/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "magic.h" #include "recycle.h" #include "tables.h" /* command procedures needed */ DECLARE_DO_FUN(do_look ); DECLARE_DO_FUN(do_wear ); /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); /* imported functions */ bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } int skill_lookup_exact( 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]) && !strcmp( name, skill_table[sn].name ) ) return sn; } return -1; } int find_spell( CHAR_DATA *ch, const char *name ) { /* finds a spell the character can cast if possible */ int sn, found = -1; if (IS_NPC(ch)) return skill_lookup(name); for ( sn = 0; sn < MAX_SKILL; sn++ ) { if (skill_table[sn].name == NULL) break; if (LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix(name,skill_table[sn].name)) { if ( found == -1) found = sn; if (ch->level >= skill_table[sn].skill_level[ch->class] && ch->pcdata->learned[sn] > 0) return sn; } } return found; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char * old; char * new; }; static const struct syl_type syl_table[] = { { " ", " " }, { "ar", "alea" }, { "au", "voda" }, { "bless", "fremo" }, { "blind", "isme" }, { "bur", "dela" }, { "cu", "ji" }, { "de", "oro" }, { "en", "uvo" }, { "light", "tars" }, { "lo", "vi" }, { "mor", "tor" }, { "move", "ledo" }, { "ness", "sola" }, { "ning", "orna" }, { "per", "teta" }, { "ra", "fra" }, { "fresh", "eva" }, { "re", "sor" }, { "son", "penta" }, { "tect", "eia" }, { "tri", "cara" }, { "ven", "novo" }, { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }; buf[0] = '\0'; for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) { for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ ) { if ( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch != ch ) act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT ); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA *victim, int dam_type ) { int save; /* save = 50 + ( victim->level - level) * 5 - victim->saving_throw * 2; if (IS_AFFECTED(victim,AFF_BERSERK)) save += victim->level/2; switch(check_immune(victim,dam_type,gsn_resistance)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save += 5; break; case IS_VULNERABLE: save -= 5; break; }*/ if(!IS_NPC(victim)) save = (victim->level-level)*5 - victim->saving_throw; else save = (victim->level-level)/2 + ((get_curr_stat(victim,STAT_INT)*2)/3+ (get_curr_stat(victim,STAT_WIS)*2)/3); if(IS_AFFECTED(victim,AFF_BERSERK)) save+=(victim->level/8+1); switch(check_immune(victim,dam_type,gsn_resistance)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save += (victim->level/10+1); break; case IS_VULNERABLE: save -= (level/10+1); } /*if (!IS_NPC(victim) && class_table[victim->class].fMana) save = 9 * save / 10;*/ save = URANGE( 5, save, 95 ); return number_range(0,110) < save; } /* RT save for dispels */ bool saves_dispel( int dis_level, int spell_level, int duration) { int save; int sp_lev; if(spell_level>103) sp_lev=103+(spell_level-103)/7; else sp_lev=spell_level; if (duration == -1) sp_lev += 3; /* very hard to dispel permanent effects */ save = 50 + (sp_lev - dis_level) * 5; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* co-routine for dispel magic and cancellation */ bool check_dispel( int dis_level, CHAR_DATA *victim, int sn) { AFFECT_DATA *af; if (is_affected(victim, sn)) { for ( af = victim->affected; af != NULL; af = af->next ) { if ( af->type == sn ) { if (!saves_dispel(dis_level,af->level,af->duration)) { affect_strip(victim,sn); if ( skill_table[sn].msg_off ) { send_to_char( skill_table[sn].msg_off, victim ); send_to_char( "\n\r", victim ); } return TRUE; } else af->level--; } } } return FALSE; } /* for finding mana costs -- temporary version */ int mana_cost (CHAR_DATA *ch, int min_mana, int level) { if (ch->level + 2 == level) return 1000; return UMAX(min_mana,(100/(2 + ch->level - level))); } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; char *third_name; void do_cast( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; int target; /* * Switched NPC's can cast spells, but others can't. */ if ( IS_NPC(ch) && ch->desc == NULL) return; target_name = one_argument( argument, arg1 ); third_name = one_argument( target_name, arg2 ); strcpy( target_name, arg2 ); one_argument( third_name, arg3 ); if ( arg1[0] == '\0' ) { send_to_char( "Cast which what where?\n\r", ch ); return; } if (ch->stunned) { send_to_char("You're still a little woozy.\n\r",ch); return; } if ( ( sn = find_spell( ch,arg1 ) ) < 0 || ( !IS_NPC(ch) && (ch->level < skill_table[sn].skill_level[ch->class] || ch->pcdata->learned[sn] == 0))) { send_to_char( "You don't know any spells of that name.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } if (ch->level + 2 == skill_table[sn].skill_level[ch->class]) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) ); if (!strcmp(skill_table[sn].name, "restore mana") ) mana = 1; /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; target = TARGET_NONE; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } /* if ( ch == victim ) { send_to_char( "You can't do that to yourself.\n\r", ch ); return; } */ if ( !IS_NPC(ch) ) { if (is_safe(ch,victim) && victim != ch) { send_to_char("Not on that target.\n\r",ch); return; } } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) ) && ( !IS_IMMORTAL( ch ) ) && ( !IS_IMMORTAL( victim ) ) && ( ch != victim ) && ( !skill_table[sn].socket ) && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) ) { send_to_char("Spell failed.\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, target_name ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) ) && ( !IS_IMMORTAL( ch ) ) && ( !IS_IMMORTAL( victim ) ) && ( ch != victim ) && ( !skill_table[sn].socket ) && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) ) { send_to_char("Spell failed.\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = (void *) ch; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, target_name ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (arg2[0] == '\0') { if ((victim = ch->fighting) == NULL) { send_to_char("Cast the spell on whom or what?\n\r",ch); return; } target = TARGET_CHAR; } else if ((victim = get_char_room(ch,target_name)) != NULL) { target = TARGET_CHAR; } if (target == TARGET_CHAR) /* check the sanity of the attack */ { if(is_safe_spell(ch,victim,FALSE) && victim != ch) { send_to_char("Not on that target.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) ) && ( !IS_IMMORTAL( ch ) ) && ( !IS_IMMORTAL( victim ) ) && ( ch != victim ) && ( !skill_table[sn].socket ) && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) ) { send_to_char("Spell failed.\n\r",ch); return; } vo = (void *) victim; } else if ((obj = get_obj_here(ch,target_name)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; case TAR_OBJ_CHAR_DEF: if (arg2[0] == '\0') { vo = (void *) ch; target = TARGET_CHAR; } else if ((victim = get_char_room(ch,target_name)) != NULL) { if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) ) && ( !IS_IMMORTAL( ch ) ) && ( !IS_IMMORTAL( victim ) ) && ( ch != victim ) && ( !skill_table[sn].socket ) && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) ) { send_to_char("Spell failed.\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; } else if ((obj = get_obj_carry(ch,target_name)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char("You don't see that here.\n\r",ch); return; } break; case TAR_OBJ_TRAN: if (arg2[0] == '\0') { send_to_char("Transport what to whom?\n\r",ch); return; } if (arg3[0] == '\0') { send_to_char("Transport it to whom?\n\r",ch); return; } if ( ( obj = get_obj_carry( ch, target_name ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } if ( ( victim = get_char_world( ch, third_name ) ) == NULL || IS_NPC(victim) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( obj->wear_loc != WEAR_NONE ) { send_to_char( "You must remove it first.\n\r", ch ); return; } if (IS_SET(victim->act,PLR_NOTRAN) && ch->level < SQUIRE ) { send_to_char( "They don't want it.\n\r", ch); return; } if ( victim->carry_number + get_obj_number( obj ) > can_carry_n( victim ) ) { act( "$N has $S hands full.", ch, NULL, victim, TO_CHAR ); return; } if (get_carry_weight(victim) + get_obj_weight(obj) > can_carry_w( victim ) ) { act( "$N can't carry that much weight.", ch, NULL, victim, TO_CHAR ); return; } if ( !can_see_obj( victim, obj ) ) { act( "$N can't see it.", ch, NULL, victim, TO_CHAR ); return; } if ( ( !IS_NPC( ch ) && !IS_NPC( victim ) ) && ( !IS_IMMORTAL( ch ) ) && ( !IS_IMMORTAL( victim ) ) && ( ch != victim ) && ( !skill_table[sn].socket ) && ( !strcmp(ch->pcdata->socket, victim->pcdata->socket ) ) ) { send_to_char("Spell failed.\n\r",ch); return; } WAIT_STATE( ch, skill_table[sn].beats ); if ( !can_drop_obj( ch, obj ) || IS_OBJ_STAT(obj,ITEM_QUEST) ) { send_to_char( "It seems happy where it is.\n\r", ch); ch->mana -= mana / 3; return; } if ((obj->pIndexData->vnum == OBJ_VNUM_VOODOO) && (ch->level <= HERO)) { send_to_char( "You can't transport voodoo dolls.\n\r",ch); ch->mana -= mana / 3; return; } if ( number_percent( ) > get_skill(ch,sn) ) { send_to_char( "You lost your concentration.\n\r", ch ); ch->mana -= mana / 2; if(!IS_SET(ch->in_room->room_flags,ROOM_SAFE)) check_improve(ch,sn,TRUE,1); } else { ch->mana -= mana; obj_from_char( obj ); obj_to_char( obj, victim ); act( "$p glows {Ggreen{x, then disappears.", ch, obj, victim, TO_CHAR); act( "$p suddenly appears in your inventory.", ch, obj, victim, TO_VICT); act( "$p glows {Ggreen{x, then disappears from $n's inventory.", ch, obj, victim, TO_NOTVICT); if(!IS_SET(ch->in_room->room_flags,ROOM_SAFE)) check_improve(ch,sn,TRUE,1); if (IS_OBJ_STAT(obj,ITEM_FORCED) && (victim->level <= HERO) ) { do_wear(victim, obj->name); } } return; break; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats ); if ( number_percent( ) > get_skill(ch,sn) ) { send_to_char( "You lost your concentration.\n\r", ch ); if(!IS_SET(ch->in_room->room_flags,ROOM_SAFE) || (IS_SET(ch->in_room->room_flags,ROOM_SAFE)&&((skill_table[sn].target!=TAR_OBJ_CHAR_OFF && skill_table[sn].target!=TAR_CHAR_OFFENSIVE)) || (ch->fighting!=NULL))) check_improve(ch,sn,FALSE,1); ch->mana -= mana / 2; } else { ch->mana -= mana; if((skill_table[sn].target == TAR_CHAR_OFFENSIVE) && is_affected(victim,gsn_resistance) && (number_percent()<(30-(ch->level/5)+(victim->level/20)))) { act("You resist $N's spell!",victim,NULL,ch,TO_CHAR); act("$n resists $N's spell!",victim,NULL,ch,TO_NOTVICT); act("$n resists your spell!",victim,NULL,ch,TO_VICT); return; } if((get_curr_stat(ch,STAT_INT)<=20) || (get_curr_stat(ch,STAT_WIS)<=20)) (*skill_table[sn].spell_fun) ( sn, ch->level-1, ch, vo,target); else if((get_curr_stat(ch,STAT_INT)>=26) && (get_curr_stat(ch,STAT_WIS)>=26)) (*skill_table[sn].spell_fun) ( sn, ch->level+1, ch, vo,target); else (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo,target); if(!IS_SET(ch->in_room->room_flags,ROOM_SAFE) || (IS_SET(ch->in_room->room_flags,ROOM_SAFE)&&((skill_table[sn].target!=TAR_OBJ_CHAR_OFF && skill_table[sn].target!=TAR_CHAR_OFFENSIVE)) || (ch->fighting!=NULL))) check_improve(ch,sn,TRUE,1); } if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; if(has_killed_flag(ch)) remove_killed_flag(ch); for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) { void *vo; int target = TARGET_NONE; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } if (ch->fighting != NULL) { WAIT_STATE( ch, skill_table[sn].beats ); } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } if (is_safe(ch,victim) && ch != victim) { send_to_char("Something isn't right...\n\r",ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: case TAR_CHAR_SELF: if ( victim == NULL ) victim = ch; vo = (void *) victim; target = TARGET_CHAR; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if ( (victim == NULL) && (obj == NULL)) if (ch->fighting != NULL) victim = ch->fighting; else { send_to_char("You can't do that.\n\r",ch); return; } if (victim != NULL) { if (is_safe_spell(ch,victim,FALSE) && ch != victim) { send_to_char("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; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo,target); if ( (skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; if(has_killed_flag(ch)) remove_killed_flag(ch); for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice(level/2+45,6); 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 ( victim->fighting ) { if(victim == ch) send_to_char("A faint glow surrounds you for a brief moment, then vanishes.\n\r",ch); else act("A faint glow surrounds $N for a brief moment, then vanishes.", ch,NULL,victim,TO_CHAR); return; } if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already clad in a suit of immaterial armor.\n\r",ch); else act("$N is already clad in a suit of immaterial armor.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = 0; af.subtype = level*number_range(1,3); affect_to_char( victim, &af ); send_to_char( "You are clad in a suit of immaterial armor.\n\r", victim ); if ( ch != victim ) act("$N is clad in a suit of immaterial armor.",ch,NULL,victim,TO_CHAR); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_BLESS)) { act("$p is already blessed.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_EVIL)) { AFFECT_DATA *paf; paf = affect_find(obj->affected,gsn_curse); if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0)) { if (paf != NULL) affect_remove_obj(obj,paf); act("$p glows a pale blue.",ch,obj,NULL,TO_ALL); REMOVE_BIT(obj->extra_flags,ITEM_EVIL); return; } else { act("The evil of $p is too powerful for you to overcome.", ch,obj,NULL,TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 6 + level; af.location = APPLY_SAVES; af.modifier = -1; af.bitvector = ITEM_BLESS; affect_to_obj(obj,&af); act("$p glows with a holy aura.",ch,obj,NULL,TO_ALL); return; } /* character target */ victim = (CHAR_DATA *) vo; if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already blessed.\n\r",ch); else act("$N already has divine favor.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6+level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); send_to_char( "You feel righteous.\n\r", victim ); if ( ch != victim ) act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if( IS_AFFECTED(victim, AFF_BLIND)) { act("{B$N has already been blinded.{x",ch,NULL,victim,TO_CHAR); return; } if( saves_spell(level,victim,DAM_OTHER)) { send_to_char("{xYour attempt to blind them failed.\n\r{x",ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1005+(level/5); af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM); return; } void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; level += 2; /* if ((!IS_NPC(ch) && IS_NPC(victim) && !(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) || (IS_NPC(ch) && !IS_NPC(victim)) ) { send_to_char("You failed, try dispel magic.\n\r",ch); return; }*/ if(ch!=victim) { send_to_char("You failed, try dispel magic.\n\r",ch); return; } /* unlike dispel magic, the victim gets NO save */ /* begin running through the spells */ if (check_dispel(level,victim,skill_lookup("immaterial armor"))) { act("$n's suit of immaterial armor vanishes.",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("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); }*/ if (check_dispel(level,victim,skill_lookup("charm person"))) { found = TRUE; act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM); } /*if (check_dispel(level,victim,skill_lookup("curse"))) found = TRUE;*/ if (check_dispel(level,victim,skill_lookup("detect evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect good"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect invis"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect magic"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("faerie fire"))) { act("$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("vigor"))) { act("$n no longer looks so vigorous.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mastermind"))) { act("$n no longer looks so astute.",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("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("pass door"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection good"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection neutral"))) found = TRUE; if (check_dispel(level, victim,skill_lookup("true sight"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("ward"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("fireshield"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("iceshield"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("earthshield"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("shockshield"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("prismaticshield"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("acidshield"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("bladebarrier"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("shadowshield"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("mana shield"))) { act("$n's mana shield vanishes into thin air.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("ultravision"))) 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("force shield"))) { act("The force shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("sleep"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("slow"))) { act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("weaken"))) { act("$n looks stronger.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("divine blessing"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("infernal offering"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("outrage"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("essence of mist"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("essence of bat"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("essence of wolf"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("resistance"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protective force"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("shrink"))) { act("$n's body returns to its true size.",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_damage( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { int dam; CHAR_DATA *victim = (CHAR_DATA *) vo; if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = 10+level/3+dice(4,level); if(saves_spell(level,victim,DAM_HARM)) dam/=2; damage_old( ch, victim, 10+level/3+dice(3,level), sn,DAM_HARM,TRUE); return; } void spell_chain_lightning(int sn,int level,CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *tmp_vict,*last_vict,*next_vict; bool found; int dam; /* first strike */ act("A lightning bolt leaps from $n's hand and arcs to $N.", ch,NULL,victim,TO_ROOM); act("A lightning bolt leaps from your hand and arcs to $N.", ch,NULL,victim,TO_CHAR); act("A lightning bolt leaps from $n's hand and hits you!", ch,NULL,victim,TO_VICT); if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice(level,5); 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 > 33) { 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,5); 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,5); if (saves_spell(level,ch,DAM_LIGHTNING)) dam /= 3; damage_old(ch,ch,dam,sn,DAM_LIGHTNING,TRUE); level -= 4; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; CHAR_DATA *fch,*fch_next; int count=1,mc=UMIN(MAX_CHARMIES,1+ch->level/25); if (is_safe(ch,victim)) return; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } for(fch = ch->in_room->people;fch!=NULL;fch=fch_next) { fch_next = fch->next_in_room; if(fch->master == ch && IS_AFFECTED(fch,AFF_CHARM)) count++; } if(count>mc) { printf_to_char(ch,"You can't charm more than %d mobiles at your level.\n\r", mc); return; } if ( IS_AFFECTED(victim, AFF_CHARM) || IS_AFFECTED(ch, AFF_CHARM) || level < victim->level || IS_SET(victim->imm_flags,IMM_CHARM) || saves_spell( level, victim,DAM_CHARM) ) { send_to_char("You failed.\n\r",ch); if(has_killed_flag(ch)) remove_killed_flag(ch); multi_hit(victim,ch,TYPE_UNDEFINED); return; } if (IS_SET(victim->in_room->room_flags,ROOM_LAW)) { send_to_char( "The mayor does not allow charming in the city limits.\n\r",ch); return; } if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); victim->leader = ch; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR); return; } void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target) { OBJ_DATA *light; if (target_name[0] != '\0') /* do a glow on some object */ { light = get_obj_carry(ch,target_name); if (light == NULL) { send_to_char("You don't see that here.\n\r",ch); return; } if (IS_OBJ_STAT(light,ITEM_GLOW)) { act("$p is already glowing.",ch,light,NULL,TO_CHAR); return; } SET_BIT(light->extra_flags,ITEM_GLOW); act("$p glows with a white light.",ch,light,NULL,TO_ALL); return; } light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room( light, ch->in_room ); act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_blindness ) ) { if (victim == ch) send_to_char("You aren't blind.\n\r",ch); else act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level+4,victim,gsn_blindness)) { send_to_char( "Your vision returns!\n\r", victim ); act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_wounds( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, level) + level/3 + 10; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "Your wounds start to heal and you feel better.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* RT added to cure plague */ void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_plague ) ) { if (victim == ch) send_to_char("You aren't ill.\n\r",ch); else act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level+2,victim,gsn_plague)) { send_to_char("Your sores vanish.\n\r",victim); act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_poison ) ) { if (victim == ch) send_to_char("You aren't poisoned.\n\r",ch); else act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level+2,victim,gsn_poison)) { send_to_char("A warm feeling runs through your body.\n\r",victim); act("$n looks much better.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_EVIL)) { act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR); return; } if (IS_OBJ_STAT(obj,ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find(obj->affected,skill_lookup("bless")); if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0)) { if (paf != NULL) affect_remove_obj(obj,paf); act("$p glows with a red aura.",ch,obj,NULL,TO_ALL); REMOVE_BIT(obj->extra_flags,ITEM_BLESS); return; } else { act("The holy aura of $p is too powerful for you to overcome.", ch,obj,NULL,TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; affect_to_obj(obj,&af); act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL); return; } /* character curses */ victim = (CHAR_DATA *) vo; if (IS_AFFECTED(victim,AFF_CURSE)) { act("{B$N already looks very uncomfortable.{x",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level,victim,DAM_NEGATIVE)) { send_to_char("{xYour attempt to curse them failed.{x\n\r",ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/4); af.location = APPLY_HITROLL; af.modifier = -1 * (level / 8); af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR); return; } /* RT replacement demonfire spell */ void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && !IS_EVIL(ch) ) { victim = ch; send_to_char("The demons turn upon you!\n\r",ch); } ch->alignment = UMAX(-1000, ch->alignment - 50); if ( ch->pet != NULL ) ch->pet->alignment = ch->alignment; if (victim != ch) { act("$n calls forth the demons of Hell upon $N!", ch,NULL,victim,TO_NOTVICT); act("$n has assailed you with the demons of Hell!", ch,NULL,victim,TO_VICT); send_to_char("You conjure forth the demons of hell!\n\r",ch); } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice( level, 5 ); if ( saves_spell( level, victim,DAM_NEGATIVE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); spell_curse(gsn_curse, level, ch, (void *) victim,TARGET_CHAR); } void spell_sandstorm(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) { act("$n calls forth a blinding sandstorm upon $N!", ch,NULL,victim,TO_NOTVICT); act("$n has assailed you with a blinding sandstorm!", ch,NULL,victim,TO_VICT); send_to_char("You conjure forth a blinding sandstorm!\n\r",ch); } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice( level, 4 ); if ( saves_spell( level, victim,DAM_EARTH) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_EARTH ,TRUE); spell_blindness(gsn_blindness, level+1, ch, (void *) victim,TARGET_CHAR); } void spell_elemental_fury(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) { act("$n summons the elements to strike $N with a furious attack!", ch,NULL,victim,TO_NOTVICT); act("$n summons the elements to strike you with a furious attack!", ch,NULL,victim,TO_VICT); send_to_char("You summon the elements to strike your opponent!\n\r",ch); } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice(level,6); if ( saves_spell( level, victim,DAM_HOLY) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_HOLY ,TRUE); } void spell_blaze(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; act("An intense outburst of blazing flames scorches $n!", victim,NULL,NULL,TO_ROOM); send_to_char("An intense outburst of blazing flames scorches you!\n\r",victim); if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice(level,8); if ( saves_spell( level, victim,DAM_FIRE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_FIRE ,TRUE); } void spell_hailstorm(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) { act("$n summons a devastating hailstorm!", ch,NULL,NULL,TO_ROOM); send_to_char("You summon a devastating hailstorm!\n\r",ch); } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice(level,7); if ( saves_spell( level, victim,DAM_COLD) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_COLD,TRUE); } void spell_death_touch(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) { act("$n raises $s hand and touches $N.", ch,NULL,victim,TO_NOTVICT); act("$n raises $s hand and touches you.", ch,NULL,victim,TO_VICT); send_to_char("You raise your hand and touch your opponent.\n\r",ch); } if((ch->fighting==NULL) && (!IS_NPC(ch)) && (!IS_NPC(victim))) { ch->attacker=TRUE; victim->attacker=FALSE; } dam = dice(level,5); if( saves_spell(level,victim,DAM_NEGATIVE)) dam /= 2; if( (number_percent()<(40+level-victim->level)) &&(ch!=victim) ) { victim->stunned=1; DAZE_STATE(victim,2*PULSE_VIOLENCE); FLEE_DAZE(victim,80); } damage(ch,victim,dam,sn,DAM_NEGATIVE,TRUE); } void spell_bloodbath(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if(victim==ch) { send_to_char("You dare not cast this spell on yourself.\n\r",ch); return; } if(is_affected(victim,gsn_bloodbath)) { send_to_char("Blood is alreay gushing forth from your opponent's wounds.\n\r",ch); return; } if(saves_spell(level,victim,DAM_HARM)) { send_to_char("Spell failed.\n\r",ch); return; } if (victim != ch) { act("{x$N screams in terrible agony as {Rb{rl{Ro{ro{Rd{x gushes forth from $s many wounds!", ch,NULL,victim,TO_NOTVICT); send_to_char("{xYou scream in terrible agony as {Rb{rl{Ro{ro{Rd{x gushes forth from your many wounds!\n\r",victim); act("{x$N screams in terrible agony as {Rb{rl{Ro{ro{Rd{x gushes forth from $s many wounds!", ch,NULL,victim,TO_CHAR); } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char( victim, &af ); damage(ch,victim,1,sn,DAM_HARM,FALSE); } void spell_swarm(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) { act("$n calls forth a swarm of diseases upon $N!", ch,NULL,victim,TO_NOTVICT); act("$n has assailed you with a swarm of diseases!", ch,NULL,victim,TO_VICT); send_to_char("You conjure forth a swarm of diseases!\n\r",ch); } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice( level, 4 ); if ( saves_spell( level, victim,DAM_DISEASE) ) dam /= 2; damage_old( ch, victim, dam, sn, DAM_DISEASE ,TRUE); spell_blindness(gsn_blindness, level, ch, (void *) victim,TARGET_CHAR); spell_slow(skill_lookup("slow"),level,ch,(void*)victim,TARGET_CHAR); } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) { if (victim == ch) send_to_char("You can already sense evil.\n\r",ch); else act("$N can already detect evil.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_ultravision( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected(victim,gsn_ultravision) ) { if (victim == ch) send_to_char("You already have ultravision.\n\r",ch); else act("$N already has ultravision.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = gsn_ultravision; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your vision becomes perfect.\n\r", victim ); act("$n's eyes {Wg{Yl{yo{Ww{x with a ghostly light.",victim,NULL,NULL,TO_ROOM); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) ) { if (victim == ch) send_to_char("You can already sense good.\n\r",ch); else act("$N can already detect good.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_GOOD; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_hidden(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) ) { if (victim == ch) send_to_char("You are already as alert as you can be. \n\r",ch); else act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); send_to_char( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_true_sight(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA*) vo; AFFECT_DATA af; if(is_affected(victim,sn)) { if(victim==ch) send_to_char("You already have true sight.\n\r",victim); else act("$N already has true sight.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 50 + level/2; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char(victim,&af); af.bitvector = AFF_DETECT_INVIS; affect_to_char(victim,&af); af.bitvector = AFF_DETECT_MAGIC; affect_to_char(victim,&af); af.bitvector = AFF_DETECT_GOOD; affect_to_char(victim,&af); af.bitvector = AFF_DETECT_EVIL; affect_to_char(victim,&af); send_to_char("Your vision sharpens.\n\r",victim); if(ch!=victim) send_to_char("Ok.\n\r",ch); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) { if (victim == ch) send_to_char("You can already see invisible.\n\r",ch); else act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) { if (victim == ch) send_to_char("You can already sense magical auras.\n\r",ch); else act("$N can already detect magic.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\n\r", ch ); else send_to_char( "It looks delicious.\n\r", ch ); } else { send_to_char( "It doesn't look poisoned.\n\r", ch ); } return; } /* 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(!IS_NPC(ch)) { if((ch->class==class_lookup("wizard")) || (ch->class==class_lookup("sorcerer"))) level+=2; else if((ch->class==class_lookup("shaman")) || (ch->class==class_lookup("elder")) || (ch->class==class_lookup("priest")) || (ch->class==class_lookup("bishop"))) level+=1; } 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("immaterial armor"))) { found = TRUE; act("$n's suit of immaterial armor vanishes.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("bless"))) found = TRUE; /*if (check_dispel(level,victim,skill_lookup("blindness"))) { found = TRUE; act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); }*/ if (check_dispel(level,victim,skill_lookup("charm person"))) { found = TRUE; act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM); } /*if (check_dispel(level,victim,skill_lookup("curse"))) found = TRUE;*/ if (check_dispel(level,victim,skill_lookup("detect evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect good"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect invis"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect magic"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("faerie fire"))) { act("$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("vigor"))) { act("$n no longer looks so vigorous.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mastermind"))) { act("$n no longer looks so astute.",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("protection neutral"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("sanctuary"))) { act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (IS_SHIELDED(victim,SHD_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (IS_SHIELDED(victim,SHD_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("force shield"))) { act("The force 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("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mana shield"))) { act("$n's mana shield vanishes into thin air.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("essence of mist"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("essence of bat"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("essence of wolf"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (found) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && !is_safe_spell(ch,vch,TRUE)) { if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( vch ) ) ) { ch->attacker = TRUE; vch->attacker = FALSE; } if (IS_AFFECTED(vch,AFF_FLYING)) damage_old(ch,vch,0,sn,DAM_BASH,TRUE); else damage_old( ch,vch,level + dice(2, 8), sn, DAM_BASH,TRUE); } continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) { ch->alignment = UMAX(-1000, ch->alignment - 50); if ( ch->pet != NULL ) ch->pet->alignment = ch->alignment; } if ( saves_spell( level, victim,DAM_NEGATIVE) ) { send_to_char("You feel a momentary chill.\n\r",victim); if(ch!=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 /= 2; victim->move /= 2; dam = number_range(level, 2*level); ch->hit += dam; } if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } send_to_char("You feel your life slipping away!\n\r",victim); send_to_char("Wow....what a rush!\n\r",ch); damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE); return; } void spell_corrupt_potion(int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af,*paf=NULL; if(obj->pIndexData->item_type!=ITEM_POTION) { send_to_char("You can only corrupt potions.\n\r",ch); return; } if(affect_find(obj->affected,sn)) { act("$p has already been corrupted.",ch,obj,NULL,TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = -1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_obj(obj,&af); obj->value[0] = level; obj->value[1] = skill_lookup("weaken"); obj->value[2] = skill_lookup("poison"); obj->value[3] = skill_lookup("curse"); obj->value[4] = skill_lookup("plague"); act("You corrupt $p.",ch,obj,NULL,TO_CHAR); act("$n corrupts $p.",ch,obj,NULL,TO_ROOM); } void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_QUEST)) { act("$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 / 2); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BURN_PROOF; affect_to_obj(obj,&af); act("You protect $p from fire.",ch,obj,NULL,TO_CHAR); act("$p is surrounded by a protective aura.",ch,obj,NULL,TO_ROOM); } void spell_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) ) { act("$N is already surrounded by a pink outline.\n\r",ch,NULL, victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/5); af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *ich; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if (ich->invis_level > 0) continue; if ( ich == ch || saves_spell( level, ich,DAM_OTHER) ) continue; affect_strip ( ich, gsn_invis ); affect_strip ( ich, gsn_mass_invis ); affect_strip ( ich, gsn_sneak ); affect_strip ( ich, gsn_shadow_walk ); affect_strip ( ich, gsn_ambush ); REMOVE_BIT ( ich->affected_by, AFF_HIDE ); REMOVE_BIT ( ich->shielded_by, SHD_INVISIBLE ); REMOVE_BIT ( ich->affected_by, AFF_SNEAK ); REMOVE_BIT ( ich->shielded_by, SHD_INVISIBLE ); REMOVE_BIT ( ich->shielded_by, SHD_SWALK ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } return; } void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FLYING) ) { if (victim == ch) send_to_char("You are already airborne.\n\r",ch); else act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } /* RT clerical berserking spell */ void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK)) { if (victim == ch) send_to_char("You are already in a frenzy.\n\r",ch); else act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR); return; } if ((IS_GOOD(ch) && !IS_GOOD(victim)) || (IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) || (IS_EVIL(ch) && !IS_EVIL(victim)) ) { act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim,&af); af.location = APPLY_DAMROLL; affect_to_char(victim,&af); af.modifier = 10 * (level / 12); af.location = APPLY_AC; affect_to_char(victim,&af); send_to_char("You are filled with holy wrath!\n\r",victim); act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM); } /* RT ROM-style gate */ void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; bool gate_pet; if(global_quest==QUEST_CLOSED && ch->on_quest && IS_SET(quest_flags,QUEST_NOGATE)) { send_to_char("You can't use the gate spell for the duration of the quest.\n\r",ch); return; } if(has_pkflag(ch)) { send_to_char("Your heart is pounding too fast.\n\r",ch); return; } if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || (IS_SET(victim->in_room->room_flags, ROOM_SAFE) && IS_NPC(victim)) || (!IS_NPC(victim) && IS_SET(victim->in_room->room_flags,ROOM_SAFE) && (game_state!=GS_PARADOX)) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || (victim->in_room->clan>0) || (IS_NPC(victim) && ((victim->level>=level+3) || IS_SET(victim->imm_flags,IMM_SUMMON) || saves_spell(level,victim,DAM_OTHER))) || (!IS_NPC(ch) && !IS_NPC(victim) && ((!is_clan(ch) && IS_SET(victim->act,PLR_NOSUMMON)) || (is_clan(ch) && !in_range(ch,victim) && !is_same_clan(ch,victim))))) { send_to_char("You failed.\n\r",ch); return; } if(strstr(victim->in_room->area->builders,"Unlinked")) { send_to_char("You can't gate to areas that aren't linked yet!\n\r",ch); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); if (gate_pet) { act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch->pet); char_from_room(ch->pet); char_to_room(ch->pet,victim->in_room); act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM); do_look(ch->pet,"auto"); } } void spell_vigor(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You already feel unusually vigorous.\n\r",ch); else act("$N looks already unusually vigorous.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/2; af.location = APPLY_STR_P; af.modifier = 2; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_STR; affect_to_char( victim, &af ); af.location = APPLY_CON_P; affect_to_char( victim, &af ); af.location = APPLY_CON; affect_to_char( victim, &af ); send_to_char( "Your body is filled with vigor.\n\r", victim ); act("$n's body is filled with vigor.",victim,NULL,NULL,TO_ROOM); return; } void spell_mastermind(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You already feel unusually astute.\n\r",ch); else act("$N looks already unusually astute.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/2; af.location = APPLY_WIS_P; af.modifier = 2; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_WIS; affect_to_char( victim, &af ); af.location = APPLY_INT_P; affect_to_char( victim, &af ); af.location = APPLY_INT; affect_to_char( victim, &af ); send_to_char( "Your perception of reality is altered and you feel incredibly ingenious.\n\r", victim ); act("$n watches $s surroundings with keen perception.",victim,NULL,NULL,TO_ROOM); return; } /* RT haste spell */ void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE) || IS_SET(victim->off_flags,OFF_FAST)) { if (victim == ch) send_to_char("You can't move any faster!\n\r",ch); else act("$N is already moving as fast as $E can.", ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,gsn_cascade)) { if (victim == ch) send_to_char("You struggle against the waves but to no avail.\n\r",ch); else act("$N is surrounded by waves keeping you from increasing $s speed.", ch,NULL,victim,TO_CHAR); return; } if (IS_AFFECTED(victim,AFF_SLOW)) { if (!check_dispel(level,victim,skill_lookup("slow"))) { if (victim != ch) send_to_char("Spell failed.\n\r",ch); send_to_char("You feel momentarily faster.\n\r",victim); return; } act("$n is moving less slowly.",victim,NULL,NULL,TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if (victim == ch) af.duration = level/2; else af.duration = level/4; af.location = APPLY_DEX; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = AFF_HASTE; affect_to_char( victim, &af ); send_to_char( "You feel yourself moving more quickly.\n\r", victim ); act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 100 + level*2, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if (!saves_spell(level + 2,victim,DAM_FIRE) && !IS_SET(victim->imm_flags,IMM_FIRE)) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next) { obj_next = obj_lose->next_content; if ( number_range(1,2 * level) > obj_lose->level && !saves_spell(level,victim,DAM_FIRE) && !IS_OBJ_STAT(obj_lose,ITEM_NONMETAL) && !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF) && !IS_OBJ_STAT(obj_lose,ITEM_QUEST)) { switch ( obj_lose->item_type ) { case ITEM_ARMOR: if (obj_lose->wear_loc != -1) /* remove the item */ { if (can_drop_obj(victim,obj_lose) && (obj_lose->weight / 10) < number_range(1,2 * get_curr_stat(victim,STAT_DEX)) && remove_obj( victim, obj_lose->wear_loc, TRUE )) { act("$n yelps and throws $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You remove and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 3); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* stuck on the body! ouch! */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level)); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim,obj_lose)) { act("$n yelps and throws $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; case ITEM_WEAPON: if (obj_lose->wear_loc != -1) /* try to drop it */ { if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING)) continue; if (can_drop_obj(victim,obj_lose) && remove_obj(victim,obj_lose->wear_loc,TRUE)) { act("$n is burned by $p, and throws it to the ground.", victim,obj_lose,NULL,TO_ROOM); send_to_char( "You throw your red-hot weapon to the ground!\n\r", victim); dam += 1; obj_from_char(obj_lose); obj_to_room(obj_lose,victim->in_room); fail = FALSE; } else /* YOWCH! */ { send_to_char("Your weapon sears your flesh!\n\r", victim); dam += number_range(1,obj_lose->level); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim,obj_lose)) { act("$n throws a burning hot $p to the ground!", victim,obj_lose,NULL,TO_ROOM); act("You and drop $p before it burns you.", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim,obj_lose,NULL,TO_CHAR); dam += (number_range(1,obj_lose->level) / 2); fail = FALSE; } } break; } } } } if (fail) { send_to_char("Your spell had no effect.\n\r", ch); send_to_char("You feel momentarily warmer.\n\r",victim); } else /* damage! */ { if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if (saves_spell(level,victim,DAM_FIRE)) dam = 2 * dam / 3; damage_old(ch,victim,dam,sn,DAM_FIRE,TRUE); } } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_type_name( obj ), extra_bit_name( obj->extra_flags ), obj->weight / 10, obj->cost, obj->level ); send_to_char( buf, ch ); printf_to_char(ch,"Wear bits: %s\n\r",wear_bit_name(obj->wear_flags)); switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) { send_to_char(" '",ch); send_to_char(skill_table[obj->value[4]].name,ch); send_to_char("'",ch); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d charges of level %d", obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_DRINK_CON: sprintf(buf,"It holds %s-colored %s.\n\r", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name); send_to_char(buf,ch); break; case ITEM_CONTAINER: case ITEM_PIT: sprintf(buf,"Capacity: %d# Maximum weight: %d# flags: %s\n\r", obj->value[0], obj->value[3], cont_bit_name(obj->value[1])); send_to_char(buf,ch); if (obj->value[4] != 100) { sprintf(buf,"Weight multiplier: %d%%\n\r", obj->value[4]); send_to_char(buf,ch); } break; case ITEM_WEAPON: send_to_char("Weapon type is ",ch); switch (obj->value[0]) { case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break; case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break; case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break; case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break; case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break; case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break; case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break; case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break; case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break; default : send_to_char("unknown.\n\r",ch); break; } if (obj->clan) { sprintf( buf, "Damage is variable.\n\r"); } else { if (obj->pIndexData->new_format) sprintf(buf,"Damage is %dd%d (average %d).\n\r", obj->value[1],obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); else sprintf( buf, "Damage is %d to %d (average %d).\n\r", obj->value[1], obj->value[2], ( obj->value[1] + obj->value[2] ) / 2 ); } send_to_char( buf, ch ); printf_to_char(ch,"Damage noun is %s.\n\r",attack_table[obj->value[3]].noun); if (obj->value[4]) /* weapon flags */ { sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4])); send_to_char(buf,ch); } break; case ITEM_ARMOR: if (obj->clan) { sprintf( buf, "Armor class is variable.\n\r"); } else { sprintf( buf, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); } send_to_char( buf, ch ); break; } if (is_clan_obj(obj)) { sprintf( buf, "This object is owned by the [{%s%s{x] clan.\n\r", clan_table[obj->clan].pkill ? "B" : "M", clan_table[obj->clan].who_name ); send_to_char( buf, ch ); } if (is_class_obj(obj)) { /*sprintf( buf, "This object may only be used by a %s.\n\r", class_table[obj->class].name );*/ sprintf( buf, "This object may only be used by a %s/%s.\n\r", ((obj->class>(MAX_CLASS/2))? (class_table[obj->class-(MAX_CLASS/2)].name) : (class_table[obj->class].name)), ((obj->class>(MAX_CLASS/2))? (class_table[obj->class].name) : (class_table[obj->class+(MAX_CLASS/2)].name))); send_to_char( buf, ch ); } if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if(paf->location!=APPLY_SPELL_AFFECT) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_SHIELDS: sprintf(buf,"Adds %s shield.\n", shield_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char( buf, ch ); } } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_SPELL_AFFECT ) { sprintf( buf, "Affects %s by %d", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); if ( paf->duration > -1) sprintf(buf,", %d hours.\n\r",paf->duration); else sprintf(buf,".\n\r"); send_to_char(buf,ch); if (paf->bitvector) { switch(paf->where) { case TO_AFFECTS: sprintf(buf,"Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf,"Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_WEAPON: sprintf(buf,"Adds %s weapon flags.\n", weapon_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf,"Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf,"Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf,"Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_SHIELDS: sprintf(buf,"Adds %s shield.\n", shield_bit_name(paf->bitvector)); break; default: sprintf(buf,"Unknown bit %d: %d\n\r", paf->where,paf->bitvector); break; } send_to_char(buf,ch); } } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INFRARED) ) { if (victim == ch) send_to_char("You can already see in the dark.\n\r",ch); else act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR); return; } act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* object invisibility */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_INVIS)) { act("$p is already invisible.",ch,obj,NULL,TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_INVIS; affect_to_obj(obj,&af); act("$p fades out of sight.",ch,obj,NULL,TO_ALL); return; } /* character invisibility */ victim = (CHAR_DATA *) vo; if ( IS_SHIELDED(victim, SHD_INVISIBLE) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); return; } void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$N has a pure and good aura."; else if ( ap > 350 ) msg = "$N is of excellent moral character."; else if ( ap > 100 ) msg = "$N is often kind and thoughtful."; else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; else if ( ap > -350 ) msg = "$N lies to $S friends."; else if ( ap > -700 ) msg = "$N is a black-hearted murderer."; else msg = "$N is the embodiment of pure evil!."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_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) ? 100 : level; buffer = new_buf(); for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) || IS_OBJ_STAT(obj,ITEM_NOLOCATE) || number_percent() > 2 * level || ch->level < obj->level || IS_OBJ_STAT(obj,ITEM_QUEST)) continue; found = TRUE; number++; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by)) { sprintf( buf, "%s is carried by %s\n\r", obj->short_descr, PERS(in_obj->carried_by, ch) ); } else { if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) sprintf( buf, "%s is in %s [Room %d]\n\r", obj->short_descr, in_obj->in_room->name, in_obj->in_room->vnum); else sprintf( buf, "%s is in %s\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER(buf[0]); add_buf(buffer,buf); if (number >= max_found) break; } if ( !found ) send_to_char( "Nothing like that in heaven or earth.\n\r", ch ); else page_to_char(buf_string(buffer),ch); free_buf(buffer); return; } void spell_magic_missile( int sn, int level, CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14 }; int dam; int number,i; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim,DAM_ENERGY) ) dam /= 2; if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } number = 1 + (level>5) + (level>10) + (level>15) + (level>20); for(i=0;i<number;i++) if(victim) damage_old( ch, victim, dam*(number-i), sn, DAM_ENERGY ,TRUE); else break; return; } void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup("heal"); refresh_num = skill_lookup("refresh"); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ((IS_NPC(ch) && IS_NPC(gch)) || (!IS_NPC(ch) && !IS_NPC(gch))) { spell_heal(heal_num,level,ch,(void *) gch,TARGET_CHAR); spell_refresh(refresh_num,level,ch,(void *) gch,TARGET_CHAR); } } } void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; CHAR_DATA *gch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( !is_same_group( gch, ch ) || IS_SHIELDED(gch, SHD_INVISIBLE) ) continue; act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade out of existence.\n\r", gch ); af.where = TO_SHIELDS; af.type = sn; af.level = level/2; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) { if (victim == ch) send_to_char("You are already out of phase.\n\r",ch); else act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return; } /* RT plague spell, very nasty */ void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (saves_spell(level,victim,DAM_DISEASE) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))) { if (ch == victim) send_to_char("You feel momentarily ill, but it passes.\n\r",ch); else act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3/4; af.duration = 1005+(level/5); af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join(victim,&af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r",victim); act("$n screams in agony as plague sores erupt from $s skin.", victim,NULL,NULL,TO_ROOM); } void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF) || IS_OBJ_STAT(obj,ITEM_QUEST)) { 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_QUEST) || IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR); return; } if (IS_WEAPON_STAT(obj,WEAPON_POISON)) { act("$p is already envenomed.",ch,obj,NULL,TO_CHAR); return; } af.where = TO_WEAPON; af.type = sn; af.level = level / 2; af.duration = level/8; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj,&af); act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL); return; } act("You can't poison $p.",ch,obj,NULL,TO_CHAR); return; } victim = (CHAR_DATA *) vo; if ( saves_spell( level, victim,DAM_POISON) ) { act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM); send_to_char("You feel momentarily ill, but it passes.\n\r",victim); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/5); af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); act("$n looks very ill.",victim,NULL,NULL,TO_ROOM); return; } void spell_protection_evil(int sn,int level,CHAR_DATA *ch,void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_SHIELDED(victim, SHD_PROTECT_EVIL) || IS_SHIELDED(victim, SHD_PROTECT_GOOD)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = SHD_PROTECT_EVIL; affect_to_char( victim, &af ); send_to_char( "You feel holy and pure.\n\r", victim ); if ( ch != victim ) act("$N is protected from evil.",ch,NULL,victim,TO_CHAR); return; } void spell_protection_good(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_SHIELDED(victim, SHD_PROTECT_GOOD) || IS_SHIELDED(victim, SHD_PROTECT_EVIL)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = SHD_PROTECT_GOOD; affect_to_char( victim, &af ); send_to_char( "You feel aligned with darkness.\n\r", victim ); if ( ch != victim ) act("$N is protected from good.",ch,NULL,victim,TO_CHAR); return; } void spell_protection_neutral(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -10; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You are protected from neutrality.\n\r", victim ); if ( ch != victim ) act("$N is protected from neutrality.",ch,NULL,victim,TO_CHAR); return; } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level, victim->max_move ); if (victim->max_move == victim->move) send_to_char("You feel fully refreshed!\n\r",victim); else send_to_char( "You feel less tired.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim; OBJ_DATA *obj; bool found = FALSE; /* do object cases first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE) && !IS_OBJ_STAT(obj,ITEM_QUEST) && !saves_dispel(level + 2,obj->level,0)) { REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("$p glows blue.",ch,obj,NULL,TO_ALL); return; } act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR); return; } else { act("There is no curse on $p.",ch,obj,NULL,TO_CHAR); return; } } /* characters */ victim = (CHAR_DATA *) vo; if(!is_affected(victim,gsn_curse)) { if(victim!=ch) act("$N isn't even cursed.",ch,NULL,victim,TO_CHAR); else send_to_char("You aren't even cursed.\n\r",ch); /* return;*/ } if (check_dispel(level+1,victim,gsn_curse)) { send_to_char("You feel better.\n\r",victim); act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM); } else { send_to_char("You failed.\n\r",ch); } for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content) { if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) && !IS_OBJ_STAT(obj,ITEM_NOUNCURSE) && !IS_OBJ_STAT(obj,ITEM_QUEST)) { /* attempt to remove curse */ if (!saves_dispel(level+2,obj->level,0)) { found = TRUE; REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("Your $p glows blue.",victim,obj,NULL,TO_CHAR); act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM); } } } } void spell_restore_mana( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->mana = UMIN( victim->mana + 51, victim->max_mana ); if (victim->max_mana == victim->mana) send_to_char("You feel fully focused!\n\r",victim); else send_to_char( "You feel more focused.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected(victim, skill_lookup("sever"))) { if(victim==ch) send_to_char("You are currently severed from the gods' sanctuary.\n\r",ch); else act("$N is currently severed from the gods' sanctuary.",ch,NULL,victim,TO_CHAR); return; } if ( IS_SHIELDED(victim, SHD_SANCTUARY) ) { if (victim == ch) send_to_char("You are already in sanctuary.\n\r",ch); else act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); return; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim->fighting ) { if(victim == ch) send_to_char("A faint glow surrounds you for a brief moment, then vanishes.\n\r",ch); else act("A faint glow surrounds $N for a brief moment, then vanishes.", ch,NULL,victim,TO_CHAR); return; } if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already shielded from harm.\n\r",ch); else act("$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 = 2+level/6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; af.subtype = number_range(1,level/9); affect_to_char( victim, &af ); act( "$n is surrounded by a {yg{Yl{Wowi{Yn{yg{x shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a {yg{Yl{Wowi{Yn{yg{x shield.\n\r", victim ); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SLEEP) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)) || (level + 2) < victim->level || saves_spell( level-4, victim,DAM_CHARM) ) { send_to_char("You failed.\n\r",ch); if(has_killed_flag(ch)) remove_killed_flag(ch); multi_hit(victim,ch,TYPE_UNDEFINED); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005 + (level/10); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE(victim) ) { send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_SLOW)) { if (victim == ch) send_to_char("You can't move any slower!\n\r",ch); else act("$N can't get any slower than that.", ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level,victim,DAM_OTHER) || IS_SET(victim->imm_flags,IMM_MAGIC)) { if (victim != ch) send_to_char("Nothing seemed to happen.\n\r",ch); send_to_char("You feel momentarily lethargic.\n\r",victim); return; } if (IS_AFFECTED(victim,AFF_HASTE)) { if (!check_dispel(level,victim,skill_lookup("haste"))) { if (victim != ch) send_to_char("Spell failed.\n\r",ch); send_to_char("You feel momentarily slower.\n\r",victim); return; } act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/5); af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; affect_to_char( victim, &af ); send_to_char( "You feel yourself slowing d o w n...\n\r", victim ); act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM); return; } void spell_sever( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if(victim==ch) { send_to_char("Sever yourself? No way.\n\r",ch); return; } if ( is_affected( victim, sn ) ) { act("{G$N{G's connection to the gods has already been severed.{x", ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level,victim,DAM_OTHER)) { send_to_char("You failed.\n\r",ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1000+level/4; af.location = APPLY_SAVES; af.modifier = 5; af.bitvector = 0; af.dealer = ch; affect_to_char( victim, &af ); act("{G$N{G's connection to the gods has been severed.{x",ch,NULL,victim, TO_CHAR); act("{G$N{G's connection to the gods has been severed.{x",ch,NULL,victim,TO_NOTVICT); send_to_char("{GYour connection to the gods has been severed.\n\r{x",victim); 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 ( victim->fighting ) { if(victim == ch) send_to_char("A faint glow surrounds you for a brief moment, then vanishes.\n\r",ch); else act("A faint glow surrounds $N for a brief moment, then vanishes.", ch,NULL,victim,TO_CHAR); return; } if ( is_affected( ch, sn ) ) { if (victim == ch) send_to_char("Your skin is already as hard as a rock.\n\r",ch); else act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/7; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; af.subtype = level/7; affect_to_char( victim, &af ); act( "$n's skin turns into solid {Dr{xo{Wc{Dk{x.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns into solid {Dr{xo{Wc{Dk{x.\n\r", victim ); return; } void spell_ward( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af,*paf; int trig; if(target_name[0]=='\0') { send_to_char("You need to specify a minimum damage you want to be warded against.\n\r",ch); return; } trig = atoi(target_name); if(trig<0) { send_to_char("The specified number must be positive.\n\r",ch); return; } if(trig>3000) { send_to_char("Be reasonable.\n\r",ch); return; } if( is_affected(ch, sn) ) { if((paf=affect_find(ch->affected,sn))==NULL) { send_to_char("Error in spell_ward.\n\r",ch); return; } paf->duration = level/5; paf->subtype = trig; act("$n's ward is renewed.",ch,NULL,NULL,TO_ROOM); send_to_char("Your ward is renewed.\n\r",ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/5; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; af.subtype = trig; affect_to_char( ch, &af ); act("$n is warded.",ch, NULL, NULL, TO_ROOM); send_to_char( "You are warded.\n\r", ch ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; if(has_pkflag(ch)) { send_to_char("Your heart is pounding too fast.\n\r",ch); return; } if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE)) || victim->level >= level + 3 /* || (is_clan(ch) && (is_clan(victim) && ((!is_same_clan(ch, victim) && (clan_table[ch->clan].pkill) && (clan_table[victim->clan].pkill)) || clan_table[victim->clan].independent)))*/ || (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL) || victim->fighting != NULL || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (IS_NPC(victim) && victim->pIndexData->pShop != NULL) || (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER)) ) { send_to_char( "You failed.\n\r", ch ); return; } if(strstr(victim->in_room->area->builders,"Unlinked")) { send_to_char("You can't summon from areas that aren't linked yet!\n\r",ch); return; } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); act( "$n has summoned you!", ch, NULL, victim, TO_VICT ); do_look( victim, "auto" ); return; } void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { return; } void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if(has_pkflag(ch)) { send_to_char("Your heart is pounding too fast.\n\r",ch); return; } if ( victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON)) || ( !IS_NPC(ch) && victim->fighting != NULL ) || ( victim != ch && ( saves_spell( level - 5, victim,DAM_OTHER)))) { send_to_char( "You failed.\n\r", ch ); return; } pRoomIndex = get_random_room(victim); if (victim != ch) send_to_char("You have been teleported!\n\r",victim); act( "$n vanishes!", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return; } void spell_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;*/ if ( is_affected( victim, sn ) ) { act("$N already looks weak.",ch,NULL,victim,TO_CHAR); return; } if(saves_spell(level,victim,DAM_OTHER)) { send_to_char("Your attempt to weaken them failed.\n\r",ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/5); af.location = APPLY_STR; af.modifier = -1 * (level / 5); af.bitvector = AFF_WEAKEN; affect_to_char( victim, &af ); send_to_char( "You feel your strength slip away.\n\r", victim ); act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM); return; } void spell_leech( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, gsn_leech ) ) { act("$N has already been infested by a leech.",ch,NULL,victim,TO_CHAR); return; } if(saves_spell(level,victim,DAM_NEGATIVE)) { send_to_char("Your attempt to infest them failed.\n\r",ch); return; } af.where = TO_AFFECTS; af.type = gsn_leech; af.level = level; af.duration = 1005+(level/5); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; af.dealer = ch; affect_to_char( victim, &af ); send_to_char( "You feel something moving beneath your skin...\n\r", victim ); act("Something starts to move beneath $n's skin...",victim,NULL,NULL,TO_ROOM); return; } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,hp_dam,dice_dam,hpch; act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT); act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT); act("You spit acid at $N.",ch,NULL,victim,TO_CHAR); hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if (saves_spell(level,victim,DAM_ACID) || IS_SHIELDED(victim,SHD_SANCTUARY)) { acid_effect(victim,level/2,dam/4,TARGET_CHAR); damage_old(ch,victim,dam/2,sn,DAM_ACID,TRUE); } else { acid_effect(victim,level,dam,TARGET_CHAR); damage_old(ch,victim,dam,sn,DAM_ACID,TRUE); } } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam; int hpch; act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT); act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR); hpch = UMAX( 10, ch->hit ); hp_dam = number_range( hpch/9+1, hpch/5 ); dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10); fire_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if (saves_spell(level,vch,DAM_FIRE) || IS_SHIELDED(vch,SHD_SANCTUARY)) { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level,dam,TARGET_CHAR); damage_old(ch,vch,dam,sn,DAM_FIRE,TRUE); } } else /* partial damage */ { if (saves_spell(level - 2,vch,DAM_FIRE) || IS_SHIELDED(vch,SHD_SANCTUARY)) { fire_effect(vch,level/4,dam/8,TARGET_CHAR); damage_old(ch,vch,dam/4,sn,DAM_FIRE,TRUE); } else { fire_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE); } } } } void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam,hp_dam,dice_dam, hpch; act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT); act("$n breathes a freezing cone of frost over you!", ch,NULL,victim,TO_VICT); act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR); hpch = UMAX(12,ch->hit); hp_dam = number_range(hpch/11 + 1, hpch/6); dice_dam = dice(level,16); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); cold_effect(victim->in_room,level,dam/2,TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if (saves_spell(level,vch,DAM_COLD) || IS_SHIELDED(vch,SHD_SANCTUARY)) { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level,dam,TARGET_CHAR); damage_old(ch,vch,dam,sn,DAM_COLD,TRUE); } } else { if (saves_spell(level - 2,vch,DAM_COLD) || IS_SHIELDED(vch,SHD_SANCTUARY)) { cold_effect(vch,level/4,dam/8,TARGET_CHAR); damage_old(ch,vch,dam/4,sn,DAM_COLD,TRUE); } else { cold_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE); } } } } void spell_tornado( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam; act("$n conjures forth a devastating tornado!",ch,NULL,NULL,TO_ROOM); act("You conjure forth a devastating tornado!",ch,NULL,NULL,TO_CHAR); dam = dice(level,6)+number_range(level/2,level); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if (saves_spell(level,vch,DAM_SOUND)) { damage_old(ch,vch,dam/2,sn,DAM_SOUND,TRUE); } else { damage_old(ch,vch,dam,sn,DAM_COLD,TRUE); } } else { if (saves_spell(level - 2,vch,DAM_SOUND)) { damage_old(ch,vch,dam/4,sn,DAM_SOUND,TRUE); } else { damage_old(ch,vch,dam/2,sn,DAM_SOUND,TRUE); } } } } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam,hp_dam,dice_dam,hpch; act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM); act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR); hpch = UMAX(16,ch->hit); hp_dam = number_range(hpch/15+1,8); dice_dam = dice(level,12); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); poison_effect(ch->in_room,level,dam,TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch,vch,TRUE) || (IS_NPC(ch) && IS_NPC(vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( vch ) ) ) { ch->attacker = TRUE; vch->attacker = FALSE; } if (saves_spell(level,vch,DAM_POISON) || IS_SHIELDED(vch,SHD_SANCTUARY)) { poison_effect(vch,level/2,dam/4,TARGET_CHAR); damage_old(ch,vch,dam/2,sn,DAM_POISON,TRUE); } else { poison_effect(vch,level,dam,TARGET_CHAR); damage_old(ch,vch,dam,sn,DAM_POISON,TRUE); } } } void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam,hp_dam,dice_dam,hpch; act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT); act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT); act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR); hpch = UMAX(10,ch->hit); hp_dam = number_range(hpch/9+1,hpch/5); dice_dam = dice(level,20); dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10); if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } if (saves_spell(level,victim,DAM_LIGHTNING) || IS_SHIELDED(victim,SHD_SANCTUARY)) { shock_effect(victim,level/2,dam/4,TARGET_CHAR); damage_old(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE); } else { shock_effect(victim,level,dam,TARGET_CHAR); damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE); } } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim, DAM_PIERCE) ) dam /= 2; if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE); return; } /*void spell_grow(int sn,int level,CHAR_DATA *ch,void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA*) vo; int dam; int slev = level/20; AFFECT_DATA af; int i=0; if(ch==victim) { send_to_char("You don't want to cast this spell on yourself, do you?\n\r",ch); return; } if(saves_spell(level,victim,DAM_OTHER)) { act("$n summons the force of nature but nothing happens.",ch,NULL,NULL,TO_ROOM); send_to_char("You summon the force of nature but nothing happens.\n\r",ch); return; } switch(number_range(0,slev-1)) { case 0: act("$n summons a swarm of {Rf{ri{Yr{ye{Rf{rl{Yi{ye{Rs{x to distract $s opponent!", ch,NULL,victim,TO_NOTVICT); act("$n summons a swarm of {Rf{ri{Yr{ye{Rf{rl{Yi{ye{Rs{x to distract you!",ch,NULL,victim,TO_VICT); send_to_char("You summon a swarm of {Rf{ri{Yr{ye{Rf{rl{Yi{ye{Rs{x to distract your opponent!\n\r",ch); DAZE_STATE(victim,2*PULSE_VIOLENCE); break; case 1: act("$n summons vines to entangle and hinder $s opponent!",ch,NULL,victim,TO_NOTVICT); act("$n summons vines to entangle and hinder you!",ch,NULL,victim,TO_VICT); send_to_char("You summon vines to entangle and hinder your opponent!\n\r",ch); if(IS_AFFECTED(victim,AFF_HASTE)) { if(check_dispel(level,victim,skill_lookup("haste"))) act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM); } else if(!IS_AFFECTED(victim,AFF_SLOW)) { af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/5); af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; affect_to_char( victim, &af ); send_to_char( "You feel yourself slowing d o w n...\n\r", victim ); act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM); } else { af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005; af.location = APPLY_HITROLL; af.modifier = -10 + (level/10); af.bitvector = 0; affect_join( victim, &af); send_to_char("You have problems with hitting your opponent.\n\r",ch); act("$n has problems with hitting $s opponent.",victim,NULL,NULL,TO_ROOM); } break; case 2: act("A crack appears in the ground and $n trips!",victim,NULL,NULL,TO_ROOM); send_to_char("A crack appears in the ground and you trip!\n\r",victim); if((number_percent() < (level*3)/4)) { send_to_char("You are stunned!\n\r",victim); act("$n appears to be stunned!",victim,NULL,NULL,TO_ROOM); victim->stunned=2; } break; case 3: act("$n summons blinding rays of light!",ch,NULL,NULL,TO_ROOM); send_to_char("You summon blinding rays of light!\n\r",ch); if(!IS_AFFECTED(victim,AFF_BLIND)) { af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1010; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_BLIND; affect_to_char(victim,&af); send_to_char("You scream in agony as your eyes are burned!\n\r",victim); act("$n screams in agony as $s eyes are burned!",victim,NULL,NULL,TO_ROOM); } break; case 4: act("$n summons the force of nature to corrupt $N's magical protection!",ch,NULL,victim,TO_NOTVICT); act("$n summons the force of nature to corrupt your magical protection!",ch,NULL,victim,TO_VICT); send_to_char("You summon the force of nature to corrupt your opponent's magical protection!\n\r",ch); for(i=0;i<3;i++) { if (check_dispel(level,victim,skill_lookup("sanctuary"))) { act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); } if (IS_SHIELDED(victim,SHD_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); } if (IS_SHIELDED(victim,SHD_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); } } break; default: } damage(ch,victim,1,gsn_grow,DAM_OTHER,FALSE); return; }*/ void spell_protective_force( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already protected by nature.\n\r",ch); else act("$N is already protected by nature.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = gsn_protective_force; af.level = level; af.duration = level/4; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by the protective force of nature.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by the protective force of nature.\n\r", victim ); return; } void spell_resistance( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already more resistant.\n\r",ch); else act("$N is already more resistant.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = gsn_resistance; af.level = level; af.duration = level/4; af.location = APPLY_STR; af.modifier = 2; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n looks stronger and more resistant.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You become stronger and more resistant.\n\r", victim ); return; } void spell_cleansing( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; if (saves_spell(level, victim,DAM_OTHER)) { send_to_char( "A shiver runs down your spine.\n\r",victim); send_to_char( "You failed.\n\r", ch); return; } /* begin running through the spells */ /*if (check_dispel(level,victim,skill_lookup("immaterial armor"))) found = TRUE;*/ if (check_dispel(level,victim,skill_lookup("bless"))) found = TRUE; /*if (check_dispel(level,victim,skill_lookup("blindness"))) { found = TRUE; act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); }*/ if (check_dispel(level,victim,skill_lookup("charm person"))) { found = TRUE; act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM); } /*if (check_dispel(level,victim,skill_lookup("curse"))) found = TRUE;*/ /*if (check_dispel(level,victim,skill_lookup("detect evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect good"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect invis"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect magic"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("faerie fire"))) { act("$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("vigor"))) { act("$n no longer looks so vigorous.",victim,NULL,NULL,TO_ROOM); found = TRUE; }*/ if (check_dispel(level,victim,skill_lookup("haste"))) { act("$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("protection neutral"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("sanctuary"))) { act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (IS_SHIELDED(victim,SHD_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (IS_SHIELDED(victim,SHD_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->shielded_by,SHD_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } /*if (check_dispel(level,victim,skill_lookup("force 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("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM); found = TRUE; }*/ if (check_dispel(level,victim,skill_lookup("essence of mist"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("essence of bat"))) { act("$n's body returns to its true form.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("essence of wolf"))) { act("$n's body returns to its true form.",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_grow( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; act("$n summons vines to entangle and hinder $s opponent!",ch,NULL,victim,TO_NOTVICT); act("$n summons vines to entangle and hinder you!",ch,NULL,victim,TO_VICT); send_to_char("You summon vines to entangle and hinder your opponent!\n\r",ch); spell_slow(skill_lookup("slow"),level,ch,vo,target); /* if (saves_spell(level,victim,DAM_OTHER) || IS_SET(victim->imm_flags,IMM_MAGIC)) { send_to_char("Your spell had no effect.\n\r",ch); return; } if(IS_AFFECTED(victim,AFF_HASTE)) { if(check_dispel(level,victim,skill_lookup("haste"))) act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM); else send_to_char("Your spell had no effect.\n\r",ch); } else if(!IS_AFFECTED(victim,AFF_SLOW)) { af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 1005+(level/5); af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; affect_to_char( victim, &af ); send_to_char( "You feel yourself slowing d o w n...\n\r", victim ); act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM); } else { act("$n can't get any slower.",victim,NULL,ch,TO_VICT); }*/ } void spell_regeneration( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim, AFF_REGENERATION)) { if (victim == ch) send_to_char("Your heart is already pumping as fast as possible.\n\r",ch); else act("$N's heart is already pumping as fast as possible.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/4+5; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_REGENERATION; affect_to_char( victim, &af ); send_to_char( "You feel your heart pumping faster.\n\r", victim ); if ( ch != victim ) act("$N's circulation is increased by your magic.",ch,NULL,victim,TO_CHAR); return; } void spell_blade_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { OBJ_DATA *obj; AFFECT_DATA af; obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_WEAPON) { if(affect_find(obj->affected,sn)) { act("$p has already been treated with blade poison.",ch,obj, NULL,TO_CHAR); return; } af.where = TO_WEAPON; af.type = sn; af.level = level; af.duration = level/8; af.location = 0; af.modifier = 0; af.dealer = ch; af.bitvector = 0; affect_to_obj(obj,&af); act("$p is corrupted by your spell and glows malevolently.", ch,obj,NULL,TO_CHAR); return; } act("You can't treat $p with blade poison.",ch,obj,NULL,TO_CHAR); return; } void spell_renewal(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA *paf,*paf_next; CHAR_DATA *victim=(CHAR_DATA*)vo; for(paf=victim->affected;paf!=NULL;paf=paf_next) { paf_next=paf->next; if((paf->duration>=1000)||(paf->duration==-1)) continue; paf->duration=level/2; } send_to_char("You are surrounded by a bright aura as your spells are renewed.\n\r",victim); act("$n is surrounded by a bright aura as $s spells are renewed.",victim,NULL,NULL,TO_ROOM); return; } void spell_divine_blessing(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *victim=(CHAR_DATA*)vo; if(is_affected(victim,gsn_divine_blessing)) { if(ch==victim) send_to_char("You are already divinely blessed.\n\r",victim); else act("$N is already divinely blessed.",ch,NULL,victim,TO_CHAR); return; } if(!IS_GOOD(victim)) { if(ch==victim) send_to_char("Your alignment is not good enough to ask such a favour.\n\r",ch); else act("You pray for $N but the gods ignore your wish.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = gsn_divine_blessing; af.level = level; af.duration = level/3; af.location = APPLY_HITROLL; af.modifier = (level/8)+3; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = (level/8)+3; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = -4 - (level / 6); affect_to_char( victim, &af ); send_to_char("{xYou are surrounded by a {Ys{yh{Wi{xm{Ym{ye{Wr{xi{Yn{yg{x aura.\n\r",victim); act("{x$n{x is surrounded by a {Ys{yh{Wi{xm{Ym{ye{Wr{xi{Yn{yg{x aura.",victim,NULL,NULL,TO_ROOM); return; } void spell_infernal_offering(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *victim=(CHAR_DATA*)vo; if(is_affected(victim,gsn_infernal_offering)) { if(ch==victim) send_to_char("You have already received a reward for your offering.\n\r",victim); else act("$N has already received a reward for $S offering.",ch,NULL,victim,TO_CHAR); return; } if(!IS_EVIL(victim)) { if(ch==victim) send_to_char("Your offering is rejected.\n\r",ch); else act("You offer $N but $E is rejected.",ch,NULL,victim,TO_CHAR); return; } damage(victim,victim,UMIN(level*5,victim->hit-2),TYPE_UNDEFINED,DAM_OTHER,FALSE); send_to_char("A terrible pain courses through your body.\n\r",victim); act("$n's body spasms for a brief moment.",victim,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = gsn_infernal_offering; af.level = level; af.duration = level/3; af.location = APPLY_HITROLL; af.modifier = (level/4)+5; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = (level/4)+5; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = -3 - (level / 14); affect_to_char( victim, &af ); send_to_char("{xYou are surrounded by a {Wg{xhostl{Wy{x light.\n\r",victim); act("{x$n{x is surrounded by a {Wg{xhostl{Wy{x light.",victim,NULL,NULL,TO_ROOM); return; } void spell_outrage(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *victim=(CHAR_DATA*)vo; if(is_affected(victim,sn)) { if(ch==victim) send_to_char("Rage is already coursing through your body.\n\r",victim); else act("Rage is already coursing through $N's body.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level/4+5; af.location = APPLY_HITROLL; af.modifier = (level/6); af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = (level/6); affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = -1 - (level / 10); affect_to_char( victim, &af ); send_to_char("Your eyes turn {rr{Re{rd{x as rage courses through your body.\n\r",victim); act("{x$n{x's eyes turn {rr{Re{rd{x as rage courses through $s body.",victim,NULL,NULL,TO_ROOM); return; } void spell_cascade( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; AFFECT_DATA af; if ( ( ch->fighting == NULL ) && ( !IS_NPC( ch ) ) && ( !IS_NPC( victim ) ) ) { ch->attacker = TRUE; victim->attacker = FALSE; } dam = dice(level/2+45,6); if ( saves_spell( level, victim, DAM_DROWNING ) ) dam /= 2; damage_old( ch, victim, dam, sn,DAM_DROWNING,TRUE); if(victim==NULL || (victim->in_room!=ch->in_room) || is_affected(victim,gsn_cascade)) return; if (IS_AFFECTED(victim,AFF_HASTE)) { if(!saves_spell(level,victim,DAM_OTHER)&&!IS_SET(victim->imm_flags,IMM_MAGIC)) { if (!check_dispel(level,victim,skill_lookup("haste"))) { if (victim != ch) send_to_char("Waves wash over your opponent but nothing happens.\n\r",ch); send_to_char("Waves wash over you but nothing happens.\n\r",victim); return; } act("$n is slowing down as waves wash over $m.",victim,NULL,NULL,TO_ROOM); } return; } af.where = TO_AFFECTS; af.type = gsn_cascade; af.level = level; af.duration = 1002+(level/10); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char("Waves wash over you and hinder your movements.\n\r",victim); act("Waves wash over $n and hinder $s movements.",victim,NULL,NULL,TO_ROOM); return; } void spell_nourish(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim=(CHAR_DATA*)vo; if(IS_NPC(victim)) { send_to_char("You failed.\n\r",ch); return; } if((victim->pcdata->condition[COND_HUNGER]>=48) && (victim->pcdata->condition[COND_THIRST]>=48)) { if(victim==ch) send_to_char("You are neither hungry nor thirsty.\n\r",ch); else act("$N seems neither hungry nor thirsty.\n\r",ch,NULL,victim,TO_CHAR); return; } victim->pcdata->condition[COND_HUNGER]=48; victim->pcdata->condition[COND_THIRST]=48; send_to_char("A strange magic courses through your body and alleviates your desire for sustenance.\n\r",victim); act("$n is surrounded by a faint glow as $s desire for sustenance is alleviated.",victim,NULL,NULL,TO_ROOM); return; } void spell_essence_of_mist(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *victim = (CHAR_DATA*)vo; if(ch!=victim) { send_to_char("Bug in spell_essence_of_mist: ch!=victim\n\r",ch); return; } if(is_affected(ch,gsn_essence_of_mist) || is_affected(ch,gsn_essence_of_bat) ||is_affected(ch,gsn_essence_of_wolf)) { send_to_char("The form of your body has already been changed.\n\r",ch); return; } /* res weapon */ af.where = TO_RESIST; af.type = gsn_essence_of_mist; af.level = level; af.duration = -1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = RES_WEAPON; if(!IS_SET(ch->res_flags,RES_WEAPON)) affect_to_char( victim, &af ); /* vuln magic */ af.where = TO_VULN; af.bitvector = VULN_MAGIC; if(!IS_SET(ch->vuln_flags,VULN_MAGIC)) affect_to_char(victim, &af); /* racial dex max + 4 */ af.where = TO_AFFECTS; af.location = APPLY_DEX_P; af.modifier = 4; af.bitvector = 0; affect_to_char( victim, &af); /* dex + 4 */ af.location = APPLY_DEX; affect_to_char(victim, &af); /* racial str max -4 */ af.location = APPLY_STR_P; af.modifier = -4; affect_to_char( victim, &af); /* change size to tiny */ af.location = APPLY_SIZE; af.modifier = SIZE_TINY; if(ch->size!=SIZE_TINY) affect_to_char( victim, &af ); send_to_char("{WM{ci{Cs{xt{Ws{x start to swirl as your body is transformed.\n\r",ch); act("{WM{ci{Cs{xt{Ws{x start to swirl as $n's body is transformed.",ch,NULL,NULL,TO_ROOM); return; } void spell_essence_of_bat(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *victim = (CHAR_DATA*)vo; if(ch!=victim) { send_to_char("Bug in spell_essence_of_bat: ch!=victim\n\r",ch); return; } if(is_affected(ch,gsn_essence_of_mist)||is_affected(ch,gsn_essence_of_bat) ||is_affected(ch,gsn_essence_of_wolf)) { send_to_char("The form of your body has already been changed.\n\r",ch); return; } /* res magic */ af.where = TO_RESIST; af.type = gsn_essence_of_bat; af.level = level; af.duration = -1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = RES_MAGIC; if(!IS_SET(ch->res_flags,RES_MAGIC)) affect_to_char( victim, &af ); /* sanctuary */ af.where = TO_SHIELDS; af.bitvector = SHD_SANCTUARY; if(!IS_SHIELDED(ch,SHD_SANCTUARY)) affect_to_char(victim, &af); /* vuln holy */ af.where = TO_VULN; af.bitvector = VULN_HOLY; if(!IS_SET(ch->vuln_flags,VULN_HOLY)) affect_to_char(victim, &af); /* vuln fire */ af.where = TO_VULN; af.bitvector = VULN_FIRE; if(!IS_SET(ch->vuln_flags,VULN_FIRE)) affect_to_char(victim, &af); /* race int max + 4 */ af.where = TO_AFFECTS; af.location = APPLY_INT_P; af.modifier = 4; af.bitvector = 0; affect_to_char( victim, &af); /* int + 4 */ af.location = APPLY_INT; affect_to_char(victim, &af); af.where = TO_AFFECTS; /* race wis max + 4 */ af.location = APPLY_WIS_P; af.modifier = 4; af.bitvector = 0; affect_to_char( victim, &af); /* wis + 4 */ af.location = APPLY_WIS; affect_to_char(victim, &af); send_to_char("Your voice turns to a piercing screech as your body is transformed.\n\r",ch); act("$n's voice turns to a piercing screech as $s body is transformed.",ch,NULL,NULL,TO_ROOM); return; } void spell_essence_of_wolf(int sn, int level, CHAR_DATA *ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *victim = (CHAR_DATA*)vo; if(ch!=victim) { send_to_char("Bug in spell_essence_of_wolf: ch!=victim\n\r",ch); return; } if(is_affected(ch,gsn_essence_of_mist)||is_affected(ch,gsn_essence_of_bat) ||is_affected(ch,gsn_essence_of_wolf)) { send_to_char("The form of your body has already been changed.\n\r",ch); return; } /* res bash */ af.where = TO_RESIST; af.type = gsn_essence_of_wolf; af.level = level; af.duration = -1; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = RES_BASH; if(!IS_SET(ch->res_flags,RES_BASH)) affect_to_char( victim, &af ); /* res pierce */ af.bitvector = RES_PIERCE; if(!IS_SET(ch->res_flags,RES_PIERCE)) affect_to_char(victim, &af); /* vuln silver */ af.where = TO_VULN; af.bitvector = VULN_SILVER; if(!IS_SET(ch->vuln_flags,VULN_SILVER)) affect_to_char(victim, &af); /* race str max + 4 */ af.where = TO_AFFECTS; af.location = APPLY_STR_P; af.modifier = 4; af.bitvector = 0; affect_to_char( victim, &af); /* str + 4 */ af.location = APPLY_STR; affect_to_char(victim, &af); af.where = TO_AFFECTS; /* race con max + 4 */ af.location = APPLY_CON_P; af.modifier = 4; af.bitvector = 0; affect_to_char( victim, &af); /* con + 4 */ af.location = APPLY_CON; affect_to_char(victim, &af); /* hp + level*5 */ af.location = APPLY_HIT; af.modifier = level*5; affect_to_char(victim, &af); /* change size to huge */ af.location = APPLY_SIZE; af.modifier = SIZE_HUGE; if(ch->size!=SIZE_HUGE) affect_to_char( victim, &af ); send_to_char("You growl menacingly as your body is transformed.\n\r",ch); act("$n growls menacingly as $s body is transformed.",ch,NULL,NULL,TO_ROOM); return; } void do_revert(CHAR_DATA *ch,char *argument) { if(!is_affected(ch,gsn_essence_of_mist) && !is_affected(ch,gsn_essence_of_bat) && !is_affected(ch,gsn_essence_of_wolf)) { send_to_char("You are already in your true form.\n\r",ch); return; } affect_strip(ch,gsn_essence_of_mist); affect_strip(ch,gsn_essence_of_bat); affect_strip(ch,gsn_essence_of_wolf); send_to_char("A sharp pain runs down your spine as you return to your true form.\n\r",ch); act("$n returns to his true form.",ch,NULL,NULL,TO_ROOM); return; } void spell_shrink(int sn, int level, CHAR_DATA *ch, void *vo, int target) { CHAR_DATA *victim=(CHAR_DATA*)vo; AFFECT_DATA af; if(victim->size==SIZE_TINY) { if(ch==victim) send_to_char("You can't get any smaller.\n\r",ch); else act("$N can't get any smaller.",ch,NULL,victim,TO_CHAR); return; } if(!IS_NPC(victim)&&(victim->size!=pc_race_table[victim->race].size)) { if(ch==victim) send_to_char("Your size has already been changed.\n\r",ch); else act("$N's size has already been changed.",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level,victim,DAM_OTHER) || IS_SET(victim->imm_flags,IMM_MAGIC)) { if (victim != ch) send_to_char("Your spell failed.\n\r",ch); send_to_char("You feel a sharp pain but it subsides quickly.\n\r",victim); return; } af.where = TO_AFFECTS; af.level = level; af.type = sn; af.duration = 1002+(level/10); af.location = APPLY_SIZE; af.modifier = SIZE_TINY; af.bitvector = 0; affect_to_char(victim,&af); send_to_char("Your head jerks in pain as your body shrinks.\n\r",victim); act("$n's head jerks in pain as $s body shrinks.",victim,NULL,NULL,TO_ROOM); return; }