#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include "mud.h"
/*
* Local functions.
*/
void say_spell( CHAR_DATA * ch, int sn );
CHAR_DATA *make_poly_mob( CHAR_DATA * ch, int vnum );
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 );
/*
* Is immune to a damage type
*/
bool is_immune( CHAR_DATA * ch, int damtype )
{
switch ( damtype )
{
case SD_FIRE:
return IS_SET( ch->immune, RIS_FIRE ) ? TRUE : FALSE;
case SD_COLD:
return IS_SET( ch->immune, RIS_COLD ) ? TRUE : FALSE;
case SD_ELECTRICITY:
return IS_SET( ch->immune, RIS_ELECTRICITY ) ? TRUE : FALSE;
case SD_ENERGY:
return IS_SET( ch->immune, RIS_ENERGY ) ? TRUE : FALSE;
case SD_ACID:
return IS_SET( ch->immune, RIS_ACID ) ? TRUE : FALSE;
case SD_POISON:
return IS_SET( ch->immune, RIS_POISON ) ? TRUE : FALSE;
case SD_DRAIN:
return IS_SET( ch->immune, RIS_DRAIN ) ? TRUE : FALSE;
}
return FALSE;
}
/*
* Lookup a skill by name, only stopping at skills the player has.
*/
int ch_slookup( const CHAR_DATA * ch, const char *name )
{
int sn;
if( IS_NPC( ch ) )
return skill_lookup( name );
for( sn = 0; sn < top_sn; sn++ )
{
if( !skill_table[sn]->name )
break;
if( character_skill_level( ch, sn ) > 0
&& LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] )
&& !str_prefix( name, skill_table[sn]->name ) )
return sn;
}
return -1;
}
/*
* Lookup a skill by name.
*/
int skill_lookup( const char *name )
{
int sn = 0;
if( ( sn =
bsearch_skill( name, gsn_first_spell, gsn_first_skill - 1 ) ) == -1 )
if( ( sn =
bsearch_skill( name, gsn_first_skill,
gsn_first_weapon - 1 ) ) == -1 )
if( ( sn =
bsearch_skill( name, gsn_first_weapon, 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;
}
/*
* Return a skilltype pointer based on sn -Thoric
* Returns NULL if bad, unused or personal sn.
*/
SKILLTYPE *get_skilltype( int sn )
{
if( sn >= TYPE_PERSONAL )
return 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
*/
int bsearch_skill( const char *name, int first, int top )
{
for( ;; )
{
int sn = ( first + top ) >> 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( strcmp( name, skill_table[sn]->name ) < 1 )
top = sn - 1;
else
first = sn + 1;
}
return -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( !str_prefix( name, skill_table[sn]->name ) )
return sn;
if( first >= top )
return -1;
if( strcmp( name, skill_table[sn]->name ) < 1 )
top = sn - 1;
else
first = sn + 1;
}
return -1;
}
/*
* 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( const CHAR_DATA * ch, const char *name,
int first, int top )
{
for( ;; )
{
int sn = ( first + top ) >> 1;
if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] )
&& !str_prefix( name, skill_table[sn]->name )
&& character_skill_level( ch, sn ) > 0 )
return sn;
if( first >= top )
return -1;
if( strcmp( name, skill_table[sn]->name ) < 1 )
top = sn - 1;
else
first = sn + 1;
}
return -1;
}
int find_spell( const 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( const 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( const CHAR_DATA * ch, const char *name, bool know )
{
if( IS_NPC( ch ) || !know )
return bsearch_skill( name, gsn_first_weapon, gsn_top_sn - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_weapon, 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( "Slot_lookup: bad slot %d.", slot );
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( skill->target != TAR_CHAR_OFFENSIVE )
{
chit = chitroom;
chitme = chitroom;
}
if( ch && ch != victim )
{
if( skill->hit_char && skill->hit_char[0] != '\0' )
act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
else if( skill->type == SKILL_SPELL )
act( chit, "Ok.", ch, NULL, NULL, TO_CHAR );
}
if( ch && skill->hit_room && skill->hit_room[0] != '\0' )
act( chitroom, skill->hit_room, ch, obj, victim, TO_NOTVICT );
if( ch && victim && skill->hit_vict && skill->hit_vict[0] != '\0' )
{
if( ch != victim )
act( chitme, skill->hit_vict, ch, obj, victim, TO_VICT );
else
act( chitme, skill->hit_vict, ch, obj, victim, TO_CHAR );
}
else if( ch && ch == victim && skill->type == SKILL_SPELL )
{
act( chitme, "Ok.", ch, NULL, NULL, TO_CHAR );
}
else if( ch && ch == victim && skill->type == SKILL_SKILL )
{
if( skill->hit_char && ( skill->hit_char[0] != '\0' ) )
act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
else
act( chit, "Ok.", ch, NULL, NULL, TO_CHAR );
}
}
/*
* 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( skill->target != TAR_CHAR_OFFENSIVE )
{
chit = chitroom;
chitme = chitroom;
}
if( ch && 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 )
act( chit, "You failed.", ch, NULL, NULL, TO_CHAR );
}
if( ch && skill->miss_room && skill->miss_room[0] != '\0' )
act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
if( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' )
{
if( ch != victim )
act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT );
else
act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR );
}
else if( ch && ch == victim )
{
if( skill->miss_char && skill->miss_char[0] != '\0' )
act( chitme, skill->miss_char, ch, obj, victim, TO_CHAR );
else if( skill->type == SKILL_SPELL )
act( chitme, "You failed.", ch, NULL, NULL, TO_CHAR );
}
}
/*
* 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( skill->target != TAR_CHAR_OFFENSIVE )
{
chit = chitroom;
chitme = chitroom;
}
if( ch && ch != victim )
{
if( skill->imm_char && skill->imm_char[0] != '\0' )
act( chit, skill->imm_char, ch, obj, victim, TO_CHAR );
else 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, "That appears to have no effect.", ch, NULL, NULL,
TO_CHAR );
}
if( ch && skill->imm_room && skill->imm_room[0] != '\0' )
act( chitroom, skill->imm_room, ch, obj, victim, TO_NOTVICT );
else if( ch && skill->miss_room && skill->miss_room[0] != '\0' )
act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
if( ch && victim && skill->imm_vict && skill->imm_vict[0] != '\0' )
{
if( ch != victim )
act( chitme, skill->imm_vict, ch, obj, victim, TO_VICT );
else
act( chitme, skill->imm_vict, ch, obj, victim, TO_CHAR );
}
else if( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' )
{
if( ch != victim )
act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT );
else
act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR );
}
else if( ch && ch == victim )
{
if( skill->imm_char && skill->imm_char[0] != '\0' )
act( chit, skill->imm_char, ch, obj, victim, TO_CHAR );
else 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, "That appears to have no affect.", ch, NULL, NULL,
TO_CHAR );
}
}
/*
* Utter mystical words for an sn.
*/
void say_spell( CHAR_DATA * ch, int sn )
{
CHAR_DATA *rch;
for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
{
if( rch != ch )
act( AT_MAGIC, "$n pauses and concentrates for a moment.",
ch, NULL, rch, TO_VICT );
}
return;
}
/*
* Make adjustments to saving throw based in RIS -Thoric
*/
int ris_save( CHAR_DATA * ch, int chance, int ris )
{
short modifier = 10;
if( IS_SET( ch->immune, ris ) )
modifier -= 10;
if( IS_SET( ch->resistant, ris ) )
modifier -= 2;
if( IS_SET( ch->susceptible, ris ) )
modifier += 2;
if( modifier <= 0 )
return 1000;
if( modifier == 10 )
return chance;
return ( chance * 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( const CHAR_DATA * ch, int level, char *expr )
{
int x = 0, lop = 0, gop = 0, eop = 0;
char operation = 0;
char *sexp[2];
int total = 0, len = 0;
/* take care of nulls coming in */
if( !expr || !strlen( expr ) )
return 0;
/* get rid of brackets if they surround the entire expresion */
if( ( *expr == '(' ) && !strchr( expr + 1, '(' )
&& expr[strlen( expr ) - 1] == ')' )
{
expr[strlen( expr ) - 1] = '\0';
expr++;
}
/* check if the expresion is just a number */
len = strlen( expr );
if( len == 1 && isalpha( ( int ) expr[0] ) )
switch ( expr[0] )
{
case 'L':
case 'l':
return level;
case 'H':
case 'h':
return ch->hit;
case 'M':
case 'm':
return ch->mana;
case 'V':
case 'v':
return ch->move;
case 'S':
case 's':
return get_curr_str( ch );
case 'I':
case 'i':
return get_curr_int( ch );
case 'W':
case 'w':
return get_curr_wis( ch );
case 'X':
case 'x':
return get_curr_dex( ch );
case 'C':
case 'c':
return get_curr_con( ch );
case 'A':
case 'a':
return get_curr_cha( ch );
case 'U':
case 'u':
return get_curr_lck( ch );
case 'Y':
case 'y':
return get_age( ch );
}
for( x = 0; x < len; ++x )
if( !isdigit( ( int ) expr[x] ) && !isspace( ( int ) expr[x] ) )
break;
if( x == len )
return ( atoi( expr ) );
/* break it into 2 parts */
for( x = 0; x < ( int ) strlen( expr ); ++x )
switch ( expr[x] )
{
case '^':
if( !total )
eop = x;
break;
case '-':
case '+':
if( !total )
lop = x;
break;
case '*':
case '/':
case '%':
case 'd':
case 'D':
if( !total )
gop = x;
break;
case '(':
++total;
break;
case ')':
--total;
break;
}
if( lop )
x = lop;
else if( gop )
x = gop;
else
x = eop;
operation = expr[x];
expr[x] = '\0';
sexp[0] = expr;
sexp[1] = ( char * ) ( expr + 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 '*':
total *= rd_parse( ch, level, sexp[1] );
break;
case '/':
total /= rd_parse( ch, level, sexp[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 '^':
{
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( const CHAR_DATA * ch, int level, char *expr )
{
char buf[MAX_INPUT_LENGTH];
strcpy( buf, expr );
return rd_parse( ch, level, buf );
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_poison_death( int level, const CHAR_DATA * victim )
{
int save =
50 + ( victim->top_level - level - victim->saving_poison_death ) * 2;
save = URANGE( 5, save, 95 );
return luck_check( victim, save );
}
bool saves_wands( int level, const CHAR_DATA * victim )
{
int save;
if( IS_SET( victim->immune, RIS_MAGIC ) )
return TRUE;
save = 50 + ( victim->top_level - level - victim->saving_wand ) * 2;
save = URANGE( 5, save, 95 );
return luck_check( victim, save );
}
bool saves_para_petri( int level, const CHAR_DATA * victim )
{
int save;
save = 50 + ( victim->top_level - level - victim->saving_para_petri ) * 2;
save = URANGE( 5, save, 95 );
return luck_check( victim, save );
}
bool saves_breath( int level, const CHAR_DATA * victim )
{
int save;
save = 50 + ( victim->top_level - level - victim->saving_breath ) * 2;
save = URANGE( 5, save, 95 );
return luck_check( victim, save );
}
bool saves_spell_staff( int level, const CHAR_DATA * victim )
{
int save;
if( IS_SET( victim->immune, RIS_MAGIC ) )
return TRUE;
if( IS_NPC( victim ) && level > 10 )
level -= 5;
save = 50 + ( victim->top_level - level - victim->saving_spell_staff ) * 2;
save = URANGE( 5, save, 95 );
return luck_check( 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
*
* 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 )
{
/* disable the whole damn shabang */
return TRUE;
}
int pAbort;
/*
* 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( "Do_cast: bad target for sn %d.", sn );
return &pAbort;
case TAR_IGNORE:
break;
case TAR_CHAR_OFFENSIVE:
if( arg[0] == '\0' )
{
if( ( *victim = who_fighting( ch ) ) == NULL )
{
send_to_char( "Cast the spell on whom?\r\n", ch );
return &pAbort;
}
}
else
{
if( ( *victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return &pAbort;
}
}
if( is_safe( ch, *victim ) )
return &pAbort;
if( ch == *victim )
{
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 ) )
{
/* Sheesh! can't do anything
send_to_char( "You can't do that on a player.\r\n", ch );
return &pAbort;
*/
if( get_timer( ch, TIMER_PKILLED ) > 0 )
{
send_to_char
( "You have been killed in the last 5 minutes.\r\n", ch );
return &pAbort;
}
if( get_timer( *victim, TIMER_PKILLED ) > 0 )
{
send_to_char
( "This player has been killed in the last 5 minutes.\r\n",
ch );
return &pAbort;
}
}
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == *victim )
{
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 ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return &pAbort;
}
}
vo = ( void * ) *victim;
break;
case TAR_CHAR_SELF:
if( arg[0] != '\0' && !nifty_is_name( arg, ch->name ) )
{
send_to_char( "You cannot cast this spell on another.\r\n", ch );
return &pAbort;
}
vo = ( void * ) ch;
break;
case TAR_OBJ_INV:
if( arg[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\r\n", ch );
return &pAbort;
}
if( ( *obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You are not 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.
*/
const char *target_name;
/*
* Cast a spell. Multi-caster and component support by Thoric
*/
void do_cast( CHAR_DATA * ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
static char staticbuf[MAX_INPUT_LENGTH];
CHAR_DATA *victim = NULL;
OBJ_DATA *obj = NULL;
void *vo = NULL;
int mana = 0;
int sn = 0;
ch_ret retcode = rNONE;
bool dont_wait = FALSE;
SKILLTYPE *skill = NULL;
struct timeval time_used;
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;
}
target_name = one_argument( argument, arg1 );
one_argument( ( char * ) target_name, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\r\n", ch );
return;
}
if( !IS_IMMORTAL( ch ) )
{
if( ( sn = find_spell( ch, arg1, TRUE ) ) < 0
|| ( !IS_NPC( ch ) && character_skill_level( ch, sn ) <= 0 ) )
{
send_to_char( "You can't do that.\r\n", ch );
return;
}
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "You can't do that right now...\r\n", ch );
return;
}
}
else
{
if( ( sn = skill_lookup( arg1 ) ) < 0 )
{
send_to_char( "We didn't create that yet...\r\n", ch );
return;
}
if( sn >= MAX_SKILL )
{
send_to_char( "Hmm... that might hurt.\r\n", ch );
return;
}
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "Somethis is severely wrong with that one...\r\n",
ch );
return;
}
if( skill->type != SKILL_SPELL )
{
send_to_char( "That isn't a force power.\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
*/
if( ch->position < skill->minimum_position )
{
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:
send_to_char
( "You can't concentrate enough while 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 cannot cast that... yet.\r\n", ch );
return;
}
mana = IS_NPC( ch ) ? 0 : skill->min_mana;
/*
* Locate targets.
*/
vo = locate_targets( ch, arg2, sn, &victim, &obj );
if( vo == &pAbort )
return;
if( is_safe( ch, victim ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You cannot do that to them.\r\n", ch );
return;
}
if( !IS_NPC( ch ) && ch->mana < mana )
{
send_to_char( "The force is not strong enough within you.\r\n",
ch );
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 feel the force in yourself and those around you...",
ch, NULL, NULL, TO_CHAR );
act( AT_MAGIC, "$n reaches out with the force to those around...", ch,
NULL, NULL, TO_ROOM );
sprintf( staticbuf, "%s %s", arg2, target_name );
ch->dest_buf = str_dup( staticbuf );
ch->tempnum = sn;
return;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
if( IS_VALID_SN( ( sn = ch->tempnum ) ) )
{
if( ( skill = get_skilltype( sn ) ) == NULL )
{
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 : skill->min_mana;
if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */
ch->mana -= mana / 3;
}
set_char_color( AT_MAGIC, ch );
send_to_char( "You stop your concentration\r\n", ch );
/* should add chance of backfire here */
return;
case 1:
sn = ch->tempnum;
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "Something went wrong...\r\n", ch );
bug( "do_cast: substate 1: bad sn %d", sn );
return;
}
if( !ch->dest_buf || !IS_VALID_SN( sn ) || skill->type != SKILL_SPELL )
{
send_to_char( "Something negates the powers of the force.\r\n",
ch );
bug( "do_cast: ch->dest_buf NULL or bad sn (%d)", sn );
return;
}
mana = IS_NPC( ch ) ? 0 : skill->min_mana;
strcpy( staticbuf, ( const char * ) ch->dest_buf );
target_name = one_argument( staticbuf, arg2 );
DISPOSE( ch->dest_buf );
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 ) ) != NULL
&& t->count >= 1 && t->do_fun == do_cast
&& tmp->tempnum == sn && tmp->dest_buf
&& !str_cmp( ( const char * ) tmp->dest_buf, 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 ) ) != NULL
&& t->count >= 1 && t->do_fun == do_cast
&& tmp->tempnum == sn && tmp->dest_buf
&& !str_cmp( ( const char * ) tmp->dest_buf, staticbuf ) )
{
extract_timer( tmp, t );
act( AT_MAGIC,
"Channeling your energy into $n, you help direct the force",
ch, NULL, tmp, TO_VICT );
act( AT_MAGIC, "$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 );
tmp->mana -= mana;
tmp->substate = SUB_NONE;
tmp->tempnum = -1;
DISPOSE( tmp->dest_buf );
}
dont_wait = TRUE;
send_to_char
( "You concentrate all the energy into a burst of force!\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 that to succeed...\r\n",
ch );
if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */
ch->mana -= mana / 2;
learn_from_failure( ch, sn );
return;
}
}
}
if( str_cmp( skill->name, "ventriloquate" ) )
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 ) ) /* so imms dont lose mana */
ch->mana -= mana / 2;
learn_from_failure( ch, sn );
return;
}
if( !IS_NPC( ch ) && abs( ch->alignment - skill->alignment ) > 1010 )
{
if( ch->alignment > skill->alignment )
{
send_to_char( "You do not have enough anger in you.\r\n", ch );
if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */
ch->mana -= mana / 2;
return;
}
if( ch->alignment < skill->alignment )
{
send_to_char
( "Your anger and hatred prevent you from focusing.\r\n", ch );
if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */
ch->mana -= mana / 2;
return;
}
}
if( !IS_NPC( ch )
&& ( number_percent() + skill->difficulty * 5 ) >
character_skill_level( ch, 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 using the force.\r\n",
ch );
break;
case 2:
send_to_char
( "A nagging though prevents you from focusing on the force.\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 your concentration.\r\n",
ch );
else
send_to_char( "You lost your concentration.\r\n", ch );
break;
case 3:
send_to_char
( "A disturbance in the force muddles your concentration.\r\n",
ch );
break;
}
if( !IS_IMMORTAL( ch ) ) /* so imms dont lose mana */
ch->mana -= mana / 2;
learn_from_failure( ch, sn );
return;
}
else
{
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 && IS_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->top_level, ch, vo );
end_timer( &time_used );
update_userec( &time_used, &skill->userec );
}
}
if( retcode == rCHAR_DIED || retcode == rERROR || char_died( ch ) )
return;
if( retcode != rSPELL_FAILED )
learn_from_success( ch, sn );
else
learn_from_failure( ch, sn );
/*
* 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( victim->master != ch && !victim->fighting )
retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* 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->top_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;
}
/*
* 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 */
&& !luck_check( ch, 95 + levdiff ) )
{
switch ( number_bits( 2 ) )
{
case 0:
failed_casting( skill, ch, victim, NULL );
break;
case 1:
act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim,
TO_CHAR );
if( victim )
act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim,
TO_VICT );
act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim,
TO_NOTVICT );
return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED );
case 2:
failed_casting( skill, ch, victim, NULL );
break;
case 3:
act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim,
TO_CHAR );
if( victim )
act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim,
TO_VICT );
act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim,
TO_NOTVICT );
return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED );
}
return rNONE;
}
target_name = "";
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 ) )
{
send_to_char( "You can't do that.\r\n", ch );
return rNONE;
}
}
if( ch != victim && is_safe( ch, victim ) )
return rNONE;
vo = ( void * ) victim;
break;
case TAR_CHAR_DEFENSIVE:
if( victim == NULL )
victim = ch;
vo = ( void * ) victim;
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rNONE;
}
break;
case TAR_CHAR_SELF:
vo = ( void * ) ch;
if( IS_SET( ch->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rNONE;
}
break;
case TAR_OBJ_INV:
if( obj == NULL )
{
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 && !victim->fighting && victim->master != ch )
{
retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return retcode;
}
/*
* Spell functions.
*/
ch_ret spell_blindness( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
int tmp;
SKILLTYPE *skill = get_skilltype( sn );
if( SPELL_FLAG( skill, SF_PKSENSITIVE )
&& !IS_NPC( ch ) && !IS_NPC( victim ) )
tmp = level;
else
tmp = level;
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell_staff( tmp, victim ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
af.type = sn;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = ( short ) ( ( 1 + ( level / 3 ) ) * DUR_CONV );
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
set_char_color( AT_MAGIC, victim );
send_to_char( "You are blinded!\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return rNONE;
}
ch_ret spell_charm_person( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
int chance;
char buf[MAX_STRING_LENGTH];
SKILLTYPE *skill = get_skilltype( sn );
if( victim == ch )
{
send_to_char( "You like yourself even better!\r\n", ch );
return rSPELL_FAILED;
}
if( IS_SET( victim->immune, RIS_MAGIC )
|| IS_SET( victim->immune, RIS_CHARM ) )
{
immune_casting( skill, ch, victim, NULL );
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 as if someone tried to enter your mind but failed..\r\n",
victim );
return rSPELL_FAILED;
}
chance = ris_save( victim, level, RIS_CHARM );
if( IS_AFFECTED( victim, AFF_CHARM )
|| chance == 1000
|| IS_AFFECTED( ch, AFF_CHARM )
|| level < victim->top_level
|| circle_follow( victim, ch ) || saves_spell_staff( chance, 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 =
( short ) ( ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act( AT_MAGIC, "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
act( AT_MAGIC, "$N's eyes glaze over...", ch, NULL, victim, TO_ROOM );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
sprintf( buf, "%s has charmed %s.", ch->name, victim->name );
log_string_plus( buf, LOG_NORMAL );
/*
to_channel( buf, CHANNEL_MONITOR, "Monitor", 2 ) );
*/
return rNONE;
}
ch_ret spell_fireball( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
1,
1, 4, 7, 10, 13, 16, 19, 22, 25, 28,
31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
58, 58, 59, 60, 60, 61, 62, 62, 63, 64,
64, 65, 65, 66, 66, 67, 68, 68, 69, 69,
70, 71, 71, 72, 72, 73, 73, 74, 75, 75
};
int dam;
send_to_char( "You feel the hatred grow within you!\r\n", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
level =
UMIN( ( size_t ) level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_identify( int sn, int level, CHAR_DATA * ch, void *vo )
{
/* Modified by Scryn to work on mobs/players/objs */
OBJ_DATA *obj;
CHAR_DATA *victim;
AFFECT_DATA *paf;
SKILLTYPE *sktmp;
SKILLTYPE *skill = get_skilltype( sn );
if( target_name[0] == '\0' )
{
send_to_char( "What would you like identified?\r\n", ch );
return rSPELL_FAILED;
}
if( ( obj = get_obj_carry( ch, target_name ) ) != NULL )
{
set_char_color( AT_LBLUE, ch );
ch_printf( ch,
"Object '%s' is %s, special properties: %s %s.\r\nIts weight is %d, value is %d.\r\n",
obj->name,
aoran( item_type_name( obj ) ),
extra_bit_name( obj->extra_flags ),
magic_bit_name( obj->magic_flags ), obj->weight, obj->cost );
set_char_color( AT_MAGIC, ch );
switch ( obj->item_type )
{
case ITEM_DEVICE:
ch_printf( ch, "Has %d(%d) charges of level %d",
obj->value[1], obj->value[2], obj->value[0] );
if( obj->value[3] >= 0
&& ( sktmp = get_skilltype( obj->value[3] ) ) != NULL )
{
send_to_char( " '", ch );
send_to_char( sktmp->name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\r\n", ch );
break;
case ITEM_WEAPON:
ch_printf( ch, "Damage is %d to %d (average %d).\r\n",
obj->value[1], obj->value[2],
( obj->value[1] + obj->value[2] ) / 2 );
if( obj->value[3] == WEAPON_BLASTER )
{
if( obj->blaster_setting == BLASTER_FULL )
ch_printf( ch, "It is set on FULL power.\r\n" );
else if( obj->blaster_setting == BLASTER_HIGH )
ch_printf( ch, "It is set on HIGH power.\r\n" );
else if( obj->blaster_setting == BLASTER_NORMAL )
ch_printf( ch, "It is set on NORMAL power.\r\n" );
else if( obj->blaster_setting == BLASTER_HALF )
ch_printf( ch, "It is set on HALF power.\r\n" );
else if( obj->blaster_setting == BLASTER_LOW )
ch_printf( ch, "It is set on LOW power.\r\n" );
else if( obj->blaster_setting == BLASTER_STUN )
ch_printf( ch, "It is set on STUN.\r\n" );
ch_printf( ch, "It has %d out of %d charges.\r\n",
obj->value[4], obj->value[5] );
}
else if( obj->value[3] == WEAPON_LIGHTSABER ||
obj->value[3] == WEAPON_VIBRO_BLADE )
{
ch_printf( ch,
"It has %d out of %d units of charge remaining.\r\n",
obj->value[4], obj->value[5] );
}
break;
case ITEM_AMMO:
ch_printf( ch, "It has %d charges.\r\n", obj->value[0] );
break;
case ITEM_BATTERY:
ch_printf( ch, "It has %d units of charge.\r\n", obj->value[0] );
break;
case ITEM_ARMOR:
ch_printf( ch,
"Current armor class is %d. ( based on current condition )\r\n",
obj->value[0] );
ch_printf( ch,
"Maximum armor class is %d. ( based on top condition )\r\n",
obj->value[1] );
ch_printf( ch,
"Applied armor class is %d. ( based condition and location worn )\r\n",
apply_ac( obj, obj->wear_loc ) );
break;
}
for( paf = obj->pIndexData->first_affect; paf; paf = paf->next )
showaffect( ch, paf );
for( paf = obj->first_affect; paf; paf = paf->next )
showaffect( ch, paf );
return rNONE;
}
else if( ( victim = get_char_room( ch, target_name ) ) != NULL )
{
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_NPC( victim ) )
{
ch_printf( ch, "%s appears to be between level %d and %d.\r\n",
victim->name,
victim->top_level - ( victim->top_level % 5 ),
victim->top_level - ( victim->top_level % 5 ) + 5 );
}
else
{
ch_printf( ch, "%s appears to be level %d.\r\n", victim->name,
victim->top_level );
}
if( ( luck_check( ch, 50 ) && ch->top_level >= victim->top_level + 10 )
|| IS_IMMORTAL( ch ) )
{
ch_printf( ch, "%s appears to be affected by: ", victim->name );
if( !victim->first_affect )
{
send_to_char( "nothing.\r\n", ch );
return rNONE;
}
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 ) ) != NULL )
ch_printf( ch, "%s, ", sktmp->name );
if( paf == victim->last_affect
&& ( sktmp = get_skilltype( paf->type ) ) != NULL )
{
ch_printf( ch, "and %s.\r\n", sktmp->name );
return rNONE;
}
}
else
{
if( ( sktmp = get_skilltype( paf->type ) ) != NULL )
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;
}
ch_ret spell_invis( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim;
SKILLTYPE *skill = get_skilltype( sn );
/* Modifications on 1/2/96 to work on player/object - Scryn */
if( target_name[0] == '\0' )
victim = ch;
else
victim = get_char_room( ch, target_name );
if( victim )
{
AFFECT_DATA af;
if( IS_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, "$n fades out of existence.", victim, NULL, NULL,
TO_ROOM );
af.type = sn;
af.duration = ( short ) ( ( ( level / 4 ) + 12 ) * DUR_CONV );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( victim, &af );
act( AT_MAGIC, "You fade out of existence.", victim, NULL, NULL,
TO_CHAR );
return rNONE;
}
else
{
OBJ_DATA *obj;
obj = get_obj_carry( ch, target_name );
if( obj )
{
if( IS_OBJ_STAT( obj, ITEM_INVIS )
|| luck_check( ch, 40 + level / 10 ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
SET_BIT( obj->extra_flags, ITEM_INVIS );
act( AT_MAGIC, "$p fades out of existence.", ch, obj, NULL,
TO_CHAR );
return rNONE;
}
}
ch_printf( ch, "You can't find %s!\r\n", target_name );
return rSPELL_FAILED;
}
ch_ret spell_lightning_bolt( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
1,
2, 4, 6, 8, 10, 12, 14, 16, 18, 20,
22, 24, 26, 28, 30, 35, 40, 45, 50, 55,
60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
132, 134, 136, 138, 140, 142, 144, 146, 148, 150,
152, 154, 156, 158, 160, 162, 164, 166, 168, 170
};
int dam;
send_to_char( "You feel the hatred grow within you!\r\n", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
level =
UMIN( ( size_t ) level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_poison( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
int chance;
bool first = TRUE;
send_to_char( "You feel the hatred grow within you!\r\n", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
chance = ris_save( victim, level, RIS_POISON );
if( chance == 1000 || saves_poison_death( chance, victim ) )
return rSPELL_FAILED;
if( IS_AFFECTED( victim, AFF_POISON ) )
first = FALSE;
af.type = sn;
af.duration = ( short ) ( level * DUR_CONV );
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
set_char_color( AT_MAGIC, victim );
send_to_char( "You feel very sick.\r\n", victim );
victim->mental_state = URANGE( 20, victim->mental_state
+ ( first ? 5 : 0 ), 100 );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return rNONE;
}
ch_ret spell_sleep( int sn, int level, CHAR_DATA * ch, void *vo )
{
AFFECT_DATA af;
int retcode;
int chance;
int tmp;
CHAR_DATA *victim;
SKILLTYPE *skill = get_skilltype( sn );
if( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return rSPELL_FAILED;
}
if( !IS_NPC( victim ) && victim->fighting )
{
send_to_char( "You cannot sleep a fighting player.\r\n", ch );
return rSPELL_FAILED;
}
if( is_safe( ch, victim ) )
return rSPELL_FAILED;
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( SPELL_FLAG( skill, SF_PKSENSITIVE )
&& !IS_NPC( ch ) && !IS_NPC( victim ) )
tmp = level;
else
tmp = level;
if( IS_AFFECTED( victim, AFF_SLEEP )
|| ( chance = ris_save( victim, tmp, RIS_SLEEP ) ) == 1000
|| level < victim->top_level
|| ( victim != ch && IS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
|| saves_spell_staff( chance, 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 = ( short ) ( ( 4 + level ) * DUR_CONV );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
/* Added by Narn at the request of Dominus. */
if( !IS_NPC( victim ) )
{
sprintf( log_buf, "%s has cast sleep on %s.", ch->name, victim->name );
log_string_plus( log_buf, LOG_NORMAL );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 2 );
}
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;
}
ch_ret spell_possess( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA af;
SKILLTYPE *skill = get_skilltype( sn );
if( ch->desc->original )
{
send_to_char( "You are not in your original state.\r\n", ch );
return rSPELL_FAILED;
}
if( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here!\r\n", ch );
return rSPELL_FAILED;
}
if( victim == ch )
{
send_to_char( "You can't possess yourself!\r\n", ch );
return rSPELL_FAILED;
}
if( !IS_NPC( victim ) )
{
send_to_char( "You can't possess another player!\r\n", ch );
return rSPELL_FAILED;
}
if( victim->desc )
{
ch_printf( ch, "%s is already possessed.\r\n", victim->short_descr );
return rSPELL_FAILED;
}
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_POSSESS )
|| level < ( victim->top_level + 30 )
|| victim->desc || !luck_check( ch, 25 ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
send_to_char
( "You feel the hatred grow within you as you twist your victims mind!\r\n",
ch );
ch->alignment = ch->alignment - 50;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
af.type = sn;
af.duration = 20 + ( ch->top_level - victim->top_level ) / 2;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_POSSESS;
affect_to_char( victim, &af );
sprintf( buf, "You have possessed %s!\r\n", victim->short_descr );
ch->desc->character = victim;
ch->desc->original = ch;
victim->desc = ch->desc;
ch->desc = NULL;
ch->switched = victim;
send_to_char( buf, victim );
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;
send_to_char( "You feel the hatred grow within you!\r\n", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
if( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
{
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 );
if( saved )
dam /= 2;
retcode = damage( ch, victim, dam, sn );
if( retcode == rNONE && skill->affects
&& !char_died( ch ) && !char_died( victim ) )
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 = NULL, *vch_next = NULL;
SKILLTYPE *skill = get_skilltype( sn );
bool saved = FALSE;
bool affects = FALSE;
int dam = 0;
bool ch_died = FALSE;
ch_ret retcode = rNONE;
send_to_char( "You feel the hatred grow within you!\r\n", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
affects = ( skill->affects ? 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 ) && IS_SET( vch->act, PLR_WIZINVIS )
&& vch->pcdata->wizinvis >= 2 )
continue;
if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) )
{
saved = check_save( sn, level, ch, vch );
if( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
{
failed_casting( skill, ch, vch, NULL );
dam = 0;
}
else if( skill->dice )
dam = dice_parse( ch, level, skill->dice );
else
dam = dice( 1, level );
if( saved && SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
dam /= 2;
retcode = damage( ch, vch, dam, sn );
}
if( retcode == rNONE && affects && !char_died( ch )
&& !char_died( vch ) )
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 chance;
ch_ret retcode = rNONE;
if( SPELL_FLAG( skill, SF_RECASTABLE ) )
affect_strip( victim, sn );
for( saf = skill->affects; saf; saf = saf->next )
{
if( saf->location >= REVERSE_APPLY )
victim = ch;
else
victim = ( CHAR_DATA * ) vo;
/* Check if char has this bitvector already */
if( ( af.bitvector = saf->bitvector ) != 0
&& IS_AFFECTED( victim, af.bitvector )
&& !SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
continue;
/*
* necessary for affect_strip to work properly...
*/
switch ( af.bitvector )
{
default:
af.type = sn;
break;
case AFF_POISON:
af.type = gsn_poison;
send_to_char( "You feel the hatred grow within you!\r\n", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
chance = ris_save( victim, level, RIS_POISON );
if( chance == 1000 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
if( saves_poison_death( chance, 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_INVISIBLE:
af.type = gsn_invis;
break;
case AFF_SLEEP:
af.type = gsn_sleep;
chance = ris_save( victim, level, RIS_SLEEP );
if( chance == 1000 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
break;
case AFF_CHARM:
af.type = gsn_charm_person;
chance = ris_save( victim, level, RIS_CHARM );
if( chance == 1000 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
break;
case AFF_POSSESS:
af.type = gsn_possess;
break;
}
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:
if( ch != victim && victim->hit < victim->max_hit
&& af.modifier > 0 )
{
send_to_char
( "The nobel Jedi use their powers to help others!\r\n",
ch );
ch->alignment = ch->alignment + 20;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
}
if( af.modifier > 0 && victim->hit >= victim->max_hit )
{
return rSPELL_FAILED;
}
victim->hit =
URANGE( 0, victim->hit + af.modifier, victim->max_hit );
update_pos( victim );
break;
case APPLY_MANA:
if( af.modifier > 0 && victim->mana >= victim->max_mana )
{
return rSPELL_FAILED;
}
if( ch != victim )
{
send_to_char
( "The nobel Jedi use their powers to help others!\r\n",
ch );
ch->alignment = ch->alignment + 25;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
}
victim->mana =
URANGE( 0, victim->mana + af.modifier, victim->max_mana );
update_pos( victim );
break;
case APPLY_MOVE:
if( af.modifier > 0 && victim->move >= victim->max_move )
{
return rSPELL_FAILED;
}
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 = NULL;
SKILLTYPE *skill = get_skilltype( sn );
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
bool groupsp = FALSE;
bool areasp = FALSE;
bool hitchar = FALSE, hitroom = FALSE, hitvict = FALSE;
ch_ret retcode = rNONE;
if( !skill->affects )
{
bug( "spell_affect has no affects sn %d", 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( IS_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->affects ) && !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( "spell_affect: could not find victim: sn %d", 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 ) )
|| IS_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 == rSPELL_FAILED )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
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;
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 ) *
( weather_info.sky >= SKY_RAINING ? 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[MAX_STRING_LENGTH];
sprintf( 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_FOOD:
case ITEM_DRINK_CON:
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 ) )
{
switch ( obj->item_type )
{
default:
failed_casting( skill, ch, NULL, obj );
break;
case ITEM_FOOD:
case ITEM_DRINK_CON:
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( obj->cost > 10 * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_MINOR:
if( obj->cost > ch->top_level * get_curr_int( ch ) / 5 )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_GREATER:
if( obj->cost >
ch->top_level * 10 * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_MAJOR:
if( obj->cost >
ch->top_level * 50 * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
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 );
}
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 )
{
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 )
|| luck_check( 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 );
SET_BIT( obj->extra_flags, ITEM_INVIS );
return rNONE;
case SA_CHANGE:
return rNONE;
}
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 vnum = skill->value;
OBJ_DATA *obj;
OBJ_INDEX_DATA *oi;
if( ( oi = get_obj_index( vnum ) ) == NULL
|| ( obj = create_object( oi ) ) == NULL )
{
failed_casting( skill, ch, NULL, NULL );
return rNONE;
}
obj->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0;
successful_casting( skill, ch, NULL, obj );
if( CAN_WEAR( obj, ITEM_TAKE ) )
obj_to_char( obj, ch );
else
obj_to_room( obj, ch->in_room );
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;
int 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 )
{
return rNONE;
}
if( ( mi = get_mob_index( vnum ) ) == NULL
|| ( mob = create_mobile( mi ) ) == NULL )
{
failed_casting( skill, ch, NULL, NULL );
return rNONE;
}
mob->top_level =
UMIN( lvl,
skill->dice ? dice_parse( ch, level,
skill->dice ) : mob->top_level );
mob->armor = 0;
mob->max_hit =
mob->top_level * 8 + number_range( mob->top_level * mob->top_level / 4,
mob->top_level * mob->top_level );
mob->hit = mob->max_hit;
mob->gold = 0;
successful_casting( skill, ch, mob, NULL );
char_to_room( mob, ch->in_room );
add_follower( mob, ch );
af.type = sn;
af.duration =
( short ) ( ( number_fuzzy( ( level + 1 ) / 3 ) + 1 ) * DUR_CONV );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( mob, &af );
return rNONE;
}
/*
* Generic handler for new "SMAUG" spells -Thoric
*/
ch_ret spell_smaug( int sn, int level, CHAR_DATA * ch, void *vo )
{
SKILLTYPE *skill = get_skilltype( sn );
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 )
&& 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 ) );
/* will fail, or be an area/group affect */
return spell_affect( sn, level, ch, vo );
case TAR_CHAR_OFFENSIVE:
/* 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( vo && SPELL_ACTION( skill ) == SA_DESTROY )
{
CHAR_DATA *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;
}
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, may look redundant, but is important */
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;
}
void do_revert( CHAR_DATA * ch, char *argument )
{
return;
}