/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" #include "magic.h" extern char *target_name; void spell_farsight (int sn, int level, CHAR_DATA * ch, void *vo, int target) { if (IS_AFFECTED (ch, AFF_BLIND)) { send_to_char ("Maybe it would help if you could see?\n\r", ch); return; } do_function (ch, &do_scan, target_name); } void spell_portal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || IS_SET (victim->in_room->room_flags, ROOM_SAFE) || 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_NO_RECALL) || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n\r", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n\r", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room (portal, ch->in_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); } void spell_nexus (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; ROOM_INDEX_DATA *to_room, *from_room; from_room = ch->in_room; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room (ch, to_room) || !can_see_room (ch, from_room) || IS_SET (to_room->room_flags, ROOM_SAFE) || IS_SET (from_room->room_flags, ROOM_SAFE) || IS_SET (to_room->room_flags, ROOM_PRIVATE) || IS_SET (to_room->room_flags, ROOM_SOLITARY) || IS_SET (to_room->room_flags, ROOM_NO_RECALL) || IS_SET (from_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n\r", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n\r", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } /* portal one */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room (portal, from_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); /* no second portal if rooms are the same */ if (to_room == from_room) return; /* portal two */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room (portal, to_room); if (to_room->people != NULL) { act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_ROOM); act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_CHAR); } } void spell_summon_ggolem (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *gch; CHAR_DATA *golem; AFFECT_DATA af; int i = 0; if (is_affected (ch, sn)) { send_to_char ("You lack the power to summon another golem right now.\n\r", ch); return; } send_to_char ("You attempt to summon a greater golem.\n\r", ch); act ("$n attempts to summon a greater golem.", ch, NULL, NULL, TO_ROOM); for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC (gch) && IS_AFFECTED (gch, AFF_CHARM) && gch->master == ch && (gch->pIndexData->vnum == MOB_VNUM_GGOLEM)) { send_to_char ("More golems are more than you can control!\n\r", ch); return; } } golem = create_mobile (get_mob_index (MOB_VNUM_GGOLEM)); for (i = 0; i < MAX_STATS; i++) golem->perm_stat[i] = UMIN (25, 15 + ch->level / 10); golem->perm_stat[STAT_STR] += 3; golem->perm_stat[STAT_INT] -= 1; golem->perm_stat[STAT_AGI] += 2; golem->max_hit = IS_NPC (ch) ? URANGE (ch->max_hit, 1 * ch->max_hit, 30000) : UMIN ((10 * ch->pcdata->perm_hit) + 4000, 30000); golem->hit = golem->max_hit; golem->max_mana = IS_NPC (ch) ? ch->max_mana : ch->pcdata->perm_mana; golem->mana = golem->max_mana; golem->level = ch->level; for (i = 0; i < 5; i++) golem->armor[i] = interpolate (golem->level, 100, -100); golem->armor[4] = interpolate (golem->level, 100, 0); golem->armor[5] = golem->level; golem->gold = 0; golem->timer = 0; golem->damage[DICE_NUMBER] = 13; golem->damage[DICE_TYPE] = 9; golem->damage[DICE_BONUS] = ch->level / 2 + 10; char_to_room (golem, ch->in_room); send_to_char ("You summoned a greater golem!\n\r", ch); act ("$n summons a greater golem!", ch, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 30; af.bitvector = 0; af.modifier = 0; af.location = APPLY_NONE; affect_to_char (ch, &af); SET_BIT (golem->affected_by, AFF_CHARM); golem->master = golem->leader = ch; }