#define INTERVAL_BETWEEN_HEALING 10
#define WEAPON_CLASS_OF_HANDS (3)
#define ARMOUR_CLASS_OF_BARE 0
#define KILL_NEUTRAL_ALIGNMENT 10
#define ADJ_ALIGNMENT(al) ((-al - KILL_NEUTRAL_ALIGNMENT)/4)
#define MAX_LIST 20
#define NAME_OF_GHOST "some mist"
/*
* Include this file in objects that "lives".
* The following variables are defined here:
*
*/
int time_to_heal; /* Count down variable. */
int money; /* Amount of money on player. */
string name; /* Name of object. */
string msgin, msgout; /* Messages when entering or leaving a room. */
int is_npc, brief; /* Flags. */
int level; /* Level of monster. */
int armour_class; /* What armour class of monster. */
int hit_point; /* Number of hit points of monster. */
int max_hp;
int experience; /* Experience points of monster. */
string mmsgout; /* Message when leaving magically. */
string mmsgin; /* Message when arriving magically. */
string attacker_ob; /* Name of player attacking us. */
string alt_attacker_ob; /* Name of other player also attacking us. */
int weapon_class; /* How good weapon. Used to calculate damage. */
string name_of_weapon; /* To see if we are wielding a weapon. */
string name_of_armour; /* What armour we have. */
int ghost; /* Used for monsters that can leave a ghost. */
int local_weight; /* weight of items */
object hunted, hunter; /* used in the hunt mode */
int hunting_time; /* How long we will stay in hunting mode. */
string cap_name; /* Capital version of "name". */
int spell_points; /* Current spell points. Same max as max_hp. */
string spell_name;
int spell_cost, spell_dam;
int age; /* Number of heart beats of this character. */
int is_invis; /* True when player is invisible */
int frog; /* If the player is a frog */
int whimpy; /* Automatically run when low on HP */
/*
* All characters have an aligment, depending on how good or chaotic
* they are.
* This value is updated when killing other players.
*/
int alignment;
/*
* The following routines are defined for usage:
* hit_player Called when fighting.
* transfer_all_to: Transfer all objects to dest.
* move_player: Called by the object that moves the monster.
* query_name: Gives the name to external objects.
* attacked_by Tells us who are attacking us.
* show_stats Dump local status.
* stop_wielding Called when we drop a weapon.
* stop_wearing Called when we drop an armour.
* query_level Give our level to external objects.
* query_value Always return 0. Can't sell this object.
* get Always return 0. Can't take this object.
* attack Should be called from heart_beat. Will maintain attack.
* query_attack
* drop_all_money Used when the object dies.
* wield Called by weapons.
* wear Called by armour.
* add_weight Used when picking up things.
* heal_self Enable wizarfs to heal this object.
* can_put_and_get Can look at inventory, but not take things from it.
* attack_object Called when starting to attack an object.
* test_if_any_here For monsters. Call this one if you suspect no enemy
* is here any more. This will be checked, and the
* heart beat turned off in that case.
* force_us Force us to do a command.
*/
/*
* This routine is called from objects that moves the player.
* Special: direction "X" means teleport.
*/
move_player(dir_dest)
{
string dir, dest;
object ob;
int is_light;
if (sscanf(dir_dest, "%s#%s", dir, dest) != 2) {
tell_object(this_object(), "Move to bad dir/dest\n");
return;
}
hunting_time -= 1;
if (hunting_time == 0) {
if (hunter)
call_other(hunter, "stop_hunting");
hunter = 0;
hunted = 0;
}
if (attacker_ob && present(attacker_ob)) {
hunting_time = 10;
if (!hunter)
tell_object(this_object(), "You are now hunted by " +
call_other(attacker_ob, "query_name", 0) + ".\n");
hunter = attacker_ob;
}
if (!msgout)
msgout = "leaves";
if (ghost)
say(NAME_OF_GHOST + " " + msgout + " " + dir + ".\n");
else if (dir == "X" && !is_invis)
say(cap_name + " " + mmsgout + ".\n");
else if (!is_invis)
say(cap_name + " " + msgout + " " + dir + ".\n");
move_object(this_object(), dest);
is_light = set_light(0);
if (level >= 20)
tell_object(this_object(), dest + "\n");
if (!msgin)
msgin = "arrives";
if (ghost && is_light)
say(NAME_OF_GHOST + " " + msgin + ".\n");
else if (!is_invis && dir == "X")
say(cap_name + " " + mmsgin + ".\n");
else if (!is_invis && is_light)
say(cap_name + " " + msgin + ".\n");
if (hunted && present(hunted))
attack_object(hunted);
if (hunter && present(hunter))
call_other(hunter, "attack_object", this_object());
if (is_npc)
return;
if (!is_light) {
write("A dark room.\n");
return;
}
ob = environment(this_object());
if (brief)
write(call_other(ob, "short", 0) + ".\n");
else
call_other(ob, "long", 0);
ob = first_inventory(ob);
while(ob) {
if (ob != this_object()) {
string short_str;
short_str = call_other(ob, "short");
if (short_str)
write(short_str + ".\n");
}
ob = next_inventory(ob);
}
}
/*
* This function is called from other players when they want to make
* damage to us. We return how much damage we received, which will
* change the attackers score. This routine is probably called from
* heart_beat() from another player.
*/
hit_player(dam) {
if (level >= 20) /* You can't hit a wizard ! */
return 0;
dam -= armour_class;
if (dam <= 0)
return 0;
if (dam > hit_point+1)
dam = hit_point+1;
hit_point = hit_point - dam;
if (hit_point<0) {
object corpse;
/* We died ! */
if (hunter)
call_other(hunter, "stop_hunting");
hunter = 0;
hunted = 0;
say(cap_name + " died.\n");
experience = experience / 2; /* Nice, isn't it ? */
hit_point = 10;
/* The player killing us will update his alignment ! */
call_other(attacker_ob, "add_alignment",
ADJ_ALIGNMENT(alignment));
call_other(attacker_ob, "add_exp", experience / 25);
corpse = clone_object("obj/corpse");
call_other(corpse, "set_name", name);
transfer_all_to(corpse);
if (!is_npc)
save_object("players/" + name);
move_object(corpse, environment(this_object()));
if (!call_other(this_object(), "second_life", 0))
destruct(this_object());
}
return dam;
}
transfer_all_to(dest)
{
object ob;
object next_ob;
ob = first_inventory(this_object());
while(ob) {
next_ob = next_inventory(ob);
call_other(ob, "drop", 1);
move_object(ob, dest);
ob = next_ob;
}
local_weight = 0;
if (money == 0)
return;
ob = clone_object("obj/money");
call_other(ob, "set_money", money);
move_object(ob, dest);
money = 0;
}
query_name() {
if (ghost)
return NAME_OF_GHOST;
return cap_name;
}
query_alignment() {
return alignment;
}
/*
* This routine is called when we are attacked by a player.
*/
attacked_by(ob) {
if (!attacker_ob) {
attacker_ob = ob;
set_heart_beat(1);
return;
}
if (!alt_attacker_ob) {
attacker_ob = ob;
return;
}
}
show_stats() {
int i;
write(short() + "\nlevel:\t" + level +
"\ncoins:\t" + money +
"\nhp:\t" + hit_point +
"\nmax:\t" + max_hp +
"\nspell\t" + spell_points);
write("\nep:\t"); write(experience);
write("\nac:\t"); write(armour_class);
if (name_of_armour)
write("\narmour: " + call_other(name_of_armour, "query_name", 0));
write("\nwc:\t"); write(weapon_class);
if (name_of_weapon)
write("\nweapon: " + call_other(name_of_weapon, "query_name", 0));
write("\ncarry:\t" + local_weight);
if (attacker_ob && living(attacker_ob))
write("\nattack: " + call_other(attacker_ob, "query_name"));
write("\nalign:\t" + alignment + "\n");
show_age();
}
stop_wielding() {
if (!name_of_weapon) {
/* This should not happen ! */
log_file("wield_bug", "Weapon not wielded !\n");
write("Bug ! The weapon was marked as wielded ! (fixed)\n");
return;
}
call_other(name_of_weapon, "un_wield", 0);
name_of_weapon = 0;
weapon_class = WEAPON_CLASS_OF_HANDS;
}
stop_wearing() {
armour_class -= call_other(name_of_armour, "armour_class", 0);
call_other(name_of_armour, "un_wear", 0);
name_of_armour = 0;
}
query_level() {
return level;
}
/* This object is not worth anything in the shop ! */
query_value() { return 0; }
/* It is never possible to pick up a player ! */
get() { return 0; }
/*
* Return true if there still is a fight.
*/
attack()
{
int tmp;
string name_of_attacker;
if (!attacker_ob) {
spell_cost = 0;
return 0;
}
name_of_attacker = call_other(attacker_ob, "query_name", 0);
if (!name_of_attacker || name_of_attacker == NAME_OF_GHOST ||
environment(attacker_ob) != environment(this_object())) {
if (!hunter && name_of_attacker &&
!call_other(attacker_ob, "query_ghost", 0))
{
tell_object(this_object(), "You are now hunting " +
call_other(attacker_ob, "query_name", 0) + ".\n");
hunted = attacker_ob;
hunting_time = 10;
}
attacker_ob = 0;
if (!alt_attacker_ob)
return 0;
attacker_ob = alt_attacker_ob;
alt_attacker_ob = 0;
if (attack()) {
tell_object(this_object(),
"You turn to attack " + cap_name + ".\n");
return 1;
}
return 0;
}
call_other(attacker_ob, "attacked_by", this_object());
if (spell_cost) {
spell_points -= spell_cost;
tell_object(attacker_ob, "You are hit by a " + spell_name + ".\n");
write("You cast a " + spell_name + ".\n");
}
tmp = call_other(attacker_ob, "hit_player", random(weapon_class) +
spell_dam);
if (tmp == 0) {
tell_object(this_object(), "You missed.\n");
say(cap_name + " missed " + name_of_attacker + ".\n");
spell_cost = 0;
spell_dam = 0;
return 1;
}
experience += tmp;
tmp -= spell_dam;
spell_cost = 0;
spell_dam = 0;
/* Does the enemy still live ? */
if (call_other(attacker_ob, "query_name", 0) != NAME_OF_GHOST) {
string how, what;
how = " to small fragments";
what = "massacre";
if (tmp < 30) {
how = " with a bone crushing sound";
what = "smash";
}
if (tmp < 20) {
how = " very hard";
what = "hit";
}
if (tmp < 10) {
how = " hard";
what = "hit";
}
if (tmp < 5) {
how = "";
what = "hit";
}
if (tmp < 3) {
how = "";
what = "grazed";
}
if (tmp == 1) {
how = " in the stomach";
what = "tickled";
}
tell_object(this_object(), "You " + what + " " + name_of_attacker +
how + ".\n");
tell_object(attacker_ob, cap_name + " " + what + " you" + how + ".\n");
return 1;
}
tell_object(this_object(), "You killed " + name_of_attacker + ".\n");
attacker_ob = alt_attacker_ob;
alt_attacker_ob = 0;
if (attacker_ob)
return 1;
}
query_attack() {
if (attacker_ob)
return 1;
return 0;
}
drop_all_money(verbose) {
object mon;
if (money == 0)
return;
mon = clone_object("obj/money");
call_other(mon, "set_money", money);
move_object(mon, environment());
if (verbose) {
say(cap_name + " drops " + money + " gold coins.\n");
tell_object(this_object(), "You drop " + money + " gold coins.\n");
}
money = 0;
}
/* Wield a weapon. */
wield(w) {
if (name_of_weapon)
stop_wielding();
name_of_weapon = w;
weapon_class = call_other(w, "weapon_class", 0);
say(cap_name + " wields " + call_other(w, "query_name", 0) + ".\n");
write("Ok.\n");
}
/* Wear some armour. */
wear(a) {
if (name_of_armour)
stop_wearing();
name_of_armour = a;
armour_class += call_other(a, "armour_class", 0);
say(cap_name + " wears " + call_other(a, "query_name", 0) + ".\n");
write("Ok.\n");
}
add_weight(w) {
if (w + local_weight > level + 10 && level < 20)
return 0;
local_weight += w;
return 1;
}
heal_self(h) {
if (!h)
return;
hit_point += h;
if (hit_point > max_hp)
hit_point = max_hp;
spell_points += h;
if (spell_points > max_hp)
spell_points = max_hp;
}
can_put_and_get(str)
{
return str != 0;
}
attack_object(ob)
{
if (call_other(ob, "query_ghost", 0))
return;
set_heart_beat(1); /* For monsters, start the heart beat */
if (attacker_ob == ob) {
attack();
return;
}
if (alt_attacker_ob == ob) {
alt_attacker_ob = attacker_ob;
attacker_ob = ob;
attack();
return;
}
if (!alt_attacker_ob)
alt_attacker_ob = attacker_ob;
attacker_ob = ob;
attack();
}
query_ghost() { return ghost; }
attack_object(ob)
{
if (call_other(ob, "query_ghost", 0))
return;
if (attacker_ob == ob) {
attack();
return;
}
if (alt_attacker_ob == ob) {
alt_attacker_ob = attacker_ob;
attacker_ob = ob;
attack();
return;
}
if (!alt_attacker_ob)
alt_attacker_ob = attacker_ob;
attacker_ob = ob;
attack();
}
query_ghost() { return ghost; }
zap_object(ob)
{
call_other(ob, "attacked_by", this_object());
say(cap_name + " summons a flash from the sky.\n");
write("You summon a flash from the sky.\n");
experience += call_other(ob, "hit_player", 100000);
shout("There is a big clap of thunder.\n\n");
}
missile_object(ob)
{
if (spell_points < 10) {
write("Too low on power.\n");
return;
}
spell_name = "magic missile";
spell_dam = random(20);
spell_cost = 10;
attacker_ob = ob;
}
shock_object(ob)
{
if (spell_points < 15) {
write("Too low on power.\n");
return;
}
spell_name = "shock";
spell_dam = random(30);
spell_cost = 15;
attacker_ob = ob;
}
fire_ball_object(ob)
{
if (spell_points < 20) {
write("Too low on power.\n");
return;
}
spell_name = "fire ball";
spell_dam = random(40);
spell_cost = 20;
attacker_ob = ob;
}
/*
* If no one is here (except ourself), then turn off the heart beat.
*/
test_if_any_here()
{
object ob;
ob = first_inventory(environment());
while(ob) {
if (!call_other(ob, "id", "name") && living(ob))
return;
ob = next_inventory(ob);
}
set_heart_beat(0);
}
show_age() {
int i;
write("age:\t");
i = age;
if (i/43200) {
write(i/43200 + " days ");
i = i - (i/43200)*43200;
}
if (i/1800) {
write(i/1800 + " hours ");
i = i - (i/1800)*1800;
}
if (i/30) {
write(i/30 + " minutes ");
i = i - (i/30)*30;
}
write(i*2 + " seconds.\n");
}
stop_hunter()
{
hunter = 0;
tell_object(this_object(), "You are no longer hunted.\n");
}
force_us(cmd) {
if (level >= call_other(this_player(), "query_level")) {
tell_object(this_object(), call_other(this_player(), "query_name") +
" tried to force you to " + cmd + ".\n");
return;
}
tell_object(this_object(), call_other(this_player(), "query_name") +
" forced you to '" + cmd + "'.\n");
command(cmd);
}
/* This is used by the shop etc. */
add_money(m) {
money = money + m;
}
query_money() {
return money;
}
query_exp() {
return experience;
}
query_frog() {
return frog;
}
frog_curse(arg) {
if (arg) {
if (frog)
return 1;
tell_object(this_player(), "You turn into a frog !\n");
frog = 1;
return 1;
}
tell_object(this_object(), "You turn HUMAN again.\n");
frog = 0;
return 0;
}
run_away() {
object here;
int i, j;
here = environment();
i = 0;
j = random(6);
while(i<6 && here == environment()) {
i += 1;
j += 1;
if (j > 6)
j = 1;
if (j == 1) command("east");
if (j == 2) command("west");
if (j == 3) command("north");
if (j == 4) command("south");
if (j == 5) command("up");
if (j == 6) command("down");
}
if (here == environment()) {
say(cap_name + " tried, but failed to run away.\n", this_object());
tell_object(this_object(),
"Your legs tried to run away, but failed.\n");
} else {
tell_object(this_object(), "Your legs run away with you!\n");
}
}