/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* All SWR:SQL additions/modifications added by Rojan *
* ------------------------------------------------------------------------ *
* Spell handling module *
****************************************************************************/
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA * ch, int sn ) );
CHAR_DATA *make_poly_mob args( ( CHAR_DATA * ch, int vnum ) );
ch_ret spell_affect args( ( int sn, int level, CHAR_DATA * ch, void *vo ) );
ch_ret spell_affectchar args( ( int sn, int level, CHAR_DATA * ch, void *vo ) );
/*
* Is immune to a damage type
*/
bool is_immune( CHAR_DATA * ch, short damtype )
{
switch ( damtype )
{
case SD_FIRE:
if( IS_SET( ch->immune, RIS_FIRE ) )
return TRUE;
case SD_COLD:
if( IS_SET( ch->immune, RIS_COLD ) )
return TRUE;
case SD_ELECTRICITY:
if( IS_SET( ch->immune, RIS_ELECTRICITY ) )
return TRUE;
case SD_ENERGY:
if( IS_SET( ch->immune, RIS_ENERGY ) )
return TRUE;
case SD_ACID:
if( IS_SET( ch->immune, RIS_ACID ) )
return TRUE;
case SD_POISON:
if( IS_SET( ch->immune, RIS_POISON ) )
return TRUE;
case SD_DRAIN:
if( IS_SET( ch->immune, RIS_DRAIN ) )
return TRUE;
}
return FALSE;
}
/*
* Lookup a skill by name, only stopping at skills the player has.
*/
int ch_slookup( 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( ch->pcdata->learned[sn] > 0
&& LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) )
return sn;
}
return -1;
}
/*
* Lookup an herb by name.
*/
int herb_lookup( const char *name )
{
int sn;
for( sn = 0; sn < top_herb; sn++ )
{
if( !herb_table[sn] || !herb_table[sn]->name )
return -1;
if( LOWER( name[0] ) == LOWER( herb_table[sn]->name[0] ) && !str_prefix( name, herb_table[sn]->name ) )
return sn;
}
return -1;
}
/*
* Lookup a personal skill
*/
int personal_lookup( CHAR_DATA * ch, const char *name )
{
return -1;
}
/*
* Lookup a skill by name.
*/
int skill_lookup( const char *name )
{
int sn;
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_first_tongue - 1 ) ) == -1 )
if( ( sn = bsearch_skill( name, gsn_first_tongue, gsn_top_sn - 1 ) ) == -1 && gsn_top_sn < top_sn )
{
for( sn = gsn_top_sn; sn < top_sn; sn++ )
{
if( !skill_table[sn] || !skill_table[sn]->name )
return -1;
if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] ) && !str_prefix( name, skill_table[sn]->name ) )
return sn;
}
return -1;
}
return sn;
}
/*
* 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_HERB )
return IS_VALID_HERB( sn - TYPE_HERB ) ? herb_table[sn - TYPE_HERB] : NULL;
if( sn >= TYPE_HIT )
return NULL;
return IS_VALID_SN( sn ) ? skill_table[sn] : NULL;
}
/*
* Perform a binary search on a section of the skill table -Thoric
* Each different section of the skill table is sorted alphabetically
*/
int bsearch_skill( const char *name, int first, int top )
{
int sn;
for( ;; )
{
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( CHAR_DATA * ch, const char *name, int first, int top )
{
int sn;
for( ;; )
{
sn = ( first + top ) >> 1;
if( LOWER( name[0] ) == LOWER( skill_table[sn]->name[0] )
&& !str_prefix( name, skill_table[sn]->name ) && ch->pcdata->learned[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( CHAR_DATA * ch, const char *name, bool know )
{
if( IS_NPC( ch ) || !know )
return bsearch_skill( name, gsn_first_spell, gsn_first_skill - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_spell, gsn_first_skill - 1 );
}
int find_skill( CHAR_DATA * ch, const char *name, bool know )
{
if( IS_NPC( ch ) || !know )
return bsearch_skill( name, gsn_first_skill, gsn_first_weapon - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_skill, gsn_first_weapon - 1 );
}
int find_weapon( CHAR_DATA * ch, const char *name, bool know )
{
if( IS_NPC( ch ) || !know )
return bsearch_skill( name, gsn_first_weapon, gsn_first_tongue - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_weapon, gsn_first_tongue - 1 );
}
int find_tongue( CHAR_DATA * ch, const char *name, bool know )
{
if( IS_NPC( ch ) || !know )
return bsearch_skill( name, gsn_first_tongue, gsn_top_sn - 1 );
else
return ch_bsearch_skill( ch, name, gsn_first_tongue, gsn_top_sn - 1 );
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup( int slot )
{
extern bool fBootDb;
int sn;
if( slot <= 0 )
return -1;
for( sn = 0; sn < top_sn; sn++ )
if( slot == skill_table[sn]->slot )
return sn;
if( fBootDb )
{
bug( "Slot_lookup: bad slot %d.", slot );
abort( );
}
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 );
}
/*
* 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 schance, int ris )
{
short modifier;
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 schance;
return ( schance * modifier ) / 10;
}
/* -Thoric
* Fancy dice expression parsing complete with order of operations,
* simple exponent support, dice support as well as a few extra
* variables: L = level, H = hp, M = mana, V = move, S = str, X = dex
* I = int, W = wis, C = con, A = cha, U = luck, A = age
*
* Used for spell dice parsing, ie: 3d8+L-6
*
*/
int rd_parse( CHAR_DATA * ch, int level, char *texp )
{
int x, lop = 0, gop = 0, eop = 0;
char operation;
char *sexp[2];
int total = 0, len = 0;
/*
* take care of nulls coming in
*/
if( !texp || !strlen( texp ) )
return 0;
/*
* get rid of brackets if they surround the entire expresion
*/
if( ( *texp == '(' ) && texp[strlen( texp ) - 1] == ')' )
{
texp[strlen( texp ) - 1] = '\0';
texp++;
}
/*
* check if the expresion is just a number
*/
len = strlen( texp );
if( len == 1 && isalpha( texp[0] ) )
switch ( texp[0] )
{
case '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( texp[x] ) && !isspace( texp[x] ) )
break;
if( x == len )
return ( atoi( texp ) );
/*
* break it into 2 parts
*/
for( x = 0; x < strlen( texp ); ++x )
switch ( texp[x] )
{
case '^':
if( !total )
eop = x;
break;
case '-':
case '+':
if( !total )
lop = x;
break;
case '*':
case '/':
case '%':
case 'd':
case 'D':
if( !total )
gop = x;
break;
case '(':
++total;
break;
case ')':
--total;
break;
}
if( lop )
x = lop;
else if( gop )
x = gop;
else
x = eop;
operation = texp[x];
texp[x] = '\0';
sexp[0] = texp;
sexp[1] = ( char * )( texp + x + 1 );
/*
* work it out
*/
total = rd_parse( ch, level, sexp[0] );
switch ( operation )
{
case '-':
total -= rd_parse( ch, level, sexp[1] );
break;
case '+':
total += rd_parse( ch, level, sexp[1] );
break;
case '*':
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( CHAR_DATA * ch, int level, char *texp )
{
char buf[MAX_INPUT_LENGTH];
strcpy( buf, texp );
return rd_parse( ch, level, buf );
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_poison_death( int level, CHAR_DATA * victim )
{
int save;
save = 50 + ( victim->top_level - level - victim->saving_poison_death ) * 2;
save = URANGE( 5, save, 95 );
return chance( victim, save );
}
bool saves_wands( int level, 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 chance( victim, save );
}
bool saves_para_petri( int level, CHAR_DATA * victim )
{
int save;
save = 50 + ( victim->top_level - level - victim->saving_para_petri ) * 2;
save = URANGE( 5, save, 95 );
return chance( victim, save );
}
bool saves_breath( int level, CHAR_DATA * victim )
{
int save;
save = 50 + ( victim->top_level - level - victim->saving_breath ) * 2;
save = URANGE( 5, save, 95 );
return chance( victim, save );
}
bool saves_spell_staff( int level, 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 chance( victim, save );
}
/*
* Process the spell's required components, if any -Thoric
* -----------------------------------------------
* T### check for item of type ###
* V##### check for item of vnum #####
* Kword check for item with keyword 'word'
* G##### check if player has ##### amount of gold
* H#### check if player has #### amount of hitpoints
*
* Special operators:
* ! spell fails if player has this
* + don't consume this component
* @ decrease component's value[0], and extract if it reaches 0
* # decrease component's value[1], and extract if it reaches 0
* $ decrease component's value[2], and extract if it reaches 0
* % decrease component's value[3], and extract if it reaches 0
* ^ decrease component's value[4], and extract if it reaches 0
* & decrease component's value[5], and extract if it reaches 0
*/
bool process_spell_components( CHAR_DATA * ch, int sn )
{
SKILLTYPE *skill = get_skilltype( sn );
char *comp = skill->components;
char *check;
char arg[MAX_INPUT_LENGTH];
bool consume, fail, found;
int val, value;
OBJ_DATA *obj;
/*
* if no components necessary, then everything is cool
*/
if( !comp || comp[0] == '\0' )
return TRUE;
/* disable the whole damn shabang */
return TRUE;
while( comp[0] != '\0' )
{
comp = one_argument( comp, arg );
consume = TRUE;
fail = found = FALSE;
val = -1;
switch ( arg[1] )
{
default:
check = arg + 1;
break;
case '!':
check = arg + 2;
fail = TRUE;
break;
case '+':
check = arg + 2;
consume = FALSE;
break;
case '@':
check = arg + 2;
val = 0;
break;
case '#':
check = arg + 2;
val = 1;
break;
case '$':
check = arg + 2;
val = 2;
break;
case '%':
check = arg + 2;
val = 3;
break;
case '^':
check = arg + 2;
val = 4;
break;
case '&':
check = arg + 2;
val = 5;
break;
}
value = atoi( check );
obj = NULL;
switch ( UPPER( arg[0] ) )
{
case 'T':
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( obj->item_type == value )
{
if( fail )
{
send_to_char( "Something disrupts the use of this power...\n\r", ch );
return FALSE;
}
found = TRUE;
break;
}
break;
case 'V':
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( obj->pIndexData->vnum == value )
{
if( fail )
{
send_to_char( "Something disrupts the use of this power...\n\r", ch );
return FALSE;
}
found = TRUE;
break;
}
break;
case 'K':
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( nifty_is_name( check, obj->name ) )
{
if( fail )
{
send_to_char( "Something disrupts the use of this power...\n\r", ch );
return FALSE;
}
found = TRUE;
break;
}
break;
case 'G':
if( ch->gold >= value )
{
if( fail )
{
send_to_char( "Something disrupts the use of this power...\n\r", ch );
return FALSE;
}
else
{
if( consume )
{
set_char_color( AT_GOLD, ch );
send_to_char( "You feel a little lighter...\n\r", ch );
ch->gold -= value;
}
continue;
}
}
break;
case 'H':
if( ch->hit >= value )
{
if( fail )
{
send_to_char( "Something disrupts the use of this power...\n\r", ch );
return FALSE;
}
else
{
if( consume )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You feel a little weaker...\n\r", ch );
ch->hit -= value;
update_pos( ch );
}
continue;
}
}
break;
}
/*
* having this component would make the spell fail... if we get
* here, then the caster didn't have that component
*/
if( fail )
continue;
if( !found )
{
send_to_char( "Something is missing...\n\r", ch );
return FALSE;
}
if( obj )
{
if( val >= 0 && val < 6 )
{
separate_obj( obj );
if( obj->value[val] <= 0 )
return FALSE;
else if( --obj->value[val] == 0 )
{
act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
}
else
act( AT_MAGIC, "$p glows briefly and a whisp of smoke rises from it.", ch, obj, NULL, TO_CHAR );
}
else if( consume )
{
separate_obj( obj );
act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
}
else
{
int count = obj->count;
obj->count = 1;
act( AT_MAGIC, "$p glows briefly.", ch, obj, NULL, TO_CHAR );
obj->count = count;
}
}
}
return TRUE;
}
int pAbort;
/*
* Locate targets.
*/
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?\n\r", ch );
return &pAbort;
}
}
else
{
if( ( *victim = get_char_room( ch, arg ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return &pAbort;
}
}
if( is_safe( ch, *victim ) )
return &pAbort;
if( ch == *victim )
{
send_to_char( "Cast this on yourself? Okay...\n\r", ch );
/*
* send_to_char( "You can't do that to yourself.\n\r", 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.\n\r", ch );
* return &pAbort;
*/
if( get_timer( ch, TIMER_PKILLED ) > 0 )
{
send_to_char( "You have been killed in the last 5 minutes.\n\r", ch );
return &pAbort;
}
if( get_timer( *victim, TIMER_PKILLED ) > 0 )
{
send_to_char( "This player has been killed in the last 5 minutes.\n\r", ch );
return &pAbort;
}
}
if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == *victim )
{
send_to_char( "You can't do that on your own follower.\n\r", 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.\n\r", 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.\n\r", 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?\n\r", ch );
return &pAbort;
}
if( ( *obj = get_obj_carry( ch, arg ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return &pAbort;
}
vo = ( void * )*obj;
break;
}
return vo;
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
/*
* 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;
OBJ_DATA *obj;
void *vo = NULL;
int mana;
int sn;
ch_ret retcode;
bool dont_wait = FALSE;
SKILLTYPE *skill = NULL;
struct timeval time_used;
retcode = rNONE;
switch ( ch->substate )
{
default:
/*
* no ordering charmed mobs to cast spells
*/
if( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) )
{
send_to_char( "You can't seem to do that right now...\n\r", ch );
return;
}
if( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You failed.\n\r", ch );
return;
}
target_name = one_argument( argument, arg1 );
one_argument( target_name, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\n\r", ch );
return;
}
if( get_trust( ch ) < LEVEL_GOD )
{
if( ( sn = find_spell( ch, arg1, TRUE ) ) < 0 || ( !IS_NPC( ch ) && ch->pcdata->learned[sn] <= 0 ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "You can't do that right now...\n\r", ch );
return;
}
}
else
{
if( ( sn = skill_lookup( arg1 ) ) < 0 )
{
send_to_char( "We didn't create that yet...\n\r", ch );
return;
}
if( sn >= MAX_SKILL )
{
send_to_char( "Hmm... that might hurt.\n\r", ch );
return;
}
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "Somethis is severely wrong with that one...\n\r", ch );
return;
}
if( skill->type != SKILL_SPELL )
{
send_to_char( "That isn't a force power.\n\r", ch );
return;
}
if( !skill->spell_fun )
{
send_to_char( "We didn't finish that one yet...\n\r", 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.\n\r", ch );
break;
case POS_SITTING:
send_to_char( "You can't summon enough energy sitting down.\n\r", ch );
break;
case POS_RESTING:
send_to_char( "You're too relaxed to cast that spell.\n\r", ch );
break;
case POS_FIGHTING:
send_to_char( "You can't concentrate enough while fighting!\n\r", ch );
break;
case POS_SLEEPING:
send_to_char( "You dream about great feats of magic.\n\r", ch );
break;
}
return;
}
if( skill->spell_fun == spell_null )
{
send_to_char( "That's not a spell!\n\r", ch );
return;
}
if( !skill->spell_fun )
{
send_to_char( "You cannot cast that... yet.\n\r", 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.\n\r", ch );
return;
}
if( !IS_NPC( ch ) && ch->mana < mana )
{
send_to_char( "The force is not strong enough within you.\n\r", 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...\n\r", ch );
bug( "do_cast: SUB_TIMER_DO_ABORT: bad sn %d", sn );
return;
}
mana = IS_NPC( ch ) ? 0 : skill->min_mana;
if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
ch->mana -= mana / 3;
}
set_char_color( AT_MAGIC, ch );
send_to_char( "You stop your concentration\n\r", ch );
/*
* should add schance of backfire here
*/
return;
case 1:
sn = ch->tempnum;
if( ( skill = get_skilltype( sn ) ) == NULL )
{
send_to_char( "Something went wrong...\n\r", 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.\n\r", ch );
bug( "do_cast: ch->dest_buf NULL or bad sn (%d)", sn );
return;
}
mana = IS_NPC( ch ) ? 0 : skill->min_mana;
strcpy( staticbuf, 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( 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( 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!\n\r", 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...\n\r", ch );
if( get_trust( ch ) < LEVEL_IMMORTAL ) /* 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( get_trust( ch ) < LEVEL_IMMORTAL ) /* 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.\n\r", ch );
if( get_trust( ch ) < LEVEL_IMMORTAL ) /* 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.\n\r", ch );
if( get_trust( ch ) < LEVEL_IMMORTAL ) /* so imms dont lose mana */
ch->mana -= mana / 2;
return;
}
}
if( !IS_NPC( ch ) && ( number_percent( ) + skill->difficulty * 5 ) > ch->pcdata->learned[sn] )
{
/*
* Some more interesting loss of concentration messages -Thoric
*/
switch ( number_bits( 2 ) )
{
case 0: /* too busy */
if( ch->fighting )
send_to_char( "This round of battle is too hectic to concentrate properly.\n\r", ch );
else
send_to_char( "You lost your concentration.\n\r", 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.\n\r", ch );
break;
case 1:
send_to_char( "An itch on your leg keeps you from properly using the force.\n\r", ch );
break;
case 2:
send_to_char( "A nagging though prevents you from focusing on the force.\n\r", ch );
break;
case 3:
send_to_char( "A twitch in your eye disrupts your concentration for a moment.\n\r", ch );
break;
}
}
else
send_to_char( "Something distracts you, and you lose your concentration.\n\r", ch );
break;
case 2: /* not enough time */
if( ch->fighting )
send_to_char( "There wasn't enough time this round to complete your concentration.\n\r", ch );
else
send_to_char( "You lost your concentration.\n\r", ch );
break;
case 3:
send_to_char( "A disturbance in the force muddles your concentration.\n\r", ch );
break;
}
if( get_trust( ch ) < LEVEL_IMMORTAL ) /* 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->skill_level[FORCE_ABILITY], 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 )
{
int force_exp;
force_exp = skill->min_level * skill->min_level * 10;
force_exp =
URANGE( 0, force_exp,
( exp_level( ch->skill_level[FORCE_ABILITY] + 1 ) - exp_level( ch->skill_level[FORCE_ABILITY] ) ) / 35 );
if( !ch->fighting )
ch_printf( ch, "You gain %d force experience.\n\r", force_exp );
gain_exp( ch, force_exp, FORCE_ABILITY );
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;
}
if( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "Nothing seems to happen...\n\r", ch );
return rNONE;
}
/*
* Basically this was added to cut down on level 5 players using level
* 40 scrolls in battle too often ;) -Thoric
*/
if( ( skill->target == TAR_CHAR_OFFENSIVE || number_bits( 7 ) == 1 ) /* 1/128 schance if non-offensive */
&& skill->type != SKILL_HERB && !chance( 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.\n\r", 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( skill->type != SKILL_HERB && IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rNONE;
}
break;
case TAR_CHAR_SELF:
vo = ( void * )ch;
if( skill->type != SKILL_HERB && 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.\n\r", 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_acid_blast( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
dam = dice( level, 6 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
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 = ( 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!\n\r", victim );
if( ch != victim )
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
ch_ret spell_burning_hands( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
1,
3, 5, 7, 9, 14, 17, 20, 23, 26, 29,
29, 29, 30, 30, 31, 31, 32, 32, 33, 33,
34, 34, 35, 35, 36, 36, 37, 37, 38, 38,
39, 39, 40, 40, 41, 41, 42, 42, 43, 43,
44, 44, 45, 45, 46, 46, 47, 47, 48, 48,
49, 49, 50, 50, 51, 51, 52, 52, 53, 53,
54, 54, 55, 55, 56, 56, 57, 57, 58, 58
};
int dam;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMIN( 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_call_lightning( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
bool ch_died;
ch_ret retcode = rNONE;
if( !IS_OUTSIDE( ch ) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return rSPELL_FAILED;
}
if( weather_info.sky < SKY_RAINING )
{
send_to_char( "You need bad weather.\n\r", ch );
return rSPELL_FAILED;
}
dam = dice( level / 4, 8 );
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
set_char_color( AT_MAGIC, ch );
send_to_char( "Lightning strikes your foes!\n\r", ch );
act( AT_MAGIC, "$n calls Lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM );
ch_died = FALSE;
for( vch = first_char; vch; vch = vch_next )
{
vch_next = vch->next;
if( !vch->in_room )
continue;
if( vch->in_room == ch->in_room )
{
if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
continue;
if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) )
retcode = damage( ch, vch, saves_spell_staff( level, vch ) ? dam / 2 : dam, sn );
if( retcode == rCHAR_DIED || char_died( ch ) )
ch_died = TRUE;
continue;
}
if( !ch_died && vch->in_room->area == ch->in_room->area && IS_OUTSIDE( vch ) && IS_AWAKE( vch ) )
{
set_char_color( AT_MAGIC, vch );
send_to_char( "Lightning flashes in the sky.\n\r", vch );
}
}
if( ch_died )
return rCHAR_DIED;
else
return rNONE;
}
ch_ret spell_cause_light( int sn, int level, CHAR_DATA * ch, void *vo )
{
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 50;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
return damage( ch, ( CHAR_DATA * ) vo, dice( 1, 8 ) + level / 3, sn );
}
ch_ret spell_cause_critical( int sn, int level, CHAR_DATA * ch, void *vo )
{
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 70;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
return damage( ch, ( CHAR_DATA * ) vo, dice( 3, 8 ) + level, sn );
}
ch_ret spell_cause_serious( int sn, int level, CHAR_DATA * ch, void *vo )
{
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 90;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
return damage( ch, ( CHAR_DATA * ) vo, dice( level, 2 ), sn );
}
ch_ret spell_change_sex( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( is_affected( victim, sn ) )
return rSPELL_FAILED;
af.type = sn;
af.duration = 10 * level * DUR_CONV;
af.location = APPLY_SEX;
do
{
af.modifier = number_range( 0, 2 ) - victim->sex;
}
while( af.modifier == 0 );
af.bitvector = 0;
affect_to_char( victim, &af );
set_char_color( AT_MAGIC, victim );
send_to_char( "You feel different.\n\r", victim );
if( ch != victim )
send_to_char( "Ok.\n\r", 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 schance;
char buf[MAX_STRING_LENGTH];
SKILLTYPE *skill = get_skilltype( sn );
if( victim == ch )
{
send_to_char( "You like yourself even better!\n\r", 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...\n\r", ch );
send_to_char( "You feel as if someone tried to enter your mind but failed..\n\r", victim );
return rSPELL_FAILED;
}
schance = ris_save( victim, level, RIS_CHARM );
if( IS_AFFECTED( victim, AFF_CHARM )
|| schance == 1000
|| IS_AFFECTED( ch, AFF_CHARM )
|| level < victim->top_level || circle_follow( victim, ch ) || saves_spell_staff( schance, victim ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( victim->master )
stop_follower( victim );
add_follower( victim, ch );
af.type = sn;
af.duration = ( 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.\n\r", ch );
sprintf( buf, "%s has charmed %s.", ch->name, victim->name );
log_string_plus( buf, LOG_NORMAL, ch->top_level );
/*
to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->top_level ) );
*/
return rNONE;
}
ch_ret spell_chill_touch( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
3,
4, 5, 6, 7, 8, 9, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
24, 24, 24, 25, 25, 25, 26, 26, 26, 27,
27, 28, 28, 29, 29, 30, 30, 31, 31, 32,
32, 33, 34, 34, 35, 35, 36, 37, 37, 38
};
AFFECT_DATA af;
int dam;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMIN( 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 ) )
{
af.type = sn;
af.duration = 14;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
return damage( ch, victim, dam, sn );
}
ch_ret spell_colour_spray( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
3,
4, 5, 6, 7, 8, 9, 10, 15, 20, 25,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79,
80, 80, 81, 82, 82, 83, 83, 84, 85, 85,
86, 86, 87, 88, 88, 89, 89, 90, 91, 91
};
int dam;
level = UMIN( 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;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
return damage( ch, victim, dam, sn );
}
ch_ret spell_control_weather( int sn, int level, CHAR_DATA * ch, void *vo )
{
SKILLTYPE *skill = get_skilltype( sn );
if( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else
{
send_to_char( "Do you want it to get better or worse?\n\r", ch );
return rSPELL_FAILED;
}
successful_casting( skill, ch, NULL, NULL );
return rNONE;
}
ch_ret spell_create_food( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = 5 + level;
act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( AT_MAGIC, "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
mushroom = obj_to_room( mushroom, ch->in_room );
return rNONE;
}
ch_ret spell_create_water( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int water;
if( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\n\r", ch );
return rSPELL_FAILED;
}
if( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", ch );
return rSPELL_FAILED;
}
water = UMIN( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ), obj->value[0] - obj->value[1] );
if( water > 0 )
{
separate_obj( obj );
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if( !is_name( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "%s water", obj->name );
STRFREE( obj->name );
obj->name = STRALLOC( buf );
}
act( AT_MAGIC, "$p is filled.", ch, obj, NULL, TO_CHAR );
}
return rNONE;
}
ch_ret spell_cure_blindness( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( !is_affected( victim, gsn_blindness ) )
return rSPELL_FAILED;
if( ch != victim )
{
send_to_char( "The nobel Jedi use their powers to help others!\n\r", ch );
ch->alignment = ch->alignment + 25;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
jedi_bonus( ch );
}
affect_strip( victim, gsn_blindness );
set_char_color( AT_MAGIC, victim );
send_to_char( "Your vision returns!\n\r", victim );
if( ch != victim )
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
ch_ret spell_cure_poison( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( is_affected( victim, gsn_poison ) )
{
if( ch != victim )
{
send_to_char( "The nobel Jedi use their powers to help others!\n\r", ch );
ch->alignment = ch->alignment + 25;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
jedi_bonus( ch );
}
affect_strip( victim, gsn_poison );
act( AT_MAGIC, "$N looks better.", ch, NULL, victim, TO_NOTVICT );
set_char_color( AT_MAGIC, victim );
send_to_char( "A warm feeling runs through your body.\n\r", victim );
victim->mental_state = URANGE( -100, victim->mental_state, -10 );
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
else
return rSPELL_FAILED;
}
ch_ret spell_curse( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_CURSE ) || saves_spell_staff( level, victim ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
af.type = sn;
af.duration = ( 4 * level ) * DUR_CONV;
af.location = APPLY_HITROLL;
af.modifier = -1;
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 1;
affect_to_char( victim, &af );
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 50;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
set_char_color( AT_MAGIC, victim );
send_to_char( "You feel unclean.\n\r", victim );
if( ch != victim )
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
ch_ret spell_detect_poison( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
set_char_color( AT_MAGIC, ch );
if( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
{
if( obj->value[3] != 0 )
send_to_char( "You smell poisonous fumes.\n\r", ch );
else
send_to_char( "It looks very delicious.\n\r", ch );
}
else
{
send_to_char( "It doesn't look poisoned.\n\r", ch );
}
return rNONE;
}
ch_ret spell_dispel_evil( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
SKILLTYPE *skill = get_skilltype( sn );
if( !IS_NPC( ch ) && IS_EVIL( ch ) )
victim = ch;
if( IS_GOOD( victim ) )
{
act( AT_MAGIC, "The light side protects $N.", ch, NULL, victim, TO_ROOM );
return rSPELL_FAILED;
}
if( IS_NEUTRAL( victim ) )
{
act( AT_MAGIC, "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return rSPELL_FAILED;
}
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
dam = dice( level, 4 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_dispel_magic( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int affected_by, cnt;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( victim->affected_by && ch == victim )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You pass your hands around your body...\n\r", ch );
while( victim->first_affect )
affect_remove( victim, victim->first_affect );
victim->affected_by = race_table[victim->race].affected;
return rNONE;
}
else
if( victim->affected_by == race_table[victim->race].affected
|| level < victim->top_level || saves_spell_staff( level, victim ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( !IS_NPC( victim ) )
{
send_to_char( "You can't do that... yet.\n\r", ch );
return rSPELL_FAILED;
}
cnt = 0;
for( ;; )
{
affected_by = 1 << number_bits( 5 );
if( IS_SET( victim->affected_by, affected_by ) )
break;
if( cnt++ > 30 )
{
failed_casting( skill, ch, victim, NULL );
return rNONE;
}
}
REMOVE_BIT( victim->affected_by, affected_by );
successful_casting( skill, ch, victim, NULL );
return rNONE;
}
ch_ret spell_earthquake( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
bool ch_died;
ch_ret retcode;
SKILLTYPE *skill = get_skilltype( sn );
ch_died = FALSE;
retcode = rNONE;
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
act( AT_MAGIC, "The earth trembles beneath your feet!", ch, NULL, NULL, TO_CHAR );
act( AT_MAGIC, "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for( vch = first_char; vch; vch = vch_next )
{
vch_next = vch->next;
if( !vch->in_room )
continue;
if( vch->in_room == ch->in_room )
{
if( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
continue;
if( IS_AFFECTED( vch, AFF_FLOATING ) || IS_AFFECTED( vch, AFF_FLYING ) )
continue;
if( ch == vch )
continue;
retcode = damage( ch, vch, level + dice( 2, 8 ), sn );
if( retcode == rCHAR_DIED || char_died( ch ) )
{
ch_died = TRUE;
continue;
}
if( char_died( vch ) )
continue;
}
if( !ch_died && vch->in_room->area == ch->in_room->area )
{
set_char_color( AT_MAGIC, vch );
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
}
if( ch_died )
return rCHAR_DIED;
else
return rNONE;
}
ch_ret spell_enchant_weapon( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf;
if( obj->item_type != ITEM_WEAPON || IS_OBJ_STAT( obj, ITEM_MAGIC ) || obj->first_affect )
return rSPELL_FAILED;
/*
* Bug fix here. -- Alty
*/
separate_obj( obj );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 15;
paf->bitvector = 0;
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
CREATE( paf, AFFECT_DATA, 1 );
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 15;
paf->bitvector = 0;
LINK( paf, obj->first_affect, obj->last_affect, next, prev );
if( IS_GOOD( ch ) )
{
SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( AT_BLUE, "$p glows blue.", ch, obj, NULL, TO_CHAR );
}
else if( IS_EVIL( ch ) )
{
SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_RED, "$p glows red.", ch, obj, NULL, TO_CHAR );
}
else
{
SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act( AT_YELLOW, "$p glows yellow.", ch, obj, NULL, TO_CHAR );
}
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
ch_ret spell_energy_drain( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
int schance;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 200;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
schance = ris_save( victim, victim->top_level, RIS_DRAIN );
if( schance == 1000 || saves_spell_staff( schance, victim ) )
{
failed_casting( skill, ch, victim, NULL ); /* SB */
return rSPELL_FAILED;
}
if( victim->top_level <= 2 )
dam = ch->hit + 1;
else
{
victim->mana /= 2;
victim->move /= 2;
dam = dice( 1, level );
ch->hit += dam;
}
if( ch->hit > ch->max_hit )
ch->hit = ch->max_hit;
return damage( ch, victim, dam, sn );
}
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!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMIN( 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_flamestrike( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
dam = dice( 6, 8 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_faerie_fire( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
af.type = sn;
af.duration = level * DUR_CONV;
af.location = APPLY_AC;
af.modifier = 2 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
act( AT_PINK, "You are surrounded by a pink outline.", victim, NULL, NULL, TO_CHAR );
act( AT_PINK, "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return rNONE;
}
ch_ret spell_faerie_fog( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *ich;
act( AT_MAGIC, "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "You conjure a cloud of purple smoke.", ch, NULL, NULL, TO_CHAR );
for( ich = ch->in_room->first_person; ich; ich = ich->next_in_room )
{
if( !IS_NPC( ich ) && IS_SET( ich->act, PLR_WIZINVIS ) )
continue;
if( ich == ch || saves_spell_staff( level, ich ) )
continue;
affect_strip( ich, gsn_invis );
affect_strip( ich, gsn_mass_invis );
affect_strip( ich, gsn_sneak );
REMOVE_BIT( ich->affected_by, AFF_HIDE );
if( ich->race != RACE_DEFEL )
REMOVE_BIT( ich->affected_by, AFF_INVISIBLE );
if( ich->race != RACE_NOGHRI )
REMOVE_BIT( ich->affected_by, AFF_SNEAK );
act( AT_MAGIC, "$n is revealed!", ich, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "You are revealed!", ich, NULL, NULL, TO_CHAR );
}
return rNONE;
}
ch_ret spell_gate( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
ch_ret spell_harm( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
dam = UMAX( 20, victim->hit - dice( 1, 4 ) );
if( saves_spell_staff( level, victim ) )
dam = UMIN( 50, dam / 4 );
dam = UMIN( 100, dam );
return damage( ch, victim, dam, sn );
}
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?\n\r", 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.\n\rIts weight is %d, value is %d.\n\r",
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_PILL:
case ITEM_SCROLL:
case ITEM_POTION:
ch_printf( ch, "Level %d spells of:", obj->value[0] );
if( obj->value[1] >= 0 && ( sktmp = get_skilltype( obj->value[1] ) ) != NULL )
{
send_to_char( " '", ch );
send_to_char( sktmp->name, ch );
send_to_char( "'", ch );
}
if( obj->value[2] >= 0 && ( sktmp = get_skilltype( obj->value[2] ) ) != NULL )
{
send_to_char( " '", ch );
send_to_char( sktmp->name, ch );
send_to_char( "'", ch );
}
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( ".\n\r", ch );
break;
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( ".\n\r", ch );
break;
case ITEM_WEAPON:
ch_printf( ch, "Damage is %d to %d (average %d).\n\r",
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.\n\r" );
else if( obj->blaster_setting == BLASTER_HIGH )
ch_printf( ch, "It is set on HIGH power.\n\r" );
else if( obj->blaster_setting == BLASTER_NORMAL )
ch_printf( ch, "It is set on NORMAL power.\n\r" );
else if( obj->blaster_setting == BLASTER_HALF )
ch_printf( ch, "It is set on HALF power.\n\r" );
else if( obj->blaster_setting == BLASTER_LOW )
ch_printf( ch, "It is set on LOW power.\n\r" );
else if( obj->blaster_setting == BLASTER_STUN )
ch_printf( ch, "It is set on STUN.\n\r" );
ch_printf( ch, "It has %d out of %d charges.\n\r", obj->value[4], obj->value[5] );
}
else if( obj->value[3] == WEAPON_LIGHTSABER ||
obj->value[3] == WEAPON_VIBRO_BLADE || obj->value[3] == WEAPON_FORCE_PIKE )
{
ch_printf( ch, "It has %d out of %d units of charge remaining.\n\r", obj->value[4], obj->value[5] );
}
else if( obj->value[3] == WEAPON_BOWCASTER )
{
ch_printf( ch, "It has %d out of %d energy bolts remaining.\n\r", obj->value[4], obj->value[5] );
}
break;
case ITEM_AMMO:
ch_printf( ch, "It has %d charges.\n\r", obj->value[0] );
break;
case ITEM_BOLT:
ch_printf( ch, "It has %d energy bolts.\n\r", obj->value[0] );
break;
case ITEM_BATTERY:
ch_printf( ch, "It has %d units of charge.\n\r", obj->value[0] );
break;
case ITEM_ARMOR:
ch_printf( ch, "Current armor class is %d. ( based on current condition )\n\r", obj->value[0] );
ch_printf( ch, "Maximum armor class is %d. ( based on top condition )\n\r", obj->value[1] );
ch_printf( ch, "Applied armor class is %d. ( based condition and location worn )\n\r",
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.\n\r",
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.\n\r", victim->name, victim->top_level );
}
ch_printf( ch, "%s looks like %s.\n\r", victim->name, aoran( get_race( victim ) ) );
if( ( chance( 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.\n\r", 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.\n\r", sktmp->name );
return rNONE;
}
}
else
{
if( ( sktmp = get_skilltype( paf->type ) ) != NULL )
ch_printf( ch, "%s.\n\r", sktmp->name );
else
send_to_char( "\n\r", ch );
return rNONE;
}
}
}
}
else
{
ch_printf( ch, "You can't find %s!\n\r", 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 = ( ( 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 ) || chance( ch, 40 + level / 10 ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
SET_BIT( obj->extra_flags, ITEM_INVIS );
act( AT_MAGIC, "$p fades out of existence.", ch, obj, NULL, TO_CHAR );
return rNONE;
}
}
ch_printf( ch, "You can't find %s!\n\r", target_name );
return rSPELL_FAILED;
}
ch_ret spell_know_alignment( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
char *msg;
int ap;
SKILLTYPE *skill = get_skilltype( sn );
if( !victim )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
ap = victim->alignment;
if( ap > 700 )
msg = "$N has an aura as white as the driven snow.";
else if( ap > 350 )
msg = "$N is of excellent moral character.";
else if( ap > 100 )
msg = "$N is often kind and thoughtful.";
else if( ap > -100 )
msg = "$N doesn't have a firm moral commitment.";
else if( ap > -350 )
msg = "$N lies to $S friends.";
else if( ap > -700 )
msg = "$N's slash DISEMBOWELS you!";
else
msg = "I'd rather just not say anything at all about $N.";
act( AT_MAGIC, msg, ch, NULL, victim, TO_CHAR );
return rNONE;
}
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!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMIN( 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_locate_object( int sn, int level, CHAR_DATA * ch, void *vo )
{
char buf[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int cnt;
found = FALSE;
for( obj = first_object; obj; obj = obj->next )
{
if( !can_see_obj( ch, obj ) || !nifty_is_name( target_name, obj->name ) )
continue;
if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !IS_IMMORTAL( ch ) )
continue;
found = TRUE;
for( cnt = 0, in_obj = obj; in_obj->in_obj && cnt < 100; in_obj = in_obj->in_obj, ++cnt )
;
if( cnt >= MAX_NEST )
{
sprintf( buf, "spell_locate_obj: object [%d] %s is nested more than %d times!",
obj->pIndexData->vnum, obj->short_descr, MAX_NEST );
bug( buf, 0 );
continue;
}
if( in_obj->carried_by )
{
if( IS_IMMORTAL( in_obj->carried_by )
&& !IS_NPC( in_obj->carried_by )
&& ( get_trust( ch ) < in_obj->carried_by->pcdata->wizinvis )
&& IS_SET( in_obj->carried_by->act, PLR_WIZINVIS ) )
continue;
sprintf( buf, "%s carried by %s.\n\r", obj_short( obj ), PERS( in_obj->carried_by, ch ) );
}
else
{
sprintf( buf, "%s in %s.\n\r", obj_short( obj ), in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name );
}
buf[0] = UPPER( buf[0] );
set_char_color( AT_MAGIC, ch );
send_to_char( buf, ch );
}
if( !found )
{
send_to_char( "Nothing like that exists.\n\r", ch );
return rSPELL_FAILED;
}
return rNONE;
}
ch_ret spell_magic_missile( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
1,
3, 3, 4, 4, 5, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
13, 13, 13, 13, 13, 14, 14, 14, 14, 14,
15, 15, 15, 15, 15, 16, 16, 16, 16, 16,
17, 17, 17, 17, 17, 18, 18, 18, 18, 18
};
int dam;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
/*
* What's this? You can't save vs. magic missile! -Thoric
* if ( saves_spell( level, victim ) )
* dam /= 2;
*/
return damage( ch, victim, dam, sn );
}
ch_ret spell_pass_door( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_AFFECTED( victim, AFF_PASS_DOOR ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
af.type = sn;
af.duration = number_fuzzy( level / 4 ) * DUR_CONV;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
act( AT_MAGIC, "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "You turn translucent.", victim, NULL, NULL, TO_CHAR );
return rNONE;
}
ch_ret spell_poison( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
int schance;
bool first = TRUE;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
schance = ris_save( victim, level, RIS_POISON );
if( schance == 1000 || saves_poison_death( schance, victim ) )
return rSPELL_FAILED;
if( IS_AFFECTED( victim, AFF_POISON ) )
first = FALSE;
af.type = sn;
af.duration = 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.\n\r", victim );
victim->mental_state = URANGE( 20, victim->mental_state + ( first ? 5 : 0 ), 100 );
if( ch != victim )
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
ch_ret spell_remove_curse( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
ch_ret spell_remove_trap( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj;
OBJ_DATA *trap;
bool found;
int retcode;
SKILLTYPE *skill = get_skilltype( sn );
if( !target_name || target_name[0] == '\0' )
{
send_to_char( "Remove trap on what?\n\r", ch );
return rSPELL_FAILED;
}
found = FALSE;
if( !ch->in_room->first_content )
{
send_to_char( "You can't find that here.\n\r", ch );
return rNONE;
}
for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
if( can_see_obj( ch, obj ) && nifty_is_name( target_name, obj->name ) )
{
found = TRUE;
break;
}
if( !found )
{
send_to_char( "You can't find that here.\n\r", ch );
return rSPELL_FAILED;
}
if( ( trap = get_trap( obj ) ) == NULL )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
if( !chance( ch, 70 + get_curr_wis( ch ) ) )
{
send_to_char( "Ooops!\n\r", ch );
retcode = spring_trap( ch, trap );
if( retcode == rNONE )
retcode = rSPELL_FAILED;
return retcode;
}
extract_obj( trap );
successful_casting( skill, ch, NULL, NULL );
return rNONE;
}
ch_ret spell_shocking_grasp( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const int dam_each[] = {
1,
2, 4, 6, 8, 10, 15, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57,
58, 58, 59, 59, 60, 60, 61, 61, 62, 62,
63, 63, 64, 64, 65, 65, 66, 66, 67, 67
};
int dam;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMIN( 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_sleep( int sn, int level, CHAR_DATA * ch, void *vo )
{
AFFECT_DATA af;
int retcode;
int schance;
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.\n\r", ch );
return rSPELL_FAILED;
}
if( !IS_NPC( victim ) && victim->fighting )
{
send_to_char( "You cannot sleep a fighting player.\n\r", 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 )
|| ( schance = 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( schance, victim ) )
{
failed_casting( skill, ch, victim, NULL );
if( ch == victim )
return rSPELL_FAILED;
if( !victim->fighting )
{
retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
if( retcode == rNONE )
retcode = rSPELL_FAILED;
return retcode;
}
}
af.type = sn;
af.duration = ( 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, ch->top_level );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->top_level ) );
}
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_summon( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
ch_ret spell_teleport( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
ch_ret spell_ventriloquate( int sn, int level, CHAR_DATA * ch, void *vo )
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER( buf1[0] );
for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
{
if( !is_name( speaker, vch->name ) )
{
set_char_color( AT_SAY, vch );
send_to_char( saves_spell_staff( level, vch ) ? buf2 : buf1, vch );
}
}
return rNONE;
}
ch_ret spell_weaken( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
SKILLTYPE *skill = get_skilltype( sn );
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( is_affected( victim, sn ) || saves_wands( level, victim ) )
return rSPELL_FAILED;
af.type = sn;
af.duration = level / 2 * DUR_CONV;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = 0;
affect_to_char( victim, &af );
set_char_color( AT_MAGIC, victim );
send_to_char( "You feel weaker.\n\r", victim );
if( ch != victim )
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
/*
* A spell as it should be -Thoric
*/
ch_ret spell_word_of_recall( int sn, int level, CHAR_DATA * ch, void *vo )
{
do_recall( ( CHAR_DATA * ) vo, "" );
return rNONE;
}
/*
* NPC spells.
*/
ch_ret spell_acid_breath( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if( chance( ch, 2 * level ) && !saves_breath( level, victim ) )
{
for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next )
{
int iWear;
obj_next = obj_lose->next_content;
if( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if( obj_lose->value[0] > 0 )
{
separate_obj( obj_lose );
act( AT_DAMAGE, "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR );
if( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
victim->armor += apply_ac( obj_lose, iWear ); // <-- victim is LOSING the benefit of obj->value[0]
obj_lose->value[0] -= 1; // so we need to ADD to his AC
obj_lose->cost = 0;
if( iWear != WEAR_NONE )
victim->armor -= apply_ac( obj_lose, iWear ); // <-- victim now regains the benefit of the adjusted
} // obj->value[0] so we need to SUBTRACT to his AC
break;
case ITEM_CONTAINER:
separate_obj( obj_lose );
act( AT_DAMAGE, "$p fumes and dissolves!", victim, obj_lose, NULL, TO_CHAR );
act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_ROOM );
act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_CHAR );
empty_obj( obj_lose, NULL, victim->in_room );
extract_obj( obj_lose );
break;
}
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_breath( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_fire_breath( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if( chance( ch, 2 * level ) && !saves_breath( level, victim ) )
{
for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default:
continue;
case ITEM_CONTAINER:
msg = "$p ignites and burns!";
break;
case ITEM_POTION:
msg = "$p bubbles and boils!";
break;
case ITEM_SCROLL:
msg = "$p crackles and burns!";
break;
case ITEM_STAFF:
msg = "$p smokes and chars!";
break;
case ITEM_WAND:
msg = "$p sparks and sputters!";
break;
case ITEM_DEVICE:
msg = "$p sparks and sputters!";
break;
case ITEM_FOOD:
msg = "$p blackens and crisps!";
break;
case ITEM_PILL:
msg = "$p melts and drips!";
break;
}
separate_obj( obj_lose );
act( AT_DAMAGE, msg, victim, obj_lose, NULL, TO_CHAR );
if( obj_lose->item_type == ITEM_CONTAINER )
{
act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_ROOM );
act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_CHAR );
empty_obj( obj_lose, NULL, victim->in_room );
}
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_breath( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_frost_breath( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if( chance( ch, 2 * level ) && !saves_breath( level, victim ) )
{
for( obj_lose = victim->first_carrying; obj_lose; obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default:
continue;
case ITEM_CONTAINER:
case ITEM_DRINK_CON:
case ITEM_POTION:
msg = "$p freezes and shatters!";
break;
}
separate_obj( obj_lose );
act( AT_DAMAGE, msg, victim, obj_lose, NULL, TO_CHAR );
if( obj_lose->item_type == ITEM_CONTAINER )
{
act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_ROOM );
act( AT_OBJECT, "The contents of $p spill out onto the ground.", victim, obj_lose, NULL, TO_CHAR );
empty_obj( obj_lose, NULL, victim->in_room );
}
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_breath( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_gas_breath( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hpch;
bool ch_died;
ch_died = FALSE;
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You fail to breathe.\n\r", ch );
return rNONE;
}
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 >= LEVEL_IMMORTAL )
continue;
if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
{
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_breath( level, vch ) )
dam /= 2;
if( damage( ch, vch, dam, sn ) == rCHAR_DIED || char_died( ch ) )
ch_died = TRUE;
}
}
if( ch_died )
return rCHAR_DIED;
else
return rNONE;
}
ch_ret spell_lightning_breath( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
int hpch;
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_breath( level, victim ) )
dam /= 2;
return damage( ch, victim, dam, sn );
}
ch_ret spell_null( int sn, int level, CHAR_DATA * ch, void *vo )
{
send_to_char( "That's not a spell!\n\r", 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!\n\r", ch );
return rNONE;
}
/*
* Haus' Spell Additions
*
*/
/* to do: portal (like mpcreatepassage)
* enchant armour? (say -1/-2/-3 ac )
* sharpness (makes weapon of caster's level)
* repair (repairs armor)
* blood burn (offensive) * name: net book of spells *
* spirit scream (offensive) * name: net book of spells *
* something about saltpeter or brimstone
*/
/* Working on DM's transport eq suggestion - Scryn 8/13 */
ch_ret spell_transport( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
/*
* Syntax portal (mob/char)
* opens a 2-way EX_PORTAL from caster's room to room inhabited by
* mob or character won't mess with existing exits
*
* do_mp_open_passage, combined with spell_astral
*/
ch_ret spell_portal( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
ch_ret spell_astral_walk( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
ch_ret spell_farsight( int sn, int level, CHAR_DATA * ch, void *vo )
{
ROOM_INDEX_DATA *location;
ROOM_INDEX_DATA *original;
CHAR_DATA *victim;
SKILLTYPE *skill = get_skilltype( sn );
/*
* The spell fails if the victim isn't playing, the victim is the caster,
* the target room has private, solitary, noastral, death or proto flags,
* the caster's room is norecall, the victim is too high in level, the
* victim is a proto mob, the victim makes the saving throw or the pkill
* flag on the caster is not the same as on the victim. Got it?
*/
if( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| !victim->in_room
|| IS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET( victim->in_room->room_flags, ROOM_PROTOTYPE )
|| IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
|| victim->top_level >= level + 15
|| ( IS_NPC( victim ) && IS_SET( victim->act, ACT_PROTOTYPE ) )
|| ( IS_NPC( victim ) && saves_spell_staff( level, victim ) ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
location = victim->in_room;
if( !location )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
successful_casting( skill, ch, victim, NULL );
original = ch->in_room;
char_from_room( ch );
char_to_room( ch, location );
do_look( ch, "auto" );
char_from_room( ch );
char_to_room( ch, original );
return rNONE;
}
ch_ret spell_recharge( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
if( obj->item_type == ITEM_STAFF || obj->item_type == ITEM_WAND )
{
separate_obj( obj );
if( obj->value[2] == obj->value[1] || obj->value[1] > ( obj->pIndexData->value[1] * 4 ) )
{
act( AT_FIRE, "$p bursts into flames, injuring you!", ch, obj, NULL, TO_CHAR );
act( AT_FIRE, "$p bursts into flames, charring $n!", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
if( damage( ch, ch, obj->level * 2, TYPE_UNDEFINED ) == rCHAR_DIED || char_died( ch ) )
return rCHAR_DIED;
else
return rSPELL_FAILED;
}
if( chance( ch, 2 ) )
{
act( AT_YELLOW, "$p glows with a blinding magical luminescence.", ch, obj, NULL, TO_CHAR );
obj->value[1] *= 2;
obj->value[2] = obj->value[1];
return rNONE;
}
else if( chance( ch, 5 ) )
{
act( AT_YELLOW, "$p glows brightly for a few seconds...", ch, obj, NULL, TO_CHAR );
obj->value[2] = obj->value[1];
return rNONE;
}
else if( chance( ch, 10 ) )
{
act( AT_WHITE, "$p disintegrates into a void.", ch, obj, NULL, TO_CHAR );
act( AT_WHITE, "$n's attempt at recharging fails, and $p disintegrates.", ch, obj, NULL, TO_ROOM );
extract_obj( obj );
return rSPELL_FAILED;
}
else if( chance( ch, 50 - ( ch->skill_level[FORCE_ABILITY] ) ) )
{
send_to_char( "Nothing happens.\n\r", ch );
return rSPELL_FAILED;
}
else
{
act( AT_MAGIC, "$p feels warm to the touch.", ch, obj, NULL, TO_CHAR );
--obj->value[1];
obj->value[2] = obj->value[1];
return rNONE;
}
}
else
{
send_to_char( "You can't recharge that!\n\r", ch );
return rSPELL_FAILED;
}
}
/*
* Idea from AD&D 2nd edition player's handbook (c)1989 TSR Hobbies Inc.
* -Thoric
*/
ch_ret spell_plant_pass( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
/*
* Vampire version of astral_walk -Thoric
*/
ch_ret spell_mist_walk( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
/*
* Cleric version of astral_walk -Thoric
*/
ch_ret spell_solar_flight( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
/* Scryn 2/2/96 */
ch_ret spell_remove_invis( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj;
SKILLTYPE *skill = get_skilltype( sn );
if( target_name[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\n\r", ch );
return rSPELL_FAILED;
}
obj = get_obj_carry( ch, target_name );
if( obj )
{
if( !IS_OBJ_STAT( obj, ITEM_INVIS ) )
return rSPELL_FAILED;
REMOVE_BIT( obj->extra_flags, ITEM_INVIS );
act( AT_MAGIC, "$p becomes visible again.", ch, obj, NULL, TO_CHAR );
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
else
{
CHAR_DATA *victim;
victim = get_char_room( ch, target_name );
if( victim )
{
if( !can_see( ch, victim ) )
{
ch_printf( ch, "You don't see %s!\n\r", target_name );
return rSPELL_FAILED;
}
if( victim->race == RACE_DEFEL )
return rSPELL_FAILED;
if( !IS_AFFECTED( victim, AFF_INVISIBLE ) )
{
send_to_char( "They are not invisible!\n\r", ch );
return rSPELL_FAILED;
}
if( is_safe( ch, victim ) )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( IS_SET( victim->immune, RIS_MAGIC ) )
{
immune_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
if( !IS_NPC( victim ) )
{
if( chance( ch, 50 ) && ch->skill_level[FORCE_ABILITY] < victim->top_level )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
}
else
{
if( chance( ch, 50 ) && ch->skill_level[FORCE_ABILITY] + 15 < victim->top_level )
{
failed_casting( skill, ch, victim, NULL );
return rSPELL_FAILED;
}
}
affect_strip( victim, gsn_invis );
affect_strip( victim, gsn_mass_invis );
REMOVE_BIT( victim->affected_by, AFF_INVISIBLE );
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
ch_printf( ch, "You can't find %s!\n\r", target_name );
return rSPELL_FAILED;
}
}
/*
* Animate Dead: Scryn 3/2/96
* Modifications by Altrag 16/2/96
*/
ch_ret spell_animate_dead( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *mob;
OBJ_DATA *corpse;
OBJ_DATA *corpse_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found;
MOB_INDEX_DATA *pMobIndex;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
SKILLTYPE *skill = get_skilltype( sn );
found = FALSE;
for( corpse = ch->in_room->first_content; corpse; corpse = corpse_next )
{
corpse_next = corpse->next_content;
if( corpse->item_type == ITEM_CORPSE_NPC && corpse->cost != -5 )
{
found = TRUE;
break;
}
}
if( !found )
{
send_to_char( "You cannot find a suitable corpse here.\n\r", ch );
return rSPELL_FAILED;
}
if( get_mob_index( MOB_VNUM_ANIMATED_CORPSE ) == NULL )
{
bug( "Vnum 5 not found for spell_animate_dead!", 0 );
return rNONE;
}
if( ( pMobIndex = get_mob_index( ( short )abs( corpse->cost ) ) ) == NULL )
{
bug( "Can not find mob for cost of corpse, spell_animate_dead", 0 );
return rSPELL_FAILED;
}
if( !IS_NPC( ch ) )
{
if( ch->mana - ( pMobIndex->level * 4 ) < 0 )
{
send_to_char( "You do not have enough mana to reanimate this " "corpse.\n\r", ch );
return rSPELL_FAILED;
}
else
ch->mana -= ( pMobIndex->level * 4 );
}
if( IS_IMMORTAL( ch ) || ( chance( ch, 75 ) && pMobIndex->level - ch->top_level < 10 ) )
{
mob = create_mobile( get_mob_index( MOB_VNUM_ANIMATED_CORPSE ) );
char_to_room( mob, ch->in_room );
mob->top_level = UMIN( ch->top_level / 2, pMobIndex->level );
mob->race = pMobIndex->race; /* should be undead */
/*
* Fix so mobs wont have 0 hps and crash mud - Scryn 2/20/96
*/
if( !pMobIndex->hitnodice )
mob->max_hit = pMobIndex->level * 8 + number_range( pMobIndex->level * pMobIndex->level / 4,
pMobIndex->level * pMobIndex->level );
else
mob->max_hit = dice( pMobIndex->hitnodice, pMobIndex->hitsizedice ) + pMobIndex->hitplus;
mob->max_hit = UMAX( URANGE( mob->max_hit / 4,
( mob->max_hit * corpse->value[3] ) / 100, ch->top_level * dice( 20, 10 ) ), 1 );
mob->hit = mob->max_hit;
mob->damroll = ch->top_level / 8;
mob->hitroll = ch->top_level / 6;
mob->alignment = ch->alignment;
act( AT_MAGIC, "$n makes $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_ROOM );
act( AT_MAGIC, "You make $T rise from the grave!", ch, NULL, pMobIndex->short_descr, TO_CHAR );
sprintf( buf, "animated corpse %s", pMobIndex->player_name );
STRFREE( mob->name );
mob->name = STRALLOC( buf );
sprintf( buf, "The animated corpse of %s", pMobIndex->short_descr );
STRFREE( mob->short_descr );
mob->short_descr = STRALLOC( buf );
sprintf( buf, "An animated corpse of %s struggles with the horror of its undeath.\n\r", pMobIndex->short_descr );
STRFREE( mob->long_descr );
mob->long_descr = STRALLOC( buf );
add_follower( mob, ch );
af.type = sn;
af.duration = ( number_fuzzy( ( level + 1 ) / 4 ) + 1 ) * DUR_CONV;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( mob, &af );
if( corpse->first_content )
for( obj = corpse->first_content; obj; obj = obj_next )
{
obj_next = obj->next_content;
obj_from_obj( obj );
obj_to_room( obj, corpse->in_room );
}
separate_obj( corpse );
extract_obj( corpse );
return rNONE;
}
else
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
}
/* Works now.. -- Altrag */
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.\n\r", ch );
return rSPELL_FAILED;
}
if( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here!\n\r", ch );
return rSPELL_FAILED;
}
if( victim == ch )
{
send_to_char( "You can't possess yourself!\n\r", ch );
return rSPELL_FAILED;
}
if( !IS_NPC( victim ) )
{
send_to_char( "You can't possess another player!\n\r", ch );
return rSPELL_FAILED;
}
if( victim->desc )
{
ch_printf( ch, "%s is already possessed.\n\r", 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 || !chance( 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!\n\r", ch );
ch->alignment = ch->alignment - 50;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
af.type = sn;
af.duration = 20 + ( ch->skill_level[FORCE_ABILITY] - 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!\n\r", 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;
}
/* Ignores pickproofs, but can't unlock containers. -- Altrag 17/2/96 */
ch_ret spell_knock( int sn, int level, CHAR_DATA * ch, void *vo )
{
EXIT_DATA *pexit;
SKILLTYPE *skill = get_skilltype( sn );
set_char_color( AT_MAGIC, ch );
/*
* shouldn't know why it didn't work, and shouldn't work on pickproof
* exits. -Thoric
*/
if( !( pexit = find_door( ch, target_name, FALSE ) )
|| !IS_SET( pexit->exit_info, EX_CLOSED )
|| !IS_SET( pexit->exit_info, EX_LOCKED ) || IS_SET( pexit->exit_info, EX_PICKPROOF ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
REMOVE_BIT( pexit->exit_info, EX_LOCKED );
send_to_char( "*Click*\n\r", ch );
if( pexit->rexit && pexit->rexit->to_room == ch->in_room )
REMOVE_BIT( pexit->rexit->exit_info, EX_LOCKED );
check_room_for_traps( ch, TRAP_UNLOCK | trap_door[pexit->vdir] );
return rNONE;
}
/* Tells to sleepers in are. -- Altrag 17/2/96 */
ch_ret spell_dream( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim;
char arg[MAX_INPUT_LENGTH];
target_name = one_argument( target_name, arg );
set_char_color( AT_MAGIC, ch );
if( !( victim = get_char_world( ch, arg ) ) )
{
send_to_char( "They aren't here.\n\r", ch );
return rSPELL_FAILED;
}
if( victim->position != POS_SLEEPING )
{
send_to_char( "They aren't asleep.\n\r", ch );
return rSPELL_FAILED;
}
if( !target_name )
{
send_to_char( "What do you want them to dream about?\n\r", ch );
return rSPELL_FAILED;
}
set_char_color( AT_TELL, victim );
ch_printf( victim, "You have dreams about %s telling you '%s'.\n\r", PERS( ch, victim ), target_name );
send_to_char( "Ok.\n\r", ch );
return rNONE;
}
ch_ret spell_polymorph( int sn, int level, CHAR_DATA * ch, void *vo )
{
int poly_vnum;
CHAR_DATA *poly_mob;
if( IS_NPC( ch ) )
{
send_to_char( "Mobs can't polymorph!\n\r", ch );
return rSPELL_FAILED;
}
if( ch->desc->original )
{
send_to_char( "You are not in your original state.\n\r", ch );
return rSPELL_FAILED;
}
if( !str_cmp( target_name, "wolf" ) )
poly_vnum = MOB_VNUM_POLY_WOLF;
else
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You can't polymorph into that!\n\r", ch );
return rSPELL_FAILED;
}
poly_mob = make_poly_mob( ch, poly_vnum );
if( !poly_mob )
{
bug( "Spell_polymorph: null polymob!", 0 );
return rSPELL_FAILED;
}
char_to_room( poly_mob, ch->in_room );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_POLY ) );
ch->desc->character = poly_mob;
ch->desc->original = ch;
poly_mob->desc = ch->desc;
ch->desc = NULL;
ch->switched = poly_mob;
return rNONE;
}
CHAR_DATA *make_poly_mob( CHAR_DATA * ch, int vnum )
{
CHAR_DATA *mob;
MOB_INDEX_DATA *pMobIndex;
if( !ch )
{
bug( "Make_poly_mob: null ch!", 0 );
return NULL;
}
if( vnum < 10 || vnum > 16 )
{
bug( "Make_poly_mob: Vnum not in polymorphing mobs range", 0 );
return NULL;
}
if( ( pMobIndex = get_mob_index( vnum ) ) == NULL )
{
bug( "Make_poly_mob: Can't find mob %d", vnum );
return NULL;
}
mob = create_mobile( pMobIndex );
SET_BIT( mob->act, ACT_POLYMORPHED );
return mob;
}
void do_revert( CHAR_DATA * ch, char *argument )
{
CHAR_DATA *mob;
if( !IS_NPC( ch ) || !IS_SET( ch->act, ACT_POLYMORPHED ) )
{
send_to_char( "You are not polymorphed.\n\r", ch );
return;
}
REMOVE_BIT( ch->act, ACT_POLYMORPHED );
char_from_room( ch->desc->original );
if( ch->desc->character )
{
mob = ch->desc->character;
char_to_room( ch->desc->original, ch->desc->character->in_room ); /*WORKS!! */
ch->desc->character = ch->desc->original;
ch->desc->original = NULL;
ch->desc->character->desc = ch->desc;
ch->desc->character->switched = NULL;
ch->desc = NULL;
extract_char( mob, TRUE );
return;
}
/* else
{
location = NULL;
if(ch->desc->original->pcdata->clan)
location = get_room_index(ch->desc->original->pcdata->clan->recall);
if(!location)
location = get_room_index(ROOM_VNUM_TEMPLE);
char_to_room(ch->desc->original, location);
}
*/
ch->desc->character = ch->desc->original;
ch->desc->original = NULL;
ch->desc->character->desc = ch->desc;
ch->desc->character->switched = NULL;
ch->desc = NULL;
return;
}
/* Added spells spiral_blast, scorching surge,
nostrum, and astral by SB for Augurer class
7/10/96 */
ch_ret spell_spiral_blast( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hpch;
bool ch_died;
ch_died = FALSE;
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
{
set_char_color( AT_MAGIC, ch );
send_to_char( "You fail to breathe.\n\r", ch );
return rNONE;
}
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
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 >= LEVEL_IMMORTAL )
continue;
if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
{
act( AT_MAGIC, "Swirling colours radiate from $n" ", encompassing $N.", ch, ch, vch, TO_ROOM );
act( AT_MAGIC, "Swirling colours radiate from you," " encompassing $N", ch, ch, vch, TO_CHAR );
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 14 + 1, hpch / 7 );
if( saves_breath( level, vch ) )
dam /= 2;
if( damage( ch, vch, dam, sn ) == rCHAR_DIED || char_died( ch ) )
ch_died = TRUE;
}
}
if( ch_died )
return rCHAR_DIED;
else
return rNONE;
}
ch_ret spell_scorching_surge( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
1,
1, 2, 3, 4, 5, 6, 8, 10, 12, 14,
16, 18, 20, 25, 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!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMIN( level / 2, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level], dam_each[level] * 10 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "A fiery current lashes through $n's body!", ch, NULL, NULL, TO_ROOM );
act( AT_MAGIC, "A fiery current lashes through your body!", ch, NULL, NULL, TO_CHAR );
return damage( ch, victim, ( dam * 1.4 ), sn );
}
ch_ret spell_helical_flow( int sn, int level, CHAR_DATA * ch, void *vo )
{
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!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
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, *vch_next;
SKILLTYPE *skill = get_skilltype( sn );
bool saved;
bool affects;
int dam;
bool ch_died = FALSE;
ch_ret retcode = rNONE;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
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 >= LEVEL_IMMORTAL )
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 schance;
bool affected = FALSE, first = TRUE;
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 )
{
if( !SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
{
if( first == TRUE )
{
if( SPELL_FLAG( skill, SF_RECASTABLE ) )
affect_strip( ch, sn );
if( is_affected( ch, sn ) )
affected = TRUE;
}
first = FALSE;
if( affected == TRUE )
continue;
}
victim = ch;
}
else
victim = ( CHAR_DATA * ) vo;
/*
* Check if char has this bitvector already
*/
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!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
schance = ris_save( victim, level, RIS_POISON );
if( schance == 1000 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
if( saves_poison_death( schance, victim ) )
{
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
victim->mental_state = URANGE( 30, victim->mental_state + 2, 100 );
break;
case AFF_BLIND:
af.type = gsn_blindness;
break;
case AFF_INVISIBLE:
af.type = gsn_invis;
break;
case AFF_SLEEP:
af.type = gsn_sleep;
schance = ris_save( victim, level, RIS_SLEEP );
if( schance == 1000 )
{
retcode = rVICT_IMMUNE;
if( SPELL_FLAG( skill, SF_STOPONFAIL ) )
return retcode;
continue;
}
break;
case AFF_CHARM:
af.type = gsn_charm_person;
schance = ris_save( victim, level, RIS_CHARM );
if( schance == 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!\n\r", ch );
ch->alignment = ch->alignment + 20;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
jedi_bonus( ch );
}
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!\n\r", ch );
ch->alignment = ch->alignment + 25;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
jedi_bonus( ch );
}
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;
SKILLTYPE *skill = get_skilltype( sn );
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
bool groupsp;
bool areasp;
bool hitchar = FALSE, hitroom = FALSE, hitvict = FALSE;
ch_ret retcode;
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( ( skill->type != SKILL_HERB
&& 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.\n\r", ch );
return rSPELL_FAILED;
}
if( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", 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 > ch->skill_level[FORCE_ABILITY] * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_MINOR:
if( ch->skill_level[FORCE_ABILITY] - obj->level < 20
|| obj->cost > ch->skill_level[FORCE_ABILITY] * get_curr_int( ch ) / 5 )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_GREATER:
if( ch->skill_level[FORCE_ABILITY] - obj->level < 5
|| obj->cost > ch->skill_level[FORCE_ABILITY] * 10 * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
break;
case SP_MAJOR:
if( ch->skill_level[FORCE_ABILITY] - obj->level < 0
|| obj->cost > ch->skill_level[FORCE_ABILITY] * 50 * get_curr_int( ch ) * get_curr_wis( ch ) )
{
failed_casting( skill, ch, NULL, obj );
return rNONE;
}
clone = clone_object( obj );
clone->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0;
obj_to_char( clone, ch );
successful_casting( skill, ch, NULL, obj );
break;
}
return rNONE;
case SA_DESTROY:
case SA_RESIST:
case SA_SUSCEPT:
case SA_DIVINATE:
if( SPELL_DAMAGE( skill ) == SD_POISON ) /* detect poison */
{
if( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
{
if( obj->value[3] != 0 )
send_to_char( "You smell poisonous fumes.\n\r", ch );
else
send_to_char( "It looks very delicious.\n\r", ch );
}
else
send_to_char( "It doesn't look poisoned.\n\r", ch );
return rNONE;
}
return rNONE;
case SA_OBSCURE: /* make obj invis */
if( IS_OBJ_STAT( obj, ITEM_INVIS ) || chance( ch, skill->dice ? dice_parse( ch, level, skill->dice ) : 20 ) )
{
failed_casting( skill, ch, NULL, NULL );
return rSPELL_FAILED;
}
successful_casting( skill, ch, NULL, obj );
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 lvl;
int vnum = skill->value;
OBJ_DATA *obj;
OBJ_INDEX_DATA *oi;
switch ( SPELL_POWER( skill ) )
{
default:
case SP_NONE:
lvl = 10;
break;
case SP_MINOR:
lvl = 0;
break;
case SP_GREATER:
lvl = level / 2;
break;
case SP_MAJOR:
lvl = level;
break;
}
/*
* Add predetermined objects here
*/
if( vnum == 0 )
{
if( !str_cmp( target_name, "sword" ) )
vnum = OBJ_VNUM_SCHOOL_SWORD;
if( !str_cmp( target_name, "shield" ) )
vnum = OBJ_VNUM_SCHOOL_SHIELD;
}
if( ( oi = get_obj_index( vnum ) ) == NULL || ( obj = create_object( oi, lvl ) ) == 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 = interpolate( mob->top_level, 100, -100 );
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 = ( 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 )
{
struct skill_type *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;
}
/* Haus' new, new mage spells follow */
/*
* 4 Energy Spells
*/
ch_ret spell_ethereal_fist( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
level = UMIN( 35, level );
dam = level * number_range( 1, 6 ) - 31;
dam = UMAX( 0, dam );
if( saves_spell_staff( level, victim ) )
dam = 0;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
act( AT_MAGIC, "A fist of black, otherworldly ether rams into $N, leaving $M looking stunned!", ch, NULL,
victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_spectral_furor( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMAX( 0, level );
level = UMIN( 16, level );
dam = level * number_range( 1, 7 ) + 7;
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "The fabric of the cosmos strains in fury about $N!", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_hand_of_chaos( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
dam = level * number_range( 1, 7 ) + 9;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam = 0;
act( AT_MAGIC, "$N is grasped by an incomprehensible hand of darkness!", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_disruption( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
level = UMIN( 14, level );
dam = level * number_range( 1, 6 ) + 8;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam = 0;
act( AT_MAGIC, "A weird energy encompasses $N, causing you to question $S continued existence.", ch, NULL,
victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_sonic_resonance( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
level = UMIN( 23, level );
dam = level * number_range( 1, 8 );
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam = dam * 3 / 4;
act( AT_MAGIC, "A cylinder of kinetic energy enshrouds $N causing $S to resonate.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
/*
* 3 Mentalstate spells
*/
ch_ret spell_mind_wrack( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
/*
* decrement mentalstate by up to 50
*/
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMAX( 0, level );
dam = number_range( 0, 0 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "$n stares intently at $N, causing $N to seem very lethargic.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_mind_wrench( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
/*
* increment mentalstate by up to 50
*/
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
level = UMAX( 0, level );
dam = number_range( 0, 0 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "$n stares intently at $N, causing $N to seem very hyperactive.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
/* Non-offensive spell! */
ch_ret spell_revive( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
/*
* set mentalstate to mentalstate/2
*/
level = UMAX( 0, level );
dam = number_range( 0, 0 );
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "$n concentrates intently, and begins looking more centered.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
/*
* n Acid Spells
*/
ch_ret spell_sulfurous_spray( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
level = UMIN( 19, level );
dam = 2 * level * number_range( 1, 7 ) + 11;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam /= 4;
act( AT_MAGIC, "A stinking spray of sulfurous liquid rains down on $N.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_caustic_fount( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
level = UMIN( 42, level );
dam = 2 * level * number_range( 1, 6 ) - 31;
dam = UMAX( 0, dam );
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam = dam * 3 / 4;
act( AT_MAGIC, "A fountain of caustic liquid forms below $N. The smell of $S degenerating tissues is revolting! ", ch,
NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_acetum_primus( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
dam = 2 * level * number_range( 1, 4 ) + 7;
if( saves_spell_staff( level, victim ) )
dam = 3 * dam / 4;
act( AT_MAGIC, "A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ", ch, NULL,
victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
/*
* Electrical
*/
ch_ret spell_galvanic_whip( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
level = UMIN( 10, level );
dam = level * number_range( 1, 6 ) + 5;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "$n conjures a whip of ionized particles, which lashes ferociously at $N.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_magnetic_thrust( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
dam = ( level * number_range( 1, 6 ) ) + 16;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "An unseen energy moves nearby, causing your hair to stand on end!", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_quantum_spike( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, l;
level = UMAX( 0, level );
l = UMAX( 1, level - 90 );
dam = l * number_range( 1, 40 ) + 145;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_spell_staff( level, victim ) )
dam /= 2;
act( AT_MAGIC, "$N seems to dissolve into tiny unconnected particles, then is painfully reassembled.", ch, NULL,
victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
/*
* Black-magicish guys
*/
/* L2 Mage Spell */
ch_ret spell_black_hand( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
level = UMIN( 5, level );
dam = level * number_range( 1, 6 ) + 3;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_poison_death( level, victim ) )
dam /= 4;
act( AT_MAGIC, "$n conjures a mystical hand, which swoops menacingly at $N.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_black_fist( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
level = UMAX( 0, level );
dam = level * number_range( 1, 9 ) + 4;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
if( saves_poison_death( level, victim ) )
dam /= 4;
act( AT_MAGIC, "$n forms a fist with the force, which swoops menacingly at $N.", ch, NULL, victim, TO_NOTVICT );
return damage( ch, victim, dam, sn );
}
ch_ret spell_black_lightning( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = 100;
send_to_char( "You feel the hatred grow within you!\n\r", ch );
ch->alignment = ch->alignment - 100;
ch->alignment = URANGE( -1000, ch->alignment, 1000 );
sith_penalty( ch );
act( AT_BLUE, "Bolts of electricity shoot from the fingers of $n, sending $N into a fit of painful spasms.", ch, NULL,
victim, TO_NOTVICT );
act( AT_BLUE, "Bolts of electricity shoot from your fingertips, sending $N into a fit of painful spasms.", ch, NULL,
victim, TO_CHAR );
act( AT_BLUE, "Intense pain spreads through your body as bolts of electricity from $N assault you.", victim, NULL, ch,
TO_CHAR );
if( saves_poison_death( level, victim ) )
return damage( ch, victim, dam, sn );
else
{
damage( ch, victim, dam, sn );
if( char_died( victim ) )
return rCHAR_DIED;
if( spell_black_lightning( sn, level, ch, vo ) == rCHAR_DIED )
return rCHAR_DIED;
return rNONE;
}
}
ch_ret spell_midas_touch( int sn, int level, CHAR_DATA * ch, void *vo )
{
int val;
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
if( IS_OBJ_STAT( obj, ITEM_NODROP ) )
{
send_to_char( "You can't seem to let go of it.\n\r", ch );
return rSPELL_FAILED;
}
if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && get_trust( ch ) < LEVEL_IMMORTAL ) /* was victim instead of ch! Thanks Nick Gammon */
{
send_to_char( "That item is not for mortal hands to touch!\n\r", ch );
return rSPELL_FAILED; /* Thoric */
}
if( !CAN_WEAR( obj, ITEM_TAKE ) || ( obj->item_type == ITEM_CORPSE_NPC ) || ( obj->item_type == ITEM_CORPSE_PC ) )
{
send_to_char( "You cannot seem to turn this item to gold!\n\r", ch );
return rNONE;
}
separate_obj( obj ); /* nice, alty :) */
val = obj->cost / 2;
val = UMAX( 0, val );
ch->gold += val;
if( obj_extracted( obj ) )
return rNONE;
if( cur_obj == obj->serial )
global_objcode = rOBJ_SACCED;
extract_obj( obj );
send_to_char( "You transmogrify the item to gold!\n\r", ch );
return rNONE;
}
ch_ret spell_suggest( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}
ch_ret spell_cure_addiction( int sn, int level, CHAR_DATA * ch, void *vo )
{
return rNONE;
}