#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 ) ); /* from shops.c */ CHAR_DATA * find_keeper args( ( CHAR_DATA *ch ) ); /* * Is immune to a damage type */ bool is_immune( CHAR_DATA *ch, sh_int 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 ) { sh_int chitroom = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION); sh_int chit = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT); sh_int 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 ) { sh_int chitroom = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION); sh_int chit = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT); sh_int 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 ) { sh_int chitroom = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION); sh_int chit = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT); sh_int 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->hit_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->hit_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 chance, int ris ) { sh_int 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 chance; return (chance * 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 *exp) { 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 (!exp || !strlen(exp)) return 0; /* get rid of brackets if they surround the entire expresion */ if ((*exp == '(') && !index(exp+1,'(') && exp[strlen(exp)-1] == ')') { exp[strlen(exp)-1] = '\0'; exp++; } /* check if the expresion is just a number */ len = strlen(exp); if ( len == 1 && isalpha(exp[0]) ) switch(exp[0]) { case 'L': case 'l': return level; case 'R': case 'r': return ch->pcdata->forcerank; case 'H': case 'h': return ch->hit; case 'M': case 'm': return ch->mana; case 'V': case 'v': return ch->move; case 'Y': case 'y': return get_age(ch); } for (x = 0; x < len; ++x) if (!isdigit(exp[x]) && !isspace(exp[x])) break; if (x == len) return(atoi(exp)); /* break it into 2 parts */ for (x = 0; x < strlen(exp); ++x) switch(exp[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 = exp[x]; exp[x] = '\0'; sexp[0] = exp; sexp[1] = (char *)(exp+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 *exp) { char buf[MAX_INPUT_LENGTH]; strcpy( buf, exp ); 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; if(!victim){ bug("saves_poison_death: No Victim",0); return FALSE; } 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; 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_IMMORTAL ) { 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 chance 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 thought 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, 0, 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 = 0; if( !ch->fighting ) ch_printf( ch, "You gain %d force experience.\n\r" , force_exp ); gain_exp(ch, force_exp ); 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) && !IS_SET(victim->affected_by, AFF_PARALYSIS) && 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 chance 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, FALSE ); 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, FALSE ); } 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; } 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; } 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; } 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; } /******************************************************* * 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, FALSE ); 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; 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, FALSE ); } 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 chance; 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 ) 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 ); chance = ris_save( victim, level, RIS_POISON ); if ( chance == 1000 ) { retcode = rVICT_IMMUNE; if ( SPELL_FLAG(skill, SF_STOPONFAIL) ) return retcode; continue; } if ( saves_poison_death( chance, victim ) ) { if ( SPELL_FLAG(skill, SF_STOPONFAIL) ) return retcode; continue; } victim->mental_state = URANGE( 30, victim->mental_state + 2, 100 ); break; case AFF_SLEEP: af.type = gsn_sleep; chance = ris_save( victim, level, RIS_SLEEP ); if ( chance == 1000 ) { retcode = rVICT_IMMUNE; if ( SPELL_FLAG(skill, SF_STOPONFAIL) ) return retcode; continue; } 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, hitroom, 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 > 1000) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_MINOR: if ( obj->level < 20 ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_GREATER: if ( obj->level < 5 ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; case SP_MAJOR: if ( obj->level < 0 ) { failed_casting( skill, ch, NULL, obj ); return rNONE; } break; 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 ); } 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; } 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 ) { 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; }