/* -*- 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() */