/* -*- LPC -*- */ /* * $Locker: $ * $Id: hospital.c,v 1.20 2000/01/30 06:26:43 terano Exp $ * */ #include <armoury.h> #include <hospital.h> #include <living.h> #include <map.h> #include <money.h> #include <move_failures.h> #include <route.h> #include <wander.h> #include "path.h" #define MAX_HEAVIES 10 #define DAY 8 * 60 * 60 #define INTERVAL 20 * 60 /* a divisor of DAY */ #define MUD_TO_REAL 3 #define BLOCK 5 #define MAX_EMPTIES 12 #define MAX_MOVERS 60 #define SAVE_FILE SAVE +"hospital" inherit "/std/room/basic_room"; nosave int alchemists, update, *alignments; mapping uniques; nosave int *al_data; nosave string *city; nosave object *empties; nosave mapping blockages; nosave mixed *movers; // used for checking numbers of npcs nosave int am_npcs, last_check; int ok_to_clone(); void get_weapon(object ob, string *items); void get_armour(object ob, string *items); void get_jewellery(object ob, string *items); void setup() { set_keep_room_loaded(1); update = time(); alignments = allocate( 50 ); uniques = ([ ]); if ( file_size( SAVE_FILE +".o" ) > 0 ) { unguarded( (: restore_object, SAVE_FILE :) ); } alchemists++; unguarded( (: save_object, SAVE_FILE :) ); city = ({ "child", "rodent", "cockroach", "dog" }); empties = ({ }); blockages = ([ ]); movers = allocate( MAX_MOVERS ); call_out( "check_movers", 10 ); call_out( "housekeeping", INTERVAL ); } /* setup() */ int *query_al_data() { return al_data; } mapping query_uniques() { return uniques; } object *query_empties() { return empties; } mapping query_blockages() { return blockages; } int query_blockage( string this, string other, int number ) { if ( undefinedp( blockages[ this ] ) ) { if ( random( 100 ) >= BLOCK ) number = -1; blockages[ this ] = blockages[ other ] = number; } return blockages[ this ]; } /* query_blockage() */ mixed *query_movers() { return movers; } void housekeeping() { object thing; update = time(); foreach( thing in users() ) { /* ignore creators */ if ( thing->query_creator() ) continue; /* sample alignments */ alignments[ random( sizeof( alignments ) ) ] = (int)thing->query_al(); } al_data = 0; unguarded( (: save_object, SAVE_FILE :) ); call_out( "housekeeping", INTERVAL ); } /* housekeeping() */ int pick_al() { int one, *stats; if ( !al_data ) { al_data = allocate( 3 ); stats = allocate( 4 ); foreach( one in alignments ) { stats[ 0 ] += one; stats[ 1 ] += one * one; if ( one > stats[ 2 ] ) stats[ 2 ] = one; if ( one < stats[ 3 ] ) stats[ 3 ] = one; } stats[ 0 ] /= sizeof( alignments ); stats[ 1 ] /= sizeof( alignments ); stats[ 1 ] -= stats[ 0 ] * stats[ 0 ]; stats[ 1 ] /= 10; if ( stats[ 1 ] < 50 ) stats[ 1 ] = 50; stats[ 2 ] -= stats[ 3 ]; if ( stats[ 2 ] < 2 ) stats[ 2 ] = 2; al_data[ 0 ] = stats[ 0 ] - stats[ 2 ] / 2; al_data[ 1 ] = ( stats[ 2 ] * stats[ 2 ] ) / ( 12 * stats[ 1 ] ); if ( al_data[ 1 ] < 5 ) al_data[ 1 ] = 5; al_data[ 2 ] = ( 12 * stats[ 1 ] ) / stats[ 2 ]; if ( al_data[ 2 ] < 25 ) al_data[ 2 ] = 25; } return al_data[ 0 ] + roll_MdN( al_data[ 1 ], al_data[ 2 ] ); } /* pick_al() */ int make_unique( string word ) { if ( uniques[ word ] > time() ) return 0; /* Don't let them reappear for three hours. */ uniques[ word ] = time() + 1 * 60 * 60; unguarded( (: save_object, SAVE_FILE :) ); return 1; } /* make_unique() */ void add_mover( object thing ) { int number; /* Fact Gathering Done by Terano */ /* This generates WAY too much log traffic... the log wraps more then once an hour - Turrican. log_file("HOSPITAL_DATA", "Hospital: add_mover called with %O.\n", thing ); */ number = MAX_MOVERS / 2 + random( MAX_MOVERS / 2 ); if ( !pointerp( movers[ number ] ) ) movers[ number ] = ({ thing }); else movers[ number ] += ({ thing }); } /* add_mover() */ object get_monster( string type ) { object thing; object ob; switch( type ) { /* First the zones that there are: */ case "city" : case "pumpkin" : thing = get_monster( city[ random( sizeof( city ) ) ] ); thing->add_property( "monster type", type +":"+ (string)thing->query_property( "monster type" ) ); thing->add_move_zone( "Pumpkin" ); add_mover( thing ); return thing; /* Now the specific types of NPC: */ case "dog": thing = clone_object( CHARS + "dog" ); if ( random( 4 ) ) thing->set_type( "small" ); else thing->set_type( "large" ); thing->add_effect( "/std/effects/npc/i_died", ({ HOSPITAL, "regen_after_death" })); thing->add_effect( "/std/effects/npc/eat_edible" ); thing->add_effect( "/std/effects/npc/savage_corpse" ); thing->add_property( "monster type", type ); thing->add_property("animal type", type); return thing; case "child": thing = clone_object( CHARS + "child_human" ); return thing; /* And now for all the nasty old ones... */ case "cityguard": ob = clone_object(MONSTER); ob->add_property("monster type", type); ob->set_name("guard"); ob->add_adjective("city"); ob->set_main_plural( "city guards" ); ob->set_short("city guard"); ob->set_long("This is a city guard. He is supposed to protect the " + "city from undesirables. Sadly, Pumpkin isn't very fussy.\n"); ob->set_race("human"); ob->set_gender("male"); ob->set_guild("fighter"); ob->set_level(8); ob->set_al( pick_al() / 5 ); ob->adjust_money( 5 + random( 10 ), "Pumpkin pence" ); ob->load_chat(10, ({ 3, "@grumble bitterly", 1, "@daydream", 1, "@sigh heavily" }) ); ob->load_a_chat(50, ({ 1, "'Ouch!", 1, "'Come on! I don't need this.", 1, "'Be on your way!", }) ); ARMOURY->request_weapon("long sword", 40+random(40))->move(ob); if(random(2)) ARMOURY->request_armour("hard leather cap", 70 + random(30))->move(ob); ob->init_equip(); return ob; case "mercenary": ob = clone_object(MONSTER); ob->set_name("mercenary"); ob->set_main_plural( "mercenaries" ); ob->add_plural( "mercenaries" ); ob->add_adjective("tough"); ob->set_race("human"); ob->set_class("fighter"); ob->set_level( 50 + roll_MdN( 5, 50 ) ); ob->set_al( pick_al() ); ob->set_gender(random(2) + 1); ob->set_long("A tough battle scarred mercenary. There are better " "ways of filling in an afternoon than messing with the " "likes of "+ob->query_objective()+".\n"); ob->adjust_money( 5 + random( 50 ), "Ankh-Morpork pence" ); ob->adjust_money( 1 + random( 5 ), "Ankh-Morpork dollar" ); ob->load_chat(3, ({ 1, "'Anyone you don't like?", 1, "'I'll do anything if the price is right?", 1, "'Don't get me angry. You won't like me when I'm angry." })); ob->load_a_chat(30, ({ 1, "'I'll show you who's boss.", 1, "'You think you're so tough.", 1, "The crowd runs in terror as the mercenary kills someone by "+ "accident." })); get_weapon(ob, ({"bastard sword", "long sword", "morning star", "two-handed axe"})); get_armour(ob, ({"chainmail", "splintmail", "ringmail"})); ob->add_property("monster type", type); ob->init_equip(); return ob; case "rodent": ob = clone_object(MONSTER); ob->set_name("rat"); ob->set_short("rat"); ob->set_race("rat"); ob->set_level( random( 1 + random( 3 ) ) ); ob->add_alias("city rat"); ob->set_main_plural("rats"); ob->add_adjective("dirty"); ob->add_adjective("city"); ob->set_long("This is a large rat. It appears to have done well "+ "living in the city.\n"+ "The pollution must not affect it too much.\n" ); ob->load_chat( 5, ({ 1, ":squeaks.", 1, ":sniffs the air, whiskers twitching.", 1, ":checks for dwarves." }) ); ob->set_wimpy( 10 ); ob->load_a_chat( 50, ({ 1, ":squeals in pain.", 1, ":twitches fearfully." }) ); ob->add_effect("/std/effects/npc/i_died", ({ HOSPITAL, "regen_after_death" })); ob->add_effect( "/std/effects/npc/eat_edible" ); ob->add_effect( "/std/effects/npc/savage_corpse" ); ob->add_property("monster type", type); ob->add_property("animal type", type); return ob; case "cockroach": ob = clone_object(MONSTER); ob->set_name("cockroach"); ob->set_short("cockroach"); ob->set_race("cockroach"); ob->set_level( random( 1 + random( 3 ) ) ); ob->set_main_plural("cockroaches"); ob->add_adjective("dirty"); ob->add_alias("roach"); ob->set_long( "This is a huge dirty great big cockroach, the size of " "your hand at least. It waves its feelers at you and looks " "horrible and black. Not only can cockroaches survive fires, " "plagues, earthquakes and miscellaneous acts of supernatural " "beings, they can survive in Ankh-Morpork!\n" ); ob->load_chat( 5, ({ 10, ":scuttles around a bit.", 10, ":cleans its feelers.", 10, ":rushes around in circles.", 1, ":jerks off in a strange direction.", }) ); ob->set_wimpy( 30 ); ob->load_a_chat( 50, ({ 1, ":oozes horrible white stuff.", 1, ":makes a sort of scraping noise." }) ); ob->add_effect("/std/effects/npc/i_died", ({ HOSPITAL, "regen_after_death" })); ob->add_property("monster type", type); ob->add_property("animal type", type); return ob; default: ob = clone_object(MONSTER); ob->set_name("failure"); ob->set_short("failure"); ob->set_long( "Please inform a creator about this object.\n"+ "Type is "+ type +" from "+ file_name( previous_object() ) +".\n" ); ob->add_property( "monster type", "failure:"+ type ); return ob; } } /* get_monster() */ void get_armour(object ob, string *items) { ARMOURY->request_armour(items[random(sizeof(items))], 50+random(50))-> move(ob); } /* get_armour() */ void get_jewellery(object ob, string *items) { ARMOURY->request_armour(items[random(sizeof(items))], 20+random(80))-> move(ob); } /* get_jewellery() */ void get_weapon(object ob, string *items) { ARMOURY->request_weapon(items[random(sizeof(items))], 50+random(50))-> move(ob); } /* get_weapon() */ void regen_after_death(object player) { object ob, dest; string nam; if (!player) return ; nam = (string)player->query_property("monster type"); dest = (object)player->query_property("start location"); if ( !nam ) return; if ( !dest ) return; if(!ok_to_clone()) return; ob = get_monster( explode( nam, ":" )[ 0 ] ); dest->add_monster(player, ob); call_out("do_move", 10, ({ ob, dest }) ); } /* regen_after_death() */ void do_move(mixed *junk) { junk[0]->move(junk[1]); } /* do_move() */ string change_to_name(object ob) { return implode((string *)ob->query_adjectives(), " ")+ (string)ob->query_name(); } /* change_to_name() */ void do_run(object ob) { if (ob) ob -> run_away(); } /* do_run() */ void fight_check(object ob, object ob1) { if (ob->query_property(previous_object()->query_name())) previous_object()->attack_ob(ob1); } /* fight_check() */ void do_grin_laugh(object ob) { ob->add_respond_to_with(({ "@grin", ob->query_name() }), "laugh man at $hname$"); } /* do_grin_laugh() */ void add_empty( object thing ) { empties -= ({ 0 }); empties += ({ thing }); if ( sizeof( empties ) > MAX_EMPTIES ) empties = shuffle( empties )[ 0 .. MAX_EMPTIES - 1 ]; } /* add_empty() */ void move_monster( object thing ) { int i; string dest, direc, zone, *movez, *roomz; object place; /* Fact Gathering Done by Terano */ /* See above comment - Turrican log_file("HOSPITAL_DATA", "Hospital: move_monster called with %O.\n", thing ); */ if ( !thing ) return; if ( (int)thing->query_hp() < 0 ) return; if ( thing->query_property( PASSED_OUT ) || thing->query_fighting() ) { add_mover( thing ); return; } movez = (string *)thing->query_move_zones(); empties -= ({ 0 }); if ( sizeof( empties ) && !thing->check_anyone_here() ) foreach ( place in empties ) { roomz = (string *)place->query_zones(); if ( !sizeof( roomz ) ) { empties -= ({ place }); continue; } foreach ( zone in roomz ) { i = member_array( zone, movez ); if ( i != -1 ) break; } if ( i == -1 ) continue; thing->move( place ); place->add_monster( 0, thing ); place->announce_entry( thing ); empties -= ({ place }); add_mover( thing ); return; } place = environment( thing ); if ( !place ) return; add_mover( thing ); foreach ( direc in shuffle( (string *)place->query_direc() ) ) { place->set_destination( direc ); dest = (string)place->query_destination( direc ); if ( !stringp( dest ) ) continue; if ( !thing->check_anyone_here() && !find_object( dest ) ) continue; if ( find_object( dest ) ) roomz = (string *)dest->query_zones(); else roomz = (string *)MAP->query_zones( dest ); if ( !sizeof( roomz ) ) continue; foreach ( zone in roomz ) { i = member_array( zone, movez ); if ( i != -1 ) break; } if ( i == -1 ) continue; if ( place->query_relative( direc ) ) direc = (string)thing->find_rel( direc, 0 ); if ( thing->do_command( direc ) ) return; } } /* move_monster() */ void check_movers() { int when; object thing, *things; /* Fact Gathering Done by Terano */ things = movers[ 0 ]; movers[ 0 .. MAX_MOVERS - 2 ] = movers[ 1 .. ]; movers[ MAX_MOVERS - 1 ] = 0; call_out( "check_movers", 10 ); if ( !pointerp( things ) ) return; foreach ( thing in things ) { if ( objectp( thing ) ) { when += 2; call_out( "move_monster", when, thing ); } } } /* check_movers() */ // This function returns 1 if its ok to clone some more npcs and // false if not. int ok_to_clone() { if(time() > last_check + 300) { last_check = time(); am_npcs = sizeof( filter( named_livings(), (: environment( $1 ) && base_name( environment( $1 ) )[0..4] == "/d/am" :) ) ); } return ( am_npcs < MAX_AM_LIVING ); } int *query_npcs() { return ({ am_npcs, last_check }); }