#include "../../security.h"
#define ALIGN_EXP_DIVISOR 100
#define EXP_DIVISOR 50
#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 armor_class; /* What armor 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. */
object attacker_ob; /* Name of player attacking us. */
object alt_attacker_ob; /* Name of other player also attacking us. */
int weapon_class; /* How good weapon. Used to calculate damage. */
object name_of_weapon; /* To see if we are wielding a weapon. */
object head_armor; /* What armor 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 */
string auto_load; /* Special automatically loaded objects. */
string current_room; /* Name of current room. */
/*
* 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.
* query_real_name: Give the uncapitalized name, even if invisible.
* 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 armor.
* query_hp Query the number of hit points we have
* query_level Give our level to external objects.
* query_value Always return 0. Can't sell this object.
* query_npc Return 1 if npc otherwise 0.
* 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 armor.
* add_weight Used when picking up things.
* heal_self Enable wizards 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.
* Return 1 if anyone there, 0 if none.
* 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;
}
current_room = dest;
hunting_time -= 1;
if (hunting_time == 0) {
if (hunter)
call_other(hunter, "stop_hunter");
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";
is_light = set_light(0);
if (is_light < 0)
is_light = 0;
if (ghost)
say(NAME_OF_GHOST + " " + msgout + " " + dir + ".\n");
else if (dir == "X" && query_invis() < INVIS_TELEPORT)
say(cap_name + " " + mmsgout + ".\n");
else if (query_invis() < NO_SHORT && is_light)
say(cap_name + " " + msgout + " " + dir + ".\n");
move_object(this_object(), dest);
is_light = set_light(0);
if (is_light < 0)
is_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 (query_invis() < INVIS_TELEPORT && dir == "X")
say(cap_name + " " + mmsgin + ".\n");
else if (query_invis() < NO_SHORT && 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 -= random(armor_class + 1);
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_hunter");
hunter = 0;
hunted = 0;
say(cap_name + " died.\n");
/* If this is a player, log the death for future reference */
if (!is_npc)
if (attacker_ob)
log_file("DEATHS", name + " killed by " + call_other(attacker_ob, "query_real_name", 0) + ".\n");
else
log_file("DEATHS", name + " - killer unknown.\n");
experience = (experience * 3) / 4; /* Take away 1/4 of exp. */
if (max_hp)
hit_point = max_hp;
else
hit_point = 20;
corpse = clone_object("obj/corpse");
call_other(corpse, "set_name", name);
transfer_all_to(corpse);
if (!attacker_ob)
attacker_ob = alt_attacker_ob;
if (!is_npc) {
save_object("players/" + name);
}
/* The player killing us will update his alignment */
/* and experience if he exists. */
/* Note that you get no experience for killing other players! */
else if(attacker_ob) {
int exp_diff, exp_bonus, base_bonus;
call_other(attacker_ob, "add_alignment",
ADJ_ALIGNMENT(alignment));
/* Give some more experience for staying in your alignment
* All the following basically works out to
* exp_bonus = abs(monster's align - player's align)/75000 * exp;
* Of course we can't just say that because of underflow problems.
*/
exp_diff = (alignment - call_other(attacker_ob,"query_alignment",0));
if (exp_diff < 0)
exp_diff = -exp_diff; /* Get absolute value */
exp_diff /= 10; /* Scale this down so we don't overflow! */
exp_bonus = experience / 100;
exp_bonus *= exp_diff;
exp_bonus /= ALIGN_EXP_DIVISOR;
/* Base bonus regardless of alignment is experience/50 */
base_bonus = experience/EXP_DIVISOR;
/* Don't let the alignment bonus exceed 1/2 the base bonus */
if (exp_bonus > base_bonus/2)
exp_bonus = base_bonus/2;
exp_bonus += base_bonus;
call_other(attacker_ob, "add_exp", exp_bonus);
}
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);
if (!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_real_name() {
return name;
}
query_alignment() {
return alignment;
}
query_npc() {
return is_npc;
}
/*
* 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) {
alt_attacker_ob = ob;
return;
}
}
show_stats() {
int i;
if (!this_player() || call_other(this_player(),"query_level",0) < CREATE)
return;
write(short() + "\nlevel:\t" + level + "\n");
if (query_invis()) write("invis:\t"+is_invis+"\n");
write("coins:\t" + money +
"\nspell:\t" + spell_points +
"\nmax:\t" + max_hp);
/* Do this to prevent wizards from tipping off players. */
if (call_other(this_player(),"query_level",0) > STAT)
write("\nhp:\t" + hit_point);
write("\nep:\t"); write(experience);
write("\nac:\t"); write(armor_class);
if (head_armor)
write("\narmor: " + call_other(head_armor, "rec_short", 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(name) {
if (!head_armor) {
/* This shouldn't happen! */
log_file("wearing_bug", "Armor not worn!\n");
write("This is a bug, no head_armor. Please tell Drax.\n");
return 1;
}
head_armor = call_other(head_armor, "remove_link", name);
if(head_armor)
armor_class = call_other(head_armor, "tot_ac");
else
armor_class = 0;
checked_say(cap_name + " removes " + name + ".\n");
write("Ok.\n");
}
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;
int whit;
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 " +
call_other(attacker_ob, "query_name", 0) + ".\n");
return 1;
}
return 0;
}
call_other(attacker_ob, "attacked_by", this_object());
if (spell_cost) {
if (level < 20) spell_points -= spell_cost;
tell_object(attacker_ob, "You are hit by a " + spell_name + ".\n");
write("You cast a " + spell_name + ".\n");
}
if(name_of_weapon)
whit = call_other(name_of_weapon,"hit",attacker_ob);
if(whit != "miss")
tmp = call_other(attacker_ob, "hit_player",
random(weapon_class + whit) + spell_dam);
else
tmp = 0;
if (tmp == 0) {
tell_object(this_object(), "You missed.\n");
checked_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 (attacker_ob &&
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 = "smashed";
}
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");
if (query_invis() >= INVIS_ACTION)
tell_object(attacker_ob, cap_name + " " + what + " you" + how +
".\n");
checked_say(cap_name + " " + what + " " + name_of_attacker + 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() {
/* Changed by Herder */
return attacker_ob;
/* OLD
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) {
checked_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);
checked_say(cap_name + " wields " + call_other(w, "query_name", 0) + ".\n");
write("Ok.\n");
}
/* Wear some armor. */
wear(a) {
object old;
if(head_armor) {
old = call_other(head_armor, "test_type", call_other(a, "query_type"));
if(old)
return old;
old = head_armor;
call_other(a, "link", old);
}
head_armor = a;
/* Calculate new ac */
armor_class = call_other(head_armor, "tot_ac");
checked_say(cap_name + " wears " + call_other(a, "query_name", 0) + ".\n");
write("Ok.\n");
return 0;
}
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 */
/* Zero these out just in case */
spell_cost = 0;
spell_dam = 0;
if (attacker_ob == ob) {
attack();
return 1;
}
if (alt_attacker_ob == ob) {
alt_attacker_ob = attacker_ob;
attacker_ob = ob;
attack();
return 1;
}
if (!alt_attacker_ob)
alt_attacker_ob = attacker_ob;
/* If this is a player, make sure they are entitled to attack this person */
if (!valid_attack(ob)) {
return 0;
}
attacker_ob = ob;
attack();
return 1;
}
query_ghost() { return ghost; }
zap_object(ob)
{
call_other(ob, "attacked_by", this_object());
checked_say(cap_name + " summons a flash from the sky.\n");
write("You summon a flash from the sky.\n");
if (!call_other(ob, "query_npc", 0))
shout("There is a big clap of thunder.\n\n");
call_other(ob, "hit_player", 100000);
}
missile_object(ob)
{
/* If this is a player, make sure they are entitled to attack this person */
if (!valid_attack(ob)) {
write("You can't attack " + call_other(ob, "query_name", 0) + "!\n");
return 0;
}
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 this is a player, make sure they are entitled to attack this person */
if (!valid_attack(ob)) {
write("You can't attack " + call_other(ob, "query_name", 0) + "!\n");
return 0;
}
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 this is a player, make sure they are entitled to attack this person */
if (!valid_attack(ob)) {
write("You can't attack " + call_other(ob, "query_name", 0) + "!\n");
return 0;
}
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 (ob != this_object() && living(ob) && !call_other(ob, "query_npc"))
return 1;
ob = next_inventory(ob);
}
return 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;
if (level <= 19)
add_worth(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");
}
}
query_hp() {
return hit_point;
}
query_wimpy() {
return whimpy;
}
query_current_room() {
return current_room;
}
checked_say(str) {
if (query_invis() >= INVIS_ACTION) return;
say(str);
}
query_invis(num) {
if (!num) {
return is_invis;
} else {
if (level <= num || num >= ALL_POWER) {
return -is_invis;
} else { return is_invis;}
}
}