#include <ctype.h> #include <stdio.h> #include <string.h> #include "mud.h" /* * Local functions. */ void say_spell( CHAR_DATA * ch, int sn ); CHAR_DATA *make_poly_mob( CHAR_DATA * ch, int vnum ); ch_ret spell_affect( int sn, int level, CHAR_DATA * ch, void *vo ); ch_ret spell_affectchar( int sn, int level, CHAR_DATA * ch, void *vo ); /* * Is immune to a damage type */ bool is_immune( CHAR_DATA * ch, int damtype ) { switch ( damtype ) { case SD_FIRE: return IS_SET( ch->immune, RIS_FIRE ) ? TRUE : FALSE; case SD_COLD: return IS_SET( ch->immune, RIS_COLD ) ? TRUE : FALSE; case SD_ELECTRICITY: return IS_SET( ch->immune, RIS_ELECTRICITY ) ? TRUE : FALSE; case SD_ENERGY: return IS_SET( ch->immune, RIS_ENERGY ) ? TRUE : FALSE; case SD_ACID: return IS_SET( ch->immune, RIS_ACID ) ? TRUE : FALSE; case SD_POISON: return IS_SET( ch->immune, RIS_POISON ) ? TRUE : FALSE; case SD_DRAIN: return IS_SET( ch->immune, RIS_DRAIN ) ? TRUE : FALSE; } return FALSE; } /* * Lookup a skill by name, only stopping at skills the player has. */ int ch_slookup( const CHAR_DATA * ch, const char *name ) { int sn; if( IS_NPC( ch ) ) return skill_lookup( name ); for( sn = 0; sn < top_sn; sn++ ) { if( !skill_table[sn]->name ) break; if( character_skill_level( ch, sn ) > 0 && LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) ) return sn; } return -1; } /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn = 0; if( ( sn = bsearch_skill( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 ) if( ( sn = bsearch_skill( name, gsn_first_skill, gsn_first_weapon - 1 ) ) == -1 ) if( ( sn = bsearch_skill( name, gsn_first_weapon, gsn_top_sn - 1 ) ) == -1 && gsn_top_sn < top_sn ) { for( sn = gsn_top_sn; sn < top_sn; sn++ ) { if( !skill_table[sn] || !skill_table[sn]->name ) return -1; if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) ) return sn; } return -1; } return sn; } /* * Return a skilltype pointer based on sn -Thoric * Returns NULL if bad, unused or personal sn. */ SKILLTYPE *get_skilltype( int sn ) { if( sn >= TYPE_PERSONAL ) return NULL; if( sn >= TYPE_HIT ) return NULL; return IS_VALID_SN( sn ) ? skill_table[sn] : NULL; } /* * Perform a binary search on a section of the skill table -Thoric * Each different section of the skill table is sorted alphabetically */ int bsearch_skill( const char *name, int first, int top ) { for( ;; ) { int sn = ( first + top ) >> 1; if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) ) return sn; if( first >= top ) return -1; if( strcmp( name, skill_table[sn]->name ) < 1 ) top = sn - 1; else first = sn + 1; } return -1; } /* * Perform a binary search on a section of the skill table -Thoric * Each different section of the skill table is sorted alphabetically * Check for exact matches only */ int bsearch_skill_exact( const char *name, int first, int top ) { int sn; for( ;; ) { sn = ( first + top ) >> 1; if( !str_prefix( name, skill_table[sn]->name ) ) return sn; if( first >= top ) return -1; if( strcmp( name, skill_table[sn]->name ) < 1 ) top = sn - 1; else first = sn + 1; } return -1; } /* * Perform a binary search on a section of the skill table * Each different section of the skill table is sorted alphabetically * Only match skills player knows -Thoric */ int ch_bsearch_skill( const CHAR_DATA * ch, const char *name, int first, int top ) { for( ;; ) { int sn = ( first + top ) >> 1; if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) && character_skill_level( ch, sn ) > 0 ) return sn; if( first >= top ) return -1; if( strcmp( name, skill_table[sn]->name ) < 1 ) top = sn - 1; else first = sn + 1; } return -1; } int find_spell( const CHAR_DATA * ch, const char *name, bool know ) { if( IS_NPC( ch ) || !know ) return bsearch_skill( name, gsn_first_spell, gsn_first_skill - 1 ); else return ch_bsearch_skill( ch, name, gsn_first_spell, gsn_first_skill - 1 ); } int find_skill( const CHAR_DATA * ch, const char *name, bool know ) { if( IS_NPC( ch ) || !know ) return bsearch_skill( name, gsn_first_skill, gsn_first_weapon - 1 ); else return ch_bsearch_skill( ch, name, gsn_first_skill, gsn_first_weapon - 1 ); } int find_weapon( const CHAR_DATA * ch, const char *name, bool know ) { if( IS_NPC( ch ) || !know ) return bsearch_skill( name, gsn_first_weapon, gsn_top_sn - 1 ); else return ch_bsearch_skill( ch, name, gsn_first_weapon, gsn_top_sn - 1 ); } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if( slot <= 0 ) return -1; for( sn = 0; sn < top_sn; sn++ ) if( slot == skill_table[sn]->slot ) return sn; if( fBootDb ) bug( "Slot_lookup: bad slot %d.", slot ); return -1; } /* * Fancy message handling for a successful casting -Thoric */ void successful_casting( SKILLTYPE * skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) { short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION ); short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT ); short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME ); if( skill->target != TAR_CHAR_OFFENSIVE ) { chit = chitroom; chitme = chitroom; } if( ch && ch != victim ) { if( skill->hit_char && skill->hit_char[0] != '\0' ) act( chit, skill->hit_char, ch, obj, victim, TO_CHAR ); else if( skill->type == SKILL_SPELL ) act( chit, "Ok.", ch, NULL, NULL, TO_CHAR ); } if( ch && skill->hit_room && skill->hit_room[0] != '\0' ) act( chitroom, skill->hit_room, ch, obj, victim, TO_NOTVICT ); if( ch && victim && skill->hit_vict && skill->hit_vict[0] != '\0' ) { if( ch != victim ) act( chitme, skill->hit_vict, ch, obj, victim, TO_VICT ); else act( chitme, skill->hit_vict, ch, obj, victim, TO_CHAR ); } else if( ch && ch == victim && skill->type == SKILL_SPELL ) { act( chitme, "Ok.", ch, NULL, NULL, TO_CHAR ); } else if( ch && ch == victim && skill->type == SKILL_SKILL ) { if( skill->hit_char && ( skill->hit_char[0] != '\0' ) ) act( chit, skill->hit_char, ch, obj, victim, TO_CHAR ); else act( chit, "Ok.", ch, NULL, NULL, TO_CHAR ); } } /* * Fancy message handling for a failed casting -Thoric */ void failed_casting( SKILLTYPE * skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) { short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION ); short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT ); short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME ); if( skill->target != TAR_CHAR_OFFENSIVE ) { chit = chitroom; chitme = chitroom; } if( ch && ch != victim ) { if( skill->miss_char && skill->miss_char[0] != '\0' ) act( chit, skill->miss_char, ch, obj, victim, TO_CHAR ); else if( skill->type == SKILL_SPELL ) act( chit, "You failed.", ch, NULL, NULL, TO_CHAR ); } if( ch && skill->miss_room && skill->miss_room[0] != '\0' ) act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT ); if( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' ) { if( ch != victim ) act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT ); else act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR ); } else if( ch && ch == victim ) { if( skill->miss_char && skill->miss_char[0] != '\0' ) act( chitme, skill->miss_char, ch, obj, victim, TO_CHAR ); else if( skill->type == SKILL_SPELL ) act( chitme, "You failed.", ch, NULL, NULL, TO_CHAR ); } } /* * Fancy message handling for being immune to something -Thoric */ void immune_casting( SKILLTYPE * skill, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) { short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION ); short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT ); short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME ); if( skill->target != TAR_CHAR_OFFENSIVE ) { chit = chitroom; chitme = chitroom; } if( ch && ch != victim ) { if( skill->imm_char && skill->imm_char[0] != '\0' ) act( chit, skill->imm_char, ch, obj, victim, TO_CHAR ); else if( skill->miss_char && skill->miss_char[0] != '\0' ) act( chit, skill->miss_char, ch, obj, victim, TO_CHAR ); else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL ) act( chit, "That appears to have no effect.", ch, NULL, NULL, TO_CHAR ); } if( ch && skill->imm_room && skill->imm_room[0] != '\0' ) act( chitroom, skill->imm_room, ch, obj, victim, TO_NOTVICT ); else if( ch && skill->miss_room && skill->miss_room[0] != '\0' ) act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT ); if( ch && victim && skill->imm_vict && skill->imm_vict[0] != '\0' ) { if( ch != victim ) act( chitme, skill->imm_vict, ch, obj, victim, TO_VICT ); else act( chitme, skill->imm_vict, ch, obj, victim, TO_CHAR ); } else if( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' ) { if( ch != victim ) act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT ); else act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR ); } else if( ch && ch == victim ) { if( skill->imm_char && skill->imm_char[0] != '\0' ) act( chit, skill->imm_char, ch, obj, victim, TO_CHAR ); else if( skill->miss_char && skill->miss_char[0] != '\0' ) act( chit, skill->miss_char, ch, obj, victim, TO_CHAR ); else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL ) act( chit, "That appears to have no affect.", ch, NULL, NULL, TO_CHAR ); } } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA * ch, int sn ) { CHAR_DATA *rch; for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if( rch != ch ) act( AT_MAGIC, "$n pauses and concentrates for a moment.", ch, NULL, rch, TO_VICT ); } return; } /* * Make adjustments to saving throw based in RIS -Thoric */ int ris_save( CHAR_DATA * ch, int chance, int ris ) { short modifier = 10; if( IS_SET( ch->immune, ris ) ) modifier -= 10; if( IS_SET( ch->resistant, ris ) ) modifier -= 2; if( IS_SET( ch->susceptible, ris ) ) modifier += 2; if( modifier <= 0 ) return 1000; if( modifier == 10 ) return chance; return ( chance * modifier ) / 10; } /* -Thoric * Fancy dice expression parsing complete with order of operations, * simple exponent support, dice support as well as a few extra * variables: L = level, H = hp, M = mana, V = move, S = str, X = dex * I = int, W = wis, C = con, A = cha, U = luck, A = age * * Used for spell dice parsing, ie: 3d8+L-6 * */ int rd_parse( const CHAR_DATA * ch, int level, char *expr ) { int x = 0, lop = 0, gop = 0, eop = 0; char operation = 0; char *sexp[2]; int total = 0, len = 0; /* take care of nulls coming in */ if( !expr || !strlen( expr ) ) return 0; /* get rid of brackets if they surround the entire expresion */ if( ( *expr == '(' ) && !strchr( expr + 1, '(' ) && expr[strlen( expr ) - 1] == ')' ) { expr[strlen( expr ) - 1] = '\0'; expr++; } /* check if the expresion is just a number */ len = strlen( expr ); if( len == 1 && isalpha( ( int ) expr[0] ) ) switch ( expr[0] ) { case 'L': case 'l': return level; case 'H': case 'h': return ch->hit; case 'M': case 'm': return ch->mana; case 'V': case 'v': return ch->move; case 'S': case 's': return get_curr_str( ch ); case 'I': case 'i': return get_curr_int( ch ); case 'W': case 'w': return get_curr_wis( ch ); case 'X': case 'x': return get_curr_dex( ch ); case 'C': case 'c': return get_curr_con( ch ); case 'A': case 'a': return get_curr_cha( ch ); case 'U': case 'u': return get_curr_lck( ch ); case 'Y': case 'y': return get_age( ch ); } for( x = 0; x < len; ++x ) if( !isdigit( ( int ) expr[x] ) && !isspace( ( int ) expr[x] ) ) break; if( x == len ) return ( atoi( expr ) ); /* break it into 2 parts */ for( x = 0; x < ( int ) strlen( expr ); ++x ) switch ( expr[x] ) { case '^': if( !total ) eop = x; break; case '-': case '+': if( !total ) lop = x; break; case '*': case '/': case '%': case 'd': case 'D': if( !total ) gop = x; break; case '(': ++total; break; case ')': --total; break; } if( lop ) x = lop; else if( gop ) x = gop; else x = eop; operation = expr[x]; expr[x] = '\0'; sexp[0] = expr; sexp[1] = ( char * ) ( expr + x + 1 ); /* work it out */ total = rd_parse( ch, level, sexp[0] ); switch ( operation ) { case '-': total -= rd_parse( ch, level, sexp[1] ); break; case '+': total += rd_parse( ch, level, sexp[1] ); break; case '*': total *= rd_parse( ch, level, sexp[1] ); break; case '/': total /= rd_parse( ch, level, sexp[1] ); break; case '%': total %= rd_parse( ch, level, sexp[1] ); break; case 'd': case 'D': total = dice( total, rd_parse( ch, level, sexp[1] ) ); break; case '^': { int y = rd_parse( ch, level, sexp[1] ), z = total; for( x = 1; x < y; ++x, z *= total ); total = z; break; } } return total; } /* wrapper function so as not to destroy exp */ int dice_parse( const CHAR_DATA * ch, int level, char *expr ) { char buf[MAX_INPUT_LENGTH]; strcpy( buf, expr ); return rd_parse( ch, level, buf ); } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_poison_death( int level, const CHAR_DATA * victim ) { int save = 50 + ( victim->top_level - level - victim->saving_poison_death ) * 2; save = URANGE( 5, save, 95 ); return luck_check( victim, save ); } bool saves_wands( int level, const CHAR_DATA * victim ) { int save; if( IS_SET( victim->immune, RIS_MAGIC ) ) return TRUE; save = 50 + ( victim->top_level - level - victim->saving_wand ) * 2; save = URANGE( 5, save, 95 ); return luck_check( victim, save ); } bool saves_para_petri( int level, const CHAR_DATA * victim ) { int save; save = 50 + ( victim->top_level - level - victim->saving_para_petri ) * 2; save = URANGE( 5, save, 95 ); return luck_check( victim, save ); } bool saves_breath( int level, const CHAR_DATA * victim ) { int save; save = 50 + ( victim->top_level - level - victim->saving_breath ) * 2; save = URANGE( 5, save, 95 ); return luck_check( victim, save ); } bool saves_spell_staff( int level, const CHAR_DATA * victim ) { int save; if( IS_SET( victim->immune, RIS_MAGIC ) ) return TRUE; if( IS_NPC( victim ) && level > 10 ) level -= 5; save = 50 + ( victim->top_level - level - victim->saving_spell_staff ) * 2; save = URANGE( 5, save, 95 ); return luck_check( victim, save ); } /* * Process the spell's required components, if any -Thoric * ----------------------------------------------- * T### check for item of type ### * V##### check for item of vnum ##### * Kword check for item with keyword 'word' * G##### check if player has ##### amount of gold * H#### check if player has #### amount of hitpoints * * Special operators: * ! spell fails if player has this * + don't consume this component * @ decrease component's value[0], and extract if it reaches 0 * # decrease component's value[1], and extract if it reaches 0 * $ decrease component's value[2], and extract if it reaches 0 * % decrease component's value[3], and extract if it reaches 0 * ^ decrease component's value[4], and extract if it reaches 0 * & decrease component's value[5], and extract if it reaches 0 */ bool process_spell_components( CHAR_DATA * ch, int sn ) { /* disable the whole damn shabang */ return TRUE; } int pAbort; /* * Locate targets. */ void *locate_targets( CHAR_DATA * ch, char *arg, int sn, CHAR_DATA ** victim, OBJ_DATA ** obj ) { SKILLTYPE *skill = get_skilltype( sn ); void *vo = NULL; *victim = NULL; *obj = NULL; switch ( skill->target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return &pAbort; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if( arg[0] == '\0' ) { if( ( *victim = who_fighting( ch ) ) == NULL ) { send_to_char( "Cast the spell on whom?\r\n", ch ); return &pAbort; } } else { if( ( *victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return &pAbort; } } if( is_safe( ch, *victim ) ) return &pAbort; if( ch == *victim ) { send_to_char( "Cast this on yourself? Okay...\r\n", ch ); /* send_to_char( "You can't do that to yourself.\r\n", ch ); return &pAbort; */ } if( !IS_NPC( ch ) ) { if( !IS_NPC( *victim ) ) { /* Sheesh! can't do anything send_to_char( "You can't do that on a player.\r\n", ch ); return &pAbort; */ if( get_timer( ch, TIMER_PKILLED ) > 0 ) { send_to_char ( "You have been killed in the last 5 minutes.\r\n", ch ); return &pAbort; } if( get_timer( *victim, TIMER_PKILLED ) > 0 ) { send_to_char ( "This player has been killed in the last 5 minutes.\r\n", ch ); return &pAbort; } } if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == *victim ) { send_to_char( "You can't do that on your own follower.\r\n", ch ); return &pAbort; } } vo = ( void * ) *victim; break; case TAR_CHAR_DEFENSIVE: if( arg[0] == '\0' ) *victim = ch; else { if( ( *victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return &pAbort; } } vo = ( void * ) *victim; break; case TAR_CHAR_SELF: if( arg[0] != '\0' && !nifty_is_name( arg, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\r\n", ch ); return &pAbort; } vo = ( void * ) ch; break; case TAR_OBJ_INV: if( arg[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\r\n", ch ); return &pAbort; } if( ( *obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You are not carrying that.\r\n", ch ); return &pAbort; } vo = ( void * ) *obj; break; } return vo; } /* * The kludgy global is for spells who want more stuff from command line. */ const char *target_name; /* * Cast a spell. Multi-caster and component support by Thoric */ void do_cast( CHAR_DATA * ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; static char staticbuf[MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; void *vo = NULL; int mana = 0; int sn = 0; ch_ret retcode = rNONE; bool dont_wait = FALSE; SKILLTYPE *skill = NULL; struct timeval time_used; switch ( ch->substate ) { default: /* no ordering charmed mobs to cast spells */ if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't seem to do that right now...\r\n", ch ); return; } target_name = one_argument( argument, arg1 ); one_argument( ( char * ) target_name, arg2 ); if( arg1[0] == '\0' ) { send_to_char( "Cast which what where?\r\n", ch ); return; } if( !IS_IMMORTAL( ch ) ) { if( ( sn = find_spell( ch, arg1, TRUE ) ) < 0 || ( !IS_NPC( ch ) && character_skill_level( ch, sn ) <= 0 ) ) { send_to_char( "You can't do that.\r\n", ch ); return; } if( ( skill = get_skilltype( sn ) ) == NULL ) { send_to_char( "You can't do that right now...\r\n", ch ); return; } } else { if( ( sn = skill_lookup( arg1 ) ) < 0 ) { send_to_char( "We didn't create that yet...\r\n", ch ); return; } if( sn >= MAX_SKILL ) { send_to_char( "Hmm... that might hurt.\r\n", ch ); return; } if( ( skill = get_skilltype( sn ) ) == NULL ) { send_to_char( "Somethis is severely wrong with that one...\r\n", ch ); return; } if( skill->type != SKILL_SPELL ) { send_to_char( "That isn't a force power.\r\n", ch ); return; } if( !skill->spell_fun ) { send_to_char( "We didn't finish that one yet...\r\n", ch ); return; } } /* * Something else removed by Merc -Thoric */ if( ch->position < skill->minimum_position ) { switch ( ch->position ) { default: send_to_char( "You can't concentrate enough.\r\n", ch ); break; case POS_SITTING: send_to_char ( "You can't summon enough energy sitting down.\r\n", ch ); break; case POS_RESTING: send_to_char( "You're too relaxed to cast that spell.\r\n", ch ); break; case POS_FIGHTING: send_to_char ( "You can't concentrate enough while fighting!\r\n", ch ); break; case POS_SLEEPING: send_to_char( "You dream about great feats of magic.\r\n", ch ); break; } return; } if( skill->spell_fun == spell_null ) { send_to_char( "That's not a spell!\r\n", ch ); return; } if( !skill->spell_fun ) { send_to_char( "You cannot cast that... yet.\r\n", ch ); return; } mana = IS_NPC( ch ) ? 0 : skill->min_mana; /* * Locate targets. */ vo = locate_targets( ch, arg2, sn, &victim, &obj ); if( vo == &pAbort ) return; if( is_safe( ch, victim ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You cannot do that to them.\r\n", ch ); return; } if( !IS_NPC( ch ) && ch->mana < mana ) { send_to_char( "The force is not strong enough within you.\r\n", ch ); return; } if( skill->participants <= 1 ) break; /* multi-participant spells -Thoric */ add_timer( ch, TIMER_DO_FUN, UMIN( skill->beats / 10, 3 ), do_cast, 1 ); act( AT_MAGIC, "You begin to feel the force in yourself and those around you...", ch, NULL, NULL, TO_CHAR ); act( AT_MAGIC, "$n reaches out with the force to those around...", ch, NULL, NULL, TO_ROOM ); sprintf( staticbuf, "%s %s", arg2, target_name ); ch->dest_buf = str_dup( staticbuf ); ch->tempnum = sn; return; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); if( IS_VALID_SN( ( sn = ch->tempnum ) ) ) { if( ( skill = get_skilltype( sn ) ) == NULL ) { send_to_char( "Something went wrong...\r\n", ch ); bug( "do_cast: SUB_TIMER_DO_ABORT: bad sn %d", sn ); return; } mana = IS_NPC( ch ) ? 0 : skill->min_mana; if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */ ch->mana -= mana / 3; } set_char_color( AT_MAGIC, ch ); send_to_char( "You stop your concentration\r\n", ch ); /* should add chance of backfire here */ return; case 1: sn = ch->tempnum; if( ( skill = get_skilltype( sn ) ) == NULL ) { send_to_char( "Something went wrong...\r\n", ch ); bug( "do_cast: substate 1: bad sn %d", sn ); return; } if( !ch->dest_buf || !IS_VALID_SN( sn ) || skill->type != SKILL_SPELL ) { send_to_char( "Something negates the powers of the force.\r\n", ch ); bug( "do_cast: ch->dest_buf NULL or bad sn (%d)", sn ); return; } mana = IS_NPC( ch ) ? 0 : skill->min_mana; strcpy( staticbuf, ( const char * ) ch->dest_buf ); target_name = one_argument( staticbuf, arg2 ); DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; if( skill->participants > 1 ) { int cnt = 1; CHAR_DATA *tmp; TIMER *t; for( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room ) if( tmp != ch && ( t = get_timerptr( tmp, TIMER_DO_FUN ) ) != NULL && t->count >= 1 && t->do_fun == do_cast && tmp->tempnum == sn && tmp->dest_buf && !str_cmp( ( const char * ) tmp->dest_buf, staticbuf ) ) ++cnt; if( cnt >= skill->participants ) { for( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room ) if( tmp != ch && ( t = get_timerptr( tmp, TIMER_DO_FUN ) ) != NULL && t->count >= 1 && t->do_fun == do_cast && tmp->tempnum == sn && tmp->dest_buf && !str_cmp( ( const char * ) tmp->dest_buf, staticbuf ) ) { extract_timer( tmp, t ); act( AT_MAGIC, "Channeling your energy into $n, you help direct the force", ch, NULL, tmp, TO_VICT ); act( AT_MAGIC, "$N channels $S energy into you!", ch, NULL, tmp, TO_CHAR ); act( AT_MAGIC, "$N channels $S energy into $n!", ch, NULL, tmp, TO_NOTVICT ); learn_from_success( tmp, sn ); tmp->mana -= mana; tmp->substate = SUB_NONE; tmp->tempnum = -1; DISPOSE( tmp->dest_buf ); } dont_wait = TRUE; send_to_char ( "You concentrate all the energy into a burst of force!\r\n", ch ); vo = locate_targets( ch, arg2, sn, &victim, &obj ); if( vo == &pAbort ) return; } else { set_char_color( AT_MAGIC, ch ); send_to_char ( "There was not enough power for that to succeed...\r\n", ch ); if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */ ch->mana -= mana / 2; learn_from_failure( ch, sn ); return; } } } if( str_cmp( skill->name, "ventriloquate" ) ) say_spell( ch, sn ); if( !dont_wait ) WAIT_STATE( ch, skill->beats ); /* * Getting ready to cast... check for spell components -Thoric */ if( !process_spell_components( ch, sn ) ) { if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */ ch->mana -= mana / 2; learn_from_failure( ch, sn ); return; } if( !IS_NPC( ch ) && abs( ch->alignment - skill->alignment ) > 1010 ) { if( ch->alignment > skill->alignment ) { send_to_char( "You do not have enough anger in you.\r\n", ch ); if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */ ch->mana -= mana / 2; return; } if( ch->alignment < skill->alignment ) { send_to_char ( "Your anger and hatred prevent you from focusing.\r\n", ch ); if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */ ch->mana -= mana / 2; return; } } if( !IS_NPC( ch ) && ( number_percent() + skill->difficulty * 5 ) > character_skill_level( ch, sn ) ) { /* Some more interesting loss of concentration messages -Thoric */ switch ( number_bits( 2 ) ) { case 0: /* too busy */ if( ch->fighting ) send_to_char ( "This round of battle is too hectic to concentrate properly.\r\n", ch ); else send_to_char( "You lost your concentration.\r\n", ch ); break; case 1: /* irritation */ if( number_bits( 2 ) == 0 ) { switch ( number_bits( 2 ) ) { case 0: send_to_char ( "A tickle in your nose prevents you from keeping your concentration.\r\n", ch ); break; case 1: send_to_char ( "An itch on your leg keeps you from properly using the force.\r\n", ch ); break; case 2: send_to_char ( "A nagging though prevents you from focusing on the force.\r\n", ch ); break; case 3: send_to_char ( "A twitch in your eye disrupts your concentration for a moment.\r\n", ch ); break; } } else send_to_char ( "Something distracts you, and you lose your concentration.\r\n", ch ); break; case 2: /* not enough time */ if( ch->fighting ) send_to_char ( "There wasn't enough time this round to complete your concentration.\r\n", ch ); else send_to_char( "You lost your concentration.\r\n", ch ); break; case 3: send_to_char ( "A disturbance in the force muddles your concentration.\r\n", ch ); break; } if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */ ch->mana -= mana / 2; learn_from_failure( ch, sn ); return; } else { ch->mana -= mana; /* * check for immunity to magic if victim is known... * and it is a TAR_CHAR_DEFENSIVE/SELF spell * otherwise spells will have to check themselves */ if( ( skill->target == TAR_CHAR_DEFENSIVE || skill->target == TAR_CHAR_SELF ) && victim && IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); retcode = rSPELL_FAILED; } else { start_timer( &time_used ); retcode = ( *skill->spell_fun ) ( sn, ch->top_level, ch, vo ); end_timer( &time_used ); update_userec( &time_used, &skill->userec ); } } if( retcode == rCHAR_DIED || retcode == rERROR || char_died( ch ) ) return; if( retcode != rSPELL_FAILED ) learn_from_success( ch, sn ); else learn_from_failure( ch, sn ); /* * Fixed up a weird mess here, and added double safeguards -Thoric */ if( skill->target == TAR_CHAR_OFFENSIVE && victim && !char_died( victim ) && victim != ch ) { CHAR_DATA *vch, *vch_next; for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( vch == victim ) { if( victim->master != ch && !victim->fighting ) retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Cast spells at targets using a magical object. */ ch_ret obj_cast_spell( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) { void *vo; ch_ret retcode = rNONE; int levdiff = ch->top_level - level; SKILLTYPE *skill = get_skilltype( sn ); struct timeval time_used; if( sn == -1 ) return retcode; if( !skill || !skill->spell_fun ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return rERROR; } /* * Basically this was added to cut down on level 5 players using level * 40 scrolls in battle too often ;) -Thoric */ if( ( skill->target == TAR_CHAR_OFFENSIVE || number_bits( 7 ) == 1 ) /* 1/128 chance if non-offensive */ && !luck_check( ch, 95 + levdiff ) ) { switch ( number_bits( 2 ) ) { case 0: failed_casting( skill, ch, victim, NULL ); break; case 1: act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim, TO_CHAR ); if( victim ) act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_VICT ); act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_NOTVICT ); return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED ); case 2: failed_casting( skill, ch, victim, NULL ); break; case 3: act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim, TO_CHAR ); if( victim ) act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_VICT ); act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_NOTVICT ); return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED ); } return rNONE; } target_name = ""; switch ( skill->target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return rERROR; case TAR_IGNORE: vo = NULL; if( victim ) target_name = victim->name; else if( obj ) target_name = obj->name; break; case TAR_CHAR_OFFENSIVE: if( victim != ch ) { if( !victim ) victim = who_fighting( ch ); if( !victim || !IS_NPC( victim ) ) { send_to_char( "You can't do that.\r\n", ch ); return rNONE; } } if( ch != victim && is_safe( ch, victim ) ) return rNONE; vo = ( void * ) victim; break; case TAR_CHAR_DEFENSIVE: if( victim == NULL ) victim = ch; vo = ( void * ) victim; if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rNONE; } break; case TAR_CHAR_SELF: vo = ( void * ) ch; if( IS_SET( ch->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rNONE; } break; case TAR_OBJ_INV: if( obj == NULL ) { send_to_char( "You can't do that.\r\n", ch ); return rNONE; } vo = ( void * ) obj; break; } start_timer( &time_used ); retcode = ( *skill->spell_fun ) ( sn, level, ch, vo ); end_timer( &time_used ); update_userec( &time_used, &skill->userec ); if( retcode == rSPELL_FAILED ) retcode = rNONE; if( retcode == rCHAR_DIED || retcode == rERROR ) return retcode; if( char_died( ch ) ) return rCHAR_DIED; if( skill->target == TAR_CHAR_OFFENSIVE && victim != ch && !char_died( victim ) ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( victim == vch && !victim->fighting && victim->master != ch ) { retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return retcode; } /* * Spell functions. */ ch_ret spell_blindness( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; int tmp; SKILLTYPE *skill = get_skilltype( sn ); if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !IS_NPC( ch ) && !IS_NPC( victim ) ) tmp = level; else tmp = level; if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell_staff( tmp, victim ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } af.type = sn; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = ( short ) ( ( 1 + ( level / 3 ) ) * DUR_CONV ); af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); set_char_color( AT_MAGIC, victim ); send_to_char( "You are blinded!\r\n", victim ); if( ch != victim ) send_to_char( "Ok.\r\n", ch ); return rNONE; } ch_ret spell_charm_person( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; int chance; char buf[MAX_STRING_LENGTH]; SKILLTYPE *skill = get_skilltype( sn ); if( victim == ch ) { send_to_char( "You like yourself even better!\r\n", ch ); return rSPELL_FAILED; } if( IS_SET( victim->immune, RIS_MAGIC ) || IS_SET( victim->immune, RIS_CHARM ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !IS_NPC( victim ) && !IS_NPC( ch ) ) { send_to_char( "I don't think so...\r\n", ch ); send_to_char ( "You feel as if someone tried to enter your mind but failed..\r\n", victim ); return rSPELL_FAILED; } chance = ris_save( victim, level, RIS_CHARM ); if( IS_AFFECTED( victim, AFF_CHARM ) || chance == 1000 || IS_AFFECTED( ch, AFF_CHARM ) || level < victim->top_level || circle_follow( victim, ch ) || saves_spell_staff( chance, victim ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( victim->master ) stop_follower( victim ); add_follower( victim, ch ); af.type = sn; af.duration = ( short ) ( ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( AT_MAGIC, "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); act( AT_MAGIC, "$N's eyes glaze over...", ch, NULL, victim, TO_ROOM ); if( ch != victim ) send_to_char( "Ok.\r\n", ch ); sprintf( buf, "%s has charmed %s.", ch->name, victim->name ); log_string_plus( buf, LOG_NORMAL ); /* to_channel( buf, CHANNEL_MONITOR, "Monitor", 2 ) ); */ return rNONE; } ch_ret spell_fireball( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 1, 1, 4, 7, 10, 13, 16, 19, 22, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64, 64, 65, 65, 66, 66, 67, 68, 68, 69, 69, 70, 71, 71, 72, 72, 73, 73, 74, 75, 75 }; int dam; send_to_char( "You feel the hatred grow within you!\r\n", ch ); ch->alignment = ch->alignment - 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); level = UMIN( ( size_t ) level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_identify( int sn, int level, CHAR_DATA * ch, void *vo ) { /* Modified by Scryn to work on mobs/players/objs */ OBJ_DATA *obj; CHAR_DATA *victim; AFFECT_DATA *paf; SKILLTYPE *sktmp; SKILLTYPE *skill = get_skilltype( sn ); if( target_name[0] == '\0' ) { send_to_char( "What would you like identified?\r\n", ch ); return rSPELL_FAILED; } if( ( obj = get_obj_carry( ch, target_name ) ) != NULL ) { set_char_color( AT_LBLUE, ch ); ch_printf( ch, "Object '%s' is %s, special properties: %s %s.\r\nIts weight is %d, value is %d.\r\n", obj->name, aoran( item_type_name( obj ) ), extra_bit_name( obj->extra_flags ), magic_bit_name( obj->magic_flags ), obj->weight, obj->cost ); set_char_color( AT_MAGIC, ch ); switch ( obj->item_type ) { case ITEM_DEVICE: ch_printf( ch, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); if( obj->value[3] >= 0 && ( sktmp = get_skilltype( obj->value[3] ) ) != NULL ) { send_to_char( " '", ch ); send_to_char( sktmp->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\r\n", ch ); break; case ITEM_WEAPON: ch_printf( ch, "Damage is %d to %d (average %d).\r\n", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); if( obj->value[3] == WEAPON_BLASTER ) { if( obj->blaster_setting == BLASTER_FULL ) ch_printf( ch, "It is set on FULL power.\r\n" ); else if( obj->blaster_setting == BLASTER_HIGH ) ch_printf( ch, "It is set on HIGH power.\r\n" ); else if( obj->blaster_setting == BLASTER_NORMAL ) ch_printf( ch, "It is set on NORMAL power.\r\n" ); else if( obj->blaster_setting == BLASTER_HALF ) ch_printf( ch, "It is set on HALF power.\r\n" ); else if( obj->blaster_setting == BLASTER_LOW ) ch_printf( ch, "It is set on LOW power.\r\n" ); else if( obj->blaster_setting == BLASTER_STUN ) ch_printf( ch, "It is set on STUN.\r\n" ); ch_printf( ch, "It has %d out of %d charges.\r\n", obj->value[4], obj->value[5] ); } else if( obj->value[3] == WEAPON_LIGHTSABER || obj->value[3] == WEAPON_VIBRO_BLADE ) { ch_printf( ch, "It has %d out of %d units of charge remaining.\r\n", obj->value[4], obj->value[5] ); } break; case ITEM_AMMO: ch_printf( ch, "It has %d charges.\r\n", obj->value[0] ); break; case ITEM_BATTERY: ch_printf( ch, "It has %d units of charge.\r\n", obj->value[0] ); break; case ITEM_ARMOR: ch_printf( ch, "Current armor class is %d. ( based on current condition )\r\n", obj->value[0] ); ch_printf( ch, "Maximum armor class is %d. ( based on top condition )\r\n", obj->value[1] ); ch_printf( ch, "Applied armor class is %d. ( based condition and location worn )\r\n", apply_ac( obj, obj->wear_loc ) ); break; } for( paf = obj->pIndexData->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); for( paf = obj->first_affect; paf; paf = paf->next ) showaffect( ch, paf ); return rNONE; } else if( ( victim = get_char_room( ch, target_name ) ) != NULL ) { if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_NPC( victim ) ) { ch_printf( ch, "%s appears to be between level %d and %d.\r\n", victim->name, victim->top_level - ( victim->top_level % 5 ), victim->top_level - ( victim->top_level % 5 ) + 5 ); } else { ch_printf( ch, "%s appears to be level %d.\r\n", victim->name, victim->top_level ); } if( ( luck_check( ch, 50 ) && ch->top_level >= victim->top_level + 10 ) || IS_IMMORTAL( ch ) ) { ch_printf( ch, "%s appears to be affected by: ", victim->name ); if( !victim->first_affect ) { send_to_char( "nothing.\r\n", ch ); return rNONE; } for( paf = victim->first_affect; paf; paf = paf->next ) { if( victim->first_affect != victim->last_affect ) { if( paf != victim->last_affect && ( sktmp = get_skilltype( paf->type ) ) != NULL ) ch_printf( ch, "%s, ", sktmp->name ); if( paf == victim->last_affect && ( sktmp = get_skilltype( paf->type ) ) != NULL ) { ch_printf( ch, "and %s.\r\n", sktmp->name ); return rNONE; } } else { if( ( sktmp = get_skilltype( paf->type ) ) != NULL ) ch_printf( ch, "%s.\r\n", sktmp->name ); else send_to_char( "\r\n", ch ); return rNONE; } } } } else { ch_printf( ch, "You can't find %s!\r\n", target_name ); return rSPELL_FAILED; } return rNONE; } ch_ret spell_invis( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; SKILLTYPE *skill = get_skilltype( sn ); /* Modifications on 1/2/96 to work on player/object - Scryn */ if( target_name[0] == '\0' ) victim = ch; else victim = get_char_room( ch, target_name ); if( victim ) { AFFECT_DATA af; if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_AFFECTED( victim, AFF_INVISIBLE ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } act( AT_MAGIC, "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = ( short ) ( ( ( level / 4 ) + 12 ) * DUR_CONV ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); act( AT_MAGIC, "You fade out of existence.", victim, NULL, NULL, TO_CHAR ); return rNONE; } else { OBJ_DATA *obj; obj = get_obj_carry( ch, target_name ); if( obj ) { if( IS_OBJ_STAT( obj, ITEM_INVIS ) || luck_check( ch, 40 + level / 10 ) ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } SET_BIT( obj->extra_flags, ITEM_INVIS ); act( AT_MAGIC, "$p fades out of existence.", ch, obj, NULL, TO_CHAR ); return rNONE; } } ch_printf( ch, "You can't find %s!\r\n", target_name ); return rSPELL_FAILED; } ch_ret spell_lightning_bolt( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24, 26, 28, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130, 132, 134, 136, 138, 140, 142, 144, 146, 148, 150, 152, 154, 156, 158, 160, 162, 164, 166, 168, 170 }; int dam; send_to_char( "You feel the hatred grow within you!\r\n", ch ); ch->alignment = ch->alignment - 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); level = UMIN( ( size_t ) level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_poison( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; int chance; bool first = TRUE; send_to_char( "You feel the hatred grow within you!\r\n", ch ); ch->alignment = ch->alignment - 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); chance = ris_save( victim, level, RIS_POISON ); if( chance == 1000 || saves_poison_death( chance, victim ) ) return rSPELL_FAILED; if( IS_AFFECTED( victim, AFF_POISON ) ) first = FALSE; af.type = sn; af.duration = ( short ) ( level * DUR_CONV ); af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); set_char_color( AT_MAGIC, victim ); send_to_char( "You feel very sick.\r\n", victim ); victim->mental_state = URANGE( 20, victim->mental_state + ( first ? 5 : 0 ), 100 ); if( ch != victim ) send_to_char( "Ok.\r\n", ch ); return rNONE; } ch_ret spell_sleep( int sn, int level, CHAR_DATA * ch, void *vo ) { AFFECT_DATA af; int retcode; int chance; int tmp; CHAR_DATA *victim; SKILLTYPE *skill = get_skilltype( sn ); if( ( victim = get_char_room( ch, target_name ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); return rSPELL_FAILED; } if( !IS_NPC( victim ) && victim->fighting ) { send_to_char( "You cannot sleep a fighting player.\r\n", ch ); return rSPELL_FAILED; } if( is_safe( ch, victim ) ) return rSPELL_FAILED; if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !IS_NPC( ch ) && !IS_NPC( victim ) ) tmp = level; else tmp = level; if( IS_AFFECTED( victim, AFF_SLEEP ) || ( chance = ris_save( victim, tmp, RIS_SLEEP ) ) == 1000 || level < victim->top_level || ( victim != ch && IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) || saves_spell_staff( chance, victim ) ) { failed_casting( skill, ch, victim, NULL ); if( ch == victim ) return rSPELL_FAILED; if( !victim->fighting ) { retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); if( retcode == rNONE ) retcode = rSPELL_FAILED; return retcode; } } af.type = sn; af.duration = ( short ) ( ( 4 + level ) * DUR_CONV ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); /* Added by Narn at the request of Dominus. */ if( !IS_NPC( victim ) ) { sprintf( log_buf, "%s has cast sleep on %s.", ch->name, victim->name ); log_string_plus( log_buf, LOG_NORMAL ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 2 ); } if( IS_AWAKE( victim ) ) { act( AT_MAGIC, "You feel very sleepy ..... zzzzzz.", victim, NULL, NULL, TO_CHAR ); act( AT_MAGIC, "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } if( IS_NPC( victim ) ) start_hating( victim, ch ); return rNONE; } ch_ret spell_possess( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; AFFECT_DATA af; SKILLTYPE *skill = get_skilltype( sn ); if( ch->desc->original ) { send_to_char( "You are not in your original state.\r\n", ch ); return rSPELL_FAILED; } if( ( victim = get_char_room( ch, target_name ) ) == NULL ) { send_to_char( "They aren't here!\r\n", ch ); return rSPELL_FAILED; } if( victim == ch ) { send_to_char( "You can't possess yourself!\r\n", ch ); return rSPELL_FAILED; } if( !IS_NPC( victim ) ) { send_to_char( "You can't possess another player!\r\n", ch ); return rSPELL_FAILED; } if( victim->desc ) { ch_printf( ch, "%s is already possessed.\r\n", victim->short_descr ); return rSPELL_FAILED; } if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_AFFECTED( victim, AFF_POSSESS ) || level < ( victim->top_level + 30 ) || victim->desc || !luck_check( ch, 25 ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } send_to_char ( "You feel the hatred grow within you as you twist your victims mind!\r\n", ch ); ch->alignment = ch->alignment - 50; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); af.type = sn; af.duration = 20 + ( ch->top_level - victim->top_level ) / 2; af.location = 0; af.modifier = 0; af.bitvector = AFF_POSSESS; affect_to_char( victim, &af ); sprintf( buf, "You have possessed %s!\r\n", victim->short_descr ); ch->desc->character = victim; ch->desc->original = ch; victim->desc = ch->desc; ch->desc = NULL; ch->switched = victim; send_to_char( buf, victim ); return rNONE; } /******************************************************* * Everything after this point is part of SMAUG SPELLS * *******************************************************/ /* * saving throw check -Thoric */ bool check_save( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim ) { SKILLTYPE *skill = get_skilltype( sn ); bool saved = FALSE; if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !IS_NPC( ch ) && !IS_NPC( victim ) ) level /= 2; if( skill->saves ) switch ( skill->saves ) { case SS_POISON_DEATH: saved = saves_poison_death( level, victim ); break; case SS_ROD_WANDS: saved = saves_wands( level, victim ); break; case SS_PARA_PETRI: saved = saves_para_petri( level, victim ); break; case SS_BREATH: saved = saves_breath( level, victim ); break; case SS_SPELL_STAFF: saved = saves_spell_staff( level, victim ); break; } return saved; } /* * Generic offensive spell damage attack -Thoric */ ch_ret spell_attack( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); bool saved = check_save( sn, level, ch, victim ); int dam; ch_ret retcode; send_to_char( "You feel the hatred grow within you!\r\n", ch ); ch->alignment = ch->alignment - 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); if( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( skill->dice ) dam = UMAX( 0, dice_parse( ch, level, skill->dice ) ); else dam = dice( 1, level ); if( saved ) dam /= 2; retcode = damage( ch, victim, dam, sn ); if( retcode == rNONE && skill->affects && !char_died( ch ) && !char_died( victim ) ) retcode = spell_affectchar( sn, level, ch, victim ); return retcode; } /* * Generic area attack -Thoric */ ch_ret spell_area_attack( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch = NULL, *vch_next = NULL; SKILLTYPE *skill = get_skilltype( sn ); bool saved = FALSE; bool affects = FALSE; int dam = 0; bool ch_died = FALSE; ch_ret retcode = rNONE; send_to_char( "You feel the hatred grow within you!\r\n", ch ); ch->alignment = ch->alignment - 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } affects = ( skill->affects ? TRUE : FALSE ); if( skill->hit_char && skill->hit_char[0] != '\0' ) act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR ); if( skill->hit_room && skill->hit_room[0] != '\0' ) act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM ); for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= 2 ) continue; if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) { saved = check_save( sn, level, ch, vch ); if( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) ) { failed_casting( skill, ch, vch, NULL ); dam = 0; } else if( skill->dice ) dam = dice_parse( ch, level, skill->dice ); else dam = dice( 1, level ); if( saved && SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) ) dam /= 2; retcode = damage( ch, vch, dam, sn ); } if( retcode == rNONE && affects && !char_died( ch ) && !char_died( vch ) ) retcode = spell_affectchar( sn, level, ch, vch ); if( retcode == rCHAR_DIED || char_died( ch ) ) { ch_died = TRUE; break; } } return retcode; } ch_ret spell_affectchar( int sn, int level, CHAR_DATA * ch, void *vo ) { AFFECT_DATA af; SMAUG_AFF *saf; SKILLTYPE *skill = get_skilltype( sn ); CHAR_DATA *victim = ( CHAR_DATA * ) vo; int chance; ch_ret retcode = rNONE; if( SPELL_FLAG( skill, SF_RECASTABLE ) ) affect_strip( victim, sn ); for( saf = skill->affects; saf; saf = saf->next ) { if( saf->location >= REVERSE_APPLY ) victim = ch; else victim = ( CHAR_DATA * ) vo; /* Check if char has this bitvector already */ if( ( af.bitvector = saf->bitvector ) != 0 && IS_AFFECTED( victim, af.bitvector ) && !SPELL_FLAG( skill, SF_ACCUMULATIVE ) ) continue; /* * necessary for affect_strip to work properly... */ switch ( af.bitvector ) { default: af.type = sn; break; case AFF_POISON: af.type = gsn_poison; send_to_char( "You feel the hatred grow within you!\r\n", ch ); ch->alignment = ch->alignment - 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); chance = ris_save( victim, level, RIS_POISON ); if( chance == 1000 ) { retcode = rVICT_IMMUNE; if( SPELL_FLAG( skill, SF_STOPONFAIL ) ) return retcode; continue; } if( saves_poison_death( chance, victim ) ) { if( SPELL_FLAG( skill, SF_STOPONFAIL ) ) return retcode; continue; } victim->mental_state = URANGE( 30, victim->mental_state + 2, 100 ); break; case AFF_BLIND: af.type = gsn_blindness; break; case AFF_INVISIBLE: af.type = gsn_invis; break; case AFF_SLEEP: af.type = gsn_sleep; chance = ris_save( victim, level, RIS_SLEEP ); if( chance == 1000 ) { retcode = rVICT_IMMUNE; if( SPELL_FLAG( skill, SF_STOPONFAIL ) ) return retcode; continue; } break; case AFF_CHARM: af.type = gsn_charm_person; chance = ris_save( victim, level, RIS_CHARM ); if( chance == 1000 ) { retcode = rVICT_IMMUNE; if( SPELL_FLAG( skill, SF_STOPONFAIL ) ) return retcode; continue; } break; case AFF_POSSESS: af.type = gsn_possess; break; } af.duration = dice_parse( ch, level, saf->duration ); af.modifier = dice_parse( ch, level, saf->modifier ); af.location = saf->location % REVERSE_APPLY; if( af.duration == 0 ) { switch ( af.location ) { case APPLY_HIT: if( ch != victim && victim->hit < victim->max_hit && af.modifier > 0 ) { send_to_char ( "The nobel Jedi use their powers to help others!\r\n", ch ); ch->alignment = ch->alignment + 20; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); } if( af.modifier > 0 && victim->hit >= victim->max_hit ) { return rSPELL_FAILED; } victim->hit = URANGE( 0, victim->hit + af.modifier, victim->max_hit ); update_pos( victim ); break; case APPLY_MANA: if( af.modifier > 0 && victim->mana >= victim->max_mana ) { return rSPELL_FAILED; } if( ch != victim ) { send_to_char ( "The nobel Jedi use their powers to help others!\r\n", ch ); ch->alignment = ch->alignment + 25; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); } victim->mana = URANGE( 0, victim->mana + af.modifier, victim->max_mana ); update_pos( victim ); break; case APPLY_MOVE: if( af.modifier > 0 && victim->move >= victim->max_move ) { return rSPELL_FAILED; } victim->move = URANGE( 0, victim->move + af.modifier, victim->max_move ); update_pos( victim ); break; default: affect_modify( victim, &af, TRUE ); break; } } else if( SPELL_FLAG( skill, SF_ACCUMULATIVE ) ) affect_join( victim, &af ); else affect_to_char( victim, &af ); } update_pos( victim ); return retcode; } /* * Generic spell affect -Thoric */ ch_ret spell_affect( int sn, int level, CHAR_DATA * ch, void *vo ) { SMAUG_AFF *saf = NULL; SKILLTYPE *skill = get_skilltype( sn ); CHAR_DATA *victim = ( CHAR_DATA * ) vo; bool groupsp = FALSE; bool areasp = FALSE; bool hitchar = FALSE, hitroom = FALSE, hitvict = FALSE; ch_ret retcode = rNONE; if( !skill->affects ) { bug( "spell_affect has no affects sn %d", sn ); return rNONE; } if( SPELL_FLAG( skill, SF_GROUPSPELL ) ) groupsp = TRUE; else groupsp = FALSE; if( SPELL_FLAG( skill, SF_AREA ) ) areasp = TRUE; else areasp = FALSE; if( !groupsp && !areasp ) { /* Can't find a victim */ if( !victim ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_SET( victim->immune, RIS_MAGIC ) || is_immune( victim, SPELL_DAMAGE( skill ) ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } /* Spell is already on this guy */ if( is_affected( victim, sn ) && !SPELL_FLAG( skill, SF_ACCUMULATIVE ) && !SPELL_FLAG( skill, SF_RECASTABLE ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( ( saf = skill->affects ) && !saf->next && saf->location == APPLY_STRIPSN && !is_affected( victim, dice_parse( ch, level, saf->modifier ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( check_save( sn, level, ch, victim ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } } else { if( skill->hit_char && skill->hit_char[0] != '\0' ) { if( strstr( skill->hit_char, "$N" ) ) hitchar = TRUE; else act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR ); } if( skill->hit_room && skill->hit_room[0] != '\0' ) { if( strstr( skill->hit_room, "$N" ) ) hitroom = TRUE; else act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM ); } if( skill->hit_vict && skill->hit_vict[0] != '\0' ) hitvict = TRUE; if( victim ) victim = victim->in_room->first_person; else victim = ch->in_room->first_person; } if( !victim ) { bug( "spell_affect: could not find victim: sn %d", sn ); failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } for( ; victim; victim = victim->next_in_room ) { if( groupsp || areasp ) { if( ( groupsp && !is_same_group( victim, ch ) ) || IS_SET( victim->immune, RIS_MAGIC ) || is_immune( victim, SPELL_DAMAGE( skill ) ) || check_save( sn, level, ch, victim ) || ( !SPELL_FLAG( skill, SF_RECASTABLE ) && is_affected( victim, sn ) ) ) continue; if( hitvict && ch != victim ) { act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT ); if( hitroom ) { act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_NOTVICT ); act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_CHAR ); } } else if( hitroom ) act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_ROOM ); if( ch == victim ) { if( hitvict ) act( AT_MAGIC, skill->hit_vict, ch, NULL, ch, TO_CHAR ); else if( hitchar ) act( AT_MAGIC, skill->hit_char, ch, NULL, ch, TO_CHAR ); } else if( hitchar ) act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR ); } retcode = spell_affectchar( sn, level, ch, victim ); if( !groupsp && !areasp ) { if( retcode == rSPELL_FAILED ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( retcode == rVICT_IMMUNE ) immune_casting( skill, ch, victim, NULL ); else successful_casting( skill, ch, victim, NULL ); break; } } return rNONE; } /* * Generic inventory object spell -Thoric */ ch_ret spell_obj_inv( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); if( !obj ) { failed_casting( skill, ch, NULL, NULL ); return rNONE; } switch ( SPELL_ACTION( skill ) ) { default: case SA_NONE: return rNONE; case SA_CREATE: if( SPELL_FLAG( skill, SF_WATER ) ) /* create water */ { int water; if( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\r\n", ch ); return rSPELL_FAILED; } if( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char( "It contains some other liquid.\r\n", ch ); return rSPELL_FAILED; } water = UMIN( ( skill-> dice ? dice_parse( ch, level, skill->dice ) : level ) * ( weather_info.sky >= SKY_RAINING ? 2 : 1 ), obj->value[0] - obj->value[1] ); if( water > 0 ) { separate_obj( obj ); obj->value[2] = LIQ_WATER; obj->value[1] += water; if( !is_name( "water", obj->name ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s water", obj->name ); STRFREE( obj->name ); obj->name = STRALLOC( buf ); } } successful_casting( skill, ch, NULL, obj ); return rNONE; } if( SPELL_DAMAGE( skill ) == SD_FIRE ) /* burn object */ { /* return rNONE; */ } if( SPELL_DAMAGE( skill ) == SD_POISON /* poison object */ || SPELL_CLASS( skill ) == SC_DEATH ) { switch ( obj->item_type ) { default: failed_casting( skill, ch, NULL, obj ); break; case ITEM_FOOD: case ITEM_DRINK_CON: separate_obj( obj ); obj->value[3] = 1; successful_casting( skill, ch, NULL, obj ); break; } return rNONE; } if( SPELL_CLASS( skill ) == SC_LIFE /* purify food/water */ && ( obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON ) ) { switch ( obj->item_type ) { default: failed_casting( skill, ch, NULL, obj ); break; case ITEM_FOOD: case ITEM_DRINK_CON: separate_obj( obj ); obj->value[3] = 0; successful_casting( skill, ch, NULL, obj ); break; } return rNONE; } if( SPELL_CLASS( skill ) != SC_NONE ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } switch ( SPELL_POWER( skill ) ) /* clone object */ { OBJ_DATA *clone; default: case SP_NONE: if( obj->cost > 10 * get_curr_int( ch ) * get_curr_wis( ch ) ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_MINOR: if( obj->cost > ch->top_level * get_curr_int( ch ) / 5 ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_GREATER: if( obj->cost > ch->top_level * 10 * get_curr_int( ch ) * get_curr_wis( ch ) ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_MAJOR: if( obj->cost > ch->top_level * 50 * get_curr_int( ch ) * get_curr_wis( ch ) ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; clone = clone_object( obj ); clone->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0; obj_to_char( clone, ch ); successful_casting( skill, ch, NULL, obj ); } return rNONE; case SA_DESTROY: case SA_RESIST: case SA_SUSCEPT: case SA_DIVINATE: if( SPELL_DAMAGE( skill ) == SD_POISON ) /* detect poison */ { if( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\r\n", ch ); else send_to_char( "It looks very delicious.\r\n", ch ); } else send_to_char( "It doesn't look poisoned.\r\n", ch ); return rNONE; } return rNONE; case SA_OBSCURE: /* make obj invis */ if( IS_OBJ_STAT( obj, ITEM_INVIS ) || luck_check( ch, skill->dice ? dice_parse( ch, level, skill->dice ) : 20 ) ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } successful_casting( skill, ch, NULL, obj ); SET_BIT( obj->extra_flags, ITEM_INVIS ); return rNONE; case SA_CHANGE: return rNONE; } return rNONE; } /* * Generic object creating spell -Thoric */ ch_ret spell_create_obj( int sn, int level, CHAR_DATA * ch, void *vo ) { SKILLTYPE *skill = get_skilltype( sn ); int vnum = skill->value; OBJ_DATA *obj; OBJ_INDEX_DATA *oi; if( ( oi = get_obj_index( vnum ) ) == NULL || ( obj = create_object( oi ) ) == NULL ) { failed_casting( skill, ch, NULL, NULL ); return rNONE; } obj->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0; successful_casting( skill, ch, NULL, obj ); if( CAN_WEAR( obj, ITEM_TAKE ) ) obj_to_char( obj, ch ); else obj_to_room( obj, ch->in_room ); return rNONE; } /* * Generic mob creating spell -Thoric */ ch_ret spell_create_mob( int sn, int level, CHAR_DATA * ch, void *vo ) { SKILLTYPE *skill = get_skilltype( sn ); int lvl; int vnum = skill->value; CHAR_DATA *mob; MOB_INDEX_DATA *mi; AFFECT_DATA af; /* set maximum mob level */ switch ( SPELL_POWER( skill ) ) { default: case SP_NONE: lvl = 20; break; case SP_MINOR: lvl = 5; break; case SP_GREATER: lvl = level / 2; break; case SP_MAJOR: lvl = level; break; } /* * Add predetermined mobiles here */ if( vnum == 0 ) { return rNONE; } if( ( mi = get_mob_index( vnum ) ) == NULL || ( mob = create_mobile( mi ) ) == NULL ) { failed_casting( skill, ch, NULL, NULL ); return rNONE; } mob->top_level = UMIN( lvl, skill->dice ? dice_parse( ch, level, skill->dice ) : mob->top_level ); mob->armor = 0; mob->max_hit = mob->top_level * 8 + number_range( mob->top_level * mob->top_level / 4, mob->top_level * mob->top_level ); mob->hit = mob->max_hit; mob->gold = 0; successful_casting( skill, ch, mob, NULL ); char_to_room( mob, ch->in_room ); add_follower( mob, ch ); af.type = sn; af.duration = ( short ) ( ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( mob, &af ); return rNONE; } /* * Generic handler for new "SMAUG" spells -Thoric */ ch_ret spell_smaug( int sn, int level, CHAR_DATA * ch, void *vo ) { SKILLTYPE *skill = get_skilltype( sn ); switch ( skill->target ) { case TAR_IGNORE: /* offensive area spell */ if( SPELL_FLAG( skill, SF_AREA ) && ( ( SPELL_ACTION( skill ) == SA_DESTROY && SPELL_CLASS( skill ) == SC_LIFE ) || ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) ) ) return spell_area_attack( sn, level, ch, vo ); if( SPELL_ACTION( skill ) == SA_CREATE ) { if( SPELL_FLAG( skill, SF_OBJECT ) ) /* create object */ return spell_create_obj( sn, level, ch, vo ); if( SPELL_CLASS( skill ) == SC_LIFE ) /* create mob */ return spell_create_mob( sn, level, ch, vo ); } /* affect a distant player */ if( SPELL_FLAG( skill, SF_DISTANT ) && SPELL_FLAG( skill, SF_CHARACTER ) ) return spell_affect( sn, level, ch, get_char_world( ch, target_name ) ); /* affect a player in this room (should have been TAR_CHAR_XXX) */ if( SPELL_FLAG( skill, SF_CHARACTER ) ) return spell_affect( sn, level, ch, get_char_room( ch, target_name ) ); /* will fail, or be an area/group affect */ return spell_affect( sn, level, ch, vo ); case TAR_CHAR_OFFENSIVE: /* a regular damage inflicting spell attack */ if( ( SPELL_ACTION( skill ) == SA_DESTROY && SPELL_CLASS( skill ) == SC_LIFE ) || ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) ) return spell_attack( sn, level, ch, vo ); /* a nasty spell affect */ return spell_affect( sn, level, ch, vo ); case TAR_CHAR_DEFENSIVE: case TAR_CHAR_SELF: if( vo && SPELL_ACTION( skill ) == SA_DESTROY ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; /* cure poison */ if( SPELL_DAMAGE( skill ) == SD_POISON ) { if( is_affected( victim, gsn_poison ) ) { affect_strip( victim, gsn_poison ); victim->mental_state = URANGE( -100, victim->mental_state, -10 ); successful_casting( skill, ch, victim, NULL ); return rNONE; } failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } /* cure blindness */ if( SPELL_CLASS( skill ) == SC_ILLUSION ) { if( is_affected( victim, gsn_blindness ) ) { affect_strip( victim, gsn_blindness ); successful_casting( skill, ch, victim, NULL ); return rNONE; } failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } } return spell_affect( sn, level, ch, vo ); case TAR_OBJ_INV: return spell_obj_inv( sn, level, ch, vo ); } return rNONE; } ch_ret spell_null( int sn, int level, CHAR_DATA * ch, void *vo ) { send_to_char( "That's not a spell!\r\n", ch ); return rNONE; } /* don't remove, may look redundant, but is important */ ch_ret spell_notfound( int sn, int level, CHAR_DATA * ch, void *vo ) { send_to_char( "That's not a spell!\r\n", ch ); return rNONE; } void do_revert( CHAR_DATA * ch, char *argument ) { return; }