/*************************************************************************** * 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 Msud, 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: cls_psi.c,v 1.1 2005/03/24 19:09:36 ahsile Exp $*/ #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <time.h> #include "merc.h" char* target_name; int spell_transmutation( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA* obj = (OBJ_DATA*) vo; char buf[MAX_STRING_LENGTH]; if (IS_SET(obj->extra_flags, ITEM_MAGIC)) { send_to_char(AT_BLUE, "Your magic conflicts with the magic of the item!\n\r", ch); sprintf(buf, "The %s explodes!\n\r", obj->short_descr); send_to_char(AT_BLUE, buf, ch); act( AT_BLUE, "$n's $p begins humming wildly!\n\r", ch, obj, NULL, TO_ROOM); act( AT_BLUE, "$n's $p explodes!\n\r", ch, obj, NULL, TO_ROOM); extract_obj(obj); return SKPELL_BOTCHED; } send_to_char(AT_BLUE, "You try to transmute the molecules...\n\r", ch); act( AT_BLUE, "$n begins transmuting something...\n\r", ch, NULL, NULL, TO_ROOM); if (number_percent() > (IS_NPC(ch) ? 75 : ((ch->pcdata->learned[sn] + (150 - obj->level))/2))) { sprintf(buf, "The %s explodes!\n\r", obj->short_descr); send_to_char(AT_BLUE, buf, ch); act( AT_BLUE, "$n's $p explodes!\n\r", ch, obj, NULL, TO_ROOM); extract_obj(obj); return SKPELL_BOTCHED; } if (IS_SET(obj->extra_flags2, ITEM_CRAFTED)) { switch (obj->item_type) { case ITEM_SCROLL: case ITEM_POTION: obj->value[0] += number_range(1, 5); break; case ITEM_ARMOR: obj->value[0] += number_range(5, 10); break; case ITEM_WEAPON: if (IS_SET(obj->extra_flags2, ITEM_TWO_HANDED)) { obj->value[1] += number_range(1, 10); obj->value[2] += number_range(1, 20); } else { obj->value[1] += number_range(1, 5); obj->value[2] += number_range(1, 10); } } } else { if (IS_SET(obj->extra_flags, ITEM_NO_DAMAGE)) { send_to_char(AT_BLUE, "It's already indestructable!\n\r", ch); return SKPELL_NO_DAMAGE; } SET_BIT(obj->extra_flags, ITEM_NO_DAMAGE); } SET_BIT(obj->extra_flags, ITEM_MAGIC); /* flag it magic so that it can't be done again */ send_to_char(AT_BLUE, "You have succeeded in transmuting it.\n\r", ch); return SKPELL_NO_DAMAGE; }