/*************************************************************************** * 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. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char * old; char * new; }; static const struct syl_type syl_table[] = { { " ", " " }, { "ar", "abra" }, { "au", "kada" }, { "bless", "fido" }, { "blind", "nose" }, { "bur", "mosa" }, { "cu", "judi" }, { "de", "oculo" }, { "en", "unso" }, { "light", "dies" }, { "lo", "hi" }, { "mor", "zak" }, { "move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per", "duda" }, { "ra", "gru" }, { "re", "candus" }, { "son", "sabru" }, { "tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }; buf[0] = '\0'; for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) { for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ ) { if ( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch != ch ) act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT ); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA *victim ) { int save; save = 50 + ( victim->level - level - victim->saving_throw ) * 5; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; void do_cast( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; /* * Only MOBprogrammed mobs not charmed can cast spells * like PC's */ if ( IS_NPC(ch) && ( !ch->pIndexData->progtypes || IS_AFFECTED( ch, AFF_CHARM ) ) ) return; target_name = one_argument( argument, arg1 ); one_argument( target_name, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if ( ( sn = skill_lookup( arg1 ) ) < 0 || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level[ch->class] ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } mana = MANA_COST(ch, sn); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } /* if ( !IS_NPC(ch) ) { if ( !IS_NPC(victim) && ch != victim ) { send_to_char( "You can't do that on a player.\n\r", ch ); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } } */ vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = (void *) victim; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = (void *) ch; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = (void *) obj; break; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] ) { send_to_char( "You lost your concentration.\n\r", ch ); ch->mana -= mana / 2; } else { ch->mana -= mana; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo ); } if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->master != ch && victim != 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 ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) { void *vo; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL || !IS_NPC(victim) ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( victim == NULL ) victim = ch; vo = (void *) victim; break; case TAR_CHAR_SELF: vo = (void *) ch; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; break; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo ); if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && 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 ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice( level, 6 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel someone protecting you.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) return; af.type = sn; af.duration = 6+level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); send_to_char( "You feel righteous.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( level, victim ) ) return; af.type = sn; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1+level; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if ( !IS_OUTSIDE(ch) ) { send_to_char( "You must be out of doors.\n\r", ch ); return; } if ( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return; } dam = dice(level/2, 8); send_to_char( "God's lightning strikes your foes!\n\r", ch ); act( "$n calls God's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != 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/2 : dam, sn ); continue; } if ( vch->in_room->area == ch->in_room->area && IS_OUTSIDE(vch) && IS_AWAKE(vch) ) send_to_char( "Lightning flashes in the sky.\n\r", vch ); } return; } void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn ); return; } void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn ); return; } void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn ); return; } void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 10 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel different.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_CHARM) || IS_AFFECTED(ch, AFF_CHARM) || level < victim->level || saves_spell( level, victim ) ) return; if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( !saves_spell( level, victim ) ) { af.type = sn; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, dam, sn ); return; } void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *light; light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room( light, ch->in_room ); act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo ) { if ( !str_cmp( target_name, "better" ) ) weather_info.change += dice( level / 3, 4 ); else if ( !str_cmp( target_name, "worse" ) ) weather_info.change -= dice( level / 3, 4 ); else send_to_char ("Do you want it to get better or worse?\n\r", ch ); send_to_char( "Ok.\n\r", ch ); return; } void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = 5 + level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *spring; spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 ); spring->timer = level; obj_to_room( spring, ch->in_room ); act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); return; } void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\n\r", ch ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return; } water = UMIN( level * (weather_info.sky >= SKY_RAINING ? 4 : 2), obj->value[0] - obj->value[1] ); if ( water > 0 ) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if ( !is_name( "water", obj->name ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s water", obj->name ); free_string( obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_blindness ) ) return; affect_strip( victim, gsn_blindness ); send_to_char( "Your vision returns!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 8) + level - 6; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(1, 8) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( is_affected( victim, gsn_poison ) ) { affect_strip( victim, gsn_poison ); act( "$N looks better.", ch, NULL, victim, TO_NOTVICT ); send_to_char( "A warm feeling runs through your body.\n\r", victim ); send_to_char( "Ok.\n\r", ch ); } return; } void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, 8) + level /2 ; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) ) return; af.type = sn; af.duration = 4*level; af.location = APPLY_HITROLL; af.modifier = -1; af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 1; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) return; af.type = sn; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) ) return; af.type = sn; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); send_to_char( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) return; af.type = sn; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) return; af.type = sn; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\n\r", ch ); else send_to_char( "It looks very delicious.\n\r", ch ); } else { send_to_char( "It doesn't look poisoned.\n\r", ch ); } return; } void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo ) { send_to_char( "Sorry but this spell has been disabled.\n\r", ch ); return; } void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && IS_EVIL(ch) ) victim = ch; if ( IS_GOOD(victim) ) { act( "God protects $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL(victim) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } dam = dice( level, 4 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) ) damage( ch, vch, level + dice(2, 8), sn ); continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; if ( obj->item_type != ITEM_WEAPON || IS_OBJ_STAT(obj, ITEM_MAGIC) || obj->affected != NULL ) return; if ( affect_free == NULL ) { paf = alloc_perm( sizeof(*paf) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = level / 5; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; if ( affect_free == NULL ) { paf = alloc_perm( sizeof(*paf) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = -1; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = level / 10; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; obj->level = number_fuzzy( ch->level - 5 ); if ( IS_GOOD(ch) ) { SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL); act( "$p glows blue.", ch, obj, NULL, TO_CHAR ); } else if ( IS_EVIL(ch) ) { SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD); act( "$p glows red.", ch, obj, NULL, TO_CHAR ); } else { SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL); SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD); act( "$p glows yellow.", ch, obj, NULL, TO_CHAR ); } send_to_char( "Ok.\n\r", ch ); return; } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( saves_spell( level, victim ) ) return; ch->alignment = UMAX(-1000, ch->alignment - 200); if ( victim->level <= 2 ) { dam = ch->hit + 1; } else { gain_exp( victim, 0 - number_range( level / 2, 3 * level / 2 ) ); victim->mana /= 2; victim->move /= 2; dam = dice(1, level); ch->hit += dam; } damage( ch, victim, dam, sn ); return; } void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(6, level); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return; af.type = sn; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *ich; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) ) continue; if ( ich == ch || saves_spell( level, ich ) ) continue; affect_strip ( ich, gsn_invis ); affect_strip ( ich, gsn_mass_invis ); affect_strip ( ich, gsn_sneak ); REMOVE_BIT ( ich->affected_by, AFF_HIDE ); REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ich->affected_by, AFF_SNEAK ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } return; } void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FLYING) ) return; af.type = sn; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo ) { char_to_room( create_mobile( get_mob_index(MOB_VNUM_VAMPIRE) ), ch->in_room ); return; } /* * Spell for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel stronger.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX( 20, victim->hit - dice(1,4) ); if ( saves_spell( level, victim ) ) dam = UMIN( 50, dam / 4 ); dam = UMIN( 100, dam ); damage( ch, victim, dam, sn ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 100, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* * Spell for mega1.are from Glop/Erkenbrand. */ void spell_high_explosive( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_type_name( obj ), extra_bit_name( obj->extra_flags ), obj->weight, obj->cost, obj->level ); send_to_char( buf, ch ); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: sprintf( buf, "Damage is %d to %d (average %d).\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); send_to_char( buf, ch ); break; case ITEM_ARMOR: sprintf( buf, "Armor class is %d.\n\r", obj->value[0] ); send_to_char( buf, ch ); break; } for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INFRARED) ) return; act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INVISIBLE) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$N has an aura as white as the driven snow."; else if ( ap > 350 ) msg = "$N is of excellent moral character."; else if ( ap > 100 ) msg = "$N is often kind and thoughtful."; else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; else if ( ap > -350 ) msg = "$N lies to $S friends."; else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!"; else msg = "I'd rather just not say anything at all about $N."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo ) { char buf[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; found = FALSE; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) ) continue; found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by != NULL ) { sprintf( buf, "%s carried by %s.\n\r", obj->short_descr, PERS(in_obj->carried_by, ch) ); } else { sprintf( buf, "%s in %s.\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER(buf[0]); send_to_char( buf, ch ); } if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { AFFECT_DATA af; CHAR_DATA *gch; 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 ); send_to_char( "You slowly fade out of existence.\n\r", gch ); af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) return; af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return; } void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( saves_spell( level, victim ) ) return; af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT) ) return; af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PROTECT; affect_to_char( victim, &af ); send_to_char( "You feel protected.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level, victim->max_move ); send_to_char( "You feel less tired.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( is_affected( victim, gsn_curse ) ) { affect_strip( victim, gsn_curse ); send_to_char( "You feel better.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); } return; } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) return; af.type = sn; af.duration = number_fuzzy( level / 8 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); return; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); return; } void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SLEEP) || level < victim->level || saves_spell( level, victim ) ) return; af.type = sn; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE(victim) ) { send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) return; af.type = sn; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to stone.\n\r", victim ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || victim->fighting != NULL || victim->in_room->area != ch->in_room->area || (IS_NPC(victim) && saves_spell( level, victim ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); act( "$N has summoned you!", ch, NULL, victim, TO_VICT ); do_look( victim, "auto" ); return; } void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if ( victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || ( !IS_NPC(ch) && victim->fighting != NULL ) || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } for ( ; ; ) { pRoomIndex = get_room_index( number_range( 0, 65535 ) ); if ( pRoomIndex != NULL ) if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) ) break; } act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return; } void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo ) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER(buf1[0]); for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !is_name( speaker, vch->name ) ) send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch ); } return; } void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || saves_spell( level, victim ) ) return; af.type = sn; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -2; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel weaker.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* * This is for muds that _want_ scrolls of recall. * Ick. */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo ) { do_recall( (CHAR_DATA *) vo, "" ); return; } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next ) { int iWear; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { case ITEM_ARMOR: if ( obj_lose->value[0] > 0 ) { act( "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR ); if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE ) victim->armor -= apply_ac( obj_lose, iWear ); obj_lose->value[0] -= 1; obj_lose->cost = 0; if ( iWear != WEAR_NONE ) victim->armor += apply_ac( obj_lose, iWear ); } break; case ITEM_CONTAINER: act( "$p fumes and dissolves!", victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); break; } } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: msg = "$p ignites and burns!"; break; case ITEM_POTION: msg = "$p bubbles and boils!"; break; case ITEM_SCROLL: msg = "$p crackles and burns!"; break; case ITEM_STAFF: msg = "$p smokes and chars!"; break; case ITEM_WAND: msg = "$p sparks and sputters!"; break; case ITEM_FOOD: msg = "$p blackens and crisps!"; break; case ITEM_PILL: msg = "$p melts and drips!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: case ITEM_DRINK_CON: case ITEM_POTION: msg = "$p freezes and shatters!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) { hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, vch ) ) dam /= 2; damage( ch, vch, dam, sn ); } } return; } void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int hpch; hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; }