#include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <ctype.h> #include "merc.h" #include "magic.h" #include "recycle.h" #include "tables.h" #include "obj_trig.h" // // Tables of nasty mobs to use when summon goes badly // bool bad_summoning_on = FALSE; bool safe_nopk = TRUE; bool killed_by_chain = FALSE; extern bool exploration_tracking; extern bool ignore_save; void cast_line args ((CHAR_DATA * ch, char *argument)); extern bool nogate; void prayer_damnation args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); void reverse_heal args((CHAR_DATA* ch, CHAR_DATA* victim, int dam, int sn)); int true_level_for_skill args((CHAR_DATA *ch, int sn)); int getbit args ((char *explored, int index)); void obj_cast_spell2 args((int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj, char* argument)); #define NASTY_LIST_LEN 7 const int nasty10[NASTY_LIST_LEN] = { 21114, // a painted horse, level 14, eastern prarie 20954, // a strongman, level 16, fulk nerra 553, // a mean 'ol dog, level 10, teche village 12956, // a timberjace, level 15, the mill 12928, // an evil pixie, level 15, forest fierense 12937, // will-o-whisp, level 15, outer woodlands 21095 // wolf, level 6, eastern prairie }; const int nasty20[NASTY_LIST_LEN] = { 12923, // wolverine, level 29, forest firense 4084, // a bodyguard, level 29, thesden 13418, // rock troll, level 28, macocaap outlands 20964, // higgins, level 23, fulk nerra 20967, // mad anna, level 25, fulk nerra 5300, // flaming hound, level 30, burning chambers 12927 // moose, level 28, outer woodlands }; const int nasty30[NASTY_LIST_LEN] = { 2223, // white dragon, level 37, keep of lesser dragons 4092, // a knight, level 37, thesden 4091, // an elder thief, level 36, thesden 8704, // tomb thief, level 38, ancient pyramid 7911, // baker, level 32, erion abby 10768, // black cougar, level 30, silver crescent woods 5517 // syvin hunter, level 35, linden }; const int nasty40[NASTY_LIST_LEN] = { 8708, // sandman, level 43, ancient pyramid 11536, // scruffy pirate, level 45, freeport 11538, // admiral blacksail, level 48, freeport 7280, // manipulatii devil, level 48, argent stronghold 2604, // dwarf brigand, level 40, shale peaks 20387, // canthi seer, level 43, ebon downs 5333 // chamber guard, level 47, burning chambers }; const int nasty50[NASTY_LIST_LEN] = { 100, // knight guardian, level 50, castle dunluce 5334, // elite chamber guard, level 53, burning chambers 7284, // mephisto lord, level 54, argent stronghold 18993, // drunk old man, level 58, city of the sun 11540, // lord mourning, level 53, freeport 2620, // shale dragon, level 60, shale peaks 20390 // captain of the canthi, level 52, ebon downs }; const int nasty60[NASTY_LIST_LEN] = { 7251, // champion of lance argent, level 63, argent stronghold 19078, // ocelot knight, level 68, city of the sun 7702, // mountain barbarian, level 60, ryiascar's rise 11382, // vroath heavy cavalry, level 60, fields of death 19144, // sun guard, level 68, city of the sun 19087, // clan leader, level 65, city of the sun 16303 // a huge ant, level 60, keep of krathen }; const int nasty70[NASTY_LIST_LEN] = { 7703, // ular, level 70 ryiascar's rise 7711, // bronze dragon, level 76, ryaiscar's rise 3677, // weinCloudstan guard, level 74, weincloudstan city 7265, // angel seraph, level 79, argent stronghold 16304, // krathen guard, level 80, keep of krathen 19088, // king, level 70, city of the sun 0 // }; const int nasty80[NASTY_LIST_LEN] = { 14, // silver dragon, level 85, 7268, // lord of law, level 85, argent stronghold 11362, // goltar guardian, level 85, 3206, // cloud dragon, level 80, weincloudstan 0, // 0, // 0 // }; const int nasty90[NASTY_LIST_LEN] = { 7060, // shenlon, level 90, lair of shenlon 0, // 0, // 0, // 0, // 0, // 0 // }; /* command procedures needed */ DECLARE_DO_FUN (do_look); /* * Local functions. */ void say_spell args ((CHAR_DATA * ch, int sn)); /* imported functions */ bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace)); void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace, int hand)); bool insta_kill args ((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int dam_type, bool show, bool magic)); char *condition_noun args ((int condition)); //IBLIS 6/21/03 - Needed for areas ticking off checking in Battle Royale extern bool battle_royale; bool br_vnum_check args ((int vnum)); /* * Lookup a skill by name. */ int skill_lookup (const char *name) { int sn; for (sn = 0; sn < MAX_SKILL; sn++) { if (skill_table[sn].name == NULL) break; if (LOWER (name[0]) == LOWER (skill_table[sn].name[0]) && !str_prefix (name, skill_table[sn].name)) return sn; } return -1; } /* * Lookup a skill by name. */ int exact_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_cmp (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 (get_skill(ch,sn) >= 1) return sn; } } return found; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup (int slot) { extern bool fBootDb; int sn; if (slot <= 0) return -1; for (sn = 0; sn < MAX_SKILL; sn++) { if (slot == skill_table[sn].slot) return sn; } if (fBootDb) { bug ("Slot_lookup: bad slot %d.", slot); abort (); } return -1; } /* * Utter mystical words for an sn. */ void say_spell (CHAR_DATA * ch, int sn) { ROOM_INDEX_DATA *rid; 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", "annen"}, {"aqua", "sannuo"}, {"au", "kada"}, {"bless", "erino"}, {"blind", "veras"}, {"breath", "aeindara"}, {"breathe", "aeindesa"}, {"bur", "mosa"}, {"cu", "eruoe"}, {"de", "oculo"}, {"en", "unso"}, {"light", "rus"}, {"lo", "hi"}, {"mor", "zak"}, {"move", "sido"}, {"ness", "densi"}, {"ning", "illa"}, {"per", "duda"}, {"ra", "gru"}, {"fresh", "ima"}, {"re", "nerein"}, {"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; } if (ch->class != PC_CLASS_CHAOS_JESTER) { sprintf (buf2, "$n intones the sacred words, '%s'.", buf); sprintf (buf, "$n intones the sacred words, '%s'.", skill_table[sn].name); for (rch = ch->in_room->people; rch; rch = rch->next_in_room) { if (rch != ch) act (IS_CLASS (rch, PC_CLASS_MAGE) ? buf : buf2, ch, NULL, rch, TO_VICT); } if (is_dueling (ch)) { rid = get_room_index (ROOM_VNUM_SPECTATOR); for (rch = rid->people; rch; rch = rch->next_in_room) act (IS_CLASS (rch, PC_CLASS_MAGE) ? 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; if (!ignore_save) save = 50 + ((victim->level - level)/5) - (victim->saving_throw * (50/40)); else save = 50 + ((victim->level - level)/5); // if (IS_AFFECTED (victim, AFF_BERSERK)) // save += victim->level / 2; //Little bonus for resist poison if (dam_type == DAM_POISON && IS_SET(victim->res_flags,RES_POISON)) save += 5; switch (check_immune (victim, dam_type)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save += 5; break; case IS_VULNERABLE: save -= 5; break; } if (!IS_NPC (victim) && !mana_using_class(victim)) save = 9 * save / 10; save = URANGE (5, save, 98); return number_percent () < save; } bool saves_spell_old (int level, CHAR_DATA * victim, int dam_type) { int save; if (!ignore_save) save = 50 + (victim->level - level)*5 - (victim->saving_throw * (50/40)); else save = 50 + (victim->level - level)*5; // if (IS_AFFECTED (victim, AFF_BERSERK)) // save += victim->level / 2; //Little bonus for resist poison if (dam_type == DAM_POISON && IS_SET(victim->res_flags,RES_POISON)) save += 5; switch (check_immune (victim, dam_type)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save += 5; break; case IS_VULNERABLE: save -= 5; break; } if (!IS_NPC (victim) && !mana_using_class(victim)) save = 9 * save / 10; save = URANGE (5, save, 98); 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; return; */ /* 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->duration == -1) continue; if (af->permaff == TRUE) continue; 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))); } void do_layhands (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; one_argument (argument, arg); if (get_skill (ch, gsn_layhands) < 1) { send_to_char ("You have no idea where to lay your hands.\r\n", ch); return; } if (arg[0] == '\0') { send_to_char ("Lay your hands upon whom?\n\r", ch); return; } if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (ch->mana < ch->level) { send_to_char ("You do not have enough mana.\n\r", ch); return; } if (ch->lh_ticks != 0) { send_to_char ("You are not yet ready to do that again.\n\r", ch); return; } ch->mana -= ch->level; if (number_percent () < get_skill (ch, gsn_layhands)) { if (IS_SET(victim->act,ACT_UNDEAD)) reverse_heal(ch,victim,500,gsn_layhands); else if (victim->race == PC_RACE_SWARM) swarm_heal(ch,victim,gsn_layhands); else { if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + (3 * ch->level), victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + (3 * ch->level), victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A healing force courses through your body!\n\r", victim->pcdata->soul_link); } else victim->hit = UMIN (victim->hit + (6 * ch->level), victim->max_hit); act ("You lay your holy, glowing hands upon $N.", ch, NULL, victim, TO_CHAR); act ("$n lays $s holy, glowing hands upon you.", ch, NULL, victim, TO_VICT); ch->lh_ticks = 24; } } else { act ("You lay your hands upon $N, but your faith in your god is not great enough to invoke the miracle of healing.", ch, NULL, victim, TO_CHAR); act ("$n lays $s hands upon you, but nothing happens.", ch, NULL, victim, TO_VICT); ch->lh_ticks = 12; } } void do_exorcise (CHAR_DATA * ch, char *argument) { CHAR_DATA *victim; char arg[MAX_INPUT_LENGTH]; int dam, sn; one_argument (argument, arg); if (arg[0] == '\0') { send_to_char ("Exorcise whom?\n\r", ch); return; } if ((victim = get_char_room (ch, arg)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } if (number_percent () < get_skill (ch, gsn_exorcism)) { if (victim == ch) { send_to_char ("You cannot exorcise yourself.\n\r", ch); return; } if (!IS_NPC (victim)) if (IS_IMMORTAL (victim) || victim->level < 8) { send_to_char ("You cannot perform an exorcism on that target.\n\r", ch); return; } if (ch->fighting != NULL) { send_to_char ("You cannot concentrate enough to perform the exorcism\n\r", ch); return; } if (ch->mana < 400) { send_to_char ("You don't have enough mana to perform the exorcism.\n\r", ch); return; } if (ch->move < 200) { send_to_char ("You don't have enough movement ability to perform the exorcism.\n\r", ch); return; } if (ch->hit < 400) { send_to_char ("You don't have enough hitpoints to perform the exorcism.\n\r", ch); return; } if (ch->ex_ticks != 0) { send_to_char ("You are not yet ready to do that again.\n\r", ch); return; } if (ch->alignment != -1000 && ch->alignment != 1000) { send_to_char ("Your current alignment doesn't allow you to perform exorcisms.\n\r", ch); return; } if (!IS_IMMORTAL (ch)) WAIT_STATE (ch, 3 * PULSE_VIOLENCE); ch->mana /= 2; ch->hit /= 2; ch->move /= 2; act ("You grab $N's forehead and attempt to shake the spirits from $S soul.", ch, NULL, victim, TO_CHAR); act ("$n grabs $N's forehead and attempts to shake the spirits from $S soul.", ch, NULL, victim, TO_NOTVICT); act ("$n grabs your forehead and attempts to shake the spirits from your soul.", ch, NULL, victim, TO_VICT); ch->ex_ticks = 24; dam = abs (ch->alignment - victim->alignment) / 2; dam = (dam * ch->level) / 100; if (IS_SET (victim->res_flags, RES_HOLY)) dam /= 2; if (IS_SET (victim->vuln_flags, VULN_HOLY)) dam = (dam * 3) / 2; if (IS_SET (victim->imm_flags, IMM_HOLY)) dam = 0; if (IS_SET (victim->act, ACT_UNDEAD)) dam = victim->max_hit; sn = skill_lookup ("exorcism"); if (get_curr_stat (ch, STAT_WIS) < 18 && number_percent () < 25) { damage (ch, victim, (dam * 3) / 4, sn, DAM_OTHER, TRUE); damage (ch, ch, dam / 2, sn, DAM_OTHER, TRUE); } else damage (ch, victim, dam, sn, DAM_OTHER, TRUE); if (ch->alignment > 0) change_alignment(ch,-300); else change_alignment(ch,300); } else send_to_char ("You do not know how to perform an exorcism.\n\r", ch); } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; //Iblis 10/03/04 - Needed to not subtract mana from people for casting the CJ spells from wands, etc, //since CJ spells check for mana usage in the actual spell bool costs_mana=FALSE; void do_cast (CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; int target; /* if (IS_NPC(ch) && ch->desc == NULL) return; */ if (!str_cmp (argument, "line")) { cast_line (ch, argument); return; } if (!has_skills (ch, SKILL_CAST) && !IS_NPC (ch)) { send_to_char ("You lack the ability to cast spells.\n\r", ch); return; } if (IS_SET (ch->in_room->room_flags, ROOM_SILENT) && !IS_IMMORTAL (ch)) { send_to_char ("This room is shielded from disturbance by powerful wards of magic.\n\r", ch); return; } // Iblis 9/13/04 - No Magic flag if (IS_SET (ch->in_room->room_flags2, ROOM_NOMAGIC) && !IS_IMMORTAL (ch)) { send_to_char("There are no magical forces to draw power from.\n\r",ch); return; } target_name = one_argument (argument, arg1); one_argument (target_name, arg2); if (arg1[0] == '\0') { send_to_char ("Cast which what where?\n\r", ch); return; } if ((sn = find_spell (ch, arg1)) < 0 || (!IS_NPC (ch) && get_skill(ch,sn) < 1)) { send_to_char ("You don't know any spells of that name.\n\r", ch); return; } if (IS_SET(ch->act2,ACT_FAMILIAR) && get_skill(ch,sn) < 1) return; if (skill_table[sn].type != SKILL_CAST) { send_to_char ("You don't know any spells of that name.\n\r", ch); return; } if (ch->position < skill_table[sn].minimum_position || (ch->fighting != NULL && skill_table[sn].minimum_position > POS_FIGHTING)) { send_to_char ("You can't concentrate enough.\n\r", ch); return; } if (is_affected (ch, gsn_entangle)) { send_to_char ("You are too constrained to use any of your mystical powers.\n\r", ch); return; } if (is_affected (ch, gsn_fear)) { send_to_char ("You are way too scared to cast that spell right now.\n\r", ch); return; } if (is_affected (ch, skill_lookup ("Quiet Mountain Lake")) && (skill_table[sn].target == TAR_CHAR_OFFENSIVE || skill_table[sn].target == TAR_OBJ_CHAR_OFF || skill_table[sn].target == TAR_AREA_OFF)) { send_to_char ("You are too peaceful to cast that spell right now.\n\r", ch); return; } if (sn != gsn_mirror) { if (skill_table[sn].min_mana == 0) mana = 0; else { if (ch->level + 2 == level_for_skill (ch, sn)) mana = 50; else mana = UMAX (skill_table[sn].min_mana, 100 / (2 + ch->level - level_for_skill (ch, sn))); } } else { if (ch->mana < 100) mana = 100; else mana = ch->mana / 2; } if (is_affected (ch, gsn_mirror)) { act ("The mirror arround you is destroyed by your outgoing magic.", ch, NULL, NULL, TO_CHAR); act ("The mirror around $n is destroyed by $s outgoing magic.", ch, NULL, NULL, TO_ROOM); affect_strip (ch, gsn_mirror); } // Adeon 7/2/03 -- We decided to make invis better, casting spells // no longer causes you to become visible. /*if (IS_AFFECTED (ch, AFF_INVISIBLE)) { affect_strip (ch, gsn_invis); affect_strip (ch, gsn_mass_invis); affect_strip (ch, gsn_heavenly_cloak); REMOVE_BIT (ch->affected_by, AFF_INVISIBLE); act ("$n fades into existence.", ch, NULL, NULL, TO_ROOM); } */ /* * 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: case TAR_AREA_OFF: 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 (check_shopkeeper_attack (ch, victim)) 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; } 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; } } 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; } 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_STRING: if (target_name[0] == '\0') vo = NULL; else vo = (void *) target_name; target = TARGET_NONE; 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) { 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; } if (!IS_NPC (ch) && ch->mana < mana && !IS_IMMORTAL (ch)) { send_to_char ("You don't have enough mana.\n\r", ch); return; } if (str_cmp (skill_table[sn].name, "ventriloquate") && (!((IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_FAKIE)))) say_spell (ch, sn); if (!IS_IMMORTAL (ch)) WAIT_STATE (ch, skill_table[sn].beats); if (number_percent () > get_skill (ch, sn)) { send_to_char ("You lost your concentration.\n\r", ch); if (sn == skill_lookup ("enchant armor") || sn == skill_lookup ("enchant weapon")) check_improve (ch, sn, FALSE, 4); else check_improve (ch, sn, FALSE, 1); ch->mana -= mana / 2; } else { char buf[20]; CHAR_DATA *perp=NULL; AFFECT_DATA *af=NULL; ch->mana -= mana; if (IS_NPC (ch) || mana_using_class (ch)) { costs_mana = TRUE; (*skill_table[sn].spell_fun) (sn, ch->level, ch, vo, target); costs_mana = FALSE; //Only try to do the spell 90% of the time if (number_percent() <= 90) { for (af = ch->affected; af != NULL; af = af->next) { if (af->type == gsn_evil_twin) break; } } if (af != NULL && af->comp_name != NULL && ((perp = get_exact_pc_world(ch,af->comp_name)) != NULL) && perp->fighting == ch && ch->in_room == perp->in_room) { //simulated 60% success rate if (number_percent() >= 60) { send_to_char("You lost your concentration.\n\r",perp); } else { if (target == TARGET_CHAR) { if (((CHAR_DATA*)vo) == ch) (*skill_table[sn].spell_fun) (sn, perp->level, perp, (void*)perp, target); else if (((CHAR_DATA*)vo) == perp) (*skill_table[sn].spell_fun) (sn, perp->level, perp, (void*)ch, target); else (*skill_table[sn].spell_fun) (sn, perp->level, perp, vo, target); } else if (target == TARGET_NONE || target == TARGET_ROOM) (*skill_table[sn].spell_fun) (sn, perp->level, perp, vo, target); } } } else { costs_mana = TRUE; (*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo, target); costs_mana = FALSE; //Only try to do the spell 90% of the time if (number_percent() <= 90) { for (af = ch->affected; af != NULL; af = af->next) { if (af->type == gsn_evil_twin) break; } } // (*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo, target); if (af != NULL && af->comp_name != NULL && ((perp = get_exact_pc_world(ch,af->comp_name)) != NULL) && perp->fighting == ch && ch->in_room == perp->in_room) { //simulated 60% success rate if (number_percent() >= 60) { send_to_char("You lost your concentration.\n\r",perp); } else { if (target == TARGET_CHAR) { if (((CHAR_DATA*)vo) == ch) (*skill_table[sn].spell_fun) (sn, perp->level, perp, (void*)perp, target); else if (((CHAR_DATA*)vo) == perp) (*skill_table[sn].spell_fun) (sn, perp->level, perp, (void*)ch, target); else (*skill_table[sn].spell_fun) (sn, perp->level, perp, vo, target); } else if (target == TARGET_NONE || target == TARGET_ROOM) (*skill_table[sn].spell_fun) (sn, perp->level, perp, vo, target); } } // (*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo, // target); } sprintf(buf, "%d", sn); trip_triggers_arg(ch, OBJ_TRIG_CHAR_USES_SPELL, NULL, victim, OT_TYPE_SPELL, buf); if ((sn == skill_lookup ("enchant armor")) || (sn == skill_lookup ("enchant weapon"))) { check_improve (ch, sn, TRUE, 4); } else { check_improve (ch, sn, TRUE, 1); } } if (!str_cmp (skill_table[sn].name, "web") && IS_AFFECTED (victim, AFF_CHARM) && victim->master == ch) return; if (!str_cmp (skill_table[sn].name,"chain lightning")) return; if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch)// && !IS_SET(ch->act2, ACT_ILLUSION)) { 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 && get_position(victim) > POS_SLEEPING) { multi_hit (ch, victim, 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) { obj_cast_spell2(sn,level,ch,victim,obj, ""); } void obj_cast_spell2(int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj, char* argument) { void *vo; int target = TARGET_NONE; char buf[20]; if (ch == NULL) { bug ("obj_cast_spell: NULL character (object user)", 0); return; } //verify that the victim is actually in the same room as the character if (victim != NULL) { if ((ch->in_room) != (victim->in_room)) return; } if (sn <= 0) return; if (sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) { bug ("Obj_cast_spell: bad sn %d.", sn); return; } switch (skill_table[sn].target) { default: bug ("Obj_cast_spell: bad target for sn %d.", sn); return; case TAR_AREA_OFF: 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 ("Something 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; case TAR_STRING: if (argument[0] == '\0') vo = NULL; else vo = (void*)argument; target = TARGET_NONE; break; } target_name = ""; (*skill_table[sn].spell_fun) (sn, level, ch, vo, target); if (sn == skill_lookup("penance")) //Iblis 7/28/03 - Quick fix. I KNOW Hardcoding penance value is bad damage (ch, vo, 0, 1, 16, FALSE); sprintf(buf, "%d", sn); trip_triggers_arg(ch, OBJ_TRIG_CHAR_USES_SPELL, NULL, victim, OT_TYPE_SPELL, buf); 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 && get_position(victim) > POS_SLEEPING) { multi_hit (ch, victim, TYPE_UNDEFINED); break; } } } return; } /* * Spell functions. */ void spell_acid_blast (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$n's acid blast fizzles out in the water.\n\r", ch, NULL, NULL, TO_ROOM); send_to_char ("Your acid blast fizzles in steam.\n\r", ch); return; } dam = dice (level, 12); dam = dam * 3 / 4; if (saves_spell (level, victim, DAM_ACID)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_ACID, TRUE); return; } void spell_armor (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ((is_affected (victim, sn)) || is_affected (victim, skill_lookup ("conservancy"))) { if (victim == ch) send_to_char ("You are already armored.\n\r", ch); else act ("$N is already armored.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.modifier = -10; af.location = APPLY_AC; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You feel someone protecting you.\n\r", victim); if (ch != victim) act ("$N is protected by your magic.", ch, NULL, victim, TO_CHAR); return; } void spell_fireshield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; /* if (victim->race == PC_RACE_LITAN) { send_to_char("This spell is of no use to you. You can only get fireshield naturally.\n\r",victim); return; }*/ if (victim->in_room->sector_type == SECT_WATER_OCEAN || victim->in_room->sector_type == SECT_WATER_SWIM || victim->in_room->sector_type == SECT_UNDERWATER || IS_SET(victim->in_room->room_flags2,ROOM_SNOW)) { if (victim == ch) send_to_char ("Your shield of fire quickly evaporates into a useless steam.\n\r", ch); else act ("$N's shield of fire quickly evaporates into a useless steam.\n\r", ch, NULL, victim, TO_CHAR); return; } if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already surrounded by a shield of fire.\n\r", ch); else act ("$N is already surrounded by a shield of fire.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = UMAX (level / 10, 3); af.modifier = -15; af.location = APPLY_AC; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You are surrounded by a shield of fire.\n\r", victim); if (ch != victim) act ("$N is surrounded by your shield of fire.", ch, NULL, victim, TO_CHAR); if (is_affected (ch, gsn_entangle)) { send_to_char ("The plants holding you break and fall away.\n\r", ch); act ("The plants holding $n break and fall away.", ch, NULL, NULL, TO_ROOM); affect_strip (ch, skill_lookup ("entangle")); } return; } int check_web (CHAR_DATA * ch) { int chance, remdur, breakfree = FALSE; AFFECT_DATA *webaff, af; if (!is_affected (ch, skill_lookup ("web"))) return (1); webaff = affect_find (ch->affected, skill_lookup ("web")); if (webaff == NULL) return (1); switch (get_curr_stat (ch, STAT_DEX)) { default: chance = number_range (1, 4); remdur = webaff->duration * (number_range (0, 50) * 0.01); case 20: case 21: case 22: case 23: chance = number_range (1, 3); remdur = webaff->duration * (number_range (0, 75) * 0.01); break; case 24: case 25: chance = number_range (1, 2); remdur = webaff->duration * (number_range (0, 100) * 0.01); break; } if (chance == 2) { remdur = UMAX (remdur, 1); af.where = TO_AFFECTS; af.type = webaff->type; af.level = webaff->level; af.duration = 0 - remdur; af.modifier = 0; af.location = 0; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_join (ch, &af); if (af.duration <= 0) { send_to_char ("The magical webs holding you dissolve and fall away.\n\r\n\r", ch); act ("The magical webs holding $n dissolve and fall away.", ch, NULL, NULL, TO_ROOM); affect_strip (ch, skill_lookup ("web")); breakfree = TRUE; } else if (remdur < 5) { send_to_char ("You struggle weakly with the webs holding you, they seem to become less sticky.\n\r", ch); act ("$n struggles weakly with the webs holding $m, they seem to become less sticky.", ch, NULL, NULL, TO_ROOM); } else { send_to_char ("You tear at the webs holding you, ripping away large chunks.\n\r", ch); act ("$n tears at the webs holding $m, ripping away large chunks.", ch, NULL, NULL, TO_ROOM); } } else { send_to_char ("The webs holding you will not budge.\n\r", ch); act ("$n struggles ineffectually with the webs encasing $m.", ch, NULL, NULL, TO_ROOM); } return (breakfree); } void spell_web (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af, *webaff; if (is_affected (ch, skill_lookup ("web")) || !saves_spell (level - 5, victim, DAM_NEGATIVE)) { if (!is_affected (victim, skill_lookup ("web"))) send_to_char ("You are held fast by sticky webs.\n\r", victim); else send_to_char ("You are held even firmer by even MORE sticky webs.\n\r", victim); if (ch != victim) { if (!is_affected (ch, skill_lookup ("web"))) act ("$N is covered in sticky webs.", ch, NULL, victim, TO_CHAR); else act ("$N is covered in a large mass of sticky webs.", ch, NULL, victim, TO_CHAR); } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.modifier = 0; af.location = 0; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); webaff = affect_find (ch->affected, skill_lookup ("web")); if (webaff != NULL) { if (webaff->duration + af.duration > 20) { affect_strip (ch, skill_lookup ("web")); af.duration = 20; } } else if (af.duration > 20) af.duration = 20; affect_join (victim, &af); } else act ("$N shrugs off your sticky webs.", ch, NULL, victim, TO_CHAR); return; } void spell_bark_skin (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (ch, sn)) { if (victim == ch) send_to_char ("Your skin is already as hard as bark.\n\r", ch); else act ("$N is already as hard as can be.", ch, NULL, victim, TO_CHAR); return; } if (is_affected (ch, skill_lookup ("stone skin"))) { if (victim == ch) send_to_char ("Your skin can't get any harder.\n\r", ch); else act ("$N's skin is already as hard as can be.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -15; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); act ("$n's skin hardens into bark.", victim, NULL, NULL, TO_ROOM); send_to_char ("Your skin hardens into bark.\n\r", victim); return; } void spell_blindness (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_BLIND) || saves_spell (level, victim, DAM_OTHER) || IS_SET(victim->imm_flags, IMM_BLIND)) { send_to_char ("You failed.\n\r", ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1 + level / 7; af.bitvector = AFF_BLIND; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You have been blinded!\n\r", victim); act ("$n fumbles awkwardly, and appears to be blinded.", victim, NULL, NULL, TO_ROOM); return; } void spell_burning_hands (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$n's hands fizzle in steam!", ch, NULL, NULL, TO_ROOM); send_to_char ("Your attempt fizzles in steam.\n\r", ch); return; } /* END UNDERWATER */ level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_FIRE)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_FIRE, TRUE); return; } void spell_bee_sting (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$n calls forth a bee, which promptly drowns.", ch, NULL, NULL, TO_ROOM); send_to_char ("You call forth a bee, which promptly drowns.\n\r", ch); return; } /* END UNDERWATER */ 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_HARM)) dam /= 2; if (victim->race == PC_RACE_SWARM) dam = 0; damage_old (ch, victim, dam, sn, DAM_HARM, TRUE); return; } void spell_ice_beam (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; if (ch->in_room->sector_type != SECT_UNDERWATER && ch->in_room->sector_type != SECT_WATER_OCEAN && ch->in_room->sector_type != SECT_WATER_SWIM) { send_to_char ("You have no water to create an ice beam with!\n\r", ch); 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)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_COLD, TRUE); return; } // Minax 7-3-02 I commented out the original Call Lightning code so that we can // go back to it if we ever want to. I changed call lightning to call down a // single bolt of lightning that can be directed at a target. /* void spell_call_lightning (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if (!IS_OUTSIDE (ch)) { send_to_char ("You must be outdoors to use this spell.\n\r", ch); return; } if (weather_info.sky < SKY_RAINING) { send_to_char ("You need bad weather.\n\r", ch); return; } dam = dice (level / 2, 8); send_to_char ("Lightning streaks from the heavens, striking your foes!\n\r", ch); act ("$n calls down a shower of lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM); for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && (IS_NPC (ch) ? !IS_NPC (vch) : IS_NPC (vch))) damage_old (ch, vch, saves_spell (level, vch, DAM_LIGHTNING) ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE); continue; } if (vch->in_room->area == ch->in_room->area && IS_OUTSIDE (vch) && IS_AWAKE (vch)) send_to_char ("Lightning streaks through the air not far from you, illuminating the sky with mystical powers.\n\r", vch); } return; } */ void spell_call_lightning (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_OUTSIDE (ch)) { send_to_char ("You must be outdoors to use this spell.\n\r", ch); return; } if (weather_info.sky < SKY_RAINING) { send_to_char ("Without bad weather, your spell produces nothing but sparks.\n\r", ch); return; } /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$n's attempt to call a bolt of lightning results in fizzles of steam!", ch, NULL, NULL, TO_ROOM); send_to_char ("You try to call a bolt of lightning, but just get a fizzle of steam.\n\r", ch); return; } /* END UNDERWATER */ dam = dice (level, 12); dam = dam * 3 / 4; if (saves_spell (level, victim, DAM_LIGHTNING)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } void spell_cancellation (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; level += 2; if ((!IS_NPC (ch) && IS_NPC (victim) && !(IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)) || (IS_NPC (ch) && !IS_NPC (victim))) { send_to_char ("You failed, try dispel magic.\n\r", ch); return; } 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 (victim->race != PC_RACE_LITAN && check_dispel (level, victim, gsn_fireshield)) found = TRUE; if (check_dispel (level, victim, gsn_bark_skin)) { act ("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("bless"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("blindness"))) { found = TRUE; act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("calm"))) { found = TRUE; act ("$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("Quiet Mountain Lake"))) { found = TRUE; act ("$n looks less serene.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("change sex"))) { found = TRUE; act ("$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("charm person"))) { found = TRUE; act ("$n regains $s free will.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("chill touch"))) { found = TRUE; act ("$n looks warmer.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("curse"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect evil"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect good"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect hidden"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect invis"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect hidden"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect magic"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("faerie fire"))) { act ("$n's outline fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("fly"))) { act ("$n falls to the ground!", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("frenzy"))) { act ("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);; found = TRUE; } if (check_dispel (level, victim, skill_lookup ("giant strength"))) { act ("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("haste"))) { act ("$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("infravision"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("invis"))) { act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("mass invis"))) { act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("pass door"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("protection evil"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("protection good"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("sanctuary"))) { act ("The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("shield"))) { act ("The shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("sleep"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("slow"))) { act ("$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("stone skin"))) { act ("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("Ballad of Ole Rip"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("damnation"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("soul fire"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("Quiet Mountain Lake"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("weaken"))) { act ("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) send_to_char ("Ok.\n\r", ch); else send_to_char ("Spell failed.\n\r", ch); } void spell_cause_light (int sn, int level, CHAR_DATA * ch, void *vo, int target) { damage_old (ch, (CHAR_DATA *) vo, dice (1, 8) + level / 3, sn, DAM_HARM, TRUE); return; } void spell_cause_critical (int sn, int level, CHAR_DATA * ch, void *vo, int target) { damage_old (ch, (CHAR_DATA *) vo, dice (3, 8) + level - 6, sn, DAM_HARM, TRUE); return; } void spell_cause_serious (int sn, int level, CHAR_DATA * ch, void *vo, int target) { damage_old (ch, (CHAR_DATA *) vo, dice (2, 8) + level / 2, sn, DAM_HARM, TRUE); return; } void spell_chain_lightning (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *tmp_vict, *last_vict, *next_vict; bool found; int dam; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$n attempts to source lightning and gets shocked!", ch, NULL, NULL, TO_ROOM); send_to_char ("Your attempt to source lightning shocks you!\n\r", ch); dam = dice (level, 2); damage_old (ch, ch, dam, sn, DAM_LIGHTNING, TRUE); return; } /* END UNDERWATER */ /* 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); dam = dice (level, 6); if (saves_spell (level, victim, DAM_LIGHTNING)) dam /= 3; damage_old (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); last_vict = victim; level -= 4; /* decrement damage */ /* new targets */ while (level > 0 && ch && ch->in_room) { found = FALSE; for (tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict) { next_vict = tmp_vict->next_in_room; if (!is_safe_spell (ch, tmp_vict, TRUE) && tmp_vict != last_vict) { found = TRUE; last_vict = tmp_vict; act ("The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM); act ("The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR); dam = dice (level, 6); if (saves_spell (level, tmp_vict, DAM_LIGHTNING)) dam /= 3; damage_old (ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE); level -= 4; /* decrement damage */ } } /* end target searching loop */ if (!found) { /* no target found, hit the caster */ if (ch == NULL) return; if (last_vict == ch) { /* no double hits */ act ("The bolt seems to have fizzled out.", ch, NULL, NULL, TO_ROOM); act ("The bolt grounds out through your body.", ch, NULL, NULL, TO_CHAR); return; } last_vict = ch; act ("The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM); send_to_char ("You are struck by your own lightning!\n\r", ch); dam = dice (level, 6); if (saves_spell (level, ch, DAM_LIGHTNING)) dam /= 3; damage_old (ch, ch, dam, sn, DAM_LIGHTNING, TRUE); if (killed_by_chain) { killed_by_chain = FALSE; return; } level -= 4; /* decrement damage */ if (ch == NULL || ch->fighting == NULL) return; } /* now go back and find more targets */ } } // Minax 7-8-02 Sex Change is a permanent toggle. This not only makes it // more fun, but it also makes it easier on players who get sick of other // players casting it on them and having no recourse. Now two more casts // get them back to where they started. void spell_change_sex (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (saves_spell (level, victim, DAM_OTHER)) { act ("You feel a tingling down below, but it passes.", ch, NULL, NULL, TO_VICT); send_to_char ("You failed.\n\r", ch); return; } if (victim->sex == 0) { victim->sex = 1; send_to_char ("You feel vastly different.\n\r", victim); act ("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM); return; } if (victim->sex == 1) { victim->sex = 2; send_to_char ("You feel vastly different.\n\r", victim); act ("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM); return; } if (victim->sex == 2) { victim->sex = 0; send_to_char ("You feel vastly different.\n\r", victim); act ("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM); return; } } /* OLD CODE void spell_change_sex (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You have already been changed.\n\r", ch); else act ("$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR); return; } if (saves_spell (level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); af.composition = FALSE; af.comp_name = str_dup (""); do { af.modifier = number_range (0, 2) - victim->sex; } while (af.modifier == 0); af.bitvector = 0; affect_to_char (victim, &af); send_to_char ("You feel vastly different.\n\r", victim); act ("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM); return; } */ bool can_charm (CHAR_DATA * ch) { CHAR_DATA *fch; int has_charmed = 0; int ave; for (fch = char_list; fch; fch = fch->next) { if (fch->master == ch && IS_AFFECTED (fch, AFF_CHARM)) { has_charmed++; } } if (has_charmed >= 8) return (FALSE); ave = (get_curr_stat (ch, STAT_CHA) + get_curr_stat (ch, STAT_INT)) / 2; switch (ave) { //Iblis - With the new xp system etc, you should not get 1 free charmie regardless of cha default: return FALSE; case 12: case 13: if (has_charmed > 0 || get_curr_stat (ch, STAT_CHA) < 6) { return (FALSE); } else { return (TRUE); } break; case 14: case 15: case 16: if (has_charmed > 1) { return (FALSE); } else { return (TRUE); } break; case 17: case 18: if (has_charmed > 2) { return (FALSE); } else { return (TRUE); } break; case 19: case 20: if (has_charmed > 3) { return (FALSE); } else { return (TRUE); } break; case 21: case 22: if (has_charmed > 4) { return (FALSE); } else { return (TRUE); } break; case 23: if (has_charmed > 5) { return (FALSE); } else { return (TRUE); } break; case 24: if (has_charmed > 6) { return (FALSE); } else { return (TRUE); } break; case 25: if (has_charmed > 7) { return (FALSE); } else { return (TRUE); } break; } // end switch(ave) return (FALSE); } void spell_charm_person (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; short level2; if (is_safe (ch, victim)) return; // Akamai: 10/29/98 -- Fixing Mage charm so that it does not affect // immortals and apprpriately covers level differences if (IS_IMMORTAL (victim)) { send_to_char ("You are worth no more than an askance look from an immortal.\n\r", ch); return; } if (victim == ch) { send_to_char ("You like yourself even better!\n\r", ch); return; } level2 = class_level (ch, 0); if (level2 == 0) level2 = 1; if (IS_IMMORTAL (ch)) level2 = ch->level; // if the victim is a real player +- MAGIC_LEVEL_DIFF from the level // of the mage then fail. if (!IS_NPC (victim) && ((victim->level >= (level2 + MAGIC_LEVEL_DIFF)) || (victim->level <= (level2 - MAGIC_LEVEL_DIFF)))) { send_to_char ("That person is some how beyond your charms.\n\r", ch); return; } // if the victim is a MOB + MAGIC_LEVEL_DIFF from the level of the // mage then the MOB is beyond them if (IS_NPC (victim) && (victim->level > (level2 + MAGIC_LEVEL_DIFF))) { send_to_char ("You failed.\n\r", ch); return; } if (IS_AFFECTED (victim, AFF_CHARM) || IS_AFFECTED (ch, AFF_CHARM) || IS_SET (victim->imm_flags, IMM_CHARM) || IS_SET (victim->act, ACT_UNDEAD) || saves_spell_old (level2, victim, DAM_CHARM) || !can_charm (ch)) { send_to_char ("You failed.\n\r", ch); 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; } // Minax 2-13-03 Cannot cast charm in a no_charmie room if (IS_SET (ch->in_room->room_flags, ROOM_NO_CHARMIE)) { send_to_char ("This room is resistant to your charms.\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 = level2; if (!IS_IMMORTAL(ch)) { af.duration = number_fuzzy (level2 / 4); } else { af.duration = -1; } af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); act ("Isn't $n just so nice?", ch, NULL, victim, TO_VICT); act ("$N looks at you with adoring eyes.", ch, NULL, victim, TO_CHAR); return; } void spell_chill_touch (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (!saves_spell (level, victim, DAM_COLD)) { act ("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_join (victim, &af); } else { dam /= 2; } damage_old (ch, victim, dam, sn, DAM_COLD, TRUE); return; } void spell_colour_spray (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_LIGHT)) dam /= 2; else spell_blindness (skill_lookup ("blindness"), level / 2, ch, (void *) victim, TARGET_CHAR); damage_old (ch, victim, dam, sn, DAM_LIGHT, TRUE); return; } void spell_control_weather (int sn, int level, CHAR_DATA * ch, void *vo, int target) { if (!str_cmp (target_name, "better")) weather_info.change += dice (level, 4); else if (!str_cmp (target_name, "worse")) weather_info.change -= dice (level, 4); else send_to_char ("Do you want it to get better or worse?\n\r", ch); send_to_char ("Ok.\n\r", ch); return; } void spell_create_food (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *mushroom; mushroom = create_object (get_obj_index (OBJ_VNUM_MUSHROOM), 0); mushroom->value[0] = level / 2; mushroom->value[1] = level; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$p suddenly appears then disintegrates to mush.", ch, mushroom, NULL, TO_ROOM); act ("$p suddenly appears then disintegrates to mush.", ch, mushroom, NULL, TO_CHAR); return; } /* END UNDERWATER */ obj_to_room (mushroom, ch->in_room); free_string(mushroom->name); free_string(mushroom->short_descr); free_string(mushroom->description); switch (ch->race) { case PC_RACE_HUMAN : mushroom->description = str_dup("`dA `klemon`d pie topped with fluffy `hwhite meringue`d looks yummy for humans.``"); mushroom->short_descr = str_dup("`da `kLemon `hMeringue `dpie``"); mushroom->name = str_dup("pie lemon meringue"); break; case PC_RACE_ELF : mushroom->description = str_dup("`dA thin crispy wafer wrapped in a large `cgreen leaf`d indicates that an elf has passed by.``"); mushroom->short_descr = str_dup("`da crispy wafer in a `cgreen leaf``"); mushroom->name = str_dup("crispy wafer leaf"); break; case PC_RACE_SYVIN : mushroom->description = str_dup("`dA large salad of `cgreen lettuce`d and `kc`io`jl`do`br`kf`iu`jl `dv`be`kg`ie`jt`da`bb`kl`ie`js`d looks like a syvin feast.``"); mushroom->short_descr = str_dup("`da salad with `cgreen lettuce`d and `kc`io`jl`do`br`kf`iu`jl `dv`be`kg`ie`jt`da`bb`kl`ie`js``"); mushroom->name = str_dup("salad feast"); break; case PC_RACE_DWARF : mushroom->description = str_dup("`dThis is not a `astone`d, it's a hard loaf of dwarf bread, laced with `kgold flakes`d.``"); mushroom->short_descr = str_dup("`da `astoney`d loaf of dwarf bread with `kgold flakes``"); mushroom->name = str_dup("loaf bread"); break; case PC_RACE_SIDHE : mushroom->description = str_dup("`dYou don't think that this `fwispy cotton candy`d could fill any belly but a sidhe's.``"); mushroom->short_descr = str_dup("`fwispy cotton candy``"); mushroom->name = str_dup("wispy cotton candy"); break; case PC_RACE_VROATH : mushroom->description = str_dup("`dYou give this huge odorous pile of `bbloody flesh`d a very wide berth.``"); mushroom->short_descr = str_dup("`da huge smelly pile of `bbloody flesh``"); mushroom->name = str_dup("bloody flesh pile"); break; case PC_RACE_CANTHI : mushroom->description = str_dup("`dThis fillet of `lbluefin tuna`d wrapped in `gfresh seaweed`d came from under the sea.``"); mushroom->short_descr = str_dup("`da fillet of `lbluefin tuna`d wraped in `gfresh seaweed``"); mushroom->name = str_dup("fillet bluefin tuna"); break; case PC_RACE_LITAN : mushroom->description = str_dup("`dIf you ate this `bred hot`d salsa you would probably burst into `iflames.``"); mushroom->short_descr = str_dup("`bred hot`d salsa``"); mushroom->name = str_dup("hot salsa"); break; case PC_RACE_AVATAR : mushroom->description = str_dup("`dSomeone has smuggled this `omanna of the gods`d out of the heavens.``"); mushroom->short_descr = str_dup("`omanna of the gods``"); mushroom->name = str_dup("manna gods"); break; case PC_RACE_NERIX : mushroom->description = str_dup("`dA pile of `kn`cu`dt`ks`d and `cs`de`ke`dd`ks`d sits here attracting a hungry nerix.``"); mushroom->short_descr = str_dup("`da pile of `kn`cu`dt`ks`d and `cs`de`ke`dd`ks``"); mushroom->name = str_dup("pile nuts seeds"); break; case PC_RACE_LICH : mushroom->description = str_dup("`aA large pile of brains is here, attracting flies and zombies.``"); mushroom->short_descr = str_dup("`aA large pile of brains.``"); mushroom->name = str_dup("pile brains"); break; default : mushroom->short_descr = str_dup("`nA `mM`fa`gg`ni`mc `fM`gu`ns`mh`fr`go`no`mm``"); mushroom->description = str_dup("A delicious magic mushroom is here."); mushroom->name = str_dup("magic mushroom"); break; } if (number_percent() <= 7) { free_string(mushroom->name); free_string(mushroom->short_descr); free_string(mushroom->description); mushroom->short_descr = str_dup("`nA `mM`fa`gg`ni`mc `fM`gu`ns`mh`fr`go`no`mm``"); mushroom->description = str_dup("A delicious magic mushroom is here."); mushroom->name = str_dup("magic mushroom"); } act ("$p suddenly appears.", ch, mushroom, NULL, TO_ROOM); act ("$p suddenly appears.", ch, mushroom, NULL, TO_CHAR); return; } void spell_create_rose (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *rose; rose = create_object (get_obj_index (OBJ_VNUM_ROSE), 0); act ("$n has created a beautiful red rose.", ch, rose, NULL, TO_ROOM); send_to_char ("You create a beautiful red rose.\n\r", ch); obj_to_char (rose, ch); return; } void spell_create_spring (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *spring; spring = create_object (get_obj_index (OBJ_VNUM_SPRING), 0); spring->timer = level; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$p flows from the ground and is diluted by the surrounding water.", ch, spring, NULL, TO_ROOM); act ("$p flows from the ground and is diluted by the surrounding water.", ch, spring, NULL, TO_CHAR); return; } /* END UNDERWATER */ obj_to_room (spring, ch->in_room); act ("$p flows from the ground.", ch, spring, NULL, TO_ROOM); act ("$p flows from the ground.", ch, spring, NULL, TO_CHAR); return; } void spell_create_water (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if (obj->item_type != ITEM_DRINK_CON) { send_to_char ("It is unable to hold water.\n\r", ch); return; } if (obj->value[2] != LIQ_WATER && obj->value[1] != 0) { send_to_char ("It contains some other liquid.\n\r", ch); return; } water = UMIN (level * (weather_info.sky >= SKY_RAINING ? 4 : 2), obj->value[0] - obj->value[1]); if (water > 0) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if (!is_name ("water", obj->name)) { char buf[MAX_STRING_LENGTH]; sprintf (buf, "%s water", obj->name); free_string (obj->name); obj->name = str_dup (buf); } act ("$p is filled.", ch, obj, NULL, TO_CHAR); } return; } void spell_cure_blindness (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected (victim, gsn_blindness)) { if (victim == ch) send_to_char ("You can already see perfectly fine.\n\r", ch); else act ("$N does not appear to be blinded.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel (level, victim, gsn_blindness)) { send_to_char ("With a sudden flash of white light, your vision miraculously returns!\n\r", victim); act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } else send_to_char ("Alas, your spell failed.\n\r", ch); } void spell_cure_critical (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice (3, 8) + level / 3; if (is_affected(victim,gsn_greymantle) || IS_SET(victim->act,ACT_UNDEAD)) reverse_heal(ch,victim,heal,sn); else if (victim->race == PC_RACE_SWARM) swarm_heal(ch,victim,sn); else { if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + heal/2, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + heal/2, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A healing force courses through your body!\n\r", victim->pcdata->soul_link); } else victim->hit = UMIN (victim->hit + heal, victim->max_hit); update_pos (victim); send_to_char ("A healing force courses through your body!\n\r", victim); } if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_herb_lore (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; if (ch->in_room->sector_type != SECT_FIELD && ch->in_room->sector_type != SECT_FOREST && ch->in_room->sector_type != SECT_GRASSLAND) { send_to_char ("You couldn't find the needed herbs in these surroundings.\n\r", ch); return; } heal = 20; if (number_percent () < 6) heal = 100; if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + heal/2, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + heal/2, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A healing force courses through your body!\n\r", victim->pcdata->soul_link); } else if (victim->race == PC_RACE_SWARM) { swarm_heal(ch,victim,sn); return; } else victim->hit = UMIN (victim->hit + heal, victim->max_hit); update_pos (victim); if (ch != victim) { act ("$n's knowledge of herbs allows you to replenish your strength.", ch,NULL,victim,TO_VICT); send_to_char ("Ok.\n\r", ch); } else send_to_char ("Your knowledge of herbs allows you to replenish your strength.\n\r",ch); return; } /* RT added to cure plague */ void spell_cure_disease (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool work = FALSE; /* if (!is_affected (victim, gsn_plague)) { if (victim == ch) send_to_char ("You are not currently stricken with the plague.\n\r", ch); else act ("$N does not currently appear to be diseased.", ch, NULL, victim, TO_CHAR); // return; }*/ if (check_dispel (level, victim, gsn_plague)) work = TRUE; if (check_dispel (level, victim, gsn_pox)) work = TRUE; if (check_dispel (level, victim, gsn_atrophy)) work = TRUE; if (check_dispel (level, victim, gsn_contaminate)) { work = TRUE; send_to_char("You feel the impurities leaving your body.",victim); } if (check_dispel (level, victim, gsn_brain_blisters)) { affect_strip(victim,skill_lookup("disorientation")); work = TRUE; } if (check_dispel (level, victim, gsn_vomit)) work = TRUE; if (work) { send_to_char ("Your sores vanish.\n\r", victim); act ("$n looks relieved as $s sores vanish.", victim, NULL, NULL, TO_ROOM); } else send_to_char ("Alas, the spell failed.\n\r", ch); } void spell_cure_light (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice (1, 8) + level / 3; if (is_affected(victim,gsn_greymantle) || IS_SET(victim->act,ACT_UNDEAD)) reverse_heal(ch,victim,heal,sn); else if (victim->race == PC_RACE_SWARM) swarm_heal(ch,victim,sn); else { if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + heal/2, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + heal/2, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A healing force courses through your body!\n\r", victim->pcdata->soul_link); } else victim->hit = UMIN (victim->hit + heal, victim->max_hit); update_pos (victim); send_to_char ("You feel better!\n\r", victim); } if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_cure_poison (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected (victim, gsn_poison)) { if (victim == ch) send_to_char ("You do not appear to be poisoned at the moment.\n\r", ch); else act ("$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 ("$n visage lightens considerably, and begins to look much better.", victim, NULL, NULL, TO_ROOM); } else send_to_char ("Alas, the spell failed.\n\r", ch); } void spell_cure_serious (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice (2, 8) + level / 2; if (is_affected(victim,gsn_greymantle) || IS_SET(victim->act,ACT_UNDEAD)) reverse_heal(ch,victim,heal,sn); else if (victim->race == PC_RACE_SWARM) swarm_heal(ch,victim,sn); else { if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + heal/2, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + heal/2, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A healing force courses through your body!\n\r", victim->pcdata->soul_link); } else victim->hit = UMIN (victim->hit + heal, victim->max_hit); update_pos (victim); send_to_char ("You feel better!\n\r", victim); } if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_curse (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT (obj, ITEM_EVIL)) { act ("$p is already filled with evil.", ch, obj, NULL, TO_CHAR); return; } if (IS_OBJ_STAT (obj, ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find (obj->affected, skill_lookup ("bless")); if (!saves_dispel (level, paf != NULL ? paf->level : obj->level, 0)) { if (paf != NULL) affect_remove_obj (obj, paf); act ("$p glows with a red aura.", ch, obj, NULL, TO_ALL); REMOVE_BIT (obj->extra_flags[0], ITEM_BLESS); return; } else { act ("The holy aura of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level/8; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_obj (obj, &af); SET_BIT (obj->extra_flags[0], ITEM_NODROP); act ("$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)) { send_to_char ("Spell failed.\n\r", ch); 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; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); 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 ("$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR); return; } void spell_demonfire (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC (ch) && !IS_EVIL (ch)) { victim = ch; send_to_char ("The demons turn upon you!\n\r", ch); } change_alignment(ch,-50); if (victim != ch) { act ("$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); } dam = dice (level, 10); if (saves_spell (level, victim, DAM_NEGATIVE)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_NEGATIVE, TRUE); if (victim->hit > 1) prayer_damnation (gsn_curse, 3 * level / 4, ch, (void *) victim, TARGET_CHAR); } void spell_detect_evil (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_DETECT_EVIL)) { if (victim == ch) send_to_char ("You can already sense evil.\n\r", ch); else act ("$N can already detect evil.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_detect_good (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_DETECT_GOOD)) { if (victim == ch) send_to_char ("You can already sense good.\n\r", ch); else act ("$N can already detect good.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_GOOD; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_detect_hidden (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_DETECT_HIDDEN)) { if (victim == ch) send_to_char ("You are already as alert as you can be. \n\r", ch); else act ("$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your awareness improves.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_detect_invis (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_DETECT_INVIS)) { if (victim == ch) send_to_char ("You can already see invisible.\n\r", ch); else act ("$N can already see invisible things.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_detect_magic (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_DETECT_MAGIC)) { if (victim == ch) send_to_char ("You can already sense magical auras.\n\r", ch); else act ("$N can already detect magic.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your eyes glow a brilliant `jgreen``.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_detect_poison (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD) { if (obj->value[3] != 0) send_to_char ("You smell poisonous fumes.\n\r", ch); else send_to_char ("It looks delicious.\n\r", ch); } else { send_to_char ("It doesn't appear to be poisoned.\n\r", ch); } return; } void spell_dispel_evil (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC (ch) && IS_EVIL (ch)) victim = ch; if (IS_GOOD (victim)) { act ("$N is protected by the forces of Good.", ch, NULL, victim, TO_ROOM); return; } if (IS_NEUTRAL (victim)) { act ("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR); return; } if (victim->hit > (ch->level * 4)) dam = dice (level, 4); else dam = UMAX (victim->hit, dice (level, 4)); if (saves_spell (level, victim, DAM_HOLY)) dam /= 2; dam = dam * 5 / 4; damage_old (ch, victim, dam, sn, DAM_HOLY, TRUE); return; } void spell_dispel_good (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC (ch) && IS_GOOD (ch)) victim = ch; if (IS_EVIL (victim)) { act ("$N is protected by $S evil.", ch, NULL, victim, TO_CHAR); return; } if (IS_NEUTRAL (victim)) { act ("$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; damage_old (ch, victim, dam, sn, DAM_NEGATIVE, TRUE); dam = dam * 5 / 4; return; } /* modified for enhanced use */ void spell_dispel_magic (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; if (saves_spell (level, victim, DAM_OTHER)) { send_to_char ("You feel a brief tingling sensation.\n\r", victim); send_to_char ("You failed.\n\r", ch); return; } /* begin running through the spells */ if (check_dispel (level, victim, skill_lookup ("armor"))) found = TRUE; if (victim->race != PC_RACE_LITAN && check_dispel (level, victim, gsn_fireshield)) 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 ("Quiet Mountain Lake"))) { found = TRUE; act ("$n looks less serene.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("change sex"))) { found = TRUE; act ("$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 invis"))) 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 existence.", 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_AFFECTED (victim, AFF_SANCTUARY) && !saves_dispel (level, victim->level, -1) && !is_affected (victim, skill_lookup ("sanctuary"))) { REMOVE_BIT (victim->affected_by, AFF_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 $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("sleep"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("Ballad of Ole Rip"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("slow"))) { act ("$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("stone skin"))) { act ("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("weaken"))) { act ("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) send_to_char ("Ok.\n\r", ch); else send_to_char ("Spell failed.\n\r", ch); return; } void spell_firestorm (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; if (ch->in_room->sector_type == SECT_WATER_OCEAN || ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("Your storm of fire quickly evaporates into scalding steam.\n\r", ch); act ("$n summons a storm of fire that evaporates into a scalding steam.", ch, NULL, NULL, TO_ROOM); damage_old (ch, ch, level / 5, sn, DAM_FIRE, TRUE); return; } send_to_char ("A storm of fire rains down from the heavens!\n\r", ch); act ("$n summons a storm of fire that rains down from the heavens.", 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 == ch) continue; if (vch->in_room == ch->in_room) { if (!is_safe_spell (ch, vch, FALSE)) { int dam; dam = dice (level, 6); if (saves_spell (level, vch, DAM_FIRE)) dam /= 5; damage_old (ch, vch, dam, sn, DAM_FIRE, TRUE); } } else if (vch->in_room->area == ch->in_room->area) send_to_char ("In the distance, a storm of fire rains down from the sky.\n\r", vch); } return; } void spell_bee_swarm (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$n calls forth a swarm of bees, which promptly drown.", ch, NULL, NULL, TO_ROOM); send_to_char ("You call forth a swarm of bees, which promptly drown.\n\r", ch); return; } send_to_char ("A swarm of bees emerges!\n\r", ch); act ("$n summons a swarm of bees!", 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 (ch != vch && vch->in_room == ch->in_room) { if (!is_safe_spell (ch, vch, FALSE)) { int dam; if ((IS_AFFECTED (vch, AFF_CHARM) && vch->leader == ch) || vch->race == PC_RACE_SWARM) continue; dam = level + dice (3, 6); if (saves_spell (level, vch, DAM_HARM)) dam /= 4; damage_old (ch, vch, dam, sn, DAM_HARM, TRUE); if (number_range (1, 100 + get_curr_stat (vch, STAT_CON) * 2) == 50 && vch->level < 92) // if (1==1) { insta_kill (ch, vch, 0, 0, 0, 0, 1); //raw_kill (vch, ch); } } } else if (vch != ch && vch->in_room->area == ch->in_room->area) send_to_char ("A swarm of bees can be heard buzzing in the distance.\n\r", vch); } return; } void spell_enchant_armor (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (obj->item_type != ITEM_ARMOR) { send_to_char ("That isn't an armor.\n\r", ch); return; } if (obj->wear_loc != -1) { send_to_char ("The item must be carried to be enchanted.\n\r", ch); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 35; /* 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 += 10 * (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 += 10 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* KLUDGE */ if (ac_bonus < -6) fail += 45; /* apply other modifiers */ fail -= level / 3; 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) || IS_OBJ_STAT (obj, ITEM_NOENCHANT))&& !IS_IMMORTAL (ch)) { /* 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) && !IS_IMMORTAL (ch)) { /* item disenchanted */ AFFECT_DATA *paf_next; long vector_to_remove = FALSE; int i; 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; if (paf->bitvector > 0) vector_to_remove = paf->bitvector; //IBLIS 5/22/03 - Fix it so fading a honed weapon doesn't leave it perm-sharp free_affect (paf); if (vector_to_remove) { obj->value[4] = obj->value[4] & !vector_to_remove; vector_to_remove = 0; } } obj->affected = NULL; /* clear all flags */ for (i=0;i<MAX_EXTRA_FLAGS;i++) obj->extra_flags[i] = 0; return; } if (result <= fail && !IS_IMMORTAL (ch)) { /* 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; af_new->permaff = paf->permaff; af_new->composition = FALSE; af_new->comp_name = str_dup (""); } } 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[0], 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[0], ITEM_MAGIC); SET_BIT (obj->extra_flags[0], ITEM_GLOW); added = -2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO) obj->level = UMIN (LEVEL_HERO - 1, obj->level + 1); if (ac_found) { for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { paf->type = sn; paf->modifier += added; paf->level = UMAX (paf->level, level); } } } else /* add a new affect */ { paf = new_affect (); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = added; paf->permaff = FALSE; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } void spell_enchant_weapon (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail,i; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (obj->item_type != ITEM_WEAPON) { send_to_char ("That isn't a weapon.\n\r", ch); return; } if (obj->wear_loc != -1) { send_to_char ("The item must be carried to be enchanted.\n\r", ch); return; } /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 35; /* 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 += 10 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 10 * (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 -= 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); if (IS_OBJ_STAT (obj, ITEM_NOENCHANT)) fail = 95; result = number_percent (); /* the moment of truth */ if ((result < (fail / 5) || IS_OBJ_STAT (obj, ITEM_NOENCHANT))&& !IS_IMMORTAL (ch)) { /* 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) && !IS_IMMORTAL (ch)) { /* 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) { if (paf->where == TO_WEAPON && paf->permaff == FALSE) { if (paf->bitvector == WEAPON_SHARP) if (obj->value[4] & WEAPON_SHARP) obj->value[4] -= WEAPON_SHARP; if (paf->bitvector == WEAPON_POISON) if (obj->value[4] & WEAPON_POISON) obj->value[4] -= WEAPON_POISON; if (paf->bitvector == WEAPON_VAMPIRIC) if (obj->value[4] & WEAPON_VAMPIRIC) obj->value[4] -= WEAPON_VAMPIRIC; } paf_next = paf->next; free_affect (paf); } obj->affected = NULL; /* clear all flags */ for (i=0;i<MAX_EXTRA_FLAGS;i++) obj->extra_flags[i] = 0; return; } if (result <= fail && !IS_IMMORTAL (ch)) { /* 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; af_new->permaff = paf->permaff; af_new->composition = FALSE; af_new->comp_name = str_dup (""); } } 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[0], 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[0], ITEM_MAGIC); SET_BIT (obj->extra_flags[0], ITEM_GLOW); added = 2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO - 1) obj->level = UMIN (LEVEL_HERO - 1, obj->level + 1); if (dam_found) { for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_DAMROLL) { paf->where = TO_OBJECT; paf->type = sn; paf->modifier += added; paf->level = UMAX (paf->level, level); if (paf->modifier > 4) SET_BIT (obj->extra_flags[0], 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->permaff = FALSE; paf->composition = FALSE; paf->comp_name = str_dup (""); 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->where = TO_OBJECT; paf->modifier += added; paf->level = UMAX (paf->level, level); if (paf->modifier > 4) SET_BIT (obj->extra_flags[0], 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_HITROLL; paf->modifier = added; paf->bitvector = 0; paf->permaff = FALSE; paf->composition = FALSE; paf->comp_name = str_dup (""); paf->next = obj->affected; obj->affected = paf; } } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) change_alignment(ch,-50); if (saves_spell (level, victim, DAM_NEGATIVE) && number_percent() < 20) { send_to_char ("You feel a momentary chill.\n\r", victim); send_to_char ("You failed.\n\r",ch); return; } if (victim->level <= 2) { dam = ch->hit + 1; } else { // gain_exp (victim, 0 - number_range (level / 2, 3 * level / 2)); victim->mana -= victim->mana*.05; victim->move -= victim->move*.05; dam = dice (1, level); ch->hit += dam/10; } send_to_char ("You feel your life slipping away!\n\r", victim); send_to_char ("Wow....what a rush!\n\r", ch); damage_old (ch, victim, dam, sn, DAM_NEGATIVE, TRUE); return; } void spell_fireball (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 24, 30, 34, 39, 45, 52, 58, 63, 67, 74, 79, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { act ("$n's attempt to create a fireball fizzles in steam!", ch, NULL, NULL, TO_ROOM); send_to_char ("You try to create a fireball, but it fizzles in steam.\n\r", ch); return; } /* END UNDERWATER */ level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_FIRE)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_FIRE, TRUE); return; } void spell_fireproof (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)) { act ("$p is already protected from burning.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = number_fuzzy (level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BURN_PROOF; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_obj (obj, &af); act ("You protect $p from fire.", ch, obj, NULL, TO_CHAR); act ("$p is surrounded by a protective aura.", ch, obj, NULL, TO_ROOM); } void spell_flamestrike (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (ch->in_room->sector_type == SECT_UNDERWATER || ch->in_room->sector_type == SECT_WATER_OCEAN || ch->in_room->sector_type == SECT_WATER_SWIM) { act ("$n's attempt at a flamestrike fizzles in steam!", ch, NULL, NULL, TO_ROOM); send_to_char ("Your flamestrike fizzles in your hands!\n\r", ch); return; } dam = dice (6 + level / 2, 8); if (saves_spell (level, victim, DAM_FIRE)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_FIRE, TRUE); return; } void spell_faerie_fire (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_FAERIE_FIRE)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/9; af.location = APPLY_AC; af.modifier = level; af.bitvector = AFF_FAERIE_FIRE; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You are surrounded by a pink outline.\n\r", victim); act ("$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM); return; } void spell_faerie_fog (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *ich; act ("$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM); send_to_char ("You conjure a cloud of purple smoke.\n\r", ch); for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room) { if (ich->invis_level > 0) continue; if (ich == ch || saves_spell (level, ich, DAM_OTHER)) continue; affect_strip (ich, gsn_invis); affect_strip (ich, gsn_heavenly_cloak); affect_strip (ich, gsn_mass_invis); affect_strip (ich, gsn_sneak); affect_strip (ich, gsn_astral_body); affect_strip (ch, gsn_vanish); REMOVE_BIT (ich->affected_by, AFF_HIDE); REMOVE_BIT (ich->affected_by, AFF_CAMOUFLAGE); REMOVE_BIT (ich->affected_by, AFF_INVISIBLE); REMOVE_BIT (ich->affected_by, AFF_SNEAK); act ("$n is revealed!", ich, NULL, NULL, TO_ROOM); send_to_char ("You are revealed!\n\r", ich); } return; } void spell_floating_disc (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *disc, *floating; floating = get_eq_char (ch, WEAR_FLOAT); if (floating != NULL && IS_OBJ_STAT (floating, ITEM_NOREMOVE)) { act ("You can't remove $p.", ch, floating, NULL, TO_CHAR); return; } disc = create_object (get_obj_index (OBJ_VNUM_DISC), 0); disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */ disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */ disc->timer = ch->level * 2 - number_range (0, level / 2); act ("$n has created a floating black disc.", ch, NULL, NULL, TO_ROOM); send_to_char ("You create a floating disc.\n\r", ch); obj_to_char (disc, ch); wear_obj (ch, disc, TRUE, 0); return; } void spell_fly (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { if (victim == ch) send_to_char ("You are already floating in the water.\n\r", ch); else act ("$N is already floating in the water.", ch, NULL, victim, TO_CHAR); return; } /* END UNDERWATER */ //12-29-03 Iblis - By Minax's request, if you're overweight you can't fly if (get_carry_weight (victim) > can_carry_w (victim)) { send_to_char("They are too heavy to fly.\n\r",ch); return; } if (IS_AFFECTED (victim, AFF_FLYING)) { if (victim == ch) send_to_char ("You are already airborne.\n\r", ch); else act ("$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR); return; } if (!IS_NPC(victim) && victim->race == PC_RACE_NIDAE && number_percent() <= 50) { send_to_char ("You failed.\n\r",ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your feet rise off the ground.\n\r", victim); act ("$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM); return; } void spell_gate (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; char tcbuf[15]; if (nogate || (!IS_NPC(ch) && ch->pcdata->nogate)) { send_to_char("The gods are not allowing that at the moment.\n\r",ch); return; } if ((victim = get_char_world (ch, target_name)) == NULL || (!IS_NPC (victim)) || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || room_is_private (victim->in_room) || (victim->in_room->area->construct) || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || IS_SET (victim->imm_flags, IMM_SUMMON) // || saves_spell (level, victim, DAM_OTHER) || (IS_SET(victim->in_room->area->area_flags,AREA_IMP_ONLY) && get_trust(ch) < MAX_LEVEL) ) { send_to_char ("You failed.\n\r", ch); return; } if (exploration_tracking) if (getbit (ch->pcdata->explored, victim->in_room->vnum) == 0) { send_to_char ("Your know nothing about the location you are trying to reach\n\r", ch); return; } if (IS_SET (victim->in_room->race_flags, ROOM_NOTRANSPORT)) { send_to_char ("You cannot travel there via ordinary magic.\n\r", ch); return; } if (IS_SET (ch->in_room->race_flags, ROOM_NOTRANSPORT)) { send_to_char ("You cannot leave this realm via ordinary magic.\n\r", ch); return; } if (!IS_NPC (ch)) if ((time (NULL) - ch->pcdata->last_fight < 60)) { send_to_char ("You cannot muster the concentration to travel the realms in that way right now.\n\r", ch); return; } if ((battle_royale && (ch->level > 19 || (!IS_NPC(ch) && ch->pcdata->loner))) && !br_vnum_check (victim->in_room->vnum)) { send_to_char ("The area you are trying to gate to is now off limits until the end of Battle Royale.\n\r", ch); return; } if (ch->pcdata && ch->pcdata->fishing) { send_to_char ("You can't gate anywhere while fishing!.\n\r", ch); return; } act ("$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 ("$n arrives through a rip etched from the fabric of existence.", ch, NULL, NULL, TO_ROOM); do_look (ch, "auto"); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); check_aggression(ch); return; } void spell_giant_strength (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already as strong as you can get!\n\r", ch); else act ("$N can't get any stronger.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; //IBLIS 5/19/03 - New stats require this to be weakened // af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.modifier = 1 + (level >= 75); af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your muscles surge with heightened power!\n\r", victim); act ("$n's muscles surge with heightened power.", victim, NULL, NULL, TO_ROOM); return; } void spell_harm (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX (20, victim->hit - dice (1, 4)); if (saves_spell (level, victim, DAM_HARM)) dam = UMIN (50, dam / 2); dam = UMIN (100, dam); damage_old (ch, victim, dam, sn, DAM_HARM, TRUE); return; } /* RT haste spell */ void spell_haste (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_HASTE) || IS_SET (victim->off_flags, OFF_FAST)) { if (victim == ch) send_to_char ("You can't move any faster!\n\r", ch); else act ("$N is already moving as fast as $E can.", ch, NULL, victim, TO_CHAR); return; } if (IS_AFFECTED (victim, AFF_SLOW)) { if (!check_dispel (level, victim, skill_lookup ("slow"))) { if (victim != ch) send_to_char ("Spell failed.\n\r", ch); send_to_char ("You feel momentarily faster.\n\r", victim); return; } act ("$n is moving less slowly.", victim, NULL, NULL, TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if (victim == ch) af.duration = level / 2; else af.duration = level / 4; af.location = APPLY_DEX; //IBLIS 5/19/03 - New stats need this to be weakened // af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.modifier = 1 + (level >= 75); af.bitvector = AFF_HASTE; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You feel yourself moving more quickly.\n\r", victim); act ("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_heal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (is_affected(victim,gsn_greymantle) || IS_SET(victim->act,ACT_UNDEAD)) reverse_heal(ch,victim,100,sn); else if (victim->race == PC_RACE_SWARM) swarm_heal(ch,victim,sn); else { if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + 50, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + 50, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A warm feeling fills your body.\n\r", victim->pcdata->soul_link); } else victim->hit = UMIN (victim->hit + 100, victim->max_hit); update_pos (victim); send_to_char ("A warm feeling fills your body.\n\r", victim); } if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_greater_heal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (is_affected(victim,gsn_greymantle) || IS_SET(victim->act,ACT_UNDEAD)) reverse_heal(ch,victim,250,sn); else if (victim->race == PC_RACE_SWARM) swarm_heal(ch,victim,sn); else { if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + 125, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + 125, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A warm feeling fills your body.\n\r", victim->pcdata->soul_link); } else victim->hit = UMIN (victim->hit + 250, victim->max_hit); update_pos (victim); send_to_char ("A warm feeling fills your body.\n\r", victim); } if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_restore (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (is_affected(victim,gsn_greymantle) || IS_SET(victim->act,ACT_UNDEAD)) reverse_heal(ch,victim,500,sn); else if (victim->race == PC_RACE_SWARM) swarm_heal(ch,victim,sn); else { if (!IS_NPC(victim) && victim->pcdata->soul_link) { victim->hit = UMIN (victim->hit + 400, victim->max_hit); victim->pcdata->soul_link->hit = UMIN (victim->pcdata->soul_link->hit + 400, victim->pcdata->soul_link->max_hit); update_pos (victim->pcdata->soul_link); send_to_char ("A warm feeling fills your body.\n\r", victim->pcdata->soul_link); } else victim->hit = victim->max_hit; update_pos (victim); send_to_char ("A warm feeling fills your body.\n\r", victim); } if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_heat_metal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if (!saves_spell (level + 2, victim, DAM_FIRE) && !IS_SET (victim->imm_flags, IMM_FIRE) && !IS_IMMORTAL(victim)) { 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 remove 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 remove 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 (saves_spell (level, victim, DAM_FIRE)) dam = 2 * dam / 3; damage_old (ch, victim, dam, sn, DAM_FIRE, TRUE); } } void spell_identify (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; if (IS_OBJ_STAT (obj, ITEM_NOIDENTIFY)) { send_to_char ("You cannot glean any more information about this object.\n\r", ch); return; } sprintf (buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d, ", obj->name, item_type_name (obj), extra_bit_name_new (obj->extra_flags,FALSE), obj->weight / 10, obj->cost, obj->level); send_to_char (buf, ch); if (obj->wear_flags > ITEM_TAKE && obj->item_type != ITEM_LIGHT) { sprintf (buf, "worn: %s\n\r",wear_bit_name (obj->wear_flags - ITEM_TAKE)); send_to_char (buf, ch); } // Adeon 7/2/03 -- Finally updating ident for class/race/clan flags /* sprintf (buf, " Used by - Races: %s Classes: %s Clans: %s\n\r", crflag_string (pcrace_flags, obj->race_flags), crflag_string (class_flags, obj->class_flags), crflag_string (clan_flags, obj->clan_flags)); send_to_char (buf, ch);*/ //Iblis - he did it wrong so I fixed it sprintf (buf, " Used by - Races: %s", crflag_string (pcrace_flags, obj->race_flags)); send_to_char (buf,ch); sprintf (buf, " Classes: %s",crflag_string (class_flags, obj->class_flags)); send_to_char (buf,ch); sprintf (buf, " Clans: %s\n\r",crflag_string (clan_flags, obj->clan_flags)); send_to_char (buf, ch); //Iblis 7/6/03 - Adding condition as requested sprintf (buf, "Condition : %s\n\r", condition_noun (obj->condition)); send_to_char (buf, ch); //Iblis 11/06/03 - Added Owner (if applicable) if (obj->plr_owner != NULL) { sprintf (buf, "Owner : %s\n\r", capitalize(obj->plr_owner)); send_to_char (buf, ch); } switch (obj->item_type) { case ITEM_VIAL: if (obj->value[0] > 0 && obj->value[0] < MAX_SKILL) { sprintf (buf, "Level %d spell of: '%s'\n\r", obj->level, skill_table[obj->value[0]].name); send_to_char (buf, ch); } else send_to_char ("Vial is empty.\n\r", ch); break; case ITEM_PARCHMENT: case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf (buf, "Level %d spells of:", obj->value[0]); send_to_char (buf, ch); if (obj->value[1] >= 0 && obj->value[1] < MAX_SKILL) { send_to_char (" '", ch); send_to_char (skill_table[obj->value[1]].name, ch); send_to_char ("'", ch); } if (obj->value[2] >= 0 && obj->value[2] < MAX_SKILL) { send_to_char (" '", ch); send_to_char (skill_table[obj->value[2]].name, ch); send_to_char ("'", ch); } if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL) { send_to_char (" '", ch); send_to_char (skill_table[obj->value[3]].name, ch); send_to_char ("'", ch); } if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) { send_to_char (" '", ch); send_to_char (skill_table[obj->value[4]].name, ch); send_to_char ("'", ch); } send_to_char (".\n\r", ch); break; case ITEM_WAND: case ITEM_STAFF: sprintf (buf, "Has %d charges of level %d", obj->value[2], obj->value[0]); send_to_char (buf, ch); if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL) { send_to_char (" '", ch); send_to_char (skill_table[obj->value[3]].name, ch); send_to_char ("'", ch); } send_to_char (".\n\r", ch); break; case ITEM_CARD: if (obj->value[6] >= 1 && obj->value[6] < MAX_SKILL) { sprintf (buf, "Has a charge of level %d", obj->value[5]); send_to_char (buf,ch); send_to_char (" '", ch); send_to_char (skill_table[obj->value[6]].name, ch); send_to_char (" '.\n\r", ch); } break; case ITEM_DRINK_CON: if (obj->value[2] == -1) strcpy (buf, "It holds no liquid.\n\r"); else 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: sprintf (buf, "Capacity: %d# Maximum weight: %d# flags: %s\n\r", obj->value[0], obj->value[3], cont_bit_name (obj->value[1])); send_to_char (buf, ch); if (obj->value[4] != 100) { sprintf (buf, "Weight multiplier: %d%%\n\r", obj->value[4]); send_to_char (buf, ch); } break; case ITEM_QUIVER: sprintf (buf, "Capacity: %d\n\r", obj->value[0]); send_to_char (buf, ch); break; //Iblis - 06/04/04 - Goddamn \% doesn't work to add just a % to sprintf, so I have to do it //this bass ackwards hacky way case ITEM_FURNITURE: sprintf (buf, "HP Healing Bonus: %d",obj->value[3]-100); send_to_char (buf, ch); send_to_char ("% ", ch); sprintf (buf, "Mana Healing Bonus: %d",obj->value[4]-100); send_to_char (buf, ch); send_to_char ("%\n\r",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_STAFF): send_to_char ("staff/spear.\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_POLEARM): send_to_char ("polearm.\n\r", ch); break; case (WEAPON_SHORTBOW): send_to_char ("shortbow.\n\r", ch); break; case (WEAPON_LONGBOW): send_to_char ("longbow.\n\r", ch); break; case (WEAPON_ARROW): send_to_char ("arrow.\n\r", ch); break; case (WEAPON_ARROWHEAD): send_to_char ("arrowhead.\n\r", ch); break; case (WEAPON_DICE): send_to_char ("dice.\n\r",ch); break; default: send_to_char ("unknown.\n\r", ch); break; } sprintf (buf, "Damage is %dd%d (average %d).\n\r", obj->value[1], obj->value[2], (1 + obj->value[2]) * obj->value[1] / 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); } if (obj->value[0] == WEAPON_DICE) { sprintf (buf, "`jWeapon spell:`` %s\n\r",skill_table[obj->value[5]].name); send_to_char(buf,ch); } break; case ITEM_ARMOR: sprintf (buf, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3]); send_to_char (buf, ch); break; } if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (paf->location != APPLY_NONE && paf->modifier != 0) { if (paf->where == TO_SKILL) { if(paf->location == 0) sprintf(buf,"Affects all abilities by %d",paf->modifier); else sprintf(buf,"Affects %s by %d", skill_table[paf->location].name,paf->modifier); send_to_char (buf,ch); send_to_char ("%.\n\r",ch); } else { 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_OBJECT2: case TO_OBJECT: sprintf (buf, "Adds %s object flag.\n", extra_bit_name_old (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; default: sprintf (buf, "Unknown bit %d: %d\n\r", paf->where, paf->bitvector); break; } send_to_char (buf, ch); } } } } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->where != TO_AFFECTS) { if (paf->where == TO_SKILL) { if(paf->location == 0) sprintf(buf,"Affects all abilities by %d",paf->modifier); else sprintf(buf,"Affects %s by %d", skill_table[paf->location].name,paf->modifier); send_to_char (buf,ch); send_to_char ("%.\n\r",ch); } else 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); } } else { sprintf (buf, "Affects [%s] to level %d for",flag_string (affect_flags, paf->bitvector), paf->level); send_to_char(buf, ch); if (paf->duration > -1) sprintf (buf, " %d hours.\n\r", paf->duration); else sprintf (buf, "ever.\n\r"); send_to_char (buf, ch); } if (paf->bitvector) { switch (paf->where) { case TO_AFFECTS: break; /* sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; */ case TO_OBJECT2: case TO_OBJECT: sprintf (buf, "Adds %s object flag.\n", extra_bit_name_old (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; default: sprintf (buf, "Unknown bit %d: %d\n\r", paf->where, paf->bitvector); break; } send_to_char (buf, ch); } } return; } void spell_infravision (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_INFRARED)) { if (victim == ch) send_to_char ("You can already see in the dark.\n\r", ch); else act ("$N already has infravision.\n\r", ch, NULL, victim, TO_CHAR); return; } act ("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your eyes glow red.\n\r", victim); return; } void spell_invis (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* object invisibility */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT (obj, ITEM_INVIS)) { act ("$p is already invisible.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_INVIS; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_obj (obj, &af); act ("$p fades out of sight.", ch, obj, NULL, TO_ALL); return; } /* character invisibility */ victim = (CHAR_DATA *) vo; if (IS_AFFECTED (victim, AFF_INVISIBLE)) return; act ("$n fades out of existence.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You fade out of existence.\n\r", victim); return; } void spell_mirror (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim, *fch; AFFECT_DATA af; bool found = FALSE; victim = (CHAR_DATA *) vo; if (is_affected (victim, gsn_mirror)) return; if (IS_AFFECTED (ch, AFF_CHARM)) { send_to_char ("You can't get away from your master so easily.\n\r", ch); return; } for (fch = char_list; fch != NULL; fch = fch->next) { if (fch->master == ch) { act ("The strange power of the mirror forces $n to be seperated from your group.", ch, NULL, fch, TO_VICT); stop_follower (fch); found = TRUE; } if (fch->leader == ch) { fch->leader = fch; found = TRUE; } if (ch->master != NULL) { act ("The strange power of the mirror forces $n to be seperated from your group.", ch, NULL, fch, TO_VICT); ch->master = NULL; found = TRUE; } if (ch->leader != NULL) { ch->leader = NULL; found = TRUE; } } if (found) send_to_char ("You leave your friends behind.\n\r", ch); act ("$n is surrounded by a reflective mirror.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; if (level < 51) af.duration = 1; else if (level < 63) af.duration = 2; else if (level < 72) af.duration = 3; else af.duration = 4; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You are surrounded by a reflective mirror.\n\r", victim); return; } void spell_know_alignment (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if (ap > 700) msg = "$N has a pure and good aura."; else if (ap > 350) msg = "$N is of excellent moral character."; else if (ap > 100) msg = "$N is often kind and thoughtful."; else if (ap > -100) msg = "$N doesn't have a firm moral commitment."; else if (ap > -350) msg = "$N lies to $S friends."; else if (ap > -700) msg = "$N is a black-hearted murderer."; else msg = "$N is the embodiment of pure evil!."; act (msg, ch, NULL, victim, TO_CHAR); return; } void spell_lightning_bolt (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("You can't summon a lightning bolt underwater.\n\r", ch); return; } /* END UNDERWATER */ dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_LIGHTNING)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } void spell_locate_object (int sn, int level, CHAR_DATA * ch, void *vo, int target) { char buf[MAX_INPUT_LENGTH]; BUFFER *buffer; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; max_found = IS_IMMORTAL (ch) ? 200 : 2 * level; buffer = new_buf (); for (obj = object_list; obj != NULL; obj = obj->next) { if (!can_see_obj (ch, obj) || !is_name_no_abbrev (target_name, obj->name) || IS_OBJ_STAT (obj, ITEM_NOLOCATE) || obj->item_type == ITEM_CARD || number_percent () > 2 * level || ch->level < obj->level-10) continue; for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj); ////IBLIS 6/19/03 - Made it so mortals can't locate objs on imms if (in_obj->carried_by != NULL && !IS_IMMORTAL (ch) && IS_IMMORTAL (in_obj->carried_by) && !IS_NPC (in_obj->carried_by)) continue; found = TRUE; number++; if (!IS_IMMORTAL (ch) && in_obj->item_type == ITEM_PLAYER_DONATION) continue; if (!IS_IMMORTAL (ch) && in_obj->item_type == ITEM_CLAN_DONATION) continue; if (in_obj->carried_by != NULL && can_see (ch, in_obj->carried_by)) { sprintf (buf, "one is carried by %s\n\r", PERS (in_obj->carried_by, ch)); } else { if (IS_IMMORTAL (ch) && in_obj->in_room != NULL) sprintf (buf, "one is in %s [Room %d]\n\r", in_obj->in_room->name, in_obj->in_room->vnum); else sprintf (buf, "one is in %s\n\r", in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name); } buf[0] = UPPER (buf[0]); add_buf (buffer, buf); if (number >= max_found) break; } if (!found) send_to_char ("Nothing like that in heaven or earth.\n\r", ch); else { page_to_char (buf_string (buffer), ch); send_to_char ("Ok.\n\r", ch); } free_buf (buffer); return; } void spell_magic_missile (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14 }; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_ENERGY)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_ENERGY, TRUE); return; } void spell_mass_healing (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup ("heal"); refresh_num = skill_lookup ("refresh"); for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (gch->race == PC_RACE_SWARM) continue; if ((IS_NPC (ch) && IS_NPC (gch)) || (!IS_NPC (ch) && !IS_NPC (gch))) { if (is_affected(gch,gsn_greymantle) || IS_SET(gch->act,ACT_UNDEAD)) { reverse_heal(ch,gch,100,sn); continue; } spell_heal (heal_num, level, ch, (void *) gch, TARGET_CHAR); spell_refresh (refresh_num, level, ch, (void *) gch, TARGET_CHAR); } } } void spell_mass_invis (int sn, int level, CHAR_DATA * ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *gch; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (!is_same_group (gch, ch) || IS_AFFECTED (gch, AFF_INVISIBLE)) continue; act ("$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM); send_to_char ("You slowly fade out of existence.\n\r", gch); af.where = TO_AFFECTS; af.type = sn; af.level = level / 2; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (gch, &af); } send_to_char ("Ok.\n\r", ch); return; } void spell_null (int sn, int level, CHAR_DATA * ch, void *vo, int target) { send_to_char ("That's not a spell!\n\r", ch); return; } void spell_pass_door (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_PASS_DOOR)) { if (victim == ch) send_to_char ("You are already out of phase.\n\r", ch); else act ("$N is already shifted out of phase.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy (level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); act ("$n turns translucent.", victim, NULL, NULL, TO_ROOM); send_to_char ("You turn translucent.\n\r", victim); return; } void spell_plague (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (saves_spell (level, victim, DAM_DISEASE) || (IS_NPC (victim) && IS_SET (victim->act, ACT_UNDEAD)) || is_affected(victim,gsn_immunity) || !IS_NPC(victim)) { if (ch == victim) send_to_char ("You feel momentarily ill, but it passes.\n\r", ch); else act ("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3 / 4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r", victim); act ("$n screams in agony as plague sores erupt from $s skin.", victim, NULL, NULL, TO_ROOM); } void spell_poison (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT (obj, ITEM_BLESS)) { act ("Your spell fails to corrupt $p.", ch, obj, NULL, TO_CHAR); return; } obj->value[3] = 1; act ("$p is infused with poisonous vapors.", ch, obj, NULL, TO_ALL); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT (obj, WEAPON_FLAMING) || IS_WEAPON_STAT (obj, WEAPON_FROST) || IS_WEAPON_STAT (obj, WEAPON_VAMPIRIC) || IS_WEAPON_STAT (obj, WEAPON_SHARP) || IS_WEAPON_STAT (obj, WEAPON_VORPAL) || IS_WEAPON_STAT (obj, WEAPON_SHOCKING) || IS_OBJ_STAT (obj, ITEM_BLESS)) { 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; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); 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; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (ch->name); affect_join (victim, &af); send_to_char ("You feel very sick.\n\r", victim); act ("$n looks very ill.", victim, NULL, NULL, TO_ROOM); return; } void spell_protection_evil (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_PROTECT_EVIL) || IS_AFFECTED (victim, AFF_PROTECT_GOOD)) { if (victim == ch) send_to_char ("You are already protected.\n\r", ch); else act ("$N is already protected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = (ch->level == level)?24:level/9; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_EVIL; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You feel holy and pure.\n\r", victim); if (ch != victim) act ("$N is protected from evil.", ch, NULL, victim, TO_CHAR); return; } void spell_protection_good (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_PROTECT_GOOD) || IS_AFFECTED (victim, AFF_PROTECT_EVIL)) { if (victim == ch) send_to_char ("You are already protected.\n\r", ch); else act ("$N is already protected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_GOOD; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You feel aligned with darkness.\n\r", victim); if (ch != victim) act ("$N is protected from good.", ch, NULL, victim, TO_CHAR); return; } void spell_ray_of_truth (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, align; if (!IS_GOOD (ch)) { victim = ch; send_to_char ("The energy explodes inside you!\n\r", ch); } if (victim != ch) { act ("$n raises $s hand, and a blinding ray of light shoots forth!", ch, NULL, NULL, TO_ROOM); send_to_char ("You raise your hand and a blinding ray of light shoots forth!\n\r", ch); } if (IS_GOOD (victim)) { act ("$n seems unharmed by the light.", victim, NULL, victim, TO_ROOM); send_to_char ("The light seems powerless to affect you.\n\r", victim); return; } dam = dice (level, 10); if (saves_spell (level, victim, DAM_HOLY)) dam /= 2; align = victim->alignment; align -= 350; if (align < -1000) align = -1000 + (align + 1000) / 3; dam = (dam * align * align) / 1000000; damage_old (ch, victim, dam, sn, DAM_HOLY, TRUE); if (victim->hit > 1 && number_percent() <= 50) spell_blindness (gsn_blindness, 3 * level / 4, ch, (void *) victim, TARGET_CHAR); } void spell_recharge (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance, percent; if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) { send_to_char ("That item does not carry charges.\n\r", ch); return; } if (obj->value[0] > ch->level) { 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_ROOM); chargemax = obj->value[1] - obj->value[2]; if (chargemax > 0) chargeback = UMAX (1, chargemax * percent / 100); else chargeback = 0; obj->value[2] += chargeback; obj->value[1] = 0; return; } else if (percent <= UMIN (95, 3 * chance / 2)) { send_to_char ("Nothing seems to happen.\n\r", ch); if (obj->value[1] > 1) obj->value[1]--; return; } else /* whoops! */ { act ("$p glows brightly and explodes!", ch, obj, NULL, TO_CHAR); act ("$p glows brightly and explodes!", ch, obj, NULL, TO_ROOM); extract_obj (obj); } } void spell_refresh (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN (victim->move + level, victim->max_move); if (victim->max_move == victim->move) send_to_char ("You feel fully refreshed!\n\r", victim); else send_to_char ("You feel less tired.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_shield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already shielded from harm.\n\r", ch); else act ("$N is already protected by a shield.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -10; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); act ("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a force shield.\n\r", victim); return; } void spell_shocking_grasp (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; 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; damage_old (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } void spell_sleep (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; // Akamai: 10/29/98 -- Fixing Mage sleep so that it does not affect // immortals and appropriately handles level differences if (IS_IMMORTAL (victim)) { send_to_char ("You are worth no more than an askance look from an immortal.\n\r", ch); return; } // if the victim is a real player +- MAGIC_LEVEL_DIFF from the level // of the mage then fail. if (!IS_NPC (victim) && ((victim->level >= (ch->level + MAGIC_LEVEL_DIFF)) || (victim->level <= (ch->level - MAGIC_LEVEL_DIFF)))) { send_to_char ("That person is some how beyond your charms.\n\r", ch); return; } // if the victim is a MOB + MAGIC_LEVEL_DIFF from the level of the // mage then the MOB is beyond them if (IS_NPC (victim) && (victim->level > (ch->level + MAGIC_LEVEL_DIFF))) { send_to_char ("You failed.\n\r", ch); return; } if (IS_AFFECTED (victim, AFF_SLEEP) || (IS_NPC (victim) && IS_SET (victim->act, ACT_UNDEAD)) || saves_spell (level - 4, victim, DAM_MENTAL) || is_affected (victim, skill_lookup ("Dance of Shadows")) || is_affected (victim, gsn_fear) || IS_SET(victim->imm_flags, IMM_SLEEP) || IS_SET(victim->act, ACT_UNDEAD)) { send_to_char ("You failed.\n\r", ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_join (victim, &af); if (IS_AWAKE (victim)) { send_to_char ("Suddenly, you are overcome with the need to sleep ..... zzzzzz.\n\r", victim); act ("$n goes to sleep.", victim, NULL, NULL, TO_ROOM); victim->position = POS_SLEEPING; } return; } void spell_slow (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_SLOW)) { if (victim == ch) send_to_char ("You can't move any slower!\n\r", ch); else act ("$N can't get any slower than that.", ch, NULL, victim, TO_CHAR); return; } if (saves_spell (level, victim, DAM_MENTAL) || IS_SET (victim->imm_flags, IMM_MAGIC) || (!IS_NPC(ch) && ch->race == PC_RACE_NIDAE)) { 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 (is_affected(victim,skill_lookup("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; } } else { if (!saves_dispel (ch->level, victim->level, -1)) { if (victim != ch) send_to_char ("Spell failed.\n\r", ch); send_to_char ("You feel momentarily slower.\n\r", victim); return; } REMOVE_BIT(victim->affected_by,AFF_HASTE); } act ("$n is moving less quickly.", victim, NULL, NULL, TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You feel yourself slowing d o w n...\n\r", victim); act ("$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM); return; } void spell_stone_skin (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (ch, sn)) { if (victim == ch) send_to_char ("Your skin is already as hard as a rock.\n\r", ch); else act ("$N is already as hard as can be.", ch, NULL, victim, TO_CHAR); return; } if (is_affected (ch, gsn_bark_skin)) { if (victim == ch) send_to_char ("Your skin can't get any harder.\n\r", ch); else act ("$N's skin is already as hard as can be.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -15; af.bitvector = 0; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); 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; } // // Akamai 4/5/99 -- Part of the changes to summon. This does a saving // roll calculation against the mage to see if a summon fails or // fails *badly* // int summon_goes_wrong (CHAR_DATA * ch) { if (!IS_IMMORTAL (ch)) { if (bad_summoning_on) { // there is an impression that this is happening too // frequently - this will make the failure much less frequent if (number_percent () >= 25) { if (saves_spell (ch->level, ch, DAM_MENTAL)) { return (0); } else { return (1); } } else { return (0); } } else { // when bad summoning is turned off, never fail badly return (0); } } else { // summon should never fail badly for immortals return (0); } } // // Akamai 4/5/99 -- Part of the changes to summon. This picks a random // nasty mob, relatively close to the level of the mage, opens a portal // and brings that mob to the mage. As well, this sets the mob fighting // flag to the mage so the mob auto attacks the mage. // #define MAX_NASTY_TRYS 3 // void summon_nasty (CHAR_DATA * ch) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *aggie = NULL; OBJ_DATA *portal = NULL; int attempts = 0; int deci_range = 0; int seg = 0; int item = 0; int vnum = 0; int found = FALSE; // pick a random aggie mob deci_range = ch->level / 10; while ((aggie == NULL) && (attempts < MAX_NASTY_TRYS)) { seg = number_range (-2, 1); // three fourths of the time we go easy item = number_range (0, (NASTY_LIST_LEN - 1)); switch (deci_range) { default: attempts = 6; break; case 0: case 1: // this just can't be // fail immediately attempts = 6; break; case 2: if (seg <= 0) { vnum = nasty10[item]; } else { vnum = nasty20[item]; } break; case 3: if (seg <= 0) { vnum = nasty20[item]; } else { vnum = nasty30[item]; } break; case 4: if (seg <= 0) { vnum = nasty30[item]; } else { vnum = nasty40[item]; } break; case 5: if (seg <= 0) { vnum = nasty40[item]; } else { vnum = nasty50[item]; } break; case 6: if (seg <= 0) { vnum = nasty50[item]; } else { vnum = nasty60[item]; } break; case 7: if (seg <= 0) { vnum = nasty60[item]; } else { vnum = nasty70[item]; } break; case 8: case 9: case 10: if (seg <= 0) { vnum = nasty70[item]; } else { vnum = nasty80[item]; } break; } // got a vnum for the monster, now see if it's around if (vnum > 0) { aggie = char_list; while ((aggie != NULL) && !found) { if (IS_NPC (aggie)) { if (aggie->pIndexData->vnum == vnum) { found = TRUE; } else { aggie = aggie->next; } } else { aggie = aggie->next; } } if (found) { sprintf (buf, "summon_nasty(): %s summons %s [%d]", ch->name, aggie->name, vnum); log_string (buf); } else { sprintf (buf, "summon_nasty(): could not find mob [%d]", vnum); log_string (buf); } } // make sure we don't spend too much time on this attempts++; } if (attempts >= 5) { send_to_char ("You failed.\n\r", ch); return; } // open a portal to that mob portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + (ch->level) / 25; portal->value[0] = 1; portal->value[3] = ch->in_room->vnum; obj_to_room (portal, aggie->in_room); act ("$p appears and beckons to you.", aggie, portal, NULL, TO_CHAR); act ("$p appears with a pop.", aggie, portal, NULL, TO_ROOM); enter_portal (aggie, portal->name, FALSE); if (aggie->in_room == ch->in_room) { act ("$n has summoned you!", ch, NULL, aggie, TO_VICT); act ("You succeed in summoning $N.", ch, NULL, aggie, TO_CHAR); // and boy is that mob going to be mad // the mob hunts the mage REMOVE_BIT (aggie->act, ACT_AGGRESSIVE); SET_BIT (aggie->act, ACT_HUNT); SET_BIT (aggie->act, ACT_REMEMBER); SET_BIT (aggie->act, ACT_SMART_HUNT); set_fighting (ch, aggie); add_hunting (aggie, ch); } return; } // // Akamai 4/5/99 -- Fixing "nosummon" - this routine, spell_summon, was // not checking the victim->act flags to see if the PLR_NOSUMMON flag // was set. Now it checks. As well, on a failure, there is a chance that // the mage will summon something aggressive. // void spell_summon (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal; victim = get_char_world (ch, target_name); // special case, if the mage tries to summon a character who is not // here then they automatically risk summoning a nasty if ((victim == NULL)) { if (summon_goes_wrong (ch)) { summon_nasty (ch); return; } else { send_to_char ("You failed.\n\r", ch); return; } } // the victim is a real char - lets be nice if ((victim->in_room == NULL) || (victim->level >= LEVEL_IMMORTAL)) { send_to_char ("You failed.\n\r", ch); return; } if (nogate || (!IS_NPC(ch) && ch->pcdata->nogate) || (!IS_NPC(victim) && victim->pcdata->nogate)) { send_to_char("The gods are not allowing that at the moment.\n\r",ch); return; } // the victim is a real victim, but for various reasons the mage // might fail, in these cases check for failure and maybe summon_nasty if (IS_SET (victim->in_room->room_flags, ROOM_SAFE) || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) || (victim->in_room->sector_type == SECT_SWAMP) || (ch->in_room->sector_type == SECT_WATER_OCEAN) || (victim->in_room == ch->in_room) || IS_NPC (victim) || IS_SET(ch->in_room->area->area_flags,AREA_SOLO) || IS_SET(ch->in_room->room_flags2,ROOM_SOLO) || (IS_SET(ch->in_room->area->area_flags,AREA_IMP_ONLY) && get_trust(victim) < MAX_LEVEL) || (victim->level < 8 && !ch->pcdata->has_reincarnated) || (!(battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner))) && IS_SET (victim->act, PLR_NOSUMMON))) { if (summon_goes_wrong (ch)) { summon_nasty (ch); return; } else { send_to_char ("You failed.\n\r", ch); return; } } // just fail if the victim is editing - just being nice if (victim->desc != NULL && victim->desc->pEdit != NULL) { send_to_char ("You failed.\n\r", ch); return; } if (IS_SET (ch->in_room->race_flags, ROOM_NOTRANSPORT)) { act ("$N cannot enter this realm via ordinary magic.\n\r", ch, NULL, victim, TO_CHAR); return; } // the victim's save needs to be checked before we open the portal if (saves_spell (level - 2, victim, DAM_MENTAL)) { // the victim is strong enough to resist the summon, so check // to see if the summon goes very *badly* if (summon_goes_wrong (ch)) { summon_nasty (ch); } else { portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 25; portal->value[0] = 1; portal->value[3] = ch->in_room->vnum; obj_to_room (portal, victim->in_room); act ("$p appears and beckons to you.", victim, portal, NULL, TO_CHAR); act ("$p appears with a pop.", victim, portal, NULL, TO_ROOM); act ("Your portal opens, but $N resists your compulsion to enter.", ch, NULL, victim, TO_CHAR); } } else { // the victim is not strong enough to resist the summon portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 25; portal->value[0] = 1; portal->value[3] = ch->in_room->vnum; obj_to_room (portal, victim->in_room); act ("$p appears and beckons to you.", victim, portal, NULL, TO_CHAR); act ("$p appears with a pop.", victim, portal, NULL, TO_ROOM); act ("Your portal opens, but $N resists your compulsion to enter.", ch, NULL, victim, TO_CHAR); //enter_portal (victim, portal->name, FALSE); //if (victim->in_room == ch->in_room) //{ // if (!is_affected (ch, gsn_blindness)) // { // act ("$n has summoned you!", ch, NULL, victim, TO_VICT); // } // act ("You succeed in summoning $N.", ch, NULL, victim, TO_CHAR); //} //else //{ // act ("$N seems unable to enter your portal.", ch, NULL, // victim, TO_CHAR); //} } return; } void spell_teleport (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; char tcbuf[15]; if (is_safe (ch, victim)) return; if (nogate|| (!IS_NPC(ch) && ch->pcdata->nogate)) { send_to_char("The gods are not allowing that at the moment.\n\r",ch); return; } if (victim->in_room == NULL || (!IS_IMMORTAL(ch) && IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)) || (victim != ch && !IS_IMMORTAL(ch) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_SET (victim->act2, ACT_NOMOVE)) || (!IS_NPC (ch) && !IS_IMMORTAL(ch) && victim->fighting != NULL) || (victim != ch && !IS_IMMORTAL(ch) && (saves_spell (level - 5, victim, DAM_OTHER)))) { send_to_char ("You failed.\n\r", ch); return; } if (IS_SET (ch->in_room->race_flags, ROOM_NOTRANSPORT)) { send_to_char ("You cannot leave this realm via ordinary magic.\n\r", ch); return; } if (!IS_NPC (victim) && victim->desc != NULL) if (victim->desc->pEdit != NULL) { send_to_char ("You failed.\n\r", ch); return; } // Minax 7-29-02 Teleporting a mob has a 33% chance of making the mob // attack the caster. if (IS_NPC (victim) && (number_percent () < 34) && !IS_IMMORTAL(ch)) { send_to_char ("You failed.\n\r", ch); victim->fighting = ch; return; } pRoomIndex = get_random_room (victim); while (IS_SET (pRoomIndex->room_flags, ROOM_ARENA) || IS_SET (pRoomIndex->room_flags, ROOM_SILENT) || IS_SET (pRoomIndex->room_flags, ROOM_NOMAGIC) || pRoomIndex->area->construct || pRoomIndex->sector_type == SECT_WATER_OCEAN || IS_SET (pRoomIndex->race_flags, ROOM_NOTRANSPORT) || IS_SET (pRoomIndex->race_flags, ROOM_NOTELEPORT) || (IS_SET(pRoomIndex->area->area_flags,AREA_SOLO)) || IS_SET(pRoomIndex->room_flags2,ROOM_SOLO) || (IS_SET(pRoomIndex->area->area_flags,AREA_IMP_ONLY) && get_trust(ch) < MAX_LEVEL) || (pRoomIndex->vnum >= ROOM_VNUM_PLAYER_START && pRoomIndex->vnum <= ROOM_VNUM_PLAYER_END) || (battle_royale && (victim->level > 19 || (!IS_NPC(victim) && victim->pcdata->loner)) && !br_vnum_check (pRoomIndex->vnum)) ) 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"); trip_triggers(victim, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(victim,"room",victim->in_room,NULL); sprintf(tcbuf,"%d",victim->in_room->vnum); trip_triggers_arg(victim, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); check_aggression(victim); return; } void spell_ventriloquate (int sn, int level, CHAR_DATA * ch, void *vo, int target) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; int race=0; target_name = one_argument (target_name, speaker); if (ch->in_room == NULL || speaker[0] == '\0' || IS_NPC(ch)) return; //IBLIS 5/20/03 - Made says look realistic for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!strcmp (vch->name, target_name)) race = vch->race; } if (race == 7) { send_to_char ("You can't make a sidhe talk, no matter how hard you try.\n\r", ch); return; } else if (race == 4) { sprintf (buf1, "``%s gurgles `a'`k%s`a'\n\r", speaker, target_name); sprintf (buf2, "Someone makes %s gurgle `a'`k%s`a'\n\r", speaker, target_name); } else if (race == 5) { sprintf (buf1, "``%s grunts `a'`k%s`a'\n\r", speaker, target_name); sprintf (buf2, "Someone makes %s grunt `a'`k%s`a'\n\r", speaker, target_name); } else { sprintf (buf1, "``%s says `a'`k%s`a'\n\r", speaker, target_name); sprintf (buf2, "Someone makes %s say `a'`k%s`a'\n\r", speaker, target_name); } buf1[0] = UPPER (buf1[0]); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!is_name (speaker, vch->name)) send_to_char (saves_spell (level, vch, DAM_OTHER) ? buf2 : buf1, vch); } return; } void spell_weaken (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn) || saves_spell (level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * (level / 15); af.bitvector = AFF_WEAKEN; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("You feel your strength slip away.\n\r", victim); act ("$n looks tired and weak.", victim, NULL, NULL, TO_ROOM); return; } /* RT recall spell is back */ void spell_word_of_recall (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *location; char tcbuf[15]; if (IS_NPC (victim)) return; if ((location = get_room_index (ROOM_VNUM_TEMPLE)) == NULL) { send_to_char ("You are completely lost.\n\r", victim); return; } if (IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED (victim, AFF_CURSE)) { send_to_char ("Spell failed.\n\r", victim); return; } if (victim->fighting != NULL) stop_fighting (victim, TRUE); ch->move /= 2; act ("$n disappears.", victim, NULL, NULL, TO_ROOM); char_from_room (victim); char_to_room (victim, location); act ("$n appears in the room.", victim, NULL, NULL, TO_ROOM); do_look (victim, "auto"); trip_triggers(victim, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(victim,"room",victim->in_room,NULL); sprintf(tcbuf,"%d",victim->in_room->vnum); trip_triggers_arg(victim, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); check_aggression(victim); } /* * NPC spells. */ void spell_acid_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("Your acid breath is rendered useless underwater.\n\r", ch); return; } /* END UNDERWATER */ act ("$n spits acid at $N.", ch, NULL, victim, TO_NOTVICT); act ("$n spits a stream of corrosive acid at you.", ch, NULL, victim, TO_VICT); act ("You spit acid at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX (12, ch->hit); hp_dam = number_range (hpch / 11 + 1, hpch / 6); dice_dam = dice (level, 16); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); dam = dam * 2 / 3; dam = dam / 4 * 6; if (saves_spell (level, victim, DAM_ACID)) { acid_effect (victim, level / 2, dam / 4, TARGET_CHAR); damage_old (ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect (victim, level, dam, TARGET_CHAR); damage_old (ch, victim, dam, sn, DAM_ACID, TRUE); } } void spell_fire_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("Your fire breath is useless underwater.\n\r", ch); return; } /* END UNDERWATER */ act ("$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT); act ("$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT); act ("You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR); hpch = UMAX (10, ch->hit); hp_dam = number_range (hpch / 9 + 1, hpch / 5); dice_dam = dice (level, 20); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); dam = dam * 2 / 3; dam = dam / 4 * 6; fire_effect (victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell (ch, vch, TRUE) || (IS_NPC (vch) && IS_NPC (ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell (level, vch, DAM_FIRE)) { fire_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage_old (ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect (vch, level, dam, TARGET_CHAR); damage_old (ch, vch, dam, sn, DAM_FIRE, TRUE); } } else /* partial damage */ { if (saves_spell (level - 2, vch, DAM_FIRE)) { fire_effect (vch, level / 4, dam / 8, TARGET_CHAR); damage_old (ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage_old (ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } void spell_frost_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act ("$n breathes out a freezing cone of frost!", ch, NULL, victim, TO_NOTVICT); act ("$n breathes a freezing cone of frost over you!", ch, NULL, victim, TO_VICT); act ("You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR); hpch = UMAX (12, ch->hit); hp_dam = number_range (hpch / 11 + 1, hpch / 6); dice_dam = dice (level, 16); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); dam = dam * 2 / 3; dam = dam / 4 * 6; cold_effect (victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell (ch, vch, TRUE) || (IS_NPC (vch) && IS_NPC (ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell (level, vch, DAM_COLD)) { cold_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage_old (ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect (vch, level, dam, TARGET_CHAR); damage_old (ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell (level - 2, vch, DAM_COLD)) { cold_effect (vch, level / 4, dam / 8, TARGET_CHAR); damage_old (ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage_old (ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } void spell_gas_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("Your gas breath is useless underwater.\n\r", ch); return; } /* END UNDERWATER */ act ("$n breathes out a cloud of poisonous gas!", ch, NULL, NULL, TO_ROOM); act ("You breath out a cloud of poisonous gas.", ch, NULL, NULL, TO_CHAR); hpch = UMAX (16, ch->hit); hp_dam = number_range (hpch / 15 + 1, 8); dice_dam = dice (level, 12); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); dam = dam * 2 / 3; dam = dam / 4 * 6; 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 (saves_spell (level, vch, DAM_POISON)) { poison_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage_old (ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect (vch, level, dam, TARGET_CHAR); damage_old (ch, vch, dam, sn, DAM_POISON, TRUE); } } } void spell_lightning_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type == SECT_UNDERWATER) { send_to_char ("Your lightning breath is useless underwater.\n\r", ch); return; } /* END UNDERWATER */ act ("$n breathes a bolt of lightning at $N.", ch, NULL, victim, TO_NOTVICT); act ("$n breathes a bolt of lightning at you!", ch, NULL, victim, TO_VICT); act ("You breathe a bolt of lightning at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX (10, ch->hit); hp_dam = number_range (hpch / 9 + 1, hpch / 5); dice_dam = dice (level, 20); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); dam = dam * 2 / 3; dam = dam / 4 * 6; if (saves_spell (level, victim, DAM_LIGHTNING)) { shock_effect (victim, level / 2, dam / 4, TARGET_CHAR); damage_old (ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE); } else { shock_effect (victim, level, dam, TARGET_CHAR); damage_old (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); } } void spell_aqua_breathe (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (ch, AFF_AQUA_BREATHE) || IS_SET(ch->imm_flags,IMM_DROWNING)) { if (victim == ch) send_to_char ("Your lungs already take the form of gills.\n\r", ch); else act ("$N already swims like a fish.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 2; af.location = 0; af.modifier = 0; af.bitvector = AFF_AQUA_BREATHE; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your lungs take the form of gills.\n\r", victim); act ("$n turns into a fish.", victim, NULL, NULL, TO_ROOM); return; } void spell_channel_electricity (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; /* BEGIN UNDERWATER */ if (ch->in_room->sector_type != SECT_UNDERWATER && ch->in_room->sector_type != SECT_WATER_OCEAN && ch->in_room->sector_type != SECT_WATER_SWIM) { send_to_char ("You try to draw the power of electricity, only it singes your flesh.\n\r", ch); return; } /* END UNDERWATER */ for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (!is_safe_spell (ch, vch, TRUE)) { hpch = UMAX (10, ch->hit); dam = number_range (hpch / 12, hpch / 5); if (saves_spell (level, vch, DAM_LIGHTNING)) dam /= 2; damage_old (ch, vch, dam, sn, DAM_LIGHTNING, TRUE); } } return; } void spell_electrical_charge (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 56, 58, 60, 62, 64, 66, 68, 70, 72, 74, 76, 78, 80, 82, 84 }; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); if (ch->in_room->sector_type != SECT_UNDERWATER && ch->in_room->sector_type != SECT_WATER_OCEAN && ch->in_room->sector_type != SECT_WATER_SWIM) { send_to_char ("You try to draw the power of electricity and singe yourself!\n\r", ch); return; } dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_LIGHTNING)) dam /= 1.5; damage_old (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range (25, 100); if (saves_spell (level, victim, DAM_PIERCE)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } void spell_high_explosive (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range (30, 120); if (saves_spell (level, victim, DAM_PIERCE)) dam /= 2; damage_old (ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } /* RANGER SPELLS */ void spell_eyes_of_the_owl (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_INFRARED)) { if (victim == ch) send_to_char ("You can already see in the dark.\n\r", ch); else act ("$N can already see in the dark.\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; af.permaff = FALSE; af.composition = FALSE; af.comp_name = str_dup (""); affect_to_char (victim, &af); send_to_char ("Your eyes glow red.\n\r", victim); return; } void do_brew (CHAR_DATA * ch, char *argument) { char vial_name[MAX_INPUT_LENGTH]; char spell_name[MAX_INPUT_LENGTH]; char vial_level[MAX_INPUT_LENGTH]; char tcbuf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int sn, found = FALSE, level; if (get_skill (ch, gsn_brew) < 1) { send_to_char ("You don't know how to brew potions.\n\r", ch); return; } argument = one_argument (argument, spell_name); argument = one_argument (argument, vial_name); one_argument (argument, vial_level); if (spell_name[0] == '\0' || vial_name[0] == '\0') { send_to_char ("Brew what into what?\n\r", ch); return; } sn = skill_lookup (spell_name); if (sn == -1) { send_to_char ("You don't know any spells of that name.\n\r", ch); return; } if (skill_table[sn].type == SKILL_NORMAL) { send_to_char ("That isn't a valid spell.\n\r", ch); return; } if (sn == skill_lookup ("haven") || sn == skill_lookup ("aqua breathe") || sn == skill_lookup ("mirror") || sn == gsn_fireshield) { if (skill_table[sn].type == SKILL_PRAY) send_to_char ("Sorry, that prayer cannot be brewed into a potion.\n\r", ch); else send_to_char ("Sorry, that spell cannot be brewed into a potion.\n\r", ch); return; } if (is_number (vial_level)) level = atoi (vial_level); else level = ch->level; if (level > ch->level) { sprintf (tcbuf, "You may only brew potions of level %d and below.\n\r", ch->level); send_to_char (tcbuf, ch); return; } for (obj = ch->carrying; obj != NULL; obj = obj->next_content) if (can_see_obj (ch, obj)) if (is_name (vial_name, obj->name)) { found = TRUE; break; } if (!found) { send_to_char ("You do not see that here.\n\r", ch); return; } if (obj->item_type != ITEM_VIAL) { send_to_char ("That item is not capable of holding a brewed potion.\n\r", ch); return; } if (obj->value[0] != 0) { sprintf (tcbuf, "%s already contains a brew.\n\r", fcapitalize (obj->pIndexData->short_descr)); send_to_char (tcbuf, ch); return; } // Akamai 6/5/98 -- Bug: #6 A skill should not improve/happen if // the player does not have enough mana if (ch->mana < skill_table[sn].min_mana * 4) { send_to_char ("You don't have enough mana to brew that potion.\n\r", ch); return; } if ((number_percent () < get_skill (ch, gsn_brew)) && (number_percent () < get_skill (ch, sn))) { ch->mana = UMAX (0, (ch->mana - (skill_table[sn].min_mana * 4))); sprintf (tcbuf, "You brew %s of %s.\n\r", obj->short_descr, skill_table[sn].name); send_to_char (tcbuf, ch); sprintf (tcbuf, "$n brews %s of %s.", obj->short_descr, skill_table[sn].name); act (tcbuf, ch, NULL, NULL, TO_ROOM); if (get_skill (ch, gsn_brew) != 100) { if (number_percent () < 10) obj->value[0] = -1; else obj->value[0] = sn; } else obj->value[0] = sn; obj->level = level; sprintf (tcbuf, "%s of %s", obj->short_descr, skill_table[sn].name); free_string (obj->short_descr); obj->short_descr = str_dup (tcbuf); sprintf (tcbuf, "%s %s",obj->name, skill_table[sn].name); free_string (obj->name); obj->name = str_dup(tcbuf); check_improve (ch, gsn_brew, TRUE, 1); return; } else { ch->mana = UMAX (0, (ch->mana - (skill_table[sn].min_mana * 2))); sprintf (tcbuf, "You fail in your attempt to brew %s of %s.\n\r", obj->short_descr, skill_table[sn].name); send_to_char (tcbuf, ch); sprintf (tcbuf, "$n attempts to brew %s of %s, but fails.", obj->short_descr, skill_table[sn].name); act (tcbuf, ch, NULL, NULL, TO_ROOM); check_improve (ch, gsn_brew, FALSE, 1); return; } } void do_scribe (CHAR_DATA * ch, char *argument) { char parchment_name[MAX_INPUT_LENGTH]; char spell_name[MAX_INPUT_LENGTH]; char tcbuf[MAX_STRING_LENGTH]; OBJ_DATA *obj; int sn, found = FALSE; bool isnew = FALSE; if (get_skill (ch, gsn_scribe) < 1) { send_to_char ("Huh?\n\r", ch); return; } argument = one_argument (argument, spell_name); one_argument (argument, parchment_name); if (spell_name[0] == '\0' || parchment_name[0] == '\0') { send_to_char ("Scribe what onto what?\n\r", ch); return; } if ((sn = skill_lookup (spell_name)) == -1) { send_to_char ("You don't know any spells of that name.\n\r", ch); return; } if (skill_table[sn].type == SKILL_NORMAL) { send_to_char ("That isn't a valid spell.\n\r", ch); return; } if (sn == skill_lookup ("haven") || sn == gsn_mirror || sn == skill_lookup ("aqua breathe") || sn == gsn_fireshield || sn == skill_lookup ("bone craft") || sn == skill_lookup ("penance") || sn == skill_lookup ("edification") || sn == skill_lookup ("deconsecrate")) { if (skill_table[sn].type == SKILL_PRAY) send_to_char ("Sorry, that prayer cannot be scribed onto a scroll.\n\r", ch); else send_to_char ("Sorry, that spell cannot be scribed onto a scroll.\n\r", ch); return; } for (obj = ch->carrying; obj != NULL; obj = obj->next_content) if (can_see_obj (ch, obj)) if (is_name (parchment_name, obj->name)) { found = TRUE; break; } if (!found) { send_to_char ("You do not see that here.\n\r", ch); return; } if (obj->item_type == ITEM_SCROLL) { send_to_char ("That item is not capable of holding another spell.\n\r", ch); return; } if (obj->item_type != ITEM_PARCHMENT) { send_to_char ("That item is not capable of holding a scribed spell.\n\r", ch); return; } // Akamai 6/5/98 -- Bug: #6 Scribe works before mana check // This mana check should happen before the check to see if the skill succeeds if (ch->mana < skill_table[sn].min_mana * 4) { send_to_char ("You don't have enough mana to scribe that spell.\n\r", ch); return; } if ((number_percent () < get_skill (ch, gsn_scribe)) && (number_percent () < get_skill (ch, sn))) { if (obj->value[1] <= 0) { isnew = TRUE; obj->value[1] = sn; obj->value[2] = -1; } else if ((obj->value[2] <= 0)) { if ( ((skill_table[obj->value[1]].type == SKILL_CAST) && ( (skill_table[sn].type == SKILL_PRAY)||(skill_table[sn].type == SKILL_CHANT))) ||((skill_table[obj->value[1]].type == SKILL_CHANT) && ( (skill_table[sn].type == SKILL_PRAY)||(skill_table[sn].type == SKILL_CAST))) ||((skill_table[obj->value[1]].type == SKILL_PRAY) && ( (skill_table[sn].type == SKILL_CAST)||(skill_table[sn].type == SKILL_CHANT))) ) { send_to_char ("One parchment can not hold such incompatible types of magic.\n\r",ch); return; } if ( (true_level_for_skill(ch,obj->value[1]) + true_level_for_skill (ch, sn) ) > 90) { // sprintf(tcbuf,"level -> %d, true level -> %d",level_for_skill(ch,obj->value[1]), true_level_for_skill (ch, sn)); // send_to_char(tcbuf,ch); send_to_char("This parchment can not handle such a powerful combination.\n\r",ch); return; } obj->value[2] = sn; obj->value[3] = -1; } else { send_to_char ("This parchment can be imbued with no more magical etchings.\n\r", ch); return; } ch->mana = UMAX (0, (ch->mana - (skill_table[sn].min_mana * 4))); sprintf (tcbuf, "You scribe %s on to %s.\n\r", skill_table[sn].name, obj->pIndexData->short_descr); send_to_char (tcbuf, ch); sprintf (tcbuf, "$n scribes %s on to %s.", skill_table[sn].name, obj->pIndexData->short_descr); act (tcbuf, ch, NULL, NULL, TO_ROOM); obj->value[0] = ch->level; if (isnew) sprintf (tcbuf, "%s of %s", obj->short_descr, skill_table[sn].name); else sprintf (tcbuf, "%s and %s", obj->short_descr, skill_table[sn].name); obj->value[3] = -1; obj->value[4] = -1; obj->level = ch->level; // ok, the scribe succeeds free_string (obj->short_descr); obj->short_descr = str_dup (tcbuf); sprintf (tcbuf, "%s %s", obj->name, skill_table[sn].name); free_string (obj->name); obj->name = str_dup(tcbuf); check_improve (ch, gsn_scribe, TRUE, 1); return; } else { ch->mana = UMAX (0, (ch->mana - (skill_table[sn].min_mana * 2))); sprintf (tcbuf, "You fail in your attempt to scribe %s on to %s.\n\r", skill_table[sn].name, obj->pIndexData->short_descr); send_to_char (tcbuf, ch); sprintf (tcbuf, "$n attempts to scribe %s on to %s, but fails.", skill_table[sn].name, obj->pIndexData->short_descr); act (tcbuf, ch, NULL, NULL, TO_ROOM); check_improve (ch, gsn_scribe, FALSE, 1); return; } }