/**************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#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.
*/
int wyncount;
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 do_chant( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
OBJ_DATA *book;
OBJ_DATA *page;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
bool victim_target = FALSE;
bool object_target = FALSE;
bool global_target = FALSE; /* Target object/victim may be anywhere */
bool no_players = FALSE; /* May not be used on players */
int spellno = 1;
int errordam = 0;
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]);
act("You chant the arcane words from $p.",ch,book,NULL,TO_CHAR);
act("$n chants some arcane words from $p.",ch,book,NULL,TO_ROOM);
if (IS_SET(page->quest, QUEST_MASTER_RUNE))
{
/* Silly Apprentice, These tricks ain't for kids */
if (ch->level < 5)
{
send_to_char( "Only Full Mages are able to use Mastery Magic.\n\r",ch);
return;
}
ch->spectype = 0;
if (IS_SET(page->spectype, ADV_FAILED) ||
!IS_SET(page->spectype, ADV_FINISHED) || page->points < 1)
{
extract_obj( book );
errordam = ch->max_hit - 500;
(ch->hit) -= errordam;
if (ch->hit < -10)
{
ch->hit = -10;
ch->position = POS_MORTAL;
}
send_to_char("Error, Incomplete spell, Your book EXPLODES!!!\n\r",ch);
act( "$n has fragged a spell and it blows up in $s face!.",ch,NULL,NULL,TO_ROOM );
return;
}
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 )
{
/* RUNE SPELLS START HERE */
default:
send_to_char( "Nothing happens.\n\r", ch );
return;
case 10022:
/* FIRE + DESTRUCTION + TARGETING */
sn = skill_lookup( "fireball" );
victim_target = TRUE;
global_target = TRUE;
no_players = TRUE;
spellno = 3;
break;
case 640322:
/* LIFE + ENHANCEMENT + TARGETING */
sn = skill_lookup( "heal" );
victim_target = TRUE;
spellno = 3;
break;
case 1280044:
/* DEATH + SUMMONING + AREA */
sn = skill_lookup( "guardian" );
spellno = 3;
break;
case 2565128:
/* MIND + INFORMATION + OBJECT */
sn = skill_lookup( "identify" );
object_target = TRUE;
global_target = TRUE;
break;
case 1280022:
/* DEATH + DESTRUCTION + TARGETING */
sn = skill_lookup( "finger of death" );
victim_target = TRUE;
global_target = TRUE;
spellno = 3;
break;
}
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];
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 errordam = 0;
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 (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) {
send_to_char("Not in a safe room.\n\r", ch);
return;
}
if (!IS_SET(page->spectype, ADV_NEXT_PAGE))
wyncount = 0;
if (IS_SET(page->spectype, ADV_NEXT_PAGE))
wyncount ++;
if (wyncount > 5)
{
wyncount = 0;
send_to_char("You may only link Five spells!!!\n\r",ch);
return;
}
if (ch->mana < mana_cost)
{send_to_char("You have insufficient mana to chant this spell.\n\r",ch);return;}
if (min < 1 || max < 1 || max < min )
{
extract_obj( book );
errordam = ch->max_hit - 500;
(ch->hit) -= errordam;
if (ch->hit < -10)
{
ch->hit = -10;
ch->position = POS_MORTAL;
}
send_to_char("Min/Max Error, Your spell book EXPLODES!!!\n\r",ch);
act( "$n chants a spell and $s hisbook explodes!\n\r",ch,NULL,NULL,TO_ROOM );
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 (victim_target)
{
CHAR_DATA *victim;
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_safe(ch,victim) || is_safe(victim,ch))
send_to_char("You may not chant into safe rooms!\n\r",ch);
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/2);
if ( dam > 300 )
dam = 300;
}
else if ( ch->in_room->area == victim->in_room->area )
{
dam = number_range(min,max);
if ( dam > 150 )
dam = 150;
}
else
{
dam = number_range(min/2,max/2);
if ( dam > 100 )
dam = 100;
}
if (IS_ITEMAFF(victim, ITEMA_RESISTANCE) && dam > 1)
hurt_person(ch,victim,number_range(1,dam),FALSE);
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
{
adv_damage(ch,victim,dam);
sprintf(buf,"Your %s strikes $N incredibly hard![%d]",page->chpoweroff,dam);
ADD_COLOUR( ch, buf, L_RED);
act2(buf,ch,NULL,victim,TO_CHAR);
sprintf(buf,"$n's %s strikes $N incredibly hard!",page->chpoweroff);
ADD_COLOUR( ch, buf, L_RED);
ADD_COLOUR( victim, buf, L_RED);
act2(buf,ch,NULL,victim,TO_NOTVICT);
sprintf(buf,"$n's %s strikes you incredibly hard!",page->chpoweroff);
ADD_COLOUR( victim, buf, L_RED);
act2(buf,ch,NULL,victim,TO_VICT);
hurt_person(ch,victim,dam,FALSE);
}
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 (!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
{
adv_damage(ch,vch,dam);
sprintf(buf,"Your %s strikes $N incredably hard!",page->chpoweroff);
act2(buf,ch,NULL,vch,TO_CHAR);
sprintf(buf,"$n's %s strikes $N incredably hard!",page->chpoweroff);
act2(buf,ch,NULL,vch,TO_NOTVICT);
sprintf(buf,"$n's %s strikes you incredably hard!",page->chpoweroff);
act2(buf,ch,NULL,vch,TO_VICT);
if (IS_ITEMAFF(vch, ITEMA_RESISTANCE) && dam > 1)
hurt_person(ch,vch,number_range(1,dam),FALSE);
else hurt_person(ch,vch,dam,FALSE);
}
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 (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 (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 ( (is_reversed) && victim != ch && !IS_CLASS(victim, CLASS_MAGE) &&
( IS_SET(apply_bit, ADV_HIT) || IS_SET(apply_bit, ADV_MOVE)
|| IS_SET(apply_bit, ADV_MANA) ) )
{
stc("Bah. Don't use training spells on other people. Damn you.\n\r",ch);
return;
}
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,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];
OBJ_DATA *page_next;
OBJ_DATA *obj = NULL;
OBJ_DATA *obj2 = 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->mana < mana_cost)
{send_to_char("You have insufficient mana to chant this spell.\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 (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 (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)
{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 (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,"");
}
}
else if (!victim_target && !second_victim && object_target && !second_object)
{
if (obj == NULL || obj->in_room == NULL ||
obj->in_room == ch->in_room)
{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)
{
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);
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, FALSE);
return;
}
break;
case ACTION_OBJECT:
if ( action_type < 1)
{send_to_char("The spell failed.\n\r",ch);return;}
if (( obj = create_object( get_obj_index( action_type ),0 )) == NULL )
{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 );
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 do_color( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg[MAX_INPUT_LENGTH];
char lord[MAX_INPUT_LENGTH];
CHAR_DATA *gch;
one_argument( argument, arg );
if (IS_NPC(ch)) return;
if ( !IS_CLASS(ch, CLASS_MAGE))
{
send_to_char("Huh?\n\r",ch);
return;
}
if (IS_CLASS(ch, CLASS_MAGE)) strcpy(lord,ch->lord);
if (ch->level >= (LEVEL_ARCHMAGE))
{
strcpy(lord,ch->name);
sprintf( buf, "Your students are:\n\r");
send_to_char( buf, ch );
}
else
{
sprintf( buf, "The Students of Your order are:\n\r");
send_to_char( buf, ch );
}
send_to_char("[ Name ] [ Hits ] [ Mana ] [ Move ] [ Exp ]\n\r", ch );
for ( gch = char_list; gch != NULL; gch = gch->next )
{
if ( IS_NPC(gch) ) continue;
if ( !IS_CLASS(gch, CLASS_MAGE))
continue;
if (ch->pcdata->powers[MPOWER_RUNE0] != gch->pcdata->powers[MPOWER_RUNE0])
continue;
if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord))
{
sprintf( buf,
"[%-16s] [%-6ld] [%-6ld] [%-6ld] [%7d]\n\r",
capitalize( gch->name ),
gch->hit,gch->mana,gch->move,gch->exp);
send_to_char( buf, ch );
}
}
return;
}