/***************************************************************************
* 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;
}