/*************************************************************************** * 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. * * * * 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. * * * * Thanks to abaddon for proof-reading our comm.c and pointing out bugs. * * Any remaining bugs are, of course, our work, not his. :) * * * * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #include "include.h" /* command procedures needed */ DECLARE_DO_FUN(do_gtell ); DECLARE_DO_FUN(do_follow ); DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_laying_hands ); DECLARE_DO_FUN(do_barkskin ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_myell ); DECLARE_DO_FUN(do_say ); DECLARE_DO_FUN(do_flee ); DECLARE_DO_FUN(do_murder ); /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); int spellcraft_dam args( ( int num, int dice) ); bool check_spellcraft args( (CHAR_DATA *ch, int sn) ); bool eye_of_beholder_nullify args((CHAR_DATA *ch)); bool cleansed args ((CHAR_DATA *ch, CHAR_DATA *victim,int diffmodifier, int sn)); bool check_counterspell args((CHAR_DATA *ch, CHAR_DATA *victim)); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); bool is_affected_obj args( ( OBJ_DATA *obj, int sn ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); /* * 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; } int find_spell( CHAR_DATA *ch, const char *name ) { /* finds a spell the character can cast if possible */ int sn, found = -1; if (IS_NPC(ch)) return skill_lookup(name); 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)) { if ( found == -1) found = sn; if (ch->level >= skill_table[sn].skill_level[ch->class] && ch->pcdata->learned[sn] > 0) return sn; } } return found; } /* * 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; } /* Eye of beholder dispel code */ bool eye_of_beholder_nullify(CHAR_DATA *ch) { OBJ_DATA *eye; eye = get_eq_char(ch,WEAR_LIGHT); if (eye == NULL || eye->pIndexData->vnum != 14003) return FALSE; if (saves_spell(eye->level, ch,DAM_OTHER)) return FALSE; send_to_char("The beholder eye in your hands nullifies your magic!\n\r",ch); act("$n's spell fizzles.",ch,0,0,TO_ROOM); return TRUE; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char * old; char * new; }; static const struct syl_type syl_table[] = { { " ", " " }, { "ar", "abra" }, { "au", "kada" }, { "bless", "fido" }, { "blind", "nose" }, { "bur", "mosa" }, { "cu", "judi" }, { "de", "oculo" }, { "en", "unso" }, { "light", "dies" }, { "lo", "hi" }, { "mor", "zak" }, { "move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per", "duda" }, { "ra", "gru" }, { "fresh", "ima" }, { "re", "candus" }, { "son", "sabru" }, { "tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }; if ( (sn == skill_lookup("power word kill")) || (sn == skill_lookup("power word stun")) ) return; buf[0] = '\0'; for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) { for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ ) { if ( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch != ch ) act((IS_IMMORTAL(rch) && IS_SET(rch->act,PLR_HOLYLIGHT)) || (!IS_NPC(rch) && ch->class==rch->class) ? buf : buf2, ch, NULL, rch, TO_VICT ); /* act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT );*/ } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA *victim, int dam_type ) { int save; if(victim->fighting && get_trust(victim->fighting)==MAX_LEVEL) return FALSE; //Base 35% chance to save //Subtract 5% for the difference between the spell's level and the victim's level //Add 2/3 of the victim's saving throw in //So for a 51 spell with -100 svs, 35 + 66 = 101 chance to save save = 35 + ( victim->level - level) * 5 - (victim->saving_throw*.66); if (IS_AFFECTED(victim,AFF_BERSERK)) save += (victim->drain_level + victim->level)/5; if (IS_NPC(victim)) save += victim->level/3; switch(check_immune(victim,dam_type)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save *= 1.3; break; case IS_VULNERABLE: save *= .7; break; } if(is_affected(victim,skill_lookup("strength of faith")) && (number_percent()<50 || dam_type==DAM_HOLY)) return TRUE; if(get_skill(victim,skill_lookup("elemental affinity")) > 75 && dam_type > 3) { int chance = number_percent(); save = (10 + (chance / 10)) * save / 10; } save = 9 * save / 10; if (!IS_NPC(victim)) n_logf("Saves_spell: VICTIM=%s LEVEL=%d DAM=%d SAVE=%d", victim->name, level, dam_type, save); save = URANGE( 5, save, 85 ); return number_percent( ) < save; } /* RT save for dispels */ bool saves_dispel( int dis_level, int spell_level, int duration) { int save; save = 68 + (spell_level - dis_level) * 5; if(duration==-1) return TRUE; save = URANGE( 20, save, 80 ); return number_percent( ) < save; } /* for finding mana costs -- temporary version */ int mana_cost (CHAR_DATA *ch, int min_mana, int level) { if (ch->level + 2 == level) return 1000; return UMAX(min_mana,(100/(2 + ch->level - level))); } void do_laying_hands( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int heal, sn; AFFECT_DATA af; if ( (get_skill(ch,gsn_laying_hands) == 0) || (ch->level < skill_table[gsn_laying_hands].skill_level[ch->class] ) ) { send_to_char("You do not have the ability to divinely heal.\n\r",ch); return; } one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Give your divine touch to whom?\n\r", ch); return; } if ( (victim = get_char_room(ch, arg)) == NULL ) { send_to_char("They aren't here.\n\r",ch); return; } if (victim == ch) return send_to_char("That wouldn't be very selfless.\n\r", ch); if (is_affected(ch, gsn_laying_hands) ) return send_to_char("The gods have not granted you divine touch yet.\n\r", ch); if (IS_EVIL(victim)) return send_to_char("Your deity would not approve of that.\n\r",ch); if (ch->mana < 80) return send_to_char("You don't have the mana.\n\r",ch); ch->mana -= skill_table[gsn_laying_hands].min_mana; WAIT_STATE( ch, skill_table[gsn_laying_hands].beats ); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.type = gsn_laying_hands; af.level = ch->level; af.duration = 24; af.modifier = 0; af.location = 0; af.bitvector = 0; af.affect_list_msg = str_dup("prevents usage of laying hands"); affect_to_char( ch, &af); sn=skill_lookup("poison"); if(is_affected(victim,sn) && cleansed(ch,victim,2,sn)) { act("$n looks less ill.",victim,0,ch,TO_ROOM); send_to_char(skill_table[sn].msg_off, victim ); send_to_char("\n\r", victim); affect_strip(victim,sn); } sn=skill_lookup("blindness"); if(is_affected(victim,sn) && cleansed(ch,victim,2,sn)) { act("$n looks less ill.",victim,0,ch,TO_ROOM); send_to_char(skill_table[sn].msg_off, victim ); send_to_char("\n\r", victim); affect_strip(victim,sn); } sn=skill_lookup("weaken"); if(is_affected(victim,sn) && cleansed(ch,victim,1,sn)) { act("$n looks stronger.",victim,0,ch,TO_ROOM); send_to_char(skill_table[sn].msg_off, victim ); send_to_char("\n\r", victim); affect_strip(victim,sn); } sn=skill_lookup("plague"); if(is_affected(victim,sn) && cleansed(ch,victim,2,sn)) { act("$n looks less diseased.",victim,0,ch,TO_ROOM); send_to_char(skill_table[sn].msg_off, victim ); send_to_char("\n\r", victim); affect_strip(victim,sn); } sn=skill_lookup("curse"); if(is_affected(victim,sn) && cleansed(ch,victim,2,sn)) { act("$n's curse wears off.",victim,0,ch,TO_ROOM); send_to_char(skill_table[sn].msg_off, victim ); send_to_char("\n\r", victim); affect_strip(victim,sn); } heal = ch->level * 6; victim->hit = UMIN(victim->hit + heal, victim->max_hit); act("$n lays $s hands upon $N and $N's wounds seem to heal.",ch,NULL,victim, TO_NOTVICT); act("You lay hands upon $N and $S wounds seem to heal.", ch, NULL, victim, TO_CHAR); act("$n lays hands upon you in blessed communication and your wounds heal.",ch,NULL,victim,TO_VICT); return; } /* * 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 buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; bool runeDagger=FALSE; int target; bool absorbed = FALSE; bool reflected = FALSE; /* * Switched NPC's can cast spells, but others can't. */ if ( IS_NPC(ch) && ch->desc == NULL) return; if(class_table[ch->class].ctype!=CLASS_CASTER && !IS_IMMORTAL(ch)) { send_to_char("You must ask your deity for prayers instead of pulling it from the world.\n\r",ch); return; } if (ch->cabal == CABAL_RAGER && !IS_IMMORTAL(ch)) { send_to_char("You cannot cast spells as a Rager.\n\r",ch); return; } if (is_affected(ch, gsn_deafen) && number_percent()<40) { send_to_char("You can't get the right intonations.\n\r", ch); WAIT_STATE(ch,PULSE_VIOLENCE); return; } if (is_affected(ch, gsn_garble) && number_percent()<40) { send_to_char("You can't get the right intonations.\n\r", ch); WAIT_STATE(ch,PULSE_VIOLENCE); return; } if(is_affected(ch,gsn_tigerclaw)) { if (number_percent() > 65) // Fail, the command does NOT go through { send_to_char("Blood bubbles from your throat as you fail to make sound.\n\r",ch); damage_old(ch,ch,number_range(50,200),gsn_tigerclaw,DAM_NONE,TRUE); return; WAIT_STATE(ch,PULSE_VIOLENCE); } else { // It goes through, and less damage send_to_char("Your throat throbs with pain but you overcome it and continue.\n\r",ch); damage_old(ch,ch,number_range(20,80),gsn_tigerclaw,DAM_NONE,TRUE); } } if (is_affected(ch, gsn_gag) && number_percent()<90) { send_to_char("You nearly choke as your try to speak with a gag in your mouth.\n\r",ch); act("$n makes a muffled noise from behind a gag.",ch,NULL,NULL,TO_ROOM); return; } target_name = one_argument( argument, arg1 ); one_argument( target_name, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if ((sn = find_spell(ch,arg1)) < 1 || skill_table[sn].spell_fun == spell_null || (ch->level < skill_table[sn].skill_level[ch->class] && !IS_IMMORTAL(ch)) || (IS_NPC(ch)) || ch->pcdata->learned[sn] == 0) { send_to_char( "You don't know any spells of that name.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } if(is_affected(ch,gsn_shadowstrike) && number_percent()<35) { send_to_char("The shadowy arms restrict your movements.\n\r",ch); act("$n tries to cast a spell but is held back by shadowy arms.",ch,0,0,TO_ROOM); WAIT_STATE(ch,12); return; } if (ch->level + 2 == skill_table[sn].skill_level[ch->class]) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) ); switch (get_curr_stat(ch,STAT_INT)) { case 25: mana = 43 * mana / 50; break; case 24: mana = 22 * mana / 25; break; case 23: mana = 45 * mana / 50; break; case 22: mana = 23 * mana / 25; break; case 21: mana = 47 * mana / 50; break; case 20: mana = 24 * mana / 25; break; case 19: mana = 49 * mana / 50; break; } { OBJ_DATA *ring; ring = get_eq_char(ch,WEAR_FINGER_R); if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1) mana -= (7*mana/100); else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2) mana -= (15*mana/100); ring = get_eq_char(ch,WEAR_FINGER_L); if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1) mana -= (7*mana/100); else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2) mana -= (15*mana/100); } /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; target = TARGET_NONE; 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, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if ( !IS_NPC(ch) ) { check_killer(ch,victim); } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own master.\n\r", ch ); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = (void *) ch; target = TARGET_CHAR; 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, target_name, ch ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (arg2[0] == '\0') { if ((victim = ch->fighting) == NULL) { send_to_char("Cast the spell on whom or what?\n\r",ch); return; } target = TARGET_CHAR; } else if ((victim = get_char_room(ch,target_name)) != NULL) { target = TARGET_CHAR; } if (target == TARGET_CHAR) /* check the sanity of the attack */ { 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; } if (!IS_NPC(ch)) check_killer(ch,victim); vo = (void *) victim; } else if ((obj = get_obj_here(ch,target_name)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; case TAR_OBJ_CHAR_DEF: if (arg2[0] == '\0') { vo = (void *) ch; target = TARGET_CHAR; } else if ((victim = get_char_room(ch,target_name)) != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else if ((obj = get_obj_carry(ch,target_name,ch)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats ); if ( number_percent( ) > get_skill(ch,sn) ) { send_to_char( "You lost your concentration.\n\r", ch ); check_improve(ch,sn,FALSE,1); if (get_skill(ch,skill_lookup("mental clarity")) > 75) ch->mana -= mana / 4; else ch->mana -= mana / 2; } else { if (get_skill(ch,skill_lookup("mental clarity")) > 75) ch->mana -= mana / 2; else ch->mana -= mana; if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC) && !(ch->level > LEVEL_HERO)) { act("$n's spell fizzles.",ch,0,0,TO_ROOM); send_to_char("Your spell fizzles and dies.\n\r",ch); return; } if (eye_of_beholder_nullify(ch)) return; if (skill_table[sn].target == TAR_CHAR_OFFENSIVE && is_safe(ch,victim)) return; if (skill_table[sn].target == TAR_CHAR_DEFENSIVE && is_affected(victim,gsn_timestop)) { act("$N is stuck in time and is unaffected by your spell.",ch,0,victim,TO_CHAR); act("$N is untouched by $n's spell.",ch,0,victim,TO_NOTVICT); act("$n tries to cast something on you but you are stuck in time and unaffected.",ch,0,victim,TO_VICT); return; } if (skill_table[sn].target == TAR_CHAR_DEFENSIVE || skill_table[sn].target == TAR_CHAR_OFFENSIVE) reflected = spellbaned(ch,victim,sn); if (skill_table[sn].target == TAR_CHAR_OFFENSIVE) { if (!IS_NPC(ch) && !IS_NPC(victim) && (ch->fighting == NULL || victim->fighting == NULL) && str_cmp(skill_table[sn].name, "incinerate")!=1) { switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,victim)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,victim)); } if (victim != ch && !IS_NPC(ch)) do_myell(victim,buf); } if(check_counterspell(ch,victim)) { act("$N reflects your spell right back at you!",ch,0,victim,TO_CHAR); act("You reflect $n's spell right back at $m!",ch,0,victim,TO_VICT); act("$N reflects $n's spell right back at $m!",ch,0,victim,TO_NOTVICT); (*skill_table[sn].spell_fun) ( sn, ch->level*2, victim, ch, target); return; } if (is_affected(victim,skill_lookup("body of diamond"))) { if (number_percent() < 25) { act("Your spell is reflected off $N's diamond skin!",ch,0,victim,TO_CHAR); act("Your diamond skin reflects $n's spell!",ch,0,victim,TO_VICT); act("$N's diamond skin reflects $n's spell!",ch,0,victim,TO_NOTVICT); (*skill_table[sn].spell_fun) ( sn, ch->level/4, victim, ch, target); } } } absorbed = check_absorb(ch,victim,sn); if (reflected && skill_table[sn].target == TAR_CHAR_OFFENSIVE) vo = (void *) ch; OBJ_DATA *dagger; dagger = get_eq_char(ch, WEAR_WIELD); if (dagger != NULL && dagger->pIndexData->vnum == 27500) runeDagger = TRUE; if ((!absorbed) && (!reflected)) (*skill_table[sn].spell_fun) ( sn, runeDagger ? ch->level * 1.4 + GET_HITROLL(ch)/20 : ch->level + GET_HITROLL(ch)/20, ch, vo,target); check_improve(ch,sn,TRUE,1); } if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { check_killer(victim,ch); multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } bool check_absorb(CHAR_DATA *ch,CHAR_DATA *victim,int dt) { int mana; if (dt >= 0 && dt < MAX_SKILL) { if (skill_table[dt].target != TAR_CHAR_OFFENSIVE || !is_affected(victim,gsn_absorb)) return FALSE; if (skill_table[dt].ctype == CMD_COMMUNE || (skill_table[dt].ctype == CMD_BOTH && class_table[ch->class].ctype == CLASS_COMMUNER)) return FALSE; if (ch == victim) return FALSE; if (!IS_NPC(ch)) { if (ch->level + 2 == skill_table[dt].skill_level[ch->class]) mana = 50; else mana = UMAX( skill_table[dt].min_mana, 100 / ( 2 + ch->level - skill_table[dt].skill_level[ch->class] ) ); } else mana = skill_table[dt].min_mana; if (number_percent() < ((victim->level*2) + (victim->pcdata->learned[gsn_absorb]) / 2) && (number_percent() > 40)) { act("The air about $N shimmers as it absorbs $n's spell.",ch,NULL,victim,TO_NOTVICT); act("The air about you shimmers as it absorbs $n's spell.",ch,NULL,victim,TO_VICT); act("The air about $N shimmers as it absorbs your spell.",ch,NULL,victim,TO_CHAR); victim->mana += mana; send_to_char("You feel mana surge through you!\n\r",victim); return TRUE; } } return FALSE; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) { void *vo; int target = TARGET_NONE; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC)) { act("$n's spell fizzles.",ch,0,0,TO_ROOM); send_to_char("Your spell fizzles and dies.\n\r",ch); 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 ) victim = ch->fighting; if ( victim == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } if (is_safe(ch,victim) && ch != victim) { send_to_char("Something isn't right...\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: case TAR_CHAR_SELF: if ( victim == NULL ) victim = ch; vo = (void *) victim; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if ( victim == NULL && obj == NULL) { if (ch->fighting != NULL) victim = ch->fighting; else { send_to_char("You can't do that.\n\r",ch); return; } } if (victim != NULL) { if (is_safe_spell(ch,victim,FALSE) && ch != victim) { send_to_char("Something isn't right...\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; case TAR_OBJ_CHAR_DEF: if (victim == NULL && obj == NULL) { vo = (void *) ch; target = TARGET_CHAR; } else if (victim != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo,target); if ( (skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { check_killer(victim,ch); multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_absorb( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,gsn_absorb) ) { send_to_char("You are already absorbing spells.\n\r",victim); return; } init_affect(&af); af.aftype = AFT_SPELL; af.where = TO_AFFECTS; af.type = gsn_absorb; af.level = level; af.duration = 3 + level/5; af.modifier = 0; af.location = 0; af.bitvector = 0; af.affect_list_msg = str_dup("grants a chance to absorb spells"); affect_to_char(victim, &af); send_to_char("A shimmering force field crackles around you.\n\r",victim); act("A sizzling force field shimmers into existence around $n.",victim,NULL,NULL,TO_ROOM); return; } void spell_acidneedles( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int num; if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level/3,5); else dam = dice( level/3, 5 ); if (is_affected(victim,skill_lookup("plague"))) { AFFECT_DATA *plague = affect_find(victim->affected,skill_lookup("plague")); if (!plague) goto skip_acid_multiplier; if (plague->modifier <= -4) { act("You wince in agony as the acid needles penetrate your plague sores!",ch,0,victim,TO_VICT); act("$N winces in agony as the acid needles penetrate $S plague sores!",ch,0,victim,TO_NOTVICT); act("$N winces in agony as the acid needles penetrate $S plague sores!",ch,0,victim,TO_CHAR); dam += 5 + dice(-1 * plague->modifier,1); if (number_percent() < 30) { act("The plague worsens!",0,0,victim,TO_VICT); plague->modifier -= 1; } } } else if (is_affected(victim,skill_lookup("poison"))) { AFFECT_DATA *poison = affect_find(victim->affected,skill_lookup("poison")); if (!poison) goto skip_acid_multiplier; if (poison->modifier <= -4) { act("The acid needles exacerbate your poison as they sink into your flesh!",ch,0,victim,TO_VICT); act("$N goes slightly pale as the acid needles sink into $S flesh!",ch,0,victim,TO_NOTVICT); act("$N goes slightly pale as the acid needles sink into $S flesh!",ch,0,victim,TO_CHAR); dam += 8 + dice(-1 * poison->modifier,3); level += 2; if (number_percent() < 50) { act("The poison becomes more potent!",0,0,victim,TO_VICT); poison->modifier -= 1; } } } else if (is_affected(victim,skill_lookup("weaken"))) { AFFECT_DATA *weaken = affect_find(victim->affected,skill_lookup("weaken")); if (!weaken) goto skip_acid_multiplier; act("The acid needles sizzle and burn your weakened muscles as they pierce your flesh!",ch,0,victim,TO_VICT); act("The acid needles sizzle and burn $N's weakened muscles as they pierce $S flesh!",ch,0,victim,TO_NOTVICT); act("The acid needles sizzle and burn $N's weakened muscles as they pierce $S flesh!",ch,0,victim,TO_CHAR); dam += 12 + dice(-1 * weaken->modifier,5); level += 4; if (number_percent() < 75) { act("You feel weaker as the acid melts away your muscle tissue.",0,0,victim,TO_VICT); weaken->modifier -= 1; } } skip_acid_multiplier: if ( saves_spell( level, victim, DAM_ACID ) ) dam = 2 * dam / 3; for (num = 0; num < 4; num++) { if (number_percent() < 100 - num*5) damage_old(ch,victim,dam,sn,DAM_ACID,TRUE); dam = dam - dam/5; } WAIT_STATE(ch,PULSE_VIOLENCE*1); return; } void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level,9); else dam = dice( level, 8.5 ); if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2; damage_old( ch, victim, dam, sn,DAM_ACID,TRUE); return; } void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already armored.\n\r",ch); else act("$N is already armored.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = 24; af.modifier = AC_PER_ONE_PERCENT_DECREASE_DAMAGE; 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 ) act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim; AFFECT_DATA af; if (target == TARGET_OBJ) { send_to_char("Uh, what are you thinking?\n\r", ch); return; } /* character target */ victim = (CHAR_DATA *) vo; if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already blessed.\n\r",ch); else act("$N already has divine favor.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.aftype = AFT_COMMUNE; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6+level; af.location = APPLY_HITROLL; if ( level < 8 ) af.modifier = 1; else af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; if ( level < 8 ) af.modifier = -1; else af.modifier = 0 - level / 8; affect_to_char( victim, &af ); send_to_char( "You feel righteous.\n\r", victim ); if ( ch != victim ) act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; int dur; if ( IS_AFFECTED(victim, AFF_BLIND)) { act("But $E is already blind!",ch,0,victim,TO_CHAR); return; } if (saves_spell(level,victim,DAM_OTHER) || (!(str_cmp(race_table[victim->race].name,"lich")))) { act("You failed to blind $N.",ch,0,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; dur = level/3; if (dur > 9) dur = 9; af.duration = dur; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM); return; } void spell_burning_hands(int sn,int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_FIRE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_FIRE,TRUE); return; } void spell_call_lightning( int sn, int level,CHAR_DATA *ch,void *vo,int target) { 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; } if ( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return; } dam = dice(level/2, 8); send_to_char( "Lightning from above strikes your foes!\n\r", ch ); act( "$n calls lightning from above to strike $s foes!", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; 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) ) ) damage_old( ch, vch, saves_spell( level,vch,DAM_LIGHTNING) ? dam / 2 : dam, sn,DAM_LIGHTNING,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 ); } return; } /* RT calm spell stops all fighting in the room */ void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *vch; int mlevel = 0; int count = 0; int high_level = 0; int chance; long vnum; AFFECT_DATA af; /* get sum of all mobile levels in the room */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->position == POS_FIGHTING) { count++; /* if (IS_NPC(vch))*/ mlevel += vch->level; /* else mlevel += vch->level/2;*/ high_level = UMAX(high_level,vch->level); } } /* compute chance of stopping combat */ chance = 4 * level - high_level + 2 * count; if (IS_IMMORTAL(ch)) /* always works */ mlevel = 0; if (number_range(0, chance) >= mlevel) /* hard to stop large fights */ { for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (IS_NPC(vch) && (IS_SET(vch->imm_flags,IMM_MAGIC) || IS_SET(vch->act,ACT_UNDEAD))) continue; if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK) || is_affected(vch,skill_lookup("frenzy"))) continue; if(IS_NPC(vch)) { vnum=vch->pIndexData->vnum; if(vnum==MOB_VNUM_RAGER||vnum==MOB_VNUM_ARCANA|| vnum==MOB_VNUM_KNIGHT||vnum==MOB_VNUM_ANCIENT|| vnum==MOB_VNUM_ENFORCER||vnum==MOB_VNUM_BOUNTY|| vnum==MOB_VNUM_OUTLAW) continue; } send_to_char("A wave of calmness passes over you.\n\r",vch); if (vch->fighting || vch->position == POS_FIGHTING) vch->fighting=NULL; stop_fighting(vch,FALSE); init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level/4; af.location = APPLY_HITROLL; if(IS_NPC(vch)) { af.modifier=-5; } else { af.modifier=-1 * level/10; af.duration=2; } af.bitvector = AFF_CALM; affect_to_char(vch,&af); af.location = APPLY_DAMROLL; affect_to_char(vch,&af); } } } void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; bool commune = FALSE; if (class_table[ch->class].ctype==CLASS_COMMUNER) commune = TRUE; if (victim != ch && victim->master != ch) { send_to_char("You can only cast cancel on followers.\n\r",ch); return; } level += 2; if ((!IS_NPC(ch) && IS_NPC(victim) && !(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) || (IS_NPC(ch) && !IS_NPC(victim)) ) { send_to_char("You failed, try dispel magic.\n\r",ch); return; } if (check_dispel_cancellation(level,victim,ch,skill_lookup("armor"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("bless"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("blindness"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("calm"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("change sex"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("charm person"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("chill"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("curse"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect evil"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect good"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect invis"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect magic"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("faerie fire"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("fly"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("frenzy"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("giant strength"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("haste"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("infravision"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("invis"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("mass invis"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("pass door"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("protection"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("sanctuary"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("sleep"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("slow"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("stone skin"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("weaken"),commune)) found = TRUE; if (found) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); } void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { damage_old( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn,DAM_HARM,TRUE); return; } void spell_cause_critical(int sn,int level,CHAR_DATA *ch,void *vo,int target) { damage_old( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn,DAM_HARM,TRUE); return; } void spell_cause_serious(int sn,int level,CHAR_DATA *ch,void *vo,int target) { damage_old( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn,DAM_HARM,TRUE); return; } void spell_chain_lightning(int sn,int level,CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *tmp_vict,*last_vict,*next_vict; bool found; int dam; /* first strike */ if (is_affected(ch,gsn_grounding)) { send_to_char("The electricity fizzles at your feet.\n\r",ch); act("A lightning bolt leaps from $n's hand but fizzles into the ground.",ch,0,0,TO_ROOM); return; } act("A lightning bolt leaps from $n's hand and arcs to $N.", ch,NULL,victim,TO_ROOM); act("A lightning bolt leaps from your hand and arcs to $N.", ch,NULL,victim,TO_CHAR); act("A lightning bolt leaps from $n's hand and hits you!", ch,NULL,victim,TO_VICT); WAIT_STATE(ch, PULSE_VIOLENCE * 2); dam = dice(level,6); if (saves_spell(level,victim,DAM_LIGHTNING)) dam /= 3; damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); last_vict = victim; level -= 4; /* decrement damage */ /* new targets */ while (level > 0) { found = FALSE; for (tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict) { next_vict = tmp_vict->next_in_room; if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict) { found = TRUE; last_vict = tmp_vict; if (last_vict == ch) { if (number_percent()>=ch->level) { act("The bolt arcs back to $n, and it stabilizes!",tmp_vict,NULL,NULL,TO_ROOM); act("The bolt arcs back to you and you stabilize its energy!",tmp_vict,NULL,NULL,TO_ROOM); level+=7; } else { act("The bolt arcs back to $n!",tmp_vict,NULL,NULL,TO_ROOM); act("The bolt arcs back to you!",tmp_vict,NULL,NULL,TO_ROOM); } } else { act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM); act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR); dam = dice(level,6); if (saves_spell(level,tmp_vict,DAM_LIGHTNING)) dam /= 3; damage_old(ch,tmp_vict,dam,sn,DAM_LIGHTNING,TRUE); level -= 4; /* decrement damage */ } } } /* end target searching loop */ if (!found) /* no target found, hit the caster */ { if (ch == NULL) return; if (last_vict == ch) /* no double hits */ { act("The bolt seems to have fizzled out.",ch,NULL,NULL,TO_ROOM); act("The bolt grounds out harmlessly through your body.", ch,NULL,NULL,TO_CHAR); return; } last_vict = ch; act("The bolt arcs back to $n!",ch,NULL,NULL,TO_ROOM); send_to_char("The bolt arcs harmlessly back to you.\n\r",ch); level -= 4; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn )) { if (victim == ch) send_to_char("You've already been changed.\n\r",ch); else act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level , victim,DAM_OTHER)) return; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; af.affect_list_msg = str_dup("modifies anatomy"); affect_to_char( victim, &af ); send_to_char( "You feel different.\n\r", victim ); act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM); return; } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; CHAR_DATA *check; int count; count = 0; if ((!IS_NPC(victim)) && (!IS_IMMORTAL(ch))) { send_to_char( "You can only charm mobiles.\n\r", ch ); return; } if (is_safe(ch,victim)) return; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } if (IS_NPC(victim) && (victim->pIndexData->pShop != NULL)) { act("$N suddenly becomes very angry and destroys $n!",ch,0,victim,TO_ROOM); act("$N suddenly becomes very angry and destroys you!",ch,0,victim,TO_CHAR); raw_kill(victim,ch); return; } if ( IS_AFFECTED(victim, AFF_CHARM) || IS_AFFECTED(ch, AFF_CHARM) || level < victim->level || IS_CABAL_GUARD(victim) || IS_SET(victim->imm_flags,IMM_CHARM) || (IS_NPC(victim) && victim->spec_fun != NULL) || (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))) { act("$E completely ignores your charming spell.",ch,0,victim,TO_CHAR); return; } if ( saves_spell( level-3, victim,DAM_CHARM) ) { act("$E resists your charming magic.",ch,0,victim,TO_CHAR); act("You resist $n's charming magic.",ch,0,victim,TO_VICT); act("$N resists $n's charming magic.",ch,0,victim,TO_NOTVICT); return; } for (check = char_list; check != NULL; check = check->next) { if (check->leader == ch && IS_AFFECTED(check,AFF_CHARM)) count++; } if (count > 0) { send_to_char("You already control as many charmies as you can.\n\r",ch); return; } if (victim->level > ch->level) { send_to_char("They are too powerful for you to charm.\n\r", ch); return; } if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); victim->leader = ch; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; char msg_buf[MSL]; sprintf(msg_buf,"under %s's command", IS_NPC(ch) ? ch->short_descr : ch->name); af.affect_list_msg = str_dup(msg_buf); affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR); return; } void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); dam *= 2; if (check_spellcraft(ch,sn)) dam *= 2; if ( !saves_spell( level, victim,DAM_COLD ) ) { act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage_old( ch, victim, dam, sn, DAM_COLD,TRUE ); return; } void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_LIGHT) ) dam /= 2; else spell_blindness(skill_lookup("blindness"), level/2,ch,(void *) victim,TARGET_CHAR); damage_old( ch, victim, dam, sn, DAM_LIGHT,TRUE ); return; } void spell_concatenate(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; act("$n points an arm at $N and releases a blast of pure energy.",ch,NULL,victim,TO_NOTVICT); act("$n gestures at you and a blast of white light engulfs you!",ch,NULL,victim,TO_VICT); act("You concatenate the magical energies around you and channel them at $N.",ch,NULL,victim,TO_CHAR); if (level <= 35) { if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level,11); else dam = dice(level,11); } else if (level <= 40) { if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level,12); else dam = dice(level,12); } else if (level <= 48) { if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level,13); else dam = dice(level,13); } else { if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level, 13); else dam = dice(level,13); dam += number_range(0,level); } if (IS_NPC(victim)) { if (level <= 35) dam += level; else if (level <=40) dam += (3*level); else dam += 4*level; } if (saves_spell(level,victim, DAM_ENERGY) ); dam /= 2; damage_old( ch, victim, dam, sn, DAM_ENERGY, TRUE); if (number_bits(2) == 0) spell_blindness(skill_lookup("blindness"), level*3/4, ch, (void *) victim, TARGET_CHAR); send_to_char("You stop channeling the energy and the beam of light dissipates.\n\r", ch); act("$n's beam of light dissipates.",ch,NULL,NULL,TO_ROOM); return; } /* Very messy group gate spell. I wanted players to 'feel' that their entire group had transfered with them rather than just dumping them all in the room and doing a look (then they'd just see whoever was transfered before them but not following members). -Ceran */ void spell_venueport(int sn, int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim; CHAR_DATA *group; CHAR_DATA *arrival; CHAR_DATA *g_next; ROOM_INDEX_DATA *VENUEPORT; CHAR_DATA *last_to_venue; int numb; if (affect_find(ch->affected,gsn_insect_swarm) != NULL) { send_to_char( "You attempt to transport yourself to safety but loose your concentration as you are bitten by yet another insect.\n\r", ch); return; } if (cabal_down(ch,CABAL_ARCANA)) return; last_to_venue = ch; victim = get_char_world( ch, target_name ); /* send_to_char("You utter the words, 'tesseract'.\n\r",ch); act("$n utters the words, 'tesseract'.",ch,NULL,NULL,TO_ROOM); */ if ( victim == NULL || victim == ch || victim->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || !can_see_room(ch,victim->in_room) || (victim->in_room->cabal != 0 && victim->in_room->cabal != CABAL_ARCANA) || ch->in_room->guild != 0 || victim->in_room->guild != 0 || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 9 || (saves_spell( level, victim,DAM_OTHER) ) || (!IS_NPC(victim) && !can_pk(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON))) { send_to_char( "You failed.\n\r", ch ); return; } if (victim->in_room == ch->in_room) { send_to_char("You are already at that venue.\n\r",ch); return; } VENUEPORT = get_room_index(ROOM_VNUM_VENUEPORT); numb = 1; for (group = ch->in_room->people; group != NULL; group = g_next) { g_next = group->next_in_room; if (!is_same_group(group,ch) || (group->fighting != NULL) ) continue; if (group == ch ) continue; numb++; affect_strip(group,gsn_ambush); send_to_char("You feel space and time rupture around you as everything shifts.\n\r",group); send_to_char("With a blinding flash of light you find yourself somewhere else!\n\r",group); send_to_char("\n\r",group); char_from_room(group); char_to_room(group,victim->in_room); act("$n arrives suddenly!",group,NULL,NULL,TO_ROOM); char_from_room(group); char_to_room(group, VENUEPORT); last_to_venue = group; if (is_affected(group,gsn_earthfade)) { affect_strip(group, gsn_earthfade); } } act("With a brilliant flash of light $n and $s friends disappear!",ch,NULL,NULL,TO_ROOM); send_to_char("You feel space and time rupture around you as everything shifts.\n\r",ch); send_to_char("With a blinding flash of light you find yourself somewhere else!\n\r",ch); send_to_char("\n\r",ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n arrives suddenly!",ch,NULL,NULL,TO_ROOM); un_earthfade(ch,NULL); if (last_to_venue == ch) { do_look(ch,"auto"); return; } for (arrival = last_to_venue->in_room->people; arrival != NULL; arrival = g_next) { g_next = arrival->next_in_room; if (arrival == ch) continue; if ((is_same_group(arrival,ch)) && (arrival != ch) ) { char_from_room(arrival); char_to_room(arrival,ch->in_room); } } for (arrival = ch->in_room->people; arrival != NULL; arrival = arrival->next_in_room) { do_look(arrival,"auto"); if (--numb == 0) break; } return; } void spell_electric_storm(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; ROOM_AFFECT_DATA raf; if ( is_affected( ch, sn ) ) { send_to_char ("Your unable to call upon the storm again so soon.\n\r", ch); return; } if ( is_affected_room( ch->in_room, sn )) { send_to_char("The storm already obeys your will here.\n\r",ch); return; } if (number_range(1,100) > ch->pcdata->learned[sn]) { send_to_char("You call to the storm but it does not heed your summons.\n\r",ch); WAIT_STATE(ch, PULSE_TICK / 2); } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = ch->level; af.duration = 48; af.modifier = 0; af.location = APPLY_NONE; af.affect_list_msg = str_dup("unable to summon an electrical storm"); af.bitvector = 0; affect_to_char( ch, &af ); init_affect_room(&raf); raf.where = TO_ROOM_AFFECTS; raf.aftype = AFT_SPELL; raf.type = sn; raf.level = ch->level; raf.duration = level / 10; raf.location = APPLY_NONE; raf.modifier = 0; raf.bitvector = AFF_ROOM_ELECTRIC_STORM; affect_to_room( ch->in_room, &raf ); send_to_char("The storm heads your summons as a massive electric storm begins to brew overhead!\n\r", ch); act("$n raises their arms to the sky and a massive storm cloud begins to form overhead.",ch,NULL,NULL,TO_ROOM); WAIT_STATE(ch, PULSE_TICK); } void spell_wrath(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_EVIL(victim)) { act("$N is unaffected by $n's heavenly wrath.",ch,NULL,victim,TO_NOTVICT); act("You are unaffected by $n's heavenly wrath.\n\r",ch,NULL,victim,TO_VICT); send_to_char("The Gods do not enhance your wrath and frown on your actions\n\r",ch); return; } dam = dice(level, 8); dam += dice(level,5); if (saves_spell(level,victim,DAM_HOLY) || saves_spell(level + 5, victim,DAM_HOLY)) dam /= 2; act("You call down the wrath of god upon $N.",ch,0,victim,TO_CHAR); act("$n calls down the wrath of god upon $N.",ch,0,victim,TO_NOTVICT); act("$n calls down the wrath of god upon you.",ch,0,victim,TO_VICT); damage_old(ch,victim,dam,sn,DAM_HOLY,TRUE); if (number_range(0,3) != 0) return; spell_curse(gsn_curse,level,ch,(void *) victim, TARGET_CHAR); return; } void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *light; if (target_name[0] != '\0') /* do a glow on some object */ { light = get_obj_carry(ch,target_name,ch); if (light == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (IS_OBJ_STAT(light,ITEM_GLOW)) { act("$p is already glowing.",ch,light,NULL,TO_CHAR); return; } set_bit(&light->extra_flags,ITEM_GLOW); act("$p glows with a white light.",ch,light,NULL,TO_ALL); return; } light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room( light, ch->in_room ); act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_control_weather(int sn,int level,CHAR_DATA *ch,void *vo,int target) { if ( !str_cmp( target_name, "better" ) ) weather_info.change += dice( level / 3, 4 ); else if ( !str_cmp( target_name, "worse" ) ) weather_info.change -= dice( level / 3, 4 ); else send_to_char ("Do you want it to get better or worse?\n\r", ch ); send_to_char( "Ok.\n\r", ch ); return; } void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = level / 2; mushroom->value[1] = level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } void spell_create_rose( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { OBJ_DATA *rose; rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0); act("$n has created a beautiful red rose.",ch,rose,NULL,TO_ROOM); send_to_char("You create a beautiful red rose.\n\r",ch); obj_to_char(rose,ch); return; } void spell_create_spring(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *spring; spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 ); spring->timer = level; obj_to_room( spring, ch->in_room ); act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); return; } void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\n\r", ch ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return; } water = UMIN( level * (weather_info.sky >= SKY_RAINING ? 4 : 2), obj->value[0] - obj->value[1] ); if ( water > 0 ) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if ( !is_name( "water", obj->name ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s water", obj->name ); free_string( obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_blindness )) { if (victim == ch) send_to_char("You aren't blind.\n\r",ch); else act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,gsn_blindness)) { send_to_char( "Your vision returns!\n\r", victim ); act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 8) + level - 6; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* RT added to cure plague */ void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!str_cmp(class_table[ch->class].name, "monk") && victim != ch) { send_to_char("You are only able to purge your own diseases.\n\r",ch); return; } if ( !is_affected( victim, gsn_plague ) ) { if (victim == ch) send_to_char("You aren't ill.\n\r",ch); else act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,gsn_plague)) { send_to_char("Your sores vanish.\n\r",victim); act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(1, 8) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!str_cmp(class_table[ch->class].name, "monk") && victim != ch) { send_to_char("You are only able to purge toxins from your own body.\n\r",ch); return; } if ( !is_affected( victim, gsn_poison ) && !is_affected(victim, gsn_poison_dust)) { if (victim == ch) send_to_char("You aren't poisoned.\n\r",ch); else act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,gsn_poison_dust)) { if (check_dispel(level,victim,gsn_poison_dust)) send_to_char("A warm feelings runs through you as the poison dust vanishes.\n\r",victim); act("$n looks much better.",victim,0,0,TO_ROOM); if (!is_affected(victim,gsn_poison)) return; } if (check_dispel(level,victim,gsn_poison)) { send_to_char("A warm feeling runs through your body.\n\r",victim); act("$n looks much better.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, 8) + level /2 ; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (obj==NULL) return; if (IS_OBJ_STAT(obj,ITEM_EVIL)) { act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find(obj->affected,skill_lookup("bless")); if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0)) { if (paf != NULL) affect_remove_obj(obj,paf); act("$p glows with a red aura.",ch,obj,NULL,TO_ALL); remove_bit(&obj->extra_flags,ITEM_BLESS); return; } else { act("The holy aura of $p is too powerful for you to overcome.", ch,obj,NULL,TO_CHAR); return; } } init_affect(&af); af.where = TO_OBJECT; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +5; af.bitvector = ITEM_EVIL; affect_to_obj(obj,&af); act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL); if (obj->wear_loc != WEAR_NONE) ch->saving_throw += 1; return; } /* character curses */ victim = (CHAR_DATA *) vo; if ((obj = get_eq_char(victim,WEAR_BODY)) != NULL && obj->pIndexData->vnum == 14005) level -= 20; if (IS_AFFECTED(victim,AFF_CURSE)) { send_to_char("You are already cursed.\n\r", victim ); if( ch != victim ) act("$N is already cursed.",ch,NULL,victim,TO_CHAR ); return; } if (saves_spell(level,victim,DAM_NEGATIVE)) { if( ch == victim ) act("You resist your curse.",ch,NULL,0,TO_CHAR ); if( ch != victim ) { act("$N resists your curse.",ch,NULL,victim,TO_CHAR ); act("You resist $n's curse.",ch,NULL,victim,TO_VICT ); act("$N resists $n's curse.",ch,NULL,victim,TO_ROOM ); } return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = ( 2 + level/5); af.location = APPLY_HITROLL; af.modifier = -1 * (level / 8); af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char( victim, &af ); af.affect_list_msg = str_dup("unable to recall"); af.location = APPLY_NONE; af.modifier = 0; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR); return; } void spell_dark_wrath(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_GOOD(victim) ) { act("$N is unaffected by $n's dark wrath.", ch, NULL,victim,TO_NOTVICT); act("$N is unaffected by your dark wrath.",ch,NULL,victim,TO_CHAR); act("You are unaffected by $n's dark wrath.",ch,NULL,victim,TO_VICT); return; } dam = dice(level,9); if (saves_spell(level,victim,DAM_NEGATIVE) ) dam /= 2; damage_old(ch,victim,dam,sn, DAM_NEGATIVE, TRUE); if (number_range(0,3) != 0) return; spell_curse(gsn_curse, level, ch, (void *) victim, TARGET_CHAR); return; } /* RT replacement demonfire spell */ void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; /* Retarded alignment based stuff removed in favor of plain damage spell */ dam = dice(level, 7); if (victim != ch) { act("$n calls forth the demons of Hell upon $N!", ch,NULL,victim,TO_ROOM); act("$n has assailed you with the demons of Hell!", ch,NULL,victim,TO_VICT); send_to_char("You conjure forth the demons of hell!\n\r",ch); } if ( saves_spell( level, victim,DAM_NEGATIVE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim,TARGET_CHAR); } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) { if (victim == ch) send_to_char("You can already sense evil.\n\r",ch); else act("$N can already detect evil.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.aftype = AFT_COMMUNE; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; af.affect_list_msg = str_dup("allows you to distinguish evil hearts"); affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) ) { if (victim == ch) send_to_char("You can already sense good.\n\r",ch); else act("$N can already detect good.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_GOOD; af.affect_list_msg = str_dup("allows you to distinguish light-hearts"); 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; } void do_detect_hidden(CHAR_DATA *ch, char *argument) { AFFECT_DATA af; int number; if ( IS_AFFECTED(ch, AFF_DETECT_HIDDEN) ) { send_to_char("You are already as alert as you can be. \n\r",ch); return; } if ( (number = get_skill(ch,gsn_detect_hidden)) == 0 || ch->level < skill_table[gsn_detect_hidden].skill_level[ch->class] ) { send_to_char("Huh?\n\r", ch); return; } if ( (number = number_percent()) > get_skill(ch, gsn_detect_hidden) ) { send_to_char("You peer into the shadows but your vision stays the same.\n\r", ch); check_improve(ch,gsn_detect_hidden,FALSE, 2); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_detect_hidden; af.level = ch->level; af.duration = ch->level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; af.affect_list_msg = str_dup("grants the ability to detect the hidden"); affect_to_char( ch, &af ); send_to_char( "Your awareness improves.\n\r", ch ); check_improve( ch, gsn_detect_hidden, TRUE, 2 ); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) { if (victim == ch) send_to_char("You can already see invisible.\n\r",ch); else act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; af.affect_list_msg = str_dup("grants the ability to detect the invisible"); affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) { if (victim == ch) send_to_char("You can already sense magical auras.\n\r",ch); else act("$N can already detect magic.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; af.affect_list_msg = str_dup("grants the ability to detect magical auras"); 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; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\n\r", ch ); else send_to_char( "It looks delicious.\n\r", ch ); } else { send_to_char( "It doesn't look poisoned.\n\r", ch ); } return; } void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && IS_EVIL(ch) ) victim = ch; if ( IS_GOOD(victim) ) { act( "$N is protected.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL(victim) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } if (victim->hit > (ch->level * 4)) dam = dice( level, 4 ); else dam = UMAX(victim->hit, dice(level,4)); if ( saves_spell( level, victim,DAM_HOLY) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_HOLY ,TRUE); return; } void spell_dispel_good( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && IS_GOOD(ch) ) victim = ch; if ( IS_EVIL(victim) ) { act( "$N is protected by $S evil.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL(victim) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } if (victim->hit > (ch->level * 4)) dam = dice( level, 4 ); else dam = UMAX(victim->hit, dice(level,4)); if ( saves_spell( level, victim,DAM_NEGATIVE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; char buf[MAX_STRING_LENGTH]; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != 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_safe_spell(ch,vch,TRUE)) { if (!IS_NPC(ch) && !IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL)) { switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch)); } if (vch != ch) do_myell(vch,buf); } if (IS_AFFECTED(vch,AFF_FLYING)) damage_old(ch,vch,0,sn,DAM_EARTH,TRUE); else damage_old( ch,vch,level + dice(2, 8), sn, DAM_EARTH,TRUE); } continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (obj->item_type != ITEM_ARMOR) { send_to_char("That isn't an armor.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* apply other modifiers */ fail -= level; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail -= 5; fail = URANGE(5,fail,85); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR); act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 3)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR); act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; remove_bit(&obj->extra_flags, ITEM_GLOW); remove_bit(&obj->extra_flags, ITEM_HUM); remove_bit(&obj->extra_flags, ITEM_MAGIC); remove_bit(&obj->extra_flags, ITEM_INVIS); remove_bit(&obj->extra_flags, ITEM_NODROP); remove_bit(&obj->extra_flags, ITEM_NOREMOVE); return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (90 - level/5)) /* success! */ { act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR); act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM); set_bit(&obj->extra_flags, ITEM_MAGIC); added = -1; } else /* exceptional enchant */ { act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM); set_bit(&obj->extra_flags,ITEM_MAGIC); added = AC_PER_ONE_PERCENT_DECREASE_DAMAGE/3; } if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_HUM) ) { set_bit(&obj->extra_flags,ITEM_HUM); remove_bit(&obj->extra_flags,ITEM_GLOW); } if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_GLOW) ) set_bit(&obj->extra_flags,ITEM_GLOW); /* now add the enchantments */ if (obj->level < LEVEL_HERO) obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1); if (ac_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_AC) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); } } } else /* add a new affect */ { paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } void spell_enchant_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (obj->item_type != ITEM_WEAPON) { send_to_char("That isn't a weapon.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } if (is_affected_obj(obj,skill_lookup("unholy bless"))) return send_to_char("The unholy aura surrounding that prevents you.\n\r",ch); /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } /* apply other modifiers */ fail -= 3 * level/2; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail -= 5; fail = URANGE(5,fail,95); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR); act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 2)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR); act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; remove_bit(&obj->extra_flags, ITEM_GLOW); remove_bit(&obj->extra_flags, ITEM_HUM); remove_bit(&obj->extra_flags, ITEM_MAGIC); remove_bit(&obj->extra_flags, ITEM_INVIS); remove_bit(&obj->extra_flags, ITEM_NODROP); remove_bit(&obj->extra_flags, ITEM_NOREMOVE); return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level/5)) /* success! */ { act("$p glows blue.",ch,obj,NULL,TO_CHAR); act("$p glows blue.",ch,obj,NULL,TO_ROOM); set_bit(&obj->extra_flags, ITEM_MAGIC); added = 1; } else /* exceptional enchant */ { act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM); set_bit(&obj->extra_flags,ITEM_MAGIC); added = 2; } if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_HUM) ) { set_bit(&obj->extra_flags,ITEM_HUM); remove_bit(&obj->extra_flags,ITEM_GLOW); } if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_GLOW) ) set_bit(&obj->extra_flags,ITEM_GLOW); if (level >= 100) set_bit(&obj->extra_flags,ITEM_ROT_DEATH); /* now add the enchantments */ if (obj->level < LEVEL_HERO - 1) obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1); if (dam_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_DAMROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); } } } else /* add a new affect */ { paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if (hit_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_HITROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); } } } else /* add a new affect */ { paf = new_affect(); paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } return; } void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; char buf[MSL]; int dam = number_range(125,135); if (check_spellcraft(ch,sn)) dam += spellcraft_dam(level,3); else dam += dice(level,3); act("$n conjures a fireball into the room!",ch,0,0,TO_ROOM); act("You conjure a fireball into the room!",ch,0,0,TO_CHAR); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if ((is_same_group(vch,ch) || IS_IMMORTAL(vch)) && ch->fighting != vch) { continue; } if (ch->cabal != 0 && is_same_cabal(vch,ch )) { continue; } act("You are engulfed by $n's fireball!",ch,0,vch,TO_VICT); switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch)); } if ( saves_spell( level, vch, DAM_FIRE) ) dam /= 2; damage_old( ch, vch, dam, sn, DAM_FIRE ,TRUE); } return; } void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("$p is already protected from burning.",ch,obj,NULL,TO_CHAR); return; } init_affect(&af); af.where = TO_OBJECT; af.type = sn; af.aftype = AFT_SPELL; af.level = level; af.duration = number_fuzzy(level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BURN_PROOF; affect_to_obj(obj,&af); act("You protect $p from fire.",ch,obj,NULL,TO_CHAR); act("$p is surrounded by a protective aura.",ch,obj,NULL,TO_ROOM); } void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (check_spellcraft(ch,sn)) dam = spellcraft_dam(6 + level / 2,8); else dam = dice(6 + level / 2, 8); if ( saves_spell( level, victim,DAM_FIRE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_FIRE ,TRUE); return; } void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) { send_to_char("You are already glowing.\n\r", victim ); if( ch != victim ) { act("$N is already glowing.",ch,NULL,victim,TO_CHAR ); act("$N is already glowing.",ch,NULL,victim,TO_ROOM ); } return; } if (saves_spell(level+15, victim,DAM_OTHER)) { if( ch == victim ) send_to_char("You resist your faerie fire.\n\r",victim); if( ch != victim ) { act("$N resists your faerie fire.",ch,NULL,victim,TO_CHAR ); act("$N resists $n's faerie fire.",ch,NULL,victim,TO_ROOM ); act("You resist $n's faerie fire.",ch,NULL,victim,TO_VICT ); } return; } affect_strip ( victim,gsn_camouflage ); affect_strip ( victim, gsn_invis ); affect_strip ( victim, gsn_mass_invis ); affect_strip ( victim, gsn_sneak ); affect_strip ( victim, gsn_earthfade ); affect_strip ( victim, gsn_duo ); REMOVE_BIT ( victim->affected_by, AFF_HIDE ); REMOVE_BIT ( victim->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( victim->affected_by, AFF_SNEAK ); REMOVE_BIT ( victim->affected_by, AFF_CAMOUFLAGE ); init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = 5; af.location = APPLY_AC; af.modifier = -5 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *ich; AFFECT_DATA af; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = 4 + (level/8); af.bitvector = 0; af.modifier = 0; for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if (ich->invis_level > 0) continue; if (ich->trust > 51 ) continue; if ( ich == ch || saves_spell( level, ich,DAM_OTHER) ) continue; af.affect_list_msg = str_dup("unable to conceal yourself"); affect_to_char( ich,&af); affect_strip ( ich,gsn_camouflage ); affect_strip ( ich, gsn_invis ); affect_strip ( ich, gsn_mass_invis ); affect_strip ( ich, gsn_sneak ); affect_strip ( ich, gsn_earthfade ); affect_strip ( ich, gsn_duo ); REMOVE_BIT ( ich->affected_by, AFF_HIDE ); REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ich->affected_by, AFF_SNEAK ); REMOVE_BIT ( ich->affected_by, AFF_CAMOUFLAGE ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } return; } void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FLYING) ) { if (victim == ch) send_to_char("You are already airborne.\n\r",ch); else act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR); return; } if (is_affected(ch,skill_lookup("bolo toss"))) { return send_to_char("Your magic cannot overcome the weight of the bolo twisted around your torso.\n\r",ch); } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.affect_list_msg = str_dup("grants flight"); af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } /* RT clerical berserking spell */ void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK)) { if (victim == ch) send_to_char("You are already in a frenzy.\n\r",ch); else act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,skill_lookup("calm"))) { if (victim == ch) send_to_char("Why don't you just relax for a while?\n\r",ch); else act("$N doesn't look like $e wants to fight anymore.", ch,NULL,victim,TO_CHAR); return; } if ((IS_GOOD(ch) && !IS_GOOD(victim)) || (IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) || (IS_EVIL(ch) && !IS_EVIL(victim)) ) { act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.aftype = AFT_COMMUNE; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim,&af); af.location = APPLY_DAMROLL; affect_to_char(victim,&af); af.modifier = -2 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE; af.location = APPLY_AC; affect_to_char(victim,&af); send_to_char("You are filled with holy wrath!\n\r",victim); act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM); } /* RT ROM-style gate */ void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; if (ch->fighting != NULL) { send_to_char("You can't concentrate enough.\n\r",ch); return; } victim = get_char_world( ch, target_name ); if (!(victim==NULL)) { if ((IS_NPC(victim)) && ( IS_SET(victim->res_flags,RES_SUMMON) )) level -= 5; if ((IS_NPC(victim)) && ( IS_SET(victim->vuln_flags,VULN_SUMMON) )) level += 5; } if ( victim == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_NO_GATE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || (victim->in_room->cabal != 0 && victim->in_room->cabal != ch->cabal) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 4 || (!IS_NPC(victim) && !can_pk(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (!IS_NPC(victim) && saves_spell(level,victim,DAM_OTHER)) || (!IS_NPC(victim) && victim->level > LEVEL_HERO) || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) ) { send_to_char( "You failed.\n\r", ch ); return; } if (victim->in_room->cabal != 0 && victim->in_room->cabal != victim->cabal) { send_to_char("You failed.\n\r",victim); return; } act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); un_camouflage( ch, NULL); un_earthfade(ch, NULL); un_hide(ch, NULL); un_sneak(ch, NULL); } void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already as strong as you can get!\n\r",ch); else act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_ENHANCED_MOD; af.modifier = 2; affect_to_char( victim, &af ); send_to_char( "Your muscles surge with heightened power!\n\r", victim ); act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX( 20, victim->hit - dice(1,4) ); if ( saves_spell( level, victim,DAM_HARM) ) dam = UMIN( 50, dam / 2 ); dam = UMIN( 100, dam ); damage_old( ch, victim, dam, sn, DAM_HARM ,TRUE); return; } /* RT haste spell */ void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (!str_cmp(class_table[ch->class].name, "monk") && victim != ch) { send_to_char("You are only able to enhance your own physical abilities.\n\r",ch); return; } if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE) || IS_SET(victim->off_flags,OFF_FAST)) { if (victim == ch) send_to_char("You can't move any faster!\n\r",ch); else act("$N is already moving as fast as $E can.", ch,NULL,victim,TO_CHAR); return; } if (IS_AFFECTED(victim,AFF_SLOW)) { send_to_char("You start moving at normal speed again.\n\r",victim); act("$n starts moving at normal speed again.",victim,NULL,NULL,TO_ROOM); affect_strip(victim,skill_lookup("slow")); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; if (victim == ch) af.duration = level/2; else af.duration = level/2; af.location = APPLY_DEX; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = AFF_HASTE; char msg_buf[MSL]; sprintf(msg_buf,"increases likelihood of attacks and dexterity by %d",af.modifier); af.affect_list_msg = str_dup(msg_buf); affect_to_char( victim, &af ); send_to_char( "You feel yourself moving more quickly.\n\r", victim ); act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 100, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; return; if (!saves_spell(level + 2,victim,DAM_FIRE) && !IS_SET(victim->imm_flags,IMM_FIRE)) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next) { obj_next = obj_lose->next_content; if ( number_range(1,2 * level) > obj_lose->level && !saves_spell(level,victim,DAM_FIRE) && IS_OBJ_STAT(obj_lose,ITEM_METAL)) { switch ( obj_lose->item_type ) { case ITEM_ARMOR: if (obj_lose->wear_loc != -1) /* remove the item */ { if (can_drop_obj(victim,obj_lose) && (obj_lose->weight / 10) < number_range(1,2 * get_curr_stat(victim,STAT_DEX)) && remove_obj( victim, obj_lose->wear_loc, TRUE )) { act("$n yelps and throws $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You remove and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 3); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* stuck on the body! ouch! */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level)); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim,obj_lose)) { act("$n yelps and throws $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; case ITEM_WEAPON: if (obj_lose->wear_loc != -1) /* try to drop it */ { if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING)) continue; if (can_drop_obj(victim,obj_lose) && remove_obj(victim,obj_lose->wear_loc,TRUE)) { act("$n is burned by $p, and throws it to the ground.", victim,obj_lose,NULL,TO_ROOM); send_to_char( "You throw your red-hot weapon to the ground!\n\r", victim); dam += 1; obj_from_char(obj_lose); obj_to_room(obj_lose,victim->in_room); fail = FALSE; } else /* YOWCH! */ { send_to_char("Your weapon sears your flesh!\n\r", victim); dam += number_range(1,obj_lose->level); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim,obj_lose)) { act("$n throws a burning hot $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; } } } } if (fail) { send_to_char("Your spell had no effect.\n\r", ch); send_to_char("You feel momentarily warmer.\n\r",victim); } else /* damage! */ { if (saves_spell(level,victim,DAM_FIRE)) dam = 2 * dam / 3; damage_old(ch,victim,dam,sn,DAM_FIRE,TRUE); } } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\rMaterial is %s.\n\r", obj->name, item_name(obj->item_type), bitmask_string(&obj->extra_flags, extra_flags), obj->weight, obj->cost, obj->level, obj->material->name ); send_to_char( buf, ch ); sprintf( buf, "restrict flags %s.\n\r", restrict_bit_name(obj->pIndexData->restrict_flags)); send_to_char(buf,ch); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf( buf, "Level %ld spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) { send_to_char(" '",ch); send_to_char(skill_table[obj->value[4]].name,ch); send_to_char("'",ch); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %ld charges of level %ld", obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_DRINK_CON: sprintf(buf,"It holds %s-colored %s.\n\r", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name); send_to_char(buf,ch); break; case ITEM_CONTAINER: sprintf(buf,"Capacity: %ld# Maximum weight: %ld# flags: %s\n\r", obj->value[0], obj->value[3], cont_bit_name(obj->value[1])); send_to_char(buf,ch); break; case ITEM_WEAPON: send_to_char("Weapon type is ",ch); switch (obj->value[0]) { case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break; case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break; case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break; case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break; case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break; case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break; case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break; case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break; case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break; case (WEAPON_STAFF) : send_to_char("staff.\n\r",ch); break; default : send_to_char("unknown.\n\r",ch); break; } if (obj->pIndexData->new_format) sprintf(buf,"Damage is %ldd%ld (average %ld).\n\r", obj->value[1],obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); else sprintf( buf, "Damage is %ld to %ld (average %ld).\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); send_to_char( buf, ch ); if (obj->value[4]) /* weapon flags */ { sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4])); send_to_char(buf,ch); } break; case ITEM_ARMOR: sprintf( buf, "Armor class is %ld pierce, %ld bash, %ld slash, and %ld vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); send_to_char( buf, ch ); break; } if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char( buf, ch ); } } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { if (strcmp(affect_loc_name( paf->location ),"none") != 0) sprintf( buf, "Affects %s by %d", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); if ( paf->duration > -1) sprintf(buf,", %d hours.\n\r",paf->duration); else sprintf(buf,".\n\r"); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_WEAPON: sprintf(buf,"Adds %s weapon flags.\n", weapon_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char(buf,ch); } } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INFRARED) ) { if (victim == ch) send_to_char("You can already see in the dark.\n\r",ch); else act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR); return; } act( "$n's eyes glow red.\n\r", victim, NULL, NULL, TO_ROOM ); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.affect_list_msg = str_dup("grants dark vision"); af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; AFFECT_DATA af; int sn_fog, sn_fire; sn_fog = skill_lookup("faerie fog"); sn_fire = skill_lookup("faerie fire"); if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire)) { send_to_char("You can't turn invisible while revealed.\n\r",ch); return; } if (target == TARGET_OBJ) { send_to_char("You must be crazy.\n\r", ch); return; } /* character invisibility */ victim = (CHAR_DATA *) vo; if ( IS_AFFECTED(victim, AFF_INVISIBLE) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.affect_list_msg = str_dup("grants invisibility"); af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); return; } void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 0 ) msg = "$N has a pure and good aura."; else if ( ap == 0 ) msg = "$N doesn't have a firm moral commitment."; else msg = "$N is the embodiment of pure evil!."; act( msg, ch, NULL, victim, TO_CHAR ); if (!IS_NPC(victim)) ap = victim->pcdata->ethos; if ( ap > 0 ) msg = "$N abides by the law of the land."; else if ( ap == 0 ) msg = "$N doesn't know what to think about the law"; else msg = "$N has absolutely no cares for the law."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_channel(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; if (cabal_down(ch,CABAL_ARCANA)) return; if (is_affected(ch,sn) || ch->hit > ch->max_hit) { send_to_char("You are already as healthy as you can get.\n\r",ch); return; } if (IS_NPC(ch)) return; ch->hit += ch->pcdata->perm_mana*.4; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_HIT; af.modifier = ch->pcdata->perm_mana*.4; af.bitvector = 0; affect_to_char(ch,&af); send_to_char("You feel your health improve as you control your body with your mind.\n\r",ch); } void spell_lightning_bolt(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; if (is_affected(ch,gsn_grounding)) { send_to_char("The electricity fizzles at your feet.\n\r",ch); return; } level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if (check_spellcraft(ch,sn)) dam += level; if ( saves_spell( level, victim,DAM_LIGHTNING) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE); return; } void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target) { char buf[MAX_INPUT_LENGTH]; BUFFER *buffer; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; max_found = IS_IMMORTAL(ch) ? 200 : 2 * level; buffer = new_buf(); for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) || IS_OBJ_STAT(obj,ITEM_NOLOCATE) || number_percent() > 2 * level || ch->level < obj->level) continue; found = TRUE; number++; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if(in_obj->carried_by==NULL||!is_affected(in_obj->carried_by,gsn_cloak_form)) { if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by)) { sprintf( buf, "%s is carried by %s\n\r", obj->short_descr, PERS(in_obj->carried_by, ch) ); } else { if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) { sprintf( buf, "%s is in %s [Room %ld]\n\r", obj->short_descr, in_obj->in_room->name, in_obj->in_room->vnum); } else { number--; if (number ==0) found = FALSE; continue; } } buf[0] = UPPER(buf[0]); add_buf(buffer,buf); if (number >= max_found) break; } else { found=FALSE; number--; } } if ( !found ) send_to_char( "Nothing like that in heaven or earth.\n\r", ch ); else page_to_char(buf_string(buffer),ch); free_buf(buffer); return; } void spell_magic_missile( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if (check_spellcraft(ch,sn)) dam += level; if ( saves_spell( level, victim,DAM_ENERGY) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_ENERGY ,TRUE); return; } void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup("heal"); refresh_num = skill_lookup("refresh"); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if (((IS_NPC(ch) && IS_NPC(gch)) || (!IS_NPC(ch) && !IS_NPC(gch))) && is_same_group(ch,gch)) { spell_heal(heal_num,level,ch,(void *) gch,TARGET_CHAR); spell_refresh(refresh_num,level,ch,(void *) gch,TARGET_CHAR); } } } void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; CHAR_DATA *gch; int sn_fog, sn_fire; sn_fog = skill_lookup("faerie fog"); sn_fire = skill_lookup("faerie fire"); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) ) continue; if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire)) { send_to_char("You can't turn invisible while revealed.\n\r",gch); continue; } act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade out of existence.\n\r", gch ); init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level/2; af.duration = 24; af.location = APPLY_NONE; af.affect_list_msg = str_dup("grants invisibility"); af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) { if (victim == ch) send_to_char("You are already out of phase.\n\r",ch); else act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.affect_list_msg = str_dup("grants the ability to pass through doors"); af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return; } /* RT plague spell, very nasty */ void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (victim->class==class_lookup("lich")) { act("You ignore the plague completely.",ch,0,victim,TO_VICT); act("$n ignores the plague completely.",ch,0,victim,TO_CHAR); act("$n ignores the plague completely.",ch,0,victim,TO_NOTVICT); return; } if (saves_spell(level,victim,DAM_DISEASE) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)) || (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_RAGER)) { if (ch == victim) send_to_char("You feel momentarily ill, but it passes.\n\r",ch); else act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level * 3/4; af.duration = 12; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_PLAGUE; af.aftype = AFT_MALADY; af.owner_name = str_dup(ch->original_name); af.end_fun = NULL; affect_join(victim,&af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r",victim); act("$n screams in agony as plague sores erupt from $s skin.", victim,NULL,NULL,TO_ROOM); } void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == TAR_OBJ_INV) { obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("Your spell fails to corrupt $p.",ch,obj,NULL,TO_CHAR); return; } obj->value[3] = 1; act("$p is infused with poisonous vapors.",ch,obj,NULL,TO_ALL); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT(obj,WEAPON_FLAMING) || IS_WEAPON_STAT(obj,WEAPON_FROST) || IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC) || IS_WEAPON_STAT(obj,WEAPON_SHARP) || IS_WEAPON_STAT(obj,WEAPON_VORPAL) || IS_WEAPON_STAT(obj,WEAPON_SHOCKING) || IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR); return; } if (IS_WEAPON_STAT(obj,WEAPON_POISON)) { act("$p is already envenomed.",ch,obj,NULL,TO_CHAR); return; } init_affect(&af); af.where = TO_WEAPON; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level / 2; af.duration = level/8; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj,&af); act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL); return; } act("You can't poison $p.",ch,obj,NULL,TO_CHAR); return; } victim = (CHAR_DATA *) vo; if ( victim->race==race_lookup("lich")) { act("$n ignores the poison completely.",victim,NULL,NULL,TO_ROOM); send_to_char("You ignore the poison completely.",victim); return; } if ( saves_spell( level, victim,DAM_POISON) ) { act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM); send_to_char("You feel momentarily ill, but it passes.\n\r",victim); return; } if (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_RAGER) { act("$n turns slightly green, but it passes.",victim,0,0,TO_ROOM); return; } init_affect(&af); af.where = TO_AFFECTS; af.type = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level/8; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; af.owner_name = str_dup(ch->original_name); affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); act("$n looks very ill.",victim,NULL,NULL,TO_ROOM); return; } void spell_power_word_stun(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,gsn_power_word_stun) ) { send_to_char("They are already stunned from another word of power.\n\r",ch); return; } /* if (victim == ch) { send_to_char("You can not direct a word of power at yourself.\n\r",ch); return; } */ act("$n gestures at $N and utters the word, 'Stun'.",ch,NULL,victim,TO_NOTVICT); act("$n gestures at you and utters the word, 'Stun'.",ch,NULL,victim,TO_VICT); act("You gesture at $N and invoke a word of dark power.",ch,NULL,victim,TO_CHAR); if (saves_spell(level-4,victim,DAM_NEGATIVE) ) { act("$n reels from the dark energy but resists the power.",victim,NULL,NULL,TO_ROOM); act("You feel the power blast at you, but you resist the stun.",victim,NULL,NULL,TO_CHAR); WAIT_STATE(ch,PULSE_VIOLENCE*3); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_power_word_stun; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 0; af.bitvector = 0; af.level = level; affect_to_char(victim,&af); af.location = APPLY_DEX; af.modifier = -3; affect_to_char(victim,&af); WAIT_STATE(ch,PULSE_VIOLENCE*3); act("The word of power sends $N to the ground with stunning force!",ch,NULL,victim,TO_NOTVICT); act("$N is crushed to the floor by your word of power!",ch,NULL,victim,TO_CHAR); send_to_char("You are sent crashing to the ground as the word hits you!",victim); victim->position = POS_RESTING; return; } void spell_protection_evil(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if(IS_EVIL(victim)) { send_to_char("Your soul rejects the purity.\n\r",victim); return; } if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL) || IS_AFFECTED(victim, AFF_PROTECT_GOOD)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_EVIL; affect_to_char( victim, &af ); af.location = 0; af.modifier = 0; af.affect_list_msg = str_dup("reduces damage from evil opponents by 25%"); send_to_char( "You feel holy and pure.\n\r", victim ); affect_to_char( victim, &af ); if ( ch != victim ) act("$N is protected from evil.",ch,NULL,victim,TO_CHAR); return; } void spell_protection_good(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if(IS_GOOD(victim)) { send_to_char("Your soul rejects the corruption.\n\r",victim); return; } if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) || IS_AFFECTED(victim, AFF_PROTECT_EVIL)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_GOOD; affect_to_char( victim, &af ); af.location = 0; af.modifier = 0; af.affect_list_msg = str_dup("reduces damage from good opponents by 25%"); affect_to_char( victim, &af ); send_to_char( "You feel aligned with darkness.\n\r", victim ); if ( ch != victim ) act("$N is protected from good.",ch,NULL,victim,TO_CHAR); return; } void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (IS_EVIL(ch)) { victim = ch; send_to_char("The energy explodes inside you!\n\r",ch); } if (victim != ch) { act("$n raises $s hand, and a blinding ray of light shoots forth!", ch,NULL,NULL,TO_ROOM); send_to_char( "You raise your hand and a blinding ray of light shoots forth!\n\r", ch); } if (IS_GOOD(victim)) { act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM); send_to_char("The light seems powerless to affect you.\n\r",victim); return; } dam = dice( level, 5 ); dam += 20; if ( saves_spell( level, victim,DAM_HOLY) ) dam /= 2; if(!IS_EVIL(victim)) dam /= 2; damage_old( ch, victim, dam, sn, DAM_HOLY ,TRUE); spell_blindness(gsn_blindness, 3 * level / 4, ch, (void *) victim,TARGET_CHAR); } void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance, percent; if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) { send_to_char("That item does not carry charges.\n\r",ch); return; } if (obj->value[3] >= 3 * level / 2) { send_to_char("Your skills are not great enough for that.\n\r",ch); return; } if (obj->value[1] == 0) { send_to_char("That item has already been recharged once.\n\r",ch); return; } chance = 40 + 2 * level; chance -= obj->value[3]; /* harder to do high-level spells */ chance -= (obj->value[1] - obj->value[2]) * (obj->value[1] - obj->value[2]); chance = UMAX(level/2,chance); percent = number_percent(); if (percent < chance / 2) { act("$p glows softly.",ch,obj,NULL,TO_CHAR); act("$p glows softly.",ch,obj,NULL,TO_ROOM); obj->value[2] = UMAX(obj->value[1],obj->value[2]); obj->value[1] = 0; return; } else if (percent <= chance) { int chargeback,chargemax; act("$p glows softly.",ch,obj,NULL,TO_CHAR); act("$p glows softly.",ch,obj,NULL,TO_CHAR); chargemax = obj->value[1] - obj->value[2]; if (chargemax > 0) chargeback = UMAX(1,chargemax * percent / 100); else chargeback = 0; obj->value[2] += chargeback; obj->value[1] = 0; return; } else if (percent <= UMIN(95, 3 * chance / 2)) { send_to_char("Nothing seems to happen.\n\r",ch); if (obj->value[1] > 1) obj->value[1]--; return; } else /* whoops! */ { act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR); act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM); extract_obj(obj); } } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level, victim->max_move ); if (victim->max_move == victim->move) send_to_char("You feel fully refreshed!\n\r",victim); else send_to_char( "You feel less tired.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim; OBJ_DATA *obj; bool found = FALSE; /* do object cases first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE) && !saves_dispel(level + 2,obj->level,0)) { remove_bit(&obj->extra_flags,ITEM_NODROP); remove_bit(&obj->extra_flags,ITEM_NOREMOVE); act("$p glows blue.",ch,obj,NULL,TO_ALL); return; } act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR); return; } act("There doesn't seem to be a curse on $p.",ch,obj,NULL,TO_CHAR); return; } /* characters */ victim = (CHAR_DATA *) vo; if (check_dispel(level,victim,gsn_curse)) { send_to_char("You feel better.\n\r",victim); act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM); } for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content) { if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) && !IS_OBJ_STAT(obj,ITEM_NOUNCURSE)) { /* attempt to remove curse */ if (!saves_dispel(level,obj->level,0)) { found = TRUE; remove_bit(&obj->extra_flags,ITEM_NODROP); remove_bit(&obj->extra_flags,ITEM_NOREMOVE); act("Your $p glows blue.",victim,obj,NULL,TO_CHAR); act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM); } } } } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) { if (victim == ch) send_to_char("You are already in sanctuary.\n\r",ch); else act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR); return; } if ((ch != victim) && (ch->class == CLASS_ZEALOT)) { send_to_char("You can only grant this supplications on yourself.\n\r",ch); return; } if ((ch != victim) && (ch->class == CLASS_PALADIN)) { send_to_char("You can only grant this supplications on yourself.\n\r",ch); return; } if ((50 < get_skill(ch,gsn_shroud)) && !cabal_down(ch,CABAL_EMPIRE) && IS_EVIL(ch)) { init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = gsn_shroud; af.level = level; af.duration = level/6; af.location = APPLY_NONE; af.modifier = 0; char msg_buf[MSL]; sprintf(msg_buf,"reduces damage taken by %d%%",DAM_REDUX_BLACK_SANC); af.affect_list_msg = str_dup(msg_buf); af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); send_to_char( "You reverse the polarity of your sanctuary to negative energy.\n\r",ch); act( "$n is surrounded by a black aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a black aura.\n\r", victim ); } else { init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level/6; af.location = APPLY_NONE; char msg_buf[MSL]; sprintf(msg_buf,"reduces damage taken by %d%%",DAM_REDUX_SANC); af.affect_list_msg = str_dup(msg_buf); af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$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; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already shielded from harm.\n\r",ch); else act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = 14 + level; af.affect_list_msg = str_dup("reduces damage taken by 5%"); af.bitvector = 0; affect_to_char( victim, &af ); act( "$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; } void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 16, 18, 20, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_LIGHTNING) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SLEEP) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)) || (level + 2) < victim->level || saves_spell( level-1, victim,DAM_CHARM) || (!(str_cmp(race_table[victim->race].name,"lich")))) { act("$N resisted your sleep spell.",ch,0,victim,TO_CHAR); return; } if (IS_CABAL_OUTER_GUARD(victim)) { act("$N resisted your sleep spell.",ch,0,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = 5; af.location = APPLY_NONE; af.affect_list_msg = str_dup("afflicts sleep"); 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 ); act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; char buf[MAX_STRING_LENGTH]; if(!trusts(ch,victim) && ch->ghost > 0) return send_to_char("You cannot cast that aggressively as a ghost!",ch); if(!trusts(ch,victim) && victim->ghost > 0) return send_to_char("You cannot cast that aggressively at a ghost!",ch); if(victim == NULL && ch->fighting == NULL) victim = ch; if(ch->fighting != NULL) victim = ch->fighting; if(victim!=ch && (victim!=ch->fighting || !trusts(ch,victim))) { sprintf(buf,"Die, %s, you sorcerous dog!",ch->name); do_myell(victim,buf); multi_hit(victim,ch,TYPE_UNDEFINED); } if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_SLOW)) { if (victim == ch) send_to_char("You can't move any slower!\n\r",ch); else act("$N can't get any slower than that.",ch,NULL,victim,TO_CHAR); return; } if ((victim != ch) && (saves_spell(level,victim,DAM_OTHER) || IS_SET(victim->imm_flags,IMM_MAGIC))) { if (victim != ch) send_to_char("Nothing seemed to happen.\n\r",ch); send_to_char("You feel momentarily lethargic.\n\r",victim); return; } if (IS_AFFECTED(victim,AFF_HASTE)) { affect_strip(victim,skill_lookup("haste")); if(IS_AFFECTED(victim,AFF_HASTE)) REMOVE_BIT(victim->affected_by,AFF_HASTE); send_to_char("You start moving at normal speed again.\n\r",victim); act("$n starts moving at normal speed again.",victim,NULL,NULL,TO_ROOM); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = level/4; af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; char msg_buf[MSL]; sprintf(msg_buf,"reduces likelihood of attacks and decreases dexterity by %d",af.modifier); af.affect_list_msg = str_dup(msg_buf); affect_to_char( victim, &af ); send_to_char( "You feel yourself moving more slowly.\n\r", victim ); act("$n is moving more slowly.",victim,NULL,NULL,TO_ROOM); if(!trusts(ch,victim)) multi_hit(victim,ch,TYPE_UNDEFINED); return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { if (victim == ch) send_to_char("Your skin is already as hard as a rock.\n\r",ch); else act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level; af.affect_list_msg = str_dup("reduces damage taken by 20%"); af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to stone.\n\r", victim ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || (!IS_NPC(victim) && victim->in_room->area != ch->in_room->area) || IS_SET(ch->in_room->room_flags, ROOM_SAFE) || (IS_NPC(victim) && IS_AFFECTED(victim,AFF_CHARM) && victim->in_room->area != ch->in_room->area) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(ch->in_room->room_flags, ROOM_NO_SUMMON) || IS_SET(victim->in_room->room_flags, ROOM_NO_SUMMON) || (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE)) || victim->level >= (level + 5) || (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL) || victim->fighting != NULL || (IS_EXPLORE(ch->in_room)) || (IS_EXPLORE(victim->in_room)) || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && victim->pIndexData->pShop != NULL) || (IS_NPC(victim) && victim->spec_fun != NULL) || (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE)) || (!IS_NPC(victim) && !can_pk(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (saves_spell( level, victim,DAM_OTHER)) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); act( "$n has summoned you!", ch, NULL, victim, TO_VICT ); do_look( victim, "auto" ); return; } void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if ( victim->in_room == NULL || (!IS_NPC(ch) && IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)) || ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON)) || ( !IS_NPC(ch) && victim->fighting != NULL ) || ( victim != ch)) { send_to_char( "You failed.\n\r", ch ); return; } for ( ; ; ) { pRoomIndex = get_random_room(victim); if(!IS_SET(pRoomIndex->room_flags, ROOM_NO_RECALL) && !IS_EXPLORE(pRoomIndex) && !pRoomIndex->cabal) break; } if (victim != ch) send_to_char("You have been teleported!\n\r",victim); act( "$n vanishes!", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return; } void spell_turn_undead( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim; CHAR_DATA *v_next; // OBJ_DATA *obj; int dam = 0; int value, count, num; CHAR_DATA *follower; follower = NULL; /* follower, count and num used for evil clerics */ count = 0; num = 0; if (!IS_EVIL(ch)) { act("$n raises $s hands and calls upon the gods to destroy the unholy.",ch,NULL,NULL,TO_ROOM); act("You raise your hands and call upon the gods to destroy the unholy.", ch,NULL,NULL,TO_CHAR); if (!IS_GOOD(ch)) level -= 3; } else { act("$n turns $s unholy influence upon the room.",ch,0,0,TO_ROOM); send_to_char("You turn your unholy influence upon those in the room.\n\r",ch); } /* if (!IS_NPC(ch) && ch->pcdata->special == SPEC_PALADIN_HUNTER) level += number_range(2,level/7); */ if (!IS_EVIL(ch)) { for (victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (is_same_group(victim,ch) || !IS_SET(victim->act,ACT_UNDEAD) ) continue; value = UMAX(1, level - victim->level + 10); value = UMAX(13, value - 4); if (IS_GOOD(ch)) dam = dice(level, value)/2; else dam = 3 * dam / 4; damage_old(ch,victim,dam,skill_lookup("turn undead"),DAM_HOLY,TRUE); if (!IS_CABAL_GUARD(victim)) { if (victim->master) { //hack for fleeing, remove the charm effect CHAR_DATA *master = victim->master; victim->master = NULL; REMOVE_BIT(victim->affected_by,AFF_CHARM); do_flee(victim,""); victim->master = master; SET_BIT(victim->affected_by,AFF_CHARM); } else do_flee(victim,""); } } return; } else { for (follower = char_list; follower != NULL; follower = follower->next) if ( (follower->master == ch) && IS_SET(follower->act,ACT_UNDEAD) && follower != ch) { num++; count += follower->level; } for (victim = ch->in_room->people; victim != NULL; victim = v_next) { v_next = victim->next_in_room; if (is_same_group(victim,ch) || !IS_SET(victim->act,ACT_UNDEAD) ) continue; if (IS_AFFECTED(victim,AFF_CHARM)) continue; if ( (ch->level*3 < count*2 ) || (ch->level < 20 && num > 0) || (ch->level < 40 && num > 1) || (ch->level < 51 && num > 1) || (ch->level < (victim->level + 3)) || saves_spell(ch->level,victim,DAM_OTHER) || !IS_NPC(victim)) { act("You attempt to control $N but do not have the influence.",ch,0,victim,TO_CHAR); continue; } else { act("$n stares in hatred for a moment then suddenly becomes very subdued.",victim,0,0,TO_NOTVICT); stop_fighting(victim,TRUE); victim->master = ch; victim->leader = ch; SET_BIT(victim->affected_by,AFF_CHARM); REMOVE_BIT(victim->act,ACT_AGGRESSIVE); act("$N now follows you.",ch,0,victim,TO_CHAR); num++; count += victim->level; } } } return; } void spell_ventriloquate( int sn, int level, CHAR_DATA *ch,void *vo,int target) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER(buf1[0]); for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if (!is_exact_name( speaker, vch->name) && IS_AWAKE(vch)) send_to_char( saves_spell(level,vch,DAM_OTHER) ? buf2 : buf1, vch ); } return; } void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || saves_spell( level, victim,DAM_OTHER) ) { send_to_char("You failed to weaken them.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * (level / 8); af.bitvector = AFF_WEAKEN; affect_to_char( victim, &af ); send_to_char( "You feel your strength slip away.\n\r", victim ); act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM); return; } /* RT recall spell is back */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; if (!is_same_group(ch,victim)) { send_to_char("You can only recall those in your own group.\n\r",ch); return; } if (affect_find(ch->affected,gsn_insect_swarm) != NULL) { send_to_char( "You attempt to transport yourself to safety but loose your concentration as you are bitten by yet another insect.\n\r", ch ); return; } location = get_room_index(hometown_table[victim->hometown].recall); if (location == NULL) { if ((location = get_room_index( ROOM_VNUM_TEMPLE)) == NULL) { send_to_char("You are completely lost.\n\r",victim); return; } } /* send_to_char("You utter the words, 'xafe ay candusarr'.\n\r",ch); act("$n utters the words, 'xafe ay candusarr'.",ch,NULL,NULL,TO_ROOM); */ if ((IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL) && !IS_SET(victim->in_room->room_flags,ROOM_CONSECRATED)) || IS_AFFECTED(victim,AFF_CURSE) || is_affected(victim,gsn_aristaeia)) { send_to_char("Spell failed.\n\r",victim); return; } if (victim->in_room->cabal != 0 && victim->in_room->cabal != victim->cabal) { send_to_char("Spell failed.\n\r",victim); return; } if (victim->fighting != NULL) stop_fighting(victim,TRUE); ch->move /= 2; if (is_affected(ch,gsn_camouflage)) { affect_strip(ch,gsn_camouflage); act("$n steps out from $s cover.",ch,0,0,TO_ROOM); send_to_char("You step out from your cover.\n\r",ch); } act("$n disappears.",victim,NULL,NULL,TO_ROOM); char_from_room(victim); char_to_room(victim,location); act("$n appears in the room.",victim,NULL,NULL,TO_ROOM); do_look(victim,"auto"); } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,hp_dam,dice_dam,hpch; act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT); act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT); act("You spit acid at $N.",ch,NULL,victim,TO_CHAR); hpch = ch->hit/9; dice_dam = dice(level,4); dam = hpch + dice_dam; if (dam > ch->hit) dam = ch->hit; hp_dam = 0; /* hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); */ if (saves_spell(level,victim,DAM_ACID)) { acid_effect(victim,level/2,dam/4,TARGET_CHAR); damage_old(ch,victim,dam/2,sn,DAM_ACID,TRUE); } else { acid_effect(victim,level,dam,TARGET_CHAR); damage_old(ch,victim,dam,sn,DAM_ACID,TRUE); } } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam; int hpch; act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT); act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR); hpch = ch->hit/9; dice_dam = dice(level,5); dam = hpch + dice_dam; if (dam > ch->hit) dam = ch->hit; hp_dam = number_range( hpch/9+1, hpch/5 ); /* dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10); */ fire_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; /* if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; */ if (is_same_group(vch,ch)) continue; if (IS_IMMORTAL(vch)) { continue; } if (vch == victim) /* full damage */ { if (saves_spell(level,vch,DAM_FIRE)) { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level,dam,TARGET_CHAR); damage_old(ch,vch,dam,sn,DAM_FIRE,TRUE); } } else /* partial damage */ { if (saves_spell(level - 2,vch,DAM_FIRE)) { fire_effect(vch,level/4,dam/8,TARGET_CHAR); damage_old(ch,vch,dam/4,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } } } } void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam, hpch; act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT); act("$n breathes a freezing cone of frost over you!", ch,NULL,victim,TO_VICT); act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR); hpch = ch->hit/9; dice_dam = dice(level,5); dam = hpch + dice_dam; if (dam > ch->hit) dam = ch->hit; hp_dam = 0; /* hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); */ cold_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; /* if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; */ if (is_safe(ch,vch) || vch == ch) continue; if (vch == victim) /* full damage */ { if (saves_spell(level,vch,DAM_COLD)) { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level,dam,TARGET_CHAR); damage_old(ch,vch,dam,sn,DAM_COLD,TRUE); } } else { if (saves_spell(level - 2,vch,DAM_COLD)) { cold_effect(vch,level/4,dam/8,TARGET_CHAR); damage_old(ch,vch,dam/4,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE); } } } } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam,hp_dam,dice_dam,hpch; act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM); act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR); hpch = ch->hit/9; dice_dam = dice(level,5); dam = hpch + dice_dam; if (dam > ch->hit) dam = ch->hit; hp_dam = 0; /* hpch = UMAX(16,ch->hit); hp_dam = number_range(hpch/15+1,8); dice_dam = dice(level,12); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); */ poison_effect(ch->in_room,level,dam,TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(ch,vch)) continue; if (is_safe(vch, ch)) continue; if (saves_spell(level,vch,DAM_POISON)) { poison_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_POISON,TRUE); } else { poison_effect(vch,level,dam,TARGET_CHAR); damage_old(ch,vch,dam,sn,DAM_POISON,TRUE); } } } void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,hp_dam,dice_dam,hpch; act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT); act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR); hpch = ch->hit/9; dice_dam = dice(level,5); dam = hpch + dice_dam; if (dam > ch->hit) dam = ch->hit; hp_dam = 0; /* hpch = UMAX(10,ch->hit); hp_dam = number_range(hpch/9+1,hpch/5); dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); */ if (saves_spell(level,victim,DAM_LIGHTNING)) { shock_effect(victim,level/2,dam/4,TARGET_CHAR); damage_old(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE); } else { shock_effect(victim,level,dam,TARGET_CHAR); damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); } } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } /* This is a big block of elementalist spells all at once */ void spell_windwall(int sn, int level, CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; char buf[MAX_STRING_LENGTH]; int dam, check; AFFECT_DATA af; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.location = APPLY_HITROLL; af.modifier = -3; af.duration = number_range(0,1); af.level = level; af.type = sn; af.bitvector = AFF_BLIND; send_to_char("You raise a violent wall of wind to strike your foes.\n\r",ch); act("$n raises a violent wall of wind, sending debri flying!",ch,NULL,NULL,TO_ROOM); dam = dice(level, 6); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(vch,ch)) continue; if (is_safe(ch,vch)) continue; if (is_same_cabal(ch,vch)) continue; if (check_immune(vch, DAM_WIND) == IS_IMMUNE) continue; if (!IS_NPC(ch) && !IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL)) { switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch)); } if (vch != ch) do_myell(vch,buf); } check = skill_lookup ("windwall"); if ((number_range(0,1) == 0) && !saves_spell(level,vch,DAM_BASH) && !is_affected(vch, check)) { act("$n appears blinded by the debris.",vch,NULL,NULL,TO_ROOM); affect_to_char(vch,&af); } damage_old(ch,vch,dam,sn,DAM_WIND,TRUE); if (number_percent()>50) { act("$n is thrown wildly to the ground by the air blast!",vch,NULL,NULL,TO_ROOM); send_to_char("You are thrown down by the air blast!\n\r",vch); affect_strip(vch,skill_lookup("fly")); WAIT_STATE(vch, PULSE_VIOLENCE); } } return; } /* The summon elemental spells for elementalists. Fun. */ void spell_summon_fire_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *elemental; AFFECT_DATA af; int count; CHAR_DATA *check; if (is_affected(ch,sn)) { send_to_char("You can't call upon a fire elemental yet.\n\r",ch); return; } count = 0; for (check = char_list; check != NULL; check = check->next) { if (IS_NPC(check)) if ( (check->master == ch) && ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) ) count++; } if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37) || (count == 4) ) { send_to_char("You already control as many elementals as you can.\n\r",ch); return; } if ( (ch->in_room->sector_type == SECT_WATER_SWIM) || (ch->in_room->sector_type == SECT_WATER_NOSWIM) ) { send_to_char("There is too much water here to summon a fire elemental.\n\r",ch); return; } if ((weather_info.sky > SKY_CLOUDY) && (!IS_SET(ch->in_room->room_flags,ROOM_INDOORS))) { send_to_char("The weather is too wet to summon a fire elemental.\n\r",ch); return; } elemental = create_mobile(get_mob_index(MOB_VNUM_FIRE_ELEMENTAL) ); elemental->level = 51; elemental->max_hit = ch->max_hit-1000; elemental->hit = elemental->max_hit; elemental->damroll += 70; elemental->alignment = ch->alignment; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.location = 0; af.level = level; af.modifier = 0; af.affect_list_msg = str_dup("restricts the summoning of a fire elemental"); af.duration = 15; af.bitvector = 0; affect_to_char(ch,&af); char_to_room(elemental,ch->in_room); act("$n arrives in a column of searing flames.",elemental,NULL,NULL,TO_ROOM); if (number_percent() > ch->pcdata->learned[sn]) { act("$n says, 'How dare you call me!?!",elemental,NULL,NULL,TO_ROOM); multi_hit(elemental,ch,TYPE_UNDEFINED); return; } else { add_follower(elemental,ch); elemental->leader = ch; SET_BIT(elemental->affected_by, AFF_CHARM); } return; } void spell_summon_water_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *elemental; AFFECT_DATA af; int count; CHAR_DATA *check; if (is_affected(ch,sn)) { send_to_char("You can't call upon a water elemental yet.\n\r",ch); return; } count = 0; for (check = char_list; check != NULL; check = check->next) { if (IS_NPC(check)) if ( (check->master == ch) && ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) ) count++; } if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37) || (count == 4) ) { send_to_char("You already control as many elementals as you can.\n\r",ch); return; } if ( (ch->in_room->sector_type != SECT_WATER_SWIM) && (ch->in_room->sector_type != SECT_WATER_NOSWIM) ) { send_to_char("There is not enough water here to summon a water elemental.\n\r",ch); return; } elemental = create_mobile(get_mob_index(MOB_VNUM_WATER_ELEMENTAL) ); elemental->level = 51; elemental->max_hit = ch->max_hit + dice(level,10); elemental->hit = elemental->max_hit; elemental->damroll += 45; elemental->alignment = ch->alignment; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.location = 0; af.level = level; af.modifier = 0; af.duration = 15; af.affect_list_msg = str_dup("restricts the summoning of a water elemental"); af.bitvector = 0; affect_to_char(ch,&af); char_to_room(elemental,ch->in_room); act("Water surges around you as $n arrives.",elemental,NULL,NULL,TO_ROOM); if (number_percent() > ch->pcdata->learned[sn]) { act("You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM); multi_hit(elemental,ch,TYPE_UNDEFINED); return; } else { add_follower(elemental,ch); elemental->leader = ch; SET_BIT(elemental->affected_by, AFF_CHARM); } return; } void spell_summon_earth_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *elemental; AFFECT_DATA af; int count, slevel; CHAR_DATA *check; slevel = get_skill(ch, sn); if (level == 70) slevel = 95; if (is_affected(ch,sn)) { send_to_char("You can't call upon an earth elemental yet.\n\r",ch); return; } count = 0; for (check = char_list; check != NULL; check = check->next) { if (IS_NPC(check)) if ( (check->master == ch) && ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) ) count++; } if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37) || (count == 4) || (count == 1 && level==70)) { send_to_char("You already control as many elementals as you can.\n\r",ch); return; } if ( (ch->in_room->sector_type == SECT_WATER_SWIM) || (ch->in_room->sector_type == SECT_WATER_NOSWIM) || (ch->in_room->sector_type == SECT_AIR) ) { send_to_char("You are not in an area with enough raw earth.\n\r",ch); return; } elemental = create_mobile(get_mob_index(MOB_VNUM_EARTH_ELEMENTAL) ); elemental->level = 51; elemental->max_hit = ch->max_hit + 2000; elemental->hit = elemental->max_hit; elemental->damroll += 15; elemental->alignment = ch->alignment; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.location = 0; af.level = level; af.affect_list_msg = str_dup("restricts the summoning of an earth elemental"); af.modifier = 0; af.duration = 15; af.bitvector = 0; affect_to_char(ch,&af); char_to_room(elemental,ch->in_room); act("The earth rumbles and $n bursts out from the ground.",elemental,NULL,NULL,TO_ROOM); if (number_percent() > slevel) { act("You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM); multi_hit(elemental,ch,TYPE_UNDEFINED); return; } else { add_follower(elemental,ch); elemental->leader = ch; SET_BIT(elemental->affected_by, AFF_CHARM); } return; } void spell_summon_air_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *elemental; AFFECT_DATA af; int count; CHAR_DATA *check; if (is_affected(ch,sn)) { send_to_char("You can't call upon an air elemental yet.\n\r",ch); return; } count = 0; for (check = char_list; check != NULL; check = check->next) { if (IS_NPC(check)) if ( (check->leader == ch) && ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL) || (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) ) count++; } if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37) || (count == 4) ) { send_to_char("You already control as many elementals as you can.\n\r",ch); return; } /* Put this back in if you want it...I found there weren't enough SECT_AIR areas to really make this spell much use. (Ceran) if (ch->in_room->sector_type != SECT_AIR) { send_to_char("You need to be in the air to find an air elemental.\n\r",ch); return; } */ elemental = create_mobile(get_mob_index(MOB_VNUM_AIR_ELEMENTAL) ); elemental->level = 51; elemental->max_hit = ch->max_hit + dice(level,10); elemental->hit = elemental->max_hit; elemental->damroll += 45; elemental->alignment = ch->alignment; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.location = 0; af.level = level; af.modifier = 0; af.affect_list_msg = str_dup("restricts the summoning of an air elemental"); af.duration = 15; af.bitvector = 0; affect_to_char(ch,&af); char_to_room(elemental,ch->in_room); act("$n forms before you in a violent vortex of wind.",elemental,NULL,NULL,TO_ROOM); if (number_percent() > ch->pcdata->learned[sn]) { act("$n says, 'You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM); multi_hit(elemental,ch,TYPE_UNDEFINED); return; } else { add_follower(elemental,ch); elemental->leader = ch; SET_BIT(elemental->affected_by, AFF_CHARM); } return; } void spell_earthmaw(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, save_num; int count; if ( (ch->in_room->sector_type == SECT_AIR) || ( ch->in_room->sector_type == SECT_WATER_SWIM) || ( ch->in_room->sector_type == SECT_WATER_NOSWIM) ) { send_to_char("You can't do that in this environment.\n\r",ch); return; } act("$n sunders the ground beneath $N.",ch,NULL,victim,TO_NOTVICT); act("$n sunders the ground beneath you.",ch,NULL,victim,TO_VICT); act("You sunder the ground beneath $N.",ch,NULL,victim,TO_CHAR); save_num = 0; if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level,10); else dam = dice(level, 10); dam += dice(level,3); for (count = 0; count < 1; count++) { if (saves_spell(level+5,victim,DAM_BASH) ) save_num++; } if (save_num == 0) { act("$n cries out as $s is crushed savagely within the rift!",victim,NULL,NULL,TO_ROOM); send_to_char("You fall into the rift and scream in agony as it crushes you!\n\r",victim); damage_old(ch,victim,dam,sn,DAM_EARTH,TRUE); return; } dam /= save_num * 2; damage_old(ch,victim,dam,sn,DAM_EARTH,TRUE); WAIT_STATE(ch,PULSE_VIOLENCE*2); return; } void spell_tsunami(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if (ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM) { send_to_char("You need to be on water to do that.\n\r",ch); return; } act("$n raises $s arms and causes the waters to rise up in violence.",ch,NULL,NULL,TO_ROOM); send_to_char("You call upon the water around you to surge at your foes.\n\r",ch); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(vch,ch) ) continue; dam = dice(level, 11); if(saves_spell(level,vch,DAM_DROWNING) ) dam /= 2; if (saves_spell(level,vch,DAM_DROWNING) ) dam /= 2; damage_old(ch,vch,dam,sn,DAM_DROWNING,TRUE); } act("$n's tsunami washes past and subsides.",ch,NULL,NULL,TO_ROOM); send_to_char("Your tsunami washes past and subsides.\n\r",ch); return; } void spell_drain(int sn, int level, CHAR_DATA *ch,void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int drain,fail; if (obj->wear_loc != WEAR_NONE) { send_to_char("You can't do that on a worn object.\n\r",ch); return; } if (!is_set(&obj->extra_flags,ITEM_MAGIC)) { send_to_char("That item is not magical.\n\r",ch); return; } switch (obj->item_type) { default: bug("Invalid item drain type: %d.",obj->item_type); drain = 1; break; case ITEM_LIGHT: if (obj->value[2] == -1) drain = 9; else drain = 4; break; case ITEM_SCROLL: case ITEM_WAND: case ITEM_STAFF: drain = obj->value[0]/10; break; case ITEM_WEAPON: drain = (obj->value[1] + obj->value[2])/3; break; case ITEM_TREASURE: drain = 4; break; case ITEM_ARMOR: drain = 12; break; case ITEM_POTION: drain = 5; break; } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location > APPLY_NONE && paf->location < APPLY_SEX) drain += paf->modifier; else if ( (paf->location == APPLY_HITROLL) || (paf->location == APPLY_DAMROLL) ) drain += paf->modifier; else continue; } drain *= dice(3,3); drain *= obj->level/2; drain = UMIN(drain,200); fail = 95 * ch->pcdata->learned[sn]; act("$p vaporises in a flash of light!",ch,obj,NULL,TO_ROOM); if (number_percent() > fail) { act("$p vaporises in a flash of light but you fail to channel the energy.",ch,obj,NULL,TO_CHAR); extract_obj(obj); } act("$p vaporises in a flash of light and you feel the energy surge through you.",ch,obj,NULL,TO_CHAR); extract_obj(obj); ch->mana = UMIN(ch->mana + drain, ch->max_mana); return; } void spell_disenchant_weapon(int sn,int level, CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; AFFECT_DATA *paf_next; int fail; int check; if (obj->item_type != ITEM_WEAPON) { send_to_char("But that item is not a weapon.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be in your inventory.\n\r",ch); return; } check = number_percent(); fail = URANGE(5, 25 + level * ch->pcdata->learned[sn], 95); if ((check > 3/2*fail ) || (check > 94) ) { act("$p shudders and explodes!",ch,obj,NULL,TO_ROOM); act("$p shudders and explodes!",ch,obj,NULL,TO_CHAR); extract_obj(obj); return; } if (check > fail) { act("$p glows faintly but then fades.",ch,obj,NULL,TO_ROOM); act("$p glows faintly but nothing happens.",ch,obj,NULL,TO_CHAR); return; } act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_ROOM); act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_CHAR); for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; remove_bit(&obj->extra_flags, ITEM_GLOW); remove_bit(&obj->extra_flags, ITEM_HUM); remove_bit(&obj->extra_flags, ITEM_MAGIC); remove_bit(&obj->extra_flags, ITEM_INVIS); remove_bit(&obj->extra_flags, ITEM_NODROP); remove_bit(&obj->extra_flags, ITEM_NOREMOVE); return; } void spell_disenchant_armor(int sn,int level, CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; AFFECT_DATA *paf_next; int fail; int check; if (obj->item_type != ITEM_ARMOR) { send_to_char("But that item is not a piece of armor.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be in your inventory.\n\r",ch); return; } check = number_percent(); fail = URANGE(5, 25 + level * ch->pcdata->learned[sn], 95); if ((check > 3/2*fail ) || (check > 94) ) { act("$p shudders and explodes!",ch,obj,NULL,TO_ROOM); act("$p shudders and explodes!",ch,obj,NULL,TO_CHAR); extract_obj(obj); return; } if (check > fail) { act("$p glows faintly but then fades.",ch,obj,NULL,TO_ROOM); act("$p glows faintly but nothing happens.",ch,obj,NULL,TO_CHAR); return; } act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_ROOM); act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_CHAR); for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; remove_bit(&obj->extra_flags, ITEM_GLOW); remove_bit(&obj->extra_flags, ITEM_HUM); remove_bit(&obj->extra_flags, ITEM_MAGIC); remove_bit(&obj->extra_flags, ITEM_INVIS); remove_bit(&obj->extra_flags, ITEM_NODROP); remove_bit(&obj->extra_flags, ITEM_NOREMOVE); obj->enchanted = FALSE; return; } void spell_life_transfer(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int hp; if (victim == ch) { send_to_char("You can't grant life to yourself.\n\r",ch); return; } if (ch->hit < 10) hp = ch->hit; else hp = 10; act("$n transfers part of $s life to $N.",ch,0,victim,TO_NOTVICT); act("You transfer part of your life to $N.",ch,0,victim,TO_CHAR); act("$n transfers part of $s life to you.",ch,0,victim,TO_VICT); ch->hit -= hp; hp += ch->level/2; hp += number_range(0,ch->level); victim->hit = UMIN(victim->hit + hp, victim->max_hit); return; } void spell_spiritblade(int sn,int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (cabal_down(ch,CABAL_ARCANA)) return; act("A shadowy blade appears above $n and strikes down!",victim,0,0,TO_ROOM); send_to_char("A shadowy blade manifests above you and suddenly descends!\n\r",victim); dam = dice(level, 5); if (saves_spell(level,victim,DAM_ENERGY) ) dam /= 2; if (number_percent() < (level + ch->pcdata->learned[sn])/10 ) { act("$n's spiritblade brutally cleaves $N!",ch,0,victim,TO_NOTVICT); act("Your spiritblade brutally cleaves $N!",ch,0,victim,TO_CHAR); act("$n's spiritblade brutally cleaves you!",ch,0,victim,TO_VICT); dam += dice(level,2); dam += dice(level/2, 2); } damage_old(ch,victim,dam,sn,DAM_ENERGY,TRUE); return; } void spell_iceball( int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; char buf[MSL]; int dam = number_range(125,135); if (check_spellcraft(ch,sn)) dam += spellcraft_dam(level,3); else dam += dice(level,3); act("$n conjures an shattering iceball into the room!",ch,0,0,TO_ROOM); act("You conjure a shattering iceball into the room!",ch,0,0,TO_CHAR); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (is_same_group(vch,ch)) continue; if (ch->cabal != 0 && is_same_cabal(vch, ch)) continue; act("You are engulfed by shards from $n's iceball!",ch,0,vch,TO_VICT); switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch)); } damage_old(ch,vch, (saves_spell(level,vch,DAM_COLD) ? dam/2 : dam), sn,DAM_COLD,TRUE); } return; } void spell_cone_of_cold(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; char buf[MAX_STRING_LENGTH]; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 90, 92, 94, 96, 98, 100, 102, 105, 130, 132, 134, 136, 138, 150, 152, 154, 156, 158, 170, 172 }; int dam, tmp_dam; act("$n creates a freezing blast of air!",ch,0,0,TO_ROOM); send_to_char("You draw heat from the room to create a blast of freezing air!\n\r",ch); level = UMIN(level,sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level]/2, dam_each[level]*2); for (vch = ch->in_room->people;vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(vch,ch)) continue; if (!IS_NPC(ch) && !IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL)) { switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch)); } if (vch != ch) do_myell(vch,buf); } if (saves_spell(level,vch,DAM_COLD) ) tmp_dam = dam/2; else tmp_dam = dam; damage_old(ch,vch,tmp_dam,sn,DAM_COLD,TRUE); } return; } void spell_protective_shield(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; if (is_affected(ch,sn)) { send_to_char("You are already protected by a protective shield.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.location = 0; af.modifier = 0; af.duration = 3 + level/9; af.bitvector = 0; af.affect_list_msg = str_dup("grants immunity to most bashing attempts"); af.type = sn; af.level = level; affect_to_char(ch,&af); act("$n is surrounded by a protective shield.",ch,0,0,TO_ROOM); send_to_char("You are surrounded by a protective shield.\n\r",ch); return; } void spell_wraithform(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; if (is_affected(ch,sn)) { send_to_char("You are already partially in the Prime Negative Plane.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.location = 0; af.affect_list_msg = str_dup("reduces damage taken by 35%"); af.modifier = 0; af.duration = 8; if (ch->race == race_lookup("lich")) af.bitvector = AFF_FLYING; else af.bitvector = 0; af.type = sn; af.level = level; affect_to_char(ch,&af); af.affect_list_msg = str_dup("grants immunity to most bashing attempts"); affect_to_char(ch,&af); if (ch->race == race_lookup("lich")) { af.affect_list_msg = str_dup("grants flight"); affect_to_char(ch,&af); } act("$n is briefly surrounded in darkness as he pulls himself into the Prime Negative Plane.",ch,0,0,TO_ROOM); send_to_char("You become briefly insubstantial as you pull yourself into the Prime Negative Plane.\n\r",ch); return; } void spell_timestop(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; AFFECT_DATA af; if (is_affected(ch,gsn_timestop_done)) { send_to_char("The Gods prevent you from rupturing the fabric of time in such periodic bursts.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.location = 0; af.modifier = 0; af.duration = 24; af.bitvector = 0; af.level = level; af.affect_list_msg = str_dup("restricts casting of Timestop"); af.type = gsn_timestop_done; affect_to_char(ch,&af); af.affect_list_msg = str_dup("restricts all movement"); af.duration = 1; af.type = gsn_timestop; send_to_char("You draw upon the essence of time, causing a temporal break!\n\r",ch); act("The room shifts and warps as $n ruptures the flow of time within it!\n\r",ch,0,0,TO_ROOM); send_to_char("You feel a strange sensation as time flows in all directions around you.\n\r",ch); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (vch == ch) continue; if (is_safe(ch,vch)) continue; if (is_affected(vch,gsn_timestop) ) continue; if ( saves_spell(level,vch,DAM_OTHER) ) { send_to_char("You feel a strange sensation as time flows in all directions around you.\n\r",vch); } else { send_to_char("You feel a strange sensation as everything around you freezes in time.\n\r",vch); act("$n appears to suddenly stop and freeze in time!",vch,0,0,TO_ROOM); send_to_char("You feel yourself suddenly slow down then everything stops.\n\r",vch); affect_to_char(vch,&af); } } return; } void spell_consecrate(int sn,int level,CHAR_DATA *ch,void *vo,int target) { ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *room_check; int count, door; EXIT_DATA *pexit; AFFECT_DATA af; int chance; if (is_affected(ch,gsn_consecrate) ) { send_to_char("You do not feel up to purging a room yet.\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_NO_CONSECRATE )) { send_to_char("This room cannot be consecrated.\n\r",ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_CONSECRATED )) { send_to_char("This room is already consecrated.\n\r",ch); return; } if (!IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ) { send_to_char("This room is not in need of holy blessing.\n\r",ch); return; } chance = ch->level + (ch->pcdata->learned[sn]/2); in_room = ch->in_room; count = 0; for ( door =0; door < 6; door ++) { if ( (pexit = in_room->exit[door]) == NULL || (room_check = pexit->u1.to_room ) == NULL) continue; if (room_check == in_room) continue; if (IS_SET(room_check->room_flags, ROOM_NO_RECALL) ) count++; } chance -= count*10; act("$n gestures around the room and utters a blessing of holy rights.",ch,0,0,TO_ROOM); send_to_char("You chant a blessing and give the divine somatic motions of consecration.\n\r",ch); if (number_percent() > chance) { act("You feel the atmosphere lighten for a moment but it passes.",ch,0,0,TO_ROOM); send_to_char("Your holy rights are invoked but fail to affect the room's evil.\n\r",ch); return; } act("The atmosphere in the room lightens.",ch,0,0,TO_ROOM); send_to_char("You succeed in consecrating the ground for a brief period!\n\r",ch); SET_BIT(in_room->room_flags, ROOM_CONSECRATED); init_affect(&af); af.aftype = AFT_COMMUNE; af.where = TO_AFFECTS; af.type = gsn_consecrate; af.location = 0; af.modifier = in_room->vnum; af.affect_list_msg = str_dup("restricts consecration"); af.bitvector = 0; af.level = level; af.duration = 12; affect_to_char(ch,&af); return; } void spell_wither(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, saves = 0, i; AFFECT_DATA af; if (is_affected(victim,sn)) { send_to_char("Their flesh is already withered.\n\r",ch); return; } dam = dice(level,9); for(i=0;i<5;i++) if(saves_spell(level+1,victim,DAM_NEGATIVE)) saves++; dam-=saves * 30; act("You wither the flesh of $N!",ch,0,victim,TO_CHAR); act("$n withers the flesh of $N!",ch,0,victim,TO_NOTVICT); act("$n withers your flesh!",ch,0,victim,TO_VICT); init_affect(&af); af.where = TO_AFFECTS; af.level = level; af.duration = level/4; af.type = sn; af.bitvector = 0; af.aftype = AFT_MALADY; af.location = APPLY_STR; af.modifier = -5; af.owner_name = str_dup(ch->original_name); affect_to_char(victim,&af); damage_old(ch,victim,dam,sn,DAM_NEGATIVE,TRUE); return; } void spell_shadowstrike(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if(is_affected(victim,gsn_shadowstrike)) { send_to_char("They are already held by shadowy arms.\n\r",ch); return; } if(saves_spell(level+7,victim,DAM_OTHER)) { act("A pair of misty arms fade into existence around $n, but fail to constrict him.",victim,0,0,TO_ROOM); act("A pair of misty arms fade into existence around you, but you deftly avoid them.",victim,0,0,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.modifier = -2; af.level = level; af.type = gsn_shadowstrike; af.duration = level/10; af.owner_name = ch->original_name; af.bitvector = 0; af.location = APPLY_DEX; affect_to_char(victim,&af); af.modifier = 0; af.location = 0; af.affect_list_msg = str_dup("restricts motion"); affect_to_char(victim,&af); act("A pair of intangible arms form beside $n and embrace him.",victim,0,0,TO_ROOM); act("A pair of intangible arms form beside you and embrace you!",victim,0,0,TO_CHAR); send_to_char("They have been trapped by shadowy arms.\n",ch); return; } void spell_brew(int sn, int level, CHAR_DATA *ch, void *vo, int target) { OBJ_DATA *created = NULL, *obj = (OBJ_DATA *) vo; int result, value[5], i; CHAR_DATA *mob; AFFECT_DATA af; int success=0; /* {FAIL,POTION,SCROLL,WAND,STAFF} */ if ( is_affected( ch, sn ) ) { send_to_char("You cannot brew another item so soon.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("You must carry your components.\n\r",ch); return; } if ( (obj->pIndexData->vnum == 4406) || (obj->pIndexData->vnum == 4406)) { act("With a slight growl $p says, 'Hey, don't brew me!",ch,obj,0,TO_ROOM); act("With a slight growl $p says, 'Hey, don't brew me!",ch,obj,0,TO_CHAR); mob = create_mobile(get_mob_index(MOB_VNUM_DRAGON)); mob->max_hit = 400; mob->hit = 400; mob->damroll = 14; mob->hitroll = 10; mob->level = 20; char_to_room(mob,ch->in_room); do_myell(ch,"Help! I'm being attacked by the library guardian!"); multi_hit(mob,ch,TYPE_UNDEFINED); return; } result = number_percent(); if (result < 50-level/2) /* item destroyed */ { send_to_char("Your alchemy process causes a small explosion!\n\r",ch); act("BANG! A small explosion errupts in $N's face.",ch,NULL,ch,TO_ROOM); extract_obj(obj); return; } result-=obj->level/2+(ch->perm_stat[1]-20)*3; value[0]=level; for(i=1;i<5;i++) { value[i]=-1; } if(obj->item_type == ITEM_LIGHT) { success=1; if(result>60 || obj->level<10) { value[1]=skill_lookup("detect evil"); value[2]=skill_lookup("detect good"); value[3]=skill_lookup("detect magic"); } else if(result>40 || obj->level<30) { success=3; value[3]=skill_lookup("know alignment"); } else { value[1]=skill_lookup("detect invis"); } } if(obj->item_type == ITEM_MAP) { success=2; if(result>80 || obj->level<5) { value[1]=skill_lookup("infravision"); } else if(result>60 || obj->level<15) { value[1]=skill_lookup("teleport"); } else if(result>35) { value[1]=skill_lookup("bless"); } else { value[1]=skill_lookup("word of recall"); } } if(obj->item_type == ITEM_WEAPON) { result+=obj->level/2; if(obj->level<40) { value[0]=level/2+obj->level/2; } if(result>60 || obj->level<25) { success=3; value[3]=skill_lookup("lightning bolt"); } else if(result>40 || obj->level<10) { success=3; value[3]=skill_lookup("colour spray"); } else if(result>30) { success=2; value[1]=skill_lookup("fireball"); } else { success=1; value[1]=skill_lookup("fireball"); } } if(obj->item_type == ITEM_ARMOR) { success=1; value[0]=level*2/3; if(result>80) { value[1]=skill_lookup("armor"); } else if(result>60) { value[1]=skill_lookup("shield"); } else if(result>40 || obj->level < 20) { value[1]=skill_lookup("armor"); value[2]=skill_lookup("shield"); } else if(result>20 ) { if(ch->alignment>333) { value[1]=skill_lookup("protection evil"); } else if(ch->alignment<-333) { value[1]=skill_lookup("protection good"); } else if (result > 15) { value[0]=level; value[1]=skill_lookup("armor"); value[2]=skill_lookup("shield"); value[3]=skill_lookup("stone skin"); } } else { value[1]=skill_lookup("sanctuary"); } } if(obj->item_type == ITEM_KEY) { if(result>30 || obj->level<5) { success=2; value[1]=skill_lookup("pass door"); } else { success=1; value[1]=skill_lookup("pass door"); } } if(obj->item_type == ITEM_CONTAINER) { if(result>70 || obj->level<30) { success=2; value[1]=skill_lookup("create food"); value[2]=skill_lookup("create food"); value[3]=skill_lookup("create food"); value[4]=skill_lookup("create food"); } else if(result>40) { success=1; value[1]=skill_lookup("create food"); value[2]=skill_lookup("create food"); value[3]=skill_lookup("create food"); value[4]=skill_lookup("create food"); } else { success=4; value[3]=skill_lookup("create food"); } } if(obj->item_type == ITEM_DRINK_CON) { success=1; value[1]=skill_lookup("create spring"); } if(obj->item_type == ITEM_TRASH) { success=3; if(result>80 || obj->level<15) { value[3]=skill_lookup("faerie fire"); } else if(result>60 || obj->level<35) { success=4; value[3]=skill_lookup("faerie fog"); } else if(result>30){ value[3]=skill_lookup("dispel magic"); } else { success=1; value[1]=skill_lookup("cancellation"); } } if(obj->item_type == ITEM_BOAT) { success=1; if(result>50 || obj->level<10) { value[1]=skill_lookup("refresh"); } else { value[1]=skill_lookup("fly"); } } if(obj->item_type == ITEM_TREASURE) { success=4; if(result>60 ) { value[3]=skill_lookup("giant strength"); } else if(result>45 || obj->level<10) { value[3]=skill_lookup("stone skin"); } else if(result>10 || obj->level<15) { value[3]=skill_lookup("frenzy"); } else { value[3]=skill_lookup("haste"); } } if(obj->item_type == ITEM_CORPSE_NPC) { result+=obj->level/2; success=3; value[0]=level/2+obj->level/3; if(result>70 || obj->level<20) { value[3]=skill_lookup("chill touch"); } else if(result>55 || obj->level<30) { value[3]=skill_lookup("weaken"); } else if(result>40 || obj->level<40) { value[3]=skill_lookup("plague"); } else if(result>25 || obj->level<55) { value[3]=skill_lookup("energy drain"); } else { value[3]=skill_lookup("acid blast"); } } if(obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY) { success=1; result+=obj->level/2; if(result>70) { success=0; } else if(result>40) { value[1]=skill_lookup("cure disease"); } else if(result>25) { value[1]=skill_lookup("cure poison"); } else { value[1]=skill_lookup("cure serious"); } } switch(success) { case 1: created = create_object(get_obj_index(OBJ_VNUM_ARCPOTION), 0); send_to_char("You have created a potion.\n\r",ch); act("$N has created a potion.",ch,NULL,ch,TO_ROOM); break; case 2: created = create_object(get_obj_index(OBJ_VNUM_ARCSCROLL), 0); send_to_char("You have created a scroll.\n\r",ch); act("$N has created a scroll.",ch,NULL,ch,TO_ROOM); break; case 3: created = create_object(get_obj_index(OBJ_VNUM_ARCWAND), 0); send_to_char("You have created a wand.\n\r",ch); act("$N has created a wand.",ch,NULL,ch,TO_ROOM); value[1]=level/5; value[2]=level/5; break; case 4: created = create_object(get_obj_index(OBJ_VNUM_ARCSTAFF), 0); send_to_char("You have created a staff.\n\r",ch); act("$N has created a staff.",ch,NULL,ch,TO_ROOM); value[1]=level/5; value[2]=level/5; break; default: send_to_char("Your alchemy process causes a small explosion!\n\r",ch); act("BANG! A small explosion errupts in $N's face.",ch,NULL,ch,TO_ROOM); break; } if(success>0) { for(i=0;i<5;i++) { created->value[i]=value[i]; } created->level=level; created->value[0] = level; obj_to_char(created,ch); } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = sn; af.level = level; af.duration = 8; af.modifier = 0; af.location = 0; af.bitvector = 0; affect_to_char( ch, &af ); extract_obj(obj); return; } void spell_familiar(int sn,int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *familiar; AFFECT_DATA af; CHAR_DATA *check; int chance; char buf[MAX_STRING_LENGTH]; if (is_affected(ch,sn)) { send_to_char("You aren't up to calling another familiar yet.\n\r",ch); return; } for (check = char_list; check != NULL; check = check->next) { if (IS_NPC(check)) if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_UNICORN || check->pIndexData->vnum == MOB_VNUM_DRAGON) ) { send_to_char("You already have a familiar under your command.\n\r",ch); return; } } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.level = level; af.location = 0; af.modifier = 0; af.duration = 24; af.bitvector = 0; af.affect_list_msg = str_dup("prevents summoning of another familiar"); af.type = sn; affect_to_char(ch,&af); if (IS_GOOD(ch)) familiar = create_mobile(get_mob_index(MOB_VNUM_UNICORN)); else familiar = create_mobile(get_mob_index(MOB_VNUM_DRAGON)); familiar->alignment = ch->alignment; act("$n calls forth a familiar to aid $s!",ch,0,0,TO_ROOM); send_to_char("You call forth for a familiar from the astral planes!\n\r",ch); familiar->level = ch->level; familiar->damroll += level/2; familiar->max_hit = ch->max_hit; familiar->hit = familiar->max_hit; familiar->max_move = ch->max_move; familiar->move = familiar->max_move; char_to_room(familiar,ch->in_room); if (!IS_GOOD(ch)) { chance = ch->pcdata->learned[sn] * 9/10; if (number_percent() > chance) { act("$n says, 'I do not follow such weak willed mortals!'",familiar,0,0,TO_ROOM); sprintf(buf,"Help! I'm being attacked by %s!",familiar->short_descr); do_myell(ch,buf); multi_hit(familiar,ch,TYPE_UNDEFINED); return; } } add_follower(familiar, ch); familiar->leader = ch; SET_BIT(familiar->affected_by, AFF_CHARM); return; } void spell_firestream(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int dice_sz; dice_sz = 4; if (ch->level < 20) dice_sz = 4; else if (ch->level < 25) dice_sz = 5; else if (ch->level < 30) dice_sz = 5; else if (ch->level < 40) dice_sz = 6; else dice_sz = 6; if (number_percent() < level) { for (obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next) { char *msg; obj_next = obj_lose->next_content; if (number_bits(2) != 0) continue; switch(obj_lose->item_type) { default: continue; case ITEM_SCROLL: msg = "$p bursts into flames and turns to ash."; break; case ITEM_POTION: msg = "$p bubbles and vaporises."; break; } act(msg,victim,obj_lose,NULL,TO_CHAR); extract_obj(obj_lose); } } dam = dice(level/2, dice_sz - 1) + dice(level/2, dice_sz); if (check_spellcraft(ch,sn)) { dam *= 3; dam /= 2; } if (saves_spell(level,victim,DAM_FIRE)) dam /= 2; act("$n clenches a fist and releases a stream of searing flames!",ch,0,0,TO_ROOM); act("You gesture at $N and release a stream of searing fire!",ch,0,victim,TO_CHAR); damage_old(ch,victim,dam,sn,DAM_FIRE,TRUE); return; } void spell_fireshield(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; if (is_affected(ch,gsn_fireshield)) { send_to_char("You are already wreathed in a flaming halo.\n\r",ch); return; } if (is_affected(ch,gsn_iceshield)) { send_to_char("Your iceshield vaporises in a steaming explosion!\n\r",ch); act("$n's iceshield vaporises in a blast of steam!",ch,0,0,TO_ROOM); affect_strip(ch,gsn_iceshield); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_fireshield; af.modifier = 0; af.level = level; af.duration = 3 + ch->level/10; af.location = 0; af.bitvector = 0; affect_to_char(ch,&af); send_to_char("You are surrounded in a flaming halo of heat.\n\r",ch); act("$n is surrounded by a flaming halo of heat.",ch,0,0,TO_ROOM); return; } void spell_iceshield(int sn,int level,CHAR_DATA *ch,void *vo, int target) { AFFECT_DATA af; if (is_affected(ch,gsn_iceshield)) { send_to_char("You are already surrounded by a frozen aura.\n\r",ch); return; } if (is_affected(ch,gsn_fireshield)) { send_to_char("Your fireshield vaporises in a steaming explosion!\n\r",ch); act("$n's fireshield vaporises in a blast of steam!",ch,0,0,TO_ROOM); affect_strip(ch,gsn_fireshield); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_iceshield; af.modifier = 0; af.level = level; af.duration = 3 + ch->level/10; af.location = 0; af.bitvector = 0; affect_to_char(ch,&af); send_to_char("You are surrounded by an aura of freezing air.\n\r",ch); act("$n is surrounded by a freezing aura of air.",ch,0,0,TO_ROOM); return; } void spell_shadowself(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *shadow; char buf[MAX_STRING_LENGTH]; CHAR_DATA *check; for (check = char_list; check != NULL; check = check->next) { if (IS_NPC(check) && check->pIndexData->vnum == MOB_VNUM_SHADOW && (!str_cmp(check->name,ch->name)) ) { send_to_char("Your shadow is already seperated from you.\n\r",ch); return; } } send_to_char("You sever your shadow and give it substance.\n\r",ch); act("The shadows around $n seem to shift and take form....",ch,0,0,TO_ROOM); shadow = create_mobile(get_mob_index(MOB_VNUM_SHADOW)); shadow->alignment = -1000; shadow->max_hit = 1; shadow->hit = 1; sprintf(buf,"%s",ch->name); free_string(shadow->name); free_string(shadow->short_descr); free_string(shadow->long_descr); shadow->name = str_dup(buf); shadow->short_descr = str_dup(buf); sprintf(buf,"%s is here.\n\r",ch->name); shadow->long_descr = str_dup(buf); sprintf(buf,shadow->description,ch->name); free_string(shadow->description); shadow->description = str_dup(buf); char_to_room(shadow,ch->in_room); shadow->master = ch; return; } void spell_ranger_staff(int sn,int level,CHAR_DATA *ch,void *vo, int target) { OBJ_DATA *staff; int bonus,dice,number; int ch_level; AFFECT_DATA af; staff = create_object(get_obj_index(OBJ_VNUM_RANGER_STAFF),0); ch_level = level; if (number_percent() < 50) ch_level -= (number_range(0,3)); else ch_level += (number_range(0,2)); if (ch_level < 32) { dice = 5; number = 6; } else if (ch_level < 34) { dice = 3; number = 11; } else if (ch_level < 36) { number = 5; dice = 8; } else if (ch_level < 38) { number = 6; dice = 7; } else if (ch_level < 40) { number = 6; dice = 7; } else if (ch_level < 42) { number = 5; dice = 9; } else if (ch_level < 44) { number = 5; dice = 9; } else if (ch_level < 46) { number = 5; dice = 9; } else if (ch_level < 47) { number = 13; dice = 3; } else if (ch_level < 48) { number = 6; dice = 8; } else if (ch_level < 49) { number = 8; dice = 6; } else if (ch_level < 50) { number = 8; dice = 6; } else { number = 6; dice = 9; } bonus = ch->level/4; init_affect(&af); af.where = TO_OBJECT; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = -1; af.location = APPLY_HITROLL; af.modifier = bonus; af.bitvector = 0; affect_to_obj(staff,&af); af.location = APPLY_DAMROLL; affect_to_obj(staff,&af); staff->level = level; staff->timer = (20 + number_range(0,10)); staff->value[1] = number; staff->value[2] = dice; obj_to_char(staff,ch); act("$n creates $p!",ch,staff,0,TO_ROOM); act("You create $p!",ch,staff,0,TO_CHAR); return; } void spell_bless_weapon(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; OBJ_DATA *avenger; /* OBJ_DATA *obj_check; */ AFFECT_DATA af; bool two_hands = FALSE; int dice,number,dam_bonus,hit_bonus; int fail, result; char buf[MAX_STRING_LENGTH]; char *type_name; if (obj->item_type != ITEM_WEAPON || obj->value[0] != WEAPON_SWORD) { send_to_char("You can only bless a sword for divine empowerment.\n\r",ch); return; } if (IS_WEAPON_STAT(obj,WEAPON_AVENGER)) { send_to_char("It is already empowered by holy blessing.\n\r",ch); return; } /* for (obj_check = object_list; obj_check != NULL; obj_check = obj_check->next) { if (obj_check->pIndexData->vnum == OBJ_VNUM_AVENGER && !str_cmp(obj_check->owner,ch->name) ) found = TRUE; } if (found) { send_to_char("You already have a blessed weapon in existence.\n\r",ch); return; } */ if (IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS)) two_hands = TRUE; fail = 275; fail -= ch->pcdata->learned[sn]; fail -= 3 * ch->level; if (is_set(&obj->extra_flags,ITEM_EVIL)) fail += 200; if (is_set(&obj->extra_flags,ITEM_BLESS)) fail -= 20; if (is_set(&obj->extra_flags,ITEM_GLOW)) fail -= 10; fail -= ( (obj->value[2] + 1) * obj->value[1]/2); result = number_percent(); if (result < (fail/3)) { act("$p flares blindingly... and vaporises!",ch,obj,0,TO_ROOM); act("$p flares blindingly... and vaporises!",ch,obj,0,TO_CHAR); extract_obj(obj); return; } if (result < fail) { send_to_char("Nothing seemed to happen.\n\r",ch); return; } act("$p flares blindingly and a divine power seems to flow into it!",ch,obj,0,TO_CHAR); act("$p flares a brilliant white and appears more perfect!",ch,obj,0,TO_ROOM); if (level < 42) { number = 5; dice = 9; } else if (level < 44) { number = 5; dice = 9; } else if (level < 46) { number = 5; dice = 9; } else if (level < 47) { number = 13; dice = 3; } else if (level < 48) { number = 6; dice = 8; } else if (level < 49) { number = 8; dice = 6; } else if (level < 50) { number = 8; dice = 6; } else { number = 6; dice = 9; } dam_bonus = ch->level/8; hit_bonus = ch->level/8; avenger = create_object(get_obj_index(OBJ_VNUM_AVENGER),0); avenger->value[1] = number; avenger->value[2] = dice; avenger->weight = obj->weight; init_affect(&af); af.where = TO_OBJECT; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = -1; af.bitvector = 0; af.location = APPLY_HITROLL; af.modifier = dam_bonus; affect_to_obj(avenger,&af); af.location = APPLY_DAMROLL; af.modifier = hit_bonus; affect_to_obj(avenger,&af); type_name = "Peacekeeper"; switch(number_range(0,2)) { case (0): type_name = "Peacekeeper"; break; case (1): type_name = "Lightbringer"; break; case (2): type_name = "Shadowbane"; break; } if (two_hands) sprintf(buf,"a claymore named '%s'",type_name); else sprintf(buf,"a longsword named '%s'",type_name); free_string(avenger->short_descr); avenger->short_descr = str_dup(buf); if (!str_cmp(type_name,"Peacekeeper")) { af.location = APPLY_AC; af.modifier = -20; affect_to_obj(avenger,&af); } if (!str_cmp(type_name,"Lightbringer")) { af.location = APPLY_HIT; af.modifier = 25; affect_to_obj(avenger,&af); SET_BIT(avenger->value[4], WEAPON_LIGHTBRINGER); } if (!str_cmp(type_name,"Shadowbane")) SET_BIT(avenger->value[4], WEAPON_SHADOWBANE); if (two_hands) SET_BIT(avenger->value[4], WEAPON_TWO_HANDS); sprintf(buf,"%s",ch->name); avenger->owner = str_dup(buf); obj_to_char(avenger,ch); extract_obj(obj); return; } void spell_revolt(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *charmie; CHAR_DATA *charmie_next; char buf[MAX_STRING_LENGTH]; return; for (charmie = ch->in_room->people; charmie != NULL; charmie = charmie_next) { charmie_next = charmie->next_in_room; if (!IS_AFFECTED(charmie,AFF_CHARM) || charmie->leader != victim || saves_spell(level,victim,DAM_OTHER) ) continue; act("$n suddenly looks very angry.",charmie,0,0,TO_ROOM); act("You suddenly feel incited by $n's words and turn on your master!",charmie,0,ch,TO_CHAR); sprintf(buf,"I refuse to follow a tyrannt like you, %s!",victim->name); do_gtell(charmie,buf); REMOVE_BIT(charmie->affected_by,AFF_CHARM); do_follow(charmie,"self"); sprintf(buf,"Help! %s is revolting!", IS_NPC(charmie) ? charmie->short_descr : charmie->name); do_myell(victim, buf); charmie->fighting = victim; multi_hit(charmie, victim,-1); } return; } void spell_team_spirit(int sn,int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int amount; if (victim == ch) { send_to_char("That isn't possible with yourself.\n\r",ch); return; } if (victim->cabal != CABAL_ARCANA) { send_to_char("You can only team up with Cabal Arcana members.\n\r",ch); return; } amount = dice(4,5) + level/2; if (ch->level > (victim->level + 30)) amount *= 3; else if (ch->level > (victim->level + 20)) amount *= 8/3; else if (ch->level > (victim->level + 10)) amount *= 2; else amount *= 4/3; amount = dice(ch->level,2)*(3/2); damage_old(ch,ch,60,sn,DAM_ENERGY,TRUE); victim->mana = UMIN(victim->mana + amount, victim->max_mana); send_to_char("You feel energy surge through you!\n\r",victim); return; } void spell_safety(int sn,int level, CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *gch; CHAR_DATA *gch_next; ROOM_INDEX_DATA *pRoomIndex; pRoomIndex = get_room_index(hometown_table[ch->hometown].recall); if (pRoomIndex == NULL) pRoomIndex = get_room_index(ROOM_VNUM_TEMPLE); for (gch = ch->in_room->people; gch != NULL; gch = gch_next) { gch_next = gch->next_in_room; if (IS_NPC(gch)) continue; if (!is_same_group(ch,gch)) continue; if (IS_SET(gch->in_room->room_flags,ROOM_NO_RECALL) || IS_AFFECTED(gch,AFF_CURSE) || (ch->in_room->cabal != 0 && ch->cabal != ch->in_room->cabal)) { send_to_char("Spell failed.\n\r",gch); } else act("$n suddenly vanishes!",gch,0,0,TO_ROOM); } for (gch = ch->in_room->people; gch != NULL; gch = gch_next) { gch_next = gch->next_in_room; if (!is_same_group(ch,gch)) continue; if (IS_SET(gch->in_room->room_flags,ROOM_NO_RECALL) || IS_AFFECTED(gch,AFF_CURSE)) continue; if (gch->fighting != NULL) stop_fighting(gch,TRUE); char_from_room(gch); char_to_room(gch,pRoomIndex); act("$n suddenly appears in the room.",gch,0,0,TO_ROOM); do_look(gch,"auto"); } ch->move /=2; return; } void spell_decoy(int sn,int level, CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *decoy; int num,count; AFFECT_DATA af; CHAR_DATA *victim = (CHAR_DATA *) vo; char buf[MAX_INPUT_LENGTH]; if (cabal_down(ch,CABAL_OUTLAW)) return; if (is_affected(ch,sn)) { send_to_char("The Godfather has not yet prepared more decoys for you.\n\r",ch); return; } if (IS_NPC(victim)) { send_to_char("They don't need decoys to elude the law.\n\r",ch); return; } num = number_range(1,2); for (count = 0; count < num; count++) { decoy = create_mobile(get_mob_index(MOB_VNUM_DECOY)); sprintf(buf,"%s is here.\n\r",victim->name); free_string(decoy->long_descr); decoy->long_descr = str_dup(buf); sprintf(buf,"%s", victim->name); free_string(decoy->name); decoy->name = str_dup(buf); free_string(decoy->short_descr); decoy->short_descr = str_dup(buf); decoy->max_hit = 1; decoy->hit = 1; decoy->master = victim; char_to_room(decoy,victim->in_room); } send_to_char("You feel a little disoriented as images of you appear all around!\n\r",victim); act("Suddenly there are more of $n all around!",victim,0,0,TO_ROOM); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.modifier = 0; af.duration = 12; af.bitvector = 0; af.location = 0; affect_to_char(ch,&af); return; } void spell_protectorate_plate(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *plate; AFFECT_DATA af; plate = create_object(get_obj_index(OBJ_VNUM_PROTECTORATE),0); plate->level = ch->level; plate->timer = 48; // if (mod > 6) mod = 6; init_affect(&af); af.where = TO_OBJECT; af.aftype = AFT_SPELL; af.type = sn; af.duration = -1; af.bitvector = 0; af.level = level; af.location = APPLY_HITROLL; af.modifier = 10; affect_to_obj(plate,&af); af.location = APPLY_DAMROLL; affect_to_obj(plate,&af); af.location = APPLY_HIT; af.modifier = URANGE(20,2*ch->level,100); affect_to_obj(plate,&af); af.location = APPLY_STR; af.modifier = 5; affect_to_obj(plate,&af); af.location = APPLY_WIS; affect_to_obj(plate,&af); if (ch->level > 35) set_bit(&plate->extra_flags, ITEM_HUM); if (ch->level > 40) set_bit(&plate->extra_flags, ITEM_GLOW); obj_to_char(plate,ch); act("$n creates $p!",ch,plate,0,TO_ROOM); act("You create $p!",ch,plate,0,TO_CHAR); return; } void spell_nightwalk(int sn,int level,CHAR_DATA *ch,void *vo,int target) { ROOM_INDEX_DATA *pRoomIndex; int chance; pRoomIndex = get_room_index(ROOM_VNUM_NIGHTWALK); chance = (level + 30); if (number_percent() > chance || pRoomIndex == NULL) { send_to_char("You fail to enter the planes of night.\n\r",ch); return; } act("$n is surrounded in shadows and disappears!.",ch,0,0,TO_ROOM); send_to_char("You overcome your ties to the material plane and step into the shadow world.\n\r",ch); char_from_room(ch); char_to_room(ch,pRoomIndex); act("$n fades into existence.",ch,0,0,TO_ROOM); do_look(ch,"auto"); return; } void spell_alarm(int sn,int level,CHAR_DATA *ch,void *vo, int target) { ROOM_INDEX_DATA *pRoomIndex; char buf[MAX_STRING_LENGTH]; pRoomIndex = ch->in_room; if (pRoomIndex->cabal != 0 && pRoomIndex->cabal != ch->cabal) { send_to_char("You can't place alarms in an enemy Cabal.\n\r",ch); return; } if (IS_SET(pRoomIndex->room_flags,ROOM_NO_ALARM)) { send_to_char("Your spell fizzles and dies.\n\r",ch); act("$n's spell fizzles and dies.",ch,0,0,TO_ROOM); return; } if (ch->alarm != NULL && ch->alarm == ch->in_room) { send_to_char("You already have an alarm placed here.\n\r",ch); return; } else if (ch->alarm != NULL) { sprintf(buf,"You relocate your alarm from %s and place it here.\n\r",ch->alarm->name); send_to_char(buf,ch); } else { send_to_char("You create a new alarm and place it within the room.\n\r",ch); } ch->alarm = ch->in_room; return; } void spell_holy_fire(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int chance, dam_mod; chance = 100; dam_mod = 10; if (IS_GOOD(ch) && IS_GOOD(victim)) { dam_mod = 5; chance = 0; } else if (IS_EVIL(ch)) { dam_mod = 7; chance = 0; } else if (IS_GOOD(ch) && IS_NEUTRAL(victim)) dam_mod = 8; else if (IS_NEUTRAL(ch)) { dam_mod = 6; chance = 70; } dam = dice(level, 7); if (number_percent() > chance) { act("$n's heavenly fire turns on $m!",ch,0,0,TO_ROOM); act("Your heavenly fire turns on you for your sins!",ch,0,0,TO_CHAR); dam *= dam_mod; dam /= 10; if (saves_spell(level,ch,DAM_HOLY)) dam /= 2; damage_old(ch,ch,dam,sn,DAM_HOLY,TRUE); return; } act("$n calls down fire from the heavens!",ch,0,0,TO_ROOM); act("You call down fire from the heavens!",ch,0,0,TO_CHAR); dam *= dam_mod; dam /= 10; damage_old(ch,victim,dam,sn,DAM_HOLY,TRUE); return; } void spell_badge(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *plate; AFFECT_DATA af; int mod; if (cabal_down(ch,CABAL_OUTLAW)) return; plate = create_object(get_obj_index(OBJ_VNUM_BADGE),0); plate->level = ch->level; plate->timer = 45; mod = (2 + ch->level/20); if (mod > 4) mod = 4; init_affect(&af); af.where = TO_OBJECT; af.aftype = AFT_POWER; af.type = sn; af.duration = -1; af.bitvector = 0; af.level = level; af.location = APPLY_HITROLL; af.modifier = mod; affect_to_obj(plate,&af); af.location = APPLY_DAMROLL; affect_to_obj(plate,&af); af.location = APPLY_HIT; af.modifier = URANGE(20,2*ch->level,75); affect_to_obj(plate,&af); af.location = APPLY_STR; af.modifier = 1; affect_to_obj(plate,&af); af.location = APPLY_WIS; affect_to_obj(plate,&af); obj_to_char(plate,ch); act("$n creates $p!",ch,plate,0,TO_ROOM); act("You create $p!",ch,plate,0,TO_CHAR); return; } void spell_trace(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim; ROOM_INDEX_DATA *pRoomIndex; if (target_name[0] == '\0') { send_to_char("Attempt to trace which criminal?\n\r",ch); return; } victim = get_char_world(ch,target_name); if (victim == NULL) { send_to_char("The enforcer patrols can't trace that person anywhere.\n\r",ch); return; } /* if (saves_spell(level + 5,victim,DAM_OTHER)) { send_to_char("The enforcer patrols can't trace that person anywhere.\n\r",ch); return; } */ if (IS_NPC(victim) && victim->pIndexData->vnum != MOB_VNUM_DECOY) { send_to_char("That person is not wanted and has not been reported by enforcer patrols.\n\r",ch); return; } if (!IS_NPC(victim) && (!IS_SET(victim->act, PLR_CRIMINAL))) { send_to_char("That person is not wanted and has not been reported by enforcer patrols.\n\r",ch); return; } pRoomIndex = ch->in_room; ch->in_room=victim->in_room; do_look(ch,"auto"); ch->in_room=pRoomIndex; return; } /* New energy drain spell due to anti-paladin's always complaining how useless the old one was. -Ceran */ void spell_energy_drain(int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int type; int amount, amounthp; AFFECT_DATA af; if (victim == ch) { send_to_char("You can't drain your own life force.\n\r",ch); return; } switch(number_range(0,3)) { default: type = 1; amount = dice(level,3); break; case (0): case (1): /* HP */ type = 1; amount = dice(level,4); break; case (2): /* move */ type = 2; amount = dice(level,3); break; case (3): /* mana */ type = 3; amount = dice(level,3); break; } amounthp = dice(level,2); send_to_char("You feel an icy hand brush against your soul.\n\r",victim); if (saves_spell(level,victim,DAM_NEGATIVE)) { act("$n turns pale and shivers briefly.",victim,0,0,TO_ROOM); damage_old(ch,victim,amounthp,sn,DAM_NEGATIVE,TRUE); return; } act("$n gets a horrible look of pain in $s face and shudders in shock.",victim,0,0,TO_ROOM); init_affect(&af); af.where = TO_AFFECTS; af.type = sn; af.aftype = AFT_SPELL; af.level = level; af.duration = level/2; af.bitvector = 0; switch(type) { default: case (1): act("You drain $N's vitality with vampiric magic.",ch,0,victim,TO_CHAR); send_to_char("You feel your body being mercilessly drained.\n\r",victim); ch->hit = URANGE(0, ch->hit + amount/3, ch->max_hit); af.location = APPLY_STR; af.modifier = -2; if (!is_affected(victim,sn)) { affect_to_char(victim,&af); af.location = APPLY_CON; af.modifier = -3; affect_to_char(victim,&af); } break; case (2): send_to_char("Your energy draining invigorates you!\n\r",ch); victim->move = URANGE(0,victim->move - amount, victim->max_move); ch->move = URANGE(0,ch->move + amount/2, ch->max_move); send_to_char("You feel tired and weakened.\n\r",victim); af.location = APPLY_DEX; af.modifier = -2; if (!is_affected(victim,sn)) { affect_to_char(victim,&af); af.location = APPLY_STR; af.modifier = -1; af.location = APPLY_MOVE; af.modifier = -amount/2; affect_to_char(victim,&af); } break; case (3): victim->mana = URANGE(0,victim->mana - amount,victim->max_mana); send_to_char("Your draining sends warm energy through you!\n\r",ch); ch->mana = URANGE(0,ch->mana + amount/3, ch->max_mana); send_to_char("You feel part of your mind being savagely drained.\n\r",victim); if (!is_affected(victim,sn)) { af.location = APPLY_INT; af.modifier = -3; affect_to_char(victim,&af); af.location = APPLY_WIS; af.modifier = -2; affect_to_char(victim,&af); } break; } damage_old(ch,victim,dice(level,3) + amounthp,sn,DAM_NEGATIVE,TRUE); return; } bool check_spellcraft(CHAR_DATA *ch,int sn) { int chance; if(IS_NPC(ch)) return FALSE; chance = get_skill(ch,gsn_spellcraft); if (chance == 0 || ch->level < skill_table[gsn_spellcraft].skill_level[ch->class]) return FALSE; chance /= 5; if (sn == skill_lookup("windwall") || sn == skill_lookup("tsunami")) chance = 0; if (sn == skill_lookup("fireball") || sn == skill_lookup("iceball") || sn == skill_lookup("cone of cold")) chance -= 12; if (sn == skill_lookup("acid blast") || sn == skill_lookup("concatenate")) chance -= 10; if (sn == skill_lookup("magic missle") || sn == skill_lookup("chill touch") || sn == skill_lookup("firestream") || sn == skill_lookup("color spray")) chance += 10; if (sn == skill_lookup("fire and ice")) chance -= 6; if (sn == skill_lookup("earthmaw")) chance -= 11; chance += GET_HITROLL(ch) / 5; if (number_percent() > chance) { check_improve(ch,gsn_spellcraft,FALSE,6); return FALSE; } check_improve(ch,gsn_spellcraft,TRUE,6); if (IS_IMMORTAL(ch)) send_to_char("Spellcraft boost now!\n\r",ch); return TRUE; } int spellcraft_dam(int num, int die) { int dam; if (num == 0 || die == 0) return 0; if (die == 1) return num; else if (die == 2) return (num*2); else if (die == 3) return (num * number_range(2,3)); dam = (num*die)/2; dam += dice(num/2,die); return dam; } /* This is one weird spell... (Ceran)*/ void spell_animate_object(int sn,int level, CHAR_DATA *ch,void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; CHAR_DATA *mob; CHAR_DATA *check; int hp = 1, damroll = 1, move = 1; int ilevel, type, chance, ac, acm; char buf[MAX_STRING_LENGTH]; bool found = FALSE; for (check = char_list; check != NULL; check = check->next) { if (!IS_NPC(check) || check->master != ch) continue; if (check->pIndexData->vnum == MOB_VNUM_ARMOR || check->pIndexData->vnum == MOB_VNUM_WEAPON || check->pIndexData->vnum == MOB_VNUM_KEY) found = TRUE; if (found) break; } if (found) { send_to_char("You already have an animated object following you.\n\r",ch); return; } if (obj->wear_loc != WEAR_NONE) { send_to_char("You can only animate objects you are carrying.\n\r",ch); return; } ilevel = obj->level; if (obj->pIndexData->limtotal > 0) level += (25/obj->pIndexData->limtotal); type = obj->item_type; if (type != ITEM_WEAPON && type != ITEM_ARMOR && type != ITEM_KEY && type != ITEM_FURNITURE) { send_to_char("You can't animate that kind of object.\n\r",ch); return; } if (type == ITEM_ARMOR && (!IS_SET(obj->wear_flags,ITEM_WEAR_BODY) && !IS_SET(obj->wear_flags,ITEM_WEAR_HANDS) && !IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD) ) ) { send_to_char("You can only animate armor that is body, hands, or shields.\n\r",ch); return; } chance = ch->pcdata->learned[sn]; chance = URANGE(2, chance + (level - ilevel)*3, 95); if (number_percent() > chance) { act("$p shudders for a moment then flares up and vaporises!",ch,obj,0,TO_ROOM); act("$p shudders for a moment then flares up and vaporises!",ch,obj,0,TO_CHAR); extract_obj(obj); return; } if (type == ITEM_ARMOR || type == ITEM_FURNITURE) mob = create_mobile(get_mob_index(MOB_VNUM_ARMOR)); else if (type == ITEM_WEAPON) mob = create_mobile(get_mob_index(MOB_VNUM_WEAPON)); else mob = create_mobile(get_mob_index(MOB_VNUM_KEY)); free_string(mob->short_descr); mob->short_descr = str_dup(obj->short_descr); free_string(mob->name); mob->name = str_dup(obj->name); sprintf(buf,"%s is here awaiting it's orders.\n\r",capitalize(mob->short_descr)); free_string(mob->long_descr); mob->long_descr = str_dup(buf); mob->level = ilevel; if (type == ITEM_ARMOR) { hp = (50*ilevel); ac = (50 - 5*ilevel); move = ilevel*10; acm = (-ilevel*2); damroll = ilevel/3; if (IS_SET(obj->wear_flags,ITEM_WEAR_BODY)) SET_BIT(mob->off_flags,OFF_BASH); if (IS_SET(obj->wear_flags,ITEM_WEAR_HANDS) || IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD)) SET_BIT(mob->off_flags,OFF_PARRY); } else if (type == ITEM_FURNITURE) { hp = (40*ilevel); ac = (100 - 4*ilevel); move = ilevel; acm = -(ilevel); damroll = ilevel/4; SET_BIT(mob->off_flags,OFF_BASH); } else if (type == ITEM_KEY) { hp = ilevel; ac = 100; move = 400; acm = 100; damroll = 0; } else { hp = ilevel*25; ac = 100 - (4*ilevel); acm = 100 - (4*ilevel); move = ilevel*3; damroll = (ilevel); if (type == ITEM_WEAPON) { mob->dam_type = obj->value[3]; switch (obj->value[0]) { case WEAPON_EXOTIC: mob->material = str_dup("exotic"); break; case WEAPON_SWORD: mob->material = str_dup("sword"); break; case WEAPON_DAGGER: mob->material = str_dup("dagger"); break; case WEAPON_SPEAR: mob->material = str_dup("spear"); break; case WEAPON_MACE: mob->material = str_dup("mace"); break; case WEAPON_AXE: mob->material = str_dup("axe"); break; case WEAPON_FLAIL: mob->material = str_dup("flail"); break; case WEAPON_WHIP: mob->material = str_dup("whip"); break; case WEAPON_POLEARM: mob->material = str_dup("polearm"); break; case WEAPON_STAFF: mob->material = str_dup("staff"); break; case WEAPON_HAND: mob->material = str_dup("hands");break; } if (IS_SET(obj->value[4],WEAPON_TWO_HANDS)) damroll *= 1.5; } } mob->max_move = move; mob->move = move; mob->damroll = damroll; mob->hitroll = damroll; mob->max_hit = hp; mob->hit = hp; SET_BIT(mob->affected_by,AFF_CHARM); char_to_room(mob,ch->in_room); act("$p shudders and slowly rises into the air to follow $n!",ch,obj,0,TO_ROOM); act("$p shudders for a moment then slowly rises up beside you!",ch,obj,0,TO_CHAR); act("$N now follows you.",ch,0,mob,TO_CHAR); extract_obj(obj); mob->leader = ch; mob->master = ch; return; } void spell_deathspell(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int klevel, dam, bonus; char buf[MAX_STRING_LENGTH]; klevel = level - 7; act("$n utters a word of power and the negative energy explodes in the room!",ch,0,0,TO_ROOM); send_to_char("You utter a word of power and negative energy explodes into the room!\n\r",ch); bonus = 0; dam = dice(klevel,4); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next= vch->next_in_room; if (is_safe(ch,vch)) continue; if (!IS_NPC(ch) && !IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL)) { switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch)); } if (vch != ch) do_myell(vch,buf); } if (vch->level > klevel || IS_SET(vch->act,ACT_UNDEAD) || IS_SET(vch->imm_flags,IMM_NEGATIVE)) { act("$n is unaffected by the negative energy field.",vch,0,0,TO_ROOM); act("You are unaffected by the negative energy field.",vch,0,0,TO_CHAR); } else if (vch == ch) bonus = 6; else bonus = 0; if (saves_spell(klevel - bonus, vch, DAM_NEGATIVE) || saves_spell(klevel,vch,DAM_NEGATIVE)) { if (saves_spell(level - bonus, vch, DAM_NEGATIVE)) damage_old(ch,vch,dam/2,sn,DAM_NEGATIVE,TRUE); else damage_old(ch,vch,dam,sn,DAM_NEGATIVE,TRUE); } else { act("$n gets a horrible look in $s eye's then keels over dead!",vch,0,0,TO_ROOM); send_to_char("You feel your an intense pain in your head as the energy ruptures your skull!\n\r",vch); raw_kill(ch,vch); } } return; } void spell_lifebane(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; char buf[MAX_STRING_LENGTH]; int sn_poison, sn_curse, sn_weaken; int dam, tmp_dam; bool inside = FALSE; sn_poison = skill_lookup("poison"); sn_curse = skill_lookup("curse"); sn_weaken = skill_lookup("weaken"); if (IS_SET(ch->in_room->room_flags,ROOM_INDOORS) || ch->in_room->sector_type == SECT_INSIDE) inside = TRUE; dam = dice(level,4); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe(ch,vch)) continue; if (!(inside) && is_same_group(ch,vch)) continue; tmp_dam = dam; if (vch == ch) tmp_dam /= 2; if (!IS_NPC(ch) && !IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL)) { switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch)); } if (vch!= ch) do_myell(vch,buf); } if (saves_spell(level,vch,DAM_NEGATIVE)) damage_old(ch,vch,dam/2,sn,DAM_NEGATIVE,TRUE); else damage_old(ch,vch,dam,sn,DAM_NEGATIVE,TRUE); spell_poison(sn_poison,level - 5,ch,vch,target); spell_weaken(sn_weaken,level - 5,ch,vch,target); spell_curse(sn_curse,level - 8, ch,vch,target); } return; } void spell_curse_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; AFFECT_DATA af; int result, fail, mod2; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (obj->item_type != ITEM_WEAPON) { send_to_char("That isn't a weapon.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("You must be carrying the weapon to curse it.\n\r",ch); return; } if (is_affected_obj(obj,skill_lookup("unholy bless"))) return send_to_char("The unholy aura surrounding that prevents you.\n\r",ch); /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL && paf->type == sn ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL && paf->type == sn ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL && paf->type == sn ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL && paf->type == sn ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } /* apply other modifiers */ fail -= 3 * level/2; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail += 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail += 10; fail = number_range(5,95); result = number_percent(); /* the moment of truth */ if (result < (fail / 4)) /* item destroyed */ { act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR); act("$p shivers violently and explodes!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 2)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p is surrounded in a sickly red aura, then fades.",ch,obj,NULL,TO_CHAR); act("$p is surroudned in a sickly red aura, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; remove_bit(&obj->extra_flags, ITEM_GLOW); remove_bit(&obj->extra_flags, ITEM_HUM); remove_bit(&obj->extra_flags, ITEM_MAGIC); remove_bit(&obj->extra_flags, ITEM_INVIS); remove_bit(&obj->extra_flags, ITEM_NODROP); remove_bit(&obj->extra_flags, ITEM_NOREMOVE); return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } af.type = sn; af.where = TO_OBJECT; af.modifier = -1; af.duration = -1; af.bitvector = 0; af.level = level; mod2 = number_range(0,6); if (mod2 == 0) af.location = APPLY_STR; else if (mod2 == 1) af.location = APPLY_DEX; else if (mod2 == 2) af.location = APPLY_CON; else if (mod2 == 3) af.location = APPLY_INT; else if (mod2 == 4) af.location = APPLY_WIS; else if (mod2 == 5) { af.modifier = -(number_range(5,20)); af.location = APPLY_HIT; } else { af.location = APPLY_MANA; af.modifier = -(number_range(5,20)); } if (result <= (100 - level/5)) /* success! */ { act("$p glows with a sickly green aura.",ch,obj,NULL,TO_CHAR); act("$p glows with a sickly green aura.",ch,obj,NULL,TO_ROOM); if (number_percent() < 20) affect_to_obj(obj,&af); added = 2; } else /* exceptional enchant */ { act("$p burns a fierce red!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM); affect_to_obj(obj,&af); set_bit(&obj->extra_flags,ITEM_NOREMOVE); added = 4; } if ( (result = number_percent()) <= 25 && is_set(&obj->extra_flags,ITEM_HUM) ) { remove_bit(&obj->extra_flags,ITEM_HUM); remove_bit(&obj->extra_flags,ITEM_GLOW); } if ( (result = number_percent()) <= 25 && is_set(&obj->extra_flags,ITEM_GLOW) ) remove_bit(&obj->extra_flags,ITEM_GLOW); /* now add the enchantments */ if (obj->level < LEVEL_HERO - 1) obj->level = UMIN(LEVEL_HERO - 1,obj->level); if (dam_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_DAMROLL && paf->type == sn ) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); } } } else /* add a new affect */ { paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if (hit_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_HITROLL && paf->type == sn ) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); } } } else /* add a new affect */ { paf = new_affect(); paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } void spell_globe_of_darkness(int sn,int level,CHAR_DATA *ch,void *vo,int target) { int chance; AFFECT_DATA af; ROOM_AFFECT_DATA raf; if (is_affected(ch,sn)) { send_to_char("You are not yet able to call upon your power of the darkness.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = 8; af.location = 0; af.modifier = 0; af.bitvector = 0; chance = ch->level; chance *= get_skill(ch,sn); chance /= 100; if (IS_SET(ch->in_room->room_flags,ROOM_DARK)) chance += 15; if (IS_SET(ch->in_room->room_flags,ROOM_NO_CONSECRATE)) chance += 5; if (IS_SET(ch->in_room->room_flags,ROOM_CONSECRATED)) chance -= 15; if (IS_SET(ch->in_room->room_flags,ROOM_LAW)) chance = 0; if (IS_SET(ch->in_room->room_flags,ROOM_LOW_ONLY)) chance = 0; act("$n utters a word of drow power and the room becomes as black as darkest night.",ch,0,0,TO_ROOM); send_to_char("You utter a word of drow power and darkness enshrouds the room!\n\r",ch); init_affect_room(&raf); raf.where = TO_ROOM_AFFECTS; raf.aftype = AFT_SPELL; raf.type = sn; raf.level = level; raf.duration = 6; affect_to_room(ch->in_room, &raf); af.duration = 24; af.affect_list_msg = str_dup("unable to call another globe of darkness"); affect_to_char(ch,&af); return; } /* Green tower obj progs */ /* sceptre of heavens...say 'i am the wrath of god' */ void spell_heavenly_sceptre_frenzy(int sn,int level, CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; if (is_affected(ch,sn) || (!IS_GOOD(ch) && !IS_EVIL(ch))) { act("$n's sceptre hums softly but nothing seems to happen.",ch,0,0,TO_ROOM); act("Your sceptre hums softly but nothing seems to happen.",ch,0,0,TO_CHAR); return; } init_affect(&af); af.type = sn; af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.duration = 10; af.modifier = ch->level/7; af.location = APPLY_DAMROLL; af.bitvector = 0; af.level = level; affect_to_char(ch,&af); af.location = APPLY_HITROLL; affect_to_char(ch,&af); if (ch->level > 40) af.location = APPLY_SAVING_SPELL; af.modifier = -ch->level/10; if (IS_GOOD(ch)) { act("$n's sceptre glows white and a look of righteous anger in $s eyes.",ch,0,0,TO_ROOM); send_to_char("Your sceptre glows white and you feel a surge of righteous anger!\n\r",ch); } else if (IS_EVIL(ch)) { act("$n's sceptre darkens and a look of righteous anger enters $s eyes.",ch,0,0,TO_ROOM); send_to_char("Your sceptre darkens and you feel a surge of righteous anger!\n\r",ch); } return; } /* sceptre of heavens, say 'Feel the force of god' */ void spell_heavenly_sceptre_fire(int sn, int level, CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; OBJ_DATA *sceptre = NULL; int dam; CHAR_DATA *victim; victim = ch->fighting; if (is_affected(ch,sn) || victim == NULL || ch->level < 30) { act("$n's sceptre hums softly but nothing seems to happen.",ch,0,0,TO_ROOM); send_to_char("Your sceptre hums softly but nothing seems to happen.\n\r",ch); WAIT_STATE(ch,12); return; } dam = dice(15,20); if (saves_spell(ch->level,victim,DAM_HOLY)) dam /= 2; if (saves_spell(65,victim,DAM_OTHER)) dam /= 2; damage_old(ch,victim, dam,sn,DAM_HOLY,TRUE); if (IS_NPC(ch)) return; if (number_percent() > ch->level * 2) { act("Your sceptre of heavenly orders crumbles to dust.",ch,0,0,TO_ROOM); send_to_char("Your sceptre of heavenly orders crumbles to dust.\n\r",ch); extract_obj(sceptre); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.modifier = 0; af.duration = 1; af.location = 0; af.bitvector = 0; af.level = ch->level; affect_to_char(ch,&af); return; } void spell_soulbind(int sn,int level,CHAR_DATA *ch,void *vo,int target) { return; } void spell_lightshield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (!IS_GOOD(victim)) { if (victim == ch) send_to_char("You are not pure enough to receive the gift of light.\n\r",ch); else act("$N is not pure enough to receive the gift of light.",ch,NULL,victim,TO_CHAR); return; } if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = level; af.modifier = -level; af.location = APPLY_AC; af.modifier = 2 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = -level/10; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a glowing afflatus of purity.\n\r", victim ); if ( ch != victim ) act("$N is surrounded by a glowing afflatus of purity.",ch,NULL,victim,TO_CHAR); return; } void spell_wrath_of_purity( int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; char buf[MAX_STRING_LENGTH]; int dam; dam = dice(level,18); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(vch,ch)) continue; if (!IS_EVIL(vch)) continue; if (!IS_NPC(ch) && !IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL)) { switch(number_range(0,2)) { case (0): case (1): sprintf(buf,"Help! %s has called the wrath of purity upon me!",PERS(ch,vch)); break; case (2): sprintf(buf,"Help! %s has called the wrath of purity upon me!",PERS(ch,vch)); } if (vch!= ch) do_myell(vch,buf); } damage_old(ch,vch, (saves_spell(level,vch,DAM_HOLY) ? dam/2 : dam), sn,DAM_HOLY,TRUE); WAIT_STATE(ch,PULSE_VIOLENCE*3); } return; } void spell_frostbolt(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim == ch) { act("$n is blasted with a bolt of ice!",ch,0,0,TO_ROOM); send_to_char("You are blasted by a bolt of ice!\n\r",ch); } else { act("$n points at $N and a bolt of ice flies forth!",ch,0,victim,TO_NOTVICT); act("$n points at you and a bolt of ice flies forth!",ch,0,victim,TO_VICT); act("You point at $N and a bolt of ice flies forth!",ch,0,victim,TO_CHAR); } dam = dice(level,7); if (saves_spell(level,victim,DAM_COLD)) dam /= 2; damage_old(ch,victim,dam,sn,DAM_COLD,TRUE); return; } void spell_icelance(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim == ch) { act("$n throws out a shard of sharp ice!",ch,0,0,TO_ROOM); send_to_char("You are struck by your shard of ice!\n\r",ch); } else { act("$n throws forth a shard of sharp ice at $N!",ch,0,victim,TO_NOTVICT); act("$n throws forth a shard of sharp ice at you!",ch,0,victim,TO_VICT); act("You point at $N and throw forth a shard of ice!",ch,0,victim,TO_CHAR); } dam = dice(level,6); if (saves_spell(level,victim,DAM_COLD)) dam /= 2; damage_old(ch,victim,dam,sn,DAM_COLD,TRUE); if (number_percent() < 30 && !is_affected(victim,gsn_icelance)) { AFFECT_DATA af; act("A fine mist of blood sprays forth from $N as $n's icelance pierces deep into $S chest!",ch,0,victim,TO_NOTVICT); act("A mist of blood sprays forth as $n's icelance pierces deep into your chest!",ch,0,victim,TO_VICT); act("A fine mist of blood sprays forth from $N as your icelance pierces deep into $S chest!",ch,0,victim,TO_CHAR); init_affect(&af); af.aftype = AFT_SKILL; af.type = gsn_icelance; af.duration = 5; af.affect_list_msg = str_dup("induces major bleeding"); af.name = str_dup("icelance wound"); af.level = ch->level; af.owner_name = str_dup(ch->original_name); affect_to_char(victim,&af); } return; } void spell_earthfade(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; int sn_fog, sn_fire; sn_fog = skill_lookup("faerie fog"); sn_fire = skill_lookup("faerie fire"); if (is_affected(ch,sn)) { send_to_char("You are already melded with the ground.\n\r",ch); return; } if (ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM || ch->in_room->sector_type == SECT_AIR) { send_to_char("There isn't enough natural earth to meld with here.\n\r",ch); return; } if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire)) { send_to_char("You are glowing too much to hide in the ground.\n\r",ch); return; } if ( ch->pause > 3 ) { send_to_char("You are breathing too heavily to hide in the ground.\n\r",ch); return; } act("$n vanishes into the ground!",ch,0,0,TO_ROOM); send_to_char("You vanish into the ground!\n\r",ch); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_earthfade; af.level = level; af.modifier = 0; af.bitvector = 0; af.affect_list_msg = str_dup("grants improved invisibility"); af.duration = (level/5); af.location = 0; affect_to_char(ch,&af); return; } void spell_forget(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; CHAR_DATA *victim = (CHAR_DATA *) vo; if (is_affected(victim,sn)) { if (victim == ch) send_to_char("You are already as senile as you can get.\n\r",ch); else send_to_char("They are already affected by a forget spell.\n\r",ch); return; } if (saves_spell(level - 3,victim,DAM_OTHER)) { send_to_char("Spell failed.\n\r",ch); return; } init_affect(&af); af.type = sn; af.modifier = 0; af.duration = level/10; af.location = 0; af.bitvector = 0; af.level = level; af.affect_list_msg = str_dup("induces memory loss of skills and spells"); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; affect_to_char(victim,&af); send_to_char("You feel your memories slip away.\n\r",victim); act("$n suddenly looks disoriented.",victim,0,0,TO_ROOM); return; } void spell_earthbind(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; CHAR_DATA *victim = (CHAR_DATA *) vo; if (is_affected(victim,sn) || !IS_AFFECTED(victim,AFF_FLYING)) { send_to_char("Their feet are already on the ground.\n\r",ch); return; } if (saves_spell(level,victim,DAM_OTHER)) { send_to_char("Spell failed.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_earthbind; af.modifier = 0; af.level = level; af.duration = level/5; af.location = 0; af.bitvector = 0; affect_to_char(victim,&af); send_to_char("Your feet suddenly become heavy and earthbound.\n\r",victim); act("$n suddenly drops to the ground.",victim,0,0,TO_ROOM); return; } void spell_divine_touch(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; if (is_affected(ch,sn)) { send_to_char("You are already blessed with a divine touch.\n\r",ch); return; } init_affect(&af); af.type = sn; af.aftype = AFT_SPELL; af.modifier = 0; af.location = 0; af.bitvector = 0; af.duration = level/5; af.level = level; affect_to_char(ch,&af); send_to_char("Your hands are surrounded in holy energy.\n\r",ch); act("$n's hands seem to glow with an inner energy.",ch,0,0,TO_ROOM); return; } void spell_transfer_object(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim; OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; target_name = one_argument(target_name,arg1); one_argument(target_name,arg2); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char("Send what to whom?\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } victim = get_char_world(ch,arg2); if (victim == NULL) { send_to_char("They aren't here.\n\r",ch); return; } if (IS_NPC(victim)) { send_to_char("They wouldn't want that sent to them.\n\r",ch); return; } if (victim == ch) { send_to_char("Why not just hold it in your other hand?\n\r",ch); return; } if (IS_IMMORTAL(victim) && !IS_IMMORTAL(ch)) { send_to_char("You can't send to an immortal.\n\r",ch); return; } if (is_set(&obj->extra_flags,ITEM_NODROP)) { send_to_char("You can't seem to remove it from yourself to prepare for transfer.\n\r",ch); return; } if (victim->carry_number >= can_carry_n(victim) || victim->carry_weight >= can_carry_w(victim) || obj->pIndexData->vnum == OBJ_VNUM_ARCANA || obj->pIndexData->vnum == OBJ_VNUM_RAGER || obj->pIndexData->vnum == OBJ_VNUM_ANCIENT || obj->pIndexData->vnum == OBJ_VNUM_KNIGHT || obj->pIndexData->vnum == OBJ_VNUM_OUTLAW || obj->pIndexData->vnum == OBJ_VNUM_BOUNTY || obj->pIndexData->vnum == OBJ_VNUM_EMPIRE || obj->pIndexData->vnum == OBJ_VNUM_ENFORCER) { act("$p glows softly but nothing happens.",ch,obj,0,TO_CHAR); act("$p glows softly but nothing happens.",ch,obj,0,TO_ROOM); return; } if (IS_SET(victim->act,PLR_NO_TRANSFER)) { send_to_char("They wouldn't want them sent to them.\n\r",ch); return; } act("$p glows softly and vanishes!",ch,obj,0,TO_CHAR); act("$p glows softly and vanishes!",ch,obj,0,TO_ROOM); obj_from_char(obj); obj_to_char(obj,victim); act("You suddenly feel heavier as $p pops into your inventory!",victim,obj,0,TO_CHAR); act("$p suddenly appears from nowhere and pops into $n's possession!",victim,obj,0,TO_ROOM); return; } void spell_disintegrate(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj; OBJ_DATA *obj_next; int dam, obj_save, count=0; if (saves_spell(level - 1,victim,DAM_ENERGY) || saves_spell(level - 4,victim,DAM_ENERGY) || saves_spell(level + 12, victim,DAM_ENERGY)) { act("$n shudders and spasms momentarily.",victim,0,0,TO_ROOM); send_to_char("You feel a sudden intense pain throughout your body!\n\r",victim); dam = dice(level,10); damage_old(ch,victim,saves_spell(level,victim,DAM_ENERGY) ? dam/2 : dam,sn,DAM_ENERGY,TRUE); WAIT_STATE(ch,PULSE_VIOLENCE*2); return; } act("$n vaporizes in a cloud of bloody red mist!",victim,0,0,TO_ROOM); send_to_char("You feel a sudden intense pain as your body vaporizes into a red mist!\n\r",victim); for (obj = victim->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_save = obj->level; if (obj_save == 0) obj_save = 51; if (obj->pIndexData->limtotal == 1) obj_save += 15; else if (obj->pIndexData->limtotal <= 3 && obj->pIndexData->limtotal > 0) obj_save += 10; else if (obj->pIndexData->limtotal <= 10 && obj->pIndexData->limtotal > 0) obj_save += 5; else if (obj->pIndexData->limtotal <= 15 && obj->pIndexData->limtotal > 0) obj_save += 3; else if (obj->pIndexData->limtotal > 0) obj_save += 1; obj_save *= 2; obj_save -= (2 * level); obj_save += 55; if (number_percent() > obj_save && count < 9) { act("$p disintergrates in a flash of light!",ch,obj,NULL,TO_ROOM); act("$p disintergrates in a flash of light!",ch,obj,NULL,TO_CHAR); extract_obj(obj); count++; } } raw_kill(ch,victim); WAIT_STATE(ch,PULSE_VIOLENCE*3); return; } void spell_grounding(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; if (is_affected(ch,sn)) { send_to_char("Your body is already at a ground potential.\n\r",ch); return; } send_to_char("Your body loses all affinity to electricity.\n\r",ch); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.modifier = 0; af.level = level; af.duration = ch->level/8; af.bitvector = 0; af.affect_list_msg = str_dup("provides immunity to lightning-based spells"); affect_to_char(ch,&af); return; } void spell_shock_sphere(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; int dam; act("A sphere of crackling energy detonates around $n with explosive sound!", victim,0,0,TO_ROOM); send_to_char("A sphere of fierce energy detonates around you with deafening sound!\n\r",victim); if (is_affected(victim,gsn_shock_sphere || is_affected(victim,gsn_deafen))) { dam = dice(level, 3); damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE); return; } if (saves_spell(level,victim,DAM_SOUND)) { dam = dice(level,5); damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE); return; } dam = dice(level,7); damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.modifier = -2; af.location = APPLY_HITROLL; af.bitvector = 0; af.type = gsn_shock_sphere; af.level = level; af.duration = 2; if (is_affected(victim,gsn_deafen)) { return; } affect_to_char(victim,&af); af.location = 0; af.modifier = 0; af.affect_list_msg = str_dup("prevents casting and inflicts a deafened state"); act("$n appears deafened.",victim,0,0,TO_ROOM); send_to_char("You can't hear a thing!\n\r",victim); return; } /* Make a victim flee...if they really fail their saves big time it can kill them outright..(Ceran) */ void spell_power_word_fear(int sn, int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; bool bad_fail, utter_fail; int range; /* if (get_eq_char(victim, WEAR_BRAND)->pIndexData->vnum == 67) { send_to_char("Your spell has no affect on the fearless.\n\r",ch); return; }*/ bad_fail = FALSE; utter_fail = FALSE; if (victim == ch) { send_to_char("That wouldn't work.\n\r",ch); return; } act("$n points at $N and utters the word 'Fear!'",ch,0,victim,TO_NOTVICT); act("$n points at you and utters the word 'Fear!'",ch,0,victim,TO_VICT); act("You point at $N and utter the word 'Fear!'",ch,0,victim,TO_CHAR); if (!IS_AWAKE(victim)) { act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM); send_to_char("You feel a brief terror, but it passes away in your dreams.\n\r",victim); return; } if (is_affected(victim,sn)) { send_to_char("They are already affected by a word of power.\n\r",ch); send_to_char("You feel a shiver pass through you but it has no further affect.\n\r",victim); return; } if (IS_NPC(victim)) { if (victim->pIndexData->vnum == MOB_VNUM_ANCIENT || victim->pIndexData->vnum == MOB_VNUM_BOUNTY || victim->pIndexData->vnum == MOB_VNUM_RAGER || victim->pIndexData->vnum == MOB_VNUM_OUTLAW || victim->pIndexData->vnum == MOB_VNUM_KNIGHT || victim->pIndexData->vnum == MOB_VNUM_ARCANA || victim->pIndexData->vnum == MOB_VNUM_ENFORCER) { act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM); send_to_char("You feel a brief terror, but it passes.\n\r",victim); return; } } if (saves_spell(level,victim,DAM_OTHER)) { act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM); send_to_char("You feel a brief terror, but it passes.\n\r",victim); return; } if (!saves_spell(level - 2,victim,DAM_OTHER)) { bad_fail = TRUE; if (!saves_spell(level - 5,victim,DAM_OTHER)) utter_fail = TRUE; } if (utter_fail) { act("$n's eyes widen and $s heart ruptures from shock!",victim,0,0,TO_ROOM); send_to_char("You feel a terror so intense your heart stops dead!\n\r",victim); raw_kill(ch,victim); return; } act("$n's eyes widen in shock and $s entire body freezes in momentary terror.",victim,NULL,NULL,TO_ROOM); send_to_char("You feel an overwhelming terror and you shudder in momentary shock.\n\r",victim); range = level/10; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.bitvector = 0; af.duration = (number_range(1,5) + range); af.location = APPLY_CON; af.modifier = -number_range(2,range + 1); affect_to_char(victim,&af); af.location = APPLY_STR; af.modifier = -number_range(2,range + 1); affect_to_char(victim,&af); af.location = APPLY_DEX; af.modifier = -number_range(1,range); affect_to_char(victim,&af); af.location = APPLY_HIT; af.modifier = -number_range(2,range); affect_to_char(victim,&af); af.location = APPLY_DAMROLL; af.modifier = -number_range(2,range); affect_to_char(victim,&af); if (victim->position == POS_FIGHTING) do_flee(victim,""); if (victim->position == POS_FIGHTING) { do_flee(victim,""); } if (victim->position == POS_FIGHTING) { do_flee(victim,""); } if (bad_fail) WAIT_STATE(victim,12); return; } /* Causes a target's hp to regenerate at a constant rate, plus removes the effects of a wither prevent healing spell */ void spell_regeneration(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,gsn_atrophy)) { act("$n's body stops wasting away.",victim,0,0,TO_ROOM); send_to_char("Your body stops wasting away.\n\r",victim); affect_strip(victim,gsn_atrophy); return; } if (is_affected(victim,skill_lookup("prevent healing"))) { act("$n's sickly looking complexion clears up.",victim,0,0,TO_ROOM); send_to_char("You no longer feel so sick and weary.\n\r",victim); affect_strip(victim,skill_lookup("prevent healing")); return; } if (is_affected(victim,skill_lookup("wither"))) { if (victim != ch) { act("$N's emanciated body heals up with your touch.",ch,0,victim,TO_CHAR); act("Your emanciated body heals up with $n's touch.",ch,0,victim,TO_VICT); act("$N's emanciated body heals up with $n's touch.",ch,0,victim,TO_NOTVICT); } else { send_to_char("Your emaciated body parts heal up.\n\r",ch); act("$n's emaciated body heals up.",ch,0,0,TO_ROOM); } affect_strip(victim,skill_lookup("wither")); return; } if (is_affected(victim,sn)) { if (victim == ch) send_to_char("You are already healing at an improved rate.\n\r",ch); else send_to_char("They are already healing at an improved rate.\n\r",ch); return; } init_affect(&af); af.aftype = AFT_COMMUNE; af.where = TO_AFFECTS; af.type = sn; af.location = APPLY_REGENERATION; if (get_skill(ch,skill_lookup("greater regeneration")) < 5) af.modifier = 10; else { send_to_char("Your deity enhances the potency of the regeneration!\n\r",ch); af.modifier = 35; } af.level = level; af.bitvector = 0; af.duration = level/5; affect_to_char(victim,&af); send_to_char("You feel your body warm with an inner health.\n\r",victim); if (victim != ch) send_to_char("You boost their recuperation ability.\n\r",ch); return; } /* Restores forget, wither, prevent healing, atrophy. Also restores lost levels due to energy drain by powerful undead */ void spell_restoration(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int sn_forget, sn_wither, sn_drain, sn_prevent_healing; bool success = FALSE; sn_prevent_healing = skill_lookup("prevent healing"); sn_forget = skill_lookup("forget"); sn_wither = skill_lookup("wither"); sn_drain = skill_lookup("undead drain"); if (is_affected(victim,sn_forget)) { send_to_char("You feel your mind becoming clearer.\n\r",victim); act("$n looks less confused.",victim,0,0,TO_ROOM); affect_strip(victim,sn_forget); success = TRUE; } if (is_affected(victim,sn_wither)) { send_to_char("Your emaciated body is restored.\n\r",victim); act("$n's emaciated body looks healthier.",victim,0,0,TO_ROOM); affect_strip(victim,sn_wither); success = TRUE; } if (is_affected(victim,sn_prevent_healing)) { send_to_char("You no longer feel so sickly and weary.\n\r",victim); act("$n's sickly complexion clears up.",victim,NULL,NULL,TO_ROOM); affect_strip(victim,sn_prevent_healing); success = TRUE; } if (is_affected(victim,gsn_atrophy)) { act("$n's body stops wasting away.",victim,0,0,TO_ROOM); send_to_char("Your body stops wasting away.\n\r",victim); affect_strip(victim,gsn_atrophy); } if (is_affected(victim,sn_drain) && check_dispel(level + 15,victim,sn_drain)) { act("$n looks much better.",victim,NULL,NULL,TO_ROOM); affect_strip(victim,sn_drain); success = TRUE; } if ((is_affected(victim,skill_lookup("rot"))) && check_dispel(level, victim,skill_lookup("rot"))) { act("$n stops decomposing.",victim,NULL,NULL,TO_ROOM); affect_strip(victim,skill_lookup("rot")); success = TRUE; } if (!success) send_to_char("Spell had no effect.\n\r",ch); return; } void spell_undead_drain(int sn,int level,CHAR_DATA *ch,void *vo,int target) { return; } void spell_prevent_healing(int sn,int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn)) { send_to_char("Their body is already deficient in healing ability.\n\r",ch); return; } if (saves_spell(level,victim,DAM_OTHER) || !str_cmp(race_table[victim->race].name,"troll")) { send_to_char("Spell failed.\n\r",ch); return; } send_to_char("You feel your body losing it's ability to heal.\n\r",victim); act("$n looks very sick.",victim,0,0,TO_ROOM); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_prevent_healing; af.level = level; af.location = 0; af.modifier = 0; af.duration = level/6; af.affect_list_msg = str_dup("prevents healing"); af.bitvector = 0; affect_to_char(victim,&af); return; } /* Fire and Ice spell for elementalists */ void spell_fire_and_ice(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, sn_frost, sn_fire, d_type, sn_type; sn_frost = skill_lookup("frost breath"); sn_fire = skill_lookup("fire breath"); if (sn_fire == -1 || sn_frost == -1) { send_to_char("The elements fail to combine.\n\r",ch); return; } if (number_percent() > 50) { sn_type = sn_frost; d_type = DAM_COLD; } else { sn_type = sn_fire; d_type = DAM_FIRE; } if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level*3,4); else dam = dice(level*1.75,4); act("$n unleashes a blast of fire and ice!",ch,0,0,TO_ROOM); send_to_char("You unleash a blast of fire and ice!\n\r",ch); if(!IS_NPC(ch)) dam/=2; damage_old(ch,victim,dam,sn_type,d_type,TRUE); if (check_spellcraft(ch,sn)) dam = spellcraft_dam(level*3,4); else dam = dice(level*1.75, 4); if (d_type == DAM_COLD) { d_type = DAM_FIRE; sn_type = sn_fire; } else { d_type = DAM_COLD; sn_type = sn_frost; } if(!IS_NPC(ch)) dam/=3; damage_old(ch,victim,dam,sn_type,d_type,TRUE); return; } void spell_atrophy(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn)) { if (victim == ch) send_to_char("You are already wasting away.\n\r",ch); else send_to_char("They are already wasting away.\n\r",ch); return; } if (saves_spell(level,victim,DAM_OTHER) || !str_cmp(race_table[victim->race].name,"troll")) { send_to_char("Spell failed.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = get_spell_aftype(ch); af.type = sn; af.duration = 2; af.location = APPLY_REGENERATION; af.modifier = -10; af.bitvector = 0; af.level = level; affect_to_char(victim,&af); send_to_char("You feel an intense pain as your body begins to waste away.\n\r",victim); act("$n looks very sick as $s body starts wasting away before your eyes!",victim,NULL,NULL,TO_ROOM); return; } /* Heal spell, but also for only slightly more cost can cure poison and disease. Can stop wasting, but no heal benefit is gained if used this way. Won't restore undead_drains or wither etc. */ void spell_utter_heal(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int sn_atrophy, sn_poison; if (IS_EVIL(ch)) { send_to_char("The Gods of darkness do not grant such beneficial spells to their clerics.\n\r",ch); return; } sn_atrophy = skill_lookup("atrophy"); sn_poison = skill_lookup("poison"); if (is_affected(victim,sn_atrophy)) { affect_strip(victim,sn_atrophy); send_to_char("Your body stops wasting away.\n\r",victim); act("$n's body stops wasting away.",victim,0,0,TO_ROOM); return; } if (is_affected(ch,sn_poison) || is_affected(ch,gsn_poison_dust)) { act("$n looks better.",victim,0,0,TO_ROOM); send_to_char("You feel a warm sensation running through you.\n\r",victim); affect_strip(victim,sn_poison); affect_strip(victim,gsn_poison_dust); } if (is_affected(ch,gsn_plague)) { act("The sores on $n's body disappear.",victim,0,0,TO_ROOM); send_to_char("The sores on your body disappear.\n\r",victim); affect_strip(victim,gsn_plague); } send_to_char("You feel better!\n\r",victim); victim->hit = UMIN(victim->hit + 100, victim->max_hit); if (victim != ch) send_to_char("Ok.\n\r",ch); return; } void spell_call_slaves(int sn,int level,CHAR_DATA *ch,void *vo,int target) { AFFECT_DATA af; CHAR_DATA *mob; CHAR_DATA *gch; int i; if (cabal_down(ch,CABAL_OUTLAW)) return; if (ch->gold < 500) { send_to_char("You can't afford to buy slaves!\n\r",ch); return; } for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && gch->pIndexData->vnum == MOB_VNUM_SLAYER) { send_to_char("You cannot call more slaves yet!\n\r",ch); return; } } for (i=0;i < 2; i++) { mob = create_mobile(get_mob_index(MOB_VNUM_SLAYER)); char_to_room(mob,ch->in_room); mob->leader = ch; mob->master = ch; mob->level = level; mob->max_hit = level * 15; mob->hit = mob->max_hit; mob->damroll = level/2; mob->armor[0] = -level*5; mob->armor[1] = -level*5; mob->armor[2] = -level*5; mob->armor[3] = -level*3; SET_BIT(mob->affected_by, AFF_CHARM); } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.level = level; af.location = 0; af.modifier = 0; af.duration = 5; af.bitvector = 0; af.type = sn; affect_to_char(ch,&af); act("$n calls and two slaves appear.",ch,0,0,TO_ROOM); send_to_char("You pay the slaves for their services.\n\r",ch); ch->gold -= 500; return; } void spell_hold_person( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; int chance; if (IS_IMMORTAL(victim)) { act("$N shrugs off your spell.",ch,0,victim,TO_CHAR); act("You shrug off $n's spell.",ch,0,victim,TO_VICT); return; } if ( is_affected( victim, sn )) { send_to_char("They are are already as paralyzed as they can be.\n\r",ch); check_improve(ch,sn,FALSE,1); WAIT_STATE(ch,PULSE_VIOLENCE); return; } chance = 55+(victim->saving_throw*.5); if(chance<35) chance=35; if(IS_AFFECTED(victim,AFF_SLOW)) chance*=1.5; if(IS_AFFECTED(victim,AFF_HASTE)) chance*=.5; if(victim->position==POS_FIGHTING) chance-=13; if(is_affected(victim,skill_lookup("resist paralysis"))) chance-=25; chance-=10; chance = UMIN(chance,35); if(chance<number_percent()) { send_to_char("You failed.\n\r",ch); send_to_char("You feel a slight tightening of your muscles, but it goes away.\n\r",victim); WAIT_STATE(ch,PULSE_VIOLENCE*2); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_hold_person; af.location = 0; af.modifier = 0; af.duration = 1; af.bitvector = 0; af.affect_list_msg = str_dup("restricts movement"); af.level = level; affect_to_char( victim, &af ); send_to_char("Your body stiffens up, you can't do anything!\n\r", victim); act("$n suddenly stiffens up, $s face taut with agony.",victim,NULL,NULL,TO_ROOM); check_improve(ch,sn,TRUE,1); WAIT_STATE(ch,PULSE_VIOLENCE*2); return; } void spell_slave_of_purgatory( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *gch; CHAR_DATA *slave; AFFECT_DATA af; char buf[100]; int i; if (!is_affected(ch,gsn_cloak_form)) { send_to_char("You may only invoke that power while concealed.\n\r",ch); return; } if (is_affected(ch,sn)) { send_to_char("You feel too weak to summon a Slave of Purgatory now.\n\r", ch); return; } send_to_char("You attempt to summon a Slave of Purgatory.\n\r",ch); act("$n attempts to summon a Slave of Purgatory.",ch,NULL,NULL,TO_ROOM); for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && gch->pIndexData->vnum == MOB_VNUM_SLAVE) { send_to_char("Two Slave of Purgatories are more than you can control!\n\r",ch); return; } } slave = create_mobile( get_mob_index(MOB_VNUM_SLAVE) ); for (i=0;i < MAX_STATS; i++) { slave->perm_stat[i] = ch->perm_stat[i]; } slave->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000) : URANGE(ch->pcdata->perm_hit,1*ch->pcdata->perm_hit,30000); slave->hit = slave->max_hit; slave->max_mana = ch->max_mana; slave->mana = slave->max_mana; slave->level = ch->level; for (i=0; i < 3; i++) slave->armor[i] = interpolate(slave->level,100,-100); slave->armor[3] = interpolate(slave->level,100,0); slave->gold = 0; slave->timer = 0; slave->damage[DICE_NUMBER] = number_range(level/15, level/10); slave->damage[DICE_TYPE] = number_range(level/3, level/2); slave->damage[DICE_BONUS] = 0; char_to_room(slave,ch->in_room); send_to_char("A Slave of Purgatory rises from the shadows!\n\r",ch); act("A Slave of Purgatory rises from the shadows!",ch,NULL,NULL,TO_ROOM); sprintf(buf, "A Slave of Purgatory kneels before you."); send_to_char( buf, ch ); act( "A Slave of Purgatory kneels before $n!", ch, NULL, NULL, TO_ROOM ); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = sn; af.level = level; af.duration = 18; af.bitvector = 0; af.modifier = 0; af.location = APPLY_NONE; affect_to_char(ch, &af); SET_BIT(slave->affected_by, AFF_CHARM); slave->master = slave->leader = ch; } void spell_shroud( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; if (cabal_down(ch,CABAL_ANCIENT)) return; if (is_affected(ch,sn)) { send_to_char("You are still shrouded.\n\r",ch); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = sn; af.level = level; af.duration = 24; /* af.location = APPLY_AC; af.modifier = 3 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE / 2; af.bitvector = 0; affect_to_char(ch,&af);*/ af.location = APPLY_DAMROLL; af.modifier = 5; af.bitvector = 0; affect_to_char(ch,&af); af.location = APPLY_HITROLL; af.modifier = 5; af.bitvector = 0; affect_to_char(ch,&af); af.location = APPLY_SAVING_SPELL; af.modifier = -5; af.bitvector = 0; affect_to_char(ch,&af); af.location = APPLY_NONE; af.modifier = 0; af.type = skill_lookup("protection good"); af.affect_list_msg = str_dup("reduces damage from good opponents by 25%"); af.bitvector = AFF_PROTECT_GOOD; affect_to_char(ch,&af); send_to_char( "You become shrouded in darkness.\n\r", ch); return; } void spell_mental_knife(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = ch->level*4 + number_percent() + 75; if (check_spellcraft(ch,sn)) dam += ch->level; if ( saves_spell( level, victim,DAM_MENTAL) ) { dam /= 1.25; } damage_old( ch, victim, dam, sn, DAM_MENTAL,TRUE); return; } void spell_scrying(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim; ROOM_INDEX_DATA *ori_room; if (cabal_down(ch,CABAL_ARCANA)) return; if ((victim = get_char_world(ch, target_name)) == NULL) { send_to_char("You can find no such person with your magical powers.\n",ch); return; } if (ch->in_room->vnum!=5805) { send_to_char("You must be with the Seneschal and the Orb of Magic to peer into it!\n",ch); return; } if (((victim->level > ch->level + 7) && saves_spell(level, victim, DAM_NONE)) || IS_EXPLORE(victim->in_room)) { send_to_char("You peer intently into the Orb of Magic, but cannot see who you search for.\n",ch); WAIT_STATE(ch,PULSE_VIOLENCE*4); return; } if (ch==victim) { send_to_char("The mists inside the Orb of Magic swirl about, slowly revealing what you seek.\n",ch); do_look(ch, str_empty); } else { send_to_char("You feel somebody is watching you.\n\r", victim); ori_room = ch->in_room; char_from_room(ch); char_to_room(ch, victim->in_room); do_look(ch, str_empty); char_from_room(ch); char_to_room(ch, ori_room); WAIT_STATE(ch,PULSE_VIOLENCE*5); } } void spell_nova(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; char buf[MAX_STRING_LENGTH]; int dam; int dambase; dambase=220; if (!IS_NPC(ch) && check_spellcraft(ch,sn)) { dambase=350; level+=2; } act("With hands outstretched and face to the sky, $n opens $s mouth in a soundless scream as waves of heat roll out from $m.",ch,0,0,TO_ROOM); act("You utter the words 'iaza'.",ch,0,0,TO_CHAR); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(vch,ch) || is_safe(ch,vch)) continue; if (ch->cabal>0 && vch->cabal>0 && ch->cabal==vch->cabal) continue; if (!IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL)) { sprintf(buf,"Die, %s, you sorcerous dog!",PERS(ch,vch)); do_myell(vch,buf); } dam=dambase+number_percent(); dam+=number_percent()*1.3; if (saves_spell(level+1,vch,DAM_FIRE)) dam-=125; act("$N is seared by the blistering heat of $n's spell.",ch,0,vch,TO_NOTVICT); act("You are seared by the blistering heat of $n's spell.",ch,0,vch,TO_VICT); act("$N is seared by the blistering heat of your spell.",ch,0,vch,TO_CHAR); damage_old(ch,vch,dam,sn,DAM_FIRE,TRUE); } WAIT_STATE(ch,PULSE_VIOLENCE*2); return; } void spell_garble(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (ch == victim) { send_to_char("Garble whose speech?\n\r",ch); return; } if (is_affected(victim,sn)) { act("$N's speech is already garbled.",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level,victim, DAM_MENTAL) && number_percent() <85) return; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = sn; af.level = level; af.duration = 10; af.modifier = 0; af.affect_list_msg = str_dup("garbles speech and prevents casting"); af.location = 0; af.bitvector = 0; affect_to_char(victim,&af); act("You have garbled $N's speech!",ch,NULL,victim,TO_CHAR); send_to_char("You feel your tongue contort.\n\r",victim); } void spell_unholy_bless( int sn, int level, CHAR_DATA *ch, void *vo,int target) { AFFECT_DATA af,caf; AFFECT_DATA *af_check, *af_next; OBJ_DATA *obj; if((obj = get_obj_carry(ch,target_name,ch)) == NULL) return send_to_char("You are not carrying that.\n\r",ch); if(obj->item_type != ITEM_WEAPON) return send_to_char("You can only give weapons an unholy blessing.\n\r",ch); if (is_affected_obj(obj,gsn_unholy_bless)) { send_to_char("That weapon already contains a dark blessing.\n\r",ch); return; } OBJ_DATA *cobj; OBJ_DATA *cobj_next; AFFECT_DATA *caff; for (cobj = object_list; cobj != NULL; cobj = cobj_next) { cobj_next = cobj->next; if (is_affected_obj(cobj,gsn_unholy_bless)) { caff = affect_find_obj(cobj,skill_lookup("unholy bless")); CHAR_DATA *cch = find_char_by_name(caff->owner_name); if (cch) { if (!str_cmp(cch->original_name,ch->original_name)) { send_to_char("You already have an unholy weapon somewhere in Thera.\n\r",ch); return; } } } } for (af_check = obj->affected; af_check != NULL; af_check = af_next) { af_next = af_check->next; free_affect(af_check); } obj->enchanted = TRUE; init_affect(&af); af.where = TO_OBJECT; af.owner_name = str_dup(ch->original_name); af.aftype = AFT_SPELL; af.level = level; af.duration = -1; af.type = gsn_unholy_bless; af.modifier = 1; af.location = APPLY_HITROLL; affect_to_obj(obj,&af); af.modifier = 1; af.location = APPLY_DAMROLL; affect_to_obj(obj,&af); af.modifier = 50; af.location = APPLY_HIT; affect_to_obj(obj,&af); af.modifier = 50; af.location = APPLY_MANA; affect_to_obj(obj,&af); init_affect(&caf); caf.where = TO_AFFECTS; caf.aftype = AFT_INVIS; caf.duration = -1; caf.type = sn; affect_to_char(ch,&caf); act("$p feels strangely alive in your hands as you utter a dark ritual.",ch,obj,0,TO_CHAR); return; } void spell_eyes_of_intrigue(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim; AFFECT_DATA af; ROOM_INDEX_DATA *ori_room; if (cabal_down(ch,CABAL_ANCIENT)) return; if (is_affected(ch, sn)) return send_to_char("You cannot call upon your spy network again so soon.\n\r",ch); if ((victim = get_char_world(ch, target_name)) == NULL) { send_to_char("Your spy network reveals no such player.\n",ch); return; } if (((victim->level > ch->level + 7) && saves_spell(level, victim, DAM_NONE)) || IS_EXPLORE(victim->in_room)) { send_to_char("Your spy network cannot find that player.\n",ch); WAIT_STATE(ch,PULSE_VIOLENCE*5); return; } if (is_safe(victim, ch)) return; if (ch==victim) do_look(ch, str_empty); else { ori_room = ch->in_room; char_from_room(ch); char_to_room(ch, victim->in_room); do_look(ch, str_empty); char_from_room(ch); char_to_room(ch, ori_room); WAIT_STATE(ch,PULSE_VIOLENCE*4); if (saves_spell(level-10, victim, DAM_NONE)) send_to_char("You feel somebody is watching you.\n\r", victim); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_INVIS; af.type = sn; af.level = level; af.duration = number_range(5,10); af.affect_list_msg = str_dup("restricts use of Eyes of Intrigue"); af.modifier = 0; af.location = 0; af.bitvector = 0; affect_to_char(ch,&af); } return; } void spell_confuse(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; CHAR_DATA *rch; int count=0; if (is_affected(victim, gsn_confuse)) { act("$N is already thoroughly confused.",ch,NULL,victim,TO_CHAR); return; } if (cabal_down(ch,CABAL_OUTLAW)) return; if (saves_spell(level,victim, DAM_MENTAL) && number_percent() <90 ) { send_to_char("You failed.\n\r",victim); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = sn; af.level = level; af.duration = 3; af.modifier = 0; af.affect_list_msg = str_dup("inflicts a confused state"); af.location = 0; af.bitvector = 0; affect_to_char(victim,&af); send_to_char("You feel so confused, you don't know where to go.\n\r",victim); act("$N is very confused.",ch,NULL,victim,TO_CHAR); for (rch = ch->in_room->people; rch; rch = rch->next_in_room) if (rch == ch && !can_see(ch, rch)) count++; for (rch = ch->in_room->people; rch; rch = rch->next_in_room) { if (rch != ch && can_see(ch, rch) && number_range(1, count) == 1) break; } if (rch) do_murder(victim, rch->name); do_murder(victim, ch->name); } void spell_crushing_hand(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam=160; if (check_spellcraft(ch,sn)) { dam=200; level+=2; } dam+=(number_percent())/2; if (saves_spell(level+1,victim,DAM_OTHER)) dam-=60; act("$n creates a huge spectral hand to brutally pummel $N!",ch,0,victim,TO_NOTVICT); act("$n creates a huge spectral hand to brutally pummel you!",ch,0,victim,TO_VICT); act("You create a huge spectral hand to brutally pummel $N!",ch,0,victim,TO_CHAR); if (number_percent()<60) { act("$N appears to be stunned by the blow.",ch,0,victim,TO_NOTVICT); act("You feel stunned by the brutal blow.",ch,0,victim,TO_VICT); act("$N appears to be stunned by the blow.",ch,0,victim,TO_CHAR); WAIT_STATE(victim,PULSE_VIOLENCE*2); } damage_new(ch,victim,dam,sn,DAM_BASH,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"crushing hand"); return; } void spell_deafen(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (ch == victim) { send_to_char("Deafen who?\n\r",ch); return; } if (is_affected(victim,sn)) { act("$N is already deafened.",ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,gsn_shock_sphere)) { act("$N is already deafened.",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level+10, victim, DAM_NONE)) { act("You failed to deafen $N.",ch,NULL,victim,TO_CHAR); act("You feel a slight ringing in your ears, but it stops.",ch,NULL,victim,TO_VICT); return; } init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = number_range(1,3); af.modifier = 0; af.affect_list_msg = str_dup("prevents casting and inflicts a deafened state"); af.location = 0; af.bitvector = 0; affect_to_char(victim,&af); act("You have deafened $N!",ch,NULL,victim,TO_CHAR); send_to_char("A loud ringing fills your ears...you can't hear anything!\n\r",victim); } void spell_chaos_blade(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; OBJ_DATA *blade; if (is_affected(ch,gsn_chaos_blade)) { send_to_char("You still have the blade!\n\r",ch); return; } if (ch->mana < 30) { send_to_char("You don't have the mana.\n\r",ch); return; } send_to_char("You create a blade of chaos!\n\r",ch); act("$n creates a blade of chaos!",ch,NULL,NULL,TO_ROOM); ch->mana -= 30; blade = create_object(get_obj_index(OBJ_VNUM_CHAOS_BLADE), level); blade->timer = 58; obj_to_char(blade,ch); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_POWER; af.type = gsn_chaos_blade; af.duration = 60; af.location = 0; af.bitvector = 0; af.modifier = 0; af.level = ch->level; affect_to_char(ch,&af); check_improve(ch,gsn_chaos_blade,TRUE,1); return; } void spell_incinerate(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; AFFECT_DATA af; if (victim == ch) return; if (victim == NULL) return; if (!IS_NPC(victim)) do_myell(victim,"Help! I'm being incinerated!"); act("Chanting incantations, you step up to $N and trace an arcane rune in the air.",ch,0,victim,TO_CHAR); act("Chanting incantations, $n steps up to $N and traces an arcane rune in the air.",ch,0,victim,TO_NOTVICT); act("Chanting incantations, $n steps up to you and traces an arcane rune in the air.",ch,0,victim,TO_VICT); act("Concentrating your energies, you gesture to $N and will $M to burn!",ch,0,victim,TO_CHAR); act("Concentrating $s energies, $n wills $M to burn!",ch,0,victim,TO_NOTVICT); act("Concentrating $s energies, $n wills you to burn!",ch,0,victim,TO_VICT); dam=number_range(250,500); if (!saves_spell(level+number_range(1,8),victim,DAM_FIRE)) { dam=number_range(300,800); /* Failed save #1. Yer burnin, sucker. */ init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = gsn_incinerate; af.duration = ch->level/10; af.location = APPLY_STR; af.bitvector = AFF_SLOW; af.modifier = -20; af.level = ch->level; affect_to_char(victim,&af); act("$N bursts into a roaring conflagration of flames!",ch,0,victim,TO_NOTVICT); act("$N bursts into a roaring conflagration of flames!",ch,0,victim,TO_CHAR); act("You burst into a roaring conflagration of flames!",ch,0,victim,TO_VICT); if (!saves_spell(level,victim,DAM_FIRE) && !saves_spell(level,victim,DAM_FIRE)) { /* Failed saves #2 and 3. Have a bad day. */ act("{RSeared beyond recognition by your spell, $N collapses into a pile of ash!{x",ch,0,victim,TO_CHAR); act("{RSeared beyond recognition by $n's spell, $N collapses into a pile of ash!{x",ch,0,victim,TO_NOTVICT); act("{RSeared beyond recognition by $n's spell, you collapse into a pile of ash!{x",ch,0,victim,TO_VICT); raw_kill(ch,victim); } } damage(ch,victim,dam,gsn_incinerate,DAM_FIRE,TRUE); ch->mana-=50; WAIT_STATE(ch,PULSE_VIOLENCE*4); } void spell_light_of_heaven(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = ch->level*4 + number_percent() + 75; if (check_spellcraft(ch,sn)) dam += ch->level; if ( saves_spell( level, victim,DAM_HOLY) ) { dam /= 1.25; } damage_old( ch, victim, dam, sn, DAM_HOLY,TRUE); return; } void spell_unholy_affinity(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; if(is_affected(ch,gsn_unholy_affinity)) return send_to_char("You are already in tune with your unholy weapon.\n\r",ch); init_affect(&af); af.where = TO_AFFECTS; af.duration = 6; af.level = level; af.owner_name = str_dup(ch->original_name); af.aftype = AFT_SPELL; af.affect_list_msg = str_dup("grants immunity to most disarm attempts"); af.type = gsn_unholy_affinity; affect_to_char(ch,&af); return send_to_char("You feel a strange affinity for your unholy weapon, as if you couldn't bear to drop it.\n\r",ch); } bool check_dispel( int dis_level, CHAR_DATA *victim, int sn) { AFFECT_DATA *af; if (is_affected(victim, sn)) { for ( af = victim->affected; af != NULL; af = af->next ) { if ( af->type == sn ) { if(!saves_dispel(dis_level,af->level,af->duration)) { affect_strip(victim,sn); if ( skill_table[sn].msg_off ) { send_to_char( skill_table[sn].msg_off, victim ); send_to_char( "\n\r", victim ); } return TRUE; } } } } return FALSE; } bool check_dispel_cancellation(int dis_level, CHAR_DATA *victim, CHAR_DATA *ch, int sn,bool commune) { AFFECT_DATA *af; char buf[MAX_STRING_LENGTH]; if (is_affected(victim, sn)) { for ( af = victim->affected; af != NULL; af = af->next ) { if ( af->type == sn ) { if (af->aftype == AFT_SPELL) { if(!saves_dispel(dis_level,af->level,af->duration)) { sprintf(buf,"The magic of your %s spell unravels.\n\r",skill_table[sn].name); affect_strip(victim,sn); send_to_char(buf,victim); sprintf(buf,"The magic of $n's %s spell unravels.",skill_table[sn].name); act(buf,victim,0,0,TO_ROOM); return TRUE; } else { sprintf(buf,"The magic of your %s spell is unaffected.\n\r",skill_table[sn].name); send_to_char(buf,victim); sprintf(buf,"The magic of $n's %s spell is unaffected.",skill_table[sn].name); if(victim->fighting) act(buf,victim,0,0,TO_ROOM); } } else if (af->aftype == AFT_COMMUNE && commune) { if(!saves_dispel(dis_level,af->level,af->duration)) { sprintf(buf,"The power of your %s supplication unravels.\n\r",skill_table[sn].name); affect_strip(victim,sn); send_to_char(buf,victim); sprintf(buf,"The power of $n's %s supplication unravels.",skill_table[sn].name); act(buf,victim,0,0,TO_ROOM); return TRUE; } else { sprintf(buf,"The power of your %s supplication is unaffected.\n\r",skill_table[sn].name); send_to_char(buf,victim); sprintf(buf,"The power of $n's %s supplication is unaffected.",skill_table[sn].name); if(victim->fighting) act(buf,victim,0,0,TO_ROOM); } } } } } return FALSE; } void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; bool commune = FALSE; /* begin running through the spells */ if (class_table[ch->class].ctype==CLASS_COMMUNER) commune = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("armor"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("bless"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("blindness"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("calm"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("change sex"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("chill"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("curse"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect evil"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect good"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect hidden"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect invis"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect magic"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("faerie fire"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("fly"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("frenzy"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("giant strength"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("haste"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("infravision"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("invis"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("protective shield"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("mass invis"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("pass door"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("protection"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("sanctuary"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("sleep"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("slow"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("stone skin"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("wraithform"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("weaken"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("righteousness"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("water breathing"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of flames"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of lightning"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of bubbles"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of dust"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of frost"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of wind"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("absorb"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("enlarge"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("reduce"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of wind"),commune)) found = TRUE; if (check_dispel_cancellation(level,victim,ch,skill_lookup("ward of diminution"),commune)) found = TRUE; return; } void spell_hand_of_vengeance(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_SET(victim->act,PLR_CRIMINAL) ) { act("A huge clenched fist appears above $n but fades without striking.",victim,0,0,TO_ROOM); send_to_char("A huge clenched fist appears above you but fades without striking.\n\r",victim); send_to_char("The Immortal of Enforcer frowns upon the abuse of this power.\n\r",ch); return; } dam = dice(level,6) + dice(level,3); act("A huge clenched fist appears above $n and strikes down.",victim,0,0,TO_ROOM); send_to_char("A huge clenched fist appears above you and strikes down.\n\r",victim); if (saves_spell(level,victim,DAM_BASH) ) dam /= 2; if (number_percent()>75 || (is_affected(victim,gsn_bloody_shackles) && number_percent()>45)) { act("The blow hammers $n to the ground with savage force!",victim,0,0,TO_ROOM); send_to_char("The blow hammers you to the ground with savage force!\n\r",victim); dam += dice(level,4); WAIT_STATE(victim, 24); } damage_old(ch,victim,dam,sn,DAM_BASH,TRUE); return; } void spell_exude_health( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; float hpmod = 0; if (is_affected(ch, sn)) return send_to_char("You can't exude another item yet.\n\r", ch); if (isCabalItem(obj) || IS_WEAPON_STAT(obj, WEAPON_LEADER)) return send_to_char("You can't exude cabal items or leader weapons.\n\r", ch); if (obj->pIndexData->limtotal <= 0 || obj->pIndexData->limtotal > 12) return send_to_char("That item is not powerful enough to exude.\n\r", ch); if (!IS_OBJ_STAT(obj, ITEM_MAGIC)) return send_to_char("You can only exude magical items.\n\r", ch); if (number_percent() > get_skill(ch, sn) - 5) { act("$p explodes into fragments as you attempt to cast a spell upon it.",ch,obj,NULL,TO_CHAR); act("$p explodes into fragments as $n attempts to cast a spell upon it.",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } hpmod = number_range(50, 100) + ((12 - obj->pIndexData->limtotal) * obj->level); if (IS_OBJ_STAT(obj, ITEM_MAGIC)) hpmod *= 1.05; if (IS_OBJ_STAT(obj, ITEM_GLOW)) hpmod *= 1.05; if (IS_OBJ_STAT(obj, ITEM_INVIS)) hpmod *= 1.05; if (!str_cmp(obj->pIndexData->material->name, "energy")) hpmod *= 1.05; init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SPELL; af.type = sn; af.level = level; af.duration = 1000 / 24; af.location = APPLY_HIT; af.modifier = (int)hpmod; af.bitvector = 0; affect_to_char(ch,&af); act("$p vanishes in an eruption of mana as you siphon it's magical power.",ch,obj,NULL,TO_CHAR); act("$p vanishes in an eruption of mana as $n siphons it's magical power.",ch,obj,NULL,TO_ROOM); extract_obj(obj); }