/*************************************************************************** * 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. * * * * 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. * ***************************************************************************/ /*************************************************************************** * God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard * * Woolcock. This mud is NOT to be copied in whole or in part, or to be * * run without the permission of Richard Woolcock. Nobody else has * * permission to authorise the use of this code. * ***************************************************************************/ #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" /* * Local functions. */ void adv_spell_damage args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_affect args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); void adv_spell_action args( ( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) ); #define MAX_CHAIN(ch) ((ch)->class == CLASS_MAGE ? 5 : \ (ch)->class == CLASS_SKINDANCER ? 4 : 3) void do_chant( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; OBJ_DATA *book; OBJ_DATA *page; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; bool victim_target = FALSE; bool object_target = FALSE; bool global_target = FALSE; /* Target object/victim may be anywhere */ int spellno = 1; int spellcount = 0; int spelltype; int sn = 0; int level; extern int chainspell; chainspell = 0; one_argument( argument, arg ); if ( ( book = get_eq_char(ch, WEAR_WIELD) ) == NULL || book->item_type != ITEM_BOOK) { if ( ( book = get_eq_char(ch, WEAR_HOLD) ) == NULL || book->item_type != ITEM_BOOK) { send_to_char( "First you must hold a spellbook.\n\r", ch ); return; } } if (IS_SET(book->value[1], CONT_CLOSED)) { send_to_char( "First you better open the book.\n\r", ch ); return; } if (book->value[2] < 1) { send_to_char( "There are no spells on the index page!\n\r", ch ); return; } if ( ( page = get_page( book, book->value[2] ) ) == NULL ) { send_to_char( "The current page seems to have been torn out!\n\r", ch ); return; } spellcount = ((page->value[1] * 10000) + (page->value[2] * 10) + page->value[3]); act("You chant the arcane words from $p.",ch,book,NULL,TO_CHAR); act("$n chants some arcane words from $p.",ch,book,NULL,TO_ROOM); if ( ch->in_room == NULL || IS_SET( ch->in_room->room_flags, ROOM_SAFE) ) { STC( "You can't chant in safe rooms.\n\r", ch ); return; } if (IS_SET(page->quest, QUEST_MASTER_RUNE)) { ch->spectype = 0; if (IS_SET(page->spectype, ADV_FAILED) || !IS_SET(page->spectype, ADV_FINISHED) || page->points < 1) send_to_char( "The spell failed.\n\r", ch ); else if (IS_SET(page->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page,argument); else if (IS_SET(page->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page,argument); else if (IS_SET(page->spectype, ADV_ACTION)) adv_spell_action(ch,book,page,argument); else send_to_char( "The spell failed.\n\r", ch ); return; } switch ( spellcount ) { default: send_to_char( "Nothing happens.\n\r", ch ); return; case 10022: /* FIRE + DESTRUCTION + TARGETING */ sn = skill_lookup( "fireball" ); victim_target = TRUE; spellno = 2; break; case 10024: /* FIRE + DESTRUCTION + AREA */ sn = skill_lookup( "engulf" ); break; case 10328: /* FIRE + ENHANCEMENT + OBJECT */ sn = skill_lookup( "resistance" ); object_target = TRUE; break; case 20022: /* AIR + DESTRUCTION + TARGETING */ sn = skill_lookup( "chill touch" ); victim_target = TRUE; global_target = TRUE; break; case 20024: /* AIR + DESTRUCTION + AREA */ sn = skill_lookup( "call lightning" ); spellno = 2; break; case 20082: /* AIR + TRANSFORMATION + TARGETING */ sn = skill_lookup( "move to hp" ); victim_target = TRUE; global_target = TRUE; break; case 20322: /* AIR + ENHANCEMENT + TARGETING */ sn = skill_lookup( "fly" ); victim_target = TRUE; break; case 20328: /* AIR + ENHANCEMENT + OBJECT */ sn = skill_lookup( "spellproof" ); object_target = TRUE; global_target = TRUE; break; case 40024: /* EARTH + DESTRUCTION + AREA */ sn = skill_lookup( "earthquake" ); spellno = 2; break; case 40321: /* EARTH + ENHANCEMENT + SELF */ sn = skill_lookup( "stone skin" ); break; case 40322: /* EARTH + ENHANCEMENT + TARGETING */ sn = skill_lookup( "giant strength" ); victim_target = TRUE; global_target = TRUE; break; case 40018: /* EARTH + ENHANCEMENT + OBJECT */ sn = skill_lookup( "fix" ); break; case 80018: /* WATER + CREATION + OBJECT */ sn = skill_lookup( "create spring" ); break; case 80024: /* WATER + DESCRUTION + AREA */ sn = skill_lookup( "gas breath" ); spellno = 2; break; case 80321: /* WATER + ENHANCEMENT + SELF */ sn = skill_lookup( "mana" ); spellno = 3; break; case 81282: /* WATER + CONTROL + TARGETING */ sn = skill_lookup( "jail of water" ); victim_target = TRUE; global_target = TRUE; break; case 160022: /* DARK + DESCRUTION + TARGETING */ sn = skill_lookup( "harm" ); spellno = 3; victim_target = TRUE; break; case 160162: /* DARK + TRANSPORTATION + TARGETING */ sn = skill_lookup( "curse" ); victim_target = TRUE; global_target = TRUE; break; case 160321: /* DARK + ENHANCEMENT + SELF */ sn = skill_lookup( "frenzy" ); break; case 160322: /* DARK + ENHANCEMENT + TARGETING */ sn = skill_lookup( "darkblessing" ); victim_target = TRUE; global_target = TRUE; break; case 160642: /* DARK + REDUCTION + TARGETING */ sn = skill_lookup( "poison" ); victim_target = TRUE; global_target = TRUE; break; case 161284: /* DARK + CONTROL + AREA */ sn = skill_lookup( "sleep" ); victim_target = TRUE; break; case 320018: /* LIGHT + CREATION + OBJECT */ sn = skill_lookup( "continual light" ); spellno = 2; break; case 320022: /* LIGHT + DESCRUTION + TARGETING */ sn = skill_lookup( "colour spray" ); victim_target = TRUE; spellno = 3; break; case 320321: /* LIGHT + ENHANCEMENT + SELF */ sn = skill_lookup( "sanctuary" ); break; case 320322: /* LIGHT + ENHANCEMENT + TARGETING */ sn = skill_lookup( "bless" ); victim_target = TRUE; global_target = TRUE; break; case 322561: /* LIGHT + PROTECTION + SELF */ sn = skill_lookup( "protection" ); break; case 322562: /* LIGHT + PROTECTION + TARGETING */ sn = skill_lookup( "armor" ); victim_target = TRUE; break; case 322364: /* LIGHT + PROTECTION + AREA */ sn = skill_lookup( "shield" ); victim_target = TRUE; global_target = TRUE; break; case 640018: /* LIFE + CREATION + OBJECT */ sn = skill_lookup( "create food" ); spellno = 3; break; case 640022: /* LIFE + DESCRUTION + TARGERTING */ sn = skill_lookup( "dispel evil" ); victim_target = TRUE; global_target = TRUE; spellno = 2; break; case 640081: /* LIFE + TRANSFORMATION + SELF */ sn = skill_lookup( "mana to hp" ); break; case 640321: /* LIFE + ENHANCEMENT + SELF */ sn = skill_lookup( "refresh" ); spellno = 3; break; case 640322: /* LIFE + ENHANCEMENT + TARGETING */ sn = skill_lookup( "heal" ); victim_target = TRUE; spellno = 3; break; case 640324: /* LIFE + ENHANCEMENT + AREA */ sn = skill_lookup( "heal" ); victim_target = TRUE; global_target = TRUE; break; case 640328: /* LIFE + ENHANCMENT + OBJECT */ sn = skill_lookup( "enchant armour" ); object_target = TRUE; break; case 640642: /* LIFE + REDUCTION + TARGETING */ sn = skill_lookup( "energy drain" ); victim_target = TRUE; global_target = TRUE; spellno = 2; break; case 645122: /* LIFE + INFORMATION + TARGETING */ sn = skill_lookup( "know alignment" ); victim_target = TRUE; global_target = TRUE; break; case 1280044: /* DEATH + SUMMONING + AREA */ sn = skill_lookup( "guardian" ); spellno = 3; break; case 1280348: /* DEATH + ENHANCEMENT + OBJECT */ sn = skill_lookup( "preserve" ); object_target = TRUE; global_target = TRUE; break; case 1280642: /* DEATH + REDUCTION + TARGETING */ sn = skill_lookup( "weaken" ); victim_target = TRUE; global_target = TRUE; break; case 1280644: /* DEATH + REDUCTION + AREA */ sn = skill_lookup( "remove curse" ); victim_target = TRUE; global_target = TRUE; break; case 2560162: /* MIND + TRANSPORTATION + TARGETING */ sn = skill_lookup( "word of recall" ); victim_target = TRUE; global_target = TRUE; return; case 2560321: /* MIND + ENHANCEMENT + SELF */ sn = skill_lookup( "true sight" ); break; case 2560642: /* MIND + REDUCTION + TARGETING */ sn = skill_lookup( "dispel magic" ); victim_target = TRUE; global_target = TRUE; break; case 2565122: /* MIND + INFORMATION + TARGETING */ sn = skill_lookup( "read aura" ); victim_target = TRUE; global_target = TRUE; break; case 2565128: /* MIND + INFORMATION + OBJECT */ sn = skill_lookup( "identify" ); object_target = TRUE; global_target = TRUE; break; case 5120018: /* SPIRIT + CREATION + OBJECT */ sn = skill_lookup( "soulblade" ); spellno = 2; break; case 5120044: /* SPIRIT + SUMMONING + AREA */ sn = skill_lookup( "summoning" ); victim_target = TRUE; global_target = TRUE; break; case 5120161: /* SPIRIT + TRANSPORTATION + SELF */ sn = skill_lookup( "teleport" ); break; case 5120321: /* SPIRIT + ENHANCEMENT + SELF */ sn = skill_lookup( "pass door" ); break; case 5120328: /* SPIRIT + ENHANCEMENT + OBJECT */ sn = skill_lookup( "enchant weapon" ); object_target = TRUE; break; case 5120642: /* SPIRIT + REDUCTION + TARGETING */ sn = skill_lookup( "faerie fire" ); victim_target = TRUE; global_target = TRUE; break; case 5121284: /* SPIRIT + CONTROL + AREA */ sn = skill_lookup( "faerie fog" ); break; case 5122561: /* SPIRIT + PROTECTION + SELF */ sn = skill_lookup( "aura no magic" ); break; } if ( arg[0] == '\0' && (victim_target == TRUE || object_target == TRUE)) { send_to_char( "Please specify a target.\n\r", ch ); return; } if (victim_target && sn > 0) { if ( !global_target && ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } else if ( global_target && ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if (IS_ITEMAFF(victim, ITEMA_REFLECT)) { send_to_char( "You are unable to focus your spell on them.\n\r", ch ); return; } spelltype = (skill_table[sn].target); level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, victim ); WAIT_STATE(ch, skill_table[sn].beats); } else if (object_target && sn > 0) { if ( !global_target && ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You are not carrying that object.\n\r", ch ); return; } else if ( global_target && ( obj = get_obj_world( ch, arg ) ) == NULL ) { send_to_char( "You cannot find any object like that.\n\r", ch ); return; } spelltype = (skill_table[sn].target); level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, obj ); if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, obj ); if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, obj ); WAIT_STATE(ch, skill_table[sn].beats); } else if (sn > 0) { spelltype = (skill_table[sn].target); if (spelltype == TAR_OBJ_INV) { send_to_char( "Nothing happens.\n\r", ch ); return; } level = ch->spl[spelltype] * 0.25; (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, ch ); WAIT_STATE(ch, skill_table[sn].beats); } else send_to_char( "Nothing happens.\n\r", ch ); return; } OBJ_DATA *get_page( OBJ_DATA *book, int page_num ) { OBJ_DATA *page; OBJ_DATA *page_next; if (page_num < 1) return NULL; for ( page = book->contains; page != NULL; page = page_next ) { page_next = page->next_content; if (page->value[0] == page_num) return page; } return NULL; } void adv_spell_damage( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) { char arg [MAX_STRING_LENGTH]; char buf [MAX_STRING_LENGTH]; OBJ_DATA *page_next; ROOM_INDEX_DATA *old_room; char next_par [MAX_INPUT_LENGTH]; int mana_cost = page->points; int min = page->value[1]; int max = page->value[2]; int dam, max_dam = 1000; int level; bool area_affect = FALSE; bool victim_target = FALSE; bool global_target = FALSE; bool next_page = FALSE; bool parameter = FALSE; bool not_caster = FALSE; bool no_players = FALSE; bool cast_message = FALSE; bool reversed = FALSE; bool aggdam = FALSE; extern int chainspell; if (IS_SET(page->spectype, ADV_AGGDAM)) mana_cost *= 1.2; if ( ++chainspell > MAX_CHAIN(ch) ) return; if (ch->mana < mana_cost) {send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;} if (min < 1 || max < 1) {send_to_char("The spell failed.\n\r",ch);return;} switch ( ch->class ) { case CLASS_MAGE: max_dam = 3000; break; case CLASS_SKINDANCER: max_dam = 2500; break; case CLASS_NEPHANDI: max_dam = 2000; break; case CLASS_LICH: max_dam = 1500; break; } max_dam += ( ch->spl[RED_MAGIC] << 2 ); if (IS_SET(page->spectype, ADV_NEXT_PAGE) && IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,arg); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } one_argument( argument, arg ); if (strlen(page->victpoweron) > 0 || str_cmp(page->victpoweron,"(null)")) { if (strlen(page->victpoweroff) > 0 || str_cmp(page->victpoweroff,"(null)")) cast_message = TRUE; } if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE; if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE; if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE; if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE; if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE; if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE; if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE; if (IS_SET(page->spectype, ADV_REVERSED )) reversed = TRUE; if (IS_SET(page->spectype, ADV_AGGDAM )) aggdam = TRUE; if (victim_target) { CHAR_DATA *victim; if ( !global_target && ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } else if ( global_target && ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "They are not here.\n\r", ch ); return; } if (reversed) level = ch->spl[BLUE_MAGIC]; else level = ch->spl[RED_MAGIC]; if (ch->in_room == victim->in_room) dam = number_range(min,max) + level; else dam = number_range(min,max); if (ch->spectype < max_dam) { ch->spectype += dam; if (!IS_NPC(victim) && get_disc(victim,DISC_FORTITUDE) > 0 && dam > 1 && !reversed) dam = number_range(1,dam); else if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && dam > 1 && !reversed) dam = number_range(1,dam); else if (!IS_NPC(victim) && (IS_SET(victim->act, PLR_DEMON) || IS_SET(victim->act, PLR_CHAMPION)) && !reversed && IS_SET(victim->pcdata->disc[C_POWERS], DEM_TOUGH) && dam > 1) dam = number_range(1,dam); if (!IS_NPC(victim) && (IS_SET(victim->act,PLR_DEMON) || IS_SET(victim->act,PLR_CHAMPION)) && victim->in_room != NULL && victim->in_room->vnum == ROOM_VNUM_HELL && !reversed) { if (dam < 5) dam = 1; else dam *= 0.2; } if (!IS_NPC(victim) && (IS_SET(victim->act,PLR_DEMON) || IS_SET(victim->act,PLR_CHAMPION)) && victim->in_room != NULL && victim->in_room->vnum == ROOM_VNUM_HEAVEN && !reversed) { if (dam < 5) dam = 1; else dam *= 0.2; } } else dam = 0; old_room = ch->in_room; if (victim->in_room != NULL && victim->in_room != ch->in_room) { char_from_room(ch); char_to_room(ch,victim->in_room); } if (!reversed) { if (is_safe(ch,victim)) { char_from_room(ch); char_to_room(ch,old_room); return; } } else if (IS_ITEMAFF(victim, ITEMA_REFLECT)) { send_to_char( "You are unable to focus your spell on them.\n\r", ch ); char_from_room(ch); char_to_room(ch,old_room); return; } char_from_room(ch); char_to_room(ch,old_room); if (cast_message) { strcpy(buf,page->victpoweron); act2(buf,ch,NULL,victim,TO_CHAR); strcpy(buf,page->victpoweroff); act2(buf,ch,NULL,victim,TO_ROOM); } if (reversed) { victim->hit += dam; if (victim->hit > victim->max_hit) victim->hit = victim->max_hit; } else { adv_damage(ch,victim,dam); sprintf(buf,"Your %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's %s strikes you incredably hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_VICT); if (!IS_NPC(victim) && number_percent() <= victim->pcdata->atm) act( "$n's spell is unable to penetrate your antimagic shield.", ch, NULL, victim, TO_VICT ); else hurt_person(ch,victim,dam,FALSE); } WAIT_STATE(ch, 12); ch->mana -= mana_cost; } else if (area_affect) { CHAR_DATA *vch = ch; CHAR_DATA *vch_next; if (reversed) level = ch->spl[BLUE_MAGIC]; else level = ch->spl[RED_MAGIC]; dam = number_range(min,max) + (level>>1); if (ch->spectype < max_dam) { ch->spectype += dam; } else dam = 0; if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !reversed) { send_to_char("You cannot fight in this room.\n\r",ch); return; } if (cast_message) { strcpy(buf,page->victpoweron); act2(buf,ch,NULL,vch,TO_CHAR); strcpy(buf,page->victpoweroff); act2(buf,ch,NULL,vch,TO_ROOM); } for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( ch == vch && not_caster ) continue; if ( !IS_NPC(vch) && no_players ) continue; if (!reversed) { if (is_safe(ch,vch)) continue; } if (IS_ITEMAFF(vch, ITEMA_REFLECT)) { send_to_char( "You are unable to focus your spell on them.\n\r", ch ); continue; } if ( vch->in_room == ch->in_room ) { if (reversed) { vch->hit += dam; if (vch->hit > vch->max_hit) vch->hit = vch->max_hit; } else { adv_damage(ch,vch,dam); sprintf(buf,"Your %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,vch,TO_CHAR); sprintf(buf,"$n's %s strikes $N incredably hard!",page->chpoweroff); act2(buf,ch,NULL,vch,TO_NOTVICT); sprintf(buf,"$n's %s strikes you incredably hard!",page->chpoweroff); act2(buf,ch,NULL,vch,TO_VICT); if (!IS_NPC(vch) && number_percent() <= vch->pcdata->atm) act( "$n's spell is unable to penetrate your antimagic shield.", ch, NULL, vch, TO_VICT ); else if (IS_ITEMAFF(vch, ITEMA_RESISTANCE) && dam > 1) hurt_person(ch,vch,number_range(1,dam), FALSE); else hurt_person(ch,vch,dam,FALSE); } continue; } } WAIT_STATE(ch, 12); ch->mana -= mana_cost; } else {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_NEXT_PAGE) && !IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,arg); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } return; } void adv_spell_affect( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) { char arg [MAX_STRING_LENGTH]; char c_m [MAX_INPUT_LENGTH]; char c_1 [MAX_INPUT_LENGTH]; char c_2 [MAX_INPUT_LENGTH]; OBJ_DATA *page_next; OBJ_DATA *obj = NULL; CHAR_DATA *victim = ch; char next_par [MAX_INPUT_LENGTH]; int mana_cost = page->points; int apply_bit = page->value[1]; int bonuses = page->value[2]; int affect_bit = page->value[3]; int sn; int level = page->level; bool any_affects = FALSE; bool area_affect = FALSE; bool victim_target = FALSE; bool object_target = FALSE; bool global_target = FALSE; bool next_page = FALSE; bool parameter = FALSE; bool not_caster = FALSE; bool no_players = FALSE; bool cast_message = FALSE; bool message_one = FALSE; bool message_two = FALSE; bool is_reversed = FALSE; extern int chainspell; if ( ++chainspell > MAX_CHAIN(ch) ) return; if (ch->mana < mana_cost) {send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_NEXT_PAGE) && IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } one_argument( argument, arg ); if (strlen(page->chpoweroff) > 0 && str_cmp(page->chpoweroff,"(null)")) {strcpy(c_m,page->chpoweroff);cast_message = TRUE;} if (strlen(page->victpoweron) > 0 && str_cmp(page->victpoweron,"(null)")) {strcpy(c_1,page->victpoweron);message_one = TRUE;} if (strlen(page->victpoweroff) > 0 && str_cmp(page->victpoweroff,"(null)")) {strcpy(c_2,page->victpoweroff);message_two = TRUE;} if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE; if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE; if (IS_SET(page->spectype, ADV_OBJECT_TARGET)) object_target = TRUE; if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE; if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE; if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE; if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE; if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE; if (IS_SET(page->spectype, ADV_REVERSED )) {is_reversed = TRUE;bonuses = 0 - bonuses;} if (victim_target && !area_affect && !global_target && !object_target) { if ( ( victim = get_char_room( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && area_affect && !global_target && !object_target) { if ( ( victim = get_char_world( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL || victim->in_room->area != ch->in_room->area) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && global_target && !object_target) { if ( ( victim = get_char_world( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && !area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && global_target && !victim_target) { if ( ( obj = get_obj_world( ch, arg ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (obj->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } if (page->toughness < PURPLE_MAGIC || page->toughness > YELLOW_MAGIC) {send_to_char("The spell failed.\n\r",ch);return;} if (page->toughness == PURPLE_MAGIC) { if ( ( sn = skill_lookup( "purple sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == RED_MAGIC) { if ( ( sn = skill_lookup( "red sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == BLUE_MAGIC) { if ( ( sn = skill_lookup( "blue sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == GREEN_MAGIC) { if ( ( sn = skill_lookup( "green sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == YELLOW_MAGIC) { if ( ( sn = skill_lookup( "yellow sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else {send_to_char("The spell failed.\n\r",ch);return;} if (!victim_target && victim != ch) {send_to_char("The spell failed.\n\r",ch);return;} if (not_caster && ch == victim) {send_to_char("The spell failed.\n\r",ch);return;} else if (no_players && !IS_NPC(victim)) {send_to_char("The spell failed.\n\r",ch);return;} if ( is_affected( victim, sn ) ) { send_to_char("They are already affected by a spell of that colour.\n\r",ch); return; } if ( apply_bit == 0 ) { enhance_stat(sn,level,ch,victim,APPLY_NONE,bonuses,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_STR) ) { enhance_stat(sn,level,ch,victim,APPLY_STR,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_DEX) ) { enhance_stat(sn,level,ch,victim,APPLY_DEX,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_INT) ) { enhance_stat(sn,level,ch,victim,APPLY_INT,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_WIS) ) { enhance_stat(sn,level,ch,victim,APPLY_WIS,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_CON) ) { enhance_stat(sn,level,ch,victim,APPLY_CON,bonuses * 0.1,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_MANA) ) { enhance_stat(sn,level,ch,victim,APPLY_MANA,bonuses * 5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_HIT) ) { enhance_stat(sn,level,ch,victim,APPLY_HIT,bonuses * 5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_MOVE) ) { enhance_stat(sn,level,ch,victim,APPLY_MOVE,bonuses * 5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_AC) ) { enhance_stat(sn,level,ch,victim,APPLY_AC,0 - (bonuses * 5),affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_HITROLL) ) { enhance_stat(sn,level,ch,victim,APPLY_HITROLL,bonuses * 0.5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_DAMROLL) ) { enhance_stat(sn,level,ch,victim,APPLY_DAMROLL,bonuses * 0.5,affect_bit); affect_bit = 0; any_affects = TRUE; } if ( IS_SET(apply_bit, ADV_SAVING_SPELL) ) { enhance_stat(sn,level,ch,victim,APPLY_SAVING_SPELL,bonuses*0.2,affect_bit); affect_bit = 0; any_affects = TRUE; } if (!any_affects) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,NULL,victim,TO_CHAR); if (message_one) act2(c_1,ch,NULL,victim,TO_VICT); if (message_two) act2(c_2,ch,NULL,victim,TO_NOTVICT); WAIT_STATE(ch,12); ch->mana -= mana_cost; if (IS_SET(page->spectype, ADV_NEXT_PAGE) && !IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } return; } void adv_spell_action( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument) { char arg1 [MAX_STRING_LENGTH]; char arg2 [MAX_STRING_LENGTH]; char c_m [MAX_INPUT_LENGTH]; char c_1 [MAX_INPUT_LENGTH]; char c_2 [MAX_INPUT_LENGTH]; OBJ_DATA *page_next; OBJ_DATA *obj = NULL; OBJ_DATA *obj2 = NULL; CHAR_DATA *victim = NULL; CHAR_DATA *victim2 = NULL; ROOM_INDEX_DATA *old_room = ch->in_room; char next_par [MAX_INPUT_LENGTH]; int mana_cost = page->points; int action_bit = page->value[1]; int action_type = page->value[2]; bool area_affect = FALSE; bool victim_target = FALSE; bool object_target = FALSE; bool second_victim = FALSE; bool second_object = FALSE; bool global_target = FALSE; bool next_page = FALSE; bool parameter = FALSE; bool not_caster = FALSE; bool no_players = FALSE; bool cast_message = FALSE; bool message_one = FALSE; bool message_two = FALSE; bool is_reversed = FALSE; extern int chainspell; if ( ++chainspell > MAX_CHAIN(ch) ) return; if (ch->mana < mana_cost) {send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_NEXT_PAGE) && IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if (strlen(page->chpoweroff) > 0 && str_cmp(page->chpoweroff,"(null)")) {strcpy(c_m,page->chpoweroff);cast_message = TRUE;} if (strlen(page->victpoweron) > 0 && str_cmp(page->victpoweron,"(null)")) {strcpy(c_1,page->victpoweron);message_one = TRUE;} if (strlen(page->victpoweroff) > 0 && str_cmp(page->victpoweroff,"(null)")) {strcpy(c_2,page->victpoweroff);message_two = TRUE;} if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE; if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE; if (IS_SET(page->spectype, ADV_OBJECT_TARGET)) object_target = TRUE; if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE; if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE; if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE; if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE; if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE; if (IS_SET(page->spectype, ADV_SECOND_VICTIM)) second_victim = TRUE; if (IS_SET(page->spectype, ADV_SECOND_OBJECT)) second_object = TRUE; if (IS_SET(page->spectype, ADV_REVERSED )) is_reversed = TRUE; if (victim_target && !area_affect && !global_target && !object_target) { if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == ch) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && area_affect && !global_target && !object_target) { if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL || victim->in_room->area != ch->in_room->area) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == ch) {send_to_char("The spell failed.\n\r",ch);return;} } else if (victim_target && global_target && !object_target) { if ( ( victim = get_char_world( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == ch) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && !area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && area_affect && !global_target && !victim_target) { if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (object_target && global_target && !victim_target) { if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (obj->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} } if ( arg2[0] == '\0' && (second_victim || second_object) ) { send_to_char("Please specify a target.\n\r",ch); return; } else if (second_victim && victim_target && !area_affect && !global_target && !object_target) { if ( ( victim2 = get_char_room( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == victim2) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_victim && victim_target && area_affect && !global_target && !object_target) { if ( ( victim2 = get_char_world( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2->in_room == NULL || victim2->in_room->area != ch->in_room->area) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == victim2) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_victim && victim_target && global_target && !object_target) { if ( ( victim2 = get_char_world( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON)) {send_to_char("The spell failed.\n\r",ch);return;} if (victim == victim2) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_object && object_target && !area_affect && !global_target && !victim_target) { if ( ( obj2 = get_obj_carry( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_object && object_target && area_affect && !global_target && !victim_target) { if ( ( obj2 = get_obj_here( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (second_object && object_target && global_target && !victim_target) { if ( ( obj2 = get_obj_world( ch, arg2 ) ) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} } if (victim != NULL) { if (victim->level > ch->spl[PURPLE_MAGIC]) { send_to_char("The spell failed.\n\r",ch); return; } } if (victim2 != NULL) { if (victim2->level > ch->spl[PURPLE_MAGIC]) { send_to_char("The spell failed.\n\r",ch); return; } } switch ( action_bit ) { default: send_to_char("The spell failed.\n\r",ch); return; case ACTION_MOVE: if (!victim_target && !second_victim && !object_target && !second_object) { if (cast_message) act2(c_m,ch,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,ch,NULL,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,old_room); if (message_two) act2(c_2,ch,NULL,NULL,TO_ROOM); } else if ( arg1[0] == '\0' ) { send_to_char("Please specify a target.\n\r",ch); return; } else if (victim_target && !second_victim && !object_target && !second_object) { if (victim == NULL || victim->in_room == NULL || victim->in_room == ch->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (is_reversed) { if (victim->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,victim,NULL,NULL,TO_ROOM); char_from_room(victim); char_to_room(victim,ch->in_room); if (message_two) act2(c_2,victim,NULL,NULL,TO_ROOM); do_look(victim,""); } else { if (ch->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,ch,NULL,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,victim->in_room); if (message_two) act2(c_2,ch,NULL,NULL,TO_ROOM); do_look(ch,""); } } else if (!victim_target && !second_victim && object_target && !second_object) { if (obj == NULL || obj->in_room == NULL || obj->in_room == ch->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR); if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM); if (is_reversed) { obj_from_room(obj); obj_to_room(obj,ch->in_room); } else { char_from_room(ch); char_to_room(ch,obj->in_room); do_look(ch,""); } if (message_two) act2(c_2,ch,obj,NULL,TO_ROOM); } else if (victim_target && second_victim && !object_target && !second_object) { if (victim == NULL || victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (victim2 == NULL || victim2->in_room == NULL || victim2->in_room == victim->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (is_reversed) { if (victim2->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim2,NULL,victim,TO_CHAR); if (message_one) act2(c_1,victim2,NULL,victim,TO_ROOM); char_from_room(victim2); char_to_room(victim2,victim->in_room); if (message_two) act2(c_2,victim2,NULL,victim,TO_ROOM); do_look(victim2,""); } else { if (victim->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim,NULL,victim2,TO_CHAR); if (message_one) act2(c_1,victim,NULL,victim2,TO_ROOM); char_from_room(victim); char_to_room(victim,victim2->in_room); if (message_two) act2(c_2,victim,NULL,victim2,TO_ROOM); do_look(victim,""); } } else if (victim_target && !second_victim && !object_target && second_object) { if (victim == NULL || victim->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (obj2 == NULL || obj2->in_room == NULL || obj2->in_room == victim->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,victim,obj2,NULL,TO_ROOM); if (is_reversed) { obj_from_room(obj2); obj_to_room(obj2,victim->in_room); } else { if (victim->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} char_from_room(victim); char_to_room(victim,obj2->in_room); do_look(victim,""); } if (message_two) act2(c_2,victim,obj2,NULL,TO_ROOM); } else if (!victim_target && !second_victim && object_target && second_object) { if (obj == NULL || obj->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (obj2 == NULL || obj2->in_room == NULL || obj2->in_room == obj->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR); if (is_reversed) { old_room = ch->in_room; if (message_one) act2(c_1,ch,obj2,NULL,TO_ROOM); obj_from_room(obj2); obj_to_room(obj2,obj->in_room); char_from_room(ch); char_to_room(ch,obj->in_room); if (message_two) act2(c_2,ch,obj2,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,old_room); } else { old_room = ch->in_room; if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM); obj_from_room(obj); obj_to_room(obj,obj2->in_room); char_from_room(ch); char_to_room(ch,obj2->in_room); if (message_two) act2(c_2,ch,obj,NULL,TO_ROOM); char_from_room(ch); char_to_room(ch,old_room); } } else if (!victim_target && second_victim && object_target && !second_object) { if (victim2 == NULL || victim2->in_room == NULL) {send_to_char("The spell failed.\n\r",ch);return;} if (obj == NULL || obj->in_room == NULL || obj->in_room == victim2->in_room) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,victim2,NULL,NULL,TO_CHAR); if (message_one) act2(c_1,victim,obj2,NULL,TO_ROOM); if (is_reversed) { if (victim2->position == POS_FIGHTING) {send_to_char("The spell failed.\n\r",ch);return;} char_from_room(victim2); char_to_room(victim2,obj->in_room); do_look(victim2,""); } else { obj_from_room(obj); obj_to_room(obj,victim2->in_room); } if (message_two) act2(c_2,victim2,obj,NULL,TO_ROOM); } else {send_to_char("The spell failed.\n\r",ch);return;} break; case ACTION_MOB: if ( action_type < 1) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_NPC(ch) || ch->pcdata->followers > 4) {send_to_char("The spell failed.\n\r",ch);return;} switch ( action_type ) { default: break; /* No problem */ case MOB_VNUM_HOUND: case MOB_VNUM_GUARDIAN: case MOB_VNUM_MOUNT: case MOB_VNUM_FROG: case MOB_VNUM_RAVEN: case MOB_VNUM_CAT: case MOB_VNUM_DOG: case MOB_VNUM_EYE: case MOB_VNUM_MOLERAT: case MOB_VNUM_YAK: case MOB_VNUM_ASTRAL: case MOB_VNUM_CLONE: case 30002: /* Small gremlin */ case 30003: /* Medium gremlin */ case 30004: /* Large gremlin */ case 30005: /* Cute fluffy creature */ send_to_char("The spell failed.\n\r",ch); return; } if (( victim = create_mobile( get_mob_index( action_type ))) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,NULL,victim,TO_CHAR); if (message_one) act2(c_1,ch,NULL,victim,TO_ROOM); ch->pcdata->followers++; char_to_room( victim, ch->in_room ); SET_BIT(victim->act, ACT_NOEXP); free_string(victim->lord); victim->lord = str_dup(ch->name); if (victim->level > ch->spl[PURPLE_MAGIC]) { send_to_char("The spell failed.\n\r",ch); extract_char(victim, TRUE); return; } break; case ACTION_OBJECT: if ( action_type < 1) {send_to_char("The spell failed.\n\r",ch);return;} if (( obj = create_object( get_obj_index( action_type ),0 )) == NULL ) {send_to_char("The spell failed.\n\r",ch);return;} if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR); if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM); free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); obj_to_room( obj, ch->in_room ); if (IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->spectype, SITEM_DEMONIC) || IS_SET(obj->extra_flags, ITEM_VANISH) || IS_SET(obj->quest, QUEST_RELIC)) { act("$p explodes, hurling you to the ground!",ch,obj,NULL,TO_CHAR); act("$p explodes, hurling $n to the ground!",ch,obj,NULL,TO_ROOM); extract_obj(obj); ch->position = POS_STUNNED; return; } break; } WAIT_STATE(ch,12); ch->mana -= mana_cost; if (IS_SET(page->spectype, ADV_NEXT_PAGE) && !IS_SET(page->spectype, ADV_SPELL_FIRST)) { if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} if (IS_SET(page->spectype, ADV_PARAMETER)) { if (!str_cmp(page->chpoweron,"(null)")) {send_to_char("The spell failed.\n\r",ch);return;} else strcpy(next_par,page->chpoweron); } else strcpy(next_par,argument); if ( page->specpower < page->value[0] ) {send_to_char( "The spell failed.\n\r", ch );return;} if ( ( page_next = get_page( book, page->specpower ) ) == NULL ) {send_to_char( "The spell failed.\n\r", ch );return;} if (IS_SET(page_next->quest, QUEST_MASTER_RUNE)) { if (IS_SET(page_next->spectype, ADV_DAMAGE)) adv_spell_damage(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_AFFECT)) adv_spell_affect(ch,book,page_next,next_par); else if (IS_SET(page_next->spectype, ADV_ACTION)) adv_spell_action(ch,book,page_next,next_par); else {send_to_char( "The spell failed.\n\r", ch );return;} } else {send_to_char( "The spell failed.\n\r", ch );return;} } return; } void do_familiar( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; CHAR_DATA *familiar; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); return; if ( arg[0] == '\0' ) { send_to_char( "What do you wish to make your familiar?\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 ) { send_to_char( "Become your own familiar?\n\r", ch ); return; } if ( !IS_NPC(victim) ) { send_to_char( "Not on players.\n\r", ch ); return; } if ( ( familiar = ch->pcdata->familiar ) != NULL ) familiar->wizard = NULL; ch->pcdata->familiar = victim; victim->wizard = ch; send_to_char("Ok.\n\r",ch); return; } DO_COM( do_fcommand ) { CHAR_DATA *victim; if (IS_NPC(ch)) return; if ( ( victim = ch->pcdata->familiar ) == NULL ) { send_to_char( "You aren't controlling anything.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Please specify a command.\n\r", ch ); return; } if (IS_NPC(victim)) SET_BIT(victim->act, ACT_COMMANDED); interpret(victim,argument); if (IS_NPC(victim)) REMOVE_BIT(victim->act, ACT_COMMANDED); if (is_in(argument,"|kick*")) WAIT_STATE(ch, 24); return; } void do_teach( 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)) { send_to_char("Huh?\n\r",ch); return; } if (ch->level == LEVEL_APPRENTICE) { send_to_char("You don't know enough to teach another.\n\r",ch); return; } if ( arg[0] == '\0' ) { send_to_char( "Teach 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 ( IS_NPC(victim) ) { send_to_char( "Not on NPC's.\n\r", ch ); return; } if ( ch == victim ) { send_to_char( "You cannot teach yourself.\n\r", ch ); return; } if (IS_MAGE(victim)) { send_to_char( "They are already a mage.\n\r", ch ); return; } if ( victim->level != LEVEL_AVATAR && !IS_IMMORTAL(victim) ) { send_to_char( "You can only teach avatars.\n\r", ch ); return; } if (IS_VAMPIRE(victim)) { send_to_char( "You are unable to teach vampires!\n\r", ch ); return; } if (IS_WEREWOLF(victim)) { send_to_char( "You are unable to teach werewolves!\n\r", ch ); return; } if (IS_DEMON(victim)) { send_to_char( "You are unable to teach demons!\n\r", ch ); return; } if (IS_HIGHLANDER(victim)) { send_to_char( "You are unable to teach highlanders.\n\r", ch ); return; } if (!IS_IMMUNE(victim,IMM_VAMPIRE)) { send_to_char( "You cannot teach an unwilling person.\n\r", ch ); return; } if (ch->exp < 100000) { send_to_char("You cannot afford the 100000 exp required to teach them.\n\r",ch); return; } if (victim->exp < 100000) { send_to_char("They cannot afford the 100000 exp required to learn from you.\n\r",ch); return; } ch->exp -= 100000; victim->exp -= 100000; act("You teach $N the basics of magic.", ch, NULL, victim, TO_CHAR); act("$n teaches $N the basics of magic.", ch, NULL, victim, TO_NOTVICT); act("$n teaches you the basics of magic.", ch, NULL, victim, TO_VICT); victim->level = LEVEL_APPRENTICE; victim->trust = LEVEL_APPRENTICE; victim->class = CLASS_MAGE; send_to_char( "You are now an apprentice.\n\r", victim ); free_string(victim->lord); victim->lord = str_dup(ch->name); victim->pcdata->runes[0] = ch->pcdata->runes[0]; do_autosave(ch,""); do_autosave(victim,""); return; }