/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* 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;
dice1 = number_percent();
dice2 = number_percent();
if (ch->spl[dtype] >= 200) return;
if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100)) ch->spl[dtype] += 1;
else return;
if (ch->spl[dtype] == 1 ) snprintf(bufskill, MAX_INPUT_LENGTH, "an apprentice of");
else if (ch->spl[dtype] == 26 ) snprintf(bufskill, MAX_INPUT_LENGTH, "a student");
else if (ch->spl[dtype] == 51 ) snprintf(bufskill, MAX_INPUT_LENGTH, "a scholar");
else if (ch->spl[dtype] == 76 ) snprintf(bufskill, MAX_INPUT_LENGTH, "a magus");
else if (ch->spl[dtype] == 101) snprintf(bufskill, MAX_INPUT_LENGTH, "an adept");
else if (ch->spl[dtype] == 126) snprintf(bufskill, MAX_INPUT_LENGTH, "a mage");
else if (ch->spl[dtype] == 151) snprintf(bufskill, MAX_INPUT_LENGTH, "a warlock");
else if (ch->spl[dtype] == 176) snprintf(bufskill, MAX_INPUT_LENGTH, "a master wizard");
else if (ch->spl[dtype] == 200) snprintf(bufskill, MAX_INPUT_LENGTH, "a grand sorcerer");
else return;
if (dtype == 0 ) snprintf(buftype, MAX_INPUT_LENGTH, "purple");
else if (dtype == 1 ) snprintf(buftype, MAX_INPUT_LENGTH, "red");
else if (dtype == 2 ) snprintf(buftype, MAX_INPUT_LENGTH, "blue");
else if (dtype == 3 ) snprintf(buftype, MAX_INPUT_LENGTH, "green");
else if (dtype == 4 ) snprintf(buftype, MAX_INPUT_LENGTH, "yellow");
else return;
snprintf(buf, MAX_INPUT_LENGTH, "You are now %s of %s magic.\n\r",bufskill,buftype);
ADD_COLOUR(ch,buf,WHITE,MAX_INPUT_LENGTH);
send_to_char(buf,ch);
return;
}
/*
* 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_DATA *rch; */
char *pName;
int iSyl;
int length;
struct syl_type
{
char * old;
char * new;
};
static const struct syl_type syl_table[] =
{
{ " ", " " },
{ "ar", "abra" },
{ "au", "kada" },
{ "bless", "fido" },
{ "blind", "nose" },
{ "bur", "mosa" },
{ "cu", "judi" },
{ "de", "oculo" },
{ "en", "unso" },
{ "light", "dies" },
{ "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", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" },
{ "", "" }
};
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( syl_table[iSyl].old, pName ) )
{
strncat( buf, syl_table[iSyl].new , MAX_STRING_LENGTH-strlen(buf));
break;
}
}
if ( length == 0 )
length = 1;
}
snprintf( buf2, MAX_STRING_LENGTH, "$n utters the words, '%s'.", buf );
snprintf( buf, MAX_STRING_LENGTH, "$n utters the words, '%s'.", skill_table[sn].name );
if ( skill_table[sn].target == 0 )
{
snprintf(colour,MAX_STRING_LENGTH, "$n's eyes glow bright purple for a moment.");
ADD_COLOUR(ch,colour,MAGENTA,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_ROOM);
snprintf(colour,MAX_STRING_LENGTH, "Your eyes glow bright purple for a moment.");
ADD_COLOUR(ch,colour,MAGENTA,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 1 )
{
snprintf(colour,MAX_STRING_LENGTH, "$n's eyes glow bright red for a moment.");
ADD_COLOUR(ch,colour,L_RED,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_ROOM);
snprintf(colour,MAX_STRING_LENGTH, "Your eyes glow bright red for a moment.");
ADD_COLOUR(ch,colour,L_RED,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 2 )
{
snprintf(colour,MAX_STRING_LENGTH, "$n's eyes glow bright blue for a moment.");
ADD_COLOUR(ch,colour,L_BLUE,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_ROOM);
snprintf(colour,MAX_STRING_LENGTH, "Your eyes glow bright blue for a moment.");
ADD_COLOUR(ch,colour,L_BLUE,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 3 )
{
snprintf(colour,MAX_STRING_LENGTH, "$n's eyes glow bright green for a moment.");
ADD_COLOUR(ch,colour,L_GREEN,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_ROOM);
snprintf(colour,MAX_STRING_LENGTH, "Your eyes glow bright green for a moment.");
ADD_COLOUR(ch,colour,L_GREEN,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 4 )
{
snprintf(colour,MAX_STRING_LENGTH, "$n's eyes glow bright yellow for a moment.");
ADD_COLOUR(ch,colour,YELLOW,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_ROOM);
snprintf(colour,MAX_STRING_LENGTH, "Your eyes glow bright yellow for a moment.");
ADD_COLOUR(ch,colour,YELLOW,MAX_STRING_LENGTH);
act(colour,ch,NULL,NULL,TO_CHAR);
}
/*
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
{
if ( rch != ch )
act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT );
}
*/
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell( int level, CHAR_DATA *victim )
{
int save;
int tsave;
if (!IS_NPC(victim))
{
tsave = ( victim->spl[0]+victim->spl[1]+victim->spl[2]+
victim->spl[3]+victim->spl[4] ) / 20;
save = 50 + ( tsave - level - victim->saving_throw ) * 5;
}
else
save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
save = URANGE( 5, save, 95 );
return number_percent( ) < save;
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
char *extra_mana;
void do_cast( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
/*
* 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_VAMPAFF(ch,VAM_DISGUISED))
{
send_to_char( "You cannot cast spells in this form.\n\r", ch );
return;
}
if( !IS_NPC(ch) && IS_SET(ch->in_room->room_flags, ROOM_NO_SPELL) )
{
send_to_char("You cannot cast spells in this room.\n\r",ch);
return;
}
target_name = one_argument( argument, arg1, MAX_INPUT_LENGTH );
one_argument( target_name, arg2, MAX_INPUT_LENGTH );
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[ch->class] ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
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[ch->class] ) );
/*
* 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:
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, arg2 ) ) == NULL)
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if ( ch == victim )
send_to_char( "Cast this on yourself? Ok...\n\r", ch );
if ( !IS_NPC(victim) && victim->level != 3 && (ch != victim))
{
send_to_char( "You may only affect players if they are Immortal.\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;
}
}
/*
if( !IS_NPC(ch) && !IS_NPC(victim) && ch->race > 1 && victim->race > 1)
{
send_to_char("You cannot target players lower than your status.\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, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
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;
}
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 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
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 );
WAIT_STATE( ch, skill_table[sn].beats );
if ( !IS_NPC(ch) && ( number_percent() > ch->pcdata->learned[sn] - 10) )
{
send_to_char( "You lost your concentration.\n\r", ch );
ch->mana -= mana / 2;
improve_spl(ch,skill_table[sn].target,sn);
}
else
{
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
{
(*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]/4), 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 ( 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 || !IS_NPC(victim) )
{
send_to_char( "You can't do that.\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;
}
}
}
/* make em WAIT */
WAIT_STATE( ch, (3 * skill_table[sn].beats));
return;
}
/*
* Spell functions.
*/
void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD)) return;
dam = dice( level, 6 );
if ( saves_spell( level, victim ) )
dam /= 2;
hp = victim->hit;
if ( ch->max_mana > 5000 )
dam = dam + ( (dam / 10) * (ch->max_mana / 1000) );
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_ACID) && number_percent() > 5 )
victim->hit = hp;
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;
if ( ch->max_mana > 5000 )
af.duration = 24 + (ch->max_mana / 1000);
else
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel someone protecting you.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = 6+level;
af.location = APPLY_HITROLL;
if ( ch->max_mana > 5000 )
{
af.modifier = (level / 8) + (ch->max_mana / 2000);
if (af.modifier > 12) af.modifier = 12;
}
else
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char( victim, &af );
send_to_char( "You feel righteous.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( level, victim ) )
return;
if (IS_NPC(victim) && IS_SET(victim->act, ACT_IMMBLIND))
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 ( ch != victim )
send_to_char( "Ok.\n\r", 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
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && !IS_SET(victim->act, PLR_VAMPIRE)) 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_SET(victim->act, PLR_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) && number_percent() > 5)
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;
int counter = 0;
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 )
{
if ( counter>8 ) break;
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) && number_percent() > 5)
vch->hit = hp;
counter++;
}
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;
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) && number_percent() > 5 )
{
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( "They are too insubstantial.\n\r", ch );
return;
}
if( IS_SET(ch->in_room->room_flags, ROOM_SAFE))
{
send_to_char("You cannot charm someone in a safe room.\n\r",ch);
return;
}
if(IS_NPC(victim) && victim->pIndexData->pShop != NULL)
{
send_to_char("You cannot charm this shopkeeper!\n\r",ch);
return;
}
if ( IS_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| ((!IS_NPC(victim)) && ((ch->level) != (victim->level)))
|| ((IS_NPC(victim)) && ((victim->level) >= 100)))
return;
if ( victim->master )
stop_follower( victim );
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
};
AFFECT_DATA af;
int dam;
int hp;
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) && number_percent() > 5) no_dam = TRUE;
if ( (!saves_spell( level, victim ) && !no_dam) ||
(!IS_SET(victim->act, PLR_VAMPIRE) ) )
{
af.type = sn;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
hp = victim->hit;
if ( ch->max_mana > 5000 )
dam = dam + ( (dam / 10) * (ch->max_mana / 1000) );
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
};
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 $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo )
{
if ( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level, 4 );
else if ( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level, 4 );
else
send_to_char ("Do you want it to get better or worse?\n\r", ch );
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = 5 + level;
obj_to_room( mushroom, ch->in_room );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *spring;
if (!IS_NPC(ch) && IS_SET(ch->act,PLR_VAMPIRE))
spring = create_object( get_obj_index( OBJ_VNUM_BLOOD_SPRING ), 0 );
else
spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room( spring, ch->in_room );
act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", ch );
return;
}
water = UMIN(
level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]
);
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
snprintf( buf, MAX_STRING_LENGTH, "%s water", obj->name );
free_string( obj->name );
obj->name = str_dup( buf );
}
act( "$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 );
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 );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", 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 );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", 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 );
}
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 );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
/* Archrip - AFFECT_DATA af; */
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_CURSE) )
return;
af.type = sn;
af.location = APPLY_HITROLL;
af.modifier = 0;
af.duration = 1+level;
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
send_to_char( "You feel unlucky.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\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 ( ch->max_mana > 5000 )
dam = dam + ( (dam / 10) * (ch->max_mana / 1000) );
damage( ch, victim, dam, sn );
return;
}
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( victim != ch &&
(saves_spell( level, victim ) || level < victim->level) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( !(victim->affected) )
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
while (victim->affected)
affect_remove(victim,victim->affected);
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);
}
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);
}
return;
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int counter = 0;
send_to_char( "The earth trembles beneath your feet!\n\r", ch );
act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
if( counter>8 ) break;
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
damage( ch, vch, level + dice(2, 8), sn );
counter++;
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if ( obj->item_type != ITEM_WEAPON
|| IS_SET(obj->quest, QUEST_ENCHANTED) )
return;
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = 0;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 10;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( IS_GOOD(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
}
else if ( IS_EVIL(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows red.", ch, obj, NULL, TO_CHAR );
}
else
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
}
send_to_char( "Ok.\n\r", ch );
return;
}
/*
* Drain XP, MANA, HP. - no more double hp/mana/move tho :>
* Caster gains HP, MANA & MOVE now (valis)
*/
void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hp;
if ( !IS_NPC(victim) && IS_SET (victim->act, PLR_VAMPIRE)) return;
if ( !IS_HERO(ch))
ch->alignment = UMAX(-1000, ch->alignment - 200);
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
dam = dice(((4*level)+10),1);
if ( victim->mana > 0 ) victim->mana = UMAX( 0, victim->mana - dice((level+20),1) );
if ( victim->move > 0 ) victim->move = UMAX( 0, victim->move - dice(((2*level)+25),1) );
ch->move += (dam/10);
ch->mana += (dam/10);
ch->hit += (dam/3);
/* Cap stats at their maxes */
if (ch->hit > (ch->max_hit))
ch->hit = ( ch->max_hit );
if (ch->mana > (ch->max_mana))
ch->mana = ( ch->max_mana );
if (ch->move > (ch->max_move))
ch->move = ( ch->max_move );
}
hp = victim->hit;
damage( ch, victim, dam, sn );
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[] =
{
60,
60, 60, 20, 60, 60, 65, 65, 65, 65, 65,
70, 70, 70, 70, 70, 75, 80, 85, 90, 95,
100, 105, 110, 115, 120, 122, 124, 126, 128, 130,
132, 134, 136, 138, 140, 142, 144, 146, 148, 150,
152, 154, 156, 158, 160, 162, 164, 166, 168, 170
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && !IS_SET(victim->act, PLR_VAMPIRE)) 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 ( (number_range(1,10) > 7) && !IS_NPC(ch)
&& ch->spl[0] >= 200
&& ch->spl[1] >= 200
&& ch->spl[2] >= 200
&& ch->spl[3] >= 200
&& ch->spl[4] >= 200 )
{
if (IS_NPC(victim))
{
dam *=(number_range(3,8));
dam +=90;
send_to_char("Your skin sparks with magical energy.\n\r",ch);
}
else
{
dam *=(number_range(2,4));
send_to_char("Your skin sparks with magical energy.\n\r",ch);
}
}
hp = victim->hit;
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_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) && number_percent() > 5)
victim->hit = hp;
return;
}
void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && !IS_SET(victim->act, PLR_VAMPIRE)) return;
dam = dice(6, 8);
if ( saves_spell( level, victim ) )
dam /= 2;
hp = victim->hit;
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_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) && number_percent() > 5 )
victim->hit = hp;
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( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *ich;
act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You conjure a cloud of purple smoke.\n\r", ch );
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) )
continue;
if ( ich == ch || saves_spell( level, ich ) )
continue;
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
REMOVE_BIT ( ich->affected_by, AFF_HIDE );
REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
return;
}
void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FLYING) )
return;
af.type = sn;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\n\r", victim );
act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
char_to_room( create_mobile( get_mob_index(MOB_VNUM_VAMPIRE) ),
ch->in_room );
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_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (ch->max_mana >= 5000 && ch->spl[0] >= 200
&& ch->spl[1] >= 200
&& ch->spl[2] >= 200
&& ch->spl[3] >= 200
&& ch->spl[4] >= 200 )
{
victim->hit = UMIN( victim->hit + 150, victim->max_hit );
update_pos( victim );
send_to_char( "A hot feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
victim->hit = UMIN( victim->hit + 100, victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(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;
dam = number_range( 30, 120 );
if ( saves_spell( level, victim ) )
dam /= 2;
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;
snprintf( buf, MAX_STRING_LENGTH,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %ld, value is %ld.\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->questmaker != NULL && strlen(obj->questmaker) > 1 &&
obj->questowner != NULL && strlen(obj->questowner) > 1)
{
snprintf( buf, MAX_STRING_LENGTH, "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)
{
snprintf( buf, MAX_STRING_LENGTH, "This object was created by %s.\n\r", obj->questmaker );
send_to_char( buf, ch );
}
else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
{
snprintf( buf, MAX_STRING_LENGTH, "This object is owned by %s.\n\r", obj->questowner );
send_to_char( buf, 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->quest, QUEST_INDEST))
send_to_char( "This item is indestructible.\n\r", ch );
if ( (obj->points > 0) || (obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM) )
{
snprintf( buf, MAX_STRING_LENGTH, "Quest points used: %d/%d.\n\r", (int)obj->points,
((ch->race+1)*10) + ((obj->pIndexData->vnum == OBJ_VNUM_PROTOPLASM) ? 1250 : 750) );
send_to_char( buf, ch );
}
switch ( obj->item_type )
{
case ITEM_PILL:
case ITEM_SCROLL:
case ITEM_POTION:
snprintf( buf, MAX_STRING_LENGTH, "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:
snprintf( buf, MAX_STRING_LENGTH, "Quest point value is %d.\n\r", obj->value[0] );
send_to_char( buf, ch );
break;
case ITEM_QUESTCARD:
snprintf( buf, MAX_STRING_LENGTH, "Quest completion reward is %d quest points.\n\r", obj->level );
send_to_char( buf, ch );
break;
case ITEM_WAND:
case ITEM_STAFF:
snprintf( buf, MAX_STRING_LENGTH, "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:
snprintf( buf, MAX_STRING_LENGTH, "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)
snprintf(buf,MAX_STRING_LENGTH, "%s is a minor spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 20)
snprintf(buf,MAX_STRING_LENGTH, "%s is a lesser spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 30)
snprintf(buf,MAX_STRING_LENGTH, "%s is an average spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 40)
snprintf(buf,MAX_STRING_LENGTH, "%s is a greater spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 50)
snprintf(buf,MAX_STRING_LENGTH, "%s is a major spell weapon.\n\r",capitalize(obj->short_descr));
else
snprintf(buf,MAX_STRING_LENGTH, "%s is a supreme spell weapon.\n\r",capitalize(obj->short_descr));
send_to_char(buf,ch);
}
if (itemtype == 1)
snprintf (buf, MAX_STRING_LENGTH, "This weapon is dripping with corrosive acid.\n\r");
else if (itemtype == 4)
snprintf (buf, MAX_STRING_LENGTH, "This weapon radiates an aura of darkness.\n\r");
else if (itemtype == 30)
snprintf (buf, MAX_STRING_LENGTH, "This ancient relic is the bane of all evil.\n\r");
else if (itemtype == 34)
snprintf (buf, MAX_STRING_LENGTH, "This vampiric weapon drinks the souls of its victims.\n\r");
else if (itemtype == 37)
snprintf (buf, MAX_STRING_LENGTH, "This weapon has been tempered in hellfire.\n\r");
else if (itemtype == 48)
snprintf (buf, MAX_STRING_LENGTH, "This weapon crackles with sparks of lightning.\n\r");
else if (itemtype == 53)
snprintf (buf, MAX_STRING_LENGTH, "This weapon is dripping with a dark poison.\n\r");
else if (itemtype > 0)
snprintf (buf, MAX_STRING_LENGTH, "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)
snprintf (buf, MAX_STRING_LENGTH, "This object radiates an aura of darkness.\n\r");
else if (itemtype == 27 || itemtype == 2)
snprintf (buf, MAX_STRING_LENGTH, "This item allows the wearer to see invisible things.\n\r");
else if (itemtype == 39 || itemtype == 3)
snprintf (buf, MAX_STRING_LENGTH, "This object grants the power of flight.\n\r");
else if (itemtype == 45 || itemtype == 1)
snprintf (buf, MAX_STRING_LENGTH, "This item allows the wearer to see in the dark.\n\r");
else if (itemtype == 46 || itemtype == 5)
snprintf (buf, MAX_STRING_LENGTH, "This object renders the wearer invisible to the human eye.\n\r");
else if (itemtype == 52 || itemtype == 6)
snprintf (buf, MAX_STRING_LENGTH, "This object allows the wearer to walk through solid doors.\n\r");
else if (itemtype == 54 || itemtype == 7)
snprintf (buf, MAX_STRING_LENGTH, "This holy relic protects the wearer from evil.\n\r");
else if (itemtype == 57 || itemtype == 8)
snprintf (buf, MAX_STRING_LENGTH, "This ancient relic protects the wearer in combat.\n\r");
else if (itemtype == 9)
snprintf (buf, MAX_STRING_LENGTH, "This crafty item allows the wearer to walk in complete silence.\n\r");
else if (itemtype == 10)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of lightning.\n\r");
else if (itemtype == 11)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of fire.\n\r");
else if (itemtype == 12)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of ice.\n\r");
else if (itemtype == 13)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of acid.\n\r");
else
snprintf (buf, MAX_STRING_LENGTH, "This item is bugged...please report it.\n\r");
if (itemtype > 0)
send_to_char( buf, ch );
break;
case ITEM_ARMOR:
snprintf( buf, MAX_STRING_LENGTH, "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)
snprintf (buf, MAX_STRING_LENGTH, "This object radiates an aura of darkness.\n\r");
else if (obj->value[3] == 27 || obj->value[3] == 2)
snprintf (buf, MAX_STRING_LENGTH, "This item allows the wearer to see invisible things.\n\r");
else if (obj->value[3] == 39 || obj->value[3] == 3)
snprintf (buf, MAX_STRING_LENGTH, "This object grants the power of flight.\n\r");
else if (obj->value[3] == 45 || obj->value[3] == 1)
snprintf (buf, MAX_STRING_LENGTH, "This item allows the wearer to see in the dark.\n\r");
else if (obj->value[3] == 46 || obj->value[3] == 5)
snprintf (buf, MAX_STRING_LENGTH, "This object renders the wearer invisible to the human eye.\n\r");
else if (obj->value[3] == 52 || obj->value[3] == 6)
snprintf (buf, MAX_STRING_LENGTH, "This object allows the wearer to walk through solid doors.\n\r");
else if (obj->value[3] == 54 || obj->value[3] == 7)
snprintf (buf, MAX_STRING_LENGTH, "This holy relic protects the wearer from evil.\n\r");
else if (obj->value[3] == 57 || obj->value[3] == 8)
snprintf (buf, MAX_STRING_LENGTH, "This ancient relic protects the wearer in combat.\n\r");
else if (obj->value[3] == 9)
snprintf (buf, MAX_STRING_LENGTH, "This crafty item allows the wearer to walk in complete silence.\n\r");
else if (obj->value[3] == 10)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of lightning.\n\r");
else if (obj->value[3] == 11)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of fire.\n\r");
else if (obj->value[3] == 12)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of ice.\n\r");
else if (obj->value[3] == 13)
snprintf (buf, MAX_STRING_LENGTH, "This powerful item surrounds its wearer with a shield of acid.\n\r");
else
snprintf (buf, MAX_STRING_LENGTH, "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 )
{
snprintf( buf, MAX_STRING_LENGTH, "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 )
{
snprintf( buf, MAX_STRING_LENGTH, "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
};
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;
if ( ch->max_mana > 5000 )
dam = dam + ( (dam / 10) * (ch->max_mana / 1000) );
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING) && number_percent() > 5)
victim->hit = hp;
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int count=0;
count = 0;
found = FALSE;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if(count>75) break;
if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) )
continue;
found = TRUE;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by != NULL )
{
snprintf( buf, MAX_INPUT_LENGTH, "%s carried by %s.\n\r",
obj->short_descr, PERS(in_obj->carried_by, ch) );
count++;
}
else
{
snprintf( buf, MAX_INPUT_LENGTH, "%s in %s.\n\r",
obj->short_descr, in_obj->in_room == NULL
? "somewhere" : in_obj->in_room->name );
count++;
}
if(strlen(buf) > MAX_STRING_LENGTH) return;
buf[0] = UPPER(buf[0]);
send_to_char( buf, ch );
}
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
};
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_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;
if ( saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
if ( ch->max_mana > 5000 )
af.modifier = 0 - (ch->max_mana / 2000);
else
af.modifier = -2;
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))
snprintf(buf,MAX_INPUT_LENGTH, "%s looks very sick as your poison takes affect.\n\r",victim->name);
else
snprintf(buf,MAX_INPUT_LENGTH, "%s looks very sick as your poison takes affect.\n\r",victim->short_descr);
send_to_char(buf,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;
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, victim->max_move );
send_to_char( "You feel less tired.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
one_argument( target_name, arg, MAX_INPUT_LENGTH );
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 );
}
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) != 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( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
}
return;
}
send_to_char( "No such creature or object to remove curse on.\n\r", ch );
return;
}
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 8 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura.\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo )
{
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( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] =
{
10,
10, 10, 15, 15, 15, 20, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) return;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
hp = victim->hit;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING) && number_percent() > 5 )
victim->hit = hp;
return;
}
void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SLEEP)
|| level < victim->level
|| ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SLEEP) && number_percent() > 5 )
|| ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
|| saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE(victim) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act( "$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;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\n\r", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL)
{
send_to_char( "You failed.\n\r", ch);
return;
}
if ( IS_NPC( victim))
{
/* summoning a mob is 1/4 of their max mana */
if ( ch->mana < ch->max_mana/4)
{
ch->mana += 50;
send_to_char( "You don't have enough mana.\n\r", ch);
return;
}
ch->mana -= ch->max_mana/4;
}
if ( victim == ch
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 2
|| victim->fighting != NULL
|| victim->in_room->area != ch->in_room->area
|| IS_SET( victim->in_room->room_flags, ROOM_NO_SUMMON )
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) && number_percent() > 5 )
|| IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "$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 = ch;
CHAR_DATA *mount;
ROOM_INDEX_DATA *pRoomIndex;
int to_room;
int xcount=0;
bool global_jump;
if ( ( victim->in_room == NULL )
|| IS_AFFECTED(ch, AFF_CURSE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) && number_percent() > 5)
|| ( victim != ch
&& ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
global_jump = ( ch->spl[0] >= 200
&& ch->spl[1] >= 200
&& ch->spl[2] >= 200
&& ch->spl[3] >= 200
&& ch->spl[4] >= 200
&& strcmp( target_name, "local"))
? TRUE : FALSE;
for ( ; ; )
{
xcount = xcount + 1;
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_AFFECTED(victim, AFF_SHADOWPLANE) && IS_SET(pRoomIndex->room_flags, ROOM_NO_SHADOWPLANE))
&& !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)
&& to_room != 30008 && to_room != 30002
&& ((victim->in_room->area_number == pRoomIndex->area_number) ||
global_jump))
break;
if(xcount > 3000)
{
send_to_char( "You failed to find a site to teleport to.\n\r",ch);
return;
}
}
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, get_room_index(ch->in_room->vnum) );
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, MAX_INPUT_LENGTH );
snprintf( buf1, MAX_STRING_LENGTH, "%s says '%s'.\n\r", speaker, target_name );
snprintf( buf2, MAX_STRING_LENGTH, "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;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
int hp;
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD)) return;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next )
{
int iWear;
obj_next = obj_lose->next_content;
if ( number_bits( 2 ) != 0 )
continue;
if (IS_SET(obj_lose->quest,QUEST_SPELLPROOF)) continue;
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if ( obj_lose->value[0] > 0 )
{
act( "$p is pitted and etched!",
victim, obj_lose, NULL, TO_CHAR );
if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
victim->armor -= apply_ac( obj_lose, iWear );
obj_lose->value[0] -= 1;
obj_lose->cost = 0;
if ( iWear != WEAR_NONE )
victim->armor += apply_ac( obj_lose, iWear );
}
break;
case ITEM_CONTAINER:
act( "$p fumes and dissolves!",
victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
break;
}
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, victim ) )
dam /= 2;
hp = victim->hit;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_ACID) && number_percent() > 5)
victim->hit = hp;
return;
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && !IS_SET(victim->act, PLR_VAMPIRE)) return;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL;
obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( number_bits( 2 ) != 0 )
continue;
if (IS_SET(obj_lose->quest,QUEST_SPELLPROOF)) continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_CONTAINER: msg = "$p ignites and burns!"; break;
case ITEM_POTION: msg = "$p bubbles and boils!"; break;
case ITEM_SCROLL: msg = "$p crackles and burns!"; break;
case ITEM_STAFF: msg = "$p smokes and chars!"; break;
case ITEM_WAND: msg = "$p sparks and sputters!"; break;
case ITEM_FOOD: msg = "$p blackens and crisps!"; break;
case ITEM_PILL: msg = "$p melts and drips!"; break;
}
act( msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
dam = number_range( 90, 250 );
if ( saves_spell( level, victim ) )
dam /= 2;
hp = victim->hit;
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_VAMPIRE) )
{
damage( ch, victim, (dam*2), sn );
hp = ((hp - victim->hit)/2) + victim->hit;
}
else
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT) && number_percent() > 5)
victim->hit = hp;
return;
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
int hp;
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD)) return;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL;
obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( number_bits( 2 ) != 0 )
continue;
if (IS_SET(obj_lose->quest,QUEST_SPELLPROOF)) continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_CONTAINER:
case ITEM_DRINK_CON:
case ITEM_POTION: msg = "$p freezes and shatters!"; break;
}
act( msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
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_SET(victim->act, PLR_VAMPIRE) )
dam /= 2;
hp = victim->hit;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD) && number_percent() > 5)
victim->hit = hp;
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 counter = 0;
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
if( counter>8 ) break;
vch_next = vch->next_in_room;
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
{
hpch = UMAX( 10, ch->hit );
if (!IS_NPC(ch) && ch->max_mana >= 5000)
{
dam = number_range( ch->max_mana/16, ch->max_mana/8 );
if (dam > 1500) dam = 1500;
}
else
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, vch ) )
dam /= 2;
if ( dam < 1 ) dam = 1;
damage( ch, vch, dam, sn );
if (!IS_NPC(vch) && IS_SET(vch->act, PLR_VAMPIRE) && vch->hit <= ((vch->max_hit)-dam) )
vch->hit = vch->hit + (dam/4);
counter++;
}
}
return;
}
void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
int hp;
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;
hp = victim->hit;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING) && number_percent() > 5)
victim->hit = hp;
return;
}
/* Extra spells written by KaVir. */
void spell_guardian( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
AFFECT_DATA af;
victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) );
victim->level = 5;
victim->hit = 20*level;
victim->max_hit = 20*level;
victim->hitroll = level;
victim->damroll = level;
victim->armor = 100 - (level*7);
send_to_char( "Ok.\n\r", ch );
do_say( ch, "Come forth, creature of darkness, and do my bidding!" );
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 $n.", ch, NULL, victim, TO_ROOM );
char_to_room( victim, ch->in_room );
add_follower( victim, ch );
af.type = sn;
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
return;
}
void spell_soulblade( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf [MAX_INPUT_LENGTH];
obj = create_object( get_obj_index( OBJ_VNUM_SOULBLADE ), 0 );
/* First we name the weapon */
free_string(obj->name);
snprintf(buf,MAX_INPUT_LENGTH, "%s soul blade",ch->name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
snprintf(buf,MAX_INPUT_LENGTH, "%s's soul blade",ch->name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
snprintf(buf,MAX_INPUT_LENGTH, "%s's soul blade is lying here.",ch->name);
obj->description=str_dup(buf);
obj->level = level;
obj->value[0] = 13034;
obj->value[1] = 10;
obj->value[2] = 20;
obj_to_char(obj,ch);
act("$p fades into existance in your hand.", ch, obj, NULL, TO_CHAR);
act("$p fades into existance in $n's hand.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_mana( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (ch->move < 50)
{
send_to_char("You are too exhausted to do that.\n\r", ch);
return;
}
ch->move = ch->move - 50;
victim->mana = UMIN( victim->mana + level + 10, victim->max_mana);
update_pos(ch);
update_pos(victim);
if (ch == victim)
{
send_to_char("You draw in energy from your surrounding area.\n\r",
ch);
act("$n draws in energy from $s surrounding area.\n\r", ch, NULL, NULL,
TO_ROOM);
return;
}
act("You draw in energy from around you and channel it into $N.\n\r",
ch, NULL, victim, TO_CHAR);
act("$n draws in energy and channels it into $N.\n\r",
ch, NULL, victim, TO_NOTVICT);
act("$n draws in energy and channels it into you.\n\r",
ch, NULL, victim, TO_VICT);
return;
}
void spell_frenzy( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( ch->position == POS_FIGHTING || 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 );
send_to_char( "You are consumed with rage!\n\r", victim );
if (!IS_NPC(ch)) do_beastlike(ch,"");
return;
}
void spell_darkblessing( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int temp_mana = ( ch->max_mana );
if ( ch->position == POS_FIGHTING || is_affected( victim, sn ) )
return;
af.type = sn;
if ( temp_mana > 5000 )
af.duration = (level / 2) + (temp_mana / 1000);
else
af.duration = level / 2;
af.location = APPLY_HITROLL;
if ( temp_mana > 25999 )
temp_mana = 25999;
if ( temp_mana > 5000 )
af.modifier = 1 + (level / (14 - (temp_mana / 2000)));
else if ( level > 15 )
af.modifier = 1 + level / 14;
else
af.modifier = 1;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
if ( temp_mana > 5000 )
af.modifier = 1 + (level / (14 - (temp_mana / 2000)));
else
af.modifier = 1 + level / 14;
affect_to_char( victim, &af );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
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, MAX_INPUT_LENGTH );
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(ch)
|| IS_NPC(victim)
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON))
|| (!IS_NPC(ch) && !IS_IMMUNE(ch, IMM_SUMMON))
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
/* world wide portal for GS in all players, added by Archon */
|| ((victim->in_room->area_number != ch->in_room->area_number) &&
(ch->spl[0] != 200 ||
ch->spl[1] != 200 ||
ch->spl[2] != 200 ||
ch->spl[3] != 200 ||
ch->spl[4] != 200 ))
|| IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| ch->in_room->area_number == 111
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
|| victim->in_room->vnum == ch->in_room->vnum
|| (IS_AFFECTED(ch, AFF_SHADOWPLANE) && !IS_AFFECTED(victim, AFF_SHADOWPLANE))
|| (!IS_AFFECTED(ch, AFF_SHADOWPLANE) && IS_AFFECTED(victim, AFF_SHADOWPLANE)) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
duration = number_range(1,2);
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, MAX_INPUT_LENGTH );
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;
}
if (obj->value[2] == 12) snprintf(part1, MAX_INPUT_LENGTH, "head %s",victim->name);
else if (obj->value[2] == 13) snprintf(part1, MAX_INPUT_LENGTH, "heart %s",victim->name);
else if (obj->value[2] == 14) snprintf(part1, MAX_INPUT_LENGTH, "arm %s",victim->name);
else if (obj->value[2] == 15) snprintf(part1, MAX_INPUT_LENGTH, "leg %s",victim->name);
else if (obj->value[2] == 30004) snprintf(part1, MAX_INPUT_LENGTH, "entrails %s",victim->name);
else if (obj->value[2] == 30005) snprintf(part1, MAX_INPUT_LENGTH, "brain %s",victim->name);
else if (obj->value[2] == 30006) snprintf(part1, MAX_INPUT_LENGTH, "eye eyeball %s",victim->name);
else if (obj->value[2] == 30012) snprintf(part1, MAX_INPUT_LENGTH, "face %s",victim->name);
else if (obj->value[2] == 30013) snprintf(part1, MAX_INPUT_LENGTH, "windpipe %s",victim->name);
else if (obj->value[2] == 30014) snprintf(part1, MAX_INPUT_LENGTH, "cracked head %s",victim->name);
else if (obj->value[2] == 30025) snprintf(part1, MAX_INPUT_LENGTH, "ear %s",victim->name);
else if (obj->value[2] == 30026) snprintf(part1, MAX_INPUT_LENGTH, "nose %s",victim->name);
else if (obj->value[2] == 30027) snprintf(part1, MAX_INPUT_LENGTH, "tooth %s",victim->name);
else if (obj->value[2] == 30028) snprintf(part1, MAX_INPUT_LENGTH, "tongue %s",victim->name);
else if (obj->value[2] == 30029) snprintf(part1, MAX_INPUT_LENGTH, "hand %s",victim->name);
else if (obj->value[2] == 30030) snprintf(part1, MAX_INPUT_LENGTH, "foot %s",victim->name);
else if (obj->value[2] == 30031) snprintf(part1, MAX_INPUT_LENGTH, "thumb %s",victim->name);
else if (obj->value[2] == 30032) snprintf(part1, MAX_INPUT_LENGTH, "index finger %s",victim->name);
else if (obj->value[2] == 30033) snprintf(part1, MAX_INPUT_LENGTH, "middle finger %s",victim->name);
else if (obj->value[2] == 30034) snprintf(part1, MAX_INPUT_LENGTH, "ring finger %s",victim->name);
else if (obj->value[2] == 30035) snprintf(part1, MAX_INPUT_LENGTH, "little finger %s",victim->name);
else if (obj->value[2] == 30036) snprintf(part1, MAX_INPUT_LENGTH, "toe %s",victim->name);
else
{
snprintf(buf, MAX_INPUT_LENGTH, "%s isn't a part of %s!\n\r",obj->name,victim->name);
send_to_char( buf, ch );
return;
}
snprintf(part2, MAX_INPUT_LENGTH, obj->name);
if ( str_cmp(part1,part2) )
{
snprintf(buf, MAX_INPUT_LENGTH, "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 $n's hand in a puff of smoke.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
obj = create_object( get_obj_index( OBJ_VNUM_VOODOO_DOLL ), 0 );
snprintf(buf, MAX_INPUT_LENGTH, "%s voodoo doll",victim->name);
free_string(obj->name);
obj->name=str_dup(buf);
snprintf(buf, MAX_INPUT_LENGTH, "a voodoo doll of %s",victim->name);
free_string(obj->short_descr);
obj->short_descr=str_dup(buf);
snprintf(buf, MAX_INPUT_LENGTH, "A voodoo doll of %s lies here.",victim->name);
free_string(obj->description);
obj->description=str_dup(buf);
obj_to_char(obj,ch);
equip_char(ch,obj,worn);
act("$p appears in your hand.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hand.", ch, obj, NULL, TO_ROOM);
ch->practice -= 5;
return;
}
void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
target_name = one_argument( target_name, arg1, MAX_INPUT_LENGTH );
target_name = one_argument( target_name, arg2, MAX_INPUT_LENGTH );
if ( arg1[0] == '\0' )
{
send_to_char( "Transport which object?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "Transport who whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that item.\n\r", ch );
return;
}
if ( obj->item_type == ITEM_CONTAINER)
{
send_to_char( "You cannot transport containers.\n\r", ch );
return;
}
if ( (IS_SET(victim->in_room->room_flags, ROOM_NO_TRANSPORT))
|| ((ch->level<LEVEL_SEER) && (IS_SET(victim->act, PLR_NOTRANS))) )
{
send_to_char("Something is blocking the transport.\n\r",ch);
return;
}
act("$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);
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, MAX_INPUT_LENGTH );
target_name = one_argument( target_name, arg2, MAX_INPUT_LENGTH );
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, 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 ) ) == 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);
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 $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(victim,BROKEN_NOSE))
{
act("$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))
{
act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND))
{
act("$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))
{
act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND))
{
act("$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))
{
act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND))
{
act("$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))
{
act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND))
{
act("$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))
{
act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND))
{
act("$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))
{
act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT);
}
else send_to_char("They have no bones to mend.\n\r",ch);
return;
}
void spell_quest( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_INDEX_DATA *pObjIndex;
OBJ_DATA *obj;
if (ch->practice < 1)
{
send_to_char( "It costs at least 1 point of primal energy to create a quest card.\n\r", ch );
return;
}
if ( (pObjIndex = get_obj_index( OBJ_VNUM_QUESTCARD )) == NULL)
{
send_to_char("Missing object, please inform Joker.\n\r",ch);
return;
}
if (ch->in_room == NULL) return;
obj = create_object(pObjIndex, 0);
obj_to_char(obj, ch);
quest_object(ch,obj);
if (ch->practice >= 100) {ch->practice -= 100; obj->level = 100;}
else {obj->level = ch->practice; ch->practice = 0;}
act("$p fades into existance in your hands.",ch,obj,NULL,TO_CHAR);
act("$p fades into existance in $n's hands.",ch,obj,NULL,TO_ROOM);
/* now claim it */
if (obj->questowner != NULL)
free_string(obj->questowner);
obj->questowner = str_dup(ch->name);
act("You are now the owner of $p.",ch,obj,NULL,TO_CHAR);
act("$n is now the owner of $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_minor_creation( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char itemkind[10];
int itemtype;
target_name = one_argument( target_name, arg, MAX_INPUT_LENGTH );
if ( ch->mana < ch->max_mana/4)
{
ch->mana += 50;
send_to_char( "You don't have enough mana.\n\r", ch);
return;
}
ch->mana -= ch->max_mana/4;
if (!str_cmp(arg,"potion")) {itemtype = ITEM_POTION;snprintf(itemkind,10,"potion");}
else if (!str_cmp(arg,"scroll")) {itemtype = ITEM_SCROLL;snprintf(itemkind,10,"scroll");}
else if (!str_cmp(arg,"wand" )) {itemtype = ITEM_WAND;snprintf(itemkind,10,"wand");}
else if (!str_cmp(arg,"staff" )) {itemtype = ITEM_STAFF;snprintf(itemkind,10,"staff");}
else if (!str_cmp(arg,"pill" )) {itemtype = ITEM_PILL;snprintf(itemkind,10,"pill");}
else
{
send_to_char( "Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n\r", ch );
return;
}
obj = create_object( get_obj_index( OBJ_VNUM_PROTOPLASM ), 0 );
obj->item_type = itemtype;
/* FIX FOR CRASH BUG - ARCHON */
if ( obj->item_type == ITEM_WAND || obj->item_type == ITEM_STAFF )
obj->value[1] = 1;
snprintf(buf, MAX_INPUT_LENGTH, "%s %s",ch->name,itemkind);
free_string(obj->name);
obj->name=str_dup(buf);
snprintf(buf, MAX_INPUT_LENGTH, "%s's %s",ch->name, itemkind);
free_string(obj->short_descr);
obj->short_descr=str_dup(buf);
snprintf(buf, MAX_INPUT_LENGTH, "%s's %s lies here.",ch->name,itemkind);
free_string(obj->description);
obj->description=str_dup(buf);
obj->weight=5;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker=str_dup(ch->name);
obj_to_char( obj, ch );
act( "$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, MAX_INPUT_LENGTH );
target_name = one_argument( target_name, arg2, MAX_INPUT_LENGTH );
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[ch->class] ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if( sn == 70 || sn == 6 || sn == 32 || sn == 84)
{
send_to_char( "You cannot brew that spell.\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 ) ) == 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 == 1)
{
send_to_char( "You cannot brew red spells.\n\r",ch);
return;
}
if ( skill_table[sn].target == 0 )
{
obj->value[0] = ch->spl[0]/4;snprintf(col,10,"purple");
}
else if ( skill_table[sn].target == 1 )
{
obj->value[0] = ch->spl[1]/4;snprintf(col,10,"red");
}
else if ( skill_table[sn].target == 2 )
{
obj->value[0] = ch->spl[2]/4;snprintf(col,10,"blue");
}
else if ( skill_table[sn].target == 3 )
{
obj->value[0] = ch->spl[3]/4;snprintf(col,10,"green");
}
else if ( skill_table[sn].target == 4 )
{
obj->value[0] = ch->spl[4]/4;snprintf(col,10,"yellow");
}
else
{
send_to_char( "Oh dear...big bug...please inform The Admin.\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);
snprintf(buf, MAX_INPUT_LENGTH, "%s potion %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
snprintf(buf, MAX_INPUT_LENGTH, "%s's %s potion of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
snprintf(buf, MAX_INPUT_LENGTH, "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, MAX_INPUT_LENGTH );
target_name = one_argument( target_name, arg2, MAX_INPUT_LENGTH );
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[ch->class] ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if( sn == 70 || sn == 6 || sn == 32 || sn == 84)
{
send_to_char( "You cannot brew that spell.\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 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if( !str_cmp(strlower(arg2), "guardian"))
{
send_to_char("You cannot do 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 == 1)
{
send_to_char( "You cannot use red spells for this.\n\r",ch);
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;snprintf(col,10,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;snprintf(col,10,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;snprintf(col,10,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;snprintf(col,10,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;snprintf(col,10,"yellow");}
else
{
send_to_char( "**BUG** eeeeep find a coder!\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);
snprintf(buf, MAX_INPUT_LENGTH, "%s scroll %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
snprintf(buf, MAX_INPUT_LENGTH, "%s's %s scroll of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
snprintf(buf, MAX_INPUT_LENGTH, "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, MAX_INPUT_LENGTH );
target_name = one_argument( target_name, arg2, MAX_INPUT_LENGTH );
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[ch->class] ) )
{
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( !str_cmp(strlower(arg2), "guardian"))
{
send_to_char("You cannot do that.\n\r",ch);
return;
}
if( !str_cmp(strlower(arg2), "mount"))
{
send_to_char("You cannot do that.\n\r",ch);
return;
}
if( !str_cmp(strlower(arg2), "clone"))
{
send_to_char("You cannot do that.\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == 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] != 1 ||
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;snprintf(col,10,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;snprintf(col,10,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;snprintf(col,10,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;snprintf(col,10,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;snprintf(col,10,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform KaVir.\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);
snprintf(buf, MAX_INPUT_LENGTH, "%s wand %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
snprintf(buf, MAX_INPUT_LENGTH, "%s's %s wand of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
snprintf(buf, MAX_INPUT_LENGTH, "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, MAX_INPUT_LENGTH );
target_name = one_argument( target_name, arg2, MAX_INPUT_LENGTH );
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( !str_cmp(strlower(arg2), "guardian"))
{
send_to_char("You cannot do that.\n\r",ch);
return;
}
if( !str_cmp(strlower(arg2), "mount"))
{
send_to_char("You cannot do that.\n\r",ch);
return;
}
if( !str_cmp(strlower(arg2), "clone"))
{
send_to_char("You cannot do that.\n\r",ch);
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level[ch->class] ) )
{
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 ) ) == 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] != 1 ||
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 == 0 )
{obj->value[0] = (ch->spl[0]+1)/4;snprintf(col,10,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = (ch->spl[1]+1)/4;snprintf(col,10,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = (ch->spl[2]+1)/4;snprintf(col,10,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = (ch->spl[3]+1)/4;snprintf(col,10,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = (ch->spl[4]+1)/4;snprintf(col,10,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform KaVir.\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);
snprintf(buf, MAX_INPUT_LENGTH, "%s staff %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
snprintf(buf, MAX_INPUT_LENGTH, "%s's %s staff of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
snprintf(buf, MAX_INPUT_LENGTH, "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, MAX_INPUT_LENGTH );
target_name = one_argument( target_name, arg2, MAX_INPUT_LENGTH );
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[ch->class] ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if( sn == 70 || sn == 6 || sn == 32 || sn == 84)
{
send_to_char( "You cannot brew that spell.\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 ) ) == 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( !str_cmp(strlower(arg2), "guardian"))
{
send_to_char("You cannot do that.\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 == 1)
{
send_to_char( "You cannot use red spells for this.\n\r",ch);
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;snprintf(col,10, "purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;snprintf(col,10,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;snprintf(col,10,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;snprintf(col,10,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;snprintf(col,10,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform KaVir.\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);
snprintf(buf, MAX_INPUT_LENGTH, "%s pill %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
snprintf(buf, MAX_INPUT_LENGTH, "%s's %s pill of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
snprintf(buf, MAX_INPUT_LENGTH, "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;
victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) );
victim->level = 5;
victim->armor = 0 - (2*(level+1));
victim->hitroll = level;
victim->damroll = level;
victim->hit = 100*level;
victim->max_hit = 100*level;
SET_BIT(victim->affected_by,AFF_FLYING);
if (IS_GOOD(ch) && !IS_SET(ch->act, PLR_VAMPIRE))
{
free_string(victim->name);
victim->name = str_dup("mount white horse pegasus");
snprintf(buf, MAX_INPUT_LENGTH, "%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) && !IS_SET(ch->act, PLR_VAMPIRE))
{
free_string(victim->name);
victim->name = str_dup("mount griffin");
snprintf(buf, MAX_INPUT_LENGTH, "%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 if ( !str_cmp(ch->clan, "Ventrue"))
{
free_string(victim->name);
victim->name = str_dup("mount gold golden dragon");
snprintf(buf, MAX_INPUT_LENGTH, "%s's golden dragon",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A magnificent golden dragon stands here.\n\r");
}
else if ( !str_cmp(ch->clan, "Gangrel"))
{
free_string(victim->name);
victim->name = str_dup("mount wolf spectral");
snprintf(buf, MAX_INPUT_LENGTH, "%s's spectral wolf",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A huge spectral wolf hovers here.\n\r");
}
else if ( !str_cmp(ch->clan, "Nosferatu"))
{
free_string(victim->name);
victim->name = str_dup("mount eagle giant");
snprintf(buf, MAX_INPUT_LENGTH, "%s's giant eagle",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, golden eagle stands here.\n\r");
}
else if ( !str_cmp(ch->clan, "Brujah"))
{
free_string(victim->name);
victim->name = str_dup("mount wyvern vicious ");
snprintf(buf, MAX_INPUT_LENGTH, "%s's vicious wyvern",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A trained battle wyvern stands here.\n\r");
}
else if ( !str_cmp(ch->clan, "Toreador"))
{
free_string(victim->name);
victim->name = str_dup("mount drake fire firedrake");
snprintf(buf, MAX_INPUT_LENGTH, "%s's firedrake",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 firedrake stands here.\n\r");
}
else if ( !str_cmp(ch->clan, "Cappadocian"))
{
free_string(victim->name);
victim->name = str_dup("mount dracolich");
snprintf(buf, MAX_INPUT_LENGTH, "%s's skeletal dracolich",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A distinctly undead dracolich stands here.\n\r");
}
else if ( !str_cmp(ch->clan, "Malkavian"))
{
free_string(victim->name);
victim->name = str_dup("mount pig flying");
snprintf(buf, MAX_INPUT_LENGTH, "%s's flying pig",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A winged pig stands here.\n\r");
}
else if ( !str_cmp(ch->clan, "Tremere"))
{
free_string(victim->name);
victim->name = str_dup("mount steed elemental");
snprintf(buf, MAX_INPUT_LENGTH, "%s's elemental steed",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 horse of elemental fire stands here.\n\r");
}
else if ( !str_cmp(ch->clan, "Caitiff"))
{
free_string(victim->name);
victim->name = str_dup("mount giant raven");
snprintf(buf, MAX_INPUT_LENGTH, "%s's giant raven",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A huge, bright eyed, raven stands here.\n\r");
}
else
{
free_string(victim->name);
victim->name = str_dup("mount black horse nightmare");
snprintf(buf, MAX_INPUT_LENGTH, "%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");
}
act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
char_to_room( victim, ch->in_room );
return;
}
void spell_scan( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->condition < 100 && can_see_obj( ch, obj ) )
{
found = TRUE;
act("$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 ( 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_clone( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
/* AFFECT_DATA af; */
char buf[MAX_INPUT_LENGTH];
victim=create_mobile( get_mob_index( MOB_VNUM_CLONE ) );
victim->level = 5;
victim->hit = 20*level;
victim->max_hit = 20*level;
victim->hitroll = level;
victim->damroll = level;
victim->armor = 100 - (level*7);
free_string(victim->name);
snprintf(buf, MAX_INPUT_LENGTH, "%s clone", ch->name);
victim->name=str_dup("clone");
free_string(victim->long_descr);
snprintf(buf, MAX_INPUT_LENGTH, "%s is standing here.\n\r", ch->name);
victim->long_descr=str_dup(buf);
free_string(victim->short_descr);
snprintf(buf, MAX_INPUT_LENGTH, "%s", ch->name);
victim->short_descr=str_dup(buf);
send_to_char( "A mirror image of you appears from the shadows.\n\r",ch );
act( "A clone of $N appears from the shadows.", 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_reveal( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( IS_NPC(ch) ) return;
if ( !IS_NPC(victim) && !IS_SET(victim->act, PLR_VAMPIRE)
&& IS_SET(victim->vampaff, VAM_MORTAL))
{
SET_BIT(victim->act, PLR_VAMPIRE);
REMOVE_BIT(victim->vampaff, VAM_MORTAL);
send_to_char( "The beast is revealed!\n\r", ch);
victim->pcdata->condition[COND_THIRST] = 1;
}
return;
}