#include "include.h"
char *target_name;
void do_supps( CHAR_DATA *ch, char *argument )
{
BUFFER *buffer;
char arg[MAX_INPUT_LENGTH];
char spell_list[LEVEL_HERO + 1][MAX_STRING_LENGTH];
char spell_columns[LEVEL_HERO + 1];
int sn, level, min_lev = 1, max_lev = LEVEL_HERO, mana;
bool fAll = FALSE, found = FALSE;
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch))
return;
if(class_table[ch->class].ctype!=CLASS_COMMUNER && !IS_IMMORTAL(ch))
{
send_to_char("Your class knows no prayers.\n\r",ch);
return;
}
if (argument[0] != '\0')
{
fAll = TRUE;
if (str_prefix(argument,"all"))
{
argument = one_argument(argument,arg);
if (!is_number(arg))
{
send_to_char("Arguments must be numerical or all.\n\r",ch);
return;
}
max_lev = atoi(arg);
if (max_lev < 1 || max_lev > LEVEL_HERO)
{
sprintf(buf,"Levels must be between 1 and %d.\n\r",LEVEL_HERO);
send_to_char(buf,ch);
return;
}
if (argument[0] != '\0')
{
argument = one_argument(argument,arg);
if (!is_number(arg))
{
send_to_char("Arguments must be numerical or all.\n\r",ch);
return;
}
min_lev = max_lev;
max_lev = atoi(arg);
if (max_lev < 1 || max_lev > LEVEL_HERO)
{
sprintf(buf,
"Levels must be between 1 and %d.\n\r",LEVEL_HERO);
send_to_char(buf,ch);
return;
}
if (min_lev > max_lev)
{
send_to_char("That would be silly.\n\r",ch);
return;
}
}
}
}
/* initialize data */
for (level = 0; level < LEVEL_HERO + 1; level++)
{
spell_columns[level] = 0;
spell_list[level][0] = '\0';
}
for (sn = 0; sn < MAX_SKILL; sn++)
{
if (skill_table[sn].name == NULL )
break;
if ((level = skill_table[sn].skill_level[ch->class]) < LEVEL_HERO + 1
&& level >= min_lev && level <= max_lev
&& skill_table[sn].spell_fun != spell_null
&& ch->pcdata->learned[sn] > 0
&& (skill_table[sn].ctype==CMD_COMMUNE || skill_table[sn].ctype==CMD_BOTH))
{
found = TRUE;
level = skill_table[sn].skill_level[ch->class];
if (ch->level < level)
sprintf(buf,"%-18s n/a ", skill_table[sn].name);
else
{
mana = UMAX(skill_table[sn].min_mana,
100/(2 + ch->level - level));
sprintf(buf,"%-18s %3d mana ",skill_table[sn].name,mana);
}
if (spell_list[level][0] == '\0')
sprintf(spell_list[level],"\n\rLevel %2d: %s",level,buf);
else /* append */
{
if ( ++spell_columns[level] % 2 == 0)
strcat(spell_list[level],"\n\r ");
strcat(spell_list[level],buf);
}
}
}
/* return results */
if (!found)
{
send_to_char("No supplications found.\n\r",ch);
return;
}
buffer = new_buf();
for (level = 0; level < LEVEL_HERO + 1; level++)
if (spell_list[level][0] != '\0')
add_buf(buffer,spell_list[level]);
add_buf(buffer,"\n\r");
page_to_char(buf_string(buffer),ch);
free_buf(buffer);
}
void do_commune( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
AFFECT_DATA af;
int target;
if ( IS_NPC(ch) && ch->desc == NULL)
return;
target_name = one_argument( argument, arg1 );
one_argument( target_name, arg2 );
if(class_table[ch->class].ctype!=CLASS_COMMUNER && !IS_IMMORTAL(ch))
return send_to_char("You aren't in touch well enough with the gods to commune prayers.\n\r",ch);
if (IS_SET(ch->act,PLR_BETRAYER))
return send_to_char("Your god has forsaken you!\n\r",ch);
if(!IS_NPC(ch) && ch->pcdata->oalign==3 && ch->alignment==-1000)
return send_to_char("Your god has forsaken you!\n\r",ch);
if ( arg1[0] == '\0' )
return send_to_char( "Commune which what where?\n\r", ch );
if ((sn = find_spell(ch,arg1)) < 1
|| skill_table[sn].spell_fun == spell_null
|| (!IS_NPC(ch) && get_skill(ch,sn) < 5)
|| (!IS_NPC(ch) && ch->pcdata->learned[sn] == 0))
return send_to_char( "You don't know any prayers of that name.\n\r", ch );
// if(skill_table[sn].skill_level[ch->class]>=51 && !IS_SET(ch->act,PLR_EMPOWERED) && !IS_IMMORTAL(ch))
// return send_to_char("The gods do not find you worthy of a prayer of that magnitude.\n\r",ch);
if ( ch->position < skill_table[sn].minimum_position )
return send_to_char( "You can't concentrate enough.\n\r", ch );
if((skill_table[sn].ctype==CMD_SPELL
|| skill_table[sn].ctype==CMD_POWER
|| skill_table[sn].ctype==CMD_SONG)
&& !IS_IMMORTAL(ch))
return send_to_char("You can't commune that.\n\r",ch);
if (ch->level + 2 == skill_table[sn].skill_level[ch->class])
mana = 50;
else
{
if(is_affected(ch,gsn_garble))
{
mana = UMAX(
(skill_table[sn].min_mana*2),
100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );
}
else
{
mana = UMAX(
skill_table[sn].min_mana,
100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );
}
}
/*
* Locate targets.
*/
victim = NULL;
obj = NULL;
vo = NULL;
target = TARGET_NONE;
af.aftype = AFT_COMMUNE;
switch ( skill_table[sn].target )
{
default:
bug( "Do_cast: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
break;
case TAR_CHAR_OFFENSIVE:
if ( arg2[0] == '\0' )
{
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "Commune the prayer on whom?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) )
{
check_killer(ch,victim);
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own master.\n\r",
ch );
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_SELF:
if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) )
{
send_to_char( "You cannot commune this prayer on another.\n\r", ch );
return;
}
vo = (void *) ch;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if ( arg2[0] == '\0' )
{
send_to_char( "What should the prayer be communed upon?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, target_name, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
break;
case TAR_OBJ_CHAR_OFF:
if (arg2[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("Commune the prayer on whom or what?\n\r",ch);
return;
}
target = TARGET_CHAR;
}
else if ((victim = get_char_room(ch,target_name)) != NULL)
{
target = TARGET_CHAR;
}
if (target == TARGET_CHAR) /* check the sanity of the attack */
{
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
return send_to_char( "You can't do that on your own follower.\n\r", ch );
if (!IS_NPC(ch))
check_killer(ch,victim);
vo = (void *) victim;
}
else if ((obj = get_obj_here(ch,target_name)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
return send_to_char("You don't see that here.\n\r",ch);
break;
case TAR_OBJ_CHAR_DEF:
if (arg2[0] == '\0')
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if ((victim = get_char_room(ch,target_name)) != NULL)
{
vo = (void *) victim;
target = TARGET_CHAR;
}
else if ((obj = get_obj_carry(ch,target_name,ch)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
return send_to_char("You don't see that here.\n\r",ch);
break;
}
if ( !IS_NPC(ch) && ch->mana < mana )
return send_to_char( "You don't have enough mana.\n\r", ch );
WAIT_STATE( ch, skill_table[sn].beats );
if ( !IS_NPC(ch) && (number_percent( ) > get_skill(ch,sn)))
{
send_to_char( "You lost your concentration.\n\r", ch );
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
/* if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC) && !(ch->level > LEVEL_HERO))
{
act("$n's spell fizzles.",ch,0,0,TO_ROOM);
send_to_char("Your prayer fizzles and dies.\n\r",ch);
return;
}
*/ if (skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& is_safe(ch,victim))
return;
if (skill_table[sn].target == TAR_CHAR_OFFENSIVE)
{
if (!IS_NPC(ch) && !IS_NPC(victim)
&& (ch->fighting == NULL || victim->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you filthy dog!",PERS(ch,victim));
break;
case (2):
sprintf(buf,"Help! %s is communing a supplication on me!",PERS(ch,victim));
}
if (victim != ch && !IS_NPC(ch))
do_myell(victim,buf);
}
}
if(skill_table[sn].target==TAR_CHAR_OFFENSIVE && victim!=ch)
{
act("You narrow your eyes and glare in $N's direction.",ch,0,victim,TO_CHAR);
act("$n narrows $s eyes and glares in $N's direction.",ch,0,victim,TO_NOTVICT);
act("$n narrows $s eyes and glares in your direction.",ch,0,victim,TO_VICT);
if(check_volley(ch,victim))
{
act("$N reflects your spell right back at you!",ch,0,victim,TO_CHAR);
act("You reflect $n's spell right back at $m!",ch,0,victim,TO_VICT);
act("$N reflects $n's spell right back at $m!",ch,0,victim,TO_NOTVICT);
(*skill_table[sn].spell_fun) ( sn, ch->level*2, victim, ch, target);
return;
}
}
if(skill_table[sn].target==TAR_CHAR_SELF || skill_table[sn].target==TAR_IGNORE ||
skill_table[sn].target==TAR_OBJ_CHAR_DEF || skill_table[sn].target==TAR_OBJ_CHAR_OFF ||
(skill_table[sn].target==TAR_CHAR_DEFENSIVE && victim==ch))
{
act("You close your eyes and concentrate for a moment.",ch,0,0,TO_CHAR);
act("$n closes $s eyes with a look of concentration for a moment.",ch,0,0,TO_ROOM);
}
if(skill_table[sn].target==TAR_CHAR_DEFENSIVE && victim!=ch)
{
act("You close your eyes for a moment and nod at $N.",ch,0,victim,TO_CHAR);
act("$n closes $s eyes for a moment and nods at $N.",ch,0,victim,TO_NOTVICT);
act("$n closes $s eyes for a moment and nods at you.",ch,0,victim,TO_VICT);
}
if(skill_table[sn].target==TAR_OBJ_INV)
{
act("You furrow your brow as you look through your possessions.",ch,0,0,TO_CHAR);
act("$n furrows $s brow as $e looks through $s possessions.",ch,0,0,TO_ROOM);
}
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo,target);
check_improve(ch,sn,TRUE,1);
}
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
&& victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{ check_killer(victim,ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
bool check_volley(CHAR_DATA *ch, CHAR_DATA *victim)
{
int skill, chance;
return FALSE;
if(!ch || !victim)
return FALSE;
if(!(skill=get_skill(victim,gsn_volley)) || victim->fighting || !IS_AWAKE(victim) || victim==ch)
return FALSE;
if(get_trust(victim) == MAX_LEVEL)
return TRUE;
chance = skill * .6;
chance -= get_curr_stat(ch,STAT_INT);
chance += get_curr_stat(victim,STAT_INT);
if(number_percent()<chance)
return TRUE;
return FALSE;
}