/*************************************************************************** * 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; } 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; affect_enchant (obj); if (!af_found) /* needs a new affect */ { paf = new_affect (); paf->type = -1; paf->level = level; paf->duration = -1; paf->location = 0;/*FIX ME LATER!!!!*/ paf->modifier = 1; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } 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; /* 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_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; /* 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 = "$p ignites and burns!"; break; case ITEM_FOOD: msg = "$p blackens and crisps!"; 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; /* 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; /* 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_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; } }