tbamud/src/magic.c
Rumble ebc985f010 jeremyosborne | 2008-04-04 02:36:38 +0200 (Fri, 04 Apr 2008) | 1 line
Minor Bugfix: All game configuration settings now reference the world config 
structure, not the individual config variables found in config.c.
------------------------------------------------------------------------
 rumble | 2008-03-22 13:27:00 +0100 (Sat, 22 Mar 2008) | 1 line

Added lib/world/qst/ directory, index, index.mini, and 0.qst.
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 jeremyosborne | 2008-03-08 03:27:51 +0100 (Sat, 08 Mar 2008) | 3 lines

Bugfix: the include directory (for .h files) is now referenced correctly in the
depend statement.
Deletion: listrent.c removed as a separate utility.
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 jeremyosborne | 2008-03-08 03:08:51 +0100 (Sat, 08 Mar 2008) | 1 line

Enhancement: utils/ Makefile will now use a depends file, and looks for dependen
cies in the ../ directory (shrinks the necessary information to make each utilit
y).
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 Rumble | 2008-03-06 23:39:35 +0100 (Thu, 06 Mar 2008) | 1 line

Made TBA specific changes. do_cheat, removed help level checking, and advance to
level 32.
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 jeremyosborne | 2008-03-06 18:37:12 +0100 (Thu, 06 Mar 2008) | 1 line

Minor Update: Changed header of Makefile.in to read 'tbaMUD' and also added in a
ttribution for the changes. (Thanks seqwith.)
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 jeremyosborne | 2008-03-06 18:31:07 +0100 (Thu, 06 Mar 2008) | 4 lines

Changed Makefile.in to use glob expressions when building the objects. This 
translates into no longer a need to update Makefile.in whenever a new .c file 
is added to the mud code. Other Makefile.* have not yet been changed (and 
need review, anyway).

All CXREF cruft left in Makefile.in has been removed. tbaMUD is now using 
Doxygen. Technically, CXREF provides a bit more auto-documentation than Doxygen
does, however the tbaMUD (and legacy circle code) has never been marked-up with 
the special CXREF codes required to effectively use the program. Since Doxygen 
is easier to use, and provides almost as much functionality as CXREF, CXREF 
support has been dropped.
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 jeremyosborne | 2008-03-06 08:31:02 +0100 (Thu, 06 Mar 2008) | 1 line

Bug Fix: asciiflag_conv* functions now can handle a negative numeric value.
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 jeremyosborne | 2008-03-06 08:16:06 +0100 (Thu, 06 Mar 2008) | 1 line

Bug fix/enhancement: Charmed mobs (specifically charmed mobs with a ->master) 
will no longer attempt to wander off.
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 jeremyosborne | 2008-03-06 08:13:38 +0100 (Thu, 06 Mar 2008) | 6 lines

Based on the compiler warning about mag_materials being an unused function, and
the clone spell being unused.

Bug fix: Clone can now be cast. It is an 'ignore' target spell.

Fix and Modification: Clone, being an effectively unused spell that is only used
by mortal Magic Users at level 30, is now implemented as very simple example of
how to use mag_materials(). The item required by mag_materials is vnum 161, 
which in stock tbaMUD is some sacrificial entrails.
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 jeremyosborne | 2008-03-05 01:43:09 +0100 (Wed, 05 Mar 2008) | 3 lines

Bug Fix for "Did you mean:" including DG commands.
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 jeremyosborne | 2008-03-05 01:29:18 +0100 (Wed, 05 Mar 2008) | 3 lines

Bug Fix: do_simple_move slightly rewritten to handle Leave triggers that purge a
 door.

Documentation: do_simple_move documented.
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 Laoris | 2008-03-01 08:22:12 +0100 (Sat, 01 Mar 2008) | 1 line

Trial run of columnizer function on commands list to see how people like it.
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 jeremyosborne | 2008-02-26 22:36:17 +0100 (Tue, 26 Feb 2008) | 1 line

asciimap, an in game automap, along with a couple of minor bug fixes to do with
the automap, patched in (Thanks Jamdog).
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 jeremyosborne | 2008-02-22 04:08:05 +0100 (Fri, 22 Feb 2008) | 1 line

Minor update: Relocate local variable declaration to the top of ACMD(do_help)
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 jeremyosborne | 2008-02-22 04:04:37 +0100 (Fri, 22 Feb 2008) | 6 lines

Checked in the following placeholders for do_gen_tog:
#define SCMD_AUTOLOOT   24
#define SCMD_AUTOGOLD   25
#define SCMD_AUTOSPLIT  26
#define SCMD_AUTOSAC    27
#define SCMD_AUTOASSIST 28
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 jeremyosborne | 2008-02-22 03:57:06 +0100 (Fri, 22 Feb 2008) | 1 line

The Autoquest patch, along with a couple of minor bug fixes, has been integrated
into tbaMUD. (Thanks Jamdog, Kenneth Ray and Morgaelin.)
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 jeremyosborne | 2008-02-18 21:46:45 +0100 (Mon, 18 Feb 2008) | 2 lines

Minor Fix:
Casted NOWHERE, NOTHING, NOBODY and NOFLAG as IDXTYPE for the signed short int 
index types.
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 jeremyosborne | 2008-02-18 03:36:16 +0100 (Mon, 18 Feb 2008) | 7 lines

Added a new atoidx() conversion function for dealing with string to IDXTYPE 
conversions (in utils.c, prototype exported through utils.h).
Added IDXTYPE_MIN and IDXTYPE_MAX defines (in structs.h).
Replaced atoi references with atoidx in do_oasis_zedit (in zedit.c).
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 Rumble | 2008-02-18 01:44:13 +0100 (Mon, 18 Feb 2008) | 1 line

Fixed direction mapping to give readable directions instead of sub commands. 
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 jeremyosborne | 2008-02-18 00:26:15 +0100 (Mon, 18 Feb 2008) | 5 lines

Since general olc editing are automatically saved to disk, 'shutdown reboot' has
been changed to not-autosave by default. (Small change made to do_shutdown in 
act.wizard.c).
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 jeremyosborne | 2008-02-18 00:12:12 +0100 (Mon, 18 Feb 2008) | 3 lines

Changed:
struct attack_hit_type moved to fight.h
attack_hit_text exported through fight.h
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 jeremyosborne | 2008-02-17 22:32:51 +0100 (Sun, 17 Feb 2008) | 7 lines

- do_file heads or tails files correctly and has also been enhanced to return 
file info (act.wizard.c)
- defines made for common log files created by autorun, and those used by 
do_file (db.h)
- utility functions added: file_head(), file_tail(), file_sizeof(), and 
file_numlines() (defined utils.c and exported through utils.h)
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 Rumble | 2008-02-16 23:24:05 +0100 (Sat, 16 Feb 2008) | 1 line

Fixed export command. (thanks Kyle)
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 jeremyosborne | 2008-02-16 22:42:46 +0100 (Sat, 16 Feb 2008) | 1 line

Files are now tagged as executable. Should be able to be checked out from subver
sion and executed without running chmod.
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 Rumble | 2008-02-15 17:03:06 +0100 (Fri, 15 Feb 2008) | 1 line

 Fixed strcat() writing out of bounds in cedit.c since strdup() only malloc() 
strlen(str)+1 bytes. (thanks Buggo) and moved attack_hit_text back.
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 jeremyosborne | 2008-02-13 20:41:02 +0100 (Wed, 13 Feb 2008) | 1 line

Event queue function definitions, global variables and defines doxygenated.
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 Rumble | 2008-02-12 00:23:38 +0100 (Tue, 12 Feb 2008) | 1 line

Updated levels command to use an arg/range and added color parsing to greetings.
 (thanks Jamdog)
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 jeremyosborne | 2008-02-11 21:06:10 +0100 (Mon, 11 Feb 2008) | 1 line

Doxygen comments completed for weather.c
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 Rumble | 2008-02-11 03:52:50 +0100 (Mon, 11 Feb 2008) | 1 line

Corrected several 64-bit warnings. (thanks Buggo)
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 Rumble | 2008-02-10 22:56:56 +0100 (Sun, 10 Feb 2008) | 1 line

Added get_flag_by_name allowing for new trigedit variable checks like 
%actor.pref(FLAG)% checks. (thanks Jamdog)
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 jeremyosborne | 2008-02-08 21:22:26 +0100 (Fri, 08 Feb 2008) | 3 lines

COMPLETE: tbaMUD code re-org of global and local scope function and variable 
declarations. There may be a few things that I did not catch (some non extern 
keyword declarations of function prototypes within other functions, for 
example).

BUG FIX: Unused functions encrypt_hex() and decrypt_hex() removed from mail.c.
------------------------------------------------------------------------
 jeremyosborne | 2008-02-05 23:31:09 +0100 (Tue, 05 Feb 2008) | 2 lines

Continued clean-up of 'extern' references to functions and variables.
BUG UNCOVERED: set_title() in class.c incorrectly handles the const nature of 
the char * returned from title_female and title_male.
------------------------------------------------------------------------
 jeremyosborne | 2008-02-05 19:38:17 +0100 (Tue, 05 Feb 2008) | 3 lines

More work on mud clean-up.
New file: spec_procs.h
Created this file to house the legacy special procedures (spec_procs.c and 
castle.c) and special feature assignment in general.
------------------------------------------------------------------------
 jeremyosborne | 2008-02-05 00:59:44 +0100 (Tue, 05 Feb 2008) | 3 lines

- Minor Bugfix: Fixed parse error in mobact.c
- Minor Bugfix: act.h is now included in all of the act functions. Forgot to do
that the first time :(
- Additions: ban.h has been added as the external entry point into the ban.c 
globals and functions. Files needing ban.h have been updated.
------------------------------------------------------------------------
 jeremyosborne | 2008-02-04 20:02:11 +0100 (Mon, 04 Feb 2008) | 1 line

All act*.c functions, defines and globals have been prototyped/declared in 
act.h. The file act.h does not contain every ACMD, only those ACMDs and 
utility functions available within the act*.c files.
------------------------------------------------------------------------
 Rumble | 2008-02-04 17:59:47 +0100 (Mon, 04 Feb 2008) | 1 line

Fixed the last few flags missed for the 128 bit conversion.
------------------------------------------------------------------------
 Laoris | 2008-02-04 07:27:56 +0100 (Mon, 04 Feb 2008) | 3 lines

Adding a column formatter for lists.  Accepts printf-like arguments.
Only used by medit right now.

------------------------------------------------------------------------
 jeremyosborne | 2008-02-04 07:09:19 +0100 (Mon, 04 Feb 2008) | 2 lines

- Changed the 'struct queue' to 'struct dg_queue' to avoid namespace conflicts.
- Ongoing cleanup to mud project.
------------------------------------------------------------------------
 Rumble | 2008-02-04 00:07:09 +0100 (Mon, 04 Feb 2008) | 1 line

Fixed run_autowiz which ran twice on advancement.
------------------------------------------------------------------------
 jeremyosborne | 2008-02-03 03:46:22 +0100 (Sun, 03 Feb 2008) | 1 line

act.h created and added. This header will be the external entry point for the 
functions, function subcommands and variables within the act*.c files. It is 
not designed to be the entry point for all ACMD functions.
------------------------------------------------------------------------
 jeremyosborne | 2008-02-03 02:44:29 +0100 (Sun, 03 Feb 2008) | 1 line

Merge of another part of the code cleanup, the dg script stuff.
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 jeremyosborne | 2008-02-02 08:56:03 +0100 (Sat, 02 Feb 2008) | 1 line

Modularizing and organizing files continues. Committing comm.c and comm.h 
because they are hairy, and I don't want to do them over if my hard drive 
crashes.
------------------------------------------------------------------------
 jeremyosborne | 2008-02-02 07:05:08 +0100 (Sat, 02 Feb 2008) | 4 lines

- Marking all file scope functions as 'static'
- Reorganization of the global variables and functions.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-31 10:20:47 +0100 (Thu, 31 Jan 2008) | 1 line

* Protected the conf.h.* system config files from multiple calls.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-31 09:56:18 +0100 (Thu, 31 Jan 2008) | 1 line

* Removed extraneous references to TRUE / FALSE and YES / NO defines.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-31 09:46:20 +0100 (Thu, 31 Jan 2008) | 2 lines

* BUGFIX: NUM_POSITIONS set to 8 (was incorrectly set to 15 before)
* Migrated NUM_* settings from oasis.h to more appropriate locations near where
they are defined. (For Example: NUM_POSITIONS moved to structs.h next to the 
POSITION_* defines.)
------------------------------------------------------------------------
 jeremyosborne | 2008-01-31 03:58:28 +0100 (Thu, 31 Jan 2008) | 1 line

Added Appendix A - Coder Support. Right now, it simply speaks to the fact that 
we have included doxygen config files, are working to document the source code, 
and provides a rudimentary "do this" guide to create the doxygen cross 
references.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-30 07:12:07 +0100 (Wed, 30 Jan 2008) | 2 lines

- All .h files now have doxygen recognized headers, and the format is slightly 
altered to ease editing of headers.
- Protected all .h files from multiple calls. (Standard format is #ifndef _HEADE
R_H_ #define _HEADER_H_ .... #endif)
------------------------------------------------------------------------
 jeremyosborne | 2008-01-29 11:18:14 +0100 (Tue, 29 Jan 2008) | 1 line

constants.h, structs.h and utils.h now protected from multiple includes. This is
 sometimes overkill, but good practice overall.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-29 10:38:18 +0100 (Tue, 29 Jan 2008) | 1 line

Updated documentation for constants.c and constants.h.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-29 10:15:25 +0100 (Tue, 29 Jan 2008) | 3 lines

The standard Doxygen configuration doxyfiles (config files) for tbaMUD. One is 
to be used with the Graphviz DOT (dox_withGraphs), one is designed to be used if
Graphviz is not available.

Now just need a short document describing the usage of doxygen.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-29 10:11:36 +0100 (Tue, 29 Jan 2008) | 1 line

Minor document correction in struct dex_app_tpe.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-28 20:53:51 +0100 (Mon, 28 Jan 2008) | 1 line

*bugfix* do_drink command: When a container is empty, the correct, "It is 
empty." message is now displayed.
------------------------------------------------------------------------
 jeremyosborne | 2008-01-28 07:58:15 +0100 (Mon, 28 Jan 2008) | 3 lines

Merging changes to trunk for:
* utils.h, utils.c and structs.h doxygen comments
* adding file dox_withGraphs.doxyfile
2008-04-12 01:31:58 +00:00

961 lines
28 KiB
C

/**************************************************************************
* File: magic.c Part of tbaMUD *
* Usage: Low-level functions for magic; spell template code. *
* *
* All rights reserved. See license for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
**************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "spells.h"
#include "handler.h"
#include "db.h"
#include "interpreter.h"
#include "constants.h"
#include "dg_scripts.h"
#include "class.h"
#include "fight.h"
/* local file scope function prototypes */
static int mag_materials(struct char_data *ch, IDXTYPE item0, IDXTYPE item1, IDXTYPE item2, int extract, int verbose);
static void perform_mag_groups(int level, struct char_data *ch, struct char_data *tch, int spellnum, int savetype);
/* Negative apply_saving_throw[] values make saving throws better! So do
* negative modifiers. Though people may be used to the reverse of that.
* It's due to the code modifying the target saving throw instead of the
* random number of the character as in some other systems. */
int mag_savingthrow(struct char_data *ch, int type, int modifier)
{
/* NPCs use warrior tables according to some book */
int class_sav = CLASS_WARRIOR;
int save;
if (!IS_NPC(ch))
class_sav = GET_CLASS(ch);
save = saving_throws(class_sav, type, GET_LEVEL(ch));
save += GET_SAVE(ch, type);
save += modifier;
/* Throwing a 0 is always a failure. */
if (MAX(1, save) < rand_number(0, 99))
return (TRUE);
/* Oops, failed. Sorry. */
return (FALSE);
}
/* affect_update: called from comm.c (causes spells to wear off) */
void affect_update(void)
{
struct affected_type *af, *next;
struct char_data *i;
for (i = character_list; i; i = i->next)
for (af = i->affected; af; af = next) {
next = af->next;
if (af->duration >= 1)
af->duration--;
else if (af->duration == -1) /* No action */
;
else {
if ((af->type > 0) && (af->type <= MAX_SPELLS))
if (!af->next || (af->next->type != af->type) ||
(af->next->duration > 0))
if (spell_info[af->type].wear_off_msg)
send_to_char(i, "%s\r\n", spell_info[af->type].wear_off_msg);
affect_remove(i, af);
}
}
}
/* Checks for up to 3 vnums (spell reagents) in the player's inventory. If
* multiple vnums are passed in, the function ANDs the items together as
* requirements (ie. if one or more are missing, the spell will not fail).
* @param ch The caster of the spell.
* @param item0 The first required item of the spell, NOTHING if not required.
* @param item1 The second required item of the spell, NOTHING if not required.
* @param item2 The third required item of the spell, NOTHING if not required.
* @param extract TRUE if mag_materials should consume (destroy) the items in
* the players inventory, FALSE if not. Items will only be removed on a
* successful cast.
* @param verbose TRUE to provide some generic failure or success messages,
* FALSE to send no in game messages from this function.
* @retval int TRUE if ch has all materials to cast the spell, FALSE if not.
*/
static int mag_materials(struct char_data *ch, IDXTYPE item0,
IDXTYPE item1, IDXTYPE item2, int extract, int verbose)
{
/* Begin Local variable definitions. */
/*------------------------------------------------------------------------*/
/* Used for object searches. */
struct obj_data *tobj = NULL;
/* Points to found reagents. */
struct obj_data *obj0 = NULL, *obj1 = NULL, *obj2 = NULL;
/*------------------------------------------------------------------------*/
/* End Local variable definitions. */
/* Begin success checks. Checks must pass to signal a success. */
/*------------------------------------------------------------------------*/
/* Check for the objects in the players inventory. */
for (tobj = ch->carrying; tobj; tobj = tobj->next_content)
{
if ((item0 != NOTHING) && (GET_OBJ_VNUM(tobj) == item0))
{
obj0 = tobj;
item0 = NOTHING;
}
else if ((item1 != NOTHING) && (GET_OBJ_VNUM(tobj) == item1))
{
obj1 = tobj;
item1 = NOTHING;
}
else if ((item2 != NOTHING) && (GET_OBJ_VNUM(tobj) == item2))
{
obj2 = tobj;
item2 = NOTHING;
}
}
/* If we needed items, but didn't find all of them, then the spell is a
* failure. */
if ((item0 != NOTHING) || (item1 != NOTHING) || (item2 != NOTHING))
{
/* Generic spell failure messages. */
if (verbose)
{
switch (rand_number(0, 2))
{
case 0:
send_to_char(ch, "A wart sprouts on your nose.\r\n");
break;
case 1:
send_to_char(ch, "Your hair falls out in clumps.\r\n");
break;
case 2:
send_to_char(ch, "A huge corn develops on your big toe.\r\n");
break;
}
}
/* Return fales, the material check has failed. */
return (FALSE);
}
/*------------------------------------------------------------------------*/
/* End success checks. */
/* From here on, ch has all required materials in their inventory and the
* material check will return a success. */
/* Begin Material Processing. */
/*------------------------------------------------------------------------*/
/* Extract (destroy) the materials, if so called for. */
if (extract)
{
if (obj0 != NULL)
extract_obj(obj0);
if (obj1 != NULL)
extract_obj(obj1);
if (obj2 != NULL)
extract_obj(obj2);
/* Generic success messages that signals extracted objects. */
if (verbose)
{
send_to_char(ch, "A puff of smoke rises from your pack.\r\n");
act("A puff of smoke rises from $n's pack.", TRUE, ch, NULL, NULL, TO_ROOM);
}
}
/* Don't extract the objects, but signal materials successfully found. */
if(!extract && verbose)
{
send_to_char(ch, "Your pack rumbles.\r\n");
act("Something rumbles in $n's pack.", TRUE, ch, NULL, NULL, TO_ROOM);
}
/*------------------------------------------------------------------------*/
/* End Material Processing. */
/* Signal to calling function that the materials were successfully found
* and processed. */
return (TRUE);
}
/* Every spell that does damage comes through here. This calculates the amount
* of damage, adds in any modifiers, determines what the saves are, tests for
* save and calls damage(). -1 = dead, otherwise the amount of damage done. */
int mag_damage(int level, struct char_data *ch, struct char_data *victim,
int spellnum, int savetype)
{
int dam = 0;
if (victim == NULL || ch == NULL)
return (0);
switch (spellnum) {
/* Mostly mages */
case SPELL_MAGIC_MISSILE:
case SPELL_CHILL_TOUCH: /* chill touch also has an affect */
if (IS_MAGIC_USER(ch))
dam = dice(1, 8) + 1;
else
dam = dice(1, 6) + 1;
break;
case SPELL_BURNING_HANDS:
if (IS_MAGIC_USER(ch))
dam = dice(3, 8) + 3;
else
dam = dice(3, 6) + 3;
break;
case SPELL_SHOCKING_GRASP:
if (IS_MAGIC_USER(ch))
dam = dice(5, 8) + 5;
else
dam = dice(5, 6) + 5;
break;
case SPELL_LIGHTNING_BOLT:
if (IS_MAGIC_USER(ch))
dam = dice(7, 8) + 7;
else
dam = dice(7, 6) + 7;
break;
case SPELL_COLOR_SPRAY:
if (IS_MAGIC_USER(ch))
dam = dice(9, 8) + 9;
else
dam = dice(9, 6) + 9;
break;
case SPELL_FIREBALL:
if (IS_MAGIC_USER(ch))
dam = dice(11, 8) + 11;
else
dam = dice(11, 6) + 11;
break;
/* Mostly clerics */
case SPELL_DISPEL_EVIL:
dam = dice(6, 8) + 6;
if (IS_EVIL(ch)) {
victim = ch;
dam = GET_HIT(ch) - 1;
} else if (IS_GOOD(victim)) {
act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR);
return (0);
}
break;
case SPELL_DISPEL_GOOD:
dam = dice(6, 8) + 6;
if (IS_GOOD(ch)) {
victim = ch;
dam = GET_HIT(ch) - 1;
} else if (IS_EVIL(victim)) {
act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR);
return (0);
}
break;
case SPELL_CALL_LIGHTNING:
dam = dice(7, 8) + 7;
break;
case SPELL_HARM:
dam = dice(8, 8) + 8;
break;
case SPELL_ENERGY_DRAIN:
if (GET_LEVEL(victim) <= 2)
dam = 100;
else
dam = dice(1, 10);
break;
/* Area spells */
case SPELL_EARTHQUAKE:
dam = dice(2, 8) + level;
break;
} /* switch(spellnum) */
/* divide damage by two if victim makes his saving throw */
if (mag_savingthrow(victim, savetype, 0))
dam /= 2;
/* and finally, inflict the damage */
return (damage(ch, victim, dam, spellnum));
}
/* Every spell that does an affect comes through here. This determines the
* effect, whether it is added or replacement, whether it is legal or not, etc.
* affect_join(vict, aff, add_dur, avg_dur, add_mod, avg_mod) */
#define MAX_SPELL_AFFECTS 5 /* change if more needed */
void mag_affects(int level, struct char_data *ch, struct char_data *victim,
int spellnum, int savetype)
{
struct affected_type af[MAX_SPELL_AFFECTS];
bool accum_affect = FALSE, accum_duration = FALSE;
const char *to_vict = NULL, *to_room = NULL;
int i;
if (victim == NULL || ch == NULL)
return;
for (i = 0; i < MAX_SPELL_AFFECTS; i++) {
af[i].type = spellnum;
af[i].bitvector = 0;
af[i].modifier = 0;
af[i].location = APPLY_NONE;
}
switch (spellnum) {
case SPELL_CHILL_TOUCH:
af[0].location = APPLY_STR;
if (mag_savingthrow(victim, savetype, 0))
af[0].duration = 1;
else
af[0].duration = 4;
af[0].modifier = -1;
accum_duration = TRUE;
to_vict = "You feel your strength wither!";
break;
case SPELL_ARMOR:
af[0].location = APPLY_AC;
af[0].modifier = -20;
af[0].duration = 24;
accum_duration = TRUE;
to_vict = "You feel someone protecting you.";
break;
case SPELL_BLESS:
af[0].location = APPLY_HITROLL;
af[0].modifier = 2;
af[0].duration = 6;
af[1].location = APPLY_SAVING_SPELL;
af[1].modifier = -1;
af[1].duration = 6;
accum_duration = TRUE;
to_vict = "You feel righteous.";
break;
case SPELL_BLINDNESS:
if (MOB_FLAGGED(victim,MOB_NOBLIND) || mag_savingthrow(victim, savetype, 0)) {
send_to_char(ch, "You fail.\r\n");
return;
}
af[0].location = APPLY_HITROLL;
af[0].modifier = -4;
af[0].duration = 2;
af[0].bitvector = AFF_BLIND;
af[1].location = APPLY_AC;
af[1].modifier = 40;
af[1].duration = 2;
af[1].bitvector = AFF_BLIND;
to_room = "$n seems to be blinded!";
to_vict = "You have been blinded!";
break;
case SPELL_CURSE:
if (mag_savingthrow(victim, savetype, 0)) {
send_to_char(ch, "%s", CONFIG_NOEFFECT);
return;
}
af[0].location = APPLY_HITROLL;
af[0].duration = 1 + (GET_LEVEL(ch) / 2);
af[0].modifier = -1;
af[0].bitvector = AFF_CURSE;
af[1].location = APPLY_DAMROLL;
af[1].duration = 1 + (GET_LEVEL(ch) / 2);
af[1].modifier = -1;
af[1].bitvector = AFF_CURSE;
accum_duration = TRUE;
accum_affect = TRUE;
to_room = "$n briefly glows red!";
to_vict = "You feel very uncomfortable.";
break;
case SPELL_DETECT_ALIGN:
af[0].duration = 12 + level;
af[0].bitvector = AFF_DETECT_ALIGN;
accum_duration = TRUE;
to_vict = "Your eyes tingle.";
break;
case SPELL_DETECT_INVIS:
af[0].duration = 12 + level;
af[0].bitvector = AFF_DETECT_INVIS;
accum_duration = TRUE;
to_vict = "Your eyes tingle.";
break;
case SPELL_DETECT_MAGIC:
af[0].duration = 12 + level;
af[0].bitvector = AFF_DETECT_MAGIC;
accum_duration = TRUE;
to_vict = "Your eyes tingle.";
break;
case SPELL_INFRAVISION:
af[0].duration = 12 + level;
af[0].bitvector = AFF_INFRAVISION;
accum_duration = TRUE;
to_vict = "Your eyes glow red.";
to_room = "$n's eyes glow red.";
break;
case SPELL_INVISIBLE:
if (!victim)
victim = ch;
af[0].duration = 12 + (GET_LEVEL(ch) / 4);
af[0].modifier = -40;
af[0].location = APPLY_AC;
af[0].bitvector = AFF_INVISIBLE;
accum_duration = TRUE;
to_vict = "You vanish.";
to_room = "$n slowly fades out of existence.";
break;
case SPELL_POISON:
if (mag_savingthrow(victim, savetype, 0)) {
send_to_char(ch, "%s", CONFIG_NOEFFECT);
return;
}
af[0].location = APPLY_STR;
af[0].duration = GET_LEVEL(ch);
af[0].modifier = -2;
af[0].bitvector = AFF_POISON;
to_vict = "You feel very sick.";
to_room = "$n gets violently ill!";
break;
case SPELL_PROT_FROM_EVIL:
af[0].duration = 24;
af[0].bitvector = AFF_PROTECT_EVIL;
accum_duration = TRUE;
to_vict = "You feel invulnerable!";
break;
case SPELL_SANCTUARY:
af[0].duration = 4;
af[0].bitvector = AFF_SANCTUARY;
accum_duration = TRUE;
to_vict = "A white aura momentarily surrounds you.";
to_room = "$n is surrounded by a white aura.";
break;
case SPELL_SLEEP:
if (!CONFIG_PK_ALLOWED && !IS_NPC(ch) && !IS_NPC(victim))
return;
if (MOB_FLAGGED(victim, MOB_NOSLEEP))
return;
if (mag_savingthrow(victim, savetype, 0))
return;
af[0].duration = 4 + (GET_LEVEL(ch) / 4);
af[0].bitvector = AFF_SLEEP;
if (GET_POS(victim) > POS_SLEEPING) {
send_to_char(victim, "You feel very sleepy... Zzzz......\r\n");
act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM);
GET_POS(victim) = POS_SLEEPING;
}
break;
case SPELL_STRENGTH:
if (GET_ADD(victim) == 100)
return;
af[0].location = APPLY_STR;
af[0].duration = (GET_LEVEL(ch) / 2) + 4;
af[0].modifier = 1 + (level > 18);
accum_duration = TRUE;
accum_affect = TRUE;
to_vict = "You feel stronger!";
break;
case SPELL_SENSE_LIFE:
to_vict = "Your feel your awareness improve.";
af[0].duration = GET_LEVEL(ch);
af[0].bitvector = AFF_SENSE_LIFE;
accum_duration = TRUE;
break;
case SPELL_WATERWALK:
af[0].duration = 24;
af[0].bitvector = AFF_WATERWALK;
accum_duration = TRUE;
to_vict = "You feel webbing between your toes.";
break;
}
/* If this is a mob that has this affect set in its mob file, do not perform
* the affect. This prevents people from un-sancting mobs by sancting them
* and waiting for it to fade, for example. */
if (IS_NPC(victim) && !affected_by_spell(victim, spellnum))
for (i = 0; i < MAX_SPELL_AFFECTS; i++)
if (AFF_FLAGGED(victim, af[i].bitvector)) {
send_to_char(ch, "%s", CONFIG_NOEFFECT);
return;
}
/* If the victim is already affected by this spell, and the spell does not
* have an accumulative effect, then fail the spell. */
if (affected_by_spell(victim,spellnum) && !(accum_duration||accum_affect)) {
send_to_char(ch, "%s", CONFIG_NOEFFECT);
return;
}
for (i = 0; i < MAX_SPELL_AFFECTS; i++)
if (af[i].bitvector || (af[i].location != APPLY_NONE))
affect_join(victim, af+i, accum_duration, FALSE, accum_affect, FALSE);
if (to_vict != NULL)
act(to_vict, FALSE, victim, 0, ch, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
/* This function is used to provide services to mag_groups. This function is
* the one you should change to add new group spells. */
static void perform_mag_groups(int level, struct char_data *ch,
struct char_data *tch, int spellnum, int savetype)
{
switch (spellnum) {
case SPELL_GROUP_HEAL:
mag_points(level, ch, tch, SPELL_HEAL, savetype);
break;
case SPELL_GROUP_ARMOR:
mag_affects(level, ch, tch, SPELL_ARMOR, savetype);
break;
case SPELL_GROUP_RECALL:
spell_recall(level, ch, tch, NULL);
break;
}
}
/* Every spell that affects the group should run through here perform_mag_groups
* contains the switch statement to send us to the right magic. Group spells
* affect everyone grouped with the caster who is in the room, caster last. To
* add new group spells, you shouldn't have to change anything in mag_groups.
* Just add a new case to perform_mag_groups. */
void mag_groups(int level, struct char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *k;
struct follow_type *f, *f_next;
if (ch == NULL)
return;
if (!AFF_FLAGGED(ch, AFF_GROUP))
return;
if (ch->master != NULL)
k = ch->master;
else
k = ch;
for (f = k->followers; f; f = f_next) {
f_next = f->next;
tch = f->follower;
if (IN_ROOM(tch) != IN_ROOM(ch))
continue;
if (!AFF_FLAGGED(tch, AFF_GROUP))
continue;
if (ch == tch)
continue;
perform_mag_groups(level, ch, tch, spellnum, savetype);
}
if ((k != ch) && AFF_FLAGGED(k, AFF_GROUP))
perform_mag_groups(level, ch, k, spellnum, savetype);
perform_mag_groups(level, ch, ch, spellnum, savetype);
}
/* Mass spells affect every creature in the room except the caster. No spells
* of this class currently implemented. */
void mag_masses(int level, struct char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *tch_next;
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch_next) {
tch_next = tch->next_in_room;
if (tch == ch)
continue;
switch (spellnum) {
}
}
}
/* Every spell that affects an area (room) runs through here. These are
* generally offensive spells. This calls mag_damage to do the actual damage.
* All spells listed here must also have a case in mag_damage() in order for
* them to work. Area spells have limited targets within the room. */
void mag_areas(int level, struct char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *next_tch;
const char *to_char = NULL, *to_room = NULL;
if (ch == NULL)
return;
/* to add spells just add the message here plus an entry in mag_damage for
* the damaging part of the spell. */
switch (spellnum) {
case SPELL_EARTHQUAKE:
to_char = "You gesture and the earth begins to shake all around you!";
to_room ="$n gracefully gestures and the earth begins to shake violently!";
break;
}
if (to_char != NULL)
act(to_char, FALSE, ch, 0, 0, TO_CHAR);
if (to_room != NULL)
act(to_room, FALSE, ch, 0, 0, TO_ROOM);
for (tch = world[IN_ROOM(ch)].people; tch; tch = next_tch) {
next_tch = tch->next_in_room;
/* The skips: 1: the caster
* 2: immortals
* 3: if no pk on this mud, skips over all players
* 4: pets (charmed NPCs) */
if (tch == ch)
continue;
if (!IS_NPC(tch) && GET_LEVEL(tch) >= LVL_IMMORT)
continue;
if (!CONFIG_PK_ALLOWED && !IS_NPC(ch) && !IS_NPC(tch))
continue;
if (!IS_NPC(ch) && IS_NPC(tch) && AFF_FLAGGED(tch, AFF_CHARM))
continue;
/* Doesn't matter if they die here so we don't check. -gg 6/24/98 */
mag_damage(level, ch, tch, spellnum, 1);
}
}
/*----------------------------------------------------------------------------*/
/* Begin Magic Summoning - Generic Routines and Local Globals */
/*----------------------------------------------------------------------------*/
/* Every spell which summons/gates/conjours a mob comes through here. */
/* These use act(), don't put the \r\n. */
static const char *mag_summon_msgs[] = {
"\r\n",
"$n makes a strange magical gesture; you feel a strong breeze!",
"$n animates a corpse!",
"$N appears from a cloud of thick blue smoke!",
"$N appears from a cloud of thick green smoke!",
"$N appears from a cloud of thick red smoke!",
"$N disappears in a thick black cloud!"
"As $n makes a strange magical gesture, you feel a strong breeze.",
"As $n makes a strange magical gesture, you feel a searing heat.",
"As $n makes a strange magical gesture, you feel a sudden chill.",
"As $n makes a strange magical gesture, you feel the dust swirl.",
"$n magically divides!",
"$n animates a corpse!"
};
/* Keep the \r\n because these use send_to_char. */
static const char *mag_summon_fail_msgs[] = {
"\r\n",
"There are no such creatures.\r\n",
"Uh oh...\r\n",
"Oh dear.\r\n",
"Gosh durnit!\r\n",
"The elements resist!\r\n",
"You failed.\r\n",
"There is no corpse!\r\n"
};
/* Defines for Mag_Summons */
#define MOB_CLONE 10 /**< vnum for the clone mob. */
#define OBJ_CLONE 161 /**< vnum for clone material. */
#define MOB_ZOMBIE 11 /**< vnum for the zombie mob. */
void mag_summons(int level, struct char_data *ch, struct obj_data *obj,
int spellnum, int savetype)
{
struct char_data *mob = NULL;
struct obj_data *tobj, *next_obj;
int pfail = 0, msg = 0, fmsg = 0, num = 1, handle_corpse = FALSE, i;
mob_vnum mob_num;
if (ch == NULL)
return;
switch (spellnum) {
case SPELL_CLONE:
msg = 10;
fmsg = rand_number(2, 6); /* Random fail message. */
mob_num = MOB_CLONE;
/*
* We have designated the clone spell as the example for how to use the
* mag_materials function.
* In stock tbaMUD it checks to see if the character has item with
* vnum 161 which is a set of sacrificial entrails. If we have the entrails
* the spell will succeed, and if not, the spell will fail 102% of the time
* (prevents random success... see below).
* The object is extracted and the generic cast messages are displayed.
*/
if( !mag_materials(ch, OBJ_CLONE, NOTHING, NOTHING, TRUE, TRUE) )
pfail = 102; /* No materials, spell fails. */
else
pfail = 0; /* We have the entrails, spell is successfully cast. */
break;
case SPELL_ANIMATE_DEAD:
if (obj == NULL || !IS_CORPSE(obj)) {
act(mag_summon_fail_msgs[7], FALSE, ch, 0, 0, TO_CHAR);
return;
}
handle_corpse = TRUE;
msg = 11;
fmsg = rand_number(2, 6); /* Random fail message. */
mob_num = MOB_ZOMBIE;
pfail = 10; /* 10% failure, should vary in the future. */
break;
default:
return;
}
if (AFF_FLAGGED(ch, AFF_CHARM)) {
send_to_char(ch, "You are too giddy to have any followers!\r\n");
return;
}
if (rand_number(0, 101) < pfail) {
send_to_char(ch, "%s", mag_summon_fail_msgs[fmsg]);
return;
}
for (i = 0; i < num; i++) {
if (!(mob = read_mobile(mob_num, VIRTUAL))) {
send_to_char(ch, "You don't quite remember how to make that creature.\r\n");
return;
}
char_to_room(mob, IN_ROOM(ch));
IS_CARRYING_W(mob) = 0;
IS_CARRYING_N(mob) = 0;
SET_BIT_AR(AFF_FLAGS(mob), AFF_CHARM);
if (spellnum == SPELL_CLONE) {
/* Don't mess up the prototype; use new string copies. */
mob->player.name = strdup(GET_NAME(ch));
mob->player.short_descr = strdup(GET_NAME(ch));
}
act(mag_summon_msgs[msg], FALSE, ch, 0, mob, TO_ROOM);
load_mtrigger(mob);
add_follower(mob, ch);
}
if (handle_corpse) {
for (tobj = obj->contains; tobj; tobj = next_obj) {
next_obj = tobj->next_content;
obj_from_obj(tobj);
obj_to_char(tobj, mob);
}
extract_obj(obj);
}
}
/* Clean up the defines used for mag_summons. */
#undef MOB_CLONE
#undef OBJ_CLONE
#undef MOB_ZOMBIE
/*----------------------------------------------------------------------------*/
/* End Magic Summoning - Generic Routines and Local Globals */
/*----------------------------------------------------------------------------*/
void mag_points(int level, struct char_data *ch, struct char_data *victim,
int spellnum, int savetype)
{
int healing = 0, move = 0;
if (victim == NULL)
return;
switch (spellnum) {
case SPELL_CURE_LIGHT:
healing = dice(1, 8) + 1 + (level / 4);
send_to_char(victim, "You feel better.\r\n");
break;
case SPELL_CURE_CRITIC:
healing = dice(3, 8) + 3 + (level / 4);
send_to_char(victim, "You feel a lot better!\r\n");
break;
case SPELL_HEAL:
healing = 100 + dice(3, 8);
send_to_char(victim, "A warm feeling floods your body.\r\n");
break;
}
GET_HIT(victim) = MIN(GET_MAX_HIT(victim), GET_HIT(victim) + healing);
GET_MOVE(victim) = MIN(GET_MAX_MOVE(victim), GET_MOVE(victim) + move);
update_pos(victim);
}
void mag_unaffects(int level, struct char_data *ch, struct char_data *victim,
int spellnum, int type)
{
int spell = 0, msg_not_affected = TRUE;
const char *to_vict = NULL, *to_room = NULL;
if (victim == NULL)
return;
switch (spellnum) {
case SPELL_HEAL:
/* Heal also restores health, so don't give the "no effect" message if the
* target isn't afflicted by the 'blindness' spell. */
msg_not_affected = FALSE;
/* fall-through */
case SPELL_CURE_BLIND:
spell = SPELL_BLINDNESS;
to_vict = "Your vision returns!";
to_room = "There's a momentary gleam in $n's eyes.";
break;
case SPELL_REMOVE_POISON:
spell = SPELL_POISON;
to_vict = "A warm feeling runs through your body!";
to_room = "$n looks better.";
break;
case SPELL_REMOVE_CURSE:
spell = SPELL_CURSE;
to_vict = "You don't feel so unlucky.";
break;
default:
log("SYSERR: unknown spellnum %d passed to mag_unaffects.", spellnum);
return;
}
if (!affected_by_spell(victim, spell)) {
if (msg_not_affected)
send_to_char(ch, "%s", CONFIG_NOEFFECT);
return;
}
affect_from_char(victim, spell);
if (to_vict != NULL)
act(to_vict, FALSE, victim, 0, ch, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
void mag_alter_objs(int level, struct char_data *ch, struct obj_data *obj,
int spellnum, int savetype)
{
const char *to_char = NULL, *to_room = NULL;
if (obj == NULL)
return;
switch (spellnum) {
case SPELL_BLESS:
if (!OBJ_FLAGGED(obj, ITEM_BLESS) &&
(GET_OBJ_WEIGHT(obj) <= 5 * GET_LEVEL(ch))) {
SET_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_BLESS);
to_char = "$p glows briefly.";
}
break;
case SPELL_CURSE:
if (!OBJ_FLAGGED(obj, ITEM_NODROP)) {
SET_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_NODROP);
if (GET_OBJ_TYPE(obj) == ITEM_WEAPON)
GET_OBJ_VAL(obj, 2)--;
to_char = "$p briefly glows red.";
}
break;
case SPELL_INVISIBLE:
if (!OBJ_FLAGGED(obj, ITEM_NOINVIS) || !OBJ_FLAGGED(obj, ITEM_INVISIBLE)) {
SET_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_INVISIBLE);
to_char = "$p vanishes.";
}
break;
case SPELL_POISON:
if (((GET_OBJ_TYPE(obj) == ITEM_DRINKCON) ||
(GET_OBJ_TYPE(obj) == ITEM_FOUNTAIN) ||
(GET_OBJ_TYPE(obj) == ITEM_FOOD)) && !GET_OBJ_VAL(obj, 3)) {
GET_OBJ_VAL(obj, 3) = 1;
to_char = "$p steams briefly.";
}
break;
case SPELL_REMOVE_CURSE:
if (OBJ_FLAGGED(obj, ITEM_NODROP)) {
REMOVE_BIT_AR(GET_OBJ_EXTRA(obj), ITEM_NODROP);
if (GET_OBJ_TYPE(obj) == ITEM_WEAPON)
GET_OBJ_VAL(obj, 2)++;
to_char = "$p briefly glows blue.";
}
break;
case SPELL_REMOVE_POISON:
if (((GET_OBJ_TYPE(obj) == ITEM_DRINKCON) ||
(GET_OBJ_TYPE(obj) == ITEM_FOUNTAIN) ||
(GET_OBJ_TYPE(obj) == ITEM_FOOD)) && GET_OBJ_VAL(obj, 3)) {
GET_OBJ_VAL(obj, 3) = 0;
to_char = "$p steams briefly.";
}
break;
}
if (to_char == NULL)
send_to_char(ch, "%s", CONFIG_NOEFFECT);
else
act(to_char, TRUE, ch, obj, 0, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, ch, obj, 0, TO_ROOM);
else if (to_char != NULL)
act(to_char, TRUE, ch, obj, 0, TO_ROOM);
}
void mag_creations(int level, struct char_data *ch, int spellnum)
{
struct obj_data *tobj;
obj_vnum z;
if (ch == NULL)
return;
/* level = MAX(MIN(level, LVL_IMPL), 1); - Hm, not used. */
switch (spellnum) {
case SPELL_CREATE_FOOD:
z = 10;
break;
default:
send_to_char(ch, "Spell unimplemented, it would seem.\r\n");
return;
}
if (!(tobj = read_object(z, VIRTUAL))) {
send_to_char(ch, "I seem to have goofed.\r\n");
log("SYSERR: spell_creations, spell %d, obj %d: obj not found",
spellnum, z);
return;
}
obj_to_char(tobj, ch);
act("$n creates $p.", FALSE, ch, tobj, 0, TO_ROOM);
act("You create $p.", FALSE, ch, tobj, 0, TO_CHAR);
load_otrigger(tobj);
}