/*************************************************************************** * 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. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "magic.h" bool gsilentdamage; /* command procedures needed */ DECLARE_DO_FUN( do_look ); /* * Local functions. */ void say_spell args( ( CHAR_DATA * ch, int sn ) ); /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; if ( LOWER( name[0] ) == LOWER( skill_table[sn].name[0] ) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA * ch, int sn ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char *old; char *new; }; static const struct syl_type syl_table[] = { {" ", " "}, {"ar", "abra"}, {"au", "kada"}, {"bless", "fido"}, {"blind", "nose"}, {"bur", "mosa"}, {"cu", "judi"}, {"de", "oculo"}, {"en", "unso"}, {"light", "dies"}, {"lo", "hi"}, {"mor", "zak"}, {"move", "sido"}, {"ness", "lacri"}, {"ning", "illa"}, {"per", "duda"}, {"ra", "gru"}, {"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].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch != ch ) act( ch->Class == rch->Class ? buf : buf2, ch, NULL, rch, TO_VICT ); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA * victim ) { int save; save = 50 + ( victim->level - level - victim->saving_throw ) * 5; if ( IS_AFFECTED( victim, AFF_BERSERK ) ) save += victim->level / 2; 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; NEWAFFECT_DATA *naf; 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--; } } } if ( is_newaffected( victim, sn ) ) { for ( naf = victim->newaffected; naf != NULL; naf = naf->next ) { if ( naf->type == sn ) { if ( !saves_dispel( dis_level, naf->level, naf->duration ) ) { newaffect_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 naf->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 arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; /* * Charmed NPC's can't cast spells, but others can. */ if ( IS_NPC( ch ) && IS_AFFECTED( ch, AFF_CHARM ) ) return; target_name = one_argument( argument, arg ); one_argument( target_name, arg2 ); if ( arg[0] == '\0' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if ( IS_SET( ch->act, PLR_JAILED ) ) { send_to_char( "Your magic fizzles and does nothing.", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_NOMAGIC ) ) { send_to_char ( "You are unable to summon the means to cast the spell.\n\r", ch ); return; } if ( ( sn = skill_lookup( arg ) ) < 0 || skill_table[sn].spell_fun == spell_null || ( !IS_NPC( ch ) && ch->level < skill_table[sn].skill_level[ch->Class] ) ) { 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 ( ch->level + 2 == skill_table[sn].skill_level[ch->Class] ) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->Class] ) ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } /* if ( ch == victim ) { send_to_char( "You can't do that to yourself.\n\r", ch ); return; } */ if ( !IS_NPC( ch ) ) { 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 ) { act( "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } vo = ( void * ) victim; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = ( void * ) victim; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) { if ( IS_NPC( ch ) ) { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } else { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = ( void * ) victim; } else vo = ( void * ) ch; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = ( void * ) obj; break; } if ( !IS_NPC( ch ) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats ); if ( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[sn] ) { send_to_char( "You lost your concentration.\n\r", ch ); check_improve( ch, sn, FALSE, 1 ); ch->mana -= mana / 2; } else { ch->mana -= mana; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, vo ); check_improve( ch, sn, TRUE, 1 ); } if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && 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 ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } void do_mpsilentcast( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; /* NPCs only */ if ( !IS_NPC( ch ) ) return; target_name = one_argument( argument, arg ); one_argument( target_name, arg2 ); if ( arg[0] == '\0' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if ( ( sn = skill_lookup( arg ) ) < 0 || ( !IS_NPC( ch ) && ch->level < skill_table[sn].skill_level[ch->Class] ) ) { 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 ( ch->level + 2 == skill_table[sn].skill_level[ch->Class] ) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->Class] ) ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } /* if ( ch == victim ) { send_to_char( "You can't do that to yourself.\n\r", ch ); return; } */ if ( !IS_NPC( ch ) ) { 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; } vo = ( void * ) victim; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = ( void * ) victim; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) { /* send_to_char( "You cannot cast this spell on another.\n\r", ch ); return;*/ if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } vo = ( void * ) victim; } else vo = ( void * ) ch; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = ( void * ) obj; break; } if ( !IS_NPC( ch ) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } WAIT_STATE( ch, skill_table[sn].beats ); if ( !IS_NPC( ch ) && number_percent( ) > ch->pcdata->learned[sn] ) { send_to_char( "You lost your concentration.\n\r", ch ); check_improve( ch, sn, FALSE, 1 ); ch->mana -= mana / 2; } else { ch->mana -= mana; gsilentdamage = TRUE; ( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, vo ); check_improve( ch, sn, TRUE, 1 ); /* If supermob is doing the casting, don't let a fight start */ if ( IS_NPC( ch ) && ch->pIndexData->vnum == MOB_VNUM_SUPERMOB ) stop_fighting( ch, TRUE ); gsilentdamage = FALSE; } if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim != ch && victim->master != ch ) { if ( IS_NPC( ch ) && ch->pIndexData->vnum == MOB_VNUM_SUPERMOB ) { return; } else { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) { void *vo; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( is_safe_spell( ch, victim, FALSE ) && ch != victim ) { send_to_char( "Something isn't right...\n\r", ch ); return; } vo = ( void * ) victim; break; case TAR_CHAR_DEFENSIVE: if ( victim == NULL ) victim = ch; vo = ( void * ) victim; break; case TAR_CHAR_SELF: vo = ( void * ) ch; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = ( void * ) obj; break; } target_name = ""; ( *skill_table[sn].spell_fun ) ( sn, level, ch, vo ); if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim != 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 ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* Immortal Spell-up command * Donated to EmberMUD by Ian * of Shadowforge MUD */ void do_spellup( CHAR_DATA * ch, char *argument ) { CHAR_DATA *victim; DESCRIPTOR_DATA *d; char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; int level, sn; SPELL_FUN *spell; argument = one_argument( argument, arg ); level = MAX_LEVEL; if ( arg[0] == '\0' ) { send_to_char( "Syntax: spellup <char>\n\r" "{w spellup all\n\r", ch ); return; } if ( get_trust( ch ) >= MAX_LEVEL - 1 && !str_cmp( arg, "all" ) ) { /* cure all */ for ( d = descriptor_list; d != NULL; d = d->next ) { victim = d->character; if ( victim == NULL || IS_NPC( victim ) || victim == ch ) continue; spell = spell_cancellation; sn = skill_lookup( "cancellation" ); spell( sn, level, ch, victim ); spell = spell_giant_strength; sn = skill_lookup( "giant strength" ); spell( sn, level, ch, victim ); spell = spell_fly; sn = skill_lookup( "fly" ); spell( sn, level, ch, victim ); spell = spell_frenzy; sn = skill_lookup( "frenzy" ); spell( sn, level, ch, victim ); spell = spell_sanctuary; sn = skill_lookup( "sanctuary" ); spell( sn, level, ch, victim ); spell = spell_armor; sn = skill_lookup( "armor" ); spell( sn, level, ch, victim ); spell = spell_invis; sn = skill_lookup( "invis" ); spell( sn, level, ch, victim ); spell = spell_bless; sn = skill_lookup( "bless" ); spell( sn, level, ch, victim ); spell = spell_protection; sn = skill_lookup( "protection" ); spell( sn, level, ch, victim ); spell = spell_pass_door; sn = skill_lookup( "pass door" ); spell( sn, level, ch, victim ); spell = spell_shield; sn = skill_lookup( "shield" ); spell( sn, level, ch, victim ); spell = spell_haste; sn = skill_lookup( "haste" ); spell( sn, level, ch, victim ); act( "$n has given you an immortal spellup.", ch, NULL, victim, TO_VICT ); /* sprintf(buf, "\n\r\n\rYou have been given an Immortal spellup from %s\n\r", ch->name ); send_to_char(buf, victim);*/ } sprintf( buf, "\n\r\n\rAll active players spelled up.\n\r" ); send_to_char( buf, ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char( "No such player on right now.\n\r", ch ); return; } else spell = spell_cancellation; sn = skill_lookup( "cancellation" ); spell( sn, level, ch, victim ); spell = spell_giant_strength; sn = skill_lookup( "giant strength" ); spell( sn, level, ch, victim ); spell = spell_fly; sn = skill_lookup( "fly" ); spell( sn, level, ch, victim ); spell = spell_frenzy; sn = skill_lookup( "frenzy" ); spell( sn, level, ch, victim ); spell = spell_sanctuary; sn = skill_lookup( "sanctuary" ); spell( sn, level, ch, victim ); spell = spell_armor; sn = skill_lookup( "armor" ); spell( sn, level, ch, victim ); /* spell = spell_stone_skin; sn = skill_lookup("stone skin"); spell(sn,level,ch,victim); */ spell = spell_invis; sn = skill_lookup( "invis" ); spell( sn, level, ch, victim ); spell = spell_bless; sn = skill_lookup( "bless" ); spell( sn, level, ch, victim ); spell = spell_protection; sn = skill_lookup( "protection" ); spell( sn, level, ch, victim ); spell = spell_pass_door; sn = skill_lookup( "pass door" ); spell( sn, level, ch, victim ); spell = spell_shield; sn = skill_lookup( "shield" ); spell( sn, level, ch, victim ); spell = spell_haste; sn = skill_lookup( "haste" ); spell( sn, level, ch, victim ); act( "$n has given you an immortal spellup.", ch, NULL, victim, TO_VICT ); /* sprintf(buf, "\n\r\n\rYou have been given an Immortal spellup from %s\n\r", ch->name ); send_to_char(buf, victim); */ sprintf( buf, "\n\r\n\rYou have given %s an Immortal spellup.\n\r", victim->name ); send_to_char( buf, ch ); } /* * Spell functions. */ void spell_acid_blast( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( level, 10 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "$n grins as acid erupts from $s hand.", ch, NULL, NULL, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_ACID ); return; } void spell_armor( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) send_to_char( "You are already protected.\n\r", ch ); else act( "$N is already armored.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel someone protecting you.\n\r", victim ); if ( ch != victim ) act( "$N is protected by your magic.", ch, NULL, victim, TO_CHAR ); return; } void spell_bless( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) { if ( victim == ch ) send_to_char( "You are already blessed.\n\r", ch ); else act( "$N already has divine favor.", ch, NULL, victim, TO_CHAR ); return; } af.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 $N the favor of your god.", ch, NULL, victim, TO_CHAR ); return; } void spell_blindness( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_BLIND ) || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1 + level; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); act( "$n appears to be blinded.", victim, NULL, NULL, TO_ROOM ); return; } void spell_burning_hands( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "Jets of flame erupt from $n's hands.", ch, NULL, NULL, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_FIRE ); return; } void spell_call_lightning( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if ( !IS_OUTSIDE( ch ) ) { send_to_char( "You must be out of doors.\n\r", ch ); return; } if ( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return; } dam = dice( level / 2, 8 ); send_to_char( "The gods' lightning strikes your foes!\n\r", ch ); act( "$n calls the gods' 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, NULL, saves_spell( level, vch ) ? dam / 2 : dam, sn, DAM_LIGHTNING ); 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 ) { 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.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 ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; bool found = FALSE; level += 2; /* Commenting out part so that npc's may cancel players * this is so the healer can cast cancellation. */ 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 $mself again.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You feel more like yourself again.\n\r", victim ); } if ( check_dispel( level, victim, skill_lookup( "charm person" ) ) ) { found = TRUE; act( "$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 hidden" ) ) ) found = TRUE; if ( check_dispel( level, victim, skill_lookup( "detect invis" ) ) ) found = TRUE; if ( check_dispel( level, victim, skill_lookup( "detect hidden" ) ) ) 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" ) ) ) 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 $n vanishes.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel( level, victim, skill_lookup( "sleep" ) ) ) found = TRUE; if ( check_dispel( level, victim, skill_lookup( "stone skin" ) ) ) { act( "$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 ( check_dispel( level, victim, skill_lookup( "web" ) ) ) { act( "The webs around $n disolve.", 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 ) { damage( ch, ( CHAR_DATA * ) vo, NULL, dice( 1, 8 ) + level / 3, sn, DAM_HARM ); return; } void spell_cause_critical( int sn, int level, CHAR_DATA * ch, void *vo ) { damage( ch, ( CHAR_DATA * ) vo, NULL, dice( 3, 8 ) + level - 6, sn, DAM_HARM ); return; } void spell_cause_serious( int sn, int level, CHAR_DATA * ch, void *vo ) { damage( ch, ( CHAR_DATA * ) vo, NULL, dice( 2, 8 ) + level / 2, sn, DAM_HARM ); return; } void spell_chain_lightning( int sn, int level, CHAR_DATA * ch, void *vo ) { 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 /= 3; damage( ch, victim, NULL, dam, sn, DAM_LIGHTNING ); 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 /= 3; damage( ch, tmp_vict, NULL, dam, sn, DAM_LIGHTNING ); 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 $n...whoops!", ch, NULL, NULL, TO_ROOM ); send_to_char( "You are struck by your own lightning!\n\r", ch ); dam = dice( level, 6 ); if ( saves_spell( level, ch ) ) dam /= 3; damage( ch, ch, NULL, dam, sn, DAM_LIGHTNING ); level -= 4; /* decrement damage */ if ( ch == NULL ) return; } /* now go back and find more targets */ } } void spell_change_sex( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) send_to_char( "You've already been changed.\n\r", ch ); else act( "$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR ); return; } if ( saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel different.\n\r", victim ); act( "$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 ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } if ( IS_AFFECTED( victim, AFF_CHARM ) || IS_AFFECTED( ch, AFF_CHARM ) || level < victim->level || IS_SET( victim->imm_flags, IMM_CHARM ) || saves_spell( level, victim ) ) { 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.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) { act( "$N looks at you with adoring eyes.", ch, NULL, victim, TO_CHAR ); } return; } void spell_chill_touch( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( !saves_spell( level, victim ) ) { act( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM ); 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, NULL, dam, sn, DAM_COLD ); return; } void spell_colour_spray( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; else spell_blindness( skill_lookup( "blindness" ), level / 2, ch, ( void * ) victim ); act( "A rainbow shoots from $n's hand.", ch, NULL, NULL, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_LIGHT ); return; } void spell_continual_light( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *light; light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room( light, ch->in_room ); act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_control_weather( int sn, int level, CHAR_DATA * ch, void *vo ) { if ( !str_cmp( target_name, "better" ) ) weather_info.change += dice( level / 3, 4 ); else if ( !str_cmp( target_name, "worse" ) ) weather_info.change -= dice( level / 3, 4 ); else send_to_char( "Do you want it to get better or worse?\n\r", ch ); send_to_char( "Ok.\n\r", ch ); return; } void spell_create_food( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = 5 + level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } void spell_create_spring( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *spring; spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 ); spring->timer = level; obj_to_room( spring, ch->in_room ); act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); return; } void spell_create_water( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj = ( OBJ_DATA * ) vo; int water; if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\n\r", ch ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return; } water = UMIN( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ), obj->value[0] - obj->value[1] ); if ( water > 0 ) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if ( !is_name( "water", obj->name ) ) { sprintf( buf, "%s water", obj->name ); free_string( &obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( !is_affected( victim, gsn_blindness ) ) { if ( victim == ch ) send_to_char( "You aren't blind.\n\r", ch ); else act( "$N doesn't appear to be blinded.", ch, NULL, victim, TO_CHAR ); return; } if ( check_dispel( level, victim, gsn_blindness ) ) { send_to_char( "Your vision returns!\n\r", victim ); act( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM ); if ( victim != ch ) gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level ) / 2 ); } else send_to_char( "Spell failed.\n\r", ch ); } void spell_cure_critical( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; if ( ( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && IS_NPC( victim ) && !( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) ) ) { send_to_char( "Why would you want to do that?\n\r", ch ); return; } else 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 ); gain_exp( ch, ( int ) ( 1.25 * cast_xp_compute( ch, ch, ch->level, 1, UMIN( heal, victim->max_hit - victim->hit ) ) ) ); } return; } /* RT added to cure plague */ void spell_cure_disease( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( !is_affected( victim, gsn_plague ) ) { if ( victim == ch ) send_to_char( "You aren't ill.\n\r", ch ); else act( "$N doesn't appear to be diseased.", ch, NULL, victim, TO_CHAR ); return; } if ( check_dispel( level, victim, gsn_plague ) ) { send_to_char( "Your sores vanish.\n\r", victim ); act( "$n looks relieves as $s sores vanish.", victim, NULL, NULL, TO_ROOM ); if ( ch != victim ) gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level ) / 2 ); } else send_to_char( "Spell failed.\n\r", ch ); } void spell_cure_light( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; if ( ( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && IS_NPC( victim ) && !( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) ) ) { send_to_char( "Why would you want to do that?\n\r", ch ); return; } else heal = dice( 1, 8 ) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) { send_to_char( "Ok.\n\r", ch ); gain_exp( ch, ( int ) ( 2.25 * cast_xp_compute( ch, ch, ch->level, 1, UMIN( heal, victim->max_hit - victim->hit ) ) ) ); } return; } void spell_cure_poison( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( !is_affected( victim, gsn_poison ) ) { if ( victim == ch ) send_to_char( "You aren't poisoned.\n\r", ch ); else act( "$N doesn't appear to be poisoned.", ch, NULL, victim, TO_CHAR ); return; } if ( check_dispel( level, victim, gsn_poison ) ) { send_to_char( "A warm feeling runs through your body.\n\r", victim ); act( "$n looks much better.", victim, NULL, NULL, TO_ROOM ); if ( ch != victim ) gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level ) / 2 ); } else send_to_char( "Spell failed.\n\r", ch ); } void spell_cure_serious( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; if ( ( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && IS_NPC( victim ) && !( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) ) ) { send_to_char( "Why would you want to do that?\n\r", ch ); return; } else heal = dice( 2, 8 ) + level / 2; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) { send_to_char( "Ok.\n\r", ch ); gain_exp( ch, ( int ) ( 1.75 * cast_xp_compute( ch, ch, ch->level, 1, UMIN( heal, victim->max_hit - victim->hit ) ) ) ); } return; } void spell_curse( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_CURSE ) || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_HITROLL; af.modifier = -1 * ( level / 8 ); af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) act( "$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 ) { 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 ); } ch->alignment = UMAX( -1000, ch->alignment - 50 ); if ( victim != ch ) { act( "$n calls forth the demons of Hell upon $N!", ch, NULL, victim, TO_ROOM ); act( "$n has assailed you with the demons of Hell!", ch, NULL, victim, TO_VICT ); send_to_char( "You conjure forth the demons of hell!\n\r", ch ); } dam = dice( level, 10 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_NEGATIVE ); } void spell_detect_evil( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_EVIL ) ) { if ( victim == ch ) send_to_char( "You can already sense evil.\n\r", ch ); else act( "$N can already detect evil.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_hidden( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_HIDDEN ) ) { if ( victim == ch ) send_to_char( "You are already as alert as you can be. \n\r", ch ); else act( "$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR ); return; } af.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 ) { 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( "$N can already see invisible things.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_DETECT_MAGIC ) ) { if ( victim == ch ) send_to_char( "You can already sense magical auras.\n\r", ch ); else act( "$N can already detect magic.", ch, NULL, victim, TO_CHAR ); return; } af.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 ) { 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 ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( !IS_NPC( ch ) && IS_EVIL( ch ) ) victim = ch; if ( IS_GOOD( victim ) ) { act( "The gods protect $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL( victim ) ) { act( "$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 /= 2; damage( ch, victim, NULL, dam, sn, DAM_HOLY ); return; } /* modified for enhanced use */ void spell_dispel_magic( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; bool found = FALSE; if ( saves_spell( level, victim ) ) { 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 hidden" ) ) ) found = TRUE; if ( check_dispel( level, victim, skill_lookup( "detect invis" ) ) ) found = TRUE; found = TRUE; if ( check_dispel( level, victim, skill_lookup( "detect hidden" ) ) ) 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" ) ) ) 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 $n vanishes.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel( level, victim, skill_lookup( "sleep" ) ) ) found = TRUE; if ( check_dispel( level, victim, skill_lookup( "stone skin" ) ) ) { act( "$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 ( check_dispel( level, victim, skill_lookup( "web" ) ) ) { act( "The webs around $n disolve.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( found ) send_to_char( "Ok.\n\r", ch ); else send_to_char( "Spell failed.\n\r", ch ); } void spell_earthquake( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && !is_safe_spell( ch, vch, TRUE ) ) { if ( IS_AFFECTED( vch, AFF_FLYING ) ) damage( ch, vch, NULL, 0, sn, DAM_BASH ); else damage( ch, vch, NULL, level + dice( 2, 8 ), sn, DAM_BASH ); } 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 ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if ( obj->item_type != ITEM_ARMOR ) { send_to_char( "That isn't an armor.\n\r", ch ); return; } if ( obj->wear_loc != -1 ) { send_to_char( "The item must be carried to be enchanted.\n\r", ch ); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if ( !obj->enchanted ) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; ac_bonus = ( ac_bonus * -1 ); ac_bonus = ( ac_bonus / 5 ); if ( ac_bonus <= 1 ) { ac_bonus = 1; } 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, 95 ); 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 / 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; paf->next = affect_free; affect_free = 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 ) { if ( affect_free == NULL ) af_new = alloc_perm( sizeof( *af_new ) ); else { af_new = affect_free; affect_free = affect_free->next; } af_new->next = obj->affected; obj->affected = af_new; 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( "$p shimmers with a gold aura.", ch, obj, NULL, TO_CHAR ); act( "$p shimmers with a gold aura.", ch, obj, NULL, TO_ROOM ); SET_BIT( obj->extra_flags, ITEM_MAGIC ); added = -5; } 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 = -10; } /* 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 */ { if ( affect_free == NULL ) paf = alloc_perm( sizeof( *paf ) ); else { paf = affect_free; affect_free = affect_free->next; } 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 ) { 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; } /* 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; paf->next = affect_free; affect_free = 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 ) { if ( affect_free == NULL ) af_new = alloc_perm( sizeof( *af_new ) ); else { af_new = affect_free; affect_free = affect_free->next; } af_new->next = obj->affected; obj->affected = af_new; 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 */ { if ( affect_free == NULL ) paf = alloc_perm( sizeof( *paf ) ); else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if ( hit_found ) { for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL ) { paf->type = sn; paf->modifier += added; paf->level = UMAX( paf->level, level ); if ( paf->modifier > 4 ) SET_BIT( obj->extra_flags, ITEM_HUM ); } } } else /* add a new affect */ { if ( affect_free == NULL ) paf = alloc_perm( sizeof( *paf ) ); else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( saves_spell( level, victim ) ) { send_to_char( "You feel a momentary chill.\n\r", victim ); return; } ch->alignment = UMAX( -1000, ch->alignment - 50 ); if ( victim->level <= 2 ) { dam = ch->hit + 1; } else { gain_exp( victim, 0 - 5 * 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, NULL, dam, sn, DAM_NEGATIVE ); return; } void spell_fireball( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "$n smirks and throws a fireball at $N.", ch, NULL, victim, TO_NOTVICT ); act( "You throw a fireball at $N.", ch, NULL, victim, TO_CHAR ); act( "$n smirks, and throws a fireball at you.", ch, NULL, victim, TO_VICT ); damage( ch, victim, NULL, dam, sn, DAM_FIRE ); return; } void spell_flamestrike( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( 6, 8 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "$n calls down a column of fire from the sky.", ch, NULL, NULL, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_FIRE ); return; } void spell_faerie_fire( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_FAERIE_FIRE ) ) return; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$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 ) { CHAR_DATA *ich; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if ( !IS_NPC( ich ) && IS_SET( ich->act, PLR_WIZINVIS ) ) continue; if ( ich == ch || saves_spell( level, ich ) ) continue; affect_strip( ich, gsn_invis ); affect_strip( ich, gsn_mass_invis ); affect_strip( ich, gsn_sneak ); REMOVE_BIT( ich->affected_by, AFF_HIDE ); REMOVE_BIT( ich->affected_by, AFF_INVISIBLE ); REMOVE_BIT( ich->affected_by, AFF_SNEAK ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } return; } void spell_fly( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_FLYING ) ) { if ( victim == ch ) send_to_char( "You are already airborne.\n\r", ch ); else act( "$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } /* RT clerical berserking spell */ void spell_frenzy( int sn, int level, CHAR_DATA * ch, void *vo ) { 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 $N", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; affect_to_char( victim, &af ); af.modifier = 10 * ( level / 6 ); af.location = APPLY_AC; affect_to_char( victim, &af ); send_to_char( "You are filled with holy wrath!\n\r", victim ); act( "$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 ) { CHAR_DATA *victim; extern bool chaos; bool gate_pet; if ( ( ( victim = get_char_world( ch, target_name ) ) == NULL ) ) { send_to_char ( "A disturbance in the planar fabric prevents your transportation.\n\r", ch ); return; } if ( NOSUMMONFULL == 1 ) { if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( victim->in_room->room_flags, ROOM_NOMAGIC ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) || ( !IS_NPC( victim ) && IS_SET( victim->in_room->room_flags, ROOM_LAW ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your transponsportation", ch ); return; } } if ( IS_NPC( victim ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( victim->in_room->room_flags, ROOM_NOMAGIC ) || IS_SET( ch->in_room->room_flags, ROOM_NOMAGIC ) || victim->level >= ch->level + NOSUMMONLEVELMOB || ( chaos ) || IS_SET( victim->imm_flags, IMM_SUMMON ) || saves_spell( level, victim ) ) { send_to_char ( "A disturbance in the planar fabric prevents your transportation.\n\r", ch ); return; } } if ( !IS_NPC( victim ) && !IS_SET( victim->act, PLR_KILLER ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= ch->level + NOSUMMONLEVELNONPK || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your transportation.\n\r", ch ); return; } } if ( NOSUMMONPKSAME == 1 && IS_SET( victim->act, PLR_KILLER ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level > ch->level + NOSUMMONLEVELPK || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) && victim->level > ch->level + NOSUMMONLEVELPK ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your transportation.\n\r", ch ); return; } } if ( IS_SET( victim->act, PLR_KILLER ) && NOSUMMONPKSAME == 0 ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || ( chaos ) || ( ch->level > ( victim->level + NOSUMMONLEVELPK ) || victim->level > ( ch->level + NOSUMMONLEVELPK ) ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) && ( ch->level > ( victim->level + NOSUMMONLEVELPK ) || victim->level > ( ch->level + NOSUMMONLEVELPK ) ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your transportation.\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( "$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM ); do_look( ch, "auto" ); if ( gate_pet ) { act( "$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_look( ch->pet, "auto" ); } } void spawn_portal( int vnum1, int vnum2 ) { OBJ_DATA *obj; int decay; decay = number_range( 3, 6 ); obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); obj->value[0] = vnum1; obj->timer = decay; obj_to_room( obj, get_room_index( vnum2 ) ); obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); obj->value[0] = vnum2; obj->timer = decay; obj_to_room( obj, get_room_index( vnum1 ) ); return; } void spell_nexus( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; extern bool chaos; if ( ( ( victim = get_char_world( ch, target_name ) ) == NULL ) ) { send_to_char ( "A disturbance in the planar fabric prevents your portal from opening.\n\r", ch ); return; } if ( NOSUMMONFULL == 1 ) { if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your portal from opening.", ch ); return; } } if ( IS_NPC( victim ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || ( IS_SET( victim->in_room->room_flags, ROOM_NOMAGIC ) ) || ( IS_SET( ch->in_room->room_flags, ROOM_NOMAGIC ) ) || victim->level >= ch->level + NOSUMMONLEVELMOB || ( chaos ) || IS_SET( victim->imm_flags, IMM_SUMMON ) || saves_spell( level, victim ) ) { send_to_char ( "A disturbance in the planar fabric prevents your portal from opening.\n\r", ch ); return; } } if ( !IS_NPC( victim ) && !IS_SET( victim->act, PLR_KILLER ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= ch->level + NOSUMMONLEVELNONPK || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your portal from opening.\n\r", ch ); return; } } if ( NOSUMMONPKSAME == 1 && IS_SET( victim->act, PLR_KILLER ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level > ch->level + NOSUMMONLEVELPK || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) && victim->level > ch->level + NOSUMMONLEVELPK ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your portal from opening.\n\r", ch ); return; } } if ( IS_SET( victim->act, PLR_KILLER ) && NOSUMMONPKSAME == 0 ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || ( chaos ) || ( ch->level > ( victim->level + NOSUMMONLEVELPK ) || victim->level > ( ch->level + NOSUMMONLEVELPK ) ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) && ( ch->level > ( victim->level + NOSUMMONLEVELPK ) || victim->level > ( ch->level + NOSUMMONLEVELPK ) ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your portal from opening.\n\r", ch ); return; } } spawn_portal( ch->in_room->vnum, victim->in_room->vnum ); act( "$n waves his hands and a portal appears out of thin air.", ch, NULL, NULL, TO_ROOM ); send_to_char ( "As you wave your hands, a portal appears in front of you.\n\r", ch ); } void spell_giant_strength( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) send_to_char( "You are already as strong as you can get!\n\r", ch ); else act( "$N can't get any stronger.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + ( level >= 18 ) + ( level >= 25 ) + ( level >= 32 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your muscles surge with heightened power!\n\r", victim ); act( "$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 ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = UMAX( 20, victim->hit - dice( 1, 4 ) ); if ( saves_spell( level, victim ) ) dam = UMIN( 50, dam / 2 ); dam = UMIN( 100, dam ); damage( ch, victim, NULL, dam, sn, DAM_HARM ); return; } /* RT haste spell */ void spell_haste( int sn, int level, CHAR_DATA * ch, void *vo ) { 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 $e can.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; if ( victim == ch ) af.duration = level / 2; else af.duration = level / 4; af.location = APPLY_DEX; af.modifier = 1 + ( level >= 18 ) + ( level >= 25 ) + ( level >= 32 ); af.bitvector = AFF_HASTE; affect_to_char( victim, &af ); send_to_char( "You feel yourself moving more quickly.\n\r", victim ); act( "$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 ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( ( !IS_IMMORTAL( ch ) && !IS_NPC( ch ) && IS_NPC( victim ) && !( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim ) ) ) { send_to_char( "Why would you want to do that?\n\r", ch ); return; } else 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( "A healing power flows through you.\n\r", ch ); gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, UMIN( 100, victim->max_hit - victim->hit ) ) ); } return; } /* RT really nasty high-level attack spell */ void spell_holy_word( int sn, int level, CHAR_DATA * ch, void *vo ) { 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( "$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM ); send_to_char( "You utter a word of divine power.\n\r", ch ); for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( ( IS_GOOD( ch ) && IS_GOOD( vch ) ) || ( IS_EVIL( ch ) && IS_EVIL( vch ) ) || ( IS_NEUTRAL( ch ) && IS_NEUTRAL( vch ) ) ) { send_to_char( "You feel full more powerful.\n\r", vch ); spell_frenzy( frenzy_num, level, ch, ( void * ) vch ); spell_bless( bless_num, level, ch, ( void * ) vch ); } else if ( ( IS_GOOD( ch ) && IS_EVIL( vch ) ) || ( IS_EVIL( ch ) && IS_GOOD( vch ) ) ) { if ( !is_safe_spell( ch, vch, TRUE ) ) { spell_curse( curse_num, level, ch, ( void * ) vch ); act( "$n screams in agony as a holy word is burned into $s body", vch, NULL, NULL, TO_NOTVICT ); send_to_char( "You are struck down!\n\r", vch ); dam = dice( level, 6 ); damage( ch, vch, NULL, dam, sn, DAM_HOLY ); } } else if ( IS_NEUTRAL( ch ) ) { if ( !is_safe_spell( ch, vch, TRUE ) ) { spell_curse( curse_num, level / 2, ch, ( void * ) vch ); act( "$n screams in agony as a holy word is burned into $s body", vch, NULL, NULL, TO_NOTVICT ); send_to_char( "You are struck down!\n\r", vch ); dam = dice( level, 4 ); damage( ch, vch, NULL, dam, sn, DAM_HOLY ); } } } send_to_char( "You feel drained.\n\r", ch ); gain_exp( ch, -1 * number_range( 1, 10 ) * 10 ); ch->move = 0; ch->hit /= 2; } void spell_identify( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_type_name( obj ), extra_bit_name( obj->extra_flags ), obj->weight, obj->cost, obj->level ); send_to_char( buf, ch ); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: 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 ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: 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; } 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 ); break; case ITEM_ARMOR: sprintf( buf, "Armor class 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 ); } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } return; } void spell_infravision( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_INFRARED ) ) { 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( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); return; } void spell_invis( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_INVISIBLE ) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); return; } void spell_know_alignment( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$N has a pure and good aura."; else if ( ap > 350 ) msg = "$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 = "$N is the embodiment of pure evil!."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_lightning_bolt( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "$n directs a bolt of lightning at $N.", ch, NULL, victim, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_LIGHTNING ); return; } void spell_locate_object( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf[MAX_STRING_LENGTH]; char buffer[4 * MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; buffer[0] = '\0'; max_found = IS_IMMORTAL( ch ) ? 200 : 2 * level; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) || ( !IS_IMMORTAL( ch ) && 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 ) { sprintf( buf, "%s carried by %s\n\r", obj->short_descr, PERS( in_obj->carried_by, ch ) ); } else { if ( IS_IMMORTAL( ch ) && in_obj->in_room != NULL ) sprintf( buf, "%s in %s [Room %d]\n\r", obj->short_descr, in_obj->in_room->name, in_obj->in_room->vnum ); else sprintf( buf, "%s in %s\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER( buf[0] ); strcat( buffer, buf ); if ( number >= max_found ) break; } if ( !found ) send_to_char( "Nothing like that in heaven or earth.\n\r", ch ); else if ( ch->lines ) page_to_char( buffer, ch ); else send_to_char( buffer, ch ); return; } void spell_magic_missile( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; /* static const sh_int dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14 }; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); */ if ( level > 25 ) dam = dice( 3, 6 ); /*else */ dam = ( dice( level / 5, 3 ) + ( level / 10 ) ); if ( saves_spell( level, victim ) ) dam /= 2; act( "A green glowing arrow fires from $n's outstretched hand.", ch, NULL, NULL, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_ENERGY ); return; } void spell_mass_healing( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup( "heal" ); refresh_num = skill_lookup( "refresh" ); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( ( IS_NPC( ch ) && IS_NPC( gch ) ) || ( !IS_NPC( ch ) && !IS_NPC( gch ) ) ) { spell_heal( heal_num, level, ch, ( void * ) gch ); spell_refresh( refresh_num, level, ch, ( void * ) gch ); } } } void spell_mass_invis( int sn, int level, CHAR_DATA * ch, void *vo ) { AFFECT_DATA af; CHAR_DATA *gch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( !is_same_group( gch, ch ) || IS_AFFECTED( gch, AFF_INVISIBLE ) ) continue; act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade out of existence.\n\r", gch ); af.type = sn; af.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 ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_PASS_DOOR ) ) { if ( victim == ch ) send_to_char( "You are already out of phase.\n\r", ch ); else act( "$N is already shifted out of phase.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$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 ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( saves_spell( level, victim ) || ( 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( "$N seems to be unaffected.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level * 3 / 4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join( victim, &af ); send_to_char ( "You scream in agony as plague sores erupt from your skin.\n\r", victim ); act( "$n screams in agony as plague sores erupt from $s skin.", victim, NULL, NULL, TO_ROOM ); } void spell_poison( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( saves_spell( level, victim ) ) { act( "$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.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( "$n looks very ill.", victim, NULL, NULL, TO_ROOM ); return; } void spell_protection( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_PROTECT ) ) { if ( victim == ch ) send_to_char( "You are already protected.\n\r", ch ); else act( "$N is already protected.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PROTECT; affect_to_char( victim, &af ); send_to_char( "You feel protected.\n\r", victim ); if ( ch != victim ) act( "$N is protected from harm.", ch, NULL, victim, TO_CHAR ); return; } void spell_refresh( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; victim->move = UMIN( victim->move + level, victim->max_move ); if ( victim->max_move == victim->move ) send_to_char( "You feel fully refreshed!\n\r", victim ); else send_to_char( "You feel less tired.\n\r", victim ); if ( ch != victim ) { send_to_char( "Ok.\n\r", ch ); gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level ) / 2 ); } return; } void spell_remove_curse( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; bool found = FALSE; OBJ_DATA *obj; int iWear; if ( check_dispel( level, victim, gsn_curse ) ) { send_to_char( "You feel better.\n\r", victim ); act( "$n looks more relaxed.", victim, NULL, NULL, TO_ROOM ); } for ( iWear = 0; ( iWear < MAX_WEAR && !found ); iWear++ ) { if ( ( obj = get_eq_char( victim, iWear ) ) == NULL ) continue; if ( IS_OBJ_STAT( obj, ITEM_NODROP ) || IS_OBJ_STAT( obj, ITEM_NOREMOVE ) ) { /* 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( "$p glows blue.", victim, obj, NULL, TO_CHAR ); act( "$p glows blue.", victim, obj, NULL, TO_ROOM ); if ( ch != victim ) gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level ) / 2 ); } } } for ( obj = victim->carrying; ( obj != NULL && !found ); obj = obj->next_content ) { if ( IS_OBJ_STAT( obj, ITEM_NODROP ) || IS_OBJ_STAT( obj, ITEM_NOREMOVE ) ) { /* 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 $p glows blue.", victim, obj, NULL, TO_ROOM ); if ( ch != victim ) gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level ) / 2 ); } } } } void spell_sanctuary( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_SANCTUARY ) ) { if ( victim == ch ) send_to_char( "You are already in sanctuary.\n\r", ch ); else act( "$N is already in sanctuary.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = number_fuzzy( level / 6 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); return; } void spell_shield( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) send_to_char( "You are already shielded from harm.\n\r", ch ); else act( "$N is already protected by a shield.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); return; } void spell_shocking_grasp( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 ); level = UMAX( 0, level ); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "$n grabs hold of you and shocks you.", ch, NULL, victim, TO_VICT ); act( "$n grabs hold of $N and shocks $M.", ch, NULL, victim, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_LIGHTNING ); return; } void spell_sleep( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_SLEEP ) || ( IS_NPC( victim ) && IS_SET( victim->act, ACT_UNDEAD ) ) || level < victim->level || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE( victim ) ) { send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } void spell_stone_skin( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { if ( victim == ch ) send_to_char( "Your skin is already as hard as a rock.\n\r", ch ); else act( "$N is already as hard as can be.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( victim, &af ); act( "$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 ) { CHAR_DATA *victim; extern bool chaos; if ( ( ( victim = get_char_world( ch, target_name ) ) == NULL ) ) { send_to_char ( "A disturbance in the planar fabric prevents your summons.\n\r", ch ); return; } if ( NOSUMMONFULL == 1 ) { if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your summons.\n\r", ch ); return; } } if ( IS_NPC( victim ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= ch->level + NOSUMMONLEVELMOB || ( chaos ) || IS_SET( victim->imm_flags, IMM_SUMMON ) || saves_spell( level, victim ) ) { send_to_char ( "A disturbance in the planar fabric prevents your summons.\n\r", ch ); return; } } if ( !IS_NPC( victim ) && !IS_SET( victim->act, PLR_KILLER ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= ch->level + NOSUMMONLEVELNONPK || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your summons.\n\r", ch ); return; } } if ( NOSUMMONPKSAME == 1 && IS_SET( victim->act, PLR_KILLER ) ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level > ch->level + NOSUMMONLEVELPK || ( chaos ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NOMAGIC ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) && victim->level > ch->level + NOSUMMONLEVELPK ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your summons.\n\r", ch ); return; } } if ( IS_SET( victim->act, PLR_KILLER ) && NOSUMMONPKSAME == 0 ) { if ( victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) || ( chaos ) || ( ch->level > ( victim->level + NOSUMMONLEVELPK ) || victim->level > ( ch->level + NOSUMMONLEVELPK ) ) || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_SUMMON ) ) || ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_NOSUMMON ) && ( ch->level > ( victim->level + NOSUMMONLEVELPK ) || victim->level > ( ch->level + NOSUMMONLEVELPK ) ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NOMAGIC ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char ( "A disturbance in the planar fabric prevents your summons.\n\r", ch ); return; } } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); act( "$n has summoned you!", ch, NULL, victim, TO_VICT ); do_look( victim, "auto" ); return; } void spell_teleport( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *pRoomIndex; extern bool chaos; if ( victim->in_room == NULL || IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) || ( !IS_NPC( ch ) && victim->fighting != NULL ) || ( chaos ) || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } for ( ;; ) { pRoomIndex = get_room_index( number_range( 0, 65535 ) ); if ( pRoomIndex != NULL ) if ( can_see_room( ch, pRoomIndex ) && !IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE ) && !IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY ) && !IS_SET( pRoomIndex->room_flags, ROOM_NOTELEPORT ) ) break; } if ( victim != ch ) send_to_char( "You have been teleported!\n\r", victim ); act( "$n vanishes!", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return; } void spell_ventriloquate( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER( buf1[0] ); for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !is_name( speaker, vch->name ) ) send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch ); } return; } void spell_weaken( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * ( level / 5 ); af.bitvector = AFF_WEAKEN; affect_to_char( victim, &af ); send_to_char( "You feel weaker.\n\r", victim ); act( "$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 ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *location; if ( IS_NPC( victim ) ) 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_SET( victim->in_room->room_flags, ROOM_NOMAGIC ) || 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_look( victim, "auto" ); } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; OBJ_DATA *t_obj, *n_obj; int dam; int hpch; int i; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next ) { int iWear; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { case ITEM_ARMOR: if ( obj_lose->value[0] > 0 ) { act( "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR ); if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE ) for ( i = 0; i < 4; i++ ) victim->armor[i] -= apply_ac( obj_lose, iWear, i ); for ( i = 0; i < 4; i++ ) obj_lose->value[i] -= 1; obj_lose->cost = 0; if ( iWear != WEAR_NONE ) for ( i = 0; i < 4; i++ ) victim->armor[i] += apply_ac( obj_lose, iWear, i ); } break; case ITEM_CONTAINER: act( "$p fumes and dissolves, destroying some of the contents.", victim, obj_lose, NULL, TO_CHAR ); /* save some of the contents */ for ( t_obj = obj_lose->contains; t_obj != NULL; t_obj = n_obj ) { n_obj = t_obj->next_content; obj_from_obj( t_obj ); if ( number_bits( 2 ) == 0 || victim->in_room == NULL ) extract_obj( t_obj ); else obj_to_room( t_obj, victim->in_room ); } extract_obj( obj_lose ); break; } } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_ACID ); return; } void spell_fire_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; OBJ_DATA *t_obj, *n_obj; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_CONTAINER: msg = "$p ignites and burns!"; break; case ITEM_POTION: msg = "$p bubbles and boils!"; break; case ITEM_SCROLL: msg = "$p crackles and burns!"; break; case ITEM_STAFF: msg = "$p smokes and chars!"; break; case ITEM_WAND: msg = "$p sparks and sputters!"; break; case ITEM_FOOD: msg = "$p blackens and crisps!"; break; case ITEM_PILL: msg = "$p melts and drips!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); if ( obj_lose->item_type == ITEM_CONTAINER ) { /* save some of the contents */ for ( t_obj = obj_lose->contains; t_obj != NULL; t_obj = n_obj ) { n_obj = t_obj->next_content; obj_from_obj( t_obj ); if ( number_bits( 2 ) == 0 || ch->in_room == NULL ) extract_obj( t_obj ); else obj_to_room( t_obj, ch->in_room ); } } extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_FIRE ); return; } void spell_frost_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; switch ( obj_lose->item_type ) { default: continue; case ITEM_DRINK_CON: case ITEM_POTION: msg = "$p freezes and shatters!"; break; } act( msg, victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_COLD ); return; } void spell_gas_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !is_safe_spell( ch, vch, TRUE ) ) { hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if ( saves_spell( level, vch ) ) dam /= 2; damage( ch, vch, NULL, dam, sn, DAM_POISON ); } } return; } void spell_lightning_breath( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int hpch; hpch = UMAX( 10, ch->hit ); dam = number_range( hpch / 16 + 1, hpch / 8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_LIGHTNING ); return; } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_PIERCE ); return; } void spell_high_explosive( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_PIERCE ); return; } /* Spells added by Thexder Firehawk */ void spell_firewind( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( level, 17 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "$n dissappears in a gust of burning winds.", victim, NULL, NULL, TO_ROOM ); damage( ch, victim, NULL, dam, sn, DAM_FIRE ); return; } void spell_meteor_swarm( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !is_safe_spell( ch, vch, TRUE ) ) { dam = dice( 10, 10 ); if ( saves_spell( level, vch ) ) dam /= 2; act( "$n is hit full force with a fireball.", vch, NULL, NULL, TO_ROOM ); damage( ch, vch, NULL, dam, sn, DAM_FIRE ); } } return; } void spell_multi_missile( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *tmp_vict, *last_vict, *next_vict; bool found; int dam; int num_missile; /* first strike */ num_missile = level / 5; act( "A magic missile erupts from $n's hand and hits $N in the chest.", ch, NULL, victim, TO_NOTVICT ); act( "A magic missile flies from your hand and hits $N in the chest.", ch, NULL, victim, TO_CHAR ); act( "A magic missile flies from $n's hand and hits you in the chest!", ch, NULL, victim, TO_VICT ); dam = dice( level / 2, 3 ); if ( saves_spell( level, victim ) ) dam /= 3; damage( ch, victim, NULL, dam, sn, DAM_ENERGY ); last_vict = victim; num_missile -= 1; /* decrement number of missiles */ /* new targets */ while ( num_missile > 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 && num_missile > 0 ) { found = TRUE; last_vict = tmp_vict; act( "A magic missile erupts from $n's hand and hits $N in the chest.", ch, NULL, tmp_vict, TO_NOTVICT ); act( "A magic missile flies from your hand and hits $N in the chest.", ch, NULL, tmp_vict, TO_CHAR ); act( "A magic missile flies from $n's hand and hits you in the chest!", ch, NULL, tmp_vict, TO_VICT ); dam = dice( level / 2, 3 ); if ( saves_spell( level, tmp_vict ) ) dam /= 3; damage( ch, tmp_vict, NULL, dam, sn, DAM_ENERGY ); num_missile -= 1; /* decrement number of missiles */ } } /* end target searching loop */ if ( !found ) /* no target found, hit the caster */ { if ( ch == NULL ) return; if ( last_vict == ch ) /* no double hits */ { return; } last_vict = ch; num_missile -= 1; /* decrement damage */ if ( ch == NULL ) return; } /* now go back and find more targets */ } } void spell_disintegrate( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = dice( level, 14 ); if ( saves_spell( level, victim ) ) dam /= 2; act( "$n's blast disintegrates a piece of $N's body!", ch, NULL, victim, TO_NOTVICT ); act( "Your blast disintegrates a piece of $N's body!", ch, NULL, victim, TO_CHAR ); act( "$n's blast disintegrates a piece of your body!", ch, NULL, victim, TO_VICT ); damage( ch, victim, NULL, dam, sn, DAM_ENERGY ); return; } void spell_ice_ray( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; int dam; dam = dice( level, 12 ); act( "A blue ray from $n's hand strikes $N.", ch, NULL, victim, TO_NOTVICT ); act( "A blue ray shoots from your finger and strikes $N.", ch, NULL, victim, TO_CHAR ); act( "$n points at you sending a chilling ray into your chest.", ch, NULL, victim, TO_VICT ); if ( !saves_spell( level, victim ) ) { act( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 12; af.location = APPLY_STR; af.modifier = -2; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, NULL, dam, sn, DAM_COLD ); return; } void spell_holyfire( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *tmp_vict, *last_vict, *next_vict; bool found; int dam; int num_blast; /* first strike */ num_blast = level / 7; act( "A jet of flame erupts from $n's hand and engulfs $N.", ch, NULL, victim, TO_NOTVICT ); act( "A jet of flames fly from your hand and engulf $N.", ch, NULL, victim, TO_CHAR ); act( "A jet of flames flies from $n's hand and engulfs you!", ch, NULL, victim, TO_VICT ); dam = dice( level / 2, 5 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, NULL, dam, sn, DAM_FIRE ); last_vict = victim; num_blast -= 1; /* decrement number of blasts */ /* new targets */ while ( num_blast > 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 && num_blast > 0 ) { found = TRUE; last_vict = tmp_vict; act( "A jet of flame erupts from $n's hand and engulfs $N.", ch, NULL, tmp_vict, TO_NOTVICT ); act( "A jet of flames fly from your hand and engulf $N.", ch, NULL, tmp_vict, TO_CHAR ); act( "A jet of flames flies from $n's hand and engulfs you!", ch, NULL, tmp_vict, TO_VICT ); dam = dice( level / 2, 5 ); if ( saves_spell( level, tmp_vict ) ) dam /= 2; damage( ch, tmp_vict, NULL, dam, sn, DAM_FIRE ); num_blast -= 1; /* decrement number of blasts */ } } /* end target searching loop */ if ( !found ) /* no target found, hit the caster */ { if ( ch == NULL ) return; if ( last_vict == ch ) /* no double hits */ { return; } last_vict = ch; num_blast -= 1; /* decrement number of blasts */ if ( ch == NULL ) return; } /* now go back and find more targets */ } } void spell_ice_storm( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *tmp_vict, *last_vict, *next_vict; bool found; AFFECT_DATA af; int dam; int num_blast; /* first strike */ num_blast = level / 10; act( "A blue ray from $n's hand strikes $N.", ch, NULL, victim, TO_NOTVICT ); act( "A blue ray shoots from your finger and strikes $N.", ch, NULL, victim, TO_CHAR ); act( "$n points at you sending a chilling ray into your chest.", ch, NULL, victim, TO_VICT ); dam = dice( level / 2, 10 ); if ( !saves_spell( level, victim ) ) { act( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 8; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, NULL, dam, sn, DAM_COLD ); last_vict = victim; num_blast -= 1; /* decrement number of blasts */ /* new targets */ while ( num_blast > 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 && num_blast > 0 ) { found = TRUE; last_vict = tmp_vict; act( "A blue ray from $n's hand strikes $N.", ch, NULL, tmp_vict, TO_NOTVICT ); act( "A blue ray shoots from your finger and strikes $N.", ch, NULL, tmp_vict, TO_CHAR ); act( "$n points at you sending a chilling ray into your chest.", ch, NULL, tmp_vict, TO_VICT ); dam = dice( level / 2, 10 ); if ( !saves_spell( level, tmp_vict ) ) { act( "$n turns blue and shivers.", tmp_vict, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 8; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( tmp_vict, &af ); } else { dam /= 2; } damage( ch, tmp_vict, NULL, dam, sn, DAM_COLD ); num_blast -= 1; /* decrement number of blasts */ } } /* end target searching loop */ if ( !found ) /* no target found, hit the caster */ { if ( ch == NULL ) return; if ( last_vict == ch ) /* no double hits */ { return; } last_vict = ch; num_blast -= 1; /* decrement number of blasts */ if ( ch == NULL ) return; } /* now go back and find more targets */ } } /* Vision spell similiar to 'at person look' */ void spell_vision( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; ROOM_INDEX_DATA *original; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room( ch, victim->in_room ) || IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) || victim->level >= level + 3 || ( !IS_NPC( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC( victim ) && IS_SET( victim->imm_flags, IMM_MENTAL ) ) || ( IS_NPC( victim ) && saves_spell( level, victim ) ) ) { send_to_char( "There is a disturbance in the ether.\n\r", ch ); return; } act( "$n falls into a trance.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Through a cloudy fog, you have a vision.\n\r", ch ); original = ch->in_room; char_from_room( ch ); char_to_room( ch, victim->in_room ); send_to_char( "You feel a shiver down your spine.\n\r", victim ); do_look( ch, "auto" ); char_from_room( ch ); char_to_room( ch, original ); } void spell_restoration( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; victim->hit = UMIN( victim->hit + 175, victim->max_hit ); update_pos( victim ); act( "$n glows with a blinding light.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "You surge with healing power.\n\r", ch ); return; } void spell_regeneration( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED( victim, AFF_REGENERATION ) ) { if ( victim == ch ) send_to_char( "Your body is already in a regenerative state.\n\r", ch ); else act( "$N's body is already in a regerative state.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level / 12; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_REGENERATION; affect_to_char( victim, &af ); send_to_char( "Your body tingles.\n\r", victim ); if ( ch != victim ) act( "You imbue $N's body with regenerative powers.", ch, NULL, victim, TO_CHAR ); return; } void spell_test_area( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int num_blast; num_blast = 5; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !is_safe_spell( ch, vch, TRUE ) && num_blast > 0 ) { dam = dice( 10, 10 ); act( "A jet of flame erupts from $n's hand and engulfs $N.", ch, NULL, vch, TO_NOTVICT ); act( "A jet of flames fly from your hand and engulf $N.", ch, NULL, vch, TO_CHAR ); act( "A jet of flames flies from $n's hand and engulfs you!", ch, NULL, vch, TO_VICT ); if ( saves_spell( level, vch ) ) dam /= 2; damage( ch, vch, NULL, dam, sn, DAM_ENERGY ); num_blast -= 1; } } return; } void spell_web( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if ( victim == ch ) send_to_char( "You are already webbed.\n\r", ch ); else act( "$N is already webbed.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_AC; af.modifier = 80; af.bitvector = AFF_WEB; affect_to_char( victim, &af ); send_to_char( "Your are covered in sticky webs!\n\r", victim ); act( "$n is enmeshed in sticky webs!", victim, NULL, NULL, TO_ROOM ); return; } /* 2 new spells donated to EmberMUD by Slaythar (slaythar@earthlink.net) */ /* Energize and Life Drain */ void spell_energize( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; if ( ch == victim ) { send_to_char ( "ZAP!! You short circuit, maybe you should target someone else.\n\r", ch ); ch->hit -= 5; /* modify the damage as you see fit */ return; } heal = dice( level, 3 ); victim->mana = UMIN( victim->mana + heal, victim->max_mana ); send_to_char( "You feel energized!\n\r", victim ); send_to_char( "Ok.\n\r", ch ); return; } /* Donated by Slaythar (modified energy drain to make life drain)*/ void spell_life_drain( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( IS_SET( victim->imm_flags, IMM_NEGATIVE ) ) { send_to_char( "Your life drain was ineffective!\n\r", ch ); return; } if ( saves_spell( level, victim ) ) { send_to_char ( "You feel a momentary chill, as your heart lurches in your chest.\n\r", victim ); return; } ch->alignment = UMAX( -1000, ch->alignment - 50 ); if ( victim->level <= 2 ) { dam = ch->hit + 1; } else { dam = dice( 3, 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, NULL, dam, sn, DAM_NEGATIVE ); } return; } /* First attempt at a remove align spell */ void spell_remove_align( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int result, fail; if ( obj->wear_loc != -1 ) { send_to_char( "The item must be carried to be cast on.\n\r", ch ); return; } 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( "$p shivers violently and explodeds!", ch, obj, NULL, TO_ROOM ); extract_obj( obj ); return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char( "Nothing seemed to happen.\n\r", ch ); return; } if ( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) || IS_OBJ_STAT( obj, ITEM_ANTI_NEUTRAL ) || IS_OBJ_STAT( obj, ITEM_ANTI_GOOD ) ) { /* attempt to remove curse */ if ( !saves_dispel( level, obj->level, 0 ) ) { REMOVE_BIT( obj->extra_flags, ITEM_ANTI_EVIL ); REMOVE_BIT( obj->extra_flags, ITEM_ANTI_NEUTRAL ); REMOVE_BIT( obj->extra_flags, ITEM_ANTI_GOOD ); act( "$p glows brightly.", ch, obj, NULL, TO_CHAR ); act( "$p glows brightly.", ch, obj, NULL, TO_ROOM ); gain_exp( ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level ) / 2 ); return; } } send_to_char( "Nothing seemed to happen.\n\r", ch ); return; } /* Attempt at adding knock */ void spell_knock( int sn, int level, CHAR_DATA * ch, void *vo ) { char arg[MAX_INPUT_LENGTH]; int chance = 0; int door = 0; 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_PASSPROOF ) ) { 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 $d.", ch, NULL, pexit->keyword, TO_ROOM ); } return; } send_to_char( "You can't see that here.\n\r", ch ); return; } /* brew.c by Jason Huang (huangjac@netcom.com) */ void spell_imprint( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj = ( OBJ_DATA * ) vo; int sp_slot, i, mana, lev; if ( skill_table[sn].spell_fun == spell_null ) { send_to_char( "That is not a spell.\n\r", ch ); return; } /* counting the number of spells contained within */ for ( sp_slot = i = 1; i < 4; i++ ) if ( obj->value[i] != -1 ) sp_slot++; if ( sp_slot > 3 ) { act( "$p cannot contain any more spells.", ch, obj, NULL, TO_CHAR ); return; } /* scribe/brew costs 4 times the normal mana required to cast the spell */ lev = skill_table[sn].skill_level[ch->Class]; mana = 4 * ( UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - lev ) ) ); /* mana = 4 * mana_cost(ch, sn); */ if ( !IS_NPC( ch ) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( number_percent( ) > ch->pcdata->learned[sn] ) { send_to_char( "You lost your concentration.\n\r", ch ); ch->mana -= mana / 2; return; } /* executing the imprinting process */ ch->mana -= mana; obj->value[sp_slot] = sn; /* Making it successively harder to pack more spells into potions or scrolls - JH */ switch ( sp_slot ) { default: bug( "sp_slot has more than %d spells.", sp_slot ); return; case 1: if ( number_percent( ) > 80 ) { sprintf( buf, "The magic enchantment has failed --- the %s vanishes.\n\r", item_type_name( obj ) ); send_to_char( buf, ch ); extract_obj( obj ); return; } break; case 2: if ( number_percent( ) > 25 ) { sprintf( buf, "The magic enchantment has failed --- the %s vanishes.\n\r", item_type_name( obj ) ); send_to_char( buf, ch ); extract_obj( obj ); return; } break; case 3: if ( number_percent( ) > 10 ) { sprintf( buf, "The magic enchantment has failed --- the %s vanishes.\n\r", item_type_name( obj ) ); send_to_char( buf, ch ); extract_obj( obj ); return; } break; } /* labeling the item */ free_string( &obj->short_descr ); sprintf( buf, "a %s of ", item_type_name( obj ) ); for ( i = 1; i <= sp_slot; i++ ) if ( obj->value[i] != -1 ) { strcat( buf, skill_table[obj->value[i]].name ); ( i != sp_slot ) ? strcat( buf, ", " ) : strcat( buf, "" ); } obj->short_descr = str_dup( buf ); sprintf( buf, "%s %s", item_type_name( obj ), skill_table[sn].name ); free_string( &obj->name ); obj->name = str_dup( buf ); sprintf( buf, "You have imbued a new spell to the %s.\n\r", item_type_name( obj ) ); send_to_char( buf, ch ); return; }