/***************************************************************************
* God Wars Mud copyright (C) 1994, 1995, 1996 by Richard Woolcock *
* *
* Legend of Chrystancia copyright (C) 1999, 2000, 2001 by Matthew Little *
* This mud is NOT to be copied in whole or in part, or to be run without *
* the permission of Matthew Little. Nobody else has permission to *
* authorise the use of this code. *
***************************************************************************/
#include <stdio.h>
#include <string.h>
#include <sys/types.h>
#include <stdlib.h>
#include "merc.h"
void mage_damage
args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam, const char *message,
int type));
void mage_message
args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam, const char *message,
int type));
int mage_immunity args ((CHAR_DATA * ch, int dam, const char *msg, int type));
void update_damcap args ((CHAR_DATA * ch, CHAR_DATA * victim));
void set_fighting args ((CHAR_DATA * ch, CHAR_DATA * victim));
void check_killer args ((CHAR_DATA * ch, CHAR_DATA * victim));
int check_quint args ((CHAR_DATA * ch));
void subtract_quint args ((CHAR_DATA * ch, int number));
void add_quint args ((CHAR_DATA * ch, int number));
const char *sphere_name[9] = {
"Correspondence", "Life",
"Prime", "Entropy",
"Mind", "Spirit",
"Forces", "Matter",
"Time"
};
void do_advance (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!IS_CLASS (ch, CLASS_MAGE))
{
do_rand_typo (ch);
return;
}
if (ch->level < LEVEL_ARCHMAGE)
{
stc ("Only Oracles can advance adepts.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
send_to_char ("Advance whom?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
if (ch == victim)
{
stc ("Not on yourself\n\r", ch);
return;
}
if (IS_NPC (victim))
{
stc ("Not on NPC's\n\r", ch);
return;
}
if (!IS_CLASS (victim, CLASS_MAGE))
{
stc ("You may only Advance Mages\n\r", ch);
return;
}
if (victim->level < LEVEL_MAGE)
{
stc ("You may only advance Adepts.\n\r", ch);
return;
}
if (victim->level == LEVEL_ARCHMAGE)
{
stc ("They have already been advanced to Oracle\n\r", ch);
return;
}
if (victim->max_mana < 30000)
{
stc ("They dont have the 30,000 mana requirement\n\r", ch);
return;
}
if (victim->exp < 1000000)
{
stc ("They dont have the required 10 million experience points\n\r",
ch);
return;
}
victim->exp -= 1000000;
victim->level = LEVEL_ARCHMAGE;
victim->trust = LEVEL_ARCHMAGE;
act ("$n takes out a satchel of sand and draws an emblem of 3 ancient runes\n\r" "on the ground forming a triangle surrounding $N.\n\r", ch, NULL, victim, TO_ROOM);
stcprintf (ch, "You have advanced %s to Oracle level\n\r", victim->name);
act ("With a puff of smoke some ancient power is transfered from $N into $n.\n\r", ch, NULL, victim, TO_ROOM);
stcprintf (victim, "%s has advanced you to Oracle level\n\r", ch->name);
return;
}
void do_auranomagic (CHAR_DATA * ch, char *argument)
{
char buf[MSL];
if (IS_NPC (ch))
return;
if (!IS_CLASS (ch, CLASS_MAGE))
{
do_rand_typo (ch);
return;
}
if (ch->fight_timer > 0 && !IS_SET (ch->extra2, AURA_NO_MAGIC))
{
send_to_char ("Not until your fight timer expires.\n\r", ch);
return;
}
if (IS_SET (ch->flag2, AFF2_INARENA)
&& !IS_SET (ch->extra2, AURA_NO_MAGIC))
{
stc ("Not while you're in the arena.\n\r", ch);
return;
}
if (IS_SET (ch->war, WARRING) && !IS_SET (ch->extra2, AURA_NO_MAGIC))
{
stc ("Not while in a war!\n\r", ch);
return;
}
if (IS_SET (ch->extra2, AURA_NO_MAGIC))
{
REMOVE_BIT (ch->extra2, AURA_NO_MAGIC);
send_to_char ("Your magickal shield dissipates!.\n\r", ch);
ch->pcdata->majesty = 180;
}
else
{
if (ch->pcdata->majesty > 0)
{
if (ch->pcdata->majesty > 1)
sprintf (buf,
"You cannot raise your Magickal shield for another %d seconds.\n\r",
ch->pcdata->majesty);
else
sprintf (buf,
"You cannot raise your Magickal shield for another 1 second.\n\r");
send_to_char (buf, ch);
return;
}
SET_BIT (ch->extra2, AURA_NO_MAGIC);
send_to_char ("A magical shield surrounds you.\n\r", ch);
}
return;
}
/* Mage Prince command */
void do_paragon (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_STRING_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!IS_CLASS (ch, CLASS_MAGE))
{
do_rand_typo (ch);
return;
}
if (ch->level < 6)
{
stc ("Only the oracle has the ability to make paragons!.\n\r", ch);
return;
}
if (strlen (ch->clan) < 3)
{
stc ("You have no tradition.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Paragon who?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
send_to_char ("They are not here.\n\r", ch);
return;
}
if (IS_NPC (victim))
{
send_to_char ("Not on NPCs.\n\r", ch);
return;
}
if (!IS_CLASS (victim, CLASS_MAGE))
{
stc ("But they are not a Mage!\n\r", ch);
return;
}
if (str_cmp (victim->clan, ch->clan))
{
send_to_char ("They are not of your Tradition\n\r", ch);
return;
}
if (ch == victim)
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (IS_SET (victim->special, SPC_PRINCE))
{
REMOVE_BIT (victim->special, SPC_PRINCE);
send_to_char ("You are no longer a Paragon.\n\r", victim);
send_to_char ("They are no longer a Paragon.\n\r", ch);
save_char_obj (victim);
return;
}
else
{
SET_BIT (victim->special, SPC_PRINCE);
send_to_char ("You are now a Paragon!\n\r", victim);
send_to_char ("You make them a Paragon!.\n\r", ch);
save_char_obj (victim);
return;
}
}
bool is_memb (CHAR_DATA * ch)
{
int test = number_percent ();
if (IS_SET (ch->mflags, MAGE_EMBRACED2))
{
stc ("You struggle to move, but the earth surrounding you won't budge.\n\r", ch);
return TRUE;
}
else if (IS_SET (ch->mflags, MAGE_EMBRACED1) && test > 30)
{
stc ("You struggle to move, but the earth surrounding you won't budge.\n\r", ch);
return TRUE;
}
else if (IS_SET (ch->mflags, MAGE_EMBRACED1) && test <= 30)
{
stc ("You manage to break free of the earth surrounding you.\n\r", ch);
REMOVE_BIT (ch->mflags, MAGE_EMBRACED1);
return FALSE;
}
return FALSE;
}
bool is_mage (CHAR_DATA * ch)
{
if (!IS_CLASS (ch, CLASS_MAGE))
{
stc ("Huh?\n\r", ch);
return FALSE;
}
return TRUE;
}
void creategate (CHAR_DATA * ch, int inroom, int toroom, bool perm)
{
OBJ_DATA *in_gate;
OBJ_DATA *to_gate;
ROOM_INDEX_DATA *pIn;
ROOM_INDEX_DATA *pTo;
pIn = get_room_index (inroom);
pTo = get_room_index (toroom);
in_gate = create_object (get_obj_index (OBJ_VNUM_WGATE), 0);
obj_to_room (in_gate, pIn);
in_gate->value[0] = toroom;
in_gate->value[1] = MAGE_INROOM_GATE;
in_gate->value[3] = inroom;
if (!perm)
in_gate->timer = ch->spheres[MCOR] / 2;
in_gate->item_type = ITEM_WGATE;
to_gate = create_object (get_obj_index (OBJ_VNUM_WGATE), 0);
obj_to_room (to_gate, pTo);
to_gate->value[0] = inroom;
to_gate->value[1] = MAGE_TOROOM_GATE;
to_gate->value[3] = toroom;
if (!perm)
to_gate->timer = ch->spheres[MCOR] + 3;
to_gate->item_type = ITEM_WGATE;
return;
}
void do_spheres (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int disc, cost;
cost = 0;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (!IS_CLASS (ch, CLASS_MAGE))
{
stc ("OoOoOo, look daddy! Pretty spheres!\n\r", ch);
return;
}
if (arg1[0] == '\0')
{
stc ("#b-=[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b] #wSpheres #b[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b]=-#n\n\r", ch);
stc ("#b[#w+#b] #b[#w+#b]\n\r", ch);
sprintf (buf,
"#b[#w+#b] #cCorrespondence #e(#w%s%s%s%s%s#e)#c Life #e (#w%s%s%s%s%s#e)#c Forces #e(#w%s%s%s%s%s#e) #b[#w+#b]#n\n\r",
ch->spheres[MCOR] >= 1 ? "*" : " ",
ch->spheres[MCOR] >= 2 ? "*" : " ",
ch->spheres[MCOR] >= 3 ? "*" : " ",
ch->spheres[MCOR] >= 4 ? "*" : " ",
ch->spheres[MCOR] >= 5 ? "*" : " ",
ch->spheres[MLIF] >= 1 ? "*" : " ",
ch->spheres[MLIF] >= 2 ? "*" : " ",
ch->spheres[MLIF] >= 3 ? "*" : " ",
ch->spheres[MLIF] >= 4 ? "*" : " ",
ch->spheres[MLIF] >= 5 ? "*" : " ",
ch->spheres[MFOR] >= 1 ? "*" : " ",
ch->spheres[MFOR] >= 2 ? "*" : " ",
ch->spheres[MFOR] >= 3 ? "*" : " ",
ch->spheres[MFOR] >= 4 ? "*" : " ",
ch->spheres[MFOR] >= 5 ? "*" : " ");
stc (buf, ch);
sprintf (buf,
"#b[#w+#b]#c Entropy #e(#w%s%s%s%s%s#e)#c Mind #e (#w%s%s%s%s%s#e)#c Spirit #e(#w%s%s%s%s%s#e)#b [#w+#b]\n\r",
ch->spheres[MENT] >= 1 ? "*" : " ",
ch->spheres[MENT] >= 2 ? "*" : " ",
ch->spheres[MENT] >= 3 ? "*" : " ",
ch->spheres[MENT] >= 4 ? "*" : " ",
ch->spheres[MENT] >= 5 ? "*" : " ",
ch->spheres[MMIN] >= 1 ? "*" : " ",
ch->spheres[MMIN] >= 2 ? "*" : " ",
ch->spheres[MMIN] >= 3 ? "*" : " ",
ch->spheres[MMIN] >= 4 ? "*" : " ",
ch->spheres[MMIN] >= 5 ? "*" : " ",
ch->spheres[MSPI] >= 1 ? "*" : " ",
ch->spheres[MSPI] >= 2 ? "*" : " ",
ch->spheres[MSPI] >= 3 ? "*" : " ",
ch->spheres[MSPI] >= 4 ? "*" : " ",
ch->spheres[MSPI] >= 5 ? "*" : " ");
stc (buf, ch);
sprintf (buf,
"#b[#w+#b] #c Prime #e (#w%s%s%s%s%s#e)#c Time #e (#w%s%s%s%s%s#e)#c Matter #e(#w%s%s%s%s%s#e)#b [#w+#b]#n\n\r",
ch->spheres[MPRI] >= 1 ? "*" : " ",
ch->spheres[MPRI] >= 2 ? "*" : " ",
ch->spheres[MPRI] >= 3 ? "*" : " ",
ch->spheres[MPRI] >= 4 ? "*" : " ",
ch->spheres[MPRI] >= 5 ? "*" : " ",
ch->spheres[MTIM] >= 1 ? "*" : " ",
ch->spheres[MTIM] >= 2 ? "*" : " ",
ch->spheres[MTIM] >= 3 ? "*" : " ",
ch->spheres[MTIM] >= 4 ? "*" : " ",
ch->spheres[MTIM] >= 5 ? "*" : " ",
ch->spheres[MMAT] >= 1 ? "*" : " ",
ch->spheres[MMAT] >= 2 ? "*" : " ",
ch->spheres[MMAT] >= 3 ? "*" : " ",
ch->spheres[MMAT] >= 4 ? "*" : " ",
ch->spheres[MMAT] >= 5 ? "*" : " ");
stc (buf, ch);
stc ("#b[#w+#b] [#w+#b]\n\r", ch);
stc ("#b-=[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b]---------[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b]=-=[#w**#b]_[#w**#b]=-#n\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
if (!str_prefix (arg1, "Life"))
{
if (ch->spheres[MLIF] == 0)
{
stc ("You have no knowledge of the sphere of Life.\n\r", ch);
return;
}
if (ch->spheres[MLIF] >= 1)
{
divide_to_char (ch);
centre_text ("The Sphere of Life", ch);
divide_to_char (ch);
centre_text ("Ho Tien Chi", ch);
}
if (ch->spheres[MLIF] >= 2)
centre_text ("Little Good Death", ch);
if (ch->spheres[MLIF] >= 3)
centre_text ("Better Body", ch);
if (ch->spheres[MLIF] >= 4)
centre_text ("Shapechange", ch);
if (ch->spheres[MLIF] >= 5)
centre_text ("Layhands", ch);
divide_to_char (ch);
return;
}
if (!str_prefix (arg1, "Prime"))
{
if (ch->spheres[MPRI] == 0)
{
stc ("You have no knowledge of the sphere of Prime.\n\r", ch);
return;
}
if (ch->spheres[MPRI] >= 1)
{
centre_text ("The Sphere of Prime", ch);
divide_to_char (ch);
centre_text ("Quintessence", ch);
}
if (ch->spheres[MPRI] >= 2)
centre_text ("Enchant", ch);
if (ch->spheres[MPRI] >= 3)
centre_text ("Rubbing of the Bones", ch);
if (ch->spheres[MPRI] >= 4)
centre_text ("Flames of Purification", ch);
if (ch->spheres[MPRI] >= 5)
centre_text ("Quintessence Blast", ch);
divide_to_char (ch);
return;
}
if (!str_prefix (arg1, "Matter"))
{
if (ch->spheres[MMAT] == 0)
{
stc ("You have no knowledge of the sphere of Matter.\n\r", ch);
return;
}
if (ch->spheres[MMAT] >= 1)
{
divide_to_char (ch);
centre_text ("The Sphere of Matter", ch);
divide_to_char (ch);
centre_text ("Analyze Substance", ch);
}
if (ch->spheres[MMAT] >= 2)
centre_text ("Alter State", ch);
if (ch->spheres[MMAT] >= 3)
centre_text ("Alter Weight", ch);
if (ch->spheres[MMAT] >= 4)
centre_text ("Enchant Armor", ch);
if (ch->spheres[MMAT] >= 5)
centre_text ("Hover", ch);
divide_to_char (ch);
return;
}
if (!str_prefix (arg1, "Spirit"))
{
if (ch->spheres[MSPI] == 0)
{
stc ("You have no knowledge of the Sphere of Spirit.\n\r", ch);
return;
}
if (ch->spheres[MSPI] >= 1)
{
divide_to_char (ch);
centre_text ("The Sphere of Spirit", ch);
divide_to_char (ch);
centre_text ("Call Spirit", ch);
}
if (ch->spheres[MSPI] >= 2)
centre_text ("Spirit Kiss", ch);
if (ch->spheres[MSPI] >= 3)
centre_text ("Awaken the Inanimate", ch);
if (ch->spheres[MSPI] >= 4)
centre_text ("Spirit Blast", ch);
if (ch->spheres[MSPI] >= 5)
centre_text ("Breach the Gauntlet", ch);
divide_to_char (ch);
return;
}
if (!str_prefix (arg1, "Entropy"))
{
if (ch->spheres[MENT] == 0)
{
stc ("You have no knowledge of the Sphere of Entropy.\n\r", ch);
return;
}
else
{
divide_to_char (ch);
centre_text ("The Sphere of Entropy", ch);
divide_to_char (ch);
sprintf (buf,
"You have obtained a level %d knowledge of Entropy.",
ch->spheres[MENT]);
centre_text (buf, ch);
sprintf (buf, "This multiplies your damage by %f.",
(1 + (ch->spheres[MENT] * .1)));
centre_text (buf, ch);
sprintf (buf, "This divides your damage taken by 1.5.");
centre_text (buf, ch);
sprintf (buf, "This increases the level of your spells by %d.",
ch->spheres[MENT] * 5);
centre_text (buf, ch);
divide_to_char (ch);
return;
}
}
if (!str_prefix (arg1, "Correspondence"))
{
if (ch->spheres[MCOR] == 0)
{
stc ("You have no knowledge of the sphere of Correspondence.\n\r",
ch);
return;
}
if (ch->spheres[MCOR] > 0)
{
centre_text ("The Sphere of Correspondence", ch);
divide_to_char (ch);
centre_text ("Perception", ch);
}
if (ch->spheres[MCOR] > 1)
{
centre_text ("Gateway to the Non-Living", ch);
}
if (ch->spheres[MCOR] > 2)
{
centre_text ("Gateway to the Living", ch);
}
if (ch->spheres[MCOR] > 3)
{
centre_text ("The Grasp of Elminster", ch);
centre_text ("The Eternal Gateway", ch);
}
if (ch->spheres[MCOR] > 4)
{
centre_text ("Polyappearance", ch);
}
divide_to_char (ch);
return;
}
else if (!str_cmp (arg1, "Mind"))
{
if (ch->spheres[MMIN] == 0)
{
stc (" You have no knowledge of the Sphere of the Mind.\n\r", ch);
return;
}
if (ch->spheres[MMIN] > 0)
{
divide_to_char (ch);
centre_text ("The Sphere of Mind", ch);
divide_to_char (ch);
centre_text ("Shield", ch);
}
if (ch->spheres[MMIN] > 1)
{
centre_text ("Subliminal Impulse", ch);
}
if (ch->spheres[MMIN] > 2)
centre_text ("Probe Thoughts", ch);
if (ch->spheres[MMIN] > 3)
centre_text ("Possession", ch);
if (ch->spheres[MMIN] > 4)
centre_text ("Untether", ch);
divide_to_char (ch);
return;
}
else if (!str_prefix (arg1, "Forces"))
{
if (ch->spheres[MFOR] == 0)
{
stc ("You have no knowledge of the Sphere of Forces.\n\r", ch);
return;
}
if (ch->spheres[MFOR] > 0)
{
centre_text ("The Sphere of Forces", ch);
line (ch);
centre_text ("Discharge Static", ch);
}
if (ch->spheres[MFOR] > 1)
{
centre_text ("Telekinesis", ch);
}
if (ch->spheres[MFOR] > 2)
{
centre_text ("Call Lightning", ch);
centre_text ("Control Weather", ch);
}
if (ch->spheres[MFOR] > 3)
{
centre_text ("Embracing the Earth Mother", ch);
}
if (ch->spheres[MFOR] > 4)
{
centre_text ("Tempest Shards", ch);
line (ch);
}
return;
}
else if (!str_cmp (arg1, "Time"))
{
if (ch->spheres[MTIM] == 0)
{
stc ("You have no knowledge of the Sphere of Time.\n\r", ch);
return;
}
else
{
sprintf (buf, "You have a level %d knowledge of Time.\n\r",
ch->spheres[MTIM]);
stc (buf, ch);
return;
}
return;
}
}
if (!str_cmp (arg2, "learn"))
{
if (!str_prefix (arg1, "correspondence"))
disc = MCOR;
else if (!str_prefix (arg1, "life"))
disc = MLIF;
else if (!str_prefix (arg1, "prime"))
disc = MPRI;
else if (!str_prefix (arg1, "entropy"))
disc = MENT;
else if (!str_prefix (arg1, "mind"))
disc = MMIN;
else if (!str_prefix (arg1, "spirit"))
disc = MSPI;
else if (!str_prefix (arg1, "forces"))
disc = MFOR;
else if (!str_prefix (arg1, "matter"))
disc = MMAT;
else if (!str_prefix (arg1, "time"))
disc = MTIM;
else
{
stc ("You must select from the following spheres:\n\r Correspondence, Life, Prime, Entropy, Mind, Spirit, Forces, Matter, Time.\n\r", ch);
return;
}
}
else
{
do_spheres (ch, "");
return;
}
cost = ((ch->spheres[disc] + 1) * 10);
if (ch->spheres[disc] >= 5)
{
sprintf (buf,
"You have already learned all levels of the %s sphere.\n\r",
sphere_name[disc]);
stc (buf, ch);
return;
}
if (ch->practice < cost)
{
sprintf (buf,
"You need %d primal to obtain a new level of understanding of the %s sphere.\n\r",
cost, sphere_name[disc]);
stc (buf, ch);
return;
}
ch->practice -= cost;
ch->spheres[disc]++;
sprintf (buf, "Your knowledge of the %s sphere increases.\n\r",
sphere_name[disc]);
stc (buf, ch);
return;
}
void do_drainmove (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
if (!IS_CLASS (ch, CLASS_MAGE))
{
send_to_char ("Huh?\n\r", ch);
return;
}
if (ch->spheres[MLIF] < 5)
{
send_to_char ("You need the 5th sphere of Life for this.\n\r", ch);
return;
}
if (ch->in_room->vnum == 29502)
{
stc ("NOT IN THIS ROOM SORRY!!\n\r", ch);
return;
}
if ((victim = get_char_room (ch, argument)) == NULL)
{
send_to_char ("You were unable to find them.\n\r", ch);
return;
}
else
{
ch->mana += (victim->move * 0.2);
victim->move -= (victim->move * 0.2);
if (ch->mana > ch->max_mana)
ch->mana = ch->max_mana;
if (victim->move < 0)
victim->move = 0;
send_to_char ("Your feet seem to become heavier...\n\r", victim);
send_to_char ("You drain them and convert their power to mana.\n\r",
ch);
WAIT_STATE (ch, 8);
return;
}
return;
}
void do_perception (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MCOR] < 1)
{
stc ("You must obtain level one Correspondence to enable your higher Perception.\n\r", ch);
return;
}
if (IS_SET (ch->mflags, MAGE_PERCEPTION))
{
stc ("Your higher perception fades.\n\r", ch);
REMOVE_BIT (ch->affected_by, AFF_SHADOWSIGHT);
REMOVE_BIT (ch->act, PLR_HOLYLIGHT);
REMOVE_BIT (ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
REMOVE_BIT (ch->mflags, MAGE_PERCEPTION);
return;
}
else
{
stc ("Your perception soars to new levels.\n\r", ch);
SET_BIT (ch->affected_by, AFF_SHADOWSIGHT);
SET_BIT (ch->act, PLR_HOLYLIGHT);
SET_BIT (ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
SET_BIT (ch->mflags, MAGE_PERCEPTION);
return;
}
return;
}
void do_objectgate (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
bool perm = FALSE;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->fight_timer > 0)
{
stc ("Not with a fight timer\n\r", ch);
return;
}
if (ch->spheres[MCOR] < 2)
{
stc ("You must obtain level two Correspondence to Open a Spacial Gate.\n\r", ch);
return;
}
if (ch->spheres[MLIF] < 2 || ch->spheres[MMAT] < 2)
{
stc ("This sphere must be used in conjunction with either Life 2 or Matter 2, which you have not obtained.\n\r", ch);
return;
}
if (arg1[0] == '\0')
{
stc ("What object do you want to attempt to gate to?\n\r", ch);
return;
}
if ((obj = get_obj_world (ch, arg1)) == NULL)
{
stc ("You concentrate deeply on foreign planes, but can find no such object.\n\r", ch);
return;
}
if (obj->in_room == NULL)
{
stc ("You cannot seem to locate the space that object is in.\n\r", ch);
return;
}
if (!CAN_WEAR (obj, ITEM_TAKE) && !str_cmp (arg2, "grab"))
{
send_to_char ("You cant quite get your hands around it\n\r", ch);
return;
}
if (obj->item_type == ITEM_PIECE)
{
stc ("That piece is too small to grab.\n\r", ch);
return;
}
if (!str_cmp (arg2, "grab") && obj->in_obj == 0)
{
if (IS_SET (obj->quest, QUEST_ARTIFACT)
|| IS_SET (obj->quest, ITEM_EQUEST)
|| IS_SET (obj->quest, QUEST_RELIC) || obj->item_type == ITEM_QUEST
|| obj->item_type == ITEM_WGATE || IS_SET (obj->quest, QUEST_NOGATE)
|| obj->item_type == ITEM_STOKEN || obj->item_type == ITEM_WALL || obj->item_type == ITEM_AQUEST)
{
act ("You reach through a rift in space and try to pull $p through, but a mystical force rips it from your hands.", ch, obj, NULL, TO_CHAR);
return;
}
if (obj->carried_by != NULL)
{
act ("You reach through a rift in space and try to pull $p through, but someone snatches it away from you.", ch, obj, NULL, TO_CHAR);
return;
}
}
else
{
if (IS_SET (obj->quest, QUEST_ARTIFACT)
|| IS_SET (obj->quest, ITEM_EQUEST)
|| IS_SET (obj->quest, QUEST_RELIC) || obj->item_type == ITEM_QUEST
|| obj->item_type == ITEM_WALL || obj->item_type == ITEM_WGATE
|| IS_SET (obj->quest, QUEST_NOGATE)
|| obj->item_type == ITEM_STOKEN || obj->item_type == ITEM_AQUEST)
{
act ("You attempt to create a rift in space to $p, but it is unlocatable.", ch, obj, NULL, TO_CHAR);
return;
}
if (obj->in_obj > 0)
{
act ("You attempt to create a rift in space to $p, but it is just beyond your reach.", ch, obj, NULL, TO_CHAR);
return;
}
if (obj->carried_by != NULL)
{
act ("You attempt to create a rift in space to $p, but it seems to be possessed by another.", ch, obj, NULL, TO_CHAR);
return;
}
if (IS_SET (obj->in_room->area->aflags, AFLAG_HQ))
{
stc ("You failed.\n\r", ch);
return;
}
if (IS_SET (obj->in_room->area->aflags, AFLAG_ARENA))
{
stc ("You failed.\n\r", ch);
return;
}
if (IS_SET (obj->in_room->room_flags, ROOM_CCHAMBER))
{
stc ("You failed.\n\r", ch);
return;
}
if IS_SET
(obj->in_room->room_flags, ROOM_GOD)
{
stc ("YOu failed!\n\r", ch);
return;
}
}
if (!obj->in_room)
{
stc ("Nope\n\r", ch);
return;
}
if (!str_cmp (arg2, "permanent"))
{
if (ch->practice < 5)
{
stc ("You require five units of Primal energy to support a permanent rift.\n\r", ch);
return;
}
if (IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
stc ("You cannot make a permanent rift while in an HQ\n\r", ch);
return;
}
perm = TRUE;
ch->practice -= 5;
}
creategate (ch, ch->in_room->vnum, obj->in_room->vnum, perm);
if (!str_cmp (arg2, "grab"))
{
obj_from_room (obj);
obj_to_char (obj, ch);
act ("You reach through a rift in space and pull $p through the tear.",
ch, obj, NULL, TO_CHAR);
act ("$n's hand plunges through a small tear in space and reappears holding $p.", ch, obj, NULL, TO_ROOM);
}
else
{
act ("You create a rent in the Tapestry to $p.", ch, obj, NULL,
TO_CHAR);
act ("$n creates a small rent in reality.", ch, obj, NULL, TO_ROOM);
}
return;
}
void do_mgate (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
bool pull = FALSE;
bool perm = FALSE;
argument = one_argument (argument, arg1);
argument = one_argument (argument, arg2);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->fight_timer > 0)
{
stc ("Not with a fight timer\n\r", ch);
return;
}
if (ch->spheres[MCOR] < 3)
{
stc ("You must obtain a level three mastery of Correspondence to use Astral Gateways.\n\r", ch);
return;
}
if (IS_SET (ch->in_room->room_flags, ROOM_GOD))
{
stc ("You failed\n\r", ch);
return;
}
/*
if ( check_quint(ch) < 2 )
{
stc("You need two points of quintessence available to use this power.\n\r",ch);
return;
}
*/
if (ch->mana < 500)
{
stc ("You need 500 mana spare to use this power.\n\r", ch);
return;
}
if (arg1[0] == '\0')
{
stc ("Whom do you wish to open an Astral Gate to?\n\r", ch);
return;
}
if ((victim = get_char_world (ch, arg1)) == NULL)
{
stc ("You scry the foreign planes, but can find no such entity.\n\r",
ch);
return;
}
if (victim == ch)
{
stc ("You failed.\n\r", ch);
return;
}
if (IS_SET (victim->in_room->room_flags, ROOM_GOD))
{
stc ("You failed\n\r", ch);
return;
}
if (IS_NPC (victim) && IS_SET (victim->in_room->area->aflags, AFLAG_HQ))
{
stc ("You failed.\n\r", ch);
return;
}
if (IS_SET (victim->in_room->room_flags, ROOM_CCHAMBER))
{
stc ("You failed.\n\r", ch);
return;
}
if (victim->in_room->vnum == 3054)
{
stc("Your target is at the temple altar!\n\r", ch);
return;
}
if (!str_cmp (arg2, "pull"))
{
if (ch->spheres[MCOR] < 4)
{
stc ("You must obtain a level four mastery of Correspondence to pull another being through the Tapestry.\n\r", ch);
return;
}
if (victim->level > 100)
{
stc ("Your victim is far too large to be pulled through the rent.\n\r", ch);
return;
}
else
pull = TRUE;
}
if (!str_cmp (arg2, "permanent"))
{
if (ch->practice < 5)
{
stc ("You require Five units of Primal Energy to create an Eternal Gateway.\n\r", ch);
return;
}
if (IS_SET (ch->in_room->area->aflags, AFLAG_HQ))
{
stc ("You cannot make a permanent rift while in an HQ\n\r", ch);
return;
}
if (IS_SET (victim->in_room->area->aflags, AFLAG_HQ))
{
stc ("You cannot make a permanent rifts to people who are in their HQ\n\r", ch);
return;
}
perm = TRUE;
ch->practice -= 5;
}
if (!IS_NPC (victim) && !IS_IMMUNE (victim, IMM_SUMMON))
{
act ("You attempt to open an astral gate to $N, but the rift quickly closes.", ch, NULL, victim, TO_CHAR);
act ("$n creates a magical rift before you, which quickly disappears.",
ch, NULL, victim, TO_VICT);
act ("$n attempts to open an astral gate, but fails.", ch, NULL, victim,
TO_ROOM);
return;
}
if (IS_NPC (victim) && victim->level > 150)
{
act ("You attempt to open an astral gate to $N, but fail.", ch, NULL,
victim, TO_CHAR);
act ("$n attempts to open an astral gate, but fails.", ch, NULL, victim,
TO_ROOM);
return;
}
creategate (ch, ch->in_room->vnum, victim->in_room->vnum, perm);
if (!pull)
{
act ("You create a small rent in the Tapestry to $N.", ch, NULL, victim,
TO_CHAR);
act ("A small tear in reality pops into existance in front of you.", ch,
NULL, victim, TO_VICT);
act ("$n creates a small tear in reality.", ch, NULL, victim, TO_ROOM);
do_enter (ch, "gate");
}
if (pull)
{
act ("You create a small rent in the Tapestry and pull $N through it.",
ch, NULL, victim, TO_CHAR);
act ("A small tear in reality pops into existance before you.\n\r You are violently ripped through the tear!", ch, NULL, victim, TO_VICT);
if (IS_SET (victim->flag2, AFF2_INARENA))
{
stc ("Your victim is in the arena. You are unable to pull them through.\n\r", ch);
return;
}
if (is_inarena (ch))
return;
char_from_room (victim);
char_to_room (victim, ch->in_room);
do_look (victim, "");
act ("$n creates a small tear in reality.\n\rSeconds later, $N pops out of the rent, looking confused.", ch, NULL, victim, TO_NOTVICT);
}
ch->mana -= 500;
return;
}
void do_polyappear (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MCOR] < 5)
{
stc ("You must become a master of the sphere of Correspondence to use Polyappearance.\n\r", ch);
return;
}
if (IS_SET (ch->mflags, MAGE_POLYAPPEAR))
{
stc ("Your body phases and reforms as one being.\n\r", ch);
act ("$n's many forms phase and reform as one being.", ch, NULL, NULL,
TO_ROOM);
REMOVE_BIT (ch->mflags, MAGE_POLYAPPEAR);
return;
}
else
{
stc ("Your body phases and splits into multiple figures.\n\r", ch);
act ("$n's body phases and splits into multiple figures.", ch, NULL,
NULL, TO_ROOM);
SET_BIT (ch->mflags, MAGE_POLYAPPEAR);
return;
}
return;
}
void do_discharge (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
CHAR_DATA *vch = NULL;
CHAR_DATA *vch_next = NULL;
char arg1[MAX_INPUT_LENGTH];
int min;
int max;
int damage;
int number_hit = 0;
argument = one_argument (argument, arg1);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (arg1[0] == '\0')
{
stc ("Who do you wish to strike down?\n\r", ch);
return;
}
if (ch->spheres[MFOR] < 1)
{
stc ("You must have a level one knowledge of the Forces to discharge Static Electricity.\n\r", ch);
return;
}
if (ch->mana < 5000)
{
stc ("You dont have enough Mana to use discharge\n\r", ch);
return;
}
if (str_cmp (arg1, "all"))
{
if ((victim = get_char_room (ch, arg1)) == NULL)
{
stc ("You were unable to locate your victim.\n\r", ch);
return;
}
if (victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
// if (number_hit > 20) return;
min =
((ch->spl[0] + ch->spl[1] + ch->spl[2] + ch->spl[3] +
ch->spl[4]) * 2 * ch->spheres[MFOR] * 10);
max =
((ch->spl[0] + ch->spl[1] + ch->spl[2] + ch->spl[3] +
ch->spl[4]) * 2 * ch->spheres[MFOR] * 30);
damage = number_range (min, max);
damage *= number_range (1, ch->spheres[MFOR] * 2);
if (weather_info.sky == SKY_LIGHTNING)
damage += number_range (1000, 1300);
if (weather_info.sky == SKY_RAINING)
damage -= number_range (30, 35);
number_hit++;
if (IS_NPC (victim))
{
mage_damage (ch, victim, damage, "electricity burst",
MAGEDAM_ELECTRIC);
}
else
{
if (!IS_NPC (victim)
&& IS_DEMPOWER (victim, HPOWER_USE_PRESERVATION))
{
if (victim->quickening[0] >= 10)
{
victim->quickening[0] -= 10;
stc ("Sparkles of energy partially disrupt the electricity before it lands.\n\r", ch);
stc ("Sparkles of energy partially disrupt an electrical discharge.\n\r", victim);
ch->fight_timer = 10;
victim->fight_timer = 10;
damage *= 0.75;
}
}
damage *= 0.8;
mage_damage (ch, victim, damage, "electricity burst",
MAGEDAM_ELECTRIC);
}
}
else
{
min =
((ch->spl[0] + ch->spl[1] + ch->spl[2] + ch->spl[3] +
ch->spl[4]) * 2 * ch->spheres[MFOR] * 10);
max =
((ch->spl[0] + ch->spl[1] + ch->spl[2] + ch->spl[3] +
ch->spl[4]) * 2 * ch->spheres[MFOR] * 30);
damage = number_range (min, max);
damage *= number_range (1, ch->spheres[MFOR]);
damage /= 3;
if (weather_info.sky == SKY_LIGHTNING)
damage += number_range (1000, 1300);
if (weather_info.sky == SKY_RAINING)
damage -= number_range (30, 35);
WAIT_STATE (ch, 12);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (vch->level < 3)
continue;
if (is_safe (ch, vch))
continue;
if (is_same_group (ch, vch))
continue;
if (!can_see (ch, vch))
continue;
if (vch != ch)
{
if (IS_CLASS (vch, CLASS_HIGHLANDER)
&& (IS_DEMPOWER (vch, HPOWER_USE_PRESERVATION)))
{
if (vch->quickening[0] >= 7)
{
vch->quickening[0] -= 7;
stc ("Sparkles of energy partially disrupt the area wide electrical arc before it lands.\n\r", ch);
stc ("Sparkles of energy partially disrupt an area wide electrical discharge.\n\r", vch);
ch->fight_timer = 10;
vch->fight_timer = 10;
damage *= 0.75;
}
}
mage_damage (ch, vch, damage, "electricity burst",
MAGEDAM_ELECTRIC);
}
}
}
ch->mana = ch->mana - 5000;
WAIT_STATE (ch, 12);
return;
}
void do_telekinetics (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MFOR] < 2)
{
stc ("You must obtain a level two knowledge of Forces to use Telekinesis.\n\r", ch);
return;
}
if (IS_SET (ch->mflags, MAGE_TELEKINETICS))
{
stc ("You relax your mental energies.\n\r", ch);
REMOVE_BIT (ch->mflags, MAGE_TELEKINETICS);
return;
}
else
{
stc ("You focus your mental energies into your attacks.\n\r", ch);
SET_BIT (ch->mflags, MAGE_TELEKINETICS);
return;
}
return;
}
void do_call_lightning (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MFOR] < 3)
{
stc ("You must obtain a level three knowledge of Forces to Call Lightning.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you wish to Call Lightning upon?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("You were unable to locate your victim.\n\r", ch);
return;
}
if (victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
if (weather_info.sky != SKY_LIGHTNING)
{
stc ("There is no lightning in the sky to call!\n\r", ch);
return;
}
WAIT_STATE (ch, 16);
dam = number_range ((ch->spheres[MFOR] * 450), (ch->spheres[MFOR] * 600));
if (!IS_NPC (ch))
dam -= number_range (100, 150);
mage_damage (ch, victim, dam, "lightning blast", MAGEDAM_ELECTRIC);
return;
}
void do_controlweather (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
if (ch->spheres[MFOR] < 3)
{
stc ("You need a level three knowledge of Forces to Control the Weather.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("How do you want to change the weather?\n Syntax: controlweather <rain,lightning,clear>\n\r", ch);
return;
}
WAIT_STATE (ch, 16);
if (!str_cmp (arg, "rain"))
{
stc ("You wave your hands over your head.\n\r", ch);
stc ("The skies blacken and rain begins to fall.\n\r", ch);
weather_info.sky = SKY_RAINING;
}
else if (!str_cmp (arg, "lightning"))
{
stc ("You wave your hands over your head.\n\r", ch);
stc ("The skies blacken.\n\r", ch);
stc ("Lightning streaks across the sky.\n\r", ch);
weather_info.sky = SKY_LIGHTNING;
}
else if (!str_cmp (arg, "clear"))
{
stc ("You wave your hands over your head.\n\r", ch);
stc ("The skies slowly clear up.\n\r", ch);
weather_info.sky = SKY_CLOUDLESS;
}
else
{
stc ("Invalid option.\n Syntax: controlweather <rain,lightning,clear>\n\r", ch);
return;
}
return;
}
void do_earthembrace (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MFOR] < 4)
{
stc ("You must obtain a level four knowledge of the Forces to use Embrace of the Earth Mother.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you wish to have Gaia Embrace?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("You were unable to locate your victim.\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (ch->in_room->vnum == ROOM_VNUM_ALTAR)
{
stc ("The Earth cannot penetrate the aura surrounding this room!\n\r",
ch);
return;
}
if (victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
act ("You call upon the forces of the Earth to embrace $N!", ch, NULL,
victim, TO_CHAR);
act ("$n begins to chant mysteriously.", ch, NULL, victim, TO_ROOM);
act ("The ground shakes and rises to embrace $N!", ch, NULL, victim,
TO_NOTVICT);
act ("The ground under your feet starts to surround your body.", ch, NULL,
victim, TO_VICT);
SET_BIT (victim->mflags, MAGE_EMBRACED2);
WAIT_STATE (ch, 16);
return;
}
void do_tempest (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int dam;
int qcost = number_range( 1, 4 );
char buf[MAX_STRING_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
qcost = qcost *2;
if (ch->spheres[MFOR] < 5)
{
stc ("You must master the Forces to use Tempest Blizzard.\n\r", ch);
return;
}
if (check_quint (ch) < qcost)
{
stc ("You need four points of quintessence available to use Tempest Shards.\n\r", ch);
return;
}
if (ch->mana < 500)
{
stc ("You need 500 mana to use this power.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Who do you wish to summon an Ice Storm upon?\n\r", ch);
return;
}
if ((victim = get_char_area (ch, arg)) == NULL)
{
stc ("You scry the planes, but cannot find your victim.\n\r", ch);
return;
}
if (victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
if (ch == victim)
{
stc("Sado-masochist tendencies eh?\n\r", ch);
return;
}
if (is_safe (ch, victim))
{
return;
}
if (IS_SET (victim->in_room->area->aflags, AFLAG_HQ))
{
stc ("You are unable to focus your tempest shards!\n\r", ch);
return;
}
dam =
((number_range (200, 350) + ch->spl[BLUE_MAGIC]) * ch->spheres[MFOR]);
if (victim->in_room->area != ch->in_room->area)
{
if (ch->practice < 10)
{
stc ("You locate your victim, but they are too distant.\n\r", ch);
return;
}
else if (check_quint (ch) < qcost + 1)
{
stc ("You need five points of quintessence available to use Tempest Shards across the gap.\n\r", ch);
return;
}
else
{
stc ("You locate your victim, and spend quintessence and primal energy to bridge the gap.\n\r", ch);
ch->practice -= 10;
subtract_quint (ch, 1);
dam /= 2;
}
}
ch->mana -= 1000;
subtract_quint (ch, qcost );
WAIT_STATE (ch, (skill_table[gsn_shards].beats - qcost));
sprintf( buf, "#wYou channel #r%d #wpoints of quintessence into your mind.#n\n\r", qcost );
send_to_char( buf, ch );
act ("You call upon the Forces of Nature to obliterate $N.", ch, NULL, victim, TO_CHAR);
act ("The sky turns an ominous white.\n\r...Seconds later, deadly shards of ice shoot out of the sky, piercing your skin.", ch, NULL, victim, TO_VICT);
mage_damage (ch, victim, dam, "ice shards", MAGEDAM_ICESTORM);
if (victim != NULL)
{
set_fighting (ch, victim);
if (victim->in_room != ch->in_room)
{
stop_fighting (ch, TRUE);
stop_fighting (victim, TRUE);
}
}
/*
if ( victim->in_room != ch->in_room )
{
if (victim->fighting != NULL)
{
stop_fighting (victim, TRUE);
stop_fighting (ch, TRUE);
}
if ( ( victim->fighting ) && ( victim->fighting == ch ) )
victim->fighting = NULL;
if ( ( ch->fighting ) &&( ch->fighting == victim ) )
ch->fighting = NULL;
if ( ( victim->fighting ) )
victim->fighting = NULL;
if ( ( ch->fighting ) )
ch->fighting = NULL;
}
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->level < 3)
continue;
if (vch->in_room == NULL)
continue;
if ( vch->in_room->area != victim->in_room->area )
continue;
act ("Shards of deadly ice chill the area.\n\r", ch, NULL, vch, TO_VICT);
}
*/
// WAIT_STATE( victim, 16 + qcost );
return;
}
bool is_immune (CHAR_DATA * ch, int type)
{
if (IS_SET (ch->imms[IMMUNITY], type))
return TRUE;
else
return FALSE;
}
bool is_resistant (CHAR_DATA * ch, int type)
{
if (IS_SET (ch->imms[RESISTANCE], type))
return TRUE;
else
return FALSE;
}
bool is_vulnerable (CHAR_DATA * ch, int type)
{
if (IS_SET (ch->imms[VULNERABLE], type))
return TRUE;
else
return FALSE;
}
int mage_immunity (CHAR_DATA * ch, int dam, const char *msg, int type)
{
if (IS_NPC (ch))
return dam;
if (is_immune (ch, type))
dam = 0;
else if (is_resistant (ch, type))
dam *= 0.85;
else if (is_vulnerable (ch, type))
dam *= 4;
return dam;
}
void mage_damage (CHAR_DATA * ch, CHAR_DATA * victim, int dam,
const char *message, int type)
{
int max_dam = ch->damcap[DAM_CAP];
if (victim->position == POS_DEAD)
return;
if (ch->damcap[DAM_CHANGE] == 1)
update_damcap (ch, victim);
if (dam > max_dam)
dam = max_dam;
if (victim != ch)
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if (is_safe (ch, victim))
return;
check_killer (ch, victim);
if (victim->position > POS_STUNNED && ch->in_room == victim->in_room)
{
if (victim->fighting == NULL)
set_fighting (victim, ch);
victim->position = POS_FIGHTING;
}
if (victim->position > POS_STUNNED)
{
if (ch->fighting == NULL && ch->in_room == victim->in_room)
set_fighting (ch, victim);
/*
* If victim is charmed, ch might attack victim's master.
*/
if (IS_NPC (ch) && IS_NPC (victim) && IS_AFFECTED (victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits (3) == 0)
{
stop_fighting (ch, FALSE);
multi_hit (ch, victim->master, TYPE_UNDEFINED);
return;
}
}
/*
* More charm stuff.
*/
if (victim->master == ch)
stop_follower (victim);
/*
* Damage modifiers.
*/
if (IS_AFFECTED (ch, AFF_HIDE))
{
if (!can_see (victim, ch))
{
dam *= 2;
send_to_char
("You use your concealment to place a devastating attack to a vital location!\n\r",
ch);
}
REMOVE_BIT (ch->affected_by, AFF_HIDE);
act ("$n places a devasating blow to $N's body.", ch, NULL, victim,
TO_ROOM);
}
if (IS_AFFECTED (victim, AFF_SANCTUARY) && dam > 1)
dam *= 0.5;
else
dam *= 1.5;
if (IS_AFFECTED (victim, AFF_PROTECT) && IS_EVIL (ch) && dam > 1)
dam -= dam * 0.25;
if (type == MAGEDAM_FIRE && WORN_ARTIFACT (victim, ARTI_DEMONS_HEART))
dam = 0;
if (dam < 0)
dam = 0;
// I'll eventually add resistances, immunities, vulnerabilities, etc
// Right about here. Amen.
mage_message (ch, victim, dam, message, type);
hurt_person (ch, victim, dam);
return;
}
else
return;
}
void mage_message (CHAR_DATA * ch, CHAR_DATA * victim, int dam,
const char *message, int type)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
char damm[MAX_STRING_LENGTH];
char dam2[MAX_STRING_LENGTH];
const char *chm;
const char *victm;
if (dam == 0)
{
chm = " miss";
victm = " misses";
}
else if (dam <= 50)
{
chm = " graze";
victm = " grazes";
}
else if (dam <= 100)
{
chm = " wound";
victm = " wounds";
}
else if (dam <= 200)
{
chm = " mutilate";
victm = " mutilates";
}
else if (dam <= 300)
{
chm = " massacre";
victm = " massacres";
}
else if (dam <= 400)
{
chm = " eviscerate";
victm = " eviscerates";
}
else if (dam <= 500)
{
chm = " annihilate";
victm = " annihilates";
}
else if (dam <= 600)
{
chm = " obliterate";
victm = " obliterates";
}
else if (dam <= 800)
{
chm = " dissipate";
victm = " dissipates";
}
else if (dam <= 1000)
{
chm = " vaporize";
victm = " vaporizes";
}
else
{
chm = " liquify";
victm = " liquifies";
}
if (!IS_NPC (victim) && (victim->hit - dam) < 0)
{
if (type == MAGEDAM_ELECTRIC)
{
act ("Your electric shock causes $N to spasm violently and vomit blood.", ch, NULL, victim, TO_CHAR);
act ("$n's electric shock causes $N to spasm violently and vomit blood.", ch, NULL, victim, TO_NOTVICT);
act ("$n's electric shock causes your body to spasm violently as you vomit blood.", ch, NULL, victim, TO_VICT);
make_part (victim, "blood");
}
else if (type == MAGEDAM_ICESTORM)
{
act ("Your ice shards tear $N's flesh from $S body and leave $M mortally wounded.", ch, NULL, victim, TO_CHAR);
act ("$n's ice shards tear $N's flesh from $S body and leave $M mortally wounded.", ch, NULL, victim, TO_NOTVICT);
act ("$n's ice shards tear your flesh from your body and leave you mortally wounded.", ch, NULL, victim, TO_VICT);
make_part (victim, "blood");
}
else
{
act ("Your magical energy tears $N's body asunder.", ch, NULL,
victim, TO_CHAR);
act ("$n's magical energies tear $N's body asunder.", ch, NULL,
victim, TO_NOTVICT);
act ("$n's magical energies tear your body asunder.", ch, NULL,
victim, TO_VICT);
make_part (victim, "blood");
}
}
if (dam == 0 && is_immune (ch, type))
{
sprintf (buf1, "$N is unaffected by your %s.", message);
sprintf (buf2, "$N is unaffected by $n's %s.", message);
sprintf (buf3, "You are unaffected by $n's %s.", message);
}
if (dam == 0 && !is_immune (ch, type))
{
sprintf (buf1, "You miss $N with your %s.", message);
sprintf (buf2, "$n misses $N with $s %s.", message);
sprintf (buf3, "$n misses you with $s %s.", message);
}
else
{
sprintf (damm, "%d", dam);
ADD_COLOUR (ch, damm, L_RED);
sprintf (dam2, ". [%s]", damm);
sprintf (buf1, "You%s $N with your %s%s", chm, message, dam2);
sprintf (buf2, "$n%s $N with $s %s.", victm, message);
sprintf (buf3, "$n%s you with $s %s%s", victm, message, dam2);
}
act (buf1, ch, NULL, victim, TO_CHAR);
act (buf2, ch, NULL, victim, TO_NOTVICT);
act (buf3, ch, NULL, victim, TO_VICT);
return;
}
void do_quintessence (CHAR_DATA * ch, char *argument)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MPRI] < 1)
{
stc ("You cannot store Quintessence until you have learned level 1 Prime.\n\r", ch);
return;
}
line2 (ch);
centre_text ("Quintessence", ch);
line2 (ch);
sprintf (buf,
"* You have %d points of Quintessence stored within your body. *\n\r",
ch->quint[BODY]);
stc (buf, ch);
sprintf (buf,
"* You have %d points of Quintessence stored within your Avatar. *\n\r",
ch->quint[AVATAR]);
stc (buf, ch);
line2 (ch);
return;
}
int check_quint (CHAR_DATA * ch)
{
if (ch->spheres[MPRI] < 3)
return ch->quint[AVATAR];
else if (ch->spheres[MPRI] >= 3)
return (ch->quint[AVATAR] + ch->quint[BODY]);
else
return ch->quint[AVATAR];
}
void subtract_quint (CHAR_DATA * ch, int number)
{
ch->quint[MTOTAL] = check_quint (ch); // Find Total Quint of Char
ch->quint[MTOTAL] -= number; // Subtract from Max
if (ch->quint[MTOTAL] > 5)
{
ch->quint[AVATAR] = 5;
ch->quint[MTOTAL] -= 5;
if (ch->quint[MTOTAL] > 5)
{
ch->quint[BODY] = 5;
ch->quint[MTOTAL] = 0;
}
else
{
ch->quint[BODY] = ch->quint[MTOTAL];
ch->quint[MTOTAL] = 0;
}
}
else
{
ch->quint[AVATAR] = ch->quint[MTOTAL]; // Move all quint to Avatar
ch->quint[BODY] = 0; // Drain the body
}
return;
}
void add_quint (CHAR_DATA * ch, int number)
{
ch->quint[MTOTAL] = check_quint (ch);
ch->quint[MTOTAL] += number;
if (ch->quint[MTOTAL] > 5)
{
ch->quint[AVATAR] = 5;
ch->quint[MTOTAL] -= 5;
if (ch->quint[MTOTAL] > 5)
{
ch->quint[BODY] = 5;
ch->quint[MTOTAL] = 0;
}
else
{
ch->quint[BODY] = ch->quint[MTOTAL];
ch->quint[MTOTAL] = 0;
}
}
else
{
ch->quint[AVATAR] = ch->quint[MTOTAL];
ch->quint[BODY] = 0;
}
return;
}
void do_enchant (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MPRI] < 2)
{
stc ("You must obtain a level two knowledge of Prime to use Enchant Weapon.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("What object do you wish to enchant?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
stc ("You are not carrying that object.\n\r", ch);
return;
}
if (obj->item_type != ITEM_WEAPON)
{
act ("$p is not a weapon.", ch, obj, NULL, TO_CHAR);
return;
}
if (IS_SET (obj->quest, QUEST_MAGEENCHANT))
{
act ("$p is already filled with quintessence.", ch, obj, NULL, TO_CHAR);
return;
}
if (check_quint (ch) < 1)
{
stc ("You need one point of quintessence available to use this power.\n\r", ch);
return;
}
if (IS_SET (obj->quest, QUEST_ARTIFACT)
|| IS_SET (obj->quest, QUEST_RELIC))
{
act ("$p is too powerful for your quintessence.", ch, obj, NULL,
TO_CHAR);
return;
}
obj->value[1] += (ch->spheres[MPRI] * 2);
obj->value[2] += (ch->spheres[MPRI] * 2);
SET_BIT (obj->quest, QUEST_MAGEENCHANT);
act ("$p glows radiantly as you infuse your quintessence into it.", ch,
obj, NULL, TO_CHAR);
act ("$n's weapon, $p, glows brilliantly.", ch, obj, NULL, TO_ROOM);
subtract_quint (ch, 1);
return;
}
/* Recolor to any color you want! */
void do_recolour (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
int col;
argument = one_argument (argument, arg1);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->level < LEVEL_MAGE)
{
stc ("You must be a FULL Mage to use this power.\n\r", ch);
return;
}
if (check_quint (ch) < 1)
{
stc ("You need one point of quintessence available change color.\n\r",
ch);
return;
}
if (ch->exp < 100000)
{
stc ("It costs 100 thousand exp to change your color!\n\r", ch);
return;
}
if (arg1[0] == '\0')
{
stc ("Recolor to what? #rRED#n, #bBLUE#n, #gGREEN#n, #yYELLOW#n, or #PPURPLE#n?\n\r", ch);
return;
}
if (!str_cmp (arg1, "purple"))
col = 0;
else if (!str_cmp (arg1, "red"))
col = 1;
else if (!str_cmp (arg1, "blue"))
col = 2;
else if (!str_cmp (arg1, "green"))
col = 3;
else if (!str_cmp (arg1, "yellow"))
col = 4;
else
{
stc ("No such color!\n\r", ch);
return;
}
ch->pcdata->powers[MPOWER_RUNE0] = col;
sprintf (buf, "You now chant %s spells.\n\r", capitalize (arg1));
stc (buf, ch);
subtract_quint (ch, 1);
ch->exp -= 100000;
return;
}
void do_rubbing (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MPRI] < 3)
{
stc ("You must obtain level three Prime to use Rubbing of the Bones.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you wish to use this on?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("You cannot find your victim here.\n\r", ch);
return;
}
if (victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
if (check_quint (ch) < 2)
{
stc ("You must have two points of quintessence to use this power.\n\r",
ch);
return;
}
subtract_quint (ch, 2);
dam = ch->spheres[MPRI] * 400;
if (!IS_NPC (victim))
dam /= number_range (1.5, 2);
mage_damage (ch, victim, dam, "quintessence warp", MAGEDAM_QUINT);
WAIT_STATE (ch, 16);
act ("You are stunned by $n's blast.", ch, NULL, victim, TO_VICT);
WAIT_STATE (victim, 8);
return;
}
void do_purification (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MPRI] < 4)
{
stc ("You must obtain level four Prime to use Flames of Purification.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you wish to use this on?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("You cannot find your victim here.\n\r", ch);
return;
}
if (victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
if (check_quint (ch) < 3)
{
stc ("You must have three points of quintessence to use this power.\n\r", ch);
return;
}
subtract_quint (ch, 3);
dam = ch->spheres[MPRI] * 800;
if (!IS_NPC (victim))
dam /= number_range (1.5, 2);
if (!WORN_ARTIFACT (victim, ARTI_DEMONS_HEART)) mage_damage (ch, victim, dam, "flames of purification", MAGEDAM_QUINT);
WAIT_STATE (ch, 16);
return;
}
void do_qblast (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MPRI] < 5)
{
stc ("You must obtain level five Prime to use Quintessence Blast.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you wish to use this on?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("You cannot find your victim here.\n\r", ch);
return;
}
if (!IS_NPC (victim) && victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
if (check_quint (ch) < 2)
{
stc ("You must have five points of quintessence to use this power.\n\r",
ch);
return;
}
subtract_quint (ch, 2);
dam = (ch->spheres[MPRI] * ch->damcap[0]) * 0.85;
if (!IS_NPC (victim))
dam /= number_range (1.5, 2);
mage_damage (ch, victim, dam, "quintessence blast", MAGEDAM_QUINT);
WAIT_STATE (ch, 16);
return;
}
void do_dimmak (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MENT] < 1)
{
stc ("You must obtain level one entropy to use Dim Mak.\n\r", ch);
return;
}
if (IS_SET (ch->mflags, MFLAGS_DIMMAK))
{
REMOVE_BIT (ch->mflags, MFLAGS_DIMMAK);
stc ("You no longer focus your attacks on your opponent's weakness.\n\r", ch);
return;
}
else
{
SET_BIT (ch->mflags, MFLAGS_DIMMAK);
stc ("You now focus your attacks on your opponent's weakness.\n\r", ch);
return;
}
return;
}
void do_hotienchi (CHAR_DATA * ch, char *argument)
{
int i, test = 0;
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MLIF] < 1)
{
stc ("You must obtain level one Life to use Ho Tien Chi.\n\r", ch);
return;
}
for (i = 0; i < 7; i++)
{
if (ch->loc_hp[i] > 0)
test++;
}
if (ch->hit == ch->max_hit && ch->mana == ch->max_mana
&& ch->move == ch->max_move && test == 0)
{
stc ("You are in perfect condition!\n\r", ch);
return;
}
if (ch->loc_hp[6] > 0)
{
stc ("Your wounds close up and stop bleeding.\n\r", ch);
ch->loc_hp[6] = 0;
}
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] +
ch->loc_hp[4] + ch->loc_hp[5]) != 0)
{
stc ("Your bones mend themselves together and new limbs grow out of your body.\n\r", ch);
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
}
stc ("A warm feeling spreads through your body.\n\r", ch);
ch->hit += (ch->spheres[MLIF] * 400);
ch->mana += (ch->spheres[MLIF] * 200);
ch->move += (ch->spheres[MLIF] * 200);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
if (ch->mana > ch->max_mana)
ch->mana = ch->max_mana;
if (ch->move > ch->max_move)
ch->move = ch->max_move;
update_pos (ch);
WAIT_STATE (ch, 18);
return;
}
void do_littledeath (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MLIF] < 2)
{
stc ("You must obtain level two Life to use Little Good Death.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you wish to use this on?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("You cannot find your victim here.\n\r", ch);
return;
}
if (!IS_NPC (victim))
{
stc ("A human being is too complex for this spell.\n\r", ch);
return;
}
if (victim->level > 100)
{
act ("$N's pattern is too complex to destroy.", ch, NULL, victim,
TO_CHAR);
return;
}
WAIT_STATE (ch, 12);
act ("You mentally grasp $N's pattern and tear $M to shreds.", ch, NULL,
victim, TO_CHAR);
act ("$n's eyes turn black.\n$N's body is torn to shreds before your eyes!", ch, NULL, victim, TO_ROOM);
raw_kill (victim, ch);
return;
}
void do_betterbody (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MLIF] < 3)
{
stc ("You must obtain level three Life to use Better Body.\n\r", ch);
return;
}
if (IS_SET (ch->mflags, MAGE_BETTERBODY))
{
stc ("Your body shrinks to its true form.\n\r", ch);
REMOVE_BIT (ch->mflags, MAGE_BETTERBODY);
ch->pcdata->perm_str -= 4;
ch->pcdata->perm_con -= 2;
ch->pcdata->perm_dex -= 3;
//ch->hitroll -= 115;
//ch->damroll -= 200;
return;
}
else
{
stc ("Your body contorts and grows to supernatural size.\n\r", ch);
SET_BIT (ch->mflags, MAGE_BETTERBODY);
ch->pcdata->perm_str += 4;
ch->pcdata->perm_dex += 3;
ch->pcdata->perm_con += 2;
return;
}
return;
}
void do_shapechange (CHAR_DATA * ch, char *argument)
{
char arg[MIL];
char buf[MSL];
int choice = 0;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MLIF] < 4)
{
stc ("You must obtain level four Life to Change Shape.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
divide_to_char (ch);
centre_text ("Forms", ch);
divide_to_char (ch);
stc (" [ 0 ] Human\n", ch);
stc (" [ 1 ] Tiger\n", ch);
stc (" [ 2 ] Lion\n", ch);
stc (" [ 3 ] Raven\n", ch);
stc (" [ 4 ] Frog\n", ch);
stc (" [ 5 ] Dog\n", ch);
stc (" [ 6 ] Hawk\n", ch);
stc (" [ 7 ] Mouse\n", ch);
stc (" [ 8 ] Spider\n", ch);
divide_to_char (ch);
return;
}
choice = is_number (arg) ? atoi (arg) : -1;
if (choice == 1)
{
sprintf (buf, "%s the ferocious tiger", ch->name);
stc ("You transform into a ferocious tiger.\n\r", ch);
act ("$n transforms into a tiger.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 2)
{
sprintf (buf, "%s the lion", ch->name);
stc ("You transform into a lion.\n\r", ch);
act ("$n transforms into a lion.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 3)
{
sprintf (buf, "%s the raven", ch->name);
stc ("You transform into a raven.\n\r", ch);
act ("$n transforms into a raven.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 4)
{
sprintf (buf, "%s the frog", ch->name);
stc ("You transform into a frog.\n\r", ch);
act ("$n transforms into a frog.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 5)
{
sprintf (buf, "%s the dog", ch->name);
stc ("You transform into a small dog.\n\r", ch);
act ("$n transforms into a dog.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 6)
{
sprintf (buf, "%s the hawk", ch->name);
stc ("You transform into a hawk.\n\r", ch);
act ("$n transforms into a hawk.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 7)
{
sprintf (buf, "%s the mouse", ch->name);
stc ("You transform into a white mouse.\n\r", ch);
act ("$n transforms into a white mouse.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 8)
{
sprintf (buf, "%s the spider", ch->name);
stc ("You transform into a black spider.\n\r", ch);
act ("$n transforms into a black spider.", ch, NULL, NULL, TO_ROOM);
}
else if (choice == 0)
{
if (IS_AFFECTED (ch, AFF_POLYMORPH))
{
REMOVE_BIT (ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT (ch->mflags, MAGE_SHAPED);
free_string (ch->morph);
ch->morph = str_dup ("");
stc ("You revert to your human form.\n\r", ch);
act ("$n reverts to $s human form.", ch, NULL, NULL, TO_ROOM);
return;
}
else
{
stc ("You aren't even shapechanged!\n\r", ch);
return;
}
}
else
{
stc ("That's not a choice!\n\r", ch);
do_shapechange (ch, "");
return;
}
SET_BIT (ch->affected_by, AFF_POLYMORPH);
SET_BIT (ch->mflags, MAGE_SHAPED);
clear_stats (ch);
free_string (ch->morph);
ch->morph = str_dup (buf);
return;
}
void do_layhands (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MIL];
int i, test = 0;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MLIF] < 1)
{
stc ("You must obtain level one Life to use Ho Tien Chi.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you wish to use this on?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("They aren't here.\n\r", ch);
return;
}
for (i = 0; i < 7; i++)
{
if (victim->loc_hp[i] > 0)
test++;
}
if (victim->hit == victim->max_hit && victim->mana == victim->max_mana
&& victim->move == victim->max_move && test == 0)
{
stc ("They are in perfect condition!\n\r", ch);
return;
}
if (victim->loc_hp[6] > 0)
{
stc ("Your wounds close up and stop bleeding.\n\r", victim);
victim->loc_hp[6] = 0;
}
if ((victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] +
victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5]) != 0)
{
stc ("Your bones mend themselves together and new limbs grow out of your body.\n\r", victim);
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
}
stc ("A warm feeling spreads through your body.\n\r", victim);
victim->hit += (ch->spheres[MLIF] * 75);
victim->mana += (ch->spheres[MLIF] * 50);
victim->move += (ch->spheres[MLIF] * 50);
if (victim->hit > victim->max_hit)
victim->hit = victim->max_hit;
if (victim->mana > victim->max_mana)
victim->mana = victim->max_mana;
if (victim->move > victim->max_move)
victim->move = victim->max_move;
WAIT_STATE (ch, 18);
act ("You lay your hands on $N and rejuvenate $M.", ch, NULL, victim,
TO_CHAR);
return;
}
void do_analyze (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MMAT] < 1)
{
stc ("You must obtain level one Matter to use Analyze Substance.\n\r",
ch);
return;
}
if (arg[0] == '\0')
{
send_to_char ("Analyze what?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
send_to_char ("Analyze what?\n\r", ch);
return;
}
act ("A look of concentration comes over $n's face as they analyze the substance of $p.", ch, obj, NULL, TO_ROOM);
spell_identify (skill_lookup ("identify"), ch->level, ch, obj);
return;
}
if (!IS_NPC (victim) && IS_IMMUNE (victim, IMM_SHIELDED))
{
send_to_char ("You are unable to analyze their substance.\n\r", ch);
return;
}
act ("$n analyzes $N's substance.", ch, NULL, victim, TO_NOTVICT);
act ("$n analyzes your substance.", ch, NULL, victim, TO_VICT);
if (IS_NPC (victim))
sprintf (buf, "%s is an NPC.\n\r", victim->short_descr);
else
{
if (victim->level == 12)
sprintf (buf, "%s is an Implementor.\n\r", victim->name);
else if (victim->level == 11)
sprintf (buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10)
sprintf (buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9)
sprintf (buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8)
sprintf (buf, "%s is a Quest Maker.\n\r", victim->name);
else if (victim->level == 7)
sprintf (buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3)
sprintf (buf, "%s is an Avatar.\n\r", victim->name);
else
sprintf (buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char (buf, ch);
if (!IS_NPC (victim))
{
sprintf (buf, "Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",
get_curr_str (victim), get_curr_int (victim),
get_curr_wis (victim), get_curr_dex (victim),
get_curr_con (victim));
send_to_char (buf, ch);
}
sprintf (buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r", victim->hit,
victim->max_hit, victim->mana, victim->max_mana, victim->move,
victim->max_move);
send_to_char (buf, ch);
if (!IS_NPC (victim))
sprintf (buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
char_hitroll (victim), char_damroll (victim),
char_ac (victim));
else
sprintf (buf, "AC:%d.\n\r", char_ac (victim));
send_to_char (buf, ch);
if (!IS_NPC (victim))
{
sprintf (buf, "Status:%d, ", victim->race);
send_to_char (buf, ch);
}
sprintf (buf, "Alignment:%d.\n\r", victim->alignment);
send_to_char (buf, ch);
if (!IS_NPC (victim) && IS_EXTRA (victim, EXTRA_PREGNANT))
act ("$N is pregnant.", ch, NULL, victim, TO_CHAR);
return;
}
void do_alterstate (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg[MIL];
int quintcost = 2;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MMAT] < 2)
{
stc ("You must obtain level two Matter to use Alter State.\n\r", ch);
return;
}
if (arg[0] == '\0' && ch->fighting == NULL)
{
stc ("Whom do you wish to use this on?\n\r", ch);
return;
}
if (ch->fighting == NULL)
{
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("You are unable to find them in this room.\n\r", ch);
return;
}
}
else
victim = ch->fighting;
if ((obj = get_eq_char (victim, WEAR_WIELD)) == NULL)
{
if ((obj = get_eq_char (victim, WEAR_HOLD)) == NULL)
{
if ((obj = get_eq_char (victim, WEAR_DUAL)) == NULL)
{
stc ("They aren't using any weapons!\n\r", ch);
return;
}
}
}
if (check_quint (ch) < 2)
{
stc ("You need two points of quintessence to use this power.\n\r", ch);
return;
}
if (is_safe (ch, victim))
return;
if (!IS_NPC (victim))
{
if (IS_DEMPOWER (victim, HPOWER_USE_PRESERVATION))
{
if (victim->quickening[0] >= 5)
{
victim->quickening[0] -= 5;
if (number_range (1, 100) > 50)
{
stc ("Sparkles of energy crackle around your weapons blocking their attempt to alter them.\n\r", victim);
stc ("Sparkles of energy crackle around their weapons blocking your alterstate.\n\r", ch);
ch->fight_timer = 10;
victim->fight_timer = 10;
return;
}
else
{
stc ("Sparkles of energy crackle around your weapons but fail to block their attempt to alter them.\n\r", victim);
stc ("Sparkles of energy crackle around their weapons but fail to block your alterstate.\n\r", ch);
}
}
}
}
obj_from_char (obj);
obj_to_char (obj, victim);
act ("You alter the state of $N's weapon, causing $M to drop it.", ch, NULL, victim, TO_CHAR);
act ("$n's eyes glow dark black.", ch, NULL, NULL, TO_ROOM);
act ("$p shakes violently, causing you to drop it.", ch, obj, victim, TO_VICT);
subtract_quint (ch, quintcost );
WAIT_STATE (ch, 12 );
WAIT_STATE (victim, 8);
return;
}
void do_alterweight (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
char arg[MIL];
int oldweight = 0;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MMAT] < 3)
{
stc ("You must obtain level three Matter to use Alter Weight.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Which object's weight do you want to lower?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
stc ("You are not carrying that object.\n\r", ch);
return;
}
if (obj->weight <= 1)
{
stc ("That object is already as light as possible!\n\r", ch);
return;
}
oldweight = obj->weight;
ch->carry_weight -= (oldweight - 1);
obj->weight = 1;
act ("You rearrange $p's pattern, lowering it's weight.", ch, obj, NULL,
TO_CHAR);
act ("$n's eyes glow bright green.", ch, NULL, NULL, TO_ROOM);
WAIT_STATE (ch, 8);
return;
}
void do_enchantarmor (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
AFFECT_DATA *paf;
char arg[MIL];
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MMAT] < 4)
{
stc ("You must obtain level four Matter to use Enchant Armor.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Which piece of armor do you want to enchant?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, arg)) == NULL)
{
stc ("You are not carrying that object.\n\r", ch);
return;
}
if (IS_SET (obj->quest, QUEST_MAGEENCHANT))
{
stc ("This object has already been enchanted.\n\r", ch);
return;
}
if (obj->item_type != ITEM_ARMOR)
{
stc ("This item isn't a piece of armor.\n\r", ch);
return;
}
if (check_quint (ch) < 3)
{
stc ("You need three points of quintessence to Enchant Armor.\n\r", ch);
return;
}
act ("You lay your hands on $p and rearrange its pattern.", ch, obj, NULL,
TO_CHAR);
act ("$n's eyes glow bright blue.\n$n lays $s hands on $p.\n$p glows blue.", ch, obj, NULL, TO_ROOM);
SET_BIT (obj->quest, QUEST_MAGEENCHANT);
if (affect_free == NULL)
{
paf = alloc_perm (sizeof (*paf));
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = skill_lookup ("enchant weapon");
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = 3;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if (affect_free == NULL)
{
paf = alloc_perm (sizeof (*paf));
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = skill_lookup ("enchant weapon");
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = 3;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
WAIT_STATE (ch, 16);
subtract_quint (ch, 3);
return;
}
void do_hover (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MMAT] < 5)
{
stc ("You must obtain level 5 matter to use Hoverwalk.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_FLYING))
{
stc ("You slowly float to the ground as your air cushion dissipates.\n\r", ch);
act ("$n slowly floats to the ground.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT (ch->affected_by, AFF_FLYING);
return;
}
else
{
stc ("You restructure the pattern of the air around your body.\n\rYou slowly float into the air.\n\r", ch);
act ("$n slowly floats into the air.", ch, NULL, NULL, TO_ROOM);
SET_BIT (ch->affected_by, AFF_FLYING);
return;
}
return;
}
void do_mshadow (CHAR_DATA * ch, char *argument)
{
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MMIN] < 5)
{
stc ("You must obtain level five Mind to use Untether.\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
stc ("Not with a fight timer!\n\r", ch);
return;
}
if (IS_SET (ch->flag2, AFF2_INARENA))
{
stc ("Not while you're in the arena.\n\r", ch);
return;
}
if (!IS_AFFECTED (ch, AFF_SHADOWPLANE))
{
send_to_char ("You fade into the plane of shadows.\n\r", ch);
act ("The shadows flicker and swallow up $n.", ch, NULL, NULL, TO_ROOM);
SET_BIT (ch->affected_by, AFF_SHADOWPLANE);
do_look (ch, "auto");
return;
}
REMOVE_BIT (ch->affected_by, AFF_SHADOWPLANE);
send_to_char ("You fade back into the real world.\n\r", ch);
act ("The shadows flicker and $n fades into existance.", ch, NULL, NULL,
TO_ROOM);
do_look (ch, "auto");
return;
}
void do_callspirit (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
AFFECT_DATA af;
int sn;
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MSPI] < 1)
{
stc ("You must obtain level one Spirit to Call Spirits.\n\r", ch);
return;
}
if (ch->pcdata->followers > 5)
{
stc ("Nothing seems to happen.\n\r", ch);
return;
}
stc ("You chant an arcane spell and conjure a spirit.\n\r", ch);
act ("$n chants loudly in a foreign language.", ch, NULL, NULL, TO_ROOM);
if ((sn = skill_lookup ("guardian")) < 0)
{
send_to_char ("Bug - please inform an imp.\n\r", ch);
return;
}
ch->pcdata->followers++;
victim = create_mobile (get_mob_index (MOB_VNUM_GUARDIAN));
victim->name = str_dup ("spirit");
victim->short_descr = str_dup ("A wicked spirit");
victim->long_descr =
str_dup ("A ghostly image hovers over the ground here.\n\r");
victim->level = 1000;
victim->hit = 25000;
victim->max_hit = 25000;
victim->hitroll = 50;
victim->damroll = 50;
victim->armor = 300;
SET_BIT (victim->act, ACT_NOEXP);
char_to_room (victim, ch->in_room);
add_follower (victim, ch);
af.type = sn;
af.duration = 6666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char (victim, &af);
act ("$N materializes next to $n.", ch, NULL, victim, TO_ROOM);
return;
}
void do_spiritkiss (CHAR_DATA * ch, char *argument)
{
int sn, level;
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MSPI] < 2)
{
stc ("You must obtain level two Spirit to use Spirit Kiss.\n\r", ch);
return;
}
if ((sn = skill_lookup ("spirit kiss")) < 0)
return;
if (is_affected (ch, sn))
{
stc ("You are already blessed by the spirits.\n\r", ch);
return;
}
if (check_quint (ch) < 1)
{
stc ("You need one point of quintessence to call a spirit.\n\r", ch);
return;
}
level = (ch->spheres[MSPI] * 25);
(*skill_table[sn].spell_fun) (sn, level, ch, ch);
WAIT_STATE (ch, 12);
subtract_quint (ch, 1);
return;
}
void do_spiritblast (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument (argument, arg);
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MSPI] < 4)
{
stc ("You must obtain level 4 Spirit to use Spirit Blast.\n\r", ch);
return;
}
if (arg[0] == '\0')
{
stc ("Whom do you want to use Spirit Blast on?\n\r", ch);
return;
}
if ((victim = get_char_room (ch, arg)) == NULL)
{
stc ("They aren't here.\n\r", ch);
return;
}
if (victim->level < 3)
{
stc ("They must be an avatar!\n\r", ch);
return;
}
dam = ch->spheres[MSPI] * 200;
mage_damage (ch, victim, dam, "spirit blast", MAGEDAM_OTHER);
if (!IS_NPC (victim))
{
if (IS_CLASS (victim, CLASS_HIGHLANDER) && (number_range (1, 100 < 60)))
{
int quick_drain = dice (1, 4);
if (victim->quickening[0] >= 0)
victim->quickening[0] -= quick_drain;
if (victim->quickening[0] < 0)
victim->quickening[0] = 0;
stc ("You grin as some of their quickening drains away.\n\r", ch);
act ("$n grins as some of your quickening is drained away.\n\r", ch,
NULL, victim, TO_VICT);
}
}
victim->mana -= (dam * 6);
victim->move -= (dam * 6);
ch->mana += (dam * 3);
ch->move += (dam * 3);
if (ch->mana > (ch->max_mana))
ch->mana = (ch->max_mana);
if (ch->move > (ch->max_move))
ch->move = (ch->max_move);
if (victim->mana < 0)
victim->mana = 0;
if (victim->move < 0)
victim->move = 0;
stc ("You absorb the energy from the blast.\n\r", ch);
stc ("You feel drained.\n\r", victim);
WAIT_STATE (ch, 16);
return;
}
void do_breach (CHAR_DATA * ch, char *argument)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
if (IS_NPC (ch))
return;
if (!is_mage (ch))
return;
if (ch->spheres[MSPI] < 5)
{
stc ("You must obtain level 5 Spirit to Breach the Gauntlet.\n\r", ch);
return;
}
if (ch->fight_timer > 0)
{
stc ("Not with a fight timer!\n\r", ch);
return;
}
if (check_quint (ch) < 2)
{
stc ("You need two points of quintessence to breach the gauntlet.\n\r",
ch);
return;
}
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL)
continue;
if (!IS_NPC (vch) && vch->pcdata->chobj != NULL)
continue;
if (vch->level < 3)
continue;
if (IS_SET (vch->affected_by, AFF_SHADOWPLANE))
continue;
if (ch == vch)
continue;
if (vch->in_room == ch->in_room)
{
if ((mount = ch->mount) != NULL)
{
if (mount == vch)
continue;
}
if (can_see (ch, vch))
{
act ("$n's eyes turn dark black.\nThe room is torn apart before your very eyes, and you fall into a black nothingness.", ch, NULL, vch, TO_VICT);
SET_BIT (vch->affected_by, AFF_SHADOWPLANE);
}
}
}
SET_BIT (ch->affected_by, AFF_SHADOWPLANE);
subtract_quint (ch, 2);
stc ("You tear the room apart, reforming it in the spirit world.\n\r", ch);
return;
}