/* 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 */ 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; /* 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); } 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 $p which dissolves.", TRUE, ch, obj, 0, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM); else act("$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; if (!consume_otrigger(obj, ch, OCMD_QUAFF)) /* check trigger */ return; 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; } }
void mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) { int i, k; struct char_data *tch = NULL, *next_tch; struct obj_data *tobj = NULL; if (!magic_enabled) return; one_argument(argument, arg); k = generic_find(arg, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch, &tch, &tobj); switch (GET_OBJ_TYPE(obj)) { case ITEM_STAFF: act("You tap $p three times on the ground.", FALSE, ch, obj, 0, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, 0, TO_ROOM); else act("$n taps $p three times on the ground.", FALSE, ch, obj, 0, TO_ROOM); if (GET_OBJ_VAL(obj, 2) <= 0) { send_to_char("It seems powerless.\r\n", ch); act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM); } else { GET_OBJ_VAL(obj, 2)--; WAIT_STATE(ch, PULSE_VIOLENCE); /* Level to cast spell at. */ k = GET_OBJ_VAL(obj, 0) ? GET_OBJ_VAL(obj, 0) : DEFAULT_STAFF_LVL; /* * Problem : Area/mass spells on staves can cause crashes. * Solution: Remove the special nature of area/mass spells on staves. * Problem : People like that behavior. * Solution: We special case the area/mass spells here. */ if (HAS_SPELL_ROUTINE(get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), 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_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), k, CAST_STAFF, 0); } 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_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), k, CAST_STAFF, 0); } } } 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(get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__)->routines, MAG_AREAS | MAG_MASSES)) { /* Wands with area spells don't need to be pointed. */ act("You point $p outward.", FALSE, ch, obj, NULL, TO_CHAR); act("$n points $p outward.", TRUE, ch, obj, NULL, TO_ROOM); } else { act("At what should $p be pointed?", FALSE, ch, obj, NULL, TO_CHAR); return; } if (GET_OBJ_VAL(obj, 2) <= 0) { send_to_char("It seems powerless.\r\n", ch); act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM); return; } GET_OBJ_VAL(obj, 2)--; WAIT_STATE(ch, PULSE_VIOLENCE); if (GET_OBJ_VAL(obj, 0)) call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), GET_OBJ_VAL(obj, 0), CAST_WAND, 0); else call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), DEFAULT_WAND_LVL, CAST_WAND, 0); 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_spell(GET_OBJ_VAL(obj, i), __FILE__, __FUNCTION__), GET_OBJ_VAL(obj, 0), CAST_SCROLL, 0) <= 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_spell(GET_OBJ_VAL(obj, i), __FILE__, __FUNCTION__), GET_OBJ_VAL(obj, 0), CAST_POTION, 0) <= 0) break; if (obj != NULL) extract_obj(obj); break; case ITEM_SPELLBOOK: tch = ch; act("You study $p.", FALSE, ch, obj, NULL, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM); else act("$n studies $p.", TRUE, ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) { if (GET_OBJ_VAL(obj, i) < 0) break; if (GET_SKILL(ch, GET_OBJ_VAL(obj, i)) < 1) SET_SKILL(ch, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0)); } if (obj != NULL) extract_obj(obj); break; default: extended_mudlog(NRM, SYSL_BUGS, TRUE, "Unknown object_type %d in mag_objectmagic.", GET_OBJ_TYPE(obj)); break; } }