/* ************************************************************************ * File: spell_parser.c Part of CircleMUD * * Usage: top-level magic routines; outside points of entry to magic sys. * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ #include "conf.h" #include "sysdep.h" #include "structs.h" #include "utils.h" #include "interpreter.h" #include "spells.h" #include "handler.h" #include "comm.h" #include "db.h" #define SINFO spell_info[spellnum] /* local globals */ struct spell_info_type spell_info[TOP_SPELL_DEFINE + 1]; /* local functions */ void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, struct obj_data *tobj); 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 mag_manacost(struct char_data *ch, int spellnum); ACMD(do_cast); void unused_spell(int spl); void mag_assign_spells(void); /* * This arrangement is pretty stupid, but the number of skills is limited by * the playerfile. We can arbitrarily increase the number of skills by * increasing the space in the playerfile. Meanwhile, 200 should provide * ample slots for skills. */ struct syllable { const char *org; const char *news; }; struct syllable syls[] = { {" ", " "}, {"ar", "abra"}, {"ate", "i"}, {"cau", "kada"}, {"blind", "nose"}, {"bur", "mosa"}, {"cu", "judi"}, {"de", "oculo"}, {"dis", "mar"}, {"ect", "kamina"}, {"en", "uns"}, {"gro", "cra"}, {"light", "dies"}, {"lo", "hi"}, {"magi", "kari"}, {"mon", "bar"}, {"mor", "zak"}, {"move", "sido"}, {"ness", "lacri"}, {"ning", "illa"}, {"per", "duda"}, {"ra", "gru"}, {"re", "candus"}, {"son", "sabru"}, {"tect", "infra"}, {"tri", "cula"}, {"ven", "nofo"}, {"word of", "inset"}, {"a", "i"}, {"b", "v"}, {"c", "q"}, {"d", "m"}, {"e", "o"}, {"f", "y"}, {"g", "t"}, {"h", "p"}, {"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"}, {"m", "w"}, {"n", "b"}, {"o", "a"}, {"p", "s"}, {"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"}, {"u", "e"}, {"v", "z"}, {"w", "x"}, {"x", "n"}, {"y", "l"}, {"z", "k"}, {"", ""} }; const char *unused_spellname = "!UNUSED!"; /* So we can get &unused_spellname */ int mag_manacost(struct char_data *ch, int spellnum) { return MAX(SINFO.mana_max - (SINFO.mana_change * (GET_LEVEL(ch) - SINFO.min_level[(int) GET_CLASS(ch)])), SINFO.mana_min); } void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, struct obj_data *tobj) { char lbuf[256], buf[256], buf1[256], buf2[256]; /* FIXME */ const char *format; struct char_data *i; int j, ofs = 0; *buf = '\0'; strlcpy(lbuf, skill_name(spellnum), sizeof(lbuf)); while (lbuf[ofs]) { for (j = 0; *(syls[j].org); j++) { if (!strncmp(syls[j].org, lbuf + ofs, strlen(syls[j].org))) { strcat(buf, syls[j].news); /* strcat: BAD */ ofs += strlen(syls[j].org); break; } } /* i.e., we didn't find a match in syls[] */ if (!*syls[j].org) { log("No entry in syllable table for substring of '%s'", lbuf); ofs++; } } if (tch != NULL && IN_ROOM(tch) == IN_ROOM(ch)) { if (tch == ch) format = "$n closes $s eyes and utters the words, '%s'."; else format = "$n stares at $N and utters the words, '%s'."; } else if (tobj != NULL && ((IN_ROOM(tobj) == IN_ROOM(ch)) || (tobj->carried_by == ch))) format = "$n stares at $p and utters the words, '%s'."; else format = "$n utters the words, '%s'."; snprintf(buf1, sizeof(buf1), format, skill_name(spellnum)); snprintf(buf2, sizeof(buf2), format, buf); for (i = world[IN_ROOM(ch)].people; i; i = i->next_in_room) { if (i == ch || i == tch || !i->desc || !AWAKE(i)) continue; if (GET_CLASS(ch) == GET_CLASS(i)) perform_act(buf1, ch, tobj, tch, i); else perform_act(buf2, ch, tobj, tch, i); } if (tch != NULL && tch != ch && IN_ROOM(tch) == IN_ROOM(ch)) { snprintf(buf1, sizeof(buf1), "$n stares at you and utters the words, '%s'.", GET_CLASS(ch) == GET_CLASS(tch) ? skill_name(spellnum) : buf); act(buf1, FALSE, ch, NULL, tch, TO_VICT); } } /* * This function should be used anytime you are not 100% sure that you have * a valid spell/skill number. A typical for() loop would not need to use * this because you can guarantee > 0 and <= TOP_SPELL_DEFINE. */ const char *skill_name(int num) { if (num > 0 && num <= TOP_SPELL_DEFINE) return (spell_info[num].name); else if (num == -1) return ("UNUSED"); else return ("UNDEFINED"); } int find_skill_num(char *name) { int skindex, ok; char *temp, *temp2; char first[256], first2[256], tempbuf[256]; for (skindex = 1; skindex <= TOP_SPELL_DEFINE; skindex++) { if (is_abbrev(name, spell_info[skindex].name)) return (skindex); ok = TRUE; strlcpy(tempbuf, spell_info[skindex].name, sizeof(tempbuf)); /* strlcpy: OK */ temp = any_one_arg(tempbuf, first); temp2 = any_one_arg(name, first2); while (*first && *first2 && ok) { if (!is_abbrev(first2, first)) ok = FALSE; temp = any_one_arg(temp, first); temp2 = any_one_arg(temp2, first2); } if (ok && !*first2) return (skindex); } return (-1); } /* * This function is the very heart of the entire magic system. All * invocations of all types of magic -- objects, spoken and unspoken PC * and NPC spells, the works -- all come through this function eventually. * This is also the entry point for non-spoken or unrestricted spells. * Spellnum 0 is legal but silently ignored here, to make callers simpler. */ int call_magic(struct char_data *caster, struct char_data *cvict, struct obj_data *ovict, int spellnum, int level, int casttype) { int savetype; if (spellnum < 1 || spellnum > TOP_SPELL_DEFINE) return (0); if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_NOMAGIC)) { send_to_char(caster, "Your magic fizzles out and dies.\r\n"); act("$n's magic fizzles out and dies.", FALSE, caster, 0, 0, TO_ROOM); return (0); } if (ROOM_FLAGGED(IN_ROOM(caster), ROOM_PEACEFUL) && (SINFO.violent || IS_SET(SINFO.routines, MAG_DAMAGE))) { send_to_char(caster, "A flash of white light fills the room, dispelling your violent magic!\r\n"); act("White light from no particular source suddenly fills the room, then vanishes.", FALSE, caster, 0, 0, TO_ROOM); return (0); } /* determine the type of saving throw */ switch (casttype) { case CAST_STAFF: case CAST_SCROLL: case CAST_POTION: case CAST_WAND: savetype = SAVING_ROD; break; case CAST_SPELL: savetype = SAVING_SPELL; break; default: savetype = SAVING_BREATH; break; } if (IS_SET(SINFO.routines, MAG_DAMAGE)) if (mag_damage(level, caster, cvict, spellnum, savetype) == -1) return (-1); /* Successful and target died, don't cast again. */ if (IS_SET(SINFO.routines, MAG_AFFECTS)) mag_affects(level, caster, cvict, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_UNAFFECTS)) mag_unaffects(level, caster, cvict, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_POINTS)) mag_points(level, caster, cvict, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_ALTER_OBJS)) mag_alter_objs(level, caster, ovict, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_GROUPS)) mag_groups(level, caster, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_MASSES)) mag_masses(level, caster, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_AREAS)) mag_areas(level, caster, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_SUMMONS)) mag_summons(level, caster, ovict, spellnum, savetype); if (IS_SET(SINFO.routines, MAG_CREATIONS)) mag_creations(level, caster, spellnum); if (IS_SET(SINFO.routines, MAG_MANUAL)) switch (spellnum) { case SPELL_CHARM: MANUAL_SPELL(spell_charm); break; case SPELL_CREATE_WATER: MANUAL_SPELL(spell_create_water); break; case SPELL_DETECT_POISON: MANUAL_SPELL(spell_detect_poison); break; case SPELL_ENCHANT_WEAPON: MANUAL_SPELL(spell_enchant_weapon); break; case SPELL_IDENTIFY: MANUAL_SPELL(spell_identify); break; case SPELL_LOCATE_OBJECT: MANUAL_SPELL(spell_locate_object); break; case SPELL_SUMMON: MANUAL_SPELL(spell_summon); break; case SPELL_WORD_OF_RECALL: MANUAL_SPELL(spell_recall); break; case SPELL_TELEPORT: MANUAL_SPELL(spell_teleport); break; } return (1); } /* * mag_objectmagic: This is the entry-point for all magic items. This should * only be called by the 'quaff', 'use', 'recite', etc. routines. * * For reference, object values 0-3: * staff - [0] level [1] max charges [2] num charges [3] spell num * wand - [0] level [1] max charges [2] num charges [3] spell num * scroll - [0] level [1] spell num [2] spell num [3] spell num * potion - [0] level [1] spell num [2] spell num [3] spell num * * Staves and wands will default to level 14 if the level is not specified; * the DikuMUD format did not specify staff and wand levels in the world * files (this is a CircleMUD enhancement). */ void mag_objectmagic(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; struct obj_data *tobj = NULL; one_argument(argument, arg); k = generic_find(arg, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch, &tch, &tobj); switch (GET_OBJ_TYPE(obj)) { case ITEM_STAFF: act("You tap $p three times on the ground.", FALSE, ch, obj, 0, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, 0, TO_ROOM); else act("$n taps $p three times on the ground.", FALSE, ch, obj, 0, TO_ROOM); if (GET_OBJ_VAL(obj, 2) <= 0) { send_to_char(ch, "It seems powerless.\r\n"); act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM); } else { GET_OBJ_VAL(obj, 2)--; WAIT_STATE(ch, PULSE_VIOLENCE); /* Level to cast spell at. */ k = GET_OBJ_VAL(obj, 0) ? GET_OBJ_VAL(obj, 0) : DEFAULT_STAFF_LVL; /* * Problem : Area/mass spells on staves can cause crashes. * Solution: Remove the special nature of area/mass spells on staves. * Problem : People like that behavior. * Solution: We special case the area/mass spells here. */ if (HAS_SPELL_ROUTINE(GET_OBJ_VAL(obj, 3), MAG_MASSES | MAG_AREAS)) { for (i = 0, tch = 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); } } } break; case ITEM_WAND: if (k == FIND_CHAR_ROOM) { if (tch == ch) { act("You point $p at yourself.", FALSE, ch, obj, 0, TO_CHAR); act("$n points $p at $mself.", FALSE, ch, obj, 0, TO_ROOM); } else { act("You point $p at $N.", FALSE, ch, obj, tch, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM); else act("$n points $p at $N.", TRUE, ch, obj, tch, TO_ROOM); } } else if (tobj != NULL) { act("You point $p at $P.", FALSE, ch, obj, tobj, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM); else act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM); } else if (IS_SET(spell_info[GET_OBJ_VAL(obj, 3)].routines, MAG_AREAS | MAG_MASSES)) { /* Wands with area spells don't need to be pointed. */ act("You point $p outward.", FALSE, ch, obj, NULL, TO_CHAR); act("$n points $p outward.", TRUE, ch, obj, NULL, TO_ROOM); } else { act("At what should $p be pointed?", FALSE, ch, obj, NULL, TO_CHAR); return; } if (GET_OBJ_VAL(obj, 2) <= 0) { send_to_char(ch, "It seems powerless.\r\n"); act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM); return; } GET_OBJ_VAL(obj, 2)--; WAIT_STATE(ch, PULSE_VIOLENCE); if (GET_OBJ_VAL(obj, 0)) call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, 3), GET_OBJ_VAL(obj, 0), CAST_WAND); else call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, 3), DEFAULT_WAND_LVL, CAST_WAND); break; case ITEM_SCROLL: if (*arg) { if (!k) { act("There is nothing to here to affect with $p.", FALSE, ch, obj, NULL, TO_CHAR); return; } } else tch = ch; act("You recite $p which dissolves.", TRUE, ch, obj, 0, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM); else act("$n recites $p.", FALSE, ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) if (call_magic(ch, tch, tobj, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0), CAST_SCROLL) <= 0) break; if (obj != NULL) extract_obj(obj); break; case ITEM_POTION: tch = ch; act("You quaff $p.", FALSE, ch, obj, NULL, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM); else act("$n quaffs $p.", TRUE, ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) if (call_magic(ch, ch, NULL, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0), CAST_POTION) <= 0) break; if (obj != NULL) extract_obj(obj); break; default: log("SYSERR: Unknown object_type %d in mag_objectmagic.", GET_OBJ_TYPE(obj)); break; } } /* * cast_spell is used generically to cast any spoken spell, assuming we * already have the target char/obj and spell number. It checks all * restrictions, etc., 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) { if (spellnum < 0 || spellnum > TOP_SPELL_DEFINE) { log("SYSERR: cast_spell trying to call spellnum %d/%d.", spellnum, 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; } return (0); } if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == tch)) { send_to_char(ch, "You are afraid you might hurt your master!\r\n"); return (0); } if ((tch != ch) && IS_SET(SINFO.targets, TAR_SELF_ONLY)) { send_to_char(ch, "You can only cast this spell upon yourself!\r\n"); return (0); } if ((tch == ch) && IS_SET(SINFO.targets, TAR_NOT_SELF)) { send_to_char(ch, "You cannot cast this spell upon yourself!\r\n"); return (0); } if (IS_SET(SINFO.routines, MAG_GROUPS) && !AFF_FLAGGED(ch, AFF_GROUP)) { send_to_char(ch, "You can't cast this spell if you're not in a group!\r\n"); return (0); } send_to_char(ch, "%s", OK); say_spell(ch, spellnum, tch, tobj); return (call_magic(ch, tch, tobj, spellnum, GET_LEVEL(ch), CAST_SPELL)); } /* * do_cast is the entry point for PC-casted spells. It parses the arguments, * 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) { struct char_data *tch = NULL; struct obj_data *tobj = NULL; char *s, *t; int mana, spellnum, i, target = 0; if (IS_NPC(ch)) return; /* get: blank, spell name, target name */ s = strtok(argument, "'"); if (s == NULL) { send_to_char(ch, "Cast what where?\r\n"); return; } s = strtok(NULL, "'"); if (s == NULL) { send_to_char(ch, "Spell names must be enclosed in the Holy Magic Symbols: '\r\n"); return; } t = strtok(NULL, "\0"); /* spellnum = search_block(s, spells, 0); */ spellnum = find_skill_num(s); if ((spellnum < 1) || (spellnum > MAX_SPELLS)) { send_to_char(ch, "Cast what?!?\r\n"); return; } if (GET_LEVEL(ch) < SINFO.min_level[(int) GET_CLASS(ch)]) { send_to_char(ch, "You do not know that spell!\r\n"); return; } if (GET_SKILL(ch, spellnum) == 0) { send_to_char(ch, "You are unfamiliar with that spell.\r\n"); return; } /* Find the target */ if (t != NULL) { char arg[MAX_INPUT_LENGTH]; strlcpy(arg, t, sizeof(arg)); one_argument(arg, t); skip_spaces(&t); } if (IS_SET(SINFO.targets, TAR_IGNORE)) { target = TRUE; } else if (t != NULL && *t) { if (!target && (IS_SET(SINFO.targets, TAR_CHAR_ROOM))) { if ((tch = get_char_vis(ch, t, NULL, FIND_CHAR_ROOM)) != NULL) target = TRUE; } if (!target && IS_SET(SINFO.targets, TAR_CHAR_WORLD)) if ((tch = get_char_vis(ch, t, NULL, FIND_CHAR_WORLD)) != NULL) target = TRUE; if (!target && IS_SET(SINFO.targets, TAR_OBJ_INV)) if ((tobj = get_obj_in_list_vis(ch, t, NULL, ch->carrying)) != NULL) 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 (!target && IS_SET(SINFO.targets, TAR_OBJ_ROOM)) if ((tobj = get_obj_in_list_vis(ch, t, NULL, world[IN_ROOM(ch)].contents)) != NULL) target = TRUE; if (!target && IS_SET(SINFO.targets, TAR_OBJ_WORLD)) if ((tobj = get_obj_vis(ch, t, NULL)) != NULL) target = TRUE; } else { /* if target string is empty */ if (!target && IS_SET(SINFO.targets, TAR_FIGHT_SELF)) if (FIGHTING(ch) != NULL) { tch = ch; target = TRUE; } if (!target && IS_SET(SINFO.targets, TAR_FIGHT_VICT)) if (FIGHTING(ch) != NULL) { 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) { 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"); return; } } if (target && (tch == ch) && SINFO.violent) { send_to_char(ch, "You shouldn't cast that on yourself -- could be bad for your health!\r\n"); return; } if (!target) { send_to_char(ch, "Cannot find the target of your spell!\r\n"); return; } mana = mag_manacost(ch, spellnum); if ((mana > 0) && (GET_MANA(ch) < mana) && (GET_LEVEL(ch) < LVL_IMMORT)) { send_to_char(ch, "You haven't the energy to cast that spell!\r\n"); return; } /* You throws the dice and you takes your chances.. 101% is total failure */ if (rand_number(0, 101) > GET_SKILL(ch, spellnum)) { WAIT_STATE(ch, PULSE_VIOLENCE); if (!tch || !skill_message(0, ch, tch, spellnum)) send_to_char(ch, "You lost your concentration!\r\n"); 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); } 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)); } } } 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); return; } if (chclass < 0 || chclass >= NUM_CLASSES) { log("SYSERR: assigning '%s' to illegal class %d/%d.", skill_name(spell), 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); bad = 1; } if (!bad) spell_info[spell].min_level[chclass] = level; } /* Assign the spells on boot up */ 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 i; for (i = 0; i < NUM_CLASSES; i++) spell_info[spl].min_level[i] = LVL_IMMORT; spell_info[spl].mana_max = max_mana; spell_info[spl].mana_min = min_mana; spell_info[spl].mana_change = mana_change; spell_info[spl].min_position = minpos; spell_info[spl].targets = targets; spell_info[spl].violent = violent; spell_info[spl].routines = routines; spell_info[spl].name = name; spell_info[spl].wear_off_msg = wearoff; } void unused_spell(int spl) { int i; for (i = 0; i < NUM_CLASSES; i++) spell_info[spl].min_level[i] = LVL_IMPL + 1; spell_info[spl].mana_max = 0; spell_info[spl].mana_min = 0; spell_info[spl].mana_change = 0; spell_info[spl].min_position = 0; spell_info[spl].targets = 0; spell_info[spl].violent = 0; spell_info[spl].routines = 0; spell_info[spl].name = unused_spellname; } #define skillo(skill, name) spello(skill, name, 0, 0, 0, 0, 0, 0, 0, NULL); /* * Arguments for spello calls: * * spellnum, maxmana, minmana, manachng, minpos, targets, violent?, routines. * * spellnum: Number of the spell. Usually the symbolic name as defined in * spells.h (such as SPELL_HEAL). * * spellname: The name of the spell. * * maxmana : The maximum mana this spell will take (i.e., the mana it * will take when the player first gets the spell). * * minmana : The minimum mana this spell will take, no matter how high * level the caster is. * * manachng: The change in mana for the spell from level to level. This * number should be positive, but represents the reduction in mana cost as * the caster's level increases. * * minpos : Minimum position the caster must be in for the spell to work * (usually fighting or standing). targets : A "list" of the valid targets * for the spell, joined with bitwise OR ('|'). * * violent : TRUE or FALSE, depending on if this is considered a violent * spell and should not be cast in PEACEFUL rooms or on yourself. Should be * set on any spell that inflicts damage, is considered aggressive (i.e. * charm, curse), or is otherwise nasty. * * routines: A list of magic routines which are associated with this spell * if the spell uses spell templates. Also joined with bitwise OR ('|'). * * See the CircleMUD documentation for a more detailed description of these * fields. */ /* * NOTE: SPELL LEVELS ARE NO LONGER ASSIGNED HERE AS OF Circle 3.0 bpl9. * In order to make this cleaner, as well as to make adding new classes * much easier, spell levels are now assigned in class.c. 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 5 Feb 1996 */ void mag_assign_spells(void) { int i; /* Do not change the loop below. */ for (i = 0; i <= TOP_SPELL_DEFINE; i++) unused_spell(i); /* Do not change the loop above. */ spello(SPELL_ANIMATE_DEAD, "animate dead", 35, 10, 3, POS_STANDING, 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."); 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."); 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."); spello(SPELL_BURNING_HANDS, "burning hands", 30, 10, 3, POS_FIGHTING, 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); spello(SPELL_CHARM, "charm person", 75, 50, 2, POS_FIGHTING, 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."); spello(SPELL_CLONE, "clone", 80, 65, 5, POS_STANDING, TAR_SELF_ONLY, 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); spello(SPELL_CONTROL_WEATHER, "control weather", 75, 25, 5, POS_STANDING, TAR_IGNORE, FALSE, MAG_MANUAL, NULL); spello(SPELL_CREATE_FOOD, "create food", 30, 5, 4, POS_STANDING, 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); spello(SPELL_CURE_BLIND, "cure blind", 30, 5, 2, POS_STANDING, 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); spello(SPELL_CURE_LIGHT, "cure light", 30, 10, 2, POS_FIGHTING, 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."); spello(SPELL_DETECT_ALIGN, "detect alignment", 20, 10, 2, POS_STANDING, 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."); 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."); 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."); spello(SPELL_DISPEL_EVIL, "dispel evil", 40, 25, 3, POS_FIGHTING, 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); spello(SPELL_EARTHQUAKE, "earthquake", 40, 25, 3, POS_FIGHTING, TAR_IGNORE, TRUE, MAG_AREAS, NULL); spello(SPELL_ENCHANT_WEAPON, "enchant weapon", 150, 100, 10, POS_STANDING, 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); spello(SPELL_GROUP_ARMOR, "group armor", 50, 30, 2, POS_STANDING, 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); spello(SPELL_GROUP_HEAL, "group heal", 80, 60, 5, POS_STANDING, 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); spello(SPELL_HEAL, "heal", 60, 40, 3, POS_FIGHTING, 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."); 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."); spello(SPELL_LIGHTNING_BOLT, "lightning bolt", 30, 15, 1, POS_FIGHTING, 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); spello(SPELL_MAGIC_MISSILE, "magic missile", 25, 10, 3, POS_FIGHTING, 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."); 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."); 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); 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); spello(SPELL_SANCTUARY, "sanctuary", 110, 85, 5, POS_STANDING, 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."); spello(SPELL_SHOCKING_GRASP, "shocking grasp", 30, 15, 3, POS_FIGHTING, 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."); spello(SPELL_STRENGTH, "strength", 35, 30, 1, POS_STANDING, 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); spello(SPELL_TELEPORT, "teleport", 75, 50, 3, POS_STANDING, 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."); spello(SPELL_WORD_OF_RECALL, "word of recall", 20, 10, 2, POS_FIGHTING, TAR_CHAR_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); /* * These spells are currently not used, not implemented, and not castable. * Values for the 'breath' spells are filled in assuming a dragon's breath. */ spello(SPELL_FIRE_BREATH, "fire breath", 0, 0, 0, POS_SITTING, TAR_IGNORE, TRUE, 0, NULL); spello(SPELL_GAS_BREATH, "gas breath", 0, 0, 0, POS_SITTING, TAR_IGNORE, TRUE, 0, NULL); spello(SPELL_FROST_BREATH, "frost breath", 0, 0, 0, POS_SITTING, TAR_IGNORE, TRUE, 0, NULL); spello(SPELL_ACID_BREATH, "acid breath", 0, 0, 0, POS_SITTING, TAR_IGNORE, TRUE, 0, NULL); spello(SPELL_LIGHTNING_BREATH, "lightning breath", 0, 0, 0, POS_SITTING, 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 the skill for other classes is set up in class.c. */ skillo(SKILL_BACKSTAB, "backstab"); skillo(SKILL_BASH, "bash"); skillo(SKILL_HIDE, "hide"); skillo(SKILL_KICK, "kick"); skillo(SKILL_PICK_LOCK, "pick lock"); skillo(SKILL_RESCUE, "rescue"); skillo(SKILL_SNEAK, "sneak"); skillo(SKILL_STEAL, "steal"); skillo(SKILL_TRACK, "track"); }