/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
/*$Id: weapons.c,v 1.4 2005/02/22 23:55:19 ahsile Exp $*/
#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"
int spell_normal_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 100, 500 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_armour_piercing_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 100, 500 );
if ( saves_spell( level, victim ) )
dam /= 2;
if ( IS_AFFECTED( victim, AFF_SANCTUARY ) )
dam += dam/2;
if ( IS_AFFECTED2( victim, AFF_GOLDEN_ARMOR ) )
dam += dam/2;
if ( IS_AFFECTED4( victim, AFF_GOLDEN_SANCTUARY ) )
dam += dam/2;
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_emp_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 200, 500 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_energy_pulse_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 250, 550 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_laser_beam_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 400, 600 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_particle_beam_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 600, 1000 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_flame_thrower_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( obj_lose->deleted )
continue;
if ( IS_SET( obj_lose->extra_flags, ITEM_NO_DAMAGE ) )
continue;
if ( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_CONTAINER: msg = "$p ignites and burns!"; break;
case ITEM_POTION: msg = "$p bubbles and boils!"; break;
case ITEM_SCROLL: msg = "$p crackles and burns!"; break;
case ITEM_STAFF: msg = "$p smokes and chars!"; break;
case ITEM_WAND: msg = "$p sparks and sputters!"; break;
case ITEM_LENSE: msg = "$p shrivels and dries!"; break;
case ITEM_FOOD: msg = "$p blackens and crisps!"; break;
case ITEM_GUN: msg = "$p melts and drips!"; break;
case ITEM_PILL: msg = "$p melts and drips!"; break;
}
act(AT_GREEN, msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 8 + 1, hpch / 4 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_stun_gun_bullet(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *)vo;
/* int dam;*/
if ( ch == victim )
{
send_to_char(C_DEFAULT, "On yourself? Are you stupid?\n\r", ch);
return SKPELL_BOTCHED;
}
act( AT_BLUE, "Your stun stuns $N.", ch, NULL, victim, TO_CHAR );
act( AT_BLUE, "$n stun stuns $N.", ch, NULL, victim, TO_NOTVICT );
act( AT_BLUE, "$n's stun has stunned you.", ch, NULL, victim, TO_VICT );
STUN_CHAR( victim, UMIN( level / 50, 1 * PULSE_VIOLENCE ), STUN_TOTAL );
return SKPELL_NO_DAMAGE;
}
int spell_mortar_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 450, 750 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_nails_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
// CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 100, 300 );
//damage( ch, victim, dam, sn );
return dam;
}
int spell_nuclear_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 1800, 3200 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_freeze_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
if ( IS_AFFECTED( victim, AFF_ANTI_FLEE ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 40 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_ANTI_FLEE;
affect_to_char( victim, &af );
sprintf( buf, "%s fires and your legs are frozen!\n\r", ch->name );
send_to_char(AT_LBLUE, buf, victim );
act(AT_LBLUE, "$n has been immobilized by a beam of ice.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_white_light_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell( level, victim ) || IS_AFFECTED2( victim, AFF_BLINDFOLD ) )
{
send_to_char(AT_BLUE, "You have failed.\n\r", ch );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = level / 20;
af.location = APPLY_HITROLL;
af.modifier = -50;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
act(AT_RED, "$N is blinded by the bright light!", ch, NULL, victim, TO_CHAR );
send_to_char(AT_RED, "You are blinded by a bright light!\n\r", victim );
act(AT_RED, "$N is blinded by a bright light!", ch, NULL, victim, TO_NOTVICT );
return SKPELL_NO_DAMAGE;
}
int spell_musket_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 50, 550 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_cannon_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 500, 900 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_crossbow_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 250, 600 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_dart_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 100, 300 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_pie_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
// CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 5, 25 );
//damage( ch, victim, dam, sn );
return dam;
}
int spell_arrow_bullet( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 250, 500 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}