/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
/***************************************************************************
* This file holds the spells and skills used by necromancers
*
* This code is (C) 1996 The Maniac from Mythran Mud, you may use it
* if you follow these rules:
* -Don't redistribute the code, or code based on this code
* -Include the help entries __EXACTLY__ as you find them in this file
* they may not be altered or omitted
* -Your mud has to comply with the Envy, Merc and Diku linsences fully.
*
* Thanx go to Michael Quan and Mitchell Tse for writing the best muds ever
* (merc, and envy 1 and 2)
*
* Maniac: v942346@si.hhs.nl
* Snippets: http://www.hhs.nl/~v942346/snippets.html
***************************************************************************/
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
void spell_rock_flesh( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
OBJ_DATA *wood = NULL;
OBJ_DATA *dirt = NULL;
OBJ_DATA *obj = NULL;
/* Check if we have the needed reagents: blood, bone and wood */
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_DIRT )
dirt = obj;
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_WOOD )
wood = obj;
if (dirt && wood)
break;
}
if (!(obj) ) /* Char does not have all reagents */
{ /* When !obj, the loop was done, and not all was found */
send_to_char( "You do not have the required reagents.\n\r", ch );
return;
}
extract_obj( wood );
extract_obj( dirt );
if ( is_affected( ch, sn ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -50;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "Your flesh turns to rock.\n\r", victim );
act( "$n's flesh turns to rock.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_summon_dead( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *zombie;
OBJ_DATA *obj = NULL;
OBJ_DATA *blood = NULL;
OBJ_DATA *bone = NULL;
OBJ_DATA *wood = NULL;
/* Check if we have the needed reagents: blood, bone and wood */
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_BLOOD )
blood = obj;
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_BONE )
bone = obj;
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_WOOD )
wood = obj;
if (blood && bone && wood)
break;
}
if (!obj )
{
send_to_char( "You do not have the required reagents.\n\r", ch );
return;
}
/* We have all reagents... now extract them from player */
extract_obj(blood);
extract_obj(bone);
extract_obj(wood);
zombie = create_mobile( get_mob_index( MOB_VNUM_ZOMBIE ) );
SET_BIT( zombie->act, ACT_PET); /* set some */
SET_BIT( zombie->affected_by, AFF_CHARM ); /* stuff */
char_to_room (zombie, ch->in_room); /* get it here */
zombie->level = number_range( 10, 20 ); /* setup level */
zombie->max_hit = (ch->max_hit /3); /* give it hp */
zombie->hit = zombie->max_hit; /* give it full health */
send_to_char("You call upon the dark powers and summon a dead warrior.\n\r", ch);
act( "$n calls upon dark powers to bring back a dead warrior.", ch, NULL, NULL, TO_ROOM );
add_follower( zombie, ch);
zombie->leader = ch;
return;
}
void spell_call_quake( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
OBJ_DATA *obj = NULL;
OBJ_DATA *blood = NULL;
OBJ_DATA *bone = NULL;
OBJ_DATA *wood = NULL;
OBJ_DATA *blackmoor = NULL;
/* Check if we have the needed reagents: blood, bone and wood */
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_BLOOD )
blood = obj;
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_BONE )
bone = obj;
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_WOOD )
wood = obj;
if ( obj->pIndexData->vnum == OBJ_VNUM_NEC_BLACKMOOR )
blackmoor = obj;
if (blood && bone && wood && blackmoor)
break;
}
if (!obj )
{
send_to_char( "You do not have the required reagents.\n\r", ch );
return;
}
extract_obj(blood);
extract_obj(bone);
extract_obj(wood);
extract_obj(blackmoor);
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; vch = vch->next )
{
if ( vch->deleted || !vch->in_room )
continue;
if ( vch->in_room == ch->in_room )
{
if (vch != ch && (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch)))
damage( ch, vch, level + dice( 2, 8 ), sn, WEAR_NONE );
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}