/* ************************************************************************ * File: spells.c Part of CircleMUD * * Usage: Implementation of "manual spells". Circle 2.2 spell compat. * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "comm.h" #include "spells.h" #include "handler.h" #include "db.h" #include "constants.h" extern sh_int r_mortal_start_room; extern int top_of_world; extern struct spell_entry spells[]; extern struct room_data *world; extern struct obj_data *object_list; extern struct char_data *character_list; extern struct index_data *obj_index; extern struct descriptor_data *descriptor_list; extern struct zone_data *zone_table; extern int mini_mud; extern int pk_allowed; extern struct default_mobile_stats *mob_defaults; extern struct apply_mod_defaults *apmd; void clearMemory(struct char_data * ch); void weight_change_object(struct obj_data * obj, int weight); void add_follower(struct char_data * ch, struct char_data * leader); int mag_savingthrow(struct char_data * ch, int type); void name_to_drinkcon(struct obj_data * obj, int type); void name_from_drinkcon(struct obj_data * obj); /* * Special spells appear below. */ ASPELL(spell_create_water) { int water; if (ch == NULL || obj == NULL) return; level = MAX(MIN(level, LVL_IMPL), 1); if (GET_OBJ_TYPE(obj) == ITEM_DRINKCON) { if ((GET_OBJ_VAL(obj, 2) != LIQ_WATER) && (GET_OBJ_VAL(obj, 1) != 0)) { name_from_drinkcon(obj); GET_OBJ_VAL(obj, 2) = LIQ_SLIME; name_to_drinkcon(obj, LIQ_SLIME); } else { water = MAX(GET_OBJ_VAL(obj, 0) - GET_OBJ_VAL(obj, 1), 0); if (water > 0) { if (GET_OBJ_VAL(obj, 1) >= 0) name_from_drinkcon(obj); GET_OBJ_VAL(obj, 2) = LIQ_WATER; GET_OBJ_VAL(obj, 1) += water; name_to_drinkcon(obj, LIQ_WATER); weight_change_object(obj, water); act("$p is filled.", FALSE, ch, obj, 0, TO_CHAR); } } } } ASPELL(spell_recall) { if (victim == NULL || IS_NPC(victim)) return; act("$n disappears.", TRUE, victim, 0, 0, TO_ROOM); char_from_room(victim); char_to_room(victim, r_mortal_start_room); act("$n appears in the middle of the room.", TRUE, victim, 0, 0, TO_ROOM); look_at_room(victim, 0); } ASPELL(spell_teleport) { int to_room; if (victim == NULL || IS_NPC(victim)) return; do { to_room = number(0, top_of_world); } while (ROOM_FLAGGED(to_room, ROOM_PRIVATE | ROOM_DEATH)); act("$n puts two fingers on $s forhead and disapears.", FALSE, victim, 0, 0, TO_ROOM); char_from_room(victim); char_to_room(victim, to_room); act("$n slowly fades into existence.", FALSE, victim, 0, 0, TO_ROOM); look_at_room(victim, 0); } #define SUMMON_FAIL "You failed.\r\n" ASPELL(spell_summon) { if (ch == NULL || victim == NULL) return; if (GET_LEVEL(victim) > MIN(LVL_IMMORT - 1, level + 3)) { send_to_char(SUMMON_FAIL, ch); return; } if (!pk_allowed) { if (MOB_FLAGGED(victim, MOB_AGGRESSIVE)) { act("As the words escape your lips and $N travels\r\n" "through time and space towards you, you realize that $E is\r\n" "aggressive and might harm you, so you wisely send $M back.", FALSE, ch, 0, victim, TO_CHAR); return; } } act("$n disappears suddenly.", TRUE, victim, 0, 0, TO_ROOM); char_from_room(victim); char_to_room(victim, ch->in_room); act("$n arrives suddenly.", TRUE, victim, 0, 0, TO_ROOM); act("$n has summoned you!", FALSE, ch, 0, victim, TO_VICT); look_at_room(victim, 0); } ASPELL(spell_locate_object) { struct obj_data *i; char name[MAX_INPUT_LENGTH]; int j; /* * FIXME: This is broken. The spell parser routines took the argument * the player gave to the spell and located an object with that keyword. * Since we're passed the object and not the keyword we can only guess * at what the player originally meant to search for. -gg */ strcpy(name, fname(obj->name)); j = level / 2; for (i = object_list; i && (j > 0); i = i->next) { if (!isname(name, i->name)) continue; if (i->carried_by) sprintf(buf, "%s is being carried by %s.\r\n", i->short_description, PERS(i->carried_by, ch)); else if (i->in_room != NOWHERE) sprintf(buf, "%s is in %s.\r\n", i->short_description, world[i->in_room].name); else if (i->in_obj) sprintf(buf, "%s is in %s.\r\n", i->short_description, i->in_obj->short_description); else if (i->worn_by) sprintf(buf, "%s is being worn by %s.\r\n", i->short_description, PERS(i->worn_by, ch)); else sprintf(buf, "%s's location is uncertain.\r\n", i->short_description); CAP(buf); send_to_char(buf, ch); j--; } if (j == level / 2) send_to_char("You sense nothing.\r\n", ch); } ASPELL(spell_MAJIN) { struct affected_type af; if (victim == NULL || ch == NULL) return; if (victim == ch) send_to_char("You like yourself even better!\r\n", ch); else if (AFF_FLAGGED(victim, AFF_BARRIER)) send_to_char("Your victim is protected by barrier!\r\n", ch); else if (MOB_FLAGGED(victim, MOB_NOMAJIN)) send_to_char("Your victim resists!\r\n", ch); else if (AFF_FLAGGED(ch, AFF_MAJIN)) send_to_char("You can't have any followers of your own!\r\n", ch); else if (AFF_FLAGGED(victim, AFF_MAJIN) || level < GET_LEVEL(victim)) send_to_char("You fail.\r\n", ch); /* player MAJINing another player - no legal reason for this */ else if (!pk_allowed && !IS_NPC(victim)) send_to_char("You fail - shouldn't be doing it anyway.\r\n", ch); else if (circle_follow(victim, ch)) send_to_char("Sorry, following in circles can not be allowed.\r\n", ch); else if (mag_savingthrow(victim, SAVING_PARA)) send_to_char("Your victim resists!\r\n", ch); else { if (victim->master) stop_follower(victim); add_follower(victim, ch); af.type = SPELL_MAJIN; if (GET_INT(victim)) af.duration = 24 * 18 / GET_INT(victim); else af.duration = 24 * 18; af.modifier = 0; af.location = 0; af.bitvector = AFF_MAJIN; affect_to_char(victim, &af); act("$n concentrates and an &09M&00 appears on your forehead.", FALSE, ch, 0, victim, TO_VICT); if (IS_NPC(victim)) { REMOVE_BIT(MOB_FLAGS(victim), MOB_AGGRESSIVE); REMOVE_BIT(MOB_FLAGS(victim), MOB_SPEC); } } } ASPELL(spell_IDENTIFY) { int i; int found; if (obj) { send_to_char("You feel informed:\r\n", ch); sprintf(buf, "Object '%s', Item type: ", obj->short_description); sprinttype(GET_OBJ_TYPE(obj), item_types, buf2); strcat(buf, buf2); strcat(buf, "\r\n"); send_to_char(buf, ch); if (obj->obj_flags.bitvector) { send_to_char("Item will give you following abilities: ", ch); sprintbit(obj->obj_flags.bitvector, affected_bits, buf); strcat(buf, "\r\n"); send_to_char(buf, ch); } send_to_char("Item is: ", ch); sprintbit(GET_OBJ_EXTRA(obj), extra_bits, buf); strcat(buf, "\r\n"); send_to_char(buf, ch); sprintf(buf, "Weight: %d, Value: %d, Rent: %d\r\n", GET_OBJ_WEIGHT(obj), GET_OBJ_COST(obj), GET_OBJ_RENT(obj)); send_to_char(buf, ch); switch (GET_OBJ_TYPE(obj)) { case ITEM_SENZU: case ITEM_SAIBAKIT: sprintf(buf, "This %s focuss: ", item_types[(int) GET_OBJ_TYPE(obj)]); if (GET_OBJ_VAL(obj, 1) >= 1) sprintf(buf + strlen(buf), " %s", spells[GET_OBJ_VAL(obj, 1)].name); if (GET_OBJ_VAL(obj, 2) >= 1) sprintf(buf + strlen(buf), " %s", spells[GET_OBJ_VAL(obj, 2)].name); if (GET_OBJ_VAL(obj, 3) >= 1) sprintf(buf + strlen(buf), " %s", spells[GET_OBJ_VAL(obj, 3)].name); strcat(buf, "\r\n"); send_to_char(buf, ch); break; case ITEM_SCOUTER: case ITEM_STAFF: sprintf(buf, "This %s focus': ", item_types[(int) GET_OBJ_TYPE(obj)]); sprintf(buf + strlen(buf), " %s\r\n", spells[GET_OBJ_VAL(obj, 3)].name); sprintf(buf + strlen(buf), "It has %d maximum charge%s and %d remaining.\r\n", GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 1) == 1 ? "" : "s", GET_OBJ_VAL(obj, 2)); send_to_char(buf, ch); break; case ITEM_WEAPON: sprintf(buf, "Damage Dice is '%dD%d'", GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 2)); sprintf(buf + strlen(buf), " for an average per-round damage of %.1f.\r\n", (((GET_OBJ_VAL(obj, 2) + 1) / 2.0) * GET_OBJ_VAL(obj, 1))); send_to_char(buf, ch); break; case ITEM_ARMOR: sprintf(buf, "AC-apply is %d\r\n", GET_OBJ_VAL(obj, 0)); send_to_char(buf, ch); break; } found = FALSE; for (i = 0; i < MAX_OBJ_AFFECT; i++) { if ((obj->affected[i].location != APPLY_NONE) && (obj->affected[i].modifier != 0)) { if (!found) { send_to_char("Can affect you as :\r\n", ch); found = TRUE; } sprinttype(obj->affected[i].location, apply_types, buf2); sprintf(buf, " Affects: %s By %d\r\n", buf2, obj->affected[i].modifier); send_to_char(buf, ch); } } } else if (victim) { /* victim */ sprintf(buf, "Name: %s\r\n", GET_NAME(victim)); send_to_char(buf, ch); if (!IS_NPC(victim)) { sprintf(buf, "%s is %d years, %d months, %d days and %d hours old.\r\n", GET_NAME(victim), age(victim)->year, age(victim)->month, age(victim)->day, age(victim)->hours); send_to_char(buf, ch); } sprintf(buf, "Height %d cm, Weight %d pounds\r\n", GET_HEIGHT(victim), GET_WEIGHT(victim)); sprintf(buf + strlen(buf), "Level: %Ld, Hits: %d, Mana: %d\r\n", GET_LEVEL(victim), GET_HIT(victim), GET_MANA(victim)); sprintf(buf + strlen(buf), "AC: %d, Hitroll: %d, Damroll: %d\r\n", GET_AC(victim), GET_HITROLL(victim), GET_DAMROLL(victim)); sprintf(buf + strlen(buf), "Str: %d/%d, Int: %d, Wis: %d, Dex: %d, Con: %d, Cha: %d\r\n", GET_STR(victim), GET_ADD(victim), GET_INT(victim), GET_WIS(victim), GET_DEX(victim), GET_CON(victim), GET_CHA(victim)); send_to_char(buf, ch); } } ASPELL(spell_POWER_SENSE) { if (victim) { /* victim */ act("&10 /\\\\ / \\&00", FALSE, ch, 0, victim, TO_CHAR); act("&10 / / \\&00", FALSE, ch, 0, victim, TO_CHAR); act("&10 | / |&00", FALSE, ch, 0, victim, TO_CHAR); act("&10 | | &00", FALSE, ch, 0, victim, TO_CHAR); act("&10 `. &25&09Loading&00&16&26...&00&10.` &00", FALSE, ch, 0, victim, TO_CHAR); act("&10 ~-_ _-~ &00", FALSE, ch, 0, victim, TO_CHAR); act("&10 ~-......~ &00 ", FALSE, ch, 0, victim, TO_CHAR); act("&09.............. &26[]&00", FALSE, ch, 0, victim, TO_CHAR); sprintf(buf, "&10Life&15: &11%d&15&00\r\n", GET_HIT(victim)); send_to_char(buf, ch); sprintf(buf, "&10Powerlevel&15: &11%Ld&15&00\r\n", GET_STR(victim)*2+GET_MANA(victim)/4*GET_LEVEL(victim)+GET_DAMROLL(victim)); send_to_char(buf, ch); } } ASPELL(spell_BURNING_SOULS) { int i; if (ch == NULL || obj == NULL) return; if ((GET_OBJ_TYPE(obj) == ITEM_WEAPON) && !OBJ_FLAGGED(obj, ITEM_MAGIC)) { for (i = 0; i < MAX_OBJ_AFFECT; i++) if (obj->affected[i].location != APPLY_NONE) return; SET_BIT(GET_OBJ_EXTRA(obj), ITEM_MAGIC); obj->affected[0].location = APPLY_HITROLL; obj->affected[0].modifier = 1 + (level >= 18); obj->affected[1].location = APPLY_DAMROLL; obj->affected[1].modifier = 1 + (level >= 20); } } ASPELL(spell_detect_poison) { if (victim) { if (victim == ch) { if (AFF_FLAGGED(victim, AFF_POISON)) send_to_char("You can sense poison in your blood.\r\n", ch); else send_to_char("You feel healthy.\r\n", ch); } else { if (AFF_FLAGGED(victim, AFF_POISON)) act("You sense that $E is poisoned.", FALSE, ch, 0, victim, TO_CHAR); else act("You sense that $E is healthy.", FALSE, ch, 0, victim, TO_CHAR); } } if (obj) { switch (GET_OBJ_TYPE(obj)) { case ITEM_DRINKCON: case ITEM_FOUNTAIN: case ITEM_FOOD: if (GET_OBJ_VAL(obj, 3)) act("You sense that $p has been contaminated.",FALSE,ch,obj,0,TO_CHAR); else act("You sense that $p is safe for consumption.", FALSE, ch, obj, 0, TO_CHAR); break; default: send_to_char("You sense that it should not be consumed.\r\n", ch); } } }