/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 "balance.h" extern char *target_name; void spell_farsight (int sn, int level, CHAR_DATA * ch, void *vo, int target) { if (IS_AFFECTED (ch, AFF_BLIND)) { send_to_char ("Maybe it would help if you could see?\n", ch); return; } do_function (ch, &do_scan, target_name); } void spell_portal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || IS_SET (victim->in_room->room_flags, ROOM_SAFE) || IS_SET (victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET (victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room (portal, ch->in_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); } void spell_nexus (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; ROOM_INDEX_DATA *to_room, *from_room; from_room = ch->in_room; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room (ch, to_room) || !can_see_room (ch, from_room) || IS_SET (to_room->room_flags, ROOM_SAFE) || IS_SET (from_room->room_flags, ROOM_SAFE) || IS_SET (to_room->room_flags, ROOM_PRIVATE) || IS_SET (to_room->room_flags, ROOM_SOLITARY) || IS_SET (to_room->room_flags, ROOM_NO_RECALL) || IS_SET (from_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } /* portal one */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room (portal, from_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); /* no second portal if rooms are the same */ if (to_room == from_room) return; /* portal two */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room (portal, to_room); if (to_room->people != NULL) { act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_ROOM); act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_CHAR); } } /* * spell_restoration() * * White magic spell. High level heal spell. */ void spell_restoration (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice (50, 50) + level / 2; victim->hit = UMIN (victim->hit + heal, victim->max_hit); victim->move = UMIN (victim->move + heal, victim->max_move); update_pos (victim); send_to_char ("You feel fully restored!\n", victim); if (ch != victim) send_to_char ("Ok.\n", ch); return; } /* * spell_sacred_flame() * * Mid-level white magic offensive spell. * FIXME: Count + Damage mods */ void spell_sacred_flame (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int i = level / 20; int dam; act ("$n calls down a scared flame!.", ch, NULL, victim, TO_NOTVICT); act ("$n calls down a scared flame on you!", ch, NULL, victim,TO_VICT); act ("You call down a scared flame on $N", ch, NULL, victim, TO_CHAR); while (i != 0) { dam = fix_spell_damage(level, i); if (!IS_NPC(ch)) dam = dam * ch->pcdata->learned[skill_lookup("sacred flame")] / 100; damage (ch, (CHAR_DATA *) vo, dam, sn, DAM_FIRE, TRUE, TRUE); i--; } return; } /* * spell_scared_cloak() * * Mid-level white magic defensive spell. * TODO: effect + duration */ void spell_scared_cloak (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already protected by the scared cloak.\n", ch); else act ("$N is already protected by the scared cloak..", ch, NULL, victim, TO_CHAR); return; } int mod = dice(5, 4); mod += ((get_skill (ch, gsn_alteration)) + (get_skill (ch, gsn_white_magic)) / 2); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 30; af.modifier = mod; af.location = APPLY_AC; af.bitvector = 0; affect_to_char (victim, &af); send_to_char ("You feel the warmth of the sacred cloak.\n", victim); if (ch != victim) act ("$N is protected by your scared cloak.", ch, NULL, victim, TO_CHAR); return; } /* * spell_speak_with_animal() * * Simple animal handling spell, * allows for animal handlers to 'talk' with * their animal for a while. Speech is limited. */ void spell_speak_with_animal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (victim != ch) { stc("You cannot cast this spell on another.\n", ch); return; } if (is_affected (victim, sn)) { send_to_char ("You can already speak with animals!\n", ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 10; af.modifier = 1; af.location = 0; af.bitvector = 0; affect_to_char (victim, &af); send_to_char ("You feel the power to speak with animals.\n", ch); return; } /* * spell_calm_animal() * * Calms an animal down, removes it's aggressiveness * TODO: Only animals */ void spell_calm_animal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already calmed.\n", ch); else act ("$N is already calmed.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char (victim, &af); act ("$n's rage ebbs.", victim, NULL, NULL, TO_ROOM); send_to_char ("You become calm.\n", victim); return; } /* * spell_toxic_cloud() * * area effect spell, decent damage */ void spell_toxic_cloud (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int i = 1; for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (vch == ch) {} else { if (vch == ch) {} else if (is_same_group (ch, vch)) {} else { dam = fix_spell_damage(level, i); if (!IS_NPC(ch)) dam = dam * ch->pcdata->learned[skill_lookup("toxic cloud")] / 100; damage (ch, vch, dam, sn, DAM_POISON, TRUE, TRUE); } } } return; } void spell_death_ritual (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { send_to_char ("You are already have the ritual of death.\n", ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char (victim, &af); act ("$n is surrounded with a black aura.", victim, NULL, NULL, TO_ROOM); send_to_char ("You do the dance of death...\n", victim); return; } /* * spell_supression() * * Offensive spellcaster enchantment, * cuts spell damage to victim by 1/2 */ void spell_supression (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 supressed.\n", ch); else act ("$N has already had their casting abilitys supressed.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char (victim, &af); act ("$n has had their spell casting abilities suppressed!", victim, NULL, NULL, TO_ROOM); send_to_char ("Your mind feels weak.\n", victim); return; } /* * spell_erode() * * Offensive spell, makes effected player's enchantments * wear off 10x faster. */ void spell_erode (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 eroding.\n", ch); else act ("$N's is already eroding.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char (victim, &af); act ("$n's body begins to erode!", victim, NULL, NULL, TO_ROOM); send_to_char ("Your body begins to erode.\n", victim); return; } /* * spell_hand_of_death() * * Mid/Low level damage spell for White magic. */ void spell_hand_of_death (int sn, int level, CHAR_DATA * ch, void *vo, int target) { int i = 3; int dam; while (i != 0) { dam = fix_spell_damage(level, i); if (!IS_NPC(ch)) dam = dam * ch->pcdata->learned[skill_lookup("hand of death")] / 100; damage (ch, (CHAR_DATA *) vo, dam, sn, DAM_OTHER, TRUE, TRUE); i--; } return; } /* * spell_death_touch() * * Mid/Low level damage spell for White magic. * Does multiple damage types. * FIXME: Count + Damage mods */ void spell_death_touch (int sn, int level, CHAR_DATA * ch, void *vo, int target) { int i = 1 + (ch->level / 100); int dam; while (i != 0) { dam = fix_spell_damage(level, i); if (!IS_NPC(ch)) dam = dam * ch->pcdata->learned[skill_lookup("death touch")] / 100; damage (ch, (CHAR_DATA *) vo, dam, sn, DAM_OTHER, TRUE, TRUE); i--; } return; } void spell_anti_magic_shell (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af2; sn = skill_lookup ("anti-magic shell"); if (is_affected (ch, sn)) { send_to_char ("You are already in an anti-magic shell.\n",ch); return; } af2.where = TO_RESIST; // Immunity to... af2.type = sn; af2.duration = level / 2; // Duration? (how many ticks) af2.level = ch->level; // Level of the spell? (for dispel/cancel) af2.bitvector = RES_MAGIC; // <Immunity here> af2.location = 0; // Theres no APPLY, so this is 0. af2.modifier = 0; // Since theres no APPLY, it doesnt need to add a number to it affect_to_char (ch, &af2); // Now apply all the af2.* items to the charater. send_to_char ("You surround yourself in an anti-magic shell.\n", victim); act ("$n surrounds themself in an anti-magic shell.", victim, NULL, NULL, TO_ROOM); return; } void spell_fear( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *in_room; EXIT_DATA *pexit; int door; if ( (victim == ch) || (!victim->in_room) || ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_PRIVATE ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_SOLITARY ) ) || ( IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL ) ) || ( !IS_AWAKE( victim ) ) || ( victim->level >= level) || ( victim->in_room->area != ch->in_room->area ) || (( IS_NPC( victim ) && saves_spell( level, victim, DAM_CHARM)))) { send_to_char( "You failed to inspire fear.\n", ch ); return; } check_killer (ch, victim); act ("$n scares the hell out of $N!", ch, NULL, victim, TO_NOTVICT); act ("$n scares the hell out of you!", ch, NULL, victim, TO_VICT); act ("You scare the hell out of $N!", ch, NULL, victim, TO_CHAR); if ((victim->fighting) == NULL) { //this bit is "borrowed" from stock update.c, can be changed //to make fear more successful by always finding a //random exit. in_room = victim->in_room; for (door = 0; door < 6; door++) { if ( (number_bits (3) == 0) && ((door = number_bits (5)) <= 5) && ((pexit = ch->in_room->exit[door]) != NULL) && (pexit->u1.to_room != NULL) && (!IS_SET (pexit->exit_info, EX_CLOSED)) && (!IS_SET (pexit->u1.to_room->room_flags, ROOM_NO_MOB)) && (!IS_SET (ch->act, ACT_STAY_AREA) || (pexit->u1.to_room->area == ch->in_room->area)) && (!IS_SET (ch->act, ACT_OUTDOORS) || !IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS)) && (!IS_SET (ch->act, ACT_INDOORS) || IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS))) { if (victim->position < POS_STANDING) do_stand(victim, NULL); act ("$N runs for $S life!", ch, NULL, victim, TO_NOTVICT); act ("You run in terror from $n!", ch, NULL, victim, TO_VICT); act ("$N flees from the sight of your indominable menace!", ch, NULL, victim, TO_CHAR); move_char (victim, door, FALSE); return; } } act ("But $N is too panicked to escape!", ch, NULL, victim, TO_NOTVICT); act ("But you are too panicked to escape!", ch, NULL, victim, TO_VICT); act ("But $N is too terrified to escape your wrath!", ch, NULL, victim, TO_CHAR); return; } else do_flee( victim, "" ); return; } void spell_wizard_eye (int sn, int level, CHAR_DATA * ch, void *vo, int target) { ROOM_INDEX_DATA *original; CHAR_DATA *wch; CHAR_DATA *victim; if (!(victim = get_char_world (ch, target_name)) || victim == ch || !victim->in_room) { send_to_char ("You have failed.\n", ch); return; } original = ch->in_room; char_from_room (ch); char_to_room (ch, victim->in_room); do_look (ch, "auto"); /* * See if 'ch' still exists before continuing! * Handles 'c 'wizard eye' XXXX quit' case. */ for (wch = char_list; wch; wch = wch->next) { if (wch == ch) { char_from_room (ch); char_to_room (ch, original); break; } } return; } void spell_knock ( int sn, int level, CHAR_DATA *ch, void *vo , int target) { char arg[MAX_INPUT_LENGTH]; int chance=0; int door; const sh_int rev_dir [] = { 2, 3, 0, 1, 5, 4, 9, 8, 7, 6 }; target_name = one_argument(target_name,arg); if (arg[0] == '\0') { send_to_char("Knock which door or direction.\n",ch); return; } if (ch->fighting) { send_to_char("Wait until the fight finishes.\n",ch); return; } if ( ( door = find_door( ch, arg ) ) >= 0 ) { ROOM_INDEX_DATA *to_room; EXIT_DATA *pexit; EXIT_DATA *pexit_rev; pexit = ch->in_room->exit[door]; if ( !IS_SET(pexit->exit_info, EX_CLOSED) ) { send_to_char( "It's already open.\n", ch ); return; } if ( !IS_SET(pexit->exit_info, EX_LOCKED) ) { send_to_char( "Just try to open it.\n", ch ); return; } if ( IS_SET(pexit->exit_info, EX_NOPASS) ) { send_to_char( "A mystical shield protects the exit.\n",ch ); return; }; if ( IS_SET(pexit->exit_info, EX_MAGICAL) ) { send_to_char( "A mystical shield protects the exit from being magically opened.\n",ch);return; } chance = ch->level / 5 + get_curr_stat(ch,STAT_INT) + get_skill(ch,sn) / 5; act("You cast knock on the $d, and try to open the $d!", ch,NULL,pexit->keyword,TO_CHAR); if (room_is_dark(ch->in_room)) chance /= 2; /* now the attack */ if (number_percent() < chance ) { REMOVE_BIT(pexit->exit_info, EX_LOCKED); REMOVE_BIT(pexit->exit_info, EX_CLOSED); act( "$n knocks on the $d and opens the lock.", ch, NULL, pexit->keyword, TO_ROOM ); send_to_char( "You successfully open the door.\n", ch ); /* open the other side */ if ( ( to_room = pexit->u1.to_room ) != NULL && ( pexit_rev = to_room->exit[rev_dir[door]] ) != NULL && pexit_rev->u1.to_room == ch->in_room ) { CHAR_DATA *rch; REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act( "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } } else { act("You couldn't magically open the $d!", ch,NULL,pexit->keyword,TO_CHAR); act("$n failed to magically open the $d.", ch,NULL,pexit->keyword,TO_ROOM); } return; } send_to_char("You can't see that here.\n",ch); return; } void spell_power_word_stun (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; char buf[MSL]; stc ("You utter the words, 'Power Word STUN'.\n", ch); sprintf(buf, "%s falls to the ground.\n", victim->short_descr); stc(buf, ch); act ("$n utters the words, 'Power Word STUN'.", ch, NULL, NULL, TO_ROOM); act (buf, ch, NULL, NULL, TO_ROOM); stop_fighting (ch, TRUE); stop_fighting (victim, TRUE); stop_fighting (ch, TRUE); stop_fighting (victim, TRUE); do_function (victim, &do_sleep, ""); return; } void spell_power_word_blind (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_BLIND) || saves_spell (level * 2, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level * 2; af.location = APPLY_HITROLL; af.modifier = -1; af.duration = -1; af.bitvector = AFF_BLIND; affect_to_char (victim, &af); send_to_char ("You are blinded!\n", victim); act ("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM); return; } void spell_counterspell (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; char buf[MSL]; sprintf (buf, "You attempt to counter %s's Spell.\n", victim->short_descr); send_to_char(buf, ch); act ("$n attempts to counter $N's spell.", ch, NULL, victim, TO_ROOM); if (number_range(1, 100) > 50) { stop_spell( victim ); } else stc("You are unable to counter the spell.\n", ch); return; } void spell_power_word_kill (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; char buf[MSL]; stc ("You utter the words, 'Power Word KILL'.\n", ch);; act ("$n utters the words, 'Power Word KILL'.", ch, NULL, NULL, TO_ROOM); if (saves_spell (level / 2, victim, DAM_OTHER)) { send_to_char("Your spell fails. (Saved vs spells)\n", ch); return; } if (victim->max_hit > 500) { send_to_char("Your spell fails.\n", ch); return; } if (victim->level > ch->level) { send_to_char("Your spell fails.\n", ch); return; } sprintf(buf, "%s falls to the ground dead.\n", victim->short_descr); stc(buf, ch); sprintf(buf, "$N falls to the ground dead.\n"); act (buf, ch, NULL, NULL, TO_ROOM); raw_kill (victim); return; } void spell_meteor_swarm (int sn, int level, CHAR_DATA * ch, void *vo, int target) { int dam; CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch; CHAR_DATA *vch_next; int i = level / 5; act ("$n summons down a meteor swarm centered on $N!", ch, NULL, victim, TO_ROOM); act ("$n has summoned a meteor swarm on you!!", ch, NULL, victim, TO_VICT); send_to_char ("You summon forth a meteor swarm!\n", ch); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { dam = dice(10, 4); vch_next = vch->next_in_room; if (vch == ch) {} else damage (ch, vch, dam, sn, DAM_FIRE, TRUE, TRUE); } while (i > 0) { for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { dam = dice(10, 4); vch_next = vch->next_in_room; if (vch == ch) {} else damage (ch, vch, dam, sn, DAM_FIRE, TRUE, TRUE); } i--; } return; } void spell_force_spike (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 force spiked.\n", ch); else act ("$N's magical energies are already spiked.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char (victim, &af); act ("$n's magical energies begins to spike!", victim, NULL, NULL, TO_ROOM); send_to_char ("Your magical energies begin to spike!\n", victim); return; } void spell_juxtapose (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int a, b; if (ch->fighting == NULL) { stc("You are not fighting anyone!\n", ch); return; } send_to_char ("You attempt to juxtapose...\n\r", victim); act ("$N attempts to juxtapose with $n...", victim, NULL, NULL, TO_ROOM); if (number_range(1, 100) > 25) return; a = victim->hit; b = ch->hit; victim->hit = b; ch->hit = a; send_to_char ("You have sucessfuly juxtaposed!\n\r", victim); act ("$N sucessfuly juxtaposed with $n!!", victim, NULL, NULL, TO_ROOM); } /* * spell_mana_shield() * * while affected, damage to the player is partialy absorbed by their mana */ void spell_mana_shield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You already shield yourself behind your mana.\n", ch); else act ("$N already shields themselfs behind their mana.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 50; af.location = APPLY_FOCUS; af.modifier = level * 20; af.bitvector = 0; affect_to_char (victim, &af); act ("$n's shields themself behind their mana!", victim, NULL, NULL, TO_ROOM); send_to_char ("Your shield yourself behind your mana!\n", victim); return; }