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➜ SMAUG
➜ SMAUG coding
➜ Camouflage Skill issue (issue with can_see func)
|
Camouflage Skill issue (issue with can_see func)
|
It is now over 60 days since the last post. This thread is closed.
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| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Sat 03 Sep 2005 10:35 PM (UTC) |
| Message
| I feel kinda stupid, but anywho:
I'm adding in a skill. Its in and everything compiles cleanly, but now I'm working on fixing it into can_see. Goal here is to make it so that only rangers can actually see people aff_camo, and there will be an image via infravision that someone is there, but looking at the can_see func, I'm kinda lost.
bool can_see( CHAR_DATA * ch, CHAR_DATA * victim )
{
if( !victim ) /* Gorog - panicked attempt to stop crashes */
return FALSE;
if( !ch )
{
if( IS_AFFECTED( victim, AFF_INVISIBLE ) || IS_AFFECTED( victim, AFF_HIDE ) || xIS_SET( victim->act, PLR_WIZINVIS ) || IS_AFFECTED( victim, AFF_CAMO ) )
return FALSE;
else
return TRUE;
}
if( ch == victim )
return TRUE;
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_WIZINVIS ) && get_trust( ch ) < victim->pcdata->wizinvis )
return FALSE;
/*
* SB
*/
if( IS_NPC( victim ) && xIS_SET( victim->act, ACT_MOBINVIS ) && get_trust( ch ) < victim->mobinvis )
return FALSE;
/*
* Deadlies link-dead over 2 ticks aren't seen by mortals -- Blodkai
*/
if( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && !IS_NPC( victim ) && IS_PKILL( victim ) && victim->timer > 1 && !victim->desc )
return FALSE;
if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
/*
* The miracle cure for blindness? -- Altrag
*/
if( !IS_AFFECTED( ch, AFF_TRUESIGHT ) )
{
if( IS_AFFECTED( ch, AFF_BLIND ) )
return FALSE;
if( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_INVISIBLE ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& !victim->fighting && ( IS_NPC( ch ) ? !IS_NPC( victim ) : IS_NPC( victim ) ) )
return FALSE;
}
/*
* Redone by Narn to let newbie council members see pre-auths.
*/
if( NOT_AUTHED( victim ) )
{
if( NOT_AUTHED( ch ) || IS_IMMORTAL( ch ) || IS_NPC( ch ) )
return TRUE;
if( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, "Newbie Council" ) )
return TRUE;
return FALSE;
}
/* Commented out for who list purposes
if (!NOT_AUTHED(victim) && NOT_AUTHED(ch) && !IS_IMMORTAL(victim)
&& !IS_NPC(victim))
return FALSE;*/
return TRUE;
}
That is what I have. Its all stock pretty much cept for the first part where the bit about IS_AFFECTED( victim, AFF_CAMO ). Any hints or am I in the wrong function here? | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #1 on Sun 04 Sep 2005 05:09 AM (UTC) |
| Message
| I don't understand why the first bit starts with if ( !ch ). Seems that the whole point is that you want to know if ch 'can_see' victim...
In any case you're in the right place for rangers being able to see camo, but you'll have to do the infrared somewhere else I think. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Zeno
USA (2,871 posts) Bio
|
| Date
| Reply #2 on Sun 04 Sep 2005 03:49 PM (UTC) |
| Message
| | Yeah, you need to place the camo check besides the !ch check. |
Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org | | Top |
|
| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #3 on Sun 04 Sep 2005 04:46 PM (UTC) |
| Message
| |
| Posted by
| Zeno
USA (2,871 posts) Bio
|
| Date
| Reply #4 on Sun 04 Sep 2005 04:49 PM (UTC) |
| Message
| | So far, yes. You need to add another check (or two, depending what you want) for the actual check against rangers/camo. |
Zeno McDohl,
Owner of Bleached InuYasha Galaxy
http://www.biyg.org | | Top |
|
| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #5 on Sun 04 Sep 2005 04:57 PM (UTC) Amended on Sun 04 Sep 2005 10:34 PM (UTC) by Dralnu
|
| Message
| something along the lines of
elseif ( ( ch->class != CLASS_RANGER ) && IS_AFFECTED( victim, AFF_CAMO ) )
return false
or would I need to make it more like
if( ch->CLASS_RANGER && IS_AFFECTED( victim, AFF_CAMO )
return TRUE
elseif( IS_AFFECTED( victim, AFF_INVISIBLE ) || IS_AFFECTED( victim, AFF_HIDE ) || xIS_SET( victim->act, PLR_WIZINVIS ) || IS_AFFECTED( victim, AFF_CAMO ) )
return FALSE;
else
return TRUE;
[Edit #1]
Fixed an error in syntax
| | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #6 on Sun 04 Sep 2005 07:31 PM (UTC) |
| Message
| No... you want to work in this block of code: /*
* The miracle cure for blindness? -- Altrag
*/
if( !IS_AFFECTED( ch, AFF_TRUESIGHT ) )
{
if( IS_AFFECTED( ch, AFF_BLIND ) )
return FALSE;
if( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_INVISIBLE ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& !victim->fighting && ( IS_NPC( ch ) ? !IS_NPC( victim ) : IS_NPC( victim ) ) )
return FALSE;
}
This seems to be where most invisibility stuff is handled. You can add a simple check here like so:if ( IS_AFFECTED( victim->AFF_CAMO ) && ch->class != CLASS_RANGER )
return false;
You would of course also add extra clauses to the ifcheck depending on what skills allow detection of camouflaged characters.
Note that you don't need to cover all cases; the function will return true by default so you only need to cover cases where ch can't see victim. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #7 on Sun 04 Sep 2005 10:31 PM (UTC) |
| Message
| | I don't want truesight to detect the character, hence my placement. Invisible is magic, and hide is a cheap version of camo the way I have it set up, and most classes wouldn't be able to see a char who has been camouflaged unless they have infravision which wouldn't tell who was there, just that something is there. Anywho, I don't want someone with Truesight to be able to detect the player w/ it, which is what that series of ifchecks is doing. | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #8 on Mon 05 Sep 2005 01:48 AM (UTC) |
| Message
| | Then just put it outside of the if-check, if you don't want truesight to affect it. People in your world are badass camouflage artists, though... :-) |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #9 on Mon 05 Sep 2005 01:52 AM (UTC) |
| Message
| | I'm planning on making additions to the skill/spell system laterm but the way I see it, true sight is something more magical then anything. Bad-ass camouflage it may be called, but way I see it, someone who is invis will have a magical aura around them, and someone who is just hiding can be found easily enough. This will, maybe later, be outdoors/forest only (I plan on making most of the world forest anyways, at least half). I'll post the changes I made later. It has compiled cleanly enough, but as is I have no way to test it since I don't have a Linux MUD client (and I won't use telnet since I have no clue how to). | | Top |
|
| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #10 on Mon 05 Sep 2005 01:53 AM (UTC) |
| Message
| | Plus this is a class-specific skill, and the class might come out peaceful only, so it won't be a problem pk-wise if that were to happen | | Top |
|
| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #11 on Mon 05 Sep 2005 07:01 AM (UTC) |
| Message
|
/*
* True if char can see victim.
*/
bool can_see( CHAR_DATA * ch, CHAR_DATA * victim )
{
if( !victim ) /* Gorog - panicked attempt to stop crashes */
return FALSE;
if( !ch )
{
if( ch->Class != CLASS_RANGER && IS_AFFECTED( victim, AFF_CAMO) )
return FALSE;
else if( IS_AFFECTED( victim, AFF_INVISIBLE ) || IS_AFFECTED( victim, AFF_HIDE ) || IS_AFFECTED( victim, AFF_CAMO || xIS_SET( victim->act, PLR_WIZINVIS ) ) )
return FALSE;
else
return TRUE;
}
if( ch == victim )
return TRUE;
if( !IS_NPC( victim ) && xIS_SET( victim->act, PLR_WIZINVIS ) && get_trust( ch ) < victim->pcdata->wizinvis )
return FALSE;
/*
* SB
*/
if( IS_NPC( victim ) && xIS_SET( victim->act, ACT_MOBINVIS ) && get_trust( ch ) < victim->mobinvis )
return FALSE;
/*
* Deadlies link-dead over 2 ticks aren't seen by mortals -- Blodkai
*/
if( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && !IS_NPC( victim ) && IS_PKILL( victim ) && victim->timer > 1 && !victim->desc )
return FALSE;
if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
/*
* The miracle cure for blindness? -- Altrag
*/
if( !IS_AFFECTED( ch, AFF_TRUESIGHT ) )
{
if( IS_AFFECTED( ch, AFF_BLIND ) )
return FALSE;
if( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_INVISIBLE ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& !victim->fighting && ( IS_NPC( ch ) ? !IS_NPC( victim ) : IS_NPC( victim ) ) )
return FALSE;
}
/*
* Redone by Narn to let newbie council members see pre-auths.
*/
if( NOT_AUTHED( victim ) )
{
if( NOT_AUTHED( ch ) || IS_IMMORTAL( ch ) || IS_NPC( ch ) )
return TRUE;
if( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, "Newbie Council" ) )
return TRUE;
return FALSE;
}
/* Commented out for who list purposes
if (!NOT_AUTHED(victim) && NOT_AUTHED(ch) && !IS_IMMORTAL(victim)
&& !IS_NPC(victim))
return FALSE;*/
return TRUE;
}
That is the code as-is after changes. Right now I cann't test it since I'm lacking a client to connect with, If you see any problems or whatever, please let me know, and let me know if you know of a good client for Linux :) | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #12 on Mon 05 Sep 2005 07:38 AM (UTC) |
| Message
| What's wrong with telnet? :-)
Anyhow your code won't work, because you put all that stuff under the ifcheck "if (!ch)" but then you check ch->class... basically what you're doing is saying "if ch is null, then do the following..." But that's not at all what you want to do; in fact you want to make sure that ch is NOT null before continuing. |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #13 on Tue 06 Sep 2005 01:32 AM (UTC) Amended on Tue 06 Sep 2005 01:53 AM (UTC) by Dralnu
|
| Message
| Then give me an idea what to do? I'm stumped now -.-
I did add a check into the TRUE_SIGHT bit to get part of it fixed, but in any case, and I think I'm going to leave it there for the time being. Got other things to do, and I'll fix things up later and build around it until I can think of something better | | Top |
|
| Posted by
| David Haley
USA (3,881 posts) Bio
|
| Date
| Reply #14 on Tue 06 Sep 2005 06:58 AM (UTC) |
| Message
| I'm not sure I understand your question. Just put your camo ifcheck outside the truesight and after the "if ( !ch )" checks.
Is the problem that you don't know why "if ( !ch )" is there, i.e. what it does and why it's important? |
David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone
http://david.the-haleys.org | | Top |
|
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