/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/***************************************************************************
* ROT 1.4 is copyright 1996-1997 by Russ Walsh *
* By using this code, you have agreed to follow the terms of the *
* ROT license, in the file doc/rot.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
/* command procedures needed */
DECLARE_DO_FUN(do_look );
DECLARE_DO_FUN(do_wear );
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA *ch, int sn ) );
/* imported functions */
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
/*
* Lookup a skill by name.
*/
int skill_lookup( const char *name )
{
int sn;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix( name, skill_table[sn].name ) )
return sn;
}
return -1;
}
int find_spell( CHAR_DATA *ch, const char *name )
{
/* finds a spell the character can cast if possible */
int sn, found = -1;
if (IS_NPC(ch))
return skill_lookup(name);
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if (skill_table[sn].name == NULL)
break;
if (LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix(name,skill_table[sn].name))
{
if ( found == -1)
found = sn;
if (ch->level >= skill_table[sn].skill_level[ch->class]
&& ch->pcdata->learned[sn] > 0)
return sn;
}
}
return found;
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup( int slot )
{
extern bool fBootDb;
int sn;
if ( slot <= 0 )
return -1;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( slot == skill_table[sn].slot )
return sn;
}
if ( fBootDb )
{
bug( "Slot_lookup: bad slot %d.", slot );
abort( );
}
return -1;
}
/*
* Utter mystical words for an sn.
*/
void say_spell( CHAR_DATA *ch, int sn )
{
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
CHAR_DATA *rch;
char *pName;
int iSyl;
int length;
struct syl_type
{
char * old;
char * new;
};
static const struct syl_type syl_table[] =
{
{ " ", " " },
{ "ar", "abra" },
{ "au", "kada" },
{ "bless", "fido" },
{ "blind", "nose" },
{ "bur", "mosa" },
{ "cu", "judi" },
{ "de", "oculo" },
{ "en", "unso" },
{ "light", "dies" },
{ "lo", "hi" },
{ "mor", "zak" },
{ "move", "sido" },
{ "ness", "lacri" },
{ "ning", "illa" },
{ "per", "duda" },
{ "ra", "gru" },
{ "fresh", "ima" },
{ "re", "candus" },
{ "son", "sabru" },
{ "tect", "infra" },
{ "tri", "cula" },
{ "ven", "nofo" },
{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" },
{ "", "" }
};
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( syl_table[iSyl].old, pName ) )
{
strcat( buf, syl_table[iSyl].new );
break;
}
}
if ( length == 0 )
length = 1;
}
sprintf( buf2, "$n utters the words, '%s'.", buf );
sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name );
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
{
if ( rch != ch )
act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT );
}
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell( int level, CHAR_DATA *victim, int dam_type )
{
int save;
save = 50 + ( victim->level - level) * 5 - victim->saving_throw * 2;
if (IS_AFFECTED(victim,AFF_BERSERK))
save += victim->level/2;
switch(check_immune(victim,dam_type))
{
case IS_IMMUNE: return TRUE;
case IS_RESISTANT: save += 2; break;
case IS_VULNERABLE: save -= 2; break;
}
if (!IS_NPC(victim) && class_table[victim->class].fMana)
save = 9 * save / 10;
save = URANGE( 5, save, 95 );
return number_percent( ) < save;
}
/* RT save for dispels */
bool saves_dispel( int dis_level, int spell_level, int duration)
{
int save;
if (duration == -1)
spell_level += 5;
/* very hard to dispel permanent effects */
save = 50 + (spell_level - dis_level) * 5;
save = URANGE( 5, save, 95 );
return number_percent( ) < save;
}
/* co-routine for dispel magic and cancellation */
bool check_dispel( int dis_level, CHAR_DATA *victim, int sn)
{
AFFECT_DATA *af;
if (is_affected(victim, sn))
{
for ( af = victim->affected; af != NULL; af = af->next )
{
if ( af->type == sn )
{
if (!saves_dispel(dis_level,af->level,af->duration))
{
affect_strip(victim,sn);
if ( skill_table[sn].msg_off )
{
send_to_char( skill_table[sn].msg_off, victim );
send_to_char( "\n\r", victim );
}
return TRUE;
}
else
af->level--;
}
}
}
return FALSE;
}
/* for finding mana costs -- temporary version */
int mana_cost (CHAR_DATA *ch, int min_mana, int level)
{
if (ch->level + 2 == level)
return 1000;
return UMAX(min_mana,(100/(2 + ch->level - level)));
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
char *third_name;
void do_cast( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int target;
/*
* Switched NPC's can cast spells, but others can't.
*/
if ( IS_NPC(ch) && ch->desc == NULL)
return;
target_name = one_argument( argument, arg1 );
third_name = one_argument( target_name, arg2 );
strcpy( target_name, arg2 );
one_argument( third_name, arg3 );
if ( arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\n\r", ch );
return;
}
if (ch->stunned)
{
send_to_char("You're still a little woozy.\n\r",ch);
return;
}
if ( ( sn = find_spell( ch,arg1 ) ) < 0
|| ( !IS_NPC(ch) && (ch->level < skill_table[sn].skill_level[ch->class]
|| ch->pcdata->learned[sn] == 0)))
{
send_to_char( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
if (ch->level + 2 == skill_table[sn].skill_level[ch->class])
mana = 50;
else
mana = UMAX(
skill_table[sn].min_mana,
100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );
if (!strcmp(skill_table[sn].name, "restore mana") )
mana = 1;
/*
* Locate targets.
*/
victim = NULL;
obj = NULL;
vo = NULL;
target = TARGET_NONE;
switch ( skill_table[sn].target )
{
default:
bug( "Do_cast: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
break;
case TAR_CHAR_OFFENSIVE:
if ( arg2[0] == '\0' )
{
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "Cast the spell on whom?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
/*
if ( ch == victim )
{
send_to_char( "You can't do that to yourself.\n\r", ch );
return;
}
*/
if ( !IS_NPC(ch) )
{
if (is_safe(ch,victim) && victim != ch)
{
send_to_char("Not on that target.\n\r",ch);
return;
}
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own follower.\n\r",
ch );
return;
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !skill_table[sn].socket )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("Spell failed.\n\r",ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !skill_table[sn].socket )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("Spell failed.\n\r",ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_SELF:
if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) )
{
send_to_char( "You cannot cast this spell on another.\n\r", ch );
return;
}
vo = (void *) ch;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if ( arg2[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, target_name ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
break;
case TAR_OBJ_CHAR_OFF:
if (arg2[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char("Cast the spell on whom or what?\n\r",ch);
return;
}
target = TARGET_CHAR;
}
else if ((victim = get_char_room(ch,target_name)) != NULL)
{
target = TARGET_CHAR;
}
if (target == TARGET_CHAR) /* check the sanity of the attack */
{
if(is_safe_spell(ch,victim,FALSE) && victim != ch)
{
send_to_char("Not on that target.\n\r",ch);
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own follower.\n\r",
ch );
return;
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !skill_table[sn].socket )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("Spell failed.\n\r",ch);
return;
}
vo = (void *) victim;
}
else if ((obj = get_obj_here(ch,target_name)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
break;
case TAR_OBJ_CHAR_DEF:
if (arg2[0] == '\0')
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if ((victim = get_char_room(ch,target_name)) != NULL)
{
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !skill_table[sn].socket )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("Spell failed.\n\r",ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
}
else if ((obj = get_obj_carry(ch,target_name)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
break;
case TAR_OBJ_TRAN:
if (arg2[0] == '\0')
{
send_to_char("Transport what to whom?\n\r",ch);
return;
}
if (arg3[0] == '\0')
{
send_to_char("Transport it to whom?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, target_name ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, third_name ) ) == NULL
|| IS_NPC(victim) )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
if ( obj->wear_loc != WEAR_NONE )
{
send_to_char( "You must remove it first.\n\r", ch );
return;
}
if (IS_SET(victim->act,PLR_NOTRAN)
&& ch->level < SQUIRE )
{
send_to_char( "They don't want it.\n\r", ch);
return;
}
if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) )
{
act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR );
return;
}
if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) )
{
act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR );
return;
}
if ( !can_see_obj( victim, obj ) )
{
act( "$N can't see it.", ch, NULL, victim, TO_CHAR );
return;
}
if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) )
&& ( !IS_IMMORTAL( ch ) )
&& ( !IS_IMMORTAL( victim ) )
&& ( ch != victim )
&& ( !skill_table[sn].socket )
&& ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) )
{
send_to_char("Spell failed.\n\r",ch);
return;
}
WAIT_STATE( ch, skill_table[sn].beats );
if ( !can_drop_obj( ch, obj ) || IS_OBJ_STAT(obj,ITEM_QUEST) )
{
send_to_char( "It seems happy where it is.\n\r", ch);
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 3;
return;
}
if ((obj->pIndexData->vnum == OBJ_VNUM_VOODOO)
&& (ch->level <= HERO))
{
send_to_char( "You can't transport voodoo dolls.\n\r",ch);
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 3;
return;
}
if ( number_percent( ) > get_skill(ch,sn) )
{
send_to_char( "You lost your concentration.\n\r", ch );
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
obj_from_char( obj );
obj_to_char( obj, victim );
act( "$p glows {Ggreen{x, then disappears.", ch, obj, victim, TO_CHAR);
act( "$p suddenly appears in your inventory.", ch, obj, victim, TO_VICT);
act( "$p glows {Ggreen{x, then disappears from $n's inventory.", ch, obj, victim, TO_NOTVICT);
check_improve(ch,sn,TRUE,1);
if (IS_OBJ_STAT(obj,ITEM_FORCED)
&& (victim->level <= HERO) ) {
do_wear(victim, obj->name);
}
}
return;
break;
}
if ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
say_spell( ch, sn );
WAIT_STATE( ch, skill_table[sn].beats );
if ( number_percent( ) > get_skill(ch,sn) )
{
send_to_char( "You lost your concentration.\n\r", ch );
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
if (IS_NPC(ch) || class_table[ch->class].fMana)
/* class has spells */
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo,target);
else
(*skill_table[sn].spell_fun) (sn, 3 * ch->level/4, ch, vo,target);
check_improve(ch,sn,TRUE,1);
}
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
&& 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;
int target = TARGET_NONE;
if ( sn <= 0 )
return;
if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Obj_cast_spell: bad sn %d.", sn );
return;
}
if (ch->fighting != NULL)
{
WAIT_STATE( ch, skill_table[sn].beats );
}
switch ( skill_table[sn].target )
{
default:
bug( "Obj_cast_spell: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
vo = NULL;
break;
case TAR_CHAR_OFFENSIVE:
if ( victim == NULL )
victim = ch->fighting;
if ( victim == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if (is_safe(ch,victim) && ch != victim)
{
send_to_char("Something isn't right...\n\r",ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
case TAR_CHAR_SELF:
if ( victim == NULL )
victim = ch;
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if ( obj == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
break;
case TAR_OBJ_CHAR_OFF:
if ( victim == NULL && obj == NULL)
{
if (ch->fighting != NULL)
victim = ch->fighting;
else
{
send_to_char("You can't do that.\n\r",ch);
return;
}
}
if (victim != NULL)
{
if (is_safe_spell(ch,victim,FALSE) && ch != victim)
{
send_to_char("Somehting isn't right...\n\r",ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
}
else
{
vo = (void *) obj;
target = TARGET_OBJ;
}
break;
case TAR_OBJ_CHAR_DEF:
if (victim == NULL && obj == NULL)
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if (victim != NULL)
{
vo = (void *) victim;
target = TARGET_CHAR;
}
else
{
vo = (void *) obj;
target = TARGET_OBJ;
}
break;
}
target_name = "";
(*skill_table[sn].spell_fun) ( sn, level, ch, vo,target);
if ( (skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
&& victim != ch
&& victim->master != ch )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Spell functions.
*/
void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
dam = dice( level, 12 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
damage_old( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already armored.\n\r",ch);
else
act("$N is already armored.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel someone protecting you.\n\r", victim );
if ( ch != victim )
act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
{
act("$p is already blessed.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_OBJ_STAT(obj,ITEM_EVIL))
{
AFFECT_DATA *paf;
paf = affect_find(obj->affected,gsn_curse);
if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
{
if (paf != NULL)
affect_remove_obj(obj,paf);
act("$p glows a pale blue.",ch,obj,NULL,TO_ALL);
REMOVE_BIT(obj->extra_flags,ITEM_EVIL);
return;
}
else
{
act("The evil of $p is too powerful for you to overcome.",
ch,obj,NULL,TO_CHAR);
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 6 + level;
af.location = APPLY_SAVES;
af.modifier = -1;
af.bitvector = ITEM_BLESS;
affect_to_obj(obj,&af);
act("$p glows with a holy aura.",ch,obj,NULL,TO_ALL);
return;
}
/* character target */
victim = (CHAR_DATA *) vo;
if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already blessed.\n\r",ch);
else
act("$N already has divine favor.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6+level;
af.location = APPLY_HITROLL;
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char( victim, &af );
send_to_char( "You feel righteous.\n\r", victim );
if ( ch != victim )
act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell(level,victim,DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1+level;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_burning_hands(int sn,int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 14, 15,
17, 18, 20, 21, 23, 24, 26, 27, 28, 29,
29, 29, 29, 29, 30, 30, 30, 30, 31, 31,
31, 31, 32, 32, 32, 32, 33, 33, 33, 33,
34, 34, 34, 34, 35, 35, 35, 35, 36, 36,
36, 36, 37, 37, 37, 37, 38, 38, 38, 38,
39, 39, 39, 39, 40, 40, 40, 40, 41, 41,
41, 41, 42, 42, 42, 42, 43, 43, 43, 43,
44, 44, 44, 44, 45, 45, 45, 45, 46, 46,
46, 46, 47, 47, 47, 47, 48, 48, 48, 48
};
int dam;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_FIRE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_FIRE,TRUE);
return;
}
void spell_call_lightning( int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if ( !IS_OUTSIDE(ch) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return;
}
if ( weather_info.sky < SKY_RAINING )
{
send_to_char( "You need bad weather.\n\r", ch );
return;
}
dam = dice(level/2, 8);
act( "$g's {Ylightning{x strikes your foes!", ch, NULL, NULL, TO_CHAR );
act( "$n calls $g's {Ylightning{x to strike $s foes!",
ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( vch ) ) )
{
ch->attacker = TRUE;
vch->attacker = FALSE;
}
damage_old( ch, vch, saves_spell( level,vch,DAM_LIGHTNING)
? dam / 2 : dam, sn,DAM_LIGHTNING,TRUE);
}
continue;
}
if ( vch->in_room->area == ch->in_room->area
&& IS_OUTSIDE(vch)
&& IS_AWAKE(vch) )
send_to_char( "{z{YLightning{x flashes in the sky.\n\r", vch );
}
return;
}
/* RT calm spell stops all fighting in the room */
void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *vch;
int mlevel = 0;
int count = 0;
int high_level = 0;
int chance;
AFFECT_DATA af;
/* get sum of all mobile levels in the room */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->position == POS_FIGHTING)
{
count++;
if (IS_NPC(vch))
mlevel += vch->level;
else
mlevel += vch->level/2;
high_level = UMAX(high_level,vch->level);
}
}
/* compute chance of stopping combat */
chance = 4 * level - high_level + 2 * count;
if (IS_IMMORTAL(ch)) /* always works */
mlevel = 0;
if (number_range(0, chance) >= mlevel) /* hard to stop large fights */
{
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (IS_NPC(vch) && (IS_SET(vch->imm_flags,IMM_MAGIC) ||
IS_SET(vch->act,ACT_UNDEAD)))
return;
if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK)
|| is_affected(vch,skill_lookup("frenzy")))
return;
send_to_char("A wave of calm passes over you.\n\r",vch);
if (vch->fighting || vch->position == POS_FIGHTING)
stop_fighting(vch,FALSE);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/4;
af.location = APPLY_HITROLL;
if (!IS_NPC(vch))
af.modifier = -5;
else
af.modifier = -2;
af.bitvector = AFF_CALM;
affect_to_char(vch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(vch,&af);
}
}
}
void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
level += 2;
if ((!IS_NPC(ch) && IS_NPC(victim) &&
!(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) ||
(IS_NPC(ch) && !IS_NPC(victim)) )
{
send_to_char("You failed, try dispel magic.\n\r",ch);
return;
}
/* unlike dispel magic, the victim gets NO save */
/* begin running through the spells */
if (check_dispel(level,victim,skill_lookup("armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect magic")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("faerie fire")))
{
act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("fly")))
{
act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("frenzy")))
{
act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("giant strength")))
{
act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("haste")))
{
act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("infravision")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("mass invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("pass door")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("sanctuary")))
{
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("shield")))
{
act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("sleep")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("slow")))
{
act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("stone skin")))
{
act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("weaken")))
{
act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (found)
send_to_char("Ok.\n\r",ch);
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dice(1, 8) + level / 3, sn,DAM_HARM,TRUE);
return;
}
void spell_cause_critical(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dice(3, 8) + level - 6, sn,DAM_HARM,TRUE);
return;
}
void spell_cause_serious(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dice(2, 8) + level / 2, sn,DAM_HARM,TRUE);
return;
}
void spell_chain_lightning(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *tmp_vict,*last_vict,*next_vict;
bool found;
int dam;
/* first strike */
act("A lightning bolt leaps from $n's hand and arcs to $N.",
ch,NULL,victim,TO_ROOM);
act("A lightning bolt leaps from your hand and arcs to $N.",
ch,NULL,victim,TO_CHAR);
act("A lightning bolt leaps from $n's hand and hits you!",
ch,NULL,victim,TO_VICT);
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
dam = dice(level,6);
if (saves_spell(level,victim,DAM_LIGHTNING))
dam /= 3;
damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
last_vict = victim;
level -= 4; /* decrement damage */
/* new targets */
while (level > 0)
{
found = FALSE;
for (tmp_vict = ch->in_room->people;
tmp_vict != NULL;
tmp_vict = next_vict)
{
next_vict = tmp_vict->next_in_room;
if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict)
{
found = TRUE;
last_vict = tmp_vict;
act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR);
dam = dice(level,6);
if (saves_spell(level,tmp_vict,DAM_LIGHTNING))
dam /= 3;
damage_old(ch,tmp_vict,dam,sn,DAM_LIGHTNING,TRUE);
level -= 4; /* decrement damage */
}
} /* end target searching loop */
if (!found) /* no target found, hit the caster */
{
if (ch == NULL)
return;
if (last_vict == ch) /* no double hits */
{
act("The bolt seems to have fizzled out.",ch,NULL,NULL,TO_ROOM);
act("The bolt grounds out through your body.",
ch,NULL,NULL,TO_CHAR);
return;
}
last_vict = ch;
act("The bolt arcs to $n...whoops!",ch,NULL,NULL,TO_ROOM);
send_to_char("You are struck by your own lightning!\n\r",ch);
dam = dice(level,6);
if (saves_spell(level,ch,DAM_LIGHTNING))
dam /= 3;
damage_old(ch,ch,dam,sn,DAM_LIGHTNING,TRUE);
level -= 4; /* decrement damage */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ))
{
if (victim == ch)
send_to_char("You've already been changed.\n\r",ch);
else
act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level , victim,DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel different.\n\r", victim );
act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_safe(ch,victim)) return;
if ( victim == ch )
{
send_to_char( "You like yourself even better!\n\r", ch );
return;
}
if ( IS_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| level < victim->level
|| IS_SET(victim->imm_flags,IMM_CHARM)
|| saves_spell( level, victim,DAM_CHARM) )
return;
if (IS_SET(victim->in_room->room_flags,ROOM_LAW))
{
send_to_char(
"The mayor does not allow charming in the city limits.\n\r",ch);
return;
}
if ( victim->master )
stop_follower( victim );
add_follower( victim, ch );
victim->leader = ch;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
if ( ch != victim )
act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 6, 6, 7, 7, 8, 8,
9, 10, 12, 12, 13, 13, 13, 13, 13, 13,
14, 14, 14, 14, 14, 14, 15, 15, 15, 15,
15, 15, 16, 16, 16, 16, 16, 16, 17, 17,
17, 17, 17, 17, 18, 18, 18, 18, 18, 18,
19, 19, 19, 19, 19, 19, 20, 20, 20, 20,
20, 20, 21, 21, 21, 21, 21, 21, 22, 22,
22, 22, 22, 22, 23, 23, 23, 23, 23, 23,
24, 24, 24, 24, 24, 24, 25, 25, 25, 25,
25, 25, 26, 26, 26, 26, 26, 26, 27, 27
};
AFFECT_DATA af;
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( !saves_spell( level, victim,DAM_COLD ) )
{
act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_COLD,TRUE );
return;
}
void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 32, 35, 37, 40, 42, 45, 47, 50, 52,
55, 55, 55, 55, 55, 55, 56, 56, 57, 57,
58, 58, 58, 58, 59, 59, 60, 60, 61, 61,
61, 61, 62, 62, 63, 63, 64, 64, 64, 64,
65, 65, 66, 66, 67, 67, 67, 67, 68, 68,
69, 69, 70, 70, 70, 70, 71, 71, 72, 72,
73, 73, 73, 73, 74, 74, 75, 75, 76, 76,
76, 76, 77, 77, 78, 78, 79, 79, 79, 79
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_LIGHT) )
dam /= 2;
else
spell_blindness(skill_lookup("blindness"),
level/2,ch,(void *) victim,TARGET_CHAR);
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_LIGHT,TRUE );
return;
}
void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *light;
if (target_name[0] != '\0') /* do a glow on some object */
{
light = get_obj_carry(ch,target_name);
if (light == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
if (IS_OBJ_STAT(light,ITEM_GLOW))
{
act("$p is already glowing.",ch,light,NULL,TO_CHAR);
return;
}
SET_BIT(light->extra_flags,ITEM_GLOW);
act("$p glows with a white light.",ch,light,NULL,TO_ALL);
return;
}
light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 );
obj_to_room( light, ch->in_room );
act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
if ( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if ( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else
send_to_char ("Do you want it to get better or worse?\n\r", ch );
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room( mushroom, ch->in_room );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
void spell_create_rose( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
OBJ_DATA *rose;
rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0);
act("$n has created a beautiful {Rred rose{x.",ch,rose,NULL,TO_ROOM);
send_to_char("You create a beautiful {Rred rose{x.\n\r",ch);
obj_to_char(rose,ch);
return;
}
void spell_create_spring(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *spring;
spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room( spring, ch->in_room );
act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", ch );
return;
}
water = UMIN(
level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]
);
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "%s water", obj->name );
free_string( obj->name );
obj->name = str_dup( buf );
}
act( "$p is filled.", ch, obj, NULL, TO_CHAR );
}
return;
}
void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_blindness ) )
{
if (victim == ch)
send_to_char("You aren't blind.\n\r",ch);
else
act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR);
return;
}
if (check_dispel(level,victim,gsn_blindness))
{
send_to_char( "Your vision returns!\n\r", victim );
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level - 6;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
/* RT added to cure plague */
void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_plague ) )
{
if (victim == ch)
send_to_char("You aren't ill.\n\r",ch);
else
act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR);
return;
}
if (check_dispel(level,victim,gsn_plague))
{
send_to_char("Your sores vanish.\n\r",victim);
act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_poison ) )
{
if (victim == ch)
send_to_char("You aren't poisoned.\n\r",ch);
else
act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR);
return;
}
if (check_dispel(level,victim,gsn_poison))
{
send_to_char("A warm feeling runs through your body.\n\r",victim);
act("$n looks much better.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(2, 8) + level /2 ;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_EVIL))
{
act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_OBJ_STAT(obj,ITEM_BLESS))
{
AFFECT_DATA *paf;
paf = affect_find(obj->affected,skill_lookup("bless"));
if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
{
if (paf != NULL)
affect_remove_obj(obj,paf);
act("$p glows with a red aura.",ch,obj,NULL,TO_ALL);
REMOVE_BIT(obj->extra_flags,ITEM_BLESS);
return;
}
else
{
act("The holy aura of $p is too powerful for you to overcome.",
ch,obj,NULL,TO_CHAR);
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SAVES;
af.modifier = +1;
af.bitvector = ITEM_EVIL;
affect_to_obj(obj,&af);
act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL);
return;
}
/* character curses */
victim = (CHAR_DATA *) vo;
if (IS_AFFECTED(victim,AFF_CURSE) || saves_spell(level,victim,DAM_NEGATIVE))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2*level;
af.location = APPLY_HITROLL;
af.modifier = -1 * (level / 8);
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = level / 8;
affect_to_char( victim, &af );
send_to_char( "You feel unclean.\n\r", victim );
if ( ch != victim )
act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR);
return;
}
/* RT replacement demonfire spell */
void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && !IS_EVIL(ch) )
{
victim = ch;
send_to_char("The demons turn upon you!\n\r",ch);
}
ch->alignment = UMAX(-1000, ch->alignment - 50);
if ( ch->pet != NULL )
ch->pet->alignment = ch->alignment;
if (victim != ch)
{
act("$n calls forth the demons of Hell upon $N!",
ch,NULL,victim,TO_ROOM);
act("$n has assailed you with the demons of Hell!",
ch,NULL,victim,TO_VICT);
send_to_char("You conjure forth the demons of hell!\n\r",ch);
}
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
dam = dice( level, 10 );
if ( saves_spell( level, victim,DAM_NEGATIVE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim,TARGET_CHAR);
}
void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) )
{
if (victim == ch)
send_to_char("You can already sense evil.\n\r",ch);
else
act("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) )
{
if (victim == ch)
send_to_char("You can already sense good.\n\r",ch);
else
act("$N can already detect good.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_GOOD;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_hidden(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
{
if (victim == ch)
send_to_char("You are already as alert as you can be. \n\r",ch);
else
act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char( victim, &af );
send_to_char( "Your awareness improves.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
{
if (victim == ch)
send_to_char("You can already see invisible.\n\r",ch);
else
act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
{
if (victim == ch)
send_to_char("You can already sense magical auras.\n\r",ch);
else
act("$N can already detect magic.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
{
if ( obj->value[3] != 0 )
send_to_char( "You smell poisonous fumes.\n\r", ch );
else
send_to_char( "It looks delicious.\n\r", ch );
}
else
{
send_to_char( "It doesn't look poisoned.\n\r", ch );
}
return;
}
void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && IS_EVIL(ch) )
victim = ch;
if ( IS_GOOD(victim) )
{
act( "Thoth protects $N.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL(victim) )
{
act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->hit > (ch->level * 4))
dam = dice( level, 4 );
else
dam = UMAX(victim->hit, dice(level,4));
if ( saves_spell( level, victim,DAM_HOLY) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_HOLY ,TRUE);
return;
}
void spell_dispel_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && IS_GOOD(ch) )
victim = ch;
if ( IS_EVIL(victim) )
{
act( "Belan protects $N.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL(victim) )
{
act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->hit > (ch->level * 4))
dam = dice( level, 4 );
else
dam = UMAX(victim->hit, dice(level,4));
if ( saves_spell( level, victim,DAM_NEGATIVE) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
return;
}
/* modified for enhanced use */
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
if (saves_spell(level, victim,DAM_OTHER))
{
send_to_char( "You feel a brief tingling sensation.\n\r",victim);
send_to_char( "You failed.\n\r", ch);
return;
}
/* begin running through the spells */
if (check_dispel(level,victim,skill_lookup("armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect magic")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("faerie fire")))
{
act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("fly")))
{
act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("frenzy")))
{
act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("giant strength")))
{
act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("haste")))
{
act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("infravision")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("mass invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("pass door")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("sanctuary")))
{
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (IS_SHIELDED(victim,SHD_SANCTUARY)
&& !saves_dispel(level, victim->level,-1)
&& !is_affected(victim,skill_lookup("sanctuary")))
{
REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY);
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (IS_SHIELDED(victim,SHD_SANCTUARY)
&& !saves_dispel(level, victim->level,-1)
&& !is_affected(victim,skill_lookup("sanctuary")))
{
REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY);
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("shield")))
{
act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("sleep")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("slow")))
{
act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("stone skin")))
{
act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("weaken")))
{
act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (found)
send_to_char("Ok.\n\r",ch);
else
send_to_char("Spell failed.\n\r",ch);
return;
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char( "The earth trembles beneath your feet!\n\r", ch );
act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && !is_safe_spell(ch,vch,TRUE))
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( vch ) ) )
{
ch->attacker = TRUE;
vch->attacker = FALSE;
}
if (IS_AFFECTED(vch,AFF_FLYING))
damage_old(ch,vch,0,sn,DAM_BASH,TRUE);
else
damage_old( ch,vch,level + dice(2, 8), sn, DAM_BASH,TRUE);
}
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int ac_bonus, added;
bool ac_found = FALSE;
if (obj->item_type != ITEM_ARMOR)
{
send_to_char("That isn't an armor.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail -= 5;
fail = URANGE(5,fail,85);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 3)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (90 - level/5)) /* success! */
{
act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR);
act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags, ITEM_MAGIC);
added = -1;
}
else /* exceptional enchant */
{
act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags,ITEM_MAGIC);
SET_BIT(obj->extra_flags,ITEM_GLOW);
added = -2;
}
/* now add the enchantments */
if (obj->level < LEVEL_HERO)
obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
if (ac_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_AC)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
void spell_enchant_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int hit_bonus, dam_bonus, added;
bool hit_found = FALSE, dam_found = FALSE;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char("That isn't a weapon.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* this means they have no bonus */
hit_bonus = 0;
dam_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
/* apply other modifiers */
fail -= 3 * level/2;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail -= 5;
fail = URANGE(5,fail,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 2)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (100 - level/5)) /* success! */
{
act("$p glows blue.",ch,obj,NULL,TO_CHAR);
act("$p glows blue.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags, ITEM_MAGIC);
added = 1;
}
else /* exceptional enchant */
{
act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags,ITEM_MAGIC);
SET_BIT(obj->extra_flags,ITEM_GLOW);
added = 2;
}
/* now add the enchantments */
if (obj->level < LEVEL_HERO - 1)
obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
if (dam_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_DAMROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
if (paf->modifier > 4)
SET_BIT(obj->extra_flags,ITEM_HUM);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if (hit_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_HITROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
if (paf->modifier > 4)
SET_BIT(obj->extra_flags,ITEM_HUM);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (victim != ch)
{
ch->alignment = UMAX(-1000, ch->alignment - 50);
if ( ch->pet != NULL )
ch->pet->alignment = ch->alignment;
}
if ( saves_spell( level, victim,DAM_NEGATIVE) )
{
send_to_char("You feel a momentary chill.\n\r",victim);
return;
}
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
gain_exp( victim, 0 - number_range( level/2, 3 * level / 2 ) );
victim->mana /= 2;
victim->move /= 2;
dam = dice(1, level);
ch->hit += dam;
}
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
send_to_char("You feel your life slipping away!\n\r",victim);
send_to_char("Wow....what a rush!\n\r",ch);
damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
return;
}
void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 30, 32,
35, 37, 40, 42, 45, 47, 50, 52, 55, 57,
60, 62, 65, 67, 70, 72, 75, 77, 80, 81,
82, 83, 84, 85, 86, 87, 88, 89, 90, 91,
92, 93, 94, 95, 96, 97, 98, 99, 100, 101,
102, 103, 104, 105, 106, 107, 108, 109, 110, 111,
112, 113, 114, 115, 116, 117, 118, 119, 120, 121,
122, 123, 124, 125, 126, 127, 128, 129, 130, 131
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim, DAM_FIRE) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_FIRE ,TRUE);
return;
}
void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA af;
if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("$p is already protected from burning.",ch,obj,NULL,TO_CHAR);
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = number_fuzzy(level / 4);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_BURN_PROOF;
affect_to_obj(obj,&af);
act("You protect $p from fire.",ch,obj,NULL,TO_CHAR);
act("$p is surrounded by a protective aura.",ch,obj,NULL,TO_ROOM);
}
void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
dam = dice(6 + level / 2, 8);
if ( saves_spell( level, victim,DAM_FIRE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_FIRE ,TRUE);
return;
}
void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = 2 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a pink outline.\n\r", victim );
act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *ich;
act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You conjure a cloud of purple smoke.\n\r", ch );
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (ich->invis_level > 0)
continue;
if ( ich == ch || saves_spell( level, ich,DAM_OTHER) )
continue;
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
REMOVE_BIT ( ich->affected_by, AFF_HIDE );
REMOVE_BIT ( ich->shielded_by, SHD_INVISIBLE );
REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
return;
}
void spell_floating_disc( int sn, int level,CHAR_DATA *ch,void *vo,int target )
{
OBJ_DATA *disc, *floating;
floating = get_eq_char(ch,WEAR_FLOAT);
if (floating != NULL && IS_OBJ_STAT(floating,ITEM_NOREMOVE))
{
act("You can't remove $p.",ch,floating,NULL,TO_CHAR);
return;
}
disc = create_object(get_obj_index(OBJ_VNUM_DISC), 0);
disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */
disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */
disc->timer = ch->level * 2 - number_range(0,level / 2);
act("$n has created a floating black disc.",ch,NULL,NULL,TO_ROOM);
send_to_char("You create a floating disc.\n\r",ch);
obj_to_char(disc,ch);
wear_obj(ch,disc,TRUE);
return;
}
void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FLYING) )
{
if (victim == ch)
send_to_char("You are already airborne.\n\r",ch);
else
act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\n\r", victim );
act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
/* RT clerical berserking spell */
void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK))
{
if (victim == ch)
send_to_char("You are already in a frenzy.\n\r",ch);
else
act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,skill_lookup("calm")))
{
if (victim == ch)
send_to_char("Why don't you just relax for a while?\n\r",ch);
else
act("$N doesn't look like $e wants to fight anymore.",
ch,NULL,victim,TO_CHAR);
return;
}
if ((IS_GOOD(ch) && !IS_GOOD(victim)) ||
(IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) ||
(IS_EVIL(ch) && !IS_EVIL(victim))
)
{
act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
affect_to_char(victim,&af);
af.modifier = 10 * (level / 12);
af.location = APPLY_AC;
affect_to_char(victim,&af);
send_to_char("You are filled with holy wrath!\n\r",victim);
act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM);
}
/* RT ROM-style gate */
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
bool gate_pet;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (is_clan(ch) && (is_clan(victim) && ((!is_same_clan(ch,victim)
&& (clan_table[ch->clan].pkill) && (clan_table[victim->clan].pkill))
|| clan_table[victim->clan].independent)))
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM);
send_to_char("You step through a gate and vanish.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
if (gate_pet)
{
act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM);
send_to_char("You step through a gate and vanish.\n\r",ch->pet);
char_from_room(ch->pet);
char_to_room(ch->pet,victim->in_room);
act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM);
do_look(ch->pet,"auto");
}
}
void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already as strong as you can get!\n\r",ch);
else
act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "Your muscles surge with heightened power!\n\r", victim );
act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
dam = UMAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( level, victim,DAM_HARM) )
dam = UMIN( 50, dam / 2 );
dam = UMIN( 100, dam );
damage_old( ch, victim, dam, sn, DAM_HARM ,TRUE);
return;
}
/* RT haste spell */
void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE)
|| IS_SET(victim->off_flags,OFF_FAST))
{
if (victim == ch)
send_to_char("You can't move any faster!\n\r",ch);
else
act("$N is already moving as fast as $E can.",
ch,NULL,victim,TO_CHAR);
return;
}
if (IS_AFFECTED(victim,AFF_SLOW))
{
if (!check_dispel(level,victim,skill_lookup("slow")))
{
if (victim != ch)
send_to_char("Spell failed.\n\r",ch);
send_to_char("You feel momentarily faster.\n\r",victim);
return;
}
act("$n is moving less slowly.",victim,NULL,NULL,TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
if (victim == ch)
af.duration = level/2;
else
af.duration = level/4;
af.location = APPLY_DEX;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = AFF_HASTE;
affect_to_char( victim, &af );
send_to_char( "You feel yourself moving more quickly.\n\r", victim );
act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM);
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN( victim->hit + 100, victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose, *obj_next;
int dam = 0;
bool fail = TRUE;
if (!saves_spell(level + 2,victim,DAM_FIRE)
&& !IS_SET(victim->imm_flags,IMM_FIRE))
{
for ( obj_lose = victim->carrying;
obj_lose != NULL;
obj_lose = obj_next)
{
obj_next = obj_lose->next_content;
if ( number_range(1,2 * level) > obj_lose->level
&& !saves_spell(level,victim,DAM_FIRE)
&& !IS_OBJ_STAT(obj_lose,ITEM_NONMETAL)
&& !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF))
{
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if (obj_lose->wear_loc != -1) /* remove the item */
{
if (can_drop_obj(victim,obj_lose)
&& (obj_lose->weight / 10) <
number_range(1,2 * get_curr_stat(victim,STAT_DEX))
&& remove_obj( victim, obj_lose->wear_loc, TRUE ))
{
act("$n yelps and throws $p to the ground!",
victim,obj_lose,NULL,TO_ROOM);
act("You remove and drop $p before it burns you.",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 3);
obj_from_char(obj_lose);
obj_to_room(obj_lose, victim->in_room);
fail = FALSE;
}
else /* stuck on the body! ouch! */
{
act("Your skin is seared by $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level));
fail = FALSE;
}
}
else /* drop it if we can */
{
if (can_drop_obj(victim,obj_lose))
{
act("$n yelps and throws $p to the ground!",
victim,obj_lose,NULL,TO_ROOM);
act("You and drop $p before it burns you.",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 6);
obj_from_char(obj_lose);
obj_to_room(obj_lose, victim->in_room);
fail = FALSE;
}
else /* cannot drop */
{
act("Your skin is seared by $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 2);
fail = FALSE;
}
}
break;
case ITEM_WEAPON:
if (obj_lose->wear_loc != -1) /* try to drop it */
{
if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING))
continue;
if (can_drop_obj(victim,obj_lose)
&& remove_obj(victim,obj_lose->wear_loc,TRUE))
{
act("$n is burned by $p, and throws it to the ground.",
victim,obj_lose,NULL,TO_ROOM);
send_to_char(
"You throw your red-hot weapon to the ground!\n\r",
victim);
dam += 1;
obj_from_char(obj_lose);
obj_to_room(obj_lose,victim->in_room);
fail = FALSE;
}
else /* YOWCH! */
{
send_to_char("Your weapon sears your flesh!\n\r",
victim);
dam += number_range(1,obj_lose->level);
fail = FALSE;
}
}
else /* drop it if we can */
{
if (can_drop_obj(victim,obj_lose))
{
act("$n throws a burning hot $p to the ground!",
victim,obj_lose,NULL,TO_ROOM);
act("You and drop $p before it burns you.",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 6);
obj_from_char(obj_lose);
obj_to_room(obj_lose, victim->in_room);
fail = FALSE;
}
else /* cannot drop */
{
act("Your skin is seared by $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 2);
fail = FALSE;
}
}
break;
}
}
}
}
if (fail)
{
send_to_char("Your spell had no effect.\n\r", ch);
send_to_char("You feel momentarily warmer.\n\r",victim);
}
else /* damage! */
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
if (saves_spell(level,victim,DAM_FIRE))
dam = 2 * dam / 3;
damage_old(ch,victim,dam,sn,DAM_FIRE,TRUE);
}
}
/* RT really nasty high-level attack spell */
void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int bless_num, curse_num, frenzy_num;
bless_num = skill_lookup("bless");
curse_num = skill_lookup("curse");
frenzy_num = skill_lookup("frenzy");
act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM);
send_to_char("You utter a word of divine power.\n\r",ch);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ((IS_GOOD(ch) && IS_GOOD(vch)) ||
(IS_EVIL(ch) && IS_EVIL(vch)) ||
(IS_NEUTRAL(ch) && IS_NEUTRAL(vch)) )
{
send_to_char("You feel full more powerful.\n\r",vch);
spell_frenzy(frenzy_num,level,ch,(void *) vch,TARGET_CHAR);
spell_bless(bless_num,level,ch,(void *) vch,TARGET_CHAR);
}
else if ((IS_GOOD(ch) && IS_EVIL(vch)) ||
(IS_EVIL(ch) && IS_GOOD(vch)) )
{
if (!is_safe_spell(ch,vch,TRUE))
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( vch ) ) )
{
ch->attacker = TRUE;
vch->attacker = FALSE;
}
spell_curse(curse_num,level,ch,(void *) vch,TARGET_CHAR);
send_to_char("You are struck down!\n\r",vch);
dam = dice(level,6);
damage_old(ch,vch,dam,sn,DAM_ENERGY,TRUE);
}
}
else if (IS_NEUTRAL(ch))
{
if (!is_safe_spell(ch,vch,TRUE))
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( vch ) ) )
{
ch->attacker = TRUE;
vch->attacker = FALSE;
}
spell_curse(curse_num,level/2,ch,(void *) vch,TARGET_CHAR);
send_to_char("You are struck down!\n\r",vch);
dam = dice(level,4);
damage_old(ch,vch,dam,sn,DAM_ENERGY,TRUE);
}
}
}
send_to_char("You feel drained.\n\r",ch);
ch->move = 0;
ch->hit /= 2;
}
void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
sprintf( buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r",
obj->name,
item_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight / 10,
obj->cost,
obj->level
);
send_to_char( buf, ch );
switch ( obj->item_type )
{
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
sprintf( buf, "Level %d spells of:", obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[1]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[2]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]].name, ch );
send_to_char( "'", ch );
}
if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL)
{
send_to_char(" '",ch);
send_to_char(skill_table[obj->value[4]].name,ch);
send_to_char("'",ch);
}
send_to_char( ".\n\r", ch );
break;
case ITEM_WAND:
case ITEM_STAFF:
sprintf( buf, "Has %d charges of level %d",
obj->value[2], obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]].name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_DRINK_CON:
sprintf(buf,"It holds %s-colored %s.\n\r",
liq_table[obj->value[2]].liq_color,
liq_table[obj->value[2]].liq_name);
send_to_char(buf,ch);
break;
case ITEM_CONTAINER:
case ITEM_PIT:
sprintf(buf,"Capacity: %d# Maximum weight: %d# flags: %s\n\r",
obj->value[0], obj->value[3], cont_bit_name(obj->value[1]));
send_to_char(buf,ch);
if (obj->value[4] != 100)
{
sprintf(buf,"Weight multiplier: %d%%\n\r",
obj->value[4]);
send_to_char(buf,ch);
}
break;
case ITEM_WEAPON:
send_to_char("Weapon type is ",ch);
switch (obj->value[0])
{
case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break;
case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break;
case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break;
case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break;
case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break;
case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break;
case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break;
case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break;
case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break;
default : send_to_char("unknown.\n\r",ch); break;
}
if (obj->clan)
{
sprintf( buf, "Damage is variable.\n\r");
} else
{
if (obj->pIndexData->new_format)
sprintf(buf,"Damage is %dd%d (average %d).\n\r",
obj->value[1],obj->value[2],
(1 + obj->value[2]) * obj->value[1] / 2);
else
sprintf( buf, "Damage is %d to %d (average %d).\n\r",
obj->value[1], obj->value[2],
( obj->value[1] + obj->value[2] ) / 2 );
}
send_to_char( buf, ch );
if (obj->value[4]) /* weapon flags */
{
sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4]));
send_to_char(buf,ch);
}
break;
case ITEM_ARMOR:
if (obj->clan)
{
sprintf( buf, "Armor class is variable.\n\r");
} else
{
sprintf( buf,
"Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r",
obj->value[0], obj->value[1], obj->value[2], obj->value[3] );
}
send_to_char( buf, ch );
break;
}
if (is_clan_obj(obj))
{
sprintf( buf, "This object is owned by the [{%s%s{x] clan.\n\r",
clan_table[obj->clan].pkill ? "B" : "M",
clan_table[obj->clan].who_name
);
send_to_char( buf, ch );
}
if (is_class_obj(obj))
{
sprintf( buf, "This object may only be used by a %s.\n\r",
class_table[obj->class].name
);
send_to_char( buf, ch );
}
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
sprintf( buf, "Affects %s by %d.\n\r",
affect_loc_name( paf->location ), paf->modifier );
send_to_char(buf,ch);
if (paf->bitvector)
{
switch(paf->where)
{
case TO_AFFECTS:
sprintf(buf,"Adds %s affect.\n",
affect_bit_name(paf->bitvector));
break;
case TO_OBJECT:
sprintf(buf,"Adds %s object flag.\n",
extra_bit_name(paf->bitvector));
break;
case TO_IMMUNE:
sprintf(buf,"Adds immunity to %s.\n",
imm_bit_name(paf->bitvector));
break;
case TO_RESIST:
sprintf(buf,"Adds resistance to %s.\n\r",
imm_bit_name(paf->bitvector));
break;
case TO_VULN:
sprintf(buf,"Adds vulnerability to %s.\n\r",
imm_bit_name(paf->bitvector));
break;
case TO_SHIELDS:
sprintf(buf,"Adds %s shield.\n",
shield_bit_name(paf->bitvector));
break;
default:
sprintf(buf,"Unknown bit %d: %d\n\r",
paf->where,paf->bitvector);
break;
}
send_to_char( buf, ch );
}
}
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
sprintf( buf, "Affects %s by %d",
affect_loc_name( paf->location ), paf->modifier );
send_to_char( buf, ch );
if ( paf->duration > -1)
sprintf(buf,", %d hours.\n\r",paf->duration);
else
sprintf(buf,".\n\r");
send_to_char(buf,ch);
if (paf->bitvector)
{
switch(paf->where)
{
case TO_AFFECTS:
sprintf(buf,"Adds %s affect.\n",
affect_bit_name(paf->bitvector));
break;
case TO_OBJECT:
sprintf(buf,"Adds %s object flag.\n",
extra_bit_name(paf->bitvector));
break;
case TO_WEAPON:
sprintf(buf,"Adds %s weapon flags.\n",
weapon_bit_name(paf->bitvector));
break;
case TO_IMMUNE:
sprintf(buf,"Adds immunity to %s.\n",
imm_bit_name(paf->bitvector));
break;
case TO_RESIST:
sprintf(buf,"Adds resistance to %s.\n\r",
imm_bit_name(paf->bitvector));
break;
case TO_VULN:
sprintf(buf,"Adds vulnerability to %s.\n\r",
imm_bit_name(paf->bitvector));
break;
case TO_SHIELDS:
sprintf(buf,"Adds %s shield.\n",
shield_bit_name(paf->bitvector));
break;
default:
sprintf(buf,"Unknown bit %d: %d\n\r",
paf->where,paf->bitvector);
break;
}
send_to_char(buf,ch);
}
}
}
return;
}
void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INFRARED) )
{
if (victim == ch)
send_to_char("You can already see in the dark.\n\r",ch);
else
act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "Your eyes glow red.\n\r", victim );
return;
}
void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* object invisibility */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_INVIS))
{
act("$p is already invisible.",ch,obj,NULL,TO_CHAR);
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_INVIS;
affect_to_obj(obj,&af);
act("$p fades out of sight.",ch,obj,NULL,TO_ALL);
return;
}
/* character invisibility */
victim = (CHAR_DATA *) vo;
if ( IS_SHIELDED(victim, SHD_INVISIBLE) )
return;
act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_INVISIBLE;
affect_to_char( victim, &af );
send_to_char( "You fade out of existence.\n\r", victim );
return;
}
void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if ( ap > 700 ) msg = "$N has a pure and good aura.";
else if ( ap > 350 ) msg = "$N is of excellent moral character.";
else if ( ap > 100 ) msg = "$N is often kind and thoughtful.";
else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
else if ( ap > -350 ) msg = "$N lies to $S friends.";
else if ( ap > -700 ) msg = "$N is a black-hearted murderer.";
else msg = "$N is the embodiment of pure evil!.";
act( msg, ch, NULL, victim, TO_CHAR );
return;
}
void spell_lightning_bolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 25, 26, 28, 29,
31, 32, 34, 35, 37, 38, 39, 40, 40, 40,
41, 41, 42, 42, 42, 43, 43, 43, 44, 44,
44, 45, 45, 45, 46, 46, 46, 47, 47, 47,
48, 48, 48, 49, 49, 49, 50, 50, 50, 51,
51, 51, 52, 52, 52, 53, 53, 53, 54, 54,
54, 55, 55, 55, 56, 56, 56, 57, 57, 57,
58, 58, 58, 59, 59, 59, 60, 60, 60, 61,
61, 61, 62, 62, 62, 63, 63, 63, 64, 64
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_LIGHTNING) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
char buf[MAX_INPUT_LENGTH];
BUFFER *buffer;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int number = 0, max_found;
found = FALSE;
number = 0;
max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;
buffer = new_buf();
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name )
|| IS_OBJ_STAT(obj,ITEM_NOLOCATE) || number_percent() > 2 * level
|| ch->level < obj->level)
continue;
found = TRUE;
number++;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by))
{
sprintf( buf, "one is carried by %s\n\r",
PERS(in_obj->carried_by, ch) );
}
else
{
if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
sprintf( buf, "one is in %s [Room %d]\n\r",
in_obj->in_room->name, in_obj->in_room->vnum);
else
sprintf( buf, "one is in %s\n\r",
in_obj->in_room == NULL
? "somewhere" : in_obj->in_room->name );
}
buf[0] = UPPER(buf[0]);
add_buf(buffer,buf);
if (number >= max_found)
break;
}
if ( !found )
send_to_char( "Nothing like that in heaven or earth.\n\r", ch );
else
page_to_char(buf_string(buffer),ch);
free_buf(buffer);
return;
}
void spell_magic_missile( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
3, 3, 3, 3, 4, 4, 4, 4, 5, 5,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
9, 9, 9, 9, 9, 9, 9, 9, 9, 9,
10, 10, 10, 10, 10, 10, 10, 10, 10, 10,
11, 11, 11, 11, 11, 11, 11, 11, 11, 11,
12, 12, 12, 12, 12, 12, 12, 12, 12, 12,
13, 13, 13, 13, 13, 13, 13, 13, 13, 13,
14, 14, 14, 14, 14, 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_ENERGY) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
return;
}
void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *gch;
int heal_num, refresh_num;
heal_num = skill_lookup("heal");
refresh_num = skill_lookup("refresh");
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ((IS_NPC(ch) && IS_NPC(gch)) ||
(!IS_NPC(ch) && !IS_NPC(gch)))
{
spell_heal(heal_num,level,ch,(void *) gch,TARGET_CHAR);
spell_refresh(refresh_num,level,ch,(void *) gch,TARGET_CHAR);
}
}
}
void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
AFFECT_DATA af;
CHAR_DATA *gch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || IS_SHIELDED(gch, SHD_INVISIBLE) )
continue;
act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
send_to_char( "You slowly fade out of existence.\n\r", gch );
af.where = TO_SHIELDS;
af.type = sn;
af.level = level/2;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_INVISIBLE;
affect_to_char( gch, &af );
}
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
send_to_char( "That's not a spell!\n\r", ch );
return;
}
void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
{
if (victim == ch)
send_to_char("You are already out of phase.\n\r",ch);
else
act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\n\r", victim );
return;
}
/* RT plague spell, very nasty */
void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (saves_spell(level,victim,DAM_DISEASE) ||
(IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)))
{
if (ch == victim)
send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
else
act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3/4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
affect_join(victim,&af);
send_to_char
("You scream in agony as plague sores erupt from your skin.\n\r",victim);
act("$n screams in agony as plague sores erupt from $s skin.",
victim,NULL,NULL,TO_ROOM);
}
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("Your spell fails to corrupt $p.",ch,obj,NULL,TO_CHAR);
return;
}
obj->value[3] = 1;
act("$p is infused with poisonous vapors.",ch,obj,NULL,TO_ALL);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj,WEAPON_FROST)
|| IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj,WEAPON_SHARP)
|| IS_WEAPON_STAT(obj,WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
|| IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_POISON))
{
act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
return;
}
af.where = TO_WEAPON;
af.type = sn;
af.level = level / 2;
af.duration = level/8;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj,&af);
act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL);
return;
}
act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
victim = (CHAR_DATA *) vo;
if ( saves_spell( level, victim,DAM_POISON) )
{
act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel momentarily ill, but it passes.\n\r",victim);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
send_to_char( "You feel very sick.\n\r", victim );
act("$n looks very ill.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_protection_evil(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_SHIELDED(victim, SHD_PROTECT_EVIL)
|| IS_SHIELDED(victim, SHD_PROTECT_GOOD))
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = SHD_PROTECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "You feel holy and pure.\n\r", victim );
if ( ch != victim )
act("$N is protected from evil.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_protection_good(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_SHIELDED(victim, SHD_PROTECT_GOOD)
|| IS_SHIELDED(victim, SHD_PROTECT_EVIL))
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = SHD_PROTECT_GOOD;
affect_to_char( victim, &af );
send_to_char( "You feel aligned with darkness.\n\r", victim );
if ( ch != victim )
act("$N is protected from good.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, align;
if (IS_EVIL(ch) )
{
victim = ch;
send_to_char("The energy explodes inside you!\n\r",ch);
}
if (victim != ch)
{
act("$n raises $s hand, and a blinding ray of light shoots forth!",
ch,NULL,NULL,TO_ROOM);
send_to_char(
"You raise your hand and a blinding ray of light shoots forth!\n\r",
ch);
}
if (IS_GOOD(victim))
{
act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM);
send_to_char("The light seems powerless to affect you.\n\r",victim);
return;
}
dam = dice( level, 10 );
if ( saves_spell( level, victim,DAM_HOLY) )
dam /= 2;
align = victim->alignment;
align -= 350;
if (align < -1000)
align = -1000 + (align + 1000) / 3;
dam = (dam * align * align) / 1000000;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_HOLY ,TRUE);
spell_blindness(gsn_blindness,
3 * level / 4, ch, (void *) victim,TARGET_CHAR);
}
void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int chance, percent;
if ((obj->item_type != ITEM_WAND) & (obj->item_type != ITEM_STAFF))
{
send_to_char("That item does not carry charges.\n\r",ch);
return;
}
if (obj->value[3] >= 3 * level / 2)
{
send_to_char("Your skills are not great enough for that.\n\r",ch);
return;
}
if (obj->value[1] == 0)
{
send_to_char("That item has already been recharged once.\n\r",ch);
return;
}
chance = 40 + 2 * level;
chance -= obj->value[3]; /* harder to do high-level spells */
chance -= (obj->value[1] - obj->value[2]) *
(obj->value[1] - obj->value[2]);
chance = UMAX(level/2,chance);
percent = number_percent();
if (percent < chance / 2)
{
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
act("$p glows softly.",ch,obj,NULL,TO_ROOM);
obj->value[2] = UMAX(obj->value[1],obj->value[2]);
obj->value[1] = 0;
return;
}
else if (percent <= chance)
{
int chargeback,chargemax;
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
chargemax = obj->value[1] - obj->value[2];
if (chargemax > 0)
chargeback = UMAX(1,chargemax * percent / 100);
else
chargeback = 0;
obj->value[2] += chargeback;
obj->value[1] = 0;
return;
}
else if (percent <= UMIN(95, 3 * chance / 2))
{
send_to_char("Nothing seems to happen.\n\r",ch);
if (obj->value[1] > 1)
obj->value[1]--;
return;
}
else /* whoops! */
{
act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR);
act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
}
}
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN( victim->move + level, victim->max_move );
if (victim->max_move == victim->move)
send_to_char("You feel fully refreshed!\n\r",victim);
else
send_to_char( "You feel less tired.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
bool found = FALSE;
/* do object cases first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
{
if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE)
&& !saves_dispel(level + 2,obj->level,0))
{
REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
act("$p glows blue.",ch,obj,NULL,TO_ALL);
return;
}
act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR);
return;
}
else
{
act("There is no curse on $p.",ch,obj,NULL,TO_CHAR);
return;
}
}
/* characters */
victim = (CHAR_DATA *) vo;
if (check_dispel(level,victim,gsn_curse))
{
send_to_char("You feel better.\n\r",victim);
act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM);
}
for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content)
{
if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
&& !IS_OBJ_STAT(obj,ITEM_NOUNCURSE))
{ /* attempt to remove curse */
if (!saves_dispel(level,obj->level,0))
{
found = TRUE;
REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
act("Your $p glows blue.",victim,obj,NULL,TO_CHAR);
act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM);
}
}
}
}
void spell_restore_mana( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->mana = UMIN( victim->mana + 51, victim->max_mana );
if (victim->max_mana == victim->mana)
send_to_char("You feel fully focused!\n\r",victim);
else
send_to_char( "You feel more focused.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_SHIELDED(victim, SHD_SANCTUARY) )
{
if (victim == ch)
send_to_char("You are already in sanctuary.\n\r",ch);
else
act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level / 6;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura.\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already shielded from harm.\n\r",ch);
else
act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 20, 22, 25, 27, 29, 31, 33, 34,
36, 37, 38, 39, 39, 39, 39, 39, 40, 40,
40, 40, 41, 41, 41, 41, 42, 42, 42, 42,
43, 43, 43, 43, 44, 44, 44, 44, 45, 45,
45, 45, 46, 46, 46, 46, 47, 47, 47, 47,
48, 48, 48, 48, 49, 49, 49, 49, 50, 50,
50, 50, 51, 51, 51, 51, 52, 52, 52, 52,
53, 53, 53, 53, 54, 54, 54, 54, 55, 55,
55, 55, 56, 56, 56, 56, 57, 57, 57, 57
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_LIGHTNING) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
return;
}
void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SLEEP)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))
|| (level + 2) < victim->level
|| saves_spell( level-4, victim,DAM_CHARM) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE(victim) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
victim->position = POS_SLEEPING;
}
return;
}
void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_SLOW))
{
if (victim == ch)
send_to_char("You can't move any slower!\n\r",ch);
else
act("$N can't get any slower than that.",
ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level,victim,DAM_OTHER)
|| IS_SET(victim->imm_flags,IMM_MAGIC))
{
if (victim != ch)
send_to_char("Nothing seemed to happen.\n\r",ch);
send_to_char("You feel momentarily lethargic.\n\r",victim);
return;
}
if (IS_AFFECTED(victim,AFF_HASTE))
{
if (!check_dispel(level,victim,skill_lookup("haste")))
{
if (victim != ch)
send_to_char("Spell failed.\n\r",ch);
send_to_char("You feel momentarily slower.\n\r",victim);
return;
}
act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/2;
af.location = APPLY_DEX;
af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32);
af.bitvector = AFF_SLOW;
affect_to_char( victim, &af );
send_to_char( "You feel yourself slowing d o w n...\n\r", victim );
act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( ch, sn ) )
{
if (victim == ch)
send_to_char("Your skin is already as hard as a rock.\n\r",ch);
else
act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\n\r", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| victim->level >= level + 3
|| (is_clan(ch) && (is_clan(victim) && ((!is_same_clan(ch, victim)
&& (clan_table[ch->clan].pkill) && (clan_table[victim->clan].pkill))
|| clan_table[victim->clan].independent)))
|| (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL)
|| victim->fighting != NULL
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
|| (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER)) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( "$n has summoned you!", ch, NULL, victim, TO_VICT );
do_look( victim, "auto" );
return;
}
void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *pRoomIndex;
if ( victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON))
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( victim != ch
&& ( saves_spell( level - 5, victim,DAM_OTHER))))
{
send_to_char( "You failed.\n\r", ch );
return;
}
pRoomIndex = get_random_room(victim);
if (victim != ch)
send_to_char("You have been teleported!\n\r",victim);
act( "$n vanishes!", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
return;
}
void spell_ventriloquate( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '{S%s{x'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '{S%s{x'.\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,DAM_OTHER) ? buf2 : buf1, vch );
}
return;
}
void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim,DAM_OTHER) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 * (level / 5);
af.bitvector = AFF_WEAKEN;
affect_to_char( victim, &af );
send_to_char( "You feel your strength slip away.\n\r", victim );
act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM);
return;
}
/* RT recall spell is back */
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *location;
if (IS_NPC(victim))
return;
if ( ch->alignment < 0 )
{
if ((location = get_room_index( ROOM_VNUM_TEMPLEB)) == NULL)
{
send_to_char("You are completely lost.\n\r",victim);
return;
}
}
else
{
if ((location = get_room_index( ROOM_VNUM_TEMPLE)) == NULL)
{
send_to_char("You are completely lost.\n\r",victim);
return;
}
}
if (IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL) ||
IS_AFFECTED(victim,AFF_CURSE))
{
send_to_char("Spell failed.\n\r",victim);
return;
}
if (victim->fighting != NULL)
stop_fighting(victim,TRUE);
ch->move /= 2;
act("$n disappears.",victim,NULL,NULL,TO_ROOM);
char_from_room(victim);
char_to_room(victim,location);
act("$n appears in the room.",victim,NULL,NULL,TO_ROOM);
do_look(victim,"auto");
}
/*
* NPC spells.
*/
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT);
act("You spit acid at $N.",ch,NULL,victim,TO_CHAR);
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
if (saves_spell(level,victim,DAM_ACID))
{
acid_effect(victim,level/2,dam/4,TARGET_CHAR);
damage_old(ch,victim,dam/2,sn,DAM_ACID,TRUE);
}
else
{
acid_effect(victim,level,dam,TARGET_CHAR);
damage_old(ch,victim,dam,sn,DAM_ACID,TRUE);
}
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam;
int hpch;
act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT);
act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR);
hpch = UMAX( 10, ch->hit );
hp_dam = number_range( hpch/9+1, hpch/5 );
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10);
fire_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
if (vch == victim) /* full damage */
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
if (saves_spell(level,vch,DAM_FIRE))
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_FIRE,TRUE);
}
}
else /* partial damage */
{
if (saves_spell(level - 2,vch,DAM_FIRE))
{
fire_effect(vch,level/4,dam/8,TARGET_CHAR);
damage_old(ch,vch,dam/4,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
}
}
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam, hpch;
act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a freezing cone of frost over you!",
ch,NULL,victim,TO_VICT);
act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR);
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
cold_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
if (vch == victim) /* full damage */
{
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
if (saves_spell(level,vch,DAM_COLD))
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_COLD,TRUE);
}
}
else
{
if (saves_spell(level - 2,vch,DAM_COLD))
{
cold_effect(vch,level/4,dam/8,TARGET_CHAR);
damage_old(ch,vch,dam/4,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
}
}
}
void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam,hp_dam,dice_dam,hpch;
act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM);
act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR);
hpch = UMAX(16,ch->hit);
hp_dam = number_range(hpch/15+1,8);
dice_dam = dice(level,12);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
poison_effect(ch->in_room,level,dam,TARGET_ROOM);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(ch) && IS_NPC(vch)
&& (ch->fighting == vch || vch->fighting == ch)))
continue;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( vch ) ) )
{
ch->attacker = TRUE;
vch->attacker = FALSE;
}
if (saves_spell(level,vch,DAM_POISON))
{
poison_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_POISON,TRUE);
}
else
{
poison_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_POISON,TRUE);
}
}
}
void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT);
act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR);
hpch = UMAX(10,ch->hit);
hp_dam = number_range(hpch/9+1,hpch/5);
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
if (saves_spell(level,victim,DAM_LIGHTNING))
{
shock_effect(victim,level/2,dam/4,TARGET_CHAR);
damage_old(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE);
}
else
{
shock_effect(victim,level,dam,TARGET_CHAR);
damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
}
}
/*
* Spells for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 25, 100 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}
void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 30, 120 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
if ( ( ch->fighting == NULL )
&& ( !IS_NPC( ch ) )
&& ( !IS_NPC( victim ) ) )
{
ch->attacker = TRUE;
victim->attacker = FALSE;
}
damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}