/*
* This file defines a general purpose weapon. See below for configuration
* functions: set_xx.
*/
/*
* If you are going to copy this file, in the purpose of changing
* it a little to your own need, beware:
*
* First try one of the following:
*
* 1. Do clone_object(), and then configure it. This object is specially
* prepared for configuration.
*
* 2. If you still is not pleased with that, create a new empty
* object, and make an inheritance of this objet on the first line.
* This will automatically copy all variables and functions from the
* original object. Then, add the functions you want to change. The
* original function can still be accessed with '::' prepended on the name.
*
* The maintainer of this LPmud might become sad with you if you fail
* to do any of the above. Ask other wizards if you are doubtful.
*
* The reason of this, is that the above saves a lot of memory.
*/
status wielded;
string wielded_by;
string name_of_weapon;
string cap_name;
string alt_name;
string alias_name;
string short_desc;
string long_desc;
string read_msg;
int class_of_weapon;
int value;
int local_weight;
object hit_func;
object wield_func;
string info;
query_name() { return name_of_weapon; }
long() {
write(long_desc);
}
reset(arg) {
if (arg)
return;
wielded = 0; value = 0;
}
init() {
if (read_msg) {
add_action("read", "read");
}
add_action("wield", "wield");
}
id(str) {
return str == name_of_weapon || str == alt_name || str == alias_name;
}
wield(str) {
if (!id(str))
return 0;
if (environment() != this_player()) {
/* write("You must get it first!\n"); */
return 0;
}
if (wielded) {
write("You already wield it!\n");
return 1;
}
if(wield_func)
if(!wield_func->wield(this_object()))
return 1;
wielded_by = this_player();
this_player()->wield(this_object());
wielded = 1;
return 1;
}
short() {
if (wielded)
if(short_desc)
return short_desc + " (wielded)";
return short_desc;
}
weapon_class() {
return class_of_weapon;
}
drop(silently) {
if (wielded) {
wielded_by->stop_wielding();
wielded = 0;
if (!silently)
write("You drop your wielded weapon.\n");
}
return 0;
}
un_wield() {
if (wielded)
wielded = 0;
}
hit(attacker)
{
if (hit_func)
return hit_func->weapon_hit(attacker);
return 0;
}
set_id(n) {
name_of_weapon = n;
cap_name = capitalize(n);
short_desc = cap_name;
long_desc = "You see nothing special.\n";
}
set_name(n) {
name_of_weapon = n;
cap_name = capitalize(n);
short_desc = cap_name;
long_desc = "You see nothing special.\n";
}
read(str) {
if (!id(str))
return 0;
write(read_msg);
return 1;
}
query_value() {
return value;
}
get() { return 1; }
query_weight() { return local_weight; }
set_class(c) { class_of_weapon = c; }
set_weight(w) { local_weight = w; }
set_value(v) { value = v; }
set_alt_name(n) { alt_name = n; }
set_hit_func(ob) { hit_func = ob; }
set_wield_func(ob) { wield_func = ob; }
set_alias(n) { alias_name = n; }
set_short(sh) { short_desc = sh; long_desc = short_desc + "\n";}
set_long(long) { long_desc = long; }
set_read(str) { read_msg = str; }
set_info(i) {
info = i;
}
query_info() {
return info;
}