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Question idea for combat ranges

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30 Apr 2013 23:10 #2037 by Nerian
Replied by Nerian on topic idea for combat ranges
I can definitely see the purpose of putting a full grid for room depth. This would also allow you to put objects into different parts of the room, secrets in certain parts of the room, etc.

So I definitely see where you are coming from and I would definitely appreciate anything that you write to be posted.





My original want for this was strictly for combat.

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01 May 2013 00:03 #2038 by Papaya Pete
Replied by Papaya Pete on topic idea for combat ranges
I think there was a snippet that was the start of a grid system in combat. I think it's called form fighting on the old circlemud ftp sight. I haven't really looked at it in depth, but it could point your compass, so to speak.

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01 May 2013 01:52 #2039 by Nerian
Replied by Nerian on topic idea for combat ranges
Thanks Pete following that I think I have found exactly what I was looking for

interesting enough it was called ranged


here is the code if anybody is interested


Code:
/* Ranged Room Combat V2.2 Tres`ni (aka Brian Hartvigsen) tresni@ikickass.org (c) Brian Hartvigsen 2001 WARNING: NOTHING IS MY FAULT! COMMANDS: retreat - FIGHT retreat from opponent advance - FIGHT advance on opponent range - !FIGHT set range NOTES: Uses the value[0] of weapons for range. (It is unused in stock CircleMUDs) */ /* Things to Add: act.movement.c [163] do_simple_move was_in = ch->in_room; char_from_room(ch); char_to_room(ch, world[was_in].dir_option[dir]->to_room); + set_range_enter(ch,dir); //BAH fight.c [658] damage if (ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { send_to_char("This room just has such a peaceful, easy feeling...\r\n", ch); return (0); } + if(!in_range(ch,victim)){ //BAH + act("$N is out of range!",FALSE,ch,NULL,victim,TO_CHAR); + return(0); + } interpreter.c + { "range" , POS_STANDING, do_range_set, 0, 0 }, //BAH + { "retreat" , POS_FIGHTING, do_range_retreat,0,0}, //BAH + { "advance" , POS_FIGHTING,do_range_advance,0,0}, //BAH structs.h [719] char_player_data ubyte weight; * PC / NPC's weight * ubyte height; * PC / NPC's height * + int range[2]; * PC / NPC Range Placement BAH * structs.h [930] char_file_u ubyte weight; ubyte height; + int range[2]; // BAH Ranged Combat utils.h [263] #define GET_WEIGHT(ch) ((ch)->player.weight) #define GET_SEX(ch) ((ch)->player.sex) + #define GET_RANGE(ch,i) ((ch)->player.range[i]) //BAH Ranged Combate */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "interpreter.h" #include "handler.h" #include "db.h" #define X 0 #define Y 1 ACMD(do_range_set){ int x,y; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; two_arguments(argument,arg1,arg2); if(FIGHTING(ch)) { send_to_char("Use advance or retreat!\r\n",ch); return; } if(!*arg2 || !*arg1) { send_to_char("syntax: range X Y\r\n",ch); return; } x = atoi(arg1); y = atoi(arg2); if(x < 0 || x > 6 || y<0 || y > 6) { send_to_char("Range must be 0 - 6!\r\n",ch); return; } GET_RANGE(ch,X) = x; GET_RANGE(ch,Y) = y; } ACMD(do_range_advance) { struct char_data *vict; if(!FIGHTING(ch)) { send_to_char("You must be fighting to retreat!\r\n",ch); return; } if (FIGHTING(ch) && IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) { send_to_char("You can not advance on someone you can't see!\r\n", ch); return; } vict = FIGHTING(ch); if(GET_RANGE(ch,X) > GET_RANGE(vict,X)) GET_RANGE(ch,X) += 1; else if(GET_RANGE(ch,X) < GET_RANGE(vict,X)) GET_RANGE(ch,X) += -1; if(GET_RANGE(ch,Y) > GET_RANGE(vict,Y)) GET_RANGE(ch,Y) += 1; else if(GET_RANGE(ch,Y) < GET_RANGE(vict,Y)) GET_RANGE(ch,Y) += -1; act("$N advances on you!", FALSE, vict, 0, ch, TO_CHAR); act("You advance on $n!", FALSE, vict, 0, ch, TO_VICT); act("$N advances on $n!", FALSE, vict, 0, ch, TO_NOTVICT); } ACMD(do_range_retreat) { struct char_data *vict; int room_hash[7][7],x,y,victX,victY,win[3]={0,0,100}; if(!FIGHTING(ch)) { send_to_char("You must be fighting to retreat!\r\n",ch); return; } if (FIGHTING(ch) && IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) { send_to_char("You can not retreat from someone you can't see!\r\n", ch); return; } vict = FIGHTING(ch); victX = GET_RANGE(vict,X); victY = GET_RANGE(vict,Y); for(x=0;x<7;x++) { for(y=0;y<7;y++) { room_hash[x][y] = number(0,5);//Randomization if(x == 3 || y == 3) room_hash[x][y] += 0; else if ((x == 0 || x == 6) && (y==0 || y ==6)) room_hash[x][y] += 3; else if ((x <=1 || x >= 5) && (y <= 1 || y >= 5)) room_hash[x][y] += 2; else room_hash[x][y] += 1; if((victX - x) >= (victY - y)) room_hash[x][y] -= (victX - x); else room_hash[x][y] -= (victY - y); } } for(x=GET_RANGE(ch,X)-1;x<=GET_RANGE(ch,X) + 1;x++){ if(x < 1 || x > 7) continue; else for(y=GET_RANGE(ch,Y)-1;y<=GET_RANGE(ch,Y) +1;y++){ if(y <1 || y > 7) continue; else { if (room_hash[x][y] < win[3]) { win[X] = x; win[Y] = y; win[3] = room_hash[x][y]; } else continue; } } } GET_RANGE(ch,X) = win[X]; GET_RANGE(ch,Y) = win[Y]; act("$N retreats from you!", FALSE, vict, 0, ch, TO_CHAR); act("You retreat from $n!", FALSE, vict, 0, ch, TO_VICT); act("$N retreats from $n!", FALSE, vict, 0, ch, TO_NOTVICT); } void set_range_enter(struct char_data *ch, int direction){ switch(direction){ case NORTH: GET_RANGE(ch,X) = 0; GET_RANGE(ch,Y) = 3; break; case EAST: GET_RANGE(ch,X) = 6; GET_RANGE(ch,Y) = 3; break; case SOUTH: GET_RANGE(ch,X) = 3; GET_RANGE(ch,Y) = 6; break; case WEST: GET_RANGE(ch,X) = 3; GET_RANGE(ch,Y) = 0; break; case UP: case DOWN: default: GET_RANGE(ch,X) = 3; GET_RANGE(ch,Y) = 3; break; } } int in_range(struct char_data *ch, struct char_data *vict) { int x,y,range; struct obj_data *wielded = GET_EQ(ch, WEAR_WIELD); x = abs(GET_RANGE(ch,X) - GET_RANGE(vict,X)); y = abs(GET_RANGE(ch,Y) - GET_RANGE(vict,Y)); if(x<y) range = x; else range = y; if(range > GET_OBJ_VAL(wielded,0)) return FALSE; else return TRUE; }

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01 May 2013 03:02 - 01 May 2013 04:45 #2042 by Kewlb
Replied by Kewlb on topic idea for combat ranges
I looked at that code. It is certainly a solid start. If you add <math.h> to sysdep.h and add -lm in Makefile flags you can replace his distance function with the actual real way to find the distance between two points. Not really a problem with his grid being 7x7 but if you went larger his method of figuring it out would not be very accurate.
Code:
float find_char_distance(struct char_data *ch, struct char_data *vict) { int x, y; float distance = 0; if (IN_ROOM(ch) != IN_ROOM(vict)) return -1; x = abs(GET_X(vict) - GET_X(ch)); y = abs(GET_Y(vict) - GET_Y(ch)); distance = sqrtf((x*x)+(y*y)); return distance; }

Also expanding his set_range_enter function here is one that accounts for all directions and allows for dynamic sizing of the room based on adding size to the room struct in structs.h. I also added facing so I could keep track of what direction a player is facing.. but that is easy enough to remove.
Code:
void set_initial_room_coords(struct char_data *ch, room_rnum room, int direction) { int size; size = GET_ROOM_SIZE(room); int oldface = GET_FACING(ch); GET_FACING(ch) = direction; switch (direction) { case NORTH: GET_X(ch) = 0; GET_Y(ch) = (-size / 2); break; case SOUTH: GET_X(ch) = 0; GET_Y(ch) = (size / 2); break; case EAST: GET_X(ch) = (-size / 2); GET_Y(ch) = 0; break; case WEST: GET_X(ch) = (size / 2); GET_Y(ch) = 0; break; case UP: GET_X(ch) = 0; GET_Y(ch) = 0; GET_FACING(ch) = oldface; break; case DOWN: GET_X(ch) = 0; GET_Y(ch) = 0; GET_FACING(ch) = oldface; break; case NORTHEAST: GET_X(ch) = (-size / 2); GET_Y(ch) = (-size / 2); break; case NORTHWEST: GET_X(ch) = (size / 2); GET_Y(ch) = (-size / 2); break; case SOUTHEAST: GET_X(ch) = (-size / 2); GET_Y(ch) = (size / 2); break; case SOUTHWEST: GET_X(ch) = (size / 2); GET_Y(ch) = (size / 2); break; default: GET_X(ch) = 0; GET_Y(ch) = 0; break; } }

You can use the below to find the direction of something relative to the player's location on the grid. I am going to be using it simply to alter the look_at_char so you might see something "far off to the northeast"
where this would be used an probably passed to dirs[].
Code:
int location_relative_to_ch(struct char_data *ch, int targetX, int targetY) { int targetDir = 0; if (GET_Y(ch) == targetY) { if (GET_X(ch) == targetX) targetDir = -1; /* same space as ch */ else if (GET_X(ch) > targetX) targetDir = WEST; else if (GET_X(ch) < targetX) targetDir = EAST; } else if (GET_Y(ch) > targetY) { if (GET_X(ch) == targetX || GET_X(ch) + 1 == targetX || GET_X(ch) - 1 == targetX) targetDir = SOUTH; else if (GET_X(ch) > targetX) targetDir = SOUTHWEST; else if (GET_X(ch) < targetX) targetDir = SOUTHEAST; } else { if (GET_X(ch) == targetX || GET_X(ch) + 1 == targetX || GET_X(ch) - 1 == targetX) targetDir = NORTH; else if (GET_X(ch) > targetX) targetDir = NORTHWEST; else if (GET_X(ch) < targetX) targetDir = NORTHEAST; } return targetDir; }

Also you will probably want to find every instance of char_to_room and randomize or intelligently set the coordinates of that character.
Last edit: 01 May 2013 04:45 by Kewlb. Reason: add additional comments

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03 May 2013 06:06 #2077 by zusuk
Replied by zusuk on topic idea for combat ranges
I've always liked this idea, great to see a code snippet for it :)

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luminariMUD.com:4100

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