/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
extern char *target_name;
void
spell_farsight (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
if (IS_AFFECTED (ch, AFF_BLIND))
{
send_to_char ("Maybe it would help if you could see?\n\r", ch);
return;
}
do_function (ch, &do_scan, target_name);
}
void
spell_portal (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || 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_RECALL) || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
|| (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE))
|| (is_clan (victim) && !is_same_clan (ch, victim)))
{
send_to_char ("You failed.\n\r", ch);
return;
}
stone = get_eq_char (ch, WEAR_HOLD);
if (!IS_IMMORTAL (ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char ("You lack the proper component for this spell.\n\r", ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR);
act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR);
extract_obj (stone);
}
portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0);
portal->timer = 2 + level / 25;
portal->value[3] = victim->in_room->vnum;
obj_to_room (portal, ch->in_room);
act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM);
act ("$p rises up before you.", ch, portal, NULL, TO_CHAR);
}
void
spell_nexus (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
ROOM_INDEX_DATA *to_room, *from_room;
from_room = ch->in_room;
if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room (ch, to_room) || !can_see_room (ch, from_room) || IS_SET (to_room->room_flags, ROOM_SAFE) || IS_SET (from_room->room_flags, ROOM_SAFE) || IS_SET (to_room->room_flags, ROOM_PRIVATE) || IS_SET (to_room->room_flags, ROOM_SOLITARY) || IS_SET (to_room->room_flags, ROOM_NO_RECALL) || IS_SET (from_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
|| (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE))
|| (is_clan (victim) && !is_same_clan (ch, victim)))
{
send_to_char ("You failed.\n\r", ch);
return;
}
stone = get_eq_char (ch, WEAR_HOLD);
if (!IS_IMMORTAL (ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char ("You lack the proper component for this spell.\n\r", ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR);
act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR);
extract_obj (stone);
}
/* portal one */
portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0);
portal->timer = 1 + level / 10;
portal->value[3] = to_room->vnum;
obj_to_room (portal, from_room);
act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM);
act ("$p rises up before you.", ch, portal, NULL, TO_CHAR);
/* no second portal if rooms are the same */
if (to_room == from_room)
return;
/* portal two */
portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0);
portal->timer = 1 + level / 10;
portal->value[3] = from_room->vnum;
obj_to_room (portal, to_room);
if (to_room->people != NULL)
{
act ("$p rises up from the ground.", to_room->people, portal, NULL,
TO_ROOM);
act ("$p rises up from the ground.", to_room->people, portal, NULL,
TO_CHAR);
}
}
void
spell_summon_ggolem (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *gch;
CHAR_DATA *golem;
AFFECT_DATA af;
int i = 0;
if (is_affected (ch, sn))
{
send_to_char
("You lack the power to summon another golem right now.\n\r", ch);
return;
}
send_to_char ("You attempt to summon a greater golem.\n\r", ch);
act ("$n attempts to summon a greater golem.", ch, NULL, NULL, TO_ROOM);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC (gch) && IS_AFFECTED (gch, AFF_CHARM) && gch->master == ch &&
(gch->pIndexData->vnum == MOB_VNUM_GGOLEM))
{
send_to_char ("More golems are more than you can control!\n\r", ch);
return;
}
}
golem = create_mobile (get_mob_index (MOB_VNUM_GGOLEM));
for (i = 0; i < MAX_STATS; i++)
golem->perm_stat[i] = UMIN (25, 15 + ch->level / 10);
golem->perm_stat[STAT_STR] += 3;
golem->perm_stat[STAT_INT] -= 1;
golem->perm_stat[STAT_AGI] += 2;
golem->max_hit = IS_NPC (ch) ? URANGE (ch->max_hit, 1 * ch->max_hit, 30000)
: UMIN ((10 * ch->pcdata->perm_hit) + 4000, 30000);
golem->hit = golem->max_hit;
golem->max_mana = IS_NPC (ch) ? ch->max_mana : ch->pcdata->perm_mana;
golem->mana = golem->max_mana;
golem->level = ch->level;
for (i = 0; i < 5; i++)
golem->armor[i] = interpolate (golem->level, 100, -100);
golem->armor[4] = interpolate (golem->level, 100, 0);
golem->armor[5] = golem->level;
golem->gold = 0;
golem->timer = 0;
golem->damage[DICE_NUMBER] = 13;
golem->damage[DICE_TYPE] = 9;
golem->damage[DICE_BONUS] = ch->level / 2 + 10;
char_to_room (golem, ch->in_room);
send_to_char ("You summoned a greater golem!\n\r", ch);
act ("$n summons a greater golem!", ch, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 30;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char (ch, &af);
SET_BIT (golem->affected_by, AFF_CHARM);
golem->master = golem->leader = ch;
}