Dear All,
Dropped the list a message yesterday on non-functional multiple attack
code, here's the code in question, in case any of you change your mind. You
can see from the way that I have commented things in it, I have tried a great
many different things.
/* control the fights going on. Called every 2 seconds from comm.c. */
void perform_violence(void)
{
struct char_data *ch;
int apr;
apr = MAX(-1, min(apr, 2));
for (ch = combat_list; ch; ch = next_combat_list) {
next_combat_list = ch->next_fighting;
apr = 0;
if (GET_SKILL(ch, SKILL_SECOND_ATTACK) >=number(1, 101)) {
if (GET_SKILL(ch, SKILL_THIRD_ATTACK) >=number(1, 201)) apr++;
apr++;
}
/* apr = MAX(-1, min(apr, 2)); */
if (apr >=0) {
for (; apr>=0 && FIGHTING(ch); apr--)
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func !=
NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
}
if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) {
stop_fighting(ch);
continue;
}
/*
if (GET_SKILL(ch, SKILL_SECOND_ATTACK) >=number(1, 101)) {
if (GET_SKILL(ch, SKILL_THIRD_ATTACK) >=number(1, 201)) apr++;
apr++;
}
if (apr >=0) {
for (; apr>=0 && FIGHTING(ch); apr--)
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func !=
NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
} */
if (IS_NPC(ch)) {
if (GET_MOB_WAIT(ch) > 0) {
GET_MOB_WAIT(ch) -= PULSE_VIOLENCE;
continue;
}
GET_MOB_WAIT(ch) = 0;
if (GET_POS(ch) < POS_FIGHTING) {
GET_POS(ch) = POS_FIGHTING;
act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM);
}
}
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char("You can't fight while sitting!!\r\n", ch);
continue;
}
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
/* XXX: Need to see if they can handle "" instead of NULL. */
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
}
}
Note: I wasn't sure where to stop, and since there wasn't much left in the
file, I just copied it to the end.
Thanks,
Prisma
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