/*************************************************************************** * 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" /* * 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 ) { 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; CH_CMD ( do_cast ) { 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 ( !str_cmp ( 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 ) && ( !str_cmp ( 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 ) && ( !str_cmp ( 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 ) && ( !str_cmp ( 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 ) && ( !str_cmp ( 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 ( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if ( ( !IS_NPC ( ch ) && !IS_NPC ( victim ) ) && ( !IS_IMMORTAL ( ch ) ) && ( !IS_IMMORTAL ( victim ) ) && ( ch != victim ) && ( !skill_table[sn].socket ) && ( !str_cmp ( ch->pcdata->socket, victim->pcdata->socket ) ) ) { send_to_char ( "Spell failed.\n\r", ch ); return; } WAIT_STATE ( ch, skill_table[sn].beats ); if ( !can_drop_obj ( ch, obj ) || IS_OBJ_STAT ( obj, ITEM_QUEST ) ) { send_to_char ( "It seems happy where it is.\n\r", ch ); check_improve ( ch, sn, FALSE, 1 ); ch->mana -= mana / 3; return; } if ( ( obj->pIndexData->vnum == OBJ_VNUM_VOODOO ) && ( ch->level <= HERO ) ) { send_to_char ( "You can't transport voodoo dolls.\n\r", ch ); check_improve ( ch, sn, FALSE, 1 ); ch->mana -= mana / 3; return; } if ( number_percent ( ) > get_skill ( ch, sn ) ) { send_to_char ( "You lost your concentration.\n\r", ch ); check_improve ( ch, sn, FALSE, 1 ); ch->mana -= mana / 2; } else { ch->mana -= mana; obj_from_char ( obj ); obj_to_char ( obj, victim ); act ( "$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. */ MAGIC ( spell_acid_blast ) { 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 = level + level / 5 + dice ( 50, 50 ); if ( saves_spell ( level, victim, DAM_ACID ) ) dam /= 1.5; damage_old ( ch, victim, dam, sn, DAM_ACID, TRUE ); if ( chance ( 50 ) ) { dam = dice ( level, 10 ) + level + 40; if ( saves_spell ( level, victim, DAM_ACID ) ) dam /= 1.5; damage_old ( ch, victim, dam, sn, DAM_ACID, TRUE ); } return; } MAGIC ( spell_armor ) { 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 = 2 + level; af.duration = 26; af.modifier = -30; 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 ( "$N is protected by your magic.", ch, NULL, victim, TO_CHAR ); return; } MAGIC ( spell_bless ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if ( target == TARGET_OBJ ) { obj = ( OBJ_DATA * ) vo; if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) ) { act ( "$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 $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR ); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 20 + level; af.location = APPLY_SAVES; af.modifier = -5; af.bitvector = ITEM_BLESS; affect_to_obj ( obj, &af ); act ( "$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 = 20 + level; af.location = APPLY_HITROLL; af.modifier = level / 2; af.bitvector = 0; affect_to_char ( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 2; affect_to_char ( victim, &af ); send_to_char ( "You feel righteous.\n\r", victim ); if ( ch != victim ) act ( "You grant $N the favor of your god.", ch, NULL, victim, TO_CHAR ); return; } MAGIC ( spell_blindness ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_BLIND ) || saves_spell ( level, victim, DAM_OTHER ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -20; af.duration = 3 + level; af.bitvector = AFF_BLIND; affect_to_char ( victim, &af ); send_to_char ( "You are blinded!\n\r", victim ); act ( "$n appears to be blinded.", victim, NULL, NULL, TO_ROOM ); return; } MAGIC ( spell_burning_hands ) { 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; } MAGIC ( spell_call_lightning ) { 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 */ MAGIC ( spell_calm ) { 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 ); } } } MAGIC ( spell_cancellation ) { 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 ( "mana shield" ) ) ) 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 ); } MAGIC ( spell_cause_light ) { 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; } MAGIC ( spell_cause_critical ) { 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; } MAGIC ( spell_cause_serious ) { 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; } MAGIC ( spell_chain_lightning ) { 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, 20 ); 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, 12 ); 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 $n...whoops!", ch, NULL, NULL, TO_ROOM ); send_to_char ( "You are struck by your own lightning!\n\r", ch ); dam = dice ( level, 6 ); if ( saves_spell ( level, ch, DAM_LIGHTNING ) ) dam /= 3; damage_old ( ch, ch, dam, sn, DAM_LIGHTNING, TRUE ); level -= 4; /* decrement damage */ if ( ch == NULL ) return; } /* now go back and find more targets */ } } MAGIC ( spell_change_sex ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) { if ( victim == ch ) send_to_char ( "You've already been changed.\n\r", ch ); else act ( "$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR ); return; } if ( saves_spell ( level, victim, DAM_OTHER ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 3 * level; af.location = APPLY_SEX; do { af.modifier = number_range ( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char ( victim, &af ); send_to_char ( "You feel different.\n\r", victim ); act ( "$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM ); return; } MAGIC ( spell_charm_person ) { 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; } MAGIC ( spell_chill_touch ) { 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; if ( is_affected ( ch, sn ) ) { if ( victim == ch ) send_to_char ( "Your skin is allready as cold as it can be.\n\r", ch ); else act ( "$N's skins allready as cold as it can be.", ch, NULL, victim, TO_CHAR ); return; } level = UMIN ( level, sizeof ( dam_each ) / sizeof ( dam_each[0] ) - 1 ); level = UMAX ( 0, level ); dam = number_range ( dam_each[level] / 2, dam_each[level] * 2 ); if ( !saves_spell ( level, victim, DAM_COLD ) ) { act ( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level / 2; af.duration = 2; 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; } MAGIC ( spell_colour_spray ) { 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; } MAGIC ( spell_continual_light ) { 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 $p appears.", ch, light, NULL, TO_CHAR ); return; } MAGIC ( spell_control_weather ) { if ( !str_cmp ( target_name, "better" ) ) weather_info.change += dice ( level / 3, 4 ); else if ( !str_cmp ( target_name, "worse" ) ) weather_info.change -= dice ( level / 3, 4 ); else send_to_char ( "Do you want it to get better or worse?\n\r", ch ); send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_create_food ) { OBJ_DATA *mushroom; mushroom = create_object ( get_obj_index ( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = level / 2; mushroom->value[1] = level; obj_to_room ( mushroom, ch->in_room ); act ( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act ( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } MAGIC ( spell_create_rose ) { OBJ_DATA *rose; rose = create_object ( get_obj_index ( OBJ_VNUM_ROSE ), 0 ); act ( "$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; } MAGIC ( spell_create_spring ) { 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; } MAGIC ( spell_create_water ) { 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 ( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } MAGIC ( spell_cure_blindness ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( !is_affected ( victim, gsn_blindness ) ) { if ( victim == ch ) send_to_char ( "You aren't blind.\n\r", ch ); else act ( "$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 ( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM ); } else send_to_char ( "Spell failed.\n\r", ch ); } MAGIC ( spell_cure_critical ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = dice ( 3, 12 ) + level; victim->hit = UMIN ( victim->hit + heal, victim->max_hit ); update_pos ( victim ); send_to_char ( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } /* RT added to cure plague */ MAGIC ( spell_cure_disease ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( !is_affected ( victim, gsn_plague ) ) { if ( victim == ch ) send_to_char ( "You aren't ill.\n\r", ch ); else act ( "$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 $s sores vanish.", victim, NULL, NULL, TO_ROOM ); } else send_to_char ( "Spell failed.\n\r", ch ); } MAGIC ( spell_cure_light ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = dice ( 2, 8 ) + level / 3; victim->hit = UMIN ( victim->hit + heal, victim->max_hit ); update_pos ( victim ); send_to_char ( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_cure_poison ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( !is_affected ( victim, gsn_poison ) ) { if ( victim == ch ) send_to_char ( "You aren't poisoned.\n\r", ch ); else act ( "$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 ( "$n looks much better.", victim, NULL, NULL, TO_ROOM ); } else send_to_char ( "Spell failed.\n\r", ch ); } MAGIC ( spell_cure_serious ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = dice ( 3, 8 ) + level / 2; victim->hit = UMIN ( victim->hit + heal, victim->max_hit ); update_pos ( victim ); send_to_char ( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_curse ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if ( target == TARGET_OBJ ) { obj = ( OBJ_DATA * ) vo; if ( IS_OBJ_STAT ( obj, ITEM_EVIL ) ) { act ( "$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 $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR ); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +5; af.bitvector = ITEM_EVIL; affect_to_obj ( obj, &af ); act ( "$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 ( "$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR ); return; } /* RT replacement demonfire spell */ MAGIC ( spell_demonfire ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( !IS_NPC ( ch ) && !IS_EVIL ( ch ) ) { victim = ch; send_to_char ( "The demons turn upon you!\n\r", ch ); } ch->alignment = UMAX ( -1000, ch->alignment - 50 ); if ( ch->pet != NULL ) ch->pet->alignment = ch->alignment; if ( victim != ch ) { act ( "$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 ); } MAGIC ( spell_detect_evil ) { 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 ( "$N can already detect evil.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char ( victim, &af ); send_to_char ( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_detect_good ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_DETECT_GOOD ) ) { if ( victim == ch ) send_to_char ( "You can already sense good.\n\r", ch ); else act ( "$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; } MAGIC ( spell_detect_hidden ) { 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 ( "$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char ( victim, &af ); send_to_char ( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_detect_invis ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_DETECT_INVIS ) ) { if ( victim == ch ) send_to_char ( "You can already see invisible.\n\r", ch ); else act ( "$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; } MAGIC ( spell_detect_magic ) { 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; } MAGIC ( spell_detect_poison ) { 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; } MAGIC ( spell_dispel_evil ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( !IS_NPC ( ch ) && IS_EVIL ( ch ) ) victim = ch; if ( IS_GOOD ( victim ) ) { act ( "Loki 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; } MAGIC ( spell_dispel_good ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( !IS_NPC ( ch ) && IS_GOOD ( ch ) ) victim = ch; if ( IS_EVIL ( victim ) ) { act ( "Muska 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 */ MAGIC ( spell_dispel_magic ) { 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; } MAGIC ( spell_earthquake ) { 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; } MAGIC ( spell_enchant_armor ) { 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 ( IS_OBJ_STAT ( obj, ITEM_QUEST ) ) { send_to_char ( "You can't enchant quest items.\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_ANCIENT ) obj->level = UMIN ( LEVEL_ANCIENT - 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; } } MAGIC ( spell_enchant_weapon ) { 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 ( IS_OBJ_STAT ( obj, ITEM_QUEST ) ) { send_to_char ( "You can't enchant quest items.\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_ANCIENT - 1 ) obj->level = UMIN ( LEVEL_ANCIENT - 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. */ MAGIC ( spell_energy_drain ) { 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; } MAGIC ( spell_fireball ) { 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; } MAGIC ( spell_fireproof ) { 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 ); } MAGIC ( spell_flamestrike ) { 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; } MAGIC ( spell_faerie_fire ) { 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 = 3 * 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 ( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } MAGIC ( spell_faerie_fog ) { CHAR_DATA *ich; act ( "$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; } MAGIC ( spell_floating_disc ) { 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; } MAGIC ( spell_fly ) { 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 ( "$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 50; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char ( victim, &af ); send_to_char ( "Your feet rise off the ground.\n\r", victim ); act ( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } /* RT clerical berserking spell */ MAGIC ( spell_frenzy ) { 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 $s eyes!", victim, NULL, NULL, TO_ROOM ); } /* RT ROM-style gate */ MAGIC ( spell_gate ) { CHAR_DATA *victim; bool gate_pet; if ( ( victim = get_char_world ( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room ( ch, victim->in_room ) || IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL ) //|| (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) || victim->level >= level + 5 || ( is_clan ( ch ) && ( is_clan ( victim ) && ( ( !is_same_clan ( ch, victim ) && ( clan_table[ch->clan].pkill ) && ( clan_table[victim->clan].pkill ) ) || clan_table[victim->clan].independent ) ) ) || ( !IS_NPC ( victim ) && victim->level >= LEVEL_ANCIENT ) /* NOT trust */ || ( IS_NPC ( victim ) && IS_SET ( victim->imm_flags, IMM_SUMMON ) ) || ( IS_NPC ( victim ) && saves_spell ( level, victim, DAM_OTHER ) ) ) { send_to_char ( "You failed.\n\r", ch ); return; } if ( strstr ( victim->in_room->area->builders, "Unlinked" ) ) { send_to_char ( "You can't gate to areas that aren't linked yet!\n\r", ch ); return; } if ( ch->pet != NULL && ch->in_room == ch->pet->in_room ) gate_pet = TRUE; else gate_pet = FALSE; act ( "$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 ( "$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM ); do_look ( ch->pet, "auto" ); } } MAGIC ( spell_giant_strength ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) { if ( victim == ch ) send_to_char ( "You are already as strong as you can get!\n\r", ch ); else act ( "$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 ( "$n's muscles surge with heightened power.", victim, NULL, NULL, TO_ROOM ); return; } MAGIC ( spell_harm ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = UMAX ( 20, victim->hit - dice ( 1, 4 ) ); if ( saves_spell ( level, victim, DAM_HARM ) ) dam = UMIN ( 50, dam / 2 ); dam = UMIN ( 100, dam ); damage_old ( ch, victim, dam, sn, DAM_HARM, TRUE ); return; } /* RT haste spell */ MAGIC ( spell_haste ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) || IS_AFFECTED ( victim, AFF_HASTE ) || IS_SET ( victim->off_flags, OFF_FAST ) ) { if ( victim == ch ) send_to_char ( "You can't move any faster!\n\r", ch ); else act ( "$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 ( "$n is moving more quickly.", victim, NULL, NULL, TO_ROOM ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_heal ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; victim->hit = UMIN ( victim->hit + level / 10 * 18, victim->max_hit ); update_pos ( victim ); send_to_char ( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_heat_metal ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if ( !saves_spell ( level + 2, victim, DAM_FIRE ) && !IS_SET ( victim->imm_flags, IMM_FIRE ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( number_range ( 1, 2 * level ) > obj_lose->level && !saves_spell ( level, victim, DAM_FIRE ) && !IS_OBJ_STAT ( obj_lose, ITEM_NONMETAL ) && !IS_OBJ_STAT ( obj_lose, ITEM_BURN_PROOF ) ) { switch ( obj_lose->item_type ) { case ITEM_ARMOR: if ( obj_lose->wear_loc != -1 ) /* remove the item */ { if ( can_drop_obj ( victim, obj_lose ) && ( obj_lose->weight / 10 ) < number_range ( 1, 2 * get_curr_stat ( victim, STAT_DEX ) ) && remove_obj ( victim, obj_lose->wear_loc, TRUE ) ) { act ( "$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 $p!", victim, obj_lose, NULL, TO_CHAR ); dam += ( number_range ( 1, obj_lose->level ) / 2 ); fail = FALSE; } } break; } } } } if ( fail ) { send_to_char ( "Your spell had no effect.\n\r", ch ); send_to_char ( "You feel momentarily warmer.\n\r", victim ); } else /* damage! */ { if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if ( saves_spell ( level, victim, DAM_FIRE ) ) dam = 2 * dam / 3; damage_old ( ch, victim, dam, sn, DAM_FIRE, TRUE ); } } /* RT really nasty high-level attack spell */ MAGIC ( spell_holy_word ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int bless_num, curse_num, frenzy_num; bless_num = skill_lookup ( "bless" ); curse_num = skill_lookup ( "curse" ); frenzy_num = skill_lookup ( "frenzy" ); act ( "$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; } MAGIC ( spell_identify ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf ( buf, "{WObject {w'{g%s{w'{W is type{g %s{W, extra flags {g%s{W.{x\n\r{WWeight is {g%d{x, {Wvalue is {g%d{W, level is {g%d{W.{x\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, "{WLevel {g%ld{W spells of:", obj->value[0] ); send_to_char ( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char ( " {w'{g", ch ); send_to_char ( skill_table[obj->value[1]].name, ch ); send_to_char ( "{w'{x", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char ( " {w'{g", ch ); send_to_char ( skill_table[obj->value[2]].name, ch ); send_to_char ( "{w'{x", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char ( " {w'{g", ch ); send_to_char ( skill_table[obj->value[3]].name, ch ); send_to_char ( "{w'{x", ch ); } if ( obj->value[4] >= 0 && obj->value[4] < MAX_SKILL ) { send_to_char ( " {w'{g", ch ); send_to_char ( skill_table[obj->value[4]].name, ch ); send_to_char ( "{w'{x", ch ); } send_to_char ( "{x.\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf ( buf, "Has %ld charges of level %ld", 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: %ld# Maximum weight: %ld# 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: %ld%%\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 %ldd%ld (average %ld).\n\r", obj->value[1], obj->value[2], ( 1 + obj->value[2] ) * obj->value[1] / 2 ); else sprintf ( buf, "Damage is %ld to %ld (average %ld).\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, "{WArmor class is {g%ld{W pierce, {g%ld {Wbash,{g %ld{W slash, and {g%ld{W vs. magic.{x\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: %ld\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: %ld\n\r", paf->where, paf->bitvector ); break; } send_to_char ( buf, ch ); } } } return; } MAGIC ( spell_infravision ) { 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; } MAGIC ( spell_invis ) { 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 ( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_INVISIBLE; affect_to_char ( victim, &af ); send_to_char ( "You fade out of existence.\n\r", victim ); return; } MAGIC ( spell_know_alignment ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$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; } MAGIC ( spell_lightning_bolt ) { 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; } MAGIC ( spell_locate_object ) { 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 %ld]\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; } MAGIC ( spell_magic_missile ) { 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; } MAGIC ( spell_mass_healing ) { 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 ); } } } MAGIC ( spell_mass_invis ) { 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; } MAGIC ( spell_null ) { send_to_char ( "That's not a spell!\n\r", ch ); return; } MAGIC ( spell_pass_door ) { 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 */ MAGIC ( spell_plague ) { 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 ); } MAGIC ( spell_poison ) { 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_WEAPON_STAT ( obj, WEAPON_MANADRAIN ) || 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 ( "$n looks very ill.", victim, NULL, NULL, TO_ROOM ); return; } MAGIC ( spell_protection_evil ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_PROTECT_EVIL ) || IS_SHIELDED ( victim, SHD_PROTECT_GOOD ) ) { if ( victim == ch ) send_to_char ( "You are already protected.\n\r", ch ); else act ( "$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 ( "$N is protected from evil.", ch, NULL, victim, TO_CHAR ); return; } MAGIC ( spell_protection_good ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_PROTECT_GOOD ) || IS_SHIELDED ( victim, SHD_PROTECT_EVIL ) ) { if ( victim == ch ) send_to_char ( "You are already protected.\n\r", ch ); else act ( "$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 ( "$N is protected from good.", ch, NULL, victim, TO_CHAR ); return; } MAGIC ( spell_ray_of_truth ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam, align; if ( IS_EVIL ( ch ) ) { victim = ch; send_to_char ( "The energy explodes inside you!\n\r", ch ); } if ( victim != ch ) { act ( "$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, 15 ); 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 ); } MAGIC ( spell_recharge ) { 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 ); } } MAGIC ( spell_refresh ) { 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; } MAGIC ( spell_remove_curse ) { 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 $p glows blue.", victim, obj, NULL, TO_ROOM ); } } } } MAGIC ( spell_restore_mana ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; victim->mana = UMIN ( victim->mana + level * 2, victim->max_mana ); if ( victim->max_mana == victim->mana ) send_to_char ( "You feel fully focused!\n\r", victim ); else send_to_char ( "You feel more focused.\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } MAGIC ( spell_sanctuary ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_SANCTUARY ) ) { if ( victim == ch ) send_to_char ( "You are already in sanctuary.\n\r", ch ); else act ( "$N is already in sanctuary.", ch, NULL, victim, TO_CHAR ); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_SANCTUARY; affect_to_char ( victim, &af ); act ( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char ( "You are surrounded by a white aura.\n\r", victim ); return; } MAGIC ( spell_shield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) { if ( victim == ch ) send_to_char ( "You are already shielded from harm.\n\r", ch ); else act ( "$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 = 20 + level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char ( victim, &af ); act ( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char ( "You are surrounded by a force shield.\n\r", victim ); return; } MAGIC ( spell_shocking_grasp ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 22, 25, 27, 29, 31, 33, 34, 36, 37, 38, 39, 39, 39, 39, 39, 40, 40, 40, 40, 41, 41, 41, 41, 42, 42, 42, 42, 43, 43, 43, 43, 44, 44, 44, 44, 45, 45, 45, 45, 46, 46, 46, 46, 47, 47, 47, 47, 48, 48, 48, 48, 49, 49, 49, 49, 50, 50, 50, 50, 51, 51, 51, 51, 52, 52, 52, 52, 53, 53, 53, 53, 54, 54, 54, 54, 55, 55, 55, 55, 56, 56, 56, 56, 57, 57, 57, 57 }; int dam; level = UMIN ( level, sizeof ( dam_each ) / sizeof ( dam_each[0] ) - 1 ); level = UMAX ( 0, level ); dam = number_range ( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell ( level, victim, DAM_LIGHTNING ) ) dam /= 2; if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } damage_old ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE ); return; } MAGIC ( spell_sleep ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_SLEEP ) || ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_UNDEAD ) ) || ( level + 2 ) < victim->level || saves_spell ( level - 4, victim, DAM_CHARM ) ) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join ( victim, &af ); if ( IS_AWAKE ( victim ) ) { send_to_char ( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act ( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } MAGIC ( spell_slow ) { 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 ( "$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM ); return; } MAGIC ( spell_stone_skin ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( ch, sn ) ) { if ( victim == ch ) send_to_char ( "Your skin is already as hard as a rock.\n\r", ch ); else act ( "$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 = 40 + level; af.location = APPLY_AC; af.modifier = -70; af.bitvector = 0; affect_to_char ( victim, &af ); act ( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char ( "Your skin turns to stone.\n\r", victim ); return; } MAGIC ( spell_summon ) { CHAR_DATA *victim; if ( ( victim = get_char_world ( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET ( ch->in_room->room_flags, ROOM_SAFE ) || IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) || ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_AGGRESSIVE ) ) // || (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) || victim->level >= level + 3 || ( is_clan ( ch ) && ( is_clan ( victim ) && ( ( !is_same_clan ( ch, victim ) && ( clan_table[ch->clan]. pkill ) && ( clan_table[victim->clan]. pkill ) ) || clan_table[victim->clan]. independent ) ) ) || ( !IS_NPC ( victim ) && victim->level >= LEVEL_IMMORTAL ) || victim->fighting != NULL || ( IS_NPC ( victim ) && IS_SET ( victim->imm_flags, IMM_SUMMON ) ) || ( IS_NPC ( victim ) && victim->pIndexData->pShop != NULL ) || ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC ( victim ) && saves_spell ( level, victim, DAM_OTHER ) ) ) { send_to_char ( "You failed.\n\r", ch ); return; } if ( strstr ( victim->in_room->area->builders, "Unlinked" ) ) { send_to_char ( "You can't gate to areas that aren't linked yet!\n\r", ch ); return; } act ( "$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; } MAGIC ( spell_transport ) { return; } MAGIC ( spell_teleport ) { 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; } if ( strstr ( victim->in_room->area->builders, "Unlinked" ) ) { send_to_char ( "You can't gate to areas that aren't linked yet!\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; } MAGIC ( spell_ventriloquate ) { 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; } MAGIC ( spell_weaken ) { 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 = -2 * ( level / 5 ); af.bitvector = AFF_WEAKEN; affect_to_char ( victim, &af ); send_to_char ( "You feel your strength slip away.\n\r", victim ); act ( "$n looks tired and weak.", victim, NULL, NULL, TO_ROOM ); return; } /* RT recall spell is back */ MAGIC ( spell_word_of_recall ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *location; if ( IS_NPC ( victim ) ) return; if ( ch->alignment < 0 ) { if ( ( location = get_room_index ( ROOM_VNUM_TEMPLEB ) ) == NULL ) { send_to_char ( "You are completely lost.\n\r", victim ); return; } } else { if ( ( location = get_room_index ( ROOM_VNUM_TEMPLE ) ) == NULL ) { send_to_char ( "You are completely lost.\n\r", victim ); return; } } if ( IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_AFFECTED ( victim, AFF_CURSE ) ) { send_to_char ( "Spell failed.\n\r", victim ); return; } if ( victim->fighting != NULL ) stop_fighting ( victim, TRUE ); ch->move /= 2; act ( "$n disappears.", victim, NULL, NULL, TO_ROOM ); char_from_room ( victim ); char_to_room ( victim, location ); act ( "$n appears in the room.", victim, NULL, NULL, TO_ROOM ); do_look ( victim, "auto" ); } /* * NPC spells. */ MAGIC ( spell_acid_breath ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam, hp_dam, dice_dam, hpch; act ( "$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 $N.", ch, NULL, victim, TO_CHAR ); hpch = UMAX ( 12, ch->hit ); hp_dam = number_range ( hpch / 11 + 1, hpch / 6 ); dice_dam = dice ( level, 26 ); dam = UMAX ( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 ); if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if ( saves_spell ( level, victim, DAM_ACID ) ) { acid_effect ( victim, level / 2, dam / 4, TARGET_CHAR ); damage_old ( ch, victim, dam / 2, sn, DAM_ACID, TRUE ); } else { acid_effect ( victim, level, dam, TARGET_CHAR ); damage_old ( ch, victim, dam, sn, DAM_ACID, TRUE ); } } MAGIC ( spell_fire_breath ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act ( "$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT ); act ( "$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT ); act ( "You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR ); hpch = UMAX ( 10, ch->hit ); hp_dam = number_range ( hpch / 9 + 1, hpch / 5 ); dice_dam = dice ( level, 30 ); dam = UMAX ( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 ); fire_effect ( victim->in_room, level, dam / 2, TARGET_ROOM ); for ( vch = victim->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( is_safe_spell ( ch, vch, TRUE ) || ( IS_NPC ( vch ) && IS_NPC ( ch ) && ( ch->fighting != vch || vch->fighting != ch ) ) ) continue; if ( vch == victim ) /* full damage */ { if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if ( saves_spell ( level, vch, DAM_FIRE ) ) { fire_effect ( vch, level / 2, dam / 4, TARGET_CHAR ); damage_old ( ch, vch, dam / 2, sn, DAM_FIRE, TRUE ); } else { fire_effect ( vch, level, dam, TARGET_CHAR ); damage_old ( ch, vch, dam, sn, DAM_FIRE, TRUE ); } } else /* partial damage */ { if ( saves_spell ( level - 2, vch, DAM_FIRE ) ) { fire_effect ( vch, level / 4, dam / 8, TARGET_CHAR ); damage_old ( ch, vch, dam / 4, sn, DAM_FIRE, TRUE ); } else { fire_effect ( vch, level / 2, dam / 4, TARGET_CHAR ); damage_old ( ch, vch, dam / 2, sn, DAM_FIRE, TRUE ); } } } } MAGIC ( spell_frost_breath ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act ( "$n breathes out a freezing cone of frost!", ch, NULL, victim, TO_NOTVICT ); act ( "$n breathes a freezing cone of frost over you!", ch, NULL, victim, TO_VICT ); act ( "You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR ); hpch = UMAX ( 12, ch->hit ); hp_dam = number_range ( hpch / 11 + 1, hpch / 6 ); dice_dam = dice ( level, 20 ); dam = UMAX ( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 ); cold_effect ( victim->in_room, level, dam / 2, TARGET_ROOM ); for ( vch = victim->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( is_safe_spell ( ch, vch, TRUE ) || ( IS_NPC ( vch ) && IS_NPC ( ch ) && ( ch->fighting != vch || vch->fighting != ch ) ) ) continue; if ( vch == victim ) /* full damage */ { if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if ( saves_spell ( level, vch, DAM_COLD ) ) { cold_effect ( vch, level / 2, dam / 4, TARGET_CHAR ); damage_old ( ch, vch, dam / 2, sn, DAM_COLD, TRUE ); } else { cold_effect ( vch, level, dam, TARGET_CHAR ); damage_old ( ch, vch, dam, sn, DAM_COLD, TRUE ); } } else { if ( saves_spell ( level - 2, vch, DAM_COLD ) ) { cold_effect ( vch, level / 4, dam / 8, TARGET_CHAR ); damage_old ( ch, vch, dam / 4, sn, DAM_COLD, TRUE ); } else { cold_effect ( vch, level / 2, dam / 4, TARGET_CHAR ); damage_old ( ch, vch, dam / 2, sn, DAM_COLD, TRUE ); } } } } MAGIC ( spell_gas_breath ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act ( "$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, 15 ); 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 ); } } } MAGIC ( spell_lightning_breath ) { 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 $N.", ch, NULL, victim, TO_CHAR ); hpch = UMAX ( 10, ch->hit ); hp_dam = number_range ( hpch / 9 + 1, hpch / 5 ); dice_dam = dice ( level, 32 ); dam = UMAX ( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 ); if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if ( saves_spell ( level, victim, DAM_LIGHTNING ) ) { shock_effect ( victim, level / 2, dam / 4, TARGET_CHAR ); damage_old ( ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE ); } else { shock_effect ( victim, level, dam, TARGET_CHAR ); damage_old ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE ); } } /* * Spells for mega1.are from Glop/Erkenbrand. */ MAGIC ( spell_general_purpose ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = number_range ( 25, 100 ); if ( saves_spell ( level, victim, DAM_PIERCE ) ) dam /= 2; if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } damage_old ( ch, victim, dam, sn, DAM_PIERCE, TRUE ); return; } MAGIC ( spell_high_explosive ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = number_range ( 30, 120 ); if ( saves_spell ( level, victim, DAM_PIERCE ) ) dam /= 2; if ( ( ch->fighting == NULL ) && ( !IS_NPC ( ch ) ) && ( !IS_NPC ( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } damage_old ( ch, victim, dam, sn, DAM_PIERCE, TRUE ); return; } MAGIC ( spell_4x ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) return; af.where = TO_AFFECTS; af.type = sn; af.duration = level / 20; /* Feel free to give more or less */ af.location = APPLY_NONE; af.modifier = 4; af.bitvector = 0; affect_to_char ( victim, &af ); send_to_char ( "{YYou begin to learn more quickly from your kills!{x\n\r", victim ); act ( "{Y$n{x {Wseems to{x {Gshimmer with knowledge.{x", victim, NULL, NULL, TO_ROOM ); return; } MAGIC ( spell_acid_rain ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam, i; i = 8; while ( i > 0 ) { dam = dice ( level, level / 10 ); if ( saves_spell ( level, victim, DAM_ACID ) ) dam /= 2; if ( victim->in_room == ch->in_room ) { act ( "{RWaves of {GA{gc{Gi{gd{Gi{gc {BRain {gcalled by $n shower down upon $N!{x", ch, NULL, victim, TO_ROOM ); act ( "{RWaves of {GA{gc{Gi{gd{Gi{gc {BRain {gshower down upon $N!{x", ch, NULL, victim, TO_CHAR ); damage ( ch, victim, dam, sn, DAM_ACID, TRUE ); } i--; } return; }