/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, 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 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.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 / 4 + 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 -= 5;
chance -= obj->level * 2;
switch (obj->item_type)
{
default:
return;
case ITEM_CONTAINER:
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 = "$p is burned into waste.";
break;
}
chance = URANGE (5, chance, 95);
if (number_percent () > chance)
return;
if (obj->carried_by != NULL)
act (msg, obj->carried_by, obj, NULL, TO_ALL);
else if (obj->in_room != NULL && obj->in_room->people != NULL)
act (msg, obj->in_room->people, obj, NULL, TO_ALL);
if (obj->item_type == ITEM_ARMOR)
{ /* etch it */
AFFECT_DATA *paf;
bool af_found = FALSE;
int i;
affect_enchant (obj);
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
af_found = TRUE;
paf->type = -1;
paf->modifier += 1;
paf->level = UMAX (paf->level, level);
break;
}
}
if (!af_found)
/* needs a new affect */
{
paf = new_affect ();
paf->type = -1;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = 1;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if (obj->carried_by != NULL && obj->wear_loc != WEAR_NONE)
for (i = 0; i < 4; i++)
obj->carried_by->armor[i] += 1;
return;
}
/* get rid of the object */
if (obj->contains)
{ /* dump contents */
for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj)
{
n_obj = t_obj->next_content;
obj_from_obj (t_obj);
if (obj->in_room != NULL)
obj_to_room (t_obj, obj->in_room);
else if (obj->carried_by != NULL)
obj_to_room (t_obj, obj->carried_by->in_room);
else
{
extract_obj (t_obj);
continue;
}
acid_effect (t_obj, level / 2, dam / 2, TARGET_OBJ);
}
}
extract_obj (obj);
return;
}
}
void cold_effect (void *vo, int level, int dam, int target)
{
if (target == TARGET_ROOM)
{ /* nail objects on the floor */
ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
OBJ_DATA *obj, *obj_next;
for (obj = room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
cold_effect (obj, level, dam, TARGET_OBJ);
}
return;
}
if (target == TARGET_CHAR)
{ /* whack a character */
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj, *obj_next;
/* chill touch effect */
if (!saves_spell (level / 4 + dam / 20, victim, DAM_COLD))
{
AFFECT_DATA af;
act ("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM);
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_STR;
af.modifier = -1;
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 / 4 + 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 -= 5;
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;
/* chance of blindness */
if (!IS_AFFECTED (victim, AFF_BLIND)
&& !saves_spell (level / 4 + dam / 20, victim, DAM_FIRE))
{
AFFECT_DATA af;
act ("$n is blinded by smoke!", victim, NULL, NULL, TO_ROOM);
act ("Your eyes tear up from smoke...you can't see a thing!",
victim, NULL, NULL, TO_CHAR);
af.where = TO_AFFECTS;
af.type = skill_lookup ("fire breath");
af.level = level;
af.duration = number_range (0, level / 10);
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char (victim, &af);
}
/* getting thirsty */
if (!IS_NPC (victim))
gain_condition (victim, COND_THIRST, dam / 20);
/* let's toast some gear! */
for (obj = victim->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
fire_effect (obj, level, dam, TARGET_OBJ);
}
return;
}
if (target == TARGET_OBJ)
{ /* toast an object */
OBJ_DATA *obj = (OBJ_DATA *) vo;
OBJ_DATA *t_obj, *n_obj;
int chance;
char *msg;
if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)
|| IS_OBJ_STAT (obj, ITEM_NOPURGE) || number_range (0, 4) == 0)
return;
chance = level / 4 + dam / 10;
if (chance > 25)
chance = (chance - 25) / 2 + 25;
if (chance > 50)
chance = (chance - 50) / 2 + 50;
if (IS_OBJ_STAT (obj, ITEM_BLESS))
chance -= 5;
chance -= obj->level * 2;
switch (obj->item_type)
{
default:
return;
case ITEM_CONTAINER:
msg = "$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 / 4 + dam / 20, 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;
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 / 4 + dam / 10;
if (chance > 25)
chance = (chance - 25) / 2 + 25;
if (chance > 50)
chance = (chance - 50) / 2 + 50;
chance -= obj->level * 2;
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 (!saves_spell (level / 4 + dam / 20, victim, DAM_LIGHTNING))
{
send_to_char ("Your muscles stop responding.\n\r", victim);
DAZE_STATE (victim, UMAX (12, level / 4 + dam / 20));
}
/* 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;
if (IS_OBJ_STAT (obj, ITEM_BLESS))
chance -= 5;
chance -= obj->level * 2;
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 = "$p is fused into a worthless lump.";
}
chance = URANGE (5, chance, 95);
if (number_percent () > chance)
return;
if (obj->carried_by != NULL)
act (msg, obj->carried_by, obj, NULL, TO_ALL);
else if (obj->in_room != NULL && obj->in_room->people != NULL)
act (msg, obj->in_room->people, obj, NULL, TO_ALL);
extract_obj (obj);
return;
}
}
void sand_effect(void *vo, int level, int dam, int target)
{
if (target == TARGET_ROOM) /* nail objects on the floor */
{
ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
OBJ_DATA *obj, *obj_next;
for (obj = room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
sand_effect(obj,level,dam,TARGET_OBJ);
}
return;
}
if (target == TARGET_CHAR) /* do the effect on a victim */
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj, *obj_next;
if (!IS_AFFECTED(victim,AFF_BLIND)
&& !saves_spell(level / 4 + dam / 20, victim,DAM_COLD))
{
AFFECT_DATA af;
act("$n is blinded by flying sands!",victim,NULL,NULL,TO_ROOM);
act("Your eyes tear up from sands...you can't see a thing!",
victim,NULL,NULL,TO_CHAR);
af.where = TO_AFFECTS;
af.type = skill_lookup("sand storm");
af.level = level;
af.duration = number_range(0,level/10);
af.location = APPLY_HITROLL;
af.modifier = -4;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
}
/* let's toast some gear */
for (obj = victim->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
sand_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 / 4 + 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 -= 5;
chance -= obj->level * 2;
switch (obj->item_type)
{
default:
return;
case ITEM_CONTAINER:
case ITEM_CORPSE_PC:
case ITEM_CORPSE_NPC:
chance += 50;
msg = "$p is filled with sand and evaporates.";
break;
case ITEM_ARMOR:
chance -=10;
msg = "$p is etched by sand";
break;
case ITEM_CLOTHING:
msg = "$p is corroded by sands.";
break;
case ITEM_WAND:
chance = 50;
msg = "$p mixes with crashing sands.";
break;
case ITEM_SCROLL:
chance += 20;
msg = "$p is surrouned by sand.";
break;
case ITEM_POTION:
chance +=10;
msg = "$p is broken into peace by crashing sands.";
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 = level;
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;
}
sand_effect(t_obj,level/2,dam/2,TARGET_OBJ);
}
}
extract_obj(obj);
return;
}
}