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Vehicle code [by Chris Jacobson] |
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Posted Wednesday, August 12th @ 11:38:25 PM, by George Greer in the Specials dept.
Added May 6, 1997. Click the link below to read it or download it.
From: Chris Jacobson <fear@athenet.net>
Subject: Vehicles
Ok, here is the vehicles.c I wrote! I am releasing the /original/ code,
which is all in a seperate file (except spec_assign) and relied on
spec_procs, but the new version, which no longer requires ANY specprocs
(thereby allowing easier vehicle creation, and no modification of
source), will not be released, because I merged most of it into the main
source files themselves, and since I expanded it to support 3 extra
variables (water-capable, flight-capable, and space-capable), along with
a discussion with my other imms (who do not do any coding, but are
actively supportive of the game because we are so unique in theme and
implementation) I decided that it wouldn't be in our best interest to
release.
THIS IS CODE, but is semi-mailer code... it is from a backup version, no
more instructions can or will be provided (please don't email me asking
for help installing), and also realize my version of Circle is HEAVILY
modified...
*** BEGIN VEHICLE.C ***
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "db.h"
#include "screen.h"
#include "house.h"
extern struct room_data *world;
extern struct char_data *character_list;
extern struct descriptor_data *descriptor_list;
extern struct index_data *obj_index;
extern int rev_dir[];
extern char *dirs[];
extern char *room_bits[];
struct obj_data *find_vehicle(int roomNum);
typedef struct {
int dirNum;
char* dirCmd;
} dirParseStruct;
#define DRIVE_DIRS 4
#define PILOT_DIRS 6
#ifndef EXITN
# define EXITN(room, door)
(world[room].dir_option[door])
#endif
struct obj_data *find_vehicle_by_vnum(int vnum) {
extern struct obj_data * object_list;
struct obj_data * i;
for (i = object_list; i; i = i->next)
if (GET_OBJ_TYPE(i) == ITEM_VEHICLE)
if (GET_OBJ_VNUM(i) == vnum)
return i;
return 0;
}
void auto_exits_by_rnum(struct char_data * ch, int is_in)
{
int door;
*buf = '\0';
for (door = 0; door < NUM_OF_DIRS; door++)
if (EXITN(is_in, door) && EXITN(is_in, door)->to_room != NOWHERE &&
!IS_SET(EXITN(is_in, door)->exit_info, EX_CLOSED))
sprintf(buf, "%s%c ", buf, LOWER(*dirs[door]));
sprintf(buf2, "%s[ Exits: %s]%s\r\n", CCCYN(ch, C_NRM),
*buf ? buf : "None! ", CCNRM(ch, C_NRM));
send_to_char(buf2, ch);
}
void view_room_by_rnum(struct char_data * ch, int is_in) {
if (IS_DARK(is_in) && !CAN_SEE_IN_DARK(ch)) {
send_to_char("It is pitch black...\r\n", ch);
return;
}
send_to_char(CCCYN(ch, C_NRM), ch);
if (PRF_FLAGGED(ch, PRF_ROOMFLAGS)) {
sprintbit((long) ROOM_FLAGS(is_in), room_bits, buf);
sprintf(buf2, "[%5d] %s [ %s]", world[is_in].number,
world[is_in].name, buf);
send_to_char(buf2, ch);
} else
send_to_char(world[is_in].name, ch);
send_to_char(CCNRM(ch, C_NRM), ch);
send_to_char("\r\n", ch);
send_to_char(world[is_in].description, ch);
/* autoexits */
if (PRF_FLAGGED(ch, PRF_AUTOEXIT))
auto_exits_by_rnum(ch, is_in);
/* now list characters & objects */
send_to_char(CCGRN(ch, C_NRM), ch);
list_obj_to_char(world[is_in].contents, ch, 0, FALSE);
send_to_char(CCYEL(ch, C_NRM), ch);
list_char_to_char(world[is_in].people, ch);
send_to_char(CCNRM(ch, C_NRM), ch);
}
ACMD(do_drive) {
int x, dir;
const dirParseStruct dirParse[6] = {
{SCMD_NORTH - 1, "north"},
{SCMD_SOUTH - 1, "south"},
{SCMD_EAST - 1, "east"},
{SCMD_WEST - 1, "west"},
{SCMD_UP - 1, "up"},
{SCMD_DOWN - 1, "down"}
};
struct obj_data *vehicle, *controls, *vehicle_in_out;
controls = get_obj_in_list_type(ITEM_V_CONTROLS,
world[ch->in_room].contents);
if (!controls) {
send_to_char("ERROR! Vehicle controls present yet not present!\r\n",
ch);
return;
}
vehicle = find_vehicle_by_vnum(GET_OBJ_VAL(controls, 0));
if (!vehicle) {
send_to_char("ERROR! Vehicle has been lost somehow!\r\n", ch);
return;
}
if (IS_AFFECTED(ch, AFF_BLIND)) {
/* Blind characters can't drive! */
send_to_char("You can't see the controls!\r\n", ch);
return;
}
two_arguments(argument, arg, buf2);
/* Gotta give us a direction... */
if (!*arg) {
send_to_char("Drive which direction?\r\n", ch);
return;
}
/* Driving Into another Vehicle */
if (is_abbrev(arg, "into")) {
int was_in, is_in, is_going_to;
if (!*buf2) {
send_to_char("Drive into what?\r\n", ch);
return;
}
vehicle_in_out = get_obj_in_list_vis(ch, buf2,
world[vehicle->in_room].contents);
if (!vehicle_in_out) {
send_to_char("Nothing here by that name!\r\n", ch);
return;
}
if (GET_OBJ_TYPE(vehicle_in_out) != ITEM_VEHICLE) {
send_to_char("Thats not a vehicle.\r\n", ch);
return;
}
is_going_to = real_room(GET_OBJ_VAL(vehicle_in_out, 0));
if (!IS_SET(ROOM_FLAGS(is_going_to), ROOM_VEHICLE)) {
send_to_char("That vehicle can't carry other vehicles.", ch);
return;
}
sprintf(buf, "%s enters %s.\n\r", vehicle->short_description,
vehicle_in_out->short_description);
send_to_room(buf, vehicle->in_room);
was_in = vehicle->in_room;
obj_from_room(vehicle);
obj_to_room(vehicle, is_going_to);
is_in = vehicle->in_room;
if (ch->desc != NULL)
view_room_by_rnum(ch, is_in);
sprintf(buf, "%s enters.\r\n", vehicle->short_description);
send_to_room(buf, is_in);
return;
} else if (is_abbrev(arg, "out")) {
struct obj_data *hatch;
hatch = get_obj_in_list_type(ITEM_V_HATCH,
world[vehicle->in_room].contents);
if (!hatch) {
send_to_char("Nowhere to drive out of.\r\n", ch);
return;
}
vehicle_in_out = find_vehicle_by_vnum(GET_OBJ_VAL(hatch, 0));
if (!vehicle_in_out) {
send_to_char("ERROR! Vehicle to drive out of doesn't exist!\r\n", ch);
return;
}
sprintf(buf, "%s exits %s.\r\n", vehicle->short_description,
vehicle_in_out->short_description);
send_to_room(buf, vehicle->in_room);
obj_from_room(vehicle);
obj_to_room(vehicle, vehicle_in_out->in_room);
if (ch->desc != NULL)
view_room_by_rnum(ch, vehicle->in_room);
sprintf(buf, "%s drives out of %s.\r\n", vehicle->short_description,
vehicle_in_out->short_description);
send_to_room(buf, vehicle->in_room);
return;
} else for(x = 0; x < (GET_OBJ_VAL(vehicle, 1) ? PILOT_DIRS :
DRIVE_DIRS); x++)
/* Drive in a direction... */
if (is_abbrev(arg, dirParse[x].dirCmd)) {
dir = dirParse[x].dirNum;
/* Ok we found the direction! */
if (ch == NULL || dir < 0 || dir >= NUM_OF_DIRS)
/* But something is invalid */
return;
else if (!EXIT(vehicle, dir) || EXIT(vehicle, dir)->to_room ==
NOWHERE) {
/* But there is no exit that way */
send_to_char("Alas, you cannot go that way...\r\n", ch);
return;
} else if (IS_SET(EXIT(vehicle, dir)->exit_info, EX_CLOSED)) {
/* But the door is closed */
if (EXIT(vehicle, dir)->keyword) {
sprintf(buf2, "The %s seems to be closed.\r\n",
fname(EXIT(vehicle, dir)->keyword));
send_to_char(buf2, ch);
} else
send_to_char("It seems to be closed.\r\n", ch);
return;
} else if (!IS_SET(ROOM_FLAGS(EXIT(vehicle, dir)->to_room),
ROOM_VEHICLE)) {
/* But the vehicle can't go that way*/
send_to_char("The vehicle can't manage that terrain.\r\n", ch);
return;
} else {
/* But nothing! Let's go that way! */
int was_in, is_in;
sprintf(buf, "%s leaves %s.\n\r", vehicle->short_description,
dirs[dir]);
send_to_room(buf, vehicle->in_room);
was_in = vehicle->in_room;
obj_from_room(vehicle);
obj_to_room(vehicle, world[was_in].dir_option[dir]->to_room);
is_in = vehicle->in_room;
if (ch->desc != NULL)
view_room_by_rnum(ch, is_in);
sprintf(buf, "%s enters from the %s.\r\n",
vehicle->short_description, dirs[rev_dir[dir]]);
send_to_room(buf, is_in);
return;
}
}
send_to_char("Thats not a valid direction.\r\n", ch);
return;
}
SPECIAL(vehicle) {
struct obj_data * obj;
if (CMD_IS("enter")) {
one_argument(argument, arg);
if (!*arg) {
send_to_char("Enter what?\r\n", ch);
return 1;
}
obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents);
if (!obj) {
send_to_char("Nothing by that name is here to enter!\r\n", ch);
return 1;
}
act("You climb into $o.", TRUE, ch, obj, 0, TO_CHAR);
act("$n climbs into $o", TRUE, ch, obj, 0, TO_ROOM);
char_from_room(ch);
char_to_room(ch, real_room(GET_OBJ_VAL(obj, 0)));
act("$n climbs in.", TRUE, ch, 0, 0, TO_ROOM);
do_look(ch, "", "", 0);
return 1;
}
return 0;
}
SPECIAL(vehicle_controls) {
if (CMD_IS("drive") || CMD_IS("pilot")) {
do_drive(ch, argument, cmd, 0);
return 1;
}
return 0;
}
SPECIAL(vehicle_hatch) {
struct obj_data * hatch, * vehicle;
if (CMD_IS("leave")) {
hatch = get_obj_in_list_type(ITEM_V_HATCH, world[ch->in_room].contents);
if (!hatch) {
send_to_char("ERROR! Hatch is there, yet it isn't!\r\n", ch);
return 1;
}
vehicle = find_vehicle_by_vnum(GET_OBJ_VAL(hatch, 0));
if (!vehicle) {
send_to_char("ERROR! Vehicle has been lost somehow!\r\n", ch);
return 1;
}
act("$n leaves $o", TRUE, ch, vehicle, 0, TO_ROOM);
act("You climb out of $o.", TRUE, ch, vehicle, 0, TO_CHAR);
char_from_room(ch);
char_to_room(ch, vehicle->in_room);
act("$n climbs out of $o", TRUE, ch, vehicle, 0, TO_ROOM);
/* Now show them the room */
do_look(ch, "", "", 0);
return 1;
}
return 0;
}
SPECIAL(vehicle_window) {
struct obj_data * viewport, * vehicle;
if (CMD_IS("look")) {
one_argument(argument, arg);
if (is_abbrev(arg, "out")) {
viewport = get_obj_in_list_type(ITEM_V_WINDOW,
world[ch->in_room].contents);
if (!viewport) {
send_to_char("ERROR! Viewport present, yet not present!\r\n", ch);
return 1;
}
vehicle = find_vehicle_by_vnum(GET_OBJ_VAL(viewport, 0));
if (!vehicle) {
send_to_char("ERROR! Vehicle has been lost somehow!\r\n", ch);
return 1;
}
view_room_by_rnum(ch, vehicle->in_room);
return 1;
}
}
return 0;
}
/* assign special procedures to vehicular objects */
void assign_vehicles(void) {
SPECIAL(vehicle_controls);
SPECIAL(vehicle_window);
SPECIAL(vehicle_hatch);
SPECIAL(vehicle);
/* Assign the generic tank! */
ASSIGNOBJ(200, vehicle);
ASSIGNOBJ(201, vehicle_controls);
ASSIGNOBJ(202, vehicle_hatch);
ASSIGNOBJ(203, vehicle_window);
}
*** END VEHICLES.C ***
Define this in the code (handler.c and handler.h):
/* Search the given list for an object type, and return a ptr to that obj */
struct obj_data *get_obj_in_list_type(int type, struct obj_data *list) {
struct obj_data * i;
for (i = list; i; i = i->next_content)
if (GET_OBJ_TYPE(i) == type)
return i;
return NULL;
}
In structs.h and constant.c:
Declare the relevant Object and Room types for use.
Instructions:
Create a vehicle object.
Set object value 1 to the room to send people who 'enter' the vehicle to.
vehicle_controls, vehicle_window, and vehicle_hatch use variable 1 to
reference the vnum of the vehicle.
DO NOT use more than 1 vehicle of each VNUM...
Each vehicle requires its own set of the 4 objects, and its own set of
rooms. Want 3 tanks? Make 3 sets of the objects and 3 sets of the rooms.
From any room within the vehicle with the CONTROLS a player can "drive
<direction>"...
From any room within the vehicle with the HATCH a player can "exit"
From any room within the vehicle with the WINDOW a player can "look out"
Note that if there is no vehicle object, proper error checking does take
place :-)
Also implemented is the ability to let vehicles into other vehicles, but
it isn't TOO debugged.
Also note that the rooms a vehicle is allowed through need the
ROOM_VEHICLES flag set... that way it keeps vehicle movement limited to
appropriate areas.
FINALLY, please >try< to do the debugging yourself first, before emailing
me. This is from an old version (4 days ago, but like on the second day
after I started coding it, and probably the day before I merged it into
the main source tree), so I can't support it too much, but I >will< try
if it appears you tried to handle it yourself first (aka, Im not going to
lead the blind, only those with glasses, or contacts, or sand in their
eyes :-). Also, there were very few bugs to begin with (I think it
worked nearly perfectly on the second day, after I found an initial bug
in me forgetting 'char_from_room' before 'char_to_room')
Also, if you use it, I would appreciate a line of credit within the login
screen or credits (your choice :-). Please email me if you need any
assistance (and have given it a shot yourself first) or any comments.
- Chris Jacobson
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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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