/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
void adv_spell_damage args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void adv_spell_affect args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void adv_spell_action args( ( CHAR_DATA *ch, OBJ_DATA *book,
OBJ_DATA *page, char *argument) );
void area_scry args( ( CHAR_DATA *ch, char *argument) );
void readmagic args( ( CHAR_DATA *ch, char *argument) );
void flame_room args( ( CHAR_DATA *ch) );
void do_teach( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg [MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (ch->level == LEVEL_APPRENTICE)
{
send_to_char("You don't know enough to teach another.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
send_to_char( "Teach whom?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
if ( IS_IMMORTAL(victim) )
{
send_to_char( "Not on Immortals's.\n\r", ch );
return;
}
if ( ch == victim )
{
send_to_char( "You cannot teach yourself.\n\r", ch );
return;
}
if ( victim->level < LEVEL_AVATAR )
{
send_to_char( "You can only teach avatars.\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_VAMPIRE) || IS_SET(victim->pcdata->stats[UNI_AFF], VAM_MORTAL))
{
send_to_char( "You are unable to teach vampires!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_WEREWOLF))
{
send_to_char( "You are unable to teach werewolves!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_DEMON))
{
send_to_char( "You are unable to teach demons!\n\r", ch );
return;
}
if (IS_CLASS(victim, CLASS_HIGHLANDER))
{
send_to_char( "You are unable to teach highlanders.\n\r", ch );
return;
}
if (!IS_IMMUNE(victim,IMM_VAMPIRE))
{
send_to_char( "You cannot teach an unwilling person.\n\r", ch );
return;
}
if (victim->level == LEVEL_AVATAR)
{
if (ch->exp < 100000)
{
send_to_char("You cannot afford the 100,000 experience required to teach them.\n\r",ch);
return;
}
if (victim->exp < 100000)
{
send_to_char("They cannot afford the 100,000 exp required to learn from you.\n\r",ch);
return;
}
ch->exp -= 100000;
victim->exp -= 100000;
act("You teach $N the basics of magic.", ch, NULL, victim, TO_CHAR);
act("$n teaches $N the basics of magic.", ch, NULL, victim, TO_NOTVICT);
act("$n teaches you the basics of magic.", ch, NULL, victim, TO_VICT);
victim->level = LEVEL_APPRENTICE;
victim->trust = LEVEL_APPRENTICE;
send_to_char( "You are now an apprentice.\n\r", victim );
free_string(victim->lord);
victim->lord = str_dup(ch->name);
victim->pcdata->powers[MPOWER_RUNE0] = ch->pcdata->powers[MPOWER_RUNE0];
victim->class = CLASS_MAGE;
save_char_obj(ch);
save_char_obj(victim);
return;
}
else if (victim->level == LEVEL_APPRENTICE)
{
if (ch->pcdata->powers[MPOWER_RUNE0] != victim->pcdata->powers[MPOWER_RUNE0])
{
send_to_char("They are not an apprentice of your school of magic.\r\n", ch);
return;
}
if (ch->exp < 1000000)
{
send_to_char("You need 1,000,000 experience to teach an apprentice.\r\n", ch);
return;
}
if (victim->exp < 10000000)
{
send_to_char("Your apprentice needs 10,000,000 experience to become a full mage.\r\n", ch);
return;
}
if ( (victim->pcdata->powers[MPOWER_LRUNES] < 2047)
|| (victim->pcdata->powers[MPOWER_LGLYPHS] < 1023)
|| (victim->pcdata->powers[MPOWER_LSIGILS] < 15) )
{
send_to_char("Your apprentice has not yet learned all the runes, glyphs and sigils.\r\n", ch);
return;
}
if ( victim->spl[0] < 240 || victim->spl[1] < 240
|| victim->spl[2] < 240 || victim->spl[3] < 240
|| victim->spl[4] < 240)
{
send_to_char("Your apprentice has not yet mastered their magickal colors.\r\n", ch);
return;
}
ch->exp -= 1000000;
victim->exp -= 10000000;
act("You teach $N the advanced concepts of magic.", ch, NULL, victim, TO_CHAR);
act("$n teaches $N the advanced concepts of magic.", ch, NULL, victim, TO_NOTVICT);
act("$n teaches you the advanced concepts of magic.", ch, NULL, victim, TO_VICT);
victim->level = LEVEL_MAGE;
victim->trust = LEVEL_MAGE;
send_to_char( "You are now a full mage.\n\r", victim );
save_char_obj(ch);
save_char_obj(victim);
return;
}
}
void do_learn( CHAR_DATA *ch, char *argument )
{
char arg1 [MAX_INPUT_LENGTH];
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
int cost = 0;
int count = 0;
smash_tilde( argument );
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (arg1[0] == '\0')
{
send_to_char("-=-=-=-= Runes Glyphs and Sigils =-=-=-=-\r\n", ch);
send_to_char("Runes : ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MASTER))
send_to_char("MASTERY ", ch); else send_to_char("mastery ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_SPIRIT))
send_to_char("SPIRIT ", ch); else send_to_char("spirit ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MIND))
send_to_char("MIND ", ch); else send_to_char("mind ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIFE))
send_to_char("LIFE ", ch); else send_to_char("life ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DEATH))
send_to_char("DEATH ", ch); else send_to_char("death ", ch);
send_to_char("\r\n ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIGHT))
send_to_char("LIGHT ", ch); else send_to_char("light ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DARK))
send_to_char("DARK ", ch); else send_to_char("dark ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_EARTH))
send_to_char("EARTH ", ch); else send_to_char("earth ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_AIR))
send_to_char("AIR ", ch); else send_to_char("air ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_FIRE))
send_to_char("FIRE ", ch); else send_to_char("fire ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_WATER))
send_to_char("WATER ", ch); else send_to_char("water ", ch);
send_to_char("\r\nGlyphs: ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_PROTECTION))
send_to_char("PROTECTION ", ch); else send_to_char("protection ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_REDUCTION))
send_to_char("REDUCTION ", ch); else send_to_char("reduction ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CONTROL))
send_to_char("CONTROL ", ch); else send_to_char("control ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_DESTRUCTION))
send_to_char("DESTRUCTION ", ch); else send_to_char("destruction ", ch);
send_to_char("\r\n ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSPORTATION))
send_to_char("TRANSPORTATION ", ch); else send_to_char("transportation ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSFORMATION))
send_to_char("TRANSFORMATION ", ch); else send_to_char("transformation ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CREATION))
send_to_char("CREATION ", ch); else send_to_char("creation ", ch);
send_to_char("\r\n ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_INFORMATION))
send_to_char("INFORMATION ", ch); else send_to_char("information ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_SUMMONING))
send_to_char("SUMMONING ", ch); else send_to_char("summoning ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_ENHANCEMENT))
send_to_char("ENHANCEMENT ", ch); else send_to_char("enhancement ", ch);
send_to_char("\r\nSigils: ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_AREA))
send_to_char("AREA ", ch); else send_to_char("area ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_OBJECT))
send_to_char("OBJECT ", ch); else send_to_char("object ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_SELF))
send_to_char("SELF ", ch); else send_to_char("self ", ch);
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_TARGETING))
send_to_char("TARGETING ", ch); else send_to_char("targeting ", ch);
send_to_char("\r\n=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\r\n", ch);
return;
}
if (!strcmp(arg1, "rune"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MASTER)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_SPIRIT)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MIND)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIFE)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DEATH)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIGHT)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DARK)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_EARTH)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_AIR)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_FIRE)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_WATER)) count += 1;
cost = 10 + count * 10; if (cost > 80) cost = 80;
if (count == 11)
{
send_to_char("You have mastered all known runes.\r\n", ch);
return;
}
if (ch->practice < cost)
{
sprintf(buf, "You need %d primal to learn any runes.\r\n", cost);
send_to_char(buf, ch);
return;
}
if (!strcmp(arg2, "mastery"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MASTER))
send_to_char("You already know the rune of mastery.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MASTER);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "spirit"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_SPIRIT))
send_to_char("You already know the rune of spirit.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_SPIRIT);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "mind"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MIND))
send_to_char("You already know the rune of mind.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_MIND);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "life"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIFE))
send_to_char("You already know the rune of life.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIFE);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "death"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DEATH))
send_to_char("You already know the rune of death.\r\n",ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DEATH);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "light"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIGHT))
send_to_char("You already know the rune of light.\r\n",ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_LIGHT);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "dark"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DARK))
send_to_char("You already know the rune of dark.\r\n",ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_DARK);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "earth"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_EARTH))
send_to_char("You already know the rune of earth.\r\n",ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_EARTH);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "air"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_AIR))
send_to_char("You already know the rune of air.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_AIR);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "fire"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_FIRE))
send_to_char("You already know the rune of fire.\r\n",ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_FIRE);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "water"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LRUNES], RUNE_WATER))
send_to_char("You already know the rune of water.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LRUNES], RUNE_WATER);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
}
else if (!strcmp(arg1, "glyph"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_PROTECTION)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_REDUCTION)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CONTROL)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_DESTRUCTION)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSPORTATION)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSFORMATION)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CREATION)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_INFORMATION)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_SUMMONING)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_ENHANCEMENT)) count += 1;
cost = count * 10; if (cost > 50) cost = 50;
if (count == 10)
{
send_to_char("You have mastered all known glyphs.\r\n", ch);
return;
}
if (ch->practice < cost)
{
sprintf(buf, "You need %d primal to learn any glyphs.\r\n", cost);
send_to_char(buf, ch);
return;
}
if (!strcmp(arg2, "protection"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS],GLYPH_PROTECTION))
send_to_char("You already know the glyph of protection.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_PROTECTION);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "reduction"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_REDUCTION))
send_to_char("You already know the glyph of reduction.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_REDUCTION);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "control"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CONTROL))
send_to_char("You already know the glyph of control.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CONTROL);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "destruction"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_DESTRUCTION))
send_to_char("You already know the glyph of destruction.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_DESTRUCTION);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "transportation"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSPORTATION))
send_to_char("You already know the glyph of transportation.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSPORTATION);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "transformation"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSFORMATION))
send_to_char("You already know the glyph of transformation.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_TRANSFORMATION);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "creation"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CREATION))
send_to_char("You already know the glyph of creation.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_CREATION);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "information"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_INFORMATION))
send_to_char("You already know the glyph of information.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_INFORMATION);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "summoning"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_SUMMONING))
send_to_char("You already know the glyph of summoning.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_SUMMONING);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "enhancement"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_ENHANCEMENT))
send_to_char("You already know the glyph of enhancement.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LGLYPHS], GLYPH_ENHANCEMENT);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
}
else if (!strcmp(arg1, "sigil"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_AREA)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_OBJECT)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_SELF)) count += 1;
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_TARGETING)) count += 1;
cost = 30;
if (count == 4)
{
send_to_char("You have mastered all known sigils.\r\n", ch);
return;
}
if (ch->practice < cost)
{
sprintf(buf, "You need %d primal to learn any sigils.\r\n", cost);
send_to_char(buf, ch);
return;
}
if (!strcmp(arg2, "area"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_AREA))
send_to_char("You already know the sigil of area.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_AREA);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "object"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_OBJECT))
send_to_char("You already know the sigil of object.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_OBJECT);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "self"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_SELF))
send_to_char("You already know the sigil of self.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_SELF);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
if (!strcmp(arg2, "targeting"))
{
if (IS_SET(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_TARGETING))
send_to_char("You already know the sigil of targeting.\r\n", ch);
else
{
SET_BIT(ch->pcdata->powers[MPOWER_LSIGILS], SIGIL_TARGETING);
ch->practice -= cost;
send_to_char("Ok.\r\n", ch);
}
return;
}
}
send_to_char("Learn what?\r\n", ch);
return;
}
void do_chant( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim = (CHAR_DATA *) 0;
OBJ_DATA *book;
OBJ_DATA *page;
OBJ_DATA *obj = (OBJ_DATA *) 0;
char arg[MAX_INPUT_LENGTH];
bool victim_target = FALSE;
bool object_target = FALSE;
bool global_target = FALSE; /* Target object/victim may be anywhere */
int spellno = 1;
int spellcount = 0;
int spelltype;
int sn = 0;
int level;
one_argument( argument, arg );
if ( ( book = get_eq_char(ch, WEAR_WIELD) ) == NULL ||
book->item_type != ITEM_BOOK)
{
if ( ( book = get_eq_char(ch, WEAR_HOLD) ) == NULL ||
book->item_type != ITEM_BOOK)
{
send_to_char( "First you must hold a spellbook.\n\r", ch );
return;
}
}
if (IS_SET(book->value[1], CONT_CLOSED))
{
send_to_char( "First you better open the book.\n\r", ch );
return;
}
if (book->value[2] < 1)
{
send_to_char( "There are no spells on the index page!\n\r", ch );
return;
}
if ( ( page = get_page( book, book->value[2] ) ) == NULL )
{
send_to_char( "The current page seems to have been torn out!\n\r", ch );
return;
}
spellcount = ((page->value[1] * 10000) + (page->value[2] * 10) +
page->value[3]);
ch->pcdata->powers[MAGE_CHAIN] = 0;
act("You chant the arcane words from $p.",ch,book,NULL,TO_CHAR);
act("$n chants some arcane words from $p.",ch,book,NULL,TO_ROOM);
if (IS_SET(page->quest, QUEST_MASTER_RUNE))
{
ch->spectype = 0;
if (IS_SET(page->spectype, ADV_FAILED) ||
!IS_SET(page->spectype, ADV_FINISHED) || page->points < 1)
send_to_char( "The spell failed.\n\r", ch );
else if (IS_SET(page->spectype, ADV_DAMAGE))
adv_spell_damage(ch,book,page,argument);
else if (IS_SET(page->spectype, ADV_AFFECT))
adv_spell_affect(ch,book,page,argument);
else if (IS_SET(page->spectype, ADV_ACTION))
adv_spell_action(ch,book,page,argument);
else send_to_char( "The spell failed.\n\r", ch );
return;
}
switch ( spellcount ) /* Runespells - additions by Puck */
{
default:
send_to_char( "Nothing happens.\n\r", ch );
return;
case 10022: /* FIRE + DESTRUCTION + TARGETING = Double Fireball */
sn = skill_lookup( "fireball" );
victim_target = TRUE;
spellno = 2;
break;
case 10024: /* FIRE + DESTRUCTION + AREA = Flame Bolts */
flame_room(ch);
return;
case 10328: /* FIRE + ENHANCEMENT + OBJECT = Resistance */
sn = skill_lookup( "resistance" );
object_target = TRUE;
break;
case 20022: /* AIR + DESTRUCTION + TARGETING = Global chill touch */
sn = skill_lookup ( "chill touch" );
global_target = TRUE;
victim_target = TRUE;
break;
case 20082: /* AIR + TRANSFORMATION + TARGETING = Energy drain */
sn = skill_lookup( "energy drain" );
victim_target = TRUE;
break;
case 20024: /* AIR + DESTRUCTION + AREA = Double call lightning */
sn = skill_lookup("call lightning");
spellno = 2;
break;
case 20322: /* AIR + ENHANCEMENT + AREA = Fly */
sn = skill_lookup("fly");
victim_target = TRUE;
break;
case 20328: /* AIR + ENHANCEMENT + OBJECT = Spellproof */
sn = skill_lookup("spellproof");
object_target = TRUE;
break;
case 40024: /* EARTH + DESTRUCTION + AREA = Double earthquake */
sn = skill_lookup("earthquake");
spellno = 2;
break;
case 40081: /* EARTH + ENHANCEMENT + SELF = Stone skin */
sn = skill_lookup("stone skin");
break;
case 40322: /* EARTH + ENHANCEMENT + TARGETING = Global giant str */
sn = skill_lookup("giant strength");
victim_target = TRUE;
global_target = TRUE;
break;
case 40328: /* EARTH + ENHANECMENT + OBJECT = Repair */
sn = skill_lookup("repair");
break;
case 80018: /* WATER + CREATION + OBJECT = Create spring */
sn = skill_lookup("create spring");
break;
case 80024: /* WATER + DESTRUCTION + AREA = Double gas breath */
sn = skill_lookup("gas breath");
spellno = 2;
break;
case 80321: /* WATER + ENHANCEMENT + SELF = Double mana */
sn = skill_lookup( "mana" );
victim_target = TRUE;
spellno = 2;
break;
case 81282: /* WATER + CONTROL + TARGETING = Global jail of water */
return;
case 160022: /* DARK + DESTRUCTION + TARGETING = Double harm */
sn = skill_lookup( "harm" );
spellno = 2;
victim_target = TRUE;
break;
case 160162: /* DARK + TRANSPORTATION + TARGETING = Global curse */
sn = skill_lookup("curse");
victim_target = TRUE;
global_target = TRUE;
break;
case 160321: /* DARK + ENHANCEMENT + SELF = Frenzy */
sn = skill_lookup("frenzy");
victim_target = TRUE;
break;
case 160322: /* DARK + ENHANCEMENT + TARGETING = Global darkblessing */
sn = skill_lookup("darkblessing");
victim_target = TRUE;
global_target = TRUE;
break;
case 160642: /* DARK + REDUCTION + TARGETING = Global poison */
sn = skill_lookup("poison");
victim_target = TRUE;
global_target = TRUE;
break;
case 161284: /* DARK + CONTROL + AREA = Sleep */
sn = skill_lookup("sleep");
victim_target = TRUE;
break;
case 320018: /* LIGHT + CREATION + OBJECT = Continual light */
sn = skill_lookup("continual light");
break;
case 320024: /* LIGHT + DESTRUCTION + AREA = Triple colour spray */
sn = skill_lookup("colour spray");
victim_target = TRUE;
spellno = 3;
break;
case 320321: /* LIGHT + ENHANCEMENT + SELF = Sanctuary */
sn = skill_lookup("sanctuary");
victim_target = TRUE;
break;
case 320322: /* LIGHT + ENHANCEMENT + TARGETING = Global bless */
sn = skill_lookup("bless");
victim_target = TRUE;
global_target = TRUE;
break;
case 322561: /* LIGHT + PROTECTION + SELF = Protection */
sn = skill_lookup("protection");
victim_target = TRUE;
break;
case 322562: /* LIGHT + PROTECTION + TARGETING = Armor */
sn = skill_lookup("armor");
victim_target = TRUE;
break;
case 322564: /* LIGHT + PROTECTOIN + AREA = Global shield */
sn = skill_lookup("shield");
victim_target = TRUE;
global_target = TRUE;
break;
case 640018: /* LIFE + CREATION + OBJECT = Triple create food */
sn = skill_lookup("create food");
spellno = 3;
break;
case 640022: /* LIFE + DESTRUCTION + TARGETING = Double global dispel evil */
sn = skill_lookup("dispel evil");
victim_target = TRUE;
global_target = TRUE;
spellno = 2;
break;
case 640321: /* LIFE + ENHANCEMENT + SELF = Triple refresh */
sn = skill_lookup("refresh");
victim_target = TRUE;
spellno = 3;
break;
case 640322: /* LIFE + ENHANCEMENT + TARGETING = Double heal */
sn = skill_lookup( "heal" );
victim_target = TRUE;
spellno = 2;
break;
case 640324: /* LIFE + ENHANCEMENT + AREA = Global heal */
sn = skill_lookup("heal");
victim_target = TRUE;
global_target = TRUE;
break;
case 640328: /* LIFE + ENHANCEMENT + OBJECT = Enhance armor */
sn = skill_lookup("enhance armor");
object_target = TRUE;
break;
case 640642: /* LIFE + REDUCTION + TARGETING = Double global drain life */
sn = skill_lookup("energy drain");
victim_target = TRUE;
global_target = TRUE;
spellno = 2;
break;
case 645122: /* LIFE + INFORMATION + TARGETING = Global know aligment */
sn = skill_lookup("know alignment");
victim_target = TRUE;
global_target = TRUE;
break;
case 1280044: /* DEATH + SUMMONING + AREA = Triple guardian */
sn = skill_lookup( "guardian" );
spellno = 3;
break;
case 1280328: /* DEATH + ENHANCEMENT + OBJECT = Preserve */
sn = skill_lookup("preserve");
object_target = TRUE;
break;
case 1280642: /* DEATH + REDUCTION + TARGETING = Weaken */
sn = skill_lookup("weaken");
victim_target = TRUE;
break;
case 2560321: /* MIND + ENHANCEMENT + SELF = Truesight */
sn = skill_lookup("detect magic");
break;
case 2560642: /* MIND + REDUCTION + TARGETING = Global dispel magic */
sn = skill_lookup("dispel magic");
victim_target = TRUE;
global_target = TRUE;
break;
case 2565122: /* MIND + INFORMATION + TARGETING = Global readaura */
readmagic(ch, argument);
return;
case 2565128: /* MIND + INFORMATION + OBJECT = Global identify */
sn = skill_lookup( "identify" );
object_target = TRUE;
global_target = TRUE;
break;
case 2565124: /* MIND + INFORMATION + AREA = Area scry */
area_scry(ch, argument);
return;
case 5120018: /* SPIRIT + CREATION + OBJECT = Double soulblade */
sn = skill_lookup("soulblade");
spellno = 2;
break;
case 5120044: /* SPIRIT + SUMMONING + AREA = Summon */
sn = skill_lookup("summon");
victim_target = TRUE;
break;
case 5120161: /* SPIRIT + TRANSPORTATION + SELF = Teleport */
sn = skill_lookup("teleport");
break;
case 5120321: /* SPIRIT + ENHANCEMENT + SELF = Pass door */
sn = skill_lookup("pass door");
break;
case 5120328: /* SPIRIT + ENHANCEMENT + OBJECT = Enchant weapon */
sn = skill_lookup("enchant weapon");
object_target = TRUE;
break;
case 5120642: /* SPIRIT + REDUCTION + TARGETING = Global faerie fire */
sn = skill_lookup("faerie fire");
victim_target = TRUE;
global_target = TRUE;
break;
case 5121284: /* SPIRIT + CONTROL + AREA = Faerie fog */
sn = skill_lookup("faerie fog");
break;
case 5122561: /* SPIRIT + PROTECTION + SELF = No-magic aura */
return;
}
if ( arg[0] == '\0' && (victim_target == TRUE || object_target == TRUE))
{
send_to_char( "Please specify a target.\n\r", ch );
return;
}
if (victim_target && sn > 0)
{
if ( !global_target && ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
else if ( global_target && ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if (IS_ITEMAFF(victim, ITEMA_REFLECT))
{
send_to_char( "You are unable to focus your spell on them.\n\r", ch );
return;
}
/*
if (!IS_NPC(victim) && IS_DROW( victim ))
{
if (ch == victim )
{
send_to_char("You lower your magical resistance....\n\r", ch);
}
else if (number_percent ( ) <= victim->drow_magic)
{
send_to_char("Your spell does not affect them.\n\r", ch);
return;
}
}
*/
spelltype = (skill_table[sn].target);
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) ( sn, level, ch, victim );
if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, victim );
if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, victim );
if (!IS_IMMORTAL( ch ))
WAIT_STATE(ch, skill_table[sn].beats);
}
else if (object_target && sn > 0)
{
if ( !global_target && ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You are not carrying that object.\n\r", ch );
return;
}
else if ( global_target && ( obj = get_obj_world( ch, arg ) ) == NULL )
{
send_to_char( "You cannot find any object like that.\n\r", ch );
return;
}
spelltype = (skill_table[sn].target);
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) ( sn, level, ch, obj );
if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, obj );
if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, obj );
if (!IS_IMMORTAL( ch))
WAIT_STATE(ch, skill_table[sn].beats);
}
else if (sn > 0)
{
spelltype = (skill_table[sn].target);
if (spelltype == TAR_OBJ_INV)
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
level = ch->spl[spelltype] * 0.25;
(*skill_table[sn].spell_fun) ( sn, level, ch, ch );
if (spellno > 1) (*skill_table[sn].spell_fun) ( sn, level, ch, ch );
if (spellno > 2) (*skill_table[sn].spell_fun) ( sn, level, ch, ch );
if (!IS_IMMORTAL( ch ))
WAIT_STATE(ch, skill_table[sn].beats);
}
else send_to_char( "Nothing happens.\n\r", ch );
return;
}
OBJ_DATA *get_page( OBJ_DATA *book, int page_num )
{
OBJ_DATA *page;
OBJ_DATA *page_next;
if (page_num < 1) return NULL;
for ( page = book->contains; page != NULL; page = page_next )
{
page_next = page->next_content;
if (page->value[0] == page_num) return page;
}
return NULL;
}
void adv_spell_damage( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument)
{
char arg [MAX_STRING_LENGTH];
char buf [MAX_STRING_LENGTH];
char msg [50];
OBJ_DATA *page_next;
ROOM_INDEX_DATA *old_room;
char next_par [MAX_INPUT_LENGTH];
int mana_cost = page->points;
int min = page->value[1];
int max = page->value[2];
int dam;
int level;
bool area_affect = FALSE;
bool victim_target = FALSE;
bool global_target = FALSE;
bool next_page = FALSE;
bool parameter = FALSE;
bool not_caster = FALSE;
bool no_players = FALSE;
bool cast_message = FALSE;
bool reversed = FALSE;
if (ch->mana < mana_cost)
{send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;}
if (number_range(1,10) == 1)
{
send_to_char("You lose concentration, and the spell fizzles!\n\r",ch);
act( "$n loses concentration, and the spell fizzles!", ch, NULL, NULL, TO_ROOM );
min *= 0.25;
max *= 0.25;
mana_cost *= .050;
}
if (ch->pcdata->powers[MAGE_CHAIN] >= 5)
{send_to_char("The spell failed.\n\r",ch);return;}
if (min < 1 || max < 1)
{send_to_char("The spell failed.\n\r",ch);return;}
if (min > 350)
{send_to_char("The max min (hehe) is now 350.\n\r",ch);return;}
if (min > max) return;
if (IS_SET(page->spectype, ADV_NEXT_PAGE) &&
IS_SET(page->spectype, ADV_SPELL_FIRST))
{
if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_PARAMETER))
{
if (!str_cmp(page->chpoweron,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
else strcpy(next_par,page->chpoweron);
}
else strcpy(next_par,arg);
if ( page->specpower < page->value[0] )
{send_to_char( "The spell failed.\n\r", ch );return;}
if ( ( page_next = get_page( book, page->specpower ) ) == NULL )
{send_to_char( "The spell failed.\n\r", ch );return;}
if (IS_SET(page_next->quest, QUEST_MASTER_RUNE))
{
if (IS_SET(page_next->spectype, ADV_DAMAGE))
adv_spell_damage(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_AFFECT))
adv_spell_affect(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_ACTION))
adv_spell_action(ch,book,page_next,next_par);
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
one_argument( argument, arg );
if (strlen(page->victpoweron) > 0 || str_cmp(page->victpoweron,"(null)"))
{
if (strlen(page->victpoweroff) > 0 || str_cmp(page->victpoweroff,"(null)"))
cast_message = TRUE;
}
if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE;
if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE;
if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE;
if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE;
if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE;
if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE;
if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE;
if (IS_SET(page->spectype, ADV_REVERSED )) reversed = TRUE;
/* if (!reversed && ch->pcdata->powers[MPOWER_RUNE0] == RED_MAGIC)
dam *= 1.5;
if (reversed && ch->pcdata->powers[MPOWER_RUNE0] == BLUE_MAGIC)
dam *= 1.5; */
if (next_page) ch->pcdata->powers[MAGE_CHAIN] += 1;
if (victim_target)
{
CHAR_DATA *victim = (CHAR_DATA *) 0;
if ( !global_target && ( victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
else if ( global_target && ( victim = get_char_world( ch, arg ) ) == NULL )
{
send_to_char( "They are not here.\n\r", ch );
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT) &&
ch->in_room->vnum != victim->in_room->vnum)
{
send_to_char("You failed.\n\r",ch);
return;
}
if (reversed)
level = ch->spl[BLUE_MAGIC];
else
level = ch->spl[RED_MAGIC];
if (ch->in_room == victim->in_room)
dam = number_range(min,max) + level;
else
dam = number_range(min,max);
if (ch->spectype < 1000)
{
ch->spectype += dam;
if (ch->level == LEVEL_ARCHMAGE)
dam = dam * 1.1;
if (ch->level == LEVEL_MAGE)
dam = dam * 1.05;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) &&
IS_VAMPAFF(victim, VAM_FORTITUDE) && dam > 1 && !reversed)
dam = number_range(1,dam);
if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && dam > 1 && !reversed)
dam = number_range(1,dam);
else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DEMON) && !reversed &&
IS_SET(victim->pcdata->powers[DPOWER_FLAGS], DEM_TOUGH) && dam > 1)
dam = number_range(1,dam);
else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) &&
victim->pcdata->powers[WPOWER_BOAR] > 2 && dam > 1 && !reversed)
dam *= 0.5;
if (!IS_NPC(victim) && IS_CLASS(victim,CLASS_DEMON) && victim->in_room != NULL
&& victim->in_room->vnum == ROOM_VNUM_HELL && !reversed)
{ if (dam < 5) dam = 1; else dam *= 0.2; }
}
old_room = ch->in_room;
if (victim->in_room != NULL && victim->in_room != ch->in_room)
{
char_from_room(ch);
char_to_room(ch,victim->in_room);
}
if (!reversed)
{
if (is_safe(ch,victim))
{
char_from_room(ch);
char_to_room(ch,old_room);
return;
}
}
else if (IS_ITEMAFF(victim, ITEMA_REFLECT))
{
send_to_char( "You are unable to focus your spell on them.\n\r", ch );
char_from_room(ch);
char_to_room(ch,old_room);
return;
}
char_from_room(ch);
char_to_room(ch,old_room);
if (cast_message)
{
strcpy(buf,page->victpoweron);
act2(buf,ch,NULL,victim,TO_CHAR);
strcpy(buf,page->victpoweroff);
act2(buf,ch,NULL,victim,TO_ROOM);
}
if (reversed)
{
victim->hit += dam;
if (victim->hit > victim->max_hit) victim->hit = victim->max_hit;
}
else
{
if (dam <= 25) strcpy(msg,"like a wimp.");
else if (dam <= 50) strcpy(msg, "lightly.");
else if (dam <= 100) strcpy(msg, "hard.");
else if (dam <= 250) strcpy(msg, "very hard.");
else if (dam <= 500) strcpy(msg, "extremely hard!");
else if (dam <= 1000) strcpy(msg, "incredibly hard!");
else if (dam <= 1500) strcpy(msg, "insanely hard!");
else if (dam <= 2750) strcpy(msg, "unbelievebly hard!");
else if (dam <= 4000) strcpy(msg, "with ULTIMATE power!");
else strcpy(msg, "with UNGODLY vengance!");
adv_damage(ch,victim,dam);
sprintf(buf,"Your %s strikes $N %s (%d)",page->chpoweroff,msg, dam);
act2(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's %s strikes $N %s",page->chpoweroff, msg);
act2(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"$n's %s strikes you %s [%d]",page->chpoweroff, msg, dam);
act2(buf,ch,NULL,victim,TO_VICT);
/* if (!IS_NPC(victim) && number_percent() <= victim->pcdata->atm)
act( "$n's spell is unable to penetrate your antimagic shield.", ch, NULL, victim, TO_VICT );
else*/
hurt_person(ch,victim,dam);
}
if (!IS_IMMORTAL( ch ))
{
WAIT_STATE(ch, 12);
ch->mana -= mana_cost;
}
}
else if (area_affect)
{
CHAR_DATA *vch = ch;
CHAR_DATA *vch_next;
if (reversed)
level = ch->spl[BLUE_MAGIC];
else
level = ch->spl[RED_MAGIC];
dam = number_range(min,max) + (level * 0.5);
if (ch->spectype < 1000)
{
ch->spectype += dam;
}
else dam = 0;
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !reversed)
{
send_to_char("You cannot fight in a safe room.\n\r",ch);
return;
}
if (cast_message)
{
strcpy(buf,page->victpoweron);
act2(buf,ch,NULL,vch,TO_CHAR);
strcpy(buf,page->victpoweroff);
act2(buf,ch,NULL,vch,TO_ROOM);
}
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL ) continue;
if ( ch == vch && not_caster ) continue;
if ( !IS_NPC(vch) && no_players ) continue;
if ( ch->in_room != vch->in_room ) continue;
if (!reversed)
{
if (is_safe(ch,vch)) continue;
}
if (IS_ITEMAFF(vch, ITEMA_REFLECT))
{
send_to_char( "You are unable to focus your spell on them.\n\r", ch );
continue;
}
if ( vch->in_room == ch->in_room )
{
if (reversed)
{
vch->hit += dam;
if (vch->hit > vch->max_hit) vch->hit = vch->max_hit;
}
else
{
if (dam <= 25) strcpy(msg,"like a wimp.");
else if (dam <= 50) strcpy(msg, "lightly.");
else if (dam <= 100) strcpy(msg, "hard.");
else if (dam <= 250) strcpy(msg, "very hard.");
else if (dam <= 500) strcpy(msg, "extremely hard!");
else if (dam <= 1000) strcpy(msg, "incredibly hard!");
else if (dam <= 1500) strcpy(msg, "insanely hard!");
else if (dam <= 2750) strcpy(msg, "unbelievebly hard!");
else if (dam <= 4000) strcpy(msg, "with ULTIMATE power!");
else strcpy(msg, "with UNGODLY vengance!");
adv_damage(ch,vch,dam);
sprintf(buf,"Your %s strikes $N %s
(%d)",page->chpoweroff, msg, dam);
act2(buf,ch,NULL,vch,TO_CHAR);
sprintf(buf,"$n's %s strikes $N
%s",page->chpoweroff, msg);
act2(buf,ch,NULL,vch,TO_NOTVICT);
sprintf(buf,"$n's %s strikes you
%s [%d]",page->chpoweroff, msg, dam);
act2(buf,ch,NULL,vch,TO_VICT);
/* if (!IS_NPC(vch) && number_percent() <= vch->pcdata->atm)
act( "$n's spell is unable to penetrate your antimagic shield.", ch, NULL, vch, TO_VICT );
else if (!IS_NPC(vch) && IS_SET(vch->act, PLR_VAMPIRE) &&
IS_VAMPAFF(vch, VAM_FORTITUDE) && dam > 1)
hurt_person(ch,vch,number_range(1,dam));*/
if (IS_ITEMAFF(vch, ITEMA_RESISTANCE) && dam > 1)
hurt_person(ch,vch,number_range(1,dam));
/* else if (!IS_NPC(vch) && IS_SET(vch->act, PLR_WEREWOLF) &&
vch->pcdata->disc[TOTEM_BOAR] > 2 && dam > 1)
hurt_person(ch,vch,(dam*0.5));*/
else hurt_person(ch,vch,dam);
}
continue;
}
}
if (!IS_IMMORTAL(ch))
{
WAIT_STATE(ch, 12);
ch->mana -= mana_cost;
}
}
else {send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_NEXT_PAGE) &&
!IS_SET(page->spectype, ADV_SPELL_FIRST))
{
if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_PARAMETER))
{
if (!str_cmp(page->chpoweron,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
else strcpy(next_par,page->chpoweron);
}
else strcpy(next_par,arg);
if ( page->specpower < page->value[0] )
{send_to_char( "The spell failed.\n\r", ch );return;}
if ( ( page_next = get_page( book, page->specpower ) ) == NULL )
{send_to_char( "The spell failed.\n\r", ch );return;}
if (IS_SET(page_next->quest, QUEST_MASTER_RUNE))
{
if (IS_SET(page_next->spectype, ADV_DAMAGE))
adv_spell_damage(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_AFFECT))
adv_spell_affect(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_ACTION))
adv_spell_action(ch,book,page_next,next_par);
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
return;
}
void adv_spell_affect( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument)
{
char arg [MAX_STRING_LENGTH];
char c_m [MAX_INPUT_LENGTH];
char c_1 [MAX_INPUT_LENGTH];
char c_2 [MAX_INPUT_LENGTH];
OBJ_DATA *page_next;
OBJ_DATA *obj = NULL;
CHAR_DATA *victim = ch;
char next_par [MAX_INPUT_LENGTH];
int mana_cost = page->points;
int apply_bit = page->value[1];
int bonuses = page->value[2];
int affect_bit = page->value[3];
int sn;
int level = page->level;
bool any_affects = FALSE;
bool area_affect = FALSE;
bool victim_target = FALSE;
bool object_target = FALSE;
bool global_target = FALSE;
bool next_page = FALSE;
bool parameter = FALSE;
bool not_caster = FALSE;
bool no_players = FALSE;
bool cast_message = FALSE;
bool message_one = FALSE;
bool message_two = FALSE;
bool is_reversed = FALSE;
if (ch->mana < mana_cost)
{send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;}
if (ch->pcdata->powers[MAGE_CHAIN] >= 5)
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_NEXT_PAGE) &&
IS_SET(page->spectype, ADV_SPELL_FIRST))
{
if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_PARAMETER))
{
if (!str_cmp(page->chpoweron,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
else strcpy(next_par,page->chpoweron);
}
else strcpy(next_par,argument);
if ( page->specpower < page->value[0] )
{send_to_char( "The spell failed.\n\r", ch );return;}
if ( ( page_next = get_page( book, page->specpower ) ) == NULL )
{send_to_char( "The spell failed.\n\r", ch );return;}
if (IS_SET(page_next->quest, QUEST_MASTER_RUNE))
{
if (IS_SET(page_next->spectype, ADV_DAMAGE))
adv_spell_damage(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_AFFECT))
adv_spell_affect(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_ACTION))
adv_spell_action(ch,book,page_next,next_par);
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
one_argument( argument, arg );
if (strlen(page->chpoweroff) > 0 && str_cmp(page->chpoweroff,"(null)"))
{strcpy(c_m,page->chpoweroff);cast_message = TRUE;}
if (strlen(page->victpoweron) > 0 && str_cmp(page->victpoweron,"(null)"))
{strcpy(c_1,page->victpoweron);message_one = TRUE;}
if (strlen(page->victpoweroff) > 0 && str_cmp(page->victpoweroff,"(null)"))
{strcpy(c_2,page->victpoweroff);message_two = TRUE;}
if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE;
if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE;
if (IS_SET(page->spectype, ADV_OBJECT_TARGET)) object_target = TRUE;
if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE;
if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE;
if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE;
if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE;
if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE;
if (IS_SET(page->spectype, ADV_REVERSED ))
{is_reversed = TRUE;bonuses = 0 - bonuses;}
if (next_page) ch->pcdata->powers[MAGE_CHAIN] += 1;
if (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && IS_SET(page->spectype,
ADV_OBJECT_TARGET) && IS_SET(page->spectype, ADV_REVERSED))
{
send_to_char("You cannot use object spells in no teleport rooms.\n\r",ch);
return;
}
if (victim_target && !area_affect && !global_target && !object_target)
{
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (victim_target && area_affect && !global_target && !object_target)
{
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim->in_room == NULL ||
victim->in_room->area != ch->in_room->area)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (victim_target && global_target && !object_target)
{
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (object_target && !area_affect && !global_target && !victim_target)
{
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (object_target && area_affect && !global_target && !victim_target)
{
if ( ( obj = get_obj_here( ch, arg ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (object_target && global_target && !victim_target)
{
if ( ( obj = get_obj_world( ch, arg ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (obj->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
}
if (ch->pcdata->powers[MPOWER_RUNE0] == page->toughness)
bonuses = bonuses * 1.5;
if (page->toughness < PURPLE_MAGIC || page->toughness > YELLOW_MAGIC)
{send_to_char("The spell failed.\n\r",ch);return;}
if (page->toughness == PURPLE_MAGIC)
{
if ( ( sn = skill_lookup( "purple sorcery" ) ) < 0 )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (page->toughness == RED_MAGIC)
{
if ( ( sn = skill_lookup( "red sorcery" ) ) < 0 )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (page->toughness == BLUE_MAGIC)
{
if ( ( sn = skill_lookup( "blue sorcery" ) ) < 0 )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (page->toughness == GREEN_MAGIC)
{
if ( ( sn = skill_lookup( "green sorcery" ) ) < 0 )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (page->toughness == YELLOW_MAGIC)
{
if ( ( sn = skill_lookup( "yellow sorcery" ) ) < 0 )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else {send_to_char("The spell failed.\n\r",ch);return;}
if (!victim_target && victim != ch)
{send_to_char("The spell failed.\n\r",ch);return;}
if (not_caster && ch == victim)
{send_to_char("The spell failed.\n\r",ch);return;}
else if (no_players && !IS_NPC(victim))
{send_to_char("The spell failed.\n\r",ch);return;}
if ( is_affected( victim, sn ) )
{
send_to_char("They are already affected by a spell of that colour.\n\r",ch);
return;
}
if ( apply_bit == 0 )
{
enhance_stat(sn,level,ch,victim,APPLY_NONE,bonuses,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_STR) )
{
enhance_stat(sn,level,ch,victim,APPLY_STR,bonuses * 0.1,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_DEX) )
{
enhance_stat(sn,level,ch,victim,APPLY_DEX,bonuses * 0.1,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_INT) )
{
enhance_stat(sn,level,ch,victim,APPLY_INT,bonuses * 0.1,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_WIS) )
{
enhance_stat(sn,level,ch,victim,APPLY_WIS,bonuses * 0.1,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_CON) )
{
enhance_stat(sn,level,ch,victim,APPLY_CON,bonuses * 0.1,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_MANA) )
{
enhance_stat(sn,level,ch,victim,APPLY_MANA,bonuses * 5,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_HIT) )
{
enhance_stat(sn,level,ch,victim,APPLY_HIT,bonuses * 5,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_MOVE) )
{
enhance_stat(sn,level,ch,victim,APPLY_MOVE,bonuses * 5,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_AC) )
{
enhance_stat(sn,level,ch,victim,APPLY_AC,0 - (bonuses * 5),affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_HITROLL) )
{
enhance_stat(sn,level,ch,victim,APPLY_HITROLL,bonuses * 0.5,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_DAMROLL) )
{
enhance_stat(sn,level,ch,victim,APPLY_DAMROLL,bonuses * 0.5,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if ( IS_SET(apply_bit, ADV_SAVING_SPELL) )
{
enhance_stat(sn,level,ch,victim,APPLY_SAVING_SPELL,0
- bonuses*0.2,affect_bit);
affect_bit = 0;
any_affects = TRUE;
}
if (!any_affects) {send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,ch,NULL,victim,TO_CHAR);
if (message_one) act2(c_1,ch,NULL,victim,TO_VICT);
if (message_two) act2(c_2,ch,NULL,victim,TO_NOTVICT);
if (!IS_IMMORTAL(ch))
{
WAIT_STATE(ch,12);
ch->mana -= mana_cost;
}
if (IS_SET(page->spectype, ADV_NEXT_PAGE) &&
!IS_SET(page->spectype, ADV_SPELL_FIRST))
{
if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_PARAMETER))
{
if (!str_cmp(page->chpoweron,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
else strcpy(next_par,page->chpoweron);
}
else strcpy(next_par,argument);
if ( page->specpower < page->value[0] )
{send_to_char( "The spell failed.\n\r", ch );return;}
if ( ( page_next = get_page( book, page->specpower ) ) == NULL )
{send_to_char( "The spell failed.\n\r", ch );return;}
if (IS_SET(page_next->quest, QUEST_MASTER_RUNE))
{
if (IS_SET(page_next->spectype, ADV_DAMAGE))
adv_spell_damage(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_AFFECT))
adv_spell_affect(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_ACTION))
adv_spell_action(ch,book,page_next,next_par);
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
return;
}
void adv_spell_action( CHAR_DATA *ch, OBJ_DATA *book, OBJ_DATA *page, char *argument)
{
char arg1 [MAX_STRING_LENGTH];
char arg2 [MAX_STRING_LENGTH];
char c_m [MAX_INPUT_LENGTH];
char c_1 [MAX_INPUT_LENGTH];
char c_2 [MAX_INPUT_LENGTH];
char buf [MAX_STRING_LENGTH];
OBJ_DATA *page_next;
OBJ_DATA *obj = NULL;
OBJ_DATA *obj2 = NULL;
OBJ_DATA *obj_within = NULL;
CHAR_DATA *victim = NULL;
CHAR_DATA *victim2 = NULL;
ROOM_INDEX_DATA *old_room = ch->in_room;
char next_par [MAX_INPUT_LENGTH];
int mana_cost = page->points;
int action_bit = page->value[1];
int action_type = page->value[2];
bool area_affect = FALSE;
bool victim_target = FALSE;
bool object_target = FALSE;
bool second_victim = FALSE;
bool second_object = FALSE;
bool global_target = FALSE;
bool next_page = FALSE;
bool parameter = FALSE;
bool not_caster = FALSE;
bool no_players = FALSE;
bool cast_message = FALSE;
bool message_one = FALSE;
bool message_two = FALSE;
bool is_reversed = FALSE;
/*if (ch->pcdata->powers[MPOWER_RUNE0] == GREEN_MAGIC ||
ch->pcdata->powers[MPOWER_RUNE0] == YELLOW_MAGIC)*/
/* mana_cost = 0;*/
if (ch->mana < mana_cost)
{send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;}
if (ch->pcdata->powers[MAGE_CHAIN] >= 5)
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_NEXT_PAGE) &&
IS_SET(page->spectype, ADV_SPELL_FIRST))
{
if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_PARAMETER))
{
if (!str_cmp(page->chpoweron,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
else strcpy(next_par,page->chpoweron);
}
else strcpy(next_par,argument);
if ( page->specpower < page->value[0] )
{send_to_char( "The spell failed.\n\r", ch );return;}
if ( ( page_next = get_page( book, page->specpower ) ) == NULL )
{send_to_char( "The spell failed.\n\r", ch );return;}
if (IS_SET(page_next->quest, QUEST_MASTER_RUNE))
{
if (IS_SET(page_next->spectype, ADV_DAMAGE))
adv_spell_damage(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_AFFECT))
adv_spell_affect(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_ACTION))
adv_spell_action(ch,book,page_next,next_par);
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if (strlen(page->chpoweroff) > 0 && str_cmp(page->chpoweroff,"(null)"))
{strcpy(c_m,page->chpoweroff);cast_message = TRUE;}
if (strlen(page->victpoweron) > 0 && str_cmp(page->victpoweron,"(null)"))
{strcpy(c_1,page->victpoweron);message_one = TRUE;}
if (strlen(page->victpoweroff) > 0 && str_cmp(page->victpoweroff,"(null)"))
{strcpy(c_2,page->victpoweroff);message_two = TRUE;}
if (IS_SET(page->spectype, ADV_AREA_AFFECT )) area_affect = TRUE;
if (IS_SET(page->spectype, ADV_VICTIM_TARGET)) victim_target = TRUE;
if (IS_SET(page->spectype, ADV_OBJECT_TARGET)) object_target = TRUE;
if (IS_SET(page->spectype, ADV_GLOBAL_TARGET)) global_target = TRUE;
if (IS_SET(page->spectype, ADV_NEXT_PAGE )) next_page = TRUE;
if (IS_SET(page->spectype, ADV_PARAMETER )) parameter = TRUE;
if (IS_SET(page->spectype, ADV_NOT_CASTER )) not_caster = TRUE;
if (IS_SET(page->spectype, ADV_NO_PLAYERS )) no_players = TRUE;
if (IS_SET(page->spectype, ADV_SECOND_VICTIM)) second_victim = TRUE;
if (IS_SET(page->spectype, ADV_SECOND_OBJECT)) second_object = TRUE;
if (IS_SET(page->spectype, ADV_REVERSED )) is_reversed = TRUE;
if (next_page) ch->pcdata->powers[MAGE_CHAIN] += 1;
if (victim_target && !area_affect && !global_target && !object_target)
{
if ( ( victim = get_char_room( ch, arg1 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == ch)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (victim_target && area_affect && !global_target && !object_target)
{
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim->in_room == NULL ||
victim->in_room->area != ch->in_room->area)
{send_to_char("The spell failed.\n\r",ch);return;}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == ch)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (victim_target && global_target && !object_target)
{
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == ch)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (object_target && !area_affect && !global_target && !victim_target)
{
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (object_target && area_affect && !global_target && !victim_target)
{
if ( ( obj = get_obj_here( ch, arg1 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (object_target && global_target && !victim_target)
{
if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (obj->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
}
if ( arg2[0] == '\0' && (second_victim || second_object) )
{
send_to_char("Please specify a target.\n\r",ch);
return;
}
else if (second_victim && victim_target && !area_affect && !global_target && !object_target)
{
if ( ( victim2 = get_char_room( ch, arg2 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim2->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == victim2)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (second_victim && victim_target && area_affect && !global_target && !object_target)
{
if ( ( victim2 = get_char_world( ch, arg2 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim2->in_room == NULL ||
victim2->in_room->area != ch->in_room->area)
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == victim2)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (second_victim && victim_target && global_target && !object_target)
{
if ( ( victim2 = get_char_world( ch, arg2 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim2->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == NULL || IS_NPC(victim) || IS_IMMUNE(victim, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (!IS_NPC(victim2) && !IS_IMMUNE(victim2, IMM_SUMMON))
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim == victim2)
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (second_object && object_target && !area_affect && !global_target && !victim_target)
{
if ( ( obj2 = get_obj_carry( ch, arg2 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (second_object && object_target && area_affect && !global_target && !victim_target)
{
if ( ( obj2 = get_obj_here( ch, arg2 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
}
else if (second_object && object_target && global_target && !victim_target)
{
if ( ( obj2 = get_obj_world( ch, arg2 ) ) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
}
if (victim != NULL)
/* {
if (ch->pcdata->powers[MPOWER_RUNE0] == GREEN_MAGIC ||
ch->pcdata->powers[MPOWER_RUNE0] == YELLOW_MAGIC ||
ch->pcdata->powers[MPOWER_RUNE0] == BLUE_MAGIC ||
ch->pcdata->powers[MPOWER_RUNE0] == RED_MAGIC)*/
{
if (victim->level > ch->spl[PURPLE_MAGIC])
{
send_to_char("The spell failed.\n\r",ch);
return;
}
}
if (victim2 != NULL)
{
if (victim2->level > ch->spl[PURPLE_MAGIC])
{
send_to_char("The spell failed.\n\r",ch);
return;
}
}
switch ( action_bit )
{
default:
send_to_char("The spell failed.\n\r",ch);
return;
case ACTION_MOVE:
if (!victim_target && !second_victim && !object_target && !second_object)
{
if (cast_message) act2(c_m,ch,NULL,NULL,TO_CHAR);
if (message_one) act2(c_1,ch,NULL,NULL,TO_ROOM);
char_from_room(ch);
char_to_room(ch,old_room);
if (message_two) act2(c_2,ch,NULL,NULL,TO_ROOM);
}
else if ( arg1[0] == '\0' )
{
send_to_char("Please specify a target.\n\r",ch);
return;
}
else if (victim_target && !second_victim && !object_target && !second_object)
{
if (victim == NULL || victim->in_room == NULL ||
victim->in_room == ch->in_room || IS_SET (victim->in_room->room_flags,
ROOM_NO_RECALL) ||
IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL))
{send_to_char("The spell failed.\n\r",ch);return;}
if (is_reversed)
{
if (victim->position == POS_FIGHTING)
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,victim,NULL,NULL,TO_CHAR);
if (message_one) act2(c_1,victim,NULL,NULL,TO_ROOM);
char_from_room(victim);
char_to_room(victim,ch->in_room);
if (IS_NPC(victim)) {
if (IS_SET(victim->act, ACT_STAY_AREA))
REMOVE_BIT(victim->act, ACT_STAY_AREA);
if (IS_SET(victim->act, ACT_SENTINEL))
REMOVE_BIT(victim->act, ACT_SENTINEL);
if (IS_SET(victim->act, ACT_AGGRESSIVE))
REMOVE_BIT(victim->act, ACT_AGGRESSIVE);}
if (message_two) act2(c_2,victim,NULL,NULL,TO_ROOM);
do_look(victim,"");
}
else
{
if (ch->position == POS_FIGHTING)
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,ch,NULL,NULL,TO_CHAR);
if (message_one) act2(c_1,ch,NULL,NULL,TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
if (message_two) act2(c_2,ch,NULL,NULL,TO_ROOM);
do_look(ch,"");
sprintf(buf, "%s magechants to %s", ch->name,
victim->name);
log_string(buf, victim->in_room->vnum);
}
}
else if (!victim_target && !second_victim && object_target && !second_object)
{
if (obj == NULL || obj->in_room == NULL ||
obj->in_room == ch->in_room ||
IS_SET (ch->in_room->room_flags, ROOM_NO_TELEPORT) ||
obj->in_room->vnum == ROOM_VNUM_PUNISHMENT)
{send_to_char("The spell failed.\n\r",ch);return;}
if (ch->position == POS_FIGHTING)
{send_to_char("The spell failed.\n\r",ch);return;}
if (( !CAN_WEAR(obj, ITEM_TAKE) ) && IS_SET(obj->in_room->room_flags, ROOM_NO_TELEPORT))
{send_to_char("The spell failed.\n\r",ch);return;}
if ( IS_SET( obj->in_room->room_flags, ROOM_SAVE_EQ ) ) {send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR);
if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM);
if (is_reversed)
{
if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
{
send_to_char("Not on artifacts or things that contain artifacts.", ch);
return;
}
for (obj_within = obj->contains; obj_within != NULL;
obj_within = obj_within->next_content)
{
if (IS_SET(obj_within->quest, QUEST_ARTIFACT))
{
send_to_char("Not on things that contain artifacts.\r\n", ch);
return;
}
}
obj_from_room(obj);
obj_to_room(obj,ch->in_room);
}
else
{
char_from_room(ch);
char_to_room(ch,obj->in_room);
do_look(ch,"");
}
if (message_two) act2(c_2,ch,obj,NULL,TO_ROOM);
}
else if (victim_target && second_victim && !object_target && !second_object)
{
if (victim == NULL || victim->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (victim2 == NULL || victim2->in_room == NULL ||
victim2->in_room == victim->in_room)
{send_to_char("The spell failed.\n\r",ch);return;}
if (is_reversed)
{
if (victim2->position == POS_FIGHTING)
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,victim2,NULL,victim,TO_CHAR);
if (message_one) act2(c_1,victim2,NULL,victim,TO_ROOM);
char_from_room(victim2);
char_to_room(victim2,victim->in_room);
if (message_two) act2(c_2,victim2,NULL,victim,TO_ROOM);
do_look(victim2,"");
}
else
{
if (victim->position == POS_FIGHTING)
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,victim,NULL,victim2,TO_CHAR);
if (message_one) act2(c_1,victim,NULL,victim2,TO_ROOM);
char_from_room(victim);
char_to_room(victim,victim2->in_room);
if (message_two) act2(c_2,victim,NULL,victim2,TO_ROOM);
do_look(victim,"");
}
}
else if (victim_target && !second_victim && !object_target && second_object)
{
if (victim == NULL || victim->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (obj2 == NULL || obj2->in_room == NULL ||
obj2->in_room == victim->in_room)
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,victim,NULL,NULL,TO_CHAR);
if (message_one) act2(c_1,victim,obj2,NULL,TO_ROOM);
if (is_reversed)
{
obj_from_room(obj2);
obj_to_room(obj2,victim->in_room);
}
else
{
if (victim->position == POS_FIGHTING)
{send_to_char("The spell failed.\n\r",ch);return;}
char_from_room(victim);
char_to_room(victim,obj2->in_room);
do_look(victim,"");
}
if (message_two) act2(c_2,victim,obj2,NULL,TO_ROOM);
}
else if (!victim_target && !second_victim && object_target && second_object)
{
if (obj == NULL || obj->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (obj2 == NULL || obj2->in_room == NULL ||
obj2->in_room == obj->in_room)
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR);
if (is_reversed)
{
old_room = ch->in_room;
if (message_one) act2(c_1,ch,obj2,NULL,TO_ROOM);
obj_from_room(obj2);
obj_to_room(obj2,obj->in_room);
char_from_room(ch);
char_to_room(ch,obj->in_room);
if (message_two) act2(c_2,ch,obj2,NULL,TO_ROOM);
char_from_room(ch);
char_to_room(ch,old_room);
}
else
{
old_room = ch->in_room;
if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM);
obj_from_room(obj);
obj_to_room(obj,obj2->in_room);
char_from_room(ch);
char_to_room(ch,obj2->in_room);
if (message_two) act2(c_2,ch,obj,NULL,TO_ROOM);
char_from_room(ch);
char_to_room(ch,old_room);
}
}
else if (!victim_target && second_victim && object_target && !second_object)
{
if (victim2 == NULL || victim2->in_room == NULL)
{send_to_char("The spell failed.\n\r",ch);return;}
if (obj == NULL || obj->in_room == NULL ||
obj->in_room == victim2->in_room)
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,victim2,NULL,NULL,TO_CHAR);
if (message_one) act2(c_1,victim,obj2,NULL,TO_ROOM);
if (is_reversed)
{
if (victim2->position == POS_FIGHTING)
{send_to_char("The spell failed.\n\r",ch);return;}
char_from_room(victim2);
char_to_room(victim2,obj->in_room);
do_look(victim2,"");
}
else
{
obj_from_room(obj);
obj_to_room(obj,victim2->in_room);
}
if (message_two) act2(c_2,victim2,obj,NULL,TO_ROOM);
}
else {send_to_char("The spell failed.\n\r",ch);return;}
break;
case ACTION_MOB:
if ( action_type < 1)
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_NPC(ch) || ch->pcdata->followers > 4)
{send_to_char("The spell failed.\n\r",ch);return;}
if (( victim = create_mobile( get_mob_index( action_type ))) == NULL )
{send_to_char("The spell failed.\n\r",ch);return;}
if (cast_message) act2(c_m,ch,NULL,victim,TO_CHAR);
if (message_one) act2(c_1,ch,NULL,victim,TO_ROOM);
ch->pcdata->followers++;
char_to_room( victim, ch->in_room );
SET_BIT(victim->act, ACT_NOEXP);
if (IS_SET(victim->act, ACT_STAY_AREA))
REMOVE_BIT(victim->act, ACT_STAY_AREA);
if (IS_SET(victim->act, ACT_SENTINEL))
REMOVE_BIT(victim->act, ACT_SENTINEL);
if (IS_SET(victim->act, ACT_AGGRESSIVE))
REMOVE_BIT(victim->act, ACT_AGGRESSIVE);
free_string(victim->lord);
victim->lord = str_dup(ch->name);
if (victim->level > ch->spl[PURPLE_MAGIC])
{
send_to_char("The spell failed.\n\r",ch);
extract_char(victim, TRUE);
return;
}
break;
case ACTION_OBJECT:
if (IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT))
{
send_to_char("You cannot use object spells in no teleport rooms.\n\r",ch);
return;
}
if ( action_type < 1)
{
send_to_char("The spell failed.\n\r",ch);
return;
}
// Puck
if (( obj = create_object( get_obj_index( action_type ),0 )) == NULL )
{
send_to_char("The spell failed.\n\r",ch);
return;
}
if (IS_SET(obj->quest, QUEST_RELIC) ||
IS_SET(obj->quest, QUEST_ARTIFACT) ||
obj->item_type == ITEM_QUEST || obj->item_type == ITEM_QUESTCARD)
{
send_to_char("The spell failed.\n\r", ch);
return;
}
if (cast_message) act2(c_m,ch,obj,NULL,TO_CHAR);
if (message_one) act2(c_1,ch,obj,NULL,TO_ROOM);
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
obj_to_room( obj, ch->in_room );
sprintf( log_buf, "%s mage creates %s", ch->name, obj->short_descr );
log_string( log_buf, obj->oid );
break;
}
if (!IS_IMMORTAL( ch ))
{
WAIT_STATE(ch,12);
ch->mana -= mana_cost;
}
if (IS_SET(page->spectype, ADV_NEXT_PAGE) &&
!IS_SET(page->spectype, ADV_SPELL_FIRST))
{
if (strlen(page->chpoweroff) < 2 || !str_cmp(page->chpoweroff,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
if (IS_SET(page->spectype, ADV_PARAMETER))
{
if (!str_cmp(page->chpoweron,"(null)"))
{send_to_char("The spell failed.\n\r",ch);return;}
else strcpy(next_par,page->chpoweron);
}
else strcpy(next_par,argument);
if ( page->specpower < page->value[0] )
{send_to_char( "The spell failed.\n\r", ch );return;}
if ( ( page_next = get_page( book, page->specpower ) ) == NULL )
{send_to_char( "The spell failed.\n\r", ch );return;}
if (IS_SET(page_next->quest, QUEST_MASTER_RUNE))
{
if (IS_SET(page_next->spectype, ADV_DAMAGE))
adv_spell_damage(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_AFFECT))
adv_spell_affect(ch,book,page_next,next_par);
else if (IS_SET(page_next->spectype, ADV_ACTION))
adv_spell_action(ch,book,page_next,next_par);
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
else {send_to_char( "The spell failed.\n\r", ch );return;}
}
return;
}
void area_scry(CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char buf [MAX_STRING_LENGTH];
char arg [MAX_STRING_LENGTH];
one_argument(argument, arg);
if ( ( victim = get_char_world(ch, arg) ) == NULL )
{
send_to_char("The spell failed.\r\n", ch);
return;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELDED) )
{
send_to_char("The spell failed.\n\r", ch);
return;
}
if (!IS_NPC(victim))
sprintf(buf, "You locate %s in %s.\r\n", victim->name,victim->in_room->area->name);
else
sprintf(buf, "You locate %s in %s.\r\n", victim->short_descr, victim->in_room->area->name);
send_to_char(buf, ch);
return;
}
void readmagic ( CHAR_DATA *ch, char *argument)
{
CHAR_DATA *victim;
char arg [MAX_STRING_LENGTH];
char buf [MAX_STRING_LENGTH];
one_argument(argument, arg);
if ( (victim = get_char_world(ch,arg) ) == NULL)
{
send_to_char("The spell failed.\r\n", ch);
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_SHIELDED))
{
send_to_char("You have trouble reading their magical aura.\r\n", ch);
return;
}
sprintf(buf, "\r\nYou read %s's magical aura:\r\n",
IS_NPC(victim)?victim->short_descr:victim->name);
send_to_char(buf,ch);
sprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\r\n", victim->hit,
victim->max_hit, victim->mana, victim->max_mana, victim->move,
victim->max_move);
send_to_char(buf, ch);
sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d Save:%d.\r\n",
char_hitroll(victim), char_damroll(victim), char_ac(victim), char_save(victim));
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
sprintf(buf, "Red: %d Blue: %d Green: %d Purple: %d Yellow: %d.\r\n",
victim->spl[RED_MAGIC], victim->spl[BLUE_MAGIC],
victim->spl[GREEN_MAGIC], victim->spl[PURPLE_MAGIC],
victim->spl[YELLOW_MAGIC]);
send_to_char(buf, ch);
}
return;
}
void flame_room (CHAR_DATA *ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch == ch ) continue;
if (IS_AFFECTED(vch, AFF_FLAMING)) continue;
if (number_percent() > 80 && !IS_AFFECTED(vch, AFF_FLAMING))
{
SET_BIT(vch->affected_by, AFF_FLAMING);
act("A spark of magical energy sets you on fire!", vch, NULL, NULL, TO_CHAR);
act("A spark of magical energy sets $n on fire!", vch, NULL, NULL, TO_ROOM);
}
}
}
return;
}
void do_magearmour( CHAR_DATA *ch, char *argument )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int vnum = 0;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg );
if (IS_NPC(ch)) return;
if (!IS_CLASS(ch, CLASS_MAGE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (arg[0] == '\0')
{
send_to_char("Please specify which piece of mage armor you wish to create:\nCloak, Belt, Helmet or Plate.\n\r",ch);
return;
}
if (!str_cmp(arg,"plate" )) vnum = 29692;
else if (!str_cmp(arg,"belt" )) vnum = 29693;
else if (!str_cmp(arg,"cloak" )) vnum = 29694;
else if (!str_cmp(arg,"helmet" )) vnum = 29690;
if ( vnum == 0 || (pObjIndex = get_obj_index( vnum )) == NULL)
{
send_to_char("Missing object, please inform an immortal.\n\r",ch);
return;
}
if ( 1000000 > ch->exp )
{
sprintf(buf,"It costs you 1000000 exp to create a piece of mage equipment.\n\r");
send_to_char(buf,ch);
return;
}
ch->exp -= 1000000;
obj = create_object(pObjIndex, 50);
obj_to_char(obj, ch);
act("You chant some mystical words and $p appears in your hands.",ch,obj,NULL,TO_CHAR);
act("$n chants some mystical words and $p appears in $s hands.",ch,obj,NULL,TO_ROOM);
return;
}