/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" #include "magic.h" #include "recycle.h" #include "tables.h" /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); /* imported functions */ bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } int find_spell( CHAR_DATA *ch, const char *name ) { /* finds a spell the character can cast if possible */ int sn, found = -1; if (IS_NPC(ch)) return skill_lookup(name); for ( sn = 0; sn < MAX_SKILL; sn++ ) { if (skill_table[sn].name == NULL) break; if (LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix(name,skill_table[sn].name)) { if ( found == -1) found = sn; if (ch->level >= skill_table[sn].skill_level[ch->class] && ch->pcdata->learned[sn] > 0) return sn; } } return found; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } void spell_imprint( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; int sp_slot, i, mana; char buf[ MAX_STRING_LENGTH ]; if (skill_table[sn].spell_fun == spell_null ) { send_to_char("That is not a spell.\n\r",ch); return; } /* counting the number of spells contained within */ for (sp_slot = i = 1; i < 4; i++) if (obj->value[i] != -1) sp_slot++; if (sp_slot > 3) { act ("$p cannot contain any more spells.", ch, obj, NULL, TO_CHAR); return; } /* scribe/brew costs 4 times the normal mana required to cast the spell */ mana = 4 * mana_cost(ch, 10, sn); if(mana>500) mana = 200; if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } /* executing the imprinting process */ ch->mana -= mana; obj->value[sp_slot] = sn; /* Making it successively harder to pack more spells into potions or scrolls - JH */ switch( sp_slot ) { default: bug( "sp_slot has more than %d spells.", sp_slot ); return; case 1: if ( number_percent() > 95 ) { sprintf(buf, "The magic enchantment has failed --- the %s vanishes.\n\r", obj->name ); send_to_char( buf, ch ); extract_obj( obj ); return; } break; case 2: if ( number_percent() > 70 || !IS_IMMORTAL(ch) ) { sprintf(buf, "The magic enchantment has failed --- the %s vanishes.\n\r", obj->name ); send_to_char( buf, ch ); extract_obj( obj ); return; } break; case 3: if ( number_percent() > 50 || !IS_IMMORTAL(ch)) { sprintf(buf, "The magic enchantment has failed --- the %s vanishes.\n\r", obj->name ); send_to_char( buf, ch ); extract_obj( obj ); return; } break; } /* labeling the item */ free_string (obj->short_descr); sprintf ( buf, "a %s of ", obj->name ); for (i = 1; i <= sp_slot ; i++) if (obj->value[i] != -1) { strcat (buf, skill_table[obj->value[i]].name); (i != sp_slot ) ? strcat (buf, ", ") : strcat (buf, "") ; } obj->short_descr = str_dup(buf); sprintf(buf, "You have imbued a new spell to the %s.\n\r", obj->name ); send_to_char( buf, ch ); return; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char * old; char * new; }; static const struct syl_type syl_table[] = { { " ", " " }, { "ar", "abra" }, { "au", "kada" }, { "bless", "fido" }, { "blind", "nose" }, { "bur", "mosa" }, { "cu", "judi" }, { "de", "oculo" }, { "en", "unso" }, { "light", "dies" }, { "mass", "mega" }, { "haste", "graga" }, { "move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per", "duda" }, { "fly", "wingardian levosa" }, { "harm", "flipindo" }, { "re", "candus" }, { "son", "sabru" }, { "tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }; buf[0] = '\0'; for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) { for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ ) { if ( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch != ch ) act((!IS_NPC(rch) && ch->class==rch->class) ? buf : buf2, ch, NULL, rch, TO_VICT ); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA *victim, int dam_type ) { int save; save = 50 + ( victim->level - level) * 5 - victim->saving_throw * 2; switch(check_immune(victim,dam_type)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save += 2; break; case IS_VULNERABLE: save -= 2; break; } if (!IS_NPC(victim) && class_table[victim->class].fMana) save = 9 * save / 10; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* RT save for dispels */ bool saves_dispel( int dis_level, int spell_level, int duration) { int save; if (duration == -1) spell_level += 5; /* very hard to dispel permanent effects */ save = 50 + (spell_level - dis_level) * 5; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* co-routine for dispel magic and cancellation */ bool check_dispel( int dis_level, CHAR_DATA *victim, int sn) { AFFECT_DATA *af; if (is_affected(victim, sn)) { for ( af = victim->affected; af != NULL; af = af->next ) { if ( af->type == sn ) { if (!saves_dispel(dis_level,af->level,af->duration)) { affect_strip(victim,sn); if ( skill_table[sn].msg_off ) { send_to_char( skill_table[sn].msg_off, victim ); send_to_char( "\n\r", victim ); } return TRUE; } else af->level--; } } } return FALSE; } /* for finding mana costs -- temporary version */ int mana_cost (CHAR_DATA *ch, int min_mana, int level) { if (ch->level + 2 == level) return 1000; return UMAX(min_mana,(100/(2 + ch->level - level))); } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; void spell_resurrect( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj; CHAR_DATA *mob; int i; obj = get_obj_here( ch, 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 + 10) ) { send_to_char( "You couldn't call forth such a great spirit.\n\r", ch ); return; } if( ch->pet != NULL ) { send_to_char( "You already have a pet.\n\r", ch ); return; } /* Chew on the zombie a little bit, recalculate level-dependant stats */ mob = create_mobile( get_mob_index( MOB_VNUM_ZOMBIE ) ); mob->level = ch->level + 9; mob->max_hit = ch->level * 8 + number_range( mob->level * mob->level/1.625, mob->level * mob->level/1.375); mob->hit = mob->max_hit; mob->max_mana = 100 + dice(mob->level,(mob->level + 10)); mob->mana = mob->max_mana; for (i = 0; i < 3; i++) mob->armor[i] = interpolate(mob->level,100,-100); mob->armor[3] = interpolate(mob->level,100,0); for (i = 0; i < MAX_STATS; i++) mob->perm_stat[i] = 11 + mob->level/4; /* You rang? */ char_to_room( mob, ch->in_room ); act( "$p 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_PET); mob->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS; add_follower( mob, ch ); mob->leader = ch; ch->pet = mob; /* For a little flavor... */ do_say( mob, "How may I serve you, master?" ); return; } void do_cast( CHAR_DATA *ch, char *argument ) { CHAR_DATA *wch; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; int target; /* * Switched NPC's can cast spells, but others can't. */ if ( IS_NPC(ch) && ch->desc == NULL) return; if(IS_AFFECTED2(ch, AFF_SILENCE)) { send_to_char("There's something wrong with your voice.\n\r", ch); return; } /* if(IS_SET(wch->act, PLR_ROLEPL)) { send_to_char("Sorry, you can't attack a player in RP Mode!\n\r", ch); return; } if(IS_SET(wch->act, PLR_ROLEP2)) { send_to_char("Sorry, you can't attack a player in RP Mode!\n\r", ch); return; } */ target_name = one_argument( argument, arg1 ); one_argument( target_name, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if ((sn = find_spell(ch,arg1)) < 1 || skill_table[sn].spell_fun == spell_null || (!IS_NPC(ch) && (ch->level < skill_table[sn].skill_level[ch->class] || ch->pcdata->learned[sn] == 0))) { send_to_char( "You don't know any spells of that name.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } if (ch->level + 2 == skill_table[sn].skill_level[ch->class]) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; target = TARGET_NONE; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if ( ch == victim ) { send_to_char( "Why would you want to do that?\n\r", ch ); return; } if ( !IS_NPC(ch) && !IS_IMMORTAL(ch)) { if (is_safe(ch,victim) && victim != ch) { send_to_char("Not on that target.\n\r",ch); return; } check_killer(ch,victim); check_violent(ch,victim); } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = (void *) ch; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, target_name, ch ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (arg2[0] == '\0') { if ((victim = ch->fighting) == NULL) { send_to_char("Cast the spell on whom or what?\n\r",ch); return; } target = TARGET_CHAR; } else if ((victim = get_char_room(ch,target_name)) != NULL) { target = TARGET_CHAR; } if (target == TARGET_CHAR) /* check the sanity of the attack */ { if(is_safe_spell(ch,victim,FALSE) && victim != ch) { send_to_char("Not on that target.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } if (!IS_NPC(ch)) check_killer(ch,victim); check_violent(ch,victim); vo = (void *) victim; } else if ((obj = get_obj_here(ch,target_name)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; case TAR_OBJ_CHAR_DEF: if (arg2[0] == '\0') { vo = (void *) ch; target = TARGET_CHAR; } else if ((victim = get_char_room(ch,target_name)) != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else if ((obj = get_obj_carry(ch,target_name,ch)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); if( !IS_IMMORTAL( ch ) ) WAIT_STATE( ch, skill_table[sn].beats ); if ( number_percent( ) > get_skill(ch,sn) ) { send_to_char( "You lost your concentration.\n\r", ch ); check_improve(ch,sn,FALSE,1); ch->mana -= mana / 2; } else { ch->mana -= mana; if (IS_NPC(ch) || class_table[ch->class].fMana) /* class has spells */ (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo,target); else (*skill_table[sn].spell_fun) (sn, 3 * ch->level/4, ch, vo,target); check_improve(ch,sn,TRUE,1); } if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && !IS_IMMORTAL(ch) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { check_killer(victim,ch); check_violent(victim,ch); multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) { void *vo; int target = TARGET_NONE; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } if (is_safe(ch,victim) && ch != victim) { send_to_char("Something isn't right...\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: case TAR_CHAR_SELF: if ( victim == NULL ) victim = ch; vo = (void *) victim; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if ( victim == NULL && obj == NULL) { if (ch->fighting != NULL) victim = ch->fighting; else { send_to_char("You can't do that.\n\r",ch); return; } } if (victim != NULL) { if (is_safe_spell(ch,victim,FALSE) && ch != victim) { send_to_char("Something isn't right...\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; case TAR_OBJ_CHAR_DEF: if (victim == NULL && obj == NULL) { vo = (void *) ch; target = TARGET_CHAR; } else if (victim != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo,target); if ( (skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { check_killer(victim,ch); check_violent(victim,ch); multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice( level, 12 ); if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_ACID, TRUE); return; } void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already armored.\n\r",ch); else act("$N is already armored.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel someone protecting you.\n\r", victim ); if ( ch != victim ) act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR); return; } /* Advanced Mind created by Scott MacLean, Paladine */ void spell_advanced_mind(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You're mind is already at its peak!\n\r",ch); else act("$N's mind is already at its peak!.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/2; af.location = APPLY_INT; af.modifier = 1 + (level >= 9) + (level >= 18) + (level >= 27); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your mind power increases!\n\r", victim ); act("$n's mindpower increases!.",victim,NULL,NULL,TO_ROOM); return; } void spell_aquastrike(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(8 + level / 2, 8); if ( saves_spell( level, victim, DAM_DROWNING) ) dam /= 2; damage( ch, victim, dam, sn, DAM_DROWNING ,TRUE); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_BLESS)) { act("$p is already blessed.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_EVIL)) { AFFECT_DATA *paf; paf = affect_find(obj->affected,gsn_curse); if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0)) { if (paf != NULL) affect_remove_obj(obj,paf); act("$p glows a pale blue.",ch,obj,NULL,TO_ALL); REMOVE_BIT(obj->extra_flags,ITEM_EVIL); return; } else { act("The evil of $p is too powerful for you to overcome.", ch,obj,NULL,TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BLESS; affect_to_obj(obj,&af); act("$p glows with a holy aura.",ch,obj,NULL,TO_ALL); if (obj->wear_loc != WEAR_NONE) ch->saving_throw -= 1; return; } /* character target */ victim = (CHAR_DATA *) vo; if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already blessed.\n\r",ch); else act("$N already has divine favor.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6+level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); send_to_char( "You feel righteous.\n\r", victim ); if ( ch != victim ) act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_BLIND)) { act("$N is already blinded.",ch,NULL,victim,TO_CHAR); return; } if(saves_spell(level,victim,DAM_OTHER)) { act("It didn't seem to work on $N.",ch, NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1+level; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM); return; } void spell_burning_hands(int sn,int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] * 2, dam_each[level] / 2 ); if ( saves_spell( level, victim,DAM_FIRE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE,TRUE); return; } void spell_call_lightning( int sn, int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if ( !IS_OUTSIDE(ch) ) { send_to_char( "You must be out of doors.\n\r", ch ); return; } if ( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return; } dam = dice(level/2, 8); send_to_char( "You call lightning to strike your foes!\n\r", ch ); act( "$n calls lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) ) damage( ch, vch, saves_spell( level,vch,DAM_LIGHTNING) ? dam / 2 : dam, sn,DAM_LIGHTNING,TRUE); continue; } if ( vch->in_room->area == ch->in_room->area && IS_OUTSIDE(vch) && IS_AWAKE(vch) ) send_to_char( "Lightning flashes in the sky.\n\r", vch ); } return; } /* RT calm spell stops all fighting in the room */ void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *vch; int mlevel = 0; int count = 0; int high_level = 0; int chance; AFFECT_DATA af; /* get sum of all mobile levels in the room */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->position == POS_FIGHTING) { count++; if (IS_NPC(vch)) mlevel += vch->level; else mlevel += vch->level/2; high_level = UMAX(high_level,vch->level); } } /* compute chance of stopping combat */ chance = 4 * level - high_level + 2 * count; if (IS_IMMORTAL(ch)) /* always works */ mlevel = 0; if (number_range(0, chance) >= mlevel) /* hard to stop large fights */ { for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (IS_NPC(vch) && (IS_SET(vch->imm_flags,IMM_MAGIC) || IS_SET(vch->act,ACT_UNDEAD))) return; if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK) || is_affected(vch,skill_lookup("frenzy"))) return; send_to_char("A wave of calm passes over you.\n\r",vch); if (vch->fighting || vch->position == POS_FIGHTING) stop_fighting(vch,FALSE); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/4; af.location = APPLY_HITROLL; if (!IS_NPC(vch)) af.modifier = -5; else af.modifier = -2; af.bitvector = AFF_CALM; affect_to_char(vch,&af); af.location = APPLY_DAMROLL; affect_to_char(vch,&af); } } } void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; level += 2; if ((!IS_NPC(ch) && IS_NPC(victim) && !(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) || (IS_NPC(ch) && !IS_NPC(victim)) ) { send_to_char("You failed, try dispel magic.\n\r",ch); return; } /* unlike dispel magic, the victim gets NO save */ /* begin running through the spells */ if (check_dispel(level,victim,skill_lookup("advanced mind"))) 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 magic"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("enhanced mind"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("faerie fire"))) { act("$n's outline fades.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("flameshield"))) { act("$n's fiery aura fades away.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("fly"))) { act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("frenzy"))) { act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);; found = TRUE; } if (check_dispel(level,victim,skill_lookup("giant strength"))) { act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("haste"))) { act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("infravision"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mass invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("pass door"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection good"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("sanctuary"))) { act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("lightningshield"))) { act("The crackeling aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("flaming eyes"))) { act("The red in $n eyes, fade, and the fire dies.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("shield"))) { act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level, victim,skill_lookup("silence"))) { act("$n regains $s voice.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("sleep"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("slow"))) { act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("true sight"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("weaken"))) { act("$n looks stronger.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (found) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); } void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn,DAM_HARM,TRUE); return; } void spell_cause_critical(int sn,int level,CHAR_DATA *ch,void *vo,int target) { damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn,DAM_HARM,TRUE); return; } void spell_cause_serious(int sn,int level,CHAR_DATA *ch,void *vo,int target) { damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn,DAM_HARM,TRUE); return; } void spell_chain_lightning(int sn,int level,CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *tmp_vict,*last_vict,*next_vict; bool found; int dam; /* first strike */ act("A lightning bolt leaps from $n's hand and arcs to $N.", ch,NULL,victim,TO_ROOM); act("A lightning bolt leaps from your hand and arcs to $N.", ch,NULL,victim,TO_CHAR); act("A lightning bolt leaps from $n's hand and hits you!", ch,NULL,victim,TO_VICT); dam = dice(level,6); if (saves_spell(level,victim,DAM_LIGHTNING)) dam /= 3; damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); last_vict = victim; level -= 4; /* decrement damage */ /* new targets */ while (level > 0) { found = FALSE; for (tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict) { next_vict = tmp_vict->next_in_room; if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict) { found = TRUE; last_vict = tmp_vict; act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM); act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR); dam = dice(level,6); if (saves_spell(level,tmp_vict,DAM_LIGHTNING)) dam /= 3; damage(ch,tmp_vict,dam,sn,DAM_LIGHTNING,TRUE); level -= 4; /* decrement damage */ } } /* end target searching loop */ if (!found) /* no target found, hit the caster */ { if (ch == NULL) return; if (last_vict == ch) /* no double hits */ { act("The bolt seems to have fizzled out.",ch,NULL,NULL,TO_ROOM); act("The bolt grounds out through your body.", ch,NULL,NULL,TO_CHAR); return; } last_vict = ch; act("The bolt arcs to $n...whoops!",ch,NULL,NULL,TO_ROOM); send_to_char("You are struck by your own lightning!\n\r",ch); dam = dice(level,6); if (saves_spell(level,ch,DAM_LIGHTNING)) dam /= 3; damage(ch,ch,dam,sn,DAM_LIGHTNING,TRUE); level -= 4; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn )) { if (victim == ch) send_to_char("You've already been changed.\n\r",ch); else act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level , victim,DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel different.\n\r", victim ); act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM); return; } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_safe(ch,victim)) return; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_CHARM) || IS_AFFECTED(ch, AFF_CHARM) || level < victim->level || IS_SET(victim->imm_flags,IMM_CHARM) || saves_spell( level, victim,DAM_CHARM) ) return; if (IS_SET(victim->in_room->room_flags,ROOM_LAW)) { send_to_char( "The mayor does not allow charming in the city limits.\n\r",ch); return; } if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); victim->leader = ch; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR); return; } void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( !saves_spell( level, victim,DAM_COLD ) ) { act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, dam, sn, DAM_COLD,TRUE ); return; } void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_LIGHT) ) dam /= 2; else spell_blindness(skill_lookup("blindness"), level/2,ch,(void *) victim,TARGET_CHAR); damage( ch, victim, dam, sn, DAM_LIGHT,TRUE ); return; } void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *light; if (target_name[0] != '\0') /* do a glow on some object */ { light = get_obj_carry(ch,target_name,ch); if (light == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (IS_OBJ_STAT(light,ITEM_GLOW)) { act("$p is already glowing.",ch,light,NULL,TO_CHAR); return; } SET_BIT(light->extra_flags,ITEM_GLOW); act("$p glows with a white light.",ch,light,NULL,TO_ALL); return; } light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room( light, ch->in_room ); act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_control_weather(int sn,int level,CHAR_DATA *ch,void *vo,int target) { if ( !str_cmp( target_name, "better" ) ) weather_info.change += dice( level / 3, 4 ); else if ( !str_cmp( target_name, "worse" ) ) weather_info.change -= dice( level / 3, 4 ); else send_to_char ("Do you want it to get better or worse?\n\r", ch ); send_to_char( "Ok.\n\r", ch ); return; } void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = level / 2; mushroom->value[1] = level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } void spell_create_rose( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { OBJ_DATA *rose; rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0); act("$n has created a beautiful red rose.",ch,rose,NULL,TO_ROOM); send_to_char("You create a beautiful red rose.\n\r",ch); obj_to_char(rose,ch); return; } void spell_create_spring(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *spring; spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 ); spring->timer = level; obj_to_room( spring, ch->in_room ); act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); return; } void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char( "It is unable to hold water.\n\r", ch ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return; } water = UMIN( level * (weather_info.sky >= SKY_RAINING ? 4 : 2), obj->value[0] - obj->value[1] ); if ( water > 0 ) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if ( !is_name( "water", obj->name ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s water", obj->name ); free_string( obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_blindness ) ) { if (victim == ch) send_to_char("You aren't blind.\n\r",ch); else act("$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("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 8) + level - 6; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "They look a little better.\n\r", ch ); return; } /* RT added to cure plague */ void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_plague ) ) { if (victim == ch) send_to_char("You aren't ill.\n\r",ch); else act("$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 relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(1, 8) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "They look a little better.\n\r", ch ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_poison ) ) { if (victim == ch) send_to_char("You aren't poisoned.\n\r",ch); else act("$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("$n looks much better.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, 8) + level /2 ; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "They look a little better.\n\r", ch ); return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_EVIL)) { act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find(obj->affected,skill_lookup("bless")); if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0)) { if (paf != NULL) affect_remove_obj(obj,paf); act("$p glows with a red aura.",ch,obj,NULL,TO_ALL); REMOVE_BIT(obj->extra_flags,ITEM_BLESS); return; } else { act("The holy aura of $p is too powerful for you to overcome.", ch,obj,NULL,TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; affect_to_obj(obj,&af); act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL); if (obj->wear_loc != WEAR_NONE) ch->saving_throw += 1; return; } /* character curses */ victim = (CHAR_DATA *) vo; if (IS_AFFECTED(victim,AFF_CURSE) || saves_spell(level,victim,DAM_NEGATIVE)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2*level; af.location = APPLY_HITROLL; af.modifier = -1 * (level / 8); af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR); return; } /* RT replacement demonfire spell */ void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && !IS_EVIL(ch) ) { victim = ch; send_to_char("The demons turn upon you!\n\r",ch); } ch->alignment = UMAX(-1000, ch->alignment - 50); if (victim != ch) { act("$n calls forth the demons of Hell upon $N!", ch,NULL,victim,TO_ROOM); act("$n has assailed you with the demons of Hell!", ch,NULL,victim,TO_VICT); send_to_char("You conjure forth the demons of hell!\n\r",ch); } dam = dice( level, 10 ); if ( saves_spell( level, victim,DAM_NEGATIVE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim,TARGET_CHAR); } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) { if (victim == ch) send_to_char("You can already sense evil.\n\r",ch); else act("$N can already detect evil.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) ) { if (victim == ch) send_to_char("You can already sense good.\n\r",ch); else act("$N can already detect good.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_GOOD; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_hidden(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) ) { if (victim == ch) send_to_char("You are already as alert as you can be. \n\r",ch); else act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); send_to_char( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) { if (victim == ch) send_to_char("You can already see invisible.\n\r",ch); else act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) { if (victim == ch) send_to_char("You can already sense magical auras.\n\r",ch); else act("$N can already detect magic.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\n\r", ch ); else send_to_char( "It looks delicious.\n\r", ch ); } else { send_to_char( "It doesn't look poisoned.\n\r", ch ); } return; } void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && IS_EVIL(ch) ) victim = ch; if ( IS_GOOD(victim) ) { act( "Something protects $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL(victim) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } if (victim->hit > (ch->level * 4)) dam = dice( level, 4 ); else dam = UMAX(victim->hit, dice(level,4)); if ( saves_spell( level, victim,DAM_HOLY) ) dam /= 2; damage( ch, victim, dam, sn, DAM_HOLY ,TRUE); return; } void spell_dispel_good( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && IS_GOOD(ch) ) victim = ch; if ( IS_EVIL(victim) ) { act( "$N is protected by $S evil.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL(victim) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } if (victim->hit > (ch->level * 4)) dam = dice( level, 4 ); else dam = UMAX(victim->hit, dice(level,4)); if ( saves_spell( level, victim,DAM_NEGATIVE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); return; } /* modified for enhanced use */ void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; if (saves_spell(level, victim,DAM_OTHER)) { send_to_char( "You feel a brief tingling sensation.\n\r",victim); send_to_char( "You failed.\n\r", ch); return; } /* begin running through the spells */ if (check_dispel(level,victim,skill_lookup("advanced mind"))) 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 magic"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("enhanced mind"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("faerie fire"))) { act("$n's outline fades.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("flameshield"))) { act("$n's fiery aura fades away.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("fly"))) { act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("frenzy"))) { act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);; found = TRUE; } if (check_dispel(level,victim,skill_lookup("giant strength"))) { act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("haste"))) { act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("infravision"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mass invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("pass door"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection good"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("sanctuary"))) { act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (IS_AFFECTED(victim,AFF_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->affected_by,AFF_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("shield"))) { act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("silence"))) { act("$n regains $s voice.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("sleep"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("slow"))) { act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("true sight"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("weaken"))) { act("$n looks stronger.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (found) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && !is_safe_spell(ch,vch,TRUE)) { if (IS_AFFECTED(vch,AFF_FLYING)) damage(ch,vch,0,sn,DAM_BASH,TRUE); else damage( ch,vch,level + dice(2, 8), sn, DAM_BASH,TRUE); } continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (obj->item_type != ITEM_ARMOR) { send_to_char("That isn't an armor.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* apply other modifiers */ fail -= level; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail -= 5; fail = URANGE(5,fail,85); result = number_percent(); /* the moment of truth */ if (result < (fail / 5) || !IS_IMMORTAL(ch)) /* item destroyed */ { act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR); act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 3) || !IS_IMMORTAL(ch)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR); act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (90 - level/5) || !IS_IMMORTAL(ch)) /* success! */ { act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR); act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = -1; } else /* exceptional enchant */ { act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags,ITEM_MAGIC); SET_BIT(obj->extra_flags,ITEM_GLOW); added = -2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO) obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1); if (ac_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_AC) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); } } } else /* add a new affect */ { paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } void spell_enchant_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (obj->item_type != ITEM_WEAPON) { send_to_char("That isn't a weapon.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } /* apply other modifiers */ fail -= 3 * level/2; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail -= 5; fail = URANGE(5,fail,95); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR); act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 2)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR); act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level/5)) /* success! */ { act("$p glows blue.",ch,obj,NULL,TO_CHAR); act("$p glows blue.",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = 1; } else /* exceptional enchant */ { act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags,ITEM_MAGIC); SET_BIT(obj->extra_flags,ITEM_GLOW); added = 2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO - 1) obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1); if (dam_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_DAMROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); if (paf->modifier > 4) SET_BIT(obj->extra_flags,ITEM_HUM); } } } else /* add a new affect */ { paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if (hit_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_HITROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); if (paf->modifier > 4) SET_BIT(obj->extra_flags,ITEM_HUM); } } } else /* add a new affect */ { paf = new_affect(); paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) ch->alignment = UMAX(-1000, ch->alignment - 50); if ( saves_spell( level-20, victim,DAM_NEGATIVE) ) { send_to_char("You feel a momentary chill.\n\r",victim); send_to_char("It looks like the spell didn't work.\n\r",ch); return; } if ( victim->level <= 2 ) { send_to_char("You feel your life slipping away.\n\r",victim); send_to_char("It seems their life is slipping away.\n\r",ch); dam = ch->hit + 1; } else { send_to_char("You feel your life slipping away.\n\r",victim); send_to_char("It seems their life is slipping away.\n\r",ch); /* gain_exp( victim, 0 - number_range( level/2, 3 * level / 2 ) );*/ victim->mana /= 2; victim->move /= 2; dam = dice(10, level); victim->hit -= dam + dam; if(ch->hit+dam>ch->max_hit) ch->hit += dam; else ch->hit = ch->max_hit; } 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_consume( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int num1, num2; int dam; if (victim != ch) ch->alignment = UMAX(-1000, ch->alignment - 50); gain_exp( victim, 0 - number_range( level/2, 3 * level / 2 ) ); num1 = ( 2 * level ) - 14; num2 = ( 2 * level ) + 16; dam = number_range(num1, num2); ch->hit += dam; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; send_to_char("You scream in agony as your life slips away\n\r",victim); send_to_char("You steal some life from them...\n\r",ch); damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); return; } void spell_enhanced_mind(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You can only be so wise!\n\r",ch); else act( "$N is wise, leave him alone.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level - 1 / 2 + 5; af.location = APPLY_WIS; af.modifier = 1 + (level >= 25) + (level >= 50); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "As enlightenment passes through you, you feel wise!\n\r", victim ); act("$n's wisdom increases!.",victim,NULL,NULL,TO_ROOM); return; } void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim, DAM_FIRE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE ,TRUE); return; } void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("$p is already protected from burning.",ch,obj,NULL,TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = -1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BURN_PROOF; affect_to_obj(obj,&af); act("You protect $p from fire.",ch,obj,NULL,TO_CHAR); act("$p is surrounded by a protective aura.",ch,obj,NULL,TO_ROOM); } void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(6 + level / 2, 8); if ( saves_spell( level, victim,DAM_FIRE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE ,TRUE); return; } void spell_flamepillar( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam; act("$n is encompassed by a pillar of flame!",ch,NULL,victim,TO_NOTVICT); act("$n gestures, summoning a pillar of flame which engulfs you!",ch,NULL,victim,TO_VICT); act("You gesture, sending a pillar of flame that engulfs the vacinity!",ch,NULL,NULL,TO_CHAR); dam = dice( level + 5, 12 ); fire_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { if (saves_spell(level,vch,DAM_FIRE)) { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level,dam,TARGET_CHAR); damage(ch,vch,dam,sn,DAM_FIRE,TRUE); } } else { if (saves_spell(level - 2,vch,DAM_FIRE)) { fire_effect(vch,level/4,dam/8,TARGET_CHAR); damage(ch,vch,dam/4,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } } } } void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *ich; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if (ich->invis_level > 0) continue; if ( ich == ch || saves_spell( level, ich,DAM_OTHER) ) continue; affect_strip ( ich, 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_floating_disc( int sn, int level,CHAR_DATA *ch,void *vo,int target ) { OBJ_DATA *disc, *floating; floating = get_eq_char(ch,WEAR_FLOAT); if (floating != NULL && IS_OBJ_STAT(floating,ITEM_NOREMOVE)) { act("You can't remove $p.",ch,floating,NULL,TO_CHAR); return; } disc = create_object(get_obj_index(OBJ_VNUM_DISC), 0); disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */ disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */ disc->timer = ch->level * 2 - number_range(0,level / 2); act("$n has created a floating black disc.",ch,NULL,NULL,TO_ROOM); send_to_char("You create a floating disc.\n\r",ch); obj_to_char(disc,ch); wear_obj(ch,disc,TRUE); return; } void spell_ethreal_blade( int sn, int level,CHAR_DATA *ch,void *vo,int target ) { OBJ_DATA *disc, *floating; floating = get_eq_char(ch,WEAR_RIGHT); if (floating != NULL && IS_OBJ_STAT(floating,ITEM_NOREMOVE)) { act("You can't remove $p.",ch,floating,NULL,TO_CHAR); return; } disc = create_object(get_obj_index(OBJ_VNUM_EBLADE), 0); disc->value[1] = ch->level / 5; /* 10 pounds per level capacity */ disc->value[2] = ch->level / 5; /* 5 pounds per level max per item */ disc->timer = ch->level / 5; act("$n has created a dagger of pure magic.",ch,NULL,NULL,TO_ROOM); send_to_char("You create a dagger of pure magic.\n\r",ch); obj_to_char(disc,ch); wear_obj(ch,disc,TRUE); return; } void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FLYING) ) { if (victim == ch) send_to_char("You are already airborne.\n\r",ch); else act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } /* RT clerical berserking spell */ void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK)) { if (victim == ch) send_to_char("You are already in a frenzy.\n\r",ch); else act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,skill_lookup("calm"))) { if (victim == ch) send_to_char("Why don't you just relax for a while?\n\r",ch); else act("$N doesn't look like $e wants to fight anymore.", ch,NULL,victim,TO_CHAR); return; } if ((IS_GOOD(ch) && !IS_GOOD(victim)) || (IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) || (IS_EVIL(ch) && !IS_EVIL(victim)) ) { act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim,&af); af.location = APPLY_DAMROLL; affect_to_char(victim,&af); af.modifier = 10 * (level / 12); af.location = APPLY_AC; affect_to_char(victim,&af); send_to_char("You are filled with holy wrath!\n\r",victim); act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM); } /* RT ROM-style gate */ void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; bool gate_pet; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_NO_GATE) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_TRANS) || victim->level >= level + 3 /* || (is_clan(victim) && !is_same_clan(ch,victim))*/ || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) ) { send_to_char( "You failed.\n\r", ch ); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM); do_function(ch, &do_look, "auto"); if (gate_pet) { act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch->pet); char_from_room(ch->pet); char_to_room(ch->pet,victim->in_room); act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM); do_function(ch->pet, &do_look, "auto"); } } void spell_hallucinate( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { bool gate_pet; AFFECT_DATA af; ROOM_INDEX_DATA *location; switch (level) { case 0: location = get_room_index( ROOM_HAL_1 ); case 1: location = get_room_index( ROOM_HAL_1 ); case 2: location = get_room_index( ROOM_HAL_1 ); case 3: location = get_room_index( ROOM_HAL_1 ); case 4: location = get_room_index( ROOM_HAL_1 ); default: location = get_room_index( ROOM_HAL_1 ); } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; af.where = TO_AFFECTS2; af.type = sn; af.level = 101; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_HALLUCINATING; affect_to_char( ch, &af ); ch->trip_room = ch->in_room; act("$n stares into oblivion, then disappears.",ch,NULL,NULL,TO_ROOM); send_to_char("AH!!! What the hell???\n\r",ch); char_from_room(ch); char_to_room(ch,location); act("$n has joined you in the world of hallucination...",ch,NULL,NULL,TO_ROOM); do_function(ch, &do_look, "auto"); if (gate_pet) { act("$n stops dead in his tracks and disappears.",ch->pet,NULL,NULL,TO_ROOM); send_to_char("AHH!!! What the Hell???.\n\r",ch->pet); char_from_room(ch->pet); char_to_room(ch->pet,location); act("$n has joined you in the world of hallucination...",ch->pet,NULL,NULL,TO_ROOM); do_function(ch->pet, &do_look, "auto"); } } void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already as strong as you can get!\n\r",ch); else act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your muscles surge with heightened power!\n\r", victim ); act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX( 20, victim->hit - dice(1,4) ); if ( saves_spell( level, victim,DAM_HARM) ) dam = UMIN( 50, dam / 2 ); dam = UMIN( 100, dam ); damage( ch, victim, dam, sn, DAM_HARM ,TRUE); return; } /* RT haste spell */ void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE) || IS_SET(victim->off_flags,OFF_FAST)) { if (victim == ch) send_to_char("You can't move any faster!\n\r",ch); else act("$N is already moving as fast as $E can.", ch,NULL,victim,TO_CHAR); return; } if (IS_AFFECTED(victim,AFF_SLOW)) { if (!check_dispel(level,victim,skill_lookup("slow"))) { if (victim != ch) send_to_char("Spell failed.\n\r",ch); send_to_char("You feel momentarily faster.\n\r",victim); return; } act("$n is moving less slowly.",victim,NULL,NULL,TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if (victim == ch) af.duration = level/2; else af.duration = level/4; af.location = APPLY_DEX; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = AFF_HASTE; affect_to_char( victim, &af ); send_to_char( "You feel yourself moving more quickly.\n\r", victim ); act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + (ch->max_hit/5), victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "They look a little better.\n\r", ch ); return; } void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if (!saves_spell(level + 2,victim,DAM_FIRE) && !IS_SET(victim->imm_flags,IMM_FIRE)) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next) { obj_next = obj_lose->next_content; if ( number_range(1,2 * level) > obj_lose->level && !saves_spell(level,victim,DAM_FIRE) && !IS_OBJ_STAT(obj_lose,ITEM_NONMETAL) && !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF)) { switch ( obj_lose->item_type ) { case ITEM_ARMOR: if (obj_lose->wear_loc != -1) /* remove the item */ { if (can_drop_obj(victim,obj_lose) && (obj_lose->weight / 10) < number_range(1,2 * get_curr_stat(victim,STAT_DEX)) && remove_obj( victim, obj_lose->wear_loc, TRUE )) { act("$n yelps and throws $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You remove and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 3); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* stuck on the body! ouch! */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level)); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim,obj_lose)) { act("$n yelps and throws $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; case ITEM_WEAPON: if (obj_lose->wear_loc != -1) /* try to drop it */ { if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING)) continue; if (can_drop_obj(victim,obj_lose) && remove_obj(victim,obj_lose->wear_loc,TRUE)) { act("$n is burned by $p, and throws it to the ground.", victim,obj_lose,NULL,TO_ROOM); send_to_char( "You throw your red-hot weapon to the ground!\n\r", victim); dam += 1; obj_from_char(obj_lose); obj_to_room(obj_lose,victim->in_room); fail = FALSE; } else /* YOWCH! */ { send_to_char("Your weapon sears your flesh!\n\r", victim); dam += number_range(1,obj_lose->level); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim,obj_lose)) { act("$n throws a burning hot $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; } } } } if (fail) { send_to_char("Your spell had no effect.\n\r", ch); send_to_char("You feel momentarily warmer.\n\r",victim); } else /* damage! */ { if (saves_spell(level,victim,DAM_FIRE)) dam = 2 * dam / 3; damage(ch,victim,dam,sn,DAM_FIRE,TRUE); } } /* RT really nasty high-level attack spell */ void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int bless_num, curse_num, frenzy_num; bless_num = skill_lookup("bless"); curse_num = skill_lookup("curse"); frenzy_num = skill_lookup("frenzy"); act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM); send_to_char("You utter a word of divine power.\n\r",ch); for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ((IS_GOOD(ch) && IS_GOOD(vch)) || (IS_EVIL(ch) && IS_EVIL(vch)) || (IS_NEUTRAL(ch) && IS_NEUTRAL(vch)) ) { send_to_char("You feel full more powerful.\n\r",vch); spell_frenzy(frenzy_num,level,ch,(void *) vch,TARGET_CHAR); spell_bless(bless_num,level,ch,(void *) vch,TARGET_CHAR); } else if ((IS_GOOD(ch) && IS_EVIL(vch)) || (IS_EVIL(ch) && IS_GOOD(vch)) ) { if (!is_safe_spell(ch,vch,TRUE)) { spell_curse(curse_num,level,ch,(void *) vch,TARGET_CHAR); send_to_char("You are struck down!\n\r",vch); dam = dice(level,6); damage(ch,vch,dam,sn,DAM_ENERGY,TRUE); } } else if (IS_NEUTRAL(ch)) { if (!is_safe_spell(ch,vch,TRUE)) { spell_curse(curse_num,level/2,ch,(void *) vch,TARGET_CHAR); send_to_char("You are struck down!\n\r",vch); dam = dice(level,4); damage(ch,vch,dam,sn,DAM_ENERGY,TRUE); } } } send_to_char("You feel drained.\n\r",ch); ch->move = 0; ch->hit /= 2; } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_name(obj->item_type), extra_bit_name( obj->extra_flags ), obj->weight / 10, obj->cost, obj->level ); send_to_char( buf, ch ); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) { send_to_char(" '",ch); send_to_char(skill_table[obj->value[4]].name,ch); send_to_char("'",ch); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d charges of level %d", obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_DRINK_CON: sprintf(buf,"It holds %s-colored %s.\n\r", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name); send_to_char(buf,ch); break; case ITEM_CONTAINER: sprintf(buf,"Capacity: %d# Maximum weight: %d# flags: %s\n\r", obj->value[0], obj->value[3], cont_bit_name(obj->value[1])); send_to_char(buf,ch); if (obj->value[4] != 100) { sprintf(buf,"Weight multiplier: %d%%\n\r", obj->value[4]); send_to_char(buf,ch); } break; case ITEM_WEAPON: send_to_char("Weapon type is ",ch); switch (obj->value[0]) { case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break; case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break; case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break; case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break; case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break; case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break; case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break; case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break; case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break; case(WEAPON_LANCE) : send_to_char("lance.\n\r",ch); break; default : send_to_char("unknown.\n\r",ch); break; } if (obj->pIndexData->new_format) sprintf(buf,"Damage is %dd%d (average %d).\n\r", obj->value[1],obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); else sprintf( buf, "Damage is %d to %d (average %d).\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); send_to_char( buf, ch ); if (obj->value[4]) /* weapon flags */ { sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4])); send_to_char(buf,ch); } break; case ITEM_ARMOR: sprintf( buf, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); send_to_char( buf, ch ); break; } if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); sprintf(buf,"Adds %s affect.\n", affect2_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char( buf, ch ); } } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); if ( paf->duration > -1) sprintf(buf,", %d hours.\n\r",paf->duration); else sprintf(buf,".\n\r"); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); sprintf(buf,"Adds %s affect.\n", affect2_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_WEAPON: sprintf(buf,"Adds %s weapon flags.\n", weapon_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char(buf,ch); } } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INFRARED) ) { if (victim == ch) send_to_char("You can already see in the dark.\n\r",ch); else act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR); return; } act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* object invisibility */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_INVIS)) { act("$p is already invisible.",ch,obj,NULL,TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_INVIS; affect_to_obj(obj,&af); act("$p fades out of sight.",ch,obj,NULL,TO_ALL); return; } /* character invisibility */ victim = (CHAR_DATA *) vo; if ( IS_AFFECTED(victim, AFF_INVISIBLE) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); return; } void spell_iron_shards( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(9 + level / 2, 8 ); if ( saves_spell( level, victim, DAM_IRON ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_IRON ,TRUE); return; } void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$N has a pure and good aura."; else if ( ap > 350 ) msg = "$N is of excellent moral character."; else if ( ap > 100 ) msg = "$N is often kind and thoughtful."; else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; else if ( ap > -350 ) msg = "$N lies to $S friends."; else if ( ap > -700 ) msg = "$N is a black-hearted murderer."; else msg = "$N is the embodiment of pure evil!."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_lightning_bolt(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_LIGHTNING) ) dam /= 2; damage( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE); return; } void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target) { char buf[MAX_INPUT_LENGTH]; BUFFER *buffer; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; max_found = IS_IMMORTAL(ch) ? 200 : 2 * level; buffer = new_buf(); for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) || IS_OBJ_STAT(obj,ITEM_NOLOCATE) || number_percent() > 2 * level || ch->level < obj->level) continue; found = TRUE; number++; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by)) { sprintf( buf, "one is carried by %s\n\r", PERS(in_obj->carried_by, ch) ); } else { if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) sprintf( buf, "one is in %s [Room %d]\n\r", in_obj->in_room->name, in_obj->in_room->vnum); else sprintf( buf, "one is in %s\n\r", in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER(buf[0]); add_buf(buffer,buf); if (number >= max_found) break; } if ( !found ) send_to_char( "Nothing like that in heaven or earth.\n\r", ch ); else page_to_char(buf_string(buffer),ch); free_buf(buffer); return; } void spell_magic_missile( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 3, 3, 3, 3, 3, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14 }; int dam,i; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); if(ch->level<10) i=1; else i=ch->level/3; for(; i>0; i--) { dam = number_range( dam_each[level] / 2, dam_each[level] ); damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE); } return; } void spell_mana_charge(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *pch = (CHAR_DATA*) vo; pch->mana += pch->in_room->mana_rate + ch->level; act("A warm glow passes through $n.", pch, NULL, NULL, TO_ROOM); send_to_char("Your blood tingles as you feel restored.\n\r", pch); } void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup("heal"); refresh_num = skill_lookup("refresh"); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ((IS_NPC(ch) && IS_NPC(gch)) || (!IS_NPC(ch) && !IS_NPC(gch))) { spell_heal(heal_num,level,ch,(void *) gch,TARGET_CHAR); spell_refresh(refresh_num,level,ch,(void *) gch,TARGET_CHAR); } } } void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; CHAR_DATA *gch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) ) continue; act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade out of existence.\n\r", gch ); af.where = TO_AFFECTS; af.type = sn; af.level = level/2; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) { if (victim == ch) send_to_char("You are already out of phase.\n\r",ch); else act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return; } /* RT plague spell, very nasty */ void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; int Temp; int Tick = 3; Temp = victim->hit; Temp = Temp/2; Temp = Temp * -1; if (saves_spell(level,victim,DAM_DISEASE) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))) { if (ch == victim) send_to_char("You feel momentarily ill, but it passes.\n\r",ch); else act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3/4; af.duration = Tick; af.location = APPLY_STR; af.modifier = -5; af.location = APPLY_HIT; af.modifier = Temp; af.bitvector = AFF_PLAGUE; affect_join(victim,&af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r",victim); act("$n screams in agony as plague sores erupt from $s skin.", victim,NULL,NULL,TO_ROOM); } void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("Your spell fails to corrupt $p.",ch,obj,NULL,TO_CHAR); return; } obj->value[3] = 1; act("$p is infused with poisonous vapors.",ch,obj,NULL,TO_ALL); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT(obj,WEAPON_FLAMING) || IS_WEAPON_STAT(obj,WEAPON_FROST) || IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC) || IS_WEAPON_STAT(obj,WEAPON_SHARP) || IS_WEAPON_STAT(obj,WEAPON_VORPAL) || IS_WEAPON_STAT(obj,WEAPON_SHOCKING) || IS_WEAPON_STAT(obj,WEAPON_ACIDIC) || IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR); return; } if (IS_WEAPON_STAT(obj,WEAPON_POISON)) { act("$p is already envenomed.",ch,obj,NULL,TO_CHAR); return; } af.where = TO_WEAPON; af.type = sn; af.level = level / 2; af.duration = level/8; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj,&af); act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL); return; } act("You can't poison $p.",ch,obj,NULL,TO_CHAR); return; } victim = (CHAR_DATA *) vo; if (!is_safe(ch,victim)) return; if ( saves_spell( level, victim,DAM_POISON) ) { act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM); send_to_char("You feel momentarily ill, but it passes.\n\r",victim); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); act("$n looks very ill.",victim,NULL,NULL,TO_ROOM); return; } void spell_protection_evil(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL) || IS_AFFECTED(victim, AFF_PROTECT_GOOD)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_EVIL; affect_to_char( victim, &af ); send_to_char( "You feel holy and pure.\n\r", victim ); if ( ch != victim ) act("$N is protected from evil.",ch,NULL,victim,TO_CHAR); return; } void spell_protection_good(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) || IS_AFFECTED(victim, AFF_PROTECT_EVIL)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_GOOD; affect_to_char( victim, &af ); send_to_char( "You feel aligned with darkness.\n\r", victim ); if ( ch != victim ) act("$N is protected from good.",ch,NULL,victim,TO_CHAR); return; } void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, align; if (IS_EVIL(ch) ) { victim = ch; send_to_char("The energy explodes inside you!\n\r",ch); } if (victim != ch) { act("$n raises $s hand, and a blinding ray of light shoots forth!", ch,NULL,NULL,TO_ROOM); send_to_char( "You raise your hand and a blinding ray of light shoots forth!\n\r", ch); } if (IS_GOOD(victim)) { act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM); send_to_char("The light seems powerless to affect you.\n\r",victim); return; } dam = dice( level, 10 ); if ( saves_spell( level, victim,DAM_HOLY) ) dam /= 2; align = victim->alignment; align -= 350; if (align < -1000) align = -1000 + (align + 1000) / 3; dam = (dam * align * align) / 1000000; damage( ch, victim, dam, sn, DAM_HOLY ,TRUE); spell_blindness(gsn_blindness, 3 * level / 4, ch, (void *) victim,TARGET_CHAR); } void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance, percent; if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) { send_to_char("That item does not carry charges.\n\r",ch); return; } if (obj->value[3] >= 3 * level / 2) { send_to_char("Your skills are not great enough for that.\n\r",ch); return; } if (obj->value[1] == 0) { send_to_char("That item has already been recharged once.\n\r",ch); return; } chance = 40 + 2 * level; chance -= obj->value[3]; /* harder to do high-level spells */ chance -= (obj->value[1] - obj->value[2]) * (obj->value[1] - obj->value[2]); chance = UMAX(level/2,chance); percent = number_percent(); if (percent < chance / 2) { act("$p glows softly.",ch,obj,NULL,TO_CHAR); act("$p glows softly.",ch,obj,NULL,TO_ROOM); obj->value[2] = UMAX(obj->value[1],obj->value[2]); obj->value[1] = 0; return; } else if (percent <= chance) { int chargeback,chargemax; act("$p glows softly.",ch,obj,NULL,TO_CHAR); act("$p glows softly.",ch,obj,NULL,TO_CHAR); chargemax = obj->value[1] - obj->value[2]; if (chargemax > 0) chargeback = UMAX(1,chargemax * percent / 100); else chargeback = 0; obj->value[2] += chargeback; obj->value[1] = 0; return; } else if (percent <= UMIN(95, 3 * chance / 2)) { send_to_char("Nothing seems to happen.\n\r",ch); if (obj->value[1] > 1) obj->value[1]--; return; } else /* whoops! */ { act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR); act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM); extract_obj(obj); } } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level, victim->max_move ); if (victim->max_move == victim->move) send_to_char("You feel fully refreshed!\n\r",victim); else send_to_char( "You feel less tired.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim; OBJ_DATA *obj; bool found = FALSE; /* do object cases first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE) && !saves_dispel(level + 2,obj->level,0)) { REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("$p glows blue.",ch,obj,NULL,TO_ALL); return; } act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR); return; } act("There doesn't seem to be a curse on $p.",ch,obj,NULL,TO_CHAR); return; } /* characters */ victim = (CHAR_DATA *) vo; if (check_dispel(level,victim,gsn_curse)) { send_to_char("You feel better.\n\r",victim); act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM); } for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content) { if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) && !IS_OBJ_STAT(obj,ITEM_NOUNCURSE)) { /* attempt to remove curse */ if (!saves_dispel(level,obj->level,0)) { found = TRUE; REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("Your $p glows blue.",victim,obj,NULL,TO_CHAR); act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM); } } } } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) { if (victim == ch) send_to_char("You are already in sanctuary.\n\r",ch); else act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); return; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already shielded from harm.\n\r",ch); else act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); return; } void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_LIGHTNING) ) dam /= 2; damage( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE); return; } void spell_silver_shards( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(9 + level / 2, 9 ); if ( saves_spell( level, victim, DAM_SILVER ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_SILVER ,TRUE); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SLEEP) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)) || (level + 2) < victim->level || victim->fighting != NULL || saves_spell( level-4, victim,DAM_CHARM) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE(victim) ) { send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_SLOW)) { if (victim == ch) send_to_char("You can't move any slower!\n\r",ch); else act("$N can't get any slower than that.", ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level,victim,DAM_OTHER) || IS_SET(victim->imm_flags,IMM_MAGIC)) { if (victim != ch) send_to_char("Nothing seemed to happen.\n\r",ch); send_to_char("You feel momentarily lethargic.\n\r",victim); return; } if (IS_AFFECTED(victim,AFF_HASTE)) { if (!check_dispel(level,victim,skill_lookup("haste"))) { if (victim != ch) send_to_char("Spell failed.\n\r",ch); send_to_char("You feel momentarily slower.\n\r",victim); return; } act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/2; af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; affect_to_char( victim, &af ); send_to_char( "You feel yourself slowing d o w n...\n\r", victim ); act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM); return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { if (victim == ch) send_to_char("Your skin is already as hard as a rock.\n\r",ch); else act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -100; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to stone.\n\r", victim ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_NO_SUMMON) || IS_SET(victim->in_room->room_flags, ROOM_NO_TRANS) || (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE)) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL) || victim->fighting != NULL || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && victim->pIndexData->pShop != NULL) || (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER)) ) { send_to_char( "You failed.\n\r", ch ); return; } if(!IS_NPC(victim) && IS_SET(victim->act, PLR_NOSUMMON)) { send_to_char( "They are not able to be summoned right now.\n\r",ch ); return; } act( "$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_function(victim, &do_look, "auto" ); return; } void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if ( victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON)) || ( !IS_NPC(ch) && victim->fighting != NULL ) || ( victim != ch && ( saves_spell( level - 5, victim,DAM_OTHER)))) { send_to_char( "You failed.\n\r", ch ); return; } pRoomIndex = get_random_room(victim); if (victim != ch) send_to_char("You have been teleported!\n\r",victim); act( "$n vanishes!", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_function(victim, &do_look, "auto" ); return; } /* True Sight Spell added by Scott MacLean, Paladine */ void spell_true_sight( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_TRUE_SIGHT) ) { if (victim == ch) send_to_char("Trying to go blind? You already can see.\n\r",ch); else act("$N can already see truly!",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level /2; af.location = APPLY_SAVES; af.modifier = -1; af.bitvector = AFF_TRUE_SIGHT; affect_to_char( victim, &af ); send_to_char( "Your eyes glow brilliantly!\n\r", victim ); act("$n's eyes glow brightly!.",victim,NULL,NULL,TO_ROOM); return; } void spell_ventriloquate( int sn, int level, CHAR_DATA *ch,void *vo,int target) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER(buf1[0]); for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if (!is_exact_name( speaker, vch->name) && IS_AWAKE(vch)) send_to_char( saves_spell(level,vch,DAM_OTHER) ? buf2 : buf1, vch ); } return; } void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn )) { act("$N already looks weak.",ch,NULL,victim,TO_CHAR); return; } if( saves_spell( level, victim,DAM_OTHER) ) { act("It didn't seem to work on $N.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * (level / 5); af.bitvector = AFF_WEAKEN; affect_to_char( victim, &af ); send_to_char( "You feel your strength slip away.\n\r", victim ); act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM); return; } /* RT recall spell is back */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; if ((location = get_room_index( (ch->recall ? ch->recall : (clan_table[ch->clan].recall != 0 ? clan_table[ch->clan].recall : god_table[ch->god].recall )) )) == NULL) { send_to_char("You are completely lost.\n\r",victim); return; } if (IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_NO_TRANS) || IS_AFFECTED(victim,AFF_CURSE)) { send_to_char("Spell failed.\n\r",victim); return; } if( IS_SET(victim->act, PLR_VIOLENT) ) { send_to_char("You are too excited to recall.\n\r", ch ); 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); pet_follow(ch, ch->pet); do_function(victim, &do_look, "auto"); } void spell_find_familiar (int sn, int level,CHAR_DATA *ch, void *vo, int target) { MOB_INDEX_DATA *pMobIndex; CHAR_DATA *mount; int i; /* if ( (chance = get_skill(ch,gsn_familiar)) == 0 || (!IS_NPC(ch) && ch->level < skill_table[gsn_familiar].skill_level[ch->class])) { send_to_char("You don't know where to start.\n\r",ch); return; } */ if ( ch->pet != NULL ) { send_to_char("You already a companion.\n\r",ch); return; } if(ch->position == POS_FIGHTING) { send_to_char("You can't study the ritual while in combat!\n\r",ch); return; } if ( ( pMobIndex = get_mob_index(MOB_VNUM_FAMILIAR) ) == NULL ) { send_to_char( "The familiar mob doesn't exist.\n\r", ch ); return; } /* can't cast the spell in these sectors */ if(ch->in_room->sector_type == SECT_INSIDE || ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM || ch->in_room->sector_type == SECT_AIR ) { send_to_char("You are feeling too sick to concentrate.\n\r",ch); return; } mount = create_mobile( pMobIndex ); mount->level = number_fuzzy(ch->level / 2); mount->mana = mount->max_mana = 0; mount->hit = mount->max_hit = number_range( ch->max_hit * 2, ch->max_hit * 3) + number_range(mount->level * 2,mount->level * 3); for(i = 0; i < 4; i++) mount->armor[i] = number_fuzzy(ch->armor[i] - 10); mount->hitroll = number_fuzzy(ch->level / 3); mount->damroll = number_fuzzy(ch->level / 3); /* free up the old mob names */ free_string(mount->description); free_string(mount->name); free_string(mount->short_descr); free_string(mount->long_descr); /* terrain */ switch(ch->in_room->sector_type) { case(SECT_CITY): /* rat */ case(SECT_FIELD): mount->description = str_dup("You see a large furry rat. Long whiskers hang down from it's nose.\n\r" "You can feel the dirt and disease crawling off this beast.\n\r"); mount->short_descr = str_dup("A large rat"); mount->long_descr = str_dup("A large furry rodent is here.\n\r"); mount->name = str_dup("familiar rat"); mount->dam_type = 22; /* scratch */ break; case(SECT_FOREST): /* falcon */ case(SECT_HILLS): mount->description = str_dup("You see a large falcon. Golden brown feathers frame powerful\n\r" "wings. Long talons grasp at nothingness in vain attempts at\n\r" "getting some rabbit or rodent for dinner.\n\r"); mount->short_descr = str_dup("A large falcon"); mount->long_descr = str_dup("A large falcon screams here.\n\r"); mount->name = str_dup("familiar large falcon"); mount->dam_type = 5; /* claw */ break; case(SECT_MOUNTAIN): /* mountain lion */ mount->description = str_dup("You see a very large mountain lion. One wrong look and it could\n\r" "have your head lying at your feet. You should think better than\n\r" "cross this beast especial if you have a weapon in your hand.\n\r"); mount->short_descr = str_dup("A large mountain lion"); mount->long_descr = str_dup("A large mountain lion claws the ground here.\n\r"); mount->name = str_dup("familiar mountain lion"); mount->dam_type = 10; /* bite */ break; case(SECT_DESERT): /* sandworm */ mount->description = str_dup("You see a large white sandworm wiggling in the light.\n\r" "A red spot on one end makes you guess it is a mouth.\n\r" "A loud moan comes from the direction of that red spot.\n\r"); mount->short_descr = str_dup("A sandworm"); mount->long_descr = str_dup("A white sandworm wiggles on the ground here.\n\r"); mount->name = str_dup("familiar sandworm"); mount->dam_type = 12; /* suction */ break; } /* player seen stuff here */ do_sit(ch,""); char_to_room( mount, ch->in_room ); act( "You begin to chant and call to $N!.",ch,NULL,mount,TO_CHAR); act( "$n begins to chant and calls to $N!", ch, NULL, mount, TO_ROOM ); if(target_name[0] != '\0') { char buf[MAX_INPUT_LENGTH]; sprintf(buf, "%s %s", mount->name, target_name); free_string(mount->name); mount->name = str_dup(buf); free_string(mount->short_descr); mount->short_descr = str_dup(capitalize(target_name)); } add_follower( mount, ch ); mount->leader = ch; ch->pet = mount; do_stand(ch,""); SET_BIT(mount->act, ACT_PET); SET_BIT(mount->affected_by, AFF_CHARM); ch->move -= (mount->level / 2); /* physically draining lose of move */ return; } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,hp_dam,dice_dam,hpch; act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT); act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT); act("You spit acid at $N.",ch,NULL,victim,TO_CHAR); hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); if (saves_spell(level,victim,DAM_ACID)) { acid_effect(victim,level/2,dam/4,TARGET_CHAR); damage(ch,victim,dam/2,sn,DAM_ACID,TRUE); } else { acid_effect(victim,level,dam,TARGET_CHAR); damage(ch,victim,dam,sn,DAM_ACID,TRUE); } } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam; int hpch; act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT); act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR); hpch = UMAX( 10, ch->hit ); hp_dam = number_range( hpch/9+1, hpch/5 ); dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10); fire_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if (saves_spell(level,vch,DAM_FIRE)) { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level,dam,TARGET_CHAR); damage(ch,vch,dam,sn,DAM_FIRE,TRUE); } } else /* partial damage */ { if (saves_spell(level - 2,vch,DAM_FIRE)) { fire_effect(vch,level/4,dam/8,TARGET_CHAR); damage(ch,vch,dam/4,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } } } } void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam, hpch; act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT); act("$n breathes a freezing cone of frost over you!", ch,NULL,victim,TO_VICT); act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR); hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); cold_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if (saves_spell(level,vch,DAM_COLD)) { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level,dam,TARGET_CHAR); damage(ch,vch,dam,sn,DAM_COLD,TRUE); } } else { if (saves_spell(level - 2,vch,DAM_COLD)) { cold_effect(vch,level/4,dam/8,TARGET_CHAR); damage(ch,vch,dam/4,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_COLD,TRUE); } } } } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam,hp_dam,dice_dam,hpch; act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM); act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR); hpch = UMAX(16,ch->hit); hp_dam = number_range(hpch/15+1,8); dice_dam = dice(level,12); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); poison_effect(ch->in_room,level,dam,TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(ch) && IS_NPC(vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if (saves_spell(level,vch,DAM_POISON)) { poison_effect(vch,level/2,dam/4,TARGET_CHAR); damage(ch,vch,dam/2,sn,DAM_POISON,TRUE); } else { poison_effect(vch,level,dam,TARGET_CHAR); damage(ch,vch,dam,sn,DAM_POISON,TRUE); } } } void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,hp_dam,dice_dam,hpch; act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT); act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR); hpch = UMAX(10,ch->hit); hp_dam = number_range(hpch/9+1,hpch/5); dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); if (saves_spell(level,victim,DAM_LIGHTNING)) { shock_effect(victim,level/2,dam/4,TARGET_CHAR); damage(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE); } else { shock_effect(victim,level,dam,TARGET_CHAR); damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); } } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } void spell_lightningshield(int sn,int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if( IS_AFFECTED2( victim, AFF_LIGHTNING ) ) { if(victim == ch) send_to_char("You already have a lightning shield.\n\r", ch); else send_to_char("Target already has a lightning shield.\n\r", ch); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_LIGHTNING; affect_to_char( victim, &af ); act("A crackeling aura surrounds $n.",victim,NULL,NULL,TO_ROOM); act("You are surrounded by a crackeling aura.",victim,NULL,NULL,TO_CHAR); return; } void spell_flameshield(int sn,int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if( IS_AFFECTED2( victim, AFF_FLAMESHIELD ) ) { if(victim == ch) send_to_char("You already have a flameshield.\n\r", ch); else send_to_char("Target already has a flameshield.\n\r", ch); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_FLAMESHIELD; affect_to_char( victim, &af ); act("A fiery aura surrounds $n.",victim,NULL,NULL,TO_ROOM); act("You are surrounded by a fiery aura.",victim,NULL,NULL,TO_CHAR); return; } void spell_feast(int sn,int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *rch; for(rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if(IS_NPC(rch)) continue; if(rch->pcdata->condition[COND_THIRST] < 50) rch->pcdata->condition[COND_THIRST] = 50; if(rch->pcdata->condition[COND_HUNGER] < 50) rch->pcdata->condition[COND_HUNGER] = 50; send_to_char("You feel satiated!\n\r", rch); } send_to_char("Ok.\n\r", ch); return; } void spell_silence(int sn,int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *pch = (CHAR_DATA *) vo; AFFECT_DATA af; if(IS_AFFECTED2(pch, AFF_SILENCE)) { act("$N is already silenced.",ch,NULL,pch,TO_CHAR); return; } if (saves_spell(level,pch,DAM_ENERGY)) { if (ch == pch) send_to_char("You feel momentarily mute, but it passes.\n\r",pch); else act("$N seems to still have their voice",ch,NULL,pch,TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SILENCE; af.level = ch->level; af.duration = ch->level/5; affect_to_char(pch, &af); act("$n appears to be silenced.",pch,NULL,NULL,TO_ROOM); send_to_char("You feel your voice slip away.\n\r", pch); } void spell_voice(int sn,int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *pch = (CHAR_DATA *) vo; if(!IS_AFFECTED2(pch, AFF_SILENCE)) { act("$N doesn't seem to be silenced.",ch,NULL,pch,TO_CHAR); return; } if(check_dispel(level,pch,skill_lookup("silence"))) act("$n regains $s voice.",pch,NULL,NULL,TO_ROOM); else { send_to_char("It didn't seem to work.\n\r", ch); send_to_char("Your throat feels tingly for a moment.\n\r", pch); } } void spell_scrye(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *wch; int chance; if((wch = get_char_world(ch, target_name)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if(ch->level < wch->level) { send_to_char("You failed.\n\r", ch); return; } chance = ch->pcdata->learned[sn] - wch->saving_throw/2; if(chance > number_percent()) { ROOM_INDEX_DATA *pLRoom; pLRoom = ch->in_room; ch->in_room = wch->in_room; do_function(ch, &do_look, "auto"); if(chance/3 > number_percent()) act("You feel $n's presence in the room.",ch,NULL,NULL,TO_ROOM); ch->in_room = pLRoom; } else { send_to_char("You failed.\n\r", ch); return; } } void spell_mini_meteor(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int i = ch->level < 10 ? 1 : ch->level / 10 + 1; for(; i > 0; i--) { int dam = number_range(level / 2, level); if(saves_spell(level, victim, DAM_ENERGY)) dam /= 2; damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE); } } void spell_acid_rain(int sn, int level, CHAR_DATA *ch, void *vo, int target) { int dam; CHAR_DATA *victim = (CHAR_DATA *) vo; dam = dice(level * 2, 6); if(saves_spell(level, victim, DAM_ACID)) dam /= 2; damage(ch, victim, dam, sn, DAM_ACID, TRUE); } void spell_flaming_eyes( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED2(victim, AFF_FLAME_EYE) ) { if (victim == ch) send_to_char("Your eyes are already immune to fire.\n\r",ch); else act("$N already has impervious eyes!",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level /4; af.location = APPLY_SAVES; af.modifier = -5; af.bitvector = AFF_FLAME_EYE; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red, and feel protected!\n\r", victim ); act("$n's eyes glow red!",victim,NULL,NULL,TO_ROOM); return; } void spell_acid_darts( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,i; if(ch->level<10) i=1; else i=7; for(; i>0; i--) { dam = number_range( level , level*4 ); damage( ch, victim, dam, sn, DAM_ACID ,TRUE); } return; } void spell_holy_wrath( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,i; if(ch->level<10) i=1; else i=7; for(; i>0; i--) { dam = number_range( level , level*4 ); damage( ch, victim, dam, sn, DAM_HOLY ,TRUE); } return; }