/**************************************************************************
* # # # ## # # ### ## ## ### http://www.lyonesse.it *
* # # # # # ## # # # # # *
* # # # # # ## ## # # ## ## ## # # ## *
* # # # # # ## # # # # # # # # # # # *
* ### # ## # # ### ## ## ### # # #### ## Ver. 1.0 *
* *
* -Based on CircleMud & Smaug- Copyright (c) 2001-2002 by Mithrandir *
* *
* ********************************************************************** */
/* ************************************************************************
* 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 "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "spells.h"
#include "handler.h"
#include "db.h"
#include "interpreter.h"
#include "constants.h"
/* external variables */
extern SPELL_INFO_DATA spell_info[];
extern int mini_mud;
/* external functions */
byte saving_throws(int class_num, int type, int level); /* class.c */
void clearMemory(CHAR_DATA *ch);
void weight_change_object(OBJ_DATA *obj, int weight);
void add_follower(CHAR_DATA *ch, CHAR_DATA *leader);
void wild_check_for_remove( ROOM_DATA *wRoom );
void stop_memorizing(CHAR_DATA *ch);
/* local functions */
int mag_materials(CHAR_DATA *ch, int item0, int item1, int item2, int extract, int verbose);
int mag_savingthrow(CHAR_DATA *ch, int type, int modifier);
void perform_mag_groups(int level, CHAR_DATA *ch, CHAR_DATA *tch, int spellnum, int savetype);
/*
* Negative apply_saving_throw[] values make saving throws better!
* Then, so do negative modifiers. Though people may be used to
* the reverse of that. It's due to the code modifying the target
* saving throw instead of the random number of the character as
* in some other systems.
*/
int mag_savingthrow(CHAR_DATA *ch, int type, int modifier)
{
/* NPCs use warrior tables according to some book */
int class_sav = CLASS_WARRIOR;
int save;
if (!IS_NPC(ch))
class_sav = GET_CLASS(ch);
save = saving_throws(class_sav, type, GET_LEVEL(ch));
save += GET_SAVE(ch, type);
save += modifier;
/* Throwing a 0 is always a failure. */
if (MAX(1, save) < number(0, 99))
return (TRUE);
/* Oops, failed. Sorry. */
return (FALSE);
}
/*
* mag_objectmagic: This is the entry-point for all magic items. This should
* only be called by the 'quaff', 'use', 'recite', etc. routines.
*
* For reference, object values 0-3:
* staff - [0] level [1] max charges [2] num charges [3] spell num
* wand - [0] level [1] max charges [2] num charges [3] spell num
* scroll - [0] level [1] spell num [2] spell num [3] spell num
* potion - [0] level [1] spell num [2] spell num [3] spell num
*
* Staves and wands will default to level 14 if the level is not specified;
* the DikuMUD format did not specify staff and wand levels in the world
* files (this is a CircleMUD enhancement).
*/
void mag_objectmagic(CHAR_DATA *ch, OBJ_DATA *obj, char *argument)
{
CHAR_DATA *tch = NULL, *next_tch;
OBJ_DATA *tobj = NULL;
int i, k;
one_argument(argument, arg);
k = generic_find(arg, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM |
FIND_OBJ_EQUIP, ch, &tch, &tobj);
switch (GET_OBJ_TYPE(obj))
{
case ITEM_STAFF:
act("You tap $p three times on the ground.", FALSE, ch, obj, 0, TO_CHAR);
if (obj->action_description)
act(obj->action_description, FALSE, ch, obj, 0, TO_ROOM);
else
act("$n taps $p three times on the ground.", FALSE, ch, obj, 0, TO_ROOM);
if (GET_OBJ_VAL(obj, 2) <= 0)
{
send_to_char("It seems powerless.\r\n", ch);
act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM);
}
else
{
GET_OBJ_VAL(obj, 2)--;
WAIT_STATE(ch, PULSE_VIOLENCE);
/* Level to cast spell at. */
k = GET_OBJ_VAL(obj, 0) ? GET_OBJ_VAL(obj, 0) : DEFAULT_STAFF_LVL;
/*
* Problem : Area/mass spells on staves can cause crashes.
* Solution: Remove the special nature of area/mass spells on staves.
* Problem : People like that behavior.
* Solution: We special case the area/mass spells here.
*/
if (HAS_SPELL_ROUTINE(GET_OBJ_VAL(obj, 3), MAG_MASSES | MAG_AREAS))
{
for (i = 0, tch = ch->in_room->people; tch; tch = tch->next_in_room)
i++;
while (i-- > 0)
call_magic(ch, NULL, NULL, GET_OBJ_VAL(obj, 3), k, CAST_STAFF);
}
else
{
for (tch = ch->in_room->people; tch; tch = next_tch)
{
next_tch = tch->next_in_room;
if (ch != tch)
call_magic(ch, tch, NULL, GET_OBJ_VAL(obj, 3), k, CAST_STAFF);
}
}
}
break;
case ITEM_WAND:
if (k == FIND_CHAR_ROOM)
{
if (tch == ch)
{
act("You point $p at yourself.", FALSE, ch, obj, 0, TO_CHAR);
act("$n points $p at $mself.", FALSE, ch, obj, 0, TO_ROOM);
}
else
{
act("You point $p at $N.", FALSE, ch, obj, tch, TO_CHAR);
if (obj->action_description)
act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM);
else
act("$n points $p at $N.", TRUE, ch, obj, tch, TO_ROOM);
}
}
else if (tobj != NULL)
{
act("You point $p at $P.", FALSE, ch, obj, tobj, TO_CHAR);
if (obj->action_description)
act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM);
else
act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM);
}
else if (IS_SET(spell_info[GET_OBJ_VAL(obj, 3)].routines, MAG_AREAS | MAG_MASSES))
{
/* Wands with area spells don't need to be pointed. */
act("You point $p outward.", FALSE, ch, obj, NULL, TO_CHAR);
act("$n points $p outward.", TRUE, ch, obj, NULL, TO_ROOM);
}
else
{
act("At what should $p be pointed?", FALSE, ch, obj, NULL, TO_CHAR);
return;
}
if (GET_OBJ_VAL(obj, 2) <= 0)
{
send_to_char("It seems powerless.\r\n", ch);
act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM);
return;
}
GET_OBJ_VAL(obj, 2)--;
WAIT_STATE(ch, PULSE_VIOLENCE);
if (GET_OBJ_VAL(obj, 0))
call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, 3), GET_OBJ_VAL(obj, 0), CAST_WAND);
else
call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, 3), DEFAULT_WAND_LVL, CAST_WAND);
break;
case ITEM_SCROLL:
if (*arg)
{
if (!k)
{
act("There is nothing to here to affect with $p.", FALSE,
ch, obj, NULL, TO_CHAR);
return;
}
}
else
tch = ch;
act("You recite $p which dissolves.", TRUE, ch, obj, 0, TO_CHAR);
if (obj->action_description)
act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM);
else
act("$n recites $p.", FALSE, ch, obj, NULL, TO_ROOM);
WAIT_STATE(ch, PULSE_VIOLENCE);
for (i = 1; i <= 3; i++)
if (call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0), CAST_SCROLL) <= 0)
break;
if (obj != NULL)
extract_obj(obj);
break;
case ITEM_POTION:
tch = ch;
act("You quaff $p.", FALSE, ch, obj, NULL, TO_CHAR);
if (obj->action_description)
act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM);
else
act("$n quaffs $p.", TRUE, ch, obj, NULL, TO_ROOM);
WAIT_STATE(ch, PULSE_VIOLENCE);
for (i = 1; i <= 3; i++)
if (call_magic(ch, ch, NULL, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0), CAST_POTION) <= 0)
break;
if (obj != NULL)
extract_obj(obj);
break;
default:
log("SYSERR: Unknown object_type %d in mag_objectmagic.",
GET_OBJ_TYPE(obj));
break;
}
}
ACMD(do_use)
{
OBJ_DATA *mag_item;
half_chop(argument, arg, buf);
if (!*arg)
{
sprintf(buf2, "What do you want to %s?\r\n", CMD_NAME);
send_to_char(buf2, ch);
return;
}
mag_item = GET_EQ(ch, WEAR_HOLD);
if (!mag_item || !isname(arg, mag_item->name))
{
switch (subcmd)
{
case SCMD_RECITE:
case SCMD_QUAFF:
if (!(mag_item = get_obj_in_list_vis_rev(ch, arg, NULL, ch->last_carrying)))
{
sprintf(buf2, "You don't seem to have %s %s.\r\n", AN(arg), arg);
send_to_char(buf2, ch);
return;
}
break;
case SCMD_USE:
sprintf(buf2, "You don't seem to be holding %s %s.\r\n", AN(arg), arg);
send_to_char(buf2, ch);
return;
default:
log("SYSERR: Unknown subcmd %d passed to do_use.", subcmd);
return;
}
}
switch (subcmd)
{
case SCMD_QUAFF:
if (GET_OBJ_TYPE(mag_item) != ITEM_POTION)
{
send_to_char("You can only quaff potions.\r\n", ch);
return;
}
break;
case SCMD_RECITE:
if (GET_OBJ_TYPE(mag_item) != ITEM_SCROLL)
{
send_to_char("You can only recite scrolls.\r\n", ch);
return;
}
break;
case SCMD_USE:
if ((GET_OBJ_TYPE(mag_item) != ITEM_WAND) &&
(GET_OBJ_TYPE(mag_item) != ITEM_STAFF))
{
send_to_char("You can't seem to figure out how to use it.\r\n", ch);
return;
}
break;
}
mag_objectmagic(ch, mag_item, buf);
}
/*
* mag_materials:
* Checks for up to 3 vnums (spell reagents) in the player's inventory.
*
* No spells implemented in Circle 3.0 use mag_materials, but you can use
* it to implement your own spells which require ingredients (i.e., some
* heal spell which requires a rare herb or some such.)
*/
int mag_materials(CHAR_DATA *ch, int item0, int item1, int item2, int extract, int verbose)
{
OBJ_DATA *tobj;
OBJ_DATA *obj0 = NULL, *obj1 = NULL, *obj2 = NULL;
for (tobj = ch->first_carrying; tobj; tobj = tobj->next_content)
{
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) extract_obj(obj0);
if (item1 < 0) extract_obj(obj1);
if (item2 < 0) 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().
*
* -1 = dead, otherwise the amount of damage done.
*/
int mag_damage(int level, CHAR_DATA *ch, CHAR_DATA *victim, int spellnum, int savetype)
{
int dam = 0;
if (ch == NULL || victim == NULL)
return (0);
switch (spellnum)
{
/* Mostly mages */
case SPELL_ACID_ARROW:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
{
int ndice, counter;
ndice = 1 + ((GET_LEVEL(ch) / 5) * 2);
dam = 0;
for (counter = 0; counter < ndice; counter++)
dam += dice(1, 4);
}
else
dam = dice(1, 6) + 1;
break;
case SPELL_MAGIC_MISSILE:
case SPELL_CHILL_TOUCH: /* chill touch also has an affect */
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
dam = dice(1, 8) + 1;
else
dam = dice(1, 6) + 1;
break;
case SPELL_BURNING_HANDS:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
dam = dice(3, 8) + 3;
else
dam = dice(3, 6) + 3;
break;
case SPELL_SHOCKING_GRASP:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
dam = dice(5, 8) + 5;
else
dam = dice(5, 6) + 5;
break;
case SPELL_LIGHTNING_BOLT:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
dam = dice(7, 8) + 7;
else
dam = dice(7, 6) + 7;
break;
case SPELL_COLOR_SPRAY:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
dam = dice(9, 8) + 9;
else
dam = dice(9, 6) + 9;
break;
case SPELL_FIREBALL:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
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);
return (0);
}
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);
return (0);
}
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;
case SPELL_SHOCKWAVE:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
dam = dice(MAX(level, 20), 8);
else
dam = dice(MAX(level, 18), 6);
if (SECT(ch->in_room) == SECT_UNDERWATER)
dam += dam / 2;
break;
/* Area spells */
case SPELL_EARTHQUAKE:
dam = dice(2, 8) + level;
break;
case SPELL_INCENDIARY_CLOUD:
if (IS_MAGIC_USER(ch) || IS_SORCERER(ch))
dam = dice(MAX(level, 20), 10);
else
dam = dice(MAX(level, 18), 8);
break;
}
/* divide damage by two if victim makes his saving throw */
if (mag_savingthrow(victim, savetype, 0))
dam /= 2;
/* let's player know how much damage he produces */
if (!IS_NPC(ch))
ch_printf(ch, "&b&5Your spell cause %d points of damage.&0\r\n", dam );
/* and finally, inflict the damage */
return (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)
*/
#define MAX_SPELL_AFFECTS 5 /* change if more needed */
void mag_affects(int level, CHAR_DATA *ch, CHAR_DATA *victim, int spellnum, int savetype)
{
AFFECTED_DATA af[MAX_SPELL_AFFECTS];
bool accum_affect = FALSE, accum_duration = FALSE;
const char *to_vict = NULL, *to_room = NULL;
int i;
if (victim == NULL || ch == NULL)
return;
for (i = 0; i < MAX_SPELL_AFFECTS; i++)
{
af[i].type = spellnum;
af[i].bitvector = 0;
af[i].modifier = 0;
af[i].location = APPLY_NONE;
}
switch (spellnum)
{
case SPELL_CHILL_TOUCH:
af[0].location = APPLY_STR;
if (mag_savingthrow(victim, savetype, 0))
af[0].duration = 1;
else
af[0].duration = 4;
af[0].modifier = -1;
accum_duration = TRUE;
to_vict = "You feel your strength wither!";
break;
case SPELL_ARMOR:
af[0].location = APPLY_AC;
af[0].modifier = -20;
af[0].duration = 24;
accum_duration = TRUE;
to_vict = "You feel someone protecting you.";
break;
case SPELL_BLESS:
af[0].location = APPLY_HITROLL;
af[0].modifier = 2;
af[0].duration = 6;
af[1].location = APPLY_SAVING_SPELL;
af[1].modifier = -1;
af[1].duration = 6;
accum_duration = TRUE;
to_vict = "You feel righteous.";
break;
case SPELL_FLASH:
case SPELL_BLINDNESS:
if (MOB_FLAGGED(victim,MOB_NOBLIND) || mag_savingthrow(victim, savetype, 0))
{
send_to_char("You fail.\r\n", ch);
return;
}
af[0].location = APPLY_HITROLL;
af[0].modifier = -4;
af[0].duration = 2;
af[0].bitvector = AFF_BLIND;
af[1].location = APPLY_AC;
af[1].modifier = 40;
af[1].duration = 2;
af[1].bitvector = AFF_BLIND;
to_room = "$n seems to be blinded!";
to_vict = "You have been blinded!";
break;
case SPELL_CURSE:
if (mag_savingthrow(victim, savetype, 0))
{
send_to_char(NOEFFECT, ch);
return;
}
af[0].location = APPLY_HITROLL;
af[0].duration = 1 + (GET_LEVEL(ch) / 2);
af[0].modifier = -1;
af[0].bitvector = AFF_CURSE;
af[1].location = APPLY_DAMROLL;
af[1].duration = 1 + (GET_LEVEL(ch) / 2);
af[1].modifier = -1;
af[1].bitvector = AFF_CURSE;
accum_duration = TRUE;
accum_affect = TRUE;
to_room = "$n briefly glows red!";
to_vict = "You feel very uncomfortable.";
break;
case SPELL_DETECT_ALIGN:
af[0].duration = 12 + level;
af[0].bitvector = AFF_DETECT_ALIGN;
accum_duration = TRUE;
to_vict = "Your eyes tingle.";
break;
case SPELL_DETECT_INVIS:
af[0].duration = 12 + level;
af[0].bitvector = AFF_DETECT_INVIS;
accum_duration = TRUE;
to_vict = "Your eyes tingle.";
break;
case SPELL_DETECT_MAGIC:
af[0].duration = 12 + level;
af[0].bitvector = AFF_DETECT_MAGIC;
accum_duration = TRUE;
to_vict = "Your eyes tingle.";
break;
case SPELL_INFRAVISION:
af[0].duration = 12 + level;
af[0].bitvector = AFF_INFRAVISION;
accum_duration = TRUE;
to_vict = "Your eyes glow red.";
to_room = "$n's eyes glow red.";
break;
case SPELL_INVISIBLE:
if (!victim)
victim = ch;
af[0].duration = 12 + (GET_LEVEL(ch) / 4);
af[0].modifier = -40;
af[0].location = APPLY_AC;
af[0].bitvector = AFF_INVISIBLE;
accum_duration = TRUE;
to_vict = "You vanish.";
to_room = "$n slowly fades out of existence.";
break;
case SPELL_POISON:
if (mag_savingthrow(victim, savetype, 0))
{
send_to_char(NOEFFECT, ch);
return;
}
af[0].location = APPLY_STR;
af[0].duration = GET_LEVEL(ch);
af[0].modifier = -2;
af[0].bitvector = AFF_POISON;
to_vict = "You feel very sick.";
to_room = "$n gets violently ill!";
break;
case SPELL_PROT_FROM_EVIL:
af[0].duration = 24;
af[0].bitvector = AFF_PROTECT_EVIL;
accum_duration = TRUE;
to_vict = "You feel invulnerable!";
break;
case SPELL_SANCTUARY:
af[0].duration = 4;
af[0].bitvector = AFF_SANCTUARY;
accum_duration = TRUE;
to_vict = "A white aura momentarily surrounds you.";
to_room = "$n is surrounded by a white aura.";
break;
case SPELL_SLEEP:
if (!pkill_ok(ch, victim))
return;
if (MOB_FLAGGED(victim, MOB_NOSLEEP))
return;
if (mag_savingthrow(victim, savetype, 0))
return;
af[0].duration = 4 + (GET_LEVEL(ch) / 4);
af[0].bitvector = AFF_SLEEP;
if (GET_POS(victim) > POS_SLEEPING)
{
send_to_char("You feel very sleepy... Zzzz......\r\n", victim);
act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM);
GET_POS(victim) = POS_SLEEPING;
/* check for memorizing chars.. */
if ( !IS_NPC(victim) && AFF_FLAGGED(victim, AFF_MEMORIZING) )
stop_memorizing(victim);
}
break;
case SPELL_STRENGTH:
af[0].location = APPLY_STR;
af[0].duration = (GET_LEVEL(ch) / 2) + 4;
af[0].modifier = 1 + (level > 18);
accum_duration = TRUE;
accum_affect = TRUE;
to_vict = "You feel stronger!";
break;
case SPELL_SENSE_LIFE:
af[0].duration = GET_LEVEL(ch);
af[0].bitvector = AFF_SENSE_LIFE;
accum_duration = TRUE;
to_vict = "Your feel your awareness improve.";
break;
case SPELL_WATERWALK:
af[0].duration = 24;
af[0].bitvector = AFF_WATERWALK;
accum_duration = TRUE;
to_vict = "You feel webbing between your toes.";
break;
case SPELL_MINOR_TRACK:
af[0].duration = level;
to_vict = "You feel your awareness grow!";
to_room = "$n's eyes take on an emerald hue for just a moment.";
break;
case SPELL_MAJOR_TRACK:
af[0].duration = level * 2;
to_vict = "You feel your awareness grow!";
to_room = "$n's eyes take on an emerald hue for just a moment.";
break;
case SPELL_SHIELD:
af[0].location = APPLY_AC;
af[0].modifier = -10;
af[0].duration = 8 + level;
to_vict = "You are surrounded by a strong force shield.";
to_room = "$n is surrounded by a strong force shield.";
break;
case SPELL_STONE_SKIN:
af[0].location = APPLY_AC;
af[0].modifier = -40;
af[0].duration = level;
to_vict = "Your skin turns to a stone-like substance.";
to_room = "$n's skin turns grey and granite-like.";
break;
case SPELL_PARALYSIS:
if (mag_savingthrow(victim, savetype, 0))
{
send_to_char(NOEFFECT, ch);
return;
}
af[0].duration = 4 + level;
af[0].bitvector = AFF_PARALYSIS;
to_vict = "Your limbs freeze in place";
to_room = "$n is paralyzed!";
GET_POS(victim) = POS_STUNNED;
break;
case SPELL_FIRESHIELD:
af[0].duration = 3 + number(1, 3);
af[0].bitvector = AFF_FIRESHIELD;
to_vict = "You start glowing red.";
to_room = "$n is surrounded by a glowing red aura.";
break;
case SPELL_REGENERATION:
af[0].duration = 4;
af[0].bitvector = AFF_REGENERATION;
to_vict = "You feel full of phisical energy.";
break;
}
/*
* If this is a mob that has this affect set in its mob file, do not
* perform the affect. This prevents people from un-sancting mobs
* by sancting them and waiting for it to fade, for example.
*/
if (IS_NPC(victim) && !affected_by_spell(victim, spellnum))
{
for (i = 0; i < MAX_SPELL_AFFECTS; i++)
{
if (AFF_FLAGGED(victim, af[i].bitvector))
{
send_to_char(NOEFFECT, ch);
return;
}
}
}
/*
* If the victim is already affected by this spell, and the spell does
* not have an accumulative effect, then fail the spell.
*/
if (affected_by_spell(victim,spellnum) && !(accum_duration||accum_affect))
{
send_to_char(NOEFFECT, ch);
return;
}
for (i = 0; i < MAX_SPELL_AFFECTS; i++)
{
if (af[i].bitvector || (af[i].location != APPLY_NONE))
affect_join(victim, af+i, accum_duration, FALSE, accum_affect, FALSE);
}
if (to_vict != NULL)
act(to_vict, FALSE, victim, NULL, ch, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, victim, NULL, ch, TO_ROOM);
}
/*
* This function is used to provide services to mag_groups. This function
* is the one you should change to add new group spells.
*/
void perform_mag_groups(int level, CHAR_DATA *ch, 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
* perform_mag_groups contains the switch statement to send us to the right
* magic.
*
* group spells affect everyone grouped with the caster who is in the room,
* caster last.
*
* To add new group spells, you shouldn't have to change anything in
* mag_groups -- just add a new case to perform_mag_groups.
*/
void mag_groups(int level, CHAR_DATA *ch, int spellnum, int savetype)
{
CHAR_DATA *tch, *k;
FOLLOW_DATA *f, *f_next;
if (ch == NULL)
return;
if (!AFF_FLAGGED(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 (!AFF_FLAGGED(tch, AFF_GROUP))
continue;
if (ch == tch)
continue;
perform_mag_groups(level, ch, tch, spellnum, savetype);
}
if ((k != ch) && AFF_FLAGGED(k, AFF_GROUP))
perform_mag_groups(level, ch, k, spellnum, savetype);
perform_mag_groups(level, ch, ch, spellnum, savetype);
}
/*
* mass spells affect every creature in the room except the caster.
*
* No spells of this class currently implemented as of Circle 3.0.
*/
void mag_masses(int level, CHAR_DATA *ch, int spellnum, int savetype)
{
CHAR_DATA *tch, *tch_next;
const char *to_char = NULL, *to_room = NULL;
if (ch == NULL)
return;
/*
* to add spells to this fn, just add the message here plus an entry
* in mag_affects for the affecting part of the spell.
*/
switch (spellnum)
{
case SPELL_FLASH:
to_char = "You gesture and an unbelievable flash of pure light shine all around you!";
to_room = "$n gestures and everything is enveloped by an unbelievable flash of the purer light!";
break;
}
for (tch = ch->in_room->people; tch; tch = tch_next)
{
tch_next = tch->next_in_room;
/*
* The skips: 1: the caster
* 2: immortals
* 3: if no pk on this mud, skips over all players
* 4: pets (charmed NPCs)
*/
if (tch == ch)
continue;
if (IS_IMMORTAL(tch))
continue;
if (!pkill_ok(ch, tch))
continue;
if (!IS_NPC(ch) && IS_NPC(tch) && AFF_FLAGGED(tch, AFF_CHARM))
continue;
mag_affects(level, ch, tch, spellnum, savetype);
}
}
/*
* Every spell that affects an area (room) runs through here. These are
* generally offensive spells. This calls mag_damage to do the actual
* damage -- all spells listed here must also have a case in mag_damage()
* in order for them to work.
*
* area spells have limited targets within the room.
*/
void mag_areas(int level, CHAR_DATA *ch, int spellnum, int savetype)
{
CHAR_DATA *tch, *next_tch;
const char *to_char = NULL, *to_room = NULL;
if (ch == NULL)
return;
/*
* to add spells to this fn, just add the message here plus an entry
* in mag_damage for the damaging part of the spell.
*/
switch (spellnum)
{
case SPELL_EARTHQUAKE:
to_char = "You gesture and the earth begins to shake all around you!";
to_room = "$n gracefully gestures and the earth begins to shake violently!";
break;
case SPELL_INCENDIARY_CLOUD:
to_char = "You gesture and the air begins to become fire all around you!";
to_room = "$n gracefully gestures and the air begins to become fire!";
break;
}
if (to_char != NULL)
act(to_char, FALSE, ch, 0, 0, TO_CHAR);
if (to_room != NULL)
act(to_room, FALSE, ch, 0, 0, TO_ROOM);
for (tch = ch->in_room->people; tch; tch = next_tch)
{
next_tch = tch->next_in_room;
/*
* The skips: 1: the caster
* 2: immortals
* 3: if no pk on this mud, skips over all players
* 4: pets (charmed NPCs)
*/
if (tch == ch)
continue;
if (IS_IMMORTAL(tch))
continue;
if (!pkill_ok(ch, tch))
continue;
if (!IS_NPC(ch) && IS_NPC(tch) && AFF_FLAGGED(tch, AFF_CHARM))
continue;
/* Doesn't matter if they die here so we don't check. -gg 6/24/98 */
mag_damage(level, ch, tch, spellnum, 1);
}
}
/*
* Every spell which summons/gates/conjours a mob comes through here.
*
* None of these spells are currently implemented in Circle 3.0; these
* were taken as examples from the JediMUD code. Summons can be used
* for spells like clone, ariel servant, etc.
*
* 10/15/97 (gg) - Implemented Animate Dead and Clone.
*/
/*
* These use act(), don't put the \r\n.
*/
const char *mag_summon_msgs[] =
{
"\r\n",
"$n makes a strange magical gesture; you feel a strong breeze!",
"$n animates a corpse!",
"$N appears from a cloud of thick blue smoke!",
"$N appears from a cloud of thick green smoke!",
"$N appears from a cloud of thick red smoke!",
"$N disappears in a thick black cloud!"
"As $n makes a strange magical gesture, you feel a strong breeze.",
"As $n makes a strange magical gesture, you feel a searing heat.",
"As $n makes a strange magical gesture, you feel a sudden chill.",
"As $n makes a strange magical gesture, you feel the dust swirl.",
"$n magically divides!",
"$n animates a corpse!"
};
/*
* Keep the \r\n because these use send_to_char.
*/
const char *mag_summon_fail_msgs[] =
{
"\r\n",
"There are no such creatures.\r\n",
"Uh oh...\r\n",
"Oh dear.\r\n",
"Gosh durnit!\r\n",
"The elements resist!\r\n",
"You failed.\r\n",
"There is no corpse!\r\n"
};
/* These mobiles do not exist. */
#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
/* Defined mobiles. */
#define MOB_ELEMENTAL_BASE 20 /* Only one for now. */
#define MOB_CLONE 10
#define MOB_ZOMBIE 11
#define MOB_AERIALSERVANT 19
void mag_summons(int level, CHAR_DATA *ch, OBJ_DATA *obj, int spellnum, int savetype)
{
CHAR_DATA *mob = NULL;
OBJ_DATA *tobj, *next_obj;
int pfail = 0, msg = 0, fmsg = 0, num = 1, handle_corpse = FALSE, i;
mob_vnum mob_num;
if (ch == NULL)
return;
switch (spellnum)
{
case SPELL_CLONE:
msg = 10;
fmsg = number(2, 6); /* Random fail message. */
mob_num = MOB_CLONE;
pfail = 50; /* 50% failure, should be based on something later. */
break;
case SPELL_ANIMATE_DEAD:
if (obj == NULL || !IS_CORPSE(obj))
{
act(mag_summon_fail_msgs[7], FALSE, ch, 0, 0, TO_CHAR);
return;
}
handle_corpse = TRUE;
msg = 11;
fmsg = number(2, 6); /* Random fail message. */
mob_num = MOB_ZOMBIE;
pfail = 10; /* 10% failure, should vary in the future. */
break;
default:
return;
}
if (AFF_FLAGGED(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++)
{
if (!(mob = read_mobile(mob_num, VIRTUAL)))
{
send_to_char("You don't quite remember how to make that creature.\r\n", ch);
return;
}
char_to_room(mob, ch->in_room);
IS_CARRYING_W(mob) = 0;
IS_CARRYING_N(mob) = 0;
SET_BIT(AFF_FLAGS(mob), AFF_CHARM);
if (spellnum == SPELL_CLONE)
{ /* Don't mess up the proto with strcpy. */
GET_PC_NAME(mob) = str_dup(GET_NAME(ch));
GET_SDESC(mob) = str_dup(GET_NAME(ch));
}
act(mag_summon_msgs[msg], FALSE, ch, 0, mob, TO_ROOM);
add_follower(mob, ch);
}
if (handle_corpse)
{
for (tobj = obj->first_content; tobj; tobj = next_obj)
{
next_obj = tobj->next_content;
obj_from_obj(tobj);
tobj = obj_to_char(tobj, mob);
}
extract_obj(obj);
}
}
void mag_points(int level, CHAR_DATA *ch, CHAR_DATA *victim, int spellnum, int savetype)
{
int healing = 0, move = 0;
if (victim == NULL)
return;
switch (spellnum)
{
case SPELL_CURE_LIGHT:
healing = dice(1, 8) + 1 + (level / 4);
send_to_char("You feel better.\r\n", victim);
break;
case SPELL_CURE_CRITIC:
healing = dice(3, 8) + 3 + (level / 4);
send_to_char("You feel a lot better!\r\n", victim);
break;
case SPELL_HEAL:
healing = 100 + dice(3, 8);
send_to_char("A warm feeling floods your body.\r\n", victim);
break;
case SPELL_REFRESH:
move = MAX(dice(level, 4) + level, 25);
send_to_char("You feel less tired.\r\n", victim);
break;
}
GET_HIT(victim) = MIN(GET_MAX_HIT(victim), GET_HIT(victim) + healing);
GET_MOVE(victim) = MIN(GET_MAX_MOVE(victim), GET_MOVE(victim) + move);
update_pos(victim);
}
void mag_unaffects(int level, CHAR_DATA *ch, CHAR_DATA *victim, int spellnum, int type)
{
int spell = 0;
const char *to_vict = NULL, *to_room = NULL;
if (victim == NULL)
return;
switch (spellnum)
{
case SPELL_CURE_BLIND:
case SPELL_HEAL:
spell = SPELL_BLINDNESS;
to_vict = "Your vision returns!";
to_room = "There's a momentary gleam in $n's eyes.";
break;
case SPELL_REMOVE_POISON:
spell = SPELL_POISON;
to_vict = "A warm feeling runs through your body!";
to_room = "$n looks better.";
break;
case SPELL_REMOVE_CURSE:
spell = SPELL_CURSE;
to_vict = "You don't feel so unlucky.";
break;
default:
log("SYSERR: unknown spellnum %d passed to mag_unaffects.", spellnum);
return;
}
if (!affected_by_spell(victim, spell))
{
if (spellnum != SPELL_HEAL) /* 'cure blindness' message. */
send_to_char(NOEFFECT, ch);
return;
}
affect_from_char(victim, spell);
if (to_vict != NULL)
act(to_vict, FALSE, victim, 0, ch, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
void mag_alter_objs(int level, CHAR_DATA *ch, OBJ_DATA *obj, int spellnum, int savetype)
{
const char *to_char = NULL, *to_room = NULL;
if (obj == NULL)
return;
switch (spellnum)
{
case SPELL_BLESS:
if (!OBJ_FLAGGED(obj, ITEM_BLESS) &&
(GET_OBJ_WEIGHT(obj) <= 5 * GET_LEVEL(ch)))
{
SET_BIT(GET_OBJ_EXTRA(obj), ITEM_BLESS);
to_char = "$p glows briefly.";
}
break;
case SPELL_CURSE:
if (!OBJ_FLAGGED(obj, ITEM_NODROP))
{
SET_BIT(GET_OBJ_EXTRA(obj), ITEM_NODROP);
if (GET_OBJ_TYPE(obj) == ITEM_WEAPON)
GET_OBJ_VAL(obj, 2)--;
to_char = "$p briefly glows red.";
}
break;
case SPELL_INVISIBLE:
if (!OBJ_FLAGGED(obj, ITEM_NOINVIS | ITEM_INVISIBLE))
{
SET_BIT(obj->obj_flags.extra_flags, ITEM_INVISIBLE);
to_char = "$p vanishes.";
}
break;
case SPELL_POISON:
if (((GET_OBJ_TYPE(obj) == ITEM_DRINKCON) ||
(GET_OBJ_TYPE(obj) == ITEM_FOUNTAIN) ||
(GET_OBJ_TYPE(obj) == ITEM_FOOD)) && !GET_OBJ_VAL(obj, 3))
{
GET_OBJ_VAL(obj, 3) = 1;
to_char = "$p steams briefly.";
}
break;
case SPELL_REMOVE_CURSE:
if (OBJ_FLAGGED(obj, ITEM_NODROP))
{
REMOVE_BIT(obj->obj_flags.extra_flags, ITEM_NODROP);
if (GET_OBJ_TYPE(obj) == ITEM_WEAPON)
GET_OBJ_VAL(obj, 2)++;
to_char = "$p briefly glows blue.";
}
break;
case SPELL_REMOVE_POISON:
if (((GET_OBJ_TYPE(obj) == ITEM_DRINKCON) ||
(GET_OBJ_TYPE(obj) == ITEM_FOUNTAIN) ||
(GET_OBJ_TYPE(obj) == ITEM_FOOD)) && GET_OBJ_VAL(obj, 3))
{
GET_OBJ_VAL(obj, 3) = 0;
to_char = "$p steams briefly.";
}
break;
}
if (to_char == NULL)
send_to_char(NOEFFECT, ch);
else
act(to_char, TRUE, ch, obj, 0, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, ch, obj, 0, TO_ROOM);
else if (to_char != NULL)
act(to_char, TRUE, ch, obj, 0, TO_ROOM);
}
void mag_creations(int level, CHAR_DATA *ch, int spellnum)
{
OBJ_DATA *tobj;
obj_vnum z;
if (ch == NULL)
return;
/* level = MAX(MIN(level, LVL_IMPL), 1); - Hm, not used. */
switch (spellnum)
{
case SPELL_CREATE_FOOD:
z = 10;
break;
default:
send_to_char("Spell unimplemented, it would seem.\r\n", ch);
return;
}
if (!(tobj = read_object(z, VIRTUAL)))
{
send_to_char("I seem to have goofed.\r\n", ch);
log("SYSERR: spell_creations, spell %d, obj %d: obj not found",
spellnum, z);
return;
}
tobj = obj_to_char(tobj, ch);
act("$n creates $p.", FALSE, ch, tobj, 0, TO_ROOM);
act("You create $p.", FALSE, ch, tobj, 0, TO_CHAR);
}
void mag_rooms(int level, CHAR_DATA *ch, int spellnum)
{
ROOM_AFFECT *raff;
char *to_char = NULL, *to_room = NULL;
bool accum = FALSE;
int aff, ticks;
aff = ticks =0;
if (ch == NULL)
return;
level = MAX(MIN(level, LVL_IMPL), 1);
switch (spellnum)
{
case SPELL_WALL_OF_FOG:
to_char = "You create a fog out of nowhere.";
to_room = "%n creates a fog out of nowhere.";
aff = RAFF_FOG;
ticks = 2;
accum = TRUE;
break;
case SPELL_ROOM_SHIELD:
to_char = "You create a transparent mist that surround the room.";
to_room = "$n creates a transparent mist that surround the room.";
aff = RAFF_SHIELD;
ticks = 3;
break;
default:
log("SYSERR: unknown spellnum %d passed to mag_rooms", spellnum);
return;
}
if ((raff = get_room_aff(ch->in_room, spellnum)))
{
if (!accum)
{
send_to_char(NOEFFECT, ch);
return;
}
raff->timer += ticks;
}
else
{
if (ROOM_AFFECTED(ch->in_room, aff))
{
send_to_char(NOEFFECT, ch);
return;
}
/* create, initialize, and link a room-affection node */
CREATE(raff, ROOM_AFFECT, 1);
raff->coord = NULL;
raff->vroom = ch->in_room->number;
raff->timer = ticks;
raff->bitvector = aff;
raff->spell = spellnum;
raff->level = GET_LEVEL(ch);
raff->value = 0;
raff->text = NULL;
if (IN_WILD(ch))
{
CREATE(raff->coord, COORD_DATA, 1);
raff->coord->y = GET_Y(ch);
raff->coord->x = GET_X(ch);
}
/* add to the room list */
raff->next_in_room = ch->in_room->affections;
ch->in_room->affections = raff;
/* set the affection bitv on the room */
if (aff)
SET_BIT(ROOM_AFFS(ch->in_room), aff);
/* add to the global list */
raff->next = raff_list;
raff_list = raff;
}
if (to_char == NULL)
send_to_char(NOEFFECT, ch);
else
act(to_char, TRUE, ch, 0, 0, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, ch, 0, 0, TO_ROOM);
else if (to_char != NULL)
act(to_char, TRUE, ch, 0, 0, TO_ROOM);
}
void weapon_spells(CHAR_DATA *ch, CHAR_DATA *vict, OBJ_DATA *wpn)
{
OBJ_SPELLS_DATA *oSpell;
if (!wpn || !wpn->special || !OBJ_FLAGGED(wpn, ITEM_HAS_SPELLS))
return;
for (oSpell = (OBJ_SPELLS_DATA *) wpn->special; oSpell; oSpell = oSpell->next)
{
/* Do some sanity checking, in case someone flees, etc. */
/* Can't have enough of 'em. */
if (ch->in_room != vict->in_room)
{
if (FIGHTING(ch) && FIGHTING(ch) == vict)
stop_fighting(ch);
break;
}
if (oSpell->percent > number(1, 101))
{
act("$p leaps to action with an attack of its own.",TRUE, ch, wpn, NULL, TO_CHAR);
act("$p leaps to action with an attack of its own.",TRUE, ch, wpn, NULL, TO_ROOM);
if (call_magic(ch, vict, NULL, oSpell->spellnum, oSpell->level, CAST_OBJ) == -1)
break;
}
}
}