/***************************************************************************
* 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. *
***************************************************************************/
/**********************************************************
*************** S U N D E R M U D *** 2 . 0 **************
**********************************************************
* The unique portions of the SunderMud code as well as *
* the integration efforts for code from other sources is *
* based primarily on the efforts of: *
* *
* Lotherius <aelfwyne@operamail.com> (Alvin W. Brinson) *
* and many others, see "help sundermud" in the mud. *
**********************************************************/
#include "everything.h"
#include "magic.h"
/* command procedures needed */
DECLARE_DO_FUN ( do_look );
DECLARE_DO_FUN ( do_say );
DECLARE_DO_FUN ( do_flee );
/* prototype from db.c */
ROOM_INDEX_DATA *get_random_room args ( ( int filt, CHAR_DATA *ch ) );
/*
* The kludgy global is for spells who want more stuff from command line.
*/
extern char *target_name;
/*
* Spell functions.
*/
void spell_absorb_magic ( int sn, int level, CHAR_DATA * ch, void *vo )
{
AFFECT_DATA af;
if ( IS_PROTECTED ( ch, PROT_ABSORB ) )
{
send_to_char ( "You are already able to absorb magic.\n\r", ch );
return;
}
set_affect ( &af, sn, level, number_fuzzy ( level / 6 ), APPLY_NONE, 0, TO_PROTECTIONS, PROT_ABSORB, ch->name );
affect_to_char ( ch, &af );
act ( "$n is surrounded by a strange mystical aura.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You are surrounded by a mystical absorbing aura.\n\r", ch );
return;
}
void spell_acid_blast ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = dice ( level, 12 );
check_damage_obj ( victim, NULL, 1, DAM_ACID );
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
return;
}
void spell_entropy ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( !saves_spell ( level, victim ) )
{
check_damage_obj ( victim, NULL, 100, DAM_NEGATIVE ); /* gotcher equipment sucker! */
act ( "A blast of chaotic magic surronds $N.", ch, NULL, victim, TO_ROOM );
act ( "You release a blast of entropy to $N.", ch, NULL, victim, TO_CHAR );
act ( "A blast of chaotic energy screaches from $n's hand and surrounds you!", ch, NULL, victim, TO_VICT );
return;
}
else
{
send_to_char ( "Your spell backfires!\n\r", ch );
check_damage_obj ( ch, NULL, 15, DAM_NEGATIVE );
act ( "$N fails yet another spell.", ch, NULL, victim, TO_ROOM );
act ( "A blast of chaotic energy screaches from $n's hand, but fails to reach you.", ch, NULL, victim, TO_VICT );
return;
}
return;
}
void spell_animate ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj;
CHAR_DATA *mob;
int i;
int number;
int type;
int bonus;
obj = get_obj_here ( ch, NULL, target_name );
if ( obj == NULL )
{
send_to_char ( "Resurrect what?\n\r", ch );
return;
}
/* Nothing but NPC corpses. */
if ( obj->item_type != ITEM_CORPSE_NPC )
{
if ( obj->item_type == ITEM_CORPSE_PC )
send_to_char ( "You can't resurrect players.\n\r", ch );
else
send_to_char ( "It would serve no purpose...\n\r", ch );
return;
}
if ( obj->level > ( ch->level + 2 ) )
{
send_to_char ( "You couldn't call forth such a great zombie.\n\r", ch );
return;
}
if ( ch->pet != NULL )
{
send_to_char ( "You already have a pet.\n\r", ch );
return;
}
/* Chew on the zombie a little bit, recalculate level-dependant stats */
mob = create_mobile ( get_mob_index ( MOB_VNUM_ZOMBIE ) );
mob->level = obj->level;
mob->max_hit = mob->level * 8 + number_range ( mob->level * mob->level / 4, mob->level * mob->level );
mob->max_hit *= .9;
mob->hit = mob->max_hit;
mob->max_mana = 100 + dice ( mob->level, 10 );
mob->mana = mob->max_mana;
// No armor for mobs that aren't wearing equipment.
// for ( i = 0; i < 3; i++ )
// mob->armor[i] = interpolate ( mob->level, 100, -100 );
// mob->armor[3] = interpolate ( mob->level, 100, 0 );
//
number = UMIN ( mob->level / 4 + 1, 5 );
type = ( mob->level + 7 ) / number;
bonus = UMAX ( 0, mob->level * 9 / 4 - number * type );
mob->damage[DICE_NUMBER] = number;
mob->damage[DICE_TYPE] = type;
mob->damage[DICE_BONUS] = bonus;
for ( i = 0; i < MAX_STATS; i++ )
mob->perm_stat[i] = 11 + mob->level / 4;
/* You rang? */
char_to_room ( mob, ch->in_room );
act ( "$p springs to life as a hideous zombie!", ch, obj, NULL, TO_ROOM );
act ( "$p springs to life as a hideous zombie!", ch, obj, NULL, TO_CHAR );
extract_obj ( obj );
/* Yessssss, massssssster... */
SET_BIT ( mob->affected_by, AFF_CHARM );
SET_BIT ( mob->act, ACT_FOLLOWER );
mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS;
add_follower ( mob, ch );
mob->leader = ch;
mob->master = ch; /* This wasn't getting set! */
ch->pet = mob;
/* For a little flavor... */
do_say ( mob, "How may I serve you, master?" );
return;
}
void spell_minor_creation ( int sn, int leve, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj;
/* Minor Creation by Lotherius
run through tons of if checks... sloppy but simple.
rather use case but didn't wanna bother... just add another
if check if you need to add a new item.
*/
if ( !str_cmp ( target_name, "boat" ) )
{
obj = create_object ( get_obj_index ( OBJ_VNUM_BOAT ), 0 );
obj->cost = 0;
obj_to_room ( obj, ch->in_room );
act ( "$n mutters some words and $p materializes from thin air.", ch, obj, NULL, TO_ROOM );
send_to_char ( "A boat materializes before you.\n\r", ch );
return;
}
if ( !str_cmp ( target_name, "bag" ) )
{
obj = create_object ( get_obj_index ( OBJ_VNUM_BAG ), 0 );
obj->cost = 0;
obj_to_room ( obj, ch->in_room );
act ( "$n mutters some words and $p materializes from thin air.", ch, obj, NULL, TO_ROOM );
send_to_char ( "A bag materializes before you.\n\r", ch );
return;
}
/* item not found */
send_to_char ( "You don't know how to make that kind of object.", ch );
return;
}
void spell_soul_blade ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj;
OBJ_DATA *sblade;
char buf[MAX_STRING_LENGTH];
int number, type;
obj = get_obj_here ( ch, NULL, target_name );
if ( obj == NULL )
{
send_to_char ( "Cast Soul Blade on What?\n\r", ch );
return;
}
/* Check Corpses. */
if ( obj->item_type != ITEM_CORPSE_NPC )
{
if ( obj->item_type == ITEM_CORPSE_PC )
{
if (obj->contains)
{
send_to_char ( "This player's corpse is still too fresh.\n\r", ch );
return;
}
}
else
{
send_to_char ( "It would serve no purpose...\n\r", ch );
return;
}
}
if ( obj->level > ( ch->level + 4 ) )
{
send_to_char ( "You cannot forge such a soul into a blade.\n\r",ch );
return;
}
/* Create the soulblade */
sblade = create_object ( get_obj_index ( OBJ_VNUM_SOULBLADE ), 0 );
if (obj->item_type == ITEM_CORPSE_PC)
{
if ( !obj->owner[0] )
{
send_to_char("There doesn't appear to be any soul left in this corpse.\n\r", ch);
return;
}
if (!str_cmp(ch->name, obj->owner))
{
send_to_char("Somehow you feel that would be a bad thing.\n\r", ch);
return;
}
/* Okay we can use this corpse. */
free_string (sblade->name);
free_string (sblade->short_descr);
free_string (sblade->description);
SNP( buf, "%s soul blade", obj->owner );
sblade->name = str_dup ( buf );
SNP( buf, "{WT{Bhe {WS{Boul {WO{Bf {Y%s{w", obj->owner );
sblade->short_descr = str_dup ( buf );
SNP( buf, "A blade forged from the soul of %s in the year %d by %s.",
obj->owner, time_info.year, ch->name );
sblade->description = str_dup ( buf) ;
if (obj->level < ch->level)
sblade->level = ch->level;
else
sblade->level = obj->level;
/* Let's give it some zip */
random_apply (sblade, ch);
}
else
{
sblade->level = obj->level;
if (sblade->level < 5 )
sblade->level = 5;
sblade->timer = ( sblade->level + 10 ) / 2;
}
number = (level / 15)+1;
type = (number * 4) + ( (level - ( (number-1)*10 ))/3 );
sblade->value[1] = number;
sblade->value[2] = type;
sblade->value[1] = number;
sblade->value[2] = type;
sblade->enchanted = TRUE;
/* Action! */
obj_to_room ( sblade, ch->in_room );
act ( "$n waves dramatically and $p appears.", ch, sblade, NULL, TO_ROOM );
act ( "You wave dramatically and $p appears.", ch, sblade, NULL, TO_CHAR );
sound ("church4.wav", ch);
extract_obj ( obj );
return;
}
void spell_armor ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "You are already protected.\n\r", ch );
else
act ( "$N is already armored.", ch, NULL, victim, TO_CHAR );
return;
}
set_affect ( &af, sn, level, 24, APPLY_AC, 20, TO_AFFECTS, 0, ch->name );
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;
}
if ( ch->alignment <= -250 && victim->alignment >= 250 )
{
act ( "$N's do-gooder ways are too soft for your deity's blessing.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ch->alignment >= 250 && victim->alignment <= -250 )
{
act ( "$N's evil ways do not sit well with your deity.", ch, NULL, victim, TO_CHAR );
return;
}
set_affect ( &af, sn, level, 6+level, APPLY_HITROLL, (level/8)+1, TO_AFFECTS, 0, ch->name );
affect_to_char ( victim, &af );
// Previous affects masked by following:
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - (level / 8)+1;
affect_to_char ( victim, &af );
send_to_char ( "You feel righteous.\n\r", victim );
if ( ch != victim )
act ( "You grant $N the favor of your god.", ch, NULL, victim, TO_CHAR );
return;
}
void spell_blindness ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_BLIND ) || saves_spell ( level, victim ) )
return;
set_affect ( &af, sn, level, 1+level, APPLY_HITROLL, -4, TO_AFFECTS, AFF_BLIND, ch->name );
affect_to_char ( victim, &af );
send_to_char ( "You are blinded!\n\r", victim );
act ( "$n appears to be blinded.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_minor_chaos ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
int damtype;
damtype = number_range ( 4, 17 );
if ( chance(5) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE )
{
send_to_char("You lose control of these chaotic forces!\n\r", ch );
victim = ch;
}
dam = spell_calc ( ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, damtype, TRUE );
return;
}
void spell_burning_hands ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = spell_calc ( ch, sn );
check_damage_obj ( victim, NULL, 1, DAM_FIRE );
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
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 = spell_calc (ch , sn);
send_to_char ( "Zeran's lightning strikes your foes!\n\r", ch );
act ( "$n calls Zeran's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM );
sound ("SHOCKWAV.WAV", ch);
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 ) ) )
{
sound ("SHOCKWAV.WAV", vch);
check_damage_obj ( vch, NULL, 1, DAM_LIGHTNING );
damage ( ch, vch, saves_spell ( level, vch ) ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE );
}
continue;
}
if ( vch->in_room->area == ch->in_room->area
&& IS_OUTSIDE ( vch ) && IS_AWAKE ( vch ) )
send_to_char ( "Lightning flashes in the sky.\n\r", vch );
}
return;
}
/* RT calm spell stops all fighting in the room */
void spell_calm ( int sn, int level, CHAR_DATA * ch, void *vo )
{
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 )
{
int mod;
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 );
if ( !IS_NPC (vch ) )
mod = -5;
else
mod = -2;
set_affect ( &af, sn, level, level/4, APPLY_HITROLL, mod, TO_AFFECTS, AFF_CALM, ch->name );
affect_to_char ( vch, &af );
// Previous af masked by following:
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;
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. Maybe this can be dispelled.\n\r", ch );
return;
}
/* unlike dispel magic, the victim gets NO save */
/* begin running through the spells */
if ( check_dispel
( level, victim, skill_lookup ( "absorb magic" ) ) )
found = TRUE;
if ( check_dispel
( level, victim, skill_lookup ( "spirit armor" ) ) )
found = TRUE;
if ( check_dispel
( level, victim, skill_lookup ( "regeneration" ) ) )
found = TRUE;
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 good" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect hidden" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect invis" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect hidden" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect magic" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "faerie fire" ) ) )
{
act ( "$n's outline fades.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "fear" ) ) )
{
act ( "$n no longer looks so scared.", 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 ( "slow" ) ) )
{
act ( "$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "infravision" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "invis" ) ) )
{
act ( "$n fades into existance.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel
( level, victim, skill_lookup ( "mask self" ) ) )
{
act ( "$n suddenly appears as $s mask vanishes.", victim, NULL, NULL, TO_ROOM );
undo_mask ( victim );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "mass invis" ) ) )
{
act ( "$n fades into existance.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "mind meld" ) ) )
{
act ( "$n has regained $s senses.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "mute" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "pass door" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "protection evil" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "protection good" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "sanctuary" ) ) )
{
act ( "The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "ghost form" ) ) )
{
act ( "The ghostly white aura around $n's body fades.", 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 ( "vocalize" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "weaken" ) ) )
{
act ( "$n looks stronger.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( found )
send_to_char ( "Ok.\n\r", ch );
else
send_to_char ( "Spell failed.\n\r", ch );
}
void spell_cause_light ( int sn, int level, CHAR_DATA * ch, void *vo )
{
damage ( ch, ( CHAR_DATA * ) vo, spell_calc(ch, sn), sn, DAM_HARM, TRUE );
return;
}
void spell_cause_critical ( int sn, int level, CHAR_DATA * ch, void *vo )
{
damage ( ch, ( CHAR_DATA * ) vo, spell_calc(ch, sn), sn, DAM_HARM, TRUE );
return;
}
void spell_cause_serious ( int sn, int level, CHAR_DATA * ch, void *vo )
{
damage ( ch, ( CHAR_DATA * ) vo, spell_calc (ch, sn), sn, DAM_HARM, TRUE);
return;
}
void spell_youth ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( IS_NPC ( victim ) )
{
send_to_char ( "This spell only affects players.", ch );
return;
}
send_to_char ( "You feel a great weight lifted off your shoulders.\n\r", victim );
act ( "$n's skin takes on a youthful glow.", victim, NULL, NULL, TO_ROOM );
victim->pcdata->age_mod += number_range ( 1, 3 );
return;
}
void spell_age ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( IS_NPC ( victim ) )
{
send_to_char ( "This spell only affects players.", ch );
return;
}
sound ("DECAY.WAV", victim);
sound ("DECAY.WAV", ch);
send_to_char ( "Your skin crawls as your life is sucked away\n\r.", victim );
act ( "$n appears to grow old before your eyes.", victim, NULL, NULL, TO_ROOM );
victim->pcdata->age_mod -= number_range ( 1, 5 );
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;
check_damage_obj ( victim, NULL, 1, DAM_LIGHTNING );
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
last_vict = victim;
level -= 4; /* decrement damage */
/* new targets */
while ( level > 0 )
{
found = FALSE;
for ( tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict )
{
next_vict = tmp_vict->next_in_room;
if ( !is_safe_spell ( ch, tmp_vict, TRUE ) && tmp_vict != last_vict )
{
found = TRUE;
last_vict = tmp_vict;
act ( "The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM );
act ( "The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR );
dam = dice ( level, 6 );
if ( saves_spell ( level, tmp_vict ) )
dam /= 3;
check_damage_obj ( tmp_vict, NULL, 1, DAM_LIGHTNING );
damage ( ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE );
level -= 4; /* decrement damage */
}
}
/* end target searching loop */
if ( !found ) /* no target found, hit the caster */
{
if ( ch == NULL )
return;
if ( last_vict == ch ) /* no double hits */
{
act ( "The bolt seems to have fizzled out.", ch, NULL, NULL, TO_ROOM );
act ( "The bolt grounds out through your body.", ch, NULL, NULL, TO_CHAR );
return;
}
last_vict = ch;
act ( "The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You are struck by your own lightning!\n\r", ch );
dam = dice ( level, 6 );
if ( saves_spell ( level, ch ) )
dam /= 3;
check_damage_obj ( ch, NULL, 1, DAM_LIGHTNING );
damage ( ch, ch, dam, sn, DAM_LIGHTNING, TRUE );
level -= 4; /* decrement damage */
if ( ch == NULL )
return;
}
/* now go back and find more targets */
}
}
void spell_change_sex ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
send_to_char ( "You've already been changed.\n\r", ch );
else
act ( "$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR );
return;
}
if ( saves_spell ( level, victim ) )
return;
set_affect ( &af, sn, level, 2*level, APPLY_SEX, 0, TO_AFFECTS, 0, ch->name );
// Masked By:
do
{
af.modifier = number_range ( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
affect_to_char ( victim, &af );
send_to_char ( "You feel different.\n\r", victim );
act ( "$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 law forbids charming here..\n\r", ch );
return;
}
if ( victim->position == POS_SLEEPING )
{
send_to_char( "You can not get your victim's attention.\n\r", ch );
send_to_char( "Your slumbers are briefly troubled.\n\r", victim );
return;
}
if ( ( victim->master ) || ( victim->leader ) )
stop_follower ( victim );
add_follower ( victim, ch );
victim->leader = ch;
set_affect ( &af, sn, level, number_fuzzy (level/4), 0, 0, TO_AFFECTS, AFF_CHARM, ch->name );
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;
AFFECT_DATA af;
int dam;
dam = spell_calc(ch, sn);
if ( !saves_spell ( level, victim ) )
{
act ( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM );
set_affect ( &af, sn, level, 6, APPLY_STR, -1, TO_AFFECTS, 0, ch->name );
affect_join ( victim, &af );
}
else
{
dam /= 2;
}
damage ( ch, victim, dam, sn, DAM_COLD, TRUE );
return;
}
void spell_colour_spray ( int sn, int level, CHAR_DATA * ch,
void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = spell_calc(ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
else
spell_blindness ( skill_lookup ( "blindness" ), level / 2, ch, ( void * ) victim );
check_damage_obj ( victim, NULL, 1, DAM_LIGHT );
damage ( ch, victim, dam, sn, DAM_LIGHT, TRUE );
return;
}
/*
* Unfinished, experimental, if you attempt to use this as is good luck, cuz it
* won't work right.
void spell_darkness( int sn, int level, CHAR_DATA *ch, void *vo )
{
int chance;
chance = number_percent();
if (chance >=5)
{
--ch->in_room->light;
}
}
*/
void spell_continual_light ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *light;
light = create_object ( get_obj_index ( OBJ_VNUM_LIGHT_BALL ), 0 );
obj_to_room ( light, ch->in_room );
act ( "$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 ( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
void spell_create_buffet ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *mushroom;
int counter = 0;
/* Attempt to prevent mushroom-spamming */
mushroom = get_obj_list ( ch, "mushroom", ch->in_room->contents );
if ( mushroom != NULL )
{
send_to_char ( "There already seems to be some food here.\n\r", ch );
return;
}
for ( counter = 0; counter < level / 5 + 1; counter++ )
{
mushroom = create_object ( get_obj_index ( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room ( mushroom, ch->in_room );
}
act ( "A buffet suddenly appears.", ch, NULL, NULL, TO_ROOM );
act ( "A buffet suddenly appears.", ch, NULL, NULL, TO_CHAR );
return;
}
void spell_create_spring ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *spring;
/* Attempt to prevent mushroom-spamming */
spring = get_obj_list ( ch, "spring", ch->in_room->contents );
if ( spring != NULL )
{
send_to_char ( "It seems there might already be a spring here.", ch );
return;
}
spring = create_object ( get_obj_index ( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room ( spring, ch->in_room );
act ( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act ( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char ( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char ( "It contains some other liquid.\n\r", ch );
return;
}
water = UMIN ( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ), obj->value[0] - obj->value[1] );
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name ( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
SNP ( buf, "%s water", obj->name );
free_string ( obj->name );
obj->name = str_dup ( buf );
}
act ( "$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 );
}
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;
heal = dice ( 3, 8 ) + level - 6;
victim->hit = UMIN ( victim->hit + heal, victim->max_hit );
update_pos ( victim );
send_to_char ( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char ( "Ok.\n\r", ch );
return;
}
/* RT added to cure plague */
void spell_cure_disease ( int sn, int level, CHAR_DATA * ch, void *vo )
{
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 $s sores vanish.", victim, NULL, NULL, TO_ROOM );
}
else
send_to_char ( "Spell failed.\n\r", ch );
}
void spell_cure_light ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int heal;
heal = dice ( 1, 8 ) + level / 3;
victim->hit = UMIN ( victim->hit + heal, victim->max_hit );
update_pos ( victim );
send_to_char ( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char ( "Ok.\n\r", ch );
return;
}
void spell_cure_poison ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( !is_affected ( victim, gsn_poison ) )
{
if ( victim == ch )
send_to_char ( "You aren't poisoned.\n\r", ch );
else
act ( "$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 ( "$n looks much better.", victim, NULL, NULL, TO_ROOM );
}
else
send_to_char ( "Spell failed.\n\r", ch );
}
void spell_cure_serious ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int heal;
heal = dice ( 2, 8 ) + level / 2;
victim->hit = UMIN ( victim->hit + heal, victim->max_hit );
update_pos ( victim );
send_to_char ( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char ( "Ok.\n\r", ch );
return;
}
void spell_curse ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_CURSE ) ||
saves_spell ( level, victim ) )
return;
af.type = sn;
af.where = TO_AFFECTS;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_HITROLL;
af.modifier = -1 * (( level / 8 )+1);
af.where = TO_AFFECTS;
af.bitvector = AFF_CURSE;
set_affect ( &af, sn, level, 2*level, APPLY_HITROLL, (-1 * ((level/8)+1)), TO_AFFECTS, AFF_CURSE, ch->name );
affect_to_char ( victim, &af );
// Masked by:
af.location = APPLY_SAVING_SPELL;
af.modifier = (level / 8)+1;
affect_to_char ( victim, &af );
send_to_char ( "You feel unclean.\n\r", victim );
if ( ch != victim )
act ( "$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR );
return;
}
/* Lotherius Exorcism, good version of Demonfire */
void spell_exorcism ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
if ( !IS_NPC ( ch ) && !IS_GOOD ( ch ) )
{
victim = ch;
send_to_char ( "The Angels turn to attack you!\n\r", ch );
}
ch->alignment = UMAX ( 1000, ch->alignment + 50 );
if ( victim != ch )
{
act ( "$n invokes the wrath of his God on $N!", ch, NULL, victim, TO_NOTVICT );
act ( "$n has called forth the Angels of heaven to exorcise you!", ch, NULL, victim, TO_VICT );
send_to_char ( "You call forth Angels of God!\n\r", ch );
}
dam = spell_calc (ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
check_damage_obj ( victim, NULL, 1, DAM_HOLY );
damage ( ch, victim, dam, sn, DAM_HOLY, TRUE );
}
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 $N!", ch, NULL, victim, TO_NOTVICT );
act ( "$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 );
}
check_damage_obj ( victim, NULL, 1, DAM_NEGATIVE );
dam = spell_calc(ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
}
void spell_detect_evil ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( CAN_DETECT ( victim, DET_EVIL ) )
{
if ( victim == ch )
send_to_char ( "You can already sense evil.\n\r", ch );
else
act ( "$N can already detect evil.", ch, NULL, victim, TO_CHAR );
return;
}
set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_EVIL, ch->name );
affect_to_char ( victim, &af );
send_to_char ( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char ( "Ok.\n\r", ch );
return;
}
void spell_detect_good ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, skill_lookup ( "detect good" ) ) )
{
if ( victim == ch )
send_to_char ( "You can already sense good.\n\r", ch );
else
act ( "$N can already detect good.", ch, NULL, victim, TO_CHAR );
return;
}
set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, 0, ch->name );
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 ( CAN_DETECT ( victim, DET_HIDDEN ) )
{
if ( victim == ch )
send_to_char ( "You are already as alert as you can be. \n\r", ch );
else
act ( "$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR );
return;
}
set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_HIDDEN, ch->name );
affect_to_char ( victim, &af );
send_to_char ( "Your awareness improves.\n\r", victim );
if ( ch != victim )
send_to_char ( "Ok.\n\r", ch );
return;
}
void spell_detect_invis ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( CAN_DETECT ( victim, DET_INVIS ) )
{
if ( victim == ch )
send_to_char ( "You can already see invisible.\n\r", ch );
else
act ( "$N can already see invisible things.", ch, NULL, victim, TO_CHAR );
return;
}
set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_INVIS, ch->name );
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 ( CAN_DETECT ( victim, DET_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;
}
set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_MAGIC, ch->name );
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 ( "Dispel evil has no effect upon $N.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL ( victim ) )
{
act ( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
dam = spell_calc(ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
check_damage_obj ( victim, NULL, 100, DAM_HOLY );
damage ( ch, victim, dam, sn, DAM_HOLY, TRUE );
return;
}
void spell_dispel_good ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
if ( !IS_NPC ( ch ) && IS_GOOD ( ch ) )
victim = ch;
if ( IS_EVIL ( victim ) )
{
act ( "Dispel good has no effect upon $N.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL ( victim ) )
{
act ( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
dam = spell_calc (ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
return;
}
/* modified for enhanced use */
void spell_dispel_magic ( int sn, int level, CHAR_DATA * ch, void *vo )
{
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 ( "absorb magic" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "confusion" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "spirit armor" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "regeneration" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "armor" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "bless" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "blindness" ) ) )
{
found = TRUE;
act ( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "calm" ) ) )
{
found = TRUE;
act ( "$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "change sex" ) ) )
{
found = TRUE;
act ( "$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "charm person" ) ) )
{
found = TRUE;
act ( "$n regains $s free will.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "chill touch" ) ) )
{
found = TRUE;
act ( "$n looks warmer.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "curse" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect evil" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect good" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect hidden" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect invis" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect hidden" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect magic" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "faerie fire" ) ) )
{
act ( "$n's outline fades.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "fear" ) ) )
{
act ( "$n no longer looks so scared.", 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 ( "slow" ) ) )
{
act ( "$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "infravision" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "invis" ) ) )
{
act ( "$n fades into existence.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "mass invis" ) ) )
{
act ( "$n fades into existence.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "mask self" ) ) )
{
act ( "$n suddenly appears as $s mask vanishes.", victim, NULL, NULL, TO_ROOM );
undo_mask ( victim );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "mind meld" ) ) )
{
act ( "$n has regained $s senses.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( check_dispel ( level, victim, skill_lookup ( "mute" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "pass door" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "protection_good" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "protection_evil" ) ) )
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 ( "ghost form" ) ) )
{
act ( "The ghostly white aura around $n's body fades.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( IS_PROTECTED ( victim, PROT_SANCTUARY ) // For those protected but not by the spell - mobs usually.
&& !saves_dispel ( level, victim->level, -1 )
&& !is_affected ( victim, skill_lookup ( "sanctuary" ) ) )
{
REMOVE_BIT( victim->protections, PROT_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 ( "vocalize" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "weaken" ) ) )
{
act ( "$n looks stronger.", victim, NULL, NULL, TO_ROOM );
found = TRUE;
}
if ( found )
send_to_char ( "Ok.\n\r", ch );
else
send_to_char ( "Spell failed.\n\r", ch );
}
void spell_earthquake ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char ( "The earth trembles beneath your feet!\n\r", ch );
act ( "$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 )
{
sound ("earthquake.wav", ch);
if ( vch != ch && !is_safe_spell ( ch, vch, TRUE ) )
{
if ( IS_AFFECTED ( vch, AFF_FLYING ) )
damage ( ch, vch, 0, sn, DAM_BASH, TRUE );
else
{
check_damage_obj ( vch, NULL, 10, DAM_BASH );
damage ( ch, vch, spell_calc(ch, sn), sn, DAM_BASH, TRUE );
}
}
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char ( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_armor ( int sn, int level, CHAR_DATA * ch, void *vo )
{
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 armor.\n\r", ch );
return;
}
if ( obj->wear_loc != -1 )
{
send_to_char ( "You must be carrying that which you wish to enchant.\n\r", ch );
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonii */
if ( !obj->enchanted )
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * ( ac_bonus * ac_bonus );
}
else /* things get a little harder */
fail += 20;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * ( ac_bonus * ac_bonus );
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) )
fail -= 15;
if ( IS_OBJ_STAT ( obj, ITEM_GLOW ) )
fail -= 5;
fail = URANGE ( 5, fail, 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 ), "enchant_armor" );
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 = 1;
}
else /* exceptional enchant */
{
act ( "$p glows a brillant gold!", ch, obj, NULL, TO_CHAR );
act ( "$p glows a brillant gold!", ch, obj, NULL, TO_ROOM );
SET_BIT ( obj->extra_flags, ITEM_MAGIC );
SET_BIT ( obj->extra_flags, ITEM_GLOW );
added = 2;
}
/* now add the enchantments */
if ( obj->level < LEVEL_HERO )
obj->level = UMIN ( LEVEL_HERO - 1, obj->level + 1 );
if ( ac_found )
{
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX ( paf->level, level );
}
}
}
else /* add a new affect */
{
if ( affect_free == NULL )
paf = alloc_perm ( sizeof ( *paf ), "enchant_armor" );
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;
}
}
/* Zeran wrote "branding".... works oddly but it works - Lotherius */
void spell_brand ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int roll;
int all_brand = WEAPON_LIGHTNING + WEAPON_ACID + WEAPON_FLAMING + WEAPON_FROST;
if ( obj->item_type != ITEM_WEAPON )
{
send_to_char ( "That isn't a weapon.\n\r", ch );
return;
}
if ( obj->wear_loc != -1 )
{
send_to_char ( "You must be carrying that which you wish to enchant.\n\r", ch );
return;
}
if ( ( obj->value[4] & all_brand ) != 0 ) /*Already branded */
{
send_to_char ( "This weapon is already branded.\n\r", ch );
return;
}
roll = number_percent ( );
if ( roll <= 5 ) /*oops, destroy weapon */
{
extract_obj ( obj );
send_to_char ( "{mKaboom!{x The weapon explodes! *sigh*\n\r", ch );
act ( "$p shivers violently and explodes!", ch, obj, NULL, TO_ROOM );
return;
}
if ( roll > ( get_curr_stat ( ch, STAT_INT ) - 18 ) * 2 + 5 + ( ( int ) ( ch->level / 3 ) ) ) /*spell failed */
{
send_to_char ( "Spell failed.\n\r", ch );
return;
}
else /*spell worked! */
{
int which = number_percent ( );
int brand = 0;
char buf[80];
if ( which <= 25 )
{
brand = WEAPON_FLAMING;
SLCPY ( buf, "You have created a {rFLAME{x brand!\n\r" );
}
else if ( which <= 50 )
{
brand = WEAPON_FROST;
SLCPY ( buf, "You have created a {bFROST{x brand!\n\r" );
}
else if ( which <= 75 )
{
brand = WEAPON_ACID;
SLCPY ( buf, "You have created an {gACID{x brand!\n\r" );
}
else
{
brand = WEAPON_LIGHTNING;
SLCPY ( buf, "You have created a {yLIGHTNING{x brand!\n\r" );
}
/*set new brand on weapon */
obj->value[4] += brand;
obj->valueorig[4] += brand;
send_to_char ( buf, ch );
}
}
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 ( "You must be carrying that which you wish to enchant.\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 bonii */
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 ( "$p shivers violently and explodes!", ch, obj, NULL, TO_ROOM );
extract_obj ( obj );
return;
}
if ( result < ( fail / 2 ) ) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act ( "$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR );
act ( "$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM );
obj->enchanted = TRUE;
/* remove all affects */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
paf->next = affect_free;
affect_free = paf;
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char ( "Nothing seemed to happen.\n\r", ch );
return;
}
/* okay, move all the old flags into new vectors if we have to */
if ( !obj->enchanted )
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( affect_free == NULL )
af_new = alloc_perm ( sizeof ( *af_new ), "enchant_weapon" );
else
{
af_new = affect_free;
affect_free = affect_free->next;
}
af_new->next = obj->affected;
obj->affected = af_new;
af_new->type = UMAX ( 0, paf->type );
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if ( result <= ( 100 - level / 5 ) ) /* success! */
{
act ( "$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 ), "enchant_weapon" );
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 ), "enchant_weapon" );
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;
}
return;
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
* For now, this uses old damage method.
*/
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 = UMIN ( ch->max_hit, ( ch->hit + dam ) );
}
send_to_char ( "You feel your life slipping away!\n\r", victim );
send_to_char ( "Wow....what a rush!\n\r", ch );
damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
return;
}
void spell_fireball ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
int balls = 1;
int mult = 1;
int count;
bool bigdam = FALSE;
bool oops = FALSE;
if (number_fuzzy(ch->level) >= 35)
{
balls++;
if (number_fuzzy(ch->level) >=50 )
{
balls++;
if (number_fuzzy(ch->level) >=80 )
{
balls++;
if (number_fuzzy(ch->level) >=95 )
{
balls++;
}
}
}
}
/* Some fun for chaosmages only! */
if (!IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE )
{
if (chance(1))
{
balls *= 2;
}
if (chance(1))
{
balls *=2;
}
if (chance(1))
{
if (chance(1))
{
mult = 2;
if (chance(1))
{
mult = number_fuzzy(10);
send_to_char("{R{&You have finally done it! Yes!!{x\n\r", ch);
act ( "$n suddenly is at one with magical energy.", ch, NULL, NULL, TO_ROOM );
act ( "$s enemies stand no chance against $s onslaught!", ch, NULL, NULL, TO_ROOM );
bigdam = TRUE;
}
}
}
if (chance(2))
{
oops = TRUE; /* don't want this trust me */
send_to_char("{RYou have finally.... OOPS!\n\r", ch);
act ("$n doesn't manage to avoid $s own fireball.", ch, NULL, NULL, TO_ROOM);
}
}
for (count = 0 ; count < balls ; count++)
{
dam = spell_calc (ch, sn) * mult;
if ( saves_spell ( level, victim ) )
dam /= 2;
if ( bigdam )
check_damage_obj ( victim, NULL, 100, DAM_FIRE );
else
check_damage_obj ( victim, NULL, 50, DAM_FIRE );
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
if (oops)
{
dam = spell_calc (ch, sn) * mult;
if ( saves_spell (level, ch) )
dam /= 2;
check_damage_obj ( ch, NULL, 25, DAM_FIRE );
damage (ch, ch, dam, sn, DAM_FIRE, TRUE );
}
}
return;
}
void spell_fire_shield ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
send_to_char ( "That target already has a fire shield.\n\r", ch );
return;
}
set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_AFFECTS, 0, ch->name );
affect_to_char ( victim, &af );
sound ("flameshld.wav", victim);
if ( victim != ch)
sound ("flameshld.wav", ch);
send_to_char ( "A small shield of living flame pops up before you.\n\r", victim );
act ( "$n is suddenly defended by a small shield of living flame.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_flamestrike ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = (spell_calc(ch, sn) + spell_calc(ch, sn) ) /2;
sound ("flamstrk.wav", victim);
if ( victim != ch)
sound ("flamstrk.wav", ch);
if ( saves_spell ( level, victim ) )
dam /= 2;
check_damage_obj ( victim, NULL, 25, DAM_FIRE );
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
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;
set_affect ( &af, sn, level, level, APPLY_AC, -(2*level), TO_AFFECTS, AFF_FAERIE_FIRE, ch->name );
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 ( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char ( "You are revealed!\n\r", ich );
}
return;
}
void spell_fear ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( victim->fighting == NULL )
{
send_to_char ( "Fear can only be cast upon those who are fighting.\n\r", ch );
return;
}
if ( IS_AFFECTED ( victim, AFF_FEAR ) )
{
act ( "$n has already been scared sh*tless...", ch, NULL, victim, TO_CHAR );
return;
}
if ( !saves_spell ( level, victim ) )
{
if ( !IS_NPC ( victim ) )
send_to_char ( "You feel very vulnerable and scared!\n\r", victim );
do_say ( victim, "Please, don't hurt me!" );
set_affect ( &af, sn, level, level/6, 0, 0, TO_AFFECTS, AFF_FEAR, ch->name );
affect_to_char ( victim, &af );
do_flee ( victim, "" );
stop_fighting ( victim, TRUE );
return;
}
else
{
if ( !IS_NPC ( victim ) )
send_to_char ( "For just a moment, an intense feeling of fear washes over you.\n\r", victim );
send_to_char ( "Spell failed.\n\r", ch );
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 ( "$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR );
return;
}
set_affect ( &af, sn, level, level+3, 0, 0, TO_AFFECTS, AFF_FLYING, ch->name );
affect_to_char ( victim, &af );
send_to_char ( "Your feet rise off the ground.\n\r", victim );
act ( "$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 deity doesn't seem to like $N", ch, NULL, victim, TO_CHAR );
return;
}
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
set_affect ( &af, sn, level, level/3, APPLY_HITROLL, level/6, TO_AFFECTS, 0, ch->name );
affect_to_char ( victim, &af );
// Masked by:
af.location = APPLY_DAMROLL;
affect_to_char ( victim, &af );
// Masked by:
af.modifier = -(10 * ( level / 6 ) );
af.location = APPLY_AC;
affect_to_char ( victim, &af );
send_to_char ( "You are filled with holy wrath!\n\r", victim );
act ( "$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM );
}
/* RT ROM-style gate */
/* Lotherius - No Error gate */
void spell_gate_without_error ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim;
bool gate_pet;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( ch->pet != NULL && ch->in_room == ch->pet->in_room )
gate_pet = TRUE;
else
gate_pet = FALSE;
act ( "$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You step through a gate and vanish.\n\r", ch );
char_from_room ( ch );
char_to_room ( ch, victim->in_room );
act ( "$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM );
do_look ( ch, "auto" );
if ( gate_pet )
{
act ( "$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 ( "$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM );
do_look ( ch->pet, "auto" );
}
}
/* Gate with error - Lotherius */
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *pRoomIndex;
bool fail = FALSE;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim ) ) )
{
send_to_char( "You failed to create a gate.\n\r", ch );
return;
}
pRoomIndex = get_room_index( number_fuzzy(victim->in_room->vnum) );
if (!pRoomIndex)
fail = TRUE;
else
{
if ( IS_SET(pRoomIndex->room_flags, ROOM_SAFE)
|| !can_see_room(ch, pRoomIndex)
|| IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
|| IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
|| IS_SET(pRoomIndex->room_flags, ROOM_NO_RECALL) )
fail = TRUE;
/* And.... a chance to fail just because. */
if ( chance(10) )
fail = TRUE;
}
act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM);
if (fail)
{
if (chance(10) )
{
send_to_char("You step through the gate....\n\rINTO SOLID STONE!\n\r", ch);
raw_kill(ch);
act("The gate shivers violently and ejects $n's dead body.", ch, NULL, NULL, TO_ROOM);
return;
}
else
{
send_to_char("You step through the gate....\n\rINTO SOLID STONE!\n\r", ch);
send_to_char("Thankfully, you narrowly escape your death.", ch);
act("The gate shivers violently then fades normally.", ch, NULL, NULL, TO_ROOM);
pRoomIndex = get_room_index(ROOM_VNUM_LIMBO);
char_from_room(ch);
char_to_room(ch, pRoomIndex);
}
}
else
{
send_to_char("You step through a gate and vanish.\n\r",ch);
char_from_room(ch);
char_to_room(ch, pRoomIndex);
}
act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
}
void spell_giant_strength ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
int mod;
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 ( "$N can't get any stronger.", ch, NULL, victim, TO_CHAR );
return;
}
mod = 1 + ( level >= 18 ) + ( level >= 25 ) + ( level >= 32 );
set_affect ( &af, sn, level, level, APPLY_STR, mod, TO_AFFECTS, 0, ch->name );
affect_to_char ( victim, &af );
send_to_char ( "Your muscles surge with heightened power!\n\r", victim );
act ( "$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 = spell_calc(ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_HARM, TRUE );
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 $e can.", ch, NULL, victim, TO_CHAR );
return;
}
/* If affected by slow, spell cannot work, too many coding
* headaches trying to deal with permanent haste, slow, etc. */
if ( CAN_DETECT ( victim, AFF_SLOW ) )
{
if ( victim == ch )
send_to_char ( "You're already slowed, and cannot be hasted.", ch );
else
act ( "$N seems to be slowed, so the haste has no effect.", 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.where = TO_AFFECTS;
af.bitvector = AFF_HASTE;
affect_to_char ( victim, &af );
af.location = APPLY_ENCUMBRANCE;
af.modifier = 0 - ( 1 + level / 33 );
affect_to_char ( victim, &af );
send_to_char ( "You feel yourself moving more quickly.\n\r", victim );
act ( "$n is moving more quickly.", victim, NULL, NULL, TO_ROOM );
sound ("haste.wav", victim);
if ( ch != victim )
{
sound ("haste.wav", ch);
send_to_char ( "Ok.\n\r", ch );
}
return;
}
void spell_confusion ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) || CAN_DETECT (victim, AFF_CONFUSION ) )
{
if (victim == ch )
send_to_char ( "You're already confused. Obviously.\n\r", ch);
else
act ("$N is already quite confused.", ch, NULL, victim, TO_CHAR );
return;
}
af.type = sn;
af.level = level;
af.duration = 2 + level;
af.location = APPLY_INT;
af.modifier = -4;
af.where = TO_DETECTIONS;
af.bitvector = AFF_CONFUSION;
affect_to_char ( victim, &af );
act ( "$N experiences profound confusion.", ch, NULL, victim, TO_CHAR );
send_to_char ( "Argle?!\n\r", victim );
act ( "$N seems quite confused.!", ch, NULL, victim, TO_NOTVICT );
return;
}
void spell_slow ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
/* Check if already affected by slow */
if ( is_affected ( victim, sn ) ||
CAN_DETECT ( victim, AFF_SLOW ) )
{
if ( victim == ch )
send_to_char ( "You can't move any slower!\n\r", ch );
else
act ( "$N is already moving as slowly as possible.", ch, NULL, victim, TO_CHAR );
return;
}
/* If affected by haste, spell cannot work, too many coding
* headaches trying to deal with permanent haste, slow, etc. */
if ( IS_AFFECTED ( victim, AFF_HASTE ) )
{
if ( victim == ch )
send_to_char ( "Since you are hasted, the attempt to slow you has failed.", ch );
else
act ( "$N can't seem to be slowed since $e is hasted already.", ch, NULL, victim, TO_CHAR );
return;
}
af.type = sn;
af.level = level;
if ( victim == ch )
af.duration = level / 2;
else
af.duration = level / 4;
af.location = APPLY_DEX;
af.modifier = 1 + ( level >= 18 ) + ( level >= 25 ) + ( level >= 32 );
af.modifier = 0 - af.modifier;
af.where = TO_DETECTIONS;
af.bitvector = AFF_SLOW;
affect_to_char ( victim, &af );
af.location = APPLY_ENCUMBRANCE;
af.modifier = ( 1 + level / 33 );
affect_to_char ( victim, &af );
send_to_char ( "You feel yourself moving more slowly.\n\r", victim );
act ( "$n is moving very slowly.", 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;
victim->hit = UMIN ( victim->hit + 100, victim->max_hit );
update_pos ( victim );
send_to_char ( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char ( "Ok.\n\r", ch );
return;
}
/* 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 );
send_to_char ( "You are struck down!\n\r", vch );
dam = spell_calc (ch, sn);
if ( IS_GOOD ( ch ) )
{
act ( "You are struck down by $N's Holy Power.", ch, NULL, vch, TO_VICT );
check_damage_obj ( vch, NULL, 35, DAM_HOLY );
damage ( ch, vch, dam, sn, DAM_HOLY, TRUE );
}
else
{
act ( "You are struck down by $N's Un-Holy Power.", ch, NULL, vch, TO_VICT );
damage ( ch, vch, dam, sn, DAM_NEGATIVE, TRUE );
}
}
}
else if ( IS_NEUTRAL ( ch ) )
{
if ( !is_safe_spell ( ch, vch, TRUE ) )
{
spell_curse ( curse_num, level / 2, ch, ( void * ) vch );
send_to_char ( "You are struck down!\n\r", vch );
dam = spell_calc (ch, sn)/2;
damage ( ch, vch, dam, sn, DAM_ENERGY, TRUE);
}
}
}
send_to_char ( "You feel drained.\n\r", ch );
gain_exp ( ch, -1 * number_range ( 1, 10 ) * 10 );
ch->move = 0;
ch->hit /= 1.5;
}
/*
* New identify by Lotherius
*/
void spell_identify ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
char buf2[MIL];
bool tmpflag = FALSE;
AFFECT_DATA *paf;
/* Give name and keywords */
form_to_char ( ch, "{wName: {C[{w%s{C]{x Keywords: {C[{w%s{C]{x\n\r", obj->short_descr, obj->name );
/* Show level and value */
form_to_char ( ch, "It is level %d, and has an estimated value of %d in perfect condition.\n\r",
obj->level, obj->cost );
if ( obj->condition < 100 )
form_to_char ( ch, "However, this one is not perfect.\n\r" );
/* Identify the material, if possible, and give weight */
SNP ( buf2, "%s", material_name ( obj->material ) );
if ( !str_cmp ( buf2, "unique" ) || !str_cmp ( buf2, "unknown" ) )
SNP ( buf2, "a unique material that cannot be identified" );
form_to_char ( ch, "The %s is made out of %s, and weighs %d lbs.\n\r", obj->short_descr, buf2, obj->weight );
/* Show item-specific values */
switch ( obj->item_type )
{
case ITEM_SCROLL:
send_to_char ( "It appears to be a scroll, that has ", ch );
tmpflag = TRUE;
/* FALLTHROUGH */
case ITEM_POTION:
send_to_char ( "It appears to be a potion, that has ", ch );
tmpflag = TRUE;
/* FALLTHROUGH */
case ITEM_PILL:
if (!tmpflag)
send_to_char ( "It appears to be a pill, that has ", ch );
tmpflag = FALSE;
form_to_char ( ch, "level %d spells of:", obj->value[0] );
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:
send_to_char ( "It appears to be a wand, that ", ch );
tmpflag = TRUE;
/* FALLTHROUGH */
case ITEM_STAFF:
if ( !tmpflag )
send_to_char ( "It appears to be a staff, that ", ch );
form_to_char ( ch, "has %d(%d) charges of level %d",
obj->value[1], obj->value[2], obj->value[0] );
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 ( "It is ", ch );
switch ( obj->value[0] )
{
case ( WEAPON_EXOTIC ):
send_to_char ( "a strange weapon", ch );
break;
case ( WEAPON_SWORD ):
send_to_char ( "a sword", ch );
break;
case ( WEAPON_DAGGER ):
send_to_char ( "a dagger", ch );
break;
case ( WEAPON_SPEAR ):
send_to_char ( "a spear or staff", ch );
break;
case ( WEAPON_MACE ):
send_to_char ( "a mace or club", ch );
break;
case ( WEAPON_AXE ):
send_to_char ( "an axe", ch );
break;
case ( WEAPON_FLAIL ):
send_to_char ( "a flail", ch );
break;
case ( WEAPON_WHIP ):
send_to_char ( "a whip", ch );
break;
case ( WEAPON_POLEARM ):
send_to_char ( "a polearm", ch );
break;
default:
send_to_char ( "an unknown type of weapon", ch );
break;
}
if ( obj->pIndexData->new_format )
form_to_char ( ch, " that has an average damage of %d.\n\r",
( 1 + obj->value[2] ) * obj->value[1] / 2 );
else
form_to_char ( ch, " that has an average damage of %d.\n\r",
( obj->value[1] + obj->value[2] ) / 2 );
if ( obj->value[4] > 0 ) /* We're going to hope this is a valid value */
form_to_char ( ch, "The weapon has qualities of: %s.\n\r", weapon_bit_name ( obj->value[4] ) );
break;
case ITEM_ARMOR:
form_to_char ( ch, "It is a type of armor.\n\rArmor class is %d vs. pierce, %d vs. bash, "
"%d vs. slash, and %d vs. magic.\n\r",
c_base_ac ( obj, 0 ), c_base_ac ( obj, 1 ),
c_base_ac ( obj, 2 ), c_base_ac ( obj, 3 ) );
break;
case ITEM_LIGHT:
send_to_char ( "It is a light ", ch );
if ( obj->value[2] == -1 || obj->value[2] >= 999 )
send_to_char ( "that will burn forever.\n\r", ch );
else if ( obj->value[2] == 0 )
send_to_char ( "that has burned out.\n\r", ch );
else
form_to_char ( ch, "that will burn for %d more hours.\n\r", obj->value[2] );
break;
case ITEM_CLOTHING:
send_to_char ( "It is a simple item of clothing.\n\r", ch );
break;
case ITEM_FURNITURE:
if ( obj->value[2] > 0 )
{
char buf[MSL];
SNP ( buf, "It is a piece of furniture and can be:" );
if ( IS_SET ( obj->value[2], SIT_ON ) )
SLCAT ( buf, " sat on" );
if ( IS_SET ( obj->value[2], SIT_IN ) )
SLCAT ( buf, " sat in" );
if ( IS_SET ( obj->value[2], SIT_AT ) )
SLCAT ( buf, " sat at" );
if ( IS_SET ( obj->value[2], REST_ON ) )
SLCAT ( buf, " rested on" );
if ( IS_SET ( obj->value[2], REST_IN ) )
SLCAT ( buf, " rested in" );
if ( IS_SET ( obj->value[2], REST_AT ) )
SLCAT ( buf, " rested at" );
if ( IS_SET ( obj->value[2], SLEEP_ON ) )
SLCAT ( buf, " slept on" );
if ( IS_SET ( obj->value[2], SLEEP_IN ) )
SLCAT ( buf, " slept in" );
if ( IS_SET ( obj->value[2], SLEEP_AT ) )
SLCAT ( buf, " slept at" );
SLCAT ( buf, ".\n\r" );
send_to_char ( buf, ch );
}
else
send_to_char ( "It is a useless piece of furniture.\n\r", ch );
form_to_char ( ch, "It has room for %d persons.\n\r", obj->value[0] );
if ( obj->value[3] > 0 )
form_to_char ( ch, "Healing on %s is increased by %d percent.\n\r",
obj->short_descr, obj->value[3] );
break;
case ITEM_CONTAINER:
form_to_char ( ch, "It appears to be a container, that can hold up to %d lbs.\n\r",
obj->value[0] );
break;
case ITEM_DRINK_CON:
form_to_char ( ch, "It is a drink container, holding %d of a possible %d pints of %s.\n\r",
obj->value[1], obj->value[0], flag_string ( liquid_flags, obj->value[2] ) );
if ( obj->value[3] != 0 )
send_to_char ( "It appears to be {gpoisoned{x!\n\r", ch );
break;
case ITEM_FOUNTAIN:
send_to_char ( "It appears to be a fountain supplying water.\n\r", ch );
break;
case ITEM_KEY:
send_to_char ( "It appears to be a key.\n\r", ch );
break;
case ITEM_FOOD:
form_to_char ( ch, "It is food, enough to sate hunger for %d hours.\n\r", obj->value[0] );
if ( obj->value[3] != 0 )
send_to_char ( "It appears to be {gpoisoned{x!\n\r", ch );
break;
case ITEM_BOAT:
send_to_char ( "Looks like it is a boat.\n\r", ch );
break;
case ITEM_CORPSE_NPC:
/* FALLTHROUGH */
case ITEM_CORPSE_PC:
send_to_char ( "It is a dead body!\n\r", ch );
break;
case ITEM_PROTECT:
send_to_char ( "It appears to be a charm or talisman of some sort.\n\r", ch );
break;
case ITEM_MAP:
send_to_char ( "Looks like a map.\n\r", ch );
break;
case ITEM_COMPONENT:
send_to_char ( "It has the properties of a magical component.\n\r", ch );
break;
case ITEM_PORTAL:
send_to_char ( "It is a portal to somewhere.\n\r", ch );
break;
default:
break;
}
/* Show certain wear flags. */
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FINGER ) )
send_to_char ( "It can be worn on your finger.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_NECK ) )
send_to_char ( "It is worn around the neck.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_BODY ) )
send_to_char ( "It is worn on the torso.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_HEAD ) )
send_to_char ( "It is worn on the head.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_LEGS ) )
send_to_char ( "It is worn on the legs.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FEET ) )
send_to_char ( "It is worn on the feet.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_HANDS ) )
send_to_char ( "It is worn on the hands.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_ARMS ) )
send_to_char ( "It is worn on the arms.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_SHIELD ) )
send_to_char ( "It can be used as a shield.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_ABOUT ) )
send_to_char ( "It is worn over the clothing, around the body.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_WAIST ) )
send_to_char ( "It is worn around the waist.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_WRIST ) )
send_to_char ( "It is worn around the wrist.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_TWO_HANDS ) )
send_to_char ( "It requires two hands to use.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_PRIDE ) )
send_to_char ( "It is worn as a symbol of pride.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FACE ) )
send_to_char ( "It is worn on the face.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_EARS ) )
send_to_char ( "It is worn on the ears.\n\r", ch );
if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FLOAT ) )
send_to_char ( "It will float nearby.\n\r", ch );
/* End of show wear flags */
/* Show any Extra Flags */
if ( IS_SET ( obj->extra_flags, ITEM_GLOW ) )
send_to_char ( "It glows.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_HUM ) )
send_to_char ( "It is humming.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_DARK ) )
send_to_char ( "It seems very dark.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_LOCK ) )
send_to_char ( "It is locked.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_EVIL ) )
send_to_char ( "It has an evil essence.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_INVIS ) )
send_to_char ( "It is invisible.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_MAGIC ) )
send_to_char ( "It is magical.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_NODROP ) )
send_to_char ( "It cannot be dropped.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_BLESS ) )
send_to_char ( "It is blessed.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_ANTI_GOOD ) )
send_to_char ( "It cannot be used by the righteous.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
send_to_char ( "It cannot be used by those of neutrality.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_ANTI_EVIL ) )
send_to_char ( "It cannot be used by the corrupt.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_NOREMOVE ) )
send_to_char ( "It is cursed.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_NOPURGE ) )
send_to_char ( "It cannot be purged.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_ROT_DEATH ) )
send_to_char ( "It has an enchantment that destroys it when the bearer dies.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_VIS_DEATH ) )
send_to_char ( "It becomes visible once the bearer dies.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_NO_SAC ) )
send_to_char ( "It is not a suitable sacrifice.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_NO_COND ) )
send_to_char ( "It is protected from wear and damage.\n\r", ch );
if ( IS_SET ( obj->extra_flags, ITEM_NODISP ) )
send_to_char ( "It is not visible when not carried.\n\r", ch );
/* End of show extra flags */
/* Show affects and enchants. */
if ( !obj->enchanted )
for ( paf = obj->pIndexData->affected; paf != NULL;
paf = paf->next )
{
if ( paf->location != APPLY_NONE &&
paf->modifier != 0 )
{
form_to_char ( ch, "Affects %s by %d.\n\r",
affect_loc_name ( paf->location ),
paf->modifier );
}
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
form_to_char ( ch, "Affects %s by %d.\n\r",
affect_loc_name ( paf->location ),
paf->modifier );
}
}
return;
}
void spell_infravision ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( CAN_DETECT ( victim, DET_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 ( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_PROTECTIONS;
af.bitvector = DET_INFRARED;
affect_to_char ( victim, &af );
send_to_char ( "Your eyes glow red.\n\r", victim );
return;
}
void spell_invis ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_INVISIBLE ) )
return;
act ( "$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.where = TO_AFFECTS;
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;
int dam;
dam = spell_calc (ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
check_damage_obj ( victim, NULL, 20, DAM_LIGHTNING );
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
return;
}
void spell_locate_object ( int sn, int level, CHAR_DATA * ch, void *vo )
{
char buf[MSL];
char nbuf[MSL];
BUFFER *buffer;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int number = 0, max_found;
found = FALSE;
number = 0;
buffer = buffer_new(1000);
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 &&
!IS_IMMORTAL ( in_obj->carried_by ) )
{
SNP ( buf, "%s carried by %s\n\r",
obj->short_descr, PERS ( in_obj->carried_by, ch ) );
}
else
{
SNP ( nbuf, IS_RENTED(ch->in_room->lease) && !IS_NULLSTR(ch->in_room->lease->lease_name) ?
ch->in_room->lease->lease_name : ch->in_room->name );
if ( IS_IMMORTAL ( ch ) && in_obj->in_room != NULL )
SNP ( buf, "[{Y%s{x] in [{Y%s{x] Room [{Y%d{x] Level [{Y%d{x]\n\r",
obj->short_descr, nbuf,
in_obj->in_room->vnum, obj->level );
else
SNP ( buf, "%s in %s\n\r",
obj->short_descr, in_obj->in_room == NULL
? "somewhere" : nbuf );
}
buf[0] = UPPER ( buf[0] );
buffer_strcat ( buffer, buf );
if ( number >= max_found )
break;
}
if ( !found )
send_to_char ( "Nothing like that in heaven or earth.\n\r", ch );
else
page_to_char ( buffer->data, ch );
buffer_free(buffer);
return;
}
void spell_magic_missile ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
int count;
int i;
count = ch->level/10;
if (count < 1)
count = 1;
for (i = 0; i < count ; i++)
{
dam = spell_calc (ch, sn);
check_damage_obj ( victim, NULL, 15, DAM_ENERGY );
damage ( ch, victim, dam, sn, DAM_ENERGY, TRUE );
}
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.where = TO_AFFECTS;
af.bitvector = AFF_INVISIBLE;
affect_to_char ( gch, &af );
}
send_to_char ( "Ok.\n\r", ch );
return;
}
void spell_mute ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( CAN_DETECT ( victim, AFF_MUTE ) )
{
send_to_char ( "That character is already mute.\n\r", ch );
return;
}
if ( saves_spell ( level, victim ) )
{
send_to_char ( "Spell failed.\n\r", ch );
return;
}
af.type = sn;
af.level = level;
af.duration = level / 7;
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_DETECTIONS;
af.bitvector = AFF_MUTE;
affect_to_char ( victim, &af );
send_to_char ( "Mute spell successful.\n\r", ch );
send_to_char ( "You have been muted!\n\r", victim );
}
void spell_negate_alignment ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int flags_to_rm = 0;
int risk = 10;
if ( ch->alignment > 350 ) /*good */
{
if ( IS_SET ( obj->extra_flags, ITEM_EVIL ) )
flags_to_rm += ITEM_EVIL;
if ( IS_SET ( obj->extra_flags, ITEM_ANTI_GOOD ) )
flags_to_rm += ITEM_ANTI_GOOD;
}
if ( ( ch->alignment <= 350 ) && ( ch->alignment >= -350 ) ) /*neutral */
{
if ( IS_SET ( obj->extra_flags, ITEM_ANTI_NEUTRAL ) )
flags_to_rm += ITEM_ANTI_NEUTRAL;
}
else
{
if ( IS_SET ( obj->extra_flags, ITEM_ANTI_EVIL ) )
flags_to_rm += ITEM_ANTI_EVIL;
}
if ( !flags_to_rm )
{
send_to_char ( "Your god finds nothing offensive about this item.\n\r", ch );
return;
}
if ( ( obj->level ) > ( ch->level + 10 ) ) /*risky */
risk += 5 * ( ( obj->level ) - ( ch->level + 10 ) );
/* Loth - Fixed here where item was extracted before act was sent to prevent crash */
if ( number_percent ( ) <= risk )
{
send_to_char ( "{rYou have offended your god! {mKaboom!{x {rThe item explodes! *sigh*{x\n\r", ch );
act ( "{r$p shivers violently and explodes!{x", ch, obj, NULL, TO_ROOM );
extract_obj ( obj );
return;
}
if ( number_percent ( ) <
( ch->level * 2 / 3 +
( get_curr_stat ( ch, STAT_WIS ) - 20 ) ) )
{
send_to_char ( "{cYour gods have favored you...they negate the alignment of the item. {x\n\r", ch );
act ( "{c$p glows with the color of neutrality{c", ch, obj, NULL, TO_ROOM );
obj->extra_flags -= flags_to_rm;
return;
}
else
{
send_to_char ( "The item resists your efforts at negation.\n\r", ch );
return;
}
}
/*end spell */
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 ( "$N is already shifted out of phase.", ch, NULL, victim, TO_CHAR );
return;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy ( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_AFFECTS;
af.bitvector = AFF_PASS_DOOR;
affect_to_char ( victim, &af );
act ( "$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 ( "$N seems to be unaffected.", ch, NULL, victim, TO_CHAR );
return;
}
af.type = sn;
af.level = level * 3 / 4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.where = TO_AFFECTS;
af.bitvector = AFF_PLAGUE;
affect_join ( victim, &af );
send_to_char ( "You scream in agony as plague sores erupt from your skin.\n\r", victim );
act ( "$n screams in agony as plague sores erupt from $s skin.", victim, NULL, NULL, TO_ROOM );
}
void spell_poison ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim;
AFFECT_DATA af;
victim = ( CHAR_DATA * ) vo;
if ( saves_spell ( level, victim ) )
{
act ( "$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.where = TO_AFFECTS;
af.bitvector = AFF_POISON;
affect_join ( victim, &af );
send_to_char ( "You feel very sick.\n\r", victim );
act ( "$n looks very ill.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_portal ( int sn, int level, CHAR_DATA * ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char *remainder;
CHAR_DATA *victim;
OBJ_DATA *portal1;
OBJ_DATA *portal2;
int portal_level;
if ( target_name == NULL || target_name[0] == '\0' )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
remainder = one_argument ( target_name, arg1 );
if ( remainder != NULL && remainder[0] != '\0' && is_number ( remainder ) )
portal_level = atoi ( remainder );
else
portal_level = level;
if ( portal_level > level )
portal_level = level;
target_name = arg1;
if ( ( victim = get_char_world ( ch, target_name ) ) == NULL || victim == ch
|| victim->in_room == NULL || !can_see_room ( ch, victim->in_room )
|| IS_SET ( victim->in_room->room_flags, ROOM_SAFE )
|| IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL )
|| IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL )
|| victim->level >= level + 3
|| ( !IS_NPC ( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */
|| ( IS_NPC ( victim ) &&
IS_SET ( victim->imm_flags, IMM_SUMMON ) ) ||
( !IS_NPC ( victim ) &&
IS_SET ( victim->act, PLR_NOSUMMON ) ) ||
( IS_NPC ( victim ) && saves_spell ( level, victim ) ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
/* caster room messages */
send_to_char ( "You swirl magic in front of you to create a mystical portal!\n\r", ch );
act ( "$n swirls mystic energy together to form a portal!", ch, NULL, NULL, TO_ROOM );
/* victim room message */
act ( "A sudden swirl of magical energy transforms into a portal!", victim, NULL, NULL, TO_ROOM );
/*create the portals now */
portal1 = create_object ( get_obj_index ( OBJ_VNUM_PORTAL ), portal_level );
portal1->level = portal_level;
portal1->timer = level / 5;
portal1->value[0] = victim->in_room->vnum;
portal1->value[1] = OBJ_VNUM_PORTAL;
free_string ( portal1->description );
SNP ( buf, "A portal leading to %s is hovering here.",
IS_RENTED(victim->in_room->lease) && !IS_NULLSTR(victim->in_room->lease->lease_name) ?
victim->in_room->lease->lease_name : victim->in_room->name );
portal1->description = str_dup ( buf );
portal2 = create_object ( get_obj_index ( OBJ_VNUM_PORTAL ), portal_level );
portal2->level = portal_level;
portal2->timer = level / 5;
portal2->value[0] = ch->in_room->vnum;
portal2->value[1] = OBJ_VNUM_PORTAL;
free_string ( portal2->description );
SNP ( buf, "A portal leading to %s is hovering here.",
IS_RENTED(ch->in_room->lease) && !IS_NULLSTR(ch->in_room->lease->lease_name) ?
ch->in_room->lease->lease_name : ch->in_room->name );
portal2->description = str_dup ( buf );
/* put portals in rooms */
obj_to_room ( portal1, ch->in_room );
obj_to_room ( portal2, victim->in_room );
return;
}
void spell_protection_evil ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_PROTECTED ( victim, PROT_EVIL ) ||
IS_PROTECTED ( victim, PROT_GOOD ) )
{
if ( victim == ch )
send_to_char ( "You are already protected.\n\r", ch );
else
act ( "$N is already protected.", ch, NULL, victim, TO_CHAR );
return;
}
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_PROTECTIONS;
af.bitvector = PROT_EVIL;
affect_to_char ( victim, &af );
send_to_char ( "You feel protected from evil.\n\r", victim );
if ( ch != victim )
act ( "$N is protected from harm.", ch, NULL, victim, TO_CHAR );
return;
}
void spell_protection_good ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_PROTECTED ( victim, PROT_EVIL ) ||
IS_PROTECTED ( victim, PROT_GOOD ) )
{
if ( victim == ch )
send_to_char ( "You are already protected.\n\r", ch );
else
act ( "$N is already protected.", ch, NULL, victim, TO_CHAR );
return;
}
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_PROTECTIONS;
af.bitvector = PROT_GOOD;
affect_to_char ( victim, &af );
send_to_char ( "You feel protected from good.\n\r", victim );
if ( ch != victim )
act ( "$N is protected from harm.", ch, NULL, victim, TO_CHAR );
return;
}
void spell_psychic_anchor ( int sn, int level, CHAR_DATA * ch, void *vo )
{
if ( IS_AFFECTED ( ch, AFF_MELD ) )
{
send_to_char ( "Your head is too scrambled to concentrate on this spell.\n\r", ch );
return;
}
if ( IS_SET ( ch->in_room->room_flags, ROOM_PRIVATE ) )
{
send_to_char ( "You cannot make a private room your recall point.\n\r", ch );
return;
}
send_to_char ( "You focus your thoughts and form a perfect mental image of this room.\n\r", ch );
send_to_char ( "Word of recall will now bring you to this room.\n\r", ch );
ch->recall_temp = ch->in_room->vnum;
return;
}
void spell_mask_self ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( ch, AFF_POLY ) )
{
send_to_char ( "You are already masked.\n\r", ch );
return;
}
if ( victim == ch )
{
send_to_char ( "You must specify a target creature.\n\r", ch );
return;
}
if ( ch->level <= HERO && !IS_NPC ( victim ) )
{
send_to_char ( "You can only mask yourself to look like mobs.\n\r", ch );
return;
}
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_AFFECTS;
af.bitvector = AFF_POLY;
affect_to_char ( ch, &af );
send_to_char ( "You reshape yourself into the likeness of your target.\n\r", ch );
/*save old descriptions */
free_string ( ch->description_orig );
free_string ( ch->short_descr_orig );
free_string ( ch->long_descr_orig );
ch->description_orig = str_dup ( ch->description );
ch->short_descr_orig = str_dup ( ch->short_descr );
ch->long_descr_orig = str_dup ( ch->long_descr );
/*apply poly descriptions */
free_string ( ch->description );
free_string ( ch->short_descr );
free_string ( ch->long_descr );
ch->description = str_dup ( victim->description );
if ( IS_NPC ( victim ) )
ch->short_descr = str_dup ( victim->short_descr );
else
ch->short_descr = str_dup ( victim->name );
ch->long_descr = str_dup ( victim->long_descr );
free_string ( ch->poly_name );
ch->poly_name = str_dup ( victim->name );
ch->start_pos = victim->start_pos;
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 );
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 ) )
{
send_to_char ( "That target is already regenerating.\n\r", ch );
return;
}
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_AFFECTS;
af.bitvector = AFF_REGENERATION;
affect_to_char ( victim, &af );
send_to_char ( "You feel yourself healing your wounds more quickly.\n\r", victim );
act ( "$n is healing much more quickly.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_remove_curse ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
bool found = FALSE;
OBJ_DATA *obj;
int iWear;
if ( check_dispel ( level, victim, gsn_curse ) )
{
send_to_char ( "You feel better.\n\r", victim );
act ( "$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 );
}
}
}
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 $p glows blue.", victim, obj, NULL, TO_ROOM );
}
}
}
return;
}
void spell_remove_fear ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( check_dispel ( level, victim, skill_lookup ( "fear" ) ) )
{
act ( "$n no longer looks terrified.", victim, NULL, NULL,
TO_ROOM );
}
else
send_to_char ( "Spell failed.\n\r", ch );
return;
}
void spell_remove_invis ( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int risk = 5;
if ( !IS_SET ( obj->extra_flags, ITEM_INVIS ) )
{
send_to_char ( "Strange, everyone else can already see that item.\n\r", ch );
send_to_char ( "Spell failed.\n\r", ch );
return;
}
if ( ( obj->level ) > ( ch->level + 5 ) ) /*risky */
risk += 4 * ( ( obj->level ) - ( ch->level + 10 ) );
/* hack, remove invis now so act's will show it properly */
obj->extra_flags -= ITEM_INVIS;
/* Yet another extract_obj moved to AFTER the last reference of the item.. Geez Z, didn't
* you pay attention in the "Don't Reference Null Pointers" class?
*/
if ( number_percent ( ) <= risk )
{
send_to_char ( "Just as the item starts to appear...{mKaboom!{x It {mexplodes!{x\n\r", ch );
act ( "$p appears suddenly...then shivers violently and {mexplodes{!{x", ch, obj, NULL, TO_ROOM );
extract_obj ( obj );
return;
}
if ( number_percent ( ) < ( ch->level * 2 / 3 + ( get_curr_stat ( ch, STAT_INT ) - 20 ) ) )
{
send_to_char ( "{cA bright flash of light appears and fades, revealing the item to all.{x\n\r", ch );
act ( "{cA bright flash of light appears and fades, revealing $p.{x", ch, obj, NULL, TO_ROOM );
send_to_char ( "Spell successful.\n\r", ch );
return;
}
else
{
send_to_char ( "The item resists your efforts at removing its invisibility.\n\r", ch );
obj->extra_flags += ITEM_INVIS;
return;
}
}
void spell_ghostform ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_PROTECTED ( victim, PROT_SANCTUARY ) )
{
if ( victim == ch )
send_to_char ( "You are already protected.\n\r", ch );
else
act ( "$N is already protected.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->alignment >= -250)
{
if (victim != ch)
{
send_to_char ( "The demons of hell refuse your request.\n\r", ch);
send_to_char ( "You shiver as demons pass nearby.\n\r", victim);
}
else
{
send_to_char ("The demons of hell refuse to protect you.\n\r", ch);
}
return;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy ( level / 6 );
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_PROTECTIONS;
af.bitvector = PROT_SANCTUARY;
affect_to_char ( victim, &af );
act ( "$n is surrounded by a ghostly white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "You are surrounded by a ghostly white aura.\n\r", victim );
return;
}
void spell_sanctuary ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_PROTECTED ( victim, PROT_SANCTUARY ) )
{
if ( victim == ch )
send_to_char ( "You are already protected.\n\r", ch );
else
act ( "$N is already protected.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->alignment <= 250)
{
if (victim != ch)
{
send_to_char ( "The angels politely decline your request.\n\r", ch);
send_to_char ( "You catch a glimpse of the divine, then nothing.\n\r", victim);
}
else
{
send_to_char ("You are lucky the angels of heaven are merciful.\n\r", ch);
}
return;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy ( level / 6 );
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_PROTECTIONS;
af.bitvector = PROT_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 ( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char ( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = spell_calc (ch, sn);
if ( chance(20) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE )
{
send_to_char("A small amount of feedback jolts you!\n\r", ch );
damage ( ch, ch, (dam/4), sn, DAM_LIGHTNING, TRUE );
victim = ch;
}
else if ( chance (2) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE )
{
send_to_char("You failed to ground yourself properly and the charge hits you instead!\n\r", ch);
victim = ch;
}
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
return;
}
void spell_sleep ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_SLEEP )
|| ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_UNDEAD ) )
|| level < victim->level
|| saves_spell ( level, victim ) )
return;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.where = TO_AFFECTS;
af.bitvector = AFF_SLEEP;
affect_join ( victim, &af );
if ( IS_AWAKE ( victim ) )
{
send_to_char ( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act ( "$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;
if ( ( victim = get_char_world ( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET ( victim->in_room->room_flags, ROOM_SAFE )
|| IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL )
|| ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_AGGRESSIVE ) )
|| victim->level >= level + 3 || ( !IS_NPC ( victim )
&& victim->level >= LEVEL_HERO )
|| victim->fighting != NULL || ( 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 ( "You failed.\n\r", ch );
return;
}
act ( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room ( victim );
char_to_room ( victim, ch->in_room );
act ( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act ( "$n has summoned you!", ch, NULL, victim, TO_VICT );
do_look ( victim, "auto" );
return;
}
/*
* teleport has been rewritten to find an area before selecting a vnum.
* This has a twofold benefit: Very large areas will no longer have a higher
* chance of being hit, thus equalizing the chance of being sent to any area,
* and Most Importantly, it no longer has to loop as many times due to the
* very high number of available vnums on the mud. - Lotherius
*
* Now moved off to get_random_room in db.c, so that telepops can take advantage
* of the more efficient way of doing it.
*/
void spell_teleport ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
ROOM_INDEX_DATA *pRoomIndex = NULL;
if ( victim->in_room == NULL
|| IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL )
|| ( !IS_NPC ( ch ) && victim->fighting != NULL )
|| ( victim != ch && ( saves_spell ( level, victim )
|| saves_spell ( level, victim ) ) ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
{
int counter = 0;
while ( pRoomIndex == NULL && counter <= 5000 )
{
counter++;
pRoomIndex = get_random_room ( 1, ch );
}
if ( pRoomIndex == NULL )
{
bugf ( "Couldn't find a random room after 5000 tries on spell_teleport." );
send_to_char ( "You feel funny for a second, then it passes.\n\r", victim );
send_to_char ( "Hmm... that shoulda worked.\n\r", ch );
return;
}
}
while ( pRoomIndex == NULL )
pRoomIndex = get_random_room ( 1, ch );
if ( victim != ch )
send_to_char ( "You have been teleported!\n\r", victim );
act ( "$n vanishes!", victim, NULL, NULL, TO_ROOM );
char_from_room ( victim );
char_to_room ( victim, pRoomIndex );
act ( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look ( victim, "auto" );
return;
}
/*
* This spell perhaps needs to use PERSMASK?
*/
void spell_ventriloquate ( int sn, int level, CHAR_DATA * ch, void *vo )
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument ( target_name, speaker );
SNP ( buf1, "%s says '%s'.\n\r", speaker, target_name );
SNP ( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER ( buf1[0] );
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if ( !is_name ( speaker, vch->name ) )
send_to_char ( saves_spell ( level, vch ) ? buf2 : buf1, vch );
}
return;
}
void spell_vocalize ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
send_to_char ( "That target already has a voice.\n\r", ch );
return;
}
af.type = sn;
af.level = level;
af.duration = level / 7;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = 0;
affect_to_char ( victim, &af );
send_to_char ( "Vocalize spell successful.\n\r", ch );
send_to_char ( "You feel you can cast spells without speaking.\n\r", victim );
return;
}
void spell_weaken ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn )
|| saves_spell ( level, victim ) )
return;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 * ( level / 5 );
af.where = TO_AFFECTS;
af.bitvector = AFF_WEAKEN;
affect_to_char ( victim, &af );
send_to_char ( "You feel weaker.\n\r", victim );
act ( "$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;
/* Zeran - changeable recall room */
if ( ( location = get_room_index ( ch->recall_temp ) ) == NULL )
{
if ( ( location = get_room_index ( ch->recall_perm ) ) == NULL )
{
send_to_char ( "You are completely lost.\n\r", victim );
return;
}
}
if ( IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) ||
IS_AFFECTED ( victim, AFF_CURSE ) )
{
send_to_char ( "Spell failed.\n\r", victim );
return;
}
if ( victim->fighting != NULL )
stop_fighting ( victim, TRUE );
ch->move /= 2;
act ( "$n disappears.", victim, NULL, NULL, TO_ROOM );
char_from_room ( victim );
char_to_room ( victim, location );
act ( "$n appears in the room.", victim, NULL, NULL, TO_ROOM );
do_look ( victim, "auto" );
return;
}
/*
* NPC spells.
* Some expanded a bit.
*/
void spell_acid_breath ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( number_bits ( 2 ) != 0 )
continue;
// Now we're just going to damage the object instead of all the wierd
// stuff.
//
if ( obj_lose->condition > 0 )
damage_obj ( ch, obj_lose, 5, DAM_ACID );
}
}
dam = spell_calc (ch, sn);
if ( saves_spell ( level, victim ) ) dam /= 2;
damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
return;
}
void spell_fire_breath ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( number_bits ( 2 ) != 0 )
continue;
// Now we're just going to damage the object instead of all the wierd
// stuff.
//
if ( obj_lose->condition > 0 )
damage_obj ( ch, obj_lose, 5, DAM_FIRE );
}
}
dam = spell_calc (ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
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;
if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( number_bits ( 2 ) != 0 )
continue;
// Now we're just going to damage the object instead of all the wierd
// stuff.
//
if ( obj_lose->condition > 0 )
damage_obj ( ch, obj_lose, 5, DAM_COLD );
}
}
dam = spell_calc (ch, sn);
if ( saves_spell ( level, victim ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_COLD, TRUE );
return;
}
void spell_gas_breath ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_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 ) )
{
if ( number_percent ( ) < 2 * level && !saves_spell ( level, vch ) )
{
for ( obj_lose = vch->carrying; obj_lose != NULL; obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( number_bits ( 2 ) != 0 )
continue;
// Now we're just going to damage the object instead of all the wierd
// stuff.
//
if ( obj_lose->condition > 0 )
damage_obj ( ch, obj_lose, 5, DAM_POISON );
}
}
dam = spell_calc(ch, sn);
if ( saves_spell ( level, vch ) )
dam /= 2;
damage ( ch, vch, dam, sn, DAM_POISON, TRUE );
}
}
return;
}
void spell_lightning_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;
if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( number_bits ( 2 ) != 0 )
continue;
// Now we're just going to damage the object instead of all the wierd
// stuff.
//
if ( obj_lose->condition > 0 )
damage_obj ( ch, obj_lose, 5, DAM_COLD );
}
}
dam = spell_calc(ch, sn);
if ( saves_spell ( level, victim ) ) dam /= 2;
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
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, dam, sn, DAM_PIERCE, TRUE );
return;
}
void spell_high_explosive ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = spell_calc(ch, sn) + ch->level;
if ( chance(20) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE )
{
send_to_char("Your high explosive blows up in your face!\n\r", ch );
victim = ch;
}
if ( saves_spell ( level, victim ) )
dam /= 2;
check_damage_obj ( victim, NULL, 40, DAM_BASH );
damage ( ch, victim, dam, sn, DAM_BASH, TRUE );
return;
}
void spell_mind_meld ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
int dam;
if ( IS_AFFECTED ( victim, AFF_MELD ) ||
saves_spell ( level, victim ) )
{
send_to_char ( "Your efforts fail to produce melding.\n\r", ch );
return;
}
af.type = sn;
af.level = level;
af.duration = 2 + level;
af.location = APPLY_INT;
af.modifier = -5;
af.where = TO_AFFECTS;
af.bitvector = AFF_MELD;
affect_to_char ( victim, &af );
dam = dice ( 6, level );
damage ( ch, victim, dam, sn, DAM_MENTAL, TRUE );
act ( "$N has been Mind Melded.", ch, NULL, victim, TO_CHAR );
send_to_char ( "You feel an immense pain in your head!\n\r", victim );
act ( "$N grimaces in pain!", ch, NULL, victim, TO_NOTVICT );
return;
}
void spell_chaos ( 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 damtype;
/* this spell uses a bit of OLC code. nasty, but it was the quickest way
* to get the damage names from numbers into text form.
* It started out based on chain lightning, but has got much more advanced.
* Spell 'chaos' by Lotherius
*/
damtype = number_range ( 4, 17 );
act ( "A cracking sound fills the room as $n bursts into energy, sending an arc of pure magical force into $N.",
ch, NULL, victim, TO_ROOM );
if ( IS_NPC ( victim ) )
{
form_to_char ( ch, "With a crack, your %s hits %s!\n\r",
flag_string ( damage_type, damtype ),
victim->short_descr );
}
else
{
form_to_char ( ch, "With a crack, your %s hits %s!\n\r",
flag_string ( damage_type, damtype ),
victim->name );
form_to_char ( victim, "You are hit by %s's %s!\n\r",
ch->name, flag_string ( damage_type, damtype ) );
}
dam = dice ( level, 6 );
if ( saves_spell ( level, victim ) )
dam /= 3;
check_damage_obj ( victim, NULL, 10, damtype );
damage ( ch, victim, dam, sn, damtype, TRUE );
last_vict = victim;
level -= 3; /* decrement damage */
/* new targets */
while ( level > 0 )
{
found = FALSE;
for ( tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict )
{
next_vict = tmp_vict->next_in_room;
if ( !is_safe_spell ( ch, tmp_vict, TRUE ) && tmp_vict != last_vict )
{
found = TRUE;
last_vict = tmp_vict;
act ( "$n is enveloped by the raw power!", tmp_vict, NULL, NULL, TO_ROOM );
dam = dice ( level, 6 );
if ( saves_spell ( level, tmp_vict ) )
dam /= 3;
damtype = number_range ( 4, 17 );
if ( IS_NPC ( victim ) )
{
form_to_char ( ch, "Your %s hits %s!\n\r",
flag_string ( damage_type, damtype ),
victim->short_descr );
}
else
{
form_to_char ( ch, "Your %s hits %s!\n\r",
flag_string ( damage_type, damtype ),
victim->name );
form_to_char ( victim, "You are hit by %s's %s!\n\r",
ch->name,
flag_string ( damage_type, damtype ) );
}
check_damage_obj ( tmp_vict, NULL, 10, damtype );
damage ( ch, tmp_vict, dam, sn, damtype, TRUE );
level -= 4; /* decrement damage */
}
}
/* end target searching loop */
if ( !found ) /* no target found, hit the caster */
{
if ( ch == NULL )
return;
if ( last_vict == ch ) /* no double hits */
{
act ( "The energy flows back into the ether.", ch, NULL, NULL, TO_ROOM );
act ( "The energy returns to you, somewhat spent.", ch, NULL, NULL, TO_CHAR );
return;
}
last_vict = ch;
act ( "The magic backfires on $n...whoops!", ch, NULL, NULL, TO_ROOM );
damtype = number_range ( 4, 17 );
form_to_char ( ch, "Your %s hits YOU!\n\r", flag_string ( damage_type, damtype ) );
dam = dice ( level, 6 );
if ( saves_spell ( level, ch ) )
dam /= 3;
check_damage_obj ( ch, NULL, 10, damtype );
damage ( ch, ch, dam, sn, damtype, TRUE );
level -= 4; /* decrement damage */
if ( ch == NULL )
return;
}
/* now go back and find more targets */
}
return;
}
void spell_psi_twister ( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char ( "You release your mental power to do its will in the room!\n\r", ch );
act ( "$n levitates amid a swirl of psychic energy.", 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 ( saves_spell ( level, vch ) )
damage ( ch, vch, 1, sn, DAM_MENTAL, TRUE );
else
damage ( ch, vch, spell_calc(ch, sn), sn, DAM_MENTAL, TRUE );
}
continue;
}
}
return;
}
/*
* Brew by Zeran
* Modified by Lotherius
*/
void do_brew ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj = NULL;
int sn;
char typebuf[128];
int chance;
int mana;
char arg1[MAX_INPUT_LENGTH];
char *spell;
one_argument ( argument, arg1 );
/*
* NPC's can't brew at all.
*/
if ( IS_NPC ( ch ) )
return;
if ( ch->pcdata->pclass != class_lookup ( "avenger" ) )
{
send_to_char ( "Only Avengers or Defilers may brew potions.\n\r", ch );
return;
}
if ( arg1[0] == '\0' )
{
send_to_char ( "Brew what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup ( arg1 ) ) < 0
|| ( !IS_NPC ( ch ) && ch->level < skill_table[sn].skill_level[ch->pcdata->pclass] )
|| ( ch->pcdata->learned[sn] < 1 ) )
{
send_to_char ( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( skill_table[sn].spell_fun == spell_null )
{
send_to_char ( "That's not a spell!\n\r", ch );
return;
}
/* See if spell is brewable */
/* need a new routine here since I removed the "brew chart" - Lotherius */
/* Verify character has mana and components. */
/* need to add vial or jar here later */
if ( ch->level + 2 == skill_table[sn].skill_level[ch->pcdata->pclass] )
mana = 50;
else
mana = 1.5 *
( UMAX ( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->pcdata->pclass] ) ) );
if ( ch->mana < mana )
{
send_to_char ( "You do not have enough mana to brew that.\n\r", ch );
return;
}
if ( str_cmp ( skill_table[sn].component, "" ) &&
( obj = get_obj_carry ( ch, skill_table[sn].component, NULL ) ) == NULL )
{
form_to_char ( ch, "You need '%s' to brew that potion.\n\r",
skill_table[sn].component );
return;
}
/* Ok, checks done, lets whip up a potion! */
ch->mana -= mana;
if ( obj != NULL )
extract_obj ( obj );
chance = ch->level / 2 + ch->pcdata->learned[sn] / 2;
if ( number_percent ( ) > chance )
{
send_to_char ( "Oops, you misread the recipe.\n\r", ch );
return;
}
obj = create_object ( ( get_obj_index ( OBJ_POTION ) ), 0 );
obj->value[0] = ch->level;
obj->value[1] = sn;
obj->level = 1;
obj->timer = UMAX ( 24, ( ch->level * 2 ) );
free_string ( obj->name );
free_string ( obj->short_descr );
free_string ( obj->description );
spell = skill_table[sn].name;
SNP ( typebuf, "potion %s", spell );
obj->name = str_dup ( typebuf );
SNP ( typebuf, "a potion of %s", spell );
obj->short_descr = str_dup ( typebuf );
SNP ( typebuf, "A potion of %s is just lying here.", spell );
obj->description = str_dup ( typebuf );
/* Zeran - make waitstate *before* obj is put in room, so brewers don't
have their new creations stolen while they are stuck in a waitstate. */
/* Lotherius - Umm... Z... the wait state doesn't pause the whole mud... this
* changes nothing, the player is still waited after the obj is placed. We aren't
* running multi-threaded here ya know.
*/
if ( !IS_IMMORTAL ( ch ) )
WAIT_STATE ( ch, PULSE_VIOLENCE / 2 ); /*lets not brew at lightspeed */
obj_to_room ( obj, ch->in_room );
send_to_char ( "You whip up a fantastic concoction!\n\r", ch );
act ( "$n grabs a kettle and whips up a potion.", ch, NULL, NULL, TO_ROOM );
return;
}
/*
* Scribe by Zeran
* Modified by Lotherius
*/
void do_scribe ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj = NULL;
OBJ_DATA *obj2 = NULL;
int sn;
char typebuf[128];
int chance;
char arg1[MAX_INPUT_LENGTH];
char *spell;
int gold = 0;
int mana = 0;
one_argument ( argument, arg1 );
/*
* No NPC's can scribe
*/
if ( IS_NPC ( ch ) )
return;
if ( ch->pcdata->pclass != class_lookup ( "mage" )
&& ch->pcdata->pclass != class_lookup ( "chaosmage" ) )
{
send_to_char ( "Only mages or chaosmages may scribe spells.\n\r", ch );
return;
}
if ( arg1[0] == '\0' )
{
send_to_char ( "Scribe what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup ( arg1 ) ) < 0
|| ( !IS_NPC ( ch ) && ch->level < skill_table[sn].skill_level[ch->pcdata->pclass] )
|| ( ch->pcdata->learned[sn] < 1 ) )
{
send_to_char ( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( skill_table[sn].spell_fun == spell_null )
{
send_to_char ( "That's not a spell!\n\r", ch );
return;
}
gold = skill_table[sn].skill_level[ch->pcdata->pclass] * 10;
mana = UMAX ( skill_table[sn].min_mana,
100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->pcdata->pclass] ) ) * 1.5;
/* Verify character has necessary gold, mana, and components. */
if ( ch->gold < gold )
{
send_to_char ( "You do not have enough gold to scribe that.\n\r", ch );
return;
}
if ( ch->mana < mana )
{
send_to_char( "You do not have enough mana to scribe that.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, "vellum", NULL ) ) == NULL )
{
send_to_char ( "You need vellum to write on.\n\r", ch );
return;
}
if ( str_cmp ( skill_table[sn].component, "" )
&& ( obj2 = get_obj_carry ( ch, skill_table[sn].component, NULL ) ) == NULL )
{
form_to_char ( ch, "You need '%s' to scribe that spell.\n\r",
skill_table[sn].component );
return;
}
/* Ok, checks done, lets whip up a potion! */
ch->gold -= gold;
ch->mana -= mana;
extract_obj ( obj ); /*vellum sheet */
if ( obj2 != NULL )
extract_obj ( obj2 ); /*extra component */
chance = ch->level / 2 + ch->pcdata->learned[sn] / 2;
if ( number_percent ( ) > chance )
{
send_to_char ( "Oops, you dripped some ink in the wrong place, scroll ruined.\n\r", ch );
return;
}
obj = create_object ( ( get_obj_index ( OBJ_SCROLL ) ), 0 );
obj->value[0] = ch->level;
obj->value[1] = sn;
obj->level = 1;
obj->timer = UMAX ( 24, ( ch->level * 2 ) );
free_string ( obj->name );
free_string ( obj->short_descr );
free_string ( obj->description );
spell = skill_table[sn].name;
SNP ( typebuf, "scroll %s", spell );
obj->name = str_dup ( typebuf );
SNP ( typebuf, "a scroll of %s", spell );
obj->short_descr = str_dup ( typebuf );
SNP ( typebuf, "A tightly rolled scroll of %s is lying here.", spell );
obj->description = str_dup ( typebuf );
/* Zeran - make waitstate *before* obj is put in room, so scribers don't
* have their new creations stolen while they are stuck in a waitstate.
*/
/* Lotherius - Umm... Z... the wait state doesn't pause the whole mud... this
* changes nothing, the player is still waited after the obj is placed. We aren't
* running multi-threaded here ya know.
*/
if ( !IS_IMMORTAL ( ch ) )
WAIT_STATE ( ch, PULSE_VIOLENCE / 2 ); /*lets not scribe at lightspeed */
obj_to_room ( obj, ch->in_room );
send_to_char ( "You painstakingly fill the scroll with mystical runes!\n\r", ch );
act ( "$n writes a scroll with strange symbols on it.", ch, NULL, NULL, TO_ROOM );
return;
}