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Listen Skill [by Ted Dubroff] |
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Posted Wednesday, August 12th @ 11:30:09 PM, by George Greer in the Skills dept.
. Click the link below to read it or download it.
From: Theodore Dubroff <ted@iag.net>
Subject: [Circle] [CODE] Listen Skill
code and ideas from this list it only seems fitting to give back to it.
The code below is for a new skill (SKILL_LISTEN) that is intended primarily
to advance role-playing in muds. Players will like it as it gives them a
chance to detect if someone is hiding in the room getting ready to pounce
on them. There may be a parantheses error in the #define below but I don't
feel like checking as you will probably have to redefine it anyway. Other
than that this code only needs to be supported in spells.h, interpreter.c,
and spell_parser.c (I believe).
If you use this code please credit:
The Immortal Staff of Eclipse of Fate
eclipse.argy.com 7777
#define CAN_LISTEN_BEHIND_DOOR(ch,dir) \
((GET_GUILD_RANK(ch, GUILD_THIEF) >= 3) && \
(EXIT(ch, dir) && EXIT(ch, dir)->to_room != NOWHERE && \
IS_SET(EXIT(ch, dir)->exit_info, EX_CLOSED)))
ACMD(do_listen)
{
struct char_data *tch, *tch_next;
int dir, percent, found = 0;
char *heard_nothing = "You don't hear anything unusual.\r\n";
char *room_spiel = "$n seems to listen intently for something.";
percent = number(1,101);
if(GET_SKILL(ch, SKILL_LISTEN) < percent) {
send_to_char(heard_nothing, ch);
return;
}
one_argument(argument, buf);
if(!*buf) {
/* no argument means that the character is listening for
* hidden or invisible beings in the room he/she is in
*/
for(tch = world[ch->in_room].people; tch; tch = tch_next) {
tch_next = tch->next_in_room;
if((tch != ch) && !CAN_SEE(ch, tch) && (GET_LEVEL(tch) < LVL_IMMORT))
found++;
}
if(found) {
if(GET_LEVEL(ch) >= 15) {
/* being a higher level is better */
sprintf(buf, "You hear what might be %d creatures invisible, or hid
ing.\r\n", \
MAX(1,(found+number(0,1)-number(0,1))));
}
else sprintf(buf, "You hear an odd rustling in the immediate area.\r\n
");
send_to_char(buf, ch);
}
else send_to_char(heard_nothing, ch);
act(room_spiel, TRUE, ch, 0, 0, TO_ROOM);
return;
}
else {
/* the argument must be one of the cardinal directions: north,
* south, etc.
*/
for(dir = 0; dir < NUM_OF_DIRS; dir++) {
if(!strncmp(buf, dirs[dir], strlen(buf)))
break;
}
if (dir == NUM_OF_DIRS) {
send_to_char("Listen where?\r\n", ch);
return;
}
if(CAN_GO(ch, dir) || CAN_LISTEN_BEHIND_DOOR(ch, dir)) {
for(tch = world[EXIT(ch, dir)->to_room].people; tch; tch=tch_next) {
tch_next = tch->next_in_room;
found++;
}
if(found) {
if(GET_LEVEL(ch) >= 15) {
sprintf(buf, "You hear what might be %d creatures %s%s.\r\n", \
MAX(1,(found+number(0,1)-number(0,1))),
((dir==5)?"below":(dir==4)?"above": "to the "),
((dir==5)?"":(dir==4)?"":dirs[dir]));
}
else sprintf(buf, "You hear sounds from %s%s.\r\n", \
((dir==5)?"below":(dir==4)?"above": "the "),
((dir==5)?"":(dir==4)?"":dirs[dir]));
send_to_char(buf, ch);
}
else send_to_char(heard_nothing, ch);
act(room_spiel, TRUE, ch, 0, 0, TO_ROOM);
return;
}
else send_to_char("You can't listen in that direction.\r\n", ch);
return;
}
return;
}
<< Lightning Storms [by Axl] | Reply | View as text | Flattened | Linewrapping Function [by Daniel Koepke] >> |
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Related Links |
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CircleMUD Snippets |
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Note: Not all of these snippets will work perfectly with
your version of code, so be prepared to fix one
or two bugs that may arise, and please let me know
what you needed to do to fix it. Sending a corrected
version is always welcome.
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Finally, if you wish to use any of the snippets from this
page, you are more than welcome, just mention the
authors in your credits. If you wish to release any
of these snippets to the public on another site,
contact me FIRST.
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