/*************************************************************************** * 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; }