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Question Fishing

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11 Jun 2012 03:11 #25 by Rumble
Fishing was created by Rumble
Updated by Tink

[/code]
// In structs.h, with all your player flags, add this to the bottom.

#define PLR_CRYO 15 /**< Player is cryo-saved (purge prog) */
#define PLR_NOTDEADYET 16 /**< (R) Player being extracted */
+ #define PLR_FISHING 17 /**< Player has a line in the water */
+ #define PLR_FISH_ON 18 /**< Player has a fish on their line */


// In structs.h, with your item types, add this to the bottom.

#define ITEM_FOUNTAIN 23 /**< Item is a fountain */
+ #define ITEM_POLE 24 /**< Item is a fishing pole */


// Be sure to increase #define NUM_ITEM_TYPES by one.

+ #define NUM_ITEM_TYPES 25


// In structs.h, with your flags, add this to the bottom. Be sure to increase NUM_ROOM_FLAGS by one.

#define ROOM_BFS_MARK 15 /**< (R) breath-first srch mrk */
#define ROOM_WORLDMAP 16 /**< World-map style maps here */
+ #define ROOM_SALTWATER_FISH 17 /**< Fish are saltwater */
+ #define ROOM_FRESHWATER_FISH 18 /**< Fish are freshwater */


// In constants.c, add to const char *room_bits[] at bottom, before "\n".

"WORLDMAP",
+ "SALTWATER_FISH",
+ "FRESHWATER_FISH",
"\n"


// In constants.c, add to const char *player_bits[] at bottom, before "\n"

"UNUSED5",
+ "FISHING",
+ "FISH_ON",
"\n"


// In constants.c, add to const char *item_types[] at bottom, before "\n"
"FOUNTAIN",
+ "FISHING POLE",
"\n"


// In act.item.c add at the bottom.

ACMD(do_castout)
{
struct obj_data *pole;
int fail;

if (PLR_FLAGGED(ch, PLR_FISHING)) {
send_to_char(ch, "You are already fishing!\r\n");
return;
}
if (!(pole = GET_EQ(ch, WEAR_HOLD)) ||
(GET_OBJ_TYPE(pole) != ITEM_POLE)) {
send_to_char(ch, "You need to be holding a fishing pole first.\r\n");
return;
}
if (!ROOM_FLAGGED(ch->in_room, ROOM_SALTWATER_FISH) &&
!ROOM_FLAGGED(ch->in_room, ROOM_FRESHWATER_FISH)) {
send_to_char(ch, "This is not a good place to fish, you'll want to find a "
"better spot.\r\n");
return;
}
fail = rand_number(1, 10);
if (fail <= 3) {
send_to_char(ch, "You pull your arm back and try to cast out your line, but "
"it gets all tangled up.\r\nTry again.\r\n");
act("$n pulls $s arm back, trying to cast $s fishing line out into the "
"water,\r\nbut ends up just a bit tangled.\r\n",
FALSE, ch, 0, 0, TO_ROOM);
return;
}
/* Ok, now they've gone through the checks, now set them fishing */
SET_BIT_AR(PLR_FLAGS(ch), PLR_FISHING);
send_to_char(ch, "You cast your line out into the water, hoping for a bite.\r\n");
act("$n casts $s line out into the water, hoping to catch some food.\r\n",
FALSE, ch, 0, 0, TO_ROOM);
return;
}

ACMD(do_reelin)
{
int success, f_num, fish_num;
struct obj_data *fish;

if (!PLR_FLAGGED(ch, PLR_FISHING)) {
send_to_char(ch, "You aren't even fishing!\r\n");
return;
}
if (!PLR_FLAGGED(ch, PLR_FISH_ON)) {
send_to_char(ch, "You reel in your line, but alas... nothing on the end.\r\n"
"Better luck next time.\r\n");
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_FISHING);
act("$n reels $s line in, but with nothing on the end.\r\n",
FALSE, ch, 0, 0, TO_ROOM);
return;
}

/* Ok, they are fishing and have a fish on */
success = rand_number(1, 10);

REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_FISHING);
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_FISH_ON);

if (success <= 6) {
send_to_char(ch, "You reel in your line, putting up a good fight, but you "
"lose him!\r\nTry again?\r\n");

act("$n reels $s line in, fighting with whatever is on the end, but loses "
"the catch.\r\n", FALSE, ch, 0, 0, TO_ROOM);
return;
}

/* We used object vnums 10030-10050 for our fish that people could
* catch. The below numbers reflect that use. If you wish to change
* the vnums of the fish, just change the numbers below. You can
* see that we seperated the type of fish by freshwater and salt
* water.
*/
if (ROOM_FLAGGED(ch->in_room, ROOM_SALTWATER_FISH)) {
fish_num = rand_number(10030, 10039);
f_num = real_object(fish_num);
fish = read_object(f_num, REAL);
send_to_char(ch, "You reel in %s! Nice catch!\r\n",fish->short_description);
act("Wow! $n reels in a helluva catch! Looks like $p!\r\n",
FALSE, ch, fish, 0, TO_ROOM);
obj_to_char(fish, ch);
return;
} else
if (ROOM_FLAGGED(ch->in_room, ROOM_FRESHWATER_FISH)) {
fish_num = rand_number(10040, 10050);
f_num = real_object(fish_num);
fish = read_object(f_num, REAL);
send_to_char(ch, "You reel in %s! Nice catch!\r\n", fish->short_description);
act("Wow! $n reels in a helluva catch! Looks like a $p!\r\n",
FALSE, ch, fish, 0, TO_ROOM);
obj_to_char(fish, ch);
return;
} else
send_to_char(ch, "You should never see this message, please report it.\r\n");
return;
}


// Now, in comm.c add to your voids at the top of the file.

void check_fishing();


// In comm.c in, before PULSE_DG_SCRIPT, add:

if (!(pulse % (40 * PASSES_PER_SEC)))
check_fishing();


// In weather.c at the bottom, add:

void check_fishing() {

struct descriptor_data *d;
int bite;

for (d = descriptor_list; d; d = d->next) {
if (d->connected) continue;

if (PLR_FLAGGED(d->character, PLR_FISHING) &&
(!ROOM_FLAGGED(d->character->in_room, ROOM_SALTWATER_FISH) &&
!ROOM_FLAGGED(d->character->in_room, ROOM_FRESHWATER_FISH)))
REMOVE_BIT_AR(PLR_FLAGS(d->character), PLR_FISHING);

if (PLR_FLAGGED(d->character, PLR_FISHING) &&
!PLR_FLAGGED(d->character, PLR_FISH_ON)) {

bite = rand_number(1, 10);

if (bite >= 7 && bite <= 8) {
send_to_char(d->character, "Time goes by... not even a nibble.\r\n");
} else if (bite >= 6) {
send_to_char(d->character, "You feel a slight jiggle on your line.\r\n");
} else if (bite >= 4) {
send_to_char(d->character, "You feel a very solid pull on your line!\r\n");
SET_BIT_AR(PLR_FLAGS(d->character), PLR_FISH_ON);
} else if (bite >= 2) {
send_to_char(d->character, "Your line suddenly jumps to life, FISH ON!!!\r\n");
SET_BIT_AR(PLR_FLAGS(d->character), PLR_FISH_ON);
}
}
}
}


// In act.movement.c, in do_simple_move add the below snippet just above char_from_room:

if ((ROOM_FLAGGED(ch->in_room, ROOM_SALTWATER_FISH) ||
ROOM_FLAGGED(ch->in_room, ROOM_FRESHWATER_FISH)) &&
(PLR_FLAGGED(ch, PLR_FISHING) || PLR_FLAGGED(ch, PLR_FISH_ON))) {
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_FISHING);
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_FISH_ON);
send_to_char(ch, "\r\nYou pack up your fishing gear and move on.\r\n\r\n");
}


// In fight.c in void damage, just under the Sanctuary check, add:

/* Cut damage in half if victim has sanct, to a minimum 1 */
if (AFF_FLAGGED(victim, AFF_SANCTUARY) && dam >= 2)
dam /= 2;

/* Player Fishing */
+ if (PLR_FLAGGED(victim, PLR_FISHING) && dam >= 4)
+ dam = ((float) dam * 1.5);


// New: In interpreter.c under "cast" add:

{ "cast" , "c" , POS_SITTING , do_cast , 1, 0 },
+ { "castout" , "castout" , POS_SITTING , do_castout , 0, 0 },


// New! In interpreter.c under "receive" add:

{ "receive" , "rece" , POS_STANDING, do_not_here , 1, 0 },
+ { "reelin" , "reelin" , POS_SITTING , do_reelin , 0, 0 },


// New! In act.h add this below the other ACMD's of functions without subcommands:

ACMD(do_rescue);
/* Fishing */
+ ACMD(do_castout);
+ ACMD(do_reelin);
[/code]

Fishing Help File

FISHING CASTOUT REELIN

Usage: castout
reelin

To fish, you must be near water, in a room specified as such. Also, you
must be holding a fishing pole. If you move from your original place of
fishing, you automatically pack up your gear and move on.

Anyone can fish, all you need is a fishing pole and patience.

Note: If you are fishing and get attacked, your fighting skills are
severely impeded, and you will take more than your average
damage until you reel your line in.

Happy fishing everyone!

Rumble
The Builder Academy
tbamud.com 9091
rumble@tbamud.com

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15 Apr 2013 16:37 - 15 Apr 2013 20:38 #1925 by JTP
Replied by JTP on topic Fishing
.
Last edit: 15 Apr 2013 20:38 by JTP.

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15 Apr 2013 16:41 #1926 by JTP
Replied by JTP on topic Fishing
also snippet says this about act.movement.c in do_simple_move add the below snippet just above char_from_room:

if ((ROOM_FLAGGED(ch->in_room, ROOM_SALTWATER_FISH) ||
ROOM_FLAGGED(ch->in_room, ROOM_FRESHWATER_FISH)) &&
(PLR_FLAGGED(ch, PLR_FISHING) || PLR_FLAGGED(ch, PLR_FISH_ON))) {
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_FISHING);
REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_FISH_ON);
send_to_char(ch, "\r\nYou pack up your fishing gear and move on.\r\n\r\n");
}


there are 3 places that has char_from_room, first one or all 3 ??

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16 Apr 2013 00:53 #1927 by Rumble
Replied by Rumble on topic Fishing
Just before the first one.

Rumble
The Builder Academy
tbamud.com 9091
rumble@tbamud.com

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