreach(mixed key, mixed val in Exits){
mixed door = env->GetDoor(key);
int ok =1;
if(door){
set_heart_beat(1);
if(door->GetClosed() && !door->GetPerforated()){
//tc("NOT OK");
ok = 0;
}
else{
//tc("door: "+identify(door)+", closed: "+door->GetClosed()+
//", perforated: "+door->GetPerforated(),"cyan");
//tc("key: "+identify(key)+", val: "+identify(val)+
//"env: "+identify(env),"white");
}
}
if(ok) ret += ({ val });
}
}
if(sizeof(ret)) rooms = ret;
//tc("rooms: "+implode(rooms," "));
if(press > 1){
//tc("whee "+identify(this_object()),"red");
rooms = ({});
foreach(mixed key, mixed val in Exits){
if(member_array(val, ret) == -1) continue;
if(key == "down") first += ({ load_object(val) });
else if(key == "up") fourth += ({ load_object(val) });
else rooms += ({ load_object(val) });
}
//tc("rooms: "+identify(rooms),"yellow");
foreach(mixed room in rooms){
mixed flooder;
//tc("room: "+identify(room),"white");
if(press < 2) break;
flooder = filter(all_inventory(room),
(: base_name($1) == LIB_FLOW :) );
if(!sizeof(flooder)) second += ({ room });
else third += ({ room });
}
if(sizeof(first) && press > 0) eventFlood(first);
if(sizeof(second) && press > 1) eventFlood(second);
if(sizeof(third) && press > 1) eventFlood(third);
if(sizeof(fourth) && press > 2) eventFlood(fourth);
}
}
void heart_beat(){
object env = environment();
if(!clonep() || !env || living(env) || press < 2){
set_heart_beat(60);
return;
}
CheckRooms();
if(press > 1 && env){
env->SetMedium(MEDIUM_WATER);
}
else if(env){
env->SetMedium(orig_medium);
}
}
int AddPressure(int x){
int i;
object env = environment();
if(!env) return 0;
i = env->GetFlowLimit();
if(i && x > 0 && press >= i) return 0;
if(x){
if(press == 1 && x > 0){
tell_room(env,"The area completely fills with water!");
}
if(press > 1 && x < 0){
tell_room(env,"The water recedes a bit.");
}
press += x;
}
if(press) set_heart_beat(5);
return press;
}
int GetPressure(){
return press;
}
int SetPressure(int i){
press = i;
return press;
}
void init(){
::init();
}
string GetRoomAffectLong(){
if(press > 1){
return "\n%^CYAN%^This area is completely filled with water!%^RESET%^";
}
if(press == 1){
return "\n%^BOLD%^%^BLUE%^This area is flooded with water.%^RESET%^";
}
return "";
}
int eventDestruct(){
object env = environment();
if(env){
env->SetMedium(orig_medium);
}
return ::eventDestruct();
}
int eventMove(mixed dest){
object env;
int ret = ::eventMove(dest);
if(ret && env = room_environment(this_object())){
orig_medium = env->GetMedium();
}
return ret;
}