/* * RAM $Id: magic.c 70 2009-01-11 18:47:35Z quixadhal $ */ /*************************************************************************** * 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. * * * * 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 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "strings.h" #include "random.h" #include "db.h" #include "act.h" #include "interp.h" #include "tables.h" #include "magic.h" int top_skill = 0; /* stuff for recycling affects */ AFFECT_DATA *affect_free = NULL; AFFECT_DATA *new_affect( void ) { static AFFECT_DATA af_zero; AFFECT_DATA *af = NULL; if ( affect_free == NULL ) af = ( AFFECT_DATA * ) alloc_perm( sizeof( *af ) ); else { af = affect_free; affect_free = affect_free->next; } *af = af_zero; VALIDATE( af ); return af; } void free_affect( AFFECT_DATA *af ) { if ( !IS_VALID( af ) ) return; INVALIDATE( af ); af->next = affect_free; affect_free = af; } int qcmp_skill( const void *left, const void *right ) { const struct skill_type *a = ( const struct skill_type * ) left; const struct skill_type *b = ( const struct skill_type * ) right; if ( !a && !b ) return 0; if ( a && !b ) return -1; if ( !a && b ) return 1; return strcasecmp( a->name, b->name ); } void sort_skill_table( void ) { int sn = -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) if ( skill_table[sn].name == NULL ) break; top_skill = sn - 1; qsort( ( void * ) ( skill_table + 1 ), top_skill, sizeof( struct skill_type ), ( int ( * )( const void *, const void * ) ) qcmp_skill ); } int bsearch_skill( const char *name, int first, int top ) { int sn = -1; for ( ;; ) { sn = ( first + top ) / 2; if ( sn < 0 || sn > top_skill ) return -1; if ( !strcasecmp( name, skill_table[sn].name ) ) return sn; if ( first >= top ) return -1; if ( strcasecmp( name, skill_table[sn].name ) < 0 ) top = sn - 1; else first = sn + 1; } } int bsearch_skill_by_prefix( const char *name, int first, int top ) { int sn = -1; for ( ;; ) { sn = ( first + top ) / 2; if ( sn < 0 || sn > top_skill ) return -1; if ( !str_prefix( name, skill_table[sn].name ) ) return sn; if ( first >= top ) return -1; if ( strcasecmp( name, skill_table[sn].name ) < 0 ) top = sn - 1; else first = sn + 1; } } /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn = -1; if ( !name || !*name ) return -1; if ( ( sn = bsearch_skill( name, 0, top_skill ) ) == -1 ) { log_info( "Cannot find \"%s\" in the skill table. Checking by prefix...", name ); if ( ( sn = bsearch_skill_by_prefix( name, 0, top_skill ) ) == -1 ) { log_error( "Cannot find \"%s\" in the skill table, at all!", name ); } } return sn; #if 0 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; #endif } int find_spell( CHAR_DATA *ch, const char *name ) { /* * finds a spell the character can cast if possible */ int sn = -1; int 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->iclass] && ch->pcdata->learned[sn] > 0 ) return sn; } } return found; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { int sn = -1; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { log_error( "Bad skill slot %d", slot ); abort( ); } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { char buf[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; char buf2[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *rch = NULL; const char *pName = NULL; int iSyl = 0; int length = 0; struct syl_type { const char *old; const char *inew; }; 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"}, {"", ""} }; 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].inew ); 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_NPC( rch ) && ch->iclass == rch->iclass ) ? 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 = 0; save = 50 + ( victim->level - level ) * 5 - victim->saving_throw * 2; if ( IS_AFFECTED( victim, AFF_BERSERK ) ) save += victim->level / 2; switch ( check_immune( victim, dam_type ) ) { case IS_IMMUNE: return true; case IS_RESISTANT: save += 2; break; case IS_VULNERABLE: save -= 2; break; } if ( !IS_NPC( victim ) && class_table[victim->iclass].fMana ) save = 9 * save / 10; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* RT save for dispels */ bool saves_dispel( int dis_level, int spell_level, int duration ) { int save = 0; if ( duration == -1 ) spell_level += 5; /* * very hard to dispel permanent effects */ save = 50 + ( spell_level - dis_level ) * 5; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* co-routine for dispel magic and cancellation */ bool check_dispel( int dis_level, CHAR_DATA *victim, int sn ) { AFFECT_DATA *af = NULL; 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 ) { ch_printf( victim, "%s\r\n", skill_table[sn].msg_off ); } return true; } else af->level--; } } } return false; } /* 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 ) ) ); } /* * The kludgy global is for spells who want more stuff from command line. */ const char *target_name = NULL; void do_cast( CHAR_DATA *ch, const char *argument ) { char arg1[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; char arg2[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; void *vo = NULL; int mana = 0; int sn = -1; int target = 0; /* * Switched NPC's can cast spells, but others can't. */ if ( IS_NPC( ch ) && ch->desc == NULL ) return; target_name = one_argument( argument, arg1 ); one_argument( target_name, arg2 ); if ( arg1[0] == '\0' ) { ch_printf( ch, "Cast which what where?\r\n" ); return; } if ( ( sn = find_spell( ch, arg1 ) ) < 1 || skill_table[sn].spell_fun == spell_null || ( !IS_NPC( ch ) && ( ch->level < skill_table[sn].skill_level[ch->iclass] || ch->pcdata->learned[sn] == 0 ) ) ) { ch_printf( ch, "You don't know any spells of that name.\r\n" ); return; } if ( ch->position < skill_table[sn].minimum_position ) { ch_printf( ch, "You can't concentrate enough.\r\n" ); return; } if ( ch->level + 2 == skill_table[sn].skill_level[ch->iclass] ) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->iclass] ) ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; target = TARGET_NONE; switch ( skill_table[sn].target ) { default: log_error( "Bad target for skill number %d", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { ch_printf( ch, "Cast the spell on whom?\r\n" ); return; } } else { if ( ( victim = get_char_room( ch, target_name ) ) == NULL ) { ch_printf( ch, "They aren't here.\r\n" ); return; } } /* if ( ch == victim ) { ch_printf( ch, "You can't do that to yourself.\r\n" ); return; } */ if ( !IS_NPC( ch ) ) { if ( is_safe( ch, victim ) && victim != ch ) { ch_printf( ch, "Not on that target.\r\n" ); return; } check_killer( ch, victim ); } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { ch_printf( ch, "You can't do that on your own follower.\r\n" ); 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 ) { ch_printf( ch, "They aren't here.\r\n" ); return; } } vo = ( void * ) victim; target = TARGET_CHAR; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) ) { ch_printf( ch, "You cannot cast this spell on another.\r\n" ); return; } vo = ( void * ) ch; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { ch_printf( ch, "What should the spell be cast upon?\r\n" ); return; } if ( ( obj = get_obj_carry( ch, target_name, ch ) ) == NULL ) { ch_printf( ch, "You are not carrying that.\r\n" ); return; } vo = ( void * ) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { ch_printf( ch, "Cast the spell on whom or what?\r\n" ); 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_safe_spell( ch, victim, false ) && victim != ch ) { ch_printf( ch, "Not on that target.\r\n" ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) { ch_printf( ch, "You can't do that on your own follower.\r\n" ); 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 { ch_printf( ch, "You don't see that here.\r\n" ); 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 { ch_printf( ch, "You don't see that here.\r\n" ); return; } break; } if ( !IS_NPC( ch ) && ch->mana < mana ) { ch_printf( ch, "You don't have enough mana.\r\n" ); 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 ) ) { ch_printf( ch, "You lost your concentration.\r\n" ); check_improve( ch, sn, false, 1 ); ch->mana -= mana / 2; } else { ch->mana -= mana; if ( IS_NPC( ch ) || class_table[ch->iclass].fMana ) /* * class has spells */ ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, vo, target ); else ( *skill_table[sn].spell_fun ) ( sn, 3 * ch->level / 4, 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; } /* * 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 = NULL; int target = TARGET_NONE; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { log_error( "Bad skill number %d", sn ); return; } switch ( skill_table[sn].target ) { default: log_error( "Bad target for skill number %d", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL ) { ch_printf( ch, "You can't do that.\r\n" ); return; } if ( is_safe( ch, victim ) && ch != victim ) { ch_printf( ch, "Something isn't right...\r\n" ); 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 ) { ch_printf( ch, "You can't do that.\r\n" ); 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 { ch_printf( ch, "You can't do that.\r\n" ); return; } } if ( victim != NULL ) { if ( is_safe_spell( ch, victim, false ) && ch != victim ) { ch_printf( ch, "Somehting isn't right...\r\n" ); 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_null( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { ch_printf( ch, "That's not a spell!\r\n" ); return; } void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam = 0; dam = dice( level, 12 ); if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2; damage( 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 ) ch_printf( ch, "You are already armored.\r\n" ); else act( "$N is already armored.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); ch_printf( victim, "You feel someone protecting you.\r\n" ); if ( ch != victim ) act( "$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 = NULL; OBJ_DATA *obj = NULL; AFFECT_DATA af; /* * deal with the object case first */ if ( target == TARGET_OBJ ) { obj = ( OBJ_DATA * ) vo; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) { act( "$p is already blessed.", ch, obj, NULL, TO_CHAR ); return; } if ( IS_OBJ_STAT( obj, ITEM_EVIL ) ) { AFFECT_DATA *paf = NULL; paf = affect_find( obj->affected, skill_lookup( "curse" ) ); if ( !saves_dispel( level, paf != NULL ? paf->level : obj->level, 0 ) ) { if ( paf != NULL ) affect_remove_obj( obj, paf ); act( "$p glows a pale blue.", ch, obj, NULL, TO_ALL ); REMOVE_BIT( obj->extra_flags, ITEM_EVIL ); return; } else { act( "The evil of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR ); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 6 + level; af.location = APPLY_SAVES; af.modifier = -1; af.bitvector = ITEM_BLESS; affect_to_obj( obj, &af ); act( "$p glows with a holy aura.", ch, obj, NULL, TO_ALL ); if ( obj->wear_loc != WEAR_NONE ) ch->saving_throw -= 1; return; } /* * character target */ victim = ( CHAR_DATA * ) vo; if ( victim->position == POS_FIGHTING ) { if ( victim == ch ) ch_printf( ch, "You are too busy fighting.\r\n" ); else act( "$N is too busy fighting to accept a blessing.", ch, NULL, victim, TO_CHAR ); return; } if ( is_affected( victim, sn ) ) { if ( victim == ch ) ch_printf( ch, "You are already blessed.\r\n" ); else act( "$N already has divine favor.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6 + level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); ch_printf( victim, "You feel righteous.\r\n" ); if ( ch != victim ) act( "You grant $N the favor of your god.", ch, NULL, victim, TO_CHAR ); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell( level, victim, DAM_OTHER ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1 + level; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); ch_printf( victim, "You are blinded!\r\n" ); act( "$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 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 = 0; level = UMIN( level, ( int ) ( 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( 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 = NULL; CHAR_DATA *vch_next = NULL; int dam = 0; if ( !IS_OUTSIDE( ch ) ) { ch_printf( ch, "You must be out of doors.\r\n" ); return; } if ( weather_info.sky < SKY_RAINING ) { ch_printf( ch, "You need bad weather.\r\n" ); return; } dam = dice( level / 2, 8 ); ch_printf( ch, "Mota's lightning strikes your foes!\r\n" ); act( "$n calls Mota's lightning 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( 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 ) ) ch_printf( vch, "Lightning flashes in the sky.\r\n" ); } 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 = NULL; int mlevel = 0; int count = 0; int high_level = 0; int chance = 0; 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 ) ) ) return; if ( IS_AFFECTED( vch, AFF_CALM ) || IS_AFFECTED( vch, AFF_BERSERK ) || is_affected( vch, skill_lookup( "frenzy" ) ) ) return; ch_printf( vch, "A wave of calm passes over you.\r\n" ); if ( vch->fighting || vch->position == POS_FIGHTING ) stop_fighting( vch, false ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_HITROLL; if ( !IS_NPC( vch ) ) af.modifier = -5; else af.modifier = -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; level += 2; if ( ( !IS_NPC( ch ) && IS_NPC( victim ) && !( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) ) || ( IS_NPC( ch ) && !IS_NPC( victim ) ) ) { ch_printf( ch, "You failed, try dispel magic.\r\n" ); return; } /* * unlike dispel magic, the victim gets NO save */ /* * begin running through the spells */ if ( check_dispel( level, victim, skill_lookup( "armor" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "bless" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "blindness" ) ) ) { found = true; act( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "calm" ) ) ) { found = true; act( "$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "change sex" ) ) ) { found = true; act( "$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "charm person" ) ) ) { found = true; act( "$n regains $s free will.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "chill touch" ) ) ) { found = true; act( "$n looks warmer.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "curse" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect evil" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect good" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect hidden" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect invisibility" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect magic" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "faerie fire" ) ) ) { act( "$n's outline fades.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "fly" ) ) ) { act( "$n falls to the ground!", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "frenzy" ) ) ) { act( "$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM );; found = true; } if ( check_dispel( level, victim, skill_lookup( "giant strength" ) ) ) { act( "$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "haste" ) ) ) { act( "$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "infravision" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "invisibility" ) ) ) { act( "$n fades into existance.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "mass invisibility" ) ) ) { act( "$n fades into existance.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "pass door" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "protection evil" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "protection good" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "sanctuary" ) ) ) { act( "The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "shield" ) ) ) { act( "The shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "sleep" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "slow" ) ) ) { act( "$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "stone skin" ) ) ) { act( "$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "weaken" ) ) ) { act( "$n looks stronger.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( found ) ch_printf( ch, "Ok.\r\n" ); else ch_printf( ch, "Spell failed.\r\n" ); } void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { damage( 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( 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( 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 = NULL; CHAR_DATA *last_vict = NULL; CHAR_DATA *next_vict = NULL; bool found = false; int dam = 0; /* * first strike */ 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 ); dam = dice( level, 6 ); if ( saves_spell( level, victim, DAM_LIGHTNING ) ) dam /= 3; damage( 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; 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( 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 through your body.", ch, NULL, NULL, TO_CHAR ); return; } last_vict = ch; act( "The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You are struck by your own lightning!\r\n" ); dam = dice( level, 6 ); if ( saves_spell( level, ch, DAM_LIGHTNING ) ) dam /= 3; damage( ch, ch, dam, sn, DAM_LIGHTNING, true ); level -= 4; /* decrement damage */ if ( ch == NULL ) return; } /* * now go back and find more targets */ } } void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) ch_printf( ch, "You've already been changed.\r\n" ); else act( "$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR ); return; } if ( saves_spell( level, victim, DAM_OTHER ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char( victim, &af ); ch_printf( victim, "You feel different.\r\n" ); act( "$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; if ( is_safe( ch, victim ) ) return; if ( victim == ch ) { ch_printf( ch, "You like yourself even better!\r\n" ); return; } if ( IS_AFFECTED( victim, AFF_CHARM ) || IS_AFFECTED( ch, AFF_CHARM ) || level < victim->level || IS_SET( victim->imm_flags, IMM_CHARM ) || saves_spell( level, victim, DAM_CHARM ) ) return; if ( IS_SET( victim->in_room->room_flags, ROOM_LAW ) ) { ch_printf( ch, "The mayor does not allow charming in the city limits.\r\n" ); return; } if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); victim->leader = ch; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) act( "$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 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 = 0; level = UMIN( level, ( int ) ( 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_COLD ) ) { act( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, dam, sn, DAM_COLD, true ); return; } void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam = 0; level = UMIN( level, ( int ) ( sizeof( dam_each ) / sizeof( dam_each[0] ) ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim, DAM_LIGHT ) ) dam /= 2; else spell_blindness( skill_lookup( "blindness" ), level / 2, ch, ( void * ) victim, TARGET_CHAR ); damage( ch, victim, dam, sn, DAM_LIGHT, true ); return; } void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *light = NULL; if ( target_name[0] != '\0' ) /* do a glow on some object */ { light = get_obj_carry( ch, target_name, ch ); if ( light == NULL ) { ch_printf( ch, "You don't see that here.\r\n" ); return; } if ( IS_OBJ_STAT( light, ITEM_GLOW ) ) { act( "$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 $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { if ( !str_cmp( target_name, "better" ) ) weather_info.change += dice( level / 3, 4 ); else if ( !str_cmp( target_name, "worse" ) ) weather_info.change -= dice( level / 3, 4 ); else ch_printf( ch, "Do you want it to get better or worse?\r\n" ); ch_printf( ch, "Ok.\r\n" ); return; } void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *mushroom = NULL; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = level / 2; mushroom->value[1] = level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } void spell_create_rose( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *rose = NULL; rose = create_object( get_obj_index( OBJ_VNUM_ROSE ), 0 ); act( "$n has created a beautiful red rose.", ch, rose, NULL, TO_ROOM ); ch_printf( ch, "You create a beautiful red rose.\r\n" ); obj_to_char( rose, ch ); return; } void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *spring = NULL; 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 = 0; if ( obj->item_type != ITEM_DRINK_CON ) { ch_printf( ch, "It is unable to hold water.\r\n" ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { ch_printf( ch, "It contains some other liquid.\r\n" ); 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] = "\0\0\0\0\0\0\0"; sprintf( buf, "%s water", obj->name ); free_string( obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int lsn = -1; if ( ( lsn = skill_lookup( "blindness" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "blindness", __FUNCTION__ ); return; } if ( !is_affected( victim, lsn ) ) { if ( victim == ch ) ch_printf( ch, "You aren't blind.\r\n" ); else act( "$N doesn't appear to be blinded.", ch, NULL, victim, TO_CHAR ); return; } if ( check_dispel( level, victim, lsn ) ) { ch_printf( victim, "Your vision returns!\r\n" ); act( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM ); } else ch_printf( ch, "Spell failed.\r\n" ); } void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal = 0; heal = dice( 3, 8 ) + level - 6; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); ch_printf( victim, "You feel better!\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } /* RT added to cure plague */ void spell_cure_disease( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int lsn = -1; if ( ( lsn = skill_lookup( "plague" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "plague", __FUNCTION__ ); return; } if ( !is_affected( victim, lsn ) ) { if ( victim == ch ) ch_printf( ch, "You aren't ill.\r\n" ); else act( "$N doesn't appear to be diseased.", ch, NULL, victim, TO_CHAR ); return; } if ( check_dispel( level, victim, lsn ) ) { ch_printf( victim, "Your sores vanish.\r\n" ); act( "$n looks relieved as $s sores vanish.", victim, NULL, NULL, TO_ROOM ); } else ch_printf( ch, "Spell failed.\r\n" ); } void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal = 0; heal = dice( 1, 8 ) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); ch_printf( victim, "You feel better!\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int lsn = -1; if ( ( lsn = skill_lookup( "poison" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "poison", __FUNCTION__ ); return; } if ( !is_affected( victim, lsn ) ) { if ( victim == ch ) ch_printf( ch, "You aren't poisoned.\r\n" ); else act( "$N doesn't appear to be poisoned.", ch, NULL, victim, TO_CHAR ); return; } if ( check_dispel( level, victim, lsn ) ) { ch_printf( victim, "A warm feeling runs through your body.\r\n" ); act( "$n looks much better.", victim, NULL, NULL, TO_ROOM ); } else ch_printf( ch, "Spell failed.\r\n" ); } void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal = 0; heal = dice( 2, 8 ) + level / 2; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); ch_printf( victim, "You feel better!\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; AFFECT_DATA af; /* * deal with the object case first */ if ( target == TARGET_OBJ ) { obj = ( OBJ_DATA * ) vo; if ( IS_OBJ_STAT( obj, ITEM_EVIL ) ) { act( "$p is already filled with evil.", ch, obj, NULL, TO_CHAR ); return; } if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) { AFFECT_DATA *paf = NULL; 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 $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR ); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; affect_to_obj( obj, &af ); act( "$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 ( IS_AFFECTED( victim, AFF_CURSE ) || saves_spell( level, victim, DAM_NEGATIVE ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; 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 ); ch_printf( victim, "You feel unclean.\r\n" ); if ( ch != victim ) act( "$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR ); return; } /* RT replacement demonfire spell */ void spell_demonfire( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam = 0; if ( !IS_NPC( ch ) && !IS_EVIL( ch ) ) { victim = ch; ch_printf( ch, "The demons turn upon you!\r\n" ); } ch->alignment = UMAX( -1000, ch->alignment - 50 ); if ( victim != ch ) { act( "$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 ); ch_printf( ch, "You conjure forth the demons of hell!\r\n" ); } dam = dice( level, 10 ); if ( saves_spell( level, victim, DAM_NEGATIVE ) ) dam /= 2; spell_curse( skill_lookup( "curse" ), 3 * level / 4, ch, ( void * ) victim, TARGET_CHAR ); damage( ch, victim, dam, sn, DAM_NEGATIVE, true ); } 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 ) ch_printf( ch, "You can already sense evil.\r\n" ); else act( "$N can already detect evil.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); ch_printf( victim, "Your eyes tingle.\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_GOOD ) ) { if ( victim == ch ) ch_printf( ch, "You can already sense good.\r\n" ); else act( "$N can already detect good.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_GOOD; affect_to_char( victim, &af ); ch_printf( victim, "Your eyes tingle.\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_detect_hidden( 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_HIDDEN ) ) { if ( victim == ch ) ch_printf( ch, "You are already as alert as you can be. \r\n" ); else act( "$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); ch_printf( victim, "Your awareness improves.\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_detect_invisibility( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_INVISIBILITY ) ) { if ( victim == ch ) ch_printf( ch, "You can already see invisible.\r\n" ); else act( "$N can already see invisible things.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVISIBILITY; affect_to_char( victim, &af ); ch_printf( victim, "Your eyes tingle.\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); 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 ) ch_printf( ch, "You can already sense magical auras.\r\n" ); else act( "$N can already detect magic.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); ch_printf( victim, "Your eyes tingle.\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); 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 ) ch_printf( ch, "You smell poisonous fumes.\r\n" ); else ch_printf( ch, "It looks delicious.\r\n" ); } else { ch_printf( ch, "It doesn't look poisoned.\r\n" ); } return; } void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam = 0; if ( !IS_NPC( ch ) && IS_EVIL( ch ) ) victim = ch; if ( IS_GOOD( victim ) ) { act( "Mota protects $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL( victim ) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } 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( 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 = 0; 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( ch, victim, dam, sn, DAM_NEGATIVE, true ); return; } /* modified for enhanced use */ void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; bool found = false; if ( saves_spell( level, victim, DAM_OTHER ) ) { ch_printf( victim, "You feel a brief tingling sensation.\r\n" ); ch_printf( ch, "You failed.\r\n" ); return; } /* * begin running through the spells */ if ( check_dispel( level, victim, skill_lookup( "armor" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "bless" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "blindness" ) ) ) { found = true; act( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "calm" ) ) ) { found = true; act( "$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "change sex" ) ) ) { found = true; act( "$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "charm person" ) ) ) { found = true; act( "$n regains $s free will.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "chill touch" ) ) ) { found = true; act( "$n looks warmer.", victim, NULL, NULL, TO_ROOM ); } if ( check_dispel( level, victim, skill_lookup( "curse" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect evil" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect good" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect hidden" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect invisibility" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "detect magic" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "faerie fire" ) ) ) { act( "$n's outline fades.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "fly" ) ) ) { act( "$n falls to the ground!", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "frenzy" ) ) ) { act( "$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM );; found = true; } if ( check_dispel( level, victim, skill_lookup( "giant strength" ) ) ) { act( "$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "haste" ) ) ) { act( "$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "infravision" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "invisibility" ) ) ) { act( "$n fades into existance.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "mass invisibility" ) ) ) { act( "$n fades into existance.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "pass door" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "protection evil" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "protection good" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "sanctuary" ) ) ) { act( "The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( IS_AFFECTED( victim, AFF_SANCTUARY ) && !saves_dispel( level, victim->level, -1 ) && !is_affected( victim, skill_lookup( "sanctuary" ) ) ) { REMOVE_BIT( victim->affected_by, AFF_SANCTUARY ); act( "The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "shield" ) ) ) { act( "The shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "sleep" ) ) ) found = true; if ( check_dispel( level, victim, skill_lookup( "slow" ) ) ) { act( "$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "stone skin" ) ) ) { act( "$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( check_dispel( level, victim, skill_lookup( "weaken" ) ) ) { act( "$n looks stronger.", victim, NULL, NULL, TO_ROOM ); found = true; } if ( found ) ch_printf( ch, "Ok.\r\n" ); else ch_printf( ch, "Spell failed.\r\n" ); return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; ch_printf( ch, "The earth trembles beneath your feet!\r\n" ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && !is_safe_spell( ch, vch, true ) ) { if ( IS_AFFECTED( vch, AFF_FLYING ) ) damage( ch, vch, 0, sn, DAM_BASH, true ); else damage( ch, vch, level + dice( 2, 8 ), sn, DAM_BASH, true ); } continue; } if ( vch->in_room->area == ch->in_room->area ) ch_printf( vch, "The earth trembles and shivers.\r\n" ); } return; } void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf = NULL; int result = 0; int fail = 0; int ac_bonus = 0; int added = 0; bool ac_found = false; if ( obj->item_type != ITEM_ARMOR ) { ch_printf( ch, "That isn't an armor.\r\n" ); return; } if ( obj->wear_loc != -1 ) { ch_printf( ch, "The item must be carried to be enchanted.\r\n" ); return; } /* * this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* * find the bonuses */ if ( !obj->enchanted ) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = true; fail += 5 * ( ac_bonus * ac_bonus ); } else /* things get a little harder */ fail += 20; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = true; fail += 5 * ( ac_bonus * ac_bonus ); } else /* things get a little harder */ fail += 20; } /* * apply other modifiers */ fail -= level; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) fail -= 15; if ( IS_OBJ_STAT( obj, ITEM_GLOW ) ) fail -= 5; fail = URANGE( 5, fail, 85 ); result = number_percent( ); /* * the moment of truth */ if ( result < ( fail / 5 ) ) /* item destroyed */ { act( "$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( "$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM ); obj->enchanted = true; /* * remove all affects */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; free_affect( paf ); } obj->affected = NULL; /* * clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { ch_printf( ch, "Nothing seemed to happen.\r\n" ); return; } /* * okay, move all the old flags into new vectors if we have to */ if ( !obj->enchanted ) { AFFECT_DATA *af_new; obj->enchanted = true; for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { af_new = new_affect( ); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX( 0, paf->type ); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if ( result <= ( 90 - level / 5 ) ) /* success! */ { act( "$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 ); SET_BIT( obj->extra_flags, ITEM_GLOW ); added = -2; } /* * 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 = NULL; int result = 0; int fail = 0; int hit_bonus = 0; int dam_bonus = 0; int added = 0; bool hit_found = false; bool dam_found = false; if ( obj->item_type != ITEM_WEAPON ) { ch_printf( ch, "That isn't a weapon.\r\n" ); return; } if ( obj->wear_loc != -1 ) { ch_printf( ch, "The item must be carried to be enchanted.\r\n" ); return; } /* * 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( "$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM ); obj->enchanted = true; /* * remove all affects */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; free_affect( paf ); } obj->affected = NULL; /* * clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { ch_printf( ch, "Nothing seemed to happen.\r\n" ); return; } /* * okay, move all the old flags into new vectors if we have to */ if ( !obj->enchanted ) { AFFECT_DATA *af_new; obj->enchanted = true; for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { af_new = new_affect( ); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX( 0, paf->type ); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if ( result <= ( 100 - level / 5 ) ) /* success! */ { act( "$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 ); SET_BIT( obj->extra_flags, ITEM_GLOW ); added = 2; } /* * 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 ); if ( paf->modifier > 4 ) SET_BIT( obj->extra_flags, ITEM_HUM ); } } } 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 ); if ( paf->modifier > 4 ) SET_BIT( obj->extra_flags, ITEM_HUM ); } } } 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; } } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam = 0; if ( victim != ch ) ch->alignment = UMAX( -1000, ch->alignment - 50 ); if ( saves_spell( level, victim, DAM_NEGATIVE ) ) { ch_printf( victim, "You feel a momentary chill.\r\n" ); return; } if ( victim->level <= 2 ) { dam = ch->hit + 1; } else { gain_exp( victim, 0 - number_range( level / 2, 3 * level / 2 ) ); victim->mana /= 2; victim->move /= 2; dam = dice( 1, level ); ch->hit += dam; } ch_printf( victim, "You feel your life slipping away!\r\n" ); ch_printf( ch, "Wow....what a rush!\r\n" ); damage( ch, victim, dam, sn, DAM_NEGATIVE, true ); return; } void spell_fireball( 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam = 0; level = UMIN( level, ( int ) ( 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( ch, victim, 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; } af.where = TO_OBJECT; af.type = sn; 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 = 0; dam = dice( 6 + level / 2, 8 ); if ( saves_spell( level, victim, DAM_FIRE ) ) dam /= 2; damage( 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 ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); ch_printf( victim, "You are surrounded by a pink outline.\r\n" ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *ich = NULL; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You conjure a cloud of purple smoke.\r\n" ); for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if ( ich->invis_level > 0 ) continue; if ( ich == ch || saves_spell( level, ich, DAM_OTHER ) ) continue; affect_strip( ich, skill_lookup( "invisibility" ) ); affect_strip( ich, skill_lookup( "mass invisibility" ) ); affect_strip( ich, skill_lookup( "sneak " ) ); REMOVE_BIT( ich->affected_by, AFF_HIDE ); REMOVE_BIT( ich->affected_by, AFF_INVISIBLE ); REMOVE_BIT( ich->affected_by, AFF_SNEAK ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); ch_printf( ich, "You are revealed!\r\n" ); } return; } void spell_floating_disc( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *disc = NULL; OBJ_DATA *floating = NULL; floating = get_eq_char( ch, WEAR_FLOAT ); if ( floating != NULL && IS_OBJ_STAT( floating, ITEM_NOREMOVE ) ) { act( "You can't remove $p.", ch, floating, NULL, TO_CHAR ); return; } disc = create_object( get_obj_index( OBJ_VNUM_DISC ), 0 ); disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */ disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */ disc->timer = ch->level * 2 - number_range( 0, level / 2 ); act( "$n has created a floating black disc.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You create a floating disc.\r\n" ); obj_to_char( disc, ch ); wear_obj( ch, disc, true ); 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 ) ch_printf( ch, "You are already airborne.\r\n" ); else act( "$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); ch_printf( victim, "Your feet rise off the ground.\r\n" ); act( "$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 ) ch_printf( ch, "You are already in a frenzy.\r\n" ); else act( "$N is already in a frenzy.", ch, NULL, victim, TO_CHAR ); return; } if ( is_affected( victim, skill_lookup( "calm" ) ) ) { if ( victim == ch ) ch_printf( ch, "Why don't you just relax for a while?\r\n" ); else act( "$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 $N", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; affect_to_char( victim, &af ); af.modifier = 10 * ( level / 12 ); af.location = APPLY_AC; affect_to_char( victim, &af ); ch_printf( victim, "You are filled with holy wrath!\r\n" ); act( "$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM ); } /* RT ROM-style gate */ void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = NULL; bool gate_pet = false; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( is_clan( victim ) && !is_same_clan( ch, victim ) ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) || ( IS_NPC( victim ) && IS_SET( victim-> imm_flags, IMM_SUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim, DAM_OTHER ) ) ) { ch_printf( ch, "You failed.\r\n" ); return; } if ( ch->pet != NULL && ch->in_room == ch->pet->in_room ) gate_pet = true; else gate_pet = false; act( "$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You step through a gate and vanish.\r\n" ); char_from_room( ch ); char_to_room( ch, victim->in_room ); act( "$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM ); do_function( ch, &do_look, "auto" ); if ( gate_pet ) { act( "$n steps through a gate and vanishes.", ch->pet, NULL, NULL, TO_ROOM ); ch_printf( ch->pet, "You step through a gate and vanish.\r\n" ); char_from_room( ch->pet ); char_to_room( ch->pet, victim->in_room ); act( "$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM ); do_function( ch->pet, &do_look, "auto" ); } } void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) ch_printf( ch, "You are already as strong as you can get!\r\n" ); else act( "$N can't get any stronger.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; 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 ); ch_printf( victim, "Your muscles surge with heightened power!\r\n" ); act( "$n's muscles surge with heightened power.", victim, NULL, NULL, TO_ROOM ); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam = 0; dam = UMAX( 20, victim->hit - dice( 1, 4 ) ); if ( saves_spell( level, victim, DAM_HARM ) ) dam = UMIN( 50, dam / 2 ); dam = UMIN( 100, dam ); damage( ch, victim, dam, sn, DAM_HARM, true ); return; } /* RT haste spell */ void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED( victim, AFF_HASTE ) || IS_SET( victim->off_flags, OFF_FAST ) ) { if ( victim == ch ) ch_printf( ch, "You can't move any faster!\r\n" ); else act( "$N is already moving as fast as $E can.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_AFFECTED( victim, AFF_SLOW ) ) { if ( !check_dispel( level, victim, skill_lookup( "slow" ) ) ) { if ( victim != ch ) ch_printf( ch, "Spell failed.\r\n" ); ch_printf( victim, "You feel momentarily faster.\r\n" ); return; } act( "$n is moving less slowly.", victim, NULL, NULL, TO_ROOM ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if ( victim == ch ) af.duration = level / 2; else af.duration = level / 4; af.location = APPLY_DEX; af.modifier = 1 + ( level >= 18 ) + ( level >= 25 ) + ( level >= 32 ); af.bitvector = AFF_HASTE; affect_to_char( victim, &af ); ch_printf( victim, "You feel yourself moving more quickly.\r\n" ); act( "$n is moving more quickly.", victim, NULL, NULL, TO_ROOM ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; victim->hit = UMIN( victim->hit + 100, victim->max_hit ); update_pos( victim ); ch_printf( victim, "A warm feeling fills your body.\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose = NULL; OBJ_DATA *obj_next = NULL; int dam = 0; bool fail = true; if ( !saves_spell( level + 2, victim, DAM_FIRE ) && !IS_SET( victim->imm_flags, IMM_FIRE ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( number_range( 1, 2 * level ) > obj_lose->level && !saves_spell( level, victim, DAM_FIRE ) && !IS_OBJ_STAT( obj_lose, ITEM_NONMETAL ) && !IS_OBJ_STAT( obj_lose, ITEM_BURN_PROOF ) ) { switch ( obj_lose->item_type ) { case ITEM_ARMOR: if ( obj_lose->wear_loc != -1 ) /* remove the item */ { if ( can_drop_obj( victim, obj_lose ) && ( obj_lose->weight / 10 ) < number_range( 1, 2 * get_curr_stat( victim, STAT_DEX ) ) && remove_obj( victim, obj_lose->wear_loc, true ) ) { act( "$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 $p, and throws it to the ground.", victim, obj_lose, NULL, TO_ROOM ); ch_printf( victim, "You throw your red-hot weapon to the ground!\r\n" ); dam += 1; obj_from_char( obj_lose ); obj_to_room( obj_lose, victim->in_room ); fail = false; } else /* YOWCH! */ { ch_printf( victim, "Your weapon sears your flesh!\r\n" ); dam += number_range( 1, obj_lose->level ); fail = false; } } else /* drop it if we can */ { if ( can_drop_obj( victim, obj_lose ) ) { act( "$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 $p!", victim, obj_lose, NULL, TO_CHAR ); dam += ( number_range( 1, obj_lose->level ) / 2 ); fail = false; } } break; } } } } if ( fail ) { ch_printf( ch, "Your spell had no effect.\r\n" ); ch_printf( victim, "You feel momentarily warmer.\r\n" ); } else /* damage! */ { if ( saves_spell( level, victim, DAM_FIRE ) ) dam = 2 * dam / 3; damage( ch, victim, dam, sn, DAM_FIRE, true ); } } /* RT really nasty high-level attack spell */ void spell_holy_word( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; int dam = 0; int bless_num = 0; int curse_num = 0; int frenzy_num = 0; bless_num = skill_lookup( "bless" ); curse_num = skill_lookup( "curse" ); frenzy_num = skill_lookup( "frenzy" ); act( "$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You utter a word of divine power.\r\n" ); for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( ( IS_GOOD( ch ) && IS_GOOD( vch ) ) || ( IS_EVIL( ch ) && IS_EVIL( vch ) ) || ( IS_NEUTRAL( ch ) && IS_NEUTRAL( vch ) ) ) { ch_printf( vch, "You feel full more powerful.\r\n" ); spell_frenzy( frenzy_num, level, ch, ( void * ) vch, TARGET_CHAR ); spell_bless( bless_num, level, ch, ( void * ) vch, TARGET_CHAR ); } else if ( ( IS_GOOD( ch ) && IS_EVIL( vch ) ) || ( IS_EVIL( ch ) && IS_GOOD( vch ) ) ) { if ( !is_safe_spell( ch, vch, true ) ) { spell_curse( curse_num, level, ch, ( void * ) vch, TARGET_CHAR ); ch_printf( vch, "You are struck down!\r\n" ); dam = dice( level, 6 ); damage( ch, vch, dam, sn, DAM_ENERGY, true ); } } else if ( IS_NEUTRAL( ch ) ) { if ( !is_safe_spell( ch, vch, true ) ) { spell_curse( curse_num, level / 2, ch, ( void * ) vch, TARGET_CHAR ); ch_printf( vch, "You are struck down!\r\n" ); dam = dice( level, 4 ); damage( ch, vch, dam, sn, DAM_ENERGY, true ); } } } ch_printf( ch, "You feel drained.\r\n" ); ch->move = 0; ch->hit /= 2; } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf = NULL; ch_printf( ch, "Object '%s' is type %s, extra flags %s.\r\nWeight is %d, value is %d, level is %d.\r\n", obj->name, item_name( obj->item_type ), extra_bit_name( obj->extra_flags ), obj->weight / 10, obj->cost, obj->level ); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: ch_printf( ch, "Level %d spells of:", obj->value[0] ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { ch_printf( ch, " '%s'", skill_table[obj->value[1]].name ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { ch_printf( ch, " '%s'", skill_table[obj->value[2]].name ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { ch_printf( ch, " '%s'", skill_table[obj->value[3]].name ); } if ( obj->value[4] >= 0 && obj->value[4] < MAX_SKILL ) { ch_printf( ch, " '%s'", skill_table[obj->value[4]].name ); } ch_printf( ch, ".\r\n" ); break; case ITEM_WAND: case ITEM_STAFF: ch_printf( ch, "Has %d charges of level %d", obj->value[2], obj->value[0] ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { ch_printf( ch, " '%s'", skill_table[obj->value[3]].name ); } ch_printf( ch, ".\r\n" ); break; case ITEM_DRINK_CON: ch_printf( ch, "It holds %s-colored %s.\r\n", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name ); break; case ITEM_CONTAINER: ch_printf( ch, "Capacity: %d# Maximum weight: %d# flags: %s\r\n", obj->value[0], obj->value[3], cont_bit_name( obj->value[1] ) ); if ( obj->value[4] != 100 ) { ch_printf( ch, "Weight multiplier: %d%%\r\n", obj->value[4] ); } break; case ITEM_WEAPON: ch_printf( ch, "Weapon type is " ); switch ( obj->value[0] ) { case ( WEAPON_EXOTIC ): ch_printf( ch, "exotic.\r\n" ); break; case ( WEAPON_SWORD ): ch_printf( ch, "sword.\r\n" ); break; case ( WEAPON_DAGGER ): ch_printf( ch, "dagger.\r\n" ); break; case ( WEAPON_SPEAR ): ch_printf( ch, "spear/staff.\r\n" ); break; case ( WEAPON_MACE ): ch_printf( ch, "mace/club.\r\n" ); break; case ( WEAPON_AXE ): ch_printf( ch, "axe.\r\n" ); break; case ( WEAPON_FLAIL ): ch_printf( ch, "flail.\r\n" ); break; case ( WEAPON_WHIP ): ch_printf( ch, "whip.\r\n" ); break; case ( WEAPON_POLEARM ): ch_printf( ch, "polearm.\r\n" ); break; default: ch_printf( ch, "unknown.\r\n" ); break; } if ( obj->pIndexData->new_format ) ch_printf( ch, "Damage is %dd%d (average %d).\r\n", obj->value[1], obj->value[2], ( 1 + obj->value[2] ) * obj->value[1] / 2 ); else ch_printf( ch, "Damage is %d to %d (average %d).\r\n", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); if ( obj->value[4] ) /* weapon flags */ { ch_printf( ch, "Weapons flags: %s\r\n", weapon_bit_name( obj->value[4] ) ); } break; case ITEM_ARMOR: ch_printf( ch, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\r\n", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); break; } if ( !obj->enchanted ) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { ch_printf( ch, "Affects %s by %d.\r\n", affect_loc_name( paf->location ), paf->modifier ); if ( paf->bitvector ) { switch ( paf->where ) { case TO_AFFECTS: ch_printf( ch, "Adds %s affect.\n", affect_bit_name( paf->bitvector ) ); break; case TO_OBJECT: ch_printf( ch, "Adds %s object flag.\n", extra_bit_name( paf->bitvector ) ); break; case TO_IMMUNE: ch_printf( ch, "Adds immunity to %s.\n", imm_bit_name( paf->bitvector ) ); break; case TO_RESIST: ch_printf( ch, "Adds resistance to %s.\r\n", imm_bit_name( paf->bitvector ) ); break; case TO_VULN: ch_printf( ch, "Adds vulnerability to %s.\r\n", imm_bit_name( paf->bitvector ) ); break; default: ch_printf( ch, "Unknown bit %d: %d\r\n", paf->where, paf->bitvector ); break; } } } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { ch_printf( ch, "Affects %s by %d", affect_loc_name( paf->location ), paf->modifier ); if ( paf->duration > -1 ) ch_printf( ch, ", %d hours.\r\n", paf->duration ); else ch_printf( ch, ".\r\n" ); if ( paf->bitvector ) { switch ( paf->where ) { case TO_AFFECTS: ch_printf( ch, "Adds %s affect.\n", affect_bit_name( paf->bitvector ) ); break; case TO_OBJECT: ch_printf( ch, "Adds %s object flag.\n", extra_bit_name( paf->bitvector ) ); break; case TO_WEAPON: ch_printf( ch, "Adds %s weapon flags.\n", weapon_bit_name( paf->bitvector ) ); break; case TO_IMMUNE: ch_printf( ch, "Adds immunity to %s.\n", imm_bit_name( paf->bitvector ) ); break; case TO_RESIST: ch_printf( ch, "Adds resistance to %s.\r\n", imm_bit_name( paf->bitvector ) ); break; case TO_VULN: ch_printf( ch, "Adds vulnerability to %s.\r\n", imm_bit_name( paf->bitvector ) ); break; default: ch_printf( ch, "Unknown bit %d: %d\r\n", paf->where, paf->bitvector ); break; } } } } 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 ) ch_printf( ch, "You can already see in the dark.\r\n" ); else act( "$N already has infravision.\r\n", ch, NULL, victim, TO_CHAR ); return; } act( "$n's eyes glow red.\r\n", ch, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); ch_printf( victim, "Your eyes glow red.\r\n" ); return; } void spell_invisibility( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; AFFECT_DATA af; /* * object invisibility */ if ( target == TARGET_OBJ ) { obj = ( OBJ_DATA * ) vo; if ( IS_OBJ_STAT( obj, ITEM_INVIS ) ) { act( "$p is already invisible.", ch, obj, NULL, TO_CHAR ); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_INVIS; affect_to_obj( obj, &af ); act( "$p fades out of sight.", ch, obj, NULL, TO_ALL ); return; } /* * character invisibility */ victim = ( CHAR_DATA * ) vo; if ( IS_AFFECTED( victim, AFF_INVISIBLE ) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); ch_printf( victim, "You fade out of existence.\r\n" ); return; } void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; const char *msg = NULL; int ap = 0; ap = victim->alignment; if ( ap > 700 ) msg = "$N has a pure and good aura."; else if ( ap > 350 ) msg = "$N is of excellent moral character."; else if ( ap > 100 ) msg = "$N is often kind and thoughtful."; else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; else if ( ap > -350 ) msg = "$N lies to $S friends."; else if ( ap > -700 ) msg = "$N is a black-hearted murderer."; else msg = "$N is the embodiment of pure evil!."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_lightning_bolt( 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, 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 = 0; level = UMIN( level, ( int ) ( 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( 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] = "\0\0\0\0\0\0\0"; BUFFER *buffer = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *in_obj = NULL; bool found = false; int number = 0; int max_found = 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 && can_see( ch, in_obj->carried_by ) ) { sprintf( buf, "one is carried by %s\r\n", PERS( in_obj->carried_by, ch ) ); } else { if ( IS_IMMORTAL( ch ) && in_obj->in_room != NULL ) sprintf( buf, "one is in %s [Room %d]\r\n", in_obj->in_room->name, in_obj->in_room->vnum ); else sprintf( buf, "one is in %s\r\n", in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER( buf[0] ); add_buf( buffer, buf ); if ( number >= max_found ) break; } if ( !found ) ch_printf( ch, "Nothing like that in heaven or earth.\r\n" ); 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 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 = 0; level = UMIN( level, ( int ) ( 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_ENERGY ) ) dam /= 2; damage( 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 = NULL; int heal_num = 0; int refresh_num = 0; 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 ) ) ) { spell_heal( heal_num, level, ch, ( void * ) gch, TARGET_CHAR ); spell_refresh( refresh_num, level, ch, ( void * ) gch, TARGET_CHAR ); } } } void spell_mass_invisibility( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; CHAR_DATA *gch = NULL; 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; act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); ch_printf( gch, "You slowly fade out of existence.\r\n" ); af.where = TO_AFFECTS; af.type = sn; af.level = level / 2; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } ch_printf( ch, "Ok.\r\n" ); 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 ) ch_printf( ch, "You are already out of phase.\r\n" ); else act( "$N is already shifted out of phase.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "You turn translucent.\r\n" ); 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 ( saves_spell( level, victim, DAM_DISEASE ) || ( IS_NPC( victim ) && IS_SET( victim->act, ACT_UNDEAD ) ) ) { if ( ch == victim ) ch_printf( ch, "You feel momentarily ill, but it passes.\r\n" ); else act( "$N seems to be unaffected.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3 / 4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join( victim, &af ); ch_printf( victim, "You scream in agony as plague sores erupt from your skin.\r\n" ); act( "$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 = NULL; OBJ_DATA *obj = NULL; AFFECT_DATA af; if ( target == TARGET_OBJ ) { 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; } af.where = TO_WEAPON; 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 $p.", ch, obj, NULL, TO_CHAR ); return; } victim = ( CHAR_DATA * ) vo; if ( saves_spell( level, victim, DAM_POISON ) ) { act( "$n turns slightly green, but it passes.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "You feel momentarily ill, but it passes.\r\n" ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); ch_printf( victim, "You feel very sick.\r\n" ); act( "$n looks very ill.", victim, NULL, NULL, TO_ROOM ); return; } void spell_protection_evil( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_PROTECT_EVIL ) || IS_AFFECTED( victim, AFF_PROTECT_GOOD ) ) { if ( victim == ch ) ch_printf( ch, "You are already protected.\r\n" ); else act( "$N is already protected.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; 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 ); ch_printf( victim, "You feel holy and pure.\r\n" ); if ( ch != victim ) act( "$N is protected from evil.", ch, NULL, victim, TO_CHAR ); return; } void spell_protection_good( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_PROTECT_GOOD ) || IS_AFFECTED( victim, AFF_PROTECT_EVIL ) ) { if ( victim == ch ) ch_printf( ch, "You are already protected.\r\n" ); else act( "$N is already protected.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; 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 ); ch_printf( victim, "You feel aligned with darkness.\r\n" ); if ( ch != victim ) act( "$N is protected from good.", ch, NULL, victim, TO_CHAR ); return; } void spell_ray_of_truth( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam = 0; int align = 0; if ( IS_EVIL( ch ) ) { victim = ch; ch_printf( ch, "The energy explodes inside you!\r\n" ); } if ( victim != ch ) { act( "$n raises $s hand, and a blinding ray of light shoots forth!", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You raise your hand and a blinding ray of light shoots forth!\r\n" ); } if ( IS_GOOD( victim ) ) { act( "$n seems unharmed by the light.", victim, NULL, victim, TO_ROOM ); ch_printf( victim, "The light seems powerless to affect you.\r\n" ); return; } dam = dice( level, 10 ); if ( saves_spell( level, victim, DAM_HOLY ) ) dam /= 2; align = victim->alignment; align -= 350; if ( align < -1000 ) align = -1000 + ( align + 1000 ) / 3; dam = ( dam * align * align ) / 1000000; spell_blindness( skill_lookup( "blindness" ), 3 * level / 4, ch, ( void * ) victim, TARGET_CHAR ); damage( ch, victim, dam, sn, DAM_HOLY, true ); } void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int chance = 0; int percent = 0; if ( obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF ) { ch_printf( ch, "That item does not carry charges.\r\n" ); return; } if ( obj->value[3] >= 3 * level / 2 ) { ch_printf( ch, "Your skills are not great enough for that.\r\n" ); return; } if ( obj->value[1] == 0 ) { ch_printf( ch, "That item has already been recharged once.\r\n" ); 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 ) ) { ch_printf( ch, "Nothing seems to happen.\r\n" ); 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 ) ch_printf( victim, "You feel fully refreshed!\r\n" ); else ch_printf( victim, "You feel less tired.\r\n" ); if ( ch != victim ) ch_printf( ch, "Ok.\r\n" ); return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; 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 $p.", ch, obj, NULL, TO_CHAR ); return; } /* * characters */ victim = ( CHAR_DATA * ) vo; if ( check_dispel( level, victim, skill_lookup( "curse" ) ) ) { ch_printf( victim, "You feel better.\r\n" ); act( "$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 $p glows blue.", victim, obj, NULL, TO_ROOM ); } } } } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_SANCTUARY ) ) { if ( victim == ch ) ch_printf( ch, "You are already in sanctuary.\r\n" ); else act( "$N is already in sanctuary.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "You are surrounded by a white aura.\r\n" ); return; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) ch_printf( ch, "You are already shielded from harm.\r\n" ); else act( "$N is already protected by a shield.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "You are surrounded by a force shield.\r\n" ); return; } void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam = 0; level = UMIN( level, ( int ) ( sizeof( dam_each ) / sizeof( dam_each[0] ) ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim, DAM_LIGHTNING ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_LIGHTNING, true ); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_SLEEP ) || ( IS_NPC( victim ) && IS_SET( victim->act, ACT_UNDEAD ) ) || ( level + 2 ) < victim->level || saves_spell( level - 4, victim, DAM_CHARM ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE( victim ) ) { ch_printf( victim, "You feel very sleepy ..... zzzzzz.\r\n" ); act( "$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; if ( is_affected( victim, sn ) || IS_AFFECTED( victim, AFF_SLOW ) ) { if ( victim == ch ) ch_printf( ch, "You can't move any slower!\r\n" ); else act( "$N can't get any slower than that.", ch, NULL, victim, TO_CHAR ); return; } if ( saves_spell( level, victim, DAM_OTHER ) || IS_SET( victim->imm_flags, IMM_MAGIC ) ) { if ( victim != ch ) ch_printf( ch, "Nothing seemed to happen.\r\n" ); ch_printf( victim, "You feel momentarily lethargic.\r\n" ); return; } if ( IS_AFFECTED( victim, AFF_HASTE ) ) { if ( !check_dispel( level, victim, skill_lookup( "haste" ) ) ) { if ( victim != ch ) ch_printf( ch, "Spell failed.\r\n" ); ch_printf( victim, "You feel momentarily slower.\r\n" ); return; } act( "$n is moving less quickly.", victim, NULL, NULL, TO_ROOM ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_DEX; af.modifier = -1 - ( level >= 18 ) - ( level >= 25 ) - ( level >= 32 ); af.bitvector = AFF_SLOW; affect_to_char( victim, &af ); ch_printf( victim, "You feel yourself slowing d o w n...\r\n" ); act( "$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM ); return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { if ( victim == ch ) ch_printf( ch, "Your skin is already as hard as a rock.\r\n" ); else act( "$N is already as hard as can be.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); ch_printf( victim, "Your skin turns to stone.\r\n" ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = NULL; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET( ch->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || ( IS_NPC( victim ) && IS_SET( victim->act, ACT_AGGRESSIVE ) ) || victim->level >= level + 3 || ( !IS_NPC( victim ) && victim->level >= LEVEL_IMMORTAL ) || victim->fighting != NULL || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( IS_NPC( victim ) && victim->pIndexData->pShop != NULL ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim, DAM_OTHER ) ) ) { ch_printf( ch, "You failed.\r\n" ); return; } act( "$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_function( victim, &do_look, "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 = NULL; if ( victim->in_room == NULL || 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 && ( saves_spell( level - 5, victim, DAM_OTHER ) ) ) ) { ch_printf( ch, "You failed.\r\n" ); return; } pRoomIndex = get_random_room( victim ); if ( victim != ch ) ch_printf( victim, "You have been teleported!\r\n" ); 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_function( victim, &do_look, "auto" ); return; } void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { char buf1[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; char buf2[MAX_STRING_LENGTH] = "\0\0\0\0\0\0\0"; char speaker[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0"; CHAR_DATA *vch = NULL; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\r\n", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\r\n", 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 ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * ( level / 5 ); af.bitvector = AFF_WEAKEN; affect_to_char( victim, &af ); ch_printf( victim, "You feel your strength slip away.\r\n" ); act( "$n looks tired and weak.", victim, NULL, NULL, TO_ROOM ); return; } /* RT recall spell is back */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *location = NULL; if ( IS_NPC( victim ) ) return; if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL ) { ch_printf( victim, "You are completely lost.\r\n" ); return; } if ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_AFFECTED( victim, AFF_CURSE ) ) { ch_printf( victim, "Spell failed.\r\n" ); return; } if ( victim->fighting != NULL ) stop_fighting( victim, true ); ch->move /= 2; act( "$n disappears.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, location ); act( "$n appears in the room.", victim, NULL, NULL, TO_ROOM ); do_function( victim, &do_look, "auto" ); } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam = 0; int hp_dam = 0; int dice_dam = 0; int hpch = 0; act( "$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 $N.", ch, NULL, victim, TO_CHAR ); hpch = UMAX( 12, ch->hit ); hp_dam = number_range( hpch / 11 + 1, hpch / 6 ); dice_dam = dice( level, 16 ); dam = UMAX( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 ); if ( saves_spell( level, victim, DAM_ACID ) ) { acid_effect( victim, level / 2, dam / 4, TARGET_CHAR ); damage( ch, victim, dam / 2, sn, DAM_ACID, true ); } else { acid_effect( victim, level, dam, TARGET_CHAR ); damage( ch, victim, dam, sn, DAM_ACID, true ); } } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; int dam = 0; int hp_dam = 0; int dice_dam = 0; int hpch = 0; act( "$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT ); act( "$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT ); act( "You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR ); hpch = UMAX( 10, ch->hit ); hp_dam = number_range( hpch / 9 + 1, hpch / 5 ); dice_dam = dice( level, 20 ); dam = UMAX( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 ); fire_effect( victim->in_room, level, dam / 2, TARGET_ROOM ); for ( vch = victim->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( is_safe_spell( ch, vch, true ) || ( IS_NPC( vch ) && IS_NPC( ch ) && ( ch->fighting != vch || vch->fighting != ch ) ) ) continue; if ( vch == victim ) /* full damage */ { if ( saves_spell( level, vch, DAM_FIRE ) ) { fire_effect( vch, level / 2, dam / 4, TARGET_CHAR ); damage( ch, vch, dam / 2, sn, DAM_FIRE, true ); } else { fire_effect( vch, level, dam, TARGET_CHAR ); damage( ch, vch, dam, sn, DAM_FIRE, true ); } } else /* partial damage */ { if ( saves_spell( level - 2, vch, DAM_FIRE ) ) { fire_effect( vch, level / 4, dam / 8, TARGET_CHAR ); damage( ch, vch, dam / 4, sn, DAM_FIRE, true ); } else { fire_effect( vch, level / 2, dam / 4, TARGET_CHAR ); damage( ch, vch, dam / 2, sn, DAM_FIRE, true ); } } } } void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; int dam = 0; int hp_dam = 0; int dice_dam = 0; int hpch = 0; act( "$n breathes out a freezing cone of frost!", ch, NULL, victim, TO_NOTVICT ); act( "$n breathes a freezing cone of frost over you!", ch, NULL, victim, TO_VICT ); act( "You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR ); hpch = UMAX( 12, ch->hit ); hp_dam = number_range( hpch / 11 + 1, hpch / 6 ); dice_dam = dice( level, 16 ); dam = UMAX( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 ); cold_effect( victim->in_room, level, dam / 2, TARGET_ROOM ); for ( vch = victim->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( is_safe_spell( ch, vch, true ) || ( IS_NPC( vch ) && IS_NPC( ch ) && ( ch->fighting != vch || vch->fighting != ch ) ) ) continue; if ( vch == victim ) /* full damage */ { if ( saves_spell( level, vch, DAM_COLD ) ) { cold_effect( vch, level / 2, dam / 4, TARGET_CHAR ); damage( ch, vch, dam / 2, sn, DAM_COLD, true ); } else { cold_effect( vch, level, dam, TARGET_CHAR ); damage( ch, vch, dam, sn, DAM_COLD, true ); } } else { if ( saves_spell( level - 2, vch, DAM_COLD ) ) { cold_effect( vch, level / 4, dam / 8, TARGET_CHAR ); damage( ch, vch, dam / 4, sn, DAM_COLD, true ); } else { cold_effect( vch, level / 2, dam / 4, TARGET_CHAR ); damage( ch, vch, dam / 2, sn, DAM_COLD, true ); } } } } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; int dam = 0; int hp_dam = 0; int dice_dam = 0; int hpch = 0; act( "$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 = 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_safe_spell( ch, vch, true ) || ( IS_NPC( ch ) && IS_NPC( vch ) && ( ch->fighting == vch || vch->fighting == ch ) ) ) continue; if ( saves_spell( level, vch, DAM_POISON ) ) { poison_effect( vch, level / 2, dam / 4, TARGET_CHAR ); damage( ch, vch, dam / 2, sn, DAM_POISON, true ); } else { poison_effect( vch, level, dam, TARGET_CHAR ); damage( 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 = 0; int hp_dam = 0; int dice_dam = 0; int hpch = 0; 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 = 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( ch, victim, dam / 2, sn, DAM_LIGHTNING, true ); } else { shock_effect( victim, level, dam, TARGET_CHAR ); damage( 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 = 0; dam = number_range( 25, 100 ); if ( saves_spell( level, victim, DAM_PIERCE ) ) dam /= 2; damage( 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 = 0; dam = number_range( 30, 120 ); if ( saves_spell( level, victim, DAM_PIERCE ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_PIERCE, true ); return; } void spell_farsight( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { if ( IS_AFFECTED( ch, AFF_BLIND ) ) { ch_printf( ch, "Maybe it would help if you could see?\r\n" ); return; } do_function( ch, &do_scan, target_name ); } void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = NULL; OBJ_DATA *portal = NULL; OBJ_DATA *stone = NULL; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( !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_NONE ) ) || ( is_clan( victim ) && !is_same_clan( ch, victim ) ) ) { ch_printf( ch, "You failed.\r\n" ); return; } stone = get_eq_char( ch, WEAR_HOLD ); if ( !IS_IMMORTAL( ch ) && ( stone == NULL || stone->item_type != ITEM_WARP_STONE ) ) { ch_printf( ch, "You lack the proper component for this spell.\r\n" ); return; } if ( stone != NULL && stone->item_type == ITEM_WARP_STONE ) { act( "You draw upon the power of $p.", ch, stone, NULL, TO_CHAR ); act( "It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR ); extract_obj( stone ); } portal = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room( portal, ch->in_room ); act( "$p rises up from the ground.", ch, portal, NULL, TO_ROOM ); act( "$p rises up before you.", ch, portal, NULL, TO_CHAR ); } void spell_nexus( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = NULL; OBJ_DATA *portal = NULL; OBJ_DATA *stone = NULL; ROOM_INDEX_DATA *to_room = NULL; ROOM_INDEX_DATA *from_room = NULL; from_room = ch->in_room; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || ( to_room = victim->in_room ) == NULL || !can_see_room( ch, to_room ) || !can_see_room( ch, from_room ) || IS_SET( to_room->room_flags, ROOM_SAFE ) || IS_SET( from_room->room_flags, ROOM_SAFE ) || IS_SET( to_room->room_flags, ROOM_PRIVATE ) || IS_SET( to_room->room_flags, ROOM_SOLITARY ) || IS_SET( to_room->room_flags, ROOM_NO_RECALL ) || IS_SET( from_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( !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_NONE ) ) || ( is_clan( victim ) && !is_same_clan( ch, victim ) ) ) { ch_printf( ch, "You failed.\r\n" ); return; } stone = get_eq_char( ch, WEAR_HOLD ); if ( !IS_IMMORTAL( ch ) && ( stone == NULL || stone->item_type != ITEM_WARP_STONE ) ) { ch_printf( ch, "You lack the proper component for this spell.\r\n" ); return; } if ( stone != NULL && stone->item_type == ITEM_WARP_STONE ) { act( "You draw upon the power of $p.", ch, stone, NULL, TO_CHAR ); act( "It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR ); extract_obj( stone ); } /* * portal one */ portal = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room( portal, from_room ); act( "$p rises up from the ground.", ch, portal, NULL, TO_ROOM ); act( "$p rises up before you.", ch, portal, NULL, TO_CHAR ); /* * no second portal if rooms are the same */ if ( to_room == from_room ) return; /* * portal two */ portal = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room( portal, to_room ); if ( to_room->people != NULL ) { act( "$p rises up from the ground.", to_room->people, portal, NULL, TO_ROOM ); act( "$p rises up from the ground.", to_room->people, portal, NULL, TO_CHAR ); } } void acid_effect( void *vo, int level, int dam, int target ) { if ( target == TARGET_ROOM ) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = ( ROOM_INDEX_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; for ( obj = room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; acid_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_CHAR ) /* do the effect on a victim */ { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; /* * let's toast some gear */ for ( obj = victim->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; acid_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_OBJ ) /* toast an object */ { OBJ_DATA *obj = ( OBJ_DATA * ) vo; OBJ_DATA *t_obj = NULL; OBJ_DATA *n_obj = NULL; int chance = 0; const char *msg = NULL; if ( IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) || IS_OBJ_STAT( obj, ITEM_NOPURGE ) || number_range( 0, 4 ) == 0 ) return; chance = level / 4 + dam / 10; if ( chance > 25 ) chance = ( chance - 25 ) / 2 + 25; if ( chance > 50 ) chance = ( chance - 50 ) / 2 + 50; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) chance -= 5; chance -= obj->level * 2; switch ( obj->item_type ) { default: return; case ITEM_CONTAINER: case ITEM_CORPSE_PC: case ITEM_CORPSE_NPC: msg = "$p fumes and dissolves."; break; case ITEM_ARMOR: msg = "$p is pitted and etched."; break; case ITEM_CLOTHING: msg = "$p is corroded into scrap."; break; case ITEM_STAFF: case ITEM_WAND: chance -= 10; msg = "$p corrodes and breaks."; break; case ITEM_SCROLL: chance += 10; msg = "$p is burned into waste."; break; } chance = URANGE( 5, chance, 95 ); if ( number_percent( ) > chance ) return; if ( obj->carried_by != NULL ) act( msg, obj->carried_by, obj, NULL, TO_ALL ); else if ( obj->in_room != NULL && obj->in_room->people != NULL ) act( msg, obj->in_room->people, obj, NULL, TO_ALL ); if ( obj->item_type == ITEM_ARMOR ) /* etch it */ { AFFECT_DATA *paf; bool af_found = false; int i; affect_enchant( obj ); for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { af_found = true; paf->type = -1; paf->modifier += 1; paf->level = UMAX( paf->level, level ); break; } } if ( !af_found ) /* * needs a new affect */ { paf = new_affect( ); paf->type = -1; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = 1; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if ( obj->carried_by != NULL && obj->wear_loc != WEAR_NONE ) for ( i = 0; i < 4; i++ ) obj->carried_by->armor[i] += 1; return; } /* * get rid of the object */ if ( obj->contains ) /* dump contents */ { for ( t_obj = obj->contains; t_obj != NULL; t_obj = n_obj ) { n_obj = t_obj->next_content; obj_from_obj( t_obj ); if ( obj->in_room != NULL ) obj_to_room( t_obj, obj->in_room ); else if ( obj->carried_by != NULL ) obj_to_room( t_obj, obj->carried_by->in_room ); else { extract_obj( t_obj ); continue; } acid_effect( t_obj, level / 2, dam / 2, TARGET_OBJ ); } } extract_obj( obj ); return; } } void cold_effect( void *vo, int level, int dam, int target ) { if ( target == TARGET_ROOM ) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = ( ROOM_INDEX_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; for ( obj = room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; cold_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_CHAR ) /* whack a character */ { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj, *obj_next; /* * chill touch effect */ if ( !saves_spell( level / 4 + dam / 20, victim, DAM_COLD ) ) { AFFECT_DATA af; act( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM ); act( "A chill sinks deep into your bones.", victim, NULL, NULL, TO_CHAR ); af.where = TO_AFFECTS; af.type = skill_lookup( "chill touch" ); af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } /* * hunger! (warmth sucked out */ if ( !IS_NPC( victim ) ) gain_condition( victim, COND_HUNGER, dam / 20 ); /* * let's toast some gear */ for ( obj = victim->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; cold_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_OBJ ) /* toast an object */ { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int chance; const char *msg; if ( IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) || IS_OBJ_STAT( obj, ITEM_NOPURGE ) || number_range( 0, 4 ) == 0 ) return; chance = level / 4 + dam / 10; if ( chance > 25 ) chance = ( chance - 25 ) / 2 + 25; if ( chance > 50 ) chance = ( chance - 50 ) / 2 + 50; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) chance -= 5; chance -= obj->level * 2; switch ( obj->item_type ) { default: return; case ITEM_POTION: msg = "$p freezes and shatters!"; chance += 25; break; case ITEM_DRINK_CON: msg = "$p freezes and shatters!"; chance += 5; break; } chance = URANGE( 5, chance, 95 ); if ( number_percent( ) > chance ) return; if ( obj->carried_by != NULL ) act( msg, obj->carried_by, obj, NULL, TO_ALL ); else if ( obj->in_room != NULL && obj->in_room->people != NULL ) act( msg, obj->in_room->people, obj, NULL, TO_ALL ); extract_obj( obj ); return; } } void fire_effect( void *vo, int level, int dam, int target ) { if ( target == TARGET_ROOM ) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = ( ROOM_INDEX_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; for ( obj = room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; fire_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_CHAR ) /* do the effect on a victim */ { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; /* * chance of blindness */ if ( !IS_AFFECTED( victim, AFF_BLIND ) && !saves_spell( level / 4 + dam / 20, victim, DAM_FIRE ) ) { AFFECT_DATA af; act( "$n is blinded by smoke!", victim, NULL, NULL, TO_ROOM ); act( "Your eyes tear up from smoke...you can't see a thing!", victim, NULL, NULL, TO_CHAR ); af.where = TO_AFFECTS; af.type = skill_lookup( "fire breath" ); af.level = level; af.duration = number_range( 0, level / 10 ); af.location = APPLY_HITROLL; af.modifier = -4; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); } /* * getting thirsty */ if ( !IS_NPC( victim ) ) gain_condition( victim, COND_THIRST, dam / 20 ); /* * let's toast some gear! */ for ( obj = victim->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; fire_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_OBJ ) /* toast an object */ { OBJ_DATA *obj = ( OBJ_DATA * ) vo; OBJ_DATA *t_obj = NULL; OBJ_DATA *n_obj = NULL; int chance = 0; const char *msg = NULL; if ( IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) || IS_OBJ_STAT( obj, ITEM_NOPURGE ) || number_range( 0, 4 ) == 0 ) return; chance = level / 4 + dam / 10; if ( chance > 25 ) chance = ( chance - 25 ) / 2 + 25; if ( chance > 50 ) chance = ( chance - 50 ) / 2 + 50; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) chance -= 5; chance -= obj->level * 2; switch ( obj->item_type ) { default: return; case ITEM_CONTAINER: msg = "$p ignites and burns!"; break; case ITEM_POTION: chance += 25; msg = "$p bubbles and boils!"; break; case ITEM_SCROLL: chance += 50; msg = "$p crackles and burns!"; break; case ITEM_STAFF: chance += 10; msg = "$p smokes and chars!"; break; case ITEM_WAND: msg = "$p sparks and sputters!"; break; case ITEM_FOOD: msg = "$p blackens and crisps!"; break; case ITEM_PILL: msg = "$p melts and drips!"; break; } chance = URANGE( 5, chance, 95 ); if ( number_percent( ) > chance ) return; if ( obj->carried_by != NULL ) act( msg, obj->carried_by, obj, NULL, TO_ALL ); else if ( obj->in_room != NULL && obj->in_room->people != NULL ) act( msg, obj->in_room->people, obj, NULL, TO_ALL ); if ( obj->contains ) { /* * dump the contents */ for ( t_obj = obj->contains; t_obj != NULL; t_obj = n_obj ) { n_obj = t_obj->next_content; obj_from_obj( t_obj ); if ( obj->in_room != NULL ) obj_to_room( t_obj, obj->in_room ); else if ( obj->carried_by != NULL ) obj_to_room( t_obj, obj->carried_by->in_room ); else { extract_obj( t_obj ); continue; } fire_effect( t_obj, level / 2, dam / 2, TARGET_OBJ ); } } extract_obj( obj ); return; } } void poison_effect( void *vo, int level, int dam, int target ) { if ( target == TARGET_ROOM ) /* nail objects on the floor */ { ROOM_INDEX_DATA *room = ( ROOM_INDEX_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; for ( obj = room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; poison_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_CHAR ) /* do the effect on a victim */ { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; /* * chance of poisoning */ if ( !saves_spell( level / 4 + dam / 20, victim, DAM_POISON ) ) { AFFECT_DATA af; ch_printf( victim, "You feel poison coursing through your veins.\r\n" ); act( "$n looks very ill.", victim, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = skill_lookup( "poison" ); af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1; af.bitvector = AFF_POISON; affect_join( victim, &af ); } /* * equipment */ for ( obj = victim->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; poison_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_OBJ ) /* do some poisoning */ { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int chance = 0; if ( IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) || IS_OBJ_STAT( obj, ITEM_BLESS ) || number_range( 0, 4 ) == 0 ) return; chance = level / 4 + dam / 10; if ( chance > 25 ) chance = ( chance - 25 ) / 2 + 25; if ( chance > 50 ) chance = ( chance - 50 ) / 2 + 50; chance -= obj->level * 2; switch ( obj->item_type ) { default: return; case ITEM_FOOD: break; case ITEM_DRINK_CON: if ( obj->value[0] == obj->value[1] ) return; break; } chance = URANGE( 5, chance, 95 ); if ( number_percent( ) > chance ) return; obj->value[3] = 1; return; } } void shock_effect( void *vo, int level, int dam, int target ) { if ( target == TARGET_ROOM ) { ROOM_INDEX_DATA *room = ( ROOM_INDEX_DATA * ) vo; OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; for ( obj = room->contents; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; shock_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_CHAR ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj, *obj_next; /* * daze and confused? */ if ( !saves_spell( level / 4 + dam / 20, victim, DAM_LIGHTNING ) ) { ch_printf( victim, "Your muscles stop responding.\r\n" ); DAZE_STATE( victim, UMAX( 12, level / 4 + dam / 20 ) ); } /* * toast some gear */ for ( obj = victim->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; shock_effect( obj, level, dam, TARGET_OBJ ); } return; } if ( target == TARGET_OBJ ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int chance = 0; const char *msg = NULL; if ( IS_OBJ_STAT( obj, ITEM_BURN_PROOF ) || IS_OBJ_STAT( obj, ITEM_NOPURGE ) || number_range( 0, 4 ) == 0 ) return; chance = level / 4 + dam / 10; if ( chance > 25 ) chance = ( chance - 25 ) / 2 + 25; if ( chance > 50 ) chance = ( chance - 50 ) / 2 + 50; if ( IS_OBJ_STAT( obj, ITEM_BLESS ) ) chance -= 5; chance -= obj->level * 2; switch ( obj->item_type ) { default: return; case ITEM_WAND: case ITEM_STAFF: chance += 10; msg = "$p overloads and explodes!"; break; case ITEM_JEWELRY: chance -= 10; msg = "$p is fused into a worthless lump."; } chance = URANGE( 5, chance, 95 ); if ( number_percent( ) > chance ) return; if ( obj->carried_by != NULL ) act( msg, obj->carried_by, obj, NULL, TO_ALL ); else if ( obj->in_room != NULL && obj->in_room->people != NULL ) act( msg, obj->in_room->people, obj, NULL, TO_ALL ); extract_obj( obj ); return; } }