/**
* This is the effect skelton docs. This effect
* has a classification of "body.tattoo".
* <p>
* This effect takes an array of two members as the argument,
* the first member of which is the name of the bodypart onto which
* to add the tattoo, and the second member is the message to add.
* @classification body.tattoo
* @see help::effects
* @author Aksu in July 1997
* @changed Rewritten partly - Sandoz, 18/10/2002.
*/
#include <effect.h>
private mapping tattooables, tattoo_areas;
class tattoo_area {
string full;
string area;
}
/** @ignore yes */
string query_classification() { return "body.tattoo"; }
/** @ignore yes */
int survive_death() { return 1; }
/** @ignore yes */
int query_indefinite() { return 1; }
/**
* @ignore yes
* $p in the full name of the area will be converted to
* player->query_possessive() when used in extra looks,
* or poss_short() or "the" in other types of messages.
*/
private void add_bodypart( string name, string full, string area ) {
if( !undefinedp( tattooables[name] ) )
error("Bodypart '"+name+"' has already been added.\n");
tattooables[name] = new( class tattoo_area, full : full, area : area );
if( area ) {
if( undefinedp( tattoo_areas[area] ) )
tattoo_areas[area] = ({ name });
else
tattoo_areas[area] += ({ name });
}
} /* add_bodypart() */
// The following were legal clothing areas when this effect was written.
// abdomen, arms, back, chest, feet, hands, head, legs, neck
private void create() {
tattooables = ([ ]);
tattoo_areas = ([ ]);
// Wrists would probably be covered by gloves.
add_bodypart("left wrist", "on $p left wrist", "hands");
add_bodypart("right wrist", "on $p right wrist", "hands");
add_bodypart("left hand", "on $p left hand", "hands");
add_bodypart("right hand", "on $p right hand", "hands");
add_bodypart("left arm", "on $p left arm", "arms");
add_bodypart("right arm", "on $p right arm", "arms");
add_bodypart("left forearm", "on $p left forearm", "arms");
add_bodypart("right forearm", "on $p right forearm", "arms");
add_bodypart("chest", "on $p chest", "chest");
add_bodypart("left breast", "on $p left breast", "chest");
add_bodypart("right breast", "on $p right breast", "chest");
add_bodypart("back", "on $p back", "back");
add_bodypart("left shoulder blade", "on $p left shoulder blade", "back");
add_bodypart("right shoulder blade", "on $p right shoulder blade", "back");
add_bodypart("between shoulder blades", "between $p shoulder blades", "back");
add_bodypart("base of spine", "at the base of $p spine", "back");
// Let's all agree that most headgear leaves the face visible.
add_bodypart("left cheek", "on $p left cheek", 0 );
add_bodypart("right cheek", "on $p right cheek", 0 );
add_bodypart("forehead", "on $p forehead", 0 );
add_bodypart("throat", "on $p throat", "neck");
add_bodypart("neck", "on $p neck", "neck");
add_bodypart("back of neck", "at the back of $p neck", "neck");
add_bodypart("abdomen", "on $p abdomen", "abdomen");
add_bodypart("above belly button", "above $p belly button", "abdomen");
add_bodypart("below belly button", "below $p belly button", "abdomen");
add_bodypart("beside belly button", "beside $p belly button", "abdomen");
add_bodypart("left hip", "on $p left hip", "abdomen");
add_bodypart("right hip", "on $p right hip", "abdomen");
add_bodypart("left buttock", "on $p left buttock", "abdomen");
add_bodypart("right buttock", "on $p right buttock", "abdomen");
add_bodypart("left calf", "on $p left calf", "legs");
add_bodypart("right calf", "on $p right calf", "legs");
add_bodypart("left knee", "on $p left knee", "legs");
add_bodypart("right knee", "on $p right knee", "legs");
add_bodypart("left thigh", "on $p left thigh", "legs");
add_bodypart("right thigh", "on $p right thigh", "legs");
add_bodypart("left foot", "on $p left foot", "feet");
add_bodypart("right foot", "on $p right foot", "feet");
add_bodypart("left ankle", "on $p left ankle", "feet");
add_bodypart("right ankle", "on $p right ankle", "feet");
// Spanning areas.
add_bodypart("across legs", "across $p legs", "legs");
add_bodypart("around arms", "around $p arms", "arms");
} /* create() */
/**
* This method returns an array of all tattooable bodyparts.
* @return an array of all tattooable bodyparts
*/
string *query_tattooables() { return sort_array( keys(tattooables), 1 ); }
/**
* This method queries whether or not the specified bodypart is
* tattooable or not.
* @param part the name of the bodypart
* @return 1 if the bodypart is tattooable, 0 if not
*/
int query_tattooable( string part ) {
return !undefinedp( tattooables[part] );
} /* query_tattooable() */
/**
* This method returns the full tattoo area description and does the $p
* expansion on it.
* @param bodypart the bodypart to get the full description for
* @param replace what to expand the $p to
*/
string expand_tattooable( string bodypart, string replace ) {
return replace( tattooables[bodypart]->full, "$p", replace );
} /* expand_tattooable() */
/**
* This method scans through a player's clothes/armour and checks
* whether or not a tattoo area is visible.
* @param player the player to check
* @param part the bodypart to check
* @return the objects covering the tattoo, or 0 if visible
*/
object *query_tattoo_covered( object player, string part ) {
string area;
if( !undefinedp( tattooables[part] ) ) {
if( area = tattooables[part]->area ) {
object ob, *obs, *worn;
string type;
mixed types;
if( !sizeof( worn = player->query_wearing() ) )
return 0;
obs = ({ });
foreach( ob in worn ) {
if( !pointerp( types = ob->query_type() ) )
types = ({ types });
foreach( type in types ) {
if( CLOTHING_H->query_equivilant_type( type ) )
type = CLOTHING_H->query_equivilant_type( type );
// These don't cover anything.
if( member_array( type, ({"ring", "necklace", "belt",
"sash", "box", "small scabbard"}) ) != -1 )
continue;
// Special case - bras don't cover anything but breasts,
// despite their clothing area being chest.
// Unless someone wants to prove me wrong...
// - Sandoz.
if( type == "bra") {
if( sscanf( part, "%*s breast") == 1 )
obs += ({ ob });
} else {
if( member_array( area,
CLOTHING_H->query_zone_names(type) ) != -1 )
obs += ({ ob });
}
}
}
if( sizeof(obs) )
return obs;
}
return 0;
}
error("No such tattoo area.\n");
} /* query_tattoo_covered() */
/** @ignore yes */
mapping query_tattoo_areas() { return copy(tattoo_areas); }
private int test_arg( object player, mixed arg ) {
if( !pointerp(arg) || sizeof(arg) != 2 )
error("Bad argument to the tattoo effect; must be an array of two "
"elements.\n");
if( !query_tattooable( arg[0] ) ) {
tell_object( player, "The bodypart you were trying to get a tattoo "
"on is invalid. Please file a bug report or contact a "
"creator.\n");
return 0;
}
if( !stringp( arg[1] ) || arg[1] == "") {
tell_object( player, "Tried to add an empty tattoo. Please file a "
"bug report or contact a creator.\n");
return 0;
}
return 1;
} /* test_arg() */
/** @ignore yes */
mapping beginning( object player, string *arg ) {
if( !test_arg( player, arg ) )
return ([ ]);
player->add_extra_look( TO );
return ([ arg[ 0 ] : ({ arg[ 1 ] }) ]);
} /* beginning() */
/** @ignore yes */
mapping merge_effect( object player, mapping arg, string *new_arg ) {
if( !test_arg( player, new_arg ) )
return arg;
if( !arg[ new_arg[ 0 ] ] )
arg[ new_arg[ 0 ] ] = ({ new_arg[ 1 ] });
else
arg[ new_arg[ 0 ] ] += ({ new_arg[ 1 ] });
return arg;
} /* merge_effect() */
/** @ignore yes */
void restart( object player ) {
player->add_extra_look( TO );
} /* restart() */
/** @ignore yes */
void end( object player ) {
player->remove_extra_look( TO );
} /* end() */
/** @ignore yes */
string extra_look( object player ) {
string type, *visible, *covered_areas;
mapping tattoos;
mixed types;
object ob, *worn;
int i, plural;
if( player->query_property("dead") )
return "";
tattoos = player->arg_of( player->effects_matching("body.tattoo")[ 0 ] );
if( !sizeof(tattoos) )
return "";
visible = keys(tattoos);
covered_areas = ({ });
if( sizeof( worn = player->query_wearing() ) ) {
foreach( ob in worn ) {
if( !pointerp( types = ob->query_type() ) )
types = ({ types });
foreach( type in types ) {
if( CLOTHING_H->query_equivilant_type( type ) )
type = CLOTHING_H->query_equivilant_type( type );
// These don't cover anything.
if( member_array( type, ({"ring", "necklace", "belt", "sash",
"box", "small scabbard"}) ) != -1 )
continue;
// Special case - bras don't cover anything but breasts,
// despite their clothing area being chest.
// Unless someone wants to prove me wrong...
// - Sandoz.
if( type == "bra")
visible -= ({"left breast", "right breast"});
else
covered_areas |= CLOTHING_H->query_zone_names(type);
}
}
}
foreach( type in covered_areas )
if( !undefinedp( tattoo_areas[type] ) )
visible -= tattoo_areas[type];
if( !( i = sizeof(visible) ) )
return "";
type = player->HIS;
while( i-- ) {
plural += sizeof( tattoos[ visible[i] ] );
visible[i] = query_multiple_short( tattoos[ visible[i] ] )+" "+
expand_tattooable( visible[i], type );
}
return CAP( player->HE )+" bears "+( plural > 1 ? "tattoos" :
"a tattoo")+" of "+query_multiple_short(visible)+".\n";
} /* extra_look() */