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MAJOR: 3.63 Pre-Release: Cedit Toggle for prot system, new skill, updated documentation, and more.
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@@ -19,6 +19,7 @@
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#include "spells.h"
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#include "act.h"
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#include "fight.h"
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#include "mud_event.h"
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ACMD(do_assist)
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{
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@@ -390,6 +391,98 @@ ACMD(do_rescue)
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WAIT_STATE(vict, 2 * PULSE_VIOLENCE);
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}
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EVENTFUNC(event_whirlwind)
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{
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struct char_data *ch, *tch;
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struct mud_event_data *pMudEvent;
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struct list_data *room_list;
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int count;
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/* This is just a dummy check, but we'll do it anyway */
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if (event_obj == NULL)
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return 0;
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/* For the sake of simplicity, we will place the event data in easily
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* referenced pointers */
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pMudEvent = (struct mud_event_data *) event_obj;
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ch = (struct char_data *) pMudEvent->pStruct;
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/* When using a list, we have to make sure to allocate the list as it
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* uses dynamic memory */
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room_list = create_list();
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/* We search through the "next_in_room", and grab all NPCs and add them
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* to our list */
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for (tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
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if (IS_NPC(tch))
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add_to_list(tch, room_list);
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/* If our list is empty or has "0" entries, we free it from memory and
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* close off our event */
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if (room_list->iSize == 0) {
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free_list(room_list);
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send_to_char(ch, "There is no one in the room to whirlwind!\r\n");
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return 0;
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}
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/* We spit out some ugly colour, making use of the new colour options,
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* to let the player know they are performing their whirlwind strike */
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send_to_char(ch, "\t[f313]You deliver a vicious \t[f014]\t[b451]WHIRLWIND!!!\tn\r\n");
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/* Lets grab some a random NPC from the list, and hit() them up */
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for (count = dice(1, 4); count > 0; count--) {
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tch = random_from_list(room_list);
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hit(ch, tch, TYPE_UNDEFINED);
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}
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/* Now that our attack is done, let's free out list */
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free_list(room_list);
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/* The "return" of the event function is the time until the event is called
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* again. If we return 0, then the event is freed and removed from the list, but
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* any other numerical response will be the delay until the next call */
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if (GET_SKILL(ch, SKILL_WHIRLWIND) < rand_number(1, 101)) {
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send_to_char(ch, "You stop spinning.\r\n");
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return 0;
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} else
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return 1.5 * PASSES_PER_SEC;
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}
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/* The "Whirlwind" skill is designed to provide a basic understanding of the
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* mud event and list systems. This is in NO WAY a balanced skill. */
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ACMD(do_whirlwind)
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{
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if (IS_NPC(ch) || !GET_SKILL(ch, SKILL_WHIRLWIND)) {
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send_to_char(ch, "You have no idea how.\r\n");
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return;
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}
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if (GET_POS(ch) < POS_FIGHTING) {
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send_to_char(ch, "You must be on your feet to perform a whirlwind.\r\n");
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return;
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}
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/* First thing we do is check to make sure the character is not in the middle
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* of a whirl wind attack.
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*
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* "char_had_mud_event() will sift through the character's event list to see if
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* an event of type "eWHIRLWIND" currently exists. */
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if (char_has_mud_event(ch, eWHIRLWIND)) {
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send_to_char(ch, "You are already attempting that!\r\n");
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return;
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}
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send_to_char(ch, "You begin to spin rapidly in circles.\r\n");
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act("$N begins to rapidly spin in a circle!", FALSE, ch, 0, 0, TO_ROOM);
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/* NEW_EVENT() will add a new mud event to the event list of the character.
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* This function below adds a new event of "eWHIRLWIND", to "ch", and passes "NULL" as
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* additional data. The event will be called in "3 * PASSES_PER_SEC" or 3 seconds */
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NEW_EVENT(eWHIRLWIND, ch, NULL, 3 * PASSES_PER_SEC);
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WAIT_STATE(ch, PULSE_VIOLENCE * 3);
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}
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ACMD(do_kick)
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{
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char arg[MAX_INPUT_LENGTH];
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