MAJOR: 3.63 Pre-Release: Cedit Toggle for prot system, new skill, updated documentation, and more.

This commit is contained in:
Vatiken
2012-03-31 17:03:54 +00:00
parent 5c317f6863
commit 24018d145b
24 changed files with 854 additions and 38 deletions

View File

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