/* ************************************************************************ * File: spells.c Part of CircleMUD * * Usage: Implementation of "manual spells". Circle 2.2 spell compat. * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "spells.h" #include "handler.h" #include "db.h" extern struct room_data *world; extern struct obj_data *object_list; extern struct char_data *character_list; extern struct cha_app_type cha_app[]; extern struct int_app_type int_app[]; extern struct index_data *obj_index; extern struct weather_data weather_info; extern struct descriptor_data *descriptor_list; extern struct zone_data *zone_table; extern int mini_mud; extern int pk_allowed; extern struct default_mobile_stats *mob_defaults; extern char weapon_verbs[]; extern int *max_ac_applys; extern struct apply_mod_defaults *apmd; void clearMemory(struct char_data * ch); void act(char *str, int i, struct char_data * c, struct obj_data * o, void *vict_obj, int j); void damage(struct char_data * ch, struct char_data * victim, int damage, int weapontype); void weight_change_object(struct obj_data * obj, int weight); void add_follower(struct char_data * ch, struct char_data * leader); int mag_savingthrow(struct char_data * ch, int type); /* * Special spells appear below. */ ASPELL(spell_create_water) { int water; void name_to_drinkcon(struct obj_data * obj, int type); void name_from_drinkcon(struct obj_data * obj); if (ch == NULL || obj == NULL) return; level = MAX(MIN(level, LVL_IMPL), 1); if (GET_OBJ_TYPE(obj) == ITEM_DRINKCON) { if ((GET_OBJ_VAL(obj, 2) != LIQ_WATER) && (GET_OBJ_VAL(obj, 1) != 0)) { name_from_drinkcon(obj); GET_OBJ_VAL(obj, 2) = LIQ_SLIME; name_to_drinkcon(obj, LIQ_SLIME); } else { water = MAX(GET_OBJ_VAL(obj, 0) - GET_OBJ_VAL(obj, 1), 0); if (water > 0) { GET_OBJ_VAL(obj, 2) = LIQ_WATER; GET_OBJ_VAL(obj, 1) += water; weight_change_object(obj, water); name_from_drinkcon(obj); name_to_drinkcon(obj, LIQ_WATER); act("$p is filled.", FALSE, ch, obj, 0, TO_CHAR); } } } } ASPELL(spell_recall) { extern sh_int r_mortal_start_room; if (victim == NULL || IS_NPC(victim)) return; act("$n disappears.", TRUE, victim, 0, 0, TO_ROOM); char_from_room(victim); char_to_room(victim, r_mortal_start_room); act("$n appears in the middle of the room.", TRUE, victim, 0, 0, TO_ROOM); look_at_room(victim, 0); } ASPELL(spell_teleport) { int to_room; extern int top_of_world; if (victim != NULL) return; do { to_room = number(0, top_of_world); } while (ROOM_FLAGGED(to_room, ROOM_PRIVATE | ROOM_DEATH)); act("$n slowly fades out of existence and is gone.", FALSE, victim, 0, 0, TO_ROOM); char_from_room(victim); char_to_room(victim, to_room); act("$n slowly fades into existence.", FALSE, victim, 0, 0, TO_ROOM); look_at_room(victim, 0); } #define SUMMON_FAIL "You failed.\r\n" ASPELL(spell_summon) { if (ch == NULL || victim == NULL) return; if (GET_LEVEL(victim) > MIN(LVL_IMMORT - 1, level + 3)) { send_to_char(SUMMON_FAIL, ch); return; } if (!pk_allowed) { if (MOB_FLAGGED(victim, MOB_AGGRESSIVE)) { act("As the words escape your lips and $N travels\r\n" "through time and space towards you, you realize that $E is\r\n" "aggressive and might harm you, so you wisely send $M back.", FALSE, ch, 0, victim, TO_CHAR); return; } if (!IS_NPC(victim) && !PRF_FLAGGED(victim, PRF_SUMMONABLE) && !PLR_FLAGGED(victim, PLR_KILLER)) { sprintf(buf, "%s just tried to summon you to: %s.\r\n" "%s failed because you have summon protection on.\r\n" "Type NOSUMMON to allow other players to summon you.\r\n", GET_NAME(ch), world[ch->in_room].name, (ch->player.sex == SEX_MALE) ? "He" : "She"); send_to_char(buf, victim); sprintf(buf, "You failed because %s has summon protection on.\r\n", GET_NAME(victim)); send_to_char(buf, ch); sprintf(buf, "%s failed summoning %s to %s.", GET_NAME(ch), GET_NAME(victim), world[ch->in_room].name); mudlog(buf, BRF, LVL_IMMORT, TRUE); return; } } if (MOB_FLAGGED(victim, MOB_NOCHARM) || (IS_NPC(victim) && mag_savingthrow(victim, SAVING_SPELL))) { send_to_char(SUMMON_FAIL, ch); return; } act("$n disappears suddenly.", TRUE, victim, 0, 0, TO_ROOM); char_from_room(victim); char_to_room(victim, ch->in_room); act("$n arrives suddenly.", TRUE, victim, 0, 0, TO_ROOM); act("$n has summoned you!", FALSE, ch, 0, victim, TO_VICT); look_at_room(victim, 0); } ASPELL(spell_locate_object) { struct obj_data *i; char name[MAX_INPUT_LENGTH]; int j; strcpy(name, fname(obj->name)); j = level >> 1; for (i = object_list; i && (j > 0); i = i->next) { if (!isname(name, i->name)) continue; if (i->carried_by) sprintf(buf, "%s is being carried by %s.\n\r", i->short_description, PERS(i->carried_by, ch)); else if (i->in_room != NOWHERE) sprintf(buf, "%s is in %s.\n\r", i->short_description, world[i->in_room].name); else if (i->in_obj) sprintf(buf, "%s is in %s.\n\r", i->short_description, i->in_obj->short_description); else if (i->worn_by) sprintf(buf, "%s is being worn by %s.\n\r", i->short_description, PERS(i->worn_by, ch)); else sprintf(buf, "%s's location is uncertain.\n\r", i->short_description); CAP(buf); send_to_char(buf, ch); j--; } if (j == level >> 1) send_to_char("You sense nothing.\n\r", ch); } ASPELL(spell_charm) { struct affected_type af; if (victim == NULL || ch == NULL) return; if (victim == ch) send_to_char("You like yourself even better!\r\n", ch); else if (!IS_NPC(victim) && !PRF_FLAGGED(victim, PRF_SUMMONABLE)) send_to_char("You fail because SUMMON protection is on!\r\n", ch); else if (IS_AFFECTED(victim, AFF_SANCTUARY)) send_to_char("Your victim is protected by sanctuary!\r\n", ch); else if (MOB_FLAGGED(victim, MOB_NOCHARM)) send_to_char("Your victim resists!\r\n", ch); else if (IS_AFFECTED(ch, AFF_CHARM)) send_to_char("You can't have any followers of your own!\r\n", ch); else if (IS_AFFECTED(victim, AFF_CHARM) || level < GET_LEVEL(victim)) send_to_char("You fail.\r\n", ch); /* player charming another player - no legal reason for this */ else if (!pk_allowed && !IS_NPC(victim)) send_to_char("You fail - shouldn't be doing it anyway.\r\n", ch); else if (circle_follow(victim, ch)) send_to_char("Sorry, following in circles can not be allowed.\r\n", ch); else if (mag_savingthrow(victim, SAVING_PARA)) send_to_char("Your victim resists!\r\n", ch); else { if (victim->master) stop_follower(victim); add_follower(victim, ch); af.type = SPELL_CHARM; if (GET_INT(victim)) af.duration = 24 * 18 / GET_INT(victim); else af.duration = 24 * 18; af.modifier = 0; af.location = 0; af.bitvector = AFF_CHARM; affect_to_char(victim, &af); act("Isn't $n just such a nice fellow?", FALSE, ch, 0, victim, TO_VICT); if (IS_NPC(victim)) { REMOVE_BIT(MOB_FLAGS(victim), MOB_AGGRESSIVE); REMOVE_BIT(MOB_FLAGS(victim), MOB_SPEC); } } } ASPELL(spell_identify) { int i; int found; struct time_info_data age(struct char_data * ch); extern char *spells[]; extern char *item_types[]; extern char *extra_bits[]; extern char *apply_types[]; extern char *affected_bits[]; if (obj) { send_to_char("You feel informed:\r\n", ch); sprintf(buf, "Object '%s', Item type: ", obj->short_description); sprinttype(GET_OBJ_TYPE(obj), item_types, buf2); strcat(buf, buf2); strcat(buf, "\r\n"); send_to_char(buf, ch); if (obj->obj_flags.bitvector) { send_to_char("Item will give you following abilities: ", ch); sprintbit(obj->obj_flags.bitvector, affected_bits, buf); strcat(buf, "\r\n"); send_to_char(buf, ch); } send_to_char("Item is: ", ch); sprintbit(GET_OBJ_EXTRA(obj), extra_bits, buf); strcat(buf, "\r\n"); send_to_char(buf, ch); sprintf(buf, "Weight: %d, Value: %d, Rent: %d\r\n", GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), GET_OBJ_RENT(obj)); send_to_char(buf, ch); switch (GET_OBJ_TYPE(obj)) { case ITEM_SCROLL: case ITEM_POTION: sprintf(buf, "This %s casts: ", item_types[(int) GET_OBJ_TYPE(obj)]); if (GET_OBJ_VAL(obj, 1) >= 1) sprintf(buf, "%s %s", buf, spells[GET_OBJ_VAL(obj, 1)]); if (GET_OBJ_VAL(obj, 2) >= 1) sprintf(buf, "%s %s", buf, spells[GET_OBJ_VAL(obj, 2)]); if (GET_OBJ_VAL(obj, 3) >= 1) sprintf(buf, "%s %s", buf, spells[GET_OBJ_VAL(obj, 3)]); sprintf(buf, "%s\r\n", buf); send_to_char(buf, ch); break; case ITEM_WAND: case ITEM_STAFF: sprintf(buf, "This %s casts: ", item_types[(int) GET_OBJ_TYPE(obj)]); sprintf(buf, "%s %s\r\n", buf, spells[GET_OBJ_VAL(obj, 3)]); sprintf(buf, "%sIt has %d maximum charge%s and %d remaining.\r\n", buf, GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 1) == 1 ? "" : "s", GET_OBJ_VAL(obj, 2)); send_to_char(buf, ch); break; case ITEM_WEAPON: sprintf(buf, "Damage Dice is '%dD%d'", GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 2)); sprintf(buf, "%s for an average per-round damage of %.1f.\r\n", buf, (((GET_OBJ_VAL(obj, 2) + 1) / 2.0) * GET_OBJ_VAL(obj, 1))); send_to_char(buf, ch); break; case ITEM_ARMOR: sprintf(buf, "AC-apply is %d\r\n", GET_OBJ_VAL(obj, 0)); send_to_char(buf, ch); break; } found = FALSE; for (i = 0; i < MAX_OBJ_AFFECT; i++) { if ((obj->affected[i].location != APPLY_NONE) && (obj->affected[i].modifier != 0)) { if (!found) { send_to_char("Can affect you as :\r\n", ch); found = TRUE; } sprinttype(obj->affected[i].location, apply_types, buf2); sprintf(buf, " Affects: %s By %d\r\n", buf2, obj->affected[i].modifier); send_to_char(buf, ch); } } } else if (victim) { /* victim */ sprintf(buf, "Name: %s\r\n", GET_NAME(victim)); send_to_char(buf, ch); if (!IS_NPC(victim)) { sprintf(buf, "%s is %d years, %d months, %d days and %d hours old.\r\n", GET_NAME(victim), age(victim).year, age(victim).month, age(victim).day, age(victim).hours); send_to_char(buf, ch); } sprintf(buf, "Height %d cm, Weight %d pounds\r\n", GET_HEIGHT(victim), GET_WEIGHT(victim)); sprintf(buf, "%sLevel: %d, Hits: %d, Mana: %d\r\n", buf, GET_LEVEL(victim), GET_HIT(victim), GET_MANA(victim)); sprintf(buf, "%sAC: %d, Hitroll: %d, Damroll: %d\r\n", buf, GET_AC(victim), GET_HITROLL(victim), GET_DAMROLL(victim)); sprintf(buf, "%sStr: %d/%d, Int: %d, Wis: %d, Dex: %d, Con: %d, Cha: %d\r\n", buf, GET_STR(victim), GET_ADD(victim), GET_INT(victim), GET_WIS(victim), GET_DEX(victim), GET_CON(victim), GET_CHA(victim)); send_to_char(buf, ch); } } ASPELL(spell_enchant_weapon) { int i; if (ch == NULL || obj == NULL) return; if ((GET_OBJ_TYPE(obj) == ITEM_WEAPON) && !IS_SET(GET_OBJ_EXTRA(obj), ITEM_MAGIC)) { for (i = 0; i < MAX_OBJ_AFFECT; i++) if (obj->affected[i].location != APPLY_NONE) return; SET_BIT(GET_OBJ_EXTRA(obj), ITEM_MAGIC); obj->affected[0].location = APPLY_HITROLL; obj->affected[0].modifier = 1 + (level >= 18); obj->affected[1].location = APPLY_DAMROLL; obj->affected[1].modifier = 1 + (level >= 20); if (IS_GOOD(ch)) { SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_EVIL); act("$p glows blue.", FALSE, ch, obj, 0, TO_CHAR); } else if (IS_EVIL(ch)) { SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_GOOD); act("$p glows red.", FALSE, ch, obj, 0, TO_CHAR); } else { act("$p glows yellow.", FALSE, ch, obj, 0, TO_CHAR); } } } ASPELL(spell_detect_poison) { if (victim) { if (victim == ch) { if (IS_AFFECTED(victim, AFF_POISON)) send_to_char("You can sense poison in your blood.\r\n", ch); else send_to_char("You feel healthy.\r\n", ch); } else { if (IS_AFFECTED(victim, AFF_POISON)) act("You sense that $E is poisoned.", FALSE, ch, 0, victim, TO_CHAR); else act("You sense that $E is healthy.", FALSE, ch, 0, victim, TO_CHAR); } } if (obj) { switch (GET_OBJ_TYPE(obj)) { case ITEM_DRINKCON: case ITEM_FOUNTAIN: case ITEM_FOOD: if (GET_OBJ_VAL(obj, 3)) act("You sense that $p has been contaminated.",FALSE,ch,obj,0,TO_CHAR); else act("You sense that $p is safe for consumption.", FALSE, ch, obj, 0, TO_CHAR); break; default: send_to_char("You sense that it should not be consumed.\r\n", ch); } } }