/* -*- LPC -*- */ /* * $Locker: $ * $Id: mag_eff_handler.c,v 1.3 2000/11/16 23:35:36 rodion Exp $ * $Log: mag_eff_handler.c,v $ * Revision 1.3 2000/11/16 23:35:36 rodion * Took out caterpillar stat-setting, as it was causing problems. * Rodion * * Revision 1.2 1998/04/23 14:01:25 pinkfish * Added documentation. And cleanedup a little. * * Revision 1.1 1998/01/06 05:03:33 ceres * Initial revision * */ /** * This handler controls the ambient enchantment effects and effects * from solid grains of octarine. Ambient enchantment is caused by * the use of spells in certain locations. Ambient enchantment can * be blocked by use of the property "enchantment block". * @author Deutha */ /* * Other effects: * shower of lead cubes * gibbering eldritch shapes * 4-sided triangles * pineapple-flavoured custard * double ended circles */ #define BLACK_MASS 1000 #define NUM_POSS 6 #define NUM_USER 20 private mixed *_octonite; private int _call_out_no; protected void update_octonite(); protected void schedule_next(); /** * This method checks to see if the particular object is blocking the use * of enchantments. * @param thing the object to check for enchantment block * @return 1 if it is blocking enchanments, 0 if not * @see do_effect() * @see ambient_enchantment() * @see choose_effect() */ int block( object thing ) { if ( !thing->query_closed() ) return 0; return (int)thing->query_property( "enchantment block" ); } /* block() */ /** * This method returns the current ambient enchantment for the particular * object. * @param thing the object to get the ambient enchantment for * @return the ambient enchantment of the object * @see do_effect() * @see choose_effect() * @see block() */ int ambient_enchantment( object thing ) { int i, total; object *tops; tops = ({ thing }); while ( environment( tops[ 0 ] ) ) { tops = ({ environment( tops[ 0 ] ) }) + tops; } for ( i = 0; i < sizeof( tops ); i++ ) { total += (int)tops[ i ]->query_enchant(); total = ( total * ( 100 - block( tops[ i ] ) ) + 50 ) / 100; } /* tell_object( find_player( "deutha" ), "Total for "+ file_name( thing ) + " is "+ total +".\n" ); */ return total; } /* ambient_enchantment() */ /** * This method chooses a random effect from the curent list of effects * defined in the handler. It returns an array consisting of * two elements, the first is the number, the second is a random * number between the input number multiplied by 6 and then divided * by 1000. * @param number the intput number * @return an array as described above * @see do_effect() * @see ambient_enchantment() * @see block() */ int *choose_effect( int number ) { return ({ number, random( NUM_POSS * number ) / BLACK_MASS }); } /* choose_effect() */ /** * This method causes an effect to occur. The number is the severity * of the effect. * @param number the severity of the magic infestation * @param name the name of the thing being effected * @param place the place being effected (room) * @see choose_effect() * @see ambient_enchantment() * @see block() */ void do_effect( int number, string name, object place ) { int i; string word; object thing, *things; switch( number ) { case 0: tell_room( place, "How curious.\n" ); break; case 1: tell_room( place, name +" spins slowly in mid-air, then "+ "vanishes with a small \"pop!\"\n" ); break; case 2: i = random( 4 ); tell_room( place, name +" sparkles and turns into a small "+ ({ "yellow", "green", "hairy", "spotted" })[ i ] +" caterpillar.\n" ); thing = clone_object( "/obj/monster" ); thing->set_name( "caterpillar" ); thing->set_short( ({ "yellow", "green", "hairy", "spotted" })[ i ] +" caterpillar" ); thing->add_adjective( ({ "yellow", "green", "hairy", "spotted" })[ i ] ); thing->set_main_plural( ({ "yellow", "green", "hairy", "spotted" })[ i ] +" caterpillars" ); thing->add_plural( "caterpillars" ); thing->set_long( "This is a small, common or garden caterpillar.\n" ); thing->set_race( "caterpillar" ); /* thing->set_no_check( 1 ); thing->set_max_hp( 10 ); thing->set_hp( 10 ); thing->set_max_weight( 1 ); thing->set_get(); */ thing->set_level( 1 ); thing->move( place ); break; case 3: tell_room( place, name +" vanishes with a sharp \"spang!\"\n"+ "A moment later, you hear a small thunderclap.\n" ); break; case 4: tell_room( place, "Balefire blossoms, and "+ name +" turns into "+ "a bunch of flowers.\n" ); thing = clone_object( "/std/object" ); thing->set_name( "flowers" ); thing->set_short( "bunch of flowers" ); thing->set_main_plural( "bunches of flowers" ); thing->add_adjective( ({ "bunch", "bunches", "of" }) ); thing->add_plural( "bunches" ); thing->set_long( "A nice bunch of flowers.\n" ); thing->set_weight( 10 ); thing->set_value( 100 ); thing->move( place ); break; case 5: tell_room( place, "With a small gout of flame, "+ name +" begins "+ "to accelerate.\n" ); switch( (string)place->query_property( "location" ) ) { case "outside": tell_room( place, name +" vanishes into the distance.\n" ); break; default: tell_room( place, "There is a small puff of burning dust as "+ name +" passes through a wall.\n" ); } things = users() - all_inventory( place ); if ( sizeof( things ) > ( i = random( NUM_USER ) ) ) { if ( !( thing = environment( things[ i ] ) ) ) break; tell_object( find_player( "deutha" ), (string)things[ i ]->query_name() +"\n" ); tell_room( thing, "You hear a high-pitched whine.\n" ); tell_object( things[ i ], "Something small and very hot zooms past "+ "you at ear level.\n" ); if ( ( !( word = (string)things[ i ]->query_short() ) || ( word == "" ) ) || things[ i ]->query_invis() ) break; tell_room( thing, word +" looks shaken.\n", things[ i ] ); } break; default: tell_room( place, "Something really, really strange happens.\n" ); } } /* do_effect() */ /** * This method returns the current list of octonite cystals handled * by this handler. * @return the array of octonite crystals * @see schedule_next() * @see update_octonite() * @see add_octonite_cyrstal() */ object *query_octonite_crystals() { return _octonite; } /** * This method adds an octonite crystal into the current list of * octonite crystals. * @param crystal the crystal to add * @see query_octonite_crystals() * @see update_octonite() * @see schedule_next() */ void add_octonite_crystal( object crystal ) { int i, when; when = time() + roll_MdN( 5, 60 ); if ( !sizeof( _octonite ) ) { _octonite = ({ crystal, when }); schedule_next(); } else { for ( i = 0; i < sizeof( _octonite ); i += 2 ) { if ( when < _octonite[ i + 1 ] ) { break; } } if ( i == 0 ) { _octonite = ({ crystal, when }) + _octonite; schedule_next(); return; } if ( i >= sizeof( _octonite ) ) { _octonite += ({ crystal, when }); return; } _octonite = _octonite[ 0 .. i - 1 ] + ({ crystal, when }) + _octonite[ i .. ]; } } /* add_octonite_crystal() */ /** * This schedules the next update to occur. The updates are for the * octonite crystals. * @see query_octonite_crystals() * @see update_octonite() * @see add_octonite_cyrstal() */ protected void schedule_next() { int next; remove_call_out(_call_out_no); next = _octonite[ 1 ] - time(); if ( next > 0 ) { _call_out_no = call_out( (: update_octonite :), next ); } else { _call_out_no = call_out( (: update_octonite :), 0 ); } } /* schedule_next() */ /** * This updatest he values associated with the octonite pebbles. They * decay away slowly releasing ambient magic into the background. * @see query_octonite_crystals() * @see schedule_next() * @see add_octonite_cyrstal() */ protected void update_octonite() { int ambient, weight; object crystal; crystal = _octonite[ 0 ]; if ( objectp( crystal ) ) { weight = 20 * (int)crystal->query_weight(); tell_object( find_player( "deutha" ), "Current: "+ weight +".\n" ); ambient = ambient_enchantment( crystal ); if ( ambient > weight ) { weight += ( ambient - weight ) / 4; } //tell_object( find_player( "deutha" ), "Influx to: "+ weight +".\n" ); weight -= ( weight * ( 100 - block( environment( crystal ) ) ) ) / 800; //tell_object( find_player( "deutha" ), "Outflux to: "+ weight +".\n" ); if ( random( 20 ) < weight % 20 ) { weight += 20; } weight /= 20; if ( !weight ) crystal->dest_me(); else { crystal->set_weight( weight ); crystal->set_enchant( ( 7 * (int)crystal->query_max_enchant() ) / 8 ); crystal->set_value_info( "magic", weight * 10000 ); } _octonite = delete( _octonite, 0, 2 ); if ( sizeof( _octonite ) ) { schedule_next(); } if ( crystal ) { add_octonite_crystal( crystal ); } } else { _octonite = delete( _octonite, 0, 2 ); if ( sizeof( _octonite ) ) { schedule_next(); } } } /* update_octonite() */ /** * This method returns the extra look information for a piece of octonite. * It gives different messages about size depending on its weight. * @param thing the object to give na extra look for * @return the extra information about the octonite pebbles */ string extra_look( object thing ) { if ( explode( file_name( thing ), "#" )[ 0 ] != "/obj/magic/octonite" ) { return ""; } switch ( (int)thing->query_weight() ) { case 0 : return ""; case 1 .. 2 : return "It is about the size of a pea.\n"; case 3 .. 6 : return "It is about the size of a hazelnut.\n"; case 7 .. 12 : return "It is about the size of a walnut.\n"; case 13 .. 20 : return "It is about the size of an orange.\n"; case 21 .. 30 : return "It is about the size of a grapefruit.\n"; default : return "It is about the size of a pumpkin.\n"; } } /* extra_look() */