/*************************************************************************** * 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. * * * * Ack 2.2 improvements copyright (C) 1994 by Stephen Dooley * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * _/ _/_/_/ _/ _/ _/ ACK! MUD is modified * * _/_/ _/ _/ _/ _/ Merc2.0/2.1/2.2 code * * _/ _/ _/ _/_/ _/ (c)Stephen Zepp 1998 * * _/_/_/_/ _/ _/ _/ Version #: 4.3 * * _/ _/ _/_/_/ _/ _/ _/ * * * * http://ackmud.nuc.net/ * * zenithar@ackmud.nuc.net * * 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. * ***************************************************************************/ /*************************************************************************** * _/_/_/_/ _/ _/ _/_/_/_/ _/_/_/_/ AckFUSS is modified ACK!MUD 4.3.1 * * _/ _/ _/ _/ _/ copyright Matt Goff (Kline) 2008 * * _/_/ _/ _/ _/_/_/_/ _/_/_/_/ * * _/ _/ _/ _/ _/ Support for this code is provided * * _/ _/_/_/_/ _/_/_/_/ _/_/_/_/ at www.ackmud.net -- check it out!* ***************************************************************************/ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "globals.h" #ifndef DEC_ACT_COMM_H #include "h/act_comm.h" #endif #ifndef DEC_ACT_INFO_H #include "h/act_info.h" #endif #ifndef DEC_ACT_MOVE_H #include "h/act_move.h" #endif #ifndef DEC_ACT_OBJ_H #include "h/act_obj.h" #endif #ifndef DEC_ACT_WIZ_H #include "h/act_wiz.h" #endif #ifndef DEC_BUILDTAB_H #include "h/buildtab.h" #endif #ifndef DEC_COMM_H #include "h/comm.h" #endif #ifndef DEC_MAGIC_H #include "magic.h" #endif /* * Local functions. */ void say_spell args( ( CHAR_DATA * ch, int sn ) ); /* Calculate mana cost */ int mana_cost( CHAR_DATA * ch, int sn ) { int best; int foo; int skill_lev; float cost, mincost; int p_class = 0; if( IS_NPC( ch ) ) { best = get_psuedo_level( ch ); for( foo = 0; foo < MAX_CLASS; foo++ ) if( best >= skill_table[sn].skill_level[foo] ) { p_class = foo; } if( ( skill_table[sn].flag1 == REMORT ) && ( ( ( ch->act.test(ACT_PET ) ) || ( IS_AFFECTED( ch, AFF_CHARM ) ) ) && ( ch->rider == NULL ) ) ) best = -1; if( skill_table[sn].flag1 == ADEPT ) best = -1; } else { best = -1; for( foo = 0; foo < MAX_CLASS; foo++ ) if( ch->lvl[foo] >= skill_table[sn].skill_level[foo] && ch->lvl[foo] > best ) { best = ch->lvl[foo]; p_class = foo; } } if( skill_table[sn].flag1 == ADEPT ) { best = -1; if( ch->adept_level >= skill_table[sn].skill_level[0] ) best = ch->adept_level * 4; } if( ( best == -1 ) && ( IS_NPC( ch ) ) ) { if( ( ch->act.test(ACT_INTELLIGENT ) ) && ( sn == skill_lookup( "ethereal" ) ) ) { return 150; } else { return 1000; } } else if( ( best == -1 ) && ( ( !IS_NPC( ch ) ) && ( !is_name( skill_table[sn].name, race_table[ch->race].skill1 ) ) ) ) return ( 1000 ); mincost = 1000; skill_lev = skill_table[sn].skill_level[p_class]; if( skill_lev > best ) cost = 1000; else cost = UMAX( skill_table[sn].min_mana, 100 / ( 2 + best - skill_lev ) ); if( cost < mincost ) mincost = cost; if( IS_VAMP( ch ) && ( skill_table[sn].flag2 == VAMP ) ) mincost = skill_table[sn].min_mana; if( IS_NPC( ch ) && ch->act.test(ACT_INTELLIGENT ) ) mincost = skill_table[sn].min_mana + ( 200 - ch->level ); if( skill_table[sn].flag2 == WOLF ) { if( IS_NPC( ch ) ) return 5000; if( IS_WOLF( ch ) ) { cost = UMAX( skill_table[sn].min_mana, ( ( skill_table[sn].min_mana * skill_lev ) / ( ( ch->pcdata->super->level == 0 ) ? 1 : ch->pcdata->super->level ) ) ); } } if( IS_NPC( ch ) ) mincost /= 2; if( !IS_NPC( ch ) && ( MAGIC_STANCE( ch ) ) ) mincost = mincost - ( mincost * .3 ); if( ( !IS_NPC( ch ) ) && ( is_name( skill_table[sn].name, race_table[ch->race].skill1 ) ) ) mincost = 10; if( !IS_NPC( ch ) && ( skill_table[sn].flag2 == NORM ) ) { if( IS_SET( race_table[ch->race].race_flags, RACE_MOD_NO_MAGIC ) ) mincost *= 1.75; else if( IS_SET( race_table[ch->race].race_flags, RACE_MOD_WEAK_MAGIC ) ) mincost *= 1.25; else if( IS_SET( race_table[ch->race].race_flags, RACE_MOD_STRONG_MAGIC ) ) mincost *= .60; } return (int)mincost; } /* * 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 == NULL ) break; if( LOWER( name[0] ) == LOWER( skill_table[sn].name[0] ) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if( slot <= 0 ) return -1; for( sn = 0; sn < MAX_SKILL; sn++ ) { if( slot == skill_table[sn].slot ) return sn; } if( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA * ch, int sn ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char msg[MAX_STRING_LENGTH]; char msg2[MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char *sold; char *snew; }; 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].sold ) ) != 0; iSyl++ ) { if( !str_prefix( syl_table[iSyl].sold, pName ) ) { strncat( buf, syl_table[iSyl].snew, MSL ); break; } } if( length == 0 ) length = 1; } /* * Give some other message, according to TAR type and if !NPC */ switch ( skill_table[sn].target ) { case TAR_IGNORE: snprintf( msg, MSL, "$n closes $s eyes, and prays." ); snprintf( msg2, MSL, "You close your eyes and pray.\n\r" ); break; case TAR_CHAR_OFFENSIVE: snprintf( msg, MSL, "$n's eyes glow red for an instant!" ); snprintf( msg2, MSL, "Your eyes glow red for an instant!\n\r" ); break; case TAR_CHAR_DEFENSIVE: snprintf( msg, MSL, "$n falls silent as $e meditates." ); snprintf( msg2, MSL, "You become silent as you meditate.\n\r" ); break; case TAR_CHAR_SELF: snprintf( msg, MSL, "$n motions toward $mself." ); snprintf( msg2, MSL, "You motion towards yourself.\n\r" ); break; case TAR_OBJ_INV: snprintf( msg, MSL, "$n's hands briefly glow magically!" ); snprintf( msg2, MSL, "Your hands briefly glow magically!\n\r" ); } act( msg, ch, NULL, ch, TO_NOTVICT ); send_to_char( msg2, ch ); snprintf( buf2, MSL, "$n utters the words, '%s'.", buf ); snprintf( buf, MSL, "$n utters the words, '%s'.", skill_table[sn].name ); for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if( rch != ch ) act( ch->p_class == rch->p_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; bool saved = FALSE; save = 40 + ( ( get_psuedo_level( victim ) > 60 ? get_psuedo_level( victim ) * 2 / 3 : get_psuedo_level( victim ) ) - level - URANGE( -40, victim->saving_throw, 40 ) ); save -= wis_app[get_curr_wis( victim )].spell_save; if( ( IS_NPC( victim ) ) && ( victim->act.test(ACT_SOLO ) ) ) save += 20; if( !IS_NPC( victim ) && ( IS_SET( race_table[victim->race].race_flags, RACE_MOD_RESIST_SPELL ) ) ) save += 20; save = URANGE( 5, save, 95 ); if( number_percent( ) < save ) saved = TRUE; #if 0 snprintf( log_buf, "%s lvl %d wismod %d savemod %d save total %d against level %d, %s ).", victim->name, get_psuedo_level( victim ), wis_app[get_curr_wis( victim )].spell_save, victim->saving_throw, save, level, ( saved ? "@@aSAVED@@N" : "@@eFAILED@@N" ) ); monitor_chan( log_buf, MONITOR_MAGIC ); #endif return ( saved ); } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; void do_cast( CHAR_DATA * ch, char *argument ) { char *typed = argument; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; int best; /* The best class to use for the job :P */ int cnt; bool char_login = FALSE; int cast_chance = 0; bool multi_cast = FALSE; if( ch->is_free == TRUE ) return; /* ZENFIX --ch's are surviving multiple kills per combat round */ if( ( !IS_NPC( ch ) ) && ( ch->desc != NULL ) && ( ch->desc->connected == CON_SETTING_STATS ) ) char_login = TRUE; /* * Modified to reference ch's highest ch->lvl[] value which * * apllies to the spell. -S- */ /* * Only MOBprogrammed mobs not charmed can cast spells * like PC's - * -S- Mod: intelligent mobs can cast too. NOT ANYMORE :P Zen */ /* * if ( IS_NPC(ch) * && ( !ch->act.test(ACT_INTELLIGENT ) ) * && ( !ch->pIndexData->progtypes * || IS_AFFECTED( ch, AFF_CHARM ) ) ) * return; */ 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; } best = -1; /* Default 'no way' value */ if( ( sn = skill_lookup( arg1 ) ) == -1 ) { send_to_char( "Wiggle swiggle biggle?\n\r", ch ); return; } /* * Check if in a no-magic room */ if( !char_login && ch->in_room->room_flags.test(RFLAG_NO_MAGIC) && ( skill_table[sn].flag2 != WOLF ) && !IS_IMMORTAL(ch) ) { send_to_char( "Some strange force prevents you casting the spell!\n\r", ch ); return; } /* * Compute best level to use for spell, IF it meets requiements */ if( IS_NPC( ch ) ) { best = UMIN( 90, get_psuedo_level( ch ) ); if( ( skill_table[sn].flag1 == REMORT ) && ( ( ( ch->act.test(ACT_PET ) ) || ( IS_AFFECTED( ch, AFF_CHARM ) ) ) && ( ch->rider == NULL ) ) ) best = -1; if( skill_table[sn].flag1 == ADEPT ) best = -1; if( ( skill_table[sn].flag2 == VAMP ) || ( skill_table[sn].flag2 == WOLF ) ) best = -1; } else for( cnt = 0; cnt < MAX_CLASS; cnt++ ) { if( ( ( ch->lvl[cnt] >= skill_table[sn].skill_level[cnt] ) && ( skill_table[sn].flag1 == MORTAL ) ) && best < ch->lvl[cnt] ) best = ch->lvl[cnt]; if( ( ( ch->lvl2[cnt] >= skill_table[sn].skill_level[cnt] ) && ( skill_table[sn].flag1 == REMORT ) ) && best < ch->lvl2[cnt] ) best = ch->lvl[cnt]; } if( !IS_NPC( ch ) ) if( ( IS_VAMP( ch ) ) && ( skill_table[sn].flag2 == VAMP ) ) best = ch->pcdata->super->level * 4; if( ( ch->adept_level > 0 ) && ( skill_table[sn].flag1 == ADEPT ) ) best = ch->adept_level * 4; if( IS_NPC( ch ) && ( skill_table[sn].flag1 == ADEPT ) ) best = -1; if( !IS_NPC( ch ) ) if( skill_table[sn].flag2 == WOLF && IS_WOLF( ch ) ) best = ch->pcdata->super->level * 4; if( best == 80 ) best = 79; if( ( !IS_NPC( ch ) ) && ( is_name( skill_table[sn].name, race_table[ch->race].skill1 ) ) ) best = 60; if( ( best == -1 ) || ( ( skill_table[sn].flag2 == VAMP ) && ( !IS_VAMP( ch ) ) ) || ( ( skill_table[sn].flag2 == WOLF ) && ( !IS_WOLF( ch ) ) ) ) { 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; } if( IS_NPC( ch ) && skill_table[sn].flag2 == VAMP ) return; if( IS_NPC( ch ) && skill_table[sn].flag2 == WOLF ) return; mana = mana_cost( ch, sn ); if( char_login ) mana = 0; /* * 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 ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if( IS_AFFECTED( ch, AFF_CHARM ) && !IS_NPC( victim ) ) { check_social( ch, "sulk", "" ); return; } check_killer( ch, victim ); /* if ( !IS_NPC(ch) ) { 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 ) ) == NULL ) { 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 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = ( void * )obj; break; } if( ( skill_table[sn].flag2 == NORM ) && ( is_affected( ch, skill_lookup( "mystical focus" ) ) ) ) { float tmp = mana; tmp *= 2.5; mana = (int)tmp; } if( !IS_VAMP( ch ) && ( skill_table[sn].flag2 == VAMP ) ) { send_to_char( "Huh?\n\r", ch ); return; } if( IS_VAMP( ch ) && ( skill_table[sn].flag2 == VAMP ) ) { if( !IS_NPC( ch ) && ch->pcdata->super->energy < mana ) { send_to_char( "@@NYou don't have enough @@eblood@@N to cast that spell!!!\n\r", ch ); return; } else; } if( !IS_WOLF( ch ) && ( skill_table[sn].flag2 == WOLF ) ) { send_to_char( "Huh?\n\r", ch ); return; } if( skill_table[sn].flag2 == WOLF && ( !IS_NPC( ch ) && IS_WOLF( ch ) ) && ch->pcdata->super->energy < mana ) { send_to_char( "@@bYou aren't able to summon enough @@rRAGE@@N!!\n\r", ch ); return; } else 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 ); cast_chance = ( ( IS_NPC( ch ) ? ch->level : ch->pcdata->learned[sn] ) + ( int_app[get_curr_int( ch )].spell_mod ) ); if( !IS_NPC( ch ) && ( skill_table[sn].flag2 == NORM ) ) { if( IS_SET( race_table[ch->race].race_flags, RACE_MOD_NO_MAGIC ) ) cast_chance += -20; else if( IS_SET( race_table[ch->race].race_flags, RACE_MOD_WEAK_MAGIC ) ) cast_chance += -10; else if( IS_SET( race_table[ch->race].race_flags, RACE_MOD_STRONG_MAGIC ) ) cast_chance += 15; } if( cast_chance < 10 ) cast_chance += number_range( 3, 7 ); if( !char_login && !IS_NPC( ch ) && number_percent( ) > cast_chance ) { bool good_cast = FALSE; if( MAGIC_STANCE( ch ) ) { if( number_percent( ) > cast_chance ) { good_cast = FALSE; } else { good_cast = TRUE; } } if( ( !good_cast ) && ( !IS_NPC( ch ) ) && ( ch->stance == STANCE_MAGI ) ) { if( number_percent( ) > cast_chance ) { good_cast = FALSE; } else { good_cast = TRUE; } } if( !good_cast ) { send_to_char( "You lost your concentration.\n\r", ch ); if( IS_VAMP( ch ) && ( skill_table[sn].flag2 == VAMP ) ) ch->pcdata->super->energy -= mana / 2; else if( skill_table[sn].flag2 == WOLF && ( !IS_NPC( ch ) && IS_WOLF( ch ) ) ) ch->pcdata->super->energy -= mana / 3; else ch->mana -= mana / 2; return; } } if( ( MAGIC_STANCE( ch ) ) && ( skill_table[sn].target == TAR_CHAR_OFFENSIVE ) && ( number_range( 0, 99 ) < get_psuedo_level( ch ) - 50 ) ) { mana = mana * 2 / 3; multi_cast = TRUE; } if( ( sn != skill_lookup( "cure light" ) ) && ( sn != skill_lookup( "cure serious" ) ) && ( sn != skill_lookup( "cure critical" ) ) && ( sn != skill_lookup( "heal" ) ) ) { snprintf( log_buf, (2 * MIL), "%s typed %s, Spell %s, room %s(%d), target %s", ch->name, typed, skill_table[sn].name, ch->in_room->name, ch->in_room->vnum, ( victim != NULL ? victim->name : obj != NULL ? obj->name : "NONE" ) ); monitor_chan( log_buf, MONITOR_MAGIC ); } if( ( *skill_table[sn].spell_fun ) ( sn, best, ch, vo, NULL ) ) { if( ( skill_table[sn].flag2 == VAMP ) || ( skill_table[sn].flag2 == WOLF ) ) { ch->pcdata->super->energy -= mana; } else { ch->mana -= mana; /* Only use mana if spell was called correctly */ } } if( multi_cast ) { bool still_here = TRUE; if( arg2[0] == '\0' ) { if( ( ( victim = ch->fighting ) == NULL ) || ( victim->in_room == NULL ) || ( victim->is_free == TRUE ) ) { ch->fighting = NULL; still_here = FALSE; } } else { if( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { still_here = FALSE; } } if( still_here ) { vo = ( void * )victim; if( ( sn != skill_lookup( "cure light" ) ) && ( sn != skill_lookup( "cure serious" ) ) && ( sn != skill_lookup( "cure critical" ) ) && ( sn != skill_lookup( "heal" ) ) ) { snprintf( log_buf, (2 * MIL), "%s typed %s, Spell %s, room %s(%d), target %s", ch->name, typed, skill_table[sn].name, ch->in_room->name, ch->in_room->vnum, ( victim != NULL ? victim->name : obj != NULL ? obj->name : "NONE" ) ); monitor_chan( log_buf, MONITOR_MAGIC ); } if( ( *skill_table[sn].spell_fun ) ( sn, best, ch, vo, NULL ) ) { if( ( skill_table[sn].flag2 == VAMP ) || ( skill_table[sn].flag2 == WOLF ) ) { ch->pcdata->super->energy -= mana; } else { ch->mana -= mana; /* Only use mana if spell was called correctly */ } } } } if( ( ch->stance == STANCE_MAGI ) && ( skill_table[sn].target == TAR_CHAR_OFFENSIVE ) && ( number_range( 0, 99 ) < get_psuedo_level( ch ) - 80 ) ) { bool still_here = TRUE; mana = mana * 1 / 2; if( arg2[0] == '\0' ) { if( ( ( victim = ch->fighting ) == NULL ) || ( victim->in_room == NULL ) || ( victim->is_free == TRUE ) ) { ch->fighting = NULL; still_here = FALSE; } } else { if( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { still_here = FALSE; } } if( still_here ) { vo = ( void * )victim; if( ( sn != skill_lookup( "cure light" ) ) && ( sn != skill_lookup( "cure serious" ) ) && ( sn != skill_lookup( "cure critical" ) ) && ( sn != skill_lookup( "heal" ) ) ) { snprintf( log_buf, (2 * MIL), "%s typed %s, Spell %s, room %s(%d), target %s", ch->name, typed, skill_table[sn].name, ch->in_room->name, ch->in_room->vnum, ( victim != NULL ? victim->name : obj != NULL ? obj->name : "NONE" ) ); monitor_chan( log_buf, MONITOR_MAGIC ); } if( ( *skill_table[sn].spell_fun ) ( sn, best, ch, vo, NULL ) ) { if( ( skill_table[sn].flag2 == VAMP ) || ( skill_table[sn].flag2 == WOLF ) ) { ch->pcdata->super->energy -= mana; } else { ch->mana -= mana; /* Only use mana if spell was called correctly */ } } } } if( ( skill_table[sn].target == TAR_CHAR_OFFENSIVE ) && ( ch != NULL ) && ( victim != NULL ) && ( ch != victim ) && ( ch->is_free == FALSE ) && ( victim->is_free == FALSE ) ) { CHAR_DATA *vch; CHAR_DATA *vch_next; CREF( vch_next, CHAR_NEXTROOM ); for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( ( vch == victim ) && ( vch->fighting == NULL ) && ( vch->master != ch ) && ( vch != ch ) ) { check_killer( ch, vch ); one_hit( vch, ch, TYPE_UNDEFINED ); /* SRZ--fixed bad call--swap ch&v */ break; } } CUREF( vch_next ); } 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 == NULL ) if( ch != NULL ) victim = ch->fighting; if( victim == NULL ) { if( ch != NULL ) send_to_char( "You can't do that.\n\r", ch ); return; } vo = ( void * )victim; break; case TAR_CHAR_DEFENSIVE: if( victim == NULL ) if( ch != NULL ) victim = ch; if( victim != NULL ) vo = ( void * )victim; else return; break; case TAR_CHAR_SELF: if( ch != NULL ) vo = ( void * )ch; else return; break; case TAR_OBJ_INV: if( obj == NULL ) { if( ch != NULL ) 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, obj ); if( skill_table[sn].target == TAR_CHAR_OFFENSIVE && ( victim != NULL ) && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( victim == vch && victim->fighting == NULL ) { one_hit( ch, victim, TYPE_UNDEFINED ); /* SRZ swapped ch& v */ break; } } } return; } /* Spell functions. */ bool spell_acid_blast( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( level, 6 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_ACID, sn, TRUE ); return TRUE; } bool spell_armor( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) return FALSE; af.type = sn; af.duration = 24; af.modifier = -20 - get_psuedo_level( ch ) / 10; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel someone protecting you.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_badbreath( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) /* --Stephen */ { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short 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, (int)sizeof( dam_each ) / (int)sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ) + ( level / 4 ); if( saves_spell( level, victim ) ) { dam /= 2; } sp_damage( obj, ch, victim, dam, REALM_GAS, sn, TRUE ); return TRUE; } bool spell_bark_skin( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( ch, sn ) || is_affected( ch, skill_lookup( "stone skin" ) ) ) return FALSE; af.type = sn; af.duration = 3 + ( level / 12 ); af.location = APPLY_AC; af.modifier = -10; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to bark.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to bark.\n\r", victim ); return TRUE; } bool spell_bless( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) return ( ch == victim ? FALSE : TRUE ); af.type = sn; af.duration = 6 + ( level / 6 ); 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 ); send_to_char( "You feel righteous.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_blindness( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( !sp_damage( obj, ch, victim, 0, REALM_LIGHT, sn, FALSE ) ) return TRUE; if( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell( level, victim ) ) return TRUE; af.type = sn; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1 + ( level / 4 ); af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_burning_hands( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short 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, (int)sizeof( dam_each ) / (int)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; sp_damage( obj, ch, victim, dam, REALM_FIRE, sn, TRUE ); return TRUE; } bool spell_call_lightning( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if( !IS_OUTSIDE( ch ) ) { send_to_char( "You must be out of doors.\n\r", ch ); return FALSE; } if( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return FALSE; } dam = dice( level, 8 ); if( obj == NULL ) { act( "$n calls God's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM ); send_to_char( "God's lightning strikes your foes!\n\r", ch ); } else { act( "$p summons lightning to strike $n's foes!", ch, obj, NULL, TO_ROOM ); act( "$p summons lightning to strike your foes!", ch, obj, NULL, TO_CHAR ); } CREF( vch_next, CHAR_NEXTROOM ); for( vch = first_char; vch != NULL; vch = vch_next ) { vch_next = vch->next; if( vch->in_room == NULL ) continue; if( vch->in_room == ch->in_room ) { if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) { sp_damage( obj, ch, vch, ( saves_spell( level, vch ) ? dam / 2 : dam ), REALM_SHOCK | NO_REFLECT | NO_ABSORB, sn, TRUE ); } 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 ); } CUREF( vch_next ); return TRUE; } bool spell_cause_light( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { sp_damage( obj, ch, ( CHAR_DATA * ) vo, dice( 2, 10 ) + level / 3, REALM_DRAIN, sn, TRUE ); return TRUE; } bool spell_cause_critical( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { sp_damage( obj, ch, ( CHAR_DATA * ) vo, dice( 10, 30 ) + level - 6, REALM_DRAIN, sn, TRUE ); return TRUE; } bool spell_cause_serious( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { sp_damage( obj, ch, ( CHAR_DATA * ) vo, dice( 8, 20 ) + level / 2, REALM_DRAIN, sn, TRUE ); return TRUE; } bool spell_change_sex( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) || saves_spell( level, victim ) ) return FALSE; af.type = sn; af.duration = 5 + ( level / 10 ); 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 ); send_to_char( "You feel different.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_charm_person( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return FALSE; } if( !IS_NPC( victim ) ) { send_to_char( "You're not that powerful.\n\r", ch ); return FALSE; } if( IS_AFFECTED( victim, AFF_CHARM ) || IS_AFFECTED( ch, AFF_CHARM ) || level - 5 < victim->level || saves_spell( level, victim ) ) return TRUE; if( IS_VAMP( victim ) && ( IS_NPC( victim ) ) ) { send_to_char( "Wow, it seems to be immune--imagine that!\n\r", ch ); return TRUE; } if( victim->master ) stop_follower( victim ); add_follower( victim, ch ); af.type = sn; af.duration = 3 + ( level / 8 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); victim->extract_timer = get_psuedo_level( ch ) / 3; return TRUE; } bool spell_chill_touch( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN( level, (int)sizeof( dam_each ) / (int)sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if( !saves_spell( level, victim ) ) { if( sp_damage( obj, ch, victim, dam, REALM_COLD, sn, TRUE ) ) { af.type = sn; af.duration = 3; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } } else { sp_damage( obj, ch, victim, dam / 2, REALM_COLD, sn, TRUE ); } return TRUE; } bool spell_color_spray( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN( level, (int)sizeof( dam_each ) / (int)sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_MIND, sn, TRUE ); return TRUE; } bool spell_continual_light( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *light; light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room( light, ch->in_room ); if( obj == NULL ) { act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); } else act( "$p suddenly appears before you!", NULL, light, NULL, TO_ROOM ); return TRUE; } bool spell_control_weather( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { 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 ); return FALSE; } send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_create_food( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { 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( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return TRUE; } bool spell_create_spring( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { 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 TRUE; } bool spell_create_water( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; int water; if( ob->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\n\r", ch ); return FALSE; } if( ob->value[2] != LIQ_WATER && ob->value[1] != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return FALSE; } water = UMIN( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ), ob->value[0] - ob->value[1] ); if( water > 0 ) { ob->value[2] = LIQ_WATER; ob->value[1] += water; if( !is_name( "water", ob->name ) ) { char buf[MAX_STRING_LENGTH]; snprintf( buf, MSL, "%s water", ob->name ); free_string( ob->name ); ob->name = str_dup( buf ); } act( "$p is filled.", ch, ob, NULL, TO_CHAR ); } return TRUE; } bool spell_cure_blindness( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( !is_affected( victim, gsn_blindness ) ) return ( ch == victim ? FALSE : TRUE ); affect_strip( victim, gsn_blindness ); send_to_char( "Your vision returns!\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_cure_critical( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = UMIN( 150, dice( 12, 8 ) + level ); victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_cure_light( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = UMIN( 50, dice( 5, 8 ) + level ); victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_cure_poison( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( is_affected( victim, gsn_poison ) ) { affect_strip( victim, gsn_poison ); act( "$N looks better.", ch, NULL, victim, TO_NOTVICT ); send_to_char( "A warm feeling runs through your body.\n\r", victim ); send_to_char( "Ok.\n\r", ch ); } return TRUE; } bool spell_cure_serious( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = UMIN( 200, dice( 6, 8 ) + level ); 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 TRUE; } bool spell_curse( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_CURSE ) ) { send_to_char( "They are already weakened!\n\r", ch ); return FALSE; } if( saves_spell( level, victim ) ) return TRUE; af.type = sn; af.duration = 2 * ( level / 8 ); 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 ); send_to_char( "You feel unclean.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_detect_evil( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_DETECT_EVIL ) ) return FALSE; af.type = sn; af.duration = 5 + ( level / 10 ); af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_detect_hidden( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_DETECT_HIDDEN ) ) return FALSE; af.type = sn; af.duration = 4 + ( level / 8 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); send_to_char( "Your awareness improves.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_detect_invis( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_DETECT_INVIS ) ) return FALSE; af.type = sn; af.duration = 6 + ( level / 8 ); af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_detect_magic( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_DETECT_MAGIC ) || item_has_apply( victim, ITEM_APPLY_DET_MAG ) ) return FALSE; af.type = sn; af.duration = 6 + ( level / 4 ); af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_detect_undead( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, skill_lookup( "detect undead" ) ) || item_has_apply( victim, ITEM_APPLY_DET_UNDEAD ) ) return FALSE; af.type = sn; af.duration = 5 + ( level / 6 ); af.modifier = 0; af.location = APPLY_NONE; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_detect_poison( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; if( ob->item_type == ITEM_DRINK_CON || ob->item_type == ITEM_FOOD ) { if( ob->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 TRUE; } bool spell_dispel_magic( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Remove certain affects from victim. Chance will be 100% if * * ch == victim. Otherwise, variable chance of success, depending * * on if a) victim is NPC b) Difference in levels. * * Rewritten yet AGAIN to check chance for each dispel... also works * * on objects as well :) * * Stephen */ CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *victim; AFFECT_DATA *paf; AFFECT_DATA *paf_next; OBJ_DATA *ob; int chance; if( !IS_NPC( ch ) && IS_WOLF( ch ) && ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) ) { send_to_char( "You are too @@rENRAGED @@NTo cast spells!\n\r", ch ); return FALSE; } if( target_name[0] == '\0' && ch->fighting == NULL ) { send_to_char( "Dispel who or what??\n\r", ch ); return FALSE; } if( target_name[0] == '\0' && ch->fighting != NULL ) target_name = "enemy"; if( ( victim = get_char_room( ch, target_name ) ) != NULL ) { if( IS_NPC( victim ) ) chance = 100; else chance = 75; if( ch == victim ) chance = 100; chance += ( ( get_psuedo_level( ch ) - get_psuedo_level( victim ) ) ); /* * Bonus/penalty for difference in levels. */ if( obj == NULL ) { if( ch == victim ) { send_to_char( "You gesture towards yourself.\n\r", ch ); act( "$n gestures towards $mself.", ch, NULL, NULL, TO_ROOM ); } else { act( "You gesture towards $N.", ch, NULL, victim, TO_CHAR ); act( "$n gestures towards $N.", ch, NULL, victim, TO_NOTVICT ); act( "$N gestures towards you.", victim, NULL, ch, TO_CHAR ); } } else { act( "$p glows brightly at $n.", victim, obj, NULL, TO_ROOM ); act( "$p glows brightly towards you.", victim, obj, NULL, TO_CHAR ); } /* * So now, player should have 'rolled' less than chance, so check * * and remove affects, with some messages too. */ if( ( IS_AFFECTED( victim, AFF_CLOAK_REFLECTION ) ) && ( ch != victim ) && ( number_percent( ) < ( victim->level - 50 ) ) ) { act( "@@N$n's @@lc@@el@@ro@@ya@@ak@@N glows brightly as $N's spell hits it@@N!!", victim, NULL, ch, TO_ROOM ); act( "@@N$N's @@lc@@el@@ro@@ya@@ak@@N glows brightly@@N!!", ch, NULL, victim, TO_CHAR ); act( "@@NYour @@lc@@el@@ro@@ya@@ak@@N glows brightly@@N!!!", victim, NULL, ch, TO_CHAR ); CREF( vch_next, CHAR_NEXTROOM ); for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( victim == vch && victim->fighting == NULL ) { check_killer( ch, victim ); one_hit( victim, ch, TYPE_UNDEFINED ); break; } } CUREF( vch_next ); return TRUE; } if( ( IS_AFFECTED( victim, AFF_CLOAK_ABSORPTION ) ) && ( ch != victim ) && ( number_percent( ) < ( victim->level - 40 ) ) ) { act( "@@N$n's @@lcloak@@N glows brightly as $N's spell hits it, then fades@@N!!", victim, NULL, ch, TO_ROOM ); act( "@@N$N's @@lcloak@@N glows brightly, and absorbs your spell@@N!!", ch, NULL, victim, TO_CHAR ); act( "@@NYour @@lcloak@@N glows brightly, and absorbs $N's spell@@N!!!", victim, NULL, ch, TO_CHAR ); CREF( vch_next, CHAR_NEXTROOM ); for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( victim == vch && victim->fighting == NULL ) { check_killer( ch, victim ); one_hit( victim, ch, TYPE_UNDEFINED ); break; } } CUREF( vch_next ); return TRUE; } for( paf = victim->first_affect; paf != NULL; paf = paf_next ) { paf_next = paf->next; if( paf->type == skill_lookup( "Enraged" ) ) continue; if( ( obj ) || ( victim == ch->fighting ) ) { switch ( paf->bitvector ) { case AFF_BLIND: case AFF_FAERIE_FIRE: case AFF_CURSE: case AFF_POISON: case AFF_SLEEP: case AFF_CHARM: case AFF_HOLD: case AFF_PARALYSIS: continue; break; default: break; } } if( number_percent( ) < chance ) { affect_remove( victim, paf ); chance = ( 2 * chance ) / 3; } else break; } if( IS_NPC( victim ) ) { if( IS_AFFECTED( victim, AFF_CLOAK_ABSORPTION ) && ( number_percent( ) < chance ) ) { chance = ( chance ) / 3; act( "@@NThe @@lcloak@@N around $n is ripped to shreds!", victim, NULL, victim, TO_ROOM ); send_to_char( "@@NYour @@lcloak@@N is ripped from your body!\n\r", victim ); REMOVE_BIT( victim->affected_by, AFF_CLOAK_ABSORPTION ); } if( IS_AFFECTED( victim, AFF_CLOAK_REFLECTION ) && ( number_percent( ) < chance ) ) { chance = ( chance ) / 3; act( "@@NThe @@lc@@el@@ro@@ya@@ak@@N around $n is ripped to shreds!", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@NYour @@lc@@el@@ro@@ya@@ak@@N is ripped from your body!\n\r", victim ); REMOVE_BIT( victim->affected_by, AFF_CLOAK_REFLECTION ); } if( IS_AFFECTED( victim, AFF_SANCTUARY ) && ( number_percent( ) < chance ) ) { chance = ( 2 * chance ) / 3; act( "The white aura around $n fades.", victim, NULL, NULL, TO_ROOM ); send_to_char( "The white aura around you fades.\n\r", victim ); REMOVE_BIT( victim->affected_by, AFF_SANCTUARY ); } if( IS_AFFECTED( victim, AFF_FLYING ) && ( number_percent( ) < chance ) ) { act( "$n suddenly drops to the ground!", victim, NULL, NULL, TO_ROOM ); send_to_char( "You suddenly drop to the ground!\n\r", victim ); REMOVE_BIT( victim->affected_by, AFF_SANCTUARY ); } if( IS_AFFECTED( victim, AFF_INVISIBLE ) && ( number_percent( ) < chance ) ) { act( "$n flickers, and becomes visible.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You flicker, and become visible.\n\r", victim ); REMOVE_BIT( victim->affected_by, AFF_INVISIBLE ); } if( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) && ( number_percent( ) < chance ) ) { act( "The pink glow around $n suddenly fades.", victim, NULL, NULL, TO_ROOM ); send_to_char( "The pink glow around you suddenly fades.\n\r", ch ); REMOVE_BIT( victim->affected_by, AFF_FAERIE_FIRE ); } if( IS_AFFECTED( victim, AFF_DETECT_INVIS ) && ( number_percent( ) < chance ) ) REMOVE_BIT( victim->affected_by, AFF_DETECT_INVIS ); if( IS_AFFECTED( victim, AFF_DETECT_EVIL ) && ( number_percent( ) < chance ) ) REMOVE_BIT( victim->affected_by, AFF_DETECT_EVIL ); if( IS_AFFECTED( victim, AFF_DETECT_MAGIC ) && ( number_percent( ) < chance ) ) REMOVE_BIT( victim->affected_by, AFF_DETECT_MAGIC ); if( IS_AFFECTED( victim, AFF_DETECT_HIDDEN ) && ( number_percent( ) < chance ) ) REMOVE_BIT( victim->affected_by, AFF_DETECT_HIDDEN ); /* if ( IS_AFFECTED( victim, AFF_INFRARED ) ) { act( "The red glow in $n's eyes fades quickly.", victim, NULL, NULL, TO_ROOM ); send_to_char( "The red glow in your eyes fade.\n\r", victim ); REMOVE_BIT( victim->affected_by, AFF_INFRARED ); } if ( IS_AFFECTED( victim, AFF_SNEAK ) ) REMOVE_BIT( victim->affected_by, AFF_SNEAK ); if ( IS_AFFECTED( victim, AFF_HIDE ) ) REMOVE_BIT( victim->affected_by, AFF_HIDE ); */ if( IS_AFFECTED( victim, AFF_CLOAK_FLAMING ) && ( number_percent( ) < chance ) ) { chance = ( chance ) / 3; act( "@@NThe @@ecloak@@N around $n is ripped to shreds!", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@NYour @@ecloak@@N is ripped from your body!\n\r", victim ); REMOVE_BIT( victim->affected_by, AFF_CLOAK_FLAMING ); } } CREF( vch_next, CHAR_NEXTROOM ); for( vch = ch->in_room->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if( victim == vch && victim->fighting == NULL ) { check_killer( ch, victim ); one_hit( victim, ch, TYPE_UNDEFINED ); break; } } CUREF( vch_next ); return TRUE; } /* * This won't work in conjunction with identify! */ if( ( ob = get_obj_carry( ch, target_name ) ) != NULL ) { /* * NOTE: Must also remove ALL affects, otherwise players * * will be able to enchant, dispel, enchant.... -S- * * No they wouldnt, enchant has a check for obj->first_apply. * * -- Alty */ if( IS_OBJ_STAT(ob,ITEM_EXTRA_GLOW) ) { ob->extra_flags.reset(ITEM_EXTRA_GLOW); act( "$p stops glowing.", ch, ob, NULL, TO_ROOM ); act( "$p stops glowing.", ch, ob, NULL, TO_CHAR ); } if( IS_OBJ_STAT(ob,ITEM_EXTRA_HUM) ) { ob->extra_flags.reset(ITEM_EXTRA_HUM); act( "The hum surrounding $p fades.", ch, ob, NULL, TO_CHAR ); act( "The hum surrounding $p fades.", ch, ob, NULL, TO_ROOM ); } if( IS_OBJ_STAT(ob,ITEM_EXTRA_NO_DISARM) ) ob->extra_flags.reset(ITEM_EXTRA_NO_DISARM); if( IS_OBJ_STAT(ob,ITEM_EXTRA_EVIL) ) { ob->extra_flags.reset(ITEM_EXTRA_EVIL); act( "$p looks less evil.", ch, ob, NULL, TO_CHAR ); act( "$p looks less evil.", ch, ob, NULL, TO_ROOM ); } if( IS_OBJ_STAT(ob,ITEM_EXTRA_NO_DROP) ) ob->extra_flags.reset(ITEM_EXTRA_NO_DROP); if( IS_OBJ_STAT(ob,ITEM_EXTRA_INVIS) ) { ob->extra_flags.reset(ITEM_EXTRA_INVIS); act( "$p fades back into view.", ch, ob, NULL, TO_CHAR ); act( "$p fades back into view.", ch, ob, NULL, TO_ROOM ); } if( IS_OBJ_STAT(ob,ITEM_EXTRA_MAGIC) ) { ob->extra_flags.reset(ITEM_EXTRA_MAGIC); act( "$p looks less magical.", ch, ob, NULL, TO_CHAR ); act( "$p looks less magical.", ch, ob, NULL, TO_ROOM ); } if( IS_OBJ_STAT(ob,ITEM_EXTRA_BLESS) ) { ob->extra_flags.reset(ITEM_EXTRA_BLESS); act( "$p looks less Holy.", ch, ob, NULL, TO_CHAR ); act( "$p looks less Holy.", ch, ob, NULL, TO_ROOM ); } if( IS_OBJ_STAT(ob,ITEM_EXTRA_NO_REMOVE) ) ob->extra_flags.reset(ITEM_EXTRA_NO_REMOVE); ob->first_apply = NULL; ob->last_apply = NULL; return TRUE; } send_to_char( "Dispel who or what??\n\r", ch ); return FALSE; } bool spell_dispel_evil( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( !IS_NPC( ch ) && IS_EVIL( ch ) ) victim = ch; if( IS_GOOD( victim ) ) { act( "God protects $N.", ch, NULL, victim, TO_ROOM ); return TRUE; } if( IS_NEUTRAL( victim ) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return TRUE; } dam = dice( level, 4 ); if( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return TRUE; } bool spell_earthquake( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *vch; CHAR_DATA *vch_next; if( obj == NULL ) { send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); } else { act( "$p vibrates violently, making the earth tremble!", ch, obj, NULL, TO_CHAR ); act( "$p vibrates violenty, making the earth around $n tremble!", ch, obj, NULL, TO_ROOM ); } CREF( vch_next, CHAR_NEXT ); for( vch = first_char; vch != NULL; vch = vch_next ) { vch_next = vch->next; if( vch->in_room == NULL ) continue; if( vch->in_room == ch->in_room ) { if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) { act( "$n loses $s footing, and falls to the ground!", vch, NULL, NULL, TO_ROOM ); send_to_char( "You lose your footing, and fall to the ground!", vch ); damage( ch, vch, level + dice( 20, 10 ), -1 ); } else { act( "$n keeps $s footing, and stays where $e is.", vch, NULL, NULL, TO_ROOM ); send_to_char( "You keep your footing.\n\r", vch ); } continue; } if( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } CUREF( vch_next ); return TRUE; } bool spell_enchant_weapon( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; /* * Quick way to stop imms (Bash?) enchanting weapons for players */ if( IS_IMMORTAL( ch ) && ch->level != 85 ) { send_to_char( "Nothing Happens.\n\r", ch ); return FALSE; } /* * Should change the first_apply thing to something else.. * right now you can't enchant ANYTHING with ANY affect -- Alty */ if( ob->item_type != ITEM_WEAPON || IS_OBJ_STAT( ob, ITEM_EXTRA_MAGIC ) || ob->first_apply != NULL ) { send_to_char( "Nothing happens.\n\r", ch ); return TRUE; } paf = new AFFECT_DATA; paf->type = sn; paf->location = APPLY_HITROLL; paf->modifier = UMIN( ( level / 30 ) + 1, ob->level ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); paf = new AFFECT_DATA; paf->location = APPLY_DAMROLL; paf->modifier = UMIN( ( level / 40 ) + 1, ob->level ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); if( IS_GOOD( ch ) ) { ob->extra_flags.set(ITEM_EXTRA_ANTI_EVIL); act( "$p glows white.", ch, ob, NULL, TO_CHAR ); } else if( IS_EVIL( ch ) ) { ob->extra_flags.set(ITEM_EXTRA_ANTI_GOOD); act( "$p glows black.", ch, ob, NULL, TO_CHAR ); } else { ob->extra_flags.set(ITEM_EXTRA_ANTI_EVIL); ob->extra_flags.set(ITEM_EXTRA_ANTI_GOOD); act( "$p glows yellow.", ch, ob, NULL, TO_CHAR ); } return TRUE; } bool spell_encumber( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) /* Increases victim's ac. Tweaked copy of armor function * --Stephen */ { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) { if( victim == ch ) send_to_char( "You are already encumbered!\n\r", ch ); else act( "$N is already encumbered!\n\r", ch, NULL, victim, TO_CHAR ); return TRUE; } af.type = sn; af.duration = 5 + ( level / 16 ); af.modifier = +40 + get_psuedo_level( ch ) / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel less protected.\n\r", victim ); if( ch != victim ) act( "$N looks less protected.", ch, NULL, victim, TO_CHAR ); return TRUE; } /* * Drain XP, MANA, HP. * Caster gains HP. */ bool spell_energy_drain( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( !IS_VAMP( ch ) ) { send_to_char( "This spell does not exist.\n\r", ch ); return FALSE; } if( saves_spell( level, victim ) ) return TRUE; 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 /= 4; victim->move /= 4; dam = dice( level / 15, level ); ch->hit = UMIN( ch->max_hit, ch->hit + dam ); } sp_damage( obj, ch, victim, dam, REALM_DRAIN, sn, TRUE ); return TRUE; } bool spell_fireball( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short 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, (int)sizeof( dam_each ) / (int)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; sp_damage( obj, ch, victim, dam, REALM_FIRE, sn, TRUE ); return TRUE; } bool spell_flamestrike( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( 8, level ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_FIRE, sn, TRUE ); return TRUE; } bool spell_faerie_fire( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) ) return ( ch == victim ? FALSE : TRUE ); af.type = sn; af.duration = 5 + ( level / 5 ); 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( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_faerie_fog( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *ich; if( obj == NULL ) { act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); } else { act( "A cloud of purple smoke flows from $p.", ch, obj, NULL, TO_ROOM ); act( "A cloud of purple smoke flows from $p.", ch, obj, NULL, TO_ROOM ); } for( ich = ch->in_room->first_person; ich != NULL; ich = ich->next_in_room ) { if( !IS_NPC( ich ) && ich->act.test(ACT_WIZINVIS ) ) continue; if( ich == ch || saves_spell( level, ich ) ) continue; affect_strip( ich, gsn_invis ); affect_strip( ich, gsn_mass_invis ); affect_strip( ich, gsn_sneak ); REMOVE_BIT( ich->affected_by, AFF_HIDE ); REMOVE_BIT( ich->affected_by, AFF_INVISIBLE ); REMOVE_BIT( ich->affected_by, AFF_SNEAK ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } return TRUE; } bool spell_fly( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_FLYING ) ) return ( ch == victim ? FALSE : TRUE ); af.type = sn; af.duration = 3 + ( level / 6 ); af.location = 0; 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 TRUE; } bool spell_gate( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { char_to_room( create_mobile( get_mob_index( MOB_VNUM_VAMPIRE ) ), ch->in_room ); return TRUE; } /* * Spell for mega1.are from Glop/Erkenbrand. */ bool spell_general_purpose( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = number_range( 25, 100 ); if( saves_spell( level, victim ) ) dam /= 2; if( obj != NULL ) { act( "A round of general purpose ammo from $p strikes $n!", victim, obj, NULL, TO_ROOM ); act( "A round of general purpose ammo from $p strikes you!", victim, obj, NULL, TO_CHAR ); } else { act( "$n's general purpose ammo strikes $N!", ch, NULL, victim, TO_NOTVICT ); act( "$n's general purpose ammo strikes you!", ch, NULL, victim, TO_VICT ); act( "You strike $N with your general purpose ammo!", ch, NULL, victim, TO_CHAR ); } damage( ch, victim, dam, -1 ); return TRUE; } bool spell_giant_strength( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) return FALSE; af.type = sn; af.duration = 2 + ( level / 4 ); af.location = APPLY_STR; af.modifier = 2 + ( level >= 50 ) + ( level >= 65 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel stronger.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_harm( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; AFFECT_DATA af; dam = UMIN( 180, victim->hit - dice( 1, 4 ) ); if( saves_spell( level, victim ) || ( saves_spell( level, victim ) ) ) dam = UMIN( 100, dam / 4 ); if( sp_damage( obj, ch, victim, dam, REALM_DRAIN, sn, TRUE ) ) { af.type = skill_lookup( "poison" ); af.duration = 12 + ( level / 10 ); af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); } if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_heal( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; victim->hit = UMIN( victim->hit + 100 + dice( 30, level / 4 ), victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); spell_cure_poison( sn, level, ch, vo, obj ); return TRUE; } bool spell_influx( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) /* -- Stephen */ { CHAR_DATA *vch; if( obj == NULL ) { send_to_char( "You fill the room with healing energy!\n\r", ch ); act( "$n spreads $s arms and heals the room!", ch, NULL, NULL, TO_ROOM ); } else { act( "$p glows blindingly bright in $n's hand!", ch, obj, NULL, TO_ROOM ); act( "$p glows blindingly in your hand!", ch, obj, NULL, TO_CHAR ); } /* * need to do this on everyone! */ /* * for loop taken from spell_earthquake */ /* * Dont need to do on everyone.. earthquake does because it needs to * send messages to people in other rooms as well.. (whole area sees * "the earth trembles and shivers").. -- Alty */ for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) { vch->hit = UMIN( vch->hit + 40 + dice( 20, level / 10 ), vch->max_hit ); update_pos( vch ); } /* for ( vch=first_char; vch != NULL; vch = vch->next ) { if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 40, victim->max_hit ); update_pos( victim ); } }*/ return TRUE; } /* * Spell for mega1.are from Glop/Erkenbrand. */ bool spell_high_explosive( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( obj != NULL ) { act( "A high explosive charge from $p engulfs $n!", victim, obj, NULL, TO_ROOM ); act( "A high explosive charge from $p engulfs you!", victim, obj, NULL, TO_CHAR ); } else { act( "$n's high explosive charge engulfs $N!", ch, NULL, victim, TO_NOTVICT ); act( "Your high explosive charge engulfs $N!", ch, NULL, victim, TO_CHAR ); act( "$n's high explosive charge engulfs you!", ch, NULL, victim, TO_VICT ); } dam = number_range( 30, 120 ); if( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return TRUE; } bool spell_laserbolt( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = number_range( (int)(level / 2), (int)(level * 1.5) ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_LIGHT, sn, TRUE ); return TRUE; } bool spell_identify( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; snprintf( buf, MSL, "@@NObject '%s' is @@etype@@N %s, @@aextra flags@@N %s.\n\r@@mWorn@@N: %s, @@cWeight@@N: %d, @@lDurability@@N: %d/%d (%1.0f%%), @@yvalue@@N: %s @@N, @@rlevel@@N: %d.\n\r", ob->short_descr, item_type_name( ob ), extra_bit_name( ob->extra_flags ), wear_bit_name( ob->wear_flags ), ob->weight, ob->durability == 1 ? 0 : ob->durability, ob->max_durability, ob->durability == 1 ? 0 : (float)(((float)ob->durability / (float)ob->max_durability) * 100), cost_to_money( ob->cost ), ob->level ); send_to_char( buf, ch ); switch ( ob->item_type ) { case ITEM_SCROLL: case ITEM_POTION: snprintf( buf, MSL, "Level %d spells of:", ob->value[0] ); send_to_char( buf, ch ); if( ob->value[1] >= 0 && ob->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[1]].name, ch ); send_to_char( "'", ch ); } if( ob->value[2] >= 0 && ob->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[2]].name, ch ); send_to_char( "'", ch ); } if( ob->value[3] >= 0 && ob->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: snprintf( buf, MSL, "Has %d(%d) charges of level %d", ob->value[1], ob->value[2], ob->value[0] ); send_to_char( buf, ch ); if( ob->value[3] >= 0 && ob->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: snprintf( buf, MSL, "Damage is %d to %d (average %d). Speed is %4.2f (%4.2f DPS).\n\r", ob->value[1], ob->value[2] , (ob->value[1] + ob->value[2]) / 2, ob->speed, ((ob->value[1] + ob->value[2])/2) / ob->speed); send_to_char(buf,ch); break; case ITEM_ARMOR: snprintf( buf, MSL, "Armor class is %d.\n\r", ob->value[0] ); send_to_char( buf, ch ); break; } for( paf = ob->first_apply; paf != NULL; paf = paf->next ) { if( paf->location != APPLY_NONE && paf->modifier != 0 ) { snprintf( buf, MSL, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } return TRUE; } bool spell_infravision( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_INFRARED ) || item_has_apply( victim, ITEM_APPLY_INFRA ) ) return ( ch == victim ? FALSE : TRUE ); af.type = sn; af.duration = 4 + ( level / 3 ); 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( "$n's eyes glow red.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_invis( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim; OBJ_DATA *ob; AFFECT_DATA af; if( target_name[0] == '\0' ) { send_to_char( "Make who or what invisible?\n\r", ch ); return FALSE; } if( ( victim = get_char_room( ch, target_name ) ) != NULL ) { if( IS_AFFECTED( victim, AFF_INVISIBLE ) || item_has_apply( victim, ITEM_APPLY_INV ) ) return ( ch == victim ? FALSE : TRUE ); act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = 4 + ( level / 5 ); 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 ); return TRUE; } else if( ( ob = get_obj_carry( ch, target_name ) ) != NULL ) { if( !IS_OBJ_STAT(ob, ITEM_EXTRA_INVIS ) ) { SET_BIT( ob->extra_flags, ITEM_EXTRA_INVIS ); act( "$p shimmers out of visibility.", ch, ob, NULL, TO_CHAR ); act( "$p shimmers out of visibility.", ch, ob, NULL, TO_ROOM ); return TRUE; } else { act( "$p is already invisible!", ch, ob, NULL, TO_CHAR ); return FALSE; } } else { send_to_char( "Couldn't find that person or object.\n\r", ch ); return FALSE; } return FALSE; } bool spell_know_alignment( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; char *msg; int ap; ap = victim->alignment; if( ap > 700 ) msg = "$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 TRUE; } bool spell_lightning_bolt( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const short 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, (int)sizeof( dam_each ) / (int)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; sp_damage( obj, ch, victim, dam, REALM_SHOCK, sn, TRUE ); return TRUE; } bool spell_locate_object( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { char buf[MAX_INPUT_LENGTH]; OBJ_DATA *ob; OBJ_DATA *in_obj; bool found; found = FALSE; for( ob = first_obj; ob != NULL; ob = ob->next ) { if( !can_see_obj( ch, ob ) || !is_name( target_name, ob->name ) || IS_OBJ_STAT(ob,ITEM_EXTRA_RARE) || ( ob->item_type == ITEM_PIECE ) || ( IS_OBJ_STAT(ob,ITEM_EXTRA_UNIQUE) ) || ( !str_prefix( target_name, "unique" ) ) ) continue; for( in_obj = ob; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if( ( in_obj->carried_by != NULL ) && ( IS_IMMORTAL( in_obj->carried_by ) || ( !IS_NPC( in_obj->carried_by ) && IS_WOLF( in_obj->carried_by ) && ( IS_SHIFTED( in_obj->carried_by ) || ( IS_RAGED( in_obj->carried_by ) ) ) ) ) ) break; if( in_obj->carried_by != NULL ) { found = TRUE; snprintf( buf, MSL, "%s carried by %s.\n\r", ob->short_descr, can_see( ch, in_obj->carried_by ) ? PERS( in_obj->carried_by, ch ) : "someone" ); } else { found = TRUE; snprintf( buf, MSL, "%s in %s.\n\r", ob->short_descr, in_obj->in_room == NULL ? "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 TRUE; } bool spell_magic_missile( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int cnt; int hits; static const short 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, (int)sizeof( dam_each ) / (int)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; cnt = 1 + ( level >= 30 ) + ( level >= 60 ) + ( level >= 80 ); for( hits = 0; hits < cnt; hits++ ) { sp_damage( obj, ch, victim, dam, REALM_IMPACT, sn, TRUE ); } return TRUE; } bool spell_mass_invis( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; CHAR_DATA *gch; for( gch = ch->in_room->first_person; gch != NULL; gch = gch->next_in_room ) { if( IS_AFFECTED( gch, AFF_INVISIBLE ) || item_has_apply( gch, ITEM_APPLY_INV ) ) continue; act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade out of existence.\n\r", gch ); af.type = sn; af.duration = 4 + ( level / 5 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_null( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { send_to_char( "That's not a spell!\n\r", ch ); return FALSE; } bool spell_pass_door( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_PASS_DOOR ) || item_has_apply( victim, ITEM_APPLY_PASS_DOOR ) ) return FALSE; af.type = sn; af.duration = 2 + ( level / 20 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return TRUE; } bool spell_poison( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( saves_spell( level, victim ) ) return TRUE; af.type = sn; af.duration = 12 + ( level / 10 ); af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); act( "$n looks very sick.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_protection( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_PROTECT ) || item_has_apply( victim, ITEM_APPLY_PROT ) ) return ( ch == victim ? FALSE : TRUE ); af.type = sn; af.duration = 8 + ( level / 5 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PROTECT; affect_to_char( victim, &af ); send_to_char( "You feel protected.\n\r", victim ); act( "$n looks better protected.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_refresh( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( ch->carry_weight >= can_carry_w( ch ) ) { send_to_char( "That's not gonna help, you are carrying too much wieght!\n\r", ch ); return FALSE; } victim->move = UMIN( victim->move + level, victim->max_move ); send_to_char( "You feel less tired.\n\r", victim ); act( "$n looks less tired.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_remove_curse( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( is_affected( victim, gsn_curse ) ) { affect_strip( victim, gsn_curse ); send_to_char( "You feel better.\n\r", victim ); act( "$n looks more Holy.", victim, NULL, NULL, TO_ROOM ); } return TRUE; } bool spell_sanctuary( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_SANCTUARY ) || item_has_apply( victim, ITEM_APPLY_SANC ) ) return ( ch == victim ? FALSE : TRUE ); af.type = sn; af.duration = 5 + ( level / 20 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); return TRUE; } bool spell_sense_evil( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_DETECT_EVIL ) ) return FALSE; af.type = sn; af.duration = 5 + ( level / 10 ); af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); act( "$n's eyes glow briefly.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_shield( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) return FALSE; af.type = sn; af.duration = 4 + ( level / 5 ); af.location = APPLY_AC; af.modifier = -20 - get_psuedo_level( ch ) / 5; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); return TRUE; } bool spell_shocking_grasp( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { 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, (int)sizeof( dam_each ) / (int)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; sp_damage( obj, ch, victim, dam, REALM_SHOCK, sn, TRUE ); return TRUE; } bool spell_sleep( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_SLEEP ) || level < victim->level || saves_spell( level, victim ) ) return TRUE; af.type = sn; af.duration = 4 + ( level / 15 ); 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 ); /* * will stop the char from attackin' right away (4-24-96) * -Damane- */ if( victim->position == POS_FIGHTING ) stop_fighting( victim, TRUE ); do_sleep( victim, "" ); } return TRUE; } bool spell_stone_skin( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( ch, sn ) || is_affected( ch, skill_lookup( "stone skin" ) ) ) return FALSE; af.type = sn; af.duration = 5 + ( level / 12 ); af.location = APPLY_AC; af.modifier = -40 - get_psuedo_level( ch ) / 10; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to stone.\n\r", victim ); return TRUE; } bool spell_summon( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || victim->in_room->room_flags.test(RFLAG_SAFE) || victim->in_room->room_flags.test(RFLAG_NO_RECALL) || !victim->in_room->area->flags.test(AFLAG_TELEPORT) || victim->level >= level + 10 || victim->fighting != NULL || ( IS_NPC( victim ) && saves_spell( level, victim ) ) || room_is_private( ch->in_room ) || ( ch->in_room->area->max_level < ( victim->level - 15 ) ) ) { send_to_char( "You failed.\n\r", ch ); return TRUE; } if( ( victim->act.test(ACT_NO_SUMMON ) ) || ( IS_NPC( victim ) && ( victim->level > ( level - 21 ) ) ) ) { send_to_char( "You seemed unable to snatch your victim!\n\r", ch ); send_to_char( "You feel a slight tugging sensation.\n\r", victim ); return TRUE; } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); snprintf( buf, MSL, "%s has summoned you!!", ch->name ); send_to_char( buf, victim ); do_look( victim, "auto" ); return TRUE; } bool spell_teleport( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *pRoomIndex; if( deathmatch ) { send_to_char( "Not during a @@eDeath Match@@N!!\n\r", ch ); return FALSE; } if( victim->in_room == NULL || victim->in_room->room_flags.test(RFLAG_NO_RECALL) || ( !IS_NPC( ch ) && victim->fighting != NULL ) || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) ) { send_to_char( "You failed.\n\r", ch ); return TRUE; } for( ;; ) { pRoomIndex = get_room_index( number_range( 0, 32767 ) ); if( pRoomIndex == NULL ) continue; if( !pRoomIndex->room_flags.test(RFLAG_PRIVATE) && !pRoomIndex->room_flags.test(RFLAG_SOLITARY) && pRoomIndex->area->flags.test(AFLAG_TELEPORT) ) break; } act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return TRUE; } bool spell_ventriloquate( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); snprintf( buf1, MSL, "%s says '%s'.\n\r", speaker, target_name ); snprintf( buf2, MSL, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER( buf1[0] ); for( vch = ch->in_room->first_person; vch != NULL; vch = vch->next_in_room ) { if( !is_name( speaker, vch->name ) ) send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch ); } return TRUE; } bool spell_weaken( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) || saves_spell( level, victim ) ) return TRUE; af.type = sn; af.duration = 1 + ( level / 16 ); af.location = APPLY_STR; af.modifier = -2; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel weaker.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } /* * For Ack! : Level 66 Priest spell - allow 100% recall. */ bool spell_word_of_recall( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *location; act( "$n requests Holy transport!", victim, NULL, NULL, TO_ROOM ); if( IS_AFFECTED( victim, AFF_CURSE ) ) { send_to_char( "The Gods do not transport cursed players!\n\r", ch ); return FALSE; } if( IS_NPC( victim ) || victim->level < 6 ) location = get_room_index( ROOM_VNUM_TEMPLE ); else location = get_room_index( race_table[victim->race].recall ); if( location == NULL ) { send_to_char( "You are completely lost.\n\r", victim ); return FALSE; } if( victim->in_room == location ) return FALSE; if( victim->in_room->room_flags.test(RFLAG_NO_RECALL) ) { send_to_char( "Some strange force prevents your transport.\n\r", victim ); return TRUE; } if( victim->fighting != NULL ) stop_fighting( victim, TRUE ); act( "$n is engulfed by a stream of blue light!", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, location ); act( "$n arrives, carried by a blue stream of light!", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return TRUE; } /* * NPC spells. */ bool spell_acid_breath( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Fixed the nice bug that referenced the _caster's_ equipment, * * so that it checks the victim's instead *laugh* -S- */ CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { OREF( obj_next, OBJ_NEXTCONTENT ); for( obj_lose = victim->first_carry; obj_lose != NULL; obj_lose = obj_next ) { int iWear; obj_next = obj_lose->next_in_carry_list; if( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { case ITEM_ARMOR: if( obj_lose->value[0] > 0 ) { act( "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR ); if( ( iWear = obj_lose->wear_loc ) != WEAR_NONE ) victim->armor -= apply_ac( obj_lose, iWear ); obj_lose->value[0] -= 1; obj_lose->cost = 0; if( iWear != WEAR_NONE ) victim->armor += apply_ac( obj_lose, iWear ); } break; case ITEM_CONTAINER: { OBJ_DATA *content; OBJ_DATA *content_next; act( "$p fumes and dissolves!", victim, obj_lose, NULL, TO_CHAR ); for( content = obj_lose->first_in_carry_list; content; content = content_next ) { content_next = content->next_in_carry_list; obj_from_obj( content ); obj_to_room( content, victim->in_room != NULL ? victim->in_room : get_room_index( ROOM_VNUM_LIMBO ) ); } extract_obj( obj_lose ); break; } } } OUREF( obj_next ); } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_ACID | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_fire_breath( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if( !IS_NPC( ch ) ) { dam = number_range( (int)(get_psuedo_level( ch ) * 1.2), (int)(get_psuedo_level( ch ) * 1.6) ); if( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return TRUE; } if( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { OREF( obj_next, OBJ_NEXTCONTENT ); for( obj_lose = victim->first_carry; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_in_carry_list; 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 = "$p melts and drips!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); if( obj_lose->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; OBJ_DATA *content_next; OREF( content_next, OBJ_NEXTCONTENT ); for( content = obj_lose->first_in_carry_list; content; content = content_next ) { content_next = content->next_in_carry_list; obj_from_obj( content ); obj_to_room( content, victim->in_room != NULL ? victim->in_room : get_room_index( ROOM_VNUM_LIMBO ) ); } OUREF( content_next ); extract_obj( obj_lose ); } } OUREF( obj_next ); } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_FIRE | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_frost_breath( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { OREF( obj_next, OBJ_NEXTCONTENT ); for( obj_lose = victim->first_carry; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_in_carry_list; if( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: case ITEM_DRINK_CON: case ITEM_POTION: msg = "$p freezes and shatters!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); if( obj_lose->item_type == ITEM_CONTAINER ) { OBJ_DATA *content; OBJ_DATA *content_next; OREF( content_next, OBJ_NEXTCONTENT ); for( content = obj_lose->first_in_carry_list; content; content = content_next ) { content_next = content->next_in_carry_list; obj_from_obj( content ); obj_to_room( content, victim->in_room != NULL ? victim->in_room : get_room_index( ROOM_VNUM_LIMBO ) ); } OUREF( content_next ); } } OUREF( obj_next ); } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_COLD | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_gas_breath( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; CREF( vch_next, CHAR_NEXTROOM ); for( vch = ch->in_room->first_person; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) { hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_spell( level, vch ) ) dam /= 2; sp_damage( obj, ch, vch, dam, REALM_GAS | NO_REFLECT | NO_ABSORB, sn, TRUE ); } } CUREF( vch_next ); return TRUE; } bool spell_lightning_breath( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int hpch; hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_SHOCK | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_hellspawn( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * High level mag / psi spell. -S- */ CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = number_range( level / 2, level * 5 / 2 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_DRAIN, sn, TRUE ); return TRUE; } bool spell_planergy( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Psi spell. Work out which energy to summon, according to * * ch's level. Each 9 levels, the Psi gets the use of a different * * spell, and more damage! ;) (planergy = planar energy) * * --Stephen */ CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int lvl; int plane; if( level <= 8 ) { lvl = 4; plane = REALM_IMPACT; } else if( level <= 17 ) { lvl = 13; plane = REALM_GAS; } else if( level <= 26 ) { lvl = 22; plane = REALM_FIRE; } else if( level <= 35 ) { lvl = 31; plane = REALM_LIGHT; } else if( level <= 44 ) { lvl = 40; plane = REALM_SHOCK; } else if( level <= 53 ) { lvl = 49; plane = REALM_SOUND; } else if( level <= 62 ) { lvl = 58; plane = REALM_MIND; } else if( level <= 71 ) { lvl = 67; plane = REALM_ACID; } else { lvl = 80; plane = REALM_POISON; } dam = dice( 6, lvl / 2 ); if( saves_spell( level, victim ) ) dam /= 2; SET_BIT( plane, NO_REFLECT ); SET_BIT( plane, NO_ABSORB ); sp_damage( obj, ch, victim, dam, plane, sn, TRUE ); return TRUE; } bool spell_visit( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Psi spell. Kinda like summon, but almost done in reverse. * * allows the Psi to try and transfer themself to the 'victim' * * --Stephen */ CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( deathmatch ) { send_to_char( "Not during a @@eDeath Match@@N!!\n\r", ch ); return FALSE; } if( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || IS_NPC( victim ) || victim->in_room == NULL || victim->in_room->room_flags.test(RFLAG_PRIVATE) || victim->in_room->room_flags.test(RFLAG_SOLITARY) || victim->in_room->room_flags.test(RFLAG_SAFE) || ch->in_room->room_flags.test(RFLAG_NO_RECALL) || !victim->in_room->area->flags.test(AFLAG_TELEPORT) ) { send_to_char( "You failed.\n\r", ch ); return TRUE; } if( victim->act.test(ACT_NO_VISIT ) ) { send_to_char( "You seem unable to visit your target!\n\r", ch ); return TRUE; } /* * Check is ch screws up, and ends up in limbo... <grin> */ if( number_percent( ) < 25 ) /* 25% chance */ { send_to_char( "You get distracted, and appear in the middle of nowhere!\n\r", ch ); act( "$n disappears suddenly.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); act( "$n arrives suddenly.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return TRUE; } act( "$n disappears suddenly.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, victim->in_room ); act( "$n arrives suddenly.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You change locations!\n\r", ch ); do_look( ch, "auto" ); return TRUE; } bool spell_barrier( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Psi spell, like shield, but slightly better. Good idea to make * * sure Psi's don't have access to shield as well as this... ;) * * -- Stephen */ CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) return FALSE; af.type = sn; af.duration = 4 + ( level / 20 ); af.location = APPLY_AC; af.modifier = -20 - get_psuedo_level( ch ) / 10; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a telekinetic barrier.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a telekinetic barrier.\n\r", victim ); return TRUE; } bool spell_static( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Psi Spell. * * Uses ch's movement, which is transfered to static electricity * * which is then chanelled at the poor victim <laugh> * * --Stephen */ CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int loss; send_to_char( "You transfer kinetic to static energy!\n\r", ch ); loss = dice( 2, level ) + dice( 2, level ); dam = number_range( 6, 8 ) * ( level / 3 ); if( ( ch->move - loss ) <= 0 ) { send_to_char( "You have no kinetic energy left!!\n\r", ch ); return FALSE; } ch->move = UMAX( 1, ch->move - loss ); if( saves_spell( level, victim ) ) dam /= 2; act( "$n transfers kinetic to static energy.", ch, NULL, NULL, TO_ROOM ); sp_damage( obj, ch, victim, dam, REALM_SHOCK | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_phobia( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Psi Spell. * * Conjures victims's phobia in their mind, does dam (small) or * * causes them to flee. * * --Stephen */ CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( ( victim->level ) > ( level + 8 ) ) { send_to_char( "Your spell fails to take affect!\n\r", ch ); return TRUE; } /* * figure out dam.... not too much as spell is meant to make vo flee */ dam = dice( 2, level / 8 ); if( obj == NULL ) { act( "$n projects nightmare images into $N's mind!", ch, NULL, victim, TO_NOTVICT ); act( "You project nightmare images into $N's mind!", ch, NULL, victim, TO_CHAR ); act( "$N projects nightmare images into your mind!", victim, NULL, ch, TO_CHAR ); } else { act( "$p projects nightmare images into $n's mind!", victim, obj, NULL, TO_ROOM ); act( "$p projects nightmare images into your mind!", victim, obj, NULL, TO_CHAR ); } send_to_char( "Your worst phobia springs to life in your mind. Arrrggghhh!\n\r", victim ); act( "$N suffers a mental phobia attack!", ch, NULL, victim, TO_NOTVICT ); if( sp_damage( obj, ch, victim, dam, REALM_MIND, sn, TRUE ) ) { if( !IS_NPC( victim ) && ( IS_WOLF( victim ) || IS_VAMP( victim ) ) ) return TRUE; if( number_percent( ) < 70 ) /* 70% chance */ { act( "$N screams at $n in horror!!", ch, NULL, victim, TO_ROOM ); act( "$N screams at you in horror!!", ch, NULL, victim, TO_CHAR ); send_to_char( "You flip, and look for escape!!\n\r", victim ); do_flee( victim, "" ); } } return TRUE; } bool spell_mindflame( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Psi Multiple Attack - screws up all those affected */ CHAR_DATA *vch; CHAR_DATA *vch_next; if( obj == NULL ) { send_to_char( "You initiate a mindflame attack!!\n\r", ch ); act( "$n concentrates, and initiates a mindlame attack!", ch, NULL, NULL, TO_ROOM ); } else { act( "$p glows, and initiates a mindflame attack!", ch, obj, NULL, TO_ROOM ); act( "$p glows, and initiates a mindflame attack!", ch, obj, NULL, TO_CHAR ); } CREF( vch_next, CHAR_NEXT ); for( vch = first_char; vch != NULL; vch = vch_next ) { vch_next = vch->next; if( vch->in_room == NULL ) continue; if( vch->in_room == ch->in_room ) { if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) { act( "$n rolls on the floor, clutching $s head in pain!", vch, NULL, NULL, TO_ROOM ); send_to_char( "You roll on the floor, clutching your head in pain!\n\r", vch ); sp_damage( obj, ch, vch, ( get_psuedo_level( ch ) / 2 ) + dice( 6, 12 ), REALM_MIND | NO_REFLECT | NO_ABSORB, sn, TRUE ); } continue; } if( vch->in_room->area == ch->in_room->area ) send_to_char( "You notice a slight burning feeling in your mind.\n\r", vch ); } CUREF( vch_next ); return TRUE; } bool spell_chain_lightning( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * affects all in a room, can also hit caster <grin> */ CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; /* * Work out starting damage. */ dam = dice( 10, ( get_psuedo_level( ch ) / 2 ) ); if( obj == NULL ) { send_to_char( "Lightning flashes from your fingers!\n\r", ch ); act( "$n unleashes lightning from $s fingers!", ch, NULL, NULL, TO_ROOM ); } else { act( "A lightning bolt flashes from $p!", ch, obj, NULL, TO_ROOM ); act( "A lightning bolt flashes from $p!", ch, obj, NULL, TO_CHAR ); } CREF( vch_next, CHAR_NEXTROOM ); for( vch = ch->in_room->first_person; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if( vch != ch && IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) { send_to_char( "The lightning bolt strikes you!\n\r", vch ); act( "The lightning bolt strikes $n!", vch, NULL, NULL, TO_ROOM ); sp_damage( obj, ch, vch, dam, REALM_SHOCK | NO_REFLECT, sn, TRUE ); dam = ( 4 * dam / 5 ); } } CUREF( vch_next ); /* * Now see if caster gets hit. */ if( saves_spell( level, ch ) ) { act( "The lightning bolt hits the ground, and is GONE!", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your lightning bolts hits the ground and is GONE!\n\r", ch ); } else { act( "The lightning bolt strikes $n and vanishes!", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your lightning returns, and hits you!\n\r", ch ); dam = UMIN( level / 2, dam ); sp_damage( obj, ch, ch, dam, REALM_SHOCK | NO_REFLECT | NO_ABSORB, sn, TRUE ); } return TRUE; } bool spell_suffocate( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( level / 3, 2 ); if( ( level + 5 ) > victim->level ) dam += ( ( ( level + 5 ) - victim->level ) * 2 ); else dam -= ( ( victim->level - level ) * 2 ); act( "$n chokes and gags!", victim, NULL, NULL, TO_ROOM ); send_to_char( "You feel your throat squeezed by an invisible force!\n\r", victim ); sp_damage( obj, ch, victim, dam, REALM_IMPACT, sn, TRUE ); /* -1 = no dam message */ return TRUE; } bool spell_enhance_weapon( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; /* * Quick way to stop imms (Bash?) enchanting weapons for players */ if( IS_IMMORTAL( ch ) && ch->level != 85 ) { send_to_char( "Nothing Happens.\n\r", ch ); return FALSE; } if( ob->item_type != ITEM_WEAPON || IS_OBJ_STAT( ob, ITEM_EXTRA_MAGIC ) || ob->first_apply != NULL ) return TRUE; paf = new AFFECT_DATA; paf->type = sn; paf->duration = 3 + ( level / 4 ); paf->location = APPLY_HITROLL; paf->modifier = 3; LINK( paf, ob->first_apply, ob->last_apply, next, prev ); paf = new AFFECT_DATA; paf->duration = 3 + ( level / 4 ); paf->location = APPLY_DAMROLL; paf->modifier = 2; LINK( paf, ob->first_apply, ob->last_apply, next, prev ); act( "$p shines brightly.", ch, ob, NULL, TO_CHAR ); act( "$p belonging to $n shines brightly.", ch, ob, NULL, TO_ROOM ); return TRUE; } bool spell_bloody_tears( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell( level, victim ) ) return TRUE; act( "$n's eyes start bleeding!", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your eyes start bleeding!\n\r", victim ); spell_blindness( skill_lookup( "blindness" ), level, ch, vo, obj ); sp_damage( obj, ch, victim, ( level / 2 ), REALM_MIND | NO_REFLECT | NO_ABSORB, sn, FALSE ); /* -1 = no dam message */ return TRUE; } bool spell_mind_bolt( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int cnt; int foo; int dam; cnt = ( level >= 12 ) + ( level >= 30 ) + ( level >= 60 ) + ( ch->level >= 75 ); for( foo = 0; foo < cnt; foo++ ) { if( number_range( 0, 99 ) < 30 ) continue; dam = number_range( level / 4, level * 2 / 3 ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_MIND | NO_REFLECT | NO_ABSORB, sn, TRUE ); /* -1 = no dam message */ } return TRUE; } bool spell_nerve_fire( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *vch; CHAR_DATA *vch_next; if( obj == NULL ) { send_to_char( "You initiate a Nerve Fire attack!!\n\r", ch ); act( "$n concentrates, and initiates a Nerve Fire attack!", ch, NULL, NULL, TO_ROOM ); } else { act( "$p glows with the power of Nerve Fire!", ch, obj, NULL, TO_ROOM ); act( "$p glows with the power of Nerve Fire!", ch, obj, NULL, TO_CHAR ); } CREF( vch_next, CHAR_NEXT ); for( vch = first_char; vch != NULL; vch = vch_next ) { vch_next = vch->next; if( vch->in_room == NULL ) continue; if( vch->in_room == ch->in_room ) { if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) ) { sp_damage( obj, ch, vch, ( level ) + dice( 5, 20 ), REALM_MIND | NO_REFLECT | NO_ABSORB, sn, TRUE ); } continue; } if( vch->in_room->area == ch->in_room->area ) send_to_char( "You notice a slight burning feeling in your body.\n\r", vch ); } CUREF( vch_next ); return TRUE; } bool spell_fighting_trance( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) return FALSE; af.type = sn; af.duration = 6 + ( level / 20 ); af.location = APPLY_HITROLL; af.modifier = get_psuedo_level( ch ) / 10; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = get_psuedo_level( ch ) / 10; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = -10 - get_psuedo_level( ch ) / 10; affect_to_char( victim, &af ); send_to_char( "You feel much stronger.\n\r", victim ); act( "$n looks much stronger.", victim, NULL, NULL, TO_ROOM ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_phase( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_PASS_DOOR ) || item_has_apply( victim, ITEM_APPLY_PASS_DOOR ) ) return FALSE; af.type = sn; af.duration = 3 + ( level / 20 ); af.location = APPLY_AC; af.modifier = -10 - get_psuedo_level( ch ) / 10; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); send_to_char( "Your body switches phase.\n\r", victim ); act( "$n's body switches phase.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_dimension_blade( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; /* * Quick way to stop imms (Bash?) enchanting weapons for players */ if( IS_IMMORTAL( ch ) && ch->level != 85 ) { send_to_char( "Nothing Happens.\n\r", ch ); return FALSE; } if( dice( 4, 5 ) == 20 ) { act( "$p shatters into pieces!", ch, ob, NULL, TO_CHAR ); act( "$p carried by $n shatters!", ch, ob, NULL, TO_ROOM ); extract_obj( ob ); return TRUE; } if( ob->item_type != ITEM_WEAPON || IS_OBJ_STAT( ob, ITEM_EXTRA_MAGIC ) || ob->first_apply != NULL ) return TRUE; paf = new AFFECT_DATA; paf->type = sn; paf->location = APPLY_HITROLL; paf->modifier = 1 + ( level >= 50 ) + ( level >= 60 ) + ( level >= 70 ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); paf = new AFFECT_DATA; paf->location = APPLY_DAMROLL; paf->modifier = 1 + ( level >= 55 ) + ( level >= 70 ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); act( "Part of $p switches into a different plane.", ch, ob, NULL, TO_CHAR ); act( "$n makes $p into a dimension blade.", ch, ob, NULL, TO_ROOM ); return TRUE; } bool spell_produce_food( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_FOOD ), 0 ); mushroom->value[0] = 5 + level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return TRUE; } bool spell_animate( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob; OBJ_DATA *bits; CHAR_DATA *corpse; if( IS_NPC( ch ) ) return FALSE; ob = get_obj_here( ch, target_name ); if( ob == NULL ) { send_to_char( "Couldn't find it.\n\r", ch ); return FALSE; } if( ch->lvl2[3] < 70 ) { send_to_char( " @@eDUE TO A ROLEPLAYING CHANGE, THIS SPELL IS NO LONGER AVAILABLE TO ANY CLASS\n\r", ch ); send_to_char( " BUT a high level @@dNECRMOANCER@@N. THE SKILL HAS BEEN REMOVED FROM YOU CHARACTER, \n\r", ch ); send_to_char( " SORRY FOR THE INCONVIENENCE. @@mTHANK YOU@@N :)\n\r", ch ); ch->pcdata->learned[sn] = 0; return FALSE; } if( ob->item_type != ITEM_CORPSE_NPC ) { send_to_char( "You can't animate that!\n\r", ch ); return FALSE; } act( "$n lays $s hands onto the $p!", ch, ob, NULL, TO_ROOM ); act( "You lay your hands upon the $p.", ch, ob, NULL, TO_CHAR ); act( "Bright bolts of lightning fly out from $p!!", ch, ob, NULL, TO_ROOM ); act( "Bright bolts of lightning fly out from $p!!", ch, ob, NULL, TO_CHAR ); corpse = create_mobile( get_mob_index( MOB_VNUM_ZOMBIE ) ); char_to_room( corpse, ch->in_room ); act( "$n stands up, and stretches slowly.", corpse, NULL, NULL, TO_ROOM ); if( ob->item_type == ITEM_CORPSE_NPC ) { corpse->act.set(ACT_UNDEAD); act( "$n's eyes glow black!", corpse, NULL, NULL, TO_ROOM ); } corpse->level = ob->level; /* Level of (N)PC before death */ corpse->max_hit = dice( 5, level ); corpse->hit = corpse->max_hit; corpse->max_move = dice( 10, level ); corpse->move = corpse->max_move; /* Set Zombie's stats */ for( ;; ) { if( ob->first_in_carry_list == NULL ) break; bits = ob->first_in_carry_list; obj_from_obj( bits ); obj_to_char( bits, corpse ); } extract_obj( ob ); do_wear( corpse, "all" ); /* FIXME: better to check items, then wear... */ corpse->act.set(ACT_PET); SET_BIT( corpse->affected_by, AFF_CHARM ); corpse->extract_timer = get_psuedo_level( ch ) / 3; add_follower( corpse, ch ); return TRUE; } bool spell_see_magic( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_DETECT_MAGIC ) || item_has_apply( victim, ITEM_APPLY_HIDE ) ) return FALSE; af.type = sn; af.duration = 6 + ( level / 4 ); af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); act( "$n's eyes glow briefly.", victim, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_detection( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { char buf[MAX_INPUT_LENGTH]; OBJ_DATA *ob; OBJ_DATA *in_obj; bool found; found = FALSE; for( ob = first_obj; ob != NULL; ob = ob->next ) { if( !can_see_obj( ch, ob ) || !is_name( target_name, ob->name ) || IS_OBJ_STAT(ob,ITEM_EXTRA_RARE) || ( ob->item_type == ITEM_PIECE ) || ( IS_OBJ_STAT(ob,ITEM_EXTRA_UNIQUE) ) || ( !str_prefix( target_name, "unique" ) ) ) continue; for( in_obj = ob; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if( ( in_obj->carried_by != NULL ) && ( IS_IMMORTAL( in_obj->carried_by ) || ( !IS_NPC( in_obj->carried_by ) && IS_WOLF( in_obj->carried_by ) && ( IS_SHIFTED( in_obj->carried_by ) || ( IS_RAGED( in_obj->carried_by ) ) ) ) ) ) break; if( in_obj->carried_by != NULL ) { found = TRUE; snprintf( buf, MSL, "%s carried by %s.\n\r", ob->short_descr, can_see( ch, in_obj->carried_by ) ? PERS( in_obj->carried_by, ch ) : "someone" ); } else { found = TRUE; snprintf( buf, MSL, "%s in %s.\n\r", ob->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER( buf[0] ); send_to_char( buf, ch ); } if( !found ) send_to_char( "You fail to detect any such object.\n\r", ch ); return TRUE; } bool spell_fire_blade( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *blade; if( get_obj_wear( ch, "fireblade" ) != NULL ) return FALSE; /* Only have one at a time.. */ if( remove_obj( ch, WEAR_HOLD_HAND_L, TRUE ) ) { blade = create_object( get_obj_index( OBJ_VNUM_FIREBLADE ), level ); obj_to_char( blade, ch ); equip_char( ch, blade, WEAR_HOLD_HAND_L ); blade->timer = 2 + ( level / 20 ); act( "A blazing Fire Blade appears in $n's hand!", ch, NULL, NULL, TO_ROOM ); send_to_char( "A blazing Fire Blade appears in your hand!\n\r", ch ); } return TRUE; } bool spell_know_weakness( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = 2 + ( level >= 20 ) + ( level >= 40 ) + ( level >= 60 ) + ( level >= 80 ); af.location = APPLY_HITROLL; af.modifier = 3; af.bitvector = 0; affect_to_char( ch, &af ); send_to_char( "You are more aware of your enemy's weaknesses.\n\r", ch ); return TRUE; } bool spell_know_critical( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = 2 + ( level >= 20 ) + ( level >= 40 ) + ( level >= 60 ) + ( level >= 80 ); af.location = APPLY_DAMROLL; af.modifier = 3; af.bitvector = 0; affect_to_char( ch, &af ); send_to_char( "You are more aware of critical damage points.\n\r", ch ); return TRUE; } bool spell_calm( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *ppl; int chance; for( ppl = ch->in_room->first_person; ppl != NULL; ppl = ppl->next_in_room ) if( IS_NPC( ppl ) && ppl != ch ) { chance = ( ( IS_NPC( ch ) ? 50 : ch->pcdata->learned[sn] / 2 ) + ( 5 * ( level - ppl->level ) ) ); if( number_percent( ) < chance ) stop_fighting( ppl, TRUE ); } if( obj == NULL ) { act( "$n emits a great feeling of calm around you.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You emit a great feeling of calm around you.\n\r", ch ); } else { act( "$p glows with a clam light.", ch, obj, NULL, TO_ROOM ); act( "$p glows with a clam light.", ch, obj, NULL, TO_CHAR ); } return TRUE; } bool spell_hypnosis( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return FALSE; } if( !IS_NPC( victim ) ) { send_to_char( "You're not that powerful.\n\r", ch ); return FALSE; } if( IS_AFFECTED( victim, AFF_CHARM ) || IS_AFFECTED( ch, AFF_CHARM ) || level - 5 < victim->level || saves_spell( level, victim ) ) return TRUE; if( IS_VAMP( victim ) && ( IS_NPC( victim ) ) ) { send_to_char( "Wow, it seems to be immune--imagine that!\n\r", ch ); return TRUE; } if( victim->master ) stop_follower( victim ); add_follower( victim, ch ); af.type = sn; af.duration = 3 + ( level / 8 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); victim->extract_timer = get_psuedo_level( ch ) / 3; return TRUE; } bool spell_mind_flail( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { int dam; CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( victim == ch ) return FALSE; if( IS_NPC( victim ) && victim->act.test(ACT_NO_MIND ) ) return TRUE; dam = 5 + ( 10 * ( ( level > 20 ) + ( level >= 40 ) + ( level >= 60 ) + ( level >= 75 ) ) ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_MIND | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_know_item( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; snprintf( buf, MSL, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d.\n\r", ob->name, item_type_name( ob ), extra_bit_name( ob->extra_flags ), ob->weight ); send_to_char( buf, ch ); switch ( ob->item_type ) { case ITEM_SCROLL: case ITEM_POTION: snprintf( buf, MSL, "Level %d spells of:", ob->value[0] ); send_to_char( buf, ch ); if( ob->value[1] >= 0 && ob->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[1]].name, ch ); send_to_char( "'", ch ); } if( ob->value[2] >= 0 && ob->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[2]].name, ch ); send_to_char( "'", ch ); } if( ob->value[3] >= 0 && ob->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: snprintf( buf, MSL, "Has %d(%d) charges of level %d", ob->value[1], ob->value[2], ob->value[0] ); send_to_char( buf, ch ); if( ob->value[3] >= 0 && ob->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[ob->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: snprintf( buf, MSL, " Average damage is %d.\n\r", ( ob->value[1] + ob->value[2] ) / 2 ); send_to_char( buf, ch ); break; case ITEM_ARMOR: snprintf( buf, MSL, "Armor class is %d.\n\r", ob->value[0] ); send_to_char( buf, ch ); break; } for( paf = ob->first_apply; paf != NULL; paf = paf->next ) { if( paf->location != APPLY_NONE && paf->modifier != 0 ) { snprintf( buf, MSL, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } return TRUE; } bool spell_physic_thrust( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { int dam; CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( victim == ch ) return FALSE; if( IS_NPC( victim ) && victim->act.test(ACT_NO_MIND ) ) return TRUE; dam = 5 + ( 20 * ( level > 20 ) + ( level >= 40 ) + ( level >= 60 ) + ( level >= 75 ) ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_MIND | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_physic_crush( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { int dam; CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( victim == ch ) return FALSE; if( IS_NPC( victim ) && victim->act.test(ACT_NO_MIND ) ) return TRUE; dam = get_psuedo_level( ch ) / 2 + ( 30 * ( level > 20 ) + ( level >= 40 ) + ( level >= 60 ) + ( level >= 75 ) ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_MIND | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_ego_whip( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { int dam; CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( victim == ch ) return FALSE; if( IS_NPC( victim ) && victim->act.test(ACT_NO_MIND ) ) return TRUE; dam = 50 + ( 40 * ( level > 20 ) + ( level >= 40 ) + ( level >= 60 ) + ( level >= 75 ) ); if( saves_spell( level, victim ) ) dam /= 2; sp_damage( obj, ch, victim, dam, REALM_MIND | NO_REFLECT | NO_ABSORB, sn, TRUE ); return TRUE; } bool spell_night_vision( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_INFRARED ) || item_has_apply( victim, ITEM_APPLY_INFRA ) ) return ( ch == victim ? FALSE : TRUE ); act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = 4 + ( level / 3 ); 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 ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_stalker( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Fixed problem of stalker not finding victim, and attacking caster, * * thus giving an easy source of xp -S- */ CHAR_DATA *victim; CHAR_DATA *stalker; if( target_name[0] == '\0' ) { send_to_char( "Summon a stalker to hunt who?\n\r", ch ); return FALSE; } victim = get_char_world( ch, target_name ); if( victim == NULL ) { send_to_char( "Target can't be found!\n\r", ch ); return FALSE; } if( ch == victim ) { send_to_char( "That WOULDN'T be wise!\n\r", ch ); return FALSE; } act( "$n calls upon the dark powers to summon forth a Stalker!", ch, NULL, NULL, TO_ROOM ); send_to_char( "You call upon the dark powers to summon forth a Stalker!\n\r", ch ); stalker = create_mobile( get_mob_index( MOB_VNUM_STALKER ) ); char_to_room( stalker, ch->in_room ); act( "$n appears before you suddenly.", stalker, NULL, NULL, TO_ROOM ); stalker->level = victim->level; stalker->max_hit = victim->max_hit; stalker->hit = stalker->max_hit; stalker->exp = victim->level * 10; /* not much exp :P */ if( set_hunt( stalker, ch, victim, NULL, HUNT_MERC, HUNT_CR ) ) act( "$n sniffs the air in search of $s prey.", stalker, NULL, NULL, TO_ROOM ); else { int sn; sn = skill_lookup( "hellspawn" ); if( sn != 0 ) /* Check to be sure... should never == 0 */ ( *skill_table[sn].spell_fun ) ( sn, stalker->level, stalker, ch, NULL ); do_say( stalker, "How dare you waste my time!!" ); act( "$n returns to the dark planes, vanishing suddenly!", stalker, NULL, NULL, TO_ROOM ); /* * char_from_room( stalker ); */ extract_char( stalker, TRUE ); } return TRUE; } bool spell_mystic_armor( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( ch == victim ) { send_to_char( "You are mystically armored, but it suddenly fades away!\n\r", ch ); return FALSE; } if( is_affected( victim, sn ) ) return TRUE; af.type = sn; af.duration = 4 + ( level / 3 ); af.location = APPLY_AC; af.modifier = -10 - get_psuedo_level( ch ) / 8; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by $N's mystic armor.", victim, NULL, ch, TO_ROOM ); act( "$N is surrounded by your mystic armor.", ch, NULL, victim, TO_CHAR ); act( "You are surrounded by $N's mystic armor.", victim, NULL, ch, TO_CHAR ); return TRUE; } bool spell_flare( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell( level, victim ) ) return TRUE; if( victim == ch ) return FALSE; af.type = sn; af.location = APPLY_HITROLL; af.modifier = level / 4; af.duration = 1 + ( level / 4 ); af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); act( "$n invokes the power of Ra to produce a solar flare which blinds $N!", ch, NULL, victim, TO_NOTVICT ); act( "$N invokes the power of Ra to produce a solar flare. You are BLINDED!", victim, NULL, ch, TO_CHAR ); act( "You invoke the power of Ra to produce a solar flare, which blinds $N!", ch, NULL, victim, TO_CHAR ); return TRUE; } bool spell_travel( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Transfer the player to Midgaard recall */ ROOM_INDEX_DATA *room; if( ch->fighting != NULL ) { send_to_char( "You can't travel when fighting!\n\r", ch ); return FALSE; } if( ( room = get_room_index( 3001 ) ) == NULL ) { send_to_char( "It seems the Midgaard Temple has vanished!\n\r", ch ); return FALSE; } act( "$n is engulfed by a stream of green light!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, room ); act( "$n arrives, carried by a stream of green light!", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return TRUE; } bool spell_window( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Create a magic window to look into another room */ OBJ_DATA *beacon; OBJ_DATA *ob; if( target_name[0] == '\0' ) { send_to_char( "Form a window to whom?\n\r", ch ); return FALSE; } beacon = get_obj_world( ch, target_name ); if( beacon == NULL || beacon->item_type != ITEM_BEACON ) { send_to_char( "Couldn't find target. Sorry.\n\r", ch ); return FALSE; } if( beacon->in_room == NULL ) { send_to_char( "It seems that someone is carrying it.\n\r", ch ); return FALSE; } if( str_cmp( beacon->owner, ch->name ) ) { send_to_char( "That's not one of YOUR beacons!\n\r", ch ); return FALSE; } act( "$n creates a magic window with a wave of $s hand.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You create a magic window with a wave of your hand.\n\r", ch ); ob = create_object( get_obj_index( OBJ_VNUM_WINDOW ), level ); obj_to_room( ob, ch->in_room ); ob->timer = 1 + ( level / 30 ); ob->value[0] = beacon->in_room->vnum; ob->value[1] = 1; send_to_room( "The beacon suddenly vanishes!\n\r", beacon->in_room ); extract_obj( beacon ); return TRUE; } bool spell_portal( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Create a magic portal to another room */ OBJ_DATA *beacon; OBJ_DATA *ob; if( deathmatch ) { send_to_char( "Not during a @@eDeath Match@@N!!!\n\r", ch ); return FALSE; } if( target_name[0] == '\0' ) { send_to_char( "Form a portal to what?\n\r", ch ); return FALSE; } beacon = get_obj_world( ch, target_name ); if( beacon == NULL || beacon->item_type != ITEM_BEACON ) { send_to_char( "Couldn't find target. Sorry.\n\r", ch ); return FALSE; } if( beacon->in_room == NULL ) { send_to_char( "It seems that someone is carrying it.\n\r", ch ); return FALSE; } if( str_cmp( beacon->owner, ch->name ) ) { send_to_char( "That's not one of YOUR beacons!\n\r", ch ); return FALSE; } ob = create_object( get_obj_index( OBJ_VNUM_PORTAL ), level ); obj_to_room( ob, ch->in_room ); ob->timer = 1 + ( level / 30 ); ob->value[0] = ( beacon->carried_by == NULL ? beacon->in_room->vnum : beacon->carried_by->in_room->vnum ); ob->value[1] = 1; ob->value[2] = 1; act( "$n creates $p with a wave of $s hand.", ch, ob, NULL, TO_ROOM ); act( "You create $p with a wave of your hand.", ch, ob, NULL, TO_CHAR ); ob = create_object( get_obj_index( OBJ_VNUM_PORTAL ), level ); obj_to_room( ob, beacon->in_room ); ob->timer = 1 + ( level / 30 ); ob->value[0] = ch->in_room->vnum; ob->value[1] = 1; ob->value[2] = 1; send_to_room( "The beacon suddenly vanishes!\n\r", beacon->in_room ); send_to_room( "A glowing portal suddenly forms before you!\n\r", ob->in_room ); extract_obj( beacon ); return TRUE; } bool spell_beacon( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Create a beacon, ready for a portal to 'goto'. * * I owe someone thanks for this, but forgot the name... D'oh. * * How this works: (+ for portals, etc ) * * a) Caster makes beacon: ownership set, obj->name = target_name * * b) Someone goes off with beacon, drops it * * c) Owner can then cast portal spell to it, beacon extracted * * -S- */ char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; OBJ_DATA *ob; one_argument( target_name, arg ); ob = get_obj_world( ch, arg ); if( ob != NULL ) { send_to_char( "There is already an object with that keyword.\n\r", ch ); return FALSE; } ob = create_object( get_obj_index( OBJ_VNUM_BEACON ), level ); snprintf( buf, MSL, "%s", arg ); free_string( ob->name ); ob->name = str_dup( arg ); snprintf( buf, MSL, "%s", ch->name ); free_string( ob->owner ); ob->owner = str_dup( buf ); ob->timer = 20 + (level / 3); obj_to_room( ob, ch->in_room ); act( "$n magically produces $p!", ch, ob, NULL, TO_ROOM ); act( "You magically produce $p!", ch, ob, NULL, TO_CHAR ); return TRUE; } bool spell_seal_room( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_ENCAPS ) ) { send_to_char( "This room is already sealed!\n\r", ch ); return FALSE; } if( room->area->flags.test(AFLAG_NO_ROOM_AFF) ) { send_to_char( "A strange @@eDeamon@@N appears, waggles it's finger at you, and shakes its(?) head!\n\r", ch ); return FALSE; } if( deathmatch ) { if( ch->hit < 150 ) { send_to_char( "You don't have enough life force remaining!\n\r", ch ); return FALSE; } else { send_to_char( "@@eYou feel some of your life force rip from your soul!@@N\n\r", ch ); ch->hit -= 100; } } act( "$n spreads his hands into the air and ejects a web of energy!", ch, NULL, NULL, TO_ROOM ); send_to_char( "You spread your hands into the air and eject a web of energy!\n\r", ch ); raf.type = sn; raf.level = level; raf.duration = ( level / 20 ) + 2; raf.bitvector = ROOM_BV_ENCAPS; raf.caster = ch; affect_to_room( room, &raf ); return TRUE; } bool spell_deflect_weapon( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) return FALSE; af.type = sn; af.duration = (level + 2); af.modifier = -40 - get_psuedo_level( ch ) / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel a mind shield form around you.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_black_hand( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; act( "You summon a hand of death, and it chokes $N!", ch, NULL, victim, TO_CHAR ); act( "A Black Hand grows from the shadows, and begins to choke $N!", ch, NULL, victim, TO_NOTVICT ); act( "$n summons a Black Hand from the shadows, which begins to choke you!", ch, NULL, victim, TO_VICT ); if( saves_spell( level, victim ) || IS_VAMP( victim ) || is_affected( victim, sn ) ) { send_to_char( "The Black Hand dissolves back into the shadows!\n\r", victim ); send_to_char( "The Black Hand dissolves back into the shadows!\n\r", ch ); act( "The Black Hand dissolves back into the shadows!", ch, NULL, victim, TO_NOTVICT ); return TRUE; } af.type = sn; af.duration = 3; af.location = APPLY_HIT; af.modifier = level; af.bitvector = 0; af.caster = ch; affect_to_char( victim, &af ); act( "The Black Hand surrounds $N and begins to choke!", ch, NULL, victim, TO_ROOM ); return TRUE; } bool spell_throw_needle( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( !sp_damage( obj, ch, ( CHAR_DATA * ) vo, dice( 2, level ), REALM_POISON, sn, TRUE ) ) return TRUE; if( !saves_spell( level, victim ) ) { af.type = sn; af.duration = 12 + ( level / 10 ); af.location = APPLY_STR; af.modifier = -3; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); act( "$n looks very sick.", victim, NULL, NULL, TO_ROOM ); } return TRUE; } bool spell_morale( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; CHAR_DATA *gch; for( gch = ch->in_room->first_person; gch != NULL; gch = gch->next_in_room ) { if( is_affected( gch, sn ) || !is_same_group( ch, gch ) ) continue; act( "$n seems much more willing to fight.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You are inspired to fight better!\n\r", gch ); af.type = sn; af.duration = 4 + ( level / 5 ); af.location = APPLY_DAMROLL; af.modifier = get_psuedo_level( ch ) / 10; af.bitvector = 0; affect_to_char( gch, &af ); } send_to_char( "You inspire the troops!\n\r", ch ); return TRUE; } bool spell_leadership( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; CHAR_DATA *gch; for( gch = ch->in_room->first_person; gch != NULL; gch = gch->next_in_room ) { if( is_affected( gch, sn ) || !is_same_group( ch, gch ) ) continue; act( "$n looks more courageous!", gch, NULL, NULL, TO_ROOM ); send_to_char( "You fell courage wash over you!\n\r", gch ); af.type = sn; af.duration = 4 + ( level / 5 ); af.location = APPLY_HITROLL; af.modifier = get_psuedo_level( ch ) / 10; af.bitvector = 0; affect_to_char( gch, &af ); } send_to_char( "You inspire the troops!\n\r", ch ); return TRUE; } bool spell_ice_bolt( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = 150 + dice( level / 4, 12 ); if( saves_spell( level, victim ) ) { float tmp = dam; tmp /= 1.2; dam = (int)tmp; } sp_damage( obj, ch, victim, dam, REALM_COLD, sn, TRUE ); return TRUE; } bool spell_waterelem( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the elemental forces of @@lwater@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the elemental forces of @@lwater@@N.", ch, obj, NULL, TO_CHAR ); act( "A waterfall appears, and an elemental steps from the pool!!", ch, obj, NULL, TO_ROOM ); act( "A waterfall appears, and an elemental steps from the pool!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_WATERELEM ) ); char_to_room( summoned, ch->in_room ); act( "$n floods from the pool, drawing all the water into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_skeleton( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the @@dNegative Plane@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the @@dNegative Plane@@N.", ch, obj, NULL, TO_CHAR ); act( "The ground opens beneath you, and a skeleton crawls out of the graveyard filth!!", ch, obj, NULL, TO_ROOM ); act( "The ground opens beneath you, and a skeleton crawls out of the graveyard filth!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_SKELETON ) ); char_to_room( summoned, ch->in_room ); act( "$n Stands erect, and bow's towards it's master.", summoned, NULL, NULL, TO_ROOM ); /* * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_poison_weapon( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; /* * Quick way to stop imms (Bash?) enchanting weapons for players */ if( IS_IMMORTAL( ch ) && ch->level != 85 ) { send_to_char( "Nothing Happens.\n\r", ch ); return FALSE; } if( ob->item_type != ITEM_WEAPON ) { send_to_char( "That is not a weapon!.\n\r", ch ); return FALSE; } /* * This is gonna fuck up a lot.. paf->type isnt saved for objects in * pfiles.. -- Alty */ for( paf = ob->first_apply; paf != NULL; paf = paf->next ) { if( paf->type == sn ) { send_to_char( "That weapon is already poisoned!.\n\r", ch ); return FALSE; } } paf = new AFFECT_DATA; paf->type = sn; paf->location = APPLY_DAMROLL; paf->modifier = UMIN( ( level / 30 ) + 1, ob->level ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); return TRUE; } void do_disguise( CHAR_DATA * ch, char *argument ) { char arg[MAX_STRING_LENGTH]; if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_disguise] == 0 ) { send_to_char( "You are not trained in this skill!\n\r", ch ); return; } one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( " Enter the disguise name, or reset to reset your description to normal.\n\r", ch ); return; } if( !str_cmp( arg, "reset" ) ) { free_string( ch->long_descr ); ch->long_descr = str_dup( ch->long_descr_orig ); return; } else { free_string( ch->long_descr ); strncat( argument, "\n\r", MSL ); ch->long_descr = str_dup( argument ); send_to_char( "You are now Disguised!!!\n\r", ch ); return; } return; } bool spell_fireshield( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { MAGIC_SHIELD *shield; AFFECT_DATA af; bool char_login = FALSE; if( ( !IS_NPC( ch ) ) && ( ch->desc != NULL ) && ( ch->desc->connected == CON_SETTING_STATS ) ) char_login = TRUE; /* check to see if victim is already flaming if ( is_shielded( victim, FLAME_SHIELD ) ) return FALSE; for now, we are gonna allow only one shield up at a time */ if( ch->first_shield != NULL ) { return FALSE; } af.type = sn; af.duration = get_psuedo_level( ch ) / 10; if( char_login ) af.duration /= 2; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); GET_FREE( shield, shield_free ); shield->name = str_dup( "@@eFIRE@@N" ); shield->type = FLAME_SHIELD; shield->harmfull = TRUE; shield->attack_dam = number_range( ( level * 3 ), ( level * 5 ) ); shield->percent = 10 + ( get_psuedo_level( ch ) / 10 ); shield->hits = 5000 + ( get_psuedo_level( ch ) * 10 ); shield->sn = sn; if( char_login ) shield->hits /= ( number_range( 2, 10 ) ); shield->absorb_message_room = str_dup( "@@N$n's @@eshield@@N flares and envelops $N in @@eflames@@N!!" ); shield->absorb_message_victim = str_dup( "@@N$N's @@eshield@@N flares, and envelops you with @@eflame@@N!!" ); shield->absorb_message_self = str_dup( "@@NYour @@eshield@@N flares, and envelops $N with @@eflame@@N!!!" ); shield->wearoff_room = str_dup( "@@N$n's @@eshield@@N @@yFLAMES OUT@@N!!!!!" ); shield->wearoff_self = str_dup( "@@NYour @@eshield@@N @@yFLAMES OUT@@N!!!!!" ); LINK( shield, ch->first_shield, ch->last_shield, next, prev ); send_to_char( "@@NYou @@eburst@@N into @@Rflames@@N!\n\r", ch ); act( "@@N$n @@ebursts@@N into @@Rflames@@N!", ch, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_iceshield( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { MAGIC_SHIELD *shield; AFFECT_DATA af; bool char_login = FALSE; if( ( !IS_NPC( ch ) ) && ( ch->desc != NULL ) && ( ch->desc->connected == CON_SETTING_STATS ) ) char_login = TRUE; /* check to see if victim is already flaming if ( is_shielded( victim, ICE_SHIELD ) ) return FALSE; for now, we are gonna allow only one shield up at a time */ if( ch->first_shield != NULL ) { return FALSE; } af.type = sn; af.duration = get_psuedo_level( ch ) / 15; if( char_login ) af.duration /= 2; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); GET_FREE( shield, shield_free ); shield->name = str_dup( "@@aICE@@N" ); shield->type = ICE_SHIELD; shield->harmfull = FALSE; shield->attack_dam = 0; shield->percent = 50 + ( get_psuedo_level( ch ) / 6 ); shield->hits = 15000 + ( get_psuedo_level( ch ) * 50 ); shield->sn = sn; if( char_login ) shield->hits /= ( number_range( 2, 10 ) ); shield->absorb_message_room = str_dup( "@@N$n's @@ashield@@N absorbs the blow@@N!!" ); shield->absorb_message_victim = str_dup( "@@N$N's @@ashield@@N absorbs the blow@@N!!" ); shield->absorb_message_self = str_dup( "@@NYour @@ashield@@N absorbs the blow@@N!!!" ); shield->wearoff_room = str_dup( "@@N$n's @@ashield @@Nis @@rSHATTERED@@N!!!" ); shield->wearoff_self = str_dup( "@@NYour @@ashield@@N is @@rSHATTERED@@N!!!" ); LINK( shield, ch->first_shield, ch->last_shield, next, prev ); send_to_char( "@@NYou are encased in @@aIce@@N!\n\r", ch ); act( "@@N$n is encased in @@aIce@@N!!", ch, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_shockshield( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { MAGIC_SHIELD *shield; AFFECT_DATA af; bool char_login = FALSE; if( ( !IS_NPC( ch ) ) && ( ch->desc != NULL ) && ( ch->desc->connected == CON_SETTING_STATS ) ) char_login = TRUE; /* check to see if victim is already flaming if ( is_shielded( victim, SHOCK_SHIELD ) ) return FALSE; for now, we are gonna allow only one shield up at a time */ if( ch->first_shield != NULL ) { return FALSE; } af.type = sn; af.duration = get_psuedo_level( ch ) / 7; if( char_login ) af.duration /= 2; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); GET_FREE( shield, shield_free ); shield->name = str_dup( "@@lSHOCK@@N" ); shield->type = SHOCK_SHIELD; shield->harmfull = TRUE; shield->attack_dam = number_range( ( level * 2 ), ( level * 4 ) ); shield->percent = 25 + get_psuedo_level( ch ) / 9; shield->hits = 7000 + get_psuedo_level( ch ) * 20; shield->sn = sn; if( char_login ) shield->hits /= ( number_range( 2, 10 ) ); shield->absorb_message_room = str_dup( "@@N$n's @@lshield@@N @@ysparks,@@N and zaps $N@@N!!" ); shield->absorb_message_victim = str_dup( "@@N$N's @@lshield@@N @@ysparks@@N, and zaps you@@N!!" ); shield->absorb_message_self = str_dup( "@@NYour @@lshield@@N @@ysparks@@N, and zaps $N@@N!!!" ); shield->wearoff_room = str_dup( "@@N$n's @@lshield@@N @@aDISSAPATES@@N!!!!!" ); shield->wearoff_self = str_dup( "@@NYour @@lshield@@N @@aDISSAPATES@@N!!!!!" ); LINK( shield, ch->first_shield, ch->last_shield, next, prev ); send_to_char( "@@NYou are surrounded by an @@lelectric field@@N!!\n\r", ch ); act( "@@N$n is surrounded in an @@lelectric field@@N!!", ch, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_shadowshield( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { MAGIC_SHIELD *shield; AFFECT_DATA af; bool char_login = FALSE; if( ( !IS_NPC( ch ) ) && ( ch->desc != NULL ) && ( ch->desc->connected == CON_SETTING_STATS ) ) char_login = TRUE; /* check to see if victim is already flaming if ( is_shielded( victim, FLAME_SHIELD ) ) return FALSE; for now, we are gonna allow only one shield up at a time */ if( ch->first_shield != NULL ) { return FALSE; } af.type = sn; af.duration = get_psuedo_level( ch ) / 10; if( char_login ) af.duration /= 2; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); GET_FREE( shield, shield_free ); shield->name = str_dup( "@@dSHADOW@@N" ); shield->type = FLAME_SHIELD; shield->harmfull = TRUE; shield->attack_dam = number_range( (int)( level * 2 ), (int)( level * 4.5 ) ); shield->percent = 20; shield->hits = 3000; shield->sn = sn; if( char_login ) shield->hits /= ( number_range( 2, 10 ) ); shield->absorb_message_room = str_dup( "@@N$n's @@eshield@@N flares and envelops $N in @@eflames@@N!!" ); shield->absorb_message_victim = str_dup( "@@N$N's @@eshield@@N flares, and envelops you with @@eflame@@N!!" ); shield->absorb_message_self = str_dup( "@@NYour @@eshield@@N flares, and envelops $N with @@eflame@@N!!!" ); shield->wearoff_room = str_dup( "@@N$n's @@dshield@@N @@dDISSAPATES@@N!!!!!" ); shield->wearoff_self = str_dup( "@@NYour @@dshield@@N @@dDISSAPATES@@N!!!!!" ); LINK( shield, ch->first_shield, ch->last_shield, next, prev ); send_to_char( "You burst into flames!\n\r", ch ); act( "$n bursts into flames!", ch, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_thoughtshield( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { MAGIC_SHIELD *shield; AFFECT_DATA af; bool char_login = FALSE; if( ( !IS_NPC( ch ) ) && ( ch->desc != NULL ) && ( ch->desc->connected == CON_SETTING_STATS ) ) char_login = TRUE; /* check to see if victim is already flaming if ( is_shielded( victim, FLAME_SHIELD ) ) return FALSE; for now, we are gonna allow only one shield up at a time */ if( ch->first_shield != NULL ) { return FALSE; } af.type = sn; af.duration = get_psuedo_level( ch ) / 10; if( char_login ) af.duration /= 2; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); GET_FREE( shield, shield_free ); shield->name = str_dup( "@@mTHOUGHT@@N" ); shield->type = FLAME_SHIELD; shield->harmfull = TRUE; shield->attack_dam = number_range( (int)( level * 2 ), (int)( level * 4.5 ) ); shield->percent = 20; shield->hits = 3000; shield->sn = sn; if( char_login ) shield->hits /= ( number_range( 2, 10 ) ); shield->absorb_message_room = str_dup( "@@N$n's @@eshield@@N flares and envelops $N in @@eflames@@N!!" ); shield->absorb_message_victim = str_dup( "@@N$N's @@eshield@@N flares, and envelops you with @@eflame@@N!!" ); shield->absorb_message_self = str_dup( "@@NYour @@eshield@@N flares, and envelops $N with @@eflame@@N!!!" ); shield->wearoff_room = str_dup( "@@N$n's @@dshield@@N @@dDISSAPATES@@N!!!!!" ); shield->wearoff_self = str_dup( "@@NYour @@dshield@@N @@dDISSAPATES@@N!!!!!" ); LINK( shield, ch->first_shield, ch->last_shield, next, prev ); send_to_char( "You burst into flames!\n\r", ch ); act( "$n bursts into flames!", ch, NULL, NULL, TO_ROOM ); return TRUE; } bool spell_ethereal( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { /* * Ethereal travel :) * * * * Zenithar */ if( deathmatch ) { send_to_char( "Not during a @@eDeath Match@@N!!\n\r", ch ); return FALSE; } if( ch->in_room->room_flags.test(RFLAG_NO_RECALL) && ( !IS_NPC( ch ) && ( !ch->act.test(ACT_INTELLIGENT ) ) ) ) { send_to_char( "You failed.\n\r", ch ); return FALSE; } /* * Check is ch screws up, and ends up in limbo... <grin> */ if( ( number_percent( ) < 15 ) && ( !IS_NPC( ch ) ) ) /* 15% chance */ { send_to_char( "@@NYou get distracted, and appear in the middle of @@dnowhere@@N!\n\r", ch ); act( "@@N$n begins to disperse into @@lghostly @@Nparticles, then disappears!!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); if( ch->riding != NULL ) { char_from_room( ch->riding ); char_to_room( ch->riding, get_room_index( ROOM_VNUM_LIMBO ) ); } act( "@@N$n coelesces from a @@lghostly@@N image into the room.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); return TRUE; } act( "@@N$n begins to disperse into @@lghostly @@Nparticles, then disappears!!", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_ETHEREAL_PLANE ) ); if( ch->riding != NULL ) { char_from_room( ch->riding ); char_to_room( ch->riding, get_room_index( ROOM_VNUM_ETHEREAL_PLANE ) ); } act( "@@N$n coelesces from a @@lghostly@@N image into the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou enter the @@lEthereal Plane@@N!\n\r", ch ); do_look( ch, "auto" ); return TRUE; } bool spell_fireelem( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the elemental forces of @@efire@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the elemental forces of @@efire@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NA @@ebonfire@@N appears, and an elemental steps from the flames!!", ch, obj, NULL, TO_ROOM ); act( "@@NA @@ebonfire@@N appears, and an elemental steps from the flames!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_FIREELEM ) ); char_to_room( summoned, ch->in_room ); act( "$n leaps from the bonfire, drawing all the @@eflames@@N into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_rune_fire( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_FIRE_RUNE ) ) { send_to_char( "@@NThere is already a @@eFire@@N Rune operating here!\n\r", ch ); return FALSE; } if( room->area->flags.test(AFLAG_NO_ROOM_AFF) ) { send_to_char( "A strange @@eDeamon@@N appears, waggles it's finger at you, and shakes its(?) head!\n\r", ch ); return FALSE; } act( "$n draws a mystical @@eFire@@N Rune in the air.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou draw a @@eFire@@N Rune in the air.\n\r", ch ); raf.type = sn; raf.duration = ( level ) + number_range( 2, 20 ); raf.level = level; raf.bitvector = ROOM_BV_FIRE_RUNE; raf.caster = ch; raf.modifier = ( level * 3 ) - number_range( 10, 50 ); affect_to_room( room, &raf ); return TRUE; } bool spell_rune_poison( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_POISON_RUNE ) ) { send_to_char( "@@NThere is already a @@dPoison@@N Rune operating here!\n\r", ch ); return FALSE; } if( room->area->flags.test(AFLAG_NO_ROOM_AFF) ) { send_to_char( "A strange @@eDeamon@@N appears, waggles it's finger at you, and shakes its(?) head!\n\r", ch ); return FALSE; } act( "$n draws a mystical @@dPoison@@N Rune in the air.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou draw a @@dPoison@@N Rune in the air.\n\r", ch ); raf.type = sn; raf.duration = ( level ) + number_range( 2, 20 ); raf.level = level; raf.bitvector = ROOM_BV_POISON_RUNE; raf.caster = ch; raf.modifier = 0; affect_to_room( room, &raf ); return TRUE; } bool spell_rune_shock( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_SHOCK_RUNE ) ) { send_to_char( "@@NThere is already a @@lShock@@N Rune operating here!\n\r", ch ); return FALSE; } if( room->area->flags.test(AFLAG_NO_ROOM_AFF) ) { send_to_char( "A strange @@eDeamon@@N appears, waggles it's finger at you, and shakes its(?) head!\n\r", ch ); return FALSE; } act( "$n draws a mystical @@lShock@@N Rune in the air.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou draw a @@lShock@@N Rune in the air.\n\r", ch ); raf.type = sn; raf.duration = ( level ) + number_range( 2, 20 ); raf.level = level; raf.bitvector = ROOM_BV_SHOCK_RUNE; raf.caster = ch; raf.modifier = ( level * 3 ) - number_range( 10, 50 ); affect_to_room( room, &raf ); return TRUE; } bool spell_healing_light( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_HEAL_REGEN ) ) { send_to_char( "@@NThere is already a @@mHealing Light@@N operating here!\n\r", ch ); return FALSE; } act( "@@NA majestic @@mHealing Light@@N fills the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou fill the room with a majestic @@mHealing Light@@N.\n\r", ch ); raf.type = sn; raf.duration = ( level / 8 ) + number_range( 2, 10 ); raf.level = level; raf.bitvector = ROOM_BV_HEAL_REGEN; raf.caster = ch; raf.modifier = 0; affect_to_room( room, &raf ); return TRUE; } bool spell_wither_shadow( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_HEAL_STEAL ) ) { send_to_char( "@@NThere is already a @@dWithering Shadow@@N operating here!\n\r", ch ); return FALSE; } if( room->area->flags.test(AFLAG_NO_ROOM_AFF) ) { send_to_char( "A strange @@eDeamon@@N appears, waggles it's finger at you, and shakes its(?) head!\n\r", ch ); return FALSE; } act( "@@NA deadly @@dWithering Shadow@@N fills the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou fill the room with a deadly @@dWithering Shadow@@N.\n\r", ch ); raf.type = sn; raf.duration = ( level / 8 ) + number_range( 2, 10 ); raf.level = level; raf.bitvector = ROOM_BV_HEAL_STEAL; raf.caster = ch; raf.modifier = 0; affect_to_room( room, &raf ); return TRUE; } bool spell_mana_flare( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_MANA_REGEN ) ) { send_to_char( "@@NThere is already a @@eMana Flare@@N operating here!\n\r", ch ); return FALSE; } act( "@@NA powerful @@eMana Flare@@N encompasses the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou fill the room with a powerful @@eMana Flare@@N.\n\r", ch ); raf.type = sn; raf.duration = ( level / 8 ) + number_range( 2, 10 ); raf.level = level; raf.bitvector = ROOM_BV_MANA_REGEN; raf.caster = ch; raf.modifier = 0; affect_to_room( room, &raf ); return TRUE; } bool spell_mana_drain( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_MANA_STEAL ) ) { send_to_char( "@@NThere is already a @@dMana Drain@@N operating here!\n\r", ch ); return FALSE; } if( room->area->flags.test(AFLAG_NO_ROOM_AFF) ) { send_to_char( "A strange @@eDeamon@@N appears, waggles it's finger at you, and shakes its(?) head!\n\r", ch ); return FALSE; } act( "@@NA mind-sapping @@dMana Drain@@N fills the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou fill the room with a mind-sapping @@dMana Drain@@N.\n\r", ch ); raf.type = sn; raf.duration = ( level / 8 ) + number_range( 2, 10 ); raf.level = level; raf.bitvector = ROOM_BV_MANA_STEAL; raf.caster = ch; raf.modifier = 0; affect_to_room( room, &raf ); return TRUE; } bool spell_cage( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_HOLD ) ) { send_to_char( "@@NThere is already a @@rCage@@N operating here!\n\r", ch ); return FALSE; } act( "@@NA paralysing @@rCage@@N surrounds the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou surround the room with a paralyzing @@rCage@@N.\n\r", ch ); raf.type = sn; raf.duration = ( level / 20 ) + number_range( 2, 10 ); raf.level = level; raf.bitvector = ROOM_BV_HOLD; raf.caster = ch; raf.modifier = 0; affect_to_room( room, &raf ); return TRUE; } bool spell_cloak_flaming( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = ch->level / 8; af.location = 0; af.modifier = 0; af.bitvector = AFF_CLOAK_FLAMING; affect_to_char( ch, &af ); return TRUE; } bool spell_cloak_reflect( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = ch->level / 8; af.location = 0; af.modifier = 0; af.bitvector = AFF_CLOAK_REFLECTION; affect_to_char( ch, &af ); return TRUE; } bool spell_cloak_absorb( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = ch->level / 8; af.location = 0; af.modifier = 0; af.bitvector = AFF_CLOAK_ABSORPTION; affect_to_char( ch, &af ); return TRUE; } bool spell_cloak_adept( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; if( IS_NPC( ch ) ) return FALSE; af.type = sn; af.duration = get_psuedo_level( ch ) / 5; af.location = 0; af.modifier = 0; af.bitvector = AFF_CLOAK_ADEPT; affect_to_char( ch, &af ); return TRUE; } bool spell_cloak_regen( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = get_psuedo_level( ch ) / 10; af.location = 0; af.modifier = 0; af.bitvector = AFF_CLOAK_REGEN; affect_to_char( ch, &af ); return TRUE; } bool spell_room_dispel( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA *raf; ROOM_AFFECT_DATA *raf_next; int chance = 0; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_NPC( ch ) && ch->act.test(ACT_INTELLIGENT ) ) chance = 1000; else chance = ch->level + 20; act( "$n gestures demonically at the magical spells around the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou gesture demonically!\n\r", ch ); for( raf = room->first_room_affect; raf != NULL; raf = raf_next ) { raf_next = raf->next; if( number_percent( ) < chance ) { r_affect_remove( room, raf ); chance = ( 2 * chance ) / 3; } else break; } return TRUE; } bool spell_throw_star( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( !sp_damage( obj, ch, ( CHAR_DATA * ) vo, dice( 5, level / 2 ) + dice( 5, level / 2 ) + level, REALM_POISON, sn, TRUE ) ) return TRUE; if( !saves_spell( level, victim ) ) { af.type = sn; af.duration = 12 + ( level / 10 ); af.location = APPLY_DAMROLL; af.modifier = -level / 3; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); act( "$n looks very sick.", victim, NULL, NULL, TO_ROOM ); } return TRUE; } bool spell_soul_net( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { ROOM_INDEX_DATA *room; ROOM_AFFECT_DATA raf; room = ch->in_room; if( room == NULL ) return FALSE; if( IS_SET( room->affected_by, ROOM_BV_SOUL_NET ) ) { send_to_char( "@@NThere is already a @@dSoul Net@@N operating here!\n\r", ch ); return FALSE; } act( "@@NA demonic @@dSoul Net@@N enshrouds the room.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou enshroud the room with a demonic @@dSoul Net@@N.\n\r", ch ); raf.type = sn; raf.duration = ( level / 8 ); raf.level = level; raf.bitvector = ROOM_BV_SOUL_NET; raf.caster = ch; raf.modifier = 0; affect_to_room( room, &raf ); return TRUE; } bool spell_condense_soul( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; if( IS_NPC( ch ) ) return FALSE; if( ob->item_type != ITEM_SOUL ) { send_to_char( "That is not a soul!.\n\r", ch ); return FALSE; } if( ob->level < 80 ) { send_to_char( "Bah!! That soul is to weak to use!!\n\r", ch ); return FALSE; } extract_obj( ob ); ob = create_object( get_obj_index( OBJ_VNUM_SOUL_POTION ), level ); obj_to_char( ob, ch ); act( "@@N$n gestures diabolically, and his captured soul condenses into a@@dSoul Potion@@N.", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@NYou condense the soul and some of your life force into a @@dSoul potion@@N.\n\r", ch ); ch->max_hit -= 75; ch->pcdata->hp_from_gain -= 75; return TRUE; } bool spell_restoration( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { char buf[MAX_STRING_LENGTH]; if( IS_NPC( ch ) ) return FALSE; ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; if( !IS_NPC( ch ) ) ch->pcdata->super->energy = ch->pcdata->super->energy_max; send_to_char( "@@eTHe life force of tha captured soul restores you!\n\r", ch ); snprintf( buf, MSL, " %s has used a restoration spell.\n\r", ch->name ); monitor_chan( buf, MONITOR_BAD ); return TRUE; } bool spell_infuse( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { OBJ_DATA *ob = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; OBJ_DATA *obj_soul; if( IS_NPC( ch ) ) return FALSE; /* * Quick way to stop imms (Bash?) enchanting weapons for players */ if( IS_IMMORTAL( ch ) && ch->level != 85 ) { send_to_char( "Nothing Happens.\n\r", ch ); return FALSE; } if( IS_NPC( ch ) ) return FALSE; if( ( obj_soul = get_eq_char( ch, WEAR_HOLD_HAND_L ) ) == NULL ) if( ( obj_soul = get_eq_char( ch, WEAR_HOLD_HAND_R ) ) == NULL ) { send_to_char( "@@NYou must be holding a @@eSoul@@N to cast this spell!!\n\r", ch ); return FALSE; } if( obj_soul->item_type != ITEM_SOUL ) { send_to_char( "@@NYou are not holding a @@eSoul@@N!!\n\r", ch ); return FALSE; } if( ob->item_type != ITEM_WEAPON ) { send_to_char( "That is not a weapon!.\n\r", ch ); return FALSE; } for( paf = ob->first_apply; paf != NULL; paf = paf->next ) { if( paf->type == sn ) { send_to_char( "That weapon is already infused with a soul!.\n\r", ch ); return FALSE; } } if( ch->pcdata->hp_from_gain < 100 ) { send_to_char( "You have exhausted your life force, and are unable to" " control the necromantic forces necessary for this act.\n\r", ch ); return FALSE; } paf = new AFFECT_DATA; paf->type = sn; paf->location = APPLY_DAMROLL; paf->modifier = ( obj_soul->level / 8 ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); paf = new AFFECT_DATA; paf->type = sn; paf->location = APPLY_AC; paf->modifier = -( obj_soul->level / 2 ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); paf = new AFFECT_DATA; paf->type = sn; paf->location = APPLY_MANA; paf->modifier = obj_soul->level / 3; LINK( paf, ob->first_apply, ob->last_apply, next, prev ); paf = new AFFECT_DATA; paf->type = sn; paf->location = APPLY_HITROLL; paf->modifier = ( obj_soul->level / 8 ); LINK( paf, ob->first_apply, ob->last_apply, next, prev ); ob->extra_flags.set(ITEM_EXTRA_NO_DISARM); ob->extra_flags.set(ITEM_EXTRA_NO_DROP); ob->extra_flags.set(ITEM_EXTRA_NO_AUCTION); ob->extra_flags.set(ITEM_EXTRA_NO_SAC); ob->extra_flags.set(ITEM_EXTRA_NO_LOOT); ob->extra_flags.set(ITEM_EXTRA_ANTI_GOOD); ob->extra_flags.set(ITEM_EXTRA_NO_LOOT); ob->obj_fun = obj_fun_lookup( "objfun_infused_soul" ); extract_obj( obj_soul ); act( "@@N$n gestures diabolically, and his captured @@esoul@@N is infused into his $P.", ch, NULL, ob, TO_ROOM ); send_to_char( "@@NYou condense the soul and some of your life force into your weapon.\n\r", ch ); ch->max_hit -= 100; ch->pcdata->hp_from_gain -= 100; do_save( ch, "auto" ); return TRUE; } bool spell_holy_light( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *gch; for( gch = ch->in_room->first_person; gch != NULL; gch = gch->next_in_room ) { if( !is_same_group( ch, gch ) ) continue; act( "$N is invigorated by the light shining off of $n!", ch, NULL, gch, TO_NOTVICT ); send_to_char( "You feel a warm light invigorate you!\n\r", gch ); gch->hit = UMIN( gch->max_hit, ( gch->hit + number_range( level * 2, level * 5 ) ) ); } send_to_char( "You invigorate the troops!\n\r", ch ); return TRUE; } bool spell_holy_armor( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) return FALSE; af.type = sn; af.duration = 2 + ( level / 7 ); af.modifier = -80 - get_psuedo_level( ch ) / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your armor is now blessed!.\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_divine_intervention( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = UMAX( 600, number_range( level * 4, level * 10 ) ); victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel the hand of your God invigorate your soul!\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_earthelem( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the elemental forces of @@bearth@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the elemental forces of @@bearth@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NA huge mound of @@bearth@@N appears, and an elemental steps from the boulders!!", ch, obj, NULL, TO_ROOM ); act( "@@NA huge mound of @@bearth@@N appears, and an elemental steps from the boulders!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_EARTHELEM ) ); char_to_room( summoned, ch->in_room ); act( "@@N$n emerges from the mound, assuming the @@bearth@@N into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_iron_golem( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "@@N$n calls upon the @@aalchemical@@N forces of @@dmetal@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the @@aalchemical@@N forces of @@dmetal@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NA large slab of @@diron@@N appears, and a golem steps from the mass!!", ch, obj, NULL, TO_ROOM ); act( "@@NA large slab of @@diron@@N appears, and a golem steps from the mass!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_IRON_GOLEM ) ); char_to_room( summoned, ch->in_room ); act( "@@N$n mutates from the @@dslab of iron@@N, drawing all the metal into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_soul_thief( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the @@dNegative Plane@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the @@dNegative Plane@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NThe ground opens beneath you, and a @@lSoul @@eThief@@N crawls out of the graveyard filth!!", ch, obj, NULL, TO_ROOM ); act( "@@NThe ground opens beneath you, and a @@lSoul @@eThief@@N crawls out of the graveyard filth!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_SOUL_THIEF ) ); char_to_room( summoned, ch->in_room ); act( "$n Stands erect, and bow's towards it's master.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_holy_avenger( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the holy forces of @@Wlight@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the holy forces of @@Wlight@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NA shimmering halo appears, and a @@yHoly @@WAvenger@@N steps from the light!!", ch, obj, NULL, TO_ROOM ); act( "@@NA shimmering halo appears, and a @@yHoly @@WAvenger@@N steps from the light!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_HOLY_AVENGER ) ); char_to_room( summoned, ch->in_room ); act( "$n steps from the light, drawing all the power into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_diamond_golem( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "@@N$n calls upon the @@aalchemical@@N forces of @@ylight@@N!", ch, obj, NULL, TO_ROOM ); act( "@@NYou call upon the @@aalchemical@@N forces of @@ylight@@N.", ch, obj, NULL, TO_CHAR ); act( "A huge gemstone appears, and a golem steps from the diamond!!", ch, obj, NULL, TO_ROOM ); act( "A huge gemstone appears, and a golem steps from the diamond!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_DIAMOND_GOLEM ) ); char_to_room( summoned, ch->in_room ); act( "$n floods from the pool, drawing all the water into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_summon_pegasus( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the holy forces of @@Wlight@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the holy forces of @@Wlight@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NA shimmering pyramid appears, and a @@mMagestic @@WPegasus@@N steps from the light!!", ch, obj, NULL, TO_ROOM ); act( "@@NA shimmering pyramid appears, and a @@mMagestic @@WPagsus@@N steps from the light!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_PEGASUS ) ); char_to_room( summoned, ch->in_room ); act( "$n steps from the light, drawing all the power into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_summon_nightmare( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the unholy forces of @@eEvil@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the unholy forces of @@eEvil@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NA flaming pit appears, and a @@eDemonic @@dNightmare@@N steps from the heat!!", ch, obj, NULL, TO_ROOM ); act( "@@NA flaming pit appears, and a @@eDemonic @@dNightmare@@N steps from the heat!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_NIGHTMARE ) ); char_to_room( summoned, ch->in_room ); act( "$n steps from the flames, drawing all the power into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_summon_beast( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the elemental forces of @@lAir@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the elemental forces of @@'Air@@N.", ch, obj, NULL, TO_CHAR ); act( "@@NA whirlwind appears, and an @@lElemental @@aBeast@@N steps from the winds!!", ch, obj, NULL, TO_ROOM ); act( "@@NA whirlwind appears, and an @@lElemental @@aBeast@@N steps from the winds!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_ELEM_BEAST ) ); char_to_room( summoned, ch->in_room ); act( "$n steps from the whirlwind, drawing all the power into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_summon_devourer( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the psychic forces of the @@rMind@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the psychic forces of the @@rMind@@N!", ch, obj, NULL, TO_CHAR ); act( "@@NA vortex appears, and an @@rIntellect @@bDevourer@@N steps from the circle!!", ch, obj, NULL, TO_ROOM ); act( "@@NA vortex appears, and an @@rIntellect @@bDevourer@@N steps from the circle!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_INT_DEVOURER ) ); char_to_room( summoned, ch->in_room ); act( "$n steps from the vortex, drawing all the power into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_summon_shadow( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *summoned; act( "$n calls upon the shadowy forces of @@dDarkness@@N!", ch, obj, NULL, TO_ROOM ); act( "You call upon the shadowy forces of @@dDarkness@@N!", ch, obj, NULL, TO_CHAR ); act( "@@NA tunnel of shadow appears, and a @@dShadow @@RHound@@N steps from the depths!!", ch, obj, NULL, TO_ROOM ); act( "@@NA tunnel of shadow appears, and a @@dShadow @@RHound@@N steps from the depths!!", ch, obj, NULL, TO_CHAR ); summoned = create_mobile( get_mob_index( MOB_VNUM_SHADOW_HOUND ) ); char_to_room( summoned, ch->in_room ); act( "$n steps from the tunnel, drawing all the power into it's body.", summoned, NULL, NULL, TO_ROOM ); /* * don't think we need these * summoned->level = 40; * summoned->max_hit = dice( 8, 40 ); * summoned->hit = summoned->max_hit; * summoned->max_move = dice( 10, 40 ); * summoned->move = summoned->max_move; * */ summoned->act.set(ACT_PET ); SET_BIT( summoned->affected_by, AFF_CHARM ); summoned->extract_timer = get_psuedo_level( ch ) / 3; add_follower( summoned, ch ); return TRUE; } bool spell_lava_burst( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; float save_mod = 1.0; float dam; if( saves_spell( level, victim ) ) save_mod = .75; if( number_range( 0, 100 ) < 50 ) { OBJ_DATA *heated_item = NULL; OBJ_DATA *prev_carried = NULL; for( heated_item = victim->first_carry; heated_item != NULL; heated_item = heated_item->next_in_carry_list ) { if( heated_item->wear_loc == WEAR_NONE ) continue; prev_carried = heated_item; if( number_range( 0, 100 ) < 25 ) continue; else break; } if( heated_item == NULL ) { if( prev_carried != NULL ) { SET_BIT( prev_carried->item_apply, ITEM_APPLY_HEATED ); return TRUE; } else { return TRUE; } } else { SET_BIT( heated_item->item_apply, ITEM_APPLY_HEATED ); return TRUE; } } dam = number_range( (int)(get_psuedo_level(ch) * 2), (int)(get_psuedo_level(ch) * 4)); dam *= save_mod; sp_damage( obj, ch, ( CHAR_DATA * ) vo, (int)dam, REALM_FIRE, sn, TRUE ); return TRUE; } bool spell_heat_armor( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if( saves_spell( level, victim ) && ( number_range( 0, 99 ) < 50 ) ) return TRUE; { OBJ_DATA *heated_item = NULL; OBJ_DATA *prev_carried = NULL; for( heated_item = victim->first_carry; heated_item != NULL; heated_item = heated_item->next_in_carry_list ) { if( heated_item->wear_loc == WEAR_NONE ) continue; prev_carried = heated_item; if( number_range( 0, 100 ) < 25 ) continue; else break; } if( heated_item == NULL ) { if( prev_carried != NULL ) { if( ( !IS_NPC( victim ) && IS_WOLF( victim ) ) && ( !IS_RAGED( victim ) && !IS_SHIFTED( victim ) ) ) SET_BIT( prev_carried->item_apply, ITEM_APPLY_HEATED ); return TRUE; } else { return TRUE; } } else { if( ( !IS_NPC( victim ) && IS_WOLF( victim ) ) && ( !IS_RAGED( victim ) && !IS_SHIFTED( victim ) ) ) SET_BIT( heated_item->item_apply, ITEM_APPLY_HEATED ); return TRUE; } } return TRUE; } bool spell_retri_strike( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *staff_obj = NULL; if( ( staff_obj = get_eq_char( ch, WEAR_HOLD_HAND_R ) ) == NULL ) if( ( staff_obj = get_eq_char( ch, WEAR_HOLD_HAND_L ) ) == NULL ) { send_to_char( "You must be holding a @@rstaff@@N for this spell!\n\r", ch ); return FALSE; } if( staff_obj->item_type != ITEM_STAFF ) { send_to_char( "That is not a staff you are holding, you fool!!\n\r", ch ); return FALSE; } if( obj == NULL ) { 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 ); } else { act( "$p vibrates violently, making the earth tremble!", ch, obj, NULL, TO_CHAR ); act( "$p vibrates violenty, making the earth around $n tremble!", ch, obj, NULL, TO_ROOM ); } CREF( vch_next, CHAR_NEXT ); for( vch = first_char; vch != NULL; vch = vch_next ) { vch_next = vch->next; if( vch->in_room == NULL ) continue; if( vch->in_room == ch->in_room ) { if( vch != ch ) { OBJ_DATA *heated_item = NULL; OBJ_DATA *prev_carried = NULL; act( "@@W$n @@Wis @@eimmolated@@N by the fury released from the $p@@W, and falls to the ground!", vch, staff_obj, NULL, TO_ROOM ); act( "@@WYou are @@eimmolated@@N by the fury released from the $p@@W, and fall to the ground!", vch, staff_obj, NULL, TO_CHAR ); if( !sp_damage ( obj, ch, vch, number_range( staff_obj->level * 6, staff_obj->level * 10 ), REALM_LIGHT, sn, FALSE ) ) continue; for( heated_item = vch->first_carry; heated_item != NULL; heated_item = heated_item->next_in_carry_list ) { if( heated_item->wear_loc == WEAR_NONE ) continue; prev_carried = heated_item; if( number_range( 0, 100 ) < 25 ) continue; else break; } if( heated_item == NULL ) { if( prev_carried != NULL ) { if( ( !IS_NPC( vch ) && IS_WOLF( vch ) ) && ( !IS_RAGED( vch ) && !IS_SHIFTED( vch ) ) ) SET_BIT( prev_carried->item_apply, ITEM_APPLY_HEATED ); } } else { if( ( !IS_NPC( vch ) && IS_WOLF( vch ) ) && ( !IS_RAGED( vch ) && !IS_SHIFTED( vch ) ) ) SET_BIT( heated_item->item_apply, ITEM_APPLY_HEATED ); } } continue; } else { act( "@@W$n @@Wis protected by the fury of the @@W$p@@W.", vch, staff_obj, NULL, TO_ROOM ); continue; } if( vch->in_room->area == ch->in_room->area ) send_to_char( "@@WSuddenly, a @@ybright flash@@W sears your eyes, then is gone.@@N\n\r", vch ); } CUREF( vch_next ); extract_obj( staff_obj ); return TRUE; } void do_stance( CHAR_DATA * ch, char *argument ) { char arg[MAX_STRING_LENGTH]; bool legal_stance = FALSE; short i; if( IS_NPC( ch ) ) { send_to_char( "Not for Npcs!\n\r", ch ); return; } if( IS_WOLF( ch ) && ( IS_SHIFTED( ch ) || IS_RAGED( ch ) ) ) { send_to_char( "This form is not capable of fighting Stances.\n\r", ch ); return; } one_argument( argument, arg ); if( arg[0] == '\0' ) { char cat_buf[MSL]; char msg_buf[MSL]; snprintf( msg_buf, MSL, "\n\r%s\n\r", "Fighting Stances available to you:\n\r" ); for( i = 0; i < MAX_STANCE; i++ ) { switch ( i ) { case STANCE_WARRIOR: snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_CASTER: if( ( ch->lvl[0] > 50 ) /* mage */ || ( ch->lvl[1] > 70 ) /* cleric */ || ( ch->lvl[4] > 60 ) ) /* psi */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_WIZARD: if( ( ch->lvl2[0] > 20 ) /* sorc */ || ( ch->lvl2[3] > 40 ) /* necro */ || ( ch->lvl2[4] > 60 ) ) /* monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_MAGI: if( ( ch->adept_level > 10 ) ) /*adept */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_AMBUSH: if( ch->lvl2[1] > 30 ) /* assassin */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_AC_BEST: if( ( ch->lvl2[2] > 65 ) /* knight */ || ( ch->lvl2[4] > 30 ) ) /* monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_HR_BEST: if( ( ch->lvl2[2] > 45 ) /* knight */ || ( ch->lvl2[4] > 20 ) ) /* monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_DR_BEST: if( ( ch->lvl2[2] > 35 ) /* knight */ || ( ch->lvl2[4] > 10 ) ) /* monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_AC_WORST: if( ch->lvl2[4] > 45 ) /* monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_HR_WORST: if( ch->lvl2[4] > 60 ) /* monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_DR_WORST: if( ch->lvl2[4] > 70 ) /* monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_SUPER_FIGHTER: if( ( ch->lvl2[4] > 79 ) && ( ch->lvl2[2] > 79 ) ) /* both knight and monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; case STANCE_SUPER_SPEED: if( ( ch->lvl2[4] > 70 ) && ( ch->lvl2[2] > 70 ) ) /* both knight and monk */ snprintf( cat_buf, MSL, "%s\n\r", stance_app[i].name ); break; } strncat( msg_buf, cat_buf, MSL ); snprintf( cat_buf, MSL, "%s", "" ); } snprintf( cat_buf, MSL, "%s", "Type stance <stance name> to change your current fighting stance.\n\r You may place your current Stance in your prompt with a \%s\n\r" ); strncat( msg_buf, cat_buf, MSL ); send_to_char( msg_buf, ch ); return; } for( i = 0; i < MAX_STANCE; i++ ) if( !str_prefix( arg, stance_app[i].name ) ) break; if( i == MAX_STANCE ) { do_stance( ch, "" ); act( "$n poses in a strange fashion, looking rather silly.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You twist about wildly, but are unable to figure out just the right Stance.\n\r", ch ); } else { switch ( i ) { case STANCE_WARRIOR: { legal_stance = TRUE; break; } case STANCE_CASTER: if( ( ch->lvl[0] > 50 ) /* mage */ || ( ch->lvl[1] > 70 ) /* cleric */ || ( ch->lvl[4] > 60 ) ) /* psi */ { legal_stance = TRUE; break; } break; case STANCE_WIZARD: if( ( ch->lvl2[0] > 20 ) /* sorc */ || ( ch->lvl2[3] > 40 ) /* necro */ || ( ch->lvl2[4] > 60 ) ) /* monk */ { legal_stance = TRUE; break; } break; case STANCE_MAGI: if( ( ch->adept_level > 10 ) ) /*adept */ { legal_stance = TRUE; break; } break; case STANCE_AMBUSH: if( ch->lvl2[1] > 30 ) /* assassin */ { CHAR_DATA *other; for( other = ch->in_room->first_person; other != NULL; other = other->next_in_room ) if( ( other != ch ) && ( other != NULL ) ) break; if( other != NULL ) { send_to_char( "You can't set an ambush with people watching you!\n\r", ch ); } else { legal_stance = TRUE; } break; } break; case STANCE_AC_BEST: if( ( ch->lvl2[2] > 65 ) /* knight */ || ( ch->lvl2[4] > 30 ) ) /* monk */ { legal_stance = TRUE; break; } break; case STANCE_HR_BEST: if( ( ch->lvl2[2] > 45 ) /* knight */ || ( ch->lvl2[4] > 20 ) ) /* monk */ { legal_stance = TRUE; break; } break; case STANCE_DR_BEST: if( ( ch->lvl2[2] > 35 ) /* knight */ || ( ch->lvl2[4] > 10 ) ) /* monk */ { legal_stance = TRUE; break; } break; case STANCE_AC_WORST: if( ch->lvl2[4] > 45 ) /* monk */ { legal_stance = TRUE; break; } break; case STANCE_HR_WORST: if( ch->lvl2[4] > 60 ) /* monk */ { legal_stance = TRUE; break; } break; case STANCE_DR_WORST: if( ch->lvl2[4] > 70 ) /* monk */ { legal_stance = TRUE; break; } break; case STANCE_SUPER_FIGHTER: if( ( ch->lvl2[4] > 79 ) && ( ch->lvl2[2] > 79 ) ) /* both knight and monk */ { legal_stance = TRUE; break; } break; case STANCE_SUPER_SPEED: if( ( ch->lvl2[4] > 70 ) && ( ch->lvl2[2] > 70 ) ) /* both knight and monk */ { legal_stance = TRUE; break; } break; } if( legal_stance ) { char stance_buf[MSL]; if( stance_app[i].ac_mod > 0 ) ch->stance_ac_mod = ( stance_app[i].ac_mod * ( 20 - get_psuedo_level( ch ) / 12 ) ); else ch->stance_ac_mod = stance_app[i].ac_mod * get_psuedo_level( ch ) / 12; if( stance_app[i].dr_mod < 0 ) ch->stance_dr_mod = ( stance_app[i].dr_mod * ( 20 - get_psuedo_level( ch ) / 12 ) ); else ch->stance_dr_mod = stance_app[i].dr_mod * get_psuedo_level( ch ) / 10; if( stance_app[i].hr_mod < 0 ) ch->stance_hr_mod = ( stance_app[i].hr_mod * ( 20 - get_psuedo_level( ch ) / 12 ) ); else ch->stance_hr_mod = stance_app[i].hr_mod * get_psuedo_level( ch ) / 10; ch->stance = i; snprintf( stance_buf, MSL, "$n assumes the Stance of the %s!", stance_app[i].name ); act( stance_buf, ch, NULL, NULL, TO_ROOM ); snprintf( stance_buf, MSL,"You assume the Stance of the %s!\n\r", stance_app[i].name ); send_to_char( stance_buf, ch ); } WAIT_STATE( ch, 350 ); return; } } bool spell_creature_bond( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *master; if( IS_NPC( ch ) ) { send_to_char( "Not for Npcs.\n\r", ch ); return FALSE; } if( ( !IS_NPC( victim ) ) || ( !IS_SET( victim->affected_by, AFF_CHARM ) ) ) { send_to_char( "That is not a charmed creature!\n\r", ch ); return FALSE; } master = victim->master ? victim->master : victim; if( ( master != NULL ) && ( get_psuedo_level( ch ) < ( get_psuedo_level( master ) - 20 ) ) ) { send_to_char( "The current bond is too strong for you to overcome.\n\r", ch ); return FALSE; } if( number_range( 0, 105 ) < ( level + ( get_psuedo_level( ch ) - get_psuedo_level( master ) ) ) ) { if( saves_spell( level, victim ) ) { do_say( victim, "How dare you!, I LOVE my master!" ); one_hit( victim, ch, TYPE_UNDEFINED ); return TRUE; } stop_follower( victim ); victim->act.set(ACT_PET ); SET_BIT( victim->affected_by, AFF_CHARM ); victim->extract_timer = get_psuedo_level( ch ) / 3; add_follower( victim, ch ); } else { do_say( victim, "How dare you!, I LOVE my master!" ); one_hit( victim, ch, TYPE_UNDEFINED ); return TRUE; } return TRUE; } bool spell_corrupt_bond( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *master = NULL; if( IS_NPC( ch ) ) { send_to_char( "Not for Npcs.\n\r", ch ); return FALSE; } if( ( !IS_NPC( victim ) ) || ( !IS_SET( victim->affected_by, AFF_CHARM ) ) ) { send_to_char( "That is not a charmed creature!\n\r", ch ); return FALSE; } master = victim->master ? victim->master : victim; if( ( master != NULL ) && ( get_psuedo_level( ch ) < ( get_psuedo_level( master ) - 20 ) ) ) { send_to_char( "The current bond is too strong for you to corrupt.\n\r", ch ); return FALSE; } if( number_range( 0, 105 ) < ( level + ( get_psuedo_level( ch ) - get_psuedo_level( master ) ) ) ) { if( saves_spell( level, victim ) ) { do_say( victim, "How dare you!, I LOVE my master!" ); one_hit( victim, ch, TYPE_UNDEFINED ); return TRUE; } stop_follower( victim ); if( victim->in_room == master->in_room ) { do_say( victim, "Now I shall have my revenge for being charmed!!!" ); one_hit( victim, master, TYPE_UNDEFINED ); return TRUE; } else { do_say( victim, "AARRGH! I HATE being charmed! Now I shall have my revenge!" ); victim->hunt_flags = HUNT_WORLD | HUNT_OPENDOOR | HUNT_PICKDOOR | HUNT_UNLOCKDOOR | HUNT_INFORM; set_hunt( victim, NULL, master, NULL, HUNT_WORLD | HUNT_OPENDOOR | HUNT_PICKDOOR | HUNT_UNLOCKDOOR | HUNT_INFORM, HUNT_MERC | HUNT_CR ); return TRUE; } } else { do_say( victim, "How dare you!, I LOVE my master!" ); one_hit( victim, ch, TYPE_UNDEFINED ); return TRUE; } return TRUE; } bool spell_fireblast( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( obj == NULL ) { dam = ( get_psuedo_level( ch ) / 2 ) + dice( ( get_psuedo_level( ch ) / 6 + ADEPT_LEVEL( ch ) / 2 ), 10 ) + dice( ( get_psuedo_level( ch ) / 6 + ADEPT_LEVEL( ch ) / 2 ), 10 ); act( "@@gA blast of @@efire@@g flies from $n's hands!@@N", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@gA blast of @@efire@@g flies from your hands!@@N\n\r", ch ); } else { dam = dice( level / 4, 15 ); act( "@@gA blast of @@efire@@g flies from $p!@@N", ch, obj, NULL, TO_ROOM ); act( "@@gA blast of @@efire@@g flies from $p!@@N", ch, obj, NULL, TO_CHAR ); } if( saves_spell( level, victim ) ) dam /= 2; act( "@@g$n is struck by the blast of @@efire@@g!!@@N", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@gYou are struck by the @@efire @@gblast!!@@N\n\r", victim ); sp_damage( obj, ch, victim, dam, REALM_FIRE, sn, TRUE ); return TRUE; } bool spell_shockstorm( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( obj == NULL ) { dam = ( get_psuedo_level( ch ) / 2 ) + dice( ( get_psuedo_level( ch ) / 5 + ADEPT_LEVEL( ch ) / 2 ), 10 ) + dice( ( get_psuedo_level( ch ) / 5 + ADEPT_LEVEL( ch ) / 2 ), 10 ); act( "@@gA storm of @@lsparks@@g flies from $n's hands!@@N", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@gA storm of @@lsparks@@g flies from your hands!@@N\n\r", ch ); } else { dam = dice( level / 4, 20 ); act( "@@gA storm of @@lsparks@@g flies from $p!@@N", ch, obj, NULL, TO_ROOM ); act( "@@gA storm of @@lsparks@@g flies from $p!@@N", ch, obj, NULL, TO_CHAR ); } if( saves_spell( level, victim ) ) dam /= 2; act( "@@g$n is struck by the storm of @@lsparks@@g!!@@N", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@gYou are struck by the storm of @@lsparks@@g!!@@N\n\r", victim ); sp_damage( obj, ch, victim, dam, REALM_SHOCK, sn, TRUE ); return TRUE; } bool spell_cone_cold( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( obj == NULL ) { dam = ( get_psuedo_level( ch ) / 2 ) + dice( ( get_psuedo_level( ch ) / 5 + ADEPT_LEVEL( ch ) / 2 ), 10 ) + dice( ( get_psuedo_level( ch ) / 5 + ADEPT_LEVEL( ch ) / 2 ), 10 ); act( "@@gA cone of @@acold@@g bursts forth from $n's hands!@@N", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@gA cone of @@acold@@g bursts forth from your hands!@@N\n\r", ch ); } else { dam = dice( level / 4, 20 ); act( "@@gA cone of @@acold@@g bursts forth from $p!@@N", ch, obj, NULL, TO_ROOM ); act( "@@gA cone of @@acold@@g bursts forth from $p!@@N", ch, obj, NULL, TO_CHAR ); } if( saves_spell( level, victim ) ) dam /= 2; act( "@@g$n is struck by the cone of @@acold@@g!!@@N", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@gYou are struck by the cone of @@acold@@g!!@@N\n\r", victim ); sp_damage( obj, ch, victim, dam, REALM_COLD, sn, TRUE ); return TRUE; } bool spell_holy_wrath( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( obj == NULL ) { dam = ( get_psuedo_level( ch ) / 2 ) + dice( ( get_psuedo_level( ch ) / 4 + ADEPT_LEVEL( ch ) ), 12 ) + dice( ( get_psuedo_level( ch ) / 4 + ADEPT_LEVEL( ch ) ), 12 ); act( "@@gA coruscating sphere of @@ylight@@g bursts forth from $n's hands!@@N", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@gA coruscating sphere of @@ylight@@g bursts forth from your hands!@@N\n\r", ch ); } else { dam = dice( level / 5, 20 ); act( "@@gA coruscating sphere of @@ylight@@g bursts forth from $p!@@N", ch, obj, NULL, TO_ROOM ); act( "@@gA coruscating sphere of @@ylight@@g bursts forth from $p!@@N", ch, obj, NULL, TO_CHAR ); } if( saves_spell( level, victim ) ) dam /= 2; act( "@@g$n is struck by the coruscating sphere of @@ylight@@g!!@@N", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@gYou are struck by the coruscating sphere of @@ylight@@g!!@@N\n\r", victim ); sp_damage( obj, ch, victim, dam, REALM_HOLY, sn, TRUE ); return TRUE; } bool spell_wraith_touch( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; float drain_mod = 1.0; if( obj == NULL ) { dam = ( get_psuedo_level( ch ) / 3 ) + dice( ( get_psuedo_level( ch ) / 6 + ADEPT_LEVEL( ch ) ), 8 ) + dice( ( get_psuedo_level( ch ) / 6 + ADEPT_LEVEL( ch ) ), 8 ); act( "@@RA @@dwraithlike hand @@Rleaps forth from $n!@@N", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@RA @@dwraithlike hand @@Rleaps forth from your hands!@@N\n\r", ch ); } else { dam = dice( level / 5, 20 ); act( "@@RA @@dwraithlike hand @@Rleaps forth from $p!@@N", ch, obj, NULL, TO_ROOM ); act( "@@RA @@dwraithlike hand @@Rleaps forth from $p!@@N", ch, obj, NULL, TO_CHAR ); } if( saves_spell( level, victim ) ) dam /= 2; act( "@@R$n is struck by the @@dwraithlike hand @@R!!@@N", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@RYou are struck by a @@dwraithlike hand @@R!!@@N\n\r", victim ); drain_mod = get_psuedo_level( ch ) * dam / 130; if( sp_damage( obj, ch, victim, dam, REALM_DRAIN | NO_REFLECT | NO_ABSORB, sn, TRUE ) ) ch->hit = UMIN( ch->max_hit, (int)( ch->hit + drain_mod ) ); return TRUE; } bool spell_thought_vise( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if( obj == NULL ) { dam = ( get_psuedo_level( ch ) / 2 ) + dice( ( get_psuedo_level( ch ) / 3 + ADEPT_LEVEL( ch ) ), 10 ) + dice( ( get_psuedo_level( ch ) / 3 + ADEPT_LEVEL( ch ) ), 10 ); act( "@@rA crushing weight brushes your mind, then is gone.@@N", ch, NULL, NULL, TO_ROOM ); send_to_char( "@@rYou clench your mind, crushing the thoughts of your foe.\n\r@@N", ch ); } else { dam = dice( level / 5, 20 ); act( "@@rA crushing weight fills your mind.@@N", ch, obj, NULL, TO_CHAR ); } if( saves_spell( level, victim ) ) dam /= 2; act( "@@rA crushing weight brushes your mind, then is gone.@@N", victim, NULL, NULL, TO_ROOM ); send_to_char( "@@rA crushing weight fills your mind.@@N", victim ); sp_damage( obj, ch, victim, dam, REALM_MIND | NO_REFLECT | NO_ABSORB, sn, FALSE ); return TRUE; } bool spell_black_curse( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( IS_AFFECTED( victim, AFF_CURSE ) ) { send_to_char( "They are already weakened!\n\r", ch ); return FALSE; } if( saves_spell( level, victim ) ) return TRUE; if( saves_spell( level, victim ) ) return TRUE; af.type = sn; af.duration = 2 * ( level / 8 ); af.location = APPLY_HITROLL; af.modifier = -1 * get_psuedo_level( ch ) / 12 * get_psuedo_level( victim ) / 10; af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = 7 * get_psuedo_level( ch ) / 12 * get_psuedo_level( victim ) / 10; affect_to_char( victim, &af ); send_to_char( "@@RA Cloud of @@dDespair@@R washes over you.@@N\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_cloak_misery( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = get_psuedo_level( ch ) / 8; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); return TRUE; } bool spell_poison_quinine( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) { send_to_char( "They are already poisoned with quinine!\n\r", ch ); return FALSE; } if( saves_spell( level, victim ) ) if( saves_spell( level, victim ) ) return TRUE; af.type = sn; af.duration = 2 * ( level / 8 ); af.location = APPLY_HITROLL; af.modifier = -1 * get_psuedo_level( ch ) / 20 * get_psuedo_level( victim ) / 20; af.bitvector = AFF_POISON; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = 7 * get_psuedo_level( ch ) / 20 * get_psuedo_level( victim ) / 20; affect_to_char( victim, &af ); send_to_char( "@@You feel a dart pierce your neck.@@N\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_poison_arsenic( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if( is_affected( victim, sn ) ) { send_to_char( "They are already poisoned with arsenic!\n\r", ch ); return FALSE; } if( saves_spell( level, victim ) ) if( saves_spell( level, victim ) ) return TRUE; af.type = sn; af.duration = 2 * ( level / 8 ); af.location = APPLY_DAMROLL; af.modifier = -1 * get_psuedo_level( ch ) / 20 * get_psuedo_level( victim ) / 20; af.bitvector = AFF_POISON; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = 5 * get_psuedo_level( ch ) / 20 * get_psuedo_level( victim ) / 20; affect_to_char( victim, &af ); send_to_char( "@@You feel a dart pierce your neck.@@N\n\r", victim ); if( ch != victim ) send_to_char( "Ok.\n\r", ch ); return TRUE; } bool spell_sonic_blast( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; int dam; dam = dice( get_psuedo_level( ch ) / 2, 3 ) + dice( get_psuedo_level( ch ) / 2, 3 ); if( saves_spell( level, victim ) ) dam = dam * 2 / 3; if( sp_damage( obj, ch, victim, dam, REALM_SOUND | NO_REFLECT | NO_ABSORB, sn, TRUE ) ) { if( is_affected( ch, sn ) ) return TRUE; af.type = sn; af.duration = ( level / 20 ); af.location = APPLY_DAMROLL; af.modifier = -1 * get_psuedo_level( ch ) / 15 * get_psuedo_level( victim ) / 15; af.bitvector = AFF_BLASTED; affect_to_char( victim, &af ); af.type = sn; af.duration = ( level / 20 ); af.location = APPLY_HITROLL; af.modifier = -1 * get_psuedo_level( ch ) / 15 * get_psuedo_level( victim ) / 15; af.bitvector = AFF_BLASTED; affect_to_char( victim, &af ); } return TRUE; } bool spell_mystical_focus( int sn, int level, CHAR_DATA * ch, void *vo, OBJ_DATA * obj ) { AFFECT_DATA af; if( is_affected( ch, sn ) ) return FALSE; af.type = sn; af.duration = 1 + (get_psuedo_level( ch ) / 7); af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); return TRUE; }