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Gcc 9.2.1 warnings (#87)
* Make sure all followers are free'd before freeing the character list Otherwise, the followers structs will point to free'd memory and the stop_follower call will attempt to dereference a free'd characters' followers list. * fix gcc warning: truncation in strncat In file included from /usr/include/string.h:494, from sysdep.h:74, from act.item.c:12: In function ‘strncat’, inlined from ‘name_from_drinkcon’ at act.item.c:804:5, inlined from ‘name_from_drinkcon’ at act.item.c:769:6: /usr/include/x86_64-linux-gnu/bits/string_fortified.h:136:10: warning: ‘__builtin_strncat’ output truncated before terminating nul copying as many bytes from a string as its length [-Wstringop-truncation] 136 | return __builtin___strncat_chk (__dest, __src, __len, __bos (__dest)); | ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ act.item.c: In function ‘name_from_drinkcon’: act.item.c:797:16: note: length computed here 797 | cpylen = strlen(cur_name); | ^~~~~~~~~~~~~~~~ * Whitespace cleanup before bugfix * Fix warnings for gcc-9.2.1 Also, fixed an ancient FIXME and a known bad strcat usage. spell_parser.c: In function ‘say_spell’: spell_parser.c:135:75: warning: ‘%s’ directive output may be truncated writing up to 255 bytes into a region of size 216 [-Wformat-truncation=] 135 | snprintf(buf1, sizeof(buf1), "$n stares at you and utters the words, '%s'.", | ^~ In file included from /usr/include/stdio.h:867, from sysdep.h:69, from spell_parser.c:12: /usr/include/x86_64-linux-gnu/bits/stdio2.h:67:10: note: ‘__builtin___snprintf_chk’ output between 43 and 298 bytes into a destination of size 256
This commit is contained in:
parent
eb650c2811
commit
6fede208d2
2 changed files with 271 additions and 296 deletions
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@ -770,7 +770,7 @@ void name_from_drinkcon(struct obj_data *obj)
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{
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char *new_name, *cur_name, *next;
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const char *liqname;
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int liqlen, cpylen;
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int liqlen, cpylen, maxlen;
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if (!obj || (GET_OBJ_TYPE(obj) != ITEM_DRINKCON && GET_OBJ_TYPE(obj) != ITEM_FOUNTAIN))
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return;
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@ -785,7 +785,8 @@ void name_from_drinkcon(struct obj_data *obj)
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}
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liqlen = strlen(liqname);
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CREATE(new_name, char, strlen(obj->name) - strlen(liqname)); /* +1 for NUL, -1 for space */
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maxlen = strlen(obj->name) - strlen(liqname); /* +1 for NUL, -1 for space */
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CREATE(new_name, char, maxlen);
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for (cur_name = obj->name; cur_name; cur_name = next) {
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if (*cur_name == ' ')
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@ -799,9 +800,13 @@ void name_from_drinkcon(struct obj_data *obj)
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if (!strn_cmp(cur_name, liqname, liqlen))
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continue;
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if (*new_name)
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if (*new_name) {
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strcat(new_name, " "); /* strcat: OK (size precalculated) */
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strncat(new_name, cur_name, cpylen); /* strncat: OK (size precalculated) */
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maxlen--;
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}
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strncat(new_name, cur_name, maxlen); /* strncat: OK (size precalculated) */
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maxlen -= cpylen;
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}
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if (GET_OBJ_RNUM(obj) == NOTHING || obj->name != obj_proto[GET_OBJ_RNUM(obj)].name)
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@ -1,12 +1,12 @@
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/**************************************************************************
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* File: spell_parser.c Part of tbaMUD *
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* Usage: Top-level magic routines; outside points of entry to magic sys. *
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* *
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* All rights reserved. See license for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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**************************************************************************/
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* File: spell_parser.c Part of tbaMUD *
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* Usage: Top-level magic routines; outside points of entry to magic sys. *
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* *
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* All rights reserved. See license for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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**************************************************************************/
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#include "conf.h"
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#include "sysdep.h"
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@ -28,8 +28,11 @@ char cast_arg2[MAX_INPUT_LENGTH];
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const char *unused_spellname = "!UNUSED!"; /* So we can get &unused_spellname */
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/* Local (File Scope) Function Prototypes */
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static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, struct obj_data *tobj);
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static void spello(int spl, const char *name, int max_mana, int min_mana, int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff);
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static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch,
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struct obj_data *tobj);
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static void spello(int spl, const char *name, int max_mana, int min_mana,
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int mana_change, int minpos, int targets, int violent, int routines,
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const char *wearoff);
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static int mag_manacost(struct char_data *ch, int spellnum);
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/* Local (File Scope) Variables */
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@ -37,112 +40,100 @@ struct syllable {
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const char *org;
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const char *news;
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};
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static struct syllable syls[] = {
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{" ", " "},
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{"ar", "abra"},
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{"ate", "i"},
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{"cau", "kada"},
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{"blind", "nose"},
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{"bur", "mosa"},
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{"cu", "judi"},
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{"de", "oculo"},
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{"dis", "mar"},
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{"ect", "kamina"},
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{"en", "uns"},
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{"gro", "cra"},
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{"light", "dies"},
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{"lo", "hi"},
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{"magi", "kari"},
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{"mon", "bar"},
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{"mor", "zak"},
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{"move", "sido"},
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{"ness", "lacri"},
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{"ning", "illa"},
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{"per", "duda"},
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{"ra", "gru"},
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{"re", "candus"},
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{"son", "sabru"},
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{"tect", "infra"},
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{"tri", "cula"},
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{"ven", "nofo"},
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{"word of", "inset"},
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{"a", "i"}, {"b", "v"}, {"c", "q"}, {"d", "m"}, {"e", "o"}, {"f", "y"}, {"g", "t"},
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{"h", "p"}, {"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"}, {"m", "w"}, {"n", "b"},
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{"o", "a"}, {"p", "s"}, {"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"}, {"u", "e"},
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{"v", "z"}, {"w", "x"}, {"x", "n"}, {"y", "l"}, {"z", "k"}, {"", ""}
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};
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static struct syllable syls[] = { { " ", " " }, { "ar", "abra" },
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{ "ate", "i" }, { "cau", "kada" }, { "blind", "nose" }, { "bur", "mosa" }, {
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"cu", "judi" }, { "de", "oculo" }, { "dis", "mar" },
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{ "ect", "kamina" }, { "en", "uns" }, { "gro", "cra" }, { "light", "dies" },
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{ "lo", "hi" }, { "magi", "kari" }, { "mon", "bar" }, { "mor", "zak" }, {
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"move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per",
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"duda" }, { "ra", "gru" }, { "re", "candus" }, { "son", "sabru" }, {
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"tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "word of",
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"inset" }, { "a", "i" }, { "b", "v" }, { "c", "q" }, { "d", "m" }, {
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"e", "o" }, { "f", "y" }, { "g", "t" }, { "h", "p" }, { "i", "u" }, {
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"j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "b" }, {
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"o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, {
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"t", "h" }, { "u", "e" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, {
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"y", "l" }, { "z", "k" }, { "", "" } };
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static int mag_manacost(struct char_data *ch, int spellnum)
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{
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static int mag_manacost(struct char_data *ch, int spellnum) {
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return MAX(SINFO.mana_max - (SINFO.mana_change *
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(GET_LEVEL(ch) - SINFO.min_level[(int) GET_CLASS(ch)])),
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SINFO.mana_min);
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(GET_LEVEL(ch) - SINFO.min_level[(int) GET_CLASS(ch)])),
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SINFO.mana_min);
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}
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static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch,
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struct obj_data *tobj)
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{
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char lbuf[256], buf[256], buf1[256], buf2[256]; /* FIXME */
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const char *format;
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static char *obfuscate_spell(const char *unobfuscated) {
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static char obfuscated[200];
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int maxlen = 200;
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struct char_data *i;
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int j, ofs = 0;
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*buf = '\0';
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strlcpy(lbuf, skill_name(spellnum), sizeof(lbuf));
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*obfuscated = '\0';
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while (lbuf[ofs]) {
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while (unobfuscated[ofs]) {
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for (j = 0; *(syls[j].org); j++) {
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if (!strncmp(syls[j].org, lbuf + ofs, strlen(syls[j].org))) {
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strcat(buf, syls[j].news); /* strcat: BAD */
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ofs += strlen(syls[j].org);
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if (!strncmp(syls[j].org, unobfuscated + ofs, strlen(syls[j].org))) {
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if (strlen(syls[j].news) < maxlen) {
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strncat(obfuscated, syls[j].news, maxlen);
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maxlen -= strlen(syls[j].news);
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} else {
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log("No room in obfuscated version of '%s' (currently obfuscated to '%s') to add syllable '%s'.",
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unobfuscated, obfuscated, syls[j].news);
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}
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ofs += strlen(syls[j].org);
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break;
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}
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}
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/* i.e., we didn't find a match in syls[] */
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if (!*syls[j].org) {
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log("No entry in syllable table for substring of '%s'", lbuf);
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log("No entry in syllable table for substring of '%s' starting at '%s'.", unobfuscated, unobfuscated + ofs);
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ofs++;
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}
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}
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return obfuscated;
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}
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static void say_spell(struct char_data *ch, int spellnum, struct char_data *tch,
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struct obj_data *tobj) {
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const char *format, *spell = skill_name(spellnum);
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char act_buf_original[256], act_buf_obfuscated[256], *obfuscated = obfuscate_spell(spell);
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struct char_data *i;
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if (tch != NULL && IN_ROOM(tch) == IN_ROOM(ch)) {
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if (tch == ch)
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format = "$n closes $s eyes and utters the words, '%s'.";
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else
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format = "$n stares at $N and utters the words, '%s'.";
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} else if (tobj != NULL &&
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((IN_ROOM(tobj) == IN_ROOM(ch)) || (tobj->carried_by == ch)))
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} else if (tobj != NULL
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&& ((IN_ROOM(tobj) == IN_ROOM(ch)) || (tobj->carried_by == ch)))
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format = "$n stares at $p and utters the words, '%s'.";
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else
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format = "$n utters the words, '%s'.";
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snprintf(buf1, sizeof(buf1), format, skill_name(spellnum));
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snprintf(buf2, sizeof(buf2), format, buf);
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snprintf(act_buf_original, sizeof(act_buf_original), format, spell);
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snprintf(act_buf_obfuscated, sizeof(act_buf_obfuscated), format, obfuscated);
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for (i = world[IN_ROOM(ch)].people; i; i = i->next_in_room) {
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if (i == ch || i == tch || !i->desc || !AWAKE(i))
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continue;
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if (GET_CLASS(ch) == GET_CLASS(i))
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perform_act(buf1, ch, tobj, tch, i);
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perform_act(act_buf_original, ch, tobj, tch, i);
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else
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perform_act(buf2, ch, tobj, tch, i);
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perform_act(act_buf_obfuscated, ch, tobj, tch, i);
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}
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if (tch != NULL && tch != ch && IN_ROOM(tch) == IN_ROOM(ch)) {
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snprintf(buf1, sizeof(buf1), "$n stares at you and utters the words, '%s'.",
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GET_CLASS(ch) == GET_CLASS(tch) ? skill_name(spellnum) : buf);
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act(buf1, FALSE, ch, NULL, tch, TO_VICT);
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snprintf(act_buf_original, sizeof(act_buf_original), "$n stares at you and utters the words, '%s'.",
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GET_CLASS(ch) == GET_CLASS(tch) ? spell : obfuscated);
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act(act_buf_original, FALSE, ch, NULL, tch, TO_VICT);
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}
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}
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/* This function should be used anytime you are not 100% sure that you have
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* a valid spell/skill number. A typical for() loop would not need to use
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* this because you can guarantee > 0 and <= TOP_SPELL_DEFINE. */
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const char *skill_name(int num)
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{
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const char *skill_name(int num) {
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if (num > 0 && num <= TOP_SPELL_DEFINE)
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return (spell_info[num].name);
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else if (num == -1)
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@ -151,8 +142,7 @@ const char *skill_name(int num)
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return ("UNDEFINED");
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}
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int find_skill_num(char *name)
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{
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int find_skill_num(char *name) {
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int skindex, ok;
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char *temp, *temp2;
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char first[256], first2[256], tempbuf[256];
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@ -162,12 +152,12 @@ int find_skill_num(char *name)
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return (skindex);
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ok = TRUE;
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strlcpy(tempbuf, spell_info[skindex].name, sizeof(tempbuf)); /* strlcpy: OK */
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strlcpy(tempbuf, spell_info[skindex].name, sizeof(tempbuf)); /* strlcpy: OK */
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temp = any_one_arg(tempbuf, first);
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temp2 = any_one_arg(name, first2);
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while (*first && *first2 && ok) {
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if (!is_abbrev(first2, first))
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ok = FALSE;
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ok = FALSE;
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temp = any_one_arg(temp, first);
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temp2 = any_one_arg(temp2, first2);
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}
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@ -185,8 +175,7 @@ int find_skill_num(char *name)
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* point for non-spoken or unrestricted spells. Spellnum 0 is legal but silently
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* ignored here, to make callers simpler. */
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int call_magic(struct char_data *caster, struct char_data *cvict,
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struct obj_data *ovict, int spellnum, int level, int casttype)
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{
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struct obj_data *ovict, int spellnum, int level, int casttype) {
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int savetype;
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if (spellnum < 1 || spellnum > TOP_SPELL_DEFINE)
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@ -204,8 +193,7 @@ int call_magic(struct char_data *caster, struct char_data *cvict,
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act("$n's magic fizzles out and dies.", FALSE, caster, 0, 0, TO_ROOM);
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return (0);
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}
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if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_PEACEFUL) &&
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(SINFO.violent || IS_SET(SINFO.routines, MAG_DAMAGE))) {
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if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_PEACEFUL) && (SINFO.violent || IS_SET(SINFO.routines, MAG_DAMAGE))) {
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send_to_char(caster, "A flash of white light fills the room, dispelling your violent magic!\r\n");
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act("White light from no particular source suddenly fills the room, then vanishes.", FALSE, caster, 0, 0, TO_ROOM);
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return (0);
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@ -232,7 +220,7 @@ int call_magic(struct char_data *caster, struct char_data *cvict,
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if (IS_SET(SINFO.routines, MAG_DAMAGE))
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if (mag_damage(level, caster, cvict, spellnum, savetype) == -1)
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return (-1); /* Successful and target died, don't cast again. */
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return (-1); /* Successful and target died, don't cast again. */
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if (IS_SET(SINFO.routines, MAG_AFFECTS))
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mag_affects(level, caster, cvict, spellnum, savetype);
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@ -266,15 +254,42 @@ int call_magic(struct char_data *caster, struct char_data *cvict,
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if (IS_SET(SINFO.routines, MAG_MANUAL))
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switch (spellnum) {
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case SPELL_CHARM: MANUAL_SPELL(spell_charm); break;
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case SPELL_CREATE_WATER: MANUAL_SPELL(spell_create_water); break;
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case SPELL_DETECT_POISON: MANUAL_SPELL(spell_detect_poison); break;
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case SPELL_ENCHANT_WEAPON: MANUAL_SPELL(spell_enchant_weapon); break;
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case SPELL_IDENTIFY: MANUAL_SPELL(spell_identify); break;
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case SPELL_LOCATE_OBJECT: MANUAL_SPELL(spell_locate_object); break;
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case SPELL_SUMMON: MANUAL_SPELL(spell_summon); break;
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case SPELL_WORD_OF_RECALL: MANUAL_SPELL(spell_recall); break;
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case SPELL_TELEPORT: MANUAL_SPELL(spell_teleport); break;
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case SPELL_CHARM:
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MANUAL_SPELL(spell_charm)
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;
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break;
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case SPELL_CREATE_WATER:
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MANUAL_SPELL(spell_create_water)
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;
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break;
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case SPELL_DETECT_POISON:
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MANUAL_SPELL(spell_detect_poison)
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;
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break;
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case SPELL_ENCHANT_WEAPON:
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MANUAL_SPELL(spell_enchant_weapon)
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;
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break;
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case SPELL_IDENTIFY:
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MANUAL_SPELL(spell_identify)
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;
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break;
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case SPELL_LOCATE_OBJECT:
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MANUAL_SPELL(spell_locate_object)
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;
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break;
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case SPELL_SUMMON:
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MANUAL_SPELL(spell_summon)
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;
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break;
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case SPELL_WORD_OF_RECALL:
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MANUAL_SPELL(spell_recall)
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;
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break;
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case SPELL_TELEPORT:
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MANUAL_SPELL(spell_teleport)
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;
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break;
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}
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return (1);
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@ -289,9 +304,7 @@ int call_magic(struct char_data *caster, struct char_data *cvict,
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* 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 */
|
||||
void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
||||
char *argument)
|
||||
{
|
||||
void mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) {
|
||||
char arg[MAX_INPUT_LENGTH];
|
||||
int i, k;
|
||||
struct char_data *tch = NULL, *next_tch;
|
||||
|
|
@ -300,7 +313,7 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
|||
one_argument(argument, arg);
|
||||
|
||||
k = generic_find(arg, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM |
|
||||
FIND_OBJ_EQUIP, ch, &tch, &tobj);
|
||||
FIND_OBJ_EQUIP, ch, &tch, &tobj);
|
||||
|
||||
switch (GET_OBJ_TYPE(obj)) {
|
||||
case ITEM_STAFF:
|
||||
|
|
@ -322,38 +335,40 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
|||
/* Area/mass spells on staves can cause crashes. So we use special cases
|
||||
* for those spells spells here. */
|
||||
if (HAS_SPELL_ROUTINE(GET_OBJ_VAL(obj, 3), MAG_MASSES | MAG_AREAS)) {
|
||||
for (i = 0, tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
|
||||
i++;
|
||||
while (i-- > 0)
|
||||
call_magic(ch, NULL, NULL, GET_OBJ_VAL(obj, 3), k, CAST_STAFF);
|
||||
for (i = 0, tch = world[IN_ROOM(ch)].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 = world[IN_ROOM(ch)].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);
|
||||
}
|
||||
for (tch = world[IN_ROOM(ch)].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);
|
||||
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);
|
||||
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 $P.", FALSE, ch, obj, tobj, TO_CHAR);
|
||||
if (obj->action_description)
|
||||
act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM);
|
||||
act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM);
|
||||
else
|
||||
act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM);
|
||||
} else if (IS_SET(spell_info[GET_OBJ_VAL(obj, 3)].routines, MAG_AREAS | MAG_MASSES)) {
|
||||
act("$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);
|
||||
|
|
@ -370,18 +385,18 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
|||
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);
|
||||
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);
|
||||
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;
|
||||
act("There is nothing to here to affect with $p.", FALSE, ch, obj, NULL,
|
||||
TO_CHAR);
|
||||
return;
|
||||
}
|
||||
} else
|
||||
tch = ch;
|
||||
|
|
@ -394,9 +409,9 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
|||
|
||||
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 (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);
|
||||
|
|
@ -404,7 +419,7 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
|||
case ITEM_POTION:
|
||||
tch = ch;
|
||||
|
||||
if (!consume_otrigger(obj, ch, OCMD_QUAFF)) /* check trigger */
|
||||
if (!consume_otrigger(obj, ch, OCMD_QUAFF)) /* check trigger */
|
||||
return;
|
||||
|
||||
act("You quaff $p.", FALSE, ch, obj, NULL, TO_CHAR);
|
||||
|
|
@ -415,16 +430,16 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
|||
|
||||
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 (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));
|
||||
GET_OBJ_TYPE(obj));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
@ -434,31 +449,30 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
|
|||
* prints the words, etc. Entry point for NPC casts. Recommended entry point
|
||||
* for spells cast by NPCs via specprocs. */
|
||||
int cast_spell(struct char_data *ch, struct char_data *tch,
|
||||
struct obj_data *tobj, int spellnum)
|
||||
{
|
||||
struct obj_data *tobj, int spellnum) {
|
||||
if (spellnum < 0 || spellnum > TOP_SPELL_DEFINE) {
|
||||
log("SYSERR: cast_spell trying to call spellnum %d/%d.", spellnum,
|
||||
TOP_SPELL_DEFINE);
|
||||
TOP_SPELL_DEFINE);
|
||||
return (0);
|
||||
}
|
||||
|
||||
if (GET_POS(ch) < SINFO.min_position) {
|
||||
switch (GET_POS(ch)) {
|
||||
case POS_SLEEPING:
|
||||
send_to_char(ch, "You dream about great magical powers.\r\n");
|
||||
break;
|
||||
case POS_RESTING:
|
||||
send_to_char(ch, "You cannot concentrate while resting.\r\n");
|
||||
break;
|
||||
case POS_SITTING:
|
||||
send_to_char(ch, "You can't do this sitting!\r\n");
|
||||
break;
|
||||
case POS_FIGHTING:
|
||||
send_to_char(ch, "Impossible! You can't concentrate enough!\r\n");
|
||||
break;
|
||||
default:
|
||||
send_to_char(ch, "You can't do much of anything like this!\r\n");
|
||||
break;
|
||||
send_to_char(ch, "You dream about great magical powers.\r\n");
|
||||
break;
|
||||
case POS_RESTING:
|
||||
send_to_char(ch, "You cannot concentrate while resting.\r\n");
|
||||
break;
|
||||
case POS_SITTING:
|
||||
send_to_char(ch, "You can't do this sitting!\r\n");
|
||||
break;
|
||||
case POS_FIGHTING:
|
||||
send_to_char(ch, "Impossible! You can't concentrate enough!\r\n");
|
||||
break;
|
||||
default:
|
||||
send_to_char(ch, "You can't do much of anything like this!\r\n");
|
||||
break;
|
||||
}
|
||||
return (0);
|
||||
}
|
||||
|
|
@ -488,8 +502,7 @@ int cast_spell(struct char_data *ch, struct char_data *tch,
|
|||
* determines the spell number and finds a target, throws the die to see if
|
||||
* the spell can be cast, checks for sufficient mana and subtracts it, and
|
||||
* passes control to cast_spell(). */
|
||||
ACMD(do_cast)
|
||||
{
|
||||
ACMD(do_cast) {
|
||||
struct char_data *tch = NULL;
|
||||
struct obj_data *tobj = NULL;
|
||||
char *s, *t;
|
||||
|
|
@ -507,7 +520,8 @@ ACMD(do_cast)
|
|||
}
|
||||
s = strtok(NULL, "'");
|
||||
if (s == NULL) {
|
||||
send_to_char(ch, "Spell names must be enclosed in the Holy Magic Symbols: '\r\n");
|
||||
send_to_char(ch,
|
||||
"Spell names must be enclosed in the Holy Magic Symbols: '\r\n");
|
||||
return;
|
||||
}
|
||||
t = strtok(NULL, "\0");
|
||||
|
|
@ -546,51 +560,52 @@ ACMD(do_cast)
|
|||
number = get_number(&t);
|
||||
if (!target && (IS_SET(SINFO.targets, TAR_CHAR_ROOM))) {
|
||||
if ((tch = get_char_vis(ch, t, &number, FIND_CHAR_ROOM)) != NULL)
|
||||
target = TRUE;
|
||||
target = TRUE;
|
||||
}
|
||||
if (!target && IS_SET(SINFO.targets, TAR_CHAR_WORLD))
|
||||
if ((tch = get_char_vis(ch, t, &number, FIND_CHAR_WORLD)) != NULL)
|
||||
target = TRUE;
|
||||
target = TRUE;
|
||||
|
||||
if (!target && IS_SET(SINFO.targets, TAR_OBJ_INV))
|
||||
if ((tobj = get_obj_in_list_vis(ch, t, &number, ch->carrying)) != NULL)
|
||||
target = TRUE;
|
||||
target = TRUE;
|
||||
|
||||
if (!target && IS_SET(SINFO.targets, TAR_OBJ_EQUIP)) {
|
||||
for (i = 0; !target && i < NUM_WEARS; i++)
|
||||
if (GET_EQ(ch, i) && isname(t, GET_EQ(ch, i)->name)) {
|
||||
tobj = GET_EQ(ch, i);
|
||||
target = TRUE;
|
||||
}
|
||||
if (GET_EQ(ch, i) && isname(t, GET_EQ(ch, i)->name)) {
|
||||
tobj = GET_EQ(ch, i);
|
||||
target = TRUE;
|
||||
}
|
||||
}
|
||||
if (!target && IS_SET(SINFO.targets, TAR_OBJ_ROOM))
|
||||
if ((tobj = get_obj_in_list_vis(ch, t, &number, world[IN_ROOM(ch)].contents)) != NULL)
|
||||
target = TRUE;
|
||||
if ((tobj = get_obj_in_list_vis(ch, t, &number,
|
||||
world[IN_ROOM(ch)].contents)) != NULL)
|
||||
target = TRUE;
|
||||
|
||||
if (!target && IS_SET(SINFO.targets, TAR_OBJ_WORLD))
|
||||
if ((tobj = get_obj_vis(ch, t, &number)) != NULL)
|
||||
target = TRUE;
|
||||
target = TRUE;
|
||||
|
||||
} else { /* if target string is empty */
|
||||
} else { /* if target string is empty */
|
||||
if (!target && IS_SET(SINFO.targets, TAR_FIGHT_SELF))
|
||||
if (FIGHTING(ch) != NULL) {
|
||||
tch = ch;
|
||||
target = TRUE;
|
||||
tch = ch;
|
||||
target = TRUE;
|
||||
}
|
||||
if (!target && IS_SET(SINFO.targets, TAR_FIGHT_VICT))
|
||||
if (FIGHTING(ch) != NULL) {
|
||||
tch = FIGHTING(ch);
|
||||
target = TRUE;
|
||||
tch = FIGHTING(ch);
|
||||
target = TRUE;
|
||||
}
|
||||
/* if no target specified, and the spell isn't violent, default to self */
|
||||
if (!target && IS_SET(SINFO.targets, TAR_CHAR_ROOM) &&
|
||||
!SINFO.violent) {
|
||||
if (!target && IS_SET(SINFO.targets, TAR_CHAR_ROOM) && !SINFO.violent) {
|
||||
tch = ch;
|
||||
target = TRUE;
|
||||
}
|
||||
if (!target) {
|
||||
send_to_char(ch, "Upon %s should the spell be cast?\r\n",
|
||||
IS_SET(SINFO.targets, TAR_OBJ_ROOM | TAR_OBJ_INV | TAR_OBJ_WORLD | TAR_OBJ_EQUIP) ? "what" : "who");
|
||||
IS_SET(SINFO.targets, TAR_OBJ_ROOM | TAR_OBJ_INV | TAR_OBJ_WORLD | TAR_OBJ_EQUIP) ?
|
||||
"what" : "who");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
|
@ -617,34 +632,34 @@ ACMD(do_cast)
|
|||
if (mana > 0)
|
||||
GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - (mana / 2)));
|
||||
if (SINFO.violent && tch && IS_NPC(tch))
|
||||
hit(tch, ch, TYPE_UNDEFINED);
|
||||
hit(tch, ch, TYPE_UNDEFINED);
|
||||
} else { /* cast spell returns 1 on success; subtract mana & set waitstate */
|
||||
if (cast_spell(ch, tch, tobj, spellnum)) {
|
||||
WAIT_STATE(ch, PULSE_VIOLENCE);
|
||||
if (mana > 0)
|
||||
GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - mana));
|
||||
GET_MANA(ch) = MAX(0, MIN(GET_MAX_MANA(ch), GET_MANA(ch) - mana));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void spell_level(int spell, int chclass, int level)
|
||||
{
|
||||
void spell_level(int spell, int chclass, int level) {
|
||||
int bad = 0;
|
||||
|
||||
if (spell < 0 || spell > TOP_SPELL_DEFINE) {
|
||||
log("SYSERR: attempting assign to illegal spellnum %d/%d", spell, TOP_SPELL_DEFINE);
|
||||
log("SYSERR: attempting assign to illegal spellnum %d/%d", spell,
|
||||
TOP_SPELL_DEFINE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (chclass < 0 || chclass >= NUM_CLASSES) {
|
||||
log("SYSERR: assigning '%s' to illegal class %d/%d.", skill_name(spell),
|
||||
chclass, NUM_CLASSES - 1);
|
||||
chclass, NUM_CLASSES - 1);
|
||||
bad = 1;
|
||||
}
|
||||
|
||||
if (level < 1 || level > LVL_IMPL) {
|
||||
log("SYSERR: assigning '%s' to illegal level %d/%d.", skill_name(spell),
|
||||
level, LVL_IMPL);
|
||||
level, LVL_IMPL);
|
||||
bad = 1;
|
||||
}
|
||||
|
||||
|
|
@ -652,11 +667,10 @@ void spell_level(int spell, int chclass, int level)
|
|||
spell_info[spell].min_level[chclass] = level;
|
||||
}
|
||||
|
||||
|
||||
/* Assign the spells on boot up */
|
||||
static void spello(int spl, const char *name, int max_mana, int min_mana,
|
||||
int mana_change, int minpos, int targets, int violent, int routines, const char *wearoff)
|
||||
{
|
||||
int mana_change, int minpos, int targets, int violent, int routines,
|
||||
const char *wearoff) {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < NUM_CLASSES; i++)
|
||||
|
|
@ -672,8 +686,7 @@ static void spello(int spl, const char *name, int max_mana, int min_mana,
|
|||
spell_info[spl].wear_off_msg = wearoff;
|
||||
}
|
||||
|
||||
void unused_spell(int spl)
|
||||
{
|
||||
void unused_spell(int spl) {
|
||||
int i;
|
||||
|
||||
for (i = 0; i < NUM_CLASSES; i++)
|
||||
|
|
@ -713,8 +726,7 @@ void unused_spell(int spl)
|
|||
* See the documentation for a more detailed description of these fields. You
|
||||
* only need a spello() call to define a new spell; to decide who gets to use
|
||||
* a spell or skill, look in class.c. -JE */
|
||||
void mag_assign_spells(void)
|
||||
{
|
||||
void mag_assign_spells(void) {
|
||||
int i;
|
||||
|
||||
/* Do not change the loop below. */
|
||||
|
|
@ -723,225 +735,183 @@ void mag_assign_spells(void)
|
|||
/* Do not change the loop above. */
|
||||
|
||||
spello(SPELL_ANIMATE_DEAD, "animate dead", 35, 10, 3, POS_STANDING,
|
||||
TAR_OBJ_ROOM, FALSE, MAG_SUMMONS,
|
||||
NULL);
|
||||
TAR_OBJ_ROOM, FALSE, MAG_SUMMONS, NULL);
|
||||
|
||||
spello(SPELL_ARMOR, "armor", 30, 15, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
|
||||
"You feel less protected.");
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "You feel less protected.");
|
||||
|
||||
spello(SPELL_BLESS, "bless", 35, 5, 3, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS,
|
||||
"You feel less righteous.");
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS,
|
||||
"You feel less righteous.");
|
||||
|
||||
spello(SPELL_BLINDNESS, "blindness", 35, 25, 1, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_NOT_SELF, FALSE, MAG_AFFECTS,
|
||||
"You feel a cloak of blindness dissolve.");
|
||||
TAR_CHAR_ROOM | TAR_NOT_SELF, FALSE, MAG_AFFECTS,
|
||||
"You feel a cloak of blindness dissolve.");
|
||||
|
||||
spello(SPELL_BURNING_HANDS, "burning hands", 30, 10, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_CALL_LIGHTNING, "call lightning", 40, 25, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_CHARM, "charm person", 75, 50, 2, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_MANUAL,
|
||||
"You feel more self-confident.");
|
||||
TAR_CHAR_ROOM | TAR_NOT_SELF, TRUE, MAG_MANUAL,
|
||||
"You feel more self-confident.");
|
||||
|
||||
spello(SPELL_CHILL_TOUCH, "chill touch", 30, 10, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_AFFECTS,
|
||||
"You feel your strength return.");
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_AFFECTS,
|
||||
"You feel your strength return.");
|
||||
|
||||
spello(SPELL_CLONE, "clone", 80, 65, 5, POS_STANDING,
|
||||
TAR_IGNORE, FALSE, MAG_SUMMONS,
|
||||
NULL);
|
||||
TAR_IGNORE, FALSE, MAG_SUMMONS, NULL);
|
||||
|
||||
spello(SPELL_COLOR_SPRAY, "color spray", 30, 15, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_CONTROL_WEATHER, "control weather", 75, 25, 5, POS_STANDING,
|
||||
TAR_IGNORE, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_IGNORE, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_CREATE_FOOD, "create food", 30, 5, 4, POS_STANDING,
|
||||
TAR_IGNORE, FALSE, MAG_CREATIONS,
|
||||
NULL);
|
||||
TAR_IGNORE, FALSE, MAG_CREATIONS, NULL);
|
||||
|
||||
spello(SPELL_CREATE_WATER, "create water", 30, 5, 4, POS_STANDING,
|
||||
TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_CURE_BLIND, "cure blind", 30, 5, 2, POS_STANDING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_UNAFFECTS,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM, FALSE, MAG_UNAFFECTS, NULL);
|
||||
|
||||
spello(SPELL_CURE_CRITIC, "cure critic", 30, 10, 2, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_POINTS,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM, FALSE, MAG_POINTS, NULL);
|
||||
|
||||
spello(SPELL_CURE_LIGHT, "cure light", 30, 10, 2, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_POINTS,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM, FALSE, MAG_POINTS, NULL);
|
||||
|
||||
spello(SPELL_CURSE, "curse", 80, 50, 2, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV, TRUE, MAG_AFFECTS | MAG_ALTER_OBJS,
|
||||
"You feel more optimistic.");
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV, TRUE, MAG_AFFECTS | MAG_ALTER_OBJS,
|
||||
"You feel more optimistic.");
|
||||
|
||||
spello(SPELL_DARKNESS, "darkness", 30, 5, 4, POS_STANDING,
|
||||
TAR_IGNORE, FALSE, MAG_ROOMS,
|
||||
NULL);
|
||||
TAR_IGNORE, FALSE, MAG_ROOMS, NULL);
|
||||
|
||||
spello(SPELL_DETECT_ALIGN, "detect alignment", 20, 10, 2, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"You feel less aware.");
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS, "You feel less aware.");
|
||||
|
||||
spello(SPELL_DETECT_INVIS, "detect invisibility", 20, 10, 2, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"Your eyes stop tingling.");
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"Your eyes stop tingling.");
|
||||
|
||||
spello(SPELL_DETECT_MAGIC, "detect magic", 20, 10, 2, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"The detect magic wears off.");
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"The detect magic wears off.");
|
||||
|
||||
spello(SPELL_DETECT_POISON, "detect poison", 15, 5, 1, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
|
||||
"The detect poison wears off.");
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
|
||||
"The detect poison wears off.");
|
||||
|
||||
spello(SPELL_DISPEL_EVIL, "dispel evil", 40, 25, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_DISPEL_GOOD, "dispel good", 40, 25, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_EARTHQUAKE, "earthquake", 40, 25, 3, POS_FIGHTING,
|
||||
TAR_IGNORE, TRUE, MAG_AREAS,
|
||||
NULL);
|
||||
TAR_IGNORE, TRUE, MAG_AREAS, NULL);
|
||||
|
||||
spello(SPELL_ENCHANT_WEAPON, "enchant weapon", 150, 100, 10, POS_STANDING,
|
||||
TAR_OBJ_INV, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_OBJ_INV, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_ENERGY_DRAIN, "energy drain", 40, 25, 1, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE | MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_GROUP_ARMOR, "group armor", 50, 30, 2, POS_STANDING,
|
||||
TAR_IGNORE, FALSE, MAG_GROUPS,
|
||||
NULL);
|
||||
TAR_IGNORE, FALSE, MAG_GROUPS, NULL);
|
||||
|
||||
spello(SPELL_FIREBALL, "fireball", 40, 30, 2, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_FLY, "fly", 40, 20, 2, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
|
||||
"You drift slowly to the ground.");
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "You drift slowly to the ground.");
|
||||
|
||||
spello(SPELL_GROUP_HEAL, "group heal", 80, 60, 5, POS_STANDING,
|
||||
TAR_IGNORE, FALSE, MAG_GROUPS,
|
||||
NULL);
|
||||
TAR_IGNORE, FALSE, MAG_GROUPS, NULL);
|
||||
|
||||
spello(SPELL_HARM, "harm", 75, 45, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_HEAL, "heal", 60, 40, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_POINTS | MAG_UNAFFECTS,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM, FALSE, MAG_POINTS | MAG_UNAFFECTS, NULL);
|
||||
|
||||
spello(SPELL_INFRAVISION, "infravision", 25, 10, 1, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"Your night vision seems to fade.");
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"Your night vision seems to fade.");
|
||||
|
||||
spello(SPELL_INVISIBLE, "invisibility", 35, 25, 1, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_AFFECTS | MAG_ALTER_OBJS,
|
||||
"You feel yourself exposed.");
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE,
|
||||
MAG_AFFECTS | MAG_ALTER_OBJS, "You feel yourself exposed.");
|
||||
|
||||
spello(SPELL_LIGHTNING_BOLT, "lightning bolt", 30, 15, 1, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_LOCATE_OBJECT, "locate object", 25, 20, 1, POS_STANDING,
|
||||
TAR_OBJ_WORLD, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_OBJ_WORLD, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_MAGIC_MISSILE, "magic missile", 25, 10, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_POISON, "poison", 50, 20, 3, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_NOT_SELF | TAR_OBJ_INV, TRUE,
|
||||
MAG_AFFECTS | MAG_ALTER_OBJS,
|
||||
"You feel less sick.");
|
||||
TAR_CHAR_ROOM | TAR_NOT_SELF | TAR_OBJ_INV, TRUE,
|
||||
MAG_AFFECTS | MAG_ALTER_OBJS, "You feel less sick.");
|
||||
|
||||
spello(SPELL_PROT_FROM_EVIL, "protection from evil", 40, 10, 3, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"You feel less protected.");
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"You feel less protected.");
|
||||
|
||||
spello(SPELL_REMOVE_CURSE, "remove curse", 45, 25, 5, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE,
|
||||
MAG_UNAFFECTS | MAG_ALTER_OBJS,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_EQUIP, FALSE,
|
||||
MAG_UNAFFECTS | MAG_ALTER_OBJS, NULL);
|
||||
|
||||
spello(SPELL_REMOVE_POISON, "remove poison", 40, 8, 4, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_UNAFFECTS | MAG_ALTER_OBJS,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE,
|
||||
MAG_UNAFFECTS | MAG_ALTER_OBJS, NULL);
|
||||
|
||||
spello(SPELL_SANCTUARY, "sanctuary", 110, 85, 5, POS_STANDING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
|
||||
"The white aura around your body fades.");
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "The white aura around your body fades.");
|
||||
|
||||
spello(SPELL_SENSE_LIFE, "sense life", 20, 10, 2, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"You feel less aware of your surroundings.");
|
||||
TAR_CHAR_ROOM | TAR_SELF_ONLY, FALSE, MAG_AFFECTS,
|
||||
"You feel less aware of your surroundings.");
|
||||
|
||||
spello(SPELL_SHOCKING_GRASP, "shocking grasp", 30, 15, 3, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_FIGHT_VICT, TRUE, MAG_DAMAGE, NULL);
|
||||
|
||||
spello(SPELL_SLEEP, "sleep", 40, 25, 5, POS_STANDING,
|
||||
TAR_CHAR_ROOM, TRUE, MAG_AFFECTS,
|
||||
"You feel less tired.");
|
||||
TAR_CHAR_ROOM, TRUE, MAG_AFFECTS, "You feel less tired.");
|
||||
|
||||
spello(SPELL_STRENGTH, "strength", 35, 30, 1, POS_STANDING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
|
||||
"You feel weaker.");
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "You feel weaker.");
|
||||
|
||||
spello(SPELL_SUMMON, "summon", 75, 50, 3, POS_STANDING,
|
||||
TAR_CHAR_WORLD | TAR_NOT_SELF, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_CHAR_WORLD | TAR_NOT_SELF, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_TELEPORT, "teleport", 75, 50, 3, POS_STANDING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_WATERWALK, "waterwalk", 40, 20, 2, POS_STANDING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS,
|
||||
"Your feet seem less buoyant.");
|
||||
TAR_CHAR_ROOM, FALSE, MAG_AFFECTS, "Your feet seem less buoyant.");
|
||||
|
||||
spello(SPELL_WORD_OF_RECALL, "word of recall", 20, 10, 2, POS_FIGHTING,
|
||||
TAR_CHAR_ROOM, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
spello(SPELL_IDENTIFY, "identify", 50, 25, 5, POS_STANDING,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
/* NON-castable spells should appear below here. */
|
||||
spello(SPELL_IDENTIFY, "identify", 0, 0, 0, 0,
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
|
||||
NULL);
|
||||
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, NULL);
|
||||
|
||||
/* you might want to name this one something more fitting to your theme -Welcor*/
|
||||
spello(SPELL_DG_AFFECT, "Script-inflicted", 0, 0, 0, POS_SITTING,
|
||||
TAR_IGNORE, TRUE, 0,
|
||||
NULL);
|
||||
TAR_IGNORE, TRUE, 0, NULL);
|
||||
|
||||
/* Declaration of skills - this actually doesn't do anything except set it up
|
||||
* so that immortals can use these skills by default. The min level to use
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue