/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "recycle.h" void acid_effect(void *vo, int level, int dam, int target) { if (target == TARGET_ROOM) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo; OBJ_DATA *obj, *obj_next; for (obj = room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; acid_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_CHAR) /* do the effect on a victim */ { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj, *obj_next; /* let's toast some gear */ for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; acid_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_OBJ) /* toast an object */ { OBJ_DATA *obj = (OBJ_DATA *) vo; OBJ_DATA *t_obj, *n_obj; int chance; char *msg; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_NOPURGE) || number_range(0, 4) == 0) return; chance = level / 5 + dam / 10; if (chance > 25) chance = (chance - 25) / 2 + 25; if (chance > 50) chance = (chance - 50) / 2 + 50; if (IS_OBJ_STAT(obj,ITEM_BLESS)) chance -= 8; chance -= obj->level * 2; switch (obj->item_type) { default: return; // We're just going to do staff wand and scrolls. - Marduk // case ITEM_CONTAINER: // case ITEM_PIT: // case ITEM_CORPSE_PC: // case ITEM_CORPSE_NPC: // msg = "$p fumes and dissolves."; // break; // case ITEM_ARMOR: // msg = "$p is pitted and etched."; // break; // case ITEM_CLOTHING: msg = "$p is corroded into scrap."; break; case ITEM_STAFF: case ITEM_WAND: chance -= 10; msg = "$p corrodes and breaks."; break; case ITEM_SCROLL: chance += 10; msg = "$p is burned into waste."; break; } chance = URANGE(5,chance,95); if (number_percent() > chance) return; if (obj->carried_by != NULL) act(msg, obj->carried_by, obj, NULL, TO_ALL); else if (obj->in_room != NULL && obj->in_room->people != NULL) act(msg, obj->in_room->people, obj, NULL, TO_ALL); // if (obj->item_type == ITEM_ARMOR) /* etch it */ // { /* AFFECT_DATA *paf; bool af_found = FALSE; int i; affect_enchant(obj); for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { af_found = TRUE; paf->type = -1; paf->modifier += 1; paf->level = UMAX(paf->level,level); break; } } if (!af_found) // needs a new affect { paf = new_affect(); paf->type = -1; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = 1; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if (obj->carried_by != NULL && obj->wear_loc != WEAR_NONE) for (i = 0; i < 4; i++) obj->carried_by->armor[i] += 1; return; */ // } /* get rid of the object */ if (obj->contains) /* dump contents */ { for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj) { n_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_room != NULL) obj_to_room(t_obj, obj->in_room); else if (obj->carried_by != NULL) obj_to_room(t_obj, obj->carried_by->in_room); else { extract_obj(t_obj); continue; } acid_effect(t_obj, level / 2, dam / 2, TARGET_OBJ); } } extract_obj(obj); return; } } void cold_effect(void *vo, int level, int dam, int target) { if (target == TARGET_ROOM) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo; OBJ_DATA *obj, *obj_next; for (obj = room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; cold_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_CHAR) /* whack a character */ { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *ch; OBJ_DATA *obj, *obj_next; /* chill touch effect */ if (!saves_spell(level / 5 + dam / 20, victim, DAM_COLD)) { AFFECT_DATA af; if ((ch = victim->fighting) == NULL) return; if (is_affected(victim, skill_lookup("chill touch"))) return; if (!IS_SET(ch->act,PLR_SHORT_COMBAT)) act("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM); if (!IS_SET(victim->act,PLR_SHORT_COMBAT)) act("A chill sinks deep into your bones.", victim, NULL, NULL, TO_CHAR); af.where = TO_AFFECTS; af.type = skill_lookup("chill touch"); af.level = level; af.duration = 6; af.location = APPLY_DEX; af.modifier = -1 * (number_range(1, 15)); af.bitvector = 0; affect_join(victim, &af); } /* hunger! (warmth sucked out */ if (!IS_NPC(victim)) gain_condition(victim, COND_HUNGER, dam / 20); /* let's toast some gear */ for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; cold_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_OBJ) /* toast an object */ { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance; char *msg; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_NOPURGE) || number_range(0, 4) == 0) return; chance = level / 5 + dam / 10; if (chance > 25) chance = (chance - 25) / 2 + 25; if (chance > 50) chance = (chance - 50) / 2 + 50; if (IS_OBJ_STAT(obj,ITEM_BLESS)) chance -= 8; chance -= obj->level * 2; switch (obj->item_type) { default: return; case ITEM_POTION: msg = "$p freezes and shatters!"; chance += 25; break; case ITEM_DRINK_CON: msg = "$p freezes and shatters!"; chance += 5; break; } chance = URANGE(5,chance,95); if (number_percent() > chance) return; if (obj->carried_by != NULL) act(msg, obj->carried_by, obj, NULL, TO_ALL); else if (obj->in_room != NULL && obj->in_room->people != NULL) act(msg, obj->in_room->people, obj, NULL, TO_ALL); extract_obj(obj); return; } } void fire_effect(void *vo, int level, int dam, int target) { if (target == TARGET_ROOM) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo; OBJ_DATA *obj, *obj_next; for (obj = room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; fire_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_CHAR) /* do the effect on a victim */ { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj, *obj_next; if (!is_affected(victim, gsn_on_fire)) { if (!saves_spell(level, victim, DAM_FIRE)) if (number_percent() > 70) { AFFECT_DATA af; act("$n catches on fire!", victim, NULL, NULL, TO_ROOM); act("Your skin starts to burn hotly!", victim, NULL, NULL, TO_CHAR); af.where = TO_AFFECTS; af.type = gsn_on_fire; af.level = level; af.duration = number_range(0, victim->level / 10); af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = 0; affect_to_char(victim, &af); } } /* chance of blindness */ else if (!IS_AFFECTED(victim,AFF_BLIND) && !saves_spell(level, victim, DAM_FIRE) && (number_range(1, 10) < 7)) { AFFECT_DATA af; act("$n is blinded by smoke!", victim, NULL, NULL, TO_ROOM); act("Your eyes tear up from smoke...you can't see a thing!", victim, NULL, NULL, TO_CHAR); af.where = TO_AFFECTS; af.type = skill_lookup("fire breath"); af.level = level; af.duration = number_range(0, victim->level / 10); af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char(victim, &af); } /* getting thirsty */ if (!IS_NPC(victim)) gain_condition(victim, COND_THIRST, dam / 20); /* let's toast some gear! */ for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; fire_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_OBJ) /* toast an object */ { OBJ_DATA *obj = (OBJ_DATA *) vo; OBJ_DATA *t_obj, *n_obj; int chance; char *msg; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_NOPURGE) || number_range(0, 4) == 0) return; chance = level / 5 + dam / 15; if (chance > 25) chance = (chance - 25) / 2 + 25; if (chance > 50) chance = (chance - 50) / 2 + 50; if (IS_OBJ_STAT(obj,ITEM_BLESS)) chance -= 8; chance -= obj->level * 2; switch (obj->item_type) { default: return; case ITEM_CONTAINER: case ITEM_PIT: msg = "$p ignites and burns!"; break; case ITEM_POTION: chance += 25; msg = "$p bubbles and boils!"; break; case ITEM_SCROLL: chance += 50; msg = "$p crackles and burns!"; break; case ITEM_STAFF: chance += 10; msg = "$p smokes and chars!"; break; case ITEM_WAND: msg = "$p sparks and sputters!"; break; case ITEM_FOOD: msg = "$p blackens and crisps!"; break; case ITEM_PILL: msg = "$p melts and drips!"; break; } chance = URANGE(5,chance,95); if (number_percent() > chance) return; if (obj->carried_by != NULL) act(msg, obj->carried_by, obj, NULL, TO_ALL ); else if (obj->in_room != NULL && obj->in_room->people != NULL) act(msg, obj->in_room->people, obj, NULL, TO_ALL); if (obj->contains) { /* dump the contents */ for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj) { n_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_room != NULL) obj_to_room(t_obj, obj->in_room); else if (obj->carried_by != NULL) obj_to_room(t_obj, obj->carried_by->in_room); else { extract_obj(t_obj); continue; } fire_effect(t_obj, level / 2, dam / 2, TARGET_OBJ); } } extract_obj(obj); return; } } void poison_effect(void *vo, int level, int dam, int target) { if (target == TARGET_ROOM) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo; OBJ_DATA *obj, *obj_next; for (obj = room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; poison_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_CHAR) /* do the effect on a victim */ { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj, *obj_next; /* chance of poisoning */ if (!saves_spell(level / 8 + dam / 50, victim, DAM_POISON)) { AFFECT_DATA af; send_to_char("You feel poison coursing through your veins.\n\r", victim); act("$n looks very ill.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_poison; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * number_range(2, 5); af.bitvector = AFF_POISON; affect_join(victim, &af); } /* equipment */ for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; poison_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_OBJ) /* do some poisoning */ { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_BLESS) || number_range(0, 4) == 0) return; chance = level / 10 + dam / 100; if (chance > 25) chance = (chance - 25) / 2 + 25; if (chance > 50) chance = (chance - 50) / 2 + 50; chance -= obj->level * 5; switch (obj->item_type) { default: return; case ITEM_FOOD: break; case ITEM_DRINK_CON: if (obj->value[0] == obj->value[1]) return; break; } chance = URANGE(5,chance,95); if (number_percent() > chance) return; obj->value[3] = 1; return; } } void shock_effect(void *vo, int level, int dam, int target) { if (target == TARGET_ROOM) { ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo; OBJ_DATA *obj, *obj_next; for (obj = room->contents; obj != NULL; obj = obj_next) { obj_next = obj->next_content; shock_effect(obj, level, dam, TARGET_OBJ); } return; } if (target == TARGET_CHAR) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj, *obj_next; /* daze and confused? */ if (number_range(1, 6) == number_range(1, 7)) { send_to_char("Your muscles stop responding.\n\r", victim); act("$n's body goes stiff with paralysis!", victim, NULL, NULL, TO_ROOM); WAIT_STATE(victim,PULSE_VIOLENCE/3) ; } /* toast some gear */ for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; shock_effect(obj,level,dam,TARGET_OBJ); } return; } if (target == TARGET_OBJ) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance; char *msg; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_NOPURGE) || number_range(0,4) == 0) return; chance = level / 4 + dam / 10; if (chance > 25) chance = (chance - 25) / 2 + 25; if (chance > 50) chance = (chance - 50) /2 + 50; chance -= obj->level * 2; if (IS_OBJ_STAT(obj,ITEM_BLESS)) chance /= 8; switch(obj->item_type) { default: return; case ITEM_WAND: case ITEM_STAFF: chance += 10; msg = "$p overloads and explodes!"; break; case ITEM_JEWELRY: chance -= 10; msg = "$p is fused into a worthless lump."; } chance = URANGE(1,chance,95); if (number_percent() > chance) return; if (obj->carried_by != NULL) act(msg,obj->carried_by,obj,NULL,TO_ALL); else if (obj->in_room != NULL && obj->in_room->people != NULL) act(msg,obj->in_room->people,obj,NULL,TO_ALL); extract_obj(obj); return; } }