/*************************************************************************** * 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 * ***************************************************************************/ #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" #include "interp.h" #include "magic.h" #include "recycle.h" #include "const.h" /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); /* imported functions */ bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); int find_door args( ( CHAR_DATA *ch, char *arg ) ); /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } int find_spell( CHAR_DATA *ch, const char *name ) { /* finds a spell the character can cast if possible */ int sn, found = -1; if (IS_NPC(ch)) return skill_lookup(name); for ( sn = 0; sn < MAX_SKILL; sn++ ) { if (skill_table[sn].name == NULL) break; if (LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix(name,skill_table[sn].name)) { if ( found == -1) found = sn; if (can_use_skpell(ch, sn) && ch->pcdata->learned[sn] > 0) return sn; } } return found; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } /* * 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 * knew; }; 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" }, { "", "" } }; 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].knew ); 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->klass==rch->klass) ? 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; 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) && has_spells(victim)) 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; 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; if (is_affected(victim, sn)) { for ( af = victim->affected; af != NULL; af = af->next ) { if ( af->type == sn ) { if (!saves_dispel(dis_level,af->level,af->duration)) { affect_strip(victim,sn); if ( skill_table[sn].msg_off ) { send_to_char( skill_table[sn].msg_off, victim ); send_to_char( "\n\r", victim ); } return TRUE; } 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. */ 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; int target; /* * 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' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if ((sn = find_spell(ch,arg1)) < 1 || skill_table[sn].spell_fun == spell_null || (!IS_NPC(ch) && (!can_use_skpell(ch, sn) || ch->pcdata->learned[sn] == 0))) { send_to_char( "You don't know any spells of that name.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC)) { send_to_char( "You utter the words ... But nothing happens.\n\r",ch); return; } if (ch->level + 2 == skill_level(ch, sn)) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_level(ch, sn) ) ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; target = TARGET_NONE; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, NULL, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } /* if ( ch == victim ) { send_to_char( "You can't do that to yourself.\n\r", ch ); return; } */ if ( !IS_NPC(ch) ) { if (is_safe(ch,victim) && victim != ch) { send_to_char("Not on that target.\n\r",ch); return; } check_killer(ch,victim); } 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; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, NULL, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = (void *) ch; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, target_name, ch ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (arg2[0] == '\0') { if ((victim = ch->fighting) == NULL) { send_to_char("Cast the spell on whom or what?\n\r",ch); return; } target = TARGET_CHAR; } else if ((victim = get_char_room(ch, NULL, 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) { send_to_char("Not on that target.\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; } if (!IS_NPC(ch)) check_killer(ch,victim); vo = (void *) victim; } else if ((obj = get_obj_here(ch, NULL, target_name)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; case TAR_OBJ_CHAR_DEF: if (arg2[0] == '\0') { vo = (void *) ch; target = TARGET_CHAR; } else if ((victim = get_char_room(ch, NULL, target_name)) != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else if ((obj = get_obj_carry(ch,target_name,ch)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); sound( "nomana.wav", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats ); if ( number_percent( ) > get_skill(ch,sn) ) { send_to_char( "You lost your concentration.\n\r", ch ); check_improve(ch,sn,FALSE,1); ch->mana -= mana / 2; } else { ch->mana -= mana; if (IS_NPC(ch) || has_spells(ch)) /* klass has spells */ (*skill_table[sn].spell_fun) ( sn, ch->level + ch->cast_level, ch, vo,target); else (*skill_table[sn].spell_fun) (sn, (3 * ch->level/4) + ch->cast_level, 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; int target = TARGET_NONE; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } if (is_safe(ch,victim) && ch != victim) { send_to_char("Something isn't right...\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: case TAR_CHAR_SELF: if ( victim == NULL ) victim = ch; vo = (void *) victim; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if ( victim == NULL && obj == NULL) { if (ch->fighting != NULL) victim = ch->fighting; else { send_to_char("You can't do that.\n\r",ch); return; } } if (victim != NULL) { if (is_safe_spell(ch,victim,FALSE) && ch != victim) { send_to_char("Somehting isn't right...\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; case TAR_OBJ_CHAR_DEF: if (victim == NULL && obj == NULL) { vo = (void *) ch; target = TARGET_CHAR; } else if (victim != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo,target); if ( (skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { check_killer(victim,ch); multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; 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) send_to_char("You are already armored.\n\r",ch); else act("$N is already armored.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if(!IS_NPC(ch)) af.duration = 24 + ch->pcdata->duration; else af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel someone protecting you.\n\r", victim ); sound( "Armoron.wav", ch ); sound( "Armoron.wav", victim ); if ( ch != victim ) act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; 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("$p is already blessed.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_EVIL)) { AFFECT_DATA *paf; paf = affect_find(obj->affected,skill_lookup("curse")); if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0)) { if (paf != NULL) affect_remove_obj(obj,paf); act("$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 || is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already blessed.\n\r",ch); else act("$N already has divine favor.",ch,NULL,victim,TO_CHAR); return; } 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 ); send_to_char( "You feel righteous.\n\r", victim ); if ( ch != victim ) act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell(level,victim,DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1+level; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM); return; } void spell_burning_hands(int sn,int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN(level, (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); sound( "burninghand.wav", ch ); if ( ch != victim ) sound( "burninghand.wav", victim ); return; } void spell_call_lightning( int sn, int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if ( !IS_OUTSIDE(ch) ) { send_to_char( "You must be out of doors.\n\r", ch ); return; } if ( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return; } dam = dice(level/2, 8); printf_to_char( ch, "ShadowStorm's lightning strikes your foes!\n\r" ); act( "$n calls ShadowStorm'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) ) send_to_char( "Lightning flashes in the sky.\n\r", vch ); } return; } /* RT calm spell stops all fighting in the room */ void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *vch; int mlevel = 0; int count = 0; int high_level = 0; int chance; 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; send_to_char("A wave of calm passes over you.\n\r",vch); 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)) ) { send_to_char("You failed, try dispel magic.\n\r",ch); 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 ("force shield"))) { act ("The force-shield encircling $n fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("static shield"))) { act ("The static energy surrounding $n dissipates.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("flame shield"))) { act ("The flames protecting $n sputter and die.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("chill touch"))) { found = TRUE; act("$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 invis"))) 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("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("infravision"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mass invis"))) { 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) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); } void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { damage( 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,*last_vict,*next_vict; bool found; int dam; /* 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 $n...whoops!",ch,NULL,NULL,TO_ROOM); send_to_char("You are struck by your own lightning!\n\r",ch); dam = dice(level,6); if (saves_spell(level,ch,DAM_LIGHTNING)) dam /= 3; damage(ch,ch,dam,sn,DAM_LIGHTNING,TRUE); level -= 4; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn )) { if (victim == ch) send_to_char("You've already been changed.\n\r",ch); else act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level , victim,DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel different.\n\r", victim ); act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM); return; } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_safe(ch,victim)) return; 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 || IS_SET(victim->imm_flags,IMM_CHARM) || saves_spell( level, victim,DAM_CHARM) ) return; if (IS_SET(victim->in_room->room_flags,ROOM_LAW)) { send_to_char( "The mayor does not allow charming in the city limits.\n\r",ch); 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 $n just so nice?", ch, NULL, victim, TO_VICT ); sound( "CHARMYES.wav", ch ); sound( "CHARMYES.wav", victim ); if ( ch != victim ) act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR); return; } void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN(level, (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("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, dam, sn, DAM_COLD,TRUE ); return; } void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN(level, (int)(sizeof(dam_each)/sizeof(dam_each[0])) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_LIGHT) ) dam /= 2; else spell_blindness(skill_lookup("blindness"), level/2,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_LIGHT,TRUE ); return; } void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *light; if (target_name[0] != '\0') /* do a glow on some object */ { light = get_obj_carry(ch,target_name,ch); if (light == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (IS_OBJ_STAT(light,ITEM_GLOW)) { act("$p is already glowing.",ch,light,NULL,TO_CHAR); return; } SET_BIT(light->extra_flags,ITEM_GLOW); act("$p glows with a white light.",ch,light,NULL,TO_ALL); return; } light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); light->carried_by = ch; obj_to_room( light, ch->in_room ); act( "$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_create_food( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj; int food; food = number_range(1, 13); obj = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); free_string(obj->name); free_string(obj->short_descr); free_string(obj->description); switch( food ) { default: case 1: obj->name = str_dup("curled fern tip'"); obj->short_descr = str_dup("{ca curled {Gfe{grn t{Gip{x"); obj->description = str_dup("{cA fresh, curled {Gfe{grn t{Gip{c has been gathered here.{x"); break; case 2: obj->name = str_dup("dandelion leaf"); obj->short_descr = str_dup("{ca {Yd{ya{wn{Ydel{wi{yo{Yn {gleaf{x"); obj->description = str_dup("{cA gathered {Yd{ya{wn{Ydel{wi{yo{Yn {gleaf {clies here to be eaten.{x"); break; case 3: obj->name = str_dup("young pokeweed shoots"); obj->short_descr = str_dup("{cyoung pokeweed {gs{Gh{goo{Gt{gs{x"); obj->description = str_dup("{cSome young pokeweed {gs{Gh{goo{Gt{gs{c lie about, deliciously edible.{x"); break; case 4: obj->name = str_dup("pine nut"); obj->short_descr = str_dup("{ca {yp{Yi{yne {cn{yu{ct{x"); obj->description = str_dup("{cA harvested {yp{Yi{yne {cn{yu{ct is gathered here.{x"); break; case 5: obj->name = str_dup("cattail root"); obj->short_descr = str_dup("{ca {yc{Ya{ctta{Yi{yl r{Do{wo{yt{x"); obj->description = str_dup("{cA dug {yc{Ya{ctta{Yi{yl r{Do{wo{yt{c lies here invitingly.{x"); break; case 6: obj->name = str_dup("clover leaves"); obj->short_descr = str_dup("{gcl{Go{yv{ger l{Ge{gav{Ge{gs{x"); obj->description = str_dup("{cSome gathered {gcl{Go{yv{ger l{Ge{gav{Ge{gs{c lie in a small pile.{x"); break; case 7: obj->name = str_dup("thistle root"); obj->short_descr = str_dup("{ca {mt{Mh{mist{Ml{me {yr{coo{yt{x"); obj->description = str_dup("{cA fresh {mt{Mh{mist{Ml{me {yr{coo{yt {clies here, recently dug.{x"); break; case 8: obj->name = str_dup("mint leaf"); obj->short_descr = str_dup("{ca {Gm{Wi{gn{Gt {gl{cea{gf{x"); obj->description = str_dup("{cA crisp {Gm{Wi{gn{Gt {gl{cea{gf{c lies here, fragrant and fresh.{x"); break; case 9: obj->name = str_dup("green onion"); obj->short_descr = str_dup("{ca {Gg{yr{ge{ye{Gn{c o{gnio{cn{x"); obj->description = str_dup("{cA young {Gg{yr{ge{ye{Gn{c o{gnio{cn has been harvested here.{x"); break; case 10: obj->name = str_dup("redbud flower"); obj->short_descr = str_dup("{ca {Mre{mdb{Mud{c flower{x"); obj->description = str_dup("{cAn edible {Mre{mdb{Mud{c flower rests here.{x"); break; case 11: obj->name = str_dup("fennel seeds"); obj->short_descr = str_dup("{Yf{yenne{Yl{c seeds{x"); obj->description = str_dup("{cA handful of {Yf{yenne{Yl{c seeds lies gathered here.{x"); break; case 12: obj->name = str_dup("rose hips"); obj->short_descr = str_dup("{Rr{Wo{ws{re h{wi{Wp{Rs{x"); obj->description = str_dup("{cSeveral wild {Rr{Wo{ws{re h{wi{Wp{Rs{c have been gathered here.{x"); break; case 13: obj->name = str_dup("milkweed blossom"); obj->short_descr = str_dup("{ca {Wm{wilkwee{Wd{c blossom{x"); obj->description = str_dup("{cA gathered {Wm{wilkwee{Wd{c blossom lies here.{x"); break; } obj->value[0] = level / 2; obj->value[1] = level; obj->carried_by = ch; obj_to_room( obj, ch->in_room ); act( "$p suddenly appears.", ch, obj, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, obj, NULL, TO_CHAR ); return; } void spell_create_rose( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { OBJ_DATA *rose; rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0); act("$n has created a beautiful red rose.",ch,rose,NULL,TO_ROOM); send_to_char("You create a beautiful red rose.\n\r",ch); obj_to_char(rose,ch); return; } void spell_create_spring(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *spring; spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 ); spring->timer = level; spring->carried_by = ch; obj_to_room( spring, ch->in_room ); act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); return; } void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\n\r", ch ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return; } water = UMIN( level * (weather_info.sky >= SKY_RAINING ? 4 : 2), obj->value[0] - obj->value[1] ); if ( water > 0 ) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if ( !is_name( "water", obj->name ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s water", obj->name ); free_string( obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, skill_lookup("blindness") ) ) { if (victim == ch) send_to_char("You aren't blind.\n\r",ch); else act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,skill_lookup("blindness"))) { send_to_char( "Your vision returns!\n\r", victim ); act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 8) + level - 6; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* RT added to cure plague */ void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, skill_lookup("plague") ) ) { if (victim == ch) send_to_char("You aren't ill.\n\r",ch); else act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,skill_lookup("plague"))) { send_to_char("Your sores vanish.\n\r",victim); act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(1, 8) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, skill_lookup("poison") ) ) { if (victim == ch) send_to_char("You aren't poisoned.\n\r",ch); else act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,skill_lookup("poison"))) { send_to_char("A warm feeling runs through your body.\n\r",victim); act("$n looks much better.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, 8) + level /2 ; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_EVIL)) { act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find(obj->affected,skill_lookup("bless")); if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0)) { if (paf != NULL) affect_remove_obj(obj,paf); act("$p glows with a red aura.",ch,obj,NULL,TO_ALL); REMOVE_BIT(obj->extra_flags,ITEM_BLESS); return; } else { act("The holy aura of $p is too powerful for you to overcome.", ch,obj,NULL,TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; affect_to_obj(obj,&af); act("$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 ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR); return; } /* RT replacement demonfire spell */ void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && !IS_EVIL(ch) ) { victim = ch; send_to_char("The demons turn upon you!\n\r",ch); } if (victim != ch) { act("$n calls forth the demons of Hell upon $N!", ch,NULL,victim,TO_ROOM); act("$n has assailed you with the demons of Hell!", ch,NULL,victim,TO_VICT); send_to_char("You conjure forth the demons of hell!\n\r",ch); } dam = dice( level, 10 ); if ( saves_spell( level, victim,DAM_NEGATIVE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); spell_curse(skill_lookup("curse"), 3 * level / 4, ch, (void *) victim,TARGET_CHAR); } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) { if (victim == ch) send_to_char("You can already sense evil.\n\r",ch); else act("$N can already detect evil.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) ) { if (victim == ch) send_to_char("You can already sense good.\n\r",ch); else act("$N can already detect good.",ch,NULL,victim,TO_CHAR); return; } 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 ); 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,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) ) { if (victim == ch) send_to_char("You are already as alert as you can be. \n\r",ch); else act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); send_to_char( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) { if (victim == ch) send_to_char("You can already see invisible.\n\r",ch); else act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; 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,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) { if (victim == ch) send_to_char("You can already sense magical auras.\n\r",ch); else act("$N can already detect magic.",ch,NULL,victim,TO_CHAR); return; } 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 ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\n\r", ch ); else send_to_char( "It looks delicious.\n\r", ch ); } else { send_to_char( "It doesn't look poisoned.\n\r", ch ); } return; } void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && IS_EVIL(ch) ) victim = ch; if ( IS_GOOD(victim) ) { act( "Synon 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; 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)) { send_to_char( "You feel a brief tingling sensation.\n\r",victim); send_to_char( "You failed.\n\r", ch); 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 invis"))) 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("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("infravision"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mass invis"))) { 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) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && !is_safe_spell(ch,vch,TRUE)) { if (IS_AFFECTED(vch,AFF_FLYING)) damage(ch,vch,0,sn,DAM_BASH,TRUE); else damage( ch,vch,level + dice(2, 8), sn, DAM_BASH,TRUE); } continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (obj->item_type != ITEM_ARMOR) { send_to_char("That isn't an armor.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } if (IS_OBJ_STAT(obj, ITEM_QUEST)) { send_to_char("You can't enchant quest items.\n\r", ch); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* apply other modifiers */ fail -= level; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail -= 5; fail = URANGE(5,fail,85); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR); act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 3)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR); act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (90 - level/5)) /* success! */ { act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR); act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = -1; } else /* exceptional enchant */ { act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags,ITEM_MAGIC); 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; int result, fail; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (obj->item_type != ITEM_WEAPON) { send_to_char("That isn't a weapon.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } if (IS_OBJ_STAT(obj, ITEM_QUEST)) { send_to_char("You can't enchant quest items.\n\r", ch); 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("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level/5)) /* success! */ { act("$p glows blue.",ch,obj,NULL,TO_CHAR); act("$p glows blue.",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = 1; } else /* exceptional enchant */ { act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags,ITEM_MAGIC); 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; affect_join_obj2 ( obj, 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; affect_join_obj2( obj, 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; if ( saves_spell( level, victim,DAM_NEGATIVE) ) { send_to_char("You feel a momentary chill.\n\r",victim); 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; } send_to_char("You feel your life slipping away!\n\r",victim); send_to_char("Wow....what a rush!\n\r",ch); 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 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, (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; rnd_sound( 2, ch, "fireball.wav", "fireball2.wav" ); rnd_sound( 2, victim, "fireball.wav", "fireball2.wav" ); 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; dam = dice(6 + level / 2, 8); if ( saves_spell( level, victim,DAM_FIRE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE ,TRUE); sound( "flame.wav", ch ); if ( ch != victim ) sound( "flame.wav", victim ); 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 ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *ich; act( "$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 (ich->invis_level > 0) continue; if ( ich == ch || saves_spell( level, ich,DAM_OTHER) ) continue; affect_strip ( ich, skill_lookup("invis") ); affect_strip ( ich, skill_lookup("mass invis") ); 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 ); send_to_char( "You are revealed!\n\r", ich ); } return; } void spell_floating_disc( int sn, int level,CHAR_DATA *ch,void *vo,int target ) { OBJ_DATA *disc, *floating; 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); send_to_char("You create a floating disc.\n\r",ch); 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) send_to_char("You are already airborne.\n\r",ch); else act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); sound( "fly.wav", victim ); return; } /* RT clerical berserking spell */ void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK)) { if (victim == ch) send_to_char("You are already in a frenzy.\n\r",ch); else act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,skill_lookup("calm"))) { if (victim == ch) send_to_char("Why don't you just relax for a while?\n\r",ch); else act("$N doesn't look like $e wants to fight anymore.", ch,NULL,victim,TO_CHAR); return; } if ((IS_GOOD(ch) && !IS_GOOD(victim)) || (IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) || (IS_EVIL(ch) && !IS_EVIL(victim)) ) { act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim,&af); af.location = APPLY_DAMROLL; affect_to_char(victim,&af); af.modifier = 10 * (level / 12); af.location = APPLY_AC; affect_to_char(victim,&af); send_to_char("You are filled with holy wrath!\n\r",victim); act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM); } /* RT ROM-style gate */ void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; bool gate_pet; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ARENA) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) || victim->level >= level + 3 || (is_clan(victim) && !is_same_clan(ch,victim)) || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) ) { send_to_char( "You failed.\n\r", ch ); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM); do_function(ch, &do_look, "auto"); if (gate_pet) { act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch->pet); char_from_room(ch->pet); char_to_room(ch->pet,victim->in_room); act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM); do_function(ch->pet, &do_look, "auto"); } if( MOUNTED(ch) ) { act("$n steps through a gate and vanishes.",MOUNTED(ch),NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",MOUNTED(ch)); char_from_room(MOUNTED(ch)); char_to_room(MOUNTED(ch),victim->in_room); act("$n has arrived through a gate.",MOUNTED(ch),NULL,NULL,TO_ROOM); do_look(MOUNTED(ch),"auto"); } } void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already as strong as you can get!\n\r",ch); else act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR); return; } 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 ); send_to_char( "Your muscles surge with heightened power!\n\r", victim ); act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX( 20, victim->hit - dice(1,4) ); if ( saves_spell( level, victim,DAM_HARM) ) dam = UMIN( 50, dam / 2 ); dam = UMIN( 100, dam ); damage( ch, victim, dam, sn, DAM_HARM ,TRUE); return; } /* RT haste spell */ void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE) || IS_SET(victim->off_flags,OFF_FAST)) { if (victim == ch) send_to_char("You can't move any faster!\n\r",ch); else act("$N is already moving as fast as $E can.", ch,NULL,victim,TO_CHAR); return; } if (IS_AFFECTED(victim,AFF_SLOW)) { if (!check_dispel(level,victim,skill_lookup("slow"))) { if (victim != ch) send_to_char("Spell failed.\n\r",ch); send_to_char("You feel momentarily faster.\n\r",victim); return; } act("$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 ); send_to_char( "You feel yourself moving more quickly.\n\r", victim ); act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 100, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if (!saves_spell(level + 2,victim,DAM_FIRE) && !IS_SET(victim->imm_flags,IMM_FIRE)) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next) { obj_next = obj_lose->next_content; if ( number_range(1,2 * level) > obj_lose->level && !saves_spell(level,victim,DAM_FIRE) && !IS_OBJ_STAT(obj_lose,ITEM_NONMETAL) && !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF)) { switch ( obj_lose->item_type ) { case ITEM_ARMOR: if (obj_lose->wear_loc != -1) /* remove the item */ { if (can_drop_obj(victim,obj_lose) && (obj_lose->weight / 10) < number_range(1,2 * get_curr_stat(victim,STAT_DEX)) && remove_obj( victim, obj_lose->wear_loc, TRUE )) { act("$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_lose->carried_by = victim;; 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_lose->carried_by = victim; obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; case ITEM_WEAPON: if (obj_lose->wear_loc != -1) /* try to drop it */ { if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING)) continue; if (can_drop_obj(victim,obj_lose) && remove_obj(victim,obj_lose->wear_loc,TRUE)) { act("$n is burned by $p, and throws it to the ground.", victim,obj_lose,NULL,TO_ROOM); send_to_char( "You throw your red-hot weapon to the ground!\n\r", victim); dam += 1; obj_from_char(obj_lose); obj_lose->carried_by = victim; obj_to_room(obj_lose,victim->in_room); fail = FALSE; } else /* YOWCH! */ { send_to_char("Your weapon sears your flesh!\n\r", victim); dam += number_range(1,obj_lose->level); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim,obj_lose)) { act("$n throws a burning hot $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 6); obj_from_char(obj_lose); obj_lose->carried_by = victim; obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; } } } } if (fail) { send_to_char("Your spell had no effect.\n\r", ch); send_to_char("You feel momentarily warmer.\n\r",victim); } else /* damage! */ { if (saves_spell(level,victim,DAM_FIRE)) dam = 2 * dam / 3; damage(ch,victim,dam,sn,DAM_FIRE,TRUE); } } /* RT really nasty high-level attack spell */ void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int bless_num, curse_num, frenzy_num; bless_num = skill_lookup("bless"); curse_num = skill_lookup("curse"); frenzy_num = skill_lookup("frenzy"); act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM); send_to_char("You utter a word of divine power.\n\r",ch); 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)) ) { send_to_char("You feel full more powerful.\n\r",vch); 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); send_to_char("You are struck down!\n\r",vch); 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); send_to_char("You are struck down!\n\r",vch); dam = dice(level,4); damage(ch,vch,dam,sn,DAM_ENERGY,TRUE); } } } send_to_char("You feel drained.\n\r",ch); 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; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf( buf, "Object '%s' is type %s, extra flags %s, extra2 flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_name(obj->item_type), extra_bit_name( obj->extra_flags ), extra2_bit_name( obj->extra2_flags ), obj->weight / 10, obj->cost, obj->level ); send_to_char( buf, ch ); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: 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 ); } if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) { send_to_char(" '",ch); send_to_char(skill_table[obj->value[4]].name,ch); send_to_char("'",ch); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d charges of level %d", obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_DRINK_CON: sprintf(buf,"It holds %s-colored %s.\n\r", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name); send_to_char(buf,ch); break; case ITEM_CONTAINER: sprintf(buf,"Capacity: %d# Maximum weight: %d# flags: %s\n\r", obj->value[0], obj->value[3], cont_bit_name(obj->value[1])); send_to_char(buf,ch); if (obj->value[4] != 100) { sprintf(buf,"Weight multiplier: %d%%\n\r", obj->value[4]); send_to_char(buf,ch); } break; case ITEM_SOCKETS: send_to_char("Gem type is: ",ch); switch (obj->value[0]) { case 0 : send_to_char("none. Tell an immortal.\n\r",ch); break; case 1 : send_to_char("sapphire.\n\r",ch); break; case 2 : send_to_char("ruby.\n\r",ch); break; case 3 : send_to_char("emerald.\n\r",ch); break; case 4 : send_to_char("diamond.\n\r",ch); break; case 5 : send_to_char("topaz.\n\r",ch); break; case 6 : send_to_char("skull.\n\r",ch); break; default : send_to_char("Unknown. Tell an immortal.\n\r",ch); break; } send_to_char("Gem value is: ",ch); switch (obj->value[1]) { case 0 : send_to_char("chip.\n\r",ch); break; case 1 : send_to_char("flawed.\n\r",ch); break; case 2 : send_to_char("flawless.\n\r",ch); break; case 3 : send_to_char("perfect.\n\r",ch); break; default : send_to_char("Unknown. Tell an immortal.\n\r",ch); break; } break; case ITEM_WEAPON: send_to_char("Weapon type is ",ch); switch (obj->value[0]) { case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break; case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break; case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break; case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break; case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break; case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break; case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break; case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break; case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break; default : send_to_char("unknown.\n\r",ch); break; } if (obj->pIndexData->new_format) { sprintf(buf,"Damage is %dd%d (average %d).\n\r", obj->value[1],obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); send_to_char( buf, ch ); sprintf(buf, "Min damage: %d Max damage: %d.\n\r", obj->value[1], obj->value[1] * obj->value[2] ); } else 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 ); if (obj->value[4]) /* weapon flags */ { sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4])); send_to_char(buf,ch); } break; case ITEM_ARMOR: sprintf( buf, "Armor klass is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); send_to_char( buf, ch ); break; } if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_OBJECT2: sprintf(buf,"Adds %s object flag.\n", extra2_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char( buf, ch ); } } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); if ( paf->duration > -1) sprintf(buf,", %d hours.\n\r",paf->duration); else sprintf(buf,".\n\r"); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_WEAPON: sprintf(buf,"Adds %s weapon flags.\n", weapon_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_OBJECT2: sprintf(buf,"Adds %s object flag.\n", extra2_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char(buf,ch); } } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INFRARED) ) { if (victim == ch) send_to_char("You can already see in the dark.\n\r",ch); else act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR); return; } act( "$n's eyes glow red.\n\r", 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 ); send_to_char( "Your eyes glow red.\n\r", victim ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; OBJ_DATA *obj; 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( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); return; } void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$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 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, (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); sound( "lightning.wav", ch ); if ( ch != victim ) sound( "lightning.wav", victim ); return; } void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target) { char buf[MAX_INPUT_LENGTH]; BUFFER *buffer; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; max_found = IS_IMMORTAL(ch) ? 200 : 2 * level; buffer = new_buf(); for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) || IS_OBJ_STAT(obj,ITEM_NOLOCATE | ITEM_AUCTIONED) || 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\n\r", PERS(in_obj->carried_by, ch) ); } else { if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) sprintf( buf, "one is in %s [Room %d]\n\r", in_obj->in_room->name, in_obj->in_room->vnum); else sprintf( buf, "one is in %s\n\r", 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 ) send_to_char( "Nothing like that in heaven or earth.\n\r", ch ); else page_to_char(buf_string(buffer),ch); free_buf(buffer); return; } void spell_energy_spike(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; int dam; int hpch; hpch = UMAX( 100, ch->hit ); dam = number_range( hpch+10, hpch+30 ); dam = dam /3; if (ch->level <= 20) damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); else if (ch->level <= 30) { damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); } else if (ch->level <= 40) { damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); } else if (ch->level <= 50) { damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); } else if (ch->level >= 60) { damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); damage(ch, victim, dam, sn, DAM_ENERGY, TRUE ); af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = 0 - number_range(1,5); af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "The overload of magic gets you sick.\n\r", victim ); } else 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; int heal_num, refresh_num; heal_num = skill_lookup("heal"); refresh_num = skill_lookup("refresh"); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ((IS_NPC(ch) && IS_NPC(gch)) || (!IS_NPC(ch) && !IS_NPC(gch))) { spell_heal(heal_num,level,ch,(void *) gch,TARGET_CHAR); spell_refresh(refresh_num,level,ch,(void *) gch,TARGET_CHAR); } } } void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; CHAR_DATA *gch; 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.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 ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) { if (victim == ch) send_to_char("You are already out of phase.\n\r",ch); else act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return; } /* RT plague spell, very nasty */ void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (saves_spell(level,victim,DAM_DISEASE) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))) { if (ch == victim) send_to_char("You feel momentarily ill, but it passes.\n\r",ch); else act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3/4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join(victim,&af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r",victim); act("$n screams in agony as plague sores erupt from $s skin.", victim,NULL,NULL,TO_ROOM); } void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == 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); send_to_char("You feel momentarily ill, but it passes.\n\r",victim); 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 ); send_to_char( "You feel very sick.\n\r", victim ); act("$n looks very ill.",victim,NULL,NULL,TO_ROOM); return; } void spell_protection_evil(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL) || IS_AFFECTED(victim, AFF_PROTECT_GOOD)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$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 ); send_to_char( "You feel holy and pure.\n\r", victim ); if ( ch != victim ) act("$N is protected from evil.",ch,NULL,victim,TO_CHAR); return; } void spell_protection_good(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) || IS_AFFECTED(victim, AFF_PROTECT_EVIL)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$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 ); send_to_char( "You feel aligned with darkness.\n\r", victim ); if ( ch != victim ) act("$N is protected from good.",ch,NULL,victim,TO_CHAR); return; } void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, align; if (IS_EVIL(ch) ) { victim = ch; send_to_char("The energy explodes inside you!\n\r",ch); } if (victim != ch) { act("$n raises $s hand, and a blinding ray of light shoots forth!", ch,NULL,NULL,TO_ROOM); send_to_char( "You raise your hand and a blinding ray of light shoots forth!\n\r", ch); } if (IS_GOOD(victim)) { act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM); send_to_char("The light seems powerless to affect you.\n\r",victim); return; } dam = dice( level, 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; damage( ch, victim, dam, sn, DAM_HOLY ,TRUE); spell_blindness(skill_lookup("blindness"), 3 * level / 4, ch, (void *) victim,TARGET_CHAR); } void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance, percent; if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) { send_to_char("That item does not carry charges.\n\r",ch); return; } if (obj->value[3] >= 3 * level / 2) { send_to_char("Your skills are not great enough for that.\n\r",ch); return; } if (obj->value[1] == 0) { send_to_char("That item has already been recharged once.\n\r",ch); return; } chance = 40 + 2 * level; chance -= obj->value[3]; /* harder to do high-level spells */ chance -= (obj->value[1] - obj->value[2]) * (obj->value[1] - obj->value[2]); chance = UMAX(level/2,chance); percent = number_percent(); if (percent < chance / 2) { act("$p glows softly.",ch,obj,NULL,TO_CHAR); act("$p glows softly.",ch,obj,NULL,TO_ROOM); obj->value[2] = UMAX(obj->value[1],obj->value[2]); obj->value[1] = 0; return; } else if (percent <= chance) { int chargeback,chargemax; act("$p glows softly.",ch,obj,NULL,TO_CHAR); act("$p glows softly.",ch,obj,NULL,TO_CHAR); chargemax = obj->value[1] - obj->value[2]; if (chargemax > 0) chargeback = UMAX(1,chargemax * percent / 100); else chargeback = 0; obj->value[2] += chargeback; obj->value[1] = 0; return; } else if (percent <= UMIN(95, 3 * chance / 2)) { send_to_char("Nothing seems to happen.\n\r",ch); if (obj->value[1] > 1) obj->value[1]--; return; } else /* whoops! */ { act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR); act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM); extract_obj(obj); } } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level, victim->max_move ); if (victim->max_move == victim->move) send_to_char("You feel fully refreshed!\n\r",victim); else send_to_char( "You feel less tired.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim; OBJ_DATA *obj; bool found = FALSE; /* do object cases first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE) && !saves_dispel(level + 2,obj->level,0)) { REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("$p glows blue.",ch,obj,NULL,TO_ALL); return; } act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR); return; } act("There doesn't seem to be a curse on $p.",ch,obj,NULL,TO_CHAR); return; } /* characters */ victim = (CHAR_DATA *) vo; if (check_dispel(level,victim,skill_lookup("curse"))) { send_to_char("You feel better.\n\r",victim); act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM); } for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content) { if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) && !IS_OBJ_STAT(obj,ITEM_NOUNCURSE)) { /* attempt to remove curse */ if (!saves_dispel(level,obj->level,0)) { found = TRUE; REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("Your $p glows blue.",victim,obj,NULL,TO_CHAR); act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM); } } } } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) { if (victim == ch) send_to_char("You are already in sanctuary.\n\r",ch); else act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR); return; } 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( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); sound( "sanc.wav", victim ); return; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already shielded from harm.\n\r",ch); else act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR); return; } 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( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); return; } void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN(level, (int)(sizeof(dam_each)/sizeof(dam_each[0])) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_LIGHTNING) ) dam /= 2; damage( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SLEEP) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)) || (level + 2) < victim->level || saves_spell( level-4, victim,DAM_CHARM) ) { send_to_char( "Sorry you can't do that!\n\r", ch ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_range( 1, 2 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE(victim) ) { printf_to_char( ch, "You cast a spell on %s putting them to sleep.\n\r", victim->name ); send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_SLOW)) { if (victim == ch) send_to_char("You can't move any slower!\n\r",ch); else act("$N can't get any slower than that.", ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level,victim,DAM_OTHER) || IS_SET(victim->imm_flags,IMM_MAGIC)) { if (victim != ch) send_to_char("Nothing seemed to happen.\n\r",ch); send_to_char("You feel momentarily lethargic.\n\r",victim); return; } if (IS_AFFECTED(victim,AFF_HASTE)) { if (!check_dispel(level,victim,skill_lookup("haste"))) { if (victim != ch) send_to_char("Spell failed.\n\r",ch); send_to_char("You feel momentarily slower.\n\r",victim); return; } act("$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 ); send_to_char( "You feel yourself slowing d o w n...\n\r", victim ); act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM); return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { if (victim == ch) send_to_char("Your skin is already as hard as a rock.\n\r",ch); else act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR); return; } 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( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to stone.\n\r", victim ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE)) || victim->level >= level + 3 || IS_SET(victim->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ARENA) || (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL) || victim->fighting != NULL || (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && victim->pIndexData->pShop != NULL) || (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER)) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "$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 ); sound( "summon.wav", victim ); sound( "summon.wav", ch ); 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; if ( victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ARENA) || ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON)) || ( !IS_NPC(ch) && victim->fighting != NULL ) || ( victim != ch && ( saves_spell( level - 5, victim,DAM_OTHER)))) { send_to_char( "You failed.\n\r", ch ); return; } pRoomIndex = get_random_room(victim); if (victim != ch) send_to_char("You have been teleported!\n\r",victim); act( "$n vanishes!", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_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]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER(buf1[0]); for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if (!is_exact_name( speaker, vch->name) && IS_AWAKE(vch)) send_to_char( saves_spell(level,vch,DAM_OTHER) ? buf2 : buf1, vch ); } return; } void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || saves_spell( level, victim,DAM_OTHER) ) 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 ); send_to_char( "You feel your strength slip away.\n\r", victim ); act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM); return; } /* RT recall spell is back */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; if ((location = get_room_index(clan_table[ch->clan].room[0] )) == NULL ) return; if ((location = get_room_index( ROOM_VNUM_TEMPLE)) == NULL) { send_to_char("You are completely lost.\n\r",victim); return; } if (IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL) || IS_AFFECTED(victim,AFF_CURSE)) { send_to_char("Spell failed.\n\r",victim); return; } if (victim->fighting != NULL) stop_fighting(victim,TRUE); ch->move /= 2; act("$n disappears.",victim,NULL,NULL,TO_ROOM); char_from_room(victim); char_to_room(victim,location); act("$n appears in the room.",victim,NULL,NULL,TO_ROOM); do_function(victim, &do_look, "auto"); } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,hp_dam,dice_dam,hpch; act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT); act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT); act("You spit acid at $N.",ch,NULL,victim,TO_CHAR); hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); if (saves_spell(level,victim,DAM_ACID)) { acid_effect(victim,level/2,dam/4,TARGET_CHAR); damage(ch,victim,dam/2,sn,DAM_ACID,TRUE); } else { acid_effect(victim,level,dam,TARGET_CHAR); damage(ch,victim,dam,sn,DAM_ACID,TRUE); } } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam; int hpch; act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT); act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR); hpch = UMAX( 10, ch->hit ); hp_dam = number_range( hpch/9+1, hpch/5 ); dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10); fire_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if (saves_spell(level,vch,DAM_FIRE)) { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level,dam,TARGET_CHAR); damage(ch,vch,dam,sn,DAM_FIRE,TRUE); } } else /* partial damage */ { if (saves_spell(level - 2,vch,DAM_FIRE)) { fire_effect(vch,level/4,dam/8,TARGET_CHAR); damage(ch,vch,dam/4,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } } } } void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam, hpch; act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT); act("$n breathes a freezing cone of frost over you!", ch,NULL,victim,TO_VICT); act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR); hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); cold_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if (saves_spell(level,vch,DAM_COLD)) { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level,dam,TARGET_CHAR); damage(ch,vch,dam,sn,DAM_COLD,TRUE); } } else { if (saves_spell(level - 2,vch,DAM_COLD)) { cold_effect(vch,level/4,dam/8,TARGET_CHAR); damage(ch,vch,dam/4,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_COLD,TRUE); } } } } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam,hp_dam,dice_dam,hpch; act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM); act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR); hpch = 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,hp_dam,dice_dam,hpch; act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT); act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR); hpch = UMAX(10,ch->hit); hp_dam = number_range(hpch/9+1,hpch/5); dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); if (saves_spell(level,victim,DAM_LIGHTNING)) { shock_effect(victim,level/2,dam/4,TARGET_CHAR); damage(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE); } else { shock_effect(victim,level,dam,TARGET_CHAR); damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); } } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } void spell_trivia_pill(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (victim == NULL) victim = ch; if (IS_NPC(victim)) return; victim->pcdata->trivia++; send_to_char("{YYou've gained a {RTrivia Point{Y!{x\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_vicegrip(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (victim != ch) { send_to_char("You may only cast this on yourself.\n\r", ch); return; } if (IS_AFFECTED(victim, sn)) { if (victim == ch) send_to_char("You already have a vicegrip on your weapon.\n\r", ch); else act("$N already has a vicegrip on their weapon.",ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 4 * (ch->level + 7) / 4; af.location = APPLY_AC; /* Change this to whatever. */ af.modifier = -4 * (ch->level +5) /10; af.bitvector = AFF_VICEGRIP; affect_to_char(victim, &af); act("$n's hands grip their weapon with an iron hold.",victim, NULL,NULL,TO_ROOM); send_to_char("You hold on to your weapon with all your might.\n\r",victim); return; } void spell_hurricane(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam,hp_dam,dice_dam,hpch; act("$n calls upon the winds of a hurricane for help.",ch,NULL,NULL,TO_NOTVICT); act("You call down the winds of a hurricane to help you.",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); 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 ( is_safe(ch, vch) ) continue; if (!IS_AFFECTED(vch,AFF_FLYING)) dam /= 2; if (vch->size == SIZE_TINY) dam *= 1.5; else if (vch->size == SIZE_SMALL) dam *= 1.3; else if (vch->size == SIZE_MEDIUM) dam *= 1; else if (vch->size == SIZE_LARGE) dam *= 0.9; else if (vch->size == SIZE_HUGE) dam *= 0.7; else dam *= 0.5; if (saves_spell(level,vch,DAM_OTHER)) damage(ch,vch,dam/2,sn,DAM_OTHER,TRUE); else damage(ch,vch,dam,sn,DAM_OTHER,TRUE); } } void spell_greater_heal( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit +250, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling flows through your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_super_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 500, 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 ); } void spell_ultimate_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 1000, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_group_heal(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup("ultimate 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_bark_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { if (victim == ch) send_to_char("Your skin is already turned to bark.\n\r",ch); else act("$N skin is already turned to bark.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -30; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to bark.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to bark.\n\r", victim ); sound( "barkskin.wav", victim ); return; } void spell_knock ( int sn, int level, CHAR_DATA *ch, void *vo , int target) { char arg[MAX_INPUT_LENGTH]; int chance=0; int door; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4, 9, 8, 7, 6 }; target_name = one_argument(target_name,arg); if (arg[0] == '\0') { send_to_char("Knock which door or direction.\n\r",ch); return; } if (ch->fighting) { send_to_char("Wait until the fight finishes.\n\r",ch); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n\r", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "Just try to open it.\n\r", ch ); return; } if ( IS_SET(pexit->exit_info, EX_NOPASS) ) { send_to_char( "A mystical shield protects the exit.\n\r",ch ); return; } chance = ch->level / 5 + get_curr_stat(ch,STAT_INT) + get_skill(ch,sn) / 5; act("You cast knock on the $d, and try to open the $d!", ch,NULL,pexit->keyword,TO_CHAR); if (room_is_dark(ch->in_room)) chance /= 2; /* now the attack */ if (number_percent() < chance ) { REMOVE_BIT(pexit->exit_info, EX_LOCKED); REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n knocks on the $d and opens the lock.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "You successfully open the door.\n\r", ch ); /* open the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } else { act("You couldn't magically open the $d!", ch,NULL,pexit->keyword,TO_CHAR); act("$n failed to magically open the $d.", ch,NULL,pexit->keyword,TO_ROOM); } return; } send_to_char("You can't see that here.\n\r",ch); return; } void spell_group_defense( int sn, int level, CHAR_DATA *ch, void *vo , int target) { CHAR_DATA *gch; AFFECT_DATA af; int shield_sn, armor_sn, detect_invis_sn; shield_sn = skill_lookup("shield"); armor_sn = skill_lookup("armor"); detect_invis_sn = skill_lookup("detect invis"); for( gch=ch->in_room->people; gch != NULL; gch=gch->next_in_room) { if( !is_same_group( gch, ch)) continue; if( is_affected( gch, armor_sn ) ) { if( gch == ch) send_to_char("You are already armored.\n\r",ch); else continue; } af.type = armor_sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( gch, &af ); send_to_char( "You feel someone protecting you.\n\r",gch); if( ch != gch ) act("$N is protected by your magic.", ch, NULL, gch, TO_CHAR ); if( !is_same_group( gch, ch ) ) continue; if( is_affected( gch, shield_sn ) ) { if( gch == ch) send_to_char("You are already shielded.\n\r",ch); else act( "$N is already shielded.", ch, NULL, gch, TO_CHAR); continue; } af.type = shield_sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( gch, &af ); send_to_char( "You are surrounded by a force shield.\n\r",gch); if( ch != gch ) act("$N is surrounded by a force shield.", ch, NULL, gch, TO_CHAR ); if( !is_same_group( gch, ch ) ) continue; if( is_affected( gch, shield_sn ) ) { if (gch == ch) send_to_char("You can already see invisible.\n\r",ch); else act("$N can already see invisible things.",ch,NULL,gch,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = (level +4) / 4; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( gch, &af ); send_to_char( "Your eyes tingle.\n\r", ch ); if ( ch != gch ) act("$n can now see invisible.\n\r", ch, NULL, gch, TO_CHAR); } return; } void spell_meteor_swarm( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !is_safe_spell(ch,vch,TRUE)) { dam = dice(20, 40); if ( saves_spell( level, vch, DAM_FIRE ) ) dam /= 2; act( "$n is hit full force with a mass of fireballs.",vch,NULL,NULL,TO_ROOM); damage( ch, vch, dam, sn, DAM_FIRE, TRUE ); } } return; } void spell_wizards_fire( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = ( level /2 ) +dice( ( level/6 ), 50 ) +dice( ( level/6 ), 50 ); act( "A blast of wizards fire flies from $n's hands!", ch, NULL, NULL, TO_ROOM ); send_to_char( "A blast of wizards fire flies from your hands!\n\r", ch ); if ( saves_spell( level, victim, DAM_FIRE ) ) dam /= 2; act( "$n is struck by a blast of wizards fire!!", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are struck by a blast of wizards fire!\n\r", victim ); damage( ch, victim, dam, sn, DAM_FIRE, TRUE ); return; } void spell_synon_aura(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn) ) { if (victim == ch) send_to_char("You are already in a frenzy.\n\r",ch); else act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = MAX_LEVEL; af.duration = -1; af.modifier = MAX_LEVEL / 3;; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim,&af); af.location = APPLY_DAMROLL; affect_to_char(victim,&af); af.modifier = 10; af.location = APPLY_AC; affect_to_char(victim,&af); send_to_char("You are protected by Synon's aura!\n\r",victim); act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM); } void do_channel( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int transfer, mana; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "Channel how much to whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if(( victim == ch)) { send_to_char("Don't be cheap.\n\r",ch); return; } if (!is_number( arg1 ) && !strcmp(arg1, "all")) { send_to_char( "Argument must be numerical or all.\n\r", ch); return; } if (!strcmp(arg1, "all")) mana = ch->mana; else mana = atoi(arg1); if (mana == 0) { send_to_char("You have to channel something!\n\r",ch); return; } if (mana > ch->mana) { send_to_char("Hah? You don't have that much!\n\r",ch); return; } /* percent of mana to transfer */ transfer = (number_range(0, get_skill(ch,skill_lookup("channel" ))) * mana / 100); /* skill failure */ if( transfer == 0 ) { act("{gA beam of {MENERGY{g shoots from your forehead and {RFIZZLES{g!!{x", ch, 0, victim, TO_CHAR); act("{g$n places $s fingers on $s temples and a beam of {MENERGY{R FIZZLES{g!!{x", ch, 0, victim, TO_ROOM); check_improve(ch,skill_lookup("channel"),FALSE,5); return; } /* boni etc. (based on practice gain.) */ transfer += wis_app[get_curr_stat(ch,STAT_WIS)].practice * 10; transfer += wis_app[get_curr_stat(victim,STAT_WIS)].practice * 10; transfer += number_range(0,get_skill(victim,skill_lookup("channel")))/2; /* can't let them get to much in battle (concentration loss */ if (ch->position == POS_FIGHTING) transfer *= 2/3; /* They can't gain more than they sent! */ if( (mana < transfer) ) transfer = mana; /* finally, the transfer! */ victim->mana += transfer; ch->mana -= mana; check_improve(ch,skill_lookup("channel"),TRUE,5); act("{g$n places $s fingers on $s temples and a beam of {MENERGY{g shoots to $N!!{x", ch, 0, victim, TO_NOTVICT); act("{gA beam of {MENERGY{g shoots from your forehead to $N!!{x", ch, 0, victim, TO_CHAR); act("{gA beam of {MENERGY{g shoots from $n's forehead to yours!!{x", ch, 0, victim, TO_VICT); send_to_char("{YYou feel energized!!!!{x\n\r",victim); send_to_char("{bYou feel your energy drop.{x\n\r",ch); return; } void spell_summon_ggolem( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *gch; CHAR_DATA *golem; AFFECT_DATA af; int i = 0; if (is_affected(ch,sn)) { send_to_char("You lack the power to summon another golem right now.\n\r", ch); return; } send_to_char("You attempt to summon a greater golem.\n\r",ch); act("$n attempts to summon a greater golem.",ch,NULL,NULL,TO_ROOM); for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && ( gch->pIndexData->vnum == MOB_VNUM_GGOLEM ) ) { send_to_char("More golems are more than you can control!\n\r",ch); return; } } golem = create_mobile( get_mob_index(MOB_VNUM_GGOLEM) ); for (i = 0; i < MAX_STATS; i ++) golem->perm_stat[i] = UMIN(25,15 + ch->level/10); golem->perm_stat[STAT_STR] += 3; golem->perm_stat[STAT_INT] -= 1; golem->perm_stat[STAT_CON] += 2; golem->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000) : UMIN( (10 * ch->pcdata->perm_hit) + 4000, 30000); golem->hit = golem->max_hit; golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana; golem->mana = golem->max_mana; golem->level = ch->level; for (i=0; i < 3; i++) golem->armor[i] = interpolate(golem->level,100,-100); golem->armor[3] = interpolate(golem->level,100,0); golem->gold = 0; golem->timer = 0; golem->damage[DICE_NUMBER] = 13; golem->damage[DICE_TYPE] = 9; golem->damage[DICE_BONUS] = ch->level / 2 + 10; golem->hitroll = (ch->level / 2) + 20; golem->damroll = (ch->level / 2) + 20; char_to_room(golem,ch->in_room); send_to_char("You summoned a greater golem!\n\r",ch); act("$n summons a greater golem!",ch,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 30; af.bitvector = 0; af.modifier = 0; af.location = APPLY_NONE; affect_to_char(ch, &af); SET_BIT(golem->affected_by, AFF_CHARM); golem->master = golem->leader = ch; } void spell_lesser_golem(int sn,int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *golem; AFFECT_DATA af; CHAR_DATA *check; if (is_affected(ch,sn)) { send_to_char("You aren't up to fashioning another golem yet.\n\r",ch); return; } for (check = char_list; check != NULL; check = check->next) { if (IS_NPC(check)) if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_L_GOLEM) ) { send_to_char("You already have a golem under your command.\n\r",ch); return; } } af.where = TO_AFFECTS; af.level = level; af.location = 0; af.modifier = 0; af.duration = 50; af.bitvector = 0; af.type = sn; affect_to_char(ch,&af); act("$n fashions a flesh golem!",ch,0,0,TO_ROOM); send_to_char("You fashion a flesh golem to serve you!\n\r",ch); golem = create_mobile(get_mob_index(MOB_VNUM_L_GOLEM) ); golem->level = ch->level; golem->damroll += level/2; golem->hitroll += level/2; golem->max_hit = ch->max_hit; golem->hit = golem->max_hit; golem->max_move = ch->max_move; golem->move = golem->max_move; golem->damage[DICE_NUMBER] = 8; golem->damage[DICE_BONUS] = ch->level / 2 + 10; char_to_room(golem,ch->in_room); add_follower(golem, ch); golem->leader = ch; SET_BIT(golem->affected_by, AFF_CHARM); return; } /* Fire and Ice spell for elementalists */ void spell_fire_and_ice(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, sn_frost, sn_fire, d_type, sn_type; sn_frost = skill_lookup("frost breath"); sn_fire = skill_lookup("fire breath"); if (sn_fire == -1 || sn_frost == -1) { send_to_char("The elements fail to combine.\n\r",ch); return; } if (number_percent() > 50) { sn_type = sn_frost; d_type = DAM_COLD; } else { sn_type = sn_fire; d_type = DAM_FIRE; } dam = dice(level + 4,15); act("$n unleashes a blast of fire and ice!",ch,0,0,TO_ROOM); send_to_char("You unleash a blast of fire and ice!\n\r",ch); if (saves_spell(level,victim,d_type)) dam /= 2; damage(ch,victim,dam,sn_type,d_type,TRUE); dam = dice(level + 2, 15); if (d_type == DAM_COLD) { d_type = DAM_FIRE; sn_type = sn_fire; } else { d_type = DAM_COLD; sn_type = sn_frost; } damage(ch,victim,dam,sn_type,d_type,TRUE); return; } void spell_sunbolt(int sn,int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; act("$n prays to the Gods and a beam of sunlight erupts from $s hands!",ch,0,0,TO_ROOM); send_to_char("You pray to the Gods and a beam of sunlight erupts from your hands!\n\r",ch); if (IS_GOOD(victim)) { act("$n is unaffected by the blast of light.",victim,0,0,TO_ROOM); act("You are unaffected by the blast of light.",victim,0,0,TO_CHAR); return; } dam = dice(level,7); if (IS_EVIL(victim)) dam += dice(level,3); if (IS_SET(victim->act,ACT_UNDEAD) && number_percent() > 60) { act("The positive energy begins to vaporise $n!",victim,0,0,TO_ROOM); act("The positive energy begins to vaporise you!",victim,0,0,TO_VICT); dam += dice(level,7); } if ( !(saves_spell(level,victim,DAM_LIGHT)) ) { spell_blindness(skill_lookup("blindness"), level, ch, (void *) victim, TARGET_CHAR); } if (saves_spell(level,victim,DAM_LIGHT)) dam /= 2; damage(ch,victim,dam,sn,DAM_LIGHT,TRUE); return; } void spell_heroes_feast(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *gch; int sate_num, quench_num; sate_num = skill_lookup("sate"); quench_num = skill_lookup("quench"); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ((IS_NPC(ch) && IS_NPC(gch)) || (!IS_NPC(ch) && !IS_NPC(gch))) { spell_sate(sate_num,level,ch,(void *) gch,TARGET_CHAR); spell_quench(quench_num,level,ch,(void *) gch,TARGET_CHAR); } } } void spell_mind_shatter( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("Your mind is already broken.\n\r",ch); else act("$N is already reeling.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_VULN; af.type = sn; af.level = level; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = VULN_MAGIC; affect_to_char( victim, &af ); af.where = TO_VULN; af.type = sn; af.level = level; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = VULN_BASH; affect_to_char( victim, &af ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1; af.location = APPLY_SAVING_SPELL; af.modifier = 25; af.bitvector = 0; affect_to_char( victim, &af ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1; af.location = APPLY_AC; af.modifier = 100; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your mind begins to tear apart!.\n\r", victim ); if ( ch != victim ) act("$N's mind begins to tear apart!",ch,NULL,victim,TO_CHAR); return; } void spell_wizards_firestorm(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; send_to_char( "You call down a storm of fire!\n\r", ch ); act( "$n calls down a storm of fire!", ch, NULL, NULL, TO_ROOM ); dam = dice(200 + 20, 20); spell_plague(skill_lookup("plague"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); dam = dice(210 + 20, 20); spell_plague(skill_lookup("plague"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); dam = dice(200 + 20, 20); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); dam = dice(200 + 20, 20); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); return; } void spell_prismatic_spray(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int chance; chance = number_range( 1, 100); if (IS_AFFECTED2(victim, AFF_TURNING) && chance >= 50) { send_to_char("Your spell bounces harmlessly off thier magical shield.\r\n", ch); return; } send_to_char( "You raise your hand and out leaps a colored spray!\n\r", ch ); act( "$n sprays color from their fingers!", ch, NULL, NULL, TO_ROOM ); dam = dice(70 + 20, 15); spell_blindness(skill_lookup("blindness"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_LIGHT,TRUE ); dam = dice(70 + 20, 15); spell_weaken(skill_lookup("weaken"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_NEGATIVE,TRUE ); dam = dice(70 + 20, 15); cold_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_COLD,TRUE ); dam = dice(65 + 20, 15); fire_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); dam = dice(70 + 20, 15); spell_poison(skill_lookup("poison"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_POISON,TRUE ); dam = dice(70 + 20, 15); acid_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_ACID,TRUE ); dam = dice(70 + 20, 15); shock_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_LIGHTNING,TRUE ); return; } void spell_revitalize( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int chance; chance = number_range( 1, 100); if (IS_AFFECTED2(victim, AFF_TURNING) && chance >= 50) { send_to_char("Your spell bounces harmlessly off thier magical shield.\r\n", ch); return; } if (ch->fighting != NULL) { send_to_char("You are too occupied to revitalize anyone.{x\n\r",ch); return; } if ( victim->fighting != NULL) { send_to_char("You cannot revitalize someone in combat!{x\n\r",ch); return; } if ( victim->hit >= victim->max_hit ) { send_to_char("That would be pointless..\n\r",ch); return; } send_to_char( "Godly essence flows through your body knitting your wounds!\n\r", victim ); send_to_char( "You call divine power to heal!\n\r",ch); affect_strip(victim,skill_lookup("plague")); affect_strip(victim,skill_lookup("poison")); affect_strip(victim,skill_lookup("weaken") ); affect_strip(victim,skill_lookup("blindness")); affect_strip(victim,skill_lookup("sleep")); affect_strip(victim,skill_lookup("curse")); victim->hit = victim->max_hit; victim->move = victim->max_move; update_pos(victim); return; } void spell_sturning( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; int chance; ROOM_INDEX_DATA *pRoomIndex; pRoomIndex = get_random_room(victim); chance = number_range( 1, 100); if ( is_affected( victim, sn ) ) { send_to_char( "You are already shielded.\n\r", ch ); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = 3; af.location = APPLY_DEX; af.modifier = -4; af.bitvector = AFF_TURNING; affect_to_char(victim, &af); send_to_char( "You are protected by a shimmering shield\n\r", victim ); act("$n becomes surrounded by a shimmering shield.",victim,NULL,NULL,TO_ROOM); if (chance > 35) { return; } send_to_char("A deep rumbling can be heard as your shimmering shield explodes in your face!\n\r", ch); act("$n grows pale as $s shield explodes sending them reeling through time and space.",victim,NULL,NULL,TO_ROOM); ch->hit -= 750; ch->mana -= 750; ch->move = 1; affect_strip(victim,skill_lookup("spell turning") ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); do_look( victim, "auto" ); return; } void spell_steel_skin(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("Your skin is already as hard as possible.\n\r",ch); else act("$N's skin is already hard as steel.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 5; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_STEEL_SKIN; affect_to_char( victim, &af ); victim->subtype = level / 6; send_to_char( "Your skin becomes hard as steel.\n\r", victim ); if ( ch != victim ) act("$N's skin becomes hard as steel.",ch,NULL,victim,TO_CHAR); return; } void spell_tsunami(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int chance; int dam; chance = number_range( 1, 100); if (IS_AFFECTED2(victim, AFF_TURNING) && chance >= 50) { send_to_char("Your spell bounces harmlessly off thier magical shield.\r\n", ch); return; } send_to_char( "You call a massive wave of water!\n\r", ch ); act( "A massive wave of water flows over you!", ch, NULL, NULL, TO_ROOM ); dam = dice(140 + 22, 22); damage( ch, victim, dam, sn, DAM_DROWNING,TRUE ); dam = dice(135 + 21, 21); damage( ch, victim, dam, sn, DAM_DROWNING,TRUE ); if (chance > 40) { return; } dam = dice(125 + 20, 20); damage( ch, victim, dam, sn, DAM_DROWNING,TRUE ); if (chance > 20) { return; } dam = dice(115 + 20, 20); damage( ch, victim, dam, sn, DAM_DROWNING,TRUE ); return; } void spell_shadow_shield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_RESIST; af.type = sn; af.level = level; af.duration = 2; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = RES_NEGATIVE; affect_to_char( victim, &af ); act( "$n is surrounded by shifting shadows.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You become surrounded by shifting shadows.\n\r", victim ); return; } void spell_weapon_bless( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj; AFFECT_DATA af; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_BLESS)) { act("$p is already blessed.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_EVIL)) { AFFECT_DATA *paf; 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 soft gold.",ch,obj,NULL,TO_ALL); REMOVE_BIT(obj->extra_flags,ITEM_EVIL); return; } else { act("The evil of $p resists your blessings.", ch,obj,NULL,TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 25; af.bitvector = ITEM_BLESS; af.location = APPLY_HITROLL; af.modifier = 15; affect_to_obj(obj,&af); af.location = APPLY_DAMROLL; af.modifier = 15; affect_to_obj(obj,&af); act("$p glows a brilliant gold!",ch,obj,NULL,TO_ALL); return; } } void spell_dark_blessing( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( !IS_EVIL(ch ) || !IS_EVIL(victim ) ) { send_to_char("You must be evil to call upon the dark gods.\n\r", ch ); return; } if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already affected by the dark gift.\n\r",ch); else act("$N is already gifted.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 12; af.bitvector = 0; af.location = APPLY_DAMROLL; af.modifier = level / 4; affect_to_char( victim, &af ); af.location = APPLY_HITROLL; af.modifier = level / 4; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = 0 - level; affect_to_char( victim, &af ); send_to_char( "You beg the dark powers to protect you.\n\r", victim ); if ( ch != victim ) act("$N is protected by the dark powers.",ch,NULL,victim,TO_CHAR); send_to_char("The dark powers take there toll on you.\n\r",ch); ch->hit -= 300; return; } void spell_divine_protection( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = 7; af.bitvector = AFF_DIVINE_PROTECTION; af.location = APPLY_DAMROLL; af.modifier = level / 7; affect_to_char( victim, &af ); af.location = APPLY_HITROLL; af.modifier = level / 7; affect_to_char( victim, &af ); af.location = APPLY_SAVES; af.modifier = 0 - level / 7; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = 0 - level; affect_to_char( victim, &af ); send_to_char( "The very essense of the gods protects you!\n\r", victim ); if ( ch != victim ) act("$N is protected by your gods.",ch,NULL,victim,TO_CHAR); return; } void spell_moonblade(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; send_to_char( "You call upon the power of the moon!\n\r", ch ); dam = dice(120 + 20, 20); spell_slow(skill_lookup("slow"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_HOLY,TRUE ); dam = dice(120 + 20, 20); spell_blindness(skill_lookup("blindness"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_ENERGY,TRUE ); return; } void spell_tornado(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int chance; chance = number_range( 1, 100); send_to_char( "You call forth the power of the wind!\n\r", ch ); act( "$n calls forth the power of the wind!", ch, NULL, NULL, TO_ROOM ); dam = dice(90 + 20, 20); spell_blindness(skill_lookup("blindness"), level,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_SOUND,TRUE ); if (chance > 25) { return; } dam = dice(110 + 20, 20); damage( ch, victim, dam, sn, DAM_SOUND,TRUE ); send_to_char( "Caught in the storm you feel yourself black out.\n\r", victim ); victim->position = POS_RESTING; return; } /* i want this to be the most powerful spell in the game if you edit it * you must make sure all the other ones are weaker */ void spell_wizards_fury(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; send_to_char( "You find the cool calm center within and release all the fury of your magic!\n\r", ch ); act( "$n calls upon the power of all their magic!", ch, NULL, NULL, TO_ROOM ); dam = dice(200 + 20, 20); fire_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); dam = dice(200 + 20, 20); shock_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_LIGHTNING,TRUE ); dam = dice(200 + 20, 20); cold_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_COLD,TRUE ); dam = dice(200 + 20, 20); damage( ch, victim, dam, sn, DAM_BASH,TRUE ); return; } void spell_glacier(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (IS_SET(ch->in_room->room_flags, ROOM_NOMAGIC) ) { send_to_char( "Your magic fizzles and dies.\n\r", ch); return; } send_to_char( "You wave your hand and form a large glacier!\n\r", ch); act( "$n waves his hand and a large glacier forms!", ch, NULL, NULL, TO_ROOM); dam = dice(50 + 20, 20); damage( ch, victim, dam, sn, DAM_COLD,TRUE); dam = dice(50 + 20, 20); damage( ch, victim, dam, sn, DAM_COLD,TRUE); return; } void spell_thunderstorm( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if ( IS_SET(ch->in_room->room_flags, ROOM_NOMAGIC) ) { send_to_char( "Your magic fizzles and dies.\n\r", ch); return; } send_to_char( "You call forth lightning from the heavens!\n\r", ch ); act( "$n calls forth lightning from the heavens!", ch, NULL, NULL, TO_ROOM ); dam = dice(180 + 20, 20); shock_effect( ch->in_room, level, dam, TARGET_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_same_group(vch,ch) ) { continue; } if ( saves_spell( level, vch, DAM_LIGHTNING ) ) { shock_effect( vch, level/2, dam/4, TARGET_CHAR ); damage( ch, vch, dam, sn, DAM_LIGHTNING, TRUE ); } else { shock_effect( vch, level, dam, TARGET_CHAR ); damage( ch, vch, dam, sn, DAM_LIGHTNING, TRUE ); } } } } return; } void spell_mystic_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already shielded from harm.\n\r",ch); else act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.duration = 4 + (level/3); af.location = APPLY_AC; af.modifier = -10 - (level / 7); af.bitvector = 0; affect_to_char( victim, &af ); if ( ch != victim ) { act( "$n is surrounded by $N's mystic armour.", victim, NULL, ch, TO_ROOM ); act( "$N is surrounded by your mystic armour.", ch, NULL, victim, TO_CHAR ); act( "You are surrounded by $N's mystic armour.", victim, NULL, ch, TO_CHAR ); } else { act( "$n is surrounded by a mystic armour.", victim, NULL, ch, TO_ROOM ); send_to_char("You are protected by a mystic armor!", ch); } return; } void spell_resilience( int sn, int level, CHAR_DATA *ch, void *vo , int target) { AFFECT_DATA af; if (!is_affected(ch, sn)) { send_to_char("You are now resistive to draining attacks.\n\r", ch); af.where = TO_RESIST; af.type = sn; af.duration = level / 10; af.level = ch->level; af.bitvector = RES_ENERGY; af.location = 0; af.modifier = 0; affect_to_char(ch, &af); } else send_to_char("You are already resistive to draining attacks.\n\r",ch); return; } void spell_magic_resistance ( int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; if (!is_affected(ch, sn)) { send_to_char("You are now resistive to magic.\n\r", ch); af.where = TO_RESIST; af.type = sn; af.duration = level / 10; af.level = ch->level; af.bitvector = RES_MAGIC; af.location = 0; af.modifier = 0; affect_to_char(ch, &af); } else send_to_char("You are already resistive to magic.\n\r", ch); return; } void spell_sandstorm( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam; int hpch; if ( (ch->in_room->sector_type == SECT_AIR) || (ch->in_room->sector_type == SECT_WATER_SWIM) || (ch->in_room->sector_type == SECT_WATER_NOSWIM) ) { send_to_char("You don't find any sand here to make a storm.\n\r",ch); ch->wait = 0; return; } act("$n creates a sand storm with sands lying on the floor.",ch,NULL,NULL,TO_ROOM); act("You create a huge sand storm.",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); sand_effect(ch->in_room,level,dam/2,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(vch) && IS_NPC(ch) && (ch->fighting != vch /*|| vch->fighting != ch*/))) continue; if ( is_safe(ch, vch) ) continue; if (saves_spell(level,vch,DAM_COLD)) { sand_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_COLD,TRUE); } else { sand_effect(vch,level,dam,TARGET_CHAR); damage(ch,vch,dam,sn,DAM_COLD,TRUE); } } } void spell_fire_blade(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *sword; AFFECT_DATA *pAf; sword = create_object( get_obj_index( OBJ_VNUM_SBLADE ), 0 ); pAf = new_affect(); pAf->location = APPLY_HITROLL; pAf->modifier = (ch->level / 3); pAf->where = TO_OBJECT; pAf->type = -1; pAf->duration = -1; pAf->bitvector = 0; pAf->level = sword->level; pAf->next = sword->affected; sword->affected = pAf; sword->level = level; pAf = new_affect(); pAf->location = APPLY_DAMROLL; pAf->modifier = (ch->level / 3); pAf->where = TO_OBJECT; pAf->type = -1; pAf->duration = -1; pAf->bitvector = 0; pAf->level = sword->level; pAf->next = sword->affected; sword->affected = pAf; sword->level = level; pAf = new_affect(); pAf->location = APPLY_HIT; pAf->modifier = (ch->level * 2); pAf->where = TO_OBJECT; pAf->type = -1; pAf->duration = -1; pAf->bitvector = 0; pAf->level = sword->level; pAf->next = sword->affected; sword->affected = pAf; sword->level = level; pAf = new_affect(); pAf->location = APPLY_MANA; pAf->modifier = (ch->level ); pAf->where = TO_OBJECT; pAf->type = -1; pAf->duration = -1; pAf->bitvector = 0; pAf->level = sword->level; pAf->next = sword->affected; sword->affected = pAf; sword->level = level; sword->value[1] = level / 5 - 3; sword->value[2] = level / 5 - 4; obj_to_char(sword, ch); send_to_char("You summon a Blade made of Flames.\n\r",ch); send_to_char("You feel weak, perhaps you should rest.\n\r",ch); act( "$n summons a Blade made of Flames.", ch, sword, NULL, TO_ROOM ); ch->hit *= .50; if ( ch->move >= 100 ) ch->move -= 100; return; } void spell_call_wolf(int sn,int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *mob; mob = create_mobile(get_mob_index(MOB_VNUM_WOLF)); if (mob == NULL) { send_to_char("Nothing happens.\n\r",ch); return; } char_to_room(mob,ch->in_room); mob->leader = ch; mob->master = ch; mob->level = level; mob->max_hit = level * level / 2; mob->hit = mob->max_hit; mob->max_mana = level + 1000 / 2; mob->mana = mob->max_mana; mob->max_move = level * level / 2; mob->move = mob->max_move; mob->damroll = level/2; mob->hitroll = level/2; mob->armor[0] = -level*4; mob->armor[1] = -level*4; mob->armor[2] = -level*4; mob->armor[3] = -level*3; SET_BIT(mob->affected_by, AFF_CHARM); act("A gate opens up and $n steps forth.",mob,0,0,TO_ROOM); return; } void spell_banshee_scream( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *pChar, *pChar_next; int dam; pChar_next = NULL; for ( pChar = ch->in_room->people; pChar; pChar = pChar_next ) { pChar_next = pChar->next_in_room; if ( !is_safe( ch, pChar ) && (pChar != ch)) { act( "$n screams a horrible sound! Your ears pop{x!", ch, NULL, pChar, TO_VICT ); dam = number_range( 300, 500 ); if ( saves_spell( ch->level, pChar, DAM_SOUND ) ) dam /= 2; damage( ch, pChar, dam, sn, DAM_SOUND,TRUE); } } return; } void spell_resurrect( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj; CHAR_DATA *mob; int i; obj = get_obj_here( ch, NULL, target_name ); if ( obj == NULL ) { send_to_char( "Resurrect what?\n\r", ch ); return; } /* Nothing but NPC corpses. */ if( obj->item_type != ITEM_CORPSE_NPC ) { if( obj->item_type == ITEM_CORPSE_PC ) send_to_char( "You can't resurrect players.\n\r", ch ); else send_to_char( "It would serve no purpose...\n\r", ch ); return; } if( obj->level > (ch->level + 2) ) { send_to_char( "You couldn't call forth such a great spirit.\n\r", ch ); return; } if( ch->pet != NULL ) { send_to_char( "You already have a pet.\n\r", ch ); return; } mob = create_mobile( get_mob_index( MOB_VNUM_ZOMBIE ) ); mob->level = obj->level; mob->max_hit = mob->level * 8 + number_range( mob->level * mob->level/4, mob->level * mob->level); mob->max_hit *= .9; mob->hit = mob->max_hit; mob->max_mana = 100 + dice(mob->level,10); mob->mana = mob->max_mana; for (i = 0; i < 3; i++) mob->armor[i] = interpolate(mob->level,100,-100); mob->armor[3] = interpolate(mob->level,100,0); for (i = 0; i < MAX_STATS; i++) mob->perm_stat[i] = 11 + mob->level/4; /* You rang? */ char_to_room( mob, ch->in_room ); act( "$p moves slowly and suddenly springs to life as a gruesome zombie!", ch, obj, NULL, TO_ROOM ); act( "$p moves slowly and suddently sprints to life as a gruesome zombie!", ch, obj, NULL, TO_CHAR ); extract_obj(obj); /* Yessssss, massssssster... */ SET_BIT(mob->affected_by, AFF_CHARM); SET_BIT(mob->act, ACT_PET); mob->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS; add_follower( mob, ch ); mob->leader = ch; ch->pet = mob; /* For a little flavor... */ do_say( mob, "I wish to serve you master!" ); return; } void spell_call_slayer(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *mob; mob = create_mobile(get_mob_index(MOB_VNUM_SLAYER)); if (mob == NULL) { send_to_char("Nothing happens.\n\r",ch); return; } char_to_room(mob,ch->in_room); mob->leader = ch; mob->master = ch; mob->level = level; mob->max_hit = ( level * 2 ) * level + 5; mob->hit = mob->max_hit; mob->max_mana = 100 + dice(mob->level,10); mob->mana = mob->max_mana; mob->damroll = level/2; mob->armor[0] = -level*5; mob->armor[1] = -level*5; mob->armor[2] = -level*5; mob->armor[3] = -level*3; mob->alignment = ch->alignment; SET_BIT(mob->affected_by, AFF_CHARM); act("A gate opens up and $n steps forth.",mob,0,0,TO_ROOM); return; } /* hacked off the animate dead spell, mummies are more powerful though, and you can't control as many. (Ceran) */ void spell_create_mummy( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *mummy; OBJ_DATA *corpse; OBJ_DATA *obj_next; OBJ_DATA *obj; CHAR_DATA *search; AFFECT_DATA af; char *name; char *last_name; char *obj_name; char buf1[MSL]; char buf2[MSL]; int chance; int z_level; int control; int i; if ( (is_affected(ch,skill_lookup("animate dead")) || is_affected(ch,sn)) && level < 70) { send_to_char("You have not yet regained your powers to control the dead.\n\r",ch); return; } control = 0; for (search = char_list; search != NULL; search = search->next) { if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_ZOMBIE) control += 6; else if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_SKELETON) control += 4; else if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_MUMMY) control += 12; } control += 4; if ((ch->level < 30 && control > 12) || (ch->level < 35 && control > 18) || (ch->level < 40 && control > 24) || (ch->level < 52 && control > 30) || control >= 36) { send_to_char("You already control as many undead as you can.\n\r",ch); return; } if(!IS_NPC(ch) && IN_MINE(ch) ) { send_to_char("You can't do that in a mine!\n\r",ch); return; } if (level >= 70) target_name = "corpse"; if (target_name[0] == '\0') { send_to_char("Attempt to mummify which corpse?\n\r",ch); return; } obj_name = str_dup(target_name); corpse = get_obj_here(ch,NULL,obj_name); if (corpse == NULL) { send_to_char("You can't mummify that.\n\r",ch); return; } if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC) ) { send_to_char("You can't mummify and animate that.\n\r",ch); return; } if (IS_SET(corpse->extra2_flags,CORPSE_NO_ANIMATE)) { send_to_char("That corpse does not have the stability to be animated anymore.\n\r",ch); return; } name = corpse->short_descr; for (obj = corpse->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_from_obj(obj); obj->carried_by = ch; obj_to_room(obj,ch->in_room); } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 20; af.modifier = 0; af.location = 0; af.bitvector = 0; if (level < 70) affect_to_char(ch,&af); chance = get_skill(ch,sn); if (ch->level < corpse->level) { chance += (2*ch->level); chance -= (2*corpse->level); } chance = URANGE(10,chance,90); if (number_percent() > chance) { act("You fail and destroy $p",ch,corpse,NULL,TO_CHAR); act("$n tries to mummify $p but destroys it.",ch,corpse,NULL,TO_ROOM); extract_obj(corpse); return; } act("$n utters an incantation and $p slowly stumbles to it's feet.",ch,corpse,NULL,TO_ROOM); act("$p shudders and slowly stumbles to it's feet!",ch,corpse,NULL,TO_ROOM); act("You invoke the powers of death and $p slowly rises to it's feet.",ch,corpse,NULL,TO_CHAR); mummy = create_mobile(get_mob_index(MOB_VNUM_MUMMY)); char_to_room(mummy,ch->in_room); z_level = UMAX(1,corpse->level - number_range(0,2)); mummy->level = z_level; mummy->max_hit = (dice(z_level, 25)); mummy->max_hit += (z_level * 25); mummy->hit = mummy->max_hit; mummy->damroll += (z_level*4/5); mummy->alignment = -1000; for (i = 0; i < 3; i++) mummy->armor[i] = interpolate(mummy->level,100,-100); mummy->armor[3] = interpolate(mummy->level,100,0); for (i = 0; i < MAX_STATS; i++) mummy->perm_stat[i] = 11 + mummy->level/4; last_name = name; last_name = one_argument(corpse->short_descr, name); last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); name = last_name; extract_obj(corpse); sprintf( buf1, "the mummy of %s", name); sprintf( buf2, "A torn and shredded mummy of %s is standing here.\n\r", name); free_string(mummy->short_descr); free_string(mummy->long_descr); mummy->short_descr = str_dup(buf1); mummy->long_descr = str_dup(buf2); add_follower(mummy,ch); mummy->leader = ch; af.type = skill_lookup("animate dead"); af.duration = -1; af.bitvector = AFF_CHARM; affect_to_char(mummy,&af); return; } /* You need to strip the flesh of corpses using this spell if your necros want to animate skeleton on the remains. (Ceran) */ void spell_decay_corpse(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *skeleton; char *obj_name; char *name; char *last_name; int chance; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; if (target_name[0] == '\0') { send_to_char("Decay which corpse?\n\r",ch); return; } obj_name = str_dup(target_name); corpse = get_obj_here(ch,NULL,obj_name); if (corpse == NULL) { send_to_char("You can't find that object.\n\r",ch); return; } if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC) ) { send_to_char("You can't decay that.\n\r",ch); return; } name = corpse->short_descr; for (obj = corpse->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_from_obj(obj); obj->carried_by = ch; obj_to_room(obj,ch->in_room); } chance = get_skill(ch,sn); if (number_percent() > chance) { act("Your decaying becomes uncontrolled and you destroy $p.",ch,corpse,NULL,TO_CHAR); act("$n tries to decay $p but reduces it to a puddle of slime.",ch,corpse,NULL,TO_ROOM); extract_obj(corpse); return; } act("$n decays the flesh off $p.",ch,corpse,NULL,TO_ROOM); act("You decay the flesh off $p and reduce it to a skeleton.",ch,corpse,NULL,TO_CHAR); skeleton = create_object(get_obj_index(OBJ_VNUM_SKELETON), 1); obj->carried_by = ch; obj_to_room(skeleton,ch->in_room); skeleton->level = corpse->level; last_name = name; last_name = one_argument(corpse->short_descr, name); last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); name = last_name; extract_obj(corpse); sprintf( buf1, "the skeleton of %s", name); sprintf( buf2, "A skeleton of %s is lying here in a puddle of decayed flesh.", name); free_string(skeleton->short_descr); free_string(skeleton->description); skeleton->short_descr = str_dup(buf1); skeleton->description = str_dup(buf2); skeleton->item_type = ITEM_SKELETON; return; } void spell_magic_plate(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *plate; AFFECT_DATA af; int mod; plate = create_object(get_obj_index(OBJ_VNUM_MAGIC_PLATE),0); plate->level = ch->level; plate->timer = 48; mod = (2 + ch->level/10); if (mod > 6) mod = 6; plate->size = ch->size; af.where = TO_OBJECT; af.type = sn; af.duration = -1; af.bitvector = 0; af.level = level; af.location = APPLY_HITROLL; af.modifier = mod; affect_to_obj(plate,&af); af.location = APPLY_DAMROLL; affect_to_obj(plate,&af); af.location = APPLY_HIT; af.modifier = URANGE(20,2*ch->level,75); affect_to_obj(plate,&af); af.location = APPLY_STR; af.modifier = 1; affect_to_obj(plate,&af); af.location = APPLY_WIS; affect_to_obj(plate,&af); if (ch->level > 40) SET_BIT(plate->extra_flags, ITEM_GLOW); obj_to_char(plate,ch); act("$n creates $p!",ch,plate,0,TO_ROOM); act("You create $p!",ch,plate,0,TO_CHAR); return; } /* This is a great spell for having fun with, especially if you come across a player's corpse :) -Ceran */ void spell_raise_dead( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *zombie; OBJ_DATA *corpse; OBJ_DATA *obj_next; OBJ_DATA *obj; CHAR_DATA *search; AFFECT_DATA af; char *name; char *last_name; char *obj_name; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int chance; int z_level; int control; if (level == 72) /* necromancy scroll */ target_name = "corpse"; if ((is_affected(ch,sn) || is_affected(ch,skill_lookup("mummify"))) && level < 70) { send_to_char("You have not yet regained your powers over the dead.\n\r",ch); return; } control = 0; for (search = char_list; search != NULL; search = search->next) { if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_ZOMBIE) control += 6; else if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_SKELETON) control += 4; else if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_MUMMY) control += 12; } control += 4; if ((ch->level < 30 && control > 12) || (ch->level < 35 && control > 18) || (ch->level < 40 && control > 24) || (ch->level < 52 && control > 30) || control >= 36) { send_to_char("You already control as many undead as you can.\n\r",ch); return; } if (target_name[0] == '\0') { send_to_char("Animate which corpse?\n\r",ch); return; } obj_name = str_dup(target_name); corpse = get_obj_here(ch,NULL,obj_name); if (corpse == NULL) { send_to_char("You can't animate that.\n\r",ch); return; } if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC) ) { send_to_char("You can't animate that.\n\r",ch); return; } if (IS_SET(corpse->extra_flags,CORPSE_NO_ANIMATE)) { send_to_char("That corpse can not sustain further life beyond the grave.\n\r",ch); return; } name = corpse->short_descr; for (obj = corpse->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_from_obj(obj); obj->carried_by = ch; obj_to_room(obj,ch->in_room); } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 12; af.modifier = 0; af.location = 0; af.bitvector = 0; if (level < 70) affect_to_char(ch,&af); chance = get_skill(ch,sn); if (ch->level < corpse->level) { chance += (3*ch->level); chance -= (3*corpse->level); } chance = URANGE(20,chance,90); if (number_percent() > chance) { act("You fail and destroy $p",ch,corpse,NULL,TO_CHAR); act("$n tries to animate a corpse but destroys it.",ch,NULL,NULL,TO_ROOM); extract_obj(corpse); return; } act("$n utters an incantation and a burning red glow flares into the eyes of $p.",ch,corpse,NULL,TO_ROOM); act("$p shudders and comes to life!",ch,corpse,NULL,TO_ROOM); act("You call upon the powers of the dark to give life to $p.",ch,corpse,NULL,TO_CHAR); zombie = create_mobile(get_mob_index(MOB_VNUM_ZOMBIE)); char_to_room(zombie,ch->in_room); z_level = UMAX(1,corpse->level - number_range(3,6)); zombie->level = z_level; zombie->max_hit = (dice(z_level, 15)); zombie->max_hit += (z_level * 20); zombie->hit = zombie->max_hit; zombie->damroll += (z_level*7/10); zombie->alignment = -1000; last_name = name; last_name = one_argument(corpse->short_descr, name); last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); name = last_name; extract_obj(corpse); sprintf( buf1, "the zombie of %s", name); sprintf( buf2, "A zombie of %s is standing here.\n\r", name); free_string(zombie->short_descr); free_string(zombie->long_descr); zombie->short_descr = str_dup(buf1); zombie->long_descr = str_dup(buf2); add_follower(zombie,ch); zombie->leader = ch; af.duration = -1; af.bitvector = AFF_CHARM; affect_to_char(zombie,&af); return; } void spell_adamantite_golem( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *gch; CHAR_DATA *golem; AFFECT_DATA af; int i = 0; if (is_affected(ch,sn)) { send_to_char("You lack the power to create another golem right now.\n\r", ch); return; } send_to_char("You attempt to create an Adamantite golem.\n\r",ch); act("$n attempts to create an Adamantite golem.",ch,NULL,NULL,TO_ROOM); for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && ( gch->pIndexData->vnum == MOB_VNUM_ADAMANTITE_GOLEM ) ) { send_to_char("More golems are more than you can control!\n\r",ch); return; } } golem = create_mobile( get_mob_index(MOB_VNUM_ADAMANTITE_GOLEM) ); for (i = 0; i < MAX_STATS; i ++) golem->perm_stat[i] = UMIN(25,15 + ch->level/10); golem->perm_stat[STAT_STR] += 3; golem->perm_stat[STAT_INT] -= 1; golem->perm_stat[STAT_CON] += 2; golem->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000) : UMIN( (10 * ch->pcdata->perm_hit) + 4000, 30000); golem->hit = golem->max_hit; golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana; golem->mana = golem->max_mana; golem->level = ch->level; golem->hitroll = ch->level / 2 + 5; for (i=0; i < 3; i++) golem->armor[i] = interpolate(golem->level,100,-100); golem->armor[3] = interpolate(golem->level,100,0); golem->gold = 0; golem->timer = 0; golem->damage[DICE_NUMBER] = 13; golem->damage[DICE_TYPE] = 9; golem->damage[DICE_BONUS] = ch->level / 2 + 10; char_to_room(golem,ch->in_room); send_to_char("You created an Adamantite golem!\n\r",ch); act("$n creates an Adamantite golem!",ch,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.bitvector = 0; af.modifier = 0; af.location = APPLY_NONE; affect_to_char(ch, &af); SET_BIT(golem->affected_by, AFF_CHARM); golem->master = golem->leader = ch; } void spell_stone_golem( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *gch; CHAR_DATA *golem; AFFECT_DATA af; int i=0; if (is_affected(ch,sn)) { send_to_char("You lack the power to create another golem right now.\n\r", ch); return; } send_to_char("You attempt to create a stone golem.\n\r",ch); act("$n attempts to create a stone golem.",ch,NULL,NULL,TO_ROOM); for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && ( gch->pIndexData->vnum == MOB_VNUM_STONE_GOLEM ) ) { i++; if (i > 2) { send_to_char("More golems are more than you can control!\n\r",ch); return; } } } golem = create_mobile( get_mob_index(MOB_VNUM_STONE_GOLEM) ); for (i = 0; i < MAX_STATS; i ++) golem->perm_stat[i] = UMIN(25,15 + ch->level/10); golem->perm_stat[STAT_STR] += 3; golem->perm_stat[STAT_INT] -= 1; golem->perm_stat[STAT_CON] += 2; golem->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000) : UMIN( (5 * ch->pcdata->perm_hit) + 2000, 30000); golem->hit = golem->max_hit; golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana; golem->mana = golem->max_mana; golem->level = ch->level; for (i=0; i < 3; i++) golem->armor[i] = interpolate(golem->level,100,-100); golem->armor[3] = interpolate(golem->level,100,0); golem->gold = 0; golem->timer = 0; golem->damage[DICE_NUMBER] = 8; golem->damage[DICE_TYPE] = 4; golem->damage[DICE_BONUS] = ch->level / 2; char_to_room(golem,ch->in_room); send_to_char("You created a stone golem!\n\r",ch); act("$n creates a stone golem!",ch,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.bitvector = 0; af.modifier = 0; af.location = APPLY_NONE; affect_to_char(ch, &af); SET_BIT(golem->affected_by, AFF_CHARM); golem->master = golem->leader = ch; } void spell_iron_golem( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *gch; CHAR_DATA *golem; AFFECT_DATA af; int i = 0; if (is_affected(ch,sn)) { send_to_char("You lack the power to create another golem right now.\n\r", ch); return; } send_to_char("You attempt to create an iron golem.\n\r",ch); act("$n attempts to create an iron golem.",ch,NULL,NULL,TO_ROOM); for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && ( gch->pIndexData->vnum == MOB_VNUM_IRON_GOLEM ) ) { send_to_char("More golems are more than you can control!\n\r",ch); return; } } golem = create_mobile( get_mob_index(MOB_VNUM_IRON_GOLEM) ); for (i = 0; i < MAX_STATS; i ++) golem->perm_stat[i] = UMIN(25,15 + ch->level/10); golem->perm_stat[STAT_STR] += 3; golem->perm_stat[STAT_INT] -= 1; golem->perm_stat[STAT_CON] += 2; golem->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000) : UMIN( (10 * ch->pcdata->perm_hit) + 1000, 30000); golem->hit = golem->max_hit; golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana; golem->mana = golem->max_mana; golem->level = ch->level; for (i=0; i < 3; i++) golem->armor[i] = interpolate(golem->level,100,-100); golem->armor[3] = interpolate(golem->level,100,0); golem->gold = 0; golem->timer = 0; golem->damage[DICE_NUMBER] = 11; golem->damage[DICE_TYPE] = 5; golem->damage[DICE_BONUS] = ch->level / 2 + 10; char_to_room(golem,ch->in_room); send_to_char("You created an iron golem!\n\r",ch); act("$n creates an iron golem!",ch,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.bitvector = 0; af.modifier = 0; af.location = APPLY_NONE; affect_to_char(ch, &af); SET_BIT(golem->affected_by, AFF_CHARM); golem->master = golem->leader = ch; } void spell_preserve(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int vnum, chance; vnum = obj->pIndexData->vnum; if (vnum != OBJ_VNUM_SEVERED_HEAD && vnum != OBJ_VNUM_TORN_HEART && vnum != OBJ_VNUM_SLICED_ARM && vnum != OBJ_VNUM_SLICED_LEG && vnum != OBJ_VNUM_GUTS && vnum != OBJ_VNUM_BRAINS) { send_to_char("You can't preserve that.\n\r",ch); return; } if (obj->timer > 10) { send_to_char("It's already well preserved.\n\r",ch); return; } chance = get_skill(ch,sn); chance *= 90; if (number_percent() > chance) { act("$n destroys $p.",ch,obj,NULL,TO_ROOM); act("You fail and destroy $p.",ch,obj,NULL,TO_CHAR); extract_obj(obj); return; } printf_to_char( ch, "You surround %s with a magical energy preserving it.\n\r", obj->name ); obj->timer += number_range(level/2,level); return; } void spell_raise_skeleton( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *skeleton; OBJ_DATA *corpse; OBJ_DATA *obj_next; OBJ_DATA *obj; CHAR_DATA *search; AFFECT_DATA af; char *name; char *last_name; char *obj_name; char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; int chance; int z_level; int control; if (is_affected(ch,sn)) { send_to_char("You have not yet regained your powers to animate bones.\n\r",ch); return; } control = 0; for (search = char_list; search != NULL; search = search->next) { if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_ZOMBIE) control += 6; else if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_SKELETON) control += 4; else if (IS_NPC(search) && (search->master == ch) && search->pIndexData->vnum == MOB_VNUM_MUMMY) control += 12; } control += 4; if ((ch->level < 30 && control > 12) || (ch->level < 35 && control > 18) || (ch->level < 40 && control > 24) || (ch->level < 52 && control > 30) || control >= 36) { send_to_char("You already control as many undead as you can.\n\r",ch); return; } if (target_name[0] == '\0') { send_to_char("Animate which skeleton?\n\r",ch); return; } obj_name = str_dup(target_name); corpse = get_obj_here(ch,NULL,obj_name); if (corpse == NULL) { send_to_char("You can't animate that.\n\r",ch); return; } if (corpse->item_type != ITEM_SKELETON) { send_to_char("You can't animate that.\n\r",ch); return; } if (IS_SET(corpse->extra_flags,CORPSE_NO_ANIMATE)) { send_to_char("That skeleton does not have the stability to be animated anymore.\n\r",ch); return; } name = corpse->short_descr; for (obj = corpse->contains; obj != NULL; obj = obj_next) { obj_next = obj->next_content; obj_from_obj(obj); obj->carried_by = ch; obj_to_room(obj,ch->in_room); } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 8; af.modifier = 0; af.location = 0; af.bitvector = 0; affect_to_char(ch,&af); chance = get_skill(ch,sn); if (ch->level < corpse->level) { chance += (4*ch->level); chance -= (3*corpse->level); } chance = URANGE(10,chance,95); if (number_percent() > chance) { act("You fail and destroy $p",ch,corpse,NULL,TO_CHAR); act("$n tries to animate a skeleton but destroys it.",ch,NULL,NULL,TO_ROOM); extract_obj(corpse); return; } act("$n utters an incantation and $p slowly stumbles to it's feet.",ch,corpse,NULL,TO_ROOM); act("$p shudders and slowly stumbles to it's feet!",ch,corpse,NULL,TO_ROOM); act("You invoke the powers of death and $p slowly rises to it's feet.",ch,corpse,NULL,TO_CHAR); skeleton = create_mobile(get_mob_index(MOB_VNUM_SKELETON)); char_to_room(skeleton,ch->in_room); z_level = UMAX(1,corpse->level - number_range(6,11)); skeleton->level = z_level; skeleton->max_hit = (dice(z_level, 12)); skeleton->max_hit += (z_level * 15); skeleton->hit = skeleton->max_hit; skeleton->max_move = (dice(z_level, 12)); skeleton->move = skeleton->max_move; skeleton->damroll += (z_level*2/3); skeleton->alignment = -1000; skeleton->damage[DICE_NUMBER] = 11; skeleton->damage[DICE_BONUS] = ch->level / 2 + 10; last_name = name; last_name = one_argument(corpse->short_descr, name); last_name = one_argument(last_name,name); last_name = one_argument(last_name,name); name = last_name; extract_obj(corpse); sprintf( buf1, "the skeleton of %s", name); sprintf( buf2, "A skeleton of %s is standing here.\n\r", name); free_string(skeleton->short_descr); free_string(skeleton->long_descr); skeleton->short_descr = str_dup(buf1); skeleton->long_descr = str_dup(buf2); add_follower(skeleton,ch); skeleton->leader = ch; af.type = skill_lookup("animate dead"); af.duration = -1; af.bitvector = AFF_CHARM; affect_to_char(skeleton,&af); return; } void spell_forceshield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already force-shielded.\n\r", ch); else act ("$N is already force-shielded.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_AC; af.modifier = (level / 5) * -1; af.bitvector = AFF_FORCE_SHIELD; affect_to_char (victim, &af); act ("A sparkling force-shield encircles $n.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are encircled by a sparkling force-shield.\n\r", victim); return; } void spell_staticshield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are surrounded by static charge.\n\r", ch); else act ("$N is already surrounded by static charge.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_AC; af.modifier = (level / 4) * -1; af.bitvector = AFF_STATIC_SHIELD; affect_to_char (victim, &af); act ("$n is surrounded by a pulse of static charge.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a pulse of static charge.\n\r", victim); return; } void spell_flameshield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already protected by fire.\n\r", ch); else act ("$N is already protected by fire.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = (level / 10); af.location = APPLY_AC; af.modifier = (level / 2) * -1; af.bitvector = AFF_FLAME_SHIELD; affect_to_char (victim, &af); act ("$n is shielded by red walls of flame.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are shielded by red walls of flame.\n\r", victim); return; } void spell_animal_instinct( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already animalistic.\n\r",ch); else act("$N is already animalistic.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/2; af.modifier = level/25; af.location = APPLY_STR; af.bitvector = 0; affect_to_char( victim, &af ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/2; af.modifier = level/20; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You suddenly look like a wild beast!\n\r", victim ); if ( ch != victim ) act("$N suddenly grows fangs and claws!",ch,NULL,victim,TO_CHAR); return; } void spell_powerstorm( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; act( "$n makes a firey blaze of magic engulf the room!", 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)) damage( ch,vch,level / 3 * 2 + dice(25, 25), sn, DAM_FIRE,TRUE); damage( ch,vch,level / 3 * 2 + dice(25, 25), sn, DAM_FIRE,TRUE); continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "A blazing storm of energy rumbles through the area.\n\r", vch ); } return; } void spell_earthdrain( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = ch->move * .90; victim->mana = UMIN( victim->mana + heal, victim->max_mana ); victim->move = 0; update_pos( victim ); send_to_char( "{cThe forces of the earth fill you with energy!{x\n\r", victim ); act( "$n draws magic from the very earth!", ch, NULL, NULL, TO_ROOM ); } /* Fun spell! Does random stat changes, can easily be fixed to add maladicts/benedicts */ void spell_chaos_flare( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; int rnum; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already touched by chaos.\n\r",ch); else act("$N's skin is already touched by chaos.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/3; rnum = number_percent(); if (rnum <= 5) { af.modifier = -30 - level / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Glinting scales form over your skin!\n\r", victim ); if ( ch != victim ) act("$N's skin is suddenly covered with metallic scales.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 15) { af.modifier = level / 20; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Sharp spikes jut out of your skin!\n\r", victim ); if ( ch != victim ) act("$N's skin is suddenly covered with jagged spikes.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 25) { af.modifier = level / 20; af.location = APPLY_HITROLL; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your eyes gleam.\n\r", victim ); if ( ch != victim ) act("$N's eyes gleam.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 35) { af.modifier = level*2; af.location = APPLY_MOVE; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You suddenly grow an extra set of legs!\n\r", victim ); if ( ch != victim ) act("$N suddenly grows an extra set of legs! Yipes!",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 45) { af.modifier = level / 20; af.location = APPLY_CON; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You grow much tougher!\n\r", victim ); if ( ch != victim ) act("$N seems much tougher all of a sudden.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 50) { af.modifier = level / 4; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "{YA blaze of light surrounds you!{x\n\r", victim ); if ( ch != victim ) act("{YA blazing halo surrounds $N!{x",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 65) { af.modifier = 1 - level / 20; af.location = APPLY_DEX; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "One of your arms suddenly turns into a flipper.\n\r", victim ); if ( ch != victim ) act("One of $N's arms turns into a.. dolphin flipper.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 75) { af.modifier = 1 - level / 20; af.location = APPLY_INT; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You suddenly feel very stupid.\n\r", victim ); if ( ch != victim ) act("$N is suddenly looking very stupid.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 85) { af.modifier = level * 3; af.location = APPLY_HIT; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You grow two sizes bigger!\n\r", victim ); if ( ch != victim ) act("$N suddenly gets bigger.. and bigger.. and bigger.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 95) { af.modifier = 1 + level * 2; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You suddenly feel quite vulnerable. They're all out to get you!\n\r", victim ); if ( ch != victim ) act("$N looks might paranoid all of a sudden.",ch,NULL,victim,TO_CHAR); return; } if (rnum <= 100) { af.modifier = 1 - level; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "{cAck! You turn into an oozing gelatinous blob!\n\r", victim ); if ( ch != victim ) act("{c$N's been turned into a green oozing blob!{c",ch,NULL,victim,TO_ROOM); return; } return; } void spell_mantle( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already protected against magic.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = 1 - level / 6; af.location = APPLY_SAVES; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a glowing spell mantle.\n\r", victim ); if ( ch != victim ) act("$N is surrounded by a glowing spell mantle.",ch,NULL,victim,TO_CHAR); return; } void spell_arcane_magic( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int numba; dam = dice( level * 3 / 2, 14 ); numba = number_percent(); if (numba <= 10) { if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_ACID,TRUE); acid_effect(victim,level,dam,TARGET_CHAR); return; } if (numba <= 20) { if ( saves_spell( level, victim, DAM_FIRE ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_FIRE,TRUE); fire_effect(victim,level,dam,TARGET_CHAR); return; } if (numba <= 30) { if ( saves_spell( level, victim, DAM_LIGHTNING ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE); shock_effect(victim,level,dam,TARGET_CHAR); return; } if (numba <= 40) { if ( saves_spell( level, victim, DAM_COLD ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_COLD,TRUE); cold_effect(victim,level,dam,TARGET_CHAR); return; } if (numba <= 50) { if ( saves_spell( level, victim, DAM_HOLY ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_HOLY,TRUE); return; } if (numba <= 60) { if ( saves_spell( level, victim, DAM_LIGHT ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_LIGHT,TRUE); return; } if (numba <= 70) { if ( saves_spell( level, victim, DAM_DROWNING ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_DROWNING,TRUE); return; } if (numba <= 80) { if ( saves_spell( level, victim, DAM_DISEASE ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_DISEASE,TRUE); return; } if (numba <= 90) { if ( saves_spell( level, victim, DAM_SLASH ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_SLASH,TRUE); return; } if (numba <= 100) { if ( saves_spell( level, victim, DAM_NEGATIVE ) ) dam /= 2; dam /=5; damage( ch, victim, dam, sn,DAM_NEGATIVE,TRUE); acid_effect(victim,level,dam,TARGET_CHAR); fire_effect(victim,level,dam,TARGET_CHAR); cold_effect(victim,level,dam,TARGET_CHAR); shock_effect(victim,level,dam,TARGET_CHAR); return; } return; } void spell_animate( int sn, int level, CHAR_DATA *ch, void *vo, int target) { char buf[MAX_STRING_LENGTH]; char arg[MAX_STRING_LENGTH]; MOB_INDEX_DATA *pMobIndex; OBJ_DATA *obj = (OBJ_DATA *) vo; CHAR_DATA *pet; int length; if ((obj->pIndexData->vnum > 17) || (obj->pIndexData->vnum < 12)) { send_to_char( "That's not a body part!\n\r", ch ); return; } pMobIndex = get_mob_index( MOB_VNUM_ANIMATE ); pet = create_mobile( pMobIndex ); SET_BIT(pet->affected_by, AFF_CHARM); pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS; sprintf( buf, "%s{Gis branded with the mark of %s.{x.\n\r", obj->description, ch->name ); free_string( pet->description ); pet->description = str_dup( buf ); free_string( pet->short_descr ); pet->short_descr = str_dup( obj->short_descr ); free_string( pet->name ); pet->name = str_dup( obj->name ); sprintf( buf, "%s", obj->description); length = strlen(buf)-12; strncpy( arg, buf, length); arg[length] = '\0'; sprintf( buf, "%s floating here.\n\r", arg); free_string( pet->long_descr ); pet->long_descr = str_dup( buf ); pet->level = ch->level; char_to_room( pet, ch->in_room ); add_follower( pet, ch ); pet->leader = ch; obj_from_char( obj ); sprintf( buf, "%s floats up and starts following you.\n\r", pet->short_descr); send_to_char( buf, ch); sprintf( buf, "%s floats up and starts following $n.", pet->short_descr); act( buf, ch, NULL, NULL, TO_ROOM); return; } void spell_lifeforce(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *)vo; AFFECT_DATA af; if(victim != ch) { send_to_char("This spell cannot be cast on others.\n\r",ch); return; } if( IS_AFFECTED2(victim,AFF_LIFEFORCE)) { send_to_char("You are already surrounded by a {2green{x shield.\n\r",ch); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level/10; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_LIFEFORCE; affect_to_char( victim, &af ); act( "$n is surrouned by a {2green{x shield.",ch,NULL,NULL,TO_ROOM); send_to_char("You are surrounded by a {2green{x shield.\n\r",victim); sound( "spellb.wav", victim ); return; } void spell_silver_fire(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; send_to_char( "You find the cool calm center within and release all the fury of your magic!\n\r", ch ); act( "$n calls upon the power of all their magic!", ch, NULL, NULL, TO_ROOM ); dam = dice(225 + 20, 20); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); dam = dice(230 + 20, 20); shock_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_FIRE,TRUE ); dam = dice(230 + 20, 20); cold_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_SILVER,TRUE ); dam = dice(225 + 20, 20); damage( ch, victim, dam, sn, DAM_SILVER,TRUE ); dam = dice(230 + 20, 20); fire_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_SILVER, TRUE ); return; } void spell_soulburn(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; act("$n sends {GA{gcrid {GM{gist{x flowing into $N.",ch,NULL,victim,TO_NOTVICT); act("$n sends {GA{gcrid {GM{gist{x flowing into you!",ch,NULL,victim,TO_VICT); act("You send {GA{gcrid {GM{gist{x flowing into $N.",ch,NULL,victim,TO_CHAR); dam = dice(195 + 20, 20); damage( ch, victim, dam, sn, DAM_COLD,TRUE ); dam = dice(175 + 20, 20); cold_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_ACID,TRUE ); dam = dice(195 + 20, 20); damage( ch, victim, dam, sn, DAM_COLD,TRUE ); dam = dice(175 + 20, 20); cold_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_ACID,TRUE ); dam = dice(195 + 20, 20); damage( ch, victim, dam, sn, DAM_COLD, TRUE ); return; } void spell_icelance(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; act("$n creates three large ice and magically impales $N.",ch,NULL,victim,TO_NOTVICT); act("$n creates three large spikes of ice and impales you with them!",ch,NULL,victim,TO_VICT); act("You create three large spikes of ice and magically impale $N.",ch,NULL,victim,TO_CHAR); dam = dice(130 + 15, 18); damage( ch, victim, dam, sn, DAM_COLD,TRUE ); dam = dice(150 + 17, 18); cold_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_ACID,TRUE ); dam = dice(145 + 18, 17); damage( ch, victim, dam, sn, DAM_COLD,TRUE ); dam = dice(175 + 20, 20); cold_effect(victim,level,dam,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_ACID,TRUE ); sound( "spell5.wav", ch ); if ( ch != victim ) sound( "spell5.wav", victim ); return; } void spell_shield_darkness(int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; if( IS_AFFECTED2(ch,AFF_DARKSHIELD)) { send_to_char("You are already surrounded by a {Ddark{x shield.\n\r",ch); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level/10; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DARKSHIELD; affect_to_char( ch, &af ); act( "$n is surrouned by a {Ddark{x shield.",ch,NULL,NULL,TO_ROOM); send_to_char("You are surrounded by a {Ddark{x shield.\n\r",ch); return; } /* Allow a mage to have a weapon dance in their floating spot */ SPELL (spell_dancing_sword) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; AFFECT_DATA *paf; /* Do all the checks here that so the item will float immediatly */ if (obj->item_type != ITEM_WEAPON) { send_to_char("Weapons are the only things that can dance.\n\r",ch); return; } if ((obj->level > ch->level && number_classes(ch) == 1) || (obj->level > ch->level + 5 && number_classes(ch) == 2) || (obj->level > ch->level + 10 && number_classes(ch) == 3) || (obj->level > ch->level + 15 && number_classes(ch) == 4)) { send_to_char("You are too weak to float that weapon.\n\r", ch); return; } if (!remove_obj(ch,WEAR_FLOAT,TRUE)) { send_to_char("Remove your floating item first.\n\r", ch); return; } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->type == sn) { send_to_char("The weapon is already dancing.\n\r", ch); return; } } if (obj->wear_loc != -1) { send_to_char("The item can't be worn.\n\r", ch); return; } /* Okay, should be good to go */ af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = -1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_obj(obj, &af); /* It now will be destroyed */ obj->timer = ch->level; obj->wear_flags -= ITEM_WIELD; obj->wear_flags += ITEM_WEAR_FLOAT; act("$t floats up and dances around $n.",ch,obj->name,NULL,TO_ROOM); act("$t floats around you dancing wildly.",ch,obj->name,NULL,TO_CHAR); /* Use equip_char and not wear_obj to avoid two messages for wearing it */ equip_char(ch,obj,WEAR_FLOAT); return; }