1stMUD/corefiles/
1stMUD/gods/
1stMUD/player/
1stMUD/win32/
1stMUD/win32/ROM/
/**************************************************************************
*  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
*  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
*                                                                         *
*  Merc Diku Mud improvements 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          *
*  benefiting.  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                    *
***************************************************************************
*       1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings              *
*            http://1stmud.dlmud.com/  <r-jenn@shaw.ca>                   *
***************************************************************************/

#include <sys/types.h>
#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->first_content; 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->first_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->first_person != NULL)
			act(msg, obj->in_room->first_person, 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->first_affect; 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;
				LINK(paf, obj->first_affect, obj->last_affect, next, prev);
			}

			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->first_content)	/* dump contents */
		{
			for (t_obj = obj->first_content; 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->first_content; 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->first_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->first_person != NULL)
			act(msg, obj->in_room->first_person, 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->first_content; 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->first_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->first_person != NULL)
			act(msg, obj->in_room->first_person, obj, NULL, TO_ALL);

		if (obj->first_content)
		{
			/* dump the contents */

			for (t_obj = obj->first_content; 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->first_content; 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;

			chprintln(victim, "You feel poison coursing through your veins.");
			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->first_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->first_content; 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))
		{
			chprintln(victim, "Your muscles stop responding.");
			DAZE_STATE(victim, UMAX(12, level / 4 + dam / 20));
		}

		/* toast some gear */
		for (obj = victim->first_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->first_person != NULL)
			act(msg, obj->in_room->first_person, obj, NULL, TO_ALL);

		extract_obj(obj);
		return;
	}
}