/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "olc.h"
/*
* Local functions.
*/
void say_spell args((CHAR_DATA * ch, int sn));
void improve_spl args((CHAR_DATA * ch, int dtype, int sn));
/*
* Improve ability at a certain spell type. KaVir.
*/
void improve_spl(CHAR_DATA * ch, int dtype, int sn)
{
char buf[MAX_INPUT_LENGTH];
char bufskill[MAX_INPUT_LENGTH];
char buftype[MAX_INPUT_LENGTH];
int dice1;
int dice2;
int cmax = 200;
int amount = 0;
dice1 = number_percent();
dice2 = number_percent();
if (IS_NPC(ch))
return;
if (dtype == 0)
xprintf(buftype, "#Ppurple#n");
else if (dtype == 1)
xprintf(buftype, "#Rred#n");
else if (dtype == 2)
xprintf(buftype, "#Bblue#n");
else if (dtype == 3)
xprintf(buftype, "#Ggreen#n");
else if (dtype == 4)
xprintf(buftype, "#Yyellow#n");
else
return;
switch (ch->class)
{
default:
cmax = 200;
break;
case CLASS_LICH:
cmax = 300;
break;
case CLASS_MAGE:
cmax = 270;
break;
case CLASS_DROW:
if ((dtype == 0 || dtype == 1)
&& IS_SET(ch->special, SPC_DROW_CLE))
cmax = 230;
else if ((dtype == 2 || dtype == 3)
&& IS_SET(ch->special, SPC_DROW_MAG))
cmax = 230;
else
cmax = 200;
break;
}
cmax += (get_curr_int(ch) / 5);
if (ch->spl[dtype] >= cmax)
{
ch->spl[dtype] = cmax;
return;
}
if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype])
|| (dice1 < 80 || dice2 < 90))
{
amount += 1;
if (get_curr_int(ch) > 45)
amount += 1;
if (get_curr_int(ch) > 100)
amount += 1;
if (global_dt)
amount += 2;
}
else
return;
if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF6))
{
if ((amount > 0) && (ch->spl[dtype] < cmax))
{
xprintf(buf,
"#cYour %s #cmagic improves by #C%d#n.\n\r",
buftype, amount);
send_to_char(buf, ch);
}
}
ch->spl[dtype] += amount;
if (ch->spl[dtype] == 1)
xprintf(bufskill, "a newbie of");
else if (ch->spl[dtype] == 26)
xprintf(bufskill, "a novice at");
else if (ch->spl[dtype] == 51)
xprintf(bufskill, "a scholar at");
else if (ch->spl[dtype] == 76)
xprintf(bufskill, "a magus at");
else if (ch->spl[dtype] == 101)
xprintf(bufskill, "an adept at");
else if (ch->spl[dtype] == 126)
xprintf(bufskill, "a mage at");
else if (ch->spl[dtype] == 151)
xprintf(bufskill, "a warlock at");
else if (ch->spl[dtype] == 176)
xprintf(bufskill, "a master wizard at");
else if (ch->spl[dtype] == 200)
xprintf(bufskill, "a grand sorcerer at");
else if (ch->spl[dtype] == 240)
xprintf(bufskill, "the complete master of");
else if (ch->spl[dtype] == 300)
xprintf(bufskill, "possesing #RWicked#n knowledge of");
else
return;
xprintf(buf, "#GYou are now %s %s magic.\n\r#n", bufskill, buftype);
send_to_char(buf, ch);
return;
}
bool is_obj(CHAR_DATA * ch)
{
OBJ_DATA *obj;
if ((obj = ch->pcdata->chobj) == NULL)
{
send_to_char("Huh?\n\r", ch);
return FALSE;
}
if (obj->chobj == NULL || obj->chobj != ch)
{
send_to_char("Huh?\n\r", ch);
return FALSE;
}
if (!IS_CLASS(ch, CLASS_DEMON))
{
send_to_char("Huh?\n\r", ch);
return FALSE;
}
if (!IS_DEMPOWER(ch, DEM_MAGIC))
{
send_to_char
("You haven't been granted the gift of Magic.\n\r",
ch);
return FALSE;
}
return TRUE;
}
/*
* 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;
}
/*
* 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;
}
/*
* 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 colour[MAX_STRING_LENGTH];
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"},
{"lo", "hi"},
{"mor", "zak"},
{"move", "sido"},
{"ness", "lacri"},
{"ning", "illa"},
{"per", "duda"},
{"ra", "gru"},
{"re", "candus"},
{"son", "sabru"},
{"tect", "infra"},
{"tri", "cula"},
{"ven", "nofo"},
{"a", "c"}, {"b", "b"}, {"c", "q"}, {"d", "e"},
{"e", "z"}, {"f", "m"}, {"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;
}
xprintf(buf2, "$n utters the words, '%s'.", buf);
xprintf(buf, "$n utters the words, '%s'.", skill_table[sn].name);
if (skill_table[sn].target == 0)
{
xprintf(colour, "$n's eyes glow bright purple for a moment.");
ADD_COLOUR(ch, colour, MAGENTA);
act(colour, ch, NULL, NULL, TO_ROOM);
xprintf(colour, "Your eyes glow bright purple for a moment.");
ADD_COLOUR(ch, colour, MAGENTA);
act(colour, ch, NULL, NULL, TO_CHAR);
}
else if (skill_table[sn].target == 1)
{
xprintf(colour, "$n's eyes glow bright red for a moment.");
ADD_COLOUR(ch, colour, L_RED);
act(colour, ch, NULL, NULL, TO_ROOM);
xprintf(colour, "Your eyes glow bright red for a moment.");
ADD_COLOUR(ch, colour, L_RED);
act(colour, ch, NULL, NULL, TO_CHAR);
}
else if (skill_table[sn].target == 2)
{
xprintf(colour, "$n's eyes glow bright blue for a moment.");
ADD_COLOUR(ch, colour, L_BLUE);
act(colour, ch, NULL, NULL, TO_ROOM);
xprintf(colour, "Your eyes glow bright blue for a moment.");
ADD_COLOUR(ch, colour, L_BLUE);
act(colour, ch, NULL, NULL, TO_CHAR);
}
else if (skill_table[sn].target == 3)
{
xprintf(colour, "$n's eyes glow bright green for a moment.");
ADD_COLOUR(ch, colour, L_GREEN);
act(colour, ch, NULL, NULL, TO_ROOM);
xprintf(colour, "Your eyes glow bright green for a moment.");
ADD_COLOUR(ch, colour, L_GREEN);
act(colour, ch, NULL, NULL, TO_CHAR);
}
else if (skill_table[sn].target == 4)
{
xprintf(colour, "$n's eyes glow bright yellow for a moment.");
ADD_COLOUR(ch, colour, YELLOW);
act(colour, ch, NULL, NULL, TO_ROOM);
xprintf(colour, "Your eyes glow bright yellow for a moment.");
ADD_COLOUR(ch, colour, YELLOW);
act(colour, ch, NULL, NULL, TO_CHAR);
}
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell(int level, CHAR_DATA * victim)
{
int save;
int tsave;
if (!IS_NPC(victim))
{
tsave = (victim->spl[0] + victim->spl[1] + victim->spl[2] +
victim->spl[3] + victim->spl[4]) * 0.05;
save = 50 + (tsave - level - victim->saving_throw) * 5;
}
else
save = 50 + (victim->level - level -
victim->saving_throw) * 5;
save = URANGE(15, save, 85);
return number_percent() < save;
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
void do_cast(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MSL];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int chance;
chance = number_percent();
chance = number_percent();
if (chance > 40 && IS_CLASS(ch, CLASS_DEMON)
&& IS_SET(ch->warp, WARP_STUPID))
{
stc("You are too stupid to cast spells!\n\r", ch);
return;
}
/*
* Switched NPC's can cast spells, but others can't.
*/
if (IS_NPC(ch) && ch->desc == NULL)
return;
/*
* Polymorphed players cannot cast spells
*/
/* if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH)
&& !IS_CLASS(ch, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_FAE)
&& !IS_CLASS(ch, CLASS_PRIEST) && !IS_VAMPAFF(ch, VAM_DISGUISED)
&& !IS_POLYAFF(ch, POLY_SPIDER) && ch->power[DISC_VAMP_OBEA] < 10
&& !IS_CLASS(ch, CLASS_GIANT) && !IS_SET(ch->flag2, VAMP_OBJMASK)
&& !IS_CLASS(ch, CLASS_DEMON) && !IS_CLASS(ch, CLASS_MAGE)
&& !IS_CLASS(ch, CLASS_CYBORG)
&& !(IS_CLASS(ch, CLASS_SHAPESHIFTER)
&& ch->pcdata->powers[FAERIE_LEVEL] > 1))
{
if (!is_obj(ch))
{
send_to_char
("You cannot cast spells in this form.\n\r",
ch);
return;
}
}*/
if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_AFFECTED(ch, AFF_PEACE))
{
stc("You are unable to cast spells with Majesty on.\n\r", ch);
return;
}
if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_AFFECTED(ch, AFF_POLYMORPH)
&& ch->power[DISC_VAMP_OBEA] > 9)
{
stc("#wYour movement of pure magic guides you#n.\n\r", ch);
}
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 = skill_lookup(arg1)) < 0
|| (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if (ch->position < skill_table[sn].minimum_position)
{
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
IS_VAMPAFF(ch, VAM_CELERITY))
{
if (ch->move < 25)
{
send_to_char
("You can't concentrate enough.\n\r",
ch);
return;
}
ch->move = ch->move - 25;
}
else
{
if (ch->move < 50)
{
send_to_char
("You can't concentrate enough.\n\r",
ch);
return;
}
ch->move = ch->move - 50;
}
}
mana = IS_NPC(ch) ? 0 : UMAX(skill_table[sn].min_mana,
100 / (2 + (ch->level * 12) -
skill_table[sn].skill_level));
if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN))
{
if (ch->power[DISC_WERE_OWL] < 4)
mana *= 2;
}
/*
* Locate targets.
*/
victim = NULL;
obj = NULL;
vo = NULL;
switch (skill_table[sn].target)
{
default:
bug("Do_cast: bad target for sn %d.", sn);
return;
case TAR_IGNORE:
send_purplespell(ch);
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, NULL, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
}
if (IS_AFFECTED(victim, AFF_PEACE))
{
stc("You are unable to cast on that person.\n\r", ch);
return;
}
send_redspell(ch);
if (victim != ch)
send_redspell(victim);
if (IS_CLASS(victim, CLASS_HOBBIT) && ch != victim
&& number_range(1, 4) != 3)
{
send_to_char("They resist the spell.\n\r", ch);
WAIT_STATE(ch, 6);
return;
}
if (is_safe(ch, victim) && ch != victim)
return;
if (ch == victim)
send_to_char("Cast this on yourself? Ok...\n\r", ch);
if (!IS_NPC(victim) && (!CAN_PK(ch) || !CAN_PK(victim))
&& (ch != victim))
{
send_to_char("You are unable to affect them.\n\r",
ch);
return;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW))
{
if (ch == victim)
{
send_to_char
("You lower your magical resistance....\n\r",
ch);
}
else if (number_percent() <=
victim->pcdata->stats[DROW_MAGIC])
{
send_to_char
("Your spell does not affect them.\n\r",
ch);
return;
}
}
if (!IS_NPC(ch))
{
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;
break;
case TAR_CHAR_DEFENSIVE:
if (arg2[0] == '\0')
{
victim = ch;
}
else
{
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW))
{
if (ch == victim)
{
send_to_char
("You lower your magical resistance....\n\r",
ch);
}
else if (number_percent() <=
victim->pcdata->stats[DROW_MAGIC])
{
send_to_char
("Your spell does not affect them.\n\r",
ch);
return;
}
}
send_bluespell(ch);
if (victim != ch)
send_bluespell(victim);
vo = (void *) victim;
break;
case TAR_CHAR_SELF:
if (arg2[0] != '\0' && !is_name(arg2, ch->name))
{
send_to_char
("You cannot cast this spell on another.\n\r",
ch);
return;
}
send_greenspell(ch);
vo = (void *) ch;
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, arg2, ch)) == NULL)
{
send_to_char("You are not carrying that.\n\r", ch);
return;
}
send_yellowspell(ch);
vo = (void *) obj;
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_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH))
{
WAIT_STATE(ch, skill_table[sn].beats / 2);
}
else
{
WAIT_STATE(ch, skill_table[sn].beats);
}
if ( ch->pcdata->learned[sn] < 100 )
{
sprintf( buf, "Your skill with %s increases.\n\r",
skill_table[sn].name );
send_to_char( buf, ch );
ch->pcdata->learned[sn]++;
}
if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[sn])
{
send_to_char("You lost your concentration.\n\r", ch);
ch->mana -= mana / 2;
improve_spl(ch, skill_table[sn].target, sn);
}
else
{
int tempentro = 0;
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
tempentro = 20;
ch->mana -= mana;
/*
* Check players ability at spell type for spell power...KaVir
*/
if (IS_NPC(ch))
(*skill_table[sn].spell_fun) (sn, ch->level, ch, vo);
else if (!IS_CLASS(ch, CLASS_MAGE)
&& !IS_CLASS(ch, CLASS_LICH))
{
(*skill_table[sn].spell_fun) (sn,
((ch->
spl[skill_table[sn].
target] * 0.25) +
tempentro), ch, vo);
improve_spl(ch, skill_table[sn].target, sn);
}
else
{
(*skill_table[sn].spell_fun) (sn,
(ch->
spl[skill_table[sn].
target] * .5 +
tempentro), ch, vo);
improve_spl(ch, skill_table[sn].target, sn);
}
}
if (skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& 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)
{
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;
if (sn <= 0)
return;
if (IS_NPC(ch))
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)
return;
if (!IS_NPC(victim) && ch != victim)
{
if (IS_CLASS(victim, CLASS_HOBBIT)
&& number_range(1, 4) != 3)
{
send_to_char("They resist the spell.\n\r",
ch);
return;
}
if (IS_CLASS(victim, CLASS_DROW))
{
if (number_percent() <=
victim->pcdata->stats[DROW_MAGIC])
{
send_to_char
("Your spell does not affect them.\n\r",
ch);
return;
}
}
}
vo = (void *) victim;
break;
case TAR_CHAR_DEFENSIVE:
if (victim == NULL)
victim = ch;
vo = (void *) victim;
break;
case TAR_CHAR_SELF:
vo = (void *) ch;
break;
case TAR_OBJ_INV:
if (obj == NULL)
{
send_to_char("You can't do that.\n\r", ch);
return;
}
vo = (void *) obj;
break;
}
target_name = "";
(*skill_table[sn].spell_fun) (sn, level, ch, vo);
if (skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& 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)
{
multi_hit(victim, ch, TYPE_UNDEFINED);
break;
}
}
}
return;
}
/*
* Spell functions.
*/
void spell_acid_blast(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD))
return;
dam = dice(level, 6);
if (IS_CLASS(ch, CLASS_LICH))
dam *= 1.3;
if (saves_spell(level, victim))
dam /= 2;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_ACID))
dam = 0;
if (IS_NPC(victim) && dam >= victim->hit)
dam = victim->hit - 1;
if (dam == 0)
return;
damage(ch, victim, dam, sn);
return;
}
void spell_darmor(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT2_DATA af;
if (is_affected2(victim, sn))
return;
af.type = sn;
af.duration = 24;
af.modifier = -100;
af.location = APPLY_AC;
af.bitvector = AFF2_DARMOR;
affect2_to_char(victim, &af);
act("$n is shrouded in a suit of divine armor.", victim, NULL, NULL,
TO_ROOM);
send_to_char("You are shrouded in a suit of divine armor.\n\r",
victim);
return;
}
void spell_armor(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char(victim, &af);
act("$n is shrouded in a suit of translucent glowing armor.", victim,
NULL, NULL, TO_ROOM);
send_to_char
("You are shrouded in a suit of translucent glowing armor.\n\r",
victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_godbless(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 150;
af.location = APPLY_HITROLL;
af.modifier = 150;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - 150;
affect_to_char(victim, &af);
af.location = APPLY_DAMROLL;
af.modifier = 150;
affect_to_char(victim, &af);
act("$n is filled with God's Blessing.", victim, NULL, NULL, TO_ROOM);
send_to_char("You are filled with God's Blessing.\n\r", victim);
return;
}
void spell_visage(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = number_range(2, 5);
af.location = APPLY_HITROLL;
af.modifier = level * 2;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_DAMROLL;
af.modifier = level * 2;
affect_to_char(victim, &af);
act("$n grows a horrid visage.", victim, NULL, NULL, TO_ROOM);
send_to_char("You squirm and squeel with glee.\n\r", victim);
return;
}
void spell_ninja_focus(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = number_range(50, 100);
af.location = APPLY_HITROLL;
af.modifier = level * 10;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_DAMROLL;
af.modifier = level * 10;
affect_to_char(victim, &af);
send_to_char("You focus your mental prowess on battle.\n\r", victim);
return;
}
void spell_forcebless(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 150;
af.location = APPLY_HITROLL;
af.modifier = 400;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - 350;
affect_to_char(victim, &af);
af.location = APPLY_DAMROLL;
af.modifier = 400;
affect_to_char(victim, &af);
act("$n turns off two blazing lightsabres and meditates.", victim,
NULL, NULL, TO_ROOM);
send_to_char("You turn off two blazing lightsabres and meditate.\n\r",
victim);
return;
}
void spell_bless(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
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);
act("$n is blessed.", victim, NULL, NULL, TO_ROOM);
send_to_char("You feel righteous.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_farmor(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT2_DATA af;
if (is_affected2(victim, sn))
return;
af.type = sn;
af.duration = 24;
af.modifier = -100;
af.location = APPLY_AC;
af.bitvector = AFF2_FARMOR;
affect2_to_char(victim, &af);
act("$n is shrouded in The Armor of True Faith.", victim, NULL, NULL,
TO_ROOM);
send_to_char("You are shrouded in The Armor of True Faith.\n\r",
victim);
return;
}
void spell_blindness(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_INPUT_LENGTH];
if (IS_AFFECTED(victim, AFF_BLIND)
|| (saves_spell(level, victim) && !IS_CLASS(ch, CLASS_MONK)))
return;
af.type = sn;
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);
if (!IS_NPC(victim))
xprintf(buf, "%s is blinded!\n\r", victim->name);
else
xprintf(buf, "%s is blinded!\n\r", victim->short_descr);
send_to_char(buf, ch);
return;
}
void spell_burning_hands(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
4,
6, 8, 10, 12, 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,
50, 60, 70, 80, 90, 100, 125, 150, 175, 200
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD))
return;
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 /= 2;
hp = victim->hit;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
damage(ch, victim, (dam * 2), sn);
hp = ((hp - victim->hit) / 2) + victim->hit;
}
else
damage(ch, victim, dam, sn);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT))
victim->hit = hp;
return;
}
void spell_call_lightning(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hp;
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("God's lightning strikes your foes!\n\r", ch);
act("$n calls God's 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)))
{
if (IS_ITEMAFF(vch, ITEMA_SHOCKSHIELD))
continue;
if (saves_spell(level, vch))
dam /= 2;
hp = vch->hit;
damage(ch, vch, dam, sn);
if (!IS_NPC(vch)
&& IS_IMMUNE(vch, IMM_LIGHTNING))
vch->hit = hp;
}
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;
}
void spell_cause_light(int sn, int level, CHAR_DATA * ch, void *vo)
{
damage(ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn);
return;
}
void spell_cause_critical(int sn, int level, CHAR_DATA * ch, void *vo)
{
damage(ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn);
return;
}
void spell_cause_serious(int sn, int level, CHAR_DATA * ch, void *vo)
{
damage(ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn);
return;
}
void spell_change_sex(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
return;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 10 * 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);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_charm_person(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (victim == ch)
{
send_to_char("You like yourself even better!\n\r", ch);
return;
}
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_CHARM))
{
send_to_char("You failed.\n\r", ch);
return;
}
/*
* I don't want people charming ghosts and stuff - KaVir
*/
if (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL))
{
send_to_char("You failed.\n\r", ch);
return;
}
if (IS_IMMORTAL(victim))
{
send_to_char
("You cannot cast puny mortal magic on immortals!\n\r",
ch);
return;
}
if (IS_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| level < victim->level || saves_spell(level, victim))
return;
if (victim->master)
stop_follower(victim, FALSE);
add_follower(victim, ch);
af.type = sn;
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)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_chill_touch(int sn, int level, CHAR_DATA * ch, void *vo)
{
bool no_dam = FALSE;
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
9,
10, 10, 10, 11, 11, 12, 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,
30, 40, 50, 60, 70, 80, 90, 100, 110, 120
};
AFFECT_DATA af;
int dam;
int hp;
if (is_affected(victim, sn))
return;
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD))
return;
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 (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD))
no_dam = TRUE;
if (!no_dam && (!saves_spell(level, victim) ||
IS_NPC(victim) || !IS_CLASS(victim, CLASS_VAMPIRE)))
{
af.type = sn;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join(victim, &af);
}
else
{
dam /= 2;
}
if (IS_CLASS(ch, CLASS_LICH))
dam *= 2;
if (IS_NPC(victim) && dam >= victim->hit)
dam = victim->hit - 1;
hp = victim->hit;
if (dam == 0)
return;
damage(ch, victim, dam, sn);
if (no_dam)
victim->hit = hp;
return;
}
void spell_colour_spray(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
10,
15, 15, 15, 15, 15, 20, 20, 20, 20, 20,
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,
85, 95, 110, 125, 150, 175, 200, 250, 300, 350
};
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 /= 2;
damage(ch, victim, dam, sn);
return;
}
void spell_continual_light(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *light;
light = create_object(get_obj_index(OBJ_VNUM_LIGHT_BALL), 0);
obj_to_room(light, ch->in_room);
act("$n twiddles $s thumbs and $p appears.", ch, light, NULL,
TO_ROOM);
act("You twiddle your thumbs and $p appears.", ch, light, NULL,
TO_CHAR);
return;
}
void spell_control_weather(int sn, int level, CHAR_DATA * ch, void *vo)
{
if (!str_cmp(target_name, "better"))
weather_info.change += dice(level / 3, 4);
else if (!str_cmp(target_name, "worse"))
weather_info.change -= dice(level / 3, 4);
else
send_to_char("Do you want it to get better or worse?\n\r",
ch);
send_to_char("Ok.\n\r", ch);
return;
}
void spell_create_food(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *mushroom;
mushroom = create_object(get_obj_index(OBJ_VNUM_MUSHROOM), 0);
mushroom->value[0] = 5 + level;
obj_to_room(mushroom, ch->in_room);
act("$p suddenly appears.", ch, mushroom, NULL, TO_ROOM);
act("$p suddenly appears.", ch, mushroom, NULL, TO_CHAR);
return;
}
void spell_create_spring(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *spring;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE))
return;
else
spring = create_object(get_obj_index(OBJ_VNUM_SPRING), 0);
spring->timer = level;
obj_to_room(spring, ch->in_room);
act("$p flows from the ground.", ch, spring, NULL, TO_ROOM);
act("$p flows from the ground.", ch, spring, NULL, TO_CHAR);
return;
}
void spell_create_water(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if (obj->item_type != ITEM_DRINK_CON)
{
send_to_char("It is unable to hold water.\n\r", ch);
return;
}
if (obj->value[2] != LIQ_WATER && obj->value[1] != 0)
{
send_to_char("It contains some other liquid.\n\r", ch);
return;
}
water = UMIN(level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]);
if (water > 0)
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if (!is_name("water", obj->name))
{
char buf[MAX_STRING_LENGTH];
xprintf(buf, "%s water", obj->name);
free_string(obj->name);
obj->name = str_dup(buf);
}
act("$p is filled.", ch, obj, NULL, TO_CHAR);
}
return;
}
void spell_cure_blindness(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!is_affected(victim, gsn_blindness))
return;
affect_strip(victim, gsn_blindness);
send_to_char("Your vision returns!\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_cure_critical(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level - 6;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
if (IS_NPC(victim) && victim->hit >= victim->max_hit)
victim->hit = victim->max_hit - 100;
update_pos(victim);
send_to_char("You feel better!\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_cure_light(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
if (IS_NPC(victim) && victim->hit >= victim->max_hit)
victim->hit = victim->max_hit - 100;
update_pos(victim);
send_to_char("You feel better!\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_cure_poison(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (is_affected(victim, gsn_poison))
{
affect_strip(victim, gsn_poison);
act("$N looks better.", ch, NULL, victim, TO_NOTVICT);
send_to_char("A warm feeling runs through your body.\n\r",
victim);
send_to_char("Ok.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
}
return;
}
void spell_cure_serious(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(2, 8) + level / 2;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
if (IS_NPC(victim) && victim->hit >= victim->max_hit)
victim->hit = victim->max_hit - 100;
update_pos(victim);
send_to_char("You feel better!\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_curse(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_CURSE) || saves_spell(level, victim))
return;
af.type = sn;
af.duration = 4 * level;
af.location = APPLY_HITROLL;
af.modifier = -1;
af.bitvector = AFF_CURSE;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = 1;
affect_to_char(victim, &af);
send_to_char("You feel unclean.\n\r", victim);
if (ch != victim)
send_to_char("You give them the evil eye.\n\r", ch);
return;
}
void spell_detect_evil(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_EVIL))
return;
af.type = sn;
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_hidden(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_HIDDEN))
return;
af.type = sn;
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)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_INVIS))
return;
af.type = sn;
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)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_MAGIC))
return;
af.type = sn;
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)
{
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 very delicious.\n\r", ch);
}
else
{
send_to_char("It doesn't look poisoned.\n\r", ch);
}
return;
}
void spell_dispel_evil(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_NPC(ch) && IS_EVIL(ch))
victim = ch;
if (IS_GOOD(victim))
{
act("God 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;
}
dam = dice(level, 4);
if (saves_spell(level, victim))
dam /= 2;
damage(ch, victim, dam, sn);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_dispel_magic(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool dark = FALSE;
if (victim != ch &&
(saves_spell(level, victim) || level < victim->level))
{
send_to_char("You failed.\n\r", ch);
return;
}
if (!(victim->affected) && !IS_SET(victim->flag2, AFF_TOTALBLIND))
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
while (victim->affected)
affect_remove(victim, victim->affected);
if (dark == TRUE)
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if (ch == victim)
{
act("You remove all magical affects from yourself.", ch, NULL,
NULL, TO_CHAR);
act("$n has removed all magical affects from $mself.", ch,
NULL, NULL, TO_ROOM);
if (IS_SET(victim->flag2, AFF_TOTALBLIND))
{
REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
stc("The searing blindness leaves your eyes.\n\r",
victim);
}
}
else
{
act("You remove all magical affects from $N.", ch, NULL,
victim, TO_CHAR);
act("$n has removed all magical affects from $N.", ch, NULL,
victim, TO_NOTVICT);
act("$n has removed all magical affects from you.", ch, NULL,
victim, TO_VICT);
if (IS_SET(victim->flag2, AFF_TOTALBLIND))
{
REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
stc("The searing blindness leaves your eyes.\n\r",
victim);
}
}
return;
}
void spell_earthquake(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char("The earth trembles beneath your feet!\n\r", ch);
act("$n makes the earth tremble and shiver.", ch, NULL, NULL,
TO_ROOM);
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL || !can_see(ch, vch))
continue;
if (vch->in_room == ch->in_room)
{
if (vch != ch
&& (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch)))
damage(ch, vch, level + dice(2, 8), sn);
continue;
}
if (vch->in_room->area == ch->in_room->area)
send_to_char("The earth trembles and shivers.\n\r",
vch);
}
return;
}
void spell_enchant_weapon(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if (obj->item_type != ITEM_WEAPON
|| IS_SET(obj->quest, QUEST_ENCHANTED)
|| IS_SET(obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL)
{
send_to_char("You are unable to enchant this weapon.\n\r",
ch);
return;
}
if (affect_free == NULL)
{
paf = alloc_perm(sizeof(*paf));
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = 0;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if (affect_free == NULL)
{
paf = alloc_perm(sizeof(*paf));
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = -1;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 10;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if (IS_GOOD(ch))
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act("$p glows blue.", ch, obj, NULL, TO_CHAR);
act("$p glows blue.", ch, obj, NULL, TO_ROOM);
}
else if (IS_EVIL(ch))
{
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act("$p glows red.", ch, obj, NULL, TO_CHAR);
act("$p glows red.", ch, obj, NULL, TO_ROOM);
}
else
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act("$p glows yellow.", ch, obj, NULL, TO_CHAR);
act("$p glows yellow.", ch, obj, NULL, TO_ROOM);
}
return;
}
void spell_enchant_armor(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if (obj->item_type != ITEM_ARMOR
|| IS_SET(obj->quest, QUEST_ENCHANTED)
|| IS_SET(obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL)
{
send_to_char("You are unable to enchant this weapon.\n\r",
ch);
return;
}
if (affect_free == NULL)
{
paf = alloc_perm(sizeof(*paf));
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = 0;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if (affect_free == NULL)
{
paf = alloc_perm(sizeof(*paf));
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = -1;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = -level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if (IS_GOOD(ch))
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act("$p glows blue.", ch, obj, NULL, TO_CHAR);
act("$p glows blue.", ch, obj, NULL, TO_ROOM);
}
else if (IS_EVIL(ch))
{
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act("$p glows red.", ch, obj, NULL, TO_CHAR);
act("$p glows red.", ch, obj, NULL, TO_ROOM);
}
else
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act("$p glows yellow.", ch, obj, NULL, TO_CHAR);
act("$p glows yellow.", ch, obj, NULL, TO_ROOM);
}
return;
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
void spell_energy_drain(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hp;
if (saves_spell(level, victim))
return;
if (!IS_HERO(ch))
ch->alignment = UMAX(-1000, ch->alignment - 200);
if (victim->level <= 2)
{
dam = ch->hit + 1;
}
else
{
dam = dice(1, level);
if (IS_NPC(victim) || !IS_IMMUNE(victim, IMM_DRAIN))
{
victim->mana /= 2;
victim->move /= 2;
ch->hit += dam;
if (ch->hit > (2 * ch->max_hit))
ch->hit = (2 * ch->max_hit);
}
}
hp = victim->hit;
damage(ch, victim, dam, sn);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DRAIN))
victim->hit = hp;
if (!IS_NPC(ch) && ch != victim)
do_beastlike(ch, "");
return;
}
void spell_desanct(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (IS_AFFECTED(victim, AFF_SANCTUARY))
REMOVE_BIT(victim->affected_by, AFF_SANCTUARY);
send_to_char("Your white aura fades.\n\r", victim);
send_to_char("#sDESANCT!!!! #YMuhahahaha.\n\r#n", ch);
return;
}
void spell_imp_heal(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int randnum = number_range(1000, 1500);
victim->hit = UMIN(victim->hit + randnum, victim->max_hit);
if (IS_NPC(victim) && victim->hit >= victim->max_hit)
victim->hit = victim->max_hit - 100;
update_pos(victim);
send_to_char("A warm feeling fills your body.\n\r", victim);
if (ch == victim)
act("$n heals $mself.", ch, NULL, NULL, TO_ROOM);
else
act("$n heals $N.", ch, NULL, victim, TO_NOTVICT);
if (ch != victim)
send_to_char("#sSUPER HEAL!!!.\n\r#n", ch);
return;
}
void spell_imp_fireball(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range(1500, 3000);
if (saves_spell(level, victim))
dam /= 2;
damage(ch, victim, dam, sn);
return;
}
void spell_imp_faerie_fire(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_FAERIE_FIRE))
return;
af.type = sn;
af.duration = level;
af.location = APPLY_HITROLL;
af.modifier = -level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char(victim, &af);
send_to_char("You are surrounded by a glowing pink outline.\n\r",
victim);
act("$n is surrounded by a glowing pink outline.", victim, NULL, NULL,
TO_ROOM);
return;
}
void spell_imp_teleport(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *mount;
ROOM_INDEX_DATA *pRoomIndex;
int to_room;
if (victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
|| (victim != ch
&& (saves_spell(level, victim)
|| saves_spell(level, victim))))
{
send_to_char("You failed the #sTELEPORT#n spell.\n\r", ch);
return;
}
for (;;)
{
to_room = number_range(0, 65535);
pRoomIndex = get_room_index(to_room);
if (pRoomIndex != NULL)
if (!IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
&& !IS_SET(pRoomIndex->room_flags,
ROOM_NO_TELEPORT) && to_room != 30008
&& to_room != 30002)
break;
}
act("$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM);
char_from_room(victim);
char_to_room(victim, pRoomIndex);
act("$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM);
do_look(victim, "auto");
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
void spell_fireball(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
20,
20, 20, 20, 20, 20, 25, 25, 25, 25, 25,
30, 30, 30, 30, 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,
150, 200, 250, 300, 400, 500, 650, 750, 850, 1000
};
int dam;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD))
return;
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 /= 2;
if (IS_CLASS(ch, CLASS_LICH))
dam *= 1.2;
if (IS_NPC(victim) && dam >= victim->hit)
dam = victim->hit - 1;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT))
dam = 0;
if (dam == 0)
return;
damage(ch, victim, dam, sn);
return;
}
void spell_flamestrike(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD))
return;
dam = dice(6, 8);
if (saves_spell(level, victim))
dam /= 2;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT))
dam = 0;
damage(ch, victim, dam, sn);
return;
}
void spell_faerie_fire(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_FAERIE_FIRE))
return;
af.type = sn;
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_spew(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam = 0;
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (vch->trust > 6)
continue;
if (IS_NPC(vch))
dam = 250 * level;
if (!IS_NPC(vch))
dam = 100 * level;
if (is_safe(ch, vch) == TRUE)
break;
damage(ch, vch, dam, sn);
}
return;
}
void spell_infirmity(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_INFIRMITY))
{
act("A look of concentration passes over $n's face.", ch,
NULL, NULL, TO_ROOM);
send_to_char
("A look of concentration passes over your face.\n\r",
ch);
send_to_char("They are already weak.\n\r", ch);
return;
}
af.type = sn;
af.duration = level;
af.location = APPLY_DEX;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char(victim, &af);
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char(victim, &af);
af.type = sn;
af.duration = level;
af.location = APPLY_WIS;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char(victim, &af);
af.type = sn;
af.duration = level;
af.location = APPLY_CON;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char(victim, &af);
af.type = sn;
af.duration = level;
af.location = APPLY_INT;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char(victim, &af);
af.type = sn;
af.duration = level;
af.location = APPLY_DAMROLL;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char(victim, &af);
af.type = sn;
af.duration = level;
af.location = APPLY_HITROLL;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char(victim, &af);
send_to_char("A look of concentration passes over your face.\n\r",
ch);
act("A look of concentration passes over $n's face.", ch, NULL, NULL,
TO_ROOM);
send_to_char("You feel weaker.\n\r", victim);
send_to_char("You feel slower.\n\r", victim);
send_to_char("You feel less healthy.\n\r", victim);
act("$n looks weaker.", victim, NULL, NULL, TO_ROOM);
act("$n looks slower.", victim, NULL, NULL, TO_ROOM);
act("$n looks less healthy.", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_faerie_fog(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *ich;
bool still_dark = FALSE;
act("$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM);
send_to_char("You conjure a cloud of purple smoke.\n\r", ch);
for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
{
if (ich == ch || ich->trust > 6)
continue;
if (ich->race - ch->race > 9)
continue;
if ((ch->race < ich->race)
&& (100 - (ich->race - ch->race) * 10) > number_percent())
return;
affect_strip(ich, gsn_invis);
affect_strip(ich, gsn_mass_invis);
affect_strip(ich, gsn_sneak);
if (IS_SET(ich->affected_by, AFF_HIDE))
REMOVE_BIT(ich->affected_by, AFF_HIDE);
if (IS_SET(ich->affected_by, AFF_INVISIBLE))
REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
if (IS_SET(ich->affected_by, AFF_SNEAK))
REMOVE_BIT(ich->affected_by, AFF_SNEAK);
if (IS_SET(ich->act, PLR_WIZINVIS))
REMOVE_BIT(ich->act, PLR_WIZINVIS);
if (IS_SET(ich->act, AFF_HIDE))
REMOVE_BIT(ich->act, AFF_HIDE);
if (IS_SET(ich->affected_by, AFF_SHIFT))
REMOVE_BIT(ich->affected_by, AFF_SHIFT);
if (IS_SET(ich->extra, EXTRA_EARTHMELD))
REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
if (IS_AFFECTED(ich, AFF_SHADOWPLANE))
REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE);
if (IS_AFFECTED(ich, AFF_PEACE))
REMOVE_BIT(ich->affected_by, AFF_PEACE);
if ((!IS_NPC(ich) || ich->level < 2000)
&& IS_AFFECTED(ich, AFF_ETHEREAL))
REMOVE_BIT(ich->affected_by, AFF_ETHEREAL);
if ((IS_CLASS(ich, CLASS_DROW) || IS_CLASS(ich, CLASS_CYBORG))
&& IS_SET(ich->newbits, NEW_DARKNESS))
{
REMOVE_BIT(ich->newbits, NEW_DARKNESS);
REMOVE_BIT(ich->in_room->room_flags,
ROOM_TOTAL_DARKNESS);
}
act("$n is revealed!", ich, NULL, NULL, TO_ROOM);
send_to_char("You are revealed!\n\r", ich);
}
if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
{
for (ich = ch->in_room->people; ich != NULL;
ich = ich->next_in_room)
{
if (IS_CLASS(ich, CLASS_DROW)
&& IS_SET(ich->newbits, NEW_DARKNESS))
still_dark = TRUE;
}
if (!still_dark)
REMOVE_BIT(ch->in_room->room_flags,
ROOM_TOTAL_DARKNESS);
}
return;
}
void spell_fly(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_FLYING))
return;
af.type = sn;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char(victim, &af);
send_to_char("You rise up off the ground.\n\r", victim);
act("$n rises up off the ground.", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_gate(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim;
victim = create_mobile(get_mob_index(MOB_VNUM_VAMPIRE));
SET_BIT(victim->act, ACT_NOEXP);
char_to_room(victim, ch->in_room);
return;
}
/*
* Gate spell, used for creating permanent portals.
*/
void spell_pgate(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
if (IS_NPC(ch))
return;
if (!ch->in_room)
{
send_to_char("Fizzle.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char
("This room is not connected to the astral sphere.\n\r",
ch);
return;
}
if (ch->bones < 150)
{
send_to_char
("The spell fizzles due to lack of bloody frickin bones.\n\r",
ch);
return;
}
if ((pObjIndex = get_obj_index(OBJ_VNUM_PROTOPLASM)) == NULL)
{
send_to_char
("Error...missing object, please inform an immortal.\n\r",
ch);
return;
}
ch->bones -= 150;
obj = create_object(pObjIndex, 25);
obj->weight = 1;
obj->cost = 1000;
obj->item_type = ITEM_PORTAL;
obj->value[0] = ch->in_room->vnum;
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->pcdata->switchname);
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
if (obj->short_descr != NULL)
free_string(obj->short_descr);
obj->short_descr = str_dup("A shimmering gateway");
if (obj->description != NULL)
free_string(obj->description);
obj->description = str_dup("A shimmering gateway stands here.");
if (obj->name != NULL)
free_string(obj->name);
obj->name = str_dup("gateway shimmering");
obj->ownerid = ch->pcdata->playerid;
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
obj_to_char(obj, ch);
return;
}
/*
* Spell for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range(25, 100);
if (saves_spell(level, victim))
dam /= 2;
damage(ch, victim, dam, sn);
return;
}
void spell_giant_strength(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + (level >= 18) + (level >= 25);
af.bitvector = 0;
affect_to_char(victim, &af);
send_to_char("You feel stronger.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_harm(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX(20, victim->hit - dice(1, 4));
if (saves_spell(level, victim))
dam = UMIN(50, dam / 4);
dam = UMIN(100, dam);
damage(ch, victim, dam, sn);
return;
}
void spell_group_heal(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *ich;
for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
{
if (is_same_group(ich, ch))
{
ich->hit += number_range(150, 250);
if (ich->hit > ich->max_hit)
ich->hit = ich->max_hit;
send_to_char("You feel healed.\n\r", ich);
}
}
return;
}
void spell_heal(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (((get_age(ch) - 17) < 2 || ch->level < 3) && (victim != ch))
{
stc("You cannot heal other players if your not 4 hours old and is avatar.\n\r", ch);
return;
}
victim->hit = UMIN(victim->hit + 100, victim->max_hit);
if (IS_NPC(victim) && victim->hit >= victim->max_hit)
victim->hit = victim->max_hit - 100;
update_pos(victim);
send_to_char("A warm feeling fills your body.\n\r", victim);
if (ch == victim)
act("$n heals $mself.", ch, NULL, NULL, TO_ROOM);
else
act("$n heals $N.", ch, NULL, victim, TO_NOTVICT);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_heal2(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit =
UMIN(victim->hit + number_range(1000, 3000), victim->max_hit);
update_pos(victim);
send_to_char("A warm feeling fills your body.\n\r", victim);
if (ch == victim)
act("$n heals $mself.", ch, NULL, NULL, TO_ROOM);
else
act("$n heals $N.", ch, NULL, victim, TO_NOTVICT);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_holyaura(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_HOLYAURA))
return;
af.type = sn;
af.duration = number_fuzzy(level / 8);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_HOLYAURA;
affect_to_char(victim, &af);
act("$n is surrounded by a holy aura.", victim, NULL, NULL, TO_ROOM);
send_to_char("You are surrounded by a holy aura.\n\r", victim);
return;
}
void spell_greaterbless(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 2 * level;
af.location = APPLY_HITROLL;
af.modifier = 100;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = 2 * level;
af.location = APPLY_DAMROLL;
af.modifier = 100;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 2;
affect_to_char(victim, &af);
act("#wA bright #Wwhite #wshield surrounds $n as they are filled with a greater bless.#n", victim, NULL, NULL, TO_ROOM);
send_to_char
("#wA bright #Wwhite#w shield surrounds you as you're filled with a greater bless.#n\n\r",
victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
/*
* Spell for mega1.are from Glop/Erkenbrand.
*/
void spell_high_explosive(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
return;
dam = dice(level, 150);
if (saves_spell(level, victim))
dam *= 0.5;
damage(ch, victim, dam, sn);
return;
}
void spell_identify(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
int itemtype;
act("You examine $p carefully.", ch, obj, NULL, TO_CHAR);
act("$n examines $p carefully.", ch, obj, NULL, TO_ROOM);
if ( IS_SET( obj->spectype, SITEM_UNID ) )
{
send_to_char("This item has not been identified yet.\n\r", ch);
return;
}
if (obj->item_type == ITEM_FAMILIAR)
{
xprintf(buf,
"%s is a familiar.\n\r%s\n\rLevel: %d\n\r\
Min Tier Lvl Req: %d\n\rChance to Hit: %d%%\n\r\
Base Damage: %d\n\rExp: %d\n\r\
Learning Ability: %d%%\n\rAlignment: %d\n\rKeywords: '%s'\n\r", obj->short_descr, obj->description, obj->value[1], obj->value[3], obj->value[4], obj->value[2], obj->value[5], obj->value[6], obj->value[7], obj->name);
send_to_char(buf, ch);
}
if (obj->spectype == SITEM_SIGIL)
send_to_char
("Sigil Affects: AtkLvl | FireLvl | WaterLvl | LightningLvl | EarthLvl\n\r",
ch);
xprintf(buf,
"Sigil Levels : %d | %d | %d | %d | %d\n\r",
obj->attack_level, obj->fire_level, obj->water_level,
obj->lightning_level, obj->earth_level);
send_to_char(buf, ch);
xprintf(buf, "Number of Sigils Applied: %d.\n\r", obj->sigil_level);
send_to_char(buf, ch);
xprintf(buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d.\n\r",
obj->name,
item_type_name(obj),
extra_bit_name(obj->extra_flags), obj->weight, obj->cost);
send_to_char(buf, ch);
if (obj->points > 0 && obj->item_type != ITEM_QUEST
&& obj->item_type != ITEM_PAGE)
{
xprintf(buf, "Quest point value is %d.\n\r", obj->points);
send_to_char(buf, ch);
}
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
obj->questowner != NULL && strlen(obj->questowner) > 1)
{
xprintf(buf,
"This object was created by %s, and is owned by %s.\n\r",
obj->questmaker, obj->questowner);
send_to_char(buf, ch);
}
else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
xprintf(buf, "This object was created by %s.\n\r",
obj->questmaker);
send_to_char(buf, ch);
}
else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
{
xprintf(buf, "This object is owned by %s.\n\r",
obj->questowner);
send_to_char(buf, ch);
}
if (IS_SET(obj->spectype, SITEM_COPPER))
send_to_char("This item is forged with copper.\n\r", ch);
if (IS_SET(obj->spectype, SITEM_IRON))
send_to_char("This item is forged with iron.\n\r", ch);
if (IS_SET(obj->spectype, SITEM_STEEL))
send_to_char("This item is forged with steel.\n\r", ch);
if (IS_SET(obj->spectype, SITEM_ADAMANTITE))
send_to_char("This item is forged with adamantite.\n\r", ch);
if (IS_SET(obj->spectype, SITEM_MITHRIL))
send_to_char("This item is forged with mithril.\n\r", ch);
if (IS_SET(obj->spectype, SITEM_RUNE))
send_to_char("This item is forged a Rune.\n\r",ch);
if (IS_SET(obj->quest, QUEST_BLOODA))
send_to_char
("This weapon is dripping with kindred blood.\n\r",
ch);
if (IS_SET(obj->quest, QUEST_GIANTSTONE))
send_to_char
("This item is coated with a layer of giantstone.\n\r",
ch);
if (IS_SET(obj->quest, QUEST_ENCHANTED))
send_to_char("This item has been enchanted.\n\r", ch);
if (IS_SET(obj->quest, QUEST_SPELLPROOF))
send_to_char
("This item is resistant to offensive spells.\n\r",
ch);
if (IS_SET(obj->extra_flags, ITEM_MENCHANT))
stc("This weapon is indeed perfect.\n\r", ch);
if (IS_SET(obj->spectype, SITEM_DEMONIC))
send_to_char("This item is crafted from demonsteel.\n\r", ch);
else if (IS_SET(obj->spectype, SITEM_SILVER))
send_to_char("This item is crafted from gleaming silver.\n\r",
ch);
switch (obj->item_type)
{
case ITEM_PILL:
case ITEM_SCROLL:
case ITEM_POTION:
xprintf(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);
}
send_to_char(".\n\r", ch);
break;
case ITEM_QUEST:
xprintf(buf, "Quest point value is %d.\n\r", obj->value[0]);
send_to_char(buf, ch);
break;
case ITEM_PIECE:
xprintf(buf, "This is a piece of another object.\n\r");
send_to_char(buf, ch);
break;
case ITEM_FAITHTOKEN:
xprintf(buf, "Faith point value is %d.\n\r", obj->value[0]);
send_to_char(buf, ch);
break;
case ITEM_GRENADE:
if (obj->value[2] < 2)
xprintf(buf, "This is a minor explosive device.\n\r");
else if (obj->value[2] < 5)
xprintf(buf, "This is an explosive device.\n\r");
else
xprintf(buf,
"This is a powerful explosive device.\n\r");
send_to_char(buf, ch);
break;
case ITEM_WAND:
case ITEM_STAFF:
xprintf(buf, "Has %d(%d) charges of level %d",
obj->value[1], 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_WEAPON:
xprintf(buf, "Weapon is of type %s.\n\r",
flag_string(weapon_flags, obj->value[3]));
send_to_char(buf, ch);
xprintf(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[0] >= 1000)
itemtype =
obj->value[0] -
((obj->value[0] / 1000) * 1000);
else
itemtype = obj->value[0];
if (itemtype > 0)
{
if (obj->level < 10)
xprintf(buf,
"%s is a minor spell weapon.\n\r",
capitalize(obj->short_descr));
else if (obj->level < 20)
xprintf(buf,
"%s is a lesser spell weapon.\n\r",
capitalize(obj->short_descr));
else if (obj->level < 30)
xprintf(buf,
"%s is an average spell weapon.\n\r",
capitalize(obj->short_descr));
else if (obj->level < 40)
xprintf(buf,
"%s is a greater spell weapon.\n\r",
capitalize(obj->short_descr));
else if (obj->level < 50)
xprintf(buf,
"%s is a major spell weapon.\n\r",
capitalize(obj->short_descr));
else if (obj->level > 50)
xprintf(buf,
"%s is an ultimate spell weapon.\n\r",
capitalize(obj->short_descr));
else
xprintf(buf,
"%s is a supreme spell weapon.\n\r",
capitalize(obj->short_descr));
send_to_char(buf, ch);
}
if (itemtype == 1)
xprintf(buf,
"This weapon is dripping with corrosive acid.\n\r");
else if (itemtype == 4)
xprintf(buf,
"This weapon radiates an aura of darkness.\n\r");
else if (itemtype == 30)
xprintf(buf,
"This ancient relic is the bane of all evil.\n\r");
else if (itemtype == 34)
xprintf(buf,
"This vampiric weapon drinks the souls of its victims.\n\r");
else if (itemtype == 37)
xprintf(buf,
"This weapon has been tempered in hellfire.\n\r");
else if (itemtype == 48)
xprintf(buf,
"This weapon crackles with sparks of lightning.\n\r");
else if (itemtype == 53)
xprintf(buf,
"This weapon is dripping with a dark poison.\n\r");
else if (itemtype > 0)
xprintf(buf,
"This weapon has been imbued with the power of %s.\n\r",
skill_table[itemtype].name);
if (itemtype > 0)
send_to_char(buf, ch);
if (obj->value[0] >= 1000)
itemtype = obj->value[0] / 1000;
else
break;
if (itemtype == 4)
xprintf(buf,
"This weapon radiates an aura of darkness.\n\r");
else if (itemtype == 27 || itemtype == 2)
xprintf(buf,
"This weapon allows the wielder to see invisible things.\n\r");
else if (itemtype == 39 || itemtype == 3)
xprintf(buf,
"This weapon grants the power of flight.\n\r");
else if (itemtype == 45 || itemtype == 1)
xprintf(buf,
"This weapon allows the wielder to see in the dark.\n\r");
else if (itemtype == 46 || itemtype == 5)
xprintf(buf,
"This weapon renders the wielder invisible to the human eye.\n\r");
else if (itemtype == 52 || itemtype == 6)
xprintf(buf,
"This weapon allows the wielder to walk through solid doors.\n\r");
else if (itemtype == 54 || itemtype == 7)
xprintf(buf,
"This holy weapon protects the wielder from evil.\n\r");
else if (itemtype == 139)
xprintf(buf,
"This unholy weapon protects the wielder from good.\n\r");
else if (itemtype == 57 || itemtype == 8)
xprintf(buf,
"This ancient weapon protects the wielder in combat.\n\r");
else if (itemtype == 9)
xprintf(buf,
"This crafty weapon allows the wielder to walk in complete silence.\n\r");
else if (itemtype == 10)
xprintf(buf,
"This powerful weapon surrounds its wielder with a shield of lightning.\n\r");
else if (itemtype == 11)
xprintf(buf,
"This powerful weapon surrounds its wielder with a shield of fire.\n\r");
else if (itemtype == 12)
xprintf(buf,
"This powerful weapon surrounds its wielder with a shield of ice.\n\r");
else if (itemtype == 13)
xprintf(buf,
"This powerful weapon surrounds its wielder with a shield of acid.\n\r");
else if (itemtype == 14)
xprintf(buf,
"This weapon protects its wielder from clan DarkBlade guardians.\n\r");
else if (itemtype == 15)
xprintf(buf,
"This ancient weapon surrounds its wielder with a shield of chaos.\n\r");
else if (itemtype == 16)
xprintf(buf,
"This ancient weapon regenerates the wounds of its wielder.\n\r");
else if (itemtype == 26)
xprintf(buf,
"This ancient weapon gives the power of mantis 3.\n\r");
else if (itemtype == 17)
xprintf(buf,
"This ancient weapon allows its wielder to move at supernatural speed.\n\r");
else if (itemtype == 18)
xprintf(buf,
"This razor sharp weapon can slice through armour without difficulty.\n\r");
else if (itemtype == 19)
xprintf(buf,
"This ancient weapon spews powerful magics.\n\r");
else if (itemtype == 21)
xprintf(buf,
"This ancient weapon grants superior protection to its wielder.\n\r");
else if (itemtype == 22)
xprintf(buf,
"This ancient weapon grants its wielder supernatural vision.\n\r");
else if (itemtype == 23)
xprintf(buf,
"This ancient weapon makes its wielder fleet-footed.\n\r");
else if (itemtype == 24)
xprintf(buf,
"This ancient weapon conceals its wielder from sight.\n\r");
else if (itemtype == 25)
xprintf(buf,
"This ancient weapon invokes the power of the beast.\n\r");
else if (itemtype == 28)
xprintf(buf,
"This ancient weapon increases the level of your spells by 20.\n\r");
else
xprintf(buf,
"This item is bugged...please report it.\n\r");
if (itemtype > 0)
send_to_char(buf, ch);
break;
case ITEM_ARMOR:
xprintf(buf, "Armor class is %d.\n\r", obj->value[0]);
send_to_char(buf, ch);
if (obj->value[3] < 1)
break;
if (obj->value[3] == 4)
xprintf(buf,
"This object radiates an aura of darkness.\n\r");
else if (obj->value[3] == 27 || obj->value[3] == 2)
xprintf(buf,
"This item allows the wearer to see invisible things.\n\r");
else if (obj->value[3] == 39 || obj->value[3] == 3)
xprintf(buf,
"This object grants the power of flight.\n\r");
else if (obj->value[3] == 45 || obj->value[3] == 1)
xprintf(buf,
"This item allows the wearer to see in the dark.\n\r");
else if (obj->value[3] == 46 || obj->value[3] == 5)
xprintf(buf,
"This object renders the wearer invisible to the human eye.\n\r");
else if (obj->value[3] == 52 || obj->value[3] == 6)
xprintf(buf,
"This object allows the wearer to walk through solid doors.\n\r");
else if (obj->value[3] == 54 || obj->value[3] == 7)
xprintf(buf,
"This holy relic protects the wearer from evil.\n\r");
else if (obj->value[3] == 139)
xprintf(buf,
"This unholy relic protects the wearer from good.\n\r");
else if (obj->value[3] == 57 || obj->value[3] == 8)
xprintf(buf,
"This ancient relic protects the wearer in combat.\n\r");
else if (obj->value[3] == 9)
xprintf(buf,
"This crafty item allows the wearer to walk in complete silence.\n\r");
else if (obj->value[3] == 10)
xprintf(buf,
"This powerful item surrounds its wearer with a shield of lightning.\n\r");
else if (obj->value[3] == 11)
xprintf(buf,
"This powerful item surrounds its wearer with a shield of fire.\n\r");
else if (obj->value[3] == 12)
xprintf(buf,
"This powerful item surrounds its wearer with a shield of ice.\n\r");
else if (obj->value[3] == 13)
xprintf(buf,
"This powerful item surrounds its wearer with a shield of acid.\n\r");
else if (obj->value[3] == 14)
xprintf(buf,
"This object channels the power of God into its wearer.\n\r");
else if (obj->value[3] == 32)
xprintf(buf,
"This object channels the power of Lloth into its wearer.\n\r");
else if (obj->value[3] == 15)
xprintf(buf,
"This ancient item surrounds its wearer with a shield of chaos.\n\r");
else if (obj->value[3] == 16)
xprintf(buf,
"This ancient item regenerates the wounds of its wearer.\n\r");
else if (obj->value[3] == 17)
xprintf(buf,
"This ancient item allows its wearer to move at supernatural speed.\n\r");
else if (obj->value[3] == 18)
xprintf(buf,
"This powerful item allows its wearer to shear through armour without difficulty.\n\r");
else if (obj->value[3] == 19)
xprintf(buf,
"This powerful item spews horrifying magics.\n\r");
else if (obj->value[3] == 21)
xprintf(buf,
"This ancient item grants superior protection to its wearer.\n\r");
else if (obj->value[3] == 22)
xprintf(buf,
"This ancient item grants its wearer supernatural vision.\n\r");
else if (obj->value[3] == 23)
xprintf(buf,
"This ancient item makes its wearer fleet-footed.\n\r");
else if (obj->value[3] == 24)
xprintf(buf,
"This ancient item conceals its wearer from sight.\n\r");
else if (obj->value[3] == 25)
xprintf(buf,
"This ancient item invokes the power of the beast.\n\r");
else if (obj->value[3] == 28)
xprintf(buf,
"This ancient item invokes the power of ancient magic.\n\r");
else if (obj->value[3] == 29)
xprintf(buf,
"This ancient artifact grants its wearer the power of the third eye.\n\r");
else if (obj->value[3] == 30)
xprintf(buf,
"This great bird grants the power of talons.\n\r");
else if (obj->value[3] == 31)
xprintf(buf, "This cursed item invokes madness.\n\r");
else
xprintf(buf,
"This item is bugged...please report it.\n\r");
if (obj->value[3] > 0)
send_to_char(buf, ch);
break;
}
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if (paf->location != APPLY_NONE && paf->modifier != 0)
{
xprintf(buf, "Affects %s by %d.\n\r",
affect_loc_name(paf->location),
paf->modifier);
send_to_char(buf, ch);
}
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location != APPLY_NONE && paf->modifier != 0)
{
xprintf(buf, "Affects %s by %d.\n\r",
affect_loc_name(paf->location),
paf->modifier);
send_to_char(buf, ch);
}
}
return;
}
void spell_infravision(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_INFRARED))
return;
act("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM);
af.type = sn;
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);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_invis(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_INVISIBLE))
return;
act("$n fades out of existence.", victim, NULL, NULL, TO_ROOM);
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char(victim, &af);
send_to_char("You fade out of existence.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_know_alignment(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if (ap > 700)
msg = "$N has an aura as white as the driven snow.";
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's slash DISEMBOWELS you!";
else
msg = "I'd rather just not say anything at all about $N.";
act(msg, ch, NULL, victim, TO_CHAR);
return;
}
void spell_lightning_bolt(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
10,
15, 15, 15, 20, 20, 25, 25, 25, 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,
70, 80, 90, 120, 150, 200, 250, 300, 350, 400
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD))
return;
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 /= 2;
if (IS_CLASS(ch, CLASS_LICH))
dam *= 2;
hp = victim->hit;
if (IS_NPC(victim) && dam >= victim->hit)
dam = victim->hit - 1;
if (dam == 0)
return;
damage(ch, victim, dam, sn);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING))
victim->hit = hp;
return;
}
void spell_locate_object(int sn, int level, CHAR_DATA * ch, void *vo)
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found = FALSE;
int count = 1;
int start_number;
target_name = one_argument(target_name, arg1);
one_argument(target_name, arg2);
start_number = UMAX(1, atoi(arg2));
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (!can_see_obj(ch, obj) || !is_name(arg1, obj->name))
continue;
/*
* for quests
*/
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
continue;
if (count < start_number)
{
count++;
continue;
}
found = TRUE;
for (in_obj = obj; in_obj->in_obj != NULL;
in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL)
xprintf(buf, "%2d. %s carried by %s.\n\r",
count, obj->short_descr,
PERS(in_obj->carried_by, ch));
else
xprintf(buf, "%2d. %s in %s.\n\r",
count, obj->short_descr,
in_obj->in_room ==
NULL ? "somewhere" : in_obj->in_room->name);
buf[0] = UPPER(buf[0]);
send_to_char(buf, ch);
if (count - start_number > 42)
break;
else
count++;
}
if (!found)
send_to_char
("Nothing like that in hell, earth, or heaven.\n\r",
ch);
return;
}
void spell_magic_missile(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
0,
3, 3, 4, 4, 5, 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,
15, 20, 25, 30, 35, 40, 45, 55, 65, 75
};
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 /= 2;
damage(ch, victim, dam, sn);
if (number_range(1, 3) != 2)
(*skill_table[sn].spell_fun) (sn, level, ch, victim);
return;
}
void spell_mass_invis(int sn, int level, CHAR_DATA * ch, void *vo)
{
AFFECT_DATA af;
CHAR_DATA *gch;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (!is_same_group(gch, ch)
|| IS_AFFECTED(gch, AFF_INVISIBLE))
continue;
act("$n slowly fades out of existence.", gch, NULL, NULL,
TO_ROOM);
send_to_char("You slowly fade out of existence.\n\r", gch);
af.type = sn;
af.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)
{
send_to_char("That's not a spell!\n\r", ch);
return;
}
void spell_pass_door(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_PASS_DOOR))
return;
af.type = sn;
af.duration = number_fuzzy(level / 4);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char(victim, &af);
act("$n turns translucent.", victim, NULL, NULL, TO_ROOM);
send_to_char("You turn translucent.\n\r", victim);
return;
}
void spell_poison(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_INPUT_LENGTH];
/*
* Ghosts cannot be poisoned - KaVir
*/
if (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL))
return;
return;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) &&
IS_VAMPAFF(victim, VAM_SERPENTIS))
return;
else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) &&
victim->power[DISC_WERE_SPID] > 2)
return;
else if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW) &&
IS_SET(victim->pcdata->powers[1], DPOWER_DROWPOISON))
return;
if (saves_spell(level, victim))
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 0 - number_range(1, 3);
af.bitvector = AFF_POISON;
affect_join(victim, &af);
send_to_char("You feel very sick.\n\r", victim);
if (ch == victim)
return;
if (!IS_NPC(victim))
xprintf(buf,
"%s looks very sick as your poison takes affect.\n\r",
victim->name);
else
xprintf(buf,
"%s looks very sick as your poison takes affect.\n\r",
victim->short_descr);
send_to_char(buf, ch);
return;
}
void spell_readaura(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char buf[MAX_INPUT_LENGTH];
act("$n examines $N intently.", ch, NULL, victim, TO_NOTVICT);
act("$n examines you intently.", ch, NULL, victim, TO_VICT);
if (IS_NPC(victim))
xprintf(buf, "%s is an NPC.\n\r", victim->short_descr);
else
{
if (victim->level == 12)
xprintf(buf, "%s is an Implementor.\n\r",
victim->name);
else if (victim->level == 11)
xprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10)
xprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9)
xprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8)
xprintf(buf, "%s is a Quest Maker.\n\r",
victim->name);
else if (victim->level == 7)
xprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3)
xprintf(buf, "%s is an Avatar.\n\r", victim->name);
else
xprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
xprintf(buf, "Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",
get_curr_str(victim), get_curr_int(victim),
get_curr_wis(victim), get_curr_dex(victim),
get_curr_con(victim));
send_to_char(buf, ch);
}
xprintf(buf, "Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r", victim->hit,
victim->max_hit, victim->mana, victim->max_mana, victim->move,
victim->max_move);
send_to_char(buf, ch);
if (!IS_NPC(victim))
xprintf(buf, "Hitroll:%d, Damroll:%d, AC:%d.\n\r",
char_hitroll(victim), char_damroll(victim),
char_ac(victim));
else
xprintf(buf, "AC:%d.\n\r", char_ac(victim));
send_to_char(buf, ch);
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_VAMPIRE))
{
xprintf(buf, "Blood:%d, ",
victim->pcdata->condition[COND_THIRST]);
send_to_char(buf, ch);
}
}
xprintf(buf, "Alignment:%d.\n\r", victim->alignment);
send_to_char(buf, ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT)
&& ch->sex == SEX_FEMALE)
act("$N is pregnant.", ch, NULL, victim, TO_CHAR);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Disciplines:", ch);
if (IS_VAMPAFF(victim, VAM_PROTEAN))
send_to_char(" Protean", ch);
if (IS_VAMPAFF(victim, VAM_CELERITY))
send_to_char(" Celerity", ch);
if (IS_VAMPAFF(victim, VAM_FORTITUDE))
send_to_char(" Fortitude", ch);
if (IS_VAMPAFF(victim, VAM_POTENCE))
send_to_char(" Potence", ch);
if (IS_VAMPAFF(victim, VAM_OBFUSCATE))
send_to_char(" Obfuscate", ch);
if (IS_VAMPAFF(victim, VAM_OBTENEBRATION))
send_to_char(" Obtenebration", ch);
if (IS_VAMPAFF(victim, VAM_SERPENTIS))
send_to_char(" Serpentis", ch);
if (IS_VAMPAFF(victim, VAM_AUSPEX))
send_to_char(" Auspex", ch);
if (IS_VAMPAFF(victim, VAM_DOMINATE))
send_to_char(" Dominate", ch);
if (IS_VAMPAFF(victim, VAM_PRESENCE))
send_to_char(" Presence", ch);
if (IS_VAMPAFF(victim, VAM_VICISSITUDE))
send_to_char(" Vicissitude", ch);
if (IS_VAMPAFF(victim, VAM_THAU))
send_to_char(" Thaumaturgy", ch);
if (IS_VAMPAFF(victim, VAM_ANIMAL))
send_to_char(" Animalism", ch);
if (IS_VAMPAFF(victim, VAM_QUIETUS))
send_to_char(" Quietus", ch);
send_to_char(".\n\r", ch);
}
return;
}
void spell_protection_vs_good(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_PROTECT_GOOD))
return;
if (!IS_EVIL(victim))
{
send_to_char("The spell fails.\n\r", ch);
return;
}
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char(victim, &af);
send_to_char("You feel protected.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_protection(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_PROTECT))
return;
if (!IS_GOOD(victim))
{
send_to_char("The spell fails.\n\r", ch);
return;
}
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT;
affect_to_char(victim, &af);
send_to_char("You feel protected.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_refresh(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN(victim->move + level * 3, victim->max_move);
act("$n looks less tired.", victim, NULL, NULL, TO_ROOM);
send_to_char("You feel less tired.\n\r", victim);
if (!IS_NPC(victim) && victim->sex == SEX_MALE &&
victim->pcdata->stage[0] < 1 && victim->pcdata->stage[2] > 0)
victim->pcdata->stage[2] = 0;
return;
}
void spell_remove_curse(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
one_argument(target_name, arg);
if (arg[0] == '\0')
{
send_to_char("Remove curse on what?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, target_name)) != NULL)
{
if (is_affected(victim, gsn_curse))
{
affect_strip(victim, gsn_curse);
send_to_char("You feel better.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
}
return;
}
if ((obj = get_obj_carry(ch, arg, ch)) != NULL)
{
if (IS_SET(obj->extra_flags, ITEM_NOREMOVE))
{
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
act("$p flickers with energy.", ch, obj, NULL,
TO_CHAR);
}
else if (IS_SET(obj->extra_flags, ITEM_NODROP))
{
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
act("$p flickers with energy.", ch, obj, NULL,
TO_CHAR);
}
return;
}
send_to_char("No such creature or object to remove curse on.\n\r",
ch);
return;
}
void spell_sanctuary(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_SANCTUARY))
return;
af.type = sn;
af.duration = number_fuzzy(level / 4);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char(victim, &af);
act("$n is surrounded in a white aura.", victim, NULL, NULL, TO_ROOM);
send_to_char("You are surrounded by a white aura!\n\r", victim);
return;
}
void spell_shield(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char(victim, &af);
act("$n is surrounded by a force shield.", victim, NULL, NULL,
TO_ROOM);
send_to_char("You are surrounded by a force shield.\n\r", victim);
return;
}
void spell_shocking_grasp(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] = {
10,
10, 10, 15, 15, 15, 20, 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,
60, 70, 85, 100, 125, 150, 175, 200, 225, 300
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD))
return;
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 /= 2;
hp = victim->hit;
damage(ch, victim, dam, sn);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING))
victim->hit = hp;
return;
}
void spell_sleep(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_SLEEP) || level < victim->level
/* || ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SLEEP) )*/
|| (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL))
|| saves_spell(level, victim))
return;
af.type = sn;
af.duration = 4 + level;
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("$n goes to sleep.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_SLEEPING;
}
return;
}
void spell_stone_skin(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(ch, sn))
return;
af.type = sn;
af.duration = level / 9;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char(victim, &af);
act("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM);
send_to_char("Your skin turns to stone.\n\r", victim);
return;
}
void spell_summon(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim;
CHAR_DATA *mount;
if ((victim = get_char_world(ch, target_name)) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| victim->fighting != NULL
|| victim->in_room->area != ch->in_room->area
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
|| (IS_NPC(victim) && IS_SET(victim->act, ACT_NOSUMMON))
|| (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL))
|| (IS_NPC(victim) && saves_spell(level, victim)))
{
send_to_char("You failed.\n\r", ch);
return;
}
act("$n disappears suddenly.", victim, NULL, NULL, TO_ROOM);
char_from_room(victim);
char_to_room(victim, ch->in_room);
act("$n arrives suddenly.", victim, NULL, NULL, TO_ROOM);
act("$N has summoned you!", victim, NULL, ch, TO_CHAR);
do_look(victim, "auto");
if ((mount = victim->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, get_room_index(victim->in_room->vnum));
do_look(mount, "auto");
return;
}
void spell_teleport(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *mount;
ROOM_INDEX_DATA *pRoomIndex;
int to_room;
if (victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
|| (!IS_NPC(ch) && victim->fighting != NULL)
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
|| (victim != ch
&& (saves_spell(level, victim)
|| saves_spell(level, victim))))
{
send_to_char("You failed.\n\r", ch);
return;
}
for (;;)
{
to_room = number_range(0, 65535);
pRoomIndex = get_room_index(to_room);
if (pRoomIndex != NULL)
if (!IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
&& !IS_SET(pRoomIndex->room_flags,
ROOM_NO_TELEPORT))
break;
}
act("$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM);
char_from_room(victim);
char_to_room(victim, pRoomIndex);
act("$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM);
do_look(victim, "auto");
if ((mount = ch->mount) == NULL)
return;
char_from_room(mount);
char_to_room(mount, ch->in_room);
do_look(mount, "auto");
return;
}
void spell_ventriloquate(int sn, int level, CHAR_DATA * ch, void *vo)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument(target_name, speaker);
xprintf(buf1, "%s says '%s'.\n\r", speaker, target_name);
xprintf(buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name);
buf1[0] = UPPER(buf1[0]);
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!is_name(speaker, vch->name))
send_to_char(saves_spell(level, vch) ? buf2 : buf1,
vch);
}
return;
}
void spell_weaken(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn) || saves_spell(level, victim))
return;
af.type = sn;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = 0;
affect_to_char(victim, &af);
send_to_char("You feel weaker.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
/*
* This is for muds that _want_ scrolls of recall.
* Ick.
*/
void spell_word_of_recall(int sn, int level, CHAR_DATA * ch, void *vo)
{
do_recall((CHAR_DATA *) vo, "");
return;
}
/*
* NPC spells.
*/
void spell_acid_breath(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD))
return;
hpch = UMAX(10, ch->hit);
dam = number_range(hpch / 16 + 1, hpch / 8);
if (saves_spell(level, victim))
dam /= 2;
dam = cap_dam(ch, victim, dam);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_ACID))
dam = 0;
damage(ch, victim, dam, sn);
return;
}
void spell_fire_breath(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)
&& !IS_CLASS(ch, CLASS_SHAPESHIFTER))
return;
hpch = UMAX(10, ch->hit);
dam = number_range(hpch / 16 + 1, hpch / 8);
if (saves_spell(level, victim))
dam /= 2;
dam = cap_dam(ch, victim, dam);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)
&& !IS_CLASS(ch, CLASS_SHAPESHIFTER))
dam = 0;
damage(ch, victim, dam, sn);
return;
}
void spell_frost_breath(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD))
return;
hpch = UMAX(10, ch->hit);
dam = number_range(hpch / 16 + 1, hpch / 8);
if (saves_spell(level, victim))
dam /= 2;
dam = cap_dam(ch, victim, dam);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD))
dam = 0;
damage(ch, victim, dam, sn);
return;
}
void spell_gas_breath(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hpch;
int chhp;
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (can_see(ch, vch))
if (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch))
{
hpch = UMAX(10, ch->hit);
dam = number_range(hpch / 6 + 1, hpch / 3);
if (saves_spell(level, vch))
dam /= 2;
dam /= 2;
chhp = vch->hit;
if (dam > ch->damcap[DAM_CAP])
dam = number_range((ch->
damcap[DAM_CAP] -
200),
(ch->
damcap[DAM_CAP] +
100));
if (IS_AFFECTED(vch, AFF_SANCTUARY))
dam /= 2;
damage(ch, vch, dam, sn);
if (!IS_NPC(vch)
&& IS_CLASS(vch, CLASS_VAMPIRE))
vch->hit = chhp;
}
}
return;
}
void spell_lightning_breath(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD))
return;
hpch = UMAX(10, ch->hit);
dam = number_range(hpch / 16 + 1, hpch / 8);
if (saves_spell(level, victim))
dam /= 2;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING))
dam = 0;
dam = cap_dam(ch, victim, dam);
damage(ch, victim, dam, sn);
return;
}
/* Extra spells written by KaVir. */
void spell_guardian(int sn, int level, CHAR_DATA * ch, void *vo)
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
ch->pcdata->followers++;
victim = create_mobile(get_mob_index(MOB_VNUM_GUARDIAN));
victim->level = level;
victim->hit = 100 * level;
victim->max_hit = 100 * level;
victim->hitroll = level;
victim->damroll = level;
victim->armor = 100 - (level * 7);
xprintf(buf, "Come forth, creature of darkness, and do my bidding!");
do_say(ch, buf);
send_to_char
("A demon bursts from the ground and bows before you.\n\r",
ch);
act("$N bursts from the ground and bows before $n.", ch, NULL, victim,
TO_ROOM);
char_to_room(victim, ch->in_room);
add_follower(victim, ch);
af.type = sn;
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char(victim, &af);
return;
}
void spell_soulblade(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char wpnname[MAX_INPUT_LENGTH];
int weapontype = 3;
target_name = one_argument(target_name, arg2);
obj = create_object(get_obj_index(OBJ_VNUM_SOULBLADE), 0);
if (!str_cmp(arg2, "slicer"))
{
weapontype = 1;
strcpy(wpnname, "slicer");
}
else if (!str_cmp(arg2, "stabber"))
{
weapontype = 2;
strcpy(wpnname, "stabber");
}
else if (!str_cmp(arg2, "slasher"))
{
weapontype = 3;
strcpy(wpnname, "slasher");
}
else if (!str_cmp(arg2, "whip"))
{
weapontype = 4;
strcpy(wpnname, "whip");
}
else if (!str_cmp(arg2, "claw"))
{
weapontype = 5;
strcpy(wpnname, "claw");
}
else if (!str_cmp(arg2, "blaster"))
{
weapontype = 6;
strcpy(wpnname, "blaster");
}
else if (!str_cmp(arg2, "pounder"))
{
weapontype = 7;
strcpy(wpnname, "pounder");
}
else if (!str_cmp(arg2, "crusher"))
{
weapontype = 8;
strcpy(wpnname, "crusher");
}
else if (!str_cmp(arg2, "piercer"))
{
weapontype = 11;
strcpy(wpnname, "piercer");
}
else if (!str_cmp(arg2, "sucker"))
{
weapontype = 12;
strcpy(wpnname, "sucker");
}
/*
* First we name the weapon
*/
else
{
send_to_char
("Item can be one of: Slicer, Stabber, Slasher, Piercer, Whip, Claw, Blaster, Pounder, Crusher, Sucker.\n\r",
ch);
return;
}
free_string(obj->name);
xprintf(buf, "%s soul %s", ch->name, wpnname);
obj->name = str_dup(buf);
free_string(obj->short_descr);
if (IS_NPC(ch))
xprintf(buf, "%s's soul %s", ch->short_descr, wpnname);
else
xprintf(buf, "%s's soul %s", ch->pcdata->switchname, wpnname);
buf[0] = UPPER(buf[0]);
obj->short_descr = str_dup(buf);
free_string(obj->description);
if (IS_NPC(ch))
xprintf(buf, "%s's soul %s is lying here.", ch->short_descr,
wpnname);
else
xprintf(buf, "%s's soul %s is lying here.", ch->name,
wpnname);
buf[0] = UPPER(buf[0]);
obj->description = str_dup(buf);
if (IS_NPC(ch))
obj->level = ch->level;
else if (ch->spl[2] > 4)
obj->level = ch->spl[2] / 4;
else
obj->level = 1;
if (obj->level > 60)
obj->level = 60;
obj->value[0] = 13034;
obj->value[1] = 10;
obj->value[2] = 20;
obj->value[3] = weapontype;
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
REMOVE_BIT( obj->spectype, SITEM_COMMON );
if (!IS_NPC(ch))
{
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
}
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj, ch);
act("$p fades into existance in your hand.", ch, obj, NULL, TO_CHAR);
act("$p fades into existance in $n's hand.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_mana(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
IS_VAMPAFF(ch, VAM_CELERITY))
{
if (ch->move < 25)
{
send_to_char("You are too exhausted to do that.\n\r",
ch);
return;
}
ch->move = ch->move - 25;
}
else
{
if (ch->move < 50)
{
send_to_char("You are too exhausted to do that.\n\r",
ch);
return;
}
ch->move = ch->move - 50;
}
victim->mana = UMIN(victim->mana + level + 10, victim->max_mana);
update_pos(ch);
update_pos(victim);
if (ch == victim)
{
send_to_char
("You draw in energy from your surrounding area.\n\r",
ch);
act("$n draws in energy from $s surrounding area.", ch, NULL,
NULL, TO_ROOM);
return;
}
act("You draw in energy from around you and channel it into $N.",
ch, NULL, victim, TO_CHAR);
act("$n draws in energy and channels it into $N.",
ch, NULL, victim, TO_NOTVICT);
act("$n draws in energy and channels it into you.",
ch, NULL, victim, TO_VICT);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_frenzy(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 1 + level / 10;
af.location = APPLY_HITROLL;
af.modifier = level / 5;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_DAMROLL;
af.modifier = level / 5;
affect_to_char(victim, &af);
af.location = APPLY_AC;
af.modifier = level / 2;
affect_to_char(victim, &af);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
act("$n is consumed with rage.", victim, NULL, NULL, TO_ROOM);
send_to_char("You are consumed with rage!\n\r", victim);
if (!IS_NPC(victim))
do_beastlike(victim, "");
return;
}
/* Hobbit spell */
void spell_foodfrenzy(int sn, int level, CHAR_DATA * ch, void *vo)
{
AFFECT_DATA af;
if (is_affected(ch, sn))
return;
af.type = sn;
af.duration = level * 3;
af.location = APPLY_HITROLL;
af.modifier = level * 10;
af.bitvector = 0;
affect_to_char(ch, &af);
af.location = APPLY_DAMROLL;
af.modifier = level * 10;
affect_to_char(ch, &af);
af.location = APPLY_AC;
af.modifier = -level * 10;
affect_to_char(ch, &af);
send_to_char
("You enter a food frenzy, you *MUST* have something to eat!\n\r",
ch);
return;
}
void spell_darkblessing(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
level = level * 8;
af.type = sn;
af.duration = level / 1.5;
af.location = APPLY_HITROLL;
af.modifier = 1 + level / 10;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_DAMROLL;
af.modifier = 1 + level / 10;
affect_to_char(victim, &af);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
act("$n looks wicked.", victim, NULL, NULL, TO_ROOM);
send_to_char("You feel wicked.\n\r", victim);
return;
}
void spell_portal(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int duration;
one_argument(target_name, arg);
if (arg[0] == '\0')
{
send_to_char("Who do you wish to create a portal to?\n\r",
ch);
return;
}
victim = get_char_world(ch, arg);
if ((victim = get_char_world(ch, target_name)) == NULL
|| victim == ch
|| victim->in_room == NULL
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON)
&& victim->fight_timer == 0)
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| 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->act, ACT_NOTRAVEL)
|| IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| victim->in_room->vnum == ch->in_room->vnum)
{
send_to_char("You failed.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
duration = number_range(2, 3);
obj = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
obj->value[0] = victim->in_room->vnum;
obj->value[3] = ch->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room(obj, ch->in_room);
obj = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0);
obj->value[0] = ch->in_room->vnum;
obj->value[3] = victim->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(victim, AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room(obj, victim->in_room);
act("$p appears in front of $n.", ch, obj, NULL, TO_ROOM);
act("$p appears in front of you.", ch, obj, NULL, TO_CHAR);
act("$p appears in front of $n.", victim, obj, NULL, TO_ROOM);
act("$p appears in front of you.", ch, obj, victim, TO_VICT);
return;
}
/* This spell is designed for potions */
void spell_energyflux(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->mana = UMIN(victim->mana + 50, victim->max_mana);
update_pos(victim);
send_to_char("You feel mana channel into your body.\n\r", victim);
return;
}
void spell_voodoo(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj;
char buf[MAX_INPUT_LENGTH];
char arg[MAX_INPUT_LENGTH];
char part1[MAX_INPUT_LENGTH];
char part2[MAX_INPUT_LENGTH];
int worn;
one_argument(target_name, arg);
victim = get_char_world(ch, arg);
if (ch->practice < 5)
{
send_to_char
("It costs 5 points of primal energy to create a voodoo doll.\n\r",
ch);
return;
}
if ((victim = get_char_world(ch, target_name)) == NULL)
{
send_to_char("Nobody by that name is playing.\n\r", ch);
return;
}
if ((obj = get_eq_char(ch, WEAR_WIELD)) == NULL)
{
if ((obj = get_eq_char(ch, WEAR_HOLD)) == NULL)
{
send_to_char
("You are not holding any body parts.\n\r",
ch);
return;
}
else
worn = WEAR_HOLD;
}
else
worn = WEAR_WIELD;
if (IS_NPC(victim))
{
send_to_char("Not on NPC's.\n\r", ch);
return;
}
/*
* fixes a crash explot
*/
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
send_to_char("You cannot use that item.\n\r", ch);
return;
}
if (obj->value[2] == 12)
xprintf(part1, "head %s", victim->name);
else if (obj->value[2] == 13)
xprintf(part1, "heart %s", victim->name);
else if (obj->value[2] == 14)
xprintf(part1, "arm %s", victim->name);
else if (obj->value[2] == 15)
xprintf(part1, "leg %s", victim->name);
else if (obj->value[2] == 30004)
xprintf(part1, "entrails %s", victim->name);
else if (obj->value[2] == 30005)
xprintf(part1, "brain %s", victim->name);
else if (obj->value[2] == 30006)
xprintf(part1, "eye eyeball %s", victim->name);
else if (obj->value[2] == 30012)
xprintf(part1, "face %s", victim->name);
else if (obj->value[2] == 30013)
xprintf(part1, "windpipe %s", victim->name);
else if (obj->value[2] == 30014)
xprintf(part1, "cracked head %s", victim->name);
else if (obj->value[2] == 30025)
xprintf(part1, "ear %s", victim->name);
else if (obj->value[2] == 30026)
xprintf(part1, "nose %s", victim->name);
else if (obj->value[2] == 30027)
xprintf(part1, "tooth %s", victim->name);
else if (obj->value[2] == 30028)
xprintf(part1, "tongue %s", victim->name);
else if (obj->value[2] == 30029)
xprintf(part1, "hand %s", victim->name);
else if (obj->value[2] == 30030)
xprintf(part1, "foot %s", victim->name);
else if (obj->value[2] == 30031)
xprintf(part1, "thumb %s", victim->name);
else if (obj->value[2] == 30032)
xprintf(part1, "index finger %s", victim->name);
else if (obj->value[2] == 30033)
xprintf(part1, "middle finger %s", victim->name);
else if (obj->value[2] == 30034)
xprintf(part1, "ring finger %s", victim->name);
else if (obj->value[2] == 30035)
xprintf(part1, "little finger %s", victim->name);
else if (obj->value[2] == 30036)
xprintf(part1, "toe %s", victim->name);
else
{
xprintf(buf, "%s isn't a part of %s!\n\r", obj->name,
victim->name);
send_to_char(buf, ch);
return;
}
xprintf(part2, obj->name);
if (str_cmp(part1, part2))
{
xprintf(buf, "But you are holding %s, not %s!\n\r",
obj->short_descr, victim->name);
send_to_char(buf, ch);
return;
}
act("$p vanishes from your hand in a puff of smoke.", ch, obj, NULL,
TO_CHAR);
act("$p vanishes from $n's hand in a puff of smoke.", ch, obj, NULL,
TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
obj = create_object(get_obj_index(OBJ_VNUM_VOODOO_DOLL), 0);
xprintf(buf, "%s voodoo doll", victim->name);
free_string(obj->name);
obj->name = str_dup(buf);
xprintf(buf, "a voodoo doll of %s", victim->name);
free_string(obj->short_descr);
obj->short_descr = str_dup(buf);
xprintf(buf, "A voodoo doll of %s lies here.", victim->name);
free_string(obj->description);
obj->description = str_dup(buf);
obj_to_char(obj, ch);
equip_char(ch, obj, worn);
act("$p appears in your hand.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hand.", ch, obj, NULL, TO_ROOM);
ch->practice -= 5;
return;
}
void spell_transport(int sn, int level, CHAR_DATA * ch, void *vo)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
target_name = one_argument(target_name, arg1);
target_name = one_argument(target_name, arg2);
if (arg1[0] == '\0')
{
send_to_char("Transport which object?\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
send_to_char("Transport who whom?\n\r", ch);
return;
}
if ((victim = get_char_world(ch, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("You can't transport that.\n\r", ch);
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc("You can't find it's room.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc("Your room is not connected to the astral plane.\n\r",
ch);
return;
}
if (victim->shop_fun)
{
send_to_char("They don't want it.\n\r", ch);
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT))
{
send_to_char
("You are unable to transport anything to them.\n\r",
ch);
return;
}
act("$p vanishes from your hands in an swirl of smoke.", ch, obj,
NULL, TO_CHAR);
act("$p vanishes from $n's hands in a swirl of smoke.", ch, obj, NULL,
TO_ROOM);
obj_from_char(obj);
obj_to_char(obj, victim);
act("$p appears in your hands in an swirl of smoke.", victim, obj,
NULL, TO_CHAR);
act("$p appears in $n's hands in an swirl of smoke.", victim, obj,
NULL, TO_ROOM);
do_autosave(ch, "");
do_autosave(victim, "");
return;
}
void spell_regenerate(int sn, int level, CHAR_DATA * ch, void *vo)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
int teeth = 0;
target_name = one_argument(target_name, arg1);
target_name = one_argument(target_name, arg2);
if (arg1[0] == '\0')
{
send_to_char("Which body part?\n\r", ch);
return;
}
if (arg2[0] == '\0')
{
send_to_char("Regenerate which person?\n\r", ch);
return;
}
if ((victim = get_char_room(ch, NULL, arg2)) == NULL)
{
send_to_char("They aren't here.\n\r", ch);
return;
}
if (victim->loc_hp[6] > 0)
{
send_to_char
("You cannot regenerate someone who is still bleeding.\n\r",
ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that item.\n\r", ch);
return;
}
if (IS_HEAD(victim, LOST_TOOTH_1))
teeth += 1;
if (IS_HEAD(victim, LOST_TOOTH_2))
teeth += 2;
if (IS_HEAD(victim, LOST_TOOTH_4))
teeth += 4;
if (IS_HEAD(victim, LOST_TOOTH_8))
teeth += 8;
if (IS_HEAD(victim, LOST_TOOTH_16))
teeth += 16;
if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM)
{
if (!IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_ARM))
{
send_to_char("They don't need an arm.\n\r", ch);
return;
}
if (IS_ARM_L(victim, LOST_ARM))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], LOST_ARM);
else if (IS_ARM_R(victim, LOST_ARM))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], LOST_ARM);
act("You press $p onto the stump of $N's shoulder.", ch, obj,
victim, TO_CHAR);
act("$n presses $p onto the stump of $N's shoulder.", ch, obj,
victim, TO_NOTVICT);
act("$n presses $p onto the stump of your shoulder.", ch, obj,
victim, TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG)
{
if (!IS_LEG_L(victim, LOST_LEG)
&& !IS_LEG_R(victim, LOST_LEG))
{
send_to_char("They don't need a leg.\n\r", ch);
return;
}
if (IS_LEG_L(victim, LOST_LEG))
REMOVE_BIT(victim->loc_hp[LOC_LEG_L], LOST_LEG);
else if (IS_LEG_R(victim, LOST_LEG))
REMOVE_BIT(victim->loc_hp[LOC_LEG_R], LOST_LEG);
act("You press $p onto the stump of $N's hip.", ch, obj,
victim, TO_CHAR);
act("$n presses $p onto the stump of $N's hip.", ch, obj,
victim, TO_NOTVICT);
act("$n presses $p onto the stump of your hip.", ch, obj,
victim, TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL)
{
if (!IS_HEAD(victim, LOST_EYE_L)
&& !IS_HEAD(victim, LOST_EYE_R))
{
send_to_char("They don't need an eye.\n\r", ch);
return;
}
if (IS_HEAD(victim, LOST_EYE_L))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_EYE_L);
else if (IS_HEAD(victim, LOST_EYE_R))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_EYE_R);
act("You press $p into $N's empty eye socket.", ch, obj,
victim, TO_CHAR);
act("$n presses $p into $N's empty eye socket.", ch, obj,
victim, TO_NOTVICT);
act("$n presses $p into your empty eye socket.", ch, obj,
victim, TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR)
{
if (!IS_HEAD(victim, LOST_EAR_L)
&& !IS_HEAD(victim, LOST_EAR_R))
{
send_to_char("They don't need an ear.\n\r", ch);
return;
}
if (IS_HEAD(victim, LOST_EAR_L))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_EAR_L);
else if (IS_HEAD(victim, LOST_EAR_R))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_EAR_R);
act("You press $p onto the side of $N's head.", ch, obj,
victim, TO_CHAR);
act("$n presses $p onto the side of $N's head.", ch, obj,
victim, TO_NOTVICT);
act("$n presses $p onto the side of your head.", ch, obj,
victim, TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE)
{
if (!IS_HEAD(victim, LOST_NOSE))
{
send_to_char("They don't need a nose.\n\r", ch);
return;
}
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_NOSE);
act("You press $p onto the front of $N's face.", ch, obj,
victim, TO_CHAR);
act("$n presses $p onto the front of $N's face.", ch, obj,
victim, TO_NOTVICT);
act("$n presses $p onto the front of your face.", ch, obj,
victim, TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND)
{
if (!IS_ARM_L(victim, LOST_ARM)
&& IS_ARM_L(victim, LOST_HAND))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], LOST_HAND);
else if (!IS_ARM_R(victim, LOST_ARM)
&& IS_ARM_R(victim, LOST_HAND))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], LOST_HAND);
else
{
send_to_char("They don't need a hand.\n\r", ch);
return;
}
act("You press $p onto the stump of $N's wrist.", ch, obj,
victim, TO_CHAR);
act("$n presses $p onto the stump of $N's wrist.", ch, obj,
victim, TO_NOTVICT);
act("$n presses $p onto the stump of your wrist.", ch, obj,
victim, TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT)
{
if (!IS_LEG_L(victim, LOST_LEG)
&& IS_LEG_L(victim, LOST_FOOT))
REMOVE_BIT(victim->loc_hp[LOC_LEG_L], LOST_FOOT);
else if (!IS_LEG_R(victim, LOST_LEG)
&& IS_LEG_R(victim, LOST_FOOT))
REMOVE_BIT(victim->loc_hp[LOC_LEG_R], LOST_FOOT);
else
{
send_to_char("They don't need a foot.\n\r", ch);
return;
}
act("You press $p onto the stump of $N's ankle.", ch, obj,
victim, TO_CHAR);
act("$n presses $p onto the stump of $N's ankle.", ch, obj,
victim, TO_NOTVICT);
act("$n presses $p onto the stump of your ankle.", ch, obj,
victim, TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB)
{
if (!IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& IS_ARM_L(victim, LOST_THUMB))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], LOST_THUMB);
else if (!IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& IS_ARM_R(victim, LOST_THUMB))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], LOST_THUMB);
else
{
send_to_char("They don't need a thumb.\n\r", ch);
return;
}
act("You press $p onto $N's hand.", ch, obj, victim, TO_CHAR);
act("$n presses $p onto $N's hand.", ch, obj, victim,
TO_NOTVICT);
act("$n presses $p onto your hand.", ch, obj, victim,
TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX)
{
if (!IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& IS_ARM_L(victim, LOST_FINGER_I))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], LOST_FINGER_I);
else if (!IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& IS_ARM_R(victim, LOST_FINGER_I))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], LOST_FINGER_I);
else
{
send_to_char("They don't need an index finger.\n\r",
ch);
return;
}
act("You press $p onto $N's hand.", ch, obj, victim, TO_CHAR);
act("$n presses $p onto $N's hand.", ch, obj, victim,
TO_NOTVICT);
act("$n presses $p onto your hand.", ch, obj, victim,
TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE)
{
if (!IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& IS_ARM_L(victim, LOST_FINGER_M))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], LOST_FINGER_M);
else if (!IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& IS_ARM_R(victim, LOST_FINGER_M))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], LOST_FINGER_M);
else
{
send_to_char("They don't need a middle finger.\n\r",
ch);
return;
}
act("You press $p onto $N's hand.", ch, obj, victim, TO_CHAR);
act("$n presses $p onto $N's hand.", ch, obj, victim,
TO_NOTVICT);
act("$n presses $p onto your hand.", ch, obj, victim,
TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING)
{
if (!IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& IS_ARM_L(victim, LOST_FINGER_R))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], LOST_FINGER_R);
else if (!IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& IS_ARM_R(victim, LOST_FINGER_R))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], LOST_FINGER_R);
else
{
send_to_char("They don't need a ring finger.\n\r",
ch);
return;
}
act("You press $p onto $N's hand.", ch, obj, victim, TO_CHAR);
act("$n presses $p onto $N's hand.", ch, obj, victim,
TO_NOTVICT);
act("$n presses $p onto your hand.", ch, obj, victim,
TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE)
{
if (!IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& IS_ARM_L(victim, LOST_FINGER_L))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], LOST_FINGER_L);
else if (!IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& IS_ARM_R(victim, LOST_FINGER_L))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], LOST_FINGER_L);
else
{
send_to_char("They don't need a little finger.\n\r",
ch);
return;
}
act("You press $p onto $N's hand.", ch, obj, victim, TO_CHAR);
act("$n presses $p onto $N's hand.", ch, obj, victim,
TO_NOTVICT);
act("$n presses $p onto your hand.", ch, obj, victim,
TO_VICT);
extract_obj(obj);
return;
}
else if (teeth > 0)
{
if (IS_HEAD(victim, LOST_TOOTH_1))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_1);
if (IS_HEAD(victim, LOST_TOOTH_2))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_2);
if (IS_HEAD(victim, LOST_TOOTH_4))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_4);
if (IS_HEAD(victim, LOST_TOOTH_8))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_8);
if (IS_HEAD(victim, LOST_TOOTH_16))
REMOVE_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16)
{
teeth -= 16;
SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_16);
}
if (teeth >= 8)
{
teeth -= 8;
SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_8);
}
if (teeth >= 4)
{
teeth -= 4;
SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_4);
}
if (teeth >= 2)
{
teeth -= 2;
SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_2);
}
if (teeth >= 1)
{
teeth -= 1;
SET_BIT(victim->loc_hp[LOC_HEAD], LOST_TOOTH_1);
}
act("You press $p into $N's mouth.", ch, obj, victim,
TO_CHAR);
act("$n presses $p into $N's mouth.", ch, obj, victim,
TO_NOTVICT);
act("$n presses $p into your mouth.", ch, obj, victim,
TO_VICT);
extract_obj(obj);
}
else
{
act("There is nowhere to stick $p on $N.", ch, obj, victim,
TO_CHAR);
return;
}
return;
}
void spell_clot(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (IS_BLEEDING(victim, BLEEDING_HEAD))
{
act("$n's head stops bleeding.", victim, NULL, NULL, TO_ROOM);
act("Your head stops bleeding.", victim, NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_HEAD);
}
else if (IS_BLEEDING(victim, BLEEDING_THROAT))
{
act("$n's throat stops bleeding.", victim, NULL, NULL,
TO_ROOM);
act("Your throat stops bleeding.", victim, NULL, NULL,
TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_THROAT);
}
else if (IS_BLEEDING(victim, BLEEDING_ARM_L))
{
act("The stump of $n's left arm stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your left arm stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_ARM_L);
}
else if (IS_BLEEDING(victim, BLEEDING_ARM_R))
{
act("The stump of $n's right arm stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your right arm stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_ARM_R);
}
else if (IS_BLEEDING(victim, BLEEDING_LEG_L))
{
act("The stump of $n's left leg stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your left leg stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_LEG_L);
}
else if (IS_BLEEDING(victim, BLEEDING_LEG_R))
{
act("The stump of $n's right leg stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your right leg stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_LEG_R);
}
else if (IS_BLEEDING(victim, BLEEDING_HAND_L))
{
act("The stump of $n's left wrist stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your left wrist stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_HAND_L);
}
else if (IS_BLEEDING(victim, BLEEDING_HAND_R))
{
act("The stump of $n's right wrist stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your right wrist stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_HAND_R);
}
else if (IS_BLEEDING(victim, BLEEDING_FOOT_L))
{
act("The stump of $n's left ankle stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your left ankle stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_L);
}
else if (IS_BLEEDING(victim, BLEEDING_FOOT_R))
{
act("The stump of $n's right ankle stops bleeding.", victim,
NULL, NULL, TO_ROOM);
act("The stump of your right ankle stops bleeding.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[6], BLEEDING_FOOT_R);
}
else
send_to_char("They have no wounds to clot.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_mend(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int ribs = 0;
if (IS_BODY(victim, BROKEN_RIBS_1))
ribs += 1;
if (IS_BODY(victim, BROKEN_RIBS_2))
ribs += 2;
if (IS_BODY(victim, BROKEN_RIBS_4))
ribs += 4;
if (IS_BODY(victim, BROKEN_RIBS_8))
ribs += 8;
if (IS_BODY(victim, BROKEN_RIBS_16))
ribs += 16;
if (ribs > 0)
{
if (IS_BODY(victim, BROKEN_RIBS_1))
REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
if (IS_BODY(victim, BROKEN_RIBS_2))
REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
if (IS_BODY(victim, BROKEN_RIBS_4))
REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
if (IS_BODY(victim, BROKEN_RIBS_8))
REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
if (IS_BODY(victim, BROKEN_RIBS_16))
REMOVE_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16)
{
ribs -= 16;
SET_BIT(victim->loc_hp[1], BROKEN_RIBS_16);
}
if (ribs >= 8)
{
ribs -= 8;
SET_BIT(victim->loc_hp[1], BROKEN_RIBS_8);
}
if (ribs >= 4)
{
ribs -= 4;
SET_BIT(victim->loc_hp[1], BROKEN_RIBS_4);
}
if (ribs >= 2)
{
ribs -= 2;
SET_BIT(victim->loc_hp[1], BROKEN_RIBS_2);
}
if (ribs >= 1)
{
ribs -= 1;
SET_BIT(victim->loc_hp[1], BROKEN_RIBS_1);
}
act("One of $n's ribs snap back into place.", victim, NULL,
NULL, TO_ROOM);
act("One of your ribs snap back into place.", victim, NULL,
NULL, TO_CHAR);
}
else if (IS_HEAD(victim, BROKEN_NOSE) && !IS_HEAD(victim, LOST_NOSE))
{
act("$n's nose snaps back into place.", victim, NULL, NULL,
TO_ROOM);
act("Your nose snaps back into place.", victim, NULL, NULL,
TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD], BROKEN_NOSE);
}
else if (IS_HEAD(victim, BROKEN_JAW))
{
act("$n's jaw snaps back into place.", victim, NULL, NULL,
TO_ROOM);
act("Your jaw snaps back into place.", victim, NULL, NULL,
TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD], BROKEN_JAW);
}
else if (IS_HEAD(victim, BROKEN_SKULL))
{
act("$n's skull knits itself back together.", victim, NULL,
NULL, TO_ROOM);
act("Your skull knits itself back together.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD], BROKEN_SKULL);
}
else if (IS_BODY(victim, BROKEN_SPINE))
{
act("$n's spine knits itself back together.", victim, NULL,
NULL, TO_ROOM);
act("Your spine knits itself back together.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY], BROKEN_SPINE);
}
else if (IS_BODY(victim, BROKEN_NECK))
{
act("$n's neck snaps back into place.", victim, NULL, NULL,
TO_ROOM);
act("Your neck snaps back into place.", victim, NULL, NULL,
TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY], BROKEN_NECK);
}
else if (IS_ARM_L(victim, BROKEN_ARM) && !IS_ARM_L(victim, LOST_ARM))
{
act("$n's left arm snaps back into place.", victim, NULL,
NULL, TO_ROOM);
act("Your left arm snaps back into place.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], BROKEN_ARM);
}
else if (IS_ARM_R(victim, BROKEN_ARM) && !IS_ARM_R(victim, LOST_ARM))
{
act("$n's right arm snaps back into place.", victim, NULL,
NULL, TO_ROOM);
act("Your right arm snaps back into place.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], BROKEN_ARM);
}
else if (IS_LEG_L(victim, BROKEN_LEG) && !IS_LEG_L(victim, LOST_LEG))
{
act("$n's left leg snaps back into place.", victim, NULL,
NULL, TO_ROOM);
act("Your left leg snaps back into place.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_L], BROKEN_LEG);
}
else if (IS_LEG_R(victim, BROKEN_LEG) && !IS_LEG_R(victim, LOST_LEG))
{
act("$n's right leg snaps back into place.", victim, NULL,
NULL, TO_ROOM);
act("Your right leg snaps back into place.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_R], BROKEN_LEG);
}
else if (IS_ARM_L(victim, BROKEN_THUMB) && !IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& !IS_ARM_L(victim, LOST_THUMB))
{
act("$n's left thumb snaps back into place.", victim, NULL,
NULL, TO_ROOM);
act("Your left thumb snaps back into place.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], BROKEN_THUMB);
}
else if (IS_ARM_L(victim, BROKEN_FINGER_I)
&& !IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& !IS_ARM_L(victim, LOST_FINGER_I))
{
act("$n's left index finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your left index finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], BROKEN_FINGER_I);
}
else if (IS_ARM_L(victim, BROKEN_FINGER_M)
&& !IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& !IS_ARM_L(victim, LOST_FINGER_M))
{
act("$n's left middle finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your left middle finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], BROKEN_FINGER_M);
}
else if (IS_ARM_L(victim, BROKEN_FINGER_R)
&& !IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& !IS_ARM_L(victim, LOST_FINGER_R))
{
act("$n's left ring finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your left ring finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], BROKEN_FINGER_R);
}
else if (IS_ARM_L(victim, BROKEN_FINGER_L)
&& !IS_ARM_L(victim, LOST_ARM)
&& !IS_ARM_L(victim, LOST_HAND)
&& !IS_ARM_L(victim, LOST_FINGER_L))
{
act("$n's left little finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your left little finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L], BROKEN_FINGER_L);
}
else if (IS_ARM_R(victim, BROKEN_THUMB) && !IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& !IS_ARM_R(victim, LOST_THUMB))
{
act("$n's right thumb snaps back into place.", victim, NULL,
NULL, TO_ROOM);
act("Your right thumb snaps back into place.", victim, NULL,
NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], BROKEN_THUMB);
}
else if (IS_ARM_R(victim, BROKEN_FINGER_I)
&& !IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& !IS_ARM_R(victim, LOST_FINGER_I))
{
act("$n's right index finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your right index finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], BROKEN_FINGER_I);
}
else if (IS_ARM_R(victim, BROKEN_FINGER_M)
&& !IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& !IS_ARM_R(victim, LOST_FINGER_M))
{
act("$n's right middle finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your right middle finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], BROKEN_FINGER_M);
}
else if (IS_ARM_R(victim, BROKEN_FINGER_R)
&& !IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& !IS_ARM_R(victim, LOST_FINGER_R))
{
act("$n's right ring finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your right ring finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], BROKEN_FINGER_R);
}
else if (IS_ARM_R(victim, BROKEN_FINGER_L)
&& !IS_ARM_R(victim, LOST_ARM)
&& !IS_ARM_R(victim, LOST_HAND)
&& !IS_ARM_R(victim, LOST_FINGER_L))
{
act("$n's right little finger snaps back into place.", victim,
NULL, NULL, TO_ROOM);
act("Your right little finger snaps back into place.", victim,
NULL, NULL, TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R], BROKEN_FINGER_L);
}
else if (IS_BODY(victim, CUT_THROAT))
{
if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT))
{
send_to_char
("But their throat is still bleeding!\n\r",
ch);
return;
}
act("The wound in $n's throat closes up.", victim, NULL, NULL,
TO_ROOM);
act("The wound in your throat closes up.", victim, NULL, NULL,
TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY], CUT_THROAT);
}
else
send_to_char("They have no bones to mend.\n\r", ch);
if (!IS_NPC(ch) && ch != victim)
do_humanity(ch, "");
return;
}
void spell_minor_creation(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char itemkind[10];
int itemtype;
if (ch->carry_weight >= can_carry_w(ch))
{
send_to_char("The spell fizzles.\n\r", ch);
return;
}
target_name = one_argument(target_name, arg);
if (!str_cmp(arg, "potion"))
{
itemtype = ITEM_POTION;
xprintf(itemkind, "potion");
}
else if (!str_cmp(arg, "scroll"))
{
itemtype = ITEM_SCROLL;
xprintf(itemkind, "scroll");
}
else if (!str_cmp(arg, "wand"))
{
itemtype = ITEM_WAND;
xprintf(itemkind, "wand");
}
else if (!str_cmp(arg, "staff"))
{
itemtype = ITEM_STAFF;
xprintf(itemkind, "staff");
}
else if (!str_cmp(arg, "pill"))
{
itemtype = ITEM_PILL;
xprintf(itemkind, "pill");
}
else
{
send_to_char
("Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n\r",
ch);
return;
}
obj = create_object(get_obj_index(OBJ_VNUM_PROTOPLASM), 0);
obj->item_type = itemtype;
xprintf(buf, "%s %s", ch->name, itemkind);
free_string(obj->name);
obj->name = str_dup(buf);
xprintf(buf, "%s's %s", ch->name, itemkind);
free_string(obj->short_descr);
obj->short_descr = str_dup(buf);
xprintf(buf, "%s's %s lies here.", ch->name, itemkind);
free_string(obj->description);
obj->questowner = str_dup(ch->pcdata->switchname);
obj->ownerid = ch->pcdata->playerid;
obj->description = str_dup(buf);
obj->weight = 10;
if (obj->questmaker != NULL)
free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
obj_to_char(obj, ch);
act("$p suddenly appears in your hands.", ch, obj, NULL, TO_CHAR);
act("$p suddenly appears in $n's hands.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_brew(int sn, int level, CHAR_DATA * ch, void *vo)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument(target_name, arg1);
target_name = one_argument(target_name, arg2);
if (IS_NPC(ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char
("What spell do you wish to brew, and on what?\n\r",
ch);
return;
}
if ((sn = skill_lookup(arg2)) < 0
|| (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if (ch->pcdata->learned[sn] < 100)
{
send_to_char("You are not adept at that spell.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that.\n\r", ch);
return;
}
if (obj->item_type != ITEM_POTION)
{
send_to_char("That is not a potion.\n\r", ch);
return;
}
if (obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0)
{
send_to_char("You need an empty potion bottle.\n\r", ch);
return;
}
if (skill_table[sn].target == 0)
{
obj->value[0] = ch->spl[0] / 4;
xprintf(col, "purple");
}
else if (skill_table[sn].target == 1)
{
obj->value[0] = ch->spl[1] / 4;
xprintf(col, "red");
}
else if (skill_table[sn].target == 2)
{
obj->value[0] = ch->spl[2] / 4;
xprintf(col, "blue");
}
else if (skill_table[sn].target == 3)
{
obj->value[0] = ch->spl[3] / 4;
xprintf(col, "green");
}
else if (skill_table[sn].target == 4)
{
obj->value[0] = ch->spl[4] / 4;
xprintf(col, "yellow");
}
else
{
send_to_char("Oh dear...big bug...please inform Zarius.\n\r",
ch);
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25)
obj->value[2] = sn;
else
obj->value[2] = -1;
if (obj->value[0] >= 50)
obj->value[3] = sn;
else
obj->value[3] = -1;
free_string(obj->name);
xprintf(buf, "%s potion %s %s", ch->name, col, skill_table[sn].name);
obj->name = str_dup(buf);
free_string(obj->short_descr);
xprintf(buf, "%s's %s potion of %s", ch->name, col,
skill_table[sn].name);
obj->short_descr = str_dup(buf);
free_string(obj->description);
xprintf(buf, "A %s potion is lying here.", col);
obj->description = str_dup(buf);
act("You brew $p.", ch, obj, NULL, TO_CHAR);
act("$n brews $p.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_scribe(int sn, int level, CHAR_DATA * ch, void *vo)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument(target_name, arg1);
target_name = one_argument(target_name, arg2);
if (IS_NPC(ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char
("What spell do you wish to scribe, and on what?\n\r",
ch);
return;
}
if ((sn = skill_lookup(arg2)) < 0
|| (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if (!str_cmp(arg2, "voodoo"))
return;
if (ch->pcdata->learned[sn] < 100)
{
send_to_char("You are not adept at that spell.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that.\n\r", ch);
return;
}
if (obj->item_type != ITEM_SCROLL)
{
send_to_char("That is not a scroll.\n\r", ch);
return;
}
if (obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0)
{
send_to_char("You need an empty scroll parchment.\n\r", ch);
return;
}
if (skill_table[sn].target == 0)
{
obj->value[0] = ch->spl[0] / 4;
xprintf(col, "purple");
}
else if (skill_table[sn].target == 1)
{
obj->value[0] = ch->spl[1] / 4;
xprintf(col, "red");
}
else if (skill_table[sn].target == 2)
{
obj->value[0] = ch->spl[2] / 4;
xprintf(col, "blue");
}
else if (skill_table[sn].target == 3)
{
obj->value[0] = ch->spl[3] / 4;
xprintf(col, "green");
}
else if (skill_table[sn].target == 4)
{
obj->value[0] = ch->spl[4] / 4;
xprintf(col, "yellow");
}
else
{
send_to_char("Oh dear...big bug...please inform Zarius.\n\r",
ch);
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25)
obj->value[2] = sn;
else
obj->value[2] = -1;
if (obj->value[0] >= 50)
obj->value[3] = sn;
else
obj->value[3] = -1;
free_string(obj->name);
xprintf(buf, "%s scroll %s %s", ch->name, col, skill_table[sn].name);
obj->name = str_dup(buf);
free_string(obj->short_descr);
xprintf(buf, "%s's %s scroll of %s", ch->name, col,
skill_table[sn].name);
obj->short_descr = str_dup(buf);
free_string(obj->description);
xprintf(buf, "A %s scroll is lying here.", col);
obj->description = str_dup(buf);
act("You scribe $p.", ch, obj, NULL, TO_CHAR);
act("$n scribes $p.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_carve(int sn, int level, CHAR_DATA * ch, void *vo)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument(target_name, arg1);
target_name = one_argument(target_name, arg2);
if (IS_NPC(ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char
("What spell do you wish to carve, and on what?\n\r",
ch);
return;
}
if ((sn = skill_lookup(arg2)) < 0
|| (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if (ch->pcdata->learned[sn] < 100)
{
send_to_char("You are not adept at that spell.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that.\n\r", ch);
return;
}
if (obj->item_type != ITEM_WAND)
{
send_to_char("That is not a wand.\n\r", ch);
return;
}
if (obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0)
{
send_to_char("You need an unenchanted wand.\n\r", ch);
return;
}
if (skill_table[sn].target == 0)
{
obj->value[0] = ch->spl[0] / 4;
xprintf(col, "purple");
}
else if (skill_table[sn].target == 1)
{
obj->value[0] = ch->spl[1] / 4;
xprintf(col, "red");
}
else if (skill_table[sn].target == 2)
{
obj->value[0] = ch->spl[2] / 4;
xprintf(col, "blue");
}
else if (skill_table[sn].target == 3)
{
obj->value[0] = ch->spl[3] / 4;
xprintf(col, "green");
}
else if (skill_table[sn].target == 4)
{
obj->value[0] = ch->spl[4] / 4;
xprintf(col, "yellow");
}
else
{
send_to_char("Oh dear...big bug...please inform Zarius.\n\r",
ch);
return;
}
obj->value[1] = (obj->value[0] / 5) + 1;
obj->value[2] = (obj->value[0] / 5) + 1;
obj->value[3] = sn;
free_string(obj->name);
xprintf(buf, "%s wand %s %s", ch->name, col, skill_table[sn].name);
obj->name = str_dup(buf);
free_string(obj->short_descr);
xprintf(buf, "%s's %s wand of %s", ch->name, col,
skill_table[sn].name);
obj->short_descr = str_dup(buf);
free_string(obj->description);
xprintf(buf, "A %s wand is lying here.", col);
obj->description = str_dup(buf);
obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
act("You carve $p.", ch, obj, NULL, TO_CHAR);
act("$n carves $p.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_engrave(int sn, int level, CHAR_DATA * ch, void *vo)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument(target_name, arg1);
target_name = one_argument(target_name, arg2);
if (IS_NPC(ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char
("What spell do you wish to engrave, and on what?\n\r",
ch);
return;
}
if ((sn = skill_lookup(arg2)) < 0
|| (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if (ch->pcdata->learned[sn] < 100)
{
send_to_char("You are not adept at that spell.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that.\n\r", ch);
return;
}
if (obj->item_type != ITEM_STAFF)
{
send_to_char("That is not a staff.\n\r", ch);
return;
}
if (obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0)
{
send_to_char("You need an unenchanted staff.\n\r", ch);
return;
}
if (skill_table[sn].target == 1)
{
obj->value[0] = (ch->spl[1] + 1) / 4;
xprintf(col, "red");
}
else if (skill_table[sn].target == 2)
{
obj->value[0] = (ch->spl[2] + 1) / 4;
xprintf(col, "blue");
}
else
{
send_to_char("You cannot engrave that spell type.\n\r", ch);
return;
}
obj->value[1] = (obj->value[0] / 10) + 1;
obj->value[2] = (obj->value[0] / 10) + 1;
obj->value[3] = sn;
free_string(obj->name);
xprintf(buf, "%s staff %s %s", ch->name, col, skill_table[sn].name);
obj->name = str_dup(buf);
free_string(obj->short_descr);
xprintf(buf, "%s's %s staff of %s", ch->name, col,
skill_table[sn].name);
obj->short_descr = str_dup(buf);
free_string(obj->description);
xprintf(buf, "A %s staff is lying here.", col);
obj->description = str_dup(buf);
obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
act("You engrave $p.", ch, obj, NULL, TO_CHAR);
act("$n engraves $p.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_bake(int sn, int level, CHAR_DATA * ch, void *vo)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument(target_name, arg1);
target_name = one_argument(target_name, arg2);
if (IS_NPC(ch))
return;
if (arg1[0] == '\0' || arg2[0] == '\0')
{
send_to_char
("What spell do you wish to bake, and on what?\n\r",
ch);
return;
}
if ((sn = skill_lookup(arg2)) < 0
|| (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level))
{
send_to_char("You can't do that.\n\r", ch);
return;
}
if (ch->pcdata->learned[sn] < 100)
{
send_to_char("You are not adept at that spell.\n\r", ch);
return;
}
if ((obj = get_obj_carry(ch, arg1, ch)) == NULL)
{
send_to_char("You are not carrying that.\n\r", ch);
return;
}
if (obj->item_type != ITEM_PILL)
{
send_to_char("That is not a pill.\n\r", ch);
return;
}
if (obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0)
{
send_to_char("You need an unused pill.\n\r", ch);
return;
}
if (skill_table[sn].target == 0)
{
obj->value[0] = ch->spl[0] / 4;
xprintf(col, "purple");
}
else if (skill_table[sn].target == 1)
{
obj->value[0] = ch->spl[1] / 4;
xprintf(col, "red");
}
else if (skill_table[sn].target == 2)
{
obj->value[0] = ch->spl[2] / 4;
xprintf(col, "blue");
}
else if (skill_table[sn].target == 3)
{
obj->value[0] = ch->spl[3] / 4;
xprintf(col, "green");
}
else if (skill_table[sn].target == 4)
{
obj->value[0] = ch->spl[4] / 4;
xprintf(col, "yellow");
}
else
{
send_to_char("Oh dear...big bug...please inform Zarius.\n\r",
ch);
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25)
obj->value[2] = sn;
else
obj->value[2] = -1;
if (obj->value[0] >= 50)
obj->value[3] = sn;
else
obj->value[3] = -1;
free_string(obj->name);
xprintf(buf, "%s pill %s %s", ch->name, col, skill_table[sn].name);
obj->name = str_dup(buf);
free_string(obj->short_descr);
xprintf(buf, "%s's %s pill of %s", ch->name, col,
skill_table[sn].name);
obj->short_descr = str_dup(buf);
free_string(obj->description);
xprintf(buf, "A %s pill is lying here.", col);
obj->description = str_dup(buf);
act("You bake $p.", ch, obj, NULL, TO_CHAR);
act("$n bakes $p.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_mount(int sn, int level, CHAR_DATA * ch, void *vo)
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
if (IS_NPC(ch))
return;
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r", ch);
return;
}
ch->pcdata->followers++;
if (IS_CLASS(ch, CLASS_DEMON))
{
victim = create_mobile(get_mob_index(93420));
victim->level = level * 2;
victim->armor = 0 - (10 * level);
victim->hitroll = level * 2;
victim->damroll = level * 2;
victim->hit = 250 * level;
victim->max_hit = 250 * level;
free_string(victim->lord);
victim->lord = str_dup(ch->name);
SET_BIT(victim->act, ACT_NOEXP);
SET_BIT(victim->act, ACT_MOUNT);
char_to_room(victim, ch->in_room);
act("$N fades into existance.", ch, NULL, victim, TO_CHAR);
act("$N fades into existance.", ch, NULL, victim, TO_ROOM);
return;
}
else if (IS_CLASS(ch, CLASS_DROW))
{
victim = create_mobile(get_mob_index(93300));
victim->level = level * 2;
victim->armor = 0 - (10 * level);
victim->hitroll = level * 2;
victim->damroll = level * 2;
victim->hit = 250 * level;
victim->max_hit = 250 * level;
free_string(victim->lord);
victim->lord = str_dup(ch->name);
SET_BIT(victim->act, ACT_NOEXP);
SET_BIT(victim->act, ACT_MOUNT);
char_to_room(victim, ch->in_room);
act("$N fades into existance.", ch, NULL, victim, TO_CHAR);
act("$N fades into existance.", ch, NULL, victim, TO_ROOM);
return;
}
victim = create_mobile(get_mob_index(MOB_VNUM_MOUNT));
victim->level = level;
victim->armor = 0 - (2 * level);
victim->hitroll = level;
victim->damroll = level;
victim->hit = 100 * level;
victim->max_hit = 100 * level;
free_string(victim->lord);
victim->lord = str_dup(ch->name);
SET_BIT(victim->affected_by, AFF_FLYING);
SET_BIT(victim->act, ACT_NOEXP);
if (IS_GOOD(ch))
{
free_string(victim->name);
victim->name = str_dup("mount white horse pegasus");
xprintf(buf, "%s's white pegasus", ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr =
str_dup("A beautiful white pegasus stands here.\n\r");
}
else if (IS_NEUTRAL(ch))
{
free_string(victim->name);
victim->name = str_dup("mount griffin");
xprintf(buf, "%s's griffin", ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr =
str_dup("A vicious looking griffin stands here.\n\r");
}
else
{
free_string(victim->name);
victim->name = str_dup("mount black horse nightmare");
xprintf(buf, "%s's black nightmare", ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr =
str_dup
("A large black demonic horse stands here.\n\r");
}
char_to_room(victim, ch->in_room);
act("$N fades into existance.", ch, NULL, victim, TO_CHAR);
act("$N fades into existance.", ch, NULL, victim, TO_ROOM);
return;
}
void spell_scan(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->condition < 100 && can_see_obj(ch, obj))
{
found = TRUE;
act("$p needs repairing.", ch, obj, NULL, TO_CHAR);
}
}
if (!found)
{
send_to_char("None of your equipment needs repairing.\n\r",
ch);
return;
}
return;
}
void spell_repair(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
for (obj = ch->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (obj->condition < 100 && can_see_obj(ch, obj))
{
found = TRUE;
obj->condition = 100;
act("$p magically repairs itself.", ch, obj, NULL,
TO_CHAR);
act("$p magically repairs itself.", ch, obj, NULL,
TO_ROOM);
}
}
if (!found)
{
send_to_char("None of your equipment needs repairing.\n\r",
ch);
return;
}
return;
}
void spell_spellproof(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (obj->chobj != NULL)
{
send_to_char("Your spell has no affect.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_SPELLPROOF))
{
send_to_char("That item is already resistance to spells.\n\r",
ch);
return;
}
SET_BIT(obj->quest, QUEST_SPELLPROOF);
act("$p shimmers for a moment.", ch, obj, NULL, TO_CHAR);
act("$p shimmers for a moment.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_preserve(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (IS_SET(obj->quest, QUEST_CLONED))
{
send_to_char("You cant preserve cloned items.", ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
{
send_to_char("You cannot preserve quest items.\n\r", ch);
return;
}
if (obj->timer < 1)
{
send_to_char("That item doesn't require preserving.\n\r", ch);
return;
}
if (obj->chobj != NULL)
{
send_to_char("You cannot preserve that.\n\r", ch);
return;
}
obj->timer = -1;
act("$p shimmers for a moment.", ch, obj, NULL, TO_CHAR);
act("$p shimmers for a moment.", ch, obj, NULL, TO_ROOM);
return;
}
void enhance_stat(int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim,
int apply_bit, int bonuses, int affect_bit)
{
AFFECT_DATA af;
if (IS_SET(affect_bit, AFF_WEBBED) && IS_AFFECTED(victim, AFF_WEBBED))
affect_bit -= AFF_WEBBED;
else if (IS_SET(affect_bit, AFF_WEBBED) && is_safe(ch, victim))
affect_bit -= AFF_WEBBED;
if (IS_SET(affect_bit, AFF_CHARM) && !IS_AFFECTED(victim, AFF_CHARM))
{
if (victim->level <= 50 && IS_NPC(victim))
{
if (victim->master)
stop_follower(victim, FALSE);
add_follower(victim, ch);
}
else
{
send_to_char("The spell failed.\n\r", ch);
return;
}
}
af.type = sn;
af.duration = level;
af.location = apply_bit;
af.modifier = bonuses;
af.bitvector = affect_bit;
affect_to_char(victim, &af);
return;
}
void spell_chaos_blast(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD))
return;
dam = dice(level, 250);
if (saves_spell(level, victim))
dam *= 0.5;
if (IS_AFFECTED(ch, AFF_SANCTUARY))
dam *= 0.5;
if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))
dam *= 0.75;
if (!IS_NPC(ch))
dam *= 0.5;
if (IS_NPC(victim) && dam >= victim->hit)
dam = victim->hit - 1;
if (dam == 0)
return;
damage(ch, victim, dam, sn);
return;
}
/*
void spell_make_bag( int sn, int level, CHAR_DATA *ch,void *vo)
{
static char *headers[] = { "corpse of the ", "corpse of The ",
"corpse of an ", "corpse of An ",
"corpse of a ", "corpse of A ",
"corpse of " };
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
int i;
if ( obj->item_type != ITEM_CORPSE_NPC && obj->item_type !=ITEM_CORPSE_PC)
return;
for (i = 0; i < 7; i++)
{
int len = strlen(headers[i]);
if ( memcmp(obj->short_descr, headers[i], len) == 0)
{
xprintf( buf, "bag %s", obj->short_descr+len );
free_string( obj->name );
obj->name = str_dup(buf);
xprintf( buf, "A bag of fine %s hide catches your eye. ",
obj->short_descr+len );
free_string( obj->description );
obj->description = str_dup( buf );
xprintf(buf, "bag made from %s hide", obj->short_descr+len);
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
break;
}
}
obj->item_type = ITEM_CONTAINER;
obj->wear_flags = ITEM_HOLD|ITEM_TAKE;
obj->timer = 0;
obj->weight = 5;
obj->level = 1;
obj->cost = 100;
obj->value[0] = 200;
obj->value[1] = 1;
obj->value[2] = -1;
obj->pIndexData = get_obj_index( 3373 );
act( "Everyone is jealous of your new $p.", ch, obj, NULL, TO_CHAR );
act( "You are jealous of $n's new $p.", ch, obj, NULL, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
return;
}
*/
void spell_resistance(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (obj->chobj != NULL)
{
send_to_char("Your spell has no affect.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("Not on artifacts.\n\r", ch);
return;
}
if (obj->resistance <= 10)
{
send_to_char
("You cannot make that item any more resistant.\n\r",
ch);
return;
}
obj->resistance = 10;
act("$p sparkles for a moment.", ch, obj, NULL, TO_CHAR);
act("$p sparkles for a moment.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_drowfire(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af1;
AFFECT_DATA af2;
AFFECT_DATA af3;
act("You chant some arcane words on $N.", ch, NULL, victim, TO_CHAR);
act("$n chants some arcane words on $N.", ch, NULL, victim,
TO_NOTVICT);
act("$n chants some arcane words on you.", ch, NULL, victim, TO_VICT);
if (IS_AFFECTED(victim, AFF_DROWFIRE))
{
send_to_char("They are already affected by drowfire.\n\r",
ch);
return;
}
if (is_safe(ch, victim))
return;
af1.type = sn;
af1.location = APPLY_AC;
af1.modifier = 200;
af1.duration = 2;
af1.bitvector = AFF_DROWFIRE;
affect_to_char(victim, &af1);
af2.type = sn;
af2.location = APPLY_STR;
af2.modifier = -2;
af2.duration = 2;
af2.bitvector = AFF_CURSE;
affect_to_char(victim, &af2);
af3.type = sn;
af3.location = APPLY_HITROLL;
af3.modifier = -10;
af3.duration = 2;
af3.bitvector = AFF_BLIND;
affect_to_char(victim, &af3);
send_to_char("You are engulfed in drowfire!\n\r", victim);
act("$n is engulfed in drowfire!", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_web(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
act("You point your finger at $N and a web flies from your hand!", ch,
NULL, victim, TO_CHAR);
act("$n points $s finger at $N and a web flies from $s hand!", ch,
NULL, victim, TO_NOTVICT);
act("$n points $s finger at you and a web flies from $s hand!", ch,
NULL, victim, TO_VICT);
if (IS_AFFECTED(victim, AFF_WEBBED))
{
send_to_char("But they are already webbed!\n\r", ch);
return;
}
if (is_safe(ch, victim))
return;
if ((saves_spell(level, victim) && number_range(1, 3) != 1)
&& victim->position >= POS_FIGHTING)
{
send_to_char("You dodge the web!\n\r", victim);
act("$n dodges the web!", victim, NULL, NULL, TO_ROOM);
return;
}
if(!IS_NPC(victim) && IS_CLASS(victim,CLASS_SHINOBI) &&
IS_SET(victim->pcdata->powers[S_ACTIVE], S_DAEMI)){
stc( "The web flies through your shadowy form!\n\r",victim);
act( "The web flies through $n's shadowy body!",victim,NULL,NULL,TO_ROOM);
return;
}
af.type = sn;
af.location = APPLY_AC;
af.modifier = 200;
af.duration = number_range(1, 2);
af.bitvector = AFF_WEBBED;
affect_to_char(victim, &af);
send_to_char("You are coated in a sticky web!\n\r", victim);
act("$n is coated in a sticky web!", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_clay(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
act("You point your finger at $N and a clay ball flies from your hand!", ch, NULL, victim, TO_CHAR);
act("$n points $s finger at $N and a clay ball flies from $s hand!",
ch, NULL, victim, TO_NOTVICT);
act("$n points $s finger at you and a clay ball flies from $s hand!",
ch, NULL, victim, TO_VICT);
if (IS_AFFECTED(victim, AFF_WEBBED))
return;
if (saves_spell(level, victim) && victim->position >= POS_FIGHTING)
{
send_to_char("You dodge the clay!\n\r", victim);
act("$n dodges your clay ball!", victim, NULL, NULL, TO_ROOM);
return;
}
af.type = sn;
af.location = APPLY_AC;
af.modifier = 200;
af.duration = number_range(1, 2);
af.bitvector = AFF_WEBBED;
affect_to_char(victim, &af);
send_to_char("You are coated in a sticky clay ball!\n\r", victim);
act("$n is coated in a sticky clay ball!", victim, NULL, NULL,
TO_ROOM);
return;
}
void spell_polymorph(int sn, int level, CHAR_DATA * ch, void *vo)
{
AFFECT_DATA af;
char buf[MAX_INPUT_LENGTH];
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You cannot polymorph from this form.\n\r", ch);
return;
}
if (ch->position == POS_FIGHTING || is_affected(ch, sn))
return;
if (!str_cmp(target_name, "frog"))
{
if (!IS_NPC(ch) && ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
act("$n polymorphs into a frog!", ch, NULL, NULL, TO_ROOM);
send_to_char("You polymorph into a frog!\n\r", ch);
af.type = sn;
af.duration = number_range(3, 5);
af.location = APPLY_POLY;
af.modifier = POLY_FROG;
af.bitvector = AFF_POLYMORPH;
affect_to_char(ch, &af);
xprintf(buf, "%s the frog", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(target_name, "fish"))
{
if (!IS_NPC(ch) && ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
act("$n polymorphs into a fish!", ch, NULL, NULL, TO_ROOM);
send_to_char("You polymorph into a fish!\n\r", ch);
af.type = sn;
af.duration = number_range(3, 5);
af.location = APPLY_POLY;
af.modifier = POLY_FISH;
af.bitvector = AFF_POLYMORPH;
affect_to_char(ch, &af);
xprintf(buf, "%s the fish", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if (!str_cmp(target_name, "raven"))
{
if (!IS_NPC(ch) && ch->stance[0] != -1)
do_stance(ch, "");
if (ch->mounted == IS_RIDING)
do_dismount(ch, "");
act("$n polymorphs into a raven!", ch, NULL, NULL, TO_ROOM);
send_to_char("You polymorph into a raven!\n\r", ch);
af.type = sn;
af.duration = number_range(3, 5);
af.location = APPLY_AC;
af.modifier = -150;
if (IS_AFFECTED(ch, AFF_FLYING))
af.bitvector = AFF_POLYMORPH;
else
af.bitvector = AFF_POLYMORPH + AFF_FLYING;
affect_to_char(ch, &af);
af.location = APPLY_POLY;
af.modifier = POLY_RAVEN;
affect_to_char(ch, &af);
xprintf(buf, "%s the raven", ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
send_to_char
("You can polymorph into a frog, a fish, or an raven.\n\r",
ch);
return;
}
/*
void spell_contraception( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_CONTRACEPTION) )
return;
if (victim->sex != SEX_FEMALE) return;
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CONTRACEPTION;
affect_to_char( victim, &af );
return;
}
*/
void spell_find_familiar(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
if (target_name[0] == '\0')
{
send_to_char
("Your familiar can be a frog, a raven, a cat or a dog.\n\r",
ch);
return;
}
if ((familiar = ch->pcdata->familiar) != NULL)
{
send_to_char("But you already have a familiar!\n\r", ch);
return;
}
if (!str_cmp(target_name, "frog"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_FROG));
if (victim == NULL)
{
send_to_char("Error - please inform Zarius.\n\r", ch);
return;
}
}
else if (!str_cmp(target_name, "raven"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_RAVEN));
if (victim == NULL)
{
send_to_char("Error - please inform Zarius.\n\r", ch);
return;
}
}
else if (!str_cmp(target_name, "cat"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_CAT));
if (victim == NULL)
{
send_to_char("Error - please inform Zarius.\n\r", ch);
return;
}
}
else if (!str_cmp(target_name, "dog"))
{
victim = create_mobile(get_mob_index(MOB_VNUM_DOG));
if (victim == NULL)
{
send_to_char("Error - please inform Zarius.\n\r", ch);
return;
}
}
else
{
send_to_char
("Your familiar can be a frog, a raven, a cat or a dog.\n\r",
ch);
return;
}
act("You make a few gestures and $N appears in a swirl of smoke.", ch,
NULL, victim, TO_CHAR);
act("$n makes a few gestures and $N appears in a swirl of smoke.", ch,
NULL, victim, TO_ROOM);
char_to_room(victim, ch->in_room);
ch->pcdata->familiar = victim;
victim->wizard = ch;
return;
}
void spell_improve(int sn, int level, CHAR_DATA * ch, void *vo)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (IS_SET(obj->quest, QUEST_ARTIFACT))
{
send_to_char("Not on artifacts.\n\r", ch);
return;
}
if (obj->pIndexData->vnum != OBJ_VNUM_PROTOPLASM)
{
send_to_char("You cannot enhance this object.\n\r", ch);
return;
}
if (IS_SET(obj->quest, QUEST_IMPROVED))
{
send_to_char("This item has already been improved.\n\r", ch);
return;
}
else if (obj->points < 750 && obj->item_type != ITEM_WEAPON)
{
send_to_char
("The object must be worth at least 750 quest points and must be created.\n\r",
ch);
return;
}
else if (obj->points < 1500 && obj->item_type == ITEM_WEAPON)
{
send_to_char
("The object must be worth at least 1500 quest points and must be created.\n\r",
ch);
return;
}
REMOVE_BIT(obj->quest, QUEST_STR);
REMOVE_BIT(obj->quest, QUEST_DEX);
REMOVE_BIT(obj->quest, QUEST_INT);
REMOVE_BIT(obj->quest, QUEST_WIS);
REMOVE_BIT(obj->quest, QUEST_CON);
REMOVE_BIT(obj->quest, QUEST_HITROLL);
REMOVE_BIT(obj->quest, QUEST_DAMROLL);
REMOVE_BIT(obj->quest, QUEST_HIT);
REMOVE_BIT(obj->quest, QUEST_MANA);
REMOVE_BIT(obj->quest, QUEST_MOVE);
REMOVE_BIT(obj->quest, QUEST_AC);
SET_BIT(obj->quest, QUEST_IMPROVED);
act("$p flickers for a moment.", ch, obj, NULL, TO_CHAR);
act("$p flickers for a moment.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_spiritkiss(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
return;
af.type = sn;
af.duration = 2 * level;
af.location = APPLY_HITROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char(victim, &af);
af.type = sn;
af.duration = 2 * level;
af.location = APPLY_DAMROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char(victim, &af);
act("$n is filled with spiritual power.", victim, NULL, NULL,
TO_ROOM);
send_to_char("You are blessed by the spirits.\n\r", victim);
if (ch != victim)
send_to_char("Ok.\n\r", ch);
return;
}
void spell_jailwater(int sn, int level, CHAR_DATA * ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int door;
ROOM_INDEX_DATA *old_room = ch->in_room;
if (victim == NULL)
return;
if (victim->in_room == NULL)
return;
char_from_room(ch);
char_to_room(ch, victim->in_room);
for (door = 0; door < 4; door++)
{
if (ch->in_room->exit[door] != NULL)
make_wall(ch->in_room, door, EX_ICE_WALL);
}
ch->hit += (ch->hit * 3 / 2);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
act("$n calls forth sheets of ice, blocking your path in every direction.", ch, NULL, NULL, TO_ROOM);
send_to_char("You call forth sheets of ice to entrap your prey.\n\r",
ch);
send_to_char("You grin wickedly.\n\r", ch);
do_say(ch, "Prepare to die! Muahahahaha.");
char_from_room(ch);
char_to_room(ch, old_room);
return;
}