/*************************************************************************** * 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. * ***************************************************************************/ #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" /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( !skill_table[sn].name ) break; if ( LOWER( name[0] ) == LOWER( skill_table[sn].name[0] ) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { CHAR_DATA *rch; char *pName; char buf [ MAX_STRING_LENGTH ]; char buf2 [ MAX_STRING_LENGTH ]; int iSyl; int length; struct syl_type { char * old; char * new; }; static const struct syl_type syl_table [ ] = { { " ", " " }, { "ar", "abra" }, { "au", "kada" }, { "bless", "fido" }, { "blind", "nose" }, { "bur", "mosa" }, { "cu", "judi" }, { "de", "oculo" }, { "en", "unso" }, { "light", "dies" }, { "lo", "hi" }, { "mor", "zak" }, { "move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per", "duda" }, { "ra", "gru" }, { "re", "candus" }, { "son", "sabru" }, { "tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }; buf[0] = '\0'; for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) { for ( iSyl = 0; ( length = strlen( syl_table[iSyl].old ) ) != 0; iSyl++ ) { if ( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch != ch ) act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT ); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA *victim ) { int save; int base = 50; if ( IS_NPC( victim ) ) base += 25; save = base + ( victim->level - level - victim->saving_throw ) * 5; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; void do_cast( CHAR_DATA *ch, char *argument ) { void *vo; OBJ_DATA *obj; CHAR_DATA *victim; char arg1 [ MAX_INPUT_LENGTH ]; char arg2 [ MAX_INPUT_LENGTH ]; int mana; int sn; target_name = one_argument( argument, arg1 ); one_argument( target_name, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if ( IS_NPC( ch ) ) return; if ( ( sn = skill_lookup( arg1 ) ) < 0 || ch->level < skill_table[sn].skill_level[ch->class] ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } mana = MANA_COST( ch, sn ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( !( victim = ch->fighting ) ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if ( !IS_NPC( victim ) && ch != victim ) { send_to_char( "You can't do that on a player.\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( !( victim = get_char_room( ch, arg2 ) ) ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = (void *) victim; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = (void *) ch; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( !( obj = get_obj_carry( ch, arg2 ) ) ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = (void *) obj; break; } if ( ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats ); if ( number_percent( ) > ch->pcdata->learned[sn] ) { send_to_char( "You lost your concentration.\n\r", ch ); ch->mana -= mana / 2; } else { ch->mana -= mana; (*skill_table[sn].spell_fun) ( sn, URANGE( 1, ch->level, LEVEL_HERO ), ch, vo ); } if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->master != ch && victim != ch && IS_AWAKE( victim ) ) { CHAR_DATA *vch; for ( vch = ch->in_room->people; vch; vch = vch->next_in_room ) { if ( vch->deleted ) continue; if ( victim == vch && !victim->fighting ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) { void *vo; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( !victim ) victim = ch->fighting; if ( !victim || ( !IS_NPC( victim ) && ch != victim ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( !victim ) victim = ch; vo = (void *) victim; break; case TAR_CHAR_SELF: vo = (void *) ch; break; case TAR_OBJ_INV: if ( !obj ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; break; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo ); if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->master != ch && ch != victim ) { CHAR_DATA *vch; for ( vch = ch->in_room->people; vch; vch = vch->next_in_room ) { if ( vch->deleted ) continue; if ( victim == vch && !victim->fighting ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice( level, 8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_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; af.type = sn; af.duration = 24; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel someone protecting you.\n\r", victim ); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) return; af.type = sn; af.duration = 6 + level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel righteous.\n\r", victim ); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell( level, victim ) ) { send_to_char( "You have failed.\n\r", ch ); return; } af.type = sn; af.duration = 1 + level; af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); act( "$N is blinded!", ch, NULL, victim, TO_CHAR ); send_to_char( "You are blinded!\n\r", victim ); act( "$N is blinded!", ch, NULL, victim, TO_NOTVICT ); return; } void spell_burning_hands( 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, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; 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; } void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; int dam; if ( !IS_OUTSIDE( ch ) ) { send_to_char( "You must be out of doors.\n\r", ch ); return; } if ( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return; } dam = dice( level / 2, 8 ); send_to_char( "God's lightning strikes your foes!\n\r", ch ); act( "$n calls God's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch; vch = vch->next ) { if ( vch->deleted || !vch->in_room ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) damage( ch, vch, saves_spell( level, vch ) ? dam/2 : dam, sn ); continue; } if ( vch->in_room->area == ch->in_room->area && IS_OUTSIDE( vch ) && IS_AWAKE( vch ) ) send_to_char( "Lightning flashes in the sky.\n\r", vch ); } return; } void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice( 1, 8 ) + level / 3, sn ); return; } void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice( 3, 8 ) + level - 6, sn ); return; } void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice( 2, 8 ) + level / 2, sn ); return; } void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; af.type = sn; af.duration = 10 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel different.\n\r", victim ); return; } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } if ( IS_AFFECTED( victim, AFF_CHARM ) || IS_AFFECTED( ch, AFF_CHARM ) || level < victim->level || saves_spell( level, victim ) ) return; if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); send_to_char( "Ok.\n\r", ch ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); return; } void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; static const int dam_each [ ] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; 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 ) ) { af.type = sn; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, dam, sn ); return; } void spell_colour_spray( 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, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; 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; } void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *light; light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room( light, ch->in_room ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); return; } void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo ) { if ( !str_cmp( target_name, "better" ) ) weather_info.change += dice( level / 3, 4 ); else if ( !str_cmp( target_name, "worse" ) ) weather_info.change -= dice( level / 3, 4 ); else send_to_char ("Do you want it to get better or worse?\n\r", ch ); send_to_char( "Ok.\n\r", ch ); return; } void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = 5 + level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); return; } void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *spring; spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 ); spring->timer = level; obj_to_room( spring, ch->in_room ); act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); return; } void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\n\r", ch ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return; } water = UMIN( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ), obj->value[0] - obj->value[1] ); if ( water > 0 ) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if ( !is_name( "water", obj->name ) ) { char buf [ MAX_STRING_LENGTH ]; sprintf( buf, "%s water", obj->name ); free_string( obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_blindness ) ) return; affect_strip( victim, gsn_blindness ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "Your vision returns!\n\r", victim ); return; } void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice( 3, 8 ) + level - 6; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel better!\n\r", victim ); return; } void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice( 1, 8 ) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel better!\n\r", victim ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_poison ) ) return; affect_strip( victim, gsn_poison ); send_to_char( "Ok.\n\r", ch ); send_to_char( "A warm feeling runs through your body.\n\r", victim ); act( "$N looks better.", ch, NULL, victim, TO_NOTVICT ); return; } void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice( 2, 8 ) + level / 2 ; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_CURSE ) || saves_spell( level, victim ) ) { send_to_char( "You have failed.\n\r", ch ); return; } af.type = sn; af.duration = 4 * level; af.location = APPLY_HITROLL; af.modifier = -1; af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 1; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel unclean.\n\r", victim ); return; } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_EVIL ) ) return; af.type = sn; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "Your eyes tingle.\n\r", victim ); return; } void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_HIDDEN ) ) return; af.type = sn; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "Your awareness improves.\n\r", victim ); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_INVIS ) ) return; af.type = sn; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "Your eyes tingle.\n\r", victim ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_MAGIC ) ) return; af.type = sn; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "Your eyes tingle.\n\r", victim ); return; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\n\r", ch ); else send_to_char( "It looks very delicious.\n\r", ch ); } else { send_to_char( "It doesn't look poisoned.\n\r", ch ); } return; } /* Dispel Magic recoded by Thelonius for EnvyMud */ void spell_dispel_magic ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA *paf; if ( !IS_NPC( ch ) && ( !IS_NPC( victim ) || ( IS_AFFECTED( victim, AFF_CHARM ) && is_same_group( ch, victim->master ) ) ) ) /* Defensive spell - remove ALL effects */ { for ( paf = victim->affected; paf; paf = paf->next ) { if ( paf->deleted ) continue; affect_remove( victim, paf ); } if ( victim == ch ) { act( "You have removed all magic effects from yourself.", ch, NULL, NULL, TO_CHAR ); act( "$n has removed all magic effects from $mself.", ch, NULL, NULL, TO_ROOM ); } else { act( "You have removed all magic effects from $N.", ch, NULL, victim, TO_CHAR ); act( "$n has removed all magic effects from you.", ch, NULL, victim, TO_VICT ); act( "$n has removed all magic effects from $N.", ch, NULL, victim, TO_NOTVICT ); } return; } else /* Offensive spell - enforced by multi_hit whether succeeds or fails */ { for ( paf = victim->affected; paf; paf = paf->next ) { if ( paf->deleted ) continue; if ( !saves_spell( level, victim ) ) { send_to_char( skill_table[paf->type].msg_off, victim ); send_to_char( "\n\r", victim ); act( "$n is no longer affected by '$t'.", victim, skill_table[paf->type].name, NULL, TO_ROOM ); affect_strip( victim, paf->type ); break; } } /* ALWAYS give a shot at removing sanctuary */ if ( IS_AFFECTED( victim, AFF_SANCTUARY) && !saves_spell( level, victim ) ) { REMOVE_BIT( victim->affected_by, AFF_SANCTUARY ); send_to_char( "The white aura around your body fades.\n\r", victim ); act( "The white aura around $n's body fades.", victim, NULL, NULL, TO_ROOM ); } if ( !victim->fighting || !is_same_group( ch, victim->fighting ) ) multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC( ch ) && IS_EVIL( ch ) ) { send_to_char( "You are too EVIL to cast this.\n\r", ch ); return; } if ( IS_GOOD( victim ) ) { act( "God protects $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL( victim ) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } dam = dice( level, 4 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch; vch = vch->next ) { if ( vch->deleted || !vch->in_room ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) damage( ch, vch, level + dice( 2, 8 ), sn ); continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; if ( obj->item_type != ITEM_WEAPON || IS_OBJ_STAT( obj, ITEM_MAGIC ) || obj->affected ) { send_to_char( "That item cannot be enchanted.\n\r", ch ); return; } if ( !affect_free ) { paf = alloc_perm( sizeof( *paf ) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = level / 5; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; if ( !affect_free ) { paf = alloc_perm( sizeof( *paf ) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = level / 10; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; obj->level = number_fuzzy( ch->level - 5 ); if ( IS_GOOD( ch ) ) { SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL); act( "$p glows blue.", ch, obj, NULL, TO_CHAR ); } else if ( IS_EVIL( ch ) ) { SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( "$p glows red.", ch, obj, NULL, TO_CHAR ); } else { SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL ); SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( "$p glows yellow.", ch, obj, NULL, TO_CHAR ); } send_to_char( "Ok.\n\r", ch ); return; } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( saves_spell( level, victim ) ) return; ch->alignment = UMAX(-1000, ch->alignment - 200); if ( victim->level <= 2 ) { dam = ch->hit + 1; } else { gain_exp( victim, 0 - number_range( level / 2, 3 * level / 2 ) ); victim->mana /= 2; victim->move /= 2; dam = dice( 1, level ); ch->hit += dam; } damage( ch, victim, dam, sn ); return; } void spell_fireball( 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 }; 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; } void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice( 6, level ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) ) return; af.type = sn; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *ich; send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); for ( ich = ch->in_room->people; ich; ich = ich->next_in_room ) { if ( !IS_NPC( ich ) && IS_SET( ich->act, PLR_WIZINVIS ) ) continue; if ( ich == ch || saves_spell( level, ich ) ) continue; affect_strip ( ich, gsn_invis ); affect_strip ( ich, gsn_mass_invis ); affect_strip ( ich, gsn_sneak ); affect_strip ( ich, gsn_shadow ); REMOVE_BIT ( ich->affected_by, AFF_HIDE ); REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ich->affected_by, AFF_SNEAK ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } return; } void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_FLYING ) ) return; af.type = sn; af.duration = level + 3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *gch; int npccount = 0; int pccount = 0; for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) { if ( IS_NPC( gch ) && !IS_AFFECTED( gch, AFF_CHARM ) ) npccount++; if ( !IS_NPC( gch ) || ( IS_NPC( gch ) && IS_AFFECTED( gch, AFF_CHARM ) ) ) pccount++; } if ( npccount > pccount ) { do_say( ch, "There are too many of us here! One must die!" ); return; } do_say( ch, "Come brothers! Join me in this glorious bloodbath!" ); char_to_room( create_mobile( get_mob_index( MOB_VNUM_VAMPIRE ) ), ch->in_room ); return; } /* * Spell for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_giant_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; af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25); af.bitvector = 0; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel stronger.\n\r", victim ); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX( 20, victim->hit - dice( 1,4 ) ); if ( saves_spell( level, victim ) ) dam = UMIN( 50, dam / 4 ); dam = UMIN( 100, dam ); damage( ch, victim, dam, sn ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 100, victim->max_hit ); update_pos( victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "A warm feeling fills your body.\n\r", victim ); return; } /* * Spell for mega1.are from Glop/Erkenbrand. */ void spell_high_explosive( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; char buf [ MAX_STRING_LENGTH ]; sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\r", obj->name, item_type_name( obj ), extra_bit_name( obj->extra_flags ) ); send_to_char( buf, ch ); sprintf( buf, "Weight is %d, value is %d, level is %d.\n\r", obj->weight, obj->cost, obj->level ); send_to_char( buf, ch ); switch ( obj->item_type ) { case ITEM_PILL: case ITEM_SCROLL: case ITEM_POTION: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: sprintf( buf, "Damage is %d to %d (average %d).\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); send_to_char( buf, ch ); break; case ITEM_ARMOR: sprintf( buf, "Armor class is %d.\n\r", obj->value[0] ); send_to_char( buf, ch ); break; } for ( paf = obj->pIndexData->affected; paf; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } for ( paf = obj->affected; paf; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_INFRARED ) ) return; af.type = sn; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_INVISIBLE ) ) return; af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); return; } void 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( msg, ch, NULL, victim, TO_CHAR ); return; } void 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, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; 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; } void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo ) { 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; 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 { 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( buf, ch ); } if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } void 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 }; 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; } void 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( "You slowly fade out of existence.\n\r", gch ); act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void 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, AFF_PASS_DOOR) ) return; af.type = sn; 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( "You turn translucent.\n\r", victim ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); return; } void 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; af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel very sick.\n\r", victim ); return; } void 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; af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PROTECT; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel protected.\n\r", victim ); return; } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level, victim->max_move ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel less tired.\n\r", victim ); return; } /* Expulsion of ITEM_NOREMOVE addition by Katrina */ void 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_NOREMOVE ) ) { unequip_char( victim, obj ); obj_from_char( obj ); obj_to_room( obj, victim->in_room ); act( "You toss $p to the ground.", victim, obj, NULL, TO_CHAR ); act( "$n tosses $p to the ground.", victim, obj, NULL, TO_ROOM ); yesno = 1; } } if ( is_affected( victim, gsn_curse ) ) { affect_strip( victim, gsn_curse ); send_to_char( "You feel better.\n\r", victim ); yesno = 1; } if ( ch != victim && yesno ) send_to_char( "Ok.\n\r", ch ); return; } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_SANCTUARY ) ) return; af.type = sn; af.duration = number_fuzzy( level / 8 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); return; } void 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; af.type = sn; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); return; } void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each [ ] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_SLEEP ) || level < victim->level || saves_spell( level, victim ) ) { send_to_char( "You failed.\n\r", ch ); return; } af.type = sn; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE( victim ) ) { send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim ); if ( victim->position == POS_FIGHTING ) stop_fighting( victim, TRUE ); do_sleep( victim, "" ); } return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) return; af.type = sn; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your skin turns to stone.\n\r", victim ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); return; } void 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 + 3 || victim->fighting || victim->in_room->area != ch->in_room->area || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n has summoned you!", ch, NULL, victim, TO_VICT ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return; } void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if ( !victim->in_room || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL) || ( !IS_NPC( ch ) && victim->fighting ) || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } for ( ; ; ) { pRoomIndex = get_room_index( number_range( 0, 65535 ) ); if ( pRoomIndex ) if ( !IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE ) && !IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY ) ) break; } act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return; } void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; char buf1 [ MAX_STRING_LENGTH ]; char buf2 [ MAX_STRING_LENGTH ]; char speaker [ MAX_INPUT_LENGTH ]; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER( buf1[0] ); for ( vch = ch->in_room->people; vch; vch = vch->next_in_room ) { if ( !is_name( speaker, vch->name ) ) send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch ); } return; } void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || saves_spell( level, victim ) ) return; af.type = sn; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -2; af.bitvector = 0; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "You feel weaker.\n\r", victim ); return; } /* * This is for muds that want scrolls of recall. */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo ) { do_recall( (CHAR_DATA *) vo, "" ); return; } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj_lose; OBJ_DATA *obj_next; CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next ) { int iWear; obj_next = obj_lose->next_content; if ( obj_lose->deleted ) continue; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { case ITEM_ARMOR: if ( obj_lose->value[0] > 0 ) { act( "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR ); if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE ) victim->armor -= apply_ac( obj_lose, iWear ); obj_lose->value[0] -= 1; obj_lose->cost = 0; if ( iWear != WEAR_NONE ) victim->armor += apply_ac( obj_lose, iWear ); } break; case ITEM_CONTAINER: act( "$p fumes and dissolves!", victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); break; } } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 8 + 1, hpch / 4 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj_lose; OBJ_DATA *obj_next; CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if ( obj_lose->deleted ) continue; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: msg = "$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_FOOD: msg = "$p blackens and crisps!"; break; case ITEM_PILL: msg = "$p melts and drips!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 8 + 1, hpch / 4 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void 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; 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 ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: case ITEM_DRINK_CON: case ITEM_POTION: msg = "$p freezes and shatters!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 8 + 1, hpch / 4 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( vch->deleted ) continue; if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) { hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 8 + 1, hpch / 4 ); if ( saves_spell( level, vch ) ) dam /= 2; spell_poison( gsn_poison, level, ch, vch ); damage( ch, vch, dam, sn ); } } return; } void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int hpch; hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 8 + 1, hpch / 4 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } /* * Code for Psionicist spells/skills by Thelonius */ void spell_adrenaline_control ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level - 5; af.location = APPLY_DEX; af.modifier = 2; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_CON; affect_to_char( victim, &af ); send_to_char( "You have given yourself an adrenaline rush!\n\r", ch ); act( "$n has given $mself an adrenaline rush!", ch, NULL, NULL, TO_ROOM ); return; } void spell_agitation ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each [ ] = { 0, 0, 0, 0, 0, 0, 12, 15, 18, 21, 24, 24, 24, 25, 25, 26, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 30, 30, 30, 31, 31, 31, 32, 32, 32, 33, 33, 33, 34, 34, 34, 35, 35, 35, 36, 36, 36, 37, 37, 37 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_aura_sight ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$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 $N home to meet your family."; else msg = "Uh, check please!"; act( msg, ch, NULL, victim, TO_CHAR ); } void spell_awe ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( victim->fighting == ch && !saves_spell( level, victim ) ) { stop_fighting ( victim, TRUE); act( "$N is in AWE of you!", ch, NULL, victim, TO_CHAR ); act( "You are in AWE of $n!",ch, NULL, victim, TO_VICT ); act( "$N is in AWE of $n!", ch, NULL, victim, TO_NOTVICT ); } return; } void 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 }; 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( "You chuckle as a stone strikes $N.", ch, NULL, victim, TO_CHAR ); damage( ch, victim, dam, sn); return; } void spell_biofeedback ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_SANCTUARY ) ) return; af.type = sn; af.duration = number_fuzzy( level / 8 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); return; } void spell_cell_adjustment ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( is_affected( victim, gsn_poison ) ) { affect_strip( victim, gsn_poison ); send_to_char( "A warm feeling runs through your body.\n\r", victim ); act( "$N looks better.", ch, NULL, victim, TO_NOTVICT ); } if ( is_affected( victim, gsn_curse ) ) { affect_strip( victim, gsn_curse ); send_to_char( "You feel better.\n\r", victim ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_combat_mind ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) send_to_char( "You already understand battle tactics.\n\r", victim ); else act( "$N already understands battle tactics.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.duration = level + 3; af.location = APPLY_HITROLL; af.modifier = level / 6; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = - level/2 - 5; affect_to_char( victim, &af ); if ( victim != ch ) send_to_char( "OK.\n\r", ch ); send_to_char( "You gain a keen understanding of battle tactics.\n\r", victim ); return; } void spell_complete_healing ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = victim->max_hit; update_pos( victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); send_to_char( "Ahhhhhh...You are completely healed!\n\r", victim ); return; } void 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 }; int dam; if ( !get_eq_char( ch, WEAR_LIGHT ) ) { send_to_char( "You must be carrying a light source.\n\r", ch ); return; } 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; } void 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( saves_spell( level, vch ) ? buf2 : buf1, vch ); } return; } void spell_death_field ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; if ( !IS_EVIL( ch ) ) { send_to_char( "You are not evil enough to do that!\n\r", ch); return; } send_to_char( "A black haze emanates from you!\n\r", ch ); act ( "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; if ( !IS_NPC( ch ) ? IS_NPC( vch ) : IS_NPC( vch ) ) { hpch = URANGE( 10, ch->hit, 999 ); if ( !saves_spell( level, vch ) && ( level <= vch->level + 5 && level >= vch->level - 5 ) ) { dam = 4; /* Enough to compensate for sanct. and prot. */ vch->hit = 1; update_pos( vch ); send_to_char( "The haze envelops you!\n\r", vch ); act( "The haze envelops $N!", ch, NULL, vch, TO_ROOM ); } else dam = number_range( hpch / 16 + 1, hpch / 8 ); damage( ch, vch, dam, sn ); } } return; } void spell_detonate ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each [ ] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 75, 80, 85, 90, 95, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130, 132, 134, 136, 138, 140, 142, 144, 146, 148, 150 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_disintegrate ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( obj_lose->deleted ) continue; if ( number_bits( 2 ) != 0 ) continue; act( "$p disintegrates!", victim, obj_lose, NULL, TO_CHAR ); act( "$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( "You have DISINTEGRATED $N!", ch, NULL, victim, TO_CHAR ); act( "You have been DISINTEGRATED by $n!", ch, NULL, victim, TO_VICT ); act( "$n's spell DISINTEGRATES $N!", ch, NULL, victim, TO_ROOM ); if ( IS_NPC( victim ) ) extract_char( victim, TRUE ); else extract_char( victim, FALSE ); } return; } void spell_displacement ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level - 4; af.location = APPLY_AC; af.modifier = 4 - level; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your form shimmers, and you appear displaced.\n\r", victim ); act( "$N shimmers and appears in a different location.", ch, NULL, victim, TO_NOTVICT ); return; } void 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( "Dominate yourself? You're weird.\n\r", ch ); return; } if ( IS_AFFECTED( victim, AFF_CHARM ) || IS_AFFECTED( ch, AFF_CHARM ) || level < victim->level || saves_spell( level, victim ) ) return; if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Your will dominates $N!", ch, NULL, victim, TO_CHAR ); act( "Your will is dominated by $n!", ch, NULL, victim, TO_VICT ); return; } void spell_ectoplasmic_form ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_PASS_DOOR ) ) return; af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); send_to_char( "You turn translucent.\n\r", victim ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); return; } void 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; af.type = sn; af.duration = level; af.location = APPLY_HITROLL; af.modifier = -2; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 2; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = level / 2; affect_to_char( victim, &af ); act( "You ridicule $N about $S childhood.", ch, NULL, victim, TO_CHAR ); send_to_char( "Your ego takes a beating.\n\r", victim ); act( "$N's ego is crushed by $n!", ch, NULL, victim, TO_NOTVICT ); return; } void spell_energy_containment ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level / 2 + 7; af.modifier = -level / 5; af.location = APPLY_SAVING_SPELL; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You can now absorb some forms of energy.\n\r", ch ); return; } void spell_enhance_armor (int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; if ( obj->item_type != ITEM_ARMOR || IS_OBJ_STAT( obj, ITEM_MAGIC ) || obj->affected ) { send_to_char( "That item cannot be enhanced.\n\r", ch ); return; } if ( !affect_free ) { paf = alloc_perm( sizeof( *paf ) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->duration = -1; paf->location = APPLY_AC; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; if ( number_percent() < ch->pcdata->learned[sn]/2 + 3 * ( ch->level - obj->level ) ) /* Good enhancement */ { paf->modifier = -level / 8; if ( IS_GOOD( ch ) ) { SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL ); act( "$p glows blue.", ch, obj, NULL, TO_CHAR ); } else if ( IS_EVIL( ch ) ) { SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( "$p glows red.", ch, obj, NULL, TO_CHAR ); } else { SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL ); SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( "$p glows yellow.", ch, obj, NULL, TO_CHAR ); } send_to_char( "Ok.\n\r", ch ); } else /* Bad Enhancement ... opps! :) */ { paf->modifier = level / 8; obj->cost = 0; SET_BIT( obj->extra_flags, ITEM_NODROP ); act( "$p turns black.", ch, obj, NULL, TO_CHAR ); } return; } void spell_enhanced_strength ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + ( level >= 15 ) + ( level >= 25 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You are HUGE!\n\r", victim ); return; } void spell_flesh_armor ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your flesh turns to steel.\n\r", victim ); act( "$N's flesh turns to steel.", ch, NULL, victim, TO_NOTVICT); return; } void 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( "An inertial barrier forms around $n.", gch, NULL, NULL, TO_ROOM ); send_to_char( "An inertial barrier forms around you.\n\r", gch ); af.type = sn; af.duration = 24; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_PROTECT; affect_to_char( gch, &af ); } return; } void spell_inflict_pain ( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice( 2, 10 ) + level / 2, sn ); return; } void 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( "A virtual fortress forms around you.\n\r", gch ); act( "A virtual fortress forms around $N.", gch, NULL, gch, TO_ROOM ); af.type = sn; af.duration = 24; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( gch, &af ); } return; } void 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( "Lend health to yourself? What a weirdo.\n\r", ch ); return; } hpch = UMIN( 50, victim->max_hit - victim->hit ); if ( hpch == 0 ) { act( "Nice thought, but $N doesn't need healing.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->hit-hpch < 50 ) { send_to_char( "You aren't healthy enough yourself!\n\r", ch ); return; } victim->hit += hpch; ch->hit -= hpch; update_pos( victim ); update_pos( ch ); act( "You lend some of your health to $N.", ch, NULL, victim, TO_CHAR ); act( "$n lends you some of $s health.", ch, NULL, victim, TO_VICT ); return; } void spell_levitation ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_FLYING ) ) return; af.type = sn; af.duration = level + 3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } void 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; af.type = sn; af.duration = 24; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You erect a mental barrier around yourself.\n\r", victim ); return; } void spell_mind_thrust ( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice( 1, 10 ) + level / 2, sn ); return; } void spell_project_force ( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice( 4, 6 ) + level, sn ); return; } void 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 }; 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; } void spell_psychic_crush ( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice( 3, 5 ) + level, sn ); return; } void 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; af.type = sn; 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( "You feel drained.\n\r", victim ); act( "$n appears drained of strength.", victim, NULL, NULL, TO_ROOM ); return; } void spell_psychic_healing ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice( 3, 6 ) + 2 * level / 3 ; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); return; } void spell_share_strength ( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim == ch ) { send_to_char( "You can't share strength with yourself.\n\r", ch ); return; } if ( is_affected( victim, sn ) ) { act( "$N already shares someone's strength.", ch, NULL, victim, TO_CHAR ); return; } if ( get_curr_str( ch ) <= 5 ) { send_to_char( "You are too weak to share your strength.\n\r", ch ); return; } af.type = sn; 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( "You share your strength with $N.", ch, NULL, victim, TO_CHAR ); act( "$n shares $s strength with you.", ch, NULL, victim, TO_VICT ); return; } void 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; af.type = sn; af.duration = level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You have created a shield around yourself.\n\r", ch ); return; } void 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 ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) { hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 8+1, hpch / 4 ); if ( saves_spell( level, vch ) ) dam /= 2; damage( ch, vch, dam, sn ); } } return; }