/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#include <stdio.h>
#include <string.h>
#include <sys/types.h>
#include <stdlib.h>
#include "merc.h"
void mage_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) );
void mage_message args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type ) );
int mage_immunity args( ( CHAR_DATA *ch, int dam, const char *msg, int type ) );
void update_damcap args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
const char * sphere_name [9] =
{
"Correspondence", "Life",
"Prime", "Entropy",
"Mind", "Spirit",
"Forces", "Matter",
"Time"
};
bool is_memb( CHAR_DATA *ch )
{
int test = number_percent();
if ( IS_SET(ch->mflags, MAGE_EMBRACED2) )
{
stc("You struggle to move, but the earth surrounding you won't budge.\n\r",ch);
return TRUE;
}
else if ( IS_SET(ch->mflags, MAGE_EMBRACED1) && test > 30 )
{
stc("You struggle to move, but the earth surrounding you won't budge.\n\r",ch);
return TRUE;
}
else if ( IS_SET(ch->mflags, MAGE_EMBRACED1) && test <= 30 )
{
stc("You manage to break free of the earth surrounding you.\n\r",ch);
REMOVE_BIT(ch->mflags, MAGE_EMBRACED1);
return FALSE;
}
return FALSE;
}
bool is_mage( CHAR_DATA *ch )
{
if ( !IS_CLASS(ch, CLASS_MAGE) )
{
stc("Huh?\n\r",ch);
return FALSE;
}
return TRUE;
}
void creategate( CHAR_DATA *ch, int inroom, int toroom, bool perm )
{
OBJ_DATA *in_gate;
OBJ_DATA *to_gate;
ROOM_INDEX_DATA *pIn;
ROOM_INDEX_DATA *pTo;
pIn = get_room_index( inroom );
pTo = get_room_index( toroom );
in_gate = create_object( get_obj_index( OBJ_VNUM_WGATE ), 0 );
obj_to_room( in_gate, pIn );
in_gate->value[0] = toroom;
in_gate->value[1] = MAGE_INROOM_GATE;
in_gate->value[3] = inroom;
if ( !perm )
in_gate->timer = ch->spheres[MCOR];
in_gate->item_type = ITEM_WGATE;
to_gate = create_object( get_obj_index( OBJ_VNUM_WGATE ), 0 );
obj_to_room( to_gate, pTo );
to_gate->value[0] = inroom;
to_gate->value[1] = MAGE_TOROOM_GATE;
to_gate->value[3] = toroom;
if ( !perm )
to_gate->timer = ch->spheres[MCOR];
to_gate->item_type = ITEM_WGATE;
return;
}
void do_spheres( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int disc,cost;
cost = 0;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( !IS_CLASS(ch, CLASS_MAGE) )
{
stc("OoOoOo, look daddy! Pretty spheres!\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
stc("-=[**]_[**]=-=[**]_[**]=-=[**]_[**] Spheres [**]_[**]=-=[**]_[**]=-=[**]_[**]=-\n\r",ch);
stc("[+] [+]\n\r",ch);
sprintf(buf,"[+] Correspondence (%s%s%s%s%s) Life (%s%s%s%s%s) Forces (%s%s%s%s%s) [+]\n\r",
ch->spheres[MCOR] >= 1 ? "*" : " ",
ch->spheres[MCOR] >= 2 ? "*" : " ",
ch->spheres[MCOR] >= 3 ? "*" : " ",
ch->spheres[MCOR] >= 4 ? "*" : " ",
ch->spheres[MCOR] >= 5 ? "*" : " ",
ch->spheres[MLIF] >= 1 ? "*" : " ",
ch->spheres[MLIF] >= 2 ? "*" : " ",
ch->spheres[MLIF] >= 3 ? "*" : " ",
ch->spheres[MLIF] >= 4 ? "*" : " ",
ch->spheres[MLIF] >= 5 ? "*" : " ",
ch->spheres[MFOR] >= 1 ? "*" : " ",
ch->spheres[MFOR] >= 2 ? "*" : " ",
ch->spheres[MFOR] >= 3 ? "*" : " ",
ch->spheres[MFOR] >= 4 ? "*" : " ",
ch->spheres[MFOR] >= 5 ? "*" : " " );
stc(buf,ch);
sprintf(buf,"[+] Entropy (%s%s%s%s%s) Mind (%s%s%s%s%s) Spirit (%s%s%s%s%s) [+]\n\r",
ch->spheres[MENT] >= 1 ? "*" : " ",
ch->spheres[MENT] >= 2 ? "*" : " ",
ch->spheres[MENT] >= 3 ? "*" : " ",
ch->spheres[MENT] >= 4 ? "*" : " ",
ch->spheres[MENT] >= 5 ? "*" : " ",
ch->spheres[MMIN] >= 1 ? "*" : " ",
ch->spheres[MMIN] >= 2 ? "*" : " ",
ch->spheres[MMIN] >= 3 ? "*" : " ",
ch->spheres[MMIN] >= 4 ? "*" : " ",
ch->spheres[MMIN] >= 5 ? "*" : " ",
ch->spheres[MSPI] >= 1 ? "*" : " ",
ch->spheres[MSPI] >= 2 ? "*" : " ",
ch->spheres[MSPI] >= 3 ? "*" : " ",
ch->spheres[MSPI] >= 4 ? "*" : " ",
ch->spheres[MSPI] >= 5 ? "*" : " " );
stc(buf,ch);
sprintf(buf,"[+] Prime (%s%s%s%s%s) Time (%s%s%s%s%s) Matter (%s%s%s%s%s) [+]\n\r",
ch->spheres[MPRI] >= 1 ? "*" : " ",
ch->spheres[MPRI] >= 2 ? "*" : " ",
ch->spheres[MPRI] >= 3 ? "*" : " ",
ch->spheres[MPRI] >= 4 ? "*" : " ",
ch->spheres[MPRI] >= 5 ? "*" : " ",
ch->spheres[MTIM] >= 1 ? "*" : " ",
ch->spheres[MTIM] >= 2 ? "*" : " ",
ch->spheres[MTIM] >= 3 ? "*" : " ",
ch->spheres[MTIM] >= 4 ? "*" : " ",
ch->spheres[MTIM] >= 5 ? "*" : " ",
ch->spheres[MMAT] >= 1 ? "*" : " ",
ch->spheres[MMAT] >= 2 ? "*" : " ",
ch->spheres[MMAT] >= 3 ? "*" : " ",
ch->spheres[MMAT] >= 4 ? "*" : " ",
ch->spheres[MMAT] >= 5 ? "*" : " " );
stc(buf,ch);
stc("[+] [+]\n\r",ch);
stc("-=[**]_[**]=-=[**]_[**]=-=[**]_[**]---------[**]_[**]=-=[**]_[**]=-=[**]_[**]=-\n\r",ch);
return;
}
if ( arg2[0] == '\0' )
{
if ( !str_prefix( arg1, "Life" ) )
{
if ( ch->spheres[MLIF] == 0 )
{
stc("You have no knowledge of the sphere of Life.\n\r",ch);
return;
}
if ( ch->spheres[MLIF] >= 1 )
{
divide_to_char(ch);
centre_text("The Sphere of Life",ch);
divide_to_char(ch);
centre_text("Ho Tien Chi",ch);
}
if ( ch->spheres[MLIF] >= 2 )
centre_text("Little Good Death",ch);
if ( ch->spheres[MLIF] >= 3 )
centre_text("Better Body",ch);
if ( ch->spheres[MLIF] >= 4 )
centre_text("Shapechange",ch);
if ( ch->spheres[MLIF] >= 5 )
centre_text("Layhands",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Prime" ) )
{
if ( ch->spheres[MPRI] == 0 )
{
stc("You have no knowledge of the sphere of Prime.\n\r",ch);
return;
}
if ( ch->spheres[MPRI] >= 1 )
{
centre_text("The Sphere of Prime",ch);
divide_to_char(ch);
centre_text("Quintessence",ch);
}
if ( ch->spheres[MPRI] >=2 )
centre_text("Enchant",ch);
if ( ch->spheres[MPRI] >=3 )
centre_text("Rubbing of the Bones",ch);
if ( ch->spheres[MPRI] >=4 )
centre_text("Flames of Purification",ch);
if ( ch->spheres[MPRI] >=5 )
centre_text("Quintessence Blast",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Matter" ) )
{
if ( ch->spheres[MMAT] == 0 )
{
stc("You have no knowledge of the sphere of Matter.\n\r",ch);
return;
}
if ( ch->spheres[MMAT] >= 1 )
{
divide_to_char(ch);
centre_text("The Sphere of Matter",ch);
divide_to_char(ch);
centre_text("Analyze Substance",ch);
}
if ( ch->spheres[MMAT] >= 2 )
centre_text("Alter State",ch);
if ( ch->spheres[MMAT] >= 3 )
centre_text("Alter Weight",ch);
if ( ch->spheres[MMAT] >= 4 )
centre_text("Enchant Armor",ch);
if ( ch->spheres[MMAT] >= 5 )
centre_text("Hover",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Spirit" ) )
{
if ( ch->spheres[MSPI] == 0 )
{
stc("You have no knowledge of the Sphere of Spirit.\n\r",ch);
return;
}
if ( ch->spheres[MSPI] >= 1 )
{
divide_to_char(ch);
centre_text("The Sphere of Spirit",ch);
divide_to_char(ch);
centre_text("Call Spirit",ch);
}
if ( ch->spheres[MSPI] >= 2 )
centre_text("Spirit Kiss",ch);
if ( ch->spheres[MSPI] >= 3 )
centre_text("Awaken the Inanimate",ch);
if ( ch->spheres[MSPI] >= 4 )
centre_text("Spirit Blast",ch);
if ( ch->spheres[MSPI] >= 5 )
centre_text("Breach the Gauntlet",ch);
divide_to_char(ch);
return;
}
if ( !str_prefix( arg1, "Entropy" ) )
{
if ( ch->spheres[MENT] == 0 )
{
stc("You have no knowledge of the Sphere of Entropy.\n\r",ch);
return;
}
else
{
divide_to_char(ch);
centre_text("The Sphere of Entropy",ch);
divide_to_char(ch);
sprintf(buf,"You have obtained a level %d knowledge of Entropy.",ch->spheres[MENT]);
centre_text(buf,ch);
sprintf(buf,"This multiplies your damage by %f.",(1+(ch->spheres[MENT]*.1)));
centre_text(buf,ch);
sprintf(buf,"This divides your damage taken by 1.5.");
centre_text(buf,ch);
sprintf(buf,"This increases the level of your spells by %d.",ch->spheres[MENT]*5);
centre_text(buf,ch);
divide_to_char(ch);
return;
}
}
if ( !str_prefix( arg1, "Correspondence" ) )
{
if ( ch->spheres[MCOR] == 0 )
{
stc("You have no knowledge of the sphere of Correspondence.\n\r",ch);
return;
}
if ( ch->spheres[MCOR] > 0 )
{
centre_text("The Sphere of Correspondence",ch);
divide_to_char(ch);
centre_text("Perception",ch);
}
if ( ch->spheres[MCOR] > 1 )
{
centre_text("Gateway to the Non-Living",ch);
}
if ( ch->spheres[MCOR] > 2 )
{
centre_text("Gateway to the Living",ch);
}
if ( ch->spheres[MCOR] > 3 )
{
centre_text("The Grasp of Elminster",ch);
centre_text("The Eternal Gateway",ch);
}
if ( ch->spheres[MCOR] > 4 )
{
centre_text("Polyappearance",ch);
}
divide_to_char(ch);
return;
}
else if ( !str_cmp( arg1, "Mind" ) )
{
if ( ch->spheres[MMIN] == 0 )
{
stc(" You have no knowledge of the Sphere of the Mind.\n\r",ch);
return;
}
if ( ch->spheres[MMIN] > 0 )
{
divide_to_char(ch);
centre_text("The Sphere of Mind",ch);
divide_to_char(ch);
centre_text("Shield",ch);
}
if ( ch->spheres[MMIN] > 1 )
{
centre_text("Subliminal Impulse",ch);
}
if ( ch->spheres[MMIN] > 2 )
centre_text("Probe Thoughts",ch);
if ( ch->spheres[MMIN] > 3 )
centre_text("Possession",ch);
if ( ch->spheres[MMIN] > 4 )
centre_text("Untether",ch);
divide_to_char(ch);
return;
}
else if ( !str_prefix( arg1, "Forces" ) )
{
if ( ch->spheres[MFOR] == 0 )
{
stc("You have no knowledge of the Sphere of Forces.\n\r",ch);
return;
}
if ( ch->spheres[MFOR] > 0 )
{
centre_text("The Sphere of Forces",ch);
line(ch);
centre_text("Discharge Static",ch);
}
if ( ch->spheres[MFOR] > 1 )
{
centre_text("Telekinesis",ch);
}
if ( ch->spheres[MFOR] > 2 )
{
centre_text("Call Lightning",ch);
centre_text("Control Weather",ch);
}
if ( ch->spheres[MFOR] > 3 )
{
centre_text("Embracing the Earth Mother",ch);
}
if ( ch->spheres[MFOR] > 4 )
{
centre_text("Tempest Shards",ch);
line(ch);
}
return;
}
else if ( !str_cmp( arg1, "Time" ) )
{
if ( ch->spheres[MTIM] == 0 )
{
stc("You have no knowledge of the Sphere of Time.\n\r",ch);
return;
}
else
{
sprintf(buf,"You have a level %d knowledge of Time.\n\r",ch->spheres[MTIM]);
stc(buf,ch);
return;
}
return;
}
}
if ( !str_cmp( arg2, "learn" ) )
{
if ( !str_prefix( arg1, "correspondence" ) )
disc = MCOR;
else if ( !str_prefix( arg1, "life" ) )
disc = MLIF;
else if ( !str_prefix( arg1, "prime" ) )
disc = MPRI;
else if ( !str_prefix( arg1, "entropy" ) )
disc = MENT;
else if ( !str_prefix( arg1, "mind" ) )
disc = MMIN;
else if ( !str_prefix( arg1, "spirit" ) )
disc = MSPI;
else if ( !str_prefix( arg1, "forces" ) )
disc = MFOR;
else if ( !str_prefix( arg1, "matter" ) )
disc = MMAT;
else if ( !str_prefix( arg1, "time" ) )
disc = MTIM;
else
{
stc("You must select from the following spheres:\n\r Correspondence, Life, Prime, Entropy, Mind, Spirit, Forces, Matter, Time.\n\r",ch);
return;
}
}
else
{
do_spheres(ch,"");
return;
}
cost = ( ( ch->spheres[disc] + 1 ) * 10 );
if ( ch->spheres[disc] >= 5 )
{
sprintf(buf, "You have already learned all levels of the %s sphere.\n\r",sphere_name[disc] );
stc(buf,ch);
return;
}
if ( ch->practice < cost )
{
sprintf(buf, "You need %d primal to obtain a new level of understanding of the %s sphere.\n\r", cost, sphere_name[disc] );
stc(buf,ch);
return;
}
ch->practice -= cost;
ch->spheres[disc]++;
sprintf(buf, "Your knowledge of the %s sphere increases.\n\r",sphere_name[disc] );
stc(buf,ch);
return;
}
void do_perception( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MCOR] < 1 )
{
stc("You must obtain level one Correspondence to enable your higher Perception.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_PERCEPTION) )
{
stc("Your higher perception fades.\n\r",ch);
REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT);
REMOVE_BIT(ch->act, PLR_HOLYLIGHT);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
else
{
stc("Your perception soars to new levels.\n\r",ch);
SET_BIT(ch->affected_by, AFF_SHADOWSIGHT);
SET_BIT(ch->act, PLR_HOLYLIGHT);
SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT);
return;
}
return;
}
// Shield, Scry, Level II Correspondence
void do_objectgate( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
bool perm = FALSE;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MCOR] < 2 )
{
stc("You must obtain level two Correspondence to Open a Spacial Gate.\n\r",ch);
return;
}
if ( ch->spheres[MLIF] < 2 || ch->spheres[MMAT] < 2 )
{
stc("This sphere must be used in conjunction with either Life 2 or Matter 2, which you have not obtained.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
stc("What object do you want to attempt to gate to?\n\r",ch);
return;
}
if ( ( obj = get_obj_world( ch, arg1 ) ) == NULL )
{
stc("You concentrate deeply on foreign planes, but can find no such object.\n\r",ch);
return;
}
if ( !str_cmp(arg2, "grab" ) )
{
if ( IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, ITEM_EQUEST)
|| IS_SET(obj->quest, QUEST_RELIC) )
{
act("You reach through a rift in space and try to pull $p through, but a mystical force rips it from your hands.",ch,obj,NULL,TO_CHAR);
return;
}
if (obj->pIndexData->vnum >= 30040)
{
stc("You reach through a rift in space but the quest-machine is to heavy for you.\n\r", ch );
return;
}
if ( obj->carried_by != NULL )
{
act("You reach through a rift in space and try to pull $p through, but someone snatches it away from you.",ch,obj,NULL,TO_CHAR);
return;
}
}
else
{
if ( IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, ITEM_EQUEST)
|| IS_SET(obj->quest, QUEST_RELIC) )
{
act("You attempt to create a rift in space to $p, but it is unlocatable.",ch,obj,NULL,TO_CHAR);
return;
}
if ( obj->in_obj != 0 )
{
act("You attempt to create a rift in space to $p, but it is contained.\n\r" ,ch,obj,NULL,TO_CHAR);
return;
}
if ( obj->carried_by != NULL )
{
act("You attempt to create a rift in space to $p, but it seems to be possessed by another.",ch,obj,NULL,TO_CHAR);
return;
}
}
if ( !str_cmp( arg2, "permanent" ) )
{
if ( ch->practice < 5 )
{
stc("You require five units of Primal energy to support a permanent rift.\n\r",ch);
return;
}
perm = TRUE;
ch->practice -= 5;
}
creategate( ch, ch->in_room->vnum, obj->in_room->vnum, perm );
if ( !str_cmp(arg2, "grab" ) )
{
obj_from_room( obj );
obj_to_char( obj, ch );
act("You reach through a rift in space and pull $p through the tear.",ch,obj,NULL,TO_CHAR);
act("$n's hand plunges through a small tear in space and reappears holding $p.",ch,obj,NULL,TO_ROOM);
}
else
{
act("You create a rent in the Tapestry to $p.",ch,obj,NULL,TO_CHAR);
act("$n creates a small rent in reality.",ch,obj,NULL,TO_ROOM);
}
return;
}
void do_mgate( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
bool pull = FALSE;
bool perm = FALSE;
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MCOR] < 3 )
{
stc("You must obtain a level three mastery of Correspondence to use Astral Gateways.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
stc("Whom do you wish to open an Astral Gate to?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg1 ) ) == NULL )
{
stc("You scry the foreign planes, but can find no such entity.\n\r",ch);
return;
}
if ( ch == victim)
{
stc("Why you wanna mgate to your self?,\n\r", ch);
return;
}
if ( !str_cmp(arg2, "pull" ) )
{
if ( ch->spheres[MCOR] < 4 )
{
stc("You must obtain a level four mastery of Correspondence to pull another being through the Tapestry.\n\r",ch);
return;
}
if ( victim->level > 100 )
{
stc("Your victim is far too large to be pulled through the rent.\n\r",ch);
return;
}
else
pull = TRUE;
}
if ( !str_cmp( arg2, "permanent" ) )
{
if ( ch->practice < 5 )
{
stc("You require Five units of Primal Energy to create an Eternal Gateway.\n\r",ch);
return;
}
perm = TRUE;
ch->practice -= 5;
}
if ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
{
act("You attempt to open an astral gate to $N, but the rift quickly closes.",ch,NULL,victim,TO_CHAR);
act("$n creates a magical rift before you, which quickly disappears.",ch,NULL,victim,TO_VICT);
act("$n attempts to open an astral gate, but fails.",ch,NULL,victim,TO_ROOM);
return;
}
if ( IS_NPC(victim) && victim->level > 2000 )
{
act("You attempt to open an astral gate to $N, but fail.",ch,NULL,victim,TO_CHAR);
act("%n attempts to open an astral gate, but fails.",ch,NULL,victim,TO_ROOM);
return;
}
creategate( ch, ch->in_room->vnum, victim->in_room->vnum, perm );
if ( !pull )
{
act("You create a small rent in the Tapestry to $N.",ch,NULL,victim,TO_CHAR);
act("A small tear in reality pops into existance in front of you.",ch,NULL,victim,TO_VICT);
act("$n creates a small tear in reality.",ch,NULL,victim,TO_ROOM);
}
if ( pull )
{
act("You create a small rent in the Tapestry and pull $N through it.",ch,NULL,victim,TO_CHAR);
act("A small tear in reality pops into existance before you.\n\r You are violently ripped through the tear!",ch,NULL,victim,TO_VICT);
if ( IS_SET(victim->flag2, AFF2_INARENA) )
{
stc("Your victim is in the arena. You are unable to pull them through.\n\r",ch);
return;
}
if ( is_inarena(ch) ) return;
char_from_room(victim);
char_to_room( victim, ch->in_room );
do_look(victim,"");
act("$n creates a small tear in reality.\n\rSeconds later, $N pops out of the rent, looking confused.",ch,NULL,victim,TO_NOTVICT);
}
return;
}
void do_polyappear( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MCOR] < 5 )
{
stc("You must become a master of the sphere of Correspondence to use Polyappearance.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_POLYAPPEAR) )
{
stc("Your body phases and reforms as one being.\n\r",ch);
act("$n's many forms phase and reform as one being.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->mflags, MAGE_POLYAPPEAR);
return;
}
else
{
stc("Your body phases and splits into multiple figures.\n\r",ch);
act("$n's body phases and splits into multiple figures.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->mflags, MAGE_POLYAPPEAR);
return;
}
return;
}
void do_discharge( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *vch = NULL;
CHAR_DATA *vch_next = NULL;
char arg1[MAX_INPUT_LENGTH];
int damage;
argument = one_argument( argument, arg1 );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( arg1[0] == '\0' )
{
stc("Who do you wish to strike down?\n\r",ch);
return;
}
if ( ch->spheres[MFOR] < 1 )
{
stc("You must have a level one knowledge of the Forces to discharge Static Electricity.\n\r",ch);
return;
}
if ( str_cmp(arg1, "all" ) )
{
if ( ( victim = get_char_room(ch, arg1) ) == NULL )
{
stc("You were unable to locate your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
WAIT_STATE(ch,16);
damage = number_range(ch->spheres[MFOR] * 100,ch->spheres[MFOR] * 120);
if ( weather_info.sky == SKY_LIGHTNING )
damage += number_range(100,130);
if ( weather_info.sky == SKY_RAINING )
damage -= number_range(300,350);
if ( IS_NPC(victim) )
{
mage_damage(ch, victim, damage, "electricity burst", MAGEDAM_ELECTRIC);
}
else
{
damage /= 2;
mage_damage(ch, victim, damage, "electricity burst", MAGEDAM_ELECTRIC);
}
}
else
{
damage = number_range( ch->spheres[MFOR] * 50, ch->spheres[MCOR] * 60);
if ( weather_info.sky == SKY_LIGHTNING )
damage += 50;
if ( weather_info.sky == SKY_RAINING )
damage -= 200;
WAIT_STATE(ch,16);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch->level < 3 ) continue;
if ( vch != ch )
mage_damage( ch, vch, damage, "electricity burst", MAGEDAM_ELECTRIC );
}
}
return;
}
void do_telekinetics( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MFOR] < 2 )
{
stc("You must obtain a level two knowledge of Forces to use Telekinesis.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_TELEKINETICS) )
{
stc("You relax your mental energies.\n\r",ch);
REMOVE_BIT(ch->mflags, MAGE_TELEKINETICS);
return;
}
else
{
stc("You focus your mental energies into your attacks.\n\r",ch);
SET_BIT(ch->mflags, MAGE_TELEKINETICS);
return;
}
return;
}
void do_call_lightning( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument(argument, arg);
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MFOR] < 3 )
{
stc("You must obtain a level three knowledge of Forces to Call Lightning.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to Call Lightning upon?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch,arg) ) == NULL )
{
stc("You were unable to locate your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( weather_info.sky != SKY_LIGHTNING )
{
stc("There is no lightning in the sky to call!\n\r",ch);
return;
}
WAIT_STATE(ch, 16);
dam = number_range( (ch->spheres[MFOR]*150),(ch->spheres[MFOR]*200) );
if ( !IS_NPC(ch) )
dam -= number_range( 100,150 );
mage_damage(ch, victim, dam, "lightning blast", MAGEDAM_ELECTRIC);
return;
}
void do_controlweather( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
argument = one_argument(argument, arg);
if ( IS_NPC(ch) ) return;
if (!IS_CLASS(ch, CLASS_MAGE) )
{
stc("Huh\n\r",ch);
return;
}
if ( ch->spheres[MFOR] < 3 )
{
stc("You need a level three knowledge of Forces to Control the Weather.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("How do you want to change the weather?\n Syntax: controlweather <rain,lightning,clear>\n\r",ch);
return;
}
WAIT_STATE(ch, 16);
if ( !str_cmp(arg, "rain" ) )
{
stc("You wave your hands over your head.\n\r",ch);
stc("The skies blacken and rain begins to fall.\n\r",ch);
weather_info.sky = SKY_RAINING;
}
else if ( !str_cmp(arg, "lightning") )
{
stc("You wave your hands over your head.\n\r",ch);
stc("The skies blacken.\n\r",ch);
stc("Lightning streaks across the sky.\n\r",ch);
weather_info.sky = SKY_LIGHTNING;
}
else if ( !str_cmp(arg, "clear") )
{
stc("You wave your hands over your head.\n\r",ch);
stc("The skies slowly clear up.\n\r",ch);
weather_info.sky = SKY_CLOUDLESS;
}
else
{
stc("Invalid option.\n Syntax: controlweather <rain,lightning,clear>\n\r",ch);
return;
}
return;
}
void do_earthembrace( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MFOR] < 4 )
{
stc("You must obtain a level four knowledge of the Forces to use Embrace of the Earth Mother.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to have Gaia Embrace?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch, arg) ) == NULL )
{
stc("You were unable to locate your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
act("You call upon the forces of the Earth to embrace $N!",ch,NULL,victim,TO_CHAR);
act("$n begins to chant mysteriously.",ch,NULL,victim,TO_ROOM);
act("The ground shakes and rises to embrace $N!",ch,NULL,victim,TO_NOTVICT);
act("The ground under your feet starts to surround your body.",ch,NULL,victim,TO_VICT);
SET_BIT(victim->mflags, MAGE_EMBRACED2);
WAIT_STATE(ch, 16);
return;
}
void do_tempest( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
ROOM_INDEX_DATA *chroom;
ROOM_INDEX_DATA *victimroom;
char arg[MAX_INPUT_LENGTH];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MFOR] < 5 )
{
stc("You must master the Forces to use Tempest Blizzard.\n\r",ch);
return;
}
if ( ch->mana < 500 )
{
stc("You need 500 mana to use this power.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Who do you wish to summon an Ice Storm upon?\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, arg ) ) == NULL )
{
stc("You scry the planes, but cannot find your victim.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( victim->in_room->area != ch->in_room->area )
{
stc("You locate your victim, but they are too distant.\n\r",ch);
return;
}
chroom = ch->in_room;
victimroom = victim->in_room;
ch->mana -= 500;
WAIT_STATE(ch, 24);
char_from_room(ch);
char_to_room(ch, victimroom);
act("You call upon the Forces of Nature to obliterate $N.",ch,NULL,victim,TO_CHAR);
act("The sky turns an ominous white.\n\r...Seconds later, deadly shards of ice shoot out of the sky, piercing your skin.",ch,NULL,victim,TO_VICT);
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch->level < 3 ) continue;
if ( vch != ch )
{
dam = number_range(150,250);
if ( vch == victim )
dam += number_range( 50,100 );
mage_damage( ch, vch, dam, "ice shards", MAGEDAM_ICESTORM );
}
continue;
}
if ( vch->in_room->area == ch->in_room->area
&& IS_OUTSIDE(vch)
&& IS_AWAKE(vch) )
{
stc( "Shards of deadly ice fall from the sky.\n\r", vch );
}
}
char_from_room(ch);
char_to_room(ch, chroom);
return;
}
bool is_immune( CHAR_DATA *ch, int type )
{
if ( IS_SET(ch->imms[IMMUNITY], type) )
return TRUE;
else
return FALSE;
}
bool is_resistant( CHAR_DATA *ch, int type )
{
if ( IS_SET(ch->imms[RESISTANCE], type) )
return TRUE;
else
return FALSE;
}
bool is_vulnerable( CHAR_DATA *ch, int type )
{
if ( IS_SET(ch->imms[VULNERABLE], type ) )
return TRUE;
else
return FALSE;
}
int mage_immunity( CHAR_DATA*ch, int dam, const char *msg, int type )
{
if ( IS_NPC(ch) ) return dam;
if ( is_immune( ch, type ) )
dam = 0;
else if ( is_resistant( ch, type ) )
dam /= 2;
else if ( is_vulnerable( ch, type ) )
dam *= 2;
return dam;
}
void mage_damage( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type )
{
int max_dam = ch->damcap[DAM_CAP];
if ( victim->position == POS_DEAD )
return;
if ( ch->damcap[DAM_CHANGE] == 1 ) update_damcap(ch,victim);
if ( dam > max_dam ) dam = max_dam;
if ( victim != ch )
{
/*
* Certain attacks are forbidden.
* Most other attacks are returned.
*/
if ( is_safe( ch, victim ) )
return;
check_killer( ch, victim );
if ( victim->position > POS_STUNNED )
{
if ( victim->fighting == NULL )
set_fighting( victim, ch );
victim->position = POS_FIGHTING;
}
if ( victim->position > POS_STUNNED )
{
if ( ch->fighting == NULL )
set_fighting( ch, victim );
/*
* If victim is charmed, ch might attack victim's master.
*/
if ( IS_NPC(ch)
&& IS_NPC(victim)
&& IS_AFFECTED(victim, AFF_CHARM)
&& victim->master != NULL
&& victim->master->in_room == ch->in_room
&& number_bits( 3 ) == 0 )
{
stop_fighting( ch, FALSE );
multi_hit( ch, victim->master, TYPE_UNDEFINED );
return;
}
}
/*
* More charm stuff.
*/
if ( victim->master == ch )
stop_follower( victim );
/*
* Damage modifiers.
*/
if ( IS_AFFECTED(ch, AFF_HIDE) )
{
if (!can_see(victim,ch))
{
dam *= 1.5;
send_to_char("You use your concealment to get a surprise attack!\n\r",ch);
}
REMOVE_BIT( ch->affected_by, AFF_HIDE );
act( "$n leaps from $s concealment.", ch, NULL, NULL, TO_ROOM);
}
if ( IS_AFFECTED(victim, AFF_SANCTUARY) && dam > 1 )
dam *= 0.5;
if ( IS_AFFECTED(victim, AFF_PROTECT) && IS_EVIL(ch) && dam > 1 )
dam -= dam * 0.25;
if ( dam < 0 )
dam = 0;
// I'll eventually add resistances, immunities, vulnerabilities, etc
// Right about here. Amen.
mage_message( ch, victim, dam, message, type );
hurt_person(ch,victim,dam,FALSE);
return;
}
else
return;
}
void mage_message( CHAR_DATA *ch, CHAR_DATA *victim, int dam, const char *message, int type)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
char damm[MAX_STRING_LENGTH];
char dam2[MAX_STRING_LENGTH];
const char *chm;
const char *victm;
if ( dam == 0 ) { chm = " miss"; victm = " misses"; }
else if ( dam <= 50 ) { chm = " graze"; victm = " grazes"; }
else if ( dam <= 100) { chm = " wound"; victm = " wounds"; }
else if ( dam <= 200) { chm = " mutilate"; victm = " mutilates"; }
else if ( dam <= 300) { chm = " massacre"; victm = " massacres"; }
else if ( dam <= 400) { chm = " eviscerate"; victm = " eviscerates";}
else if ( dam <= 500) { chm = " annihilate"; victm = " annihilates";}
else if ( dam <= 600) { chm = " obliterate"; victm = " obliterates";}
else if ( dam <= 800) { chm = " dissipate"; victm = " dissipates"; }
else if ( dam <= 1000){ chm = " vaporize"; victm = " vaporizes"; }
else { chm = " liquify"; victm = " liquifies"; }
if ( !IS_NPC(victim) && ( victim->hit - dam ) < 0 )
{
if ( type == MAGEDAM_ELECTRIC )
{
act("Your electric shock causes $N to spasm violently and vomit blood.",ch,NULL,victim,TO_CHAR);
act("$n's electric shock causes $N to spasm violently and vomit blood.",ch,NULL,victim,TO_NOTVICT);
act("$n's electric shock causes your body to spasm violently as you vomit blood.",ch,NULL,victim,TO_VICT);
make_part(victim,"blood");
}
else if ( type == MAGEDAM_ICESTORM )
{
act("Your ice shards tear $N's flesh from $S body and leave $M mortally wounded.",ch,NULL,victim,TO_CHAR);
act("$n's ice shards tear $N's flesh from $S body and leave $M mortally wounded.",ch,NULL,victim,TO_NOTVICT);
act("$n's ice shards tear your flesh from your body and leave you mortally wounded.",ch,NULL,victim,TO_VICT);
make_part(victim,"blood");
}
else
{
act("Your magical energy tears $N's body asunder.",ch,NULL,victim,TO_CHAR);
act("$n's magical energies tear $N's body asunder.",ch,NULL,victim,TO_NOTVICT);
act("$n's magical energies tear your body asunder.",ch,NULL,victim,TO_VICT);
make_part(victim,"blood");
}
}
if ( dam == 0 && is_immune(ch, type))
{
sprintf(buf1, "$N is unaffected by your %s.", message);
sprintf(buf2, "$N is unaffected by $n's %s.", message);
sprintf(buf3, "You are unaffected by $n's %s.", message);
}
if ( dam == 0 && !is_immune(ch, type))
{
sprintf(buf1, "You miss $N with your %s.", message);
sprintf(buf2, "$n misses $N with $s %s.", message);
sprintf(buf3, "$n misses you with $s %s.", message);
}
else
{
if ( ch->spheres[MFOR] > 1 )
{
sprintf(damm,"%d",dam);
ADD_COLOUR(ch, damm, D_RED);
sprintf(dam2,".[%s]",damm);
}
else
sprintf(dam2,".");
sprintf(buf1, "You%s $N with your %s%s", chm, message,dam2);
sprintf(buf2, "$n%s $N with $s %s.", victm, message);
sprintf(buf3, "$n%s you with $s %s.", victm, message);
}
act(buf1,ch,NULL,victim,TO_CHAR);
act(buf2,ch,NULL,victim,TO_NOTVICT);
act(buf3,ch,NULL,victim,TO_VICT);
return;
}
void do_quintessence( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MPRI] < 1 )
{
stc("You cannot store Quintessence until you have learned level 1 Prime.\n\r",ch);
return;
}
line2(ch);
centre_text("Quintessence", ch);
line2(ch);
sprintf(buf,"* You have %d points of Quintessence stored within your body. *\n\r",ch->quint[BODY]);
stc(buf,ch);
sprintf(buf,"* You have %d points of Quintessence stored within your Avatar. *\n\r",ch->quint[AVATAR]);
stc(buf,ch);
line2(ch);
return;
}
int check_quint( CHAR_DATA *ch )
{
if ( ch->spheres[MPRI] < 3 )
return ch->quint[AVATAR];
else if ( ch->spheres[MPRI] >= 3 )
return ( ch->quint[AVATAR] + ch->quint[BODY] );
else
return ch->quint[AVATAR];
}
void subtract_quint( CHAR_DATA *ch, int number )
{
ch->quint[MTOTAL] = check_quint(ch); // Find Total Quint of Char
ch->quint[MTOTAL] -= number; // Subtract from Max
if ( ch->quint[MTOTAL] > 5 )
{
ch->quint[AVATAR] = 5;
ch->quint[MTOTAL] -= 5;
if ( ch->quint[MTOTAL] > 5 )
{
ch->quint[BODY] = 5;
ch->quint[MTOTAL] = 0;
}
else
{
ch->quint[BODY] = ch->quint[MTOTAL];
ch->quint[MTOTAL] = 0;
}
}
else
{
ch->quint[AVATAR] = ch->quint[MTOTAL]; // Move all quint to Avatar
ch->quint[BODY] = 0; // Drain the body
}
return;
}
void add_quint( CHAR_DATA *ch, int number )
{
ch->quint[MTOTAL] = check_quint(ch);
ch->quint[MTOTAL] += number;
if ( ch->quint[MTOTAL] > 5 )
{
ch->quint[AVATAR] = 5;
ch->quint[MTOTAL] -= 5;
if ( ch->quint[MTOTAL] > 5 )
{
ch->quint[BODY] = 5;
ch->quint[MTOTAL] = 0;
}
else
{
ch->quint[BODY] = ch->quint[MTOTAL];
ch->quint[MTOTAL] = 0;
}
}
else
{
ch->quint[AVATAR] = ch->quint[MTOTAL];
ch->quint[BODY] = 0;
}
return;
}
void do_enchant( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MPRI] < 2 )
{
stc("You must obtain a level two knowledge of Prime to use Enchant Weapon.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("What object do you wish to enchant?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You are not carrying that object.\n\r",ch);
return;
}
if ( obj->item_type != ITEM_WEAPON )
{
act("$p is not a weapon.",ch,obj,NULL,TO_CHAR);
return;
}
if ( IS_SET(obj->quest, QUEST_MAGEENCHANT) )
{
act("$p is already filled with quintessence.",ch,obj,NULL,TO_CHAR);
return;
}
if ( check_quint(ch) < 1 )
{
stc("You need one point of quintessence available to use this power.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_ARTIFACT) || IS_SET(obj->quest, QUEST_RELIC) )
{
act("$p is too powerful for your quintessence.",ch,obj,NULL,TO_CHAR);
return;
}
obj->value[1] += (ch->spheres[MPRI]*2);
obj->value[2] += (ch->spheres[MPRI]*2);
SET_BIT(obj->quest, QUEST_MAGEENCHANT);
act("$p glows radiantly as you infuse your quintessence into it.",ch,obj,NULL,TO_CHAR);
act("$n's weapon, $p, glows brilliantly.",ch,obj,NULL,TO_ROOM);
subtract_quint(ch, 1);
return;
}
void do_rubbing( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MPRI] < 3 )
{
stc("You must obtain level three Prime to use Rubbing of the Bones.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch, arg) ) == NULL )
{
stc("You cannot find your victim here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( check_quint(ch) < 2 )
{
stc("You must have two points of quintessence to use this power.\n\r",ch);
return;
}
subtract_quint(ch, 2);
dam = ch->spheres[MPRI] * 100;
if ( !IS_NPC(victim) )
dam /= number_range( 1.5, 2 );
mage_damage(ch,victim,dam,"quintessence warp",MAGEDAM_QUINT);
WAIT_STATE(ch, 16);
act("You are stunned by $n's blast.",ch,NULL,victim,TO_VICT);
WAIT_STATE(victim, 8);
return;
}
void do_purification( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MPRI] < 4 )
{
stc("You must obtain level three Prime to use Flames of Purification.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch, arg) ) == NULL )
{
stc("You cannot find your victim here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( check_quint(ch) < 3 )
{
stc("You must have three points of quintessence to use this power.\n\r",ch);
return;
}
subtract_quint(ch, 3);
dam = ch->spheres[MPRI] * 200;
if ( !IS_NPC(victim) )
dam /= number_range( 1.5, 2 );
mage_damage(ch,victim,dam,"flames of purification",MAGEDAM_QUINT);
WAIT_STATE(ch, 16);
return;
}
void do_qblast( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MPRI] < 5 )
{
stc("You must obtain level five Prime to use Quintessence Blast.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room(ch, arg) ) == NULL )
{
stc("You cannot find your victim here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
if ( check_quint(ch) < 5 )
{
stc("You must have five points of quintessence to use this power.\n\r",ch);
return;
}
subtract_quint(ch, 5);
dam = ch->spheres[MPRI] * 400;
if ( !IS_NPC(victim) )
dam /= number_range( 1.5, 2 );
mage_damage(ch,victim,dam,"quintessence blast",MAGEDAM_QUINT);
WAIT_STATE(ch, 16);
return;
}
void do_dimmak( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MENT] < 1 )
{
stc("You must obtain level one entropy to use Dim Mak.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MFLAGS_DIMMAK) )
{
REMOVE_BIT(ch->mflags, MFLAGS_DIMMAK);
stc("You no longer focus your attacks on your opponent's weakness.\n\r",ch);
return;
}
else
{
SET_BIT(ch->mflags, MFLAGS_DIMMAK);
stc("You now focus your attacks on your opponent's weakness.\n\r",ch);
return;
}
return;
}
void do_hotienchi( CHAR_DATA *ch, char *argument )
{
int i,test=0;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch)) return;
if ( ch->spheres[MLIF] < 1 )
{
stc("You must obtain level one Life to use Ho Tien Chi.\n\r",ch);
return;
}
for( i=0;i<7;i++)
{
if ( ch->loc_hp[i] > 0 )
test++;
}
if ( ch->hit == ch->max_hit && ch->mana == ch->max_mana && ch->move == ch->max_move && test == 0 )
{
stc("You are in perfect condition!\n\r",ch);
return;
}
if (ch->loc_hp[6] > 0)
{
stc("Your wounds close up and stop bleeding.\n\r",ch);
ch->loc_hp[6] = 0;
}
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
{
stc("Your bones mend themselves together and new limbs grow out of your body.\n\r",ch);
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
}
stc("A warm feeling spreads through your body.\n\r",ch);
ch->hit += (ch->spheres[MLIF]*200);
ch->mana += (ch->spheres[MLIF]*100);
ch->move += (ch->spheres[MLIF]*100);
if ( ch->hit > ch->max_hit )
ch->hit = ch->max_hit;
if ( ch->mana > ch->max_mana )
ch->mana = ch->max_mana;
if ( ch->move > ch->max_move )
ch->move = ch->max_move;
WAIT_STATE(ch,18);
return;
}
void do_littledeath( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MLIF] < 2 )
{
stc("You must obtain level two Life to use Little Good Death.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("You cannot find your victim here.\n\r",ch);
return;
}
if ( !IS_NPC(victim) )
{
stc("A human being is too complex for this spell.\n\r",ch);
return;
}
if ( victim->level > 100 )
{
act("$N's pattern is too complex to destroy.",ch,NULL,victim,TO_CHAR);
return;
}
WAIT_STATE(ch, 12);
act("You mentally grasp $N's pattern and tear $M to shreds.",ch,NULL,victim,TO_CHAR);
act("$n's eyes turn black.\n$N's body is torn to shreds before your eyes!",ch,NULL,victim,TO_ROOM);
raw_kill(victim, ch);
return;
}
void do_betterbody( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MLIF] < 3 )
{
stc("You must obtain level three Life to use Better Body.\n\r",ch);
return;
}
if ( IS_SET(ch->mflags, MAGE_BETTERBODY) )
{
stc("Your body shrinks to its true form.\n\r",ch);
REMOVE_BIT(ch->mflags, MAGE_BETTERBODY);
ch->pcdata->perm_str -= 4;
ch->pcdata->perm_con -= 2;
ch->pcdata->perm_dex -= 3;
return;
}
else
{
stc("Your body contorts and grows to supernatural size.\n\r",ch);
SET_BIT(ch->mflags, MAGE_BETTERBODY);
ch->pcdata->perm_str += 4;
ch->pcdata->perm_dex += 3;
ch->pcdata->perm_con += 2;
return;
}
return;
}
void do_shapechange( CHAR_DATA *ch, char *argument )
{
char arg[MIL];
char buf[MSL];
int choice = 0;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MLIF] < 4 )
{
stc("You must obtain level four Life to Change Shape.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
divide_to_char(ch);
centre_text("Forms",ch);
divide_to_char(ch);
stc(" [ 0 ] Human\n",ch);
stc(" [ 1 ] Tiger\n",ch);
stc(" [ 2 ] Lion\n",ch);
stc(" [ 3 ] Raven\n",ch);
stc(" [ 4 ] Frog\n",ch);
stc(" [ 5 ] Dog\n",ch);
stc(" [ 6 ] Hawk\n",ch);
stc(" [ 7 ] Mouse\n",ch);
stc(" [ 8 ] Spider\n",ch);
divide_to_char(ch);
return;
}
choice = is_number( arg ) ? atoi( arg ) : -1;
if ( choice == 1 )
{
sprintf(buf, "%s the ferocious tiger",ch->name);
stc("You transform into a ferocious tiger.\n\r",ch);
act("$n transforms into a tiger.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 2 )
{
sprintf(buf, "%s the lion",ch->name);
stc("You transform into a lion.\n\r",ch);
act("$n transforms into a lion.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 3 )
{
sprintf(buf, "%s the raven",ch->name);
stc("You transform into a raven.\n\r",ch);
act("$n transforms into a raven.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 4 )
{
sprintf(buf, "%s the frog",ch->name);
stc("You transform into a frog.\n\r",ch);
act("$n transforms into a frog.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 5 )
{
sprintf(buf, "%s the dog",ch->name);
stc("You transform into a small dog.\n\r",ch);
act("$n transforms into a dog.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 6 )
{
sprintf(buf, "%s the hawk",ch->name);
stc("You transform into a hawk.\n\r",ch);
act("$n transforms into a hawk.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 7 )
{
sprintf(buf, "%s the mouse",ch->name);
stc("You transform into a white mouse.\n\r",ch);
act("$n transforms into a white mouse.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 8 )
{
sprintf(buf, "%s the spider",ch->name);
stc("You transform into a black spider.\n\r",ch);
act("$n transforms into a black spider.",ch,NULL,NULL,TO_ROOM);
}
else if ( choice == 0 )
{
if ( IS_AFFECTED(ch, AFF_POLYMORPH) )
{
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->mflags, MAGE_SHAPED);
free_string(ch->morph);
ch->morph = str_dup("");
stc("You revert to your human form.\n\r",ch);
act("$n reverts to $s human form.",ch,NULL,NULL,TO_ROOM);
return;
}
else
{
stc("You aren't even shapechanged!\n\r",ch);
return;
}
}
else
{
stc("That's not a choice!\n\r",ch);
do_shapechange(ch,"");
return;
}
SET_BIT(ch->affected_by, AFF_POLYMORPH);
SET_BIT(ch->mflags, MAGE_SHAPED);
clear_stats(ch);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
void do_layhands( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int i,test=0;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch)) return;
if ( ch->spheres[MLIF] < 1 )
{
stc("You must obtain level one Life to use Ho Tien Chi.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
for( i=0;i<7;i++)
{
if ( victim->loc_hp[i] > 0 )
test++;
}
if ( victim->hit == victim->max_hit && victim->mana == victim->max_mana && victim->move == victim->max_move && test == 0 )
{
stc("They are in perfect condition!\n\r",ch);
return;
}
if (victim->loc_hp[6] > 0)
{
stc("Your wounds close up and stop bleeding.\n\r",victim);
victim->loc_hp[6] = 0;
}
if ((victim->loc_hp[0] + victim->loc_hp[1] + victim->loc_hp[2] + victim->loc_hp[3] + victim->loc_hp[4] + victim->loc_hp[5]) != 0)
{
stc("Your bones mend themselves together and new limbs grow out of your body.\n\r",victim);
victim->loc_hp[0] = 0;
victim->loc_hp[1] = 0;
victim->loc_hp[2] = 0;
victim->loc_hp[3] = 0;
victim->loc_hp[4] = 0;
victim->loc_hp[5] = 0;
}
stc("A warm feeling spreads through your body.\n\r",victim);
victim->hit += (ch->spheres[MLIF]*75);
victim->mana += (ch->spheres[MLIF]*50);
victim->move += (ch->spheres[MLIF]*50);
if ( victim->hit > victim->max_hit )
victim->hit = victim->max_hit;
if ( victim->mana > victim->max_mana )
victim->mana = victim->max_mana;
if ( victim->move > victim->max_move )
victim->move = victim->max_move;
WAIT_STATE(ch,18);
act("You lay your hands on $N and rejuvenate $M.",ch,NULL,victim,TO_CHAR);
return;
}
void do_analyze( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MMAT] < 1 )
{
stc("You must obtain level one Matter to use Analyze Substance.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Analyze which object?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You are not carrying that item.\n\r",ch);
return;
}
act("You analyze the substance pattern of $p.",ch,obj,NULL,TO_CHAR);
(*skill_table[skill_lookup("identify")].spell_fun) (skill_lookup("identify"), 50, ch, obj );
return;
}
void do_alterstate( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *victim;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MMAT] < 2 )
{
stc("You must obtain level two Matter to use Alter State.\n\r",ch);
return;
}
if ( arg[0] == '\0' && ch->fighting == NULL )
{
stc("Whom do you wish to use this on?\n\r",ch);
return;
}
if ( ch->fighting == NULL )
{
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("You are unable to find them in this room.\n\r",ch);
return;
}
}
else
victim = ch->fighting;
if ( ( obj = get_eq_char( victim, WEAR_WIELD ) ) == NULL )
{
if ( ( obj = get_eq_char( victim, WEAR_HOLD ) ) == NULL )
{
stc("They aren't using any weapons!\n\r",ch);
return;
}
}
if ( check_quint(ch) < 2 )
{
stc("You need two points of quintessence to use this power.\n\r",ch);
return;
}
obj_from_char( obj );
obj_to_char( obj, victim );
act("You alter the state of $N's weapon, causing $M to drop it.",ch,NULL,victim,TO_CHAR);
act("$n's eyes glow dark black.",ch,NULL,NULL,TO_ROOM);
act("$p shakes violently, causing you to drop it.",ch,obj,victim,TO_VICT);
subtract_quint( ch, 2 );
WAIT_STATE(ch, 16);
return;
}
void do_alterweight( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MMAT] < 3 )
{
stc("You must obtain level three Matter to use Alter Weight.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Which object's weight do you want to lower?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You are not carrying that object.\n\r",ch);
return;
}
if ( obj->weight <= 1 )
{
stc("That object is already as light as possible!\n\r",ch);
return;
}
obj->weight = 1;
act("You rearrange $p's pattern, lowering it's weight.",ch,obj,NULL,TO_CHAR);
act("$n's eyes glow bright green.",ch,NULL,NULL,TO_ROOM);
WAIT_STATE(ch, 8);
return;
}
void do_enchantarmor( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
AFFECT_DATA *paf;
char arg[MIL];
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MMAT] < 4 )
{
stc("You must obtain level four Matter to use Enchant Armor.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Which piece of armor do you want to enchant?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) == NULL )
{
stc("You are not carrying that object.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_MAGEENCHANT) )
{
stc("This object has already been enchanted.\n\r",ch);
return;
}
if ( obj->item_type != ITEM_ARMOR )
{
stc("This item isn't a piece of armor.\n\r",ch);
return;
}
if ( check_quint( ch ) < 3 )
{
stc("You need three points of quintessence to Enchant Armor.\n\r",ch);
return;
}
act("You lay your hands on $p and rearrange its pattern.",ch,obj,NULL,TO_CHAR);
act("$n's eyes glow bright blue.\n$n lays $s hands on $p.\n$p glows blue.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->quest, QUEST_MAGEENCHANT);
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = skill_lookup("enchant weapon");
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = 3;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = skill_lookup("enchant weapon");
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = 3;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
WAIT_STATE(ch, 16);
subtract_quint(ch, 3);
return;
}
void do_hover( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MMAT] < 5 )
{
stc("You must obtain level 5 matter to use Hoverwalk.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_FLYING) )
{
stc("You slowly float to the ground as your air cushion dissipates.\n\r",ch);
act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->affected_by, AFF_FLYING);
return;
}
else
{
stc("You restructure the pattern of the air around your body.\n\rYou slowly float into the air.\n\r",ch);
act("$n slowly floats into the air.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_FLYING);
return;
}
return;
}
void do_mshadow( CHAR_DATA *ch, char *argument )
{
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MMIN] < 5 )
{
stc("You must obtain level five Mind to use Untether.\n\r",ch);
return;
}
if (!IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
send_to_char("You fade into the plane of shadows.\n\r",ch);
act("The shadows flicker and swallow up $n.",ch,NULL,NULL,TO_ROOM);
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
do_look(ch,"auto");
return;
}
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
send_to_char("You fade back into the real world.\n\r",ch);
act("The shadows flicker and $n fades into existance.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
return;
}
void do_callspirit( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
AFFECT_DATA af;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MSPI] < 1 )
{
stc("You must obtain level one Spirit to Call Spirits.\n\r",ch);
return;
}
if ( ch->pcdata->followers > 5 )
{
stc("Nothing seems to happen.\n\r",ch);
return;
}
stc("You chant an arcane spell and conjure a spirit.\n\r",ch);
act("$n chants loudly in a foreign language.",ch,NULL,NULL,TO_ROOM);
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) );
victim->name = str_dup("spirit");
victim->short_descr = str_dup("A wicked spirit");
victim->long_descr = str_dup("A ghostly image hovers over the ground here.");
victim->level = 200;
victim->hit = 5000;
victim->max_hit = 5000;
victim->hitroll = 50;
victim->damroll = 50;
victim->armor = 300;
SET_BIT(victim->act, ACT_NOEXP);
char_to_room( victim, ch->in_room );
add_follower( victim, ch );
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act("$N materializes next to $n.",ch,NULL,victim,TO_ROOM);
return;
}
void do_spiritkiss( CHAR_DATA *ch, char *argument )
{
int sn,level;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MSPI] < 2 )
{
stc("You must obtain level two Spirit to use Spirit Kiss.\n\r",ch);
return;
}
if ( ( sn = skill_lookup( "spirit kiss" ) ) < 0 ) return;
if ( is_affected(ch,sn) )
{
stc("You are already blessed by the spirits.\n\r",ch);
return;
}
if ( check_quint(ch) < 1 )
{
stc("You need one point of quintessence to call a spirit.\n\r",ch);
return;
}
level = (ch->spheres[MSPI]*5);
(*skill_table[sn].spell_fun) ( sn, level, ch, ch );
WAIT_STATE( ch, 12 );
subtract_quint(ch,1);
return;
}
void do_spiritblast( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *victim;
char arg[MIL];
int dam;
argument = one_argument( argument, arg );
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MSPI] < 4 )
{
stc("You must obtain level 4 Spirit to use Spirit Blast.\n\r",ch);
return;
}
if ( arg[0] == '\0' )
{
stc("Whom do you want to use Spirit Blast on?\n\r",ch);
return;
}
if ( ( victim = get_char_room( ch, arg ) ) == NULL )
{
stc("They aren't here.\n\r",ch);
return;
}
if ( victim->level < 3 )
{
stc("They must be an avatar!\n\r",ch);
return;
}
dam = ch->spheres[MSPI] * 20;
mage_damage(ch, victim, dam, "spirit blast", MAGEDAM_OTHER);
victim->mana -= (dam*10);
victim->move -= (dam*10);
ch->mana += (dam*10);
ch->move += (dam*10);
if ( ch->mana > ( ch->max_mana + 500 ) )
ch->mana = ( ch->max_mana + 500 );
if ( ch->move > ( ch->max_move + 500 ) )
ch->move = ( ch->max_move + 500 );
stc("You absorb the energy from the blast.\n\r",ch);
stc("You feel drained.\n\r",victim);
WAIT_STATE(ch, 16);
return;
}
void do_breach( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *mount;
if ( IS_NPC(ch) ) return;
if ( !is_mage(ch) ) return;
if ( ch->spheres[MSPI] < 5 )
{
stc("You must obtain level 5 Spirit to Breach the Gauntlet.\n\r",ch);
return;
}
if ( check_quint( ch ) < 2 )
{
stc("You need two points of quintessence to breach the gauntlet.\n\r",ch);
return;
}
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL )
continue;
if ( vch->level < 3 )
continue;
if ( IS_SET(vch->affected_by, AFF_SHADOWPLANE) )
continue;
if ( ch == vch )
continue;
if ( vch->in_room == ch->in_room )
{
if ( ( mount = ch->mount ) != NULL )
{
if ( mount == vch )
continue;
}
if (can_see(ch,vch))
{
act("$n's eyes turn dark black.\nThe room is torn apart before your very eyes, and you fall into a black nothingness.",ch,NULL,vch,TO_VICT);
SET_BIT(vch->affected_by, AFF_SHADOWPLANE);
}
}
}
SET_BIT(ch->affected_by, AFF_SHADOWPLANE);
subtract_quint(ch,2);
stc("You tear the room apart, reforming it in the spirit world.\n\r",ch);
return;
}