Beispiel #1
0
 void InitWorld( Room[] room_db )
 {
     /* zero out the world */
     room_db = null;
     return;
 }
Beispiel #2
0
        int RoomEnter( Room[] rb, int key, Room rm )
        {
            Room temp = null;

            temp = room_find( rb, key );
            if( temp )
                return ( 0 );

            rb[ key ] = rm;
            return ( 1 );
        }
Beispiel #3
0
        /// <summary>
        /// Scanning function.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="room"></param>
        /// <param name="text"></param>
        /// <param name="distance"></param>
        /// <param name="dir"></param>
        /// <returns></returns>
        public static int ScanRoom( CharData ch, Room room, ref string text, int distance, int dir )
        {
            int numberFound = 0;
            string distanceMsg;

            if( dir < 0 || dir >= Limits.MAX_DIRECTION )
            {
                Log.Error( "ScanRoom: direction {0} out of bounds!", dir );
                ch.SendText( "Bug while scanning, direction out of bounds!\r\n" );
                return 0;
            }

            // Not going to find anything in a room that is unscannable - Xangis
            if (room.HasFlag(RoomTemplate.ROOM_NO_SCAN))
            {
                return 0;
            }

            switch( distance )
            {
                case 1:
                    distanceMsg = String.Format( "&n who is close by to the " );
                    break;
                case 2:
                    distanceMsg = String.Format( "&n who is not far off to the " );
                    break;
                case 3:
                    distanceMsg = String.Format( "&n who is a brief walk away to the " );
                    break;
                default:
                    distanceMsg = String.Format( "&n who is an unknown distance to the " );
                    break;
            }

            foreach( CharData target in room.People )
            {
                if( ch.FlightLevel == target.FlightLevel )
                {
                    Visibility visibility = Look.HowSee(ch, target);
                    switch( visibility )
                    {
                        case Visibility.sense_hidden:
                        case Visibility.invisible:
                        case Visibility.too_dark:
                        default:
                            break;
                        case Visibility.visible:
                            text += ( target.ShowNameTo( ch, true ));
                            text += distanceMsg;
                            text += dir.ToString();
                            text += ".&n\r\n";
                            numberFound++;
                            break;
                        case Visibility.sense_infravision:
                            text += "&+rYou sense a being within the darkness";
                            text += distanceMsg;
                            text += dir.ToString();
                            text += ".&n\r\n";
                            numberFound++;
                            break;
                    }
                }
            }
            return numberFound;
        }
Beispiel #4
0
        /// <summary>
        /// Gets the scan info for the provided room.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="room"></param>
        /// <param name="buffer"></param>
        /// <param name="flyLevel"></param>
        /// <returns></returns>
        public static int ScanThisRoom( CharData ch, Room room, string buffer, CharData.FlyLevel flyLevel )
        {
            int numberFound = 0;
            string levelMsg;

            int diff = flyLevel - ch.FlightLevel;
            switch( diff )
            {
                case -3:
                    levelMsg = String.Format( "&n who is very far beneath you." );
                    break;
                case -2:
                    levelMsg = String.Format( "&n who is not far beneath you." );
                    break;
                case -1:
                    levelMsg = String.Format( "&n who is close by beneath you." );
                    break;
                case 1:
                    levelMsg = String.Format( "&n who is flying close by above you." );
                    break;
                case 2:
                    levelMsg = String.Format( "&n who is flying not far above you." );
                    break;
                case 3:
                    levelMsg = String.Format( "&n who is flying very far above you." );
                    break;
                default:
                    levelMsg = String.Format( "&n who is an unknown distance away from you." );
                    break;
            }

            foreach( CharData target in room.People )
            {
                if( target.FlightLevel == flyLevel )
                {
                    Visibility visibility = Look.HowSee(ch, target);
                    switch( visibility )
                    {
                        case Visibility.sense_hidden:
                        case Visibility.invisible:
                        case Visibility.too_dark:
                        default:
                            break;
                        case Visibility.visible:
                            buffer += ( target.ShowNameTo( ch, true ));
                            buffer += levelMsg;
                            buffer += "&n\r\n";
                            numberFound++;
                            break;
                        case Visibility.sense_infravision:
                            buffer += "&+rYou sense a being within the darkness";
                            buffer += levelMsg;
                            buffer += "&n\r\n";
                            numberFound++;
                            break;
                    }
                }
            }
            return numberFound;
        }
Beispiel #5
0
 /// <summary>
 /// Shows text for affects on a room.
 /// </summary>
 /// <param name="ch"></param>
 /// <param name="room"></param>
 public static void ShowRoomAffects(CharData ch, Room room)
 {
     if (room.HasFlag(RoomTemplate.ROOM_EARTHEN_STARSHELL))
         ch.SendText("&+yEarth moves about this room.&n\r\n");
     if (room.HasFlag(RoomTemplate.ROOM_FIERY_STARSHELL))
         ch.SendText("&+rFire burns in the air here.&n\r\n");
     if (room.HasFlag(RoomTemplate.ROOM_AIRY_STARSHELL))
         ch.SendText("&+cAir blows around viciously here.&n\r\n");
     if (room.HasFlag(RoomTemplate.ROOM_WATERY_STARSHELL))
         ch.SendText("&+bWater floats about in this room.&n\r\n");
     if (room.HasFlag(RoomTemplate.ROOM_HYPNOTIC_PATTERN))
         ch.SendText("&+mA &+bbe&+mau&+bt&+mifu&+bl pa&+mtter&+bn  floa&+mts her&+be..&n\r\n");
     if (room.HasFlag(RoomTemplate.ROOM_MAGICDARK))
         ch.SendText("It is unnaturally &+Ldark&n here.\r\n");
     if (room.HasFlag(RoomTemplate.ROOM_MAGICLIGHT))
         ch.SendText("It is unnaturally &+Wbright&n here.\r\n");
 }
Beispiel #6
0
 /// <summary>
 /// Sends a string of text to everyone in the specified room.
 /// </summary>
 /// <param name="txt"></param>
 /// <param name="room"></param>
 private void SendToRoom( string txt, Room room )
 {
     foreach( SocketConnection socket in Database.SocketList )
     {
         if (socket.Character != null)
         {
             if (socket.Character.InRoom == room)
             {
                 Act(txt, socket.Character, null, null, MessageTarget.character);
             }
         }
     }
 }
Beispiel #7
0
        /// <summary>
        /// Finds a character in an arbitrary room.
        /// </summary>
        /// <param name="room"></param>
        /// <param name="ch"></param>
        /// <param name="argument"></param>
        /// <returns></returns>
        public static CharData GetCharAtRoom( Room room, CharData ch, string argument )
        {
            string arg = String.Empty;

            int number = MUDString.NumberArgument( argument, ref arg );
            int count = 0;
            foreach( CharData roomChar in ch.InRoom.People )
            {
                if( ch.FlightLevel != roomChar.FlightLevel )
                    continue;

                if( !roomChar.IsNPC() && ( ch.IsRacewar( roomChar ) ) && !ch.IsImmortal() )
                {
                    if( !MUDString.NameContainedIn( arg, Race.RaceList[ roomChar.GetRace() ].Name ) )
                        continue;
                }
                else
                {
                    if( !MUDString.NameContainedIn( arg, roomChar.Name ) )
                        continue;
                }
                if (++count == number)
                {
                    return roomChar;
                }
            }

            return null;
        }
Beispiel #8
0
 Room room_find( Room[] room_db, int key )
 {
     return ( ( key < WORLD_SIZE && key > -1 ) ? room_db[ key ] : null );
 }
Beispiel #9
0
        /// <summary>
        /// Places an object into a room.
        /// </summary>
        /// <param name="room"></param>
        /// <returns></returns>
        public bool AddToRoom( Room room )
        {
            if( room == null )
            {
                Log.Error( "Object.AddToRoom(): null room.", 0 );
                return false;
            }
            if( _objIndexData == null )
            {
                Log.Error( "Object.AddToRoom(): Object has null pIndexData.", 0 );
                return false;
            }
            if( _objIndexData.IndexNumber == StaticObjects.OBJECT_NUMBER_MONEY_ONE || _objIndexData.IndexNumber == StaticObjects.OBJECT_NUMBER_MONEY_SOME )
            {
                for( int i = (room.Contents.Count-1); i >= 0; i-- )
                {
                    Object obj2 = room.Contents[i];
                    switch( obj2._objIndexData.IndexNumber )
                    {
                        case StaticObjects.OBJECT_NUMBER_MONEY_ONE:
                        case StaticObjects.OBJECT_NUMBER_MONEY_SOME:
                            _objIndexData = Database.GetObjTemplate( StaticObjects.OBJECT_NUMBER_MONEY_SOME );
                            _name = _objIndexData.Name;
                            _shortDescription = _objIndexData.ShortDescription;
                            _fullDescription = _objIndexData.FullDescription;
                            _values[ 0 ] += obj2._values[ 0 ];
                            _values[ 1 ] += obj2._values[ 1 ];
                            _values[ 2 ] += obj2._values[ 2 ];
                            _values[ 3 ] += obj2._values[ 3 ];
                            obj2.RemoveFromWorld();
                            break;
                    }
                }
            }

            room.Contents.Insert(0, this );
            _inRoom = room;

            if( HasFlag( ObjTemplate.ITEM_LIT ) )
            {
                _inRoom.Light++;
            }

            return true;
        }
Beispiel #10
0
        /// <summary>
        /// Takes an object out of the room it's currently in.
        /// </summary>
        public void RemoveFromRoom()
        {
            if( _inRoom == null )
            {
                Log.Error( "Object.RemoveFromRoom(): Object " + _shortDescription + " not in any room.");
                return;
            }

            if( !_inRoom.Contents.Remove( this ) )
            {
                Log.Error( "Object.RemoveFromRoom(): obj " + _shortDescription + " not found in room " +
                    _inRoom.IndexNumber + "." );
                // If the room doesn't recognize this object as being present we might as well reciprocate.
                _inRoom = null;
                return;
            }
            _inRoom = null;

            if( HasFlag( ObjTemplate.ITEM_LIT ) )
            {
                _inRoom.Light--;
            }
            return;
        }
Beispiel #11
0
        /// <summary>
        /// Check for falling. Called from room update and movement.
        /// </summary>
        /// <param name="room"></param>
        /// <param name="target"></param>
        /// <param name="ch"></param>
        public static void CheckFall( Room room, Room target, CharData ch )
        {
            int chance;

            if( !room || !target || !ch )
                return;
            if( room.TerrainType != TerrainType.air &&
                    room.TerrainType != TerrainType.plane_of_air &&
                    room.TerrainType != TerrainType.underground_no_ground )
            {
                if( MUDMath.NumberPercent() > room.FallChance )
                    return;
            }

            if( ch.CanFly() || ch.IsAffected( Affect.AFFECT_LEVITATE ) )
                return;

            if( ch.InRoom.People != null )
            {
                SocketConnection.Act( "You are falling down!", ch, null, null, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "$n&n falls away.", ch, null, null, SocketConnection.MessageTarget.room );
            }

            ch.RemoveFromRoom();
            ch.AddToRoom( target );

            if( !ch.HasSkill( "safe_fall" ) )
                chance = 0;
            else if( ch.IsNPC() )
                chance = ( ( ch.Level * 3 ) / 2 ) + 15;
            else
                chance = ( (PC)ch ).SkillAptitude[ "safe fall" ];

            // People with high agility have a small chance to safe fall, and those with
            // the skill already get a bonus.
            chance += ( ch.GetCurrAgi() / 20 );

            // Minimum 1% chance of a bad fall.
            if( chance > 99 )
            {
                chance = 99;
            }

            // Safe fall added by Xangis
            if( target.FallChance == 0 || !target.ExitData[ 5 ]
                    || !target.ExitData[ 5 ].TargetRoom )
            {
                if( MUDMath.NumberPercent() < chance )
                {
                    // Decent chance of skill increase - people don't fall very often.
                    ch.PracticeSkill( "safe fall" );
                    ch.PracticeSkill( "safe fall" );
                    ch.PracticeSkill( "safe fall" );
                    ch.PracticeSkill( "safe fall" );
                    ch.SendText( "You fall to the ground!\r\n" );

                    if( MUDMath.NumberPercent() < chance )
                    {
                        SocketConnection.Act( "$n&n falls from above and lands gracefully.", ch, null, null, SocketConnection.MessageTarget.room );
                        ch.SendText( "You land gracefully, avoiding any injury.\r\n" );
                    }
                    else
                    {
                        SocketConnection.Act( "$n&n falls from above and lands on $s arse.", ch, null, null, SocketConnection.MessageTarget.room );
                        if( Race.MAX_SIZE > 0 && !ch.IsNPC() )
                        {
                            Combat.InflictDamage(ch, ch, MUDMath.NumberRange(2, 4), String.Empty, ObjTemplate.WearLocation.none, AttackType.DamageType.none);
                            ch.CurrentPosition = Position.sitting;
                            ch.WaitState( 3 );
                        }
                    }
                }
                else
                {
                    ch.SendText( "You slam into the ground!\r\n" );
                    ch.CurrentPosition = Position.sitting;
                    ch.WaitState( 8 );
                    SocketConnection.Act( "$n&n comes crashing in from above.", ch, null, null, SocketConnection.MessageTarget.room );
                    if( Race.MAX_SIZE > 0 && !ch.IsNPC() )
                    {
                        Combat.InflictDamage( ch, ch, ( ( MUDMath.NumberPercent() * (int)ch.CurrentSize ) / Race.MAX_SIZE ),
                                String.Empty, ObjTemplate.WearLocation.none, AttackType.DamageType.none);
                    }
                }
            }
            else if( ch && ch.InRoom )
            {
                if( ch.InRoom.People.Count > 0 )
                {
                    SocketConnection.Act( "$n&n falls by.", ch, null, null, SocketConnection.MessageTarget.room );
                }
            }

            return;
        }
Beispiel #12
0
 /// <summary>
 /// Camping timer ticking away.
 /// 
 /// Uses a single event for each person that is actively camping.
 /// </summary>
 /// <param name="ch"></param>
 /// <param name="room"></param>
 /// <returns></returns>
 static bool CampUpdate( CharData ch, Room room )
 {
     if( !ch || !room || ch.CurrentPosition <= Position.incapacitated )
         return false;
     if( !ch.HasActionBit(PC.PLAYER_CAMPING ) )
         return false;
     if( ch.CurrentPosition == Position.fighting || ch.Fighting || ch.InRoom != room )
     {
         ch.SendText( "So much for that camping effort.\r\n" );
         ch.RemoveActionBit(PC.PLAYER_CAMPING);
         return false;
     }
     return true;
 }
Beispiel #13
0
        /// <summary>
        /// Enhanced exit display.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="room"></param>
        public static void ShowRoomInfo(CharData ch, Room room)
        {
            if (ch == null || room == null || !ch.HasActionBit(PC.PLAYER_GODMODE))
            {
                return;
            }

            String roomOpen = String.Empty;
            String roomClose = String.Empty;
            if( !ch.IsNPC() && ch.Socket.Terminal == SocketConnection.TerminalType.TERMINAL_ENHANCED)
            {
                roomOpen = "<room>";
                roomClose = "</room>";
            }
            string text = String.Format("{1}[{0}] {2} ({4}){3}\r\n", room.IndexNumber, roomOpen,
                                       room.Title, roomClose, room.TerrainType );
            ch.SendText(text);

            return;
        }
Beispiel #14
0
        Room RoomFindOrCreate( Room[] rb, int key )
        {
            Room rv = null;

            rv = room_find( rb, key );
            if( rv )
                return rv;

            rv = new Room();
            rb[ key ] = rv;

            return rv;
        }
Beispiel #15
0
        /// <summary>
        /// Move a char into a room.
        /// </summary>
        /// <param name="targetRoom"></param>
        public void AddToRoom( Room targetRoom )
        {
            if( targetRoom == null )
            {
                Log.Error( "AddToRoom(): null target room.", 0 );
                return;
            }

            InRoom = targetRoom;
            targetRoom.People.Insert(0,this);

            if( targetRoom.Area == null )
            {
                Log.Error( "AddToRoom(): Room " + targetRoom.IndexNumber + " not in any area!", 0 );
                return;
            }

            if( !IsNPC() )
            {
                ++targetRoom.Area.NumPlayers;
            }

            MoveLight( true );

            if( Riding )
            {
                Riding.AddToRoom( targetRoom );
            }
            return;
        }
Beispiel #16
0
        int RoomRemove( Room[] rb, int key )
        {
            Room tmp = null;

            tmp = room_find( rb, key );
            if( tmp )
            {
                rb[ key ] = null;
                tmp = null;
            }
            return ( 0 );
        }
Beispiel #17
0
        /// <summary>
        /// Display the room flags as a string.
        /// </summary>
        /// <param name="room"></param>
        /// <returns></returns>
        public static string RoomString(Room room)
        {
            string text = String.Empty;

            foreach(BitvectorFlagType bvf in BitvectorFlagType.RoomFlags)
            {
                if (room.HasFlag(bvf.BitvectorData))
                {
                    text += " ";
                    text += bvf.Name;
                }
            }

            return (!String.IsNullOrEmpty(text)) ? text.Substring(1) : "none";
        }
Beispiel #18
0
        static void MoveXorn( System.Object mob, Room toRoom, int type )
        {
            Room room = toRoom;
            CharData ch = (CharData)mob;
            if( room == null )
            {
                int min = ch.InRoom.Area.LowRoomIndexNumber;
                int max = ch.InRoom.Area.HighRoomIndexNumber;
                while( !room )
                {
                    room = Room.GetRoom( MUDMath.NumberRange( min, max ) );
                }
            }
            if( type == XORN_MOVE_EARTH )
                SocketConnection.Act( "$n&n&+L sinks into the ground and dissappears from sight!&n",
                     ch, null, null, SocketConnection.MessageTarget.room );
            else
                SocketConnection.Act( "$n&n phases out of existence.", ch, null, null, SocketConnection.MessageTarget.room );

            ch.RemoveFromRoom();
            ch.AddToRoom( room );
            if( type == XORN_MOVE_EARTH )
                SocketConnection.Act( "$n&n&+L rises out of the earth right beside you.&n",
                     ch, null, null, SocketConnection.MessageTarget.room );
            else
                SocketConnection.Act( "$n&n phases into existence.", ch, null, null, SocketConnection.MessageTarget.room );
            return;
        }
Beispiel #19
0
 public Target( Room rm )
 {
     _room = rm;
     _type = TargetType.room;
 }