/**************************************************************************** * ResortMUD 4.0 Beta by Ntanel, Garinan, Badastaz, Josh, Digifuzz, Senir, * * Kratas, Scion, Shogar and Tagith. Special thanks to Thoric, Nivek, * * Altrag, Arlorn, Justice, Samson, Dace, HyperEye and Yakkov. * **************************************************************************** * Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld * * of Lorain, Ohio - ALL RIGHTS RESERVED * * The text and pictures of this publication, or any part thereof, may not * * be reproduced or transmitted in any form or by any means, electronic or * * mechanical, includes photocopying, recording, storage in a information * * retrieval system, or otherwise, without the prior written or e-mail * * consent from the publisher. * **************************************************************************** * GREETING must mention ResortMUD programmers and the help file named * * CREDITS must remain completely intact as listed in the SMAUG license. * ****************************************************************************/ /**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~* * Tricops and Fireblade | * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Spell handling module * ****************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #ifdef sun #include <strings.h> #endif #include <time.h> #include "mud.h" /* * Local functions. */ void say_spell args( ( CHAR_DATA * ch, int sn ) ); /* CHAR_DATA *make_poly_mob args( (CHAR_DATA *ch, int vnum) ); */ ch_ret spell_affect args( ( int sn, int level, CHAR_DATA * ch, void *vo ) ); ch_ret spell_affectchar args( ( int sn, int level, CHAR_DATA * ch, void *vo ) ); int dispel_casting( AFFECT_DATA * paf, CHAR_DATA * ch, CHAR_DATA * victim, int affect, bool dispel ); /* * Is immune to a damage type */ bool is_immune( CHAR_DATA * ch, short damtype ) { switch ( damtype ) { case SD_FIRE: if( IS_SET( ch->immune, RIS_FIRE ) ) return TRUE; case SD_COLD: if( IS_SET( ch->immune, RIS_COLD ) ) return TRUE; case SD_ELECTRICITY: if( IS_SET( ch->immune, RIS_ELECTRICITY ) ) return TRUE; case SD_ENERGY: if( IS_SET( ch->immune, RIS_ENERGY ) ) return TRUE; case SD_ACID: if( IS_SET( ch->immune, RIS_ACID ) ) return TRUE; case SD_POISON: if( IS_SET( ch->immune, RIS_POISON ) ) return TRUE; case SD_DRAIN: if( IS_SET( ch->immune, RIS_DRAIN ) ) return TRUE; } return FALSE; } /* * Lookup a skill by name, only stopping at skills the player has. */ int ch_slookup( 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( ch->pcdata->learned[sn] > 0 && ch->level >= skill_table[sn]->skill_level[ch->class] && LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) ) return sn; } return -1; } /* * Lookup an herb by name. */ int herb_lookup( const char *name ) { int sn; for( sn = 0; sn < top_herb; sn++ ) { if( !herb_table[sn] || !herb_table[sn]->name ) return -1; if( LOWER( name[0] ) == LOWER( herb_table[sn]->name[0] ) && !str_prefix( name, herb_table[sn]->name ) ) return sn; } return -1; } /* * Lookup a personal skill * Unused for now. In place to allow a player to have a custom spell/skill. * When this is put in make sure you put in cleanup code if you do any * sort of allocating memory in free_char --Shaddai */ int personal_lookup( CHAR_DATA * ch, const char *name ) { int sn; if( !ch->pcdata ) return -1; for( sn = 0; sn < MAX_PERSONAL; sn++ ) { if( !ch->pcdata->special_skills[sn] || !ch->pcdata->special_skills[sn]->name ) return -1; if( LOWER( name[0] ) == LOWER( ch->pcdata->special_skills[sn]->name[0] ) && !str_prefix( name, ch->pcdata->special_skills[sn]->name ) ) return sn; } return -1; } /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; if( ( sn = bsearch_skill_exact( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 ) if( ( sn = bsearch_skill_exact( name, gsn_first_skill, gsn_first_weapon - 1 ) ) == -1 ) if( ( sn = bsearch_skill_exact( name, gsn_first_weapon, gsn_first_tongue - 1 ) ) == -1 ) if( ( sn = bsearch_skill_exact( name, gsn_first_tongue, gsn_top_sn - 1 ) ) == -1 ) if( ( sn = bsearch_skill_prefix( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 ) if( ( sn = bsearch_skill_prefix( name, gsn_first_skill, gsn_first_weapon - 1 ) ) == -1 ) if( ( sn = bsearch_skill_prefix( name, gsn_first_weapon, gsn_first_tongue - 1 ) ) == -1 ) if( ( sn = bsearch_skill_prefix( name, gsn_first_tongue, 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_HERB ) return IS_VALID_HERB( sn - TYPE_HERB ) ? herb_table[sn - TYPE_HERB] : 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 * * Check for prefix matches */ int bsearch_skill_prefix( const char *name, int first, int top ) { int sn; for( ;; ) { sn = ( first + top ) >> 1; if( sn < 0 ) return -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( sn < 0 ) return -1; if( !str_cmp( 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 exact match first, then a prefix match */ int bsearch_skill( const char *name, int first, int top ) { int sn = bsearch_skill_exact( name, first, top ); return ( sn == -1 ) ? bsearch_skill_prefix( name, first, top ) : sn; } /* * 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_prefix( CHAR_DATA * ch, const char *name, int first, int top ) { int sn; for( ;; ) { sn = ( first + top ) >> 1; if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) && ch->pcdata->learned[sn] > 0 && ch->level >= skill_table[sn]->skill_level[ch->class] ) 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 ch_bsearch_skill_exact( CHAR_DATA * ch, const char *name, int first, int top ) { int sn; for( ;; ) { sn = ( first + top ) >> 1; if( !str_cmp( name, skill_table[sn]->name ) && ch->pcdata->learned[sn] > 0 && ch->level >= skill_table[sn]->skill_level[ch->class] ) 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 ch_bsearch_skill( CHAR_DATA * ch, const char *name, int first, int top ) { int sn = ch_bsearch_skill_exact( ch, name, first, top ); return ( sn == -1 ) ? ch_bsearch_skill_prefix( ch, name, first, top ) : sn; } int find_spell( 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( 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( CHAR_DATA * ch, const char *name, bool know ) { if( IS_NPC( ch ) || !know ) return bsearch_skill( name, gsn_first_weapon, gsn_first_tongue - 1 ); else return ch_bsearch_skill( ch, name, gsn_first_weapon, gsn_first_tongue - 1 ); } int find_tongue( CHAR_DATA * ch, const char *name, bool know ) { if( IS_NPC( ch ) || !know ) return bsearch_skill( name, gsn_first_tongue, gsn_top_sn - 1 ); else return ch_bsearch_skill( ch, name, gsn_first_tongue, 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 ); /* abort( ); */ } return -1; } /* * Handler to tell the victim which spell is being affected. * Shaddai */ int dispel_casting( AFFECT_DATA * paf, CHAR_DATA * ch, CHAR_DATA * victim, int affect, bool dispel ) { char buf[MAX_STRING_LENGTH]; char *spell; SKILLTYPE *sktmp; bool is_mage = FALSE, has_detect = FALSE; EXT_BV ext_bv = meb( affect ); if( IS_NPC( ch ) || ch->class == CLASS_MAGE ) is_mage = TRUE; if( IS_AFFECTED( ch, AFF_DETECT_MAGIC ) ) has_detect = TRUE; if( paf ) { if( ( sktmp = get_skilltype( paf->type ) ) == NULL ) return 0; spell = sktmp->name; } else spell = affect_bit_name( &ext_bv ); set_char_color( AT_MAGIC, ch ); set_char_color( AT_HITME, victim ); if( !can_see( ch, victim ) ) strcpy( buf, "Someone" ); else { strcpy( buf, ( IS_NPC( victim ) ? victim->short_descr : victim->name ) ); buf[0] = toupper( buf[0] ); } if( dispel ) { ch_printf( victim, "Your %s vanishes.\r\n", spell ); if( is_mage && has_detect ) ch_printf( ch, "%s's %s vanishes.\r\n", buf, spell ); else return 0; /* So we give the default Ok. Message */ } else { if( is_mage && has_detect ) ch_printf( ch, "%s's %s wavers but holds.\r\n", buf, spell ); else return 0; /* The wonderful Failed. Message */ } 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 ); } /* * 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' && str_cmp( skill->miss_room, "supress" ) ) 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->hit_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( AT_MAGIC, 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 buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; SKILLTYPE *skill = get_skilltype( sn ); struct syl_type { char *old; char *new; }; static const struct syl_type syl_table[] = { {" ", " "}, {"ar", "abra"}, {"au", "kada"}, {"bless", "fido"}, {"blind", "nose"}, {"bur", "mosa"}, {"cu", "judi"}, {"de", "oculo"}, {"en", "unso"}, {"light", "dies"}, {"lo", "hi"}, {"mor", "zak"}, {"move", "sido"}, {"ness", "lacri"}, {"ning", "illa"}, {"per", "duda"}, {"polymorph", "iaddahs"}, {"ra", "gru"}, {"re", "candus"}, {"son", "sabru"}, {"tect", "infra"}, {"tri", "cula"}, {"ven", "nofo"}, {"a", "a"}, {"b", "b"}, {"c", "q"}, {"d", "e"}, {"e", "z"}, {"f", "y"}, {"g", "o"}, {"h", "p"}, {"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"}, {"m", "w"}, {"n", "i"}, {"o", "a"}, {"p", "s"}, {"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"}, {"u", "j"}, {"v", "z"}, {"w", "x"}, {"x", "n"}, {"y", "l"}, {"z", "k"}, {"", ""} }; buf[0] = '\0'; for( pName = skill->name; *pName != '\0'; pName += length ) { for( iSyl = 0; ( length = strlen( syl_table[iSyl].old ) ) != 0; iSyl++ ) { if( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if( length == 0 ) length = 1; } sprintf( buf2, "$n closes $s eyes and utters the words, '%s'.", buf ); sprintf( buf, "$n closes $s eyes and utters the words, '%s'.", skill->name ); for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if( rch != ch ) act( AT_MAGIC, ch->class == rch->class ? buf : buf2, 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; 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( CHAR_DATA * ch, int level, char *exp ) { int x, lop = 0, gop = 0, eop = 0; char operation; char *sexp[2]; int total = 0, len = 0; /* * take care of nulls coming in */ if( !exp || !strlen( exp ) ) return 0; /* * get rid of brackets if they surround the entire expresion */ if( ( *exp == '(' ) && exp[strlen( exp ) - 1] == ')' ) { exp[strlen( exp ) - 1] = '\0'; exp++; } /* * check if the expresion is just a number */ len = strlen( exp ); if( len == 1 && isalpha( exp[0] ) ) { switch ( exp[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( exp[x] ) && !isspace( exp[x] ) ) break; if( x == len ) return atoi( exp ); /* * break it into 2 parts */ for( x = 0; x < strlen( exp ); ++x ) switch ( exp[x] ) { case '^': if( !total ) eop = x; break; case '-': case '+': if( !total ) lop = x; break; case '*': case '/': case '%': case 'd': case 'D': case '<': case '>': case '{': case '}': case '=': if( !total ) gop = x; break; case '(': ++total; break; case ')': --total; break; } if( lop ) x = lop; else if( gop ) x = gop; else x = eop; operation = exp[x]; exp[x] = '\0'; sexp[0] = exp; sexp[1] = ( char * )( exp + 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 '<': total = ( total < rd_parse( ch, level, sexp[1] ) ); break; case '>': total = ( total > rd_parse( ch, level, sexp[1] ) ); break; case '=': total = ( total == rd_parse( ch, level, sexp[1] ) ); break; case '{': total = UMIN( total, rd_parse( ch, level, sexp[1] ) ); break; case '}': total = UMAX( 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( CHAR_DATA * ch, int level, char *exp ) { char buf[MAX_INPUT_LENGTH]; strcpy( buf, exp ); return rd_parse( ch, level, buf ); } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_poison_death( int level, CHAR_DATA * victim ) { int save; save = 50 + ( victim->level - level - victim->saving_poison_death ) * 5; save = URANGE( 5, save, 95 ); return chance( victim, save ); } bool saves_wands( int level, CHAR_DATA * victim ) { int save; if( IS_SET( victim->immune, RIS_MAGIC ) ) return TRUE; save = 50 + ( victim->level - level - victim->saving_wand ) * 5; save = URANGE( 5, save, 95 ); return chance( victim, save ); } bool saves_para_petri( int level, CHAR_DATA * victim ) { int save; save = 50 + ( victim->level - level - victim->saving_para_petri ) * 5; save = URANGE( 5, save, 95 ); return chance( victim, save ); } bool saves_breath( int level, CHAR_DATA * victim ) { int save; save = 50 + ( victim->level - level - victim->saving_breath ) * 5; save = URANGE( 5, save, 95 ); return chance( victim, save ); } bool saves_spell_staff( int level, 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->level - level - victim->saving_spell_staff ) * 5; save = URANGE( 5, save, 95 ); return chance( 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 ) { SKILLTYPE *skill = get_skilltype( sn ); char *comp = skill->components; char *check; char arg[MAX_INPUT_LENGTH]; bool consume, fail, found; int val, value; OBJ_DATA *obj; /* * if no components necessary, then everything is cool */ if( !comp || comp[0] == '\0' ) return TRUE; while( comp[0] != '\0' ) { comp = one_argument( comp, arg ); consume = TRUE; fail = found = FALSE; val = -1; switch ( arg[1] ) { default: check = arg + 1; break; case '!': check = arg + 2; fail = TRUE; break; case '+': check = arg + 2; consume = FALSE; break; case '@': check = arg + 2; val = 0; break; case '#': check = arg + 2; val = 1; break; case '$': check = arg + 2; val = 2; break; case '%': check = arg + 2; val = 3; break; case '^': check = arg + 2; val = 4; break; case '&': check = arg + 2; val = 5; break; /* * reserve '*', '(' and ')' for v6, v7 and v8 */ } value = atoi( check ); obj = NULL; switch ( UPPER( arg[0] ) ) { case 'T': for( obj = ch->first_carrying; obj; obj = obj->next_content ) if( obj->item_type == value ) { if( fail ) { send_to_char( "Something disrupts the casting of this spell...\r\n", ch ); return FALSE; } found = TRUE; break; } break; case 'V': for( obj = ch->first_carrying; obj; obj = obj->next_content ) if( obj->pIndexData->vnum == value ) { if( fail ) { send_to_char( "Something disrupts the casting of this spell...\r\n", ch ); return FALSE; } found = TRUE; break; } break; case 'K': for( obj = ch->first_carrying; obj; obj = obj->next_content ) if( nifty_is_name( check, obj->name ) ) { if( fail ) { send_to_char( "Something disrupts the casting of this spell...\r\n", ch ); return FALSE; } found = TRUE; break; } break; case 'G': if( ch->gold >= value ) { if( fail ) { send_to_char( "Something disrupts the casting of this spell...\r\n", ch ); return FALSE; } else { if( consume ) { set_char_color( AT_GOLD, ch ); send_to_char( "You feel a little lighter...\r\n", ch ); ch->gold -= value; } continue; } } break; case 'H': if( ch->hit >= value ) { if( fail ) { send_to_char( "Something disrupts the casting of this spell...\r\n", ch ); return FALSE; } else { if( consume ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You feel a little weaker...\r\n", ch ); ch->hit -= value; update_pos( ch ); } continue; } } break; } /* * having this component would make the spell fail... if we get * here, then the caster didn't have that component */ if( fail ) continue; if( !found ) { send_to_char( "Something is missing...\r\n", ch ); return FALSE; } if( obj ) { if( val >= 0 && val < 6 ) { separate_obj( obj ); if( obj->value[val] <= 0 ) { act( AT_MAGIC, "$p disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR ); act( AT_MAGIC, "$p disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return FALSE; } else if( --obj->value[val] == 0 ) { act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR ); act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); } else act( AT_MAGIC, "$p glows briefly and a whisp of smoke rises from it.", ch, obj, NULL, TO_CHAR ); } else if( consume ) { separate_obj( obj ); act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR ); act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); } else { int count = obj->count; obj->count = 1; act( AT_MAGIC, "$p glows briefly.", ch, obj, NULL, TO_CHAR ); obj->count = count; } } } 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; } } /* * Offensive spells will choose the ch up to 92% of the time * * if the nuisance flag is set -- Shaddai */ if( !IS_NPC( ch ) && ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 5 && number_percent( ) < ( ( ( ch->pcdata->nuisance->flags - 5 ) * 8 ) + ch->pcdata->nuisance->power * 6 ) ) *victim = ch; if( is_safe( ch, *victim ) ) return &pAbort; if( ch == *victim ) { if( SPELL_FLAG( get_skilltype( sn ), SF_NOSELF ) ) { send_to_char( "You can't cast this on yourself!\r\n", ch ); return &pAbort; } 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 ) ) { 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( xIS_SET( ch->act, PLR_NICE ) && ch != *victim ) { send_to_char( "You are too nice to attack another player.\r\n", ch ); return &pAbort; } /* if ( *victim != ch) send_to_char( "You really shouldn't do this to another player...\r\n", ch ); -- Scion */ } 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; } } check_illegal_pk( ch, *victim ); 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; } } /* * Nuisance flag will pick who you are fighting for defensive * * spells up to 36% of the time -- Shaddai */ if( !IS_NPC( ch ) && ch->fighting && ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 5 && number_percent( ) < ( ( ( ch->pcdata->nuisance->flags - 5 ) * 8 ) + 6 * ch->pcdata->nuisance->power ) ) *victim = who_fighting( ch ); if( ch == *victim && SPELL_FLAG( get_skilltype( sn ), SF_NOSELF ) ) { send_to_char( "You can't cast this on yourself!\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. */ char *target_name; char *ranged_target_name = NULL; /* * 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; OBJ_DATA *obj; void *vo = NULL; int mana; int blood; int sn; int multi; int chance; ch_ret retcode; bool dont_wait = FALSE; SKILLTYPE *skill = NULL; struct timeval time_used; retcode = rNONE; switch ( ch->substate ) { default: /* * no ordering charmed mobs to cast spells */ if( IS_NPC( ch ) && ( IS_AFFECTED( ch, AFF_CHARM ) || IS_AFFECTED( ch, AFF_POSSESS ) ) ) { send_to_char( "You can't seem to do that right now...\r\n", ch ); return; } if( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You failed.\r\n", ch ); return; } target_name = one_argument( argument, arg1 ); one_argument( target_name, arg2 ); if( ranged_target_name ) DISPOSE( ranged_target_name ); ranged_target_name = str_dup( target_name ); if( arg1[0] == '\0' ) { send_to_char( "Cast which what where?\r\n", ch ); return; } /* * Regular mortal spell casting */ if( get_trust( ch ) < LEVEL_GOD ) { if( ( sn = find_spell( ch, arg1, TRUE ) ) < 0 || ( !IS_NPC( ch ) && ch->level < skill_table[sn]->skill_level[ch->class] ) ) { 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 /* * Godly "spell builder" spell casting with debugging messages */ { 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( "Something is severely wrong with that one...\r\n", ch ); return; } if( skill->type != SKILL_SPELL ) { send_to_char( "That isn't a spell.\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 */ /* * Band-aid alert! !IS_NPC check -- Blod */ if( ch->position < skill->minimum_position && !IS_NPC( ch ) ) { 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: if( skill->minimum_position <= POS_EVASIVE ) { send_to_char( "This fighting style is too demanding for that!\r\n", ch ); } else { send_to_char( "No way! You are still fighting!\r\n", ch ); } break; case POS_DEFENSIVE: if( skill->minimum_position <= POS_EVASIVE ) { send_to_char( "This fighting style is too demanding for that!\r\n", ch ); } else { send_to_char( "No way! You are still fighting!\r\n", ch ); } break; case POS_AGGRESSIVE: if( skill->minimum_position <= POS_EVASIVE ) { send_to_char( "This fighting style is too demanding for that!\r\n", ch ); } else { send_to_char( "No way! You are still fighting!\r\n", ch ); } break; case POS_BERSERK: if( skill->minimum_position <= POS_EVASIVE ) { send_to_char( "This fighting style is too demanding for that!\r\n", ch ); } else { send_to_char( "No way! You are still fighting!\r\n", ch ); } break; case POS_EVASIVE: send_to_char( "No way! You are still 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; } if( !IS_NPC( ch ) /* fixed by Thoric */ && !IS_IMMORTAL( ch ) && skill->guild != CLASS_NONE && ( !ch->pcdata->clan || skill->guild != ch->pcdata->clan->class ) ) { send_to_char( "That is only available to members of a certain club.\r\n", ch ); return; } /* * mana = IS_NPC(ch) ? 0 : UMAX(skill->min_mana, * 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */ mana = IS_NPC( ch ) ? 0 : skill->min_mana; if( !IS_NPC( ch ) && GET_ADEPT( ch, skill_lookup( skill->name ) ) ) mana = mana - ( mana / 4 ); /* * Locate targets. */ vo = locate_targets( ch, arg2, sn, &victim, &obj ); if( vo == &pAbort ) return; if( !IS_NPC( ch ) && victim && !IS_NPC( victim ) && CAN_PKILL( victim ) && !CAN_PKILL( ch ) && !in_arena( ch ) && !in_arena( victim ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "The gods will not permit you to cast spells on that character.\r\n", ch ); return; } /* * Vampire spell casting -Thoric */ blood = UMAX( 1, ( mana + 4 ) / 8 ); /* NPCs don't have PCDatas. -- Altrag */ if( IS_VAMPIRE( ch ) ) { if( ch->pcdata->condition[COND_BLOODTHIRST] < blood ) { send_to_char( "You don't have enough blood power.\r\n", ch ); return; } } else if( !IS_NPC( ch ) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\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 chant...", ch, NULL, NULL, TO_CHAR ); act( AT_MAGIC, "$n begins to chant...", ch, NULL, NULL, TO_ROOM ); sprintf( staticbuf, "%s %s", arg2, target_name ); ch->alloc_ptr = str_dup( staticbuf ); ch->tempnum = sn; return; case SUB_TIMER_DO_ABORT: DISPOSE( ch->alloc_ptr ); 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 : UMAX(skill->min_mana, * 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */ mana = IS_NPC( ch ) ? 0 : skill->min_mana; if( !IS_NPC( ch ) && GET_ADEPT( ch, skill_lookup( skill->name ) ) ) mana = mana - ( mana / 4 ); blood = UMAX( 1, ( mana + 4 ) / 8 ); if( IS_VAMPIRE( ch ) && !IS_IMMORTAL( ch ) ) gain_condition( ch, COND_BLOODTHIRST, -UMAX( 1, blood / 3 ) ); else if( ch->level < LEVEL_IMMORTAL ) /* so imms dont lose mana */ ch->mana -= mana / 3; } set_char_color( AT_MAGIC, ch ); send_to_char( "You stop chanting...\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->alloc_ptr || !IS_VALID_SN( sn ) || skill->type != SKILL_SPELL ) { send_to_char( "Something cancels out the spell!\r\n", ch ); bug( "do_cast: ch->alloc_ptr NULL or bad sn (%d)", sn ); return; } /* mana = IS_NPC(ch) ? 0 : UMAX(skill->min_mana, 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */ mana = IS_NPC( ch ) ? 0 : skill->min_mana; if( !IS_NPC( ch ) && GET_ADEPT( ch, skill_lookup( skill->name ) ) ) mana = mana - ( mana / 4 ); blood = UMAX( 1, ( mana + 4 ) / 8 ); strcpy( staticbuf, ch->alloc_ptr ); target_name = one_argument( staticbuf, arg2 ); DISPOSE( ch->alloc_ptr ); 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->alloc_ptr && !str_cmp( tmp->alloc_ptr, 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->alloc_ptr && !str_cmp( tmp->alloc_ptr, staticbuf ) ) { extract_timer( tmp, t ); act( AT_MAGIC, "Channeling your energy into $n, you help cast the spell!", ch, NULL, tmp, TO_VICT ); act( AT_MAGIC, "$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 ); if( IS_VAMPIRE( ch ) && !IS_IMMORTAL( ch ) ) gain_condition( tmp, COND_BLOODTHIRST, -blood ); else tmp->mana -= mana; tmp->substate = SUB_NONE; tmp->tempnum = -1; DISPOSE( tmp->alloc_ptr ); } dont_wait = TRUE; send_to_char( "You concentrate all the energy into a burst of mystical words!\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 the spell to succeed...\r\n", ch ); if( IS_VAMPIRE( ch ) && !IS_IMMORTAL( ch ) ) gain_condition( ch, COND_BLOODTHIRST, -UMAX( 1, blood / 2 ) ); else if( ch->level < LEVEL_IMMORTAL ) /* so imms dont lose mana */ ch->mana -= mana / 2; learn_from_failure( ch, sn ); return; } } } /* * uttering those magic words unless casting "ventriloquate" */ 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_VAMPIRE( ch ) && !IS_IMMORTAL( ch ) ) gain_condition( ch, COND_BLOODTHIRST, -UMAX( 1, blood / 2 ) ); else if( ch->level < LEVEL_IMMORTAL ) /* so imms dont lose mana */ ch->mana -= mana / 2; learn_from_failure( ch, sn ); return; } if( !IS_NPC( ch ) && ( number_percent( ) + skill->difficulty * 5 ) > ch->pcdata->learned[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 casting your spell.\r\n", ch ); break; case 2: send_to_char( "Something in your throat prevents you from uttering the proper phrase.\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 the casting.\r\n", ch ); else send_to_char( "You lost your concentration.\r\n", ch ); break; case 3: send_to_char( "You get a mental block mid-way through the casting.\r\n", ch ); break; } if( IS_VAMPIRE( ch ) && !IS_IMMORTAL( ch ) ) gain_condition( ch, COND_BLOODTHIRST, -UMAX( 1, blood / 2 ) ); else if( !IS_IMMORTAL( ch ) ) ch->mana -= mana / 2; learn_from_failure( ch, sn ); return; } else { if( IS_VAMPIRE( ch ) && !IS_IMMORTAL( ch ) ) gain_condition( ch, COND_BLOODTHIRST, -blood ); else if( !IS_IMMORTAL( ch ) ) 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 ); /* * multicasting -- Scion */ multi = 1; chance = ( IS_NPC( ch ) ? ch->level : ( int )( ( LEARNED( ch, gsn_second_cast ) + ( ch->level / 10 ) ) / 1.5 ) ); if( number_percent( ) < chance ) { learn_from_success( ch, gsn_second_cast ); mana /= 8; multi++; } else learn_from_failure( ch, gsn_second_cast ); chance = IS_NPC( ch ) ? ch->level : ( int )( ( LEARNED( ch, gsn_third_cast ) + ( ch->level / 10 * 1.5 ) ) / 2 ); if( number_percent( ) < chance ) { learn_from_success( ch, gsn_third_cast ); multi++; mana /= 7; } else learn_from_failure( ch, gsn_third_cast ); chance = IS_NPC( ch ) ? ch->level : ( int )( ( LEARNED( ch, gsn_fourth_cast ) + ( ch->level / 10 * 2 ) ) / 2.5 ); if( number_percent( ) < chance ) { learn_from_success( ch, gsn_fourth_cast ); multi++; mana /= 6; } else learn_from_failure( ch, gsn_fourth_cast ); chance = IS_NPC( ch ) ? ch->level : ( int )( ( LEARNED( ch, gsn_fifth_cast ) + ( ch->level / 10 * 2.5 ) ) / 3 ); if( number_percent( ) < chance ) { learn_from_success( ch, gsn_fifth_cast ); multi++; mana /= 5; } else learn_from_failure( ch, gsn_fifth_cast ); chance = IS_NPC( ch ) ? ch->level : ( int )( ( LEARNED( ch, gsn_sixth_cast ) + ( ch->level / 10 * 3 ) ) / 3.5 ); if( number_percent( ) < chance ) { learn_from_success( ch, gsn_sixth_cast ); multi++; mana /= 4; } else learn_from_failure( ch, gsn_sixth_cast ); chance = IS_NPC( ch ) ? ch->level : ( int )( ( LEARNED( ch, gsn_seventh_cast ) + ( ch->level / 10 * 3.5 ) ) / 4 ); if( number_percent( ) < chance ) { learn_from_success( ch, gsn_seventh_cast ); multi++; mana /= 3; } else learn_from_failure( ch, gsn_seventh_cast ); chance = IS_NPC( ch ) ? ch->level : ( int )( ( LEARNED( ch, gsn_eighth_cast ) + ( ch->level / 10 * 4 ) ) / 4.5 ); if( number_percent( ) < chance ) { learn_from_success( ch, gsn_eighth_cast ); multi++; mana /= 2; } if( IS_VAMPIRE( ch ) && !IS_IMMORTAL( ch ) ) gain_condition( ch, COND_BLOODTHIRST, -blood ); else if( !IS_IMMORTAL( ch ) ) ch->mana -= mana; else learn_from_failure( ch, gsn_eighth_cast ); /* * end multicasting -- Scion */ if( skill->target != TAR_CHAR_OFFENSIVE ) multi = 1; while( multi-- > 0 ) { retcode = ( *skill->spell_fun ) ( sn, ch->level, ch, vo ); if( char_died( victim ) ) break; } end_timer( &time_used ); update_userec( &time_used, &skill->userec ); } } if( retcode == rCHAR_DIED || retcode == rERROR || char_died( ch ) ) return; /* * learning */ if( retcode != rSPELL_FAILED ) learn_from_success( ch, sn ); else learn_from_failure( ch, sn ); /* * favor adjustments */ if( victim && victim != ch && !IS_NPC( victim ) && skill->target == TAR_CHAR_DEFENSIVE ) adjust_favor( ch, 7, 1 ); if( victim && victim != ch && !IS_NPC( ch ) && skill->target == TAR_CHAR_DEFENSIVE ) adjust_favor( victim, 13, 1 ); if( victim && victim != ch && !IS_NPC( ch ) && skill->target == TAR_CHAR_OFFENSIVE ) adjust_favor( ch, 4, 1 ); /* * 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->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; } if( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "Nothing seems to happen...\r\n", ch ); return rNONE; } if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) && skill->target == TAR_CHAR_OFFENSIVE ) { set_char_color( AT_MAGIC, ch ); send_to_char( "Nothing seems to happen...\r\n", ch ); return rNONE; } /* * 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 */ && skill->type != SKILL_HERB && !chance( ch, 95 + levdiff ) ) { switch ( number_bits( 2 ) ) { case 0: failed_casting( skill, ch, victim, NULL ); break; case 1: act( AT_MAGIC, "The $t spell backfires!", ch, skill->name, victim, TO_CHAR ); if( victim ) act( AT_MAGIC, "$n's $t spell backfires!", ch, skill->name, victim, TO_VICT ); act( AT_MAGIC, "$n's $t spell 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 $t spell backfires!", ch, skill->name, victim, TO_CHAR ); if( victim ) act( AT_MAGIC, "$n's $t spell backfires!", ch, skill->name, victim, TO_VICT ); act( AT_MAGIC, "$n's $t spell 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 ) && !in_arena( 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( skill->type != SKILL_HERB && IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rNONE; } break; case TAR_CHAR_SELF: vo = ( void * )ch; if( skill->type != SKILL_HERB && 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_acid_blast( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( level, 6 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } 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 / 2; 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 = ( 1 + ( level / 3 ) ) * DUR_CONV; af.bitvector = meb( 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 ) { act( AT_MAGIC, "You weave a spell of blindness around $N.", ch, NULL, victim, TO_CHAR ); act( AT_MAGIC, "$n weaves a spell of blindness about $N.", ch, NULL, victim, TO_NOTVICT ); } return rNONE; } ch_ret spell_burning_hands( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57, 58, 58, /* added these to prevent core dumps for new max level - shogar */ 59, 59, 60, 60, 61, 61, 62, 62, 63, 63, 64, 64, 65, 65, 66, 66, 67, 67, 68, 68, 69, 69, 70, 70, 71, 71, 72, 72, 73, 73, 74, 74, 75, 75, 76, 76, 77, 77, 78, 78 /* up to 120 */ }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_call_lightning( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; bool ch_died; ch_ret retcode = rNONE; if( !IS_OUTSIDE( ch ) ) { send_to_char( "You must be out of doors.\r\n", ch ); return rSPELL_FAILED; } if( ch->in_room->area->weather->precip <= 0 ) { send_to_char( "You need bad weather.\r\n", ch ); return rSPELL_FAILED; } dam = dice( level / 2, 8 ); set_char_color( AT_MAGIC, ch ); send_to_char( "God's lightning strikes your foes!\r\n", ch ); act( AT_MAGIC, "$n calls God's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM ); ch_died = FALSE; for( vch = first_char; vch; vch = vch_next ) { vch_next = vch->next; if( !vch->in_room ) continue; if( vch->in_room == ch->in_room ) { if( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) continue; if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) retcode = damage( ch, vch, saves_spell_staff( level, vch ) ? dam / 2 : dam, sn ); if( retcode == rCHAR_DIED || char_died( ch ) ) ch_died = TRUE; continue; } if( !ch_died && vch->in_room->area == ch->in_room->area && IS_OUTSIDE( vch ) && IS_AWAKE( vch ) ) { if( number_bits( 3 ) == 0 ) send_to_char_color( "&BLightning flashes in the sky.\r\n", vch ); } } if( ch_died ) return rCHAR_DIED; else return rNONE; } ch_ret spell_cause_light( int sn, int level, CHAR_DATA * ch, void *vo ) { return damage( ch, ( CHAR_DATA * ) vo, dice( 1, 8 ) + level / 3, sn ); } ch_ret spell_cause_critical( int sn, int level, CHAR_DATA * ch, void *vo ) { return damage( ch, ( CHAR_DATA * ) vo, dice( 3, 8 ) + level - 6, sn ); } ch_ret spell_cause_serious( int sn, int level, CHAR_DATA * ch, void *vo ) { return damage( ch, ( CHAR_DATA * ) vo, dice( 2, 8 ) + level / 2, sn ); } ch_ret spell_change_sex( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( is_affected( victim, sn ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } af.type = sn; af.duration = 10 * level * DUR_CONV; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while( af.modifier == 0 ); xCLEAR_BITS( af.bitvector ); affect_to_char( victim, &af ); /* set_char_color( AT_MAGIC, victim ); send_to_char( "You feel different.\r\n", victim ); if ( ch != victim ) send_to_char( "Ok.\r\n", ch );*/ successful_casting( skill, ch, victim, NULL ); 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 charmed...\r\n", victim ); return rSPELL_FAILED; } -- What's wrong with a little charming between friends? -- Scion */ chance = ris_save( victim, level, RIS_CHARM ); if( IS_AFFECTED( victim, AFF_CHARM ) || chance == 1000 || IS_AFFECTED( ch, AFF_CHARM ) || level < victim->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 = ( number_fuzzy( ( level + 1 ) / 5 ) + 1 ) * DUR_CONV; af.location = 0; af.modifier = 0; af.bitvector = meb( 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 );*/ successful_casting( skill, ch, victim, NULL ); sprintf( buf, "%s has charmed %s.", ch->name, victim->name ); log_string_plus( buf, LOG_NORMAL, ch->level ); if( IS_NPC( victim ) ) { start_hating( victim, ch ); start_hunting( victim, ch ); } /* to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); */ return rNONE; } ch_ret spell_chill_touch( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 28, 28, 29, 29, 30, 30, 31, 31, 32, 32, 33, 34, 34, 35, 35, 36, 37, 37, 38, /* added to prevent core dumbs for new max level - shogar */ 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57, 58, 58 /* up to 120 */ }; AFFECT_DATA af; int dam; level = UMIN( 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 ) ) { af.type = sn; af.duration = 14; af.location = APPLY_STR; af.modifier = -1; xCLEAR_BITS( af.bitvector ); affect_join( victim, &af ); } else { dam /= 2; } return damage( ch, victim, dam, sn ); } ch_ret spell_colour_spray( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79, 80, 80, 81, 82, 82, 83, 83, 84, 85, 85, 86, 86, 87, 88, 88, 89, 89, 90, 91, 91, /* added to prevent core dumbs for new max level - shogar */ 92, 92, 93, 93, 94, 94, 95, 95, 96, 96, 97, 97, 98, 98, 99, 99, 100, 100, 101, 101, 102, 102, 103, 103, 104, 104, 105, 105, 106, 106, 107, 107, 108, 108, 109, 109, 110, 110, 111, 111 /* up to 120 */ }; int dam; level = UMIN( 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_control_weather( int sn, int level, CHAR_DATA * ch, void *vo ) { SKILLTYPE *skill = get_skilltype( sn ); WEATHER_DATA *weath; int change; weath = ch->in_room->area->weather; change = number_range( -rand_factor, rand_factor ) + ( ch->level * 3 ) / ( 2 * max_vector ); if( !str_cmp( target_name, "warmer" ) ) weath->temp_vector += change; else if( !str_cmp( target_name, "colder" ) ) weath->temp_vector -= change; else if( !str_cmp( target_name, "wetter" ) ) weath->precip_vector += change; else if( !str_cmp( target_name, "drier" ) ) weath->precip_vector -= change; else if( !str_cmp( target_name, "windier" ) ) weath->wind_vector += change; else if( !str_cmp( target_name, "calmer" ) ) weath->wind_vector -= change; else { send_to_char( "Do you want it to get warmer, colder, wetter, " "drier, windier, or calmer?\r\n", ch ); return rSPELL_FAILED; } weath->temp_vector = URANGE( -max_vector, weath->temp_vector, max_vector ); weath->precip_vector = URANGE( -max_vector, weath->precip_vector, max_vector ); weath->wind_vector = URANGE( -max_vector, weath->wind_vector, max_vector ); successful_casting( skill, ch, NULL, NULL ); return rNONE; } ch_ret spell_create_food( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = 5 + level; act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); mushroom = obj_to_room( mushroom, ch->in_room ); return rNONE; } ch_ret spell_create_water( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; WEATHER_DATA *weath; 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; } weath = ch->in_room->area->weather; water = UMIN( level * ( weath->precip >= 0 ? 4 : 2 ), 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 ); } act( AT_MAGIC, "$p is filled.", ch, obj, NULL, TO_CHAR ); } return rNONE; } ch_ret spell_cure_blindness( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); set_char_color( AT_MAGIC, ch ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !is_affected( victim, gsn_blindness ) ) { if( ch != victim ) send_to_char( "You work your cure, but it has no apparent effect.\r\n", ch ); else send_to_char( "You don't seem to be blind.\r\n", ch ); return rSPELL_FAILED; } affect_strip( victim, gsn_blindness ); set_char_color( AT_MAGIC, victim ); send_to_char( "Your vision returns!\r\n", victim ); if( ch != victim ) send_to_char( "You work your cure, restoring vision.\r\n", ch ); return rNONE; } /* Next 3 are Paladin spells, until we update smaugspells -- Blodkai, 4/97 */ ch_ret spell_sacral_divinity( int sn, int level, CHAR_DATA * ch, void *vo ) { AFFECT_DATA af; SKILLTYPE *skill = get_skilltype( sn ); if( ch->alignment < 350 ) { act( AT_MAGIC, "Your prayer goes unanswered.", ch, NULL, NULL, TO_CHAR ); return rSPELL_FAILED; } if( IS_SET( ch->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } if( IS_AFFECTED( ch, AFF_SANCTUARY ) ) return rSPELL_FAILED; af.type = sn; af.duration = level * 3; af.location = APPLY_AFFECT; af.modifier = 0; af.bitvector = meb( AFF_SANCTUARY ); affect_to_char( ch, &af ); act( AT_MAGIC, "A shroud of glittering light slowly wraps itself about $n.", ch, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "A shroud of glittering light slowly wraps itself around you.", ch, NULL, NULL, TO_CHAR ); return rNONE; } ch_ret spell_expurgation( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !is_affected( victim, gsn_poison ) ) return rSPELL_FAILED; affect_strip( victim, gsn_poison ); act( AT_MAGIC, "You speak an ancient prayer, begging your god for purification.", ch, NULL, NULL, TO_CHAR ); act( AT_MAGIC, "$n speaks an ancient prayer begging $s god for purification.", ch, NULL, NULL, TO_ROOM ); return rNONE; } ch_ret spell_bethsaidean_touch( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !is_affected( victim, gsn_blindness ) ) return rSPELL_FAILED; affect_strip( victim, gsn_blindness ); set_char_color( AT_MAGIC, victim ); send_to_char( "Your sight is restored!\r\n", victim ); if( ch != victim ) { act( AT_MAGIC, "$n lays $s hands over your eyes and concentrates...", ch, NULL, victim, TO_VICT ); act( AT_MAGIC, "$n lays $s hands over $N's eyes and concentrates...", ch, NULL, victim, TO_NOTVICT ); act( AT_MAGIC, "Laying your hands on $N's eyes, you pray to life $S blindness.", ch, NULL, victim, TO_CHAR ); } return rNONE; } ch_ret spell_cure_poison( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( is_affected( victim, gsn_poison ) ) { affect_strip( victim, gsn_poison ); set_char_color( AT_MAGIC, victim ); send_to_char( "A warm feeling runs through your body.\r\n", victim ); victim->mental_state = URANGE( -100, victim->mental_state, -10 ); if( ch != victim ) { act( AT_MAGIC, "A flush of health washes over $N.", ch, NULL, victim, TO_NOTVICT ); act( AT_MAGIC, "You lift the poison from $N's body.", ch, NULL, victim, TO_CHAR ); } return rNONE; } else { set_char_color( AT_MAGIC, ch ); if( ch != victim ) send_to_char( "You work your cure, but it has no apparent effect.\r\n", ch ); else send_to_char( "You don't seem to be poisoned.\r\n", ch ); return rSPELL_FAILED; } } ch_ret spell_curse( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_AFFECTED( victim, AFF_CURSE ) || saves_spell_staff( level, victim ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } af.type = sn; af.duration = ( 4 * level ) * DUR_CONV; af.location = APPLY_HITROLL; af.modifier = -1; af.bitvector = meb( AFF_CURSE ); affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 1; affect_to_char( victim, &af ); set_char_color( AT_MAGIC, victim ); send_to_char( "You feel unclean.\r\n", victim ); if( ch != victim ) { act( AT_MAGIC, "You utter a curse upon $N.", ch, NULL, victim, TO_CHAR ); act( AT_MAGIC, "$n utters a curse upon $N.", ch, NULL, victim, TO_NOTVICT ); } return rNONE; } ch_ret spell_detect_poison( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; set_char_color( AT_MAGIC, ch ); if( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_COOK ) { if( obj->item_type == ITEM_COOK && obj->value[2] == 0 ) send_to_char( "It looks undercooked.\r\n", ch ); else 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; } ch_ret spell_dispel_evil( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; SKILLTYPE *skill = get_skilltype( sn ); if( !IS_NPC( ch ) && IS_EVIL( ch ) ) victim = ch; if( IS_GOOD( victim ) ) { act( AT_MAGIC, "Thoric protects $N.", ch, NULL, victim, TO_ROOM ); return rSPELL_FAILED; } if( IS_NEUTRAL( victim ) ) { act( AT_MAGIC, "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return rSPELL_FAILED; } if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } dam = dice( level, 4 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } /* * New version of dispel magic fixes alot of bugs, and allows players * to not lose thie affects if they have the spell and the affect. * Also prints a message to the victim, and does various other things :) * Shaddai */ ch_ret spell_dispel_magic( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int cnt = 0, affect_num, affected_by = 0, times = 0; int chance; SKILLTYPE *skill = get_skilltype( sn ); AFFECT_DATA *paf; bool found = FALSE, twice = FALSE, three = FALSE; bool is_mage = FALSE; set_char_color( AT_MAGIC, ch ); chance = ( get_curr_int( ch ) - get_curr_int( victim ) ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_NPC( ch ) || ch->class == CLASS_MAGE ) is_mage = TRUE; if( is_mage ) chance += 5; else chance -= 15; /* * Bug Fix to prevent possesed mobs from being dispelled -Shaddai */ if( IS_NPC( victim ) && IS_AFFECTED( victim, AFF_POSSESS ) ) { immune_casting( skill, ch, victim, NULL ); return rVICT_IMMUNE; } if( ch == victim ) { if( ch->first_affect ) { send_to_char( "You pass your hands around your body...\r\n", ch ); while( ch->first_affect ) affect_remove( ch, ch->first_affect ); if( !IS_NPC( ch ) ) /* Stop the NPC bug Shaddai */ update_aris( victim ); return rNONE; } else { send_to_char( "You pass your hands around your body...\r\n", ch ); return rNONE; } } if( !is_mage && !IS_AFFECTED( ch, AFF_DETECT_MAGIC ) ) { send_to_char( "You don't sense a magical aura to dispel.\r\n", ch ); return rERROR; /* You don't cast it so don't attack */ } if( number_percent( ) > ( 75 - chance ) ) { twice = TRUE; if( number_percent( ) > ( 75 - chance ) ) three = TRUE; } start_loop: /* * Grab affected_by from mobs first */ if( IS_NPC( victim ) && !xIS_EMPTY( victim->affected_by ) ) { for( ;; ) { affected_by = number_range( 0, MAX_AFFECTED_BY - 1 ); if( xIS_SET( victim->affected_by, affected_by ) ) { found = TRUE; break; } if( cnt++ > 30 ) { found = FALSE; break; } } if( found ) /* Ok lets see if it is a spell */ { for( paf = victim->first_affect; paf; paf = paf->next ) if( xIS_SET( paf->bitvector, affected_by ) ) break; if( paf ) /*It is a spell lets remove the spell too */ { if( level < victim->level || saves_spell_staff( level, victim ) ) { if( !dispel_casting( paf, ch, victim, FALSE, FALSE ) ) failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( SPELL_FLAG( get_skilltype( paf->type ), SF_NODISPEL ) ) { if( !dispel_casting( paf, ch, victim, FALSE, FALSE ) ) failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !dispel_casting( paf, ch, victim, FALSE, TRUE ) && times == 0 ) successful_casting( skill, ch, victim, NULL ); affect_remove( victim, paf ); if( ( twice && times < 1 ) || ( three && times < 2 ) ) { times++; goto start_loop; } return rNONE; } else /* Nope not a spell just remove the bit *For Mobs Only* */ { if( level < victim->level || saves_spell_staff( level, victim ) ) { if( !dispel_casting( NULL, ch, victim, affected_by, FALSE ) ) failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !dispel_casting( NULL, ch, victim, affected_by, TRUE ) && times == 0 ) successful_casting( skill, ch, victim, NULL ); xREMOVE_BIT( victim->affected_by, affected_by ); if( ( twice && times < 1 ) || ( three && times < 2 ) ) { times++; goto start_loop; } return rNONE; } } } /* * Ok mob has no affected_by's or we didn't catch them lets go to * * first_affect. SHADDAI */ if( !victim->first_affect ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } cnt = 0; /* * Need to randomize the affects, yes you have to loop on average 1.5 times * but dispel magic only takes at worst case 256 uSecs so who cares :) * Shaddai */ for( paf = victim->first_affect; paf; paf = paf->next ) cnt++; paf = victim->first_affect; for( affect_num = number_range( 0, ( cnt - 1 ) ); affect_num > 0; affect_num-- ) paf = paf->next; if( level < victim->level || saves_spell_staff( level, victim ) ) { if( !dispel_casting( paf, ch, victim, FALSE, FALSE ) ) failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } /* * Need to make sure we have an affect and it isn't no dispel */ if( !paf || SPELL_FLAG( get_skilltype( paf->type ), SF_NODISPEL ) ) { if( !dispel_casting( paf, ch, victim, FALSE, FALSE ) ) failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !dispel_casting( paf, ch, victim, FALSE, TRUE ) && times == 0 ) successful_casting( skill, ch, victim, NULL ); affect_remove( victim, paf ); if( ( twice && times < 1 ) || ( three && times < 2 ) ) { times++; goto start_loop; } /* * Have to reset victim affects */ if( !IS_NPC( victim ) ) update_aris( victim ); return rNONE; } ch_ret spell_polymorph( int sn, int level, CHAR_DATA * ch, void *vo ) { MORPH_DATA *morph; SKILLTYPE *skill = get_skilltype( sn ); morph = find_morph( ch, target_name, TRUE ); if( !morph ) { send_to_char( "You can't morph into anything like that!\r\n", ch ); return rSPELL_FAILED; } if( !do_morph_char( ch, morph ) ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } return rNONE; } ch_ret spell_earthquake( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; bool ch_died; ch_ret retcode; SKILLTYPE *skill = get_skilltype( sn ); ch_died = FALSE; retcode = rNONE; if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } act( AT_MAGIC, "The earth trembles beneath your feet!", ch, NULL, NULL, TO_CHAR ); act( AT_MAGIC, "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for( vch = first_char; vch; vch = vch_next ) { vch_next = vch->next; if( !vch->in_room ) continue; if( vch->in_room == ch->in_room ) { if( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) continue; if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) && !IS_AFFECTED( vch, AFF_FLYING ) && !IS_AFFECTED( vch, AFF_FLOATING ) ) retcode = damage( ch, vch, level + dice( 2, 8 ), sn ); if( retcode == rCHAR_DIED || char_died( ch ) ) { ch_died = TRUE; continue; } if( char_died( vch ) ) continue; } if( !ch_died && vch->in_room->area == ch->in_room->area ) { if( number_bits( 3 ) == 0 ) send_to_char_color( "&BThe earth trembles and shivers.\r\n", vch ); } } if( ch_died ) return rCHAR_DIED; else return rNONE; } ch_ret spell_enchant_weapon( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; if( obj->item_type != ITEM_WEAPON || IS_OBJ_STAT( obj, ITEM_MAGIC ) || IS_OBJ_STAT( obj, ITEM_ARTIFACT ) || obj->first_affect ) { act( AT_MAGIC, "Your magic twists and winds around $p but cannot take hold.", ch, obj, NULL, TO_CHAR ); act( AT_MAGIC, "$n's magic twists and winds around $p but cannot take hold.", ch, obj, NULL, TO_NOTVICT ); return rSPELL_FAILED; } /* * Bug fix here. -- Alty */ separate_obj( obj ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = level / 15; xCLEAR_BITS( paf->bitvector ); LINK( paf, obj->first_affect, obj->last_affect, next, prev ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = level / 15; xCLEAR_BITS( paf->bitvector ); LINK( paf, obj->first_affect, obj->last_affect, next, prev ); if( IS_GOOD( ch ) ) { xSET_BIT( obj->extra_flags, ITEM_ANTI_EVIL ); act( AT_BLUE, "$p gleams with flecks of blue energy.", ch, obj, NULL, TO_ROOM ); act( AT_BLUE, "$p gleams with flecks of blue energy.", ch, obj, NULL, TO_CHAR ); } else if( IS_EVIL( ch ) ) { xSET_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( AT_BLOOD, "A crimson stain flows slowly over $p.", ch, obj, NULL, TO_CHAR ); act( AT_BLOOD, "A crimson stain flows slowly over $p.", ch, obj, NULL, TO_ROOM ); } else { xSET_BIT( obj->extra_flags, ITEM_ANTI_EVIL ); xSET_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( AT_YELLOW, "$p glows with a disquieting light.", ch, obj, NULL, TO_ROOM ); act( AT_YELLOW, "$p glows with a disquieting light.", ch, obj, NULL, TO_CHAR ); } return rNONE; } ch_ret spell_disenchant_weapon( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; if( obj->item_type != ITEM_WEAPON ) { send_to_char( "You can only disenchant weapons.", ch ); return rSPELL_FAILED; } if( !IS_OBJ_STAT( obj, ITEM_MAGIC ) || !obj->first_affect ) { send_to_char( "This weapon appears to have no enchantments on it.", ch ); return rSPELL_FAILED; } if( xIS_SET( obj->pIndexData->extra_flags, ITEM_MAGIC ) ) { send_to_char( "You can't disenchant a weapon that's inherently magical.", ch ); return rSPELL_FAILED; } if( xIS_SET( obj->pIndexData->extra_flags, ITEM_ANTI_GOOD ) || xIS_SET( obj->pIndexData->extra_flags, ITEM_ANTI_EVIL ) ) { send_to_char( "You can't disenchant a weapon that's inherently good or evil.", ch ); return rSPELL_FAILED; } separate_obj( obj ); for( paf = obj->first_affect; paf; paf = paf->next ) { if( paf->location == APPLY_HITROLL || paf->location == APPLY_DAMROLL ) { UNLINK( paf, obj->first_affect, obj->last_affect, next, prev ); } } if( IS_OBJ_STAT( obj, ITEM_ANTI_GOOD ) ) { xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL ); act( AT_BLUE, "$p momentarily absorbs all blue light around it.", ch, obj, NULL, TO_CHAR ); } if( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) ) { xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( AT_RED, "$p momentarily absorbs all red light around it.", ch, obj, NULL, TO_CHAR ); } /* send_to_char( "Ok.\r\n", ch );*/ successful_casting( get_skilltype( sn ), ch, NULL, obj ); return rNONE; } /* * Drain XP, MANA, HP. * Caster gains HP. */ ch_ret spell_energy_drain( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int chance; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } chance = ris_save( victim, victim->level, RIS_DRAIN ); if( chance == 1000 || saves_spell_staff( chance, victim ) ) { failed_casting( skill, ch, victim, NULL ); /* SB */ return rSPELL_FAILED; } ch->alignment = UMAX( -1000, ch->alignment - 200 ); if( victim->level <= 2 ) dam = ch->hit + 1; else { gain_exp( victim, 0 - number_range( level / 2, 3 * level / 2 ) ); victim->mana /= 2; victim->move /= 2; dam = dice( 1, level ); ch->hit += dam; } if( ch->hit > ch->max_hit ) ch->hit = ch->max_hit; return damage( ch, victim, dam, sn ); } ch_ret spell_fireball( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 168, /* added these to prevent new max level core dump - shogar */ 170, 170, 172, 172, 174, 174, 176, 176, 178, 178, 180, 180, 182, 182, 184, 184, 186, 186, 188, 188, 200, 200, 201, 201, 202, 202, 203, 203, 204, 204, /* slow it down a bit */ 205, 205, 206, 206, 207, 207, 208, 208, 209, 209 /* up to 120 */ }; int dam; level = UMIN( 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_flamestrike( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( 6, 8 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_faerie_fire( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } af.type = sn; af.duration = level * DUR_CONV; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = meb( AFF_FAERIE_FIRE ); affect_to_char( victim, &af ); act( AT_PINK, "You are surrounded by a pink outline.", victim, NULL, NULL, TO_CHAR ); act( AT_PINK, "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return rNONE; } ch_ret spell_faerie_fog( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *ich; act( AT_MAGIC, "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "You conjure a cloud of purple smoke.", ch, NULL, NULL, TO_CHAR ); for( ich = ch->in_room->first_person; ich; ich = ich->next_in_room ) { if( !IS_NPC( ich ) && xIS_SET( ich->act, PLR_WIZINVIS ) ) continue; if( ich == ch || saves_spell_staff( level, ich ) ) continue; affect_strip( ich, gsn_invis ); affect_strip( ich, gsn_mass_invis ); affect_strip( ich, gsn_sneak ); xREMOVE_BIT( ich->affected_by, AFF_HIDE ); xREMOVE_BIT( ich->affected_by, AFF_INVISIBLE ); xREMOVE_BIT( ich->affected_by, AFF_SNEAK ); act( AT_MAGIC, "$n is revealed!", ich, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "You are revealed!", ich, NULL, NULL, TO_CHAR ); } return rNONE; } ch_ret spell_gate( int sn, int level, CHAR_DATA * ch, void *vo ) { MOB_INDEX_DATA *temp; CHAR_DATA *victim; AFFECT_DATA af; if( ( temp = get_mob_index( MOB_VNUM_VAMPIRE ) ) == NULL ) { bug( "Spell_gate: Vampire vnum %d doesn't exist.", MOB_VNUM_VAMPIRE ); return rSPELL_FAILED; } char_to_room( victim = create_mobile( temp ), ch->in_room ); if( victim->master ) stop_follower( victim ); add_follower( victim, ch ); af.type = gsn_charm_person; af.duration = ( number_fuzzy( ( level + 1 ) / 5 ) + 1 ) * DUR_CONV; af.location = 0; af.modifier = 0; af.bitvector = meb( AFF_CHARM ); affect_to_char( victim, &af ); act( AT_MAGIC, "$n summons a vampire!", ch, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "You summon a vampire!", ch, NULL, NULL, TO_CHAR ); return rNONE; } ch_ret spell_harm( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } dam = UMAX( 20, victim->hit - dice( 1, 4 ) ); if( saves_spell_staff( level, victim ) ) dam = UMIN( 50, dam / 4 ); dam = UMIN( 100, dam ); 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 */ /* Made it show short descrs instead of keywords, seeing as you need to know the keyword anyways, we may as well make it look nice -- Alty */ OBJ_DATA *obj; CHAR_DATA *victim; AFFECT_DATA *paf; SKILLTYPE *sktmp; SKILLTYPE *skill = get_skilltype( sn ); char *name; if( target_name[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\r\n", ch ); return rSPELL_FAILED; } if( ( obj = get_obj_carry( ch, target_name ) ) != NULL ) { set_char_color( AT_LBLUE, ch ); ch_printf( ch, "\r\nObject '%s' is %s", /* obj->name,*/ obj->short_descr, aoran( item_type_name( obj ) ) ); if( obj->item_type != ITEM_LIGHT && obj->wear_flags - 1 > 0 ) ch_printf( ch, ", with wear location: %s\r\n", flag_string( obj->wear_flags - 1, w_flags ) ); else send_to_char( ".\r\n", ch ); ch_printf( ch, "Special properties: %s\r\nIts weight is %d, value is %d, and level is %d.\r\n", extra_bit_name( &obj->extra_flags ), /* * magic_bit_name( obj->magic_flags ), -- unused for now */ obj->weight, obj->cost, obj->level ); set_char_color( AT_MAGIC, ch ); switch ( obj->item_type ) { case ITEM_CONTAINER: ch_printf( ch, "%s appears to be %s.\r\n", capitalize( obj->short_descr ), obj->value[0] < 76 ? "of a small capacity" : obj->value[0] < 150 ? "of a small to medium capacity" : obj->value[0] < 300 ? "of a medium capacity" : obj->value[0] < 550 ? "of a medium to large capacity" : obj->value[0] < 751 ? "of a large capacity" : "of a giant capacity" ); break; case ITEM_PILL: case ITEM_SCROLL: case ITEM_POTION: ch_printf( ch, "Level %d spells of:", obj->value[0] ); if( obj->value[1] >= 0 && ( sktmp = get_skilltype( obj->value[1] ) ) != NULL ) { send_to_char( " '", ch ); send_to_char( sktmp->name, ch ); send_to_char( "'", ch ); } if( obj->value[2] >= 0 && ( sktmp = get_skilltype( obj->value[2] ) ) != NULL ) { send_to_char( " '", ch ); send_to_char( sktmp->name, ch ); send_to_char( "'", ch ); } 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_SALVE: ch_printf( ch, "Has %d(%d) applications of level %d", obj->value[1], obj->value[2], obj->value[0] ); if( obj->value[4] >= 0 && ( sktmp = get_skilltype( obj->value[4] ) ) != NULL ) { send_to_char( " '", ch ); send_to_char( sktmp->name, ch ); send_to_char( "'", ch ); } if( obj->value[5] >= 0 && ( sktmp = get_skilltype( obj->value[5] ) ) != NULL ) { send_to_char( " '", ch ); send_to_char( sktmp->name, ch ); send_to_char( "'", ch ); } send_to_char( ".\r\n", ch ); break; case ITEM_WAND: case ITEM_STAFF: 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)%s\r\n", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2, IS_OBJ_STAT( obj, ITEM_POISONED ) ? ", and is poisonous." : "." ); break; case ITEM_ARMOR: ch_printf( ch, "Armor class is %d.\r\n", obj->value[0] ); 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 they are morphed or a NPC use the appropriate short_desc otherwise * * use their name -- Shaddai */ if( victim->morph && victim->morph->morph ) name = capitalize( victim->morph->morph->short_desc ); else if( IS_NPC( victim ) ) name = capitalize( victim->short_descr ); else name = victim->name; ch_printf( ch, "%s appears to be between level %d and %d.\r\n", name, victim->level - ( victim->level % 5 ), victim->level - ( victim->level % 5 ) + 5 ); /* DELETE LATER -- SHADDAI if ( IS_NPC(victim) && xIS_SET(victim->act, ACT_POLYMORPHED) ) ch_printf(ch,"%s appears to truly be %s.\r\n", name, ((ch->level > victim->level + 10) && victim->desc && victim->desc->original) ? victim->desc->original->name : "someone else"); */ if( IS_NPC( victim ) && victim->morph ) ch_printf( ch, "%s appears to truly be %s.\r\n", name, ( ch->level > victim->level + 10 ) ? victim->name : "someone else" ); ch_printf( ch, "%s looks like %s, and follows the ways of the %s.\r\n", name, aoran( get_race( victim ) ), get_class( victim ) ); if( ( chance( ch, 50 ) && ch->level >= victim->level + 10 ) || IS_IMMORTAL( ch ) ) { ch_printf( ch, "%s appears to be affected by: ", 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 = ( ( level / 4 ) + 12 ) * DUR_CONV; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = meb( 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 ) { separate_obj( obj ); /* Fix multi-invis bug --Blod */ if( IS_OBJ_STAT( obj, ITEM_INVIS ) || chance( ch, 40 + level / 10 ) ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } xSET_BIT( obj->extra_flags, ITEM_INVIS ); act( AT_MAGIC, "$p fades out of existence.", ch, obj, NULL, TO_CHAR ); return rNONE; } } ch_printf( ch, "You can't find %s!\r\n", target_name ); return rSPELL_FAILED; } ch_ret spell_know_alignment( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; char *msg; int ap; SKILLTYPE *skill = get_skilltype( sn ); if( !victim ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } ap = victim->alignment; if( ap > 700 ) msg = "$N has an aura as white as the driven snow."; else if( ap > 350 ) msg = "$N is of excellent moral character."; else if( ap > 100 ) msg = "$N is often kind and thoughtful."; else if( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; else if( ap > -350 ) msg = "$N lies to $S friends."; else if( ap > -700 ) msg = "$N would just as soon kill you as look at you."; else msg = "I'd rather just not say anything at all about $N."; act( AT_MAGIC, msg, ch, NULL, victim, TO_CHAR ); return rNONE; } 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[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, /* add more to prevent core dump for new max level - shogar */ 76, 76, 77, 77, 78, 78, 79, 79, 80, 80, 81, 81, 82, 82, 83, 83, 84, 84, 85, 85, 86, 86, 87, 87, 88, 88, 89, 89, 90, 90, 91, 91, 92, 92, 93, 93, 94, 94, 95, 95 /* up to 120 */ }; int dam; level = UMIN( 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_locate_object( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; int cnt, found = 0; for( obj = first_object; obj; obj = obj->next ) { if( !can_see_obj( ch, obj ) || !nifty_is_name( target_name, obj->name ) ) continue; if( ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) || IS_OBJ_STAT( obj, ITEM_NOLOCATE ) ) && !IS_IMMORTAL( ch ) ) continue; found++; for( cnt = 0, in_obj = obj; in_obj->in_obj && cnt < 100; in_obj = in_obj->in_obj, ++cnt ) ; if( cnt >= MAX_NEST ) { sprintf( buf, "spell_locate_obj: object [%d] %s is nested more than %d times!", obj->pIndexData->vnum, obj->short_descr, MAX_NEST ); bug( buf, 0 ); continue; } if( in_obj->carried_by ) { if( IS_IMMORTAL( in_obj->carried_by ) && !IS_NPC( in_obj->carried_by ) && ( get_trust( ch ) < in_obj->carried_by->pcdata->wizinvis ) && xIS_SET( in_obj->carried_by->act, PLR_WIZINVIS ) ) { found--; continue; } sprintf( buf, "%s carried by %s.\r\n", obj_short( obj ), PERS( in_obj->carried_by, ch ) ); } else { sprintf( buf, "%s in %s.\r\n", obj_short( obj ), in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER( buf[0] ); set_char_color( AT_MAGIC, ch ); send_to_char( buf, ch ); } if( !found ) { send_to_char( "Nothing like that exists.\r\n", ch ); return rSPELL_FAILED; } return rNONE; } ch_ret spell_magic_missile( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, /* add more to prevent core dump for new max level - shogar */ 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 25, 25, 25, 25, 25, 26, 26, 26, 26, 26 /* up to 120 */ }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); /* * What's this? You can't save vs. magic missile! -Thoric * if ( saves_spell( level, victim ) ) * dam /= 2; */ return damage( ch, victim, dam, sn ); } ch_ret spell_pass_door( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_AFFECTED( victim, AFF_PASS_DOOR ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } af.type = sn; af.duration = number_fuzzy( level / 4 ) * DUR_CONV; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = meb( AFF_PASS_DOOR ); affect_to_char( victim, &af ); act( AT_MAGIC, "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "You turn translucent.", victim, NULL, NULL, TO_CHAR ); return rNONE; } 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; chance = ris_save( victim, level, RIS_POISON ); if( chance == 1000 || saves_poison_death( chance, victim ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "Your magic fails to take hold.\r\n", ch ); return rSPELL_FAILED; } if( IS_AFFECTED( victim, AFF_POISON ) ) first = FALSE; af.type = sn; af.duration = level * DUR_CONV; af.location = APPLY_STR; af.modifier = -2; af.bitvector = meb( AFF_POISON ); affect_join( victim, &af ); set_char_color( AT_GREEN, victim ); send_to_char( "You feel very sick.\r\n", victim ); if( IS_PKILL( victim ) ) victim->mental_state = URANGE( 10, victim->mental_state + ( first ? 5 : 0 ), 100 ); else victim->mental_state = URANGE( 20, victim->mental_state + ( first ? 5 : 0 ), 100 ); if( ch != victim ) { act( AT_GREEN, "$N shivers as your poison spreads through $S body.", ch, NULL, victim, TO_CHAR ); act( AT_GREEN, "$N shivers as $n's poison spreads through $S body.", ch, NULL, victim, TO_NOTVICT ); } return rNONE; } ch_ret spell_remove_curse( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj; CHAR_DATA *victim = ( CHAR_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( is_affected( victim, gsn_curse ) ) { affect_strip( victim, gsn_curse ); set_char_color( AT_MAGIC, victim ); send_to_char( "The weight of your curse is lifted.\r\n", victim ); if( ch != victim ) { act( AT_MAGIC, "You dispel the curses afflicting $N.", ch, NULL, victim, TO_CHAR ); act( AT_MAGIC, "$n's dispels the curses afflicting $N.", ch, NULL, victim, TO_NOTVICT ); } } else if( victim->first_carrying ) { for( obj = victim->first_carrying; obj; obj = obj->next_content ) if( !obj->in_obj && ( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) || IS_OBJ_STAT( obj, ITEM_NODROP ) ) ) { if( IS_OBJ_STAT( obj, ITEM_NOREMOVE ) ) xREMOVE_BIT( obj->extra_flags, ITEM_NOREMOVE ); if( IS_OBJ_STAT( obj, ITEM_NODROP ) ) xREMOVE_BIT( obj->extra_flags, ITEM_NODROP ); set_char_color( AT_MAGIC, victim ); send_to_char( "You feel a burden released.\r\n", victim ); if( ch != victim ) { act( AT_MAGIC, "You dispel the curses afflicting $N.", ch, NULL, victim, TO_CHAR ); act( AT_MAGIC, "$n's dispels the curses afflicting $N.", ch, NULL, victim, TO_NOTVICT ); } return rNONE; } } return rNONE; } ch_ret spell_remove_trap( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj; OBJ_DATA *trap; bool found; int retcode; SKILLTYPE *skill = get_skilltype( sn ); if( !target_name || target_name[0] == '\0' ) { send_to_char( "Remove trap on what?\r\n", ch ); return rSPELL_FAILED; } found = FALSE; if( !ch->in_room->first_content ) { send_to_char( "You can't find that here.\r\n", ch ); return rNONE; } for( obj = ch->in_room->first_content; obj; obj = obj->next_content ) if( can_see_obj( ch, obj ) && nifty_is_name( target_name, obj->name ) ) { found = TRUE; break; } if( !found ) { send_to_char( "You can't find that here.\r\n", ch ); return rSPELL_FAILED; } if( ( trap = get_trap( obj ) ) == NULL ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } if( !chance( ch, 70 + get_curr_wis( ch ) ) ) { send_to_char( "Ooops!\r\n", ch ); retcode = spring_trap( ch, trap ); if( retcode == rNONE ) retcode = rSPELL_FAILED; return retcode; } extract_obj( trap ); successful_casting( skill, ch, NULL, NULL ); return rNONE; } ch_ret spell_shocking_grasp( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57, 58, 58, 59, 59, 60, 60, 61, 61, 62, 62, 63, 63, 64, 64, 65, 65, 66, 66, 67, 67, /* added more to prevent new max level core dump - shogar */ 68, 68, 69, 69, 70, 70, 71, 71, 72, 72, 73, 73, 74, 74, 75, 75, 76, 76, 77, 77, 78, 78, 79, 79, 80, 80, 81, 81, 82, 82, 83, 83, 84, 84, 85, 85, 86, 86, 87, 87 /* up to 120 */ }; int dam; level = UMIN( 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_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 / 2; else tmp = level; if( IS_AFFECTED( victim, AFF_SLEEP ) || ( chance = ris_save( victim, tmp, RIS_SLEEP ) ) == 1000 || level < victim->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 = ( 4 + level ) * DUR_CONV; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = meb( 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, ch->level ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); } 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_summon( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; SKILLTYPE *skill = get_skilltype( sn ); if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || !victim->in_room || IS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_SUMMON ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || victim->fighting || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) || !in_hard_range( victim, ch->in_room->area ) || ( !IS_NPC( ch ) && !CAN_PKILL( ch ) && IS_PKILL( victim ) ) || ( IS_SET( ch->in_room->area->flags, AFLAG_NOPKILL ) && IS_PKILL( victim ) ) || ( !IS_NPC( ch ) && !IS_NPC( victim ) && IS_SET( victim->pcdata->flags, PCFLAG_NOSUMMON ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( ch->in_room->area != victim->in_room->area ) { if( ( ( IS_NPC( ch ) != IS_NPC( victim ) ) && chance( ch, 30 ) ) || ( ( IS_NPC( ch ) == IS_NPC( victim ) ) && chance( ch, 10 ) ) ) { failed_casting( skill, ch, victim, NULL ); set_char_color( AT_MAGIC, victim ); send_to_char( "You feel a strange pulling sensation...\r\n", victim ); return rSPELL_FAILED; } } sprintf( buf, "%s summoned %s to room %d.", ch->name, victim->name, ch->in_room->vnum ); log_string_plus( buf, LOG_NORMAL, ch->level ); to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); if( skill->hit_char && skill->hit_char[0] != '\0' ) act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR ); if( skill->hit_vict && skill->hit_vict[0] != '\0' ) act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT ); else act( AT_MAGIC, "You have been summoned by $n!", ch, NULL, victim, TO_VICT ); if( skill->hit_room && skill->hit_room[0] != '\0' ) act( AT_MAGIC, skill->hit_room, victim, NULL, ch, TO_ROOM ); else act( AT_MAGIC, "$n disappears in a flash of light!", victim, NULL, ch, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); if( skill->hit_dest && skill->hit_dest[0] != '\0' ) act( AT_MAGIC, skill->hit_dest, victim, NULL, ch, TO_ROOM ); else act( AT_MAGIC, "$n appears in a flash of light!", victim, NULL, ch, TO_ROOM ); do_look( victim, "auto" ); return rNONE; } /* * Travel via the astral plains to quickly travel to desired location * -Thoric * * Uses SMAUG spell messages is available to allow use as a SMAUG spell */ ch_ret spell_astral_walk( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; struct skill_type *skill = get_skilltype( sn ); if( ( victim = get_char_world( ch, target_name ) ) == NULL || !can_astral( ch, victim ) || !in_hard_range( ch, victim->in_room->area ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( skill->hit_char && skill->hit_char[0] != '\0' ) act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR ); if( skill->hit_vict && skill->hit_vict[0] != '\0' ) act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT ); if( skill->hit_room && skill->hit_room[0] != '\0' ) act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_NOTVICT ); else act( AT_MAGIC, "$n disappears in a flash of light!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, victim->in_room ); if( skill->hit_dest && skill->hit_dest[0] != '\0' ) act( AT_MAGIC, skill->hit_dest, ch, NULL, victim, TO_NOTVICT ); else act( AT_MAGIC, "$n appears in a flash of light!", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return rNONE; } ch_ret spell_teleport( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *pRoomIndex; SKILLTYPE *skill = get_skilltype( sn ); char buf[MAX_STRING_LENGTH]; if( !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || ( !IS_NPC( ch ) && victim->fighting ) || ( victim != ch && ( saves_spell_staff( level, victim ) || saves_wands( level, victim ) ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } for( ;; ) { pRoomIndex = get_room_index( number_range( 0, 1048576000 ) ); if( pRoomIndex ) if( !IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE ) && !IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY ) && !IS_SET( pRoomIndex->room_flags, ROOM_NO_ASTRAL ) && !IS_SET( pRoomIndex->area->flags, AFLAG_NOTELEPORT ) && !IS_SET( pRoomIndex->room_flags, ROOM_PROTOTYPE ) && !IS_SET( pRoomIndex->room_flags, ROOM_NO_RECALL ) && in_hard_range( ch, pRoomIndex->area ) ) break; } if( skill->hit_char && skill->hit_char[0] != '\0' ) act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR ); if( skill->hit_vict && skill->hit_vict[0] != '\0' ) act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT ); else act( AT_MAGIC, "You have been teleported by $n!", ch, NULL, victim, TO_VICT ); if( skill->hit_room && skill->hit_room[0] != '\0' ) act( AT_MAGIC, skill->hit_room, victim, NULL, ch, TO_ROOM ); else act( AT_MAGIC, "$n slowly fades from view.", victim, NULL, ch, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); sprintf( buf, "%s teleported %s to room %d.", ch->name, victim->name, victim->in_room->vnum ); log_string_plus( buf, LOG_NORMAL, ch->level ); to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); if( skill->hit_dest && skill->hit_dest[0] != '\0' ) act( AT_MAGIC, skill->hit_dest, victim, NULL, ch, TO_ROOM ); else act( AT_MAGIC, "$n slowly fades into view.", victim, NULL, ch, TO_ROOM ); do_look( victim, "auto" ); return rNONE; } ch_ret spell_teleport_superior( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *pRoomIndex; SKILLTYPE *skill = get_skilltype( sn ); char buf[MAX_STRING_LENGTH]; char arg[MAX_INPUT_LENGTH]; int i; target_name = one_argument( target_name, arg ); if( !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || ( !IS_NPC( ch ) && victim->fighting ) || ( victim != ch && ( saves_spell_staff( level, victim ) || saves_wands( level, victim ) ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( is_number( arg ) ) i = atoi( arg ); else return rSPELL_FAILED; if( i < 0 || i > 7 ) return rSPELL_FAILED; pRoomIndex = get_room_index( ch->pcdata->memorize[i] ); if( !pRoomIndex ) return rSPELL_FAILED; if( skill->hit_char && skill->hit_char[0] != '\0' ) act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR ); if( skill->hit_vict && skill->hit_vict[0] != '\0' ) act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT ); else act( AT_MAGIC, "You have been teleported by $n!", ch, NULL, victim, TO_VICT ); if( skill->hit_room && skill->hit_room[0] != '\0' ) act( AT_MAGIC, skill->hit_room, victim, NULL, ch, TO_ROOM ); else act( AT_MAGIC, "$n slowly fades from view.", victim, NULL, ch, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); sprintf( buf, "%s teleported %s to room %d.", ch->name, victim->name, victim->in_room->vnum ); log_string_plus( buf, LOG_NORMAL, ch->level ); to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); if( skill->hit_dest && skill->hit_dest[0] != '\0' ) act( AT_MAGIC, skill->hit_dest, victim, NULL, ch, TO_ROOM ); else act( AT_MAGIC, "$n slowly fades into view.", victim, NULL, ch, TO_ROOM ); do_look( victim, "auto" ); return rNONE; } ch_ret spell_ventriloquate( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\r\n", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\r\n", speaker, target_name ); buf1[0] = UPPER( buf1[0] ); for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { if( !is_name( speaker, vch->name ) ) { set_char_color( AT_SAY, vch ); send_to_char( saves_spell_staff( level, vch ) ? buf2 : buf1, vch ); } } return rNONE; } ch_ret spell_weaken( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; SKILLTYPE *skill = get_skilltype( sn ); set_char_color( AT_MAGIC, ch ); if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( is_affected( victim, sn ) || saves_wands( level, victim ) ) { send_to_char( "Your magic fails to take hold.\r\n", ch ); return rSPELL_FAILED; } af.type = sn; af.duration = level / 2 * DUR_CONV; af.location = APPLY_STR; af.modifier = -2; xCLEAR_BITS( af.bitvector ); affect_to_char( victim, &af ); set_char_color( AT_MAGIC, victim ); send_to_char( "Your muscles seem to atrophy!\r\n", victim ); if( ch != victim ) { if( ( ( ( !IS_NPC( victim ) && class_table[victim->class]->attr_prime == APPLY_STR ) || IS_NPC( victim ) ) && get_curr_str( victim ) < 25 ) || get_curr_str( victim ) < 20 ) { act( AT_MAGIC, "$N labors weakly as your spell atrophies $S muscles.", ch, NULL, victim, TO_CHAR ); act( AT_MAGIC, "$N labors weakly as $n's spell atrophies $S muscles.", ch, NULL, victim, TO_NOTVICT ); } else { act( AT_MAGIC, "You induce a mild atrophy in $N's muscles.", ch, NULL, victim, TO_CHAR ); act( AT_MAGIC, "$n induces a mild atrophy in $N's muscles.", ch, NULL, victim, TO_NOTVICT ); } } return rNONE; } /* * A spell as it should be -Thoric */ ch_ret spell_word_of_recall( int sn, int level, CHAR_DATA * ch, void *vo ) { if( ch != ( CHAR_DATA * ) vo ) act( AT_MAGIC, "You attempt to recall $N.", ch, NULL, ( CHAR_DATA * ) vo, TO_CHAR ); do_recall( ( CHAR_DATA * ) vo, "" ); return rNONE; } /* * NPC spells. */ ch_ret spell_acid_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if( chance( ch, 2 * level ) && !saves_breath( level, victim ) ) { for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next ) { int iWear; obj_next = obj_lose->next_content; if( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { case ITEM_ARMOR: if( obj_lose->value[0] > 0 ) { separate_obj( obj_lose ); act( AT_DAMAGE, "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR ); if( ( iWear = obj_lose->wear_loc ) != WEAR_NONE ) victim->armor += apply_ac( obj_lose, iWear ); // <-- victim is LOSING the benefit of obj->value[0] obj_lose->value[0] -= 1; // so we need to ADD to his AC obj_lose->cost = 0; if( iWear != WEAR_NONE ) victim->armor -= apply_ac( obj_lose, iWear ); // <-- victim now regains the benefit of the adjusted } // obj->value[0] so we need to SUBTRACT to his AC break; case ITEM_CONTAINER: separate_obj( obj_lose ); act( AT_DAMAGE, "$p fumes and dissolves!", victim, obj_lose, NULL, TO_CHAR ); act( AT_OBJECT, "The contents of $p held by $N spill onto the ground.", victim, obj_lose, victim, TO_ROOM ); act( AT_OBJECT, "The contents of $p spill out onto the ground!", victim, obj_lose, NULL, TO_CHAR ); empty_obj( obj_lose, NULL, victim->in_room ); extract_obj( obj_lose ); break; } } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_breath( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_fire_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if( chance( ch, 2 * level ) && !saves_breath( level, victim ) ) { for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: msg = "$p ignites and burns!"; break; case ITEM_POTION: msg = "$p bubbles and boils!"; break; case ITEM_SCROLL: msg = "$p crackles and burns!"; break; case ITEM_STAFF: msg = "$p smokes and chars!"; break; case ITEM_WAND: msg = "$p sparks and sputters!"; break; case ITEM_COOK: case ITEM_FOOD: msg = "$p blackens and crisps!"; break; case ITEM_PILL: msg = "$p melts and drips!"; break; } separate_obj( obj_lose ); act( AT_DAMAGE, msg, victim, obj_lose, NULL, TO_CHAR ); if( obj_lose->item_type == ITEM_CONTAINER ) { act( AT_OBJECT, "The contents of $p held by $N spill onto the ground.", victim, obj_lose, victim, TO_ROOM ); act( AT_OBJECT, "The contents of $p spill out onto the ground!", victim, obj_lose, NULL, TO_CHAR ); empty_obj( obj_lose, NULL, victim->in_room ); } extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_breath( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_frost_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if( chance( ch, 2 * level ) && !saves_breath( level, victim ) ) { for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: case ITEM_DRINK_CON: case ITEM_POTION: msg = "$p freezes and shatters!"; break; } separate_obj( obj_lose ); act( AT_DAMAGE, msg, victim, obj_lose, NULL, TO_CHAR ); if( obj_lose->item_type == ITEM_CONTAINER ) { act( AT_OBJECT, "The contents of $p held by $N spill onto the ground.", victim, obj_lose, victim, TO_ROOM ); act( AT_OBJECT, "The contents of $p spill out onto the ground!", victim, obj_lose, NULL, TO_CHAR ); empty_obj( obj_lose, NULL, victim->in_room ); } extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_breath( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_gas_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; bool ch_died; ch_died = FALSE; if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You fail to breathe.\r\n", ch ); return rNONE; } for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) continue; if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) { hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_breath( level, vch ) ) dam /= 2; if( damage( ch, vch, dam, sn ) == rCHAR_DIED || char_died( ch ) ) ch_died = TRUE; } } if( ch_died ) return rCHAR_DIED; else return rNONE; } ch_ret spell_lightning_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int hpch; hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_breath( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } 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; } /* * Haus' Spell Additions * */ /* to do: portal (like mpcreatepassage) * enchant armour? (say -1/-2/-3 ac ) * sharpness (makes weapon of caster's level) * repair (repairs armor) * blood burn (offensive) * name: net book of spells * * spirit scream (offensive) * name: net book of spells * * something about saltpeter or brimstone */ /* Working on DM's transport eq suggestion - Scryn 8/13 */ ch_ret spell_transport( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; char arg3[MAX_STRING_LENGTH]; OBJ_DATA *obj; SKILLTYPE *skill = get_skilltype( sn ); target_name = one_argument( target_name, arg3 ); if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE ) || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( ( obj = get_obj_carry( ch, arg3 ) ) == NULL || ( victim->carry_weight + get_obj_weight( obj ) ) > can_carry_w( victim ) || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } separate_obj( obj ); /* altrag shoots, haus alley-oops! */ if( IS_OBJ_STAT( obj, ITEM_NODROP ) ) { send_to_char( "You can't seem to let go of it.\r\n", ch ); return rSPELL_FAILED; /* nice catch, caine */ } if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && get_trust( victim ) < LEVEL_IMMORTAL ) { send_to_char( "That item is not for mortal hands to touch!\r\n", ch ); return rSPELL_FAILED; /* Thoric */ } if( skill->hit_char && skill->hit_char[0] != '\0' ) act( AT_MAGIC, skill->hit_char, ch, obj, NULL, TO_CHAR ); else act( AT_MAGIC, "$p slowly dematerializes from your hands.", ch, obj, NULL, TO_CHAR ); if( skill->hit_room && skill->hit_room[0] != '\0' ) act( AT_MAGIC, skill->hit_room, ch, obj, NULL, TO_ROOM ); else act( AT_MAGIC, "$p slowly dematerializes from $n's hands.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_char( obj, victim ); if( skill->hit_char && skill->hit_dest[0] != '\0' ) act( AT_MAGIC, skill->hit_char, victim, obj, NULL, TO_CHAR ); else act( AT_MAGIC, "$p slowly materializes in your hands, sent by $N.", victim, obj, ch, TO_CHAR ); if( skill->hit_room && skill->hit_dest[0] != '\0' ) act( AT_MAGIC, skill->hit_room, victim, obj, NULL, TO_ROOM ); else act( AT_MAGIC, "$p slowly materializes in $n's hands.", victim, obj, NULL, TO_ROOM ); save_char_obj( ch ); save_char_obj( victim ); return rNONE; } /* * Syntax portal (mob/char) * opens a 2-way EX_PORTAL from caster's room to room inhabited by * mob or character won't mess with existing exits * * do_mp_open_passage, combined with spell_astral */ ch_ret spell_portal( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; ROOM_INDEX_DATA *targetRoom, *fromRoom; int targetRoomVnum; OBJ_DATA *portalObj; EXIT_DATA *pexit; char buf[MAX_STRING_LENGTH]; SKILLTYPE *skill = get_skilltype( sn ); /* * No go if all kinds of things aren't just right, including the caster * and victim are not both pkill or both peaceful. -- Narn */ if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_DEATH ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL ) || victim->level >= level + 15 || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) || ( !IS_NPC( victim ) && CAN_PKILL( ch ) != CAN_PKILL( victim ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( victim->in_room == ch->in_room ) { send_to_char( "They are right beside you!", ch ); return rSPELL_FAILED; } targetRoomVnum = victim->in_room->vnum; fromRoom = ch->in_room; targetRoom = victim->in_room; /* * Check if there already is a portal in either room. */ for( pexit = fromRoom->first_exit; pexit; pexit = pexit->next ) { if( IS_SET( pexit->exit_info, EX_PORTAL ) ) { send_to_char( "There is already a portal in this room.\r\n", ch ); return rSPELL_FAILED; } if( pexit->vdir == DIR_PORTAL ) { send_to_char( "You may not create a portal in this room.\r\n", ch ); return rSPELL_FAILED; } } for( pexit = targetRoom->first_exit; pexit; pexit = pexit->next ) if( pexit->vdir == DIR_PORTAL ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } pexit = make_exit( fromRoom, targetRoom, DIR_PORTAL ); pexit->keyword = STRALLOC( "portal" ); pexit->description = STRALLOC( "You gaze into the shimmering portal...\r\n" ); pexit->key = -1; pexit->exit_info = EX_PORTAL | EX_xENTER | EX_HIDDEN | EX_xLOOK; pexit->vnum = targetRoomVnum; portalObj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); portalObj->timer = 3; sprintf( buf, "a portal created by %s", ch->name ); STRFREE( portalObj->short_descr ); portalObj->short_descr = STRALLOC( buf ); /* * support for new casting messages */ if( !skill->hit_char || skill->hit_char[0] == '\0' ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You utter an incantation, and a portal forms in front of you!\r\n", ch ); } else act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR ); if( !skill->hit_room || skill->hit_room[0] == '\0' ) act( AT_MAGIC, "$n utters an incantation, and a portal forms in front of you!", ch, NULL, NULL, TO_ROOM ); else act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_ROOM ); if( !skill->hit_vict || skill->hit_vict[0] == '\0' ) act( AT_MAGIC, "A shimmering portal forms in front of you!", victim, NULL, NULL, TO_ROOM ); else act( AT_MAGIC, skill->hit_vict, victim, NULL, victim, TO_ROOM ); portalObj = obj_to_room( portalObj, ch->in_room ); pexit = make_exit( targetRoom, fromRoom, DIR_PORTAL ); pexit->keyword = STRALLOC( "portal" ); pexit->description = STRALLOC( "You gaze into the shimmering portal...\r\n" ); pexit->key = -1; pexit->exit_info = EX_PORTAL | EX_xENTER | EX_HIDDEN; pexit->vnum = targetRoomVnum; portalObj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); portalObj->timer = 3; STRFREE( portalObj->short_descr ); portalObj->short_descr = STRALLOC( buf ); portalObj = obj_to_room( portalObj, targetRoom ); /* sprintf( buf, "%s has made a portal from room %d to room %d.", ch->name, fromRoom->vnum, targetRoomVnum ); log_string_plus( buf, LOG_NORMAL, ch->level ); to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level) ); */ return rNONE; } ch_ret spell_farsight( int sn, int level, CHAR_DATA * ch, void *vo ) { ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *original; CHAR_DATA *victim; SKILLTYPE *skill = get_skilltype( sn ); /* * The spell fails if the victim isn't playing, the victim is the caster, * the target room has private, solitary, noastral, death or proto flags, * the caster's room is norecall, the victim is too high in level, the * victim is a proto mob, the victim makes the saving throw or the pkill * flag on the caster is not the same as on the victim. Got it? */ if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_DEATH ) || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 15 || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) || ( !IS_NPC( victim ) && CAN_PKILL( victim ) && !CAN_PKILL( ch ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } location = victim->in_room; if( !location ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } successful_casting( skill, ch, victim, NULL ); original = ch->in_room; char_from_room( ch ); char_to_room( ch, location ); do_look( ch, "auto" ); char_from_room( ch ); char_to_room( ch, original ); return rNONE; } ch_ret spell_recharge( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; if( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND ) { separate_obj( obj ); if( obj->value[2] == obj->value[1] || obj->value[1] > ( obj->pIndexData->value[1] * 4 ) ) { act( AT_FIRE, "$p bursts into flames, injuring you!", ch, obj, NULL, TO_CHAR ); act( AT_FIRE, "$p bursts into flames, charring $n!", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); if( damage( ch, ch, obj->level * 2, TYPE_UNDEFINED ) == rCHAR_DIED || char_died( ch ) ) return rCHAR_DIED; else return rSPELL_FAILED; } if( chance( ch, 2 ) ) { act( AT_YELLOW, "$p glows with a blinding magical luminescence.", ch, obj, NULL, TO_CHAR ); obj->value[1] *= 2; obj->value[2] = obj->value[1]; return rNONE; } else if( chance( ch, 5 ) ) { act( AT_YELLOW, "$p glows brightly for a few seconds...", ch, obj, NULL, TO_CHAR ); obj->value[2] = obj->value[1]; return rNONE; } else if( chance( ch, 10 ) ) { act( AT_WHITE, "$p disintegrates into a void.", ch, obj, NULL, TO_CHAR ); act( AT_WHITE, "$n's attempt at recharging fails, and $p disintegrates.", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return rSPELL_FAILED; } else if( chance( ch, 50 - ( ch->level / 2 ) ) ) { send_to_char( "Nothing happens.\r\n", ch ); return rSPELL_FAILED; } else { act( AT_MAGIC, "$p feels warm to the touch.", ch, obj, NULL, TO_CHAR ); --obj->value[1]; obj->value[2] = obj->value[1]; return rNONE; } } else { send_to_char( "You can't recharge that!\r\n", ch ); return rSPELL_FAILED; } } /* * Idea from AD&D 2nd edition player's handbook (c)1989 TSR Hobbies Inc. * -Thoric */ ch_ret spell_plant_pass( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; SKILLTYPE *skill = get_skilltype( sn ); if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_DEATH ) || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE ) || ( victim->in_room->sector_type != SECT_FOREST && victim->in_room->sector_type != SECT_FIELD ) || ( ch->in_room->sector_type != SECT_FOREST && ch->in_room->sector_type != SECT_FIELD ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 15 || ( CAN_PKILL( victim ) && !IS_NPC( ch ) && !IS_PKILL( ch ) ) || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) || !in_hard_range( ch, victim->in_room->area ) || ( IS_SET( victim->in_room->area->flags, AFLAG_NOPKILL ) && IS_PKILL( ch ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( ch->in_room->sector_type == SECT_FOREST ) act( AT_MAGIC, "$n melds into a nearby tree!", ch, NULL, NULL, TO_ROOM ); else act( AT_MAGIC, "$n melds into the grass!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, victim->in_room ); if( ch->in_room->sector_type == SECT_FOREST ) act( AT_MAGIC, "$n appears from behind a nearby tree!", ch, NULL, NULL, TO_ROOM ); else act( AT_MAGIC, "$n grows up from the grass!", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return rNONE; } /* * Vampire version of astral_walk -Thoric */ ch_ret spell_mist_walk( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; bool allowday; SKILLTYPE *skill = get_skilltype( sn ); set_char_color( AT_DGREEN, ch ); if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch ) { failed_casting( skill, ch, victim, NULL ); send_to_char( "You cannot sense your victim...", ch ); return rSPELL_FAILED; } if( IS_PKILL( ch ) && ch->pcdata->condition[COND_BLOODTHIRST] > 22 ) allowday = TRUE; else allowday = FALSE; if( ( time_info.hour < 21 && time_info.hour > 5 && !allowday ) || !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_DEATH ) || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 15 || ( CAN_PKILL( victim ) && !IS_NPC( ch ) && !IS_PKILL( ch ) ) || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) || !in_hard_range( ch, victim->in_room->area ) || ( IS_SET( victim->in_room->area->flags, AFLAG_NOPKILL ) && IS_PKILL( ch ) ) ) { failed_casting( skill, ch, victim, NULL ); send_to_char( "You cannot sense your victim...", ch ); return rSPELL_FAILED; } /* * Subtract 22 extra bp for mist walk from 0500 to 2100 SB */ if( time_info.hour < 21 && time_info.hour > 5 && !IS_NPC( ch ) ) gain_condition( ch, COND_BLOODTHIRST, -22 ); act( AT_DGREEN, "$n dissolves into a cloud of glowing mist, then vanishes!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, victim->in_room ); act( AT_DGREEN, "A cloud of glowing mist engulfs you, then withdraws to unveil $n!", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return rNONE; } /* * Cleric version of astral_walk -Thoric */ ch_ret spell_solar_flight( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; SKILLTYPE *skill = get_skilltype( sn ); WEATHER_DATA *weath = ch->in_room->area->weather; if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || ( time_info.hour > 18 || time_info.hour < 8 ) || !victim->in_room || !IS_OUTSIDE( ch ) || !IS_OUTSIDE( victim ) || weath->precip >= 0 || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_DEATH ) || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 15 || ( CAN_PKILL( victim ) && !IS_NPC( ch ) && !IS_PKILL( ch ) ) || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) || !in_hard_range( ch, victim->in_room->area ) || ( IS_SET( victim->in_room->area->flags, AFLAG_NOPKILL ) && IS_PKILL( ch ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } act( AT_MAGIC, "$n disappears in a blinding flash of light!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, victim->in_room ); act( AT_MAGIC, "$n appears in a blinding flash of light!", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return rNONE; } /* Scryn 2/2/96 */ ch_ret spell_remove_invis( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj; SKILLTYPE *skill = get_skilltype( sn ); if( target_name[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\r\n", ch ); return rSPELL_FAILED; } obj = get_obj_carry( ch, target_name ); if( obj ) { if( !IS_OBJ_STAT( obj, ITEM_INVIS ) ) { send_to_char( "Its not invisible!\r\n", ch ); return rSPELL_FAILED; } xREMOVE_BIT( obj->extra_flags, ITEM_INVIS ); act( AT_MAGIC, "$p becomes visible again.", ch, obj, NULL, TO_CHAR ); send_to_char( "Ok.\r\n", ch ); return rNONE; } else { CHAR_DATA *victim; victim = get_char_room( ch, target_name ); if( victim ) { if( !can_see( ch, victim ) ) { ch_printf( ch, "You don't see %s!\r\n", target_name ); return rSPELL_FAILED; } if( !IS_AFFECTED( victim, AFF_INVISIBLE ) ) { send_to_char( "They are not invisible!\r\n", ch ); return rSPELL_FAILED; } if( is_safe( ch, victim ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( IS_SET( victim->immune, RIS_MAGIC ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( !IS_NPC( victim ) ) { if( chance( ch, 50 ) && ch->level + 10 < victim->level ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } else check_illegal_pk( ch, victim ); } else { if( chance( ch, 50 ) && ch->level + 15 < victim->level ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } } affect_strip( victim, gsn_invis ); affect_strip( victim, gsn_mass_invis ); xREMOVE_BIT( victim->affected_by, AFF_INVISIBLE ); /* send_to_char( "Ok.\r\n", ch );*/ successful_casting( skill, ch, victim, NULL ); return rNONE; } ch_printf( ch, "You can't find %s!\r\n", target_name ); return rSPELL_FAILED; } } /* * Animate Dead: Scryn 3/2/96 * Modifications by Altrag 16/2/96 */ ch_ret spell_animate_dead( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *mob; OBJ_DATA *corpse; OBJ_DATA *corpse_next; OBJ_DATA *obj; OBJ_DATA *obj_next; bool found; MOB_INDEX_DATA *pMobIndex; AFFECT_DATA af; char buf[MAX_STRING_LENGTH]; SKILLTYPE *skill = get_skilltype( sn ); found = FALSE; for( corpse = ch->in_room->first_content; corpse; corpse = corpse_next ) { corpse_next = corpse->next_content; if( corpse->item_type == ITEM_CORPSE_NPC && corpse->cost != -5 ) { found = TRUE; break; } } if( !found ) { send_to_char( "You cannot find a suitable corpse here.\r\n", ch ); return rSPELL_FAILED; } if( get_mob_index( MOB_VNUM_ANIMATED_CORPSE ) == NULL ) { bug( "Vnum 5 not found for spell_animate_dead!", 0 ); return rNONE; } if( ( pMobIndex = get_mob_index( ( short ) abs( corpse->cost ) ) ) == NULL ) { bug( "Can not find mob for cost of corpse, spell_animate_dead", 0 ); return rSPELL_FAILED; } if( !IS_NPC( ch ) ) { if( IS_VAMPIRE( ch ) ) { if( !IS_IMMORTAL( ch ) && ch->pcdata->condition[COND_BLOODTHIRST] - ( pMobIndex->level / 3 ) < 0 ) { send_to_char( "You do not have enough blood power to reanimate this" " corpse.\r\n", ch ); return rSPELL_FAILED; } gain_condition( ch, COND_BLOODTHIRST, pMobIndex->level / 3 ); } else if( ch->mana - ( pMobIndex->level * 4 ) < 0 ) { send_to_char( "You do not have enough mana to reanimate this " "corpse.\r\n", ch ); return rSPELL_FAILED; } else ch->mana -= ( pMobIndex->level * 4 ); } if( IS_IMMORTAL( ch ) || ( chance( ch, 75 ) && pMobIndex->level - ch->level < 10 ) ) { mob = create_mobile( get_mob_index( MOB_VNUM_ANIMATED_CORPSE ) ); char_to_room( mob, ch->in_room ); mob->level = UMIN( ch->level / 2, pMobIndex->level ); mob->race = pMobIndex->race; /* should be undead */ /* * Fix so mobs wont have 0 hps and crash mud - Scryn 2/20/96 */ if( !pMobIndex->hitnodice ) mob->max_hit = pMobIndex->level * 8 + number_range( pMobIndex->level * pMobIndex->level / 4, pMobIndex->level * pMobIndex->level ); else mob->max_hit = dice( pMobIndex->hitnodice, pMobIndex->hitsizedice ) + pMobIndex->hitplus; mob->max_hit = UMAX( URANGE( mob->max_hit / 4, ( mob->max_hit * corpse->value[3] ) / 100, ch->level * dice( 20, 10 ) ), 1 ); mob->hit = mob->max_hit; mob->damroll = ch->level / 8; mob->hitroll = ch->level / 6; mob->alignment = ch->alignment; act( AT_MAGIC, "$n makes $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_ROOM ); act( AT_MAGIC, "You make $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_CHAR ); sprintf( buf, "animated corpse %s", pMobIndex->player_name ); STRFREE( mob->name ); mob->name = STRALLOC( buf ); sprintf( buf, "The animated corpse of %s", pMobIndex->short_descr ); STRFREE( mob->short_descr ); mob->short_descr = STRALLOC( buf ); sprintf( buf, "An animated corpse of %s struggles with the horror of its undeath.\r\n", pMobIndex->short_descr ); STRFREE( mob->long_descr ); mob->long_descr = STRALLOC( buf ); add_follower( mob, ch ); af.type = sn; af.duration = ( number_fuzzy( ( level + 1 ) / 4 ) + 1 ) * DUR_CONV; af.location = 0; af.modifier = 0; af.bitvector = meb( AFF_CHARM ); affect_to_char( mob, &af ); if( corpse->first_content ) for( obj = corpse->first_content; obj; obj = obj_next ) { obj_next = obj->next_content; obj_from_obj( obj ); obj_to_room( obj, corpse->in_room ); } separate_obj( corpse ); extract_obj( corpse ); return rNONE; } else { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } } /* Works now.. -- Altrag */ 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 ); int try; 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 ) || IS_SET( victim->immune, RIS_CHARM ) ) { immune_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } try = ris_save( victim, level, RIS_CHARM ); if( IS_AFFECTED( victim, AFF_POSSESS ) || IS_AFFECTED( ch, AFF_CHARM ) || level < victim->level || victim->desc || saves_spell_staff( try, victim ) || !chance( ch, 25 ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } af.type = sn; af.duration = 20 + ( ch->level - victim->level ) / 2; af.location = 0; af.modifier = 0; af.bitvector = meb( 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; } /* Ignores pickproofs, but can't unlock containers. -- Altrag 17/2/96 */ ch_ret spell_knock( int sn, int level, CHAR_DATA * ch, void *vo ) { EXIT_DATA *pexit; SKILLTYPE *skill = get_skilltype( sn ); set_char_color( AT_MAGIC, ch ); /* * shouldn't know why it didn't work, and shouldn't work on pickproof * exits. -Thoric */ if( !( pexit = find_door( ch, target_name, FALSE ) ) || !IS_SET( pexit->exit_info, EX_CLOSED ) || !IS_SET( pexit->exit_info, EX_LOCKED ) || IS_SET( pexit->exit_info, EX_PICKPROOF ) ) { failed_casting( skill, ch, NULL, NULL ); return rSPELL_FAILED; } REMOVE_BIT( pexit->exit_info, EX_LOCKED ); send_to_char( "*Click*\r\n", ch ); if( pexit->rexit && pexit->rexit->to_room == ch->in_room ) REMOVE_BIT( pexit->rexit->exit_info, EX_LOCKED ); check_room_for_traps( ch, TRAP_UNLOCK | trap_door[pexit->vdir] ); return rNONE; } /* Tells to sleepers in are. -- Altrag 17/2/96 */ ch_ret spell_dream( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; target_name = one_argument( target_name, arg ); set_char_color( AT_MAGIC, ch ); if( !( victim = get_char_world( ch, arg ) ) || victim->in_room->area != ch->in_room->area ) { send_to_char( "They aren't here.\r\n", ch ); return rSPELL_FAILED; } if( victim->position != POS_SLEEPING ) { send_to_char( "They aren't asleep.\r\n", ch ); return rSPELL_FAILED; } if( !target_name ) { send_to_char( "What do you want them to dream about?\r\n", ch ); return rSPELL_FAILED; } set_char_color( AT_TELL, victim ); ch_printf( victim, "You have dreams about %s telling you '%s'.\r\n", PERS( ch, victim ), target_name ); successful_casting( get_skilltype( sn ), ch, victim, NULL ); /* send_to_char("Ok.\r\n", ch);*/ return rNONE; } /* Added spells spiral_blast, scorching surge, nostrum, and astral by SB for Augurer class 7/10/96 */ ch_ret spell_spiral_blast( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; bool ch_died; ch_died = FALSE; if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You fail to breathe.\r\n", ch ); return rNONE; } for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) continue; if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) { act( AT_MAGIC, "Swirling colours radiate from $n" ", encompassing $N.", ch, ch, vch, TO_ROOM ); act( AT_MAGIC, "Swirling colours radiate from you," " encompassing $N", ch, ch, vch, TO_CHAR ); hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 14 + 1, hpch / 7 ); if( saves_breath( level, vch ) ) dam /= 2; if( damage( ch, vch, dam, sn ) == rCHAR_DIED || char_died( ch ) ) ch_died = TRUE; } } if( ch_died ) return rCHAR_DIED; else return rNONE; } ch_ret spell_scorching_surge( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, /* added more to prevent new max level core dump - shogar */ 172, 174, 178, 180, 182, 184, 186, 188, 190, 192, 194, 196, 198, 200, 202, 204, 206, 208, 210, 212, 214, 216, 218, 220, 222, 224, 226, 228, 230, 232, 234, 236, 238, 240, 242, 246, 248, 250, 252, 254 /* up to 120 */ }; int dam; level = UMIN( 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; act( AT_MAGIC, "A fiery current lashes through $n's body!", ch, NULL, NULL, TO_ROOM ); act( AT_MAGIC, "A fiery current lashes through your body!", ch, NULL, NULL, TO_CHAR ); return damage( ch, victim, ( dam * 1.4 ), sn ); } ch_ret spell_helical_flow( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; SKILLTYPE *skill = get_skilltype( sn ); if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL ) || IS_SET( victim->in_room->room_flags, ROOM_DEATH ) || IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 15 || ( CAN_PKILL( victim ) && !IS_NPC( ch ) && !IS_PKILL( ch ) ) || ( IS_NPC( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) || ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) || !in_hard_range( ch, victim->in_room->area ) || ( IS_SET( victim->in_room->area->flags, AFLAG_NOPKILL ) && IS_PKILL( ch ) ) ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } act( AT_MAGIC, "$n coils into an ascending column of colour," " vanishing into thin air.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, victim->in_room ); act( AT_MAGIC, "A coil of colours descends from above, " "revealing $n as it dissipates.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return rNONE; } /******************************************************* * Everything after this point is part of SMAUG SPELLS * *******************************************************/ /* * saving throw check -Thoric */ bool check_save( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim ) { SKILLTYPE *skill = get_skilltype( sn ); bool saved = FALSE; if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !IS_NPC( ch ) && !IS_NPC( victim ) ) level /= 2; if( skill->saves ) switch ( skill->saves ) { case SS_POISON_DEATH: saved = saves_poison_death( level, victim ); break; case SS_ROD_WANDS: saved = saves_wands( level, victim ); break; case SS_PARA_PETRI: saved = saves_para_petri( level, victim ); break; case SS_BREATH: saved = saves_breath( level, victim ); break; case SS_SPELL_STAFF: saved = saves_spell_staff( level, victim ); break; } return saved; } /* * Generic offensive spell damage attack -Thoric */ ch_ret spell_attack( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; SKILLTYPE *skill = get_skilltype( sn ); bool saved = check_save( sn, level, ch, victim ); int dam; ch_ret retcode = rNONE; if( saved && SPELL_SAVE( skill ) == SE_NEGATE ) { failed_casting( skill, ch, victim, NULL ); return rSPELL_FAILED; } if( skill->dice ) dam = UMAX( 0, dice_parse( ch, level, skill->dice ) ); else dam = dice( 1, level / 2 ); if( saved ) { switch ( SPELL_SAVE( skill ) ) { case SE_3QTRDAM: dam = ( dam * 3 ) / 4; break; case SE_HALFDAM: dam >>= 1; break; case SE_QUARTERDAM: dam >>= 2; break; case SE_EIGHTHDAM: dam >>= 3; break; case SE_ABSORB: /* victim absorbs spell for hp's */ act( AT_MAGIC, "$N absorbs your $t!", ch, skill->noun_damage, victim, TO_CHAR ); act( AT_MAGIC, "You absorb $N's $t!", victim, skill->noun_damage, ch, TO_CHAR ); act( AT_MAGIC, "$N absorbs $n's $t!", ch, skill->noun_damage, victim, TO_NOTVICT ); victim->hit = URANGE( 0, victim->hit + dam, victim->max_hit ); update_pos( victim ); if( ( dam > 0 && ch->fighting && ch->fighting->who == victim ) || ( dam > 0 && victim->fighting && victim->fighting->who == ch ) ) { int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp; int xp_gain = ( int )( xp * dam * 2 ) / victim->max_hit; gain_exp( ch, 0 - xp_gain ); } if( skill->affects ) retcode = spell_affectchar( sn, level, ch, victim ); return retcode; case SE_REFLECT: /* reflect the spell to the caster */ return spell_attack( sn, level, victim, ch ); } } retcode = damage( ch, victim, dam, sn ); if( retcode == rNONE && skill->affects && !char_died( ch ) && !char_died( victim ) && ( !is_affected( victim, sn ) || SPELL_FLAG( skill, SF_ACCUMULATIVE ) || SPELL_FLAG( skill, SF_RECASTABLE ) ) ) 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, *vch_next; SKILLTYPE *skill = get_skilltype( sn ); bool saved; bool affects; int dam; bool ch_died = FALSE; ch_ret retcode = rNONE; 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 ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) continue; if( vch == ch ) continue; if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) { saved = check_save( sn, level, ch, vch ); if( saved && SPELL_SAVE( skill ) == SE_NEGATE ) { failed_casting( skill, ch, vch, NULL ); continue; } else if( skill->dice ) dam = dice_parse( ch, level, skill->dice ); else dam = dice( 1, level / 2 ); if( saved ) { switch ( SPELL_SAVE( skill ) ) { case SE_3QTRDAM: dam = ( dam * 3 ) / 4; break; case SE_HALFDAM: dam >>= 1; break; case SE_QUARTERDAM: dam >>= 2; break; case SE_EIGHTHDAM: dam >>= 3; break; case SE_ABSORB: /* victim absorbs spell for hp's */ act( AT_MAGIC, "$N absorbs your $t!", ch, skill->noun_damage, vch, TO_CHAR ); act( AT_MAGIC, "You absorb $N's $t!", vch, skill->noun_damage, ch, TO_CHAR ); act( AT_MAGIC, "$N absorbs $n's $t!", ch, skill->noun_damage, vch, TO_NOTVICT ); vch->hit = URANGE( 0, vch->hit + dam, vch->max_hit ); update_pos( vch ); if( ( dam > 0 && ch->fighting && ch->fighting->who == vch ) || ( dam > 0 && vch->fighting && vch->fighting->who == ch ) ) { int xp = ch->fighting ? ch->fighting->xp : vch->fighting->xp; int xp_gain = ( int )( xp * dam * 2 ) / vch->max_hit; gain_exp( ch, 0 - xp_gain ); } continue; case SE_REFLECT: /* reflect the spell to the caster */ retcode = spell_attack( sn, level, vch, ch ); if( char_died( ch ) ) { ch_died = TRUE; break; } continue; } } retcode = damage( ch, vch, dam, sn ); } if( retcode == rNONE && affects && !char_died( ch ) && !char_died( vch ) && ( !is_affected( vch, sn ) || SPELL_FLAG( skill, SF_ACCUMULATIVE ) || SPELL_FLAG( skill, SF_RECASTABLE ) ) ) 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 */ af.bitvector = meb( saf->bitvector ); if( saf->bitvector >= 0 && xIS_SET( victim->affected_by, saf->bitvector ) && !SPELL_FLAG( skill, SF_ACCUMULATIVE ) ) continue; /* * necessary for affect_strip to work properly... */ switch ( saf->bitvector ) { default: af.type = sn; break; case AFF_POISON: af.type = gsn_poison; 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_CURSE: af.type = gsn_curse; 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 ) { int xp_gain; switch ( af.location ) { case APPLY_HIT: victim->hit = URANGE( 0, victim->hit + af.modifier, victim->max_hit ); update_pos( victim ); if( ( af.modifier > 0 && ch->fighting && ch->fighting->who == victim ) || ( af.modifier > 0 && victim->fighting && victim->fighting->who == ch ) ) { int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp; xp_gain = ( int )( xp * af.modifier * 2 ) / victim->max_hit; gain_exp( ch, 0 - xp_gain ); } break; case APPLY_MANA: victim->mana = URANGE( 0, victim->mana + af.modifier, victim->max_mana ); update_pos( victim ); break; case APPLY_MOVE: 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; SKILLTYPE *skill = get_skilltype( sn ); CHAR_DATA *victim = ( CHAR_DATA * ) vo; bool groupsp; bool areasp; bool hitchar = FALSE, hitroom = FALSE, hitvict = FALSE; ch_ret retcode; 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( ( skill->type != SKILL_HERB && 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 == 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; WEATHER_DATA *weath = ch->in_room->area->weather; 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 ) * ( weath->precip >= 0 ? 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_COOK: 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 || obj->item_type == ITEM_COOK ) ) { switch ( obj->item_type ) { default: failed_casting( skill, ch, NULL, obj ); break; case ITEM_COOK: 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( ch->level - obj->level < 10 || obj->cost > ch->level * get_curr_int( ch ) * get_curr_wis( ch ) ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_MINOR: if( ch->level - obj->level < 20 || obj->cost > ch->level * get_curr_int( ch ) / 5 ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_GREATER: if( ch->level - obj->level < 5 || obj->cost > ch->level * 10 * get_curr_int( ch ) * get_curr_wis( ch ) ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_MAJOR: if( ch->level - obj->level < 0 || obj->cost > ch->level * 50 * get_curr_int( ch ) * get_curr_wis( ch ) ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } 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 ); break; } 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 || obj->item_type == ITEM_COOK ) { if( obj->item_type == ITEM_COOK && obj->value[2] == 0 ) send_to_char( "It looks undercooked.\r\n", ch ); else 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 ) || chance( 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 ); xSET_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 lvl; int vnum = skill->value; OBJ_DATA *obj; OBJ_INDEX_DATA *oi; switch ( SPELL_POWER( skill ) ) { default: case SP_NONE: lvl = 10; break; case SP_MINOR: lvl = 0; break; case SP_GREATER: lvl = level / 2; break; case SP_MAJOR: lvl = level; break; } /* * Add predetermined objects here */ if( vnum == 0 ) { if( !str_cmp( target_name, "sword" ) ) vnum = OBJ_VNUM_SCHOOL_SWORD; if( !str_cmp( target_name, "shield" ) ) vnum = OBJ_VNUM_SCHOOL_SHIELD; } if( ( oi = get_obj_index( vnum ) ) == NULL || ( obj = create_object( oi, lvl ) ) == 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 ) { if( !str_cmp( target_name, "cityguard" ) ) vnum = MOB_VNUM_CITYGUARD; if( !str_cmp( target_name, "vampire" ) ) vnum = MOB_VNUM_VAMPIRE; } if( ( mi = get_mob_index( vnum ) ) == NULL || ( mob = create_mobile( mi ) ) == NULL ) { failed_casting( skill, ch, NULL, NULL ); return rNONE; } mob->level = UMIN( lvl, skill->dice ? dice_parse( ch, level, skill->dice ) : mob->level ); mob->armor = interpolate( mob->level, 100, -100 ); mob->max_hit = mob->level * 8 + number_range( mob->level * mob->level / 4, mob->level * mob->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 = ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV; af.location = 0; af.modifier = 0; af.bitvector = meb( AFF_CHARM ); affect_to_char( mob, &af ); return rNONE; } ch_ret ranged_attack( CHAR_DATA *, char *, OBJ_DATA *, OBJ_DATA *, short, short ); /* * Generic handler for new "SMAUG" spells -Thoric */ ch_ret spell_smaug( int sn, int level, CHAR_DATA * ch, void *vo ) { struct skill_type *skill = get_skilltype( sn ); /* added bad skill check - shogar */ if( !skill || sn == -1 ) { bug( "bad skill %d passed to spell_smaug", sn ); return rNONE; } 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 ) ); if( skill->range > 0 && ( ( SPELL_ACTION( skill ) == SA_DESTROY && SPELL_CLASS( skill ) == SC_LIFE ) || ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) ) ) return ranged_attack( ch, ranged_target_name, NULL, NULL, sn, skill->range ); /* * 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( SPELL_FLAG( skill, SF_NOFIGHT ) && ( ch->position == POS_FIGHTING || ch->position == POS_EVASIVE || ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE || ch->position == POS_BERSERK ) ) { send_to_char( "You can't concentrate enough for that!\r\n", ch ); return rNONE; } 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; } /* Haus' new, new mage spells follow */ /* * 4 Energy Spells */ ch_ret spell_ethereal_fist( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 35, level ); dam = 1.3 * ( level * number_range( 1, 6 ) ) - 31; dam = UMAX( 0, dam ); if( saves_spell_staff( level, victim ) ) dam /= 4; return damage( ch, victim, dam, sn ); } ch_ret spell_spectral_furor( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 16, level ); dam = 1.3 * ( level * number_range( 1, 7 ) + 7 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_hand_of_chaos( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 18, level ); dam = 1.3 * ( level * number_range( 1, 7 ) + 9 ); if( saves_spell_staff( level, victim ) ) dam /= 4; return damage( ch, victim, dam, sn ); } ch_ret spell_disruption( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 14, level ); dam = 1.3 * ( level * number_range( 1, 6 ) + 8 ); if( saves_spell_staff( level, victim ) ) dam = 0; return damage( ch, victim, dam, sn ); } ch_ret spell_sonic_resonance( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 23, level ); dam = 1.3 * ( level * number_range( 1, 8 ) ); if( saves_spell_staff( level, victim ) ) dam = dam * 3 / 4; return damage( ch, victim, dam, sn ); } /* * 3 Mentalstate spells */ ch_ret spell_mind_wrack( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; /* * decrement mentalstate by up to 50 */ level = UMAX( 0, level ); dam = number_range( 0, 0 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_mind_wrench( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; /* * increment mentalstate by up to 50 */ level = UMAX( 0, level ); dam = number_range( 0, 0 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } /* Non-offensive spell! */ ch_ret spell_revive( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; /* * set mentalstate to mentalstate/2 */ level = UMAX( 0, level ); dam = number_range( 0, 0 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } /* * n Acid Spells */ ch_ret spell_sulfurous_spray( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 19, level ); dam = 1.3 * ( 2 * level * number_range( 1, 7 ) + 11 ); if( saves_spell_staff( level, victim ) ) dam /= 4; return damage( ch, victim, dam, sn ); } ch_ret spell_caustic_fount( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 42, level ); dam = 1.3 * ( 2 * level * number_range( 1, 6 ) ) - 31; dam = UMAX( 0, dam ); if( saves_spell_staff( level, victim ) ) dam = dam * 1 / 2; return damage( ch, victim, dam, sn ); } ch_ret spell_acetum_primus( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); dam = 1.3 * ( 2 * level * number_range( 1, 4 ) + 7 ); if( saves_spell_staff( level, victim ) ) dam = 3 * dam / 4; return damage( ch, victim, dam, sn ); } /* * Electrical */ ch_ret spell_galvanic_whip( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 10, level ); dam = 1.3 * ( level * number_range( 1, 6 ) + 5 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } ch_ret spell_magnetic_thrust( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 29, level ); dam = .65 * ( ( 5 * level * number_range( 1, 6 ) ) + 16 ); if( saves_spell_staff( level, victim ) ) dam /= 3; return damage( ch, victim, dam, sn ); } ch_ret spell_quantum_spike( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam, l; level = UMAX( 0, level ); l = 2 * ( level / 10 ); dam = 1.3 * ( l * number_range( 1, 40 ) + 145 ); if( saves_spell_staff( level, victim ) ) dam /= 2; return damage( ch, victim, dam, sn ); } /* * Black-magicish guys */ /* L2 Mage Spell */ ch_ret spell_black_hand( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 5, level ); dam = 1.3 * ( level * number_range( 1, 6 ) + 3 ); if( saves_spell_staff( level, victim ) ) dam /= 4; return damage( ch, victim, dam, sn ); } ch_ret spell_black_fist( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; level = UMAX( 0, level ); level = UMIN( 30, level ); dam = 1.3 * ( level * number_range( 1, 9 ) + 4 ); if( saves_spell_staff( level, victim ) ) dam /= 4; return damage( ch, victim, dam, sn ); } ch_ret spell_black_lightning( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam, l; level = UMAX( 0, level ); l = 2 * level / 10; dam = 1.3 * ( l * number_range( 1, 50 ) + 135 ); if( saves_spell_staff( level, victim ) ) dam /= 4; return damage( ch, victim, dam, sn ); } /* Orion */ ch_ret spell_midas_touch( int sn, int level, CHAR_DATA * ch, void *vo ) { int val; OBJ_DATA *obj = ( OBJ_DATA * ) vo; if( IS_OBJ_STAT( obj, ITEM_NODROP ) ) { send_to_char( "You can't seem to let go of it.\r\n", ch ); return rSPELL_FAILED; } if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && get_trust( ch ) < LEVEL_IMMORTAL ) /* was victim instead of ch! Thanks Nick Gammon */ { send_to_char( "That item is not for mortal hands to touch!\r\n", ch ); return rSPELL_FAILED; /* Thoric */ } if( !CAN_WEAR( obj, ITEM_TAKE ) || ( obj->item_type == ITEM_CORPSE_NPC ) || ( obj->item_type == ITEM_CORPSE_PC ) ) { send_to_char( "You cannot seem to turn this item to gold!\r\n", ch ); return rNONE; } separate_obj( obj ); /* nice, alty :) */ val = obj->cost / 2; val = UMAX( 0, val ); ch->gold += val; if( obj_extracted( obj ) ) return rNONE; if( cur_obj == obj->serial ) global_objcode = rOBJ_SACCED; extract_obj( obj ); send_to_char( "You transmogrify the item to gold!\r\n", ch ); return rNONE; }