/**************************************************************************
* # # # ## # # ### ## ## ### http://www.lyonesse.it *
* # # # # # ## # # # # # *
* # # # # # ## ## # # ## ## ## # # ## *
* # # # # # ## # # # # # # # # # # # *
* ### # ## # # ### ## ## ### # # #### ## Ver. 1.0 *
* *
* -Based on CircleMud & Smaug- Copyright (c) 2001-2002 by Mithrandir *
* *
* ********************************************************************** */
/* ************************************************************************
* File: spell_parser.c Part of CircleMUD *
* Usage: top-level magic routines; outside points of entry to magic sys. *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "interpreter.h"
#include "spells.h"
#include "handler.h"
#include "comm.h"
#include "db.h"
#include "constants.h"
#define SINFO spell_info[spellnum]
/* extern functions */
OBJ_SPELLS_DATA *GetCharItemsSpell(CHAR_DATA *ch, int sn);
int compute_armor_class(CHAR_DATA *ch);
/* local globals */
SPELL_INFO_DATA spell_info[TOP_SPELL_DEFINE + 1];
int spell_sort_info[MAX_SKILLS + 1];
/* local functions */
void say_spell(CHAR_DATA *ch, int spellnum, CHAR_DATA *tch, OBJ_DATA *tobj);
void spello(int spl, const char *name, int max_mana, int min_mana, int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff);
int mag_manacost(CHAR_DATA *ch, int spellnum);
ACMD(do_cast);
void unused_spell(int spl);
void mag_assign_spells(void);
/*
* This arrangement is pretty stupid, but the number of skills is limited by
* the playerfile. We can arbitrarily increase the number of skills by
* increasing the space in the playerfile. Meanwhile, 200 should provide
* ample slots for skills.
*/
struct syllable
{
const char *org;
const char *news;
};
struct syllable syls[] =
{
{" ", " "},
{"ar", "abra"},
{"ate", "i"},
{"cau", "kada"},
{"blind", "nose"},
{"bur", "mosa"},
{"cu", "judi"},
{"de", "oculo"},
{"dis", "mar"},
{"ect", "kamina"},
{"en", "uns"},
{"gro", "cra"},
{"light", "dies"},
{"lo", "hi"},
{"magi", "kari"},
{"mon", "bar"},
{"mor", "zak"},
{"move", "sido"},
{"ness", "lacri"},
{"ning", "illa"},
{"per", "duda"},
{"ra", "gru"},
{"re", "candus"},
{"son", "sabru"},
{"tect", "infra"},
{"tri", "cula"},
{"ven", "nofo"},
{"word of", "inset"},
{"a", "i"}, {"b", "v"}, {"c", "q"}, {"d", "m"}, {"e", "o"}, {"f", "y"}, {"g", "t"},
{"h", "p"}, {"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"}, {"m", "w"}, {"n", "b"},
{"o", "a"}, {"p", "s"}, {"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"}, {"u", "e"},
{"v", "z"}, {"w", "x"}, {"x", "n"}, {"y", "l"}, {"z", "k"}, {"", ""}
};
const char *unused_spellname = "!UNUSED!"; /* So we can get &unused_spellname */
int mag_manacost(CHAR_DATA *ch, int spellnum)
{
int iMax, iMin;
iMax = SINFO.mana_max;
iMax -= SINFO.mana_change * (GET_LEVEL(ch) - SINFO.min_level[(int) GET_CLASS(ch)]);
iMin = SINFO.mana_min;
return (MAX(iMax, iMin));
/*
return MAX(SINFO.mana_max -
(SINFO.mana_change * (GET_LEVEL(ch) - SINFO.min_level[(int) GET_CLASS(ch)])),
SINFO.mana_min);
*/
}
/* say_spell erodes buf, buf1, buf2 */
void say_spell(CHAR_DATA *ch, int spellnum, CHAR_DATA *tch, OBJ_DATA *tobj)
{
CHAR_DATA *i;
char lbuf[256];
const char *format;
int j, ofs = 0;
*buf = '\0';
strcpy(lbuf, skill_name(spellnum));
while (lbuf[ofs])
{
for (j = 0; *(syls[j].org); j++)
{
if (!strncmp(syls[j].org, lbuf + ofs, strlen(syls[j].org)))
{
strcat(buf, syls[j].news);
ofs += strlen(syls[j].org);
break;
}
}
/* i.e., we didn't find a match in syls[] */
if (!*syls[j].org)
{
log("No entry in syllable table for substring of '%s'", lbuf);
ofs++;
}
}
if (tch != NULL && IN_ROOM(tch) == IN_ROOM(ch))
{
if (tch == ch)
format = "$n closes $s eyes and utters the words, '%s'.";
else
format = "$n stares at $N and utters the words, '%s'.";
}
else if (tobj != NULL &&
((IN_ROOM(tobj) == IN_ROOM(ch)) || (tobj->carried_by == ch)))
format = "$n stares at $p and utters the words, '%s'.";
else
format = "$n utters the words, '%s'.";
sprintf(buf1, format, skill_name(spellnum));
sprintf(buf2, format, buf);
for (i = ch->in_room->people; i; i = i->next_in_room)
{
if (i == ch || i == tch || !i->desc || !AWAKE(i))
continue;
if (GET_CLASS(ch) == GET_CLASS(i))
perform_act(buf1, ch, tobj, tch, i);
else
perform_act(buf2, ch, tobj, tch, i);
}
if (tch != NULL && tch != ch && IN_ROOM(tch) == IN_ROOM(ch))
{
sprintf(buf1, "$n stares at you and utters the words, '%s'.",
GET_CLASS(ch) == GET_CLASS(tch) ? skill_name(spellnum) : buf);
act(buf1, FALSE, ch, NULL, tch, TO_VICT);
}
}
int compare_spells(const void *x, const void *y)
{
int a = *(const int *) x, b = *(const int *) y;
return (strcmp(spell_info[a].name, spell_info[b].name));
}
void sort_spells(void)
{
int a;
/* initialize array, avoiding reserved. */
for (a = 1; a <= MAX_SKILLS; a++)
spell_sort_info[a] = a;
qsort(&spell_sort_info[1], MAX_SKILLS, sizeof(int), compare_spells);
}
const char *how_good(int percent)
{
if (percent < 0) return (" (error)");
if (percent == 0) return (" (not learned)");
if (percent <= 10) return (" (awful)");
if (percent <= 20) return (" (bad)");
if (percent <= 40) return (" (poor)");
if (percent <= 55) return (" (average)");
if (percent <= 70) return (" (fair)");
if (percent <= 80) return (" (good)");
if (percent <= 85) return (" (very good)");
return (" (superb)");
}
char *get_spell_name(char *argument)
{
char *s;
s = strtok(argument, "'");
s = strtok(NULL, "'");
return (s);
}
/*
* This function should be used anytime you are not 100% sure that you have
* a valid spell/skill number. A typical for() loop would not need to use
* this because you can guarantee > 0 and <= TOP_SPELL_DEFINE.
*/
const char *skill_name(int num)
{
if (num > 0 && num <= TOP_SPELL_DEFINE)
return (spell_info[num].name);
else if (num == -1)
return ("UNUSED");
else
return ("UNDEFINED");
}
int find_skill_num(char *name)
{
int index, ok;
char *temp, *temp2;
char first[256], first2[256], tempbuf[256];
for (index = 1; index <= TOP_SPELL_DEFINE; index++)
{
if (is_abbrev(name, spell_info[index].name))
return (index);
ok = TRUE;
temp = any_one_arg(strcpy(tempbuf, spell_info[index].name), first);
temp2 = any_one_arg(name, first2);
while (*first && *first2 && ok)
{
if (!is_abbrev(first2, first))
ok = FALSE;
temp = any_one_arg(temp, first);
temp2 = any_one_arg(temp2, first2);
}
if (ok && !*first2)
return (index);
}
return (-1);
}
void ImproveSkill(CHAR_DATA *ch, int skill)
{
int percent = GET_SKILL(ch, skill);
if (number(1, 200) > GET_WIS(ch) + GET_INT(ch))
return;
if (percent >= 95 || percent <= 0)
return;
percent += number(1, 3);
SET_SKILL(ch, skill, percent);
ch_printf(ch, "You feel your skill in '%s' improving.", skill_name(skill));
}
/*
* Core check function for success in using spl/skl
*/
bool success(CHAR_DATA *ch, CHAR_DATA *vict, int skill, int val)
{
int percent, prob;
if ( !ch || skill <= 0 || skill > MAX_SKILLS )
return (FALSE);
/* LVL_GOD and above always succeeds */
if ( GET_LEVEL(ch) >= LVL_GOD )
return (TRUE);
percent = number(1, 105);
if (val)
prob = val;
else
prob = GET_SKILL(ch, skill);
// modifier goes down here...
switch (skill)
{
case SKILL_HIDE:
prob += dex_app_skill[GET_DEX(ch)].hide;
break;
case SKILL_SNEAK:
prob += dex_app_skill[GET_DEX(ch)].sneak;
break;
case SKILL_BASH:
if (vict && IS_NPC(vict) && MOB_FLAGGED(vict, MOB_NOBASH))
{
percent = 101;
prob = 0;
}
break;
case SKILL_KICK:
percent = ((10 - (compute_armor_class(vict) / 10)) * 2) + number(1, 101);
break;
case SKILL_TRACK:
if (vict && AFF_FLAGGED(vict, AFF_NOTRACK))
{
percent = 101;
prob = 0;
}
break;
}
if (percent > prob)
return (FALSE);
if (!IS_NPC(ch))
ImproveSkill(ch, skill);
return (TRUE);
}
/*
* This function is the very heart of the entire magic system. All
* invocations of all types of magic -- objects, spoken and unspoken PC
* and NPC spells, the works -- all come through this function eventually.
* This is also the entry point for non-spoken or unrestricted spells.
* Spellnum 0 is legal but silently ignored here, to make callers simpler.
*/
int call_magic(CHAR_DATA *caster, CHAR_DATA *cvict, OBJ_DATA *ovict,
int spellnum, int level, int casttype)
{
int savetype;
if (spellnum < 1 || spellnum > TOP_SPELL_DEFINE)
return (0);
if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_NOMAGIC))
{
send_to_char("Your magic fizzles out and dies.\r\n", caster);
act("$n's magic fizzles out and dies.", FALSE, caster, 0, 0, TO_ROOM);
return (0);
}
if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_PEACEFUL) &&
(SINFO.violent || IS_SET(SINFO.routines, MAG_DAMAGE)))
{
send_to_char("A flash of white light fills the room, dispelling your "
"violent magic!\r\n", caster);
act("White light from no particular source suddenly fills the room, "
"then vanishes.", FALSE, caster, 0, 0, TO_ROOM);
return (0);
}
/* determine the type of saving throw */
switch (casttype)
{
case CAST_STAFF:
case CAST_SCROLL:
case CAST_POTION:
case CAST_WAND:
case CAST_OBJ:
savetype = SAVING_ROD;
break;
case CAST_SPELL:
savetype = SAVING_SPELL;
break;
default:
savetype = SAVING_BREATH;
break;
}
if (IS_SET(SINFO.routines, MAG_DAMAGE))
{
if (mag_damage(level, caster, cvict, spellnum, savetype) == -1)
return (-1); /* Successful and target died, don't cast again. */
}
if (IS_SET(SINFO.routines, MAG_AFFECTS))
mag_affects(level, caster, cvict, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_UNAFFECTS))
mag_unaffects(level, caster, cvict, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_POINTS))
mag_points(level, caster, cvict, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_ALTER_OBJS))
mag_alter_objs(level, caster, ovict, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_GROUPS))
mag_groups(level, caster, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_MASSES))
mag_masses(level, caster, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_AREAS))
mag_areas(level, caster, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_SUMMONS))
mag_summons(level, caster, ovict, spellnum, savetype);
if (IS_SET(SINFO.routines, MAG_CREATIONS))
mag_creations(level, caster, spellnum);
if (IS_SET(SINFO.routines, MAG_ROOM))
mag_rooms(level, caster, spellnum);
if (IS_SET(SINFO.routines, MAG_MANUAL))
{
switch (spellnum)
{
case SPELL_CHARM: MANUAL_SPELL(spell_charm); break;
case SPELL_CREATE_WATER: MANUAL_SPELL(spell_create_water); break;
case SPELL_DETECT_POISON: MANUAL_SPELL(spell_detect_poison); break;
case SPELL_ENCHANT_WEAPON: MANUAL_SPELL(spell_enchant_weapon); break;
case SPELL_IDENTIFY: MANUAL_SPELL(spell_identify); break;
case SPELL_LOCATE_OBJECT: MANUAL_SPELL(spell_locate_object); break;
case SPELL_SUMMON: MANUAL_SPELL(spell_summon); break;
case SPELL_WORD_OF_RECALL: MANUAL_SPELL(spell_recall); break;
case SPELL_TELEPORT: MANUAL_SPELL(spell_teleport); break;
case SPELL_FEAR: MANUAL_SPELL(spell_fear); break;
}
}
return (1);
}
/*
* cast_spell is used generically to cast any spoken spell, assuming we
* already have the target char/obj and spell number. It checks all
* restrictions, etc., prints the words, etc.
*
* Entry point for NPC casts. Recommended entry point for spells cast
* by NPCs via specprocs.
*
* 09-10-2001 - Modified to handle casting spells thru enchanted items.
*/
int cast_spell(CHAR_DATA *ch, OBJ_SPELLS_DATA *oSpell, CHAR_DATA *tch,
OBJ_DATA *tobj, int spellnum)
{
int levelnum = 0;
if (spellnum < 0 || spellnum > TOP_SPELL_DEFINE)
{
log("SYSERR: cast_spell trying to call spellnum %d/%d.\n", spellnum,
TOP_SPELL_DEFINE);
return (0);
}
if (GET_POS(ch) < SINFO.min_position)
{
switch (GET_POS(ch))
{
case POS_SLEEPING:
send_to_char("You dream about great magical powers.\r\n", ch);
break;
case POS_RESTING:
send_to_char("You cannot concentrate while resting.\r\n", ch);
break;
case POS_SITTING:
send_to_char("You can't do this sitting!\r\n", ch);
break;
case POS_FIGHTING:
send_to_char("Impossible! You can't concentrate enough!\r\n", ch);
break;
default:
send_to_char("You can't do much of anything like this!\r\n", ch);
break;
}
return (0);
}
if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == tch))
{
send_to_char("You are afraid you might hurt your master!\r\n", ch);
return (0);
}
if ((tch != ch) && IS_SET(SINFO.targets, TAR_SELF_ONLY))
{
send_to_char("You can only cast this spell upon yourself!\r\n", ch);
return (0);
}
if ((tch == ch) && IS_SET(SINFO.targets, TAR_NOT_SELF))
{
send_to_char("You cannot cast this spell upon yourself!\r\n", ch);
return (0);
}
if (IS_SET(SINFO.routines, MAG_GROUPS) && !AFF_FLAGGED(ch, AFF_GROUP))
{
send_to_char("You can't cast this spell if you're not in a group!\r\n",ch);
return (0);
}
if (oSpell && oSpell->percent < number(0, 101))
{
send_to_char("You fail in drawing the spell from the enchanted item.\r\n", ch);
return (0);
}
send_to_char(OK, ch);
say_spell(ch, spellnum, tch, tobj);
if (oSpell)
levelnum = oSpell->level;
else
levelnum = GET_LEVEL(ch);
return (call_magic(ch, tch, tobj, spellnum, levelnum, CAST_SPELL));
}
/*
* do_cast is the entry point for PC-casted spells. It parses the arguments,
* determines the spell number and finds a target, throws the die to see if
* the spell can be cast, checks for sufficient mana and subtracts it, and
* passes control to cast_spell().
*/
ACMD(do_cast)
{
CHAR_DATA *tch = NULL;
OBJ_DATA *tobj = NULL;
OBJ_SPELLS_DATA *oSpell = NULL;
char *s, *t;
sh_int nospell = 0;
int mana, spellnum, i, target = 0;
if (IS_NPC(ch))
return;
if ( !CASTING_CLASS(ch) && !MEMMING_CLASS(ch) )
{
send_to_char("You don't know how to use arcane powers.\r\n", ch);
return;
}
if ( AFF_FLAGGED(ch, AFF_MEMORIZING) )
{
send_to_char("You can't use magic while memorizing spells.\r\n", ch);
return;
}
/* get: blank, spell name, target name */
s = strtok(argument, "'");
if (s == NULL)
{
send_to_char("Cast what where?\r\n", ch);
return;
}
s = strtok(NULL, "'");
if (s == NULL)
{
send_to_char("Spell names must be enclosed in the Holy Magic Symbols: '\r\n", ch);
return;
}
t = strtok(NULL, "\0");
/* spellnum = search_block(s, spells, 0); */
spellnum = find_skill_num(s);
if ((spellnum < 1) || (spellnum >= MAX_SPELLS))
{
send_to_char("Cast what?!?\r\n", ch);
return;
}
if ( MEMMING_CLASS(ch) )
{
if ( !MEMORIZED(ch, spellnum) )
nospell = 1;
}
else
{
// for memming classes this check is in do_memorize()
if (GET_LEVEL(ch) < SINFO.min_level[(int) GET_CLASS(ch)])
{
send_to_char("You do not know that spell!\r\n", ch);
return;
}
if (GET_SKILL(ch, spellnum) == 0)
nospell = 2;
}
/*
* doesn't have the spell memorized or doesn't knows the spell..
* is she using an item that holds the spell??
*/
if ( nospell )
{
if ( !(oSpell = GetCharItemsSpell(ch, spellnum)) )
{
if ( nospell == 1 )
send_to_char("You haven't that spell ready.\r\n", ch);
else
send_to_char("You are unfamiliar with that spell.\r\n", ch);
return;
}
}
if ( RIDING(ch) && GET_SKILL(ch, spellnum) < 90)
{
send_to_char("You aren't skilled enough to cast that spell while mounted.\r\n", ch);
return;
}
/* Find the target */
if (t != NULL)
{
argument = one_argument(strcpy(arg, t), t);
skip_spaces(&t);
}
if (IS_SET(SINFO.targets, TAR_IGNORE))
target = TRUE;
else if (t != NULL && *t)
{
if (!target && (IS_SET(SINFO.targets, TAR_CHAR_ROOM)))
{
if ((tch = get_char_vis(ch, t, NULL, FIND_CHAR_ROOM)) != NULL)
target = TRUE;
}
if (!target && IS_SET(SINFO.targets, TAR_CHAR_WORLD))
{
if ((tch = get_char_vis(ch, t, NULL, FIND_CHAR_WORLD)) != NULL)
target = TRUE;
}
if (!target && IS_SET(SINFO.targets, TAR_OBJ_INV))
{
if ((tobj = get_obj_in_list_vis_rev(ch, t, NULL, ch->last_carrying)) != NULL)
target = TRUE;
}
if (!target && IS_SET(SINFO.targets, TAR_OBJ_EQUIP))
{
for (i = 0; !target && i < NUM_WEARS; i++)
{
if (GET_EQ(ch, i) && isname(t, GET_EQ(ch, i)->name))
{
tobj = GET_EQ(ch, i);
target = TRUE;
}
}
}
if (!target && IS_SET(SINFO.targets, TAR_OBJ_ROOM))
{
if ((tobj = get_obj_in_list_vis_rev(ch, t, NULL, ch->in_room->last_content)) != NULL)
target = TRUE;
}
if (!target && IS_SET(SINFO.targets, TAR_OBJ_WORLD))
{
if ((tobj = get_obj_vis(ch, t, NULL)) != NULL)
target = TRUE;
}
/* target is a char in an adiacent room */
if (!target && IS_SET(SINFO.targets, TAR_CHAR_RANGED))
{
EXIT_DATA *pexit = NULL;
char dir[MAX_INPUT_LENGTH];
one_argument(argument, dir);
if (*dir)
if ((pexit = find_door(ch, NULL, dir, "cast")))
if ((tch = get_char_elsewhere_vis(ch, pexit->to_room, t, NULL)) != NULL)
target = TRUE;
}
}
else /* if target string is empty */
{
if (!target && IS_SET(SINFO.targets, TAR_FIGHT_SELF))
{
if (FIGHTING(ch) != NULL)
{
tch = ch;
target = TRUE;
}
}
if (!target && IS_SET(SINFO.targets, TAR_FIGHT_VICT))
{
if (FIGHTING(ch) != NULL)
{
tch = FIGHTING(ch);
target = TRUE;
}
}
/* if no target specified, and the spell isn't violent, default to self */
if (!target && IS_SET(SINFO.targets, TAR_CHAR_ROOM) && !SINFO.violent)
{
tch = ch;
target = TRUE;
}
if (!target)
{
sprintf(buf, "Upon %s should the spell be cast?\r\n",
IS_SET(SINFO.targets, TAR_OBJ_ROOM | TAR_OBJ_INV | TAR_OBJ_WORLD | TAR_OBJ_EQUIP) ? "what" : "who");
send_to_char(buf, ch);
return;
}
}
if (target && (tch == ch) && SINFO.violent)
{
send_to_char("You shouldn't cast that on yourself -- could be bad for your health!\r\n", ch);
return;
}
if (!target)
{
send_to_char("Cannot find the target of your spell!\r\n", ch);
return;
}
if (CASTING_CLASS(ch))
{
mana = mag_manacost(ch, spellnum);
if ((mana > 0) && (GET_MANA(ch) < mana) && IS_MORTAL(ch))
{
send_to_char("You haven't the energy to cast that spell!\r\n", ch);
return;
}
}
/* You throws the dice and you takes your chances.. 101% is total failure */
if (!success(ch, NULL, spellnum, (oSpell != NULL ? oSpell->percent : 0)))
{
WAIT_STATE(ch, PULSE_VIOLENCE);
if (!tch || !skill_message(0, ch, tch, spellnum))
send_to_char("You lost your concentration!\r\n", ch);
if (!nospell)
{
if (CASTING_CLASS(ch) && mana > 0)
GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - (mana / 2)));
else if (MEMMING_CLASS(ch))
MEMORIZED(ch, spellnum)--;
}
if (SINFO.violent && tch && IS_NPC(tch))
hit(tch, ch, TYPE_UNDEFINED);
}
else /* cast spell returns 1 on success; subtract mana & set waitstate */
{
if (cast_spell(ch, oSpell, tch, tobj, spellnum))
{
WAIT_STATE(ch, PULSE_VIOLENCE);
if (!nospell)
{
if (CASTING_CLASS(ch) && mana > 0)
GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - mana));
else if (MEMMING_CLASS(ch))
MEMORIZED(ch, spellnum)--;
}
/* Room Trigger Events */
if ( ch->in_room->trigger )
check_room_trigger(ch, TRIG_ACT_CAST);
}
}
}
void spell_level(int spell, int chclass, int level)
{
int bad = 0;
if (spell < 0 || spell > TOP_SPELL_DEFINE)
{
log("SYSERR: attempting assign to illegal spellnum %d/%d", spell, TOP_SPELL_DEFINE);
return;
}
if (chclass < 0 || chclass >= NUM_CLASSES)
{
log("SYSERR: assigning '%s' to illegal class %d/%d.", skill_name(spell),
chclass, NUM_CLASSES - 1);
bad = 1;
}
if (level < 1 || level > LVL_IMPL)
{
log("SYSERR: assigning '%s' to illegal level %d/%d.", skill_name(spell), level, LVL_IMPL);
bad = 1;
}
if (!bad)
spell_info[spell].min_level[chclass] = level;
}
/* Assign the spells on boot up */
void spello(int spl, const char *name, int max_mana, int min_mana,
int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff)
{
int i;
for (i = 0; i < NUM_CLASSES; i++)
spell_info[spl].min_level[i] = LVL_IMMORT;
spell_info[spl].mana_max = max_mana;
spell_info[spl].mana_min = min_mana;
spell_info[spl].mana_change = mana_change;
spell_info[spl].min_position = minpos;
spell_info[spl].targets = targets;
spell_info[spl].violent = violent;
spell_info[spl].routines = routines;
spell_info[spl].name = name;
spell_info[spl].wear_off_msg = wearoff;
}
void unused_spell(int spl)
{
int i;
for (i = 0; i < NUM_CLASSES; i++)
spell_info[spl].min_level[i] = LVL_IMPL + 1;
spell_info[spl].mana_max = 0;
spell_info[spl].mana_min = 0;
spell_info[spl].mana_change = 0;
spell_info[spl].min_position = 0;
spell_info[spl].targets = 0;
spell_info[spl].violent = 0;
spell_info[spl].routines = 0;
spell_info[spl].name = unused_spellname;
}
#define skillo(skill, name) spello(skill, name, 0, 0, 0, 0, 0, 0, 0, NULL);
/*
* Arguments for spello calls:
*
* spellnum, maxmana, minmana, manachng, minpos, targets, violent?, routines.
*
* spellnum: Number of the spell. Usually the symbolic name as defined in
* spells.h (such as SPELL_HEAL).
*
* spellname: The name of the spell.
*
* maxmana : The maximum mana this spell will take (i.e., the mana it
* will take when the player first gets the spell).
*
* minmana : The minimum mana this spell will take, no matter how high
* level the caster is.
*
* manachng: The change in mana for the spell from level to level. This
* number should be positive, but represents the reduction in mana cost as
* the caster's level increases.
*
* minpos : Minimum position the caster must be in for the spell to work
* (usually fighting or standing). targets : A "list" of the valid targets
* for the spell, joined with bitwise OR ('|').
*
* violent : TRUE or FALSE, depending on if this is considered a violent
* spell and should not be cast in PEACEFUL rooms or on yourself. Should be
* set on any spell that inflicts damage, is considered aggressive (i.e.
* charm, curse), or is otherwise nasty.
*
* routines: A list of magic routines which are associated with this spell
* if the spell uses spell templates. Also joined with bitwise OR ('|').
*
* See the CircleMUD documentation for a more detailed description of these
* fields.
*/
/*
* NOTE: SPELL LEVELS ARE NO LONGER ASSIGNED HERE AS OF Circle 3.0 bpl9.
* In order to make this cleaner, as well as to make adding new classes
* much easier, spell levels are now assigned in class.c. You only need
* a spello() call to define a new spell; to decide who gets to use a spell
* or skill, look in class.c. -JE 5 Feb 1996
*/
void mag_assign_spells(void)
{
int i;
/* Do not change the loop below. */
for (i = 0; i <= TOP_SPELL_DEFINE; i++)
unused_spell(i);
/* Do not change the loop above. */
spello(SPELL_ANIMATE_DEAD, "animate dead", 35, 10, 3, POS_STANDING,
TAR_OBJ_ROOM, FALSE, MAG_SUMMONS,
NULL);
spello(SPELL_ARMOR, "armor", 30, 15, 3, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
"You feel less protected.");
spello(SPELL_BLESS, "bless", 35, 5, 3, POS_STANDING,
TAR_CHAR_ROOM | TAR_OBJ_INV, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS,
"You feel less righteous.");
spello(SPELL_BLINDNESS, "blindness", 35, 25, 1, POS_STANDING,
TAR_CHAR_ROOM | TAR_NOT_SELF, FALSE, MAG_AFFECTS,
"You feel a cloak of blindness dissolve.");
spello(SPELL_BURNING_HANDS, "burning hands", 30, 10, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_CALL_LIGHTNING, "call lightning", 40, 25, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_CHARM, "charm person", 75, 50, 2, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_MANUAL,
"You feel more self-confident.");
spello(SPELL_CHILL_TOUCH, "chill touch", 30, 10, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_AFFECTS,
"You feel your strength return.");
spello(SPELL_CLONE, "clone", 80, 65, 5, POS_STANDING,
TAR_SELF_ONLY, FALSE, MAG_SUMMONS,
NULL);
spello(SPELL_COLOR_SPRAY, "color spray", 30, 15, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_CONTROL_WEATHER, "control weather", 75, 25, 5, POS_STANDING,
TAR_IGNORE, FALSE, MAG_MANUAL,
NULL);
spello(SPELL_CREATE_FOOD, "create food", 30, 5, 4, POS_STANDING,
TAR_IGNORE, FALSE, MAG_CREATIONS,
NULL);
spello(SPELL_CREATE_WATER, "create water", 30, 5, 4, POS_STANDING,
TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, MAG_MANUAL,
NULL);
spello(SPELL_CURE_BLIND, "cure blind", 30, 5, 2, POS_STANDING,
TAR_CHAR_ROOM, FALSE, MAG_UNAFFECTS,
NULL);
spello(SPELL_CURE_CRITIC, "cure critic", 30, 10, 2, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_POINTS,
NULL);
spello(SPELL_CURE_LIGHT, "cure light", 30, 10, 2, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_POINTS,
NULL);
spello(SPELL_CURSE, "curse", 80, 50, 2, POS_STANDING,
TAR_CHAR_ROOM | TAR_OBJ_INV, TRUE, MAG_AFFECTS | MAG_ALTER_OBJS,
"You feel more optimistic.");
spello(SPELL_DETECT_ALIGN, "detect alignment", 20, 10, 2, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"You feel less aware.");
spello(SPELL_DETECT_INVIS, "detect invisibility", 20, 10, 2, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"Your eyes stop tingling.");
spello(SPELL_DETECT_MAGIC, "detect magic", 20, 10, 2, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"The detect magic wears off.");
spello(SPELL_DETECT_POISON, "detect poison", 15, 5, 1, POS_STANDING,
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
"The detect poison wears off.");
spello(SPELL_DISPEL_EVIL, "dispel evil", 40, 25, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_DISPEL_GOOD, "dispel good", 40, 25, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_EARTHQUAKE, "earthquake", 40, 25, 3, POS_FIGHTING,
TAR_IGNORE, TRUE, MAG_AREAS,
NULL);
spello(SPELL_ENCHANT_WEAPON, "enchant weapon", 150, 100, 10, POS_STANDING,
TAR_OBJ_INV, FALSE, MAG_MANUAL,
NULL);
spello(SPELL_ENERGY_DRAIN, "energy drain", 40, 25, 1, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_MANUAL,
NULL);
spello(SPELL_GROUP_ARMOR, "group armor", 50, 30, 2, POS_STANDING,
TAR_IGNORE, FALSE, MAG_GROUPS,
NULL);
spello(SPELL_FIREBALL, "fireball", 40, 30, 2, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_GROUP_HEAL, "group heal", 80, 60, 5, POS_STANDING,
TAR_IGNORE, FALSE, MAG_GROUPS,
NULL);
spello(SPELL_HARM, "harm", 75, 45, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_HEAL, "heal", 60, 40, 3, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_POINTS | MAG_UNAFFECTS,
NULL);
spello(SPELL_INFRAVISION, "infravision", 25, 10, 1, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"Your night vision seems to fade.");
spello(SPELL_INVISIBLE, "invisibility", 35, 25, 1, POS_STANDING,
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS,
"You feel yourself exposed.");
spello(SPELL_LIGHTNING_BOLT, "lightning bolt", 30, 15, 1, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_LOCATE_OBJECT, "locate object", 25, 20, 1, POS_STANDING,
TAR_OBJ_WORLD, FALSE, MAG_MANUAL,
NULL);
spello(SPELL_MAGIC_MISSILE, "magic missile", 25, 10, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_POISON, "poison", 50, 20, 3, POS_STANDING,
TAR_CHAR_ROOM | TAR_NOT_SELF | TAR_OBJ_INV, TRUE,
MAG_AFFECTS | MAG_ALTER_OBJS,
"You feel less sick.");
spello(SPELL_PROT_FROM_EVIL, "protection from evil", 40, 10, 3, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"You feel less protected.");
spello(SPELL_REMOVE_CURSE, "remove curse", 45, 25, 5, POS_STANDING,
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE,
MAG_UNAFFECTS | MAG_ALTER_OBJS,
NULL);
spello(SPELL_REMOVE_POISON, "remove poison", 40, 8, 4, POS_STANDING,
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_UNAFFECTS | MAG_ALTER_OBJS,
NULL);
spello(SPELL_SANCTUARY, "sanctuary", 110, 85, 5, POS_STANDING,
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
"The white aura around your body fades.");
spello(SPELL_SENSE_LIFE, "sense life", 20, 10, 2, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"You feel less aware of your surroundings.");
spello(SPELL_SHOCKING_GRASP, "shocking grasp", 30, 15, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_SLEEP, "sleep", 40, 25, 5, POS_STANDING,
TAR_CHAR_ROOM, TRUE, MAG_AFFECTS,
"You feel less tired.");
spello(SPELL_STRENGTH, "strength", 35, 30, 1, POS_STANDING,
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
"You feel weaker.");
spello(SPELL_SUMMON, "summon", 75, 50, 3, POS_STANDING,
TAR_CHAR_WORLD | TAR_NOT_SELF, FALSE, MAG_MANUAL,
NULL);
spello(SPELL_TELEPORT, "teleport", 75, 50, 3, POS_STANDING,
TAR_CHAR_ROOM, FALSE, MAG_MANUAL,
NULL);
spello(SPELL_WATERWALK, "waterwalk", 40, 20, 2, POS_STANDING,
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
"Your feet seem less buoyant.");
spello(SPELL_WORD_OF_RECALL, "word of recall", 20, 10, 2, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_MANUAL,
NULL);
/* new spells */
spello(SPELL_WALL_OF_FOG, "wall of fog", 50, 25, 5, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_ROOM,
"The fog seams to clear out.");
spello(SPELL_ROOM_SHIELD, "room shield", 50, 25, 5, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_ROOM,
"Vertigo slams into your stomach as the magical shield on the area collapses.");
spello(SPELL_MINOR_TRACK, "minor track", 30, 10, 5, POS_STANDING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"You lose your tracking ability.");
spello(SPELL_MAJOR_TRACK, "major track", 50, 20, 5, POS_STANDING,
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
"Your tracking ability fades away.");
spello(SPELL_SHIELD, "shield", 30, 10, 4, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
"Your magic shield fades away happily.");
spello(SPELL_STONE_SKIN, "stone skin", 50, 20, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"Your skin returns to normal.");
spello(SPELL_PARALYSIS, "paralysis", 35, 25, 1, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_AFFECTS,
"You feel freedom of movement.");
spello(SPELL_REFRESH, "refresh", 35, 10, 5, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_POINTS,
NULL);
spello(SPELL_INCENDIARY_CLOUD, "incendiary cloud", 80, 60, 5, POS_FIGHTING,
TAR_IGNORE, TRUE, MAG_AREAS,
NULL);
spello(SPELL_FIRESHIELD, "fireshield", 60, 40, 2, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
"The red glow around your body fades.");
spello(SPELL_FLASH, "flash", 50, 35, 5, POS_STANDING,
TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_AFFECTS,
"You feel a cloak of blindness dissolve.");
spello(SPELL_ACID_ARROW, "acid arrow", 25, 10, 3, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT | TAR_CHAR_RANGED, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_REGENERATION, "regeneration", 40, 20, 2, POS_FIGHTING,
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
"You feel the extra energy fleeing your body.");
spello(SPELL_SHOCKWAVE, "shockwave", 40, 25, 2, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT | TAR_CHAR_RANGED, TRUE, MAG_DAMAGE,
NULL);
spello(SPELL_FEAR, "fear", 50, 25, 5, POS_FIGHTING,
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_MANUAL,
NULL);
/* NON-castable spells should appear below here. */
spello(SPELL_IDENTIFY, "identify", 0, 0, 0, 0,
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, NULL);
/*
* These spells are currently not used, not implemented, and not castable.
* Values for the 'breath' spells are filled in assuming a dragon's breath.
*/
spello(SPELL_FIRE_BREATH, "fire breath", 0, 0, 0, POS_SITTING,
TAR_IGNORE, TRUE, 0, NULL);
spello(SPELL_GAS_BREATH, "gas breath", 0, 0, 0, POS_SITTING,
TAR_IGNORE, TRUE, 0, NULL);
spello(SPELL_FROST_BREATH, "frost breath", 0, 0, 0, POS_SITTING,
TAR_IGNORE, TRUE, 0, NULL);
spello(SPELL_ACID_BREATH, "acid breath", 0, 0, 0, POS_SITTING,
TAR_IGNORE, TRUE, 0, NULL);
spello(SPELL_LIGHTNING_BREATH, "lightning breath", 0, 0, 0, POS_SITTING,
TAR_IGNORE, TRUE, 0, NULL);
/*
* Declaration of skills - this actually doesn't do anything except
* set it up so that immortals can use these skills by default. The
* min level to use the skill for other classes is set up in class.c.
*/
skillo(SKILL_BACKSTAB, "backstab");
skillo(SKILL_BASH, "bash");
skillo(SKILL_HIDE, "hide");
skillo(SKILL_KICK, "kick");
skillo(SKILL_PICK_LOCK, "pick lock");
skillo(SKILL_RESCUE, "rescue");
skillo(SKILL_SNEAK, "sneak");
skillo(SKILL_STEAL, "steal");
skillo(SKILL_TRACK, "track");
/* new skills */
skillo(SKILL_RIDING, "riding");
skillo(SKILL_TAME, "tame");
skillo(SKILL_STUDY, "study");
skillo(SKILL_READ_MAGIC, "read magic");
skillo(SKILL_ENCHANT_ITEMS, "enchant items");
skillo(SKILL_PRODUCTION, "produce items");
skillo(SKILL_DISARM_TRAPS, "disarm traps");
skillo(SKILL_WEAPON_BOW, "bows");
skillo(SKILL_WEAPON_SLING, "slings");
skillo(SKILL_WEAPON_CROSSBOW, "crossbows");
skillo(SKILL_WEAPON_SWORDS, "swords");
skillo(SKILL_WEAPON_DAGGERS, "daggers");
skillo(SKILL_WEAPON_WHIPS, "whips");
skillo(SKILL_WEAPON_TALONOUS_ARMS,"talonous arms");
skillo(SKILL_WEAPON_BLUDGEONS, "bludgeons");
skillo(SKILL_WEAPON_EXOTICS, "exotics");
}