/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* In particular, you may not remove either of these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/*$Id: magic2.c,v 1.33 2005/03/24 21:42:21 mud Exp $*/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
char *target_name;
extern void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int spell_incinerate( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( saves_spell( level, victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_FLAMING;
affect_join( victim, &af );
if ( ch != victim )
send_to_char(AT_RED, "Ok.\n\r", ch );
send_to_char(AT_RED, "Your body bursts into flames!\n\r", victim );
return SKPELL_NO_DAMAGE;
}
int spell_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_INVISIBLE ) )
return SKPELL_MISSED;
if ( IS_AFFECTED2( victim, AFF_IMPROVED_INVIS ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( victim, &af );
send_to_char(AT_GREY, "You fade out of existence.\n\r", victim );
act(AT_GREY, "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_improved_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED2( victim, AFF_IMPROVED_INVIS ) )
return SKPELL_MISSED;
if ( IS_AFFECTED( victim, AFF_INVISIBLE ) )
{
send_to_char( AT_BLUE, "You can't cast this on yourself when already affected by invisibility.\n\r", victim );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_IMPROVED_INVIS;
affect_to_char2( victim, &af );
send_to_char(AT_GREY, "You fade out of existence.\n\r", victim );
act(AT_GREY, "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_phase_shift( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED2( victim, AFF_PHASED ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = ch->level/6;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PHASED;
affect_to_char2( victim, &af );
send_to_char(AT_GREY, "You phases into another plane.\n\r", victim );
act(AT_GREY, "$n phases out of reality.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if ( ap > 700 ) msg = "$N has an aura as white as the driven snow.";
else if ( ap > 350 ) msg = "$N is of excellent moral character.";
else if ( ap > 100 ) msg = "$N is often kind and thoughtful.";
else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
else if ( ap > -350 ) msg = "$N lies to $S friends.";
else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!";
else msg = "I'd rather just not say anything at all about $N.";
act(AT_BLUE, msg, ch, NULL, victim, TO_CHAR );
return SKPELL_NO_DAMAGE;
}
int spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 30, 35, 40, 45, 50, 55,
60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
132, 134, 136, 138, 140, 142, 144, 146, 148, 150,
152, 154, 156, 158, 160, 162, 164, 166, 168, 170,
172, 174, 176, 178, 180, 182, 184, 186, 188, 190,
192, 194, 196, 198, 200, 202, 204, 206, 208, 210,
215, 220, 225, 230, 235, 240, 245, 250, 255, 260
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 6 );
if ( IS_OUTSIDE( ch ) )
{
dam = (int) (dam * 1.5);
if ( weather_info.sky < SKY_RAINING )
{
dam /= 2;
}
if ( weather_info.sky > SKY_RAINING )
{
send_to_char(AT_WHITE, "The bad weather increases the spells power!\n\r", ch );
dam *= 2;
}
}
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
return SKPELL_NO_DAMAGE;
/*
OBJ_DATA *obj;
OBJ_DATA *in_obj;
char buf [ MAX_INPUT_LENGTH ];
bool found;
found = FALSE;
for ( obj = object_list; obj; obj = obj->next )
{
if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) )
continue;
if ( IS_SET( obj->extra_flags, ITEM_NO_LOCATE) && ( get_trust( ch ) < L_APP ) )
continue;
found = TRUE;
for ( in_obj = obj; in_obj->in_obj; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by )
{
sprintf( buf, "%s carried by %s.\n\r",
obj->short_descr, PERS( in_obj->carried_by, ch ) );
}
else if ( in_obj->stored_by )
{
sprintf( buf, "%s in storage.\n\r",
obj->short_descr );
}
else
{
sprintf( buf, "%s in %s.\n\r",
obj->short_descr, !in_obj->in_room
? "somewhere" : in_obj->in_room->name );
}
buf[0] = UPPER( buf[0] );
send_to_char(AT_BLUE, buf, ch );
}
if ( !found )
send_to_char(AT_WHITE, "Nothing like that in hell, earth, or heaven.\n\r", ch );
return SKPELL_NO_DAMAGE;
*/
}
int spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
3, 3, 4, 4, 5, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
13, 13, 13, 13, 13, 14, 14, 14, 14, 14,
15, 15, 15, 15, 15, 16, 16, 16, 16, 16,
18, 18, 18, 18, 18, 20, 20, 20, 20, 20,
21, 21, 21, 21, 21, 22, 22, 22, 22, 22,
24, 24, 24, 24, 24, 26, 26, 26, 26, 26,
28, 28, 28, 28, 28, 30, 31, 32, 33, 40
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 5 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_mana( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->mana = UMIN( victim->mana + victim->level * 3, victim->max_mana );
update_pos( victim );
if ( ch != victim )
send_to_char(AT_BLUE, "Ok.\n\r", ch );
send_to_char(AT_BLUE, "You feel a surge of energy.\n\r", victim );
return SKPELL_NO_DAMAGE;
}
int spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *gch;
AFFECT_DATA af;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || IS_AFFECTED( gch, AFF_INVISIBLE ) )
continue;
send_to_char(AT_GREY, "You slowly fade out of existence.\n\r", gch );
act(AT_GREY, "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( gch, &af );
}
send_to_char(AT_BLUE, "Ok.\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_null( int sn, int level, CHAR_DATA *ch, void *vo )
{
send_to_char(AT_WHITE, "That's not a spell!\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected(victim, sn) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
send_to_char(AT_GREY, "You turn translucent.\n\r", victim );
act(AT_GREY, "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_permenancy( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->item_type != ITEM_WAND
&& obj->item_type != ITEM_STAFF
&& obj->item_type != ITEM_LENSE )
{
send_to_char(AT_BLUE, "You cannot make that item permenant.\n\r", ch );
return SKPELL_MISSED;
}
obj->value[2] = -1;
obj->value[1] = -1;
act(AT_BLUE, "You run your finger up $p, you can feel it's power growing.", ch, obj, NULL, TO_CHAR );
act(AT_BLUE, "$n slowly runs $s finger up $p.", ch, obj, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( saves_spell( level, victim ) )
return SKPELL_MISSED;
if( IS_AFFECTED( victim, AFF_POISON ) )
{
af.type = sn;
af.level = level;
af.duration = level/2;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
add_poison( victim, 1 );
}
else
{
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
add_poison( victim, 5 );
}
if ( ch != victim )
send_to_char(AT_GREEN, "Ok.\n\r", ch );
send_to_char(AT_GREEN, "You feel very sick.\n\r", victim );
return SKPELL_NO_DAMAGE;
}
int spell_polymorph( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char buf [MAX_STRING_LENGTH];
AFFECT_DATA af;
if ( !(victim = get_char_world( ch, target_name ) )
|| victim == ch
|| saves_spell( level, victim)
|| IS_AFFECTED( ch, AFF_POLYMORPH ) )
{
send_to_char( AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = level/5;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_POLYMORPH;
affect_to_char2( ch, &af );
if (!IS_NPC(victim))
{
sprintf( buf, "%s %s", victim->name, victim->pcdata->title);
free_string( ch->long_descr );
ch->long_descr = str_dup(buf);
}
else
{
sprintf( buf, "%s", victim->long_descr );
free_string( ch->long_descr );
ch->long_descr = str_dup(buf);
}
act(AT_BLUE, "$n's form wavers and then resolidifies.", ch, NULL, NULL, TO_ROOM);
send_to_char(AT_BLUE, "You have succesfully polymorphed.\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_portal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *gate1;
OBJ_DATA *gate2;
int duration;
if ( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| !victim->in_room
|| IS_SET( victim->in_room->room_flags, ROOM_SAFE )
|| IS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL_IN )
|| IS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL_OUT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PROTOTYPE ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_NPC( victim) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PRESENT)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_FUTURE)
&& (IS_SET( victim->in_room->area->area_flags, AREA_PRESENT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PAST)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PRESENT ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
duration = level/8;
gate1 = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
gate2 = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
gate1->timer = duration;
gate2->timer = duration;
gate2->value[0] = ch->in_room->vnum;
gate1->value[0] = victim->in_room->vnum;
act(AT_BLUE, "A huge shimmering gate rises from the ground.", ch, NULL, NULL, TO_CHAR );
act(AT_BLUE, "$n utters a few incantations and a gate rises from the ground.", ch, NULL, NULL, TO_ROOM );
obj_to_room( gate1, ch->in_room );
act(AT_BLUE, "A huge shimmering gate rises from the ground.", victim, NULL, NULL, TO_CHAR );
act(AT_BLUE, "A huge shimmering gate rises from the ground.", victim, NULL, NULL, TO_ROOM );
obj_to_room( gate2, victim->in_room );
return SKPELL_NO_DAMAGE;
}
int spell_vortex( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *gate1;
OBJ_DATA *gate2;
int duration;
if ( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| !victim->in_room
|| IS_SET( victim->in_room->room_flags, ROOM_SAFE )
|| IS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL_IN )
|| IS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL_OUT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PROTOTYPE ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if ( !IS_NPC( victim) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PRESENT)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_FUTURE)
&& (IS_SET( victim->in_room->area->area_flags, AREA_PRESENT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PAST)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PRESENT ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
duration = level/8;
gate1 = create_object( get_obj_index( OBJ_VNUM_VORTEX ), 0 );
gate1->timer = duration;
gate1->value[0] = victim->in_room->vnum;
gate2 = create_object( get_obj_index( OBJ_VNUM_VORTEX_NULL ), 0 );
gate2->timer = duration;
act(AT_BLUE, "A huge pulsing vortex appears!", ch, NULL, NULL, TO_CHAR );
act(AT_BLUE, "$n utters a few incantations and a vortex appears.", ch, NULL, NULL, TO_ROOM );
obj_to_room( gate1, ch->in_room );
act(AT_BLUE, "A huge pulsing vortex fades in and out of existance.", victim, NULL, NULL, TO_CHAR );
act(AT_BLUE, "A huge pulsing vortex fades in and out of existance.", victim, NULL, NULL, TO_ROOM );
obj_to_room( gate2, victim->in_room );
return SKPELL_NO_DAMAGE;
}
int spell_blade_doom( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *blade;
int duration;
if(ch->summon_timer > 0)
{
send_to_char(AT_BLUE,
"You cast the spell, but nothing appears.\n\r", ch);
return SKPELL_MISSED;
}
duration = level/5;
blade = create_object( get_obj_index( OBJ_VNUM_BLADE_DOOM ), ch->level );
blade->timer = duration;
act(AT_BLUE, "A unworldly blade appears in the sky and descends into your hands.", ch, NULL, NULL, TO_CHAR );
act(AT_BLUE, "A unworldly blade appears in the sky and descends into $n's hands.", ch, NULL, NULL, TO_ROOM );
obj_to_char( blade, ch );
if(ch->mana < level * 2 && ((ch->class != CLASS_VAMPIRE) || (ch->class != CLASS_ANTI_PALADIN )))
{
act(AT_RED,
"You don't have enough mana to call the sword!", ch, NULL, NULL, TO_CHAR);
return SKPELL_MISSED;
}
if(ch->bp < level / 2 && ((ch->class == CLASS_VAMPIRE) || (ch->class == CLASS_ANTI_PALADIN)))
{
act(AT_BLOOD,
"You don't have enough blood to call the sword!", ch, NULL, NULL, TO_CHAR);
return SKPELL_MISSED;
}
if((ch->class != CLASS_VAMPIRE) || (ch->class != CLASS_ANTI_PALADIN))
ch->mana -= level * 4;
else
ch->bp -= level * 2;
ch->summon_timer = 50;
return SKPELL_NO_DAMAGE;
}
int spell_vine_portal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *gate1;
OBJ_DATA *gate2;
int duration;
if ( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| !victim->in_room
|| IS_SET( victim->in_room->room_flags, ROOM_SAFE )
|| IS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL_IN )
|| IS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL_OUT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PROTOTYPE ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if (IS_NPC( victim ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PRESENT)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_FUTURE)
&& (IS_SET( victim->in_room->area->area_flags, AREA_PRESENT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PAST)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PRESENT ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
duration = level/8;
gate1 = create_object( get_obj_index( OBJ_VNUM_VINE_PORTAL ), 0 );
gate2 = create_object( get_obj_index( OBJ_VNUM_VINE_PORTAL ), 0 );
gate1->timer = duration;
gate2->timer = duration;
gate2->value[0] = ch->in_room->vnum;
gate1->value[0] = victim->in_room->vnum;
act(AT_BLUE, "Vines rise from the ground and form a walkway.", ch, NULL, NULL, TO_CHAR );
act(AT_BLUE, "$n utters a few words and some vines form into a walkway.", ch, NULL, NULL, TO_ROOM );
obj_to_room( gate1, ch->in_room );
act(AT_BLUE, "Vines rise to form a walkway.", victim, NULL, NULL, TO_CHAR );
act(AT_BLUE, "Vines rise to form a walkway.", victim, NULL, NULL, TO_ROOM );
obj_to_room( gate2, victim->in_room );
return SKPELL_NO_DAMAGE;
}
int spell_protection( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_PROTECT ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_DAM_UNHOLY;
af.modifier = 20;
af.bitvector = AFF_PROTECT;
affect_to_char( victim, &af );
if ( ch != victim )
send_to_char(AT_BLUE, "Ok.\n\r", ch );
send_to_char(AT_BLUE, "You feel protected.\n\r", victim );
return SKPELL_NO_DAMAGE;
}
int spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN( victim->move + level + 50, victim->max_move );
if ( ch != victim )
send_to_char(AT_BLUE, "Ok.\n\r", ch );
send_to_char(AT_BLUE, "You feel less tired.\n\r", victim );
return SKPELL_NO_DAMAGE;
}
/* Expulsion of ITEM_NOREMOVE addition by Katrina */
int spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
CHAR_DATA *victim = (CHAR_DATA *) vo;
int iWear;
int yesno = 0;
for ( iWear = 0; iWear < MAX_WEAR; iWear ++ )
{
if ( !( obj = get_eq_char( victim, iWear ) ) )
continue;
if ( IS_SET( obj->extra_flags, ITEM_NODROP ))
{
REMOVE_BIT( obj->extra_flags, ITEM_NODROP );
send_to_char( AT_BLUE, "You feel a burden relieved.\n\r", ch );
yesno = 1;
}
if ( IS_SET( obj->extra_flags, ITEM_NOREMOVE ) )
{
unequip_char( victim, obj );
obj_from_char( obj );
obj_to_room( obj, victim->in_room );
act(AT_BLUE, "You toss $p to the ground.", victim, obj, NULL, TO_CHAR );
act(AT_BLUE, "$n tosses $p to the ground.", victim, obj, NULL, TO_ROOM );
REMOVE_BIT( obj->extra_flags, ITEM_NOREMOVE );
yesno = 1;
}
}
if ( is_affected( victim, skill_lookup("incinerate")) )
{
affect_strip( victim, skill_lookup("incinerate"));
send_to_char(AT_BLUE, "Your body has been extinguished.\n\r", ch);
yesno = 1;
}
if ( is_affected( victim, skill_lookup("curse") ) )
{
affect_strip( victim, skill_lookup("curse") );
send_to_char(AT_BLUE, "You feel better.\n\r", victim );
yesno = 1;
}
if ( ch != victim && yesno )
send_to_char(AT_BLUE, "Ok.\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_remove_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
CHAR_DATA *victim = (CHAR_DATA *) vo;
int iWear;
int yesno = 0;
for ( iWear = 0; iWear < MAX_WEAR; iWear ++ )
{
if ( !( obj = get_eq_char( victim, iWear ) ) )
continue;
if ( IS_SET( obj->extra_flags, ITEM_INVIS ) )
{
REMOVE_BIT( obj->extra_flags, ITEM_INVIS );
send_to_char( AT_BLUE, "The item is no longer invisible.\n\r", ch );
yesno = 1;
}
}
if ( ch != victim && yesno )
send_to_char(AT_BLUE, "Ok.\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_SANCTUARY ) )
{
affect_strip(victim, sn);
if(skill_table[sn].msg_off)
{
send_to_char(C_DEFAULT, skill_table[sn].msg_off, victim );
send_to_char(C_DEFAULT, "\n\r", victim );
}
act(C_DEFAULT, skill_table[sn].msg_off_room, victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
return SKPELL_NO_DAMAGE;
}
if ( IS_AFFECTED2( victim, AFF_GOLDEN_ARMOR ) || IS_AFFECTED4( victim, AFF_GOLDEN_SANCTUARY ) || IS_AFFECTED4( victim, AFF_BIOFEEDBACK ) || IS_AFFECTED4( victim, AFF_ESSENCE_OF_GAIA ) )
return SKPELL_MISSED;
if ( !IS_SHIELDABLE( victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
victim->shields += 1;
send_to_char(AT_WHITE, "You are surrounded by a white aura.\n\r", victim );
act(AT_WHITE, "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_golden_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
AFFECT_DATA *paf;
if ( IS_AFFECTED2( victim, AFF_GOLDEN_ARMOR ) )
{
affect_strip(victim, sn);
if(skill_table[sn].msg_off)
{
send_to_char(C_DEFAULT, skill_table[sn].msg_off, victim );
send_to_char(C_DEFAULT, "\n\r", victim );
}
act(C_DEFAULT, skill_table[sn].msg_off_room, victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
return SKPELL_NO_DAMAGE;
}
if ( IS_AFFECTED4( victim, AFF_GOLDEN_SANCTUARY ) )
{
for ( paf = victim->affected4; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( skill_table[ (int) paf->type].slot == 245 )
affect_strip(victim,(int) paf->type );
}
send_to_char(AT_YELLOW, "Your golden sanctuary fades.", victim );
send_to_char(C_DEFAULT, "\n\r", victim );
act(AT_YELLOW, "$n's golden sanctuary fades.", victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
spell_sanctuary( skill_lookup("sanctuary"), ch->level, ch, victim );
return SKPELL_NO_DAMAGE;
}
if ( IS_AFFECTED( victim, AFF_SANCTUARY ) )
{
spell_golden_sanctuary( skill_lookup("golden sanctuary"), ch->level, ch, victim );
return SKPELL_NO_DAMAGE;
}
if ( IS_AFFECTED4( victim, AFF_BIOFEEDBACK ) || IS_AFFECTED4( victim, AFF_ESSENCE_OF_GAIA ) )
{
return SKPELL_MISSED;
}
if ( !IS_SHIELDABLE( victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_DAM_PHYSICAL;
af.modifier = 50;
af.bitvector = AFF_GOLDEN_ARMOR;
affect_to_char2( victim, &af );
victim->shields += 1;
send_to_char(AT_YELLOW, "Your armor glows golden.\n\r", victim );
act(AT_YELLOW, "$n's armor takes on a golden appearance.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_golden_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
AFFECT_DATA *paf;
if ( !IS_AFFECTED( victim, AFF_SANCTUARY ) )
{
send_to_char(C_DEFAULT, "This spell requires you to have a sanctuary.\n\r", victim );
return SKPELL_MISSED;
}
if ( IS_AFFECTED4( victim, AFF_GOLDEN_SANCTUARY ) )
{
affect_strip(victim, sn);
if(skill_table[sn].msg_off)
{
send_to_char(C_DEFAULT, skill_table[sn].msg_off, victim );
send_to_char(C_DEFAULT, "\n\r", victim );
}
act(C_DEFAULT, skill_table[sn].msg_off_room, victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
return SKPELL_NO_DAMAGE;
}
if ( !IS_SHIELDABLE( victim ) )
return SKPELL_MISSED;
for ( paf = victim->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( skill_table[ (int) paf->type].slot == 70 )
affect_strip(victim,(int) paf->type );
}
af.type = sn;
af.level = victim->level;
af.duration = -1;
af.location = APPLY_DAM_PHYSICAL;
af.modifier = 50;
af.bitvector = AFF_GOLDEN_SANCTUARY;
affect_to_char4( victim, &af );
send_to_char(AT_YELLOW, "Your sanctuary glows golden.\n\r", victim );
act(AT_YELLOW, "$n's sanctuary takes on a golden appearance.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_web( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 40 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_ANTI_FLEE;
affect_to_char( victim, &af );
sprintf( buf, "%s lifts his hands and webs entanle you!\n\r", ch->name );
send_to_char(AT_WHITE, buf, victim );
act(AT_WHITE, "$n has been immobilized by a plethora of sticky webs.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_confusion( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
if ( is_affected(victim, sn))
return SKPELL_MISSED;
if ( saves_spell( level, victim ) )
{
send_to_char( AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 10 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CONFUSED;
affect_to_char2( victim, &af );
sprintf( buf, "You feel disorientated.\n\r" );
send_to_char(AT_WHITE, buf, victim );
act(AT_WHITE, "$n stares around blankly.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_fumble( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
if ( IS_AFFECTED2( victim, AFF_FUMBLE ) )
return SKPELL_MISSED;
if ( saves_spell( level, victim ) )
{
send_to_char( AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 10 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_FUMBLE;
affect_to_char2( victim, &af );
af.location = APPLY_HITROLL;
af.modifier = 0 - level / 5;
af.bitvector = 0;
affect_to_char( victim, &af );
sprintf( buf, "You feel clumsy.\n\r" );
send_to_char(AT_WHITE, buf, victim );
act(AT_WHITE, "$n looks very clumsy.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_mind_probe( int sn, int level, CHAR_DATA *ch, void *vo )
{
AFFECT_DATA *paf;
CHAR_DATA *victim;
bool printed = FALSE;
char buf [ MAX_STRING_LENGTH ];
char buf1 [ MAX_STRING_LENGTH ];
if (!(victim = get_char_room( ch, target_name ) ) )
{
send_to_char(AT_BLUE, "You cannot find them.\n\r", ch );
return SKPELL_MISSED;
}
sprintf(buf1, "You send your conciousness into %s's mind.\n\r", victim->name);
send_to_char(AT_RED, buf1, ch );
send_to_char(AT_RED, "You feel someone touch your mind.\n\r", victim );
buf1[0] = '\0';
if (IS_NPC(victim))
{
send_to_char (AT_WHITE, "The mind is to chaotic to merge with.\n\r", ch );
return SKPELL_BOTCHED;
}
sprintf( buf,
"You are %s%s.\n\r",
victim->name,
IS_NPC( victim ) ? "" : victim->pcdata->title );
send_to_char( AT_CYAN, buf, ch );
sprintf( buf,
"Level &C%d&c, %d years old (%d hours).\n\r",
victim->level,
get_age( victim ),
(get_age( victim ) - 17) * 4 );
send_to_char( AT_CYAN, buf, ch );
sprintf( buf, "You are a &Y%s&c and have chosen the vocation of a &Y%s&c.\n\r",
race_table[victim->race].race_full, class_table[victim->class].who_long );
send_to_char( AT_CYAN, buf, ch );
if ( victim->multied != victim->class );
{
sprintf( buf, "You have chosen to multiclass to &Y%s&c.\n\r",
class_table[victim->multied].who_long );
send_to_char( AT_CYAN, buf, ch );
}
if(victim->multied == victim->class )
{
send_to_char( AT_CYAN, "You have not yet multiclassed.\n\r", ch );
}
if ( victim->clan )
{
CLAN_DATA *clan;
clan = get_clan_index( victim->clan );
sprintf( buf, "You belong to the clan %s.\n\r", clan->name );
send_to_char( AT_WHITE, buf, ch );
}
if ( get_trust( victim ) != victim->level )
{
sprintf( buf, "You have been granted the powers of a level &R%d&W.\n\r",
get_trust( victim ) );
send_to_char( AT_WHITE, buf, ch );
}
if (!IS_NPC( victim ))
if ( get_trust( victim ) > LEVEL_DEMIGOD )
{
sprintf( buf, "Bamfin&r: &w%s.\n\r", victim->pcdata->bamfin );
send_to_char( AT_RED, buf, ch );
sprintf( buf, "Bamfout&r: &w%s.\n\r", victim->pcdata->bamfout );
send_to_char( AT_RED, buf, ch );
sprintf( buf, "Bamfsin&r: &w%s.\n\r", victim->pcdata->bamfsin );
send_to_char( AT_RED, buf, ch );
sprintf( buf, "Bamfsout&r: &w%s.\n\r", victim->pcdata->bamfsout );
send_to_char( AT_RED, buf, ch );
}
send_to_char( AT_CYAN, "You have", ch );
sprintf ( buf, " %d/%d", victim->hit, victim->max_hit );
send_to_char( AT_YELLOW, buf, ch );
send_to_char( AT_CYAN, " hit, ", ch );
if (( victim->class != 9 )&&(victim->class != 11))
{
sprintf ( buf, "%d/%d", victim->mana, victim->max_mana );
send_to_char( AT_LBLUE, buf, ch );
send_to_char( AT_CYAN, " mana, ", ch );
}
else
{
sprintf ( buf, "%d/%d", victim->bp, victim->max_bp );
send_to_char( AT_RED, buf, ch );
send_to_char( AT_CYAN, " blood, ", ch );
}
sprintf ( buf, "%d/%d", victim->move, victim->max_move );
send_to_char( AT_GREEN, buf, ch );
send_to_char( AT_CYAN, " movement, ", ch );
sprintf ( buf, "%d", victim->practice );
send_to_char( AT_WHITE, buf, ch );
send_to_char( AT_CYAN, " practices.\n\r", ch );
sprintf( buf,
"You are carrying %d/%d items with weight %d/%d kg.\n\r",
victim->carry_number, can_carry_n( victim ),
victim->carry_weight, can_carry_w( victim ) );
send_to_char( AT_CYAN, buf, ch );
sprintf( buf,
"Str: %d&p(&P%d&p)&P Int: %d&p(&P%d&p)&P Wis: %d&p(&P%d&p)&P Dex: %d&p(&P%d&p)&P Con: %d&p(&P%d&p)&P.\n\r",
IS_NPC(victim) ? 13: victim->pcdata->perm_str, IS_NPC(victim) ? 13: get_curr_str( victim ),
IS_NPC(victim) ? 13: victim->pcdata->perm_int, IS_NPC(victim) ? 13: get_curr_int( victim ),
IS_NPC(victim) ? 13: victim->pcdata->perm_wis, IS_NPC(victim) ? 13: get_curr_wis( victim ),
IS_NPC(victim) ? 13: victim->pcdata->perm_dex, IS_NPC(victim) ? 13: get_curr_dex( victim ),
IS_NPC(victim) ? 13: victim->pcdata->perm_con, IS_NPC(victim) ? 13: get_curr_con( victim ) );
send_to_char( AT_PINK, buf, ch );
send_to_char( AT_CYAN, "You have scored ", ch );
sprintf( buf, "%d ", victim->exp );
send_to_char( AT_WHITE, buf, ch );
send_to_char( AT_CYAN, "exp, and have accumulated ", ch );
sprintf( buf, "%d ", victim->gold );
send_to_char( AT_YELLOW, buf, ch );
send_to_char( AT_CYAN, "gold coins.\n\r", ch );
if ( !IS_NPC( victim ) && victim->pcdata->condition[COND_DRUNK] > 10 )
send_to_char( AT_GREY, "You are drunk.\n\r", ch );
if ( !IS_NPC( victim ) && victim->pcdata->condition[COND_THIRST] == 0
&& victim->level >= LEVEL_IMMORTAL )
send_to_char( AT_BLUE, "You are thirsty.\n\r", ch );
if ( !IS_NPC( victim ) && victim->pcdata->condition[COND_FULL] == 0
&& victim->level >= LEVEL_IMMORTAL )
send_to_char( AT_ORANGE, "You are hungry.\n\r", ch );
switch ( victim->position )
{
case POS_DEAD:
send_to_char( (AT_RED + AT_BLINK), "You are DEAD!!\n\r", ch ); break;
case POS_MORTAL:
send_to_char( AT_RED, "You are mortally wounded.\n\r", ch ); break;
case POS_INCAP:
send_to_char( AT_RED, "You are incapacitated.\n\r", ch ); break;
case POS_STUNNED:
send_to_char( AT_RED, "You are stunned.\n\r", ch ); break;
case POS_SLEEPING:
send_to_char( AT_LBLUE, "You are sleeping.\n\r", ch ); break;
case POS_RESTING:
send_to_char( AT_LBLUE, "You are resting.\n\r", ch ); break;
case POS_STANDING:
send_to_char( AT_GREEN, "You are standing.\n\r", ch ); break;
case POS_FIGHTING:
send_to_char( AT_BLOOD, "You are fighting.\n\r", ch ); break;
}
if ( ch->level >= 20 )
{
sprintf( buf, "AC: %d. ", GET_AC( victim ) );
send_to_char( AT_CYAN, buf, ch );
}
send_to_char( AT_GREEN, "You are ", ch );
if ( GET_AC( victim ) >= 101 ) send_to_char( AT_GREEN, "WORSE than naked!\n\r", ch );
else if ( GET_AC( victim ) >= 20 ) send_to_char( AT_GREEN, "naked.\n\r" , ch );
else if ( GET_AC( victim ) >= 0 ) send_to_char( AT_GREEN, "wearing clothes.\n\r" , ch );
else if ( GET_AC( victim ) >= - 50 ) send_to_char( AT_GREEN, "slightly armored.\n\r", ch );
else if ( GET_AC( victim ) >= -100 ) send_to_char( AT_GREEN, "somewhat armored.\n\r", ch );
else if ( GET_AC( victim ) >= -250 ) send_to_char( AT_GREEN, "armored.\n\r" , ch );
else if ( GET_AC( victim ) >= -500 ) send_to_char( AT_GREEN, "well armored.\n\r" , ch );
else if ( GET_AC( victim ) >= -750 ) send_to_char( AT_GREEN, "strongly armored.\n\r", ch );
else if ( GET_AC( victim ) >= -1000 ) send_to_char( AT_GREEN, "heavily armored.\n\r" , ch );
else if ( GET_AC( victim ) >= -1200 ) send_to_char( AT_GREEN, "superbly armored.\n\r", ch );
else if ( GET_AC( victim ) >= -1400 ) send_to_char( AT_GREEN, "divinely armored.\n\r", ch );
else send_to_char( AT_GREEN, "invincible!\n\r", ch );
if ( ch->level >= 12 )
{
sprintf( buf, "Hitroll: " );
send_to_char(AT_BLOOD, buf, ch );
sprintf( buf, "%d", GET_HITROLL( victim ) );
send_to_char(AT_RED, buf, ch);
sprintf( buf, " Damroll: " );
send_to_char( AT_BLOOD, buf, ch );
sprintf( buf, "%d.\n\r", GET_DAMROLL( victim ) * 2 );
send_to_char( AT_RED, buf, ch );
}
if ( ch->level >= 8 )
{
sprintf( buf, "Alignment: %d. ", victim->alignment );
send_to_char( AT_CYAN, buf, ch );
}
send_to_char( AT_CYAN, "You are ", ch );
if ( victim->alignment > 900 ) send_to_char( AT_BLUE, "angelic.\n\r",ch );
else if ( victim->alignment > 700 ) send_to_char( AT_BLUE, "saintly.\n\r",ch );
else if ( victim->alignment > 350 ) send_to_char( AT_BLUE, "good.\n\r" ,ch );
else if ( victim->alignment > 100 ) send_to_char( AT_BLUE, "kind.\n\r" ,ch );
else if ( victim->alignment > -100 ) send_to_char( AT_YELLOW, "neutral.\n\r",ch );
else if ( victim->alignment > -350 ) send_to_char( AT_RED, "mean.\n\r" ,ch);
else if ( victim->alignment > -700 ) send_to_char( AT_RED, "evil.\n\r" ,ch);
else if ( victim->alignment > -900 ) send_to_char( AT_RED, "demonic.\n\r" ,ch);
else send_to_char( AT_RED, "satanic.\n\r" ,ch);
if ( !IS_NPC( victim ) && IS_IMMORTAL( victim ) )
{
sprintf( buf, "WizInvis level: %d WizInvis is %s\n\r",
victim->wizinvis,
IS_SET( victim->act, PLR_WIZINVIS ) ? "ON" : "OFF" );
send_to_char( AT_YELLOW, buf, ch );
}
if ( victim->affected )
{
for ( paf = victim->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( !printed )
{
send_to_char( AT_CYAN, "You are affected by:\n\r", ch );
printed = TRUE;
}
sprintf( buf, "Spell: '%s'", skill_table[paf->type].name );
send_to_char( AT_WHITE, buf, ch );
if ( ch->level >= 20 )
{
sprintf( buf,
" modifies %s by %d for %d hours",
affect_loc_name( paf->location ),
paf->modifier,
paf->duration );
send_to_char(AT_WHITE, buf, ch );
}
send_to_char( AT_WHITE, ".\n\r", ch );
}
}
if ( victim->affected2 )
{
for ( paf = victim->affected2; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( !printed )
{
send_to_char( AT_CYAN, "You are affected by:\n\r", ch );
printed = TRUE;
}
sprintf( buf, "Spell: '%s'", skill_table[paf->type].name );
send_to_char( AT_WHITE, buf, ch );
if ( ch->level >= 20 )
{
sprintf( buf,
" modifies %s by %d for %d hours",
affect_loc_name( paf->location ),
paf->modifier,
paf->duration );
send_to_char(AT_WHITE, buf, ch );
}
send_to_char( AT_WHITE, ".\n\r", ch );
}
}
send_to_char( AT_RED, "The presence lifts from your mind.\n\r", victim );
return SKPELL_NO_DAMAGE;
}
int spell_entangle( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
if ( IS_AFFECTED( victim, AFF_ANTI_FLEE ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 40 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_ANTI_FLEE;
affect_to_char( victim, &af );
sprintf( buf, "%s calls forth nature to hold you in place.\n\r", ch->name );
send_to_char(AT_GREEN, buf, victim );
act(AT_GREEN, "Hundreds of vines reach from the ground to entangle $n.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_scry( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_SCRY ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SCRY;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "Your vision improves.\n\r", victim );
return SKPELL_MISSED;
}
int spell_shield( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = -30;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "You are surrounded by a force shield.\n\r", victim );
act(AT_BLUE, "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57,
58, 58, 59, 60, 61, 62, 63, 64, 65, 66,
67, 68, 69, 70, 71, 72, 73, 74, 75, 76,
77, 78, 79, 80, 81, 82, 83, 84, 85, 86,
87, 88, 89, 90, 91, 92, 93, 94, 95, 96,
97, 98, 99,100,101, 102,103,104,105,106
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return SKPELL_MISSED;
}
int spell_shockshield( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_SHOCKSHIELD ) )
{
affect_strip(victim, sn);
if(skill_table[sn].msg_off)
{
send_to_char(C_DEFAULT, skill_table[sn].msg_off, victim );
send_to_char(C_DEFAULT, "\n\r", victim );
}
act(C_DEFAULT, skill_table[sn].msg_off_room, victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
return SKPELL_NO_DAMAGE;
}
if ( ! IS_SHIELDABLE( victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SHOCKSHIELD;
affect_to_char( victim, &af );
victim->shields += 1;
send_to_char(AT_BLUE, "Sparks of electricity flow into your body.\n\r", victim );
act(AT_BLUE, "Bolts of electricity flow from the ground into $n's body.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_SLEEP )
|| level < victim->level
|| ( saves_spell(level + IS_SRES(victim, RES_MAGIC) ? -5 : 0, victim)
&& !(get_trust( ch ) > 100) ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if(IS_SIMM(victim, IMM_MAGIC))
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE( victim ) )
{
send_to_char(AT_BLUE, "You feel very sleepy ..... zzzzzz.\n\r", victim );
if ( victim->position == POS_FIGHTING )
stop_fighting( victim, TRUE );
do_sleep( victim, "" );
}
return SKPELL_NO_DAMAGE;
}
int spell_spell_bind( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->item_type != ITEM_WAND
&& obj->item_type != ITEM_STAFF
&& obj->item_type != ITEM_LENSE )
{
send_to_char(AT_BLUE, "You cannot bind magic to that item.\n\r", ch );
return SKPELL_MISSED;
}
if ( obj->value[2] == obj->value[1] )
{
send_to_char(AT_BLUE, "That item is at full charge.\n\r", ch );
return SKPELL_MISSED;
}
obj->value[2] ++;
act(AT_BLUE, "You slowly pass your hand over $p, it vibrates slowly.", ch, obj, NULL, TO_CHAR );
act(AT_BLUE, "$n slowly passes $s hand over $p, it vibrates slowly.", ch, obj, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( ch, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = ((ch->level/2) + 10) * -1;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_GREY, "Your skin turns to stone.\n\r", victim );
act(AT_GREY, "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
if ( !( victim = get_char_world( ch, target_name ) )
|| victim == ch
|| !victim->in_room
|| IS_SET( victim->in_room->room_flags, ROOM_SAFE )
|| IS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL )
|| victim->level >= level + 8
|| victim->fighting
|| ( IS_NPC( victim ) && saves_spell( level, victim ) )
|| IS_SET( victim->in_room->area->area_flags, AREA_PROTOTYPE )
|| IS_AFFECTED( victim, AFF_NOASTRAL )
|| IS_AFFECTED4( victim, AFF_NO_SUMMON )
|| IS_AFFECTED4( victim, AFF_DECEPTION ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PRESENT)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!!\n\r", ch);
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_FUTURE)
&& (IS_SET( victim->in_room->area->area_flags, AREA_PRESENT )
|| IS_SET( victim->in_room->area->area_flags, AREA_PAST ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
if ( IS_SET(ch->in_room->area->area_flags, AREA_PAST)
&& (IS_SET( victim->in_room->area->area_flags, AREA_FUTURE )
|| IS_SET(victim->in_room->area->area_flags, AREA_PRESENT ) ) )
{
send_to_char(AT_BLUE, "You cannot!!!!!!!!\n\r", ch );
return SKPELL_MISSED;
}
act(AT_BLUE, "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act(AT_BLUE, "$n has summoned you!", ch, NULL, victim, TO_VICT );
act(AT_BLUE, "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
if (!IS_NPC(victim) && victim->pcdata->craft_timer)
destroy_craft(victim, FALSE);
return SKPELL_NO_DAMAGE;
}
int spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *pet;
ROOM_INDEX_DATA *pRoomIndex;
if ( !victim->in_room
|| IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL_OUT)
|| ( !IS_NPC( ch ) && victim->fighting )
|| ( victim != ch
&& ( saves_spell( level, victim )
|| saves_spell( level, victim ) ) ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
for ( ; ; )
{
pRoomIndex = get_room_index( number_range( 0, 32767 ) );
if ( pRoomIndex )
if ( !IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE )
&& !IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY )
&& !IS_SET( pRoomIndex->room_flags, ROOM_NO_ASTRAL_IN )
&& !IS_SET( pRoomIndex->room_flags, ROOM_NO_RECALL)
&& !IS_SET( pRoomIndex->room_flags, ROOM_NO_MOB)
&& !IS_SET( pRoomIndex->area->area_flags, AREA_PAST )
&& !IS_SET( pRoomIndex->area->area_flags, AREA_FUTURE )
&& !IS_SET( pRoomIndex->area->area_flags, AREA_PROTOTYPE )
&& !(IS_SET( pRoomIndex->room_flags, ROOM_SAFE && ch->pkill)))
break;
}
for ( pet = victim->in_room->people; pet; pet = pet->next_in_room )
{
if ( IS_NPC( pet ) )
if ( IS_SET( pet->act, ACT_PET ) && ( pet->master == victim ) )
break;
}
act(AT_BLUE, "$n glimmers briefly, then is gone.", victim, NULL, NULL, TO_ROOM );
if ( pet )
{
act( AT_BLUE, "$n glimmers briefly, then is gone.", pet, NULL, NULL, TO_ROOM );
char_from_room( pet );
}
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act(AT_BLUE, "The air starts to sparkle, then $n appears from nowhere.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
if ( pet )
{
char_to_room( pet, pRoomIndex );
act( AT_BLUE, "The air starts to sparkle, then $n appears from nowhere.", pet, NULL, NULL, TO_ROOM );
}
return SKPELL_NO_DAMAGE;
}
int spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
char buf1 [ MAX_STRING_LENGTH ];
char buf2 [ MAX_STRING_LENGTH ];
char speaker [ MAX_INPUT_LENGTH ];
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER( buf1[0] );
for ( vch = ch->in_room->people; vch; vch = vch->next_in_room )
{
if ( !is_name( speaker, vch->name ) )
send_to_char(AT_CYAN, saves_spell( level, vch ) ? buf2 : buf1, vch );
}
return SKPELL_NO_DAMAGE;
}
int spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level / 6;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = 0;
affect_to_char( victim, &af );
if ( ch != victim )
send_to_char(AT_GREEN, "Ok.\n\r", ch );
send_to_char(AT_GREEN, "You feel weaker.\n\r", victim );
return SKPELL_NO_DAMAGE;
}
/*
* This is for muds that want scrolls of recall.
*/
int spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
do_recall( (CHAR_DATA *) vo, "" );
return SKPELL_NO_DAMAGE;
}
/*
* NPC spells.
*/
int spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam = 0;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( obj_lose->deleted )
continue;
if ( IS_SET( obj_lose->extra_flags, ITEM_NO_DAMAGE ) )
continue;
if ( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if ( obj_lose->value[0] > 0 )
{
act(AT_GREEN, "$p is pitted and etched!",
victim, obj_lose, NULL, TO_CHAR );
obj_lose->cost -= (obj_lose->cost / 20);
if( obj_lose->durability_cur > 10 )
obj_lose->durability_cur -= 1;
}
break;
case ITEM_CONTAINER:
act(AT_GREEN, "$p fumes and dissolves!",
victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
break;
}
}
}
hpch = UMAX( 10, ch->hit );
if(IS_NPC( ch ) )
{
dam = number_range( hpch / 8 + 1, hpch / 4 );
}
if(!IS_NPC( ch ) )
{
dam = number_range( ch->level * 2, ch->level * 10 );
}
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam=0;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( obj_lose->deleted )
continue;
if ( IS_SET( obj_lose->extra_flags, ITEM_NO_DAMAGE ) )
continue;
if ( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_CONTAINER: msg = "$p ignites and burns!"; break;
case ITEM_POTION: msg = "$p bubbles and boils!"; break;
case ITEM_SCROLL: msg = "$p crackles and burns!"; break;
case ITEM_STAFF: msg = "$p smokes and chars!"; break;
case ITEM_WAND: msg = "$p sparks and sputters!"; break;
case ITEM_LENSE: msg = "$p shrivels and dries!"; break;
case ITEM_FOOD: msg = "$p blackens and crisps!"; break;
case ITEM_GUN: msg = "$p melts and drips!"; break;
case ITEM_PILL: msg = "$p melts and drips!"; break;
}
act(AT_GREEN, msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
if(IS_NPC( ch ) )
{
dam = number_range( hpch / 8 + 1, hpch / 4 );
}
if(!IS_NPC( ch ) )
{
dam = number_range( ch->level * 2, ch->level * 10 );
}
if ( saves_spell( level, victim ) )
dam /= 2;
// damage( ch, victim, dam, sn );
return dam;
}
int spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam=0;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( obj_lose->deleted )
continue;
if ( IS_SET( obj_lose->extra_flags, ITEM_NO_DAMAGE ) )
continue;
if ( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_CONTAINER:
case ITEM_DRINK_CON:
case ITEM_POTION: msg = "$p freezes and shatters!"; break;
}
act(AT_WHITE, msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
if(IS_NPC( ch ) )
{
dam = number_range( hpch / 8 + 1, hpch / 4 );
}
if(!IS_NPC( ch ) )
{
dam = number_range( ch->level * 2, ch->level * 10 );
}
if ( saves_spell( level, victim ) )
dam /= 2;
// damage( ch, victim, dam, sn );
return dam;
}
int spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam=0;
int hpch;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch->deleted )
continue;
if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
{
hpch = UMAX( 10, ch->hit );
if(IS_NPC( ch ) )
{
dam = number_range( hpch / 8 + 1, hpch / 4 );
}
if(!IS_NPC( ch ) )
{
dam = number_range( ch->level * 2, ch->level * 10 );
}
if ( saves_spell( level, vch ) )
dam /= 2;
spell_poison( skill_lookup("poison"), level, ch, vch );
damage( ch, vch, dam, sn );
}
}
return SKPELL_NO_DAMAGE;
}
int spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam=0;
int hpch;
hpch = UMAX( 10, ch->hit );
if(IS_NPC( ch ) )
{
dam = number_range( hpch / 8 + 1, hpch / 4 );
}
if(!IS_NPC( ch ) )
{
dam = number_range( ch->level * 2, ch->level * 10 );
}
if ( saves_spell( level, victim ) )
dam /= 2;
// damage( ch, victim, dam, sn );
return dam;
}
/*
* Code for Psionicist spells/skills by Thelonius
*/
int spell_adrenaline_control ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level - 5;
af.location = APPLY_DEX;
af.modifier = 2;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_CON;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "You have given yourself an adrenaline rush!\n\r", ch );
act(AT_BLUE, "$n has given $mself an adrenaline rush!", ch, NULL, NULL,
TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_agitation ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
0, 0, 0, 0, 0, 12, 15, 18, 21, 24,
24, 24, 25, 25, 26, 26, 26, 27, 27, 27,
28, 28, 28, 29, 29, 29, 30, 30, 30, 31,
31, 31, 32, 32, 32, 33, 33, 33, 34, 34,
34, 35, 35, 35, 36, 36, 36, 37, 37, 37,
38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
48, 49, 50, 51, 52, 53, 54, 55, 56, 57,
58, 59, 60, 61, 62, 63, 64, 65, 66, 67,
68, 69, 70, 71, 72, 73, 74, 75, 76, 77,
78, 79, 80, 81, 82, 83, 84, 85, 86, 87
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
// damage( ch, victim, dam, sn );
return dam;
}
int spell_aura_sight ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if ( ap > 700 ) msg = "$N has an aura as white as the driven snow.";
else if ( ap > 350 ) msg = "$N is of excellent moral character.";
else if ( ap > 100 ) msg = "$N is often kind and thoughtful.";
else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
else if ( ap > -350 ) msg = "$N lies to $S friends.";
else if ( ap > -700 ) msg = "Don't bring $N home to meet your family.";
else msg = "Uh, check please!";
act(AT_BLUE, msg, ch, NULL, victim, TO_CHAR );
return SKPELL_NO_DAMAGE;
}
int spell_awe ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( victim->fighting == ch && !saves_spell( level, victim ) )
{
stop_fighting ( victim, TRUE);
act(AT_BLUE, "$N is in AWE of you!", ch, NULL, victim, TO_CHAR );
act(AT_BLUE, "You are in AWE of $n!",ch, NULL, victim, TO_VICT );
act(AT_BLUE, "$N is in AWE of $n!", ch, NULL, victim, TO_NOTVICT );
}
return SKPELL_NO_DAMAGE;
}
int spell_ballistic_attack ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
3, 4, 4, 5, 6, 6, 6, 7, 7, 7,
7, 7, 8, 8, 8, 9, 9, 9, 10, 10,
10, 11, 11, 11, 12, 12, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
21, 22, 23, 24, 25, 26, 27, 28, 29, 30,
31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
41, 42, 43, 44, 45, 46, 47, 48, 49, 50,
51, 52, 53, 54, 55, 56, 57, 58, 59, 60,
61, 62, 63, 64, 65, 66, 67, 68, 69, 70
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
act(AT_BLUE, "You chuckle as a stone strikes $N.", ch, NULL, victim,
TO_CHAR );
//damage( ch, victim, dam, sn);
return dam;
}
int spell_biofeedback ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED4( victim, AFF_BIOFEEDBACK ) )
{
affect_strip(victim, sn);
if(skill_table[sn].msg_off)
{
send_to_char(C_DEFAULT, skill_table[sn].msg_off, victim );
send_to_char(C_DEFAULT, "\n\r", victim );
}
act(C_DEFAULT, skill_table[sn].msg_off_room, victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
return SKPELL_NO_DAMAGE;
}
if ( IS_AFFECTED2( victim, AFF_GOLDEN_ARMOR ) || IS_AFFECTED4( victim, AFF_GOLDEN_SANCTUARY ) || IS_AFFECTED( victim, AFF_SANCTUARY ) || IS_AFFECTED4( victim, AFF_ESSENCE_OF_GAIA) )
return SKPELL_MISSED;
if ( !IS_SHIELDABLE( victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_BIOFEEDBACK;
affect_to_char4( victim, &af );
victim->shields += 1;
send_to_char(AT_WHITE, "You are surrounded by an electromagnetic aura.\n\r", victim );
act(AT_WHITE, "$n is surrounded by an electromagnetic aura.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_cell_adjustment ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( is_affected( victim, skill_lookup("poison") ) )
{
victim->poison_level -= number_fuzzy(ch->level/10);
if( victim->poison_level <= 0 )
{
victim->poison_level = 0;
affect_strip( victim, skill_lookup("poison") );
}
send_to_char(AT_BLUE, "A warm feeling runs through your body.\n\r", victim );
act(AT_BLUE, "$N looks better.", ch, NULL, victim, TO_NOTVICT );
}
if ( is_affected( victim, skill_lookup("curse") ) )
{
affect_strip( victim, skill_lookup("curse") );
send_to_char(AT_BLUE, "You feel better.\n\r", victim );
}
send_to_char(AT_BLUE, "Ok.\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_chaosfield( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_CHAOS ) )
{
affect_strip(victim, sn);
if(skill_table[sn].msg_off)
{
send_to_char(C_DEFAULT, skill_table[sn].msg_off, victim );
send_to_char(C_DEFAULT, "\n\r", victim );
}
act(C_DEFAULT, skill_table[sn].msg_off_room, victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
return SKPELL_NO_DAMAGE;
}
if ( !IS_SHIELDABLE( victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHAOS;
affect_to_char( victim, &af );
victim->shields += 1;
send_to_char(AT_YELLOW, "You call forth an instance of chaos from the order around you.\n\r", victim );
act(AT_YELLOW, "$n's body is veiled in an instance or pure chaos.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_bladebarrier( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED2( victim, AFF_BLADE ) )
{
affect_strip(victim, sn);
if(skill_table[sn].msg_off)
{
send_to_char(C_DEFAULT, skill_table[sn].msg_off, victim );
send_to_char(C_DEFAULT, "\n\r", victim );
}
act(C_DEFAULT, skill_table[sn].msg_off_room, victim, NULL, NULL, TO_NOTVICT);
victim->shields -= 1;
return SKPELL_NO_DAMAGE;
}
if ( !IS_SHIELDABLE( victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_BLADE;
affect_to_char2( victim, &af );
victim->shields += 1;
send_to_char(AT_GREY, "You bring forth thousands of tiny spinning blades about your body.\n\r", victim );
act(AT_GREY, "$n's body is surrounded by thousands of spinning blades.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_dancing_lights( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED2( victim, AFF_DANCING ) || IS_AFFECTED(victim,AFF_BLIND))
return SKPELL_MISSED;
if ( is_affected( victim, sn ) || saves_spell( level, victim ))
{
send_to_char(AT_BLUE, "You have failed.\n\r", ch );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 6 );
af.location = APPLY_DAM_PHYSICAL;
af.modifier = -level/3;
af.bitvector = AFF_DANCING;
affect_to_char2( victim, &af );
send_to_char(AT_YELLOW, "You are surrounded by dancing lights!\n\r",
victim);
act(AT_WHITE, "&.Thou&.sand&.s &.of &.danci&.ng &.ligh&.ts &.surr&.ound &.you&.!&w", victim, NULL, victim, TO_VICT );
act(AT_GREY, "&W$n's &.body &.is &.surr&.ounded &.by d&.anci&.ng l&.ights.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_combat_mind ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if ( victim == ch )
send_to_char(AT_BLUE, "You already understand battle tactics.\n\r",
victim );
else
act(AT_BLUE, "$N already understands battle tactics.",
ch, NULL, victim, TO_CHAR );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = APPLY_HITROLL;
af.modifier = level / 5;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_AC;
af.modifier = - level/2 - 10;
affect_to_char( victim, &af );
if ( victim != ch )
send_to_char(AT_BLUE, "OK.\n\r", ch );
send_to_char(AT_BLUE, "You gain a keen understanding of battle tactics.\n\r",
victim );
return SKPELL_NO_DAMAGE;
}
/* psi people shouldn't have this powerful healing */
int spell_complete_healing ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = (int)(victim->max_hit * 0.24);
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
if ( ch != victim )
send_to_char(AT_BLUE, "Ok.\n\r", ch );
send_to_char(AT_BLUE, "Ahhhhhh...You feel MUCH better!\n\r", victim );
send_to_char(AT_BLUE, "Have a nice day.\n\r", victim);
return SKPELL_NO_DAMAGE;
}
int spell_control_flames ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
0, 0, 0, 0, 0, 0, 0, 16, 20, 24,
28, 32, 35, 38, 40, 42, 44, 45, 45, 45,
46, 46, 46, 47, 47, 47, 48, 48, 48, 49,
49, 49, 50, 50, 50, 51, 51, 51, 52, 52,
52, 53, 53, 53, 54, 54, 54, 55, 55, 55,
56, 56, 57, 57, 58, 58, 59, 59, 60, 60,
62, 63, 63, 63, 64, 64, 64, 65, 65, 65,
72, 73, 73, 73, 74, 74, 74, 75, 75, 75,
82, 83, 83, 83, 84, 84, 84, 85, 85, 85,
92, 93, 93, 93, 94, 94, 94, 95, 95, 95
};
int dam;
if ( !get_eq_char( ch, WEAR_LIGHT ) )
{
send_to_char(AT_RED, "You must be carrying a light source.\n\r", ch );
return SKPELL_MISSED;
}
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_create_sound ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
char buf1 [ MAX_STRING_LENGTH ];
char buf2 [ MAX_STRING_LENGTH ];
char speaker [ MAX_INPUT_LENGTH ];
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER( buf1[0] );
for ( vch = ch->in_room->people; vch; vch = vch->next_in_room )
{
if ( !is_name( speaker, vch->name ) )
send_to_char(AT_RED, saves_spell( level, vch ) ? buf2 : buf1, vch );
}
return SKPELL_NO_DAMAGE;
}
int spell_death_field ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam = 10;
int hpch;
/* return; */
/* Temporarily disabling Death Field spell */
if ( !IS_EVIL( ch ) )
{
send_to_char(AT_RED, "You are not evil enough to do that!\n\r", ch);
return SKPELL_MISSED;
}
send_to_char(AT_DGREY, "A black haze emanates from you!\n\r", ch );
act (AT_DGREY, "A black haze emanates from $n!", ch, NULL, ch, TO_ROOM );
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch->deleted )
continue;
hpch = URANGE( 10, ch->hit, 99 );
if ( ch != vch && IS_NPC(vch) )
{
if ( level - vch->level > 10)
{
if ( !saves_spell( level, vch ) )
{
dam = 10; /* Enough to compensate for shields. */
vch->hit = 1;
update_pos( vch );
send_to_char(AT_DGREY, "The haze envelops you!\n\r", vch );
act(AT_DGREY, "The haze envelops $N!", ch, NULL, vch, TO_ROOM );
}
else
dam = number_range( hpch / 16 + 1, hpch / 8 );
}
else
{
if ( !saves_spell( level, vch )
&& ( URANGE ( 0, ( 100 - (level - vch->level) * 2), 90) <number_percent()))
{
dam = 10; /* Enough to compensate for shields. */
vch->hit = 1;
update_pos( vch );
send_to_char(AT_DGREY, "The haze envelops you!\n\r", vch );
act(AT_DGREY, "The haze envelops $N!", ch, NULL, vch, TO_ROOM );
}
else
dam = number_range( hpch / 16 + 1, hpch / 8 );
}
}
if ( !IS_NPC(vch) && vch != ch)
{
dam = number_range( hpch / 16 + 1, hpch / 8 );
}
if (vch != ch)
damage( ch, vch, dam, sn );
}
return SKPELL_NO_DAMAGE;
}
int spell_detonate ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 13 );
if (!IS_NPC( victim ) )
{
dam = UMAX( 20, victim->hit - dice( 1,4 ) );
dam = UMIN( 175, dam);
//damage( ch, victim, dam, sn );
return dam;
}
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_disintegrate ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
if ( !IS_NPC(victim) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch);
return SKPELL_MISSED;
}
if ( IS_AFFECTED4( victim, AFF_IMMORTAL ) )
{
send_to_char(AT_BLUE, "You failed.\n\r", ch );
return SKPELL_MISSED;
}
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( obj_lose->deleted )
continue;
if ( number_bits( 2 ) != 0 )
continue;
act(AT_WHITE, "$p disintegrates!", victim, obj_lose, NULL, TO_CHAR );
act(AT_WHITE, "$n's $p disintegrates!", victim, obj_lose, NULL, TO_ROOM );
extract_obj( obj_lose ) ;
}
if ( !saves_spell( level, victim ) )
/*
* Disintegrate char, do not generate a corpse, do not
* give experience for kill. Extract_char will take care
* of items carried/wielded by victim. Needless to say,
* it would be bad to be a target of this spell!
* --- Thelonius (Monk)
*/
{
act(AT_WHITE, "You have DISINTEGRATED $N!", ch, NULL, victim, TO_CHAR );
act(AT_WHITE, "You have been DISINTEGRATED by $n!", ch, NULL, victim, TO_VICT );
act(AT_WHITE, "$n's spell DISINTEGRATES $N!", ch, NULL, victim, TO_ROOM );
if ( IS_NPC( victim ) )
extract_char( victim, TRUE );
else
extract_char( victim, FALSE );
}
return SKPELL_NO_DAMAGE;
}
int spell_disrupt( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 60, 70, 80, 90, 100, 110,
120, 130, 140, 150, 160, 164, 168, 172, 176, 180,
184, 188, 192, 196, 200, 204, 208, 212, 216, 220,
224, 228, 232, 236, 240, 244, 248, 252, 256, 260,
264, 268, 272, 276, 280, 284, 288, 292, 296, 300,
305, 310, 315, 320, 325, 330, 335, 340, 345, 350,
355, 360, 365, 370, 375, 380, 385, 390, 395, 400,
405, 410, 415, 420, 425, 430, 435, 440, 445, 450,
460, 470, 480, 490, 500, 510, 520, 530, 540, 550
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] * 5, dam_each[level] * 6 );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_displacement ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_AC;
af.modifier = (level / 2) * -1;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_GREY, "Your form shimmers, and you appear displaced.\n\r",
victim );
act(AT_GREY, "$N shimmers and appears in a different location.",
ch, NULL, victim, TO_NOTVICT );
return SKPELL_NO_DAMAGE;
}
int spell_domination ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( victim == ch )
{
send_to_char(C_DEFAULT, "Dominate yourself? You're weird.\n\r", ch );
return SKPELL_MISSED;
}
if ( !IS_NPC( victim ) )
return SKPELL_MISSED;
if ( IS_AFFECTED( victim, AFF_CHARM )
|| IS_AFFECTED( ch, AFF_CHARM )
|| level < victim->level
|| saves_spell( level, victim ) )
return SKPELL_MISSED;
if(IS_SIMM(victim, IMM_CHARM))
return SKPELL_MISSED;
if ( victim->master )
stop_follower( victim );
add_follower( victim, ch );
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act(AT_BLUE, "Your will dominates $N!", ch, NULL, victim, TO_CHAR );
act(AT_BLUE, "Your will is dominated by $n!", ch, NULL, victim, TO_VICT );
return SKPELL_NO_DAMAGE;
}
int spell_ectoplasmic_form ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_PASS_DOOR ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
send_to_char(AT_GREY, "You turn translucent.\n\r", victim );
act(AT_GREY, "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_ego_whip ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_HITROLL;
af.modifier = (ch->level / 10) * -1;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = (ch->level / 5);
affect_to_char( victim, &af );
af.location = APPLY_AC;
af.modifier = level / 2;
affect_to_char( victim, &af );
act(AT_BLUE, "You ridicule $N about $S childhood.", ch, NULL, victim, TO_CHAR );
send_to_char(AT_BLUE, "Your ego takes a beating.\n\r", victim );
act(AT_BLUE, "$N's ego is crushed by $n!", ch, NULL, victim, TO_NOTVICT );
return SKPELL_NO_DAMAGE;
}
int spell_energy_containment ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level / 2 + 7;
af.modifier = -level / 3;
af.location = APPLY_SAVING_SPELL;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "You can now absorb some forms of energy.\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_enhance_armor (int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if ( obj->item_type != ITEM_ARMOR
|| IS_OBJ_STAT( obj, ITEM_MAGIC )
|| obj->affected )
{
send_to_char(AT_BLUE, "That item cannot be enhanced.\n\r", ch );
return SKPELL_MISSED;
}
paf = new_affect();
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_AC;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( number_percent() < ( ch->pcdata->learned[sn] / 10 ) /2
+ 3 * ( ch->level - obj->level ) )
{
paf->modifier = -5;
if ( IS_GOOD( ch ) )
{
SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act(AT_BLUE, "$p glows.", ch, obj, NULL, TO_CHAR );
}
else if ( IS_EVIL( ch ) )
{
SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act(AT_RED, "$p glows.", ch, obj, NULL, TO_CHAR );
}
else
{
SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
act(AT_YELLOW, "$p glows.", ch, obj, NULL, TO_CHAR );
}
send_to_char(AT_BLUE, "Ok.\n\r", ch );
}
else
/* Bad Enhancement ... opps! :) */
{
paf->modifier = 10;
obj->cost = 0;
SET_BIT( obj->extra_flags, ITEM_NODROP );
act(AT_DGREY, "$p turns black.", ch, obj, NULL, TO_CHAR );
}
return SKPELL_NO_DAMAGE;
}
int spell_enhanced_strength ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + ( level >= 15 ) + ( level >= 25 );
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "You are HUGE!\n\r", victim );
return SKPELL_NO_DAMAGE;
}
int spell_flesh_armor ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -45;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "Your flesh turns to steel.\n\r", victim );
act(AT_BLUE, "$N's flesh turns to steel.", ch, NULL, victim, TO_NOTVICT);
return SKPELL_NO_DAMAGE;
}
int spell_inertial_barrier ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *gch;
AFFECT_DATA af;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || IS_AFFECTED( gch, AFF_PROTECT ) )
continue;
act(AT_BLUE, "An inertial barrier forms around $n.", gch, NULL, NULL,
TO_ROOM );
send_to_char(AT_BLUE, "An inertial barrier forms around you.\n\r", gch );
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_PROTECT;
affect_to_char( gch, &af );
}
return SKPELL_NO_DAMAGE;
}
int spell_inflict_pain ( int sn, int level, CHAR_DATA *ch, void *vo )
{
//damage( ch, (CHAR_DATA *) vo, dice( 2, 10 ) + level / 2, sn );
return (dice( 2, 10 ) + (level / 2) );
}
int spell_intellect_fortress ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *gch;
AFFECT_DATA af;
for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || is_affected( gch, sn ) )
continue;
send_to_char(AT_BLUE, "A virtual fortress forms around you.\n\r", gch );
act(AT_BLUE, "A virtual fortress forms around $N.", gch, NULL, gch, TO_ROOM );
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( gch, &af );
}
return SKPELL_NO_DAMAGE;
}
int spell_lend_health ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int hpch;
if ( ch == victim )
{
send_to_char(AT_BLUE, "Lend health to yourself? Easily done.\n\r", ch );
return SKPELL_MISSED;
}
hpch = UMIN( 50, victim->max_hit - victim->hit );
if ( hpch == 0 )
{
act(AT_BLUE, "Nice thought, but $N doesn't need healing.", ch, NULL,
victim, TO_CHAR );
return SKPELL_MISSED;
}
if ( ch->hit-hpch < 50 )
{
send_to_char(AT_BLUE, "You aren't healthy enough yourself!\n\r", ch );
return SKPELL_MISSED;
}
victim->hit += hpch;
ch->hit -= hpch;
update_pos( victim );
update_pos( ch );
act(AT_BLUE, "You lend some of your health to $N.", ch, NULL, victim, TO_CHAR );
act(AT_BLUE, "$n lends you some of $s health.", ch, NULL, victim, TO_VICT );
return SKPELL_NO_DAMAGE;
}
int spell_levitation ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_FLYING ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "Your feet rise off the ground.\n\r", victim );
act(AT_BLUE, "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_spectral_wings ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED( victim, AFF_FLYING ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "You sprout wings and your feet rise off of the ground.\n\r", victim );
act(AT_BLUE, "Wings emerge from $n's back and their feet rise off of the ground.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_mental_barrier ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "You erect a mental barrier around yourself.\n\r",
victim );
return SKPELL_NO_DAMAGE;
}
int spell_mind_thrust ( int sn, int level, CHAR_DATA *ch, void *vo )
{
//damage( ch, (CHAR_DATA *) vo, dice( 1, 10 ) + level / 2, sn );
return (dice(1,10)+(level/2));
}
int spell_project_force ( int sn, int level, CHAR_DATA *ch, void *vo )
{
//damage( ch, (CHAR_DATA *) vo, dice( 4, 6 ) + level, sn );
return (dice(4,6) + level);
}
int spell_psionic_blast ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each [ ] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 45, 50, 55, 60,
64, 68, 72, 76, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 100,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
132, 134, 136, 138, 140, 142, 144, 146, 148, 150,
152, 154, 156, 158, 160, 162, 164, 166, 168, 170,
182, 184, 186, 188, 190, 192, 194, 196, 198, 200,
202, 204, 206, 208, 210, 212, 214, 216, 218, 220,
222, 224, 226, 228, 230, 232, 234, 236, 238, 240
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] );
if ( saves_spell( level, victim ) )
dam /= 2;
//damage( ch, victim, dam, sn );
return dam;
}
int spell_psychic_crush ( int sn, int level, CHAR_DATA *ch, void *vo )
{
//damage( ch, (CHAR_DATA *) vo, dice( 3, 5 ) + level, sn );
return (dice(3,5)+level);
}
int spell_psychic_drain ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 - ( level >= 10 ) - ( level >= 20 ) - ( level >= 30 );
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_GREEN, "You feel drained.\n\r", victim );
act(AT_BLUE, "$n appears drained of strength.", victim, NULL, NULL, TO_ROOM );
return SKPELL_NO_DAMAGE;
}
int spell_psychic_healing ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = (int)(victim->max_hit * 0.08);
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char(AT_BLUE, "You feel better!\n\r", victim );
return SKPELL_NO_DAMAGE;
}
int spell_share_strength ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( victim == ch )
{
send_to_char(AT_BLUE, "You can't share strength with yourself.\n\r", ch );
return SKPELL_MISSED;
}
if ( is_affected( victim, sn ) )
{
act(AT_BLUE, "$N already shares someone's strength.", ch, NULL, victim,
TO_CHAR );
return SKPELL_MISSED;
}
if ( get_curr_str( ch ) <= 5 )
{
send_to_char(AT_BLUE, "You are too weak to share your strength.\n\r", ch );
return SKPELL_MISSED;
}
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + ( level >= 20 ) + ( level >= 30 );
af.bitvector = 0;
affect_to_char( victim, &af );
af.modifier = -1 - ( level >= 20 ) - ( level >= 30 );
affect_to_char( ch, &af );
act(AT_BLUE, "You share your strength with $N.", ch, NULL, victim, TO_CHAR );
act(AT_BLUE, "$n shares $s strength with you.", ch, NULL, victim, TO_VICT );
return SKPELL_NO_DAMAGE;
}
int spell_thought_shield ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return SKPELL_MISSED;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char(AT_BLUE, "You have created a shield around yourself.\n\r", ch );
return SKPELL_NO_DAMAGE;
}
int spell_ultrablast ( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hpch;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( vch->deleted )
continue;
if ( ch != vch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : 1 ) )
{
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 8, hpch / 3 );
if ( saves_spell( level, vch ) )
dam /= 2;
damage( ch, vch, dam, sn );
}
}
return SKPELL_NO_DAMAGE;
}
/* XORPHOX summon mobs */
int spell_summon_swarm(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *mob;
CHAR_DATA *fch;
AFFECT_DATA af;
if(ch->summon_timer > 0)
{
send_to_char(AT_BLUE,
"You cast the spell, but nothing appears.\n\r", ch);
return SKPELL_MISSED;
}
mob = create_mobile(get_mob_index(MOB_VNUM_INSECTS));
mob->level = URANGE(15, level, 55) - 5;
mob->max_hit = mob->level * 20 + dice(1,mob->level);
mob->hit = mob->max_hit;
mob->summon_timer = level/5;
ch->summon_timer = 10;
char_to_room(mob, ch->in_room);
act(AT_BLUE, "You summon $N.", ch, NULL, mob, TO_CHAR);
if(ch->mana < level * 2 && ((ch->class != 9) || (ch->class != 11 )))
{
act(AT_RED,
"You don't have enough mana to bind $N!", ch, NULL, mob, TO_CHAR);
extract_char(mob, TRUE);
return SKPELL_MISSED;
}
if(ch->bp < level / 2 && ((ch->class == 9)||(ch->class == 11)))
{
act(AT_BLOOD,
"You don't have enough blood to bind $N!", ch, NULL, mob, TO_CHAR);
extract_char(mob, TRUE);
return SKPELL_MISSED;
}
if((ch->class != 9) || (ch->class != 11))
ch->mana -= level * 2;
else
ch->bp -= level / 2;
act(AT_GREEN, "$n summons $N.", ch, NULL, mob, TO_ROOM);
mob->master = ch;
mob->leader = ch;
af.type = skill_lookup("charm person");
af.level = level;
af.duration = -1;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(mob, &af);
if(ch->position == POS_FIGHTING)
{
act(AT_BLUE, "$n rescues you!", mob, NULL, ch, TO_VICT );
act(AT_BLUE, "$n rescues $N!", mob, NULL, ch, TO_NOTVICT );
fch = ch->fighting;
stop_fighting(fch, FALSE );
stop_fighting( ch, FALSE );
fch->fighting = mob;
mob->fighting = fch;
}
return SKPELL_NO_DAMAGE;
}
int spell_summon_pack(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *mob;
CHAR_DATA *fch;
AFFECT_DATA af;
if(ch->summon_timer > 0)
{
send_to_char(AT_BLUE,
"You cast the spell, but nothing appears.\n\r", ch);
return SKPELL_MISSED;
}
mob = create_mobile(get_mob_index(MOB_VNUM_WOLFS));
mob->level = URANGE(31, level, 90) - 5;
mob->max_hit = mob->level * 20 + dice(1,mob->level);
mob->hit = mob->max_hit;
mob->summon_timer = level/8;
ch->summon_timer = 15;
char_to_room(mob, ch->in_room);
act(AT_GREEN, "You summon $N.", ch, NULL, mob, TO_CHAR);
if(ch->mana < level * 2 && ((ch->class != 9) || (ch->class != 11 )))
{
act(AT_RED,
"You don't have enough mana to bind $N!", ch, NULL, mob, TO_CHAR);
extract_char(mob, TRUE);
return SKPELL_MISSED;
}
if(ch->bp < level / 2 && ((ch->class == 9)||(ch->class == 11)))
{
act(AT_BLOOD,
"You don't have enough blood to bind $N!", ch, NULL, mob, TO_CHAR);
extract_char(mob, TRUE);
return SKPELL_MISSED;
}
if((ch->class != 9) || (ch->class != 11))
ch->mana -= level * 2;
else
ch->bp -= level / 2;
act(AT_GREEN, "$N comes to $n aid.", ch, NULL, mob, TO_ROOM);
mob->master = ch;
mob->leader = ch;
af.type = skill_lookup("charm person");
af.level = level;
af.duration = -1;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(mob, &af);
if(ch->position == POS_FIGHTING)
{
act(AT_BLUE, "$n rescues you!", mob, NULL, ch, TO_VICT );
act(AT_BLUE, "$n rescues $N!", mob, NULL, ch, TO_NOTVICT );
fch = ch->fighting;
stop_fighting(fch, FALSE );
stop_fighting( ch, FALSE );
set_fighting(mob, fch);
set_fighting(fch, mob);
}
return SKPELL_NO_DAMAGE;
}
int spell_summon_demon(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *mob;
CHAR_DATA *fch;
AFFECT_DATA af;
if(ch->summon_timer > 0)
{
send_to_char(AT_RED,
"You cast the spell, but nothing appears.\n\r", ch);
return SKPELL_MISSED;
}
mob = create_mobile(get_mob_index(MOB_VNUM_DEMON));
mob->level = URANGE(51, level, 100) - 5;
mob->max_hit = mob->level * 20 + dice(1,mob->level);
mob->hit = mob->max_hit;
mob->summon_timer = level/10;
ch->summon_timer = 16;
char_to_room(mob, ch->in_room);
act(AT_RED, "You summon $N from the abyss.", ch, NULL, mob, TO_CHAR);
if(ch->mana < level * 2 && ((ch->class != 9)||(ch->class != 11)))
{
act(AT_RED,
"You don't have enough mana to bind $N!", ch, NULL, mob, TO_CHAR);
extract_char(mob, TRUE);
return SKPELL_MISSED;
}
if(ch->bp < level / 2 && ((ch->class == 9)||(ch->class == 11)))
{
act(AT_BLOOD,
"You don't have enough blood to bind $N!", ch, NULL, mob, TO_CHAR);
extract_char(mob, TRUE);
return SKPELL_MISSED;
}
if((ch->class != 9) || (ch->class != 11))
ch->mana -= level * 2;
else
ch->bp -= level / 2;
act(AT_RED, "$n summons $N from the abyss.", ch, NULL, mob, TO_ROOM);
mob->master = ch;
mob->leader = ch;
af.type = skill_lookup("charm person");
af.level = level;
af.duration = -1;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(mob, &af);
if(ch->position == POS_FIGHTING)
{
act(AT_RED, "$n rescues you!", mob, NULL, ch, TO_VICT );
act(AT_RED, "$n rescues $N!", mob, NULL, ch, TO_NOTVICT );
fch = ch->fighting;
stop_fighting(fch, FALSE );
stop_fighting( ch, FALSE );
set_fighting(mob, fch);
set_fighting(fch, mob);
}
return SKPELL_NO_DAMAGE;
}
int spell_summon_angel(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *mob;
CHAR_DATA *fch;
AFFECT_DATA af;
if(ch->summon_timer > 0)
{
send_to_char(AT_WHITE,
"You cast the spell, but nothing appears.\n\r", ch);
return SKPELL_MISSED;
}
mob = create_mobile(get_mob_index(MOB_VNUM_ANGEL));
mob->level = URANGE(51, level, 100) - 5;
mob->max_hit = mob->level * 20 + dice(10,mob->level);
mob->hit = mob->max_hit;
mob->summon_timer = level/10;
ch->summon_timer = 16;
char_to_room(mob, ch->in_room);
act(AT_WHITE, "You summon $N from heaven.", ch, NULL, mob, TO_CHAR);
if(ch->mana < level * 2 )
{
act(AT_WHITE,
"You don't have enough mana to bind $N!", ch, NULL, mob, TO_CHAR);
extract_char(mob, TRUE);
return SKPELL_MISSED;
}
ch->mana -= level * 2;
act(AT_WHITE, "$n calls forth $N from Heaven.", ch, NULL, mob, TO_ROOM);
mob->master = ch;
mob->leader = ch;
af.type = skill_lookup("charm person");
af.level = level;
af.duration = -1;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(mob, &af);
if(ch->position == POS_FIGHTING)
{
act(AT_WHITE, "$n rescues you!", mob, NULL, ch, TO_VICT );
act(AT_WHITE, "$n rescues $N!", mob, NULL, ch, TO_NOTVICT );
fch = ch->fighting;
stop_fighting(fch, FALSE );
stop_fighting( ch, FALSE );
set_fighting(mob, fch);
set_fighting(fch, mob);
}
return SKPELL_NO_DAMAGE;
}