/* ************************************************************************
* File: magic.c Part of CircleMUD *
* Usage: low-level functions for magic; spell template code *
* *
* 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 <stdio.h>
#include <string.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "spells.h"
#include "handler.h"
#include "db.h"
extern struct room_data *world;
extern struct obj_data *object_list;
extern struct char_data *character_list;
extern struct cha_app_type cha_app[];
extern struct int_app_type int_app[];
extern struct index_data *obj_index;
extern struct weather_data weather_info;
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 char weapon_verbs[];
extern int *max_ac_applys;
extern struct apply_mod_defaults *apmd;
void clearMemory(struct char_data * ch);
void act(char *str, int i, struct char_data * c, struct obj_data * o,
void *vict_obj, int j);
void damage(struct char_data * ch, struct char_data * victim,
int damage, int weapontype);
void weight_change_object(struct obj_data * obj, int weight);
void add_follower(struct char_data * ch, struct char_data * leader);
int dice(int number, int size);
extern struct spell_info_type spell_info[];
struct char_data *read_mobile(int, int);
/*
* Saving throws for:
* MCTW
* PARA, ROD, PETRI, BREATH, SPELL
* Levels 0-40
*/
const byte saving_throws[NUM_CLASSES][5][41] = {
{ /* Mages */
{90, 70, 69, 68, 67, 66, 65, 63, 61, 60, 59, /* 0 - 10 */
/* PARA */ 57, 55, 54, 53, 53, 52, 51, 50, 48, 46, /* 11 - 20 */
45, 44, 42, 40, 38, 36, 34, 32, 30, 28, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 55, 53, 51, 49, 47, 45, 43, 41, 40, 39, /* 0 - 10 */
/* ROD */ 37, 35, 33, 31, 30, 29, 27, 25, 23, 21, /* 11 - 20 */
20, 19, 17, 15, 14, 13, 12, 11, 10, 9, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 65, 63, 61, 59, 57, 55, 53, 51, 50, 49, /* 0 - 10 */
/* PETRI */ 47, 45, 43, 41, 40, 39, 37, 35, 33, 31, /* 11 - 20 */
30, 29, 27, 25, 23, 21, 19, 17, 15, 13, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 75, 73, 71, 69, 67, 65, 63, 61, 60, 59, /* 0 - 10 */
/* BREATH */ 57, 55, 53, 51, 50, 49, 47, 45, 43, 41, /* 11 - 20 */
40, 39, 37, 35, 33, 31, 29, 27, 25, 23, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 60, 58, 56, 54, 52, 50, 48, 46, 45, 44, /* 0 - 10 */
/* SPELL */ 42, 40, 38, 36, 35, 34, 32, 30, 28, 26, /* 11 - 20 */
25, 24, 22, 20, 18, 16, 14, 12, 10, 8, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
},
{ /* Clerics */
{90, 50, 59, 48, 46, 45, 43, 40, 37, 35, 34, /* 0 - 10 */
/* PARA */ 33, 31, 30, 29, 27, 26, 25, 24, 23, 22, /* 11 - 20 */
21, 20, 18, 15, 14, 12, 10, 9, 8, 7, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 70, 69, 68, 66, 65, 63, 60, 57, 55, 54, /* 0 - 10 */
/* ROD */ 53, 51, 50, 49, 47, 46, 45, 44, 43, 42, /* 11 - 20 */
41, 40, 38, 35, 34, 32, 30, 29, 28, 27, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 65, 64, 63, 61, 60, 58, 55, 53, 50, 49, /* 0 - 10 */
/* PETRI */ 48, 46, 45, 44, 43, 41, 40, 39, 38, 37, /* 11 - 20 */
36, 35, 33, 31, 29, 27, 25, 24, 23, 22, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 80, 79, 78, 76, 75, 73, 70, 67, 65, 64, /* 0 - 10 */
/* BREATH */ 63, 61, 60, 59, 57, 56, 55, 54, 53, 52, /* 11 - 20 */
51, 50, 48, 45, 44, 42, 40, 39, 38, 37, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 75, 74, 73, 71, 70, 68, 65, 63, 60, 59, /* 0 - 10 */
/* SPELL */ 58, 56, 55, 54, 53, 51, 50, 49, 48, 47, /* 11 - 20 */
46, 45, 43, 41, 39, 37, 35, 34, 33, 32, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0} /* 31 - 40 */
},
{ /* Thieves */
{90, 65, 64, 63, 62, 61, 60, 59, 58, 57, 56, /* 0 - 10 */
/* PARA */ 55, 54, 53, 52, 51, 50, 49, 48, 47, 46, /* 11 - 20 */
45, 44, 43, 42, 41, 40, 39, 38, 37, 36, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 70, 68, 66, 64, 62, 60, 58, 56, 54, 52, /* 0 - 10 */
/* ROD */ 50, 48, 46, 44, 42, 40, 38, 36, 34, 32, /* 11 - 20 */
30, 28, 26, 24, 22, 20, 18, 16, 14, 13, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 60, 59, 58, 58, 56, 55, 54, 53, 52, 51, /* 0 - 10 */
/* PETRI */ 50, 49, 48, 47, 46, 45, 44, 43, 42, 41, /* 11 - 20 */
40, 39, 38, 37, 36, 35, 34, 33, 32, 31, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 80, 79, 78, 77, 76, 75, 74, 73, 72, 71, /* 0 - 10 */
/* BREATH */ 70, 69, 68, 67, 66, 65, 64, 63, 62, 61, /* 11 - 20 */
60, 59, 58, 57, 56, 55, 54, 53, 52, 51, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, /* 31 - 40 */
{90, 75, 73, 71, 69, 67, 65, 63, 61, 59, 57, /* 0 - 10 */
/* SPELL */ 55, 53, 51, 49, 47, 45, 43, 41, 39, 37, /* 11 - 20 */
35, 33, 31, 29, 27, 25, 23, 21, 19, 17, /* 21 - 30 */
0, 0, 0, 0, 0, 0, 0, 0, 0, 0} /* 31 - 40 */
},
{ /* Warriors */
{90, 70, 68, 67, 65, 62, 58, 55, 53, 52, 50, /* 0 - 10 */
/* PARA */ 47, 43, 40, 38, 37, 35, 32, 28, 25, 24, /* 11 - 20 */
23, 22, 20, 19, 17, 16, 15, 14, 13, 12, /* 21 - 30 */
11, 10, 9, 8, 7, 6, 5, 4, 3, 2}, /* 31 - 40 */
{90, 80, 78, 77, 75, 72, 68, 65, 63, 62, 60, /* 0 - 10 */
/* ROD */ 57, 53, 50, 48, 47, 45, 42, 38, 35, 34, /* 11 - 20 */
33, 32, 30, 29, 27, 26, 25, 24, 23, 22, /* 21 - 30 */
20, 18, 16, 14, 12, 10, 8, 6, 5, 4}, /* 31 - 40 */
{90, 75, 73, 72, 70, 67, 63, 60, 58, 57, 55, /* 0 - 10 */
/* PETRI */ 52, 48, 45, 43, 42, 40, 37, 33, 30, 29, /* 11 - 20 */
28, 26, 25, 24, 23, 21, 20, 19, 18, 17, /* 21 - 30 */
16, 15, 14, 13, 12, 11, 10, 9, 8, 7}, /* 31 - 40 */
{90, 85, 83, 82, 80, 75, 70, 65, 63, 62, 60, /* 0 - 10 */
/* BREATH */ 55, 50, 45, 43, 42, 40, 37, 33, 30, 29, /* 11 - 20 */
28, 26, 25, 24, 23, 21, 20, 19, 18, 17, /* 21 - 30 */
16, 15, 14, 13, 12, 11, 10, 9, 8, 7}, /* 31 - 40 */
{90, 85, 83, 82, 80, 77, 73, 70, 68, 67, 65, /* 0 - 10 */
/* SPELL */ 62, 58, 55, 53, 52, 50, 47, 43, 40, 39, /* 11 - 20 */
38, 36, 35, 34, 33, 31, 30, 29, 28, 27, /* 21 - 30 */
25, 23, 21, 19, 17, 15, 13, 11, 9, 7} /* 31 - 40 */
}
};
int mag_savingthrow(struct char_data * ch, int type)
{
int save;
/* negative apply_saving_throw values make saving throws better! */
if (IS_NPC(ch))
save = saving_throws[CLASS_WARRIOR][type][(int) GET_LEVEL(ch)];
else
save = saving_throws[(int) GET_CLASS(ch)][type][(int) GET_LEVEL(ch)];
save += GET_SAVE(ch, type);
/* throwing a 0 is always a failure */
if (MAX(1, save) < number(0, 99))
return TRUE;
else
return FALSE;
}
/* affect_update: called from comm.c (causes spells to wear off) */
void affect_update(void)
{
static struct affected_type *af, *next;
static struct char_data *i;
extern char *spell_wear_off_msg[];
for (i = character_list; i; i = i->next)
for (af = i->affected; af; af = next) {
next = af->next;
if (af->duration >= 1)
af->duration--;
else if (af->duration == -1)
/* No action */
af->duration = -1; /* GODs only! unlimited */
else {
if ((af->type > 0) && (af->type <= MAX_SPELLS))
if (!af->next || (af->next->type != af->type) ||
(af->next->duration > 0))
if (*spell_wear_off_msg[af->type]) {
send_to_char(spell_wear_off_msg[af->type], i);
send_to_char("\r\n", i);
}
affect_remove(i, af);
}
}
}
/*
mag_materials:
Checks for up to 3 vnums in the player's inventory.
*/
int mag_materials(struct char_data * ch, int item0, int item1, int item2,
int extract, int verbose)
{
struct obj_data *tobj;
struct obj_data *obj0, *obj1, *obj2;
for (tobj = ch->carrying; tobj; tobj = tobj->next) {
if ((item0 > 0) && (GET_OBJ_VNUM(tobj) == item0)) {
obj0 = tobj;
item0 = -1;
} else if ((item1 > 0) && (GET_OBJ_VNUM(tobj) == item1)) {
obj1 = tobj;
item1 = -1;
} else if ((item2 > 0) && (GET_OBJ_VNUM(tobj) == item2)) {
obj2 = tobj;
item2 = -1;
}
}
if ((item0 > 0) || (item1 > 0) || (item2 > 0)) {
if (verbose) {
switch (number(0, 2)) {
case 0:
send_to_char("A wart sprouts on your nose.\r\n", ch);
break;
case 1:
send_to_char("Your hair falls out in clumps.\r\n", ch);
break;
case 2:
send_to_char("A huge corn develops on your big toe.\r\n", ch);
break;
}
}
return (FALSE);
}
if (extract) {
if (item0 < 0) {
obj_from_char(obj0);
extract_obj(obj0);
}
if (item1 < 0) {
obj_from_char(obj1);
extract_obj(obj1);
}
if (item2 < 0) {
obj_from_char(obj2);
extract_obj(obj2);
}
}
if (verbose) {
send_to_char("A puff of smoke rises from your pack.\r\n", ch);
act("A puff of smoke rises from $n's pack.", TRUE, ch, NULL, NULL, TO_ROOM);
}
return (TRUE);
}
/*
Every spell that does damage comes through here. This calculates the
amount of damage, adds in any modifiers, determines what the saves are,
tests for save and calls damage();
*/
void mag_damage(int level, struct char_data * ch, struct char_data * victim,
int spellnum, int savetype)
{
int is_mage = 0, is_cleric = 0;
int dam = 0;
if (victim == NULL || ch == NULL)
return;
is_mage = (GET_CLASS(ch) == CLASS_MAGIC_USER);
is_cleric = (GET_CLASS(ch) == CLASS_CLERIC);
switch (spellnum) {
/* Mostly mages */
case SPELL_MAGIC_MISSILE:
case SPELL_CHILL_TOUCH: /* chill touch also has an affect */
if (is_mage)
dam = dice(1, 8) + 1;
else
dam = dice(1, 6) + 1;
break;
case SPELL_BURNING_HANDS:
if (is_mage)
dam = dice(3, 8) + 3;
else
dam = dice(3, 6) + 3;
break;
case SPELL_SHOCKING_GRASP:
if (is_mage)
dam = dice(5, 8) + 5;
else
dam = dice(5, 6) + 5;
break;
case SPELL_LIGHTNING_BOLT:
if (is_mage)
dam = dice(7, 8) + 7;
else
dam = dice(7, 6) + 7;
break;
case SPELL_COLOR_SPRAY:
if (is_mage)
dam = dice(9, 8) + 9;
else
dam = dice(9, 6) + 9;
break;
case SPELL_FIREBALL:
if (is_mage)
dam = dice(11, 8) + 11;
else
dam = dice(11, 6) + 11;
break;
/* Mostly clerics */
case SPELL_DISPEL_EVIL:
dam = dice(6, 8) + 6;
if (IS_EVIL(ch)) {
victim = ch;
dam = GET_HIT(ch) - 1;
} else if (IS_GOOD(victim)) {
act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR);
dam = 0;
return;
}
break;
case SPELL_DISPEL_GOOD:
dam = dice(6, 8) + 6;
if (IS_GOOD(ch)) {
victim = ch;
dam = GET_HIT(ch) - 1;
} else if (IS_EVIL(victim)) {
act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR);
dam = 0;
return;
}
break;
case SPELL_CALL_LIGHTNING:
dam = dice(7, 8) + 7;
break;
case SPELL_HARM:
dam = dice(8, 8) + 8;
break;
case SPELL_ENERGY_DRAIN:
if (GET_LEVEL(victim) <= 2)
dam = 100;
else
dam = dice(1, 10);
break;
/* Area spells */
case SPELL_EARTHQUAKE:
dam = dice(2, 8) + level;
break;
} /* switch(spellnum) */
if (mag_savingthrow(victim, savetype))
dam >>= 1;
damage(ch, victim, dam, spellnum);
}
/*
Every spell that does an affect comes through here. This determines
the effect, whether it is added or replacement, whether it is legal or
not, etc.
affect_join(vict, aff, add_dur, avg_dur, add_mod, avg_mod)
*/
void mag_affects(int level, struct char_data * ch, struct char_data * victim,
int spellnum, int savetype)
{
struct affected_type af;
int is_mage = FALSE;
int is_cleric = FALSE;
if (victim == NULL || ch == NULL)
return;
is_mage = (GET_CLASS(ch) == CLASS_MAGIC_USER);
is_cleric = (GET_CLASS(ch) == CLASS_CLERIC);
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
switch (spellnum) {
case SPELL_CHILL_TOUCH:
if (mag_savingthrow(victim, savetype))
af.duration = 1;
else
af.duration = 4;
af.type = SPELL_CHILL_TOUCH;
af.modifier = -1;
af.location = APPLY_STR;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("You feel your strength wither!\r\n", victim);
break;
case SPELL_ARMOR:
af.type = SPELL_ARMOR;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("You feel someone protecting you.\r\n", victim);
break;
case SPELL_BLESS:
af.type = SPELL_BLESS;
af.modifier = 2;
af.duration = 6;
af.location = APPLY_HITROLL;
af.bitvector = 0;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("You feel righteous.\r\n", victim);
break;
case SPELL_BLINDNESS:
if (IS_AFFECTED(victim, AFF_BLIND)) {
send_to_char("Nothing seems to happen.\r\n", ch);
return;
}
if (mag_savingthrow(victim, savetype)) {
send_to_char("You fail.\r\n", ch);
return;
}
act("$n seems to be blinded!", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You have been blinded!\r\n", victim);
af.type = SPELL_BLINDNESS;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 2;
af.bitvector = AFF_BLIND;
affect_join(victim, &af, FALSE, FALSE, FALSE, FALSE);
af.location = APPLY_AC;
af.modifier = 40;
affect_join(victim, &af, FALSE, FALSE, FALSE, FALSE);
break;
case SPELL_CURSE:
if (mag_savingthrow(victim, savetype))
return;
af.type = SPELL_CURSE;
af.duration = 1 + (GET_LEVEL(ch) >> 1);
af.modifier = -1;
af.location = APPLY_HITROLL;
af.bitvector = AFF_CURSE;
affect_join(victim, &af, TRUE, FALSE, TRUE, TRUE);
af.modifier = -1;
af.location = APPLY_DAMROLL;
affect_join(victim, &af, TRUE, FALSE, TRUE, TRUE);
act("$n briefly glows red!", FALSE, victim, 0, 0, TO_ROOM);
act("You feel very uncomfortable.", FALSE, victim, 0, 0, TO_CHAR);
break;
case SPELL_DETECT_ALIGN:
af.type = SPELL_DETECT_ALIGN;
af.duration = 12 + level;
af.bitvector = AFF_DETECT_ALIGN;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("Your eyes tingle.\r\n", victim);
break;
case SPELL_DETECT_INVIS:
af.type = SPELL_DETECT_INVIS;
af.duration = 12 + level;
af.bitvector = AFF_DETECT_INVIS;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("Your eyes tingle.\r\n", victim);
break;
case SPELL_DETECT_MAGIC:
af.type = SPELL_DETECT_MAGIC;
af.duration = 12 + level;
af.bitvector = AFF_DETECT_MAGIC;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("Your eyes tingle.\r\n", victim);
break;
case SPELL_DETECT_POISON:
if (victim == ch)
if (IS_AFFECTED(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 (IS_AFFECTED(victim, AFF_POISON))
act("You sense that $E is poisoned.", FALSE, ch, 0, victim, TO_CHAR);
else
act("You sense that $E is healthy.", FALSE, ch, 0, victim, TO_CHAR);
break;
case SPELL_INFRAVISION:
af.type = SPELL_INFRAVISION;
af.duration = 12 + level;
af.bitvector = AFF_INFRAVISION;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("Your eyes glow red.\r\n", victim);
act("$n's eyes glow red.", TRUE, victim, 0, 0, TO_ROOM);
break;
case SPELL_INVISIBLE:
if (!victim)
victim = ch;
act("$n slowly fades out of existence.", TRUE, victim, 0, 0, TO_NOTVICT);
send_to_char("You vanish.\r\n", victim);
af.type = SPELL_INVISIBLE;
af.duration = 12 + (GET_LEVEL(ch) >> 2);
af.modifier = -40;
af.location = APPLY_AC;
af.bitvector = AFF_INVISIBLE;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
break;
case SPELL_POISON:
if (!mag_savingthrow(victim, savetype)) {
af.type = SPELL_POISON;
af.duration = GET_LEVEL(ch);
af.modifier = -2;
af.location = APPLY_STR;
af.bitvector = AFF_POISON;
affect_join(victim, &af, FALSE, FALSE, FALSE, FALSE);
send_to_char("You feel very sick.\r\n", victim);
act("$N gets violently ill!", TRUE, ch, NULL, victim, TO_NOTVICT);
}
break;
case SPELL_PROT_FROM_EVIL:
af.type = SPELL_PROT_FROM_EVIL;
af.duration = 24;
af.bitvector = AFF_PROTECT_EVIL;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("You feel invulnerable!\r\n", victim);
break;
case SPELL_SANCTUARY:
act("$n is surrounded by a white aura.", TRUE, victim, 0, 0, TO_ROOM);
act("You start glowing.", TRUE, victim, 0, 0, TO_CHAR);
af.type = SPELL_SANCTUARY;
af.duration = 4;
af.bitvector = AFF_SANCTUARY;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
break;
case SPELL_SLEEP:
if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(victim))
return;
if (mag_savingthrow(victim, savetype))
return;
af.type = SPELL_SLEEP;
af.duration = 4 + (GET_LEVEL(ch) >> 2);
af.location = APPLY_NONE;
af.bitvector = AFF_SLEEP;
affect_join(victim, &af, FALSE, FALSE, FALSE, FALSE);
if (GET_POS(victim) > POS_SLEEPING) {
act("You feel very sleepy...zzzzzz", FALSE, victim, 0, 0, TO_CHAR);
act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM);
GET_POS(victim) = POS_SLEEPING;
}
break;
case SPELL_STRENGTH:
send_to_char("You feel stronger!\r\n", victim);
af.type = SPELL_STRENGTH;
af.duration = (GET_LEVEL(ch) >> 1) + 4;
af.modifier = 1 + (level > 18);
af.location = APPLY_STR;
affect_join(victim, &af, TRUE, TRUE, TRUE, FALSE);
break;
case SPELL_SENSE_LIFE:
send_to_char("Your feel your awareness improve.\r\n", ch);
af.type = SPELL_SENSE_LIFE;
af.duration = GET_LEVEL(ch);
af.bitvector = AFF_SENSE_LIFE;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
break;
case SPELL_WATERWALK:
af.type = SPELL_WATERWALK;
af.duration = 24;
af.bitvector = AFF_WATERWALK;
affect_join(victim, &af, TRUE, FALSE, FALSE, FALSE);
send_to_char("You feel webbing between your toes.\r\n", victim);
break;
}
}
void mag_group_switch(int level, struct char_data * ch, struct char_data * tch,
int spellnum, int savetype)
{
switch (spellnum) {
case SPELL_GROUP_HEAL:
mag_points(level, ch, tch, SPELL_HEAL, savetype);
break;
case SPELL_GROUP_ARMOR:
mag_affects(level, ch, tch, SPELL_ARMOR, savetype);
break;
case SPELL_GROUP_RECALL:
spell_recall(level, ch, tch, NULL);
break;
}
}
/*
Every spell that affects the group should run through here
mag_group_switch contains the switch statement to send us to the right
magic.
group spells affect everyone grouped with the caster who is in the room.
*/
void mag_groups(int level, struct char_data * ch, int spellnum, int savetype)
{
struct char_data *tch, *k;
struct follow_type *f, *f_next;
if (ch == NULL)
return;
if (!IS_AFFECTED(ch, AFF_GROUP))
return;
if (ch->master != NULL)
k = ch->master;
else
k = ch;
for (f = k->followers; f; f = f_next) {
f_next = f->next;
tch = f->follower;
if (tch->in_room != ch->in_room)
continue;
if (!IS_AFFECTED(tch, AFF_GROUP))
continue;
mag_group_switch(level, ch, tch, spellnum, savetype);
}
if ((k != ch) && IS_AFFECTED(k, AFF_GROUP))
mag_group_switch(level, ch, k, spellnum, savetype);
mag_group_switch(level, ch, ch, spellnum, savetype);
}
/*
mass spells affect every creature in the room except the caster.
*/
void mag_masses(int level, struct char_data * ch, int spellnum, int savetype)
{
struct char_data *tch, *tch_next;
for (tch = world[ch->in_room].people; tch; tch = tch_next) {
tch_next = tch->next_in_room;
if (tch == ch)
continue;
switch (spellnum) {
}
}
}
/*
Every spell that affects an area (room) runs through here. These are
generally offensive spells. This calls mag_damage to do the actual
damage.
area spells have limited targets within the room.
*/
void mag_areas(byte level, struct char_data * ch, int spellnum, int savetype)
{
struct char_data *tch, *next_tch, *m;
int is_mage = 0, is_cleric = 0;
int skip;
if (ch == NULL)
return;
is_mage = (GET_CLASS(ch) == CLASS_MAGIC_USER);
is_cleric = (GET_CLASS(ch) == CLASS_CLERIC);
if (ch->master != NULL)
m = ch->master;
else
m = ch;
for (tch = world[ch->in_room].people; tch; tch = next_tch) {
next_tch = tch->next_in_room;
/*
* The skips: 1) immortals && self 2) mobs only hit charmed mobs 3)
* players can only hit players in CRIMEOK rooms 4) players can only hit
* charmed mobs in CRIMEOK rooms
*/
skip = 0;
if (tch == ch)
skip = 1;
if (IS_NPC(ch) && IS_NPC(tch) && !IS_AFFECTED(tch, AFF_CHARM))
skip = 1;
if (!IS_NPC(tch) && GET_LEVEL(tch) >= LVL_IMMORT)
skip = 1;
if (!IS_NPC(ch) && !IS_NPC(tch))
skip = 1;
if (!IS_NPC(ch) && IS_NPC(tch) && IS_AFFECTED(tch, AFF_CHARM))
skip = 1;
if (skip)
continue;
switch (spellnum) {
case SPELL_EARTHQUAKE:
mag_damage(GET_LEVEL(ch), ch, tch, spellnum, 1);
break;
default:
return;
}
}
}
/*
Every spell which summons/gates/conjours a mob comes through here.
*/
static char *mag_summon_msgs[] = {
"\r\n",
"$n makes a strange magical gesture; you feel a strong breeze!\r\n",
"$n animates a corpse!\r\n",
"$N appears from a cloud of thick blue smoke!\r\n",
"$N appears from a cloud of thick green smoke!\r\n",
"$N appears from a cloud of thick red smoke!\r\n",
"$N disappears in a thick black cloud!\r\n"
"As $n makes a strange magical gesture, you feel a strong breeze.\r\n",
"As $n makes a strange magical gesture, you feel a searing heat.\r\n",
"As $n makes a strange magical gesture, you feel a sudden chill.\r\n",
"As $n makes a strange magical gesture, you feel the dust swirl.\r\n",
"$n magically divides!\r\n",
"$n animates a corpse!\r\n"
};
static char *mag_summon_fail_msgs[] = {
"\r\n",
"There are no such creatures.\r\n",
"Uh oh...\r\n",
"Oh dear.\r\n",
"Oh shit!\r\n",
"The elements resist!\r\n",
"You failed.\r\n",
"There is no corpse!\r\n"
};
#define MOB_MONSUM_I 130
#define MOB_MONSUM_II 140
#define MOB_MONSUM_III 150
#define MOB_GATE_I 160
#define MOB_GATE_II 170
#define MOB_GATE_III 180
#define MOB_ELEMENTAL_BASE 110
#define MOB_CLONE 69
#define MOB_ZOMBIE 101
#define MOB_AERIALSERVANT 109
void mag_summons(int level, struct char_data * ch, struct obj_data * obj,
int spellnum, int savetype)
{
struct char_data *mob;
struct obj_data *tobj, *next_obj;
int pfail = 0;
int msg = 0, fmsg = 0;
int num = 1;
int a, i;
int mob_num = 0;
int handle_corpse = 0;
if (ch == NULL)
return;
switch (spellnum) {
case SPELL_ANIMATE_DEAD:
if ((obj == NULL) || (GET_OBJ_TYPE(obj) != ITEM_CONTAINER) ||
(!GET_OBJ_VAL(obj, 3))) {
act(mag_summon_fail_msgs[7], FALSE, ch, 0, 0, TO_CHAR);
return;
}
handle_corpse = 1;
msg = 12;
mob_num = MOB_ZOMBIE;
a = number(0, 5);
if (a)
mob_num++;
pfail = 8;
break;
default:
return;
}
if (IS_AFFECTED(ch, AFF_CHARM)) {
send_to_char("You are too giddy to have any followers!\r\n", ch);
return;
}
if (number(0, 101) < pfail) {
send_to_char(mag_summon_fail_msgs[fmsg], ch);
return;
}
for (i = 0; i < num; i++) {
mob = read_mobile(mob_num, VIRTUAL);
char_to_room(mob, ch->in_room);
IS_CARRYING_W(mob) = 0;
IS_CARRYING_N(mob) = 0;
SET_BIT(AFF_FLAGS(mob), AFF_CHARM);
add_follower(mob, ch);
act(mag_summon_msgs[fmsg], FALSE, ch, 0, mob, TO_ROOM);
if (spellnum == SPELL_CLONE) {
strcpy(GET_NAME(mob), GET_NAME(ch));
strcpy(mob->player.short_descr, GET_NAME(ch));
}
}
if (handle_corpse) {
for (tobj = obj->contains; tobj; tobj = next_obj) {
next_obj = tobj->next_content;
obj_from_obj(tobj);
obj_to_char(tobj, mob);
}
extract_obj(obj);
}
}
void mag_points(int level, struct char_data * ch, struct char_data * victim,
int spellnum, int savetype)
{
int hit = 0;
int move = 0;
if (victim == NULL)
return;
switch (spellnum) {
case SPELL_CURE_LIGHT:
hit = dice(1, 8) + 1 + (level >> 2);
send_to_char("You feel better.\r\n", victim);
break;
case SPELL_CURE_CRITIC:
hit = dice(3, 8) + 3 + (level >> 2);
send_to_char("You feel a lot better!\r\n", victim);
break;
case SPELL_HEAL:
hit = 100 + dice(3, 8);
send_to_char("A warm feeling floods your body.\r\n", victim);
break;
}
GET_HIT(victim) = MIN(GET_MAX_HIT(victim), GET_HIT(victim) + hit);
GET_MOVE(victim) = MIN(GET_MAX_MOVE(victim), GET_MOVE(victim) + move);
}
void mag_unaffects(int level, struct char_data * ch, struct char_data * victim,
int spellnum, int type)
{
int spell = 0;
char *to_vict = NULL, *to_room = NULL;
if (victim == NULL)
return;
switch (spellnum) {
case SPELL_CURE_BLIND:
spell = SPELL_BLINDNESS;
to_vict = "Your vision returns!";
break;
case SPELL_HEAL:
spell = SPELL_BLINDNESS;
break;
case SPELL_REMOVE_POISON:
spell = SPELL_POISON;
to_vict = "A warm feeling runs through your body!";
to_room = "$n looks better.";
break;
case SPELL_REMOVE_CURSE:
spell = SPELL_CURSE;
to_vict = "You don't feel so unlucky.";
break;
default:
sprintf(buf, "SYSERR: unknown spellnum %d passed to mag_unaffects", spellnum);
log(buf);
return;
break;
}
if (affected_by_spell(victim, spell)) {
affect_from_char(victim, spell);
if (to_vict != NULL) {
send_to_char(to_vict, victim);
send_to_char("\r\n", victim);
}
if (to_room != NULL)
act(to_room, TRUE, victim, NULL, NULL, TO_ROOM);
} else if (to_vict != NULL)
send_to_char("Nothing seems to happen.\r\n", ch);
}
void mag_alter_objs(int level, struct char_data * ch, struct obj_data * obj,
int spellnum, int savetype)
{
char *to_char = NULL;
if (obj == NULL)
return;
switch (spellnum) {
case SPELL_INVISIBLE:
if (!IS_OBJ_STAT(obj, ITEM_NOINVIS | ITEM_INVISIBLE)) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_INVISIBLE);
to_char = "$p turns invisible.";
}
break;
case SPELL_REMOVE_CURSE:
if (IS_OBJ_STAT(obj, ITEM_NODROP)) {
REMOVE_BIT(obj->obj_flags.extra_flags, ITEM_NODROP);
to_char = "$p briefly glows blue.";
}
break;
}
if (to_char == NULL)
send_to_char("Nothing seems to happen.\r\n", ch);
else
act(to_char, TRUE, ch, obj, 0, TO_CHAR);
}
void mag_objects(int level, struct char_data * ch, struct obj_data * obj,
int spellnum)
{
switch (spellnum) {
case SPELL_CREATE_WATER:
break;
}
}
void mag_creations(int level, struct char_data * ch, int spellnum)
{
struct obj_data *tobj;
int z;
if (ch == NULL)
return;
level = MAX(MIN(level, LVL_IMPL), 1);
switch (spellnum) {
case SPELL_CREATE_FOOD:
z = 7090;
break;
default:
send_to_char("Spell unimplemented, it would seem.\r\n", ch);
return;
break;
}
if (!(tobj = read_object(z, VIRTUAL))) {
send_to_char("I seem to have goofed.\r\n", ch);
sprintf(buf, "SYSERR: spell_creations, spell %d, obj %d: obj not found",
spellnum, z);
log(buf);
return;
}
obj_to_char(tobj, ch);
act("$n creates $p.", FALSE, ch, tobj, 0, TO_ROOM);
act("You create $p.", FALSE, ch, tobj, 0, TO_CHAR);
}