I was brainstorming the other day trying to come up with something
that would allow multi-attacks, but without allowing a char. to take
all of their attacks before the mob (or player ;) Basically, everyone
would get an attack, then those with second attack would get their sec.
attack, and then those with a third attack would get it after everyone
else. I came up with some psuedo-code, but I have no idea how much
proccessor time and memory this would take up and so I thought I'd
ask here for some opinions. Anyway, here's the code.
void perform_violence(void)
{
Declarations, add which_attack
for (which_attack = 1; which_attack < 4; which_attack++){
for (ch = combat_list; ch; ch = next_combat_list) {
next_combat_list = ch->next_fighting;
if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) {
stop_fighting(ch);
continue;
}
if (which_attack < 2) {
if (IS_NPC(ch)) {
if (GET_MOB_WAIT(ch) > 0) {
GET_MOB_WAIT(ch) -= PULSE_VIOLENCE;
continue;
}
GET_MOB_WAIT(ch) = 0;
if (GET_POS(ch) < POS_FIGHTING) {
GET_POS(ch) = POS_FIGHTING;
act("$n scrambles to $s feet!", TRUE, ch, 0, 0, TO_ROOM);
}
}
if (GET_POS(ch) < POS_FIGHTING) {
send_to_char("You can't fight while sitting!!\r\n", ch);
continue;
}
}
/* then I'd insert a check to see if the char makes a succesful attack */
if (can_attack_this_time(ch, which_attack))
hit(ch, FIGHTING(ch), TYPE_UNDEFINED);
if (which_attack < 2) {
if (MOB_FLAGGED(ch, MOB_SPEC) && mob_index[GET_MOB_RNUM(ch)].func != NULL)
(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
}
}
}
}
I'd add a variable somewhere in the char structure to keep track of which
attack was made last. For instance, if a character didn't make his sec.
attack check, then they wouldn't get a chance at a third. my main
concern is the time it'll take to go through this function considering
how often its called. I have no idea how much overhead this will produce.
Would anyone happen to have suggestions on a better system?
Jason Goodwin
jgoodwin@expert.cc.purdue.edu
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