/*************************************************************************** * 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. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "warlock.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) ); 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; one_argument( argument, arg ); if( !IS_CLASS(ch, CLASS_MAGE) && !IS_IMMORTAL(ch)) { send_to_char( "Huh?\n\r", ch); return; } 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 (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 < 0) 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 - Quad Fireball*/ sn = skill_lookup( "fireball" ); victim_target = TRUE; spellno = 5; break; case 10328: /*FIRE + ENHANCEMENT + OBJECT - Resistance spell*/ sn = skill_lookup( "resistance" ); object_target = TRUE; break; case 20022: /*AIR + DESTRUCTION + TARGETING - Global chill touch*/ sn = skill_lookup( "chill touch" ); global_target = TRUE; victim_target = TRUE; break; case 20024: /*AIR + DESTRUCTION + AREA - Double call lightning*/ sn = skill_lookup( "call lightning" ); spellno = 2; break; case 20322: /*AIR + ENHANCEMENT + TARGETING - Fly*/ sn = skill_lookup( "fly" ); global_target = TRUE; victim_target = TRUE; break; case 20328: /*AIR + ENHANCMENT + OBJECT - Spellproof spell*/ sn = skill_lookup( "spellproof" ); object_target = TRUE; break; case 40024: /*EARTH + DESTRUCTION + AREA - Double earthquake*/ sn = skill_lookup( "earthquake" ); spellno = 2; break; case 40321: /*EARTH + ENHANCEMENT + SELF - Stone skin*/ sn = skill_lookup( "stone skin" ); break; case 40322: /*EARTH + ENHANCEMENT + TARGETING - Global giant strength*/ sn = skill_lookup( "giant strength" ); global_target = TRUE; victim_target = TRUE; break; case 40328: /*EARTH + ENHANCEMENT + OBJECT - Fix (equipment) */ sn = skill_lookup( "repair" ); break; case 80018: /*WATER + CREATION + OBJECT - Create spring*/ sn = skill_lookup( "create spring" ); break; case 80024: /*WATER + DESTRUCTION + AREA - Double gas breath*/ sn = skill_lookup( "gas breath" ); spellno = 2; break; case 80321: /*WATER + ENHANCEMENT + SELF - Triple mana spell*/ sn = skill_lookup( "energyflux" ); spellno = 3; break; case 160022: /*DARK + DESTRUCTION + TARGETING - Triple harm*/ sn = skill_lookup( "harm" ); spellno = 3; victim_target = TRUE; break; case 160162: /*DARK + TRANSPORTATION + TARGETING - Global curse*/ sn = skill_lookup( "curse" ); global_target = TRUE; victim_target = TRUE; break; case 160321: /*DARK + ENHANCEMENT + SELF - Frenzy */ sn = skill_lookup( "frenzy" ); break; case 160322: /* DARK + ENHANCEMENT + TARGETING - Global Darkblessing*/ sn = skill_lookup( "darkblessing" ); global_target = TRUE; victim_target = TRUE; break; case 160642: /* DARK + REDUCTION + TARGETING - Global Poison*/ sn = skill_lookup( "poison" ); global_target = TRUE; victim_target = TRUE; break; case 161284: /*DARK + CONTROL + AREA - Sleep */ sn = skill_lookup( "sleep" ); global_target = TRUE; victim_target = TRUE; break; case 320018: /*LIGHT + CREATION + OBJECT - Continual light */ sn = skill_lookup( "continual light" ); break; case 320022: /*LIGHT + DESTRUCTION + TARGETING - Triple colour spray */ sn = skill_lookup( "colour spray" ); spellno = 3; victim_target = TRUE; break; case 320321: /*LIGHT + ENHANCEMENT + SELF - Sanctuary*/ sn = skill_lookup( "sanctuary" ); break; case 320322: /*LIGHT + ENHANCEMENT + TARGETING - Global bless*/ sn = skill_lookup( "bless" ); global_target = TRUE; victim_target = TRUE; break; case 322561: /*LIGHT + PROTECTION + SELF - Protection */ sn = skill_lookup( "protection" ); break; case 322562: /*LIGHT + PROTECTION + TARGETING - Armour */ sn = skill_lookup( "armor" ); global_target = TRUE; victim_target = TRUE; break; case 322564: /*LIGHT + PROTECTION + AREA - Global shield */ sn = skill_lookup( "shield" ); global_target = TRUE; victim_target = TRUE; break; case 640324: /*LIFE + ENHANCEMENT + AREA - Global heal */ sn = skill_lookup( "heal" ); victim_target = TRUE; global_target = TRUE; break; case 640018: /*LIFE + CREATION + OBJECT - Triple create food */ sn = skill_lookup( "create food" ); spellno = 3; break; case 640022: /*LIFE + DESTRUCTION + TARGETING - Double global dispel evil */ sn = skill_lookup( "dispel evil" ); spellno = 2; global_target = TRUE; victim_target = TRUE; break; case 640321: /*LIFE + ENHANCEMENT + SELF - Triple refresh */ sn = skill_lookup( "refresh" ); spellno = 3; break; case 640322: /*LIFE + ENHANCMENT + TARGETING - Triple heal */ sn = skill_lookup( "heal" ); spellno = 3; global_target = TRUE; victim_target = TRUE; break; case 640328: /*LIFE + ENHANCEMENT + OBJECT - Enchant armour */ sn = skill_lookup( "enchant armor" ); victim_target = TRUE; break; case 640642: /*LIFE + REDUCTION + TARGETING - Global double drain life*/ sn = skill_lookup( "energy drain" ); spellno = 2; global_target = TRUE; victim_target = TRUE; break; case 645122: /*LIFE + INFORMATION + TARGETING - Global know alignment #*/ sn = skill_lookup( "know alignment" ); global_target = TRUE; victim_target = TRUE; break; case 1280044: /*DEATH + SUMMONING + AREA - Triple guardian */ sn = skill_lookup( "guardian" ); spellno = 3; break; case 1280328: /*DEATH + ENHANCMENT + OBJECT - Preserve */ sn = skill_lookup( "preserve" ); victim_target = TRUE; break; case 1280642: /*DEATH + REDUCTION + TARGETING - Weaken */ sn = skill_lookup( "weaken" ); global_target = TRUE; victim_target = TRUE; break; case 2565128: /* MIND + INFORMATION + OBJECT */ sn = skill_lookup( "identify" ); object_target = TRUE; global_target = TRUE; break; case 2560642: /*MIND + REDUCTION + TARGETING - Global dispel magic */ sn = skill_lookup( "dispel magic" ); spellno = 2; global_target = TRUE; victim_target = TRUE; break; case 2565122: /*MIND + INFORMATION + TARGETING - Global read aura (ignores shield)*/ sn = skill_lookup( "readaura" ); global_target = TRUE; victim_target = TRUE; break; case 5120018: /*SPIRIT + CREATION + OBJECT - Double soulblade */ sn = skill_lookup( "soulblade" ); spellno = 2; break; case 5120044: /*SPIRIT + SUMMONING + AREA - Summon */ sn = skill_lookup( "summon" ); global_target = TRUE; victim_target = TRUE; break; case 5120161: /*SPIRIT + TRANSPORTATION + SELF - Teleport */ sn = skill_lookup( "teleport" ); break; case 5120321: /*SPIRIT + ENHANCEMENT + SELF - Pass door */ sn = skill_lookup( "pass door" ); break; case 5120328: /*SPIRIT + ENHANCEMENT + OBJECT - Enchant weapon */ sn = skill_lookup( "enchant weapon" ); object_target = TRUE; break; case 5120642: /*SPIRIT + REDUCTION + TARGETING - Global faerie fire */ sn = skill_lookup( "faerie fire" ); global_target = TRUE; victim_target = TRUE; break; case 5121284: /*SPIRIT + CONTROL + AREA - Faerie fog */ sn = skill_lookup( "faerie fog" ); break; case 81282: /*WATER | CONTROL | TARGETING - Jail of water */ sn = skill_lookup( "jailwater" ); global_target = TRUE; victim_target = TRUE; 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; }*/ if (!IS_NPC(victim) && IS_CLASS( victim, CLASS_DROW )) { if (ch == victim ) { send_to_char("You lower your magical resistance....\n\r", ch); } else if (number_percent ( ) <= victim->pcdata->stats[DROW_MAGIC]) { send_to_char("Your spell does not affect 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 ); if (!IS_IMMORTAL( ch )) 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 ); if (!IS_IMMORTAL( ch)) 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 ); if (!IS_IMMORTAL( 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; 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; if( IS_SET(book->spectype, SITEM_COPPER ) ) mana_cost /= 3; else if( IS_SET(book->spectype, SITEM_IRON ) ) mana_cost /= 6; else if( IS_SET(book->spectype, SITEM_STEEL ) ) mana_cost /= 9; else if( IS_SET(book->spectype, SITEM_ADAMANTITE) ) mana_cost /= 12; else if( IS_SET(book->spectype, SITEM_MAGE ) ) mana_cost /= 1000; if( mana_cost <= 1 ) mana_cost = 1; 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;} 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 (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 < 1000) { ch->spectype += dam; /* if (!IS_NPC(victim) && IS_SET(victim->act, PLR_VAMPIRE) && IS_VAMPAFF(victim, VAM_FORTITUDE) && dam > 1 && !reversed) dam = number_range(1,dam);*/ if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && dam > 1 && !reversed) dam = number_range(1,dam); else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON) && !reversed && IS_SET(victim->pcdata->powers[DPOWER_FLAGS], DEM_TOUGH) && dam > 1) dam = number_range(1,dam); /* else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) && victim->power[DISC_WERE_BOAR] > 2 && dam > 1 && !reversed) dam *= 0.5;*/ if (!IS_NPC(victim) && IS_CLASS(victim,CLASS_DEMON) && victim->in_room != NULL && victim->in_room->vnum == ROOM_VNUM_HELL && !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; } if( IS_SET(ch->in_room->room_flags, ROOM_SAFE) || IS_SET(old_room->room_flags, ROOM_SAFE) ) { send_to_char( "They or you are in a safe room.\n\r", ch); 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; update_pos(victim); } else { adv_damage(ch,victim,dam); sprintf(buf,"Your %s strikes $N incredibly hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_CHAR); sprintf(buf,"$n's %s strikes $N incredibly hard!",page->chpoweroff); act2(buf,ch,NULL,victim,TO_NOTVICT); sprintf(buf,"$n's %s strikes you incredibly 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); } if (!IS_IMMORTAL( ch ) && !IS_SET(book->spectype, SITEM_MAGE) ) { 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 * 0.5); if (ch->spectype < 1000) { ch->spectype += dam; } else dam = 0; if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !reversed) { send_to_char("You cannot fight in a safe 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_NPC(vch) && IS_SET(vch->act, PLR_VAMPIRE) && IS_VAMPAFF(vch, VAM_FORTITUDE) && dam > 1) hurt_person(ch,vch,number_range(1,dam));*/ if (IS_ITEMAFF(vch, ITEMA_RESISTANCE) && dam > 1) hurt_person(ch,vch,number_range(1,dam)); /* else if (!IS_NPC(vch) && IS_SET(vch->act, PLR_WEREWOLF) && vch->pcdata->disc[TOTEM_BOAR] > 2 && dam > 1) hurt_person(ch,vch,(dam*0.5));*/ else hurt_person(ch,vch,dam); } continue; } } if (!IS_IMMORTAL( ch ) && !IS_SET(book->spectype, SITEM_MAGE) ) { 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; if( IS_SET(book->spectype, SITEM_COPPER ) ) mana_cost /= 3; else if( IS_SET(book->spectype, SITEM_IRON ) ) mana_cost /= 6; else if( IS_SET(book->spectype, SITEM_STEEL ) ) mana_cost /= 9; else if( IS_SET(book->spectype, SITEM_ADAMANTITE) ) mana_cost /= 12; else if( IS_SET(book->spectype, SITEM_MAGE ) ) mana_cost /= 1000; if( mana_cost <= 1 ) mana_cost = 1; 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 > 7) {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 if (page->toughness == 5 && ch->level >= LEVEL_ARCHMAGE) { if ( ( sn = skill_lookup( "orange sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == 6 && ch->level >= LEVEL_ARCHMAGE) { if ( ( sn = skill_lookup( "indigo sorcery" ) ) < 0 ) {send_to_char("The spell failed.\n\r",ch);return;} } else if (page->toughness == 7 && ch->level >= LEVEL_ARCHMAGE) { if ( ( sn = skill_lookup( "violet 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); if (!IS_IMMORTAL( ch ) && !IS_SET(book->spectype, SITEM_MAGE) ) { 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; if( IS_SET(book->spectype, SITEM_COPPER ) ) mana_cost /= 3; else if( IS_SET(book->spectype, SITEM_IRON ) ) mana_cost /= 6; else if( IS_SET(book->spectype, SITEM_STEEL ) ) mana_cost /= 9; else if( IS_SET(book->spectype, SITEM_ADAMANTITE) ) mana_cost /= 12; else if( IS_SET(book->spectype, SITEM_MAGE ) ) mana_cost /= 1000; if( mana_cost <= 1 ) mana_cost = 1; 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 (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 (victim2->in_room == NULL) {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;} } 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;} } else if(second_object && !object_target && area_affect && !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]*50000) { send_to_char("The spell failed.\n\r",ch); return; } } if (victim2 != NULL) { if (victim2->level > ch->spl[PURPLE_MAGIC]*50000) { 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 > 50) {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]* 100) { 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 ); break; } if (!IS_IMMORTAL( ch ) && !IS_SET(book->spectype, SITEM_MAGE) ) { 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_mlearn(CHAR_DATA *ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; int type = 0; int power = -1; int cost; bool master = TRUE; argument = one_argument( argument, arg1); argument = one_argument( argument, arg2); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_MAGE)) { send_to_char("Huh?\n\r", ch ); return;} if (!str_cmp(arg1,"sigil")) { power = MPOWER_SIGILS; if (!str_cmp(arg2,"self")) type = SIGIL_SELF; else if (!str_cmp(arg2,"targeting")) type = SIGIL_TARGETING; else if (!str_cmp(arg2,"area")) type = SIGIL_AREA; else if (!str_cmp(arg2,"object")) type = SIGIL_OBJECT; } if (!str_cmp(arg1,"rune")) { power = MPOWER_RUNES; if (!str_cmp(arg2,"mastery")) type = RUNE_MASTER; else if (!str_cmp(arg2,"spirit")) type = RUNE_SPIRIT; else if (!str_cmp(arg2,"mind")) type = RUNE_MIND; else if (!str_cmp(arg2,"life")) type = RUNE_LIFE; else if (!str_cmp(arg2,"death")) type = RUNE_DEATH; else if (!str_cmp(arg2,"earth")) type = RUNE_EARTH; else if (!str_cmp(arg2,"air")) type = RUNE_AIR; else if (!str_cmp(arg2,"fire")) type = RUNE_FIRE; else if (!str_cmp(arg2,"water")) type = RUNE_WATER; else if (!str_cmp(arg2,"dark")) type = RUNE_DARK; else if (!str_cmp(arg2,"light")) type = RUNE_LIGHT; } if (!str_cmp(arg1,"glyph")) { power = MPOWER_GLYPHS; if (!str_cmp(arg2,"protection")) type = GLYPH_PROTECTION; else if (!str_cmp(arg2,"reduction")) type = GLYPH_REDUCTION; else if (!str_cmp(arg2,"control")) type = GLYPH_CONTROL; else if (!str_cmp(arg2,"destruction")) type = GLYPH_DESTRUCTION; else if (!str_cmp(arg2,"transportation")) type = GLYPH_TRANSPORTATION; else if (!str_cmp(arg2,"transformation")) type = GLYPH_TRANSFORMATION; else if (!str_cmp(arg2,"creation")) type = GLYPH_CREATION; else if (!str_cmp(arg2,"information")) type = GLYPH_INFORMATION; else if (!str_cmp(arg2,"summoning")) type = GLYPH_SUMMONING; else if (!str_cmp(arg2,"enhancement")) type = GLYPH_ENHANCEMENT; } if (power == -1) { send_to_char("Syntax: mlearn [power] [type]\n\r", ch ); send_to_char("\n\rtypes: sigil, glyph, rune\n\r\n\r", ch); return;} if (power == MPOWER_SIGILS && type == 0) { send_to_char("Syntax: mlearn sigil [type]\n\r\n\r", ch); send_to_char("types: area, object, self, targeting\n\r\n\r", ch); return;} if (power == MPOWER_GLYPHS && type == 0) { send_to_char("Syntax: mlearn glyph [type]\n\r\n\r", ch); send_to_char("types: creation, destruction, summoning, transformation\n\r", ch); send_to_char(" transportation, enhancement, reduction, control\n\r", ch); send_to_char(" protection, information\n\r\n\r", ch); return;} if (power == MPOWER_RUNES && type == 0) { send_to_char("Syntax: mlearn rune [type]\n\r\n\r", ch ); send_to_char("types: fire, air, earth, water, dark, light\n\r", ch ); send_to_char(" life, death, mind, spirit\n\r", ch ); send_to_char(" MASTERY\n\r\n\r", ch ); return;} if (power == MPOWER_RUNES && type == RUNE_MASTER) { if (IS_SET(ch->pcdata->powers[MPOWER_RUNES], RUNE_MASTER)) { send_to_char("You already have that.\n\r", ch ); return;} /* for (i = 0; i < 5; i++) if (ch->spl[i] < 240) master = FALSE; */ if (ch->spl[ch->pcdata->powers[MPOWER_RUNE0]] < 240) master = FALSE; if (!master) { send_to_char("You must completely master your spell color first.\n\r",ch ); return;} if( ch->level < LEVEL_MAGE) { send_to_char( "You must be at least a Mage to learn this rune.\n\r", ch); return; } if (ch->exp < 3000000) { send_to_char("You need 3000000 experience to learn to make the rune of mastery.\n\r", ch ); return;} SET_BIT(ch->pcdata->powers[power], type); ch->exp -= 3000000; send_to_char("You learn how to make the rune of mastery.\n\r", ch ); return; } if (power == MPOWER_SIGILS) cost = 100000; else cost = 50000; if (ch->exp < cost) { send_to_char("You do not have enough exp for that.\n\r", ch ); send_to_char("You need 100000 exp for sigils, and 50000 for others.\n\r", ch); return;} SET_BIT(ch->pcdata->powers[power], type); ch->exp -= cost; send_to_char("You learn a new power.\n\r", ch ); return; } void do_magearmor( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if(!IS_IMMORTAL(ch)) { if (!(get_trust(ch) >= LEVEL_APPRENTICE)) { send_to_char("What?\n\r",ch); return; } } if (arg[0] == '\0') { send_to_char("Please specify which piece of mage armor you wish to make: Cape Mask Girth.\n\r",ch); return; } if ( ch->practice < 50 ) { send_to_char("It costs 50 points of primal to create mage equipment.\n\r",ch); return; } if (!str_cmp(arg,"mask" )) vnum = 2650; else if (!str_cmp(arg,"girth" )) vnum = 2651; else if (!str_cmp(arg,"cape" )) vnum = 2653; else { send_to_char("Please specify which piece of mage armor you wish to make: Cape Mask Girth.\n\r",ch); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } if( !IS_IMMORTAL(ch) ) { ch->practice -= 50; } obj = create_object(pObjIndex, 50); obj_to_char(obj, ch); act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; } void do_monkarmor( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if(!IS_IMMORTAL(ch)) { if (!IS_CLASS(ch, CLASS_MONK)) { send_to_char("What?\n\r",ch); return; } } if (arg[0] == '\0') { send_to_char("Please specify which piece of monk armor you wish to make: Bracer, Cloak, Gloves.\n\r",ch); return; } if ( ch->practice < 50 ) { send_to_char("It costs 50 points of primal to create mage equipment.\n\r",ch); return; } if (!str_cmp(arg,"bracer" )) vnum = 29706; else if (!str_cmp(arg,"cloak" )) vnum = 29707; else if (!str_cmp(arg,"gloves" )) vnum = 29708; else { send_to_char("Please specify which piece of monk armor you wish to make: Bracer, Cloak, Gloves.\n\r",ch); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } if( !IS_IMMORTAL(ch) ) { ch->practice -= 50; } obj = create_object(pObjIndex, 50); obj_to_char(obj, ch); act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; } void do_vampirearmor( CHAR_DATA *ch, char *argument ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int vnum = 0; argument = one_argument( argument, arg ); if (IS_NPC(ch)) return; if(!IS_IMMORTAL(ch)) { if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char("What?\n\r",ch); return; } } if (arg[0] == '\0') { send_to_char("Please specify which piece of vampire armor you wish to make: Ring Collar Plate Helmet\n\r Leggings Boots Gloves Sleeves Cape Belt Bracer Mask Rod.\n\r",ch); return; } if ( ch->practice < 50 ) { send_to_char("It costs 50 points of primal to create mage equipment.\n\r",ch); return; } if (!str_cmp(arg,"ring" )) vnum = 29712; else if (!str_cmp(arg,"collar" )) vnum = 29713; else if (!str_cmp(arg,"plate" )) vnum = 29714; else if (!str_cmp(arg,"helmet" )) vnum = 29715; else if (!str_cmp(arg,"leggings" )) vnum = 29716; else if (!str_cmp(arg,"boots" )) vnum = 29717; else if (!str_cmp(arg,"gloves" )) vnum = 29718; else if (!str_cmp(arg,"sleeves" )) vnum = 29719; else if (!str_cmp(arg,"cape" )) vnum = 29720; else if (!str_cmp(arg,"belt" )) vnum = 29721; else if (!str_cmp(arg,"bracer" )) vnum = 29722; else if (!str_cmp(arg,"mask" )) vnum = 29723; else if (!str_cmp(arg,"rod" )) vnum = 30073; else { send_to_char("Please specify which piece of vampire armor you wish to make: Ring Collar Plate Helmet\n\r Leggings Boots Gloves Sleeves Cape Belt Bracer Mask Rod.\n\r",ch); return; } if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL) { send_to_char("Missing object, please inform a God.\n\r",ch); return; } if( !IS_IMMORTAL(ch) ) { ch->practice -= 50; } obj = create_object(pObjIndex, 50); obj_to_char(obj, ch); act("$p appears in your hands.",ch,obj,NULL,TO_CHAR); act("$p appears in $n's hands.",ch,obj,NULL,TO_ROOM); return; }