/*****************************************************************************
* DikuMUD (C) 1990, 1991 by: *
* Sebastian Hammer, Michael Seifert, Hans Henrik Staefeldt, Tom Madsen, *
* and Katja Nyboe. *
*---------------------------------------------------------------------------*
* MERC 2.1 (C) 1992, 1993 by: *
* Michael Chastain, Michael Quan, and Mitchell Tse. *
*---------------------------------------------------------------------------*
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by: Derek Snider. *
* Team: Thoric, Altrag, Blodkai, Narn, Haus, Scryn, Rennard, Swordbearer, *
* gorog, Grishnakh, Nivek, Tricops, and Fireblade. *
*---------------------------------------------------------------------------*
* SMAUG 1.7 FUSS by: Samson and others of the SMAUG community. *
* Their contributions are greatly appreciated. *
*---------------------------------------------------------------------------*
* LoP (C) 2006, 2007, 2008 by: the LoP team. *
*---------------------------------------------------------------------------*
* Spell handling module *
*****************************************************************************/
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include "h/mud.h"
int mana_cost( CHAR_DATA *ch, int sn );
bool can_practice( CHAR_DATA *ch, int sn );
void increase_gold( CHAR_DATA *ch, int amount );
void decrease_gold( CHAR_DATA *ch, int amount );
bool has_gold( CHAR_DATA *ch, int amount );
void show_morphs( CHAR_DATA *ch );
/* Local functions. */
extern int top_affect;
void show_obj( CHAR_DATA *ch, OBJ_DATA *obj );
ch_ret spell_affect( int sn, int level, CHAR_DATA *ch, void *vo );
ch_ret spell_affectchar( int sn, int level, CHAR_DATA *ch, void *vo );
int dispel_casting( AFFECT_DATA *paf, CHAR_DATA *ch, CHAR_DATA *victim, int affect, bool dispel );
bool can_charm( CHAR_DATA *ch );
/* Will absorb a damage type */
bool will_absorb( CHAR_DATA *ch, short damtype )
{
switch( damtype )
{
case SD_FIRE: return ( xIS_SET( ch->absorb, RIS_FIRE ) );
case SD_WIND: return ( xIS_SET( ch->absorb, RIS_WIND ) );
case SD_EARTH: return ( xIS_SET( ch->absorb, RIS_EARTH ) );
case SD_WATER: return ( xIS_SET( ch->absorb, RIS_WATER ) );
case SD_ICE: return ( xIS_SET( ch->absorb, RIS_ICE ) );
case SD_COLD: return ( xIS_SET( ch->absorb, RIS_COLD ) );
case SD_ELECTRICITY: return ( xIS_SET( ch->absorb, RIS_ELECTRICITY ) );
case SD_ENERGY: return ( xIS_SET( ch->absorb, RIS_ENERGY ) );
case SD_ACID: return ( xIS_SET( ch->absorb, RIS_ACID ) );
case SD_POISON: return ( xIS_SET( ch->absorb, RIS_POISON ) );
case SD_DRAIN: return ( xIS_SET( ch->absorb, RIS_DRAIN ) );
case SD_HOLY: return ( xIS_SET( ch->absorb, RIS_HOLY ) );
case SD_SHADOW: return ( xIS_SET( ch->absorb, RIS_SHADOW ) );
}
return false;
}
/* Is immune to a damage type */
bool is_immune( CHAR_DATA *ch, short damtype )
{
switch( damtype )
{
case SD_FIRE: return ( xIS_SET( ch->immune, RIS_FIRE ) );
case SD_WIND: return ( xIS_SET( ch->immune, RIS_WIND ) );
case SD_EARTH: return ( xIS_SET( ch->immune, RIS_EARTH ) );
case SD_WATER: return ( xIS_SET( ch->immune, RIS_WATER ) );
case SD_ICE: return ( xIS_SET( ch->immune, RIS_ICE ) );
case SD_COLD: return ( xIS_SET( ch->immune, RIS_COLD ) );
case SD_ELECTRICITY: return ( xIS_SET( ch->immune, RIS_ELECTRICITY ) );
case SD_ENERGY: return ( xIS_SET( ch->immune, RIS_ENERGY ) );
case SD_ACID: return ( xIS_SET( ch->immune, RIS_ACID ) );
case SD_POISON: return ( xIS_SET( ch->immune, RIS_POISON ) );
case SD_DRAIN: return ( xIS_SET( ch->immune, RIS_DRAIN ) );
case SD_HOLY: return ( xIS_SET( ch->immune, RIS_HOLY ) );
case SD_SHADOW: return ( xIS_SET( ch->immune, RIS_SHADOW ) );
}
return false;
}
/* Lookup an herb by name. */
int herb_lookup( const char *name )
{
int sn;
for( sn = 0; sn < top_herb; sn++ )
{
if( !herb_table[sn] || !herb_table[sn]->name )
return -1;
if( LOWER( name[0] ) != LOWER( herb_table[sn]->name[0] ) )
continue;
if( str_prefix( name, herb_table[sn]->name ) )
continue;
return sn;
}
return -1;
}
void set_ch_personal( PC_DATA *pc )
{
int sn, count = 0;
if( !pc || !pc->character )
return;
/* Set them all to nothing */
for( sn = 0; sn < MAX_PC_PERS; sn++ )
pc->personal[sn] = -1;
for( sn = 0; sn < top_pers; sn++ )
{
if( !pers_table[sn] || !pers_table[sn]->name || !pers_table[sn]->teachers || str_cmp( pers_table[sn]->teachers, pc->character->name ) )
continue;
/* Lets make sure now that we keep it in limit */
if( count >= MAX_PC_PERS )
send_to_char( "Your already at your max personal skills/spells.\r\n", pc->character );
else
pc->personal[count++] = sn; /* Set them if valid and is listed as the teacher */
}
}
/* Lookup personals only for this character */
int ch_pers_lookup( const char *pchar, const char *name )
{
int sn;
for( sn = 0; sn < top_pers; sn++ )
{
if( !pers_table[sn] || !pers_table[sn]->name )
return -1;
if( LOWER( name[0] ) != LOWER( pers_table[sn]->name[0] ) )
continue;
if( str_prefix( name, pers_table[sn]->name ) )
continue;
if( str_cmp( pers_table[sn]->teachers, pchar ) )
continue;
return sn;
}
return -1;
}
int pers_lookup( const char *name )
{
int sn;
for( sn = 0; sn < top_pers; sn++ )
{
if( !pers_table[sn] || !pers_table[sn]->name )
return -1;
if( LOWER( name[0] ) != LOWER( pers_table[sn]->name[0] ) )
continue;
if( str_prefix( name, pers_table[sn]->name ) )
continue;
return sn;
}
return -1;
}
/* Lookup a skill by name. */
int skill_lookup( const char *name )
{
int sn;
if( ( sn = bsearch_skill_exact( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 )
if( ( sn = bsearch_skill_exact( name, gsn_first_skill, gsn_first_weapon - 1 ) ) == -1 )
if( ( sn = bsearch_skill_exact( name, gsn_first_weapon, gsn_first_tongue - 1 ) ) == -1 )
if( ( sn = bsearch_skill_exact( name, gsn_first_tongue, gsn_top_sn - 1 ) ) == -1 )
if( ( sn = bsearch_skill_prefix( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 )
if( ( sn = bsearch_skill_prefix( name, gsn_first_skill, gsn_first_weapon - 1 ) ) == -1 )
if( ( sn = bsearch_skill_prefix( name, gsn_first_weapon, gsn_first_tongue - 1 ) ) == -1 )
if( ( sn = bsearch_skill_prefix( name, gsn_first_tongue, gsn_top_sn - 1 ) ) == -1 && gsn_top_sn < top_sn )
{
for( sn = gsn_top_sn; sn < top_sn; sn++ )
{
if( !skill_table[sn] || !skill_table[sn]->name )
return -1;
if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] )
&& !str_prefix( name, skill_table[sn]->name ) )
return sn;
}
return -1;
}
return sn;
}
/* This is to allow it to just check for spells so you see less "That isn't a spell" lines for like 'cast trollish' */
int spell_lookup( const char *name )
{
int sn;
if( ( sn = bsearch_skill_exact( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 )
if( ( sn = bsearch_skill_prefix( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 )
return skill_lookup( name );
return sn;
}
/*
* Return a skilltype pointer based on sn - Thoric
* Returns NULL if bad or unused sn.
*/
SKILLTYPE *get_skilltype( int sn )
{
if( sn >= TYPE_PERS )
return is_valid_pers( sn - TYPE_PERS ) ? pers_table[sn - TYPE_PERS] : NULL;
if( sn >= TYPE_HERB )
return is_valid_herb( sn - TYPE_HERB ) ? herb_table[sn - TYPE_HERB] : NULL;
if( sn >= TYPE_HIT )
return NULL;
return is_valid_sn( sn ) ? skill_table[sn] : NULL;
}
/*
* Perform a binary search on a section of the skill table -Thoric
* Each different section of the skill table is sorted alphabetically
*
* Check for prefix matches
*/
int bsearch_skill_prefix( const char *name, int first, int top )
{
int sn;
for( ;; )
{
sn = ( first + top ) >> 1;
if( !is_valid_sn( sn ) )
return -1;
if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) )
return sn;
if( first >= top )
return -1;
if( strcasecmp( name, skill_table[sn]->name ) < 1 )
top = sn - 1;
else
first = sn + 1;
}
}
/*
* Perform a binary search on a section of the skill table -Thoric
* Each different section of the skill table is sorted alphabetically
*
* Check for exact matches only
*/
int bsearch_skill_exact( const char *name, int first, int top )
{
int sn;
for( ;; )
{
sn = ( first + top ) >> 1;
if( !is_valid_sn( sn ) )
return -1;
if( !strcasecmp( name, skill_table[sn]->name ) )
return sn;
if( first >= top )
return -1;
if( strcasecmp( name, skill_table[sn]->name ) < 1 )
top = sn - 1;
else
first = sn + 1;
}
}
/*
* Perform a binary search on a section of the skill table -Thoric
* Each different section of the skill table is sorted alphabetically
*
* Check exact match first, then a prefix match
*/
int bsearch_skill( const char *name, int first, int top )
{
int sn = bsearch_skill_exact( name, first, top );
return ( sn == -1 ) ? bsearch_skill_prefix( name, first, top ) : sn;
}
/*
* Perform a binary search on a section of the skill table
* Each different section of the skill table is sorted alphabetically
* Only match skills player knows -Thoric
*/
int ch_bsearch_skill_prefix( CHAR_DATA *ch, const char *name, int first, int top )
{
int sn;
for( ;; )
{
sn = ( first + top ) >> 1;
if( ch->pcdata->learned[sn] > 0 )
if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) )
if( !str_prefix( name, skill_table[sn]->name ) )
if( can_practice( ch, sn ) )
return sn;
if( first >= top )
return -1;
if( strcmp( name, skill_table[sn]->name ) < 1 )
top = sn - 1;
else
first = sn + 1;
}
}
int ch_bsearch_skill_exact( CHAR_DATA *ch, const char *name, int first, int top )
{
int sn;
for( ;; )
{
sn = ( first + top ) >> 1;
if( ch->pcdata->learned[sn] > 0 )
if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) )
if( !str_cmp( name, skill_table[sn]->name ) )
if( can_practice( ch, sn ) )
return sn;
if( first >= top )
return -1;
if( strcmp( name, skill_table[sn]->name ) < 1 )
top = sn - 1;
else
first = sn + 1;
}
}
int ch_bsearch_skill( CHAR_DATA *ch, const char *name, int first, int top )
{
int sn = ch_bsearch_skill_exact( ch, name, first, top );
return ( sn == -1 ) ? ch_bsearch_skill_prefix( ch, name, first, top ) : sn;
}
int find_spell( CHAR_DATA *ch, const char *name, bool know )
{
if( is_npc( ch ) || !know )
return bsearch_skill( name, gsn_first_spell, gsn_first_skill - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_spell, gsn_first_skill - 1 );
}
int find_skill( CHAR_DATA *ch, const char *name, bool know )
{
if( is_npc( ch ) || !know )
return bsearch_skill( name, gsn_first_skill, gsn_first_weapon - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_skill, gsn_first_weapon - 1 );
}
int find_weapon( CHAR_DATA *ch, const char *name, bool know )
{
if( is_npc( ch ) || !know )
return bsearch_skill( name, gsn_first_weapon, gsn_first_tongue - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_weapon, gsn_first_tongue - 1 );
}
int find_tongue( CHAR_DATA *ch, const char *name, bool know )
{
if( is_npc( ch ) || !know )
return bsearch_skill( name, gsn_first_tongue, gsn_top_sn - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_tongue, gsn_top_sn - 1 );
}
/* Lookup a skill by slot number. Used for object loading. */
int slot_lookup( int slot )
{
extern bool fBootDb;
int sn;
if( slot <= 0 )
return -1;
for( sn = 0; sn < top_sn; sn++ )
if( slot == skill_table[sn]->slot )
return sn;
if( fBootDb )
{
bug( "%s: bad slot %d.", __FUNCTION__, slot );
abort( );
}
return -1;
}
/* Handler to tell the victim which spell is being affected. - Shaddai */
int dispel_casting( AFFECT_DATA *paf, CHAR_DATA *ch, CHAR_DATA *victim, int affect, bool dispel )
{
char buf[MSL], *spell;
SKILLTYPE *sktmp;
bool is_mage = false, has_detect = false;
EXT_BV ext_bv = meb( affect );
if( is_npc( ch ) )
is_mage = true;
if( IS_AFFECTED( ch, AFF_DETECT_MAGIC ) )
has_detect = true;
if( paf )
{
if( !( sktmp = get_skilltype( paf->type ) ) )
return 0;
spell = sktmp->name;
}
else
spell = ext_flag_string( &ext_bv, a_flags );
set_char_color( AT_MAGIC, ch );
set_char_color( AT_HITME, victim );
if( !can_see( ch, victim ) )
mudstrlcpy( buf, "Someone", sizeof( buf ) );
else
{
mudstrlcpy( buf, ( is_npc( victim ) ? victim->short_descr : victim->name ), sizeof( buf ) );
buf[0] = toupper( buf[0] );
}
if( dispel )
{
ch_printf( victim, "Your %s vanishes.\r\n", spell );
if( is_mage && has_detect )
ch_printf( ch, "%s's %s vanishes.\r\n", buf, spell );
else
return 0; /* So we give the default Ok. Message */
}
else
{
if( is_mage && has_detect )
ch_printf( ch, "%s's %s wavers but holds.\r\n", buf, spell );
else
return 0; /* The wonderful Failed. Message */
}
return 1;
}
/* Fancy message handling for a successful casting - Thoric */
void successful_casting( SKILLTYPE *skill, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION );
short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT );
short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME );
if( !ch )
return;
if( !victim )
victim = ch;
if( skill->target != TAR_CHAR_OFFENSIVE )
{
chit = chitroom;
chitme = chitroom;
}
if( ch != victim )
{
if( skill->hit_char )
act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
act( chit, "Ok.", ch, NULL, NULL, TO_CHAR );
}
if( skill->hit_vict )
act( chitme, skill->hit_vict, ch, obj, victim, ch == victim ? TO_CHAR : TO_VICT );
else if( ch == victim && ( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL ) )
act( chitme, "Ok.", ch, NULL, victim, TO_CHAR );
if( skill->hit_room )
act( chitroom, skill->hit_room, ch, obj, victim, TO_NOTVICT );
}
/* Fancy message handling for a failed casting - Thoric */
void failed_casting( SKILLTYPE *skill, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION );
short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT );
short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME );
if( !ch )
return;
if( !victim )
victim = ch;
if( skill->target != TAR_CHAR_OFFENSIVE )
{
chit = chitroom;
chitme = chitroom;
}
if( ch != victim )
{
if( skill->miss_char && skill->miss_char[0] != '\0' )
act( chit, skill->miss_char, ch, obj, victim, TO_CHAR );
else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
act( chit, "You failed.", ch, NULL, NULL, TO_CHAR );
}
if( skill->miss_vict )
act( chitme, skill->miss_vict, ch, obj, victim, ch == victim ? TO_CHAR : TO_VICT );
else if( ch == victim && ( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL ) )
act( chitme, "You failed.", ch, NULL, victim, TO_CHAR );
if( skill->miss_room )
act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
}
/* Fancy message handling for being immune to something -Thoric */
void immune_casting( SKILLTYPE *skill, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION );
short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT );
short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME );
if( !ch )
return;
if( !victim )
victim = ch;
if( skill->target != TAR_CHAR_OFFENSIVE )
{
chit = chitroom;
chitme = chitroom;
}
if( ch != victim )
{
if( skill->imm_char )
act( chit, skill->imm_char, ch, obj, victim, TO_CHAR );
else if( skill->miss_char )
act( chit, skill->miss_char, ch, obj, victim, TO_CHAR );
else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
act( chit, "That appears to have no effect.", ch, NULL, NULL, TO_CHAR );
}
if( skill->imm_vict )
act( chitme, skill->imm_vict, ch, obj, victim, ch == victim ? TO_CHAR : TO_VICT );
else if( skill->miss_vict )
act( chitme, skill->miss_vict, ch, obj, victim, ch == victim ? TO_CHAR : TO_VICT );
else if( ch == victim && ( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL ) )
act( chitme, "That appears to have no affect.", ch, NULL, NULL, TO_CHAR );
if( skill->imm_room )
act( chitroom, skill->imm_room, ch, obj, victim, TO_NOTVICT );
else if( skill->miss_room )
act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
}
void absorb_casting( SKILLTYPE *skill, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
short chitroom = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION );
short chit = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT );
short chitme = ( skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME );
if( !ch )
return;
if( !victim )
victim = ch;
if( skill->target != TAR_CHAR_OFFENSIVE )
{
chit = chitroom;
chitme = chitroom;
}
if( ch != victim )
{
if( skill->abs_char )
act( chit, skill->abs_char, ch, obj, victim, TO_CHAR );
else if( skill->miss_char )
act( chit, skill->miss_char, ch, obj, victim, TO_CHAR );
else if( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
act( chit, "That appears to have been absorbed.", ch, NULL, NULL, TO_CHAR );
}
if( skill->abs_vict )
act( chitme, skill->abs_vict, ch, obj, victim, ch == victim ? TO_CHAR : TO_VICT );
else if( skill->miss_vict )
act( chitme, skill->miss_vict, ch, obj, victim, ch == victim ? TO_CHAR : TO_VICT );
else if( ch == victim && ( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL ) )
act( chitme, "That appears to have been absorbed.", ch, NULL, NULL, TO_CHAR );
if( skill->abs_room )
act( chitroom, skill->abs_room, ch, obj, victim, TO_NOTVICT );
else if( skill->miss_room )
act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
}
/* Utter mystical words for an sn. */
void say_spell( CHAR_DATA *ch, int sn )
{
CHAR_DATA *rch;
SKILLTYPE *skill = get_skilltype( sn );
char buf[MSL], buf2[MSL], *pName;
const char *uclass, *ruclass;
int iSyl, length;
struct syl_type
{
const char *old;
const char *cnew;
};
static const struct syl_type syl_table[] =
{
{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" }, { "", ""}
};
buf[0] = '\0';
for( pName = skill->name; *pName != '\0'; pName += length )
{
for( iSyl = 0; ( length = strlen( syl_table[iSyl].old ) ) != 0; iSyl++ )
{
if( !str_prefix( syl_table[iSyl].old, pName ) )
{
mudstrlcat( buf, syl_table[iSyl].cnew, sizeof( buf ) );
break;
}
}
if( length == 0 )
length = 1;
}
snprintf( buf2, sizeof( buf2 ), "$n utters the words, '%s'.", buf );
snprintf( buf, sizeof( buf ), "$n utters the words, '%s'.", skill->name );
uclass = dis_main_class_name( ch );
for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
{
if( rch == ch )
continue;
ruclass = dis_main_class_name( rch );
if( !str_cmp( uclass, ruclass ) )
act( AT_MAGIC, buf, ch, NULL, rch, TO_VICT );
else
act( AT_MAGIC, buf2, ch, NULL, rch, TO_VICT );
}
}
/* Make adjustments to saving throw based in RIS -Thoric */
/* This is normaly used for Magic stuff so should also check RIS_MAGIC on all of it */
int ris_save( CHAR_DATA *ch, int schance, int ris )
{
short modifier;
modifier = 10;
if( ( xIS_SET( ch->absorb, RIS_MAGIC ) && !xIS_SET( ch->no_absorb, RIS_MAGIC ) )
|| ( xIS_SET( ch->absorb, ris ) && !xIS_SET( ch->no_absorb, ris ) ) )
return -2;
if( ( xIS_SET( ch->immune, RIS_MAGIC ) && !xIS_SET( ch->no_immune, RIS_MAGIC ) )
|| ( xIS_SET( ch->immune, ris ) && !xIS_SET( ch->no_immune, ris ) ) )
return -1;
if( xIS_SET( ch->resistant, ris ) && !xIS_SET( ch->no_resistant, ris ) )
modifier -= 2;
if( xIS_SET( ch->resistant, RIS_MAGIC ) && !xIS_SET( ch->no_resistant, RIS_MAGIC ) )
modifier -= 2;
if( xIS_SET( ch->susceptible, ris ) && !xIS_SET( ch->no_susceptible, ris ) )
modifier += 2;
if( xIS_SET( ch->susceptible, RIS_MAGIC ) && !xIS_SET( ch->no_susceptible, RIS_MAGIC ) )
modifier += 2;
if( modifier == 10 )
return schance;
return ( schance * modifier ) / 10;
}
/* -Thoric
* Fancy dice expression parsing complete with order of operations,
* simple exponent support, dice support as well as a few extra
* variables: L = level, H = hp, M = mana, V = move, S = str, X = dex
* I = int, W = wis, C = con, A = cha, U = luck, A = age
*
* Used for spell dice parsing, ie: 3d8+L-6
*/
int rd_parse( CHAR_DATA *ch, int level, char *texp )
{
unsigned int x;
int lop = 0, gop = 0, eop = 0, tmp = 0;
char operation;
char *sexp[2];
int total = 0;
unsigned int len = 0;
/* take care of nulls coming in */
if( !texp || !strlen( texp ) )
return 0;
/* get rid of brackets if they surround the entire expresion */
if( ( *texp == '(' ) && texp[strlen( texp ) - 1] == ')' )
{
texp[strlen( texp ) - 1] = '\0';
texp++;
}
/* check if the expresion is just a number */
len = strlen( texp );
if( len == 1 && isalpha( texp[0] ) )
{
switch( texp[0] )
{
case 'A':
case 'a':
return get_curr_cha( ch );
case 'B':
case 'b':
return get_hitroll( ch );
case 'C':
case 'c':
return get_curr_con( ch );
case 'E':
case 'e':
return get_damroll( ch );
case 'H':
case 'h':
return ch->hit;
case 'I':
case 'i':
return get_curr_int( ch );
case 'L':
case 'l':
return level;
case 'M':
case 'm':
return ch->mana;
case 'S':
case 's':
return get_curr_str( ch );
case 'U':
case 'u':
return get_curr_lck( ch );
case 'V':
case 'v':
return ch->move;
case 'W':
case 'w':
return get_curr_wis( ch );
case 'X':
case 'x':
return get_curr_dex( ch );
case 'Y':
case 'y':
return get_age( ch );
}
}
for( x = 0; x < len; ++x )
if( !isdigit( texp[x] ) && !isspace( texp[x] ) )
break;
if( x == len )
return atoi( texp );
/* break it into 2 parts */
for( x = 0; x < strlen( texp ); ++x )
{
switch( texp[x] )
{
case '^':
if( !total )
eop = x;
break;
case '-':
case '+':
if( !total )
lop = x;
break;
case '*':
case '/':
case '%':
case 'd':
case 'D':
case 'R':
case '<':
case '>':
case '{':
case '}':
case '=':
if( !total )
gop = x;
break;
case '(':
++total;
break;
case ')':
--total;
break;
}
}
if( lop )
x = lop;
else if( gop )
x = gop;
else
x = eop;
operation = texp[x];
texp[x] = '\0';
sexp[0] = texp;
sexp[1] = ( char * )( texp + x + 1 );
/* work it out */
total = rd_parse( ch, level, sexp[0] );
switch( operation )
{
case '-':
total -= rd_parse( ch, level, sexp[1] );
break;
case '+':
total += rd_parse( ch, level, sexp[1] );
break;
case '*':
tmp = rd_parse( ch, level, sexp[1] );
total *= tmp != 0 ? tmp : 1;
break;
case '/':
tmp = rd_parse( ch, level, sexp[1] );
total /= tmp != 0 ? tmp : 1;
break;
case '%':
total %= rd_parse( ch, level, sexp[1] );
break;
case 'd':
case 'D':
total = dice( total, rd_parse( ch, level, sexp[1] ) );
break;
case 'R':
total = number_range( total, rd_parse( ch, level, sexp[1] ) );
break;
case '<':
total = ( total < rd_parse( ch, level, sexp[1] ) );
break;
case '>':
total = ( total > rd_parse( ch, level, sexp[1] ) );
break;
case '=':
total = ( total == rd_parse( ch, level, sexp[1] ) );
break;
case '{':
total = UMIN( total, rd_parse( ch, level, sexp[1] ) );
break;
case '}':
total = UMAX( total, rd_parse( ch, level, sexp[1] ) );
break;
case '^':
{
unsigned int y = rd_parse( ch, level, sexp[1] ), z = total;
for( x = 1; x < y; ++x, z *= total );
total = z;
break;
}
}
return total;
}
/* wrapper function so as not to destroy exp */
int dice_parse( CHAR_DATA *ch, int level, char *texp )
{
char buf[MIL];
mudstrlcpy( buf, texp, sizeof( buf ) );
return rd_parse( ch, level, buf );
}
CMDF( do_checkdice )
{
ch_printf( ch, "%s returned %d from dice_parse\r\n", argument, dice_parse( ch, ch->level, argument ) );
return;
}
bool save_chance( CHAR_DATA *ch, short percent )
{
short ms;
if( !ch )
{
bug( "%s: null ch!", __FUNCTION__ );
return false;
}
ms = 10 - abs( ch->mental_state );
if( ( number_percent( ) - ms ) <= percent )
return true;
else
return false;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_poison_death( int level, CHAR_DATA *victim )
{
int save;
if( xIS_SET( victim->immune, RIS_POISON ) )
return true;
save = ( victim->level - level - victim->saving_poison_death );
save = URANGE( 5, save, 95 );
return save_chance( victim, save );
}
bool saves_wands( int level, CHAR_DATA *victim )
{
int save;
if( xIS_SET( victim->immune, RIS_MAGIC ) )
return true;
save = ( victim->level - level - victim->saving_wand );
save = URANGE( 5, save, 95 );
return save_chance( victim, save );
}
bool saves_para_petri( int level, CHAR_DATA *victim )
{
int save;
if( xIS_SET( victim->immune, RIS_PARALYSIS ) )
return true;
save = ( victim->level - level - victim->saving_para_petri );
save = URANGE( 5, save, 95 );
return save_chance( victim, save );
}
bool saves_breath( int level, CHAR_DATA *victim )
{
int save;
save = ( victim->level - level - victim->saving_breath );
save = URANGE( 5, save, 95 );
return save_chance( victim, save );
}
bool saves_spell_staff( int level, CHAR_DATA *victim )
{
int save;
if( xIS_SET( victim->immune, RIS_MAGIC ) )
return true;
if( is_npc( victim ) && level > 10 )
level -= 5;
save = ( victim->level - level - victim->saving_spell_staff );
save = URANGE( 5, save, 95 );
return save_chance( victim, save );
}
/*
* Process the spell's required components, if any -Thoric
* -----------------------------------------------
* T# check for item of type #
* V# check for item of vnum #
* Kword check for item with keyword 'word'
* G# check if player has # amount of gold
* H# check if player has # amount of hitpoints
* M# check if player has # amount of movement
*
* Special operators:
* ! spell fails if player has this
* + don't consume this component
* @ decrease component's value[0], and extract if it reaches 0
* # decrease component's value[1], and extract if it reaches 0
* $ decrease component's value[2], and extract if it reaches 0
* % decrease component's value[3], and extract if it reaches 0
* ^ decrease component's value[4], and extract if it reaches 0
* & decrease component's value[5], and extract if it reaches 0
*/
bool process_spell_components( CHAR_DATA *ch, int sn )
{
SKILLTYPE *skill = get_skilltype( sn );
char *comp = skill->components;
char *check;
char arg[MIL];
bool consume, fail, found;
int val, value;
OBJ_DATA *obj;
/* if no components necessary, then everything is cool */
if( !comp || comp[0] == '\0' )
return true;
while( comp[0] != '\0' )
{
comp = one_argument( comp, arg );
consume = true;
fail = found = false;
val = -1;
switch( arg[1] )
{
default:
check = arg + 1;
break;
case '!':
check = arg + 2;
fail = true;
break;
case '+':
check = arg + 2;
consume = false;
break;
case '@':
check = arg + 2;
val = 0;
break;
case '#':
check = arg + 2;
val = 1;
break;
case '$':
check = arg + 2;
val = 2;
break;
case '%':
check = arg + 2;
val = 3;
break;
case '^':
check = arg + 2;
val = 4;
break;
case '&':
check = arg + 2;
val = 5;
break;
/* reserve '*', '(' and ')' for v6, v7 and v8 */
}
value = atoi( check );
obj = NULL;
switch( UPPER( arg[0] ) )
{
case 'T':
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( obj->item_type == value )
{
if( fail )
{
send_to_char( "Something disrupts the casting of this spell...\r\n", ch );
return false;
}
found = true;
break;
}
break;
case 'V':
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( obj->pIndexData->vnum == value )
{
if( fail )
{
send_to_char( "Something disrupts the casting of this spell...\r\n", ch );
return false;
}
found = true;
break;
}
break;
case 'K':
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( nifty_is_name( check, obj->name ) )
{
if( fail )
{
send_to_char( "Something disrupts the casting of this spell...\r\n", ch );
return false;
}
found = true;
break;
}
break;
case 'G':
if( has_gold( ch, value ) )
{
if( fail )
{
send_to_char( "Something disrupts the casting of this spell...\r\n", ch );
return false;
}
else
{
if( consume )
{
set_char_color( AT_GOLD, ch );
send_to_char( "You feel a little lighter...\r\n", ch );
decrease_gold( ch, value );
}
continue;
}
}
break;
case 'H':
if( ch->hit >= value )
{
if( fail )
{
send_to_char( "Something disrupts the casting of this spell...\r\n", ch );
return false;
}
else
{
if( consume )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You feel a little weaker...\r\n", ch );
ch->hit -= value;
update_pos( ch );
}
continue;
}
}
break;
case 'M':
if( ch->move >= value )
{
if( fail )
{
send_to_char( "Something disrupts the casting of this spell...\r\n", ch );
return false;
}
else
{
if( consume )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You feel a little slower...\r\n", ch );
ch->move -= value;
update_pos( ch );
}
continue;
}
}
break;
}
/*
* having this component would make the spell fail... if we get
* here, then the caster didn't have that component
*/
if( fail )
continue;
if( !found )
{
send_to_char( "Something is missing...\r\n", ch );
return false;
}
if( obj )
{
if( val >= 0 && val < 6 )
{
separate_obj( obj );
if( obj->value[val] <= 0 )
{
act( AT_MAGIC, "$p disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$p disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
return false;
}
else if( --obj->value[val] == 0 )
{
act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
}
else
act( AT_MAGIC, "$p glows briefly and a whisp of smoke rises from it.", ch, obj, NULL, TO_CHAR );
}
else if( consume )
{
separate_obj( obj );
act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
}
else
{
int count = obj->count;
obj->count = 1;
act( AT_MAGIC, "$p glows briefly.", ch, obj, NULL, TO_CHAR );
obj->count = count;
}
}
}
return true;
}
int pAbort;
/* Locate targets. */
/* Turn off annoying message and just abort if needed */
bool silence_locate_targets;
void *locate_targets( CHAR_DATA *ch, char *arg, int sn, CHAR_DATA **victim, OBJ_DATA **obj )
{
SKILLTYPE *skill = get_skilltype( sn );
void *vo = NULL;
*victim = NULL;
*obj = NULL;
switch( skill->target )
{
default:
bug( "%s: bad target for sn %d.", __FUNCTION__, sn );
return &pAbort;
case TAR_IGNORE:
break;
case TAR_CHAR_OFFENSIVE:
{
if( arg[0] == '\0' )
{
if( !( *victim = who_fighting( ch ) ) )
{
if( !silence_locate_targets )
send_to_char( "Cast the spell on whom?\r\n", ch );
return &pAbort;
}
}
else
{
if( !( *victim = get_char_room( ch, arg ) ) )
{
if( !silence_locate_targets )
send_to_char( "They aren't here.\r\n", ch );
return &pAbort;
}
}
}
if( is_safe( ch, *victim, true ) )
return &pAbort;
if( ch == *victim )
{
if( SPELL_FLAG( get_skilltype( sn ), SF_NOSELF ) )
{
if( !silence_locate_targets )
send_to_char( "You can't cast this on yourself!\r\n", ch );
return &pAbort;
}
if( !silence_locate_targets )
send_to_char( "Cast this on yourself? Okay...\r\n", ch );
/*
* send_to_char( "You can't do that to yourself.\r\n", ch );
* return &pAbort;
*/
}
if( !is_npc( ch ) )
{
if( !is_npc( *victim ) )
{
if( get_timer( ch, TIMER_PKILLED ) > 0 )
{
if( !silence_locate_targets )
send_to_char( "You have been killed in the last 5 minutes.\r\n", ch );
return &pAbort;
}
if( get_timer( *victim, TIMER_PKILLED ) > 0 )
{
if( !silence_locate_targets )
send_to_char( "This player has been killed in the last 5 minutes.\r\n", ch );
return &pAbort;
}
if( xIS_SET( ch->act, PLR_NICE ) && ch != *victim )
{
if( !silence_locate_targets )
send_to_char( "You're too nice to attack another player.\r\n", ch );
return &pAbort;
}
if( *victim != ch )
{
if( !silence_locate_targets )
send_to_char( "You really shouldn't do this to another player...\r\n", ch );
else if( who_fighting( *victim ) != ch )
{
/*
* Only auto-attack those that are hitting you.
*/
return &pAbort;
}
}
}
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == *victim )
{
if( !silence_locate_targets )
send_to_char( "You can't do that on your own follower.\r\n", ch );
return &pAbort;
}
}
vo = ( void * )*victim;
break;
case TAR_CHAR_DEFENSIVE:
{
if( arg[0] == '\0' )
*victim = ch;
else
{
if( !( *victim = get_char_room( ch, arg ) ) )
{
if( !silence_locate_targets )
send_to_char( "They aren't here.\r\n", ch );
return &pAbort;
}
}
}
if( ch == *victim && SPELL_FLAG( get_skilltype( sn ), SF_NOSELF ) )
{
if( !silence_locate_targets )
send_to_char( "You can't cast this on yourself!\r\n", ch );
return &pAbort;
}
vo = ( void * )*victim;
break;
case TAR_CHAR_SELF:
if( arg[0] != '\0' && !nifty_is_name( arg, ch->name ) )
{
if( !silence_locate_targets )
send_to_char( "You can't cast this spell on another.\r\n", ch );
return &pAbort;
}
vo = ( void * )ch;
break;
case TAR_OBJ_INV:
{
if( !arg || arg[0] == '\0' )
{
if( !silence_locate_targets )
send_to_char( "What should the spell be cast upon?\r\n", ch );
return &pAbort;
}
if( !( *obj = get_obj_carry( ch, arg ) ) )
{
if( !silence_locate_targets )
send_to_char( "You aren't carrying that.\r\n", ch );
return &pAbort;
}
}
vo = ( void * )*obj;
break;
}
return vo;
}
/* The kludgy global is for spells who want more stuff from command line. */
char *target_name;
char *ranged_target_name = NULL;
/* Cast a spell. Multi-caster and component support by Thoric */
void do_cast( CHAR_DATA *ch, char *argument )
{
char arg1[MIL], arg2[MIL];
static char staticbuf[MIL];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo = NULL;
int mana, sn;
ch_ret retcode;
bool dont_wait = false;
SKILLTYPE *skill = NULL;
struct timeval time_used;
retcode = rNONE;
switch( ch->substate )
{
default:
/* no ordering charmed mobs to cast spells */
if( is_npc( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't seem to do that right now...\r\n", ch );
return;
}
if( xIS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You failed.\r\n", ch );
return;
}
target_name = one_argument( argument, arg1 );
one_argument( target_name, arg2 );
STRFREE( ranged_target_name );
ranged_target_name = STRALLOC( target_name );
if( arg1 == NULL || arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\r\n", ch );
return;
}
/* Regular mortal spell casting */
if( get_trust( ch ) < PERM_LEADER )
{
/* Check normal spells */
if( ( sn = find_spell( ch, arg1, true ) ) >= 0 )
{
if( !is_npc( ch ) && !can_practice( ch, sn ) )
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
if( !( skill = get_skilltype( sn ) ) )
{
send_to_char( "You can't do that right now...\r\n", ch );
return;
}
if( skill->type != SKILL_SPELL )
{
send_to_char( "That isn't a spell.\r\n", ch );
return;
}
}
else if( ( sn = ch_pers_lookup( ch->name, arg1 ) ) >= 0 )
{
sn += TYPE_PERS;
if( !( skill = get_skilltype( sn ) ) )
{
send_to_char( "You can't do that right now...\r\n", ch );
return;
}
if( !skill->tmpspell )
{
send_to_char( "That isn't a spell.\r\n", ch );
return;
}
}
else
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
}
else /* Godly "spell builder" spell casting with debugging messages */
{
/* First check normal spells */
if( ( sn = spell_lookup( arg1 ) ) >= 0 )
{
if( !( skill = get_skilltype( sn ) ) )
{
send_to_char( "Something is severely wrong with that one...\r\n", ch );
return;
}
if( skill->type != SKILL_SPELL )
{
send_to_char( "That isn't a spell.\r\n", ch );
return;
}
}
else if( ( sn = pers_lookup( arg1 ) ) >= 0 )
{
sn += TYPE_PERS;
if( !( skill = get_skilltype( sn ) ) )
{
send_to_char( "You can't do that right now...\r\n", ch );
return;
}
if( !skill->tmpspell )
{
send_to_char( "That isn't a spell.\r\n", ch );
return;
}
}
else
{
send_to_char( "We didn't create that yet...\r\n", ch );
return;
}
if( !skill->spell_fun )
{
send_to_char( "We didn't finish that one yet...\r\n", ch );
return;
}
}
/*
* Something else removed by Merc -Thoric
* Band-aid alert! !is_npc check -- Blod
*/
if( ch->position < skill->minimum_position && !is_npc( ch ) )
{
switch( ch->position )
{
default:
send_to_char( "You can't concentrate enough.\r\n", ch );
break;
case POS_SITTING:
send_to_char( "You can't summon enough energy sitting down.\r\n", ch );
break;
case POS_RESTING:
send_to_char( "You're too relaxed to cast that spell.\r\n", ch );
break;
case POS_FIGHTING:
if( skill->minimum_position <= POS_EVASIVE )
send_to_char( "This fighting style is too demanding for that!\r\n", ch );
else
send_to_char( "No way! You're still fighting!\r\n", ch );
break;
case POS_DEFENSIVE:
if( skill->minimum_position <= POS_EVASIVE )
send_to_char( "This fighting style is too demanding for that!\r\n", ch );
else
send_to_char( "No way! You're still fighting!\r\n", ch );
break;
case POS_AGGRESSIVE:
if( skill->minimum_position <= POS_EVASIVE )
send_to_char( "This fighting style is too demanding for that!\r\n", ch );
else
send_to_char( "No way! You're still fighting!\r\n", ch );
break;
case POS_BERSERK:
if( skill->minimum_position <= POS_EVASIVE )
send_to_char( "This fighting style is too demanding for that!\r\n", ch );
else
send_to_char( "No way! You're still fighting!\r\n", ch );
break;
case POS_EVASIVE:
send_to_char( "No way! You're still fighting!\r\n", ch );
break;
case POS_SLEEPING:
send_to_char( "You dream about great feats of magic.\r\n", ch );
break;
}
return;
}
if( skill->spell_fun == spell_null )
{
send_to_char( "That's not a spell!\r\n", ch );
return;
}
if( !skill->spell_fun )
{
send_to_char( "You can't cast that... yet.\r\n", ch );
return;
}
/* Mystaric, 980908 - Added checks for spell sector type */
if( !ch->in_room
|| ( !xIS_EMPTY( skill->spell_sector ) && xIS_SET( skill->spell_sector, ch->in_room->sector_type ) ) )
{
send_to_char( "You can't cast that here.\r\n", ch );
return;
}
mana = is_npc( ch ) ? 0 : UMAX( skill->min_mana, mana_cost( ch, sn ) );
/* Locate targets. */
vo = locate_targets( ch, arg2, sn, &victim, &obj );
if( vo == &pAbort )
return;
if( !is_npc( ch ) && victim && !is_npc( victim )
&& can_pkill( victim ) && !can_pkill( ch ) && !in_arena( ch ) && !in_arena( victim ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "The gods won't permit you to cast spells on that character.\r\n", ch );
return;
}
if( !is_immortal( ch ) )
{
if( ch->mana < mana )
{
ch_printf( ch, "You don't have enough %s.\r\n",
is_vampire( ch ) ? "blood power" : "mana" );
return;
}
}
if( skill->participants <= 1 )
break;
/*
* multi-participant spells -Thoric
*/
add_timer( ch, TIMER_DO_FUN, UMIN( skill->beats / 10, 3 ), do_cast, 1 );
act( AT_MAGIC, "You begin to chant...", ch, NULL, NULL, TO_CHAR );
act( AT_MAGIC, "$n begins to chant...", ch, NULL, NULL, TO_ROOM );
snprintf( staticbuf, sizeof( staticbuf ), "%s %s", arg2, target_name );
ch->alloc_ptr = STRALLOC( staticbuf );
ch->tempnum = sn;
return;
case SUB_TIMER_DO_ABORT:
STRFREE( ch->alloc_ptr );
if( is_valid_sn( ( sn = ch->tempnum ) ) )
{
if( !( skill = get_skilltype( sn ) ) )
{
send_to_char( "Something went wrong...\r\n", ch );
bug( "do_cast: SUB_TIMER_DO_ABORT: bad sn %d", sn );
return;
}
mana = is_npc( ch ) ? 0 : UMAX( skill->min_mana, mana_cost( ch, sn ) );
if( !is_immortal( ch ) )
ch->mana -= mana / 3;
}
set_char_color( AT_MAGIC, ch );
send_to_char( "You stop chanting...\r\n", ch );
/*
* should add chance of backfire here
*/
return;
case 1:
sn = ch->tempnum;
if( !( skill = get_skilltype( sn ) ) )
{
send_to_char( "Something went wrong...\r\n", ch );
bug( "do_cast: substate 1: bad sn %d", sn );
return;
}
if( !ch->alloc_ptr || !is_valid_sn( sn ) || skill->type != SKILL_SPELL )
{
send_to_char( "Something cancels out the spell!\r\n", ch );
bug( "do_cast: ch->alloc_ptr NULL or bad sn (%d)", sn );
return;
}
mana = is_npc( ch ) ? 0 : UMAX( skill->min_mana, mana_cost( ch, sn ) );
mudstrlcpy( staticbuf, ch->alloc_ptr, sizeof( staticbuf ) );
target_name = one_argument( staticbuf, arg2 );
STRFREE( ch->alloc_ptr );
ch->substate = SUB_NONE;
if( skill->participants > 1 )
{
int cnt = 1;
CHAR_DATA *tmp;
TIMER *t;
for( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
if( tmp != ch
&& ( t = get_timerptr( tmp, TIMER_DO_FUN ) )
&& t->count >= 1 && t->do_fun == do_cast
&& tmp->tempnum == sn && tmp->alloc_ptr && !str_cmp( tmp->alloc_ptr, staticbuf ) )
++cnt;
if( cnt >= skill->participants )
{
for( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
if( tmp != ch
&& ( t = get_timerptr( tmp, TIMER_DO_FUN ) )
&& t->count >= 1 && t->do_fun == do_cast
&& tmp->tempnum == sn && tmp->alloc_ptr && !str_cmp( tmp->alloc_ptr, staticbuf ) )
{
extract_timer( tmp, t );
act( AT_MAGIC, "Channeling your energy into $n, you help cast the spell!", ch, NULL, tmp, TO_VICT );
act( AT_MAGIC, "$N channels $S energy into you!", ch, NULL, tmp, TO_CHAR );
act( AT_MAGIC, "$N channels $S energy into $n!", ch, NULL, tmp, TO_NOTVICT );
learn_from_success( tmp, sn );
if( !is_immortal( tmp ) )
tmp->mana -= mana;
tmp->substate = SUB_NONE;
tmp->tempnum = -1;
STRFREE( tmp->alloc_ptr );
}
dont_wait = true;
send_to_char( "You concentrate all the energy into a burst of mystical words!\r\n", ch );
vo = locate_targets( ch, arg2, sn, &victim, &obj );
if( vo == &pAbort )
return;
}
else
{
set_char_color( AT_MAGIC, ch );
send_to_char( "There was not enough power for the spell to succeed...\r\n", ch );
if( !is_immortal( ch ) )
ch->mana -= mana / 2;
learn_from_failure( ch, sn );
return;
}
}
}
say_spell( ch, sn );
if( !dont_wait )
wait_state( ch, skill->beats );
/* Getting ready to cast... check for spell components -Thoric */
if( !process_spell_components( ch, sn ) )
{
if( !is_immortal( ch ) )
ch->mana -= mana / 2;
learn_from_failure( ch, sn );
return;
}
if( skill->type != SKILL_PERSONAL && !is_npc( ch ) && ( number_percent( ) + skill->difficulty ) > ch->pcdata->learned[sn] )
{
/* Some more interesting loss of concentration messages -Thoric */
switch( number_bits( 2 ) )
{
case 0: /* too busy */
if( ch->fighting )
send_to_char( "This round of battle is too hectic to concentrate properly.\r\n", ch );
else
send_to_char( "You lost your concentration.\r\n", ch );
break;
case 1: /* irritation */
if( number_bits( 2 ) == 0 )
{
switch( number_bits( 2 ) )
{
case 0:
send_to_char( "A tickle in your nose prevents you from keeping your concentration.\r\n", ch );
break;
case 1:
send_to_char( "An itch on your leg keeps you from properly casting your spell.\r\n", ch );
break;
case 2:
send_to_char( "Something in your throat prevents you from uttering the proper phrase.\r\n", ch );
break;
case 3:
send_to_char( "A twitch in your eye disrupts your concentration for a moment.\r\n", ch );
break;
}
}
else
send_to_char( "Something distracts you, and you lose your concentration.\r\n", ch );
break;
case 2: /* not enough time */
if( ch->fighting )
send_to_char( "There wasn't enough time this round to complete the casting.\r\n", ch );
else
send_to_char( "You lost your concentration.\r\n", ch );
break;
case 3:
send_to_char( "You get a mental block mid-way through the casting.\r\n", ch );
break;
}
if( !is_immortal( ch ) )
ch->mana -= mana / 2;
learn_from_failure( ch, sn );
return;
}
else
{
if( !is_immortal( ch ) )
ch->mana -= mana;
/*
* check for immunity to magic if victim is known...
* and it is a TAR_CHAR_DEFENSIVE/SELF spell otherwise spells will have to check themselves
*/
if( ( ( skill->target == TAR_CHAR_DEFENSIVE || skill->target == TAR_CHAR_SELF )
&& victim && xIS_SET( victim->immune, RIS_MAGIC ) ) )
{
immune_casting( skill, ch, victim, NULL );
retcode = rSPELL_FAILED;
}
else
{
start_timer( &time_used );
retcode = ( *skill->spell_fun ) ( sn, ch->level, ch, vo );
end_timer( &time_used );
update_userec( &time_used, &skill->userec );
}
}
if( retcode == rCHAR_DIED || retcode == rERROR || char_died( ch ) )
return;
/* learning */
if( retcode != rSPELL_FAILED )
learn_from_success( ch, sn );
else
learn_from_failure( ch, sn );
/* favor adjustments */
if( victim && victim != ch && !is_npc( victim ) && skill->target == TAR_CHAR_DEFENSIVE )
adjust_favor( ch, 5, 1 );
if( victim && victim != ch && !is_npc( ch ) && skill->target == TAR_CHAR_DEFENSIVE )
adjust_favor( victim, 10, 1 );
if( victim && victim != ch && !is_npc( ch ) && skill->target == TAR_CHAR_OFFENSIVE )
adjust_favor( ch, 2, 1 );
/* Fixed up a weird mess here, and added double safeguards -Thoric */
if( skill->target == TAR_CHAR_OFFENSIVE && victim && !char_died( victim ) && victim != ch )
{
CHAR_DATA *vch, *vch_next;
for( vch = ch->in_room->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if( vch == victim )
{
if( vch->master != ch && !vch->fighting )
retcode = multi_hit( vch, ch, TYPE_UNDEFINED );
break;
}
}
}
}
/* Cast spells at targets using a magical object. */
ch_ret obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
void *vo;
ch_ret retcode = rNONE;
int levdiff = ch->level - level;
SKILLTYPE *skill = get_skilltype( sn );
struct timeval time_used;
if( sn == -1 )
return retcode;
if( !skill || !skill->spell_fun )
{
bug( "Obj_cast_spell: bad sn %d.", sn );
return rERROR;
}
if( xIS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "Nothing seems to happen...\r\n", ch );
return rNONE;
}
if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) && skill->target == TAR_CHAR_OFFENSIVE )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "Nothing seems to happen...\r\n", ch );
return rNONE;
}
/*
* Basically this was added to cut down on level 5 players using level
* 40 scrolls in battle too often ;) -Thoric
*/
if( ( skill->target == TAR_CHAR_OFFENSIVE || number_bits( 7 ) == 1 ) /* 1/128 chance if non-offensive */
&& skill->type != SKILL_HERB && skill->type != SKILL_PERSONAL && !chance( ch, 95 + levdiff ) )
{
switch( number_bits( 2 ) )
{
case 0:
failed_casting( skill, ch, victim, NULL );
break;
case 1:
act( AT_MAGIC, "The $t spell backfires!", ch, skill->name, victim, TO_CHAR );
if( victim )
act( AT_MAGIC, "$n's $t spell backfires!", ch, skill->name, victim, TO_VICT );
act( AT_MAGIC, "$n's $t spell backfires!", ch, skill->name, victim, TO_NOTVICT );
return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED, true );
case 2:
failed_casting( skill, ch, victim, NULL );
break;
case 3:
act( AT_MAGIC, "The $t spell backfires!", ch, skill->name, victim, TO_CHAR );
if( victim )
act( AT_MAGIC, "$n's $t spell backfires!", ch, skill->name, victim, TO_VICT );
act( AT_MAGIC, "$n's $t spell backfires!", ch, skill->name, victim, TO_NOTVICT );
return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED, true );
}
return rNONE;
}
target_name = (char *)"";
switch( skill->target )
{
default:
bug( "Obj_cast_spell: bad target for sn %d.", sn );
return rERROR;
case TAR_IGNORE:
vo = NULL;
if( victim )
target_name = victim->name;
else if( obj )
target_name = obj->name;
break;
case TAR_CHAR_OFFENSIVE:
if( victim != ch )
{
if( !victim )
victim = who_fighting( ch );
if( !victim || ( !is_npc( victim ) && !in_arena( victim ) ) )
{
send_to_char( "You can't do that.\r\n", ch );
return rNONE;
}
}
if( ch != victim && is_safe( ch, victim, true ) )
return rNONE;
vo = ( void * )victim;
break;
case TAR_CHAR_DEFENSIVE:
if( !victim )
victim = ch;
vo = ( void * )victim;
if( skill->type != SKILL_HERB && xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rNONE;
}
break;
case TAR_CHAR_SELF:
vo = ( void * )ch;
if( skill->type != SKILL_HERB && xIS_SET( ch->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rNONE;
}
break;
case TAR_OBJ_INV:
if( !obj )
{
send_to_char( "You can't do that.\r\n", ch );
return rNONE;
}
vo = ( void * )obj;
break;
}
start_timer( &time_used );
retcode = ( *skill->spell_fun ) ( sn, level, ch, vo );
end_timer( &time_used );
update_userec( &time_used, &skill->userec );
if( retcode == rSPELL_FAILED )
retcode = rNONE;
if( retcode == rCHAR_DIED || retcode == rERROR )
return retcode;
if( char_died( ch ) )
return rCHAR_DIED;
if( skill->target == TAR_CHAR_OFFENSIVE && victim != ch && !char_died( victim ) )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for( vch = ch->in_room->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if( victim == vch && !vch->fighting && vch->master != ch )
{
retcode = multi_hit( vch, ch, TYPE_UNDEFINED );
break;
}
}
}
return retcode;
}
NM ch_ret spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch, *vch_next;
int dam;
bool ch_died;
ch_ret retcode = rNONE;
if( !is_outside( ch ) )
{
send_to_char( "You must be outside.\r\n", ch );
return rSPELL_FAILED;
}
if( no_weather_sect( ch->in_room ) )
{
send_to_char( "You aren't able to use the weather from here.\r\n", ch );
return rSPELL_FAILED;
}
if( ch->in_room->area->weather->precip <= 0 )
{
send_to_char( "You need bad weather.\r\n", ch );
return rSPELL_FAILED;
}
dam = dice( level / 2, 8 );
set_char_color( AT_MAGIC, ch );
send_to_char( "You call lightning to strike your foes!\r\n", ch );
act( AT_MAGIC, "$n calls lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM );
ch_died = false;
for( vch = first_char; vch; vch = vch_next )
{
vch_next = vch->next;
if( !vch->in_room )
continue;
if( vch->in_room == ch->in_room )
{
if( !is_npc( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= get_trust( ch ) )
continue;
if( vch != ch && ( is_npc( ch ) ? !is_npc( vch ) : is_npc( vch ) ) )
retcode = damage( ch, vch, saves_spell_staff( level, vch ) ? dam / 2 : dam, sn, true );
if( retcode == rCHAR_DIED || char_died( ch ) )
ch_died = true;
continue;
}
if( !ch_died && vch->in_room->area == ch->in_room->area && is_outside( vch ) && is_awake( vch ) )
{
if( number_bits( 3 ) == 0 )
send_to_char( "&BLightning flashes in the sky.\r\n", vch );
}
}
if( ch_died )
return rCHAR_DIED;
else
return rNONE;
}
bool can_charm( CHAR_DATA *ch )
{
if( is_npc( ch ) || is_immortal( ch ) )
return true;
if( ( ( get_curr_cha( ch ) / 3 ) + 1 ) > ch->pcdata->charmies )
return true;
return false;
}
NM ch_ret spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
int schance;
SKILLTYPE *skill = get_skilltype( sn );
if( victim == ch )
{
send_to_char( "You like yourself even better!\r\n", ch );
return rSPELL_FAILED;
}
if( !is_npc( victim ) && !is_npc( ch ) )
{
send_to_char( "I don't think so...\r\n", ch );
send_to_char( "You feel charmed...\r\n", victim );
return rSPELL_FAILED;
}
schance = ris_save( victim, level, RIS_CHARM );
if( schance == -2 )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( schance == -1 )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_CHARM ) || IS_AFFECTED( ch, AFF_CHARM )
|| level < victim->level || circle_follow( victim, ch )
|| !can_charm( ch ) || saves_spell_staff( schance, victim ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( victim->master )
stop_follower( victim );
add_follower( victim, ch );
af.type = sn;
af.duration = ( int )( ( ( ( level + 1 ) / 5 ) + 1 ) * DUR_CONV );
af.location = APPLY_EXT_AFFECT;
af.modifier = AFF_CHARM;
af.bitvector = meb( AFF_CHARM );
affect_to_char( victim, &af );
successful_casting( skill, ch, victim, NULL );
log_printf_plus( LOG_NORMAL, get_trust( ch ), "%s has charmed %s.", ch->name, victim->name );
if( !is_npc( ch ) )
ch->pcdata->charmies++;
if( is_npc( victim ) )
{
start_hating( victim, ch );
start_hunting( victim, ch );
}
return rNONE;
}
void single_weather_update( AREA_DATA *pArea );
NM ch_ret spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo )
{
SKILLTYPE *skill = get_skilltype( sn );
WEATHER_DATA *weath;
int change;
weath = ch->in_room->area->weather;
if( !is_outside( ch ) )
{
send_to_char( "You must be outside to control the weather.\r\n", ch );
return rSPELL_FAILED;
}
if( no_weather_sect( ch->in_room ) )
{
send_to_char( "You aren't able to change the weather from here.\r\n", ch );
return rSPELL_FAILED;
}
change = number_range( -rand_factor, rand_factor ) + ( ch->level * 3 ) / ( 2 * max_vector );
if( !str_cmp( target_name, "warmer" ) )
weath->temp_vector += change;
else if( !str_cmp( target_name, "colder" ) )
weath->temp_vector -= change;
else if( !str_cmp( target_name, "wetter" ) )
weath->precip_vector += change;
else if( !str_cmp( target_name, "drier" ) )
weath->precip_vector -= change;
else if( !str_cmp( target_name, "windier" ) )
weath->wind_vector += change;
else if( !str_cmp( target_name, "calmer" ) )
weath->wind_vector -= change;
else
{
send_to_char( "Do you want it to get warmer, colder, wetter, drier, windier, or calmer?\r\n", ch );
return rSPELL_FAILED;
}
weath->temp_vector = URANGE( -max_vector, weath->temp_vector, max_vector );
weath->precip_vector = URANGE( -max_vector, weath->precip_vector, max_vector );
weath->wind_vector = URANGE( -max_vector, weath->wind_vector, max_vector );
successful_casting( skill, ch, NULL, NULL );
/* Go ahead and update the weather */
single_weather_update( ch->in_room->area );
return rNONE;
}
NM ch_ret spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *mushroom;
if( !( mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ) ) )
{
bug( "%s: Object vnum %d couldn't be created", __FUNCTION__, OBJ_VNUM_MUSHROOM );
return rNONE;
}
if( xIS_SET( ch->in_room->room_flags, ROOM_NODROP ) )
{
send_to_char( "A magical force prevents you from casting that here.\r\n", ch );
return rSPELL_FAILED;
}
mushroom->value[0] = 5 + level;
act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
obj_to_room( mushroom, ch->in_room );
return rNONE;
}
NM ch_ret spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
WEATHER_DATA *weath;
int water;
if( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\r\n", ch );
return rSPELL_FAILED;
}
if( obj->value[2] != LIQ_WATER && obj->value[1] > 0 )
{
send_to_char( "It contains some other liquid.\r\n", ch );
return rSPELL_FAILED;
}
weath = ch->in_room->area->weather;
water = UMIN( level * ( weath->precip >= 0 ? 4 : 2 ), obj->value[0] - obj->value[1] );
if( water > 0 )
{
separate_obj( obj );
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if( !is_name( "water", obj->name ) )
{
char buf[MSL];
snprintf( buf, sizeof( buf ), "%s water", obj->name );
STRFREE( obj->name );
obj->name = STRALLOC( buf );
}
act( AT_MAGIC, "$p is filled.", ch, obj, NULL, TO_CHAR );
}
else
{
send_to_char( "It failed to hold any water.\r\n", ch );
return rSPELL_FAILED;
}
return rNONE;
}
NM ch_ret spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
set_char_color( AT_MAGIC, ch );
if( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD
|| obj->item_type == ITEM_COOK || obj->item_type == ITEM_FISH )
{
if( obj->item_type == ITEM_COOK && obj->value[2] == 0 )
send_to_char( "It looks undercooked.\r\n", ch );
else if( obj->value[3] != 0 )
send_to_char( "You smell poisonous fumes.\r\n", ch );
else
send_to_char( "It looks very delicious.\r\n", ch );
}
else
send_to_char( "It doesn't look poisoned.\r\n", ch );
return rNONE;
}
ch_ret spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
SKILLTYPE *skill = get_skilltype( sn );
if( !is_npc( ch ) && is_evil( ch ) )
victim = ch;
if( is_good( victim ) )
{
act( AT_MAGIC, "Thoric protects $N.", ch, NULL, victim, TO_ROOM );
return rSPELL_FAILED;
}
if( is_neutral( victim ) )
{
act( AT_MAGIC, "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
dam = dice( level, 4 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn, true );
}
/*
* New version of dispel magic fixes alot of bugs, and allows players
* to not lose thie affects if they have the spell and the affect.
* Also prints a message to the victim, and does various other things :)
* Shaddai
*/
ch_ret spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int cnt = 0, affect_num, affected_by = 0, times = 0;
int schance;
SKILLTYPE *skill = get_skilltype( sn );
AFFECT_DATA *paf;
bool found = false, twice = false, three = false;
bool is_mage = false;
set_char_color( AT_MAGIC, ch );
schance = ( get_curr_int( ch ) - get_curr_int( victim ) );
if( xIS_SET( victim->absorb, RIS_MAGIC ) )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( is_npc( ch ) )
is_mage = true;
if( is_mage )
schance += 5;
else
schance -= 15;
if( ch == victim )
{
if( ch->first_affect )
{
send_to_char( "You pass your hands around your body...\r\n", ch );
while( ch->first_affect )
affect_remove( ch, ch->first_affect );
if( !is_npc( ch ) ) /* Stop the NPC bug Shaddai */
update_aris( victim );
return rNONE;
}
else
{
send_to_char( "You pass your hands around your body...\r\n", ch );
return rNONE;
}
}
if( !is_mage && !IS_AFFECTED( ch, AFF_DETECT_MAGIC ) )
{
send_to_char( "You don't sense a magical aura to dispel.\r\n", ch );
return rERROR; /* You don't cast it so don't attack */
}
if( number_percent( ) > ( 75 - schance ) )
{
twice = true;
if( number_percent( ) > ( 75 - schance ) )
three = true;
}
start_loop:
/* Grab affected_by from mobs first */
if( is_npc( victim ) && !xIS_EMPTY( victim->affected_by ) )
{
for( ;; )
{
affected_by = number_range( 1, AFF_MAX - 1 );
if( xIS_SET( victim->affected_by, affected_by ) )
{
found = true;
break;
}
if( cnt++ > 30 )
{
found = false;
break;
}
}
if( found ) /* Ok lets see if it is a spell */
{
for( paf = victim->first_affect; paf; paf = paf->next )
if( xIS_SET( paf->bitvector, affected_by ) )
break;
if( paf ) /* It is a spell lets remove the spell too */
{
if( level < victim->level || saves_spell_staff( level, victim ) )
{
if( !dispel_casting( paf, ch, victim, false, false ) )
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( SPELL_FLAG( get_skilltype( paf->type ), SF_NODISPEL ) )
{
if( !dispel_casting( paf, ch, victim, false, false ) )
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( !dispel_casting( paf, ch, victim, false, true ) && times == 0 )
successful_casting( skill, ch, victim, NULL );
affect_remove( victim, paf );
if( ( twice && times < 1 ) || ( three && times < 2 ) )
{
times++;
goto start_loop;
}
return rNONE;
}
else /* Nope not a spell just remove the bit *For Mobs Only* */
{
if( level < victim->level || saves_spell_staff( level, victim ) )
{
if( !dispel_casting( NULL, ch, victim, affected_by, false ) )
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( !dispel_casting( NULL, ch, victim, affected_by, true ) && times == 0 )
successful_casting( skill, ch, victim, NULL );
xREMOVE_BIT( victim->affected_by, affected_by );
if( ( twice && times < 1 ) || ( three && times < 2 ) )
{
times++;
goto start_loop;
}
return rNONE;
}
}
}
/* Ok mob has no affected_by's or we didn't catch them lets go to first_affect. SHADDAI */
if( !victim->first_affect )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
cnt = 0;
/*
* Need to randomize the affects, yes you have to loop on average 1.5 times
* but dispel magic only takes at worst case 256 uSecs so who cares :)
* Shaddai
*/
for( paf = victim->first_affect; paf; paf = paf->next )
cnt++;
paf = victim->first_affect;
for( affect_num = number_range( 0, ( cnt - 1 ) ); affect_num > 0; affect_num-- )
paf = paf->next;
if( level < victim->level || saves_spell_staff( level, victim ) )
{
if( !dispel_casting( paf, ch, victim, false, false ) )
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
/* Need to make sure we have an affect and it isn't no dispel */
if( !paf || SPELL_FLAG( get_skilltype( paf->type ), SF_NODISPEL ) )
{
if( !dispel_casting( paf, ch, victim, false, false ) )
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( !dispel_casting( paf, ch, victim, false, true ) && times == 0 )
successful_casting( skill, ch, victim, NULL );
affect_remove( victim, paf );
if( ( twice && times < 1 ) || ( three && times < 2 ) )
{
times++;
goto start_loop;
}
/* Have to reset victim affects */
if( !is_npc( victim ) )
update_aris( victim );
return rNONE;
}
NM ch_ret spell_polymorph( int sn, int level, CHAR_DATA *ch, void *vo )
{
MORPH_DATA *morph;
SKILLTYPE *skill = get_skilltype( sn );
if( !target_name || target_name[0] == '\0' )
{
send_to_char( "What would you like to morph into?\r\n", ch );
show_morphs( ch );
return rSPELL_FAILED;
}
if( !( morph = find_morph( ch, target_name, true ) ) )
{
send_to_char( "You can't morph into anything like that!\r\n", ch );
return rSPELL_FAILED;
}
if( !do_morph_char( ch, morph ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
return rNONE;
}
ch_ret spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch, *vch_next;
bool ch_died;
ch_ret retcode;
SKILLTYPE *skill = get_skilltype( sn );
ch_died = false;
retcode = rNONE;
if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
act( AT_MAGIC, "The earth trembles beneath your feet!", ch, NULL, NULL, TO_CHAR );
act( AT_MAGIC, "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for( vch = first_char; vch; vch = vch_next )
{
vch_next = vch->next;
if( !vch->in_room )
continue;
if( vch->in_room == ch->in_room )
{
if( !is_npc( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= get_trust( ch ) )
continue;
if( vch != ch && ( is_npc( ch ) ? !is_npc( vch ) : is_npc( vch ) )
&& !IS_AFFECTED( vch, AFF_FLYING ) && !IS_AFFECTED( vch, AFF_FLOATING ) )
retcode = damage( ch, vch, level + dice( 2, 8 ), sn, true );
if( retcode == rCHAR_DIED || char_died( ch ) )
{
ch_died = true;
continue;
}
if( char_died( vch ) )
continue;
}
if( !ch_died && vch->in_room->area == ch->in_room->area )
{
if( number_bits( 3 ) == 0 )
send_to_char( "&BThe earth trembles and shivers.\r\n", vch );
}
}
if( ch_died )
return rCHAR_DIED;
else
return rNONE;
}
NM ch_ret spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf;
if( obj->item_type != ITEM_WEAPON || is_obj_stat( obj, ITEM_MAGIC ) || obj->first_affect
|| is_obj_stat( obj, ITEM_ENCHANTED ) )
{
act( AT_MAGIC, "Your magic twists and winds around $p but can't take hold.", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$n's magic twists and winds around $p but can't take hold.", ch, obj, NULL, TO_NOTVICT );
return rSPELL_FAILED;
}
/* Bug fix here. -- Alty */
separate_obj( obj );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 15;
xCLEAR_BITS( paf->bitvector );
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 15;
xCLEAR_BITS( paf->bitvector );
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
xSET_BIT( obj->extra_flags, ITEM_ENCHANTED );
if( is_good( ch ) )
{
xSET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( AT_BLUE, "$p gleams with flecks of blue energy.", ch, obj, NULL, TO_ROOM );
act( AT_BLUE, "$p gleams with flecks of blue energy.", ch, obj, NULL, TO_CHAR );
}
else if( is_evil( ch ) )
{
xSET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_BLOOD, "A crimson stain flows slowly over $p.", ch, obj, NULL, TO_CHAR );
act( AT_BLOOD, "A crimson stain flows slowly over $p.", ch, obj, NULL, TO_ROOM );
}
else
{
xSET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
xSET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_YELLOW, "$p glows with a disquieting light.", ch, obj, NULL, TO_ROOM );
act( AT_YELLOW, "$p glows with a disquieting light.", ch, obj, NULL, TO_CHAR );
}
return rNONE;
}
NM ch_ret spell_disenchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf, *paf_next;
bool hr = false, dr = false;
if( obj->item_type != ITEM_WEAPON )
{
send_to_char( "You can only disenchant weapons.\r\n", ch );
return rSPELL_FAILED;
}
if( !obj->first_affect )
{
send_to_char( "This weapon appears to have no enchantments on it.\r\n", ch );
return rSPELL_FAILED;
}
if( !is_obj_stat( obj, ITEM_ENCHANTED ) )
{
send_to_char( "You can't disenchant a weapon that's not enchanted.\r\n", ch );
return rSPELL_FAILED;
}
/* Remove the first hr and dr affects since an object can't have previous extra affects when being enchanted. */
separate_obj( obj );
for( paf = obj->first_affect; paf; paf = paf_next )
{
paf_next = paf->next;
if( paf->location == APPLY_HITROLL )
{
if( hr )
continue;
hr = true;
}
else if( paf->location == APPLY_DAMROLL )
{
if( dr )
continue;
dr = true;
}
else
continue;
UNLINK( paf, obj->first_affect, obj->last_affect, next, prev );
DISPOSE( paf );
--top_affect;
}
if( !hr && !dr )
{
send_to_char( "No hitroll and damroll affects found to remove.\r\n", ch );
return rSPELL_FAILED;
}
if( is_obj_stat( obj, ITEM_ANTI_GOOD ) && is_obj_stat( obj, ITEM_ANTI_EVIL ) )
{
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( AT_YELLOW, "$p momentarily absorbs all light around it.", ch, obj, NULL, TO_CHAR );
}
if( is_obj_stat( obj, ITEM_ANTI_GOOD ) )
{
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_BLUE, "$p momentarily absorbs all blue light around it.", ch, obj, NULL, TO_CHAR );
}
if( is_obj_stat( obj, ITEM_ANTI_EVIL ) )
{
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( AT_RED, "$p momentarily absorbs all red light around it.", ch, obj, NULL, TO_CHAR );
}
successful_casting( get_skilltype( sn ), ch, NULL, obj );
return rNONE;
}
/* Drain MANA, MOVE, HP. Caster gains HP. */
ch_ret spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
int schance;
SKILLTYPE *skill = get_skilltype( sn );
dam = dice( 1, UMAX( 1, level ) );
schance = ris_save( victim, victim->level, RIS_DRAIN );
if( schance == -1 )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( schance == -2 )
{
victim->hit = URANGE( 0, victim->hit + dam, victim->max_hit );
update_pos( victim );
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( saves_spell_staff( schance, victim ) )
{
failed_casting( skill, ch, victim, NULL ); /* SB */
return rSPELL_FAILED;
}
ch->alignment = UMAX( -1000, ch->alignment - 200 );
if( victim->mana > 0 )
victim->mana /= 2;
if( victim->move > 0 )
victim->move /= 2;
ch->hit = URANGE( 0, ch->hit + dam, ch->max_hit );
return damage( ch, victim, dam, sn, true );
}
NM ch_ret spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
SKILLTYPE *skill = get_skilltype( sn );
if( xIS_SET( victim->absorb, RIS_MAGIC ) )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
af.type = sn;
af.duration = ( int )( level * DUR_CONV );
af.location = APPLY_ARMOR;
af.modifier = 2 * level;
af.bitvector = meb( AFF_FAERIE_FIRE );
affect_to_char( victim, &af );
act( AT_PINK, "You're surrounded by a pink outline.", victim, NULL, NULL, TO_CHAR );
act( AT_PINK, "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return rNONE;
}
NM ch_ret spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *ich;
act( AT_MAGIC, "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "You conjure a cloud of purple smoke.", ch, NULL, NULL, TO_CHAR );
for( ich = ch->in_room->first_person; ich; ich = ich->next_in_room )
{
if( !is_npc( ich ) && xIS_SET( ich->act, PLR_WIZINVIS ) )
continue;
if( ich == ch || saves_spell_staff( level, ich ) )
continue;
affect_strip( ich, gsn_invis );
affect_strip( ich, gsn_sneak );
xREMOVE_BIT( ich->affected_by, AFF_HIDE );
xREMOVE_BIT( ich->affected_by, AFF_INVISIBLE );
xREMOVE_BIT( ich->affected_by, AFF_SNEAK );
act( AT_MAGIC, "$n is revealed!", ich, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "You're revealed!", ich, NULL, NULL, TO_CHAR );
}
return rNONE;
}
NM ch_ret spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
MOB_INDEX_DATA *temp;
CHAR_DATA *vamp = NULL, *v_next = NULL;
int count = 0;
if( !( temp = get_mob_index( MOB_VNUM_VAMPIRE ) ) )
{
bug( "%s: Vampire vnum %d doesn't exist.", __FUNCTION__, MOB_VNUM_VAMPIRE );
return rSPELL_FAILED;
}
for( vamp = ch->in_room->first_person; vamp; vamp = v_next )
{
v_next = vamp->next_in_room;
if( is_npc( vamp ) && vamp->pIndexData->vnum == MOB_VNUM_VAMPIRE && ++count >= 5 )
{
send_to_char( "There are already enough guardian vampires here.\r\n", ch );
return rSPELL_FAILED;
}
}
if( !( vamp = create_mobile( temp ) ) )
{
bug( "%s: failed to create_mobile for vnum %d.", __FUNCTION__, MOB_VNUM_VAMPIRE );
return rSPELL_FAILED;
}
char_to_room( vamp, ch->in_room );
act( AT_MAGIC, "$N is gated in to do $n's bidding.", ch, NULL, vamp, TO_ROOM );
act( AT_MAGIC, "$N is gated in to do your bidding.", ch, NULL, vamp, TO_CHAR );
return rNONE;
}
ch_ret spell_harm( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
SKILLTYPE *skill = get_skilltype( sn );
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
dam = UMAX( 20, victim->hit - dice( 1, 4 ) );
if( saves_spell_staff( level, victim ) )
dam = UMIN( 50, dam / 4 );
dam = UMIN( 100, dam );
return damage( ch, victim, dam, sn, true );
}
NM ch_ret spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
AFFECT_DATA *paf;
SKILLTYPE *sktmp;
SKILLTYPE *skill = get_skilltype( sn );
char *name;
if( !target_name || target_name[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\r\n", ch );
return rSPELL_FAILED;
}
if( ( obj = get_obj_carry( ch, target_name ) ) )
{
show_obj( ch, obj );
return rNONE;
}
else if( ( victim = get_char_room( ch, target_name ) ) )
{
if( xIS_SET( victim->absorb, RIS_MAGIC ) )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( victim->morph && victim->morph->morph )
name = capitalize( victim->morph->morph->short_desc );
else if( is_npc( victim ) )
name = capitalize( victim->short_descr );
else
name = victim->name;
ch_printf( ch, "%s appears to be between level %d and %d.\r\n",
name, victim->level - ( victim->level % 5 ), victim->level - ( victim->level % 5 ) + 5 );
if( is_npc( victim ) && victim->morph )
ch_printf( ch, "%s appears to truly be %s.\r\n",
name, ( ch->level > victim->level + 10 ) ? victim->name : "someone else" );
if( !is_npc( victim ) )
ch_printf( ch, "%s looks like %s, and follows the ways of the %s.\r\n",
name, aoran( dis_race_name( victim->race ) ), dis_main_class_name( victim ) );
if( ( chance( ch, 50 ) && ch->level >= victim->level + 10 ) || is_immortal( ch ) )
{
if( !victim->first_affect )
{
ch_printf( ch, "%s isn't affected by anything.\r\n", name );
return rNONE;
}
ch_printf( ch, "%s appears to be affected by: ", name );
for( paf = victim->first_affect; paf; paf = paf->next )
{
if( victim->first_affect != victim->last_affect )
{
if( paf != victim->last_affect && ( sktmp = get_skilltype( paf->type ) ) )
ch_printf( ch, "%s, ", sktmp->name );
if( paf == victim->last_affect && ( sktmp = get_skilltype( paf->type ) ) )
{
ch_printf( ch, "and %s.\r\n", sktmp->name );
return rNONE;
}
}
else
{
if( ( sktmp = get_skilltype( paf->type ) ) )
ch_printf( ch, "%s.\r\n", sktmp->name );
else
send_to_char( "\r\n", ch );
return rNONE;
}
}
}
}
else
{
ch_printf( ch, "You can't find %s!\r\n", target_name );
return rSPELL_FAILED;
}
return rNONE;
}
/* Scryn 2/2/96 */
NM ch_ret spell_remove_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
SKILLTYPE *skill = get_skilltype( sn );
if( !target_name || target_name[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\r\n", ch );
return rSPELL_FAILED;
}
if( ( obj = get_obj_carry( ch, target_name ) ) )
{
if( !is_obj_stat( obj, ITEM_INVIS ) )
{
send_to_char( "Its not invisible!\r\n", ch );
return rSPELL_FAILED;
}
xREMOVE_BIT( obj->extra_flags, ITEM_INVIS );
act( AT_MAGIC, "$p becomes visible again.", ch, obj, NULL, TO_CHAR );
send_to_char( "Ok.\r\n", ch );
return rNONE;
}
else
{
CHAR_DATA *victim;
victim = get_char_room( ch, target_name );
if( victim )
{
if( !can_see( ch, victim ) )
{
ch_printf( ch, "You don't see %s!\r\n", target_name );
return rSPELL_FAILED;
}
if( !IS_AFFECTED( victim, AFF_INVISIBLE ) )
{
send_to_char( "They aren't invisible!\r\n", ch );
return rSPELL_FAILED;
}
if( is_safe( ch, victim, true ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->absorb, RIS_MAGIC ) )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( !is_npc( victim ) )
{
if( chance( ch, 50 ) && ch->level + 10 < victim->level )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
}
else
{
if( chance( ch, URANGE( 1, level, 75 ) ) && ch->level + 15 < victim->level )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
}
affect_strip( victim, gsn_invis );
xREMOVE_BIT( victim->affected_by, AFF_INVISIBLE );
successful_casting( skill, ch, victim, NULL );
return rNONE;
}
ch_printf( ch, "You can't find %s!\r\n", target_name );
return rSPELL_FAILED;
}
}
NM ch_ret spell_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
SKILLTYPE *skill = get_skilltype( sn );
if( !target_name || target_name[0] == '\0' )
victim = ch;
else
victim = get_char_room( ch, target_name );
if( victim )
{
AFFECT_DATA af;
if( xIS_SET( victim->absorb, RIS_MAGIC ) )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_INVISIBLE ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
act( AT_MAGIC, "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.type = sn;
af.duration = ( int )( ( ( level / 4 ) + 12 ) * DUR_CONV );
af.location = APPLY_EXT_AFFECT;
af.modifier = AFF_INVISIBLE;
af.bitvector = meb( AFF_INVISIBLE );
affect_to_char( victim, &af );
act( AT_MAGIC, "You fade out of existence.", victim, NULL, NULL, TO_CHAR );
return rNONE;
}
else
{
OBJ_DATA *obj;
if( ( obj = get_obj_carry( ch, target_name ) ) )
{
separate_obj( obj ); /* Fix multi-invis bug --Blod */
if( is_obj_stat( obj, ITEM_INVIS ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
act( AT_MAGIC, "$p fades out of existence.", ch, obj, NULL, TO_CHAR );
xSET_BIT( obj->extra_flags, ITEM_INVIS );
return rNONE;
}
}
ch_printf( ch, "You can't find %s!\r\n", target_name );
return rSPELL_FAILED;
}
NM ch_ret spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
const char *msg;
int ap;
SKILLTYPE *skill = get_skilltype( sn );
if( !victim )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->absorb, RIS_MAGIC ) )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
ap = victim->alignment;
if( ap > 700 )
msg = "$N has an aura as white as the driven snow.";
else if( ap > 350 )
msg = "$N is of excellent moral character.";
else if( ap > 100 )
msg = "$N is often kind and thoughtful.";
else if( ap > -100 )
msg = "$N doesn't have a firm moral commitment.";
else if( ap > -350 )
msg = "$N lies to $S friends.";
else if( ap > -700 )
msg = "$N would just as soon kill you as look at you.";
else
msg = "I'd rather just not say anything at all about $N.";
act( AT_MAGIC, msg, ch, NULL, victim, TO_CHAR );
return rNONE;
}
NM ch_ret spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
SKILLTYPE *skill = get_skilltype( sn );
bool removed = false;
if( !victim )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->absorb, RIS_MAGIC ) && !xIS_SET( victim->no_absorb, RIS_MAGIC ) )
{
absorb_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( xIS_SET( victim->immune, RIS_MAGIC ) && !xIS_SET( victim->no_immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( is_affected( victim, gsn_curse ) )
{
affect_strip( victim, gsn_curse );
set_char_color( AT_MAGIC, victim );
removed = true;
send_to_char( "The weight of your curse is lifted.\r\n", victim );
if( ch != victim )
{
act( AT_MAGIC, "You dispel the curses afflicting $N.", ch, NULL, victim, TO_CHAR );
act( AT_MAGIC, "$n's dispels the curses afflicting $N.", ch, NULL, victim, TO_NOTVICT );
}
}
else if( victim->first_carrying )
{
for( obj = victim->first_carrying; obj; obj = obj->next_content )
{
if( !obj->in_obj && ( is_obj_stat( obj, ITEM_NOREMOVE ) || is_obj_stat( obj, ITEM_NODROP ) ) )
{
removed = true;
separate_obj( obj );
xREMOVE_BIT( obj->extra_flags, ITEM_NOREMOVE );
xREMOVE_BIT( obj->extra_flags, ITEM_NODROP );
set_char_color( AT_MAGIC, victim );
act( AT_MAGIC, "You feel a burden released on $p.", ch, obj, victim, ch != victim ? TO_VICT : TO_CHAR );
if( ch != victim )
{
act( AT_MAGIC, "You dispel a curse afflicting $N.", ch, NULL, victim, TO_CHAR );
act( AT_MAGIC, "$n's dispels a curse afflicting $N.", ch, NULL, victim, TO_NOTVICT );
}
return rNONE;
}
}
}
if( !removed )
{
if( ch != victim )
act( AT_MAGIC, "$N doesn't have any curses that need removed.", ch, NULL, victim, TO_CHAR );
else
act( AT_MAGIC, "You don't have any curses that need removed.", ch, NULL, NULL, TO_CHAR );
}
return rNONE;
}
NM ch_ret spell_remove_trap( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj, *trap;
bool found;
int retcode;
SKILLTYPE *skill = get_skilltype( sn );
if( !target_name || target_name[0] == '\0' )
{
send_to_char( "Remove trap on what?\r\n", ch );
return rSPELL_FAILED;
}
found = false;
if( !ch->in_room || !ch->in_room->first_content )
{
send_to_char( "You can't find that here.\r\n", ch );
return rNONE;
}
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
{
if( can_see_obj( ch, obj ) && nifty_is_name( target_name, obj->name ) )
{
found = true;
break;
}
}
if( !found )
{
send_to_char( "You can't find that here.\r\n", ch );
return rSPELL_FAILED;
}
if( !( trap = get_trap( obj ) ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
if( !chance( ch, 70 + get_curr_wis( ch ) ) )
{
send_to_char( "Ooops!\r\n", ch );
retcode = spring_trap( ch, trap );
if( retcode == rNONE )
retcode = rSPELL_FAILED;
return retcode;
}
extract_obj( trap );
successful_casting( skill, ch, NULL, NULL );
return rNONE;
}
NM ch_ret spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
AFFECT_DATA af;
int retcode, schance, tmp;
CHAR_DATA *victim;
char log_buf[MSL];
SKILLTYPE *skill = get_skilltype( sn );
if( !( victim = get_char_room( ch, target_name ) ) )
{
send_to_char( "They aren't here.\r\n", ch );
return rSPELL_FAILED;
}
if( !is_npc( victim ) && victim->fighting )
{
send_to_char( "You can't put a fighting player to sleep.\r\n", ch );
return rSPELL_FAILED;
}
if( is_safe( ch, victim, true ) )
return rSPELL_FAILED;
if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !is_npc( ch ) && !is_npc( victim ) )
tmp = level / 2;
else
tmp = level;
schance = ris_save( victim, tmp, RIS_SLEEP );
if( schance == -1 || schance == -2 )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_SLEEP )
|| level < victim->level
|| ( victim != ch && xIS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
|| saves_spell_staff( schance, victim ) )
{
failed_casting( skill, ch, victim, NULL );
if( ch == victim )
return rSPELL_FAILED;
if( !victim->fighting )
{
retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
if( retcode == rNONE )
retcode = rSPELL_FAILED;
return retcode;
}
}
af.type = sn;
af.duration = ( int )( ( 4 + level ) * DUR_CONV );
af.location = APPLY_EXT_AFFECT;
af.modifier = AFF_SLEEP;
af.bitvector = meb( AFF_SLEEP );
affect_join( victim, &af );
if( !is_npc( victim ) )
{
snprintf( log_buf, sizeof( log_buf ), "%s has cast sleep on %s.", ch->name, victim->name );
log_string_plus( log_buf, LOG_NORMAL, get_trust( ch ) );
to_channel( log_buf, "monitor", UMAX( PERM_IMM, get_trust( ch ) ) );
}
if( is_awake( victim ) )
{
act( AT_MAGIC, "You feel very sleepy ..... zzzzzz.", victim, NULL, NULL, TO_CHAR );
act( AT_MAGIC, "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
victim->position = POS_SLEEPING;
}
if( is_npc( victim ) )
start_hating( victim, ch );
return rNONE;
}
NM ch_ret spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
char buf[MSL];
SKILLTYPE *skill = get_skilltype( sn );
if( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| !victim->in_room
|| xIS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL )
|| xIS_SET( victim->in_room->room_flags, ROOM_SAFE )
|| xIS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| xIS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| xIS_SET( victim->in_room->room_flags, ROOM_NO_SUMMON )
|| xIS_SET( victim->in_room->room_flags, ROOM_NO_RECALL )
|| victim->level >= level + 3
|| victim->fighting
|| ( is_npc( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) )
|| ( is_npc( victim ) && saves_spell_staff( level, victim ) )
|| !in_hard_range( victim, ch->in_room->area )
|| ( !is_npc( ch ) && !can_pkill( ch ) && is_pkill( victim ) )
|| ( xIS_SET( ch->in_room->area->flags, AFLAG_NOPKILL ) && is_pkill( victim ) )
|| ( !is_npc( ch ) && !is_npc( victim ) && xIS_SET( victim->pcdata->flags, PCFLAG_NOSUMMON ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( ch->in_room->area != victim->in_room->area )
{
if( ( ( is_npc( ch ) != is_npc( victim ) ) && chance( ch, 30 ) )
|| ( ( is_npc( ch ) == is_npc( victim ) ) && chance( ch, 60 ) ) )
{
failed_casting( skill, ch, victim, NULL );
set_char_color( AT_MAGIC, victim );
send_to_char( "You feel a strange pulling sensation...\r\n", victim );
return rSPELL_FAILED;
}
}
if( !is_npc( ch ) )
{
act( AT_MAGIC, "You feel a wave of nausea overcome you...", ch, NULL, NULL, TO_CHAR );
act( AT_MAGIC, "$n collapses, stunned!", ch, NULL, NULL, TO_ROOM );
ch->position = POS_STUNNED;
snprintf( buf, sizeof( buf ), "%s summoned %s to room %d.", ch->name, victim->name, ch->in_room->vnum );
log_string_plus( buf, LOG_NORMAL, get_trust( ch ) );
to_channel( buf, "monitor", UMAX( PERM_IMM, get_trust( ch ) ) );
}
act( AT_MAGIC, "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( AT_MAGIC, "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "$N has summoned you!", victim, NULL, ch, TO_CHAR );
do_look( victim, (char *)"auto" );
return rNONE;
}
/*
* Travel via the astral plains to quickly travel to desired location - Thoric
* Uses SMAUG spell messages is available to allow use as a SMAUG spell
*/
NM ch_ret spell_astral_walk( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
SKILLTYPE *skill = get_skilltype( sn );
if( !( victim = get_char_world( ch, target_name ) )
|| !can_astral( ch, victim ) || !in_hard_range( ch, victim->in_room->area ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( skill->hit_char && skill->hit_char[0] != '\0' )
act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR );
if( skill->hit_vict && skill->hit_vict[0] != '\0' )
act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT );
if( skill->hit_room && skill->hit_room[0] != '\0' )
act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_NOTVICT );
else
act( AT_MAGIC, "$n disappears in a flash of light!", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, victim->in_room );
if( skill->hit_dest && skill->hit_dest[0] != '\0' )
act( AT_MAGIC, skill->hit_dest, ch, NULL, victim, TO_NOTVICT );
else
act( AT_MAGIC, "$n appears in a flash of light!", ch, NULL, NULL, TO_ROOM );
do_look( ch, (char *)"auto" );
return rNONE;
}
ch_ret spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
ROOM_INDEX_DATA *pRoomIndex;
SKILLTYPE *skill = get_skilltype( sn );
if( !victim->in_room
|| xIS_SET( victim->in_room->room_flags, ROOM_NO_RECALL )
|| ( !is_npc( ch ) && victim->fighting )
|| ( victim != ch && ( saves_spell_staff( level, victim )
|| saves_wands( level, victim ) ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
for( ;; )
{
pRoomIndex = get_room_index( number_range( 0, MAX_VNUM ) );
if( pRoomIndex )
if( !xIS_SET( pRoomIndex->room_flags, ROOM_PRIVATE )
&& !xIS_SET( pRoomIndex->room_flags, ROOM_SOLITARY )
&& !xIS_SET( pRoomIndex->room_flags, ROOM_NO_ASTRAL )
&& !xIS_SET( pRoomIndex->area->flags, AFLAG_NOTELEPORT )
&& !xIS_SET( pRoomIndex->room_flags, ROOM_NO_RECALL )
&& in_hard_range( ch, pRoomIndex->area ) )
break;
}
act( AT_MAGIC, "$n slowly fades out of view.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
if( !is_npc( victim ) )
act( AT_MAGIC, "$n slowly fades into view.", victim, NULL, NULL, TO_ROOM );
do_look( victim, (char *)"auto" );
return rNONE;
}
/* Don't remove */
ch_ret spell_null( int sn, int level, CHAR_DATA *ch, void *vo )
{
send_to_char( "That's not a spell!\r\n", ch );
return rNONE;
}
/* Don't remove */
ch_ret spell_notfound( int sn, int level, CHAR_DATA *ch, void *vo )
{
send_to_char( "That's not a spell!\r\n", ch );
return rNONE;
}
/* Haus' Spell Additions */
/* to do: portal (like mpcreatepassage)
* enchant armour? (say -1/-2/-3 ac )
* sharpness (makes weapon of caster's level)
* repair (repairs armor)
* blood burn (offensive) * name: net book of spells *
* spirit scream (offensive) * name: net book of spells *
* something about saltpeter or brimstone
*/
/* Working on DM's transport eq suggestion - Scryn 8/13 */
NM ch_ret spell_transport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
char arg3[MSL];
OBJ_DATA *obj;
SKILLTYPE *skill = get_skilltype( sn );
target_name = one_argument( target_name, arg3 );
if( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| xIS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| xIS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| xIS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL )
|| xIS_SET( victim->in_room->room_flags, ROOM_DEATH )
|| xIS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
|| victim->level >= level + 15
|| ( is_npc( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) )
|| ( is_npc( victim ) && saves_spell_staff( level, victim ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( victim->in_room == ch->in_room )
{
send_to_char( "They are right beside you!\r\n", ch );
return rSPELL_FAILED;
}
if( !( obj = get_obj_carry( ch, arg3 ) )
|| ( victim->carry_weight + get_obj_weight( obj ) ) > can_carry_w( victim )
|| ( is_npc( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
separate_obj( obj ); /* altrag shoots, haus alley-oops! */
if( is_obj_stat( obj, ITEM_NODROP ) )
{
send_to_char( "You can't seem to let go of it.\r\n", ch );
return rSPELL_FAILED; /* nice catch, caine */
}
if( is_obj_stat( obj, ITEM_PROTOTYPE ) && get_trust( victim ) < PERM_IMM )
{
send_to_char( "That item is not for mortal hands to touch!\r\n", ch );
return rSPELL_FAILED; /* Thoric */
}
act( AT_MAGIC, "$p slowly dematerializes...", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$p slowly dematerializes from $n's hands..", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_char( obj, victim );
act( AT_MAGIC, "$p from $n appears in your hands!", ch, obj, victim, TO_VICT );
act( AT_MAGIC, "$p appears in $n's hands!", victim, obj, NULL, TO_ROOM );
save_char_obj( ch );
save_char_obj( victim );
return rNONE;
}
/*
* Usage portal (mob/char)
* opens a 2-way EX_PORTAL from caster's room to room inhabited by
* mob or character won't mess with existing exits
*
* do_mp_open_passage, combined with spell_astral
*/
NM ch_ret spell_portal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *targetRoom, *fromRoom;
int targetRoomVnum;
OBJ_DATA *portalObj;
EXIT_DATA *pexit;
char buf[MSL];
SKILLTYPE *skill = get_skilltype( sn );
/*
* No go if all kinds of things aren't just right, including the caster
* and victim aren't both pkill or both peaceful. -- Narn
*/
if( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| !victim->in_room
|| xIS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| xIS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| xIS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL )
|| xIS_SET( victim->in_room->room_flags, ROOM_DEATH )
|| xIS_SET( victim->in_room->room_flags, ROOM_NO_RECALL )
|| xIS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
|| xIS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL )
|| victim->level >= level + 15
|| ( is_npc( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) )
|| ( is_npc( victim ) && saves_spell_staff( level, victim ) )
|| ( !is_npc( victim ) && can_pkill( ch ) != can_pkill( victim ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( victim->in_room == ch->in_room )
{
send_to_char( "They are right beside you!\r\n", ch );
return rSPELL_FAILED;
}
targetRoomVnum = victim->in_room->vnum;
fromRoom = ch->in_room;
targetRoom = victim->in_room;
/* Check if there already is a portal in either room. */
for( pexit = fromRoom->first_exit; pexit; pexit = pexit->next )
{
if( xIS_SET( pexit->exit_info, EX_PORTAL ) )
{
send_to_char( "There is already a portal in this room.\r\n", ch );
return rSPELL_FAILED;
}
if( pexit->vdir == DIR_PORTAL )
{
send_to_char( "You may not create a portal in this room.\r\n", ch );
return rSPELL_FAILED;
}
}
for( pexit = targetRoom->first_exit; pexit; pexit = pexit->next )
{
if( pexit->vdir == DIR_PORTAL )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
}
if( !( pexit = make_exit( fromRoom, targetRoom, DIR_PORTAL ) ) )
{
bug( "%s: couldn't make exit from room %d to room %d.", __FUNCTION__, fromRoom->vnum, targetRoom->vnum );
return rNONE;
}
pexit->keyword = STRALLOC( "portal" );
pexit->description = STRALLOC( "You gaze into the shimmering portal...\r\n" );
pexit->key = -1;
xSET_BIT( pexit->exit_info, EX_PORTAL );
xSET_BIT( pexit->exit_info, EX_xENTER );
xSET_BIT( pexit->exit_info, EX_HIDDEN );
xSET_BIT( pexit->exit_info, EX_xLOOK );
pexit->vnum = targetRoomVnum;
if( !( portalObj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ) ) )
{
bug( "%s: couldn't create object %d.", __FUNCTION__, OBJ_VNUM_PORTAL );
return rNONE;
}
portalObj->timer = 3;
snprintf( buf, sizeof( buf ), "a portal created by %s", ch->name );
STRFREE( portalObj->short_descr );
portalObj->short_descr = STRALLOC( buf );
portalObj = obj_to_room( portalObj, ch->in_room );
/* support for new casting messages */
if( !skill->hit_char || skill->hit_char[0] == '\0' )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You utter an incantation, and a portal forms in front of you!\r\n", ch );
}
else
act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR );
if( !skill->hit_room || skill->hit_room[0] == '\0' )
act( AT_MAGIC, "$n utters an incantation, and a portal forms in front of you!", ch, NULL, NULL, TO_ROOM );
else
act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_ROOM );
if( !skill->hit_vict || skill->hit_vict[0] == '\0' )
act( AT_MAGIC, "A shimmering portal forms in front of you!", victim, NULL, NULL, TO_ROOM );
else
act( AT_MAGIC, skill->hit_vict, victim, NULL, victim, TO_ROOM );
if( !( pexit = make_exit( targetRoom, fromRoom, DIR_PORTAL ) ) )
{
bug( "%s: couldn't make exit to room %d from room %d.", __FUNCTION__, targetRoom->vnum, fromRoom->vnum );
return rNONE;
}
pexit->keyword = STRALLOC( "portal" );
pexit->description = STRALLOC( "You gaze into the shimmering portal...\r\n" );
pexit->key = -1;
xSET_BIT( pexit->exit_info, EX_PORTAL );
xSET_BIT( pexit->exit_info, EX_xENTER );
xSET_BIT( pexit->exit_info, EX_HIDDEN );
xSET_BIT( pexit->exit_info, EX_xLOOK );
pexit->vnum = targetRoomVnum;
if( !( portalObj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ) ) )
{
bug( "%s: couldn't create object %d.", __FUNCTION__, OBJ_VNUM_PORTAL );
return rNONE;
}
portalObj->timer = 3;
STRFREE( portalObj->short_descr );
portalObj->short_descr = STRALLOC( buf );
portalObj = obj_to_room( portalObj, targetRoom );
return rNONE;
}
NM ch_ret spell_farsight( int sn, int level, CHAR_DATA *ch, void *vo )
{
ROOM_INDEX_DATA *location, *original;
CHAR_DATA *victim;
SKILLTYPE *skill = get_skilltype( sn );
/*
* The spell fails if the victim isn't playing, the victim is the caster,
* the target room has private, solitary, noastral, death or proto flags,
* the caster's room is norecall, the victim is too high in level, the
* victim is a proto mob, the victim makes the saving throw or the pkill
* flag on the caster is not the same as on the victim. Got it?
*/
if( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| !victim->in_room
|| xIS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| xIS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| xIS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL )
|| xIS_SET( victim->in_room->room_flags, ROOM_DEATH )
|| xIS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
|| victim->level >= level + 15
|| ( is_npc( victim ) && xIS_SET( victim->act, ACT_PROTOTYPE ) )
|| ( is_npc( victim ) && saves_spell_staff( level, victim ) )
|| ( !is_npc( victim ) && can_pkill( victim ) && !can_pkill( ch ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
location = victim->in_room;
if( !location )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
successful_casting( skill, ch, victim, NULL );
original = ch->in_room;
char_from_room( ch );
char_to_room( ch, location );
do_look( ch, (char *)"auto" );
char_from_room( ch );
char_to_room( ch, original );
return rNONE;
}
NM ch_ret spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
if( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
separate_obj( obj );
if( obj->value[2] == obj->value[1] || obj->value[1] > ( obj->pIndexData->value[1] * 4 ) )
{
act( AT_FIRE, "$p bursts into flames, injuring you!", ch, obj, NULL, TO_CHAR );
act( AT_FIRE, "$p bursts into flames, charring $n!", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
if( damage( ch, ch, obj->level * 2, TYPE_UNDEFINED, true ) == rCHAR_DIED || char_died( ch ) )
return rCHAR_DIED;
else
return rSPELL_FAILED;
}
if( chance( ch, 2 ) )
{
act( AT_YELLOW, "$p glows with a blinding magical luminescence.", ch, obj, NULL, TO_CHAR );
obj->value[1] *= 2;
obj->value[2] = obj->value[1];
return rNONE;
}
else if( chance( ch, 5 ) )
{
act( AT_YELLOW, "$p glows brightly for a few seconds...", ch, obj, NULL, TO_CHAR );
obj->value[2] = obj->value[1];
return rNONE;
}
else if( chance( ch, 10 ) )
{
act( AT_WHITE, "$p disintegrates into a void.", ch, obj, NULL, TO_CHAR );
act( AT_WHITE, "$n's attempt at recharging fails, and $p disintegrates.", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
return rSPELL_FAILED;
}
else if( chance( ch, 50 - ( ch->level / 2 ) ) )
{
send_to_char( "Nothing happens.\r\n", ch );
return rSPELL_FAILED;
}
else
{
act( AT_MAGIC, "$p feels warm to the touch.", ch, obj, NULL, TO_CHAR );
--obj->value[1];
obj->value[2] = obj->value[1];
return rNONE;
}
}
else
{
send_to_char( "You can't recharge that!\r\n", ch );
return rSPELL_FAILED;
}
}
/*
* Animate Dead: Scryn 3/2/96
* Modifications by Altrag 16/2/96
*/
NM ch_ret spell_animate_dead( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *mob;
OBJ_DATA *corpse, *corpse_next, *obj, *obj_next;
bool found;
MOB_INDEX_DATA *pMobIndex, *acorpse;
AFFECT_DATA af;
char buf[MSL];
SKILLTYPE *skill = get_skilltype( sn );
found = false;
for( corpse = ch->in_room->first_content; corpse; corpse = corpse_next )
{
corpse_next = corpse->next_content;
if( corpse->item_type == ITEM_CORPSE_NPC && corpse->cost != -5 )
{
found = true;
break;
}
}
if( !found )
{
send_to_char( "You can't find a suitable corpse here.\r\n", ch );
return rSPELL_FAILED;
}
if( !( acorpse = get_mob_index( MOB_VNUM_ANIMATED_CORPSE ) ) )
{
bug( "%s: Vnum %d not found!", __FUNCTION__, MOB_VNUM_ANIMATED_CORPSE );
return rNONE;
}
if( !( pMobIndex = get_mob_index( abs( corpse->cost ) ) ) )
{
bug( "%s: Can't find mob for cost [%d] of corpse", __FUNCTION__, abs( corpse->cost ) );
return rNONE;
}
if( !is_npc( ch ) && !is_immortal( ch ) )
{
if( ch->mana < ( pMobIndex->level * 4 ) )
{
ch_printf( ch, "You don't have enough %s to reanimate this corpse.\r\n", is_vampire( ch ) ? "blood power" : "mana" );
return rSPELL_FAILED;
}
ch->mana -= ( pMobIndex->level * 4 );
}
if( is_immortal( ch ) || ( chance( ch, 75 ) && pMobIndex->level - ch->level < 10 ) )
{
if( !( mob = create_mobile( acorpse ) ) )
{
bug( "%s: couldn't create_mobile for vnum %d.\r\n", __FUNCTION__, MOB_VNUM_ANIMATED_CORPSE );
return rNONE;
}
char_to_room( mob, ch->in_room );
mob->level = UMIN( ch->level / 2, pMobIndex->level );
mob->max_hit = number_range( pMobIndex->minhit, pMobIndex->maxhit );
mob->hit = mob->max_hit;
mob->damroll = ch->level / 8;
mob->hitroll = ch->level / 6;
mob->alignment = ch->alignment;
act( AT_MAGIC, "$n makes $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_ROOM );
act( AT_MAGIC, "You make $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_CHAR );
snprintf( buf, sizeof( buf ), "animated corpse %s", pMobIndex->name );
STRSET( mob->name, buf );
snprintf( buf, sizeof( buf ), "The animated corpse of %s", pMobIndex->short_descr );
STRSET( mob->short_descr, buf );
snprintf( buf, sizeof( buf ), "An animated corpse of %s struggles with the horror of its undeath.\r\n", pMobIndex->short_descr );
STRSET( mob->long_descr, buf );
add_follower( mob, ch );
af.type = sn;
af.duration = ( int )( ( ( ( level + 1 ) / 4 ) + 1 ) * DUR_CONV );
af.location = APPLY_EXT_AFFECT;
af.modifier = AFF_CHARM;
af.bitvector = meb( AFF_CHARM );
affect_to_char( mob, &af );
if( corpse->first_content )
{
for( obj = corpse->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, corpse->in_room );
}
}
separate_obj( corpse );
extract_obj( corpse );
return rNONE;
}
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
/* Ignores pickproofs, but can't unlock containers. -- Altrag 17/2/96 */
NM ch_ret spell_knock( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = NULL;
EXIT_DATA *pexit = NULL;
SKILLTYPE *skill = get_skilltype( sn );
set_char_color( AT_MAGIC, ch );
if( ms_find_obj( ch ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
if( !( pexit = find_door( ch, target_name, true ) ) && !( obj = get_obj_here( ch, target_name ) ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
if( pexit )
{
if( !xIS_SET( pexit->exit_info, EX_CLOSED )
|| !xIS_SET( pexit->exit_info, EX_LOCKED )
|| xIS_SET( pexit->exit_info, EX_PICKPROOF ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
xREMOVE_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\r\n", ch );
if( pexit->rexit && pexit->rexit->to_room == ch->in_room )
xREMOVE_BIT( pexit->rexit->exit_info, EX_LOCKED );
check_room_for_traps( ch, TRAP_UNLOCK | trap_door[pexit->vdir] );
return rNONE;
}
if( obj )
{
if( obj->item_type != ITEM_CONTAINER
|| !IS_SET( obj->value[1], CONT_CLOSED )
|| obj->value[2] < 0
|| !IS_SET( obj->value[1], CONT_LOCKED )
|| IS_SET( obj->value[1], CONT_PICKPROOF ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
separate_obj( obj );
REMOVE_BIT( obj->value[1], CONT_LOCKED );
send_to_char( "*Click*\r\n", ch );
check_for_trap( ch, obj, TRAP_PICK );
return rNONE;
}
return rNONE;
}
/* Tells to sleepers in area. -- Altrag 17/2/96 */
NM ch_ret spell_dream( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
char arg[MIL];
target_name = one_argument( target_name, arg );
set_char_color( AT_MAGIC, ch );
if( !( victim = get_char_world( ch, arg ) ) || victim->in_room->area != ch->in_room->area )
{
send_to_char( "They aren't here.\r\n", ch );
return rSPELL_FAILED;
}
if( victim->position != POS_SLEEPING )
{
send_to_char( "They aren't asleep.\r\n", ch );
return rSPELL_FAILED;
}
if( !target_name )
{
send_to_char( "What do you want them to dream about?\r\n", ch );
return rSPELL_FAILED;
}
set_char_color( AT_TELL, victim );
ch_printf( victim, "You have dreams about %s telling you '%s'.\r\n", PERS( ch, victim ), target_name );
successful_casting( get_skilltype( sn ), ch, victim, NULL );
return rNONE;
}
/*******************************************************
* Everything after this point is part of SMAUG SPELLS *
*******************************************************/
/* saving throw check - Thoric */
bool check_save( int sn, int level, CHAR_DATA *ch, CHAR_DATA * victim )
{
SKILLTYPE *skill = get_skilltype( sn );
bool saved = false;
if( SPELL_FLAG( skill, SF_PKSENSITIVE ) && !is_npc( ch ) && !is_npc( victim ) )
level /= 2;
if( skill->saves )
{
switch( skill->saves )
{
case SS_POISON_DEATH:
saved = saves_poison_death( level, victim );
break;
case SS_ROD_WANDS:
saved = saves_wands( level, victim );
break;
case SS_PARA_PETRI:
saved = saves_para_petri( level, victim );
break;
case SS_BREATH:
saved = saves_breath( level, victim );
break;
case SS_SPELL_STAFF:
saved = saves_spell_staff( level, victim );
break;
}
}
return saved;
}
/* Generic offensive spell damage attack - Thoric */
ch_ret spell_attack( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
SKILLTYPE *skill = get_skilltype( sn );
bool saved = check_save( sn, level, ch, victim );
int dam;
ch_ret retcode = rNONE;
if( saved && SPELL_SAVE( skill ) == SE_NEGATE )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( skill->dice )
dam = UMAX( 0, dice_parse( ch, level, skill->dice ) );
else
dam = dice( 1, level / 2 );
if( saved )
{
switch( SPELL_SAVE( skill ) )
{
case SE_3QTRDAM:
dam = ( dam * 3 ) / 4;
break;
case SE_HALFDAM:
dam >>= 1;
break;
case SE_QUARTERDAM:
dam >>= 2;
break;
case SE_EIGHTHDAM:
dam >>= 3;
break;
case SE_ABSORB: /* victim absorbs spell for hp's */
act( AT_MAGIC, "$N absorbs your $t!", ch, skill->noun_damage, victim, TO_CHAR );
act( AT_MAGIC, "You absorb $N's $t!", victim, skill->noun_damage, ch, TO_CHAR );
act( AT_MAGIC, "$N absorbs $n's $t!", ch, skill->noun_damage, victim, TO_NOTVICT );
victim->hit = URANGE( 0, victim->hit + dam, victim->max_hit );
update_pos( victim );
if( skill->first_affect )
retcode = spell_affectchar( sn, level, ch, victim );
return retcode;
case SE_REFLECT: /* reflect the spell to the caster */
return spell_attack( sn, level, victim, ch );
}
}
retcode = damage( ch, victim, dam, sn, true );
if( retcode == rNONE && skill->first_affect
&& !char_died( ch ) && !char_died( victim )
&& ( !is_affected( victim, sn ) || SPELL_FLAG( skill, SF_ACCUMULATIVE ) || SPELL_FLAG( skill, SF_RECASTABLE ) ) )
retcode = spell_affectchar( sn, level, ch, victim );
return retcode;
}
/* Generic area attack - Thoric */
ch_ret spell_area_attack( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch, *vch_next;
SKILLTYPE *skill = get_skilltype( sn );
bool saved;
bool affects;
int dam;
bool ch_died = false;
ch_ret retcode = rNONE;
if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
affects = ( skill->first_affect ? true : false );
if( skill->hit_char && skill->hit_char[0] != '\0' )
act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR );
if( skill->hit_room && skill->hit_room[0] != '\0' )
act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM );
for( vch = ch->in_room->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if( !is_npc( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= get_trust( ch ) )
continue;
if( vch == ch )
continue;
if( is_safe( ch, vch, false ) )
continue;
if( !is_npc( ch ) && !is_npc( vch ) && !in_arena( ch ) && ( !is_pkill( ch ) || !is_pkill( vch ) ) )
continue;
saved = check_save( sn, level, ch, vch );
if( saved && SPELL_SAVE( skill ) == SE_NEGATE )
{
failed_casting( skill, ch, vch, NULL );
continue;
}
else if( skill->dice )
dam = dice_parse( ch, level, skill->dice );
else
dam = dice( 1, level / 2 );
if( saved )
{
switch( SPELL_SAVE( skill ) )
{
case SE_3QTRDAM:
dam = ( dam * 3 ) / 4;
break;
case SE_HALFDAM:
dam >>= 1;
break;
case SE_QUARTERDAM:
dam >>= 2;
break;
case SE_EIGHTHDAM:
dam >>= 3;
break;
case SE_ABSORB: /* victim absorbs spell for hp's */
act( AT_MAGIC, "$N absorbs your $t!", ch, skill->noun_damage, vch, TO_CHAR );
act( AT_MAGIC, "You absorb $N's $t!", vch, skill->noun_damage, ch, TO_CHAR );
act( AT_MAGIC, "$N absorbs $n's $t!", ch, skill->noun_damage, vch, TO_NOTVICT );
vch->hit = URANGE( 0, vch->hit + dam, vch->max_hit );
update_pos( vch );
continue;
case SE_REFLECT: /* reflect the spell to the caster */
retcode = spell_attack( sn, level, vch, ch );
if( char_died( ch ) )
{
ch_died = true;
break;
}
continue;
}
}
retcode = damage( ch, vch, dam, sn, true );
if( retcode == rNONE && affects && !char_died( ch ) && !char_died( vch )
&& ( !is_affected( vch, sn ) || SPELL_FLAG( skill, SF_ACCUMULATIVE ) || SPELL_FLAG( skill, SF_RECASTABLE ) ) )
retcode = spell_affectchar( sn, level, ch, vch );
if( retcode == rCHAR_DIED || char_died( ch ) )
{
ch_died = true;
break;
}
}
return retcode;
}
ch_ret spell_affectchar( int sn, int level, CHAR_DATA *ch, void *vo )
{
AFFECT_DATA af;
SMAUG_AFF *saf;
SKILLTYPE *skill = get_skilltype( sn );
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int schance;
bool affected = false, first = true;
ch_ret retcode = rNONE;
if( SPELL_FLAG( skill, SF_RECASTABLE ) )
affect_strip( victim, sn );
for( saf = skill->first_affect; saf; saf = saf->next )
{
if( saf->location >= REVERSE_APPLY )
{
if( !SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
{
if( first == true )
{
if( SPELL_FLAG( skill, SF_RECASTABLE ) )
affect_strip( ch, sn );
if( is_affected( ch, sn ) )
affected = true;
}
first = false;
if( affected == true )
continue;
}
victim = ch;
}
else
victim = ( CHAR_DATA * ) vo;
/* Check if char has this bitvector already */
af.bitvector = meb( saf->bitvector );
if( saf->bitvector >= 0 && xIS_SET( victim->affected_by, saf->bitvector ) && !SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
continue;
/* necessary for affect_strip to work properly... */
switch( saf->bitvector )
{
default:
af.type = sn;
break;
case AFF_POISON:
af.type = gsn_poison;
schance = ris_save( victim, level, RIS_POISON );
if( schance == -1 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
if( schance == -2 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
if( saves_poison_death( schance, victim ) )
{
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
victim->mental_state = URANGE( 30, victim->mental_state + 2, 100 );
break;
case AFF_BLIND:
af.type = gsn_blindness;
break;
case AFF_CURSE:
af.type = gsn_curse;
break;
case AFF_INVISIBLE:
af.type = gsn_invis;
break;
case AFF_SLEEP:
af.type = gsn_sleep;
schance = ris_save( victim, level, RIS_SLEEP );
if( schance == -1 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
if( schance == -2 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
break;
case AFF_CHARM:
af.type = gsn_charm_person;
schance = ris_save( victim, level, RIS_CHARM );
if( schance == -1 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
if( schance == -2 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
break;
}
if( saf->duration )
af.duration = dice_parse( ch, level, saf->duration );
af.modifier = dice_parse( ch, level, saf->modifier );
af.location = saf->location % REVERSE_APPLY;
if( af.duration == 0 )
{
switch( af.location )
{
case APPLY_HIT:
victim->hit = URANGE( 0, victim->hit + af.modifier, victim->max_hit );
update_pos( victim );
if( is_npc( victim ) && victim->hit <= 0 )
damage( ch, victim, 5, TYPE_UNDEFINED, true );
break;
case APPLY_MANA:
victim->mana = URANGE( 0, victim->mana + af.modifier, victim->max_mana );
update_pos( victim );
break;
case APPLY_MOVE:
victim->move = URANGE( 0, victim->move + af.modifier, victim->max_move );
update_pos( victim );
break;
default:
affect_modify( victim, &af, true );
break;
}
}
else if( SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
affect_join( victim, &af );
else
affect_to_char( victim, &af );
}
update_pos( victim );
return retcode;
}
/* Generic spell affect - Thoric */
ch_ret spell_affect( int sn, int level, CHAR_DATA *ch, void *vo )
{
SMAUG_AFF *saf;
SKILLTYPE *skill = get_skilltype( sn );
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
bool groupsp, areasp;
bool hitchar = false, hitroom = false, hitvict = false;
ch_ret retcode;
if( !skill->first_affect )
{
bug( "%s: has no affects sn %d", __FUNCTION__, sn );
return rNONE;
}
if( SPELL_FLAG( skill, SF_GROUPSPELL ) )
groupsp = true;
else
groupsp = false;
if( SPELL_FLAG( skill, SF_AREA ) )
areasp = true;
else
areasp = false;
if( !groupsp && !areasp )
{
/* Can't find a victim */
if( !victim )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( ( skill->type != SKILL_HERB && xIS_SET( victim->immune, RIS_MAGIC ) )
|| is_immune( victim, SPELL_DAMAGE( skill ) ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
/* Spell is already on this guy */
if( is_affected( victim, sn ) && !SPELL_FLAG( skill, SF_ACCUMULATIVE ) && !SPELL_FLAG( skill, SF_RECASTABLE ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( ( saf = skill->first_affect ) && !saf->next
&& saf->location == APPLY_STRIPSN && !is_affected( victim, dice_parse( ch, level, saf->modifier ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( check_save( sn, level, ch, victim ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
}
else
{
if( skill->hit_char && skill->hit_char[0] != '\0' )
{
if( strstr( skill->hit_char, "$N" ) )
hitchar = true;
else
act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR );
}
if( skill->hit_room && skill->hit_room[0] != '\0' )
{
if( strstr( skill->hit_room, "$N" ) )
hitroom = true;
else
act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM );
}
if( skill->hit_vict && skill->hit_vict[0] != '\0' )
hitvict = true;
if( victim )
victim = victim->in_room->first_person;
else
victim = ch->in_room->first_person;
}
if( !victim )
{
bug( "%s: could not find victim: sn %d", __FUNCTION__, sn );
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
for( ; victim; victim = victim->next_in_room )
{
if( groupsp || areasp )
{
if( ( groupsp && !is_same_group( victim, ch ) )
|| xIS_SET( victim->immune, RIS_MAGIC )
|| is_immune( victim, SPELL_DAMAGE( skill ) )
|| check_save( sn, level, ch, victim ) || ( !SPELL_FLAG( skill, SF_RECASTABLE ) && is_affected( victim, sn ) ) )
continue;
if( hitvict && ch != victim )
{
act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT );
if( hitroom )
{
act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_NOTVICT );
act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_CHAR );
}
}
else if( hitroom )
act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_ROOM );
if( ch == victim )
{
if( hitvict )
act( AT_MAGIC, skill->hit_vict, ch, NULL, ch, TO_CHAR );
else if( hitchar )
act( AT_MAGIC, skill->hit_char, ch, NULL, ch, TO_CHAR );
}
else if( hitchar )
act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR );
}
retcode = spell_affectchar( sn, level, ch, victim );
if( !groupsp && !areasp )
{
if( retcode == rVICT_IMMUNE )
immune_casting( skill, ch, victim, NULL );
else
successful_casting( skill, ch, victim, NULL );
break;
}
}
return rNONE;
}
/* Generic inventory object spell - Thoric */
ch_ret spell_obj_inv( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
SKILLTYPE *skill = get_skilltype( sn );
if( !obj )
{
failed_casting( skill, ch, NULL, NULL );
return rNONE;
}
switch( SPELL_ACTION( skill ) )
{
default:
case SA_NONE:
return rNONE;
case SA_CREATE:
if( SPELL_FLAG( skill, SF_WATER ) ) /* create water */
{
int water;
WEATHER_DATA *weath = ch->in_room->area->weather;
if( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\r\n", ch );
return rSPELL_FAILED;
}
if( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\r\n", ch );
return rSPELL_FAILED;
}
water = UMIN( ( skill->dice ? dice_parse( ch, level, skill->dice ) : level )
* ( weath->precip >= 0 ? 2 : 1 ), obj->value[0] - obj->value[1] );
if( water > 0 )
{
separate_obj( obj );
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if( !is_name( "water", obj->name ) )
{
char buf[MSL];
snprintf( buf, sizeof( buf ), "%s water", obj->name );
STRFREE( obj->name );
obj->name = STRALLOC( buf );
}
}
successful_casting( skill, ch, NULL, obj );
return rNONE;
}
if( SPELL_DAMAGE( skill ) == SD_FIRE ) /* burn object */
{
/* return rNONE; */
}
if( SPELL_DAMAGE( skill ) == SD_POISON /* poison object */
|| SPELL_CLASS( skill ) == SC_DEATH )
{
switch( obj->item_type )
{
default:
failed_casting( skill, ch, NULL, obj );
break;
case ITEM_COOK:
case ITEM_FOOD:
case ITEM_DRINK_CON:
case ITEM_FISH:
separate_obj( obj );
obj->value[3] = 1;
successful_casting( skill, ch, NULL, obj );
break;
}
return rNONE;
}
if( SPELL_CLASS( skill ) == SC_LIFE /* purify food/water */
&& ( obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON
|| obj->item_type == ITEM_COOK || obj->item_type == ITEM_FISH ) )
{
switch( obj->item_type )
{
default:
failed_casting( skill, ch, NULL, obj );
break;
case ITEM_COOK:
case ITEM_FOOD:
case ITEM_DRINK_CON:
case ITEM_FISH:
separate_obj( obj );
obj->value[3] = 0;
successful_casting( skill, ch, NULL, obj );
break;
}
return rNONE;
}
if( SPELL_CLASS( skill ) != SC_NONE )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
switch( SPELL_POWER( skill ) ) /* clone object */
{
OBJ_DATA *clone;
default:
case SP_NONE:
if( ch->level - obj->level < 10 || obj->cost > ch->level * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_MINOR:
if( ch->level - obj->level < 20 || obj->cost > ch->level * get_curr_int( ch ) / 5 )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_GREATER:
if( ch->level - obj->level < 5 || obj->cost > ch->level * 10 * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_MAJOR:
if( ch->level - obj->level < 0 || obj->cost > ch->level * 50 * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
clone = clone_object( obj );
clone->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0;
obj_to_char( clone, ch );
successful_casting( skill, ch, NULL, obj );
break;
}
return rNONE;
case SA_DESTROY:
case SA_RESIST:
case SA_SUSCEPT:
case SA_DIVINATE:
if( SPELL_DAMAGE( skill ) == SD_POISON ) /* detect poison */
{
if( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD
|| obj->item_type == ITEM_COOK || obj->item_type == ITEM_FISH )
{
if( ( obj->item_type == ITEM_COOK || obj->item_type == ITEM_FISH ) && obj->value[2] == 0 )
send_to_char( "It looks undercooked.\r\n", ch );
else if( obj->value[3] != 0 )
send_to_char( "You smell poisonous fumes.\r\n", ch );
else
send_to_char( "It looks very delicious.\r\n", ch );
}
else
send_to_char( "It doesn't look poisoned.\r\n", ch );
return rNONE;
}
return rNONE;
case SA_OBSCURE: /* make obj invis */
if( is_obj_stat( obj, ITEM_INVIS ) || chance( ch, skill->dice ? dice_parse( ch, level, skill->dice ) : 20 ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
successful_casting( skill, ch, NULL, obj );
xSET_BIT( obj->extra_flags, ITEM_INVIS );
return rNONE;
case SA_CHANGE:
return rNONE;
}
}
/* Generic object creating spell - Thoric */
ch_ret spell_create_obj( int sn, int level, CHAR_DATA *ch, void *vo )
{
SKILLTYPE *skill = get_skilltype( sn );
int lvl, vnum = skill->value;
OBJ_DATA *obj;
OBJ_INDEX_DATA *oi;
switch( SPELL_POWER( skill ) )
{
default:
case SP_NONE:
lvl = 10;
break;
case SP_MINOR:
lvl = 0;
break;
case SP_GREATER:
lvl = level / 2;
break;
case SP_MAJOR:
lvl = level;
break;
}
/* Add predetermined objects here */
if( vnum == 0 )
{
}
if( !( oi = get_obj_index( vnum ) ) || !( obj = create_object( oi, lvl ) ) )
{
bug( "%s: either no index data or couldn't create_object for vnum [%d].", __FUNCTION__, vnum );
failed_casting( skill, ch, NULL, NULL );
return rNONE;
}
obj->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0;
if( !can_wear( obj, ITEM_NO_TAKE ) )
obj_to_char( obj, ch );
else
{
if( xIS_SET( ch->in_room->room_flags, ROOM_NODROP ) )
{
send_to_char( "A magical force prevents you from casting that here.\r\n", ch );
extract_obj( obj );
return rNONE;
}
obj_to_room( obj, ch->in_room );
}
successful_casting( skill, ch, NULL, obj );
return rNONE;
}
/* Generic mob creating spell - Thoric */
ch_ret spell_create_mob( int sn, int level, CHAR_DATA *ch, void *vo )
{
SKILLTYPE *skill = get_skilltype( sn );
int lvl, vnum = skill->value;
CHAR_DATA *mob;
MOB_INDEX_DATA *mi;
AFFECT_DATA af;
/* set maximum mob level */
switch( SPELL_POWER( skill ) )
{
default:
case SP_NONE:
lvl = 20;
break;
case SP_MINOR:
lvl = 5;
break;
case SP_GREATER:
lvl = level / 2;
break;
case SP_MAJOR:
lvl = level;
break;
}
/* Add predetermined mobiles here */
if( vnum == 0 )
{
if( !str_cmp( target_name, "cityguard" ) )
vnum = MOB_VNUM_CITYGUARD;
if( !str_cmp( target_name, "vampire" ) )
vnum = MOB_VNUM_VAMPIRE;
}
if( !( mi = get_mob_index( vnum ) ) || !( mob = create_mobile( mi ) ) )
{
bug( "%s: either no index data or couldn't create_mobile for vnum [%d].", __FUNCTION__, vnum );
failed_casting( skill, ch, NULL, NULL );
return rNONE;
}
mob->level = UMIN( lvl, skill->dice ? dice_parse( ch, level, skill->dice ) : mob->level );
mob->armor = interpolate( mob->level, 100, -100 );
mob->max_hit = mob->level * 8 + number_range( mob->level * mob->level / 4, mob->level * mob->level );
mob->hit = mob->max_hit;
mob->gold = 0;
mob->mgold = 0;
successful_casting( skill, ch, mob, NULL );
char_to_room( mob, ch->in_room );
add_follower( mob, ch );
af.type = sn;
af.duration = ( int )( ( ( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV );
af.location = APPLY_EXT_AFFECT;
af.modifier = AFF_CHARM;
af.bitvector = meb( AFF_CHARM );
affect_to_char( mob, &af );
return rNONE;
}
ch_ret ranged_attack( CHAR_DATA *, char *, OBJ_DATA *, OBJ_DATA *, short, short );
/* Generic handler for new "SMAUG" spells - Thoric */
ch_ret spell_smaug( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
SKILLTYPE *skill = get_skilltype( sn );
/* Put this check in to prevent crashes from this getting a bad skill */
if( !skill )
{
bug( "%s: Called with a null skill for sn %d", __FUNCTION__, sn );
return rERROR;
}
switch( skill->target )
{
case TAR_IGNORE:
/* offensive area spell */
if( SPELL_FLAG( skill, SF_AREA )
&& ( ( SPELL_ACTION( skill ) == SA_DESTROY && SPELL_CLASS( skill ) == SC_LIFE )
|| ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) ) )
return spell_area_attack( sn, level, ch, vo );
if( SPELL_ACTION( skill ) == SA_CREATE )
{
if( SPELL_FLAG( skill, SF_OBJECT ) ) /* create object */
return spell_create_obj( sn, level, ch, vo );
if( SPELL_CLASS( skill ) == SC_LIFE ) /* create mob */
return spell_create_mob( sn, level, ch, vo );
}
/* affect a distant player */
if( SPELL_FLAG( skill, SF_DISTANT )
&& ( victim = get_char_world( ch, target_name ) )
&& !xIS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL )
&& SPELL_FLAG( skill, SF_CHARACTER ) )
return spell_affect( sn, level, ch, get_char_world( ch, target_name ) );
/* affect a player in this room (should have been TAR_CHAR_XXX) */
if( SPELL_FLAG( skill, SF_CHARACTER ) )
return spell_affect( sn, level, ch, get_char_room( ch, target_name ) );
if( skill->range > 0
&& ( ( SPELL_ACTION( skill ) == SA_DESTROY && SPELL_CLASS( skill ) == SC_LIFE )
|| ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) ) )
return ranged_attack( ch, ranged_target_name, NULL, NULL, sn, skill->range );
/* will fail, or be an area/group affect */
return spell_affect( sn, level, ch, vo );
case TAR_CHAR_OFFENSIVE:
if( SPELL_FLAG( skill, SF_NOFIGHT )
&& ( ch->position == POS_FIGHTING || ch->position == POS_EVASIVE
|| ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE || ch->position == POS_BERSERK ) )
{
send_to_char( "You can't concentrate enough for that!\r\n", ch );
return rNONE;
}
if( SPELL_FLAG( skill, SF_NOMOUNT ) && ch->position == POS_MOUNTED )
{
send_to_char( "You can't do that while you are mounted!\r\n", ch );
return rNONE;
}
/* a regular damage inflicting spell attack */
if( ( SPELL_ACTION( skill ) == SA_DESTROY && SPELL_CLASS( skill ) == SC_LIFE )
|| ( SPELL_ACTION( skill ) == SA_CREATE && SPELL_CLASS( skill ) == SC_DEATH ) )
return spell_attack( sn, level, ch, vo );
/* a nasty spell affect */
return spell_affect( sn, level, ch, vo );
case TAR_CHAR_DEFENSIVE:
case TAR_CHAR_SELF:
if( SPELL_FLAG( skill, SF_NOFIGHT )
&& ( ch->position == POS_FIGHTING || ch->position == POS_EVASIVE
|| ch->position == POS_DEFENSIVE || ch->position == POS_AGGRESSIVE || ch->position == POS_BERSERK ) )
{
send_to_char( "You can't concentrate enough for that!\r\n", ch );
return rNONE;
}
if( SPELL_FLAG( skill, SF_NOMOUNT ) && ch->position == POS_MOUNTED )
{
send_to_char( "You can't do that while you are mounted!\r\n", ch );
return rNONE;
}
if( vo && SPELL_ACTION( skill ) == SA_DESTROY )
{
victim = ( CHAR_DATA * ) vo;
/* cure poison */
if( SPELL_DAMAGE( skill ) == SD_POISON )
{
if( is_affected( victim, gsn_poison ) )
{
affect_strip( victim, gsn_poison );
victim->mental_state = URANGE( -100, victim->mental_state, -10 );
successful_casting( skill, ch, victim, NULL );
return rNONE;
}
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
/* cure blindness */
if( SPELL_CLASS( skill ) == SC_ILLUSION )
{
if( is_affected( victim, gsn_blindness ) )
{
affect_strip( victim, gsn_blindness );
successful_casting( skill, ch, victim, NULL );
return rNONE;
}
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
}
return spell_affect( sn, level, ch, vo );
case TAR_OBJ_INV:
return spell_obj_inv( sn, level, ch, vo );
}
return rNONE;
}
NM ch_ret spell_midas_touch( int sn, int level, CHAR_DATA *ch, void *vo )
{
int val;
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
if( is_obj_stat( obj, ITEM_NODROP ) )
{
send_to_char( "You can't seem to let go of it.\r\n", ch );
return rSPELL_FAILED;
}
if( is_obj_stat( obj, ITEM_PROTOTYPE ) && get_trust( ch ) < PERM_IMM )
{
send_to_char( "That item is not for mortal hands to touch!\r\n", ch );
return rSPELL_FAILED; /* Thoric */
}
if( can_wear( obj, ITEM_NO_TAKE ) || ( obj->item_type == ITEM_CORPSE_NPC ) || ( obj->item_type == ITEM_CORPSE_PC ) )
{
send_to_char( "You can't seem to turn this item to gold!\r\n", ch );
return rNONE;
}
separate_obj( obj ); /* nice, alty :) */
val = obj->cost / 2;
val = UMAX( 0, val );
increase_gold( ch, val );
if( obj )
extract_obj( obj );
send_to_char( "You transmogrify the item to gold!\r\n", ch );
return rNONE;
}
NM ch_ret spell_create_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *fire = NULL, *obj;
if( xIS_SET( ch->in_room->room_flags, ROOM_NODROP ) )
{
send_to_char( "A magical force prevents you from casting that here.\r\n", ch );
return rSPELL_FAILED;
}
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
{
if( obj->pIndexData->vnum == OBJ_VNUM_FIRE
|| obj->pIndexData->vnum == OBJ_VNUM_WOODFIRE )
{
fire = obj;
break;
}
}
if( fire )
{
act( AT_MAGIC, "$n's magic successfully stokes the fire!", ch, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "Your magic successfully stokes the fire!", ch, NULL, NULL, TO_CHAR );
fire->timer = UMAX( fire->timer, ( fire->timer + ch->level ) );
}
else
{
if( !( fire = create_object( get_obj_index( OBJ_VNUM_FIRE ), 0 ) ) )
{
bug( "%s: Object vnum %d couldn't be created", __FUNCTION__, OBJ_VNUM_FIRE );
return rNONE;
}
fire->timer = ch->level;
act( AT_MAGIC, "A small cloud of vaporous flame bursts forth before $n.", ch, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "A small cloud of vaporous flame bursts forth before you.", ch, NULL, NULL, TO_CHAR );
obj_to_room( fire, ch->in_room );
}
return rNONE;
}
NM ch_ret spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *spring = NULL, *obj;
if( xIS_SET( ch->in_room->room_flags, ROOM_NODROP ) )
{
send_to_char( "A magical force prevents you from casting that here.\r\n", ch );
return rSPELL_FAILED;
}
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
{
if( obj->pIndexData->vnum == OBJ_VNUM_SPRING )
{
spring = obj;
break;
}
}
if( spring )
{
act( AT_MAGIC, "$n's magic successfully increases the flow of the spring!", ch, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "Your magic successfully increases the flow of the spring!", ch, NULL, NULL, TO_CHAR );
spring->timer = UMAX( spring->timer, ( spring->timer + ch->level ) );
}
else
{
if( !( spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 ) ) )
{
bug( "%s: Object vnum %d couldn't be created", __FUNCTION__, OBJ_VNUM_SPRING );
return rNONE;
}
spring->timer = ch->level;
act( AT_MAGIC, "As $n traces a ring through the air, the flow of a mystical spring emerges.", ch, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "Tracing a ring before you, the graceful flow of a mystical spring emerges.", ch, NULL, NULL, TO_CHAR );
obj_to_room( spring, ch->in_room );
}
return rNONE;
}
bool handle_recall( CHAR_DATA *ch );
NM ch_ret spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
SKILLTYPE *skill = get_skilltype( sn );
if( !handle_recall( ch ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
return rNONE;
}
NM ch_ret spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf;
if( obj->item_type != ITEM_ARMOR || is_obj_stat( obj, ITEM_MAGIC ) || obj->first_affect
|| is_obj_stat( obj, ITEM_ENCHANTED ) )
{
act( AT_MAGIC, "Your magic twists and winds around $p but can't take hold.", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$n's magic twists and winds around $p but can't take hold.", ch, obj, NULL, TO_NOTVICT );
return rSPELL_FAILED;
}
/* Bug fix here. -- Alty */
separate_obj( obj );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_ARMOR;
paf->modifier = level / 10;
xCLEAR_BITS( paf->bitvector );
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
++top_affect;
xSET_BIT( obj->extra_flags, ITEM_ENCHANTED );
if( is_good( ch ) )
{
xSET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( AT_BLUE, "$p gleams with flecks of blue energy.", ch, obj, NULL, TO_ROOM );
act( AT_BLUE, "$p gleams with flecks of blue energy.", ch, obj, NULL, TO_CHAR );
}
else if( is_evil( ch ) )
{
xSET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_BLOOD, "A crimson stain flows slowly over $p.", ch, obj, NULL, TO_CHAR );
act( AT_BLOOD, "A crimson stain flows slowly over $p.", ch, obj, NULL, TO_ROOM );
}
else
{
xSET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
xSET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_YELLOW, "$p glows with a disquieting light.", ch, obj, NULL, TO_ROOM );
act( AT_YELLOW, "$p glows with a disquieting light.", ch, obj, NULL, TO_CHAR );
}
return rNONE;
}
NM ch_ret spell_disenchant_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf, *paf_next;
bool armor = false;
if( obj->item_type != ITEM_ARMOR )
{
send_to_char( "You can only disenchant armor.\r\n", ch );
return rSPELL_FAILED;
}
if( !obj->first_affect )
{
send_to_char( "This armor appears to have no enchantments on it.\r\n", ch );
return rSPELL_FAILED;
}
if( !is_obj_stat( obj, ITEM_ENCHANTED ) )
{
send_to_char( "You can't disenchant armor that's not enchanted.\r\n", ch );
return rSPELL_FAILED;
}
/* Remove the first armor affects since an object can't have previous extra affects when being enchanted. */
separate_obj( obj );
for( paf = obj->first_affect; paf; paf = paf_next )
{
paf_next = paf->next;
if( paf->location == APPLY_ARMOR )
{
if( armor )
continue;
armor = true;
}
else
continue;
UNLINK( paf, obj->first_affect, obj->last_affect, next, prev );
DISPOSE( paf );
--top_affect;
}
if( !armor )
{
send_to_char( "No armor affect found to remove.\r\n", ch );
return rSPELL_FAILED;
}
if( is_obj_stat( obj, ITEM_ANTI_GOOD ) && is_obj_stat( obj, ITEM_ANTI_EVIL ) )
{
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( AT_YELLOW, "$p momentarily absorbs all light around it.", ch, obj, NULL, TO_CHAR );
}
if( is_obj_stat( obj, ITEM_ANTI_GOOD ) )
{
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_BLUE, "$p momentarily absorbs all blue light around it.", ch, obj, NULL, TO_CHAR );
}
if( is_obj_stat( obj, ITEM_ANTI_EVIL ) )
{
xREMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( AT_RED, "$p momentarily absorbs all red light around it.", ch, obj, NULL, TO_CHAR );
}
successful_casting( get_skilltype( sn ), ch, NULL, obj );
return rNONE;
}