/***************************************************************************
* 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 1993-1996 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 Tartarus/doc/rom.license *
***************************************************************************/
/***************************************************************************
* Tartarus code is copyright (C) 1997-1998 by Daniel Graham *
* In using this code you agree to comply with the Tartarus license *
* found in the file /Tartarus/doc/tartarus.doc *
***************************************************************************/
#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"
/* command procedures needed */
DECLARE_DO_FUN(do_gtell );
DECLARE_DO_FUN(do_follow );
DECLARE_DO_FUN(do_look );
DECLARE_DO_FUN(do_laying_hands );
DECLARE_DO_FUN(do_barkskin );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_myell );
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_flee );
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA *ch, int sn ) );
int spellcraft_dam args( ( int num, int dice) );
bool check_spellcraft args( (CHAR_DATA *ch, int sn) );
bool eye_of_beholder_nullify args((CHAR_DATA *ch));
/* imported functions */
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
/*
* Lookup a skill by name.
*/
int skill_lookup( const char *name )
{
int sn;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix( name, skill_table[sn].name ) )
return sn;
}
return -1;
}
int find_spell( CHAR_DATA *ch, const char *name )
{
/* finds a spell the character can cast if possible */
int sn, found = -1;
if (IS_NPC(ch))
return skill_lookup(name);
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if (skill_table[sn].name == NULL)
break;
if (LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix(name,skill_table[sn].name))
{
if ( found == -1)
found = sn;
if (ch->level >= skill_table[sn].skill_level[ch->class]
&& ch->pcdata->learned[sn] > 0)
return sn;
}
}
return found;
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup( int slot )
{
extern bool fBootDb;
int sn;
if ( slot <= 0 )
return -1;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( slot == skill_table[sn].slot )
return sn;
}
if ( fBootDb )
{
bug( "Slot_lookup: bad slot %d.", slot );
abort( );
}
return -1;
}
/* Eye of beholder dispel code */
bool eye_of_beholder_nullify(CHAR_DATA *ch)
{
OBJ_DATA *eye;
eye = get_eq_char(ch,WEAR_LIGHT);
if (eye == NULL
|| eye->pIndexData->vnum != 14003)
return FALSE;
if (saves_spell(eye->level, ch,DAM_OTHER))
return FALSE;
send_to_char("The beholder eye in your hands nullifies your magic!\n\r",ch);
act("$n's spell fizzles.",ch,0,0,TO_ROOM);
return TRUE;
}
/*
* Utter mystical words for an sn.
*/
void say_spell( CHAR_DATA *ch, int sn )
{
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
CHAR_DATA *rch;
char *pName;
int iSyl;
int length;
struct syl_type
{
char * old;
char * new;
};
static const struct syl_type syl_table[] =
{
{ " ", " " },
{ "ar", "olga" },
{ "au", "mata" },
{ "bless", "reno" },
{ "blind", "base" },
{ "bur", "gori" },
{ "cu", "foli" },
{ "de", "acula" },
{ "en", "ofra" },
{ "light", "lais" },
{ "lo", "fi" },
{ "mor", "bar" },
{ "move", "judo" },
{ "ness", "lorti" },
{ "ning", "enna" },
{ "per", "lito" },
{ "ra", "gru" },
{ "fresh", "aza" },
{ "re", "bantis" },
{ "son", "canto" },
{ "tect", "ictha" },
{ "tri", "tuna" },
{ "ven", "fola" },
{ "a", "u" }, { "b", "q" }, { "c", "b" }, { "d", "o" },
{ "e", "z" }, { "f", "y" }, { "g", "e" }, { "h", "t" },
{ "i", "a" }, { "j", "f" }, { "k", "p" }, { "l", "s" },
{ "m", "d" }, { "n", "a" }, { "o", "i" }, { "p", "r" },
{ "q", "l" }, { "r", "y" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "w" }, { "z", "k" },
{ "", "" }
};
if ( (sn == skill_lookup("power word kill"))
|| (sn == skill_lookup("power word stun")) )
return;
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( syl_table[iSyl].old, pName ) )
{
strcat( buf, syl_table[iSyl].new );
break;
}
}
if ( length == 0 )
length = 1;
}
sprintf( buf2, "$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;
OBJ_DATA *obj;
save = 35 + ( victim->drain_level + victim->level - level) * 5 - victim->saving_throw;
if (IS_AFFECTED(victim,AFF_BERSERK))
save += (victim->drain_level + victim->level)/5;
if (IS_NPC(victim))
save += victim->level/3; /* simulate npc saving throw */
switch(check_immune(victim,dam_type))
{
case IS_IMMUNE: return TRUE;
case IS_RESISTANT: save += 2; break;
case IS_VULNERABLE: save -= 2; break;
}
obj = get_eq_char(victim,WEAR_HOLD);
if (obj != NULL
&& obj->pIndexData->vnum == 19002
&& dam_type == gsn_charm_person)
save += 3;
if ((obj = get_eq_char(victim,WEAR_BODY)) != NULL
&& obj->pIndexData->vnum == 14005)
{
if (dam_type == DAM_NEGATIVE)
level -= 3;
else if (dam_type == DAM_POISON)
level -= 2;
else if (dam_type == DAM_COLD)
level -= 3;
else if (dam_type == DAM_LIGHT)
level += 2;
}
if (!IS_NPC(victim) && class_table[victim->class].fMana)
save = 9 * save / 10;
save = URANGE( 5, save, 98 );
return number_percent( ) < save;
}
/* RT save for dispels */
bool saves_dispel( int dis_level, int spell_level, int duration)
{
int save;
save = 50 + (spell_level - dis_level) * 5;
if(duration==-1)
return TRUE;
save = URANGE( 5, save, 99 );
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 (saves_spell(dis_level,victim,DAM_OTHER))
return FALSE;
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
if(af->duration!=-1)
af->level--;
}
}
}
return FALSE;
}
/* for finding mana costs -- temporary version */
int mana_cost (CHAR_DATA *ch, int min_mana, int level)
{
if (ch->level + 2 == level)
return 1000;
return UMAX(min_mana,(100/(2 + ch->level - level)));
}
void do_barkskin( CHAR_DATA *ch,char *argument)
{
AFFECT_DATA af;
if ( (get_skill(ch,gsn_barkskin) == 0)
|| (ch->level < skill_table[gsn_barkskin].skill_level[ch->class] ) )
{
send_to_char("You do not know how to turn your skin to bark.\n\r",ch);
return;
}
if (is_affected(ch,gsn_barkskin) )
{
send_to_char("Your skin is already covered in bark.\n\r",ch);
return;
}
if (ch->mana < 40)
{
send_to_char("You do not have the mana.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_barkskin;
af.level = ch->level;
af.location = APPLY_AC;
af.modifier = -20 - (ch->level * 2/3);
af.duration = ch->level;
af.bitvector = 0;
affect_to_char(ch,&af);
ch->mana -= 40;
act("$n's skin slowly becomes covered in bark.",ch,NULL,NULL,TO_ROOM);
send_to_char("Your skin slowly becomes covered in hardened bark.\n\r",ch);
return;
}
void do_laying_hands( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim; /* Well not really victim, but keeping it standard varibale anmes */
AFFECT_DATA af;
int heal;
if ( (get_skill(ch,gsn_laying_hands) == 0)
|| (ch->level < skill_table[gsn_laying_hands].skill_level[ch->class] ) )
{
send_to_char("You do not have the ability to divinely heal.\n\r",ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Give your divine touch to whom?\n\r", ch);
return;
}
if ( (victim = get_char_room(ch, arg)) == NULL )
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (is_affected(ch, gsn_laying_hands) )
{
send_to_char("The gods have not granted you divine touch yet.\n\r", ch);
return;
}
if (ch->mana < 35)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
ch->mana -= skill_table[gsn_laying_hands].min_mana;
WAIT_STATE( ch, skill_table[gsn_laying_hands].beats );
af.where = TO_AFFECTS;
af.type = gsn_laying_hands;
af.level = ch->level;
af.duration = 24;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char( ch, &af);
heal = ch->level * 4;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
act("$n lays $s hands upon $N and $N's wounds seem to heal.",ch,NULL,victim, TO_NOTVICT);
if (victim == ch)
{
send_to_char("You grant yourself healing from the gods.\n\r", ch);
}
else
{
act("You lay hands upon $N and $S wounds seem to heal.", ch, NULL, victim, TO_CHAR);
act("$n lays hands upon you in blessed communication and your wounds heal.",ch,NULL,victim,TO_VICT);
}
return;
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
void do_cast( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int target;
bool absorbed = FALSE;
bool reflected = FALSE;
/*
* Switched NPC's can cast spells, but others can't.
*/
if ( IS_NPC(ch) && ch->desc == NULL)
return;
if (ch->class == (GUILD_MONK-1) && ch->pcdata->ethos != 1000)
{
send_to_char("Monks must remain disciplined and lawful to use their magics.\n\r",ch);
return;
}
target_name = one_argument( argument, arg1 );
one_argument( target_name, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\n\r", ch );
return;
}
if ((sn = find_spell(ch,arg1)) < 1
|| skill_table[sn].spell_fun == spell_null
|| (!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(is_affected(ch,gsn_shadowstrike) && number_percent()<30) {
send_to_char("The shadowy arms restrict your movements.\n\r",ch);
act("$n tries to cast a spell but is held back by shadowy arms.",ch,0,0,TO_ROOM);
WAIT_STATE(ch,12);
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] ) );
{
OBJ_DATA *ring;
ring = get_eq_char(ch,WEAR_FINGER_R);
if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1)
mana -= (7*mana/100);
else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2)
mana -= (15*mana/100);
ring = get_eq_char(ch,WEAR_FINGER_L);
if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1)
mana -= (7*mana/100);
else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2)
mana -= (15*mana/100);
}
/*
* 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 ( !IS_NPC(ch) )
{
check_killer(ch,victim);
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own master.\n\r",
ch );
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_SELF:
if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) )
{
send_to_char( "You cannot cast this spell on another.\n\r", ch );
return;
}
vo = (void *) ch;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if ( arg2[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, target_name, ch ) ) == 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))
check_killer(ch,victim);
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)
{
vo = (void *) victim;
target = TARGET_CHAR;
}
else if ((obj = get_obj_carry(ch,target_name,ch)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
break;
}
if ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
/*
if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
say_spell( ch, sn );
*/
WAIT_STATE( ch, skill_table[sn].beats );
if ( number_percent( ) > get_skill(ch,sn) )
{
send_to_char( "You lost your concentration.\n\r", ch );
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC))
{
act("$n's spell fizzles.",ch,0,0,TO_ROOM);
send_to_char("Your spell fizzles and dies.\n\r",ch);
return;
}
if (eye_of_beholder_nullify(ch))
return;
if (skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& is_safe(ch,victim))
return;
if (skill_table[sn].target == TAR_CHAR_DEFENSIVE && is_affected(victim,gsn_timestop))
{
act("$N is stuck in time and is unaffected by your spell.",ch,0,victim,TO_CHAR);
act("$N is untouched by $n's spell.",ch,0,victim,TO_NOTVICT);
act("$n tries to cast something on you but you are stuck in time and unaffected.",ch,0,victim,TO_VICT);
return;
}
if (skill_table[sn].target == TAR_CHAR_DEFENSIVE
|| skill_table[sn].target == TAR_CHAR_OFFENSIVE)
{
if (ch->in_room == victim->in_room)
reflected = spellbaned(ch,victim,sn);
}
if (skill_table[sn].target == TAR_CHAR_OFFENSIVE)
{
if (!IS_NPC(ch) && !IS_NPC(victim)
&& (ch->fighting == NULL || victim->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,victim));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,victim));
}
if (victim != ch)
do_myell(victim,buf);
}
}
absorbed = check_absorb(ch,victim,sn);
if ((!absorbed) && (!reflected))
{
/*
if (IS_NPC(ch) || class_table[ch->class].fMana)
*/
/* class has spells */
(*skill_table[sn].spell_fun) ( sn, ch->drain_level + ch->level, ch, vo,target);
/*
else
(*skill_table[sn].spell_fun) (sn, 3 * ch->level/4, ch, vo,target);
*/
}
check_improve(ch,sn,TRUE,1);
}
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
&& victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{ check_killer(victim,ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
bool check_absorb(CHAR_DATA *ch,CHAR_DATA *victim,int dt)
{
int mana;
if (dt >= 0 && dt < MAX_SKILL)
{
if (skill_table[dt].target != TAR_CHAR_OFFENSIVE
|| !is_affected(victim,gsn_absorb))
return FALSE;
if (!IS_NPC(ch))
{
if (ch->level + 2 == skill_table[dt].skill_level[ch->class])
mana = 50;
else
mana = UMAX(
skill_table[dt].min_mana,
100 / ( 2 + ch->level - skill_table[dt].skill_level[ch->class] ) );
}
else
mana = skill_table[dt].min_mana;
if (victim == ch)
mana /=2;
if (number_percent() < ((victim->drain_level + victim->level) + (victim->pcdata->learned[gsn_absorb]) / 2) )
{
act("The air about $N shimmers as it absorbs $n's spell.",ch,NULL,victim,TO_NOTVICT);
act("The air about you shimmers as it absorbs $n's spell.",ch,NULL,victim,TO_VICT);
act("The air about $N shimmers as it absorbs your spell.",ch,NULL,victim,TO_CHAR);
victim->mana += mana;
send_to_char("You feel mana surge through you!\n\r",victim);
return TRUE;
}
}
return FALSE;
}
/*
* Cast spells at targets using a magical object.
*/
void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
void *vo;
int target = TARGET_NONE;
if ( sn <= 0 )
return;
if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Obj_cast_spell: bad sn %d.", sn );
return;
}
if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC))
{
act("$n's spell fizzles.",ch,0,0,TO_ROOM);
send_to_char("Your spell fizzles and dies.\n\r",ch);
return;
}
switch ( skill_table[sn].target )
{
default:
bug( "Obj_cast_spell: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
vo = NULL;
break;
case TAR_CHAR_OFFENSIVE:
if ( victim == NULL )
victim = ch->fighting;
if ( victim == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if (is_safe(ch,victim) && ch != victim)
{
send_to_char("Something isn't right...\n\r",ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
case TAR_CHAR_SELF:
if ( victim == NULL )
victim = ch;
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if ( obj == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
break;
case TAR_OBJ_CHAR_OFF:
if ( victim == NULL && obj == NULL)
if (ch->fighting != NULL)
victim = ch->fighting;
else
{
send_to_char("You can't do that.\n\r",ch);
return;
}
if (victim != NULL)
{
if (is_safe_spell(ch,victim,FALSE) && ch != victim)
{
send_to_char("Somehting isn't right...\n\r",ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
}
else
{
vo = (void *) obj;
target = TARGET_OBJ;
}
break;
case TAR_OBJ_CHAR_DEF:
if (victim == NULL && obj == NULL)
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if (victim != NULL)
{
vo = (void *) victim;
target = TARGET_CHAR;
}
else
{
vo = (void *) obj;
target = TARGET_OBJ;
}
break;
}
target_name = "";
(*skill_table[sn].spell_fun) ( sn, level, ch, vo,target);
if ( (skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR))
&& victim != ch
&& victim->master != ch )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
check_killer(victim,ch);
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Spell functions.
*/
void spell_absorb( 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_absorb) )
{
send_to_char("You are already absorbing spells.\n\r",victim);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_absorb;
af.level = level;
af.duration = 3 + level/5;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(victim, &af);
send_to_char("A shimmering force field crackles around you.\n\r",victim);
act("A sizzling force field shimmers into existence around $n.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,11);
else
dam = dice( level, 11 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
damage_old( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already armored.\n\r",ch);
else
act("$N is already armored.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel someone protecting you.\n\r", victim );
if ( ch != victim )
act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
AFFECT_DATA af;
if (target == TARGET_OBJ)
{
send_to_char("Uh, what are you thinking?\n\r", ch);
return;
}
/* character target */
victim = (CHAR_DATA *) vo;
if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already blessed.\n\r",ch);
else
act("$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;
if ( level < 8 )
af.modifier = 1;
else
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
if ( level < 8 )
af.modifier = -1;
else
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 $N the favor of your god.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int dur;
OBJ_DATA *obj;
if ((obj = get_eq_char(victim,WEAR_BODY)) != NULL
&& obj->pIndexData->vnum == 14005)
level -= 20;
if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell(level,victim,DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
dur = level/3;
if (dur > 9)
dur = 9;
af.duration = dur;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_burning_hands(int sn,int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 14, 17, 20, 23, 26, 29,
29, 29, 30, 30, 31, 31, 32, 32, 33, 33,
34, 34, 35, 35, 36, 36, 37, 37, 38, 38,
39, 39, 40, 40, 41, 41, 42, 42, 43, 43,
44, 44, 45, 45, 46, 46, 47, 47, 48, 48
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_FIRE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_FIRE,TRUE);
return;
}
void spell_call_lightning( int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if ( !IS_OUTSIDE(ch) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return;
}
if ( weather_info.sky < SKY_RAINING )
{
send_to_char( "You need bad weather.\n\r", ch );
return;
}
dam = dice(level/2, 8);
send_to_char( "Lightning from above strikes your foes!\n\r", ch );
act( "$n calls lightning from above to strike $s foes!",
ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
damage_old( ch, vch, saves_spell( level,vch,DAM_LIGHTNING)
? dam / 2 : dam, sn,DAM_LIGHTNING,TRUE);
continue;
}
if ( vch->in_room->area == ch->in_room->area
&& IS_OUTSIDE(vch)
&& IS_AWAKE(vch) )
send_to_char( "Lightning flashes in the sky.\n\r", vch );
}
return;
}
/* RT calm spell stops all fighting in the room */
void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *vch;
int mlevel = 0;
int count = 0;
int high_level = 0;
int chance;
int vnum;
AFFECT_DATA af;
/* get sum of all mobile levels in the room */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->position == POS_FIGHTING)
{
count++;
/* if (IS_NPC(vch))*/
mlevel += vch->level;
/* else
mlevel += vch->level/2;*/
high_level = UMAX(high_level,vch->level);
}
}
/* compute chance of stopping combat */
chance = 4 * level - high_level + 2 * count;
if (IS_IMMORTAL(ch)) /* always works */
mlevel = 0;
if (number_range(0, chance) >= mlevel) /* hard to stop large fights */
{
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (IS_NPC(vch) && (IS_SET(vch->imm_flags,IMM_MAGIC) ||
IS_SET(vch->act,ACT_UNDEAD)))
continue;
if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK)
|| is_affected(vch,skill_lookup("frenzy")))
continue;
if(IS_NPC(vch)) {
vnum=vch->pIndexData->vnum;
if(vnum==MOB_VNUM_CRUSADER||vnum==MOB_VNUM_ARCANA||
vnum==MOB_VNUM_LIFE||vnum==MOB_VNUM_ANCIENT||
vnum==MOB_VNUM_ENFORCER||vnum==MOB_VNUM_OUTLAW)
continue;
}
send_to_char("A wave of calmness passes over you.\n\r",vch);
if (vch->fighting || vch->position == POS_FIGHTING)
vch->fighting=NULL;
/* stop_fighting(vch,FALSE);*/
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/4;
af.location = APPLY_HITROLL;
if(IS_NPC(vch)) {
af.modifier=-5;
} else {
af.modifier=0;
af.duration=2;
}
af.bitvector = AFF_CALM;
affect_to_char(vch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(vch,&af);
}
}
}
void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
if (victim != ch && victim->master != ch)
{
send_to_char("You can only cast cancel on followers.\n\r",ch);
return;
}
level += 2;
if ((!IS_NPC(ch) && IS_NPC(victim) &&
!(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) ||
(IS_NPC(ch) && !IS_NPC(victim)) )
{
send_to_char("You failed, try dispel magic.\n\r",ch);
return;
}
/* unlike dispel magic, the victim gets NO save */
/* begin running through the spells */
if (check_dispel(level,victim,skill_lookup("armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect magic")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("faerie fire")))
{
act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("fly")))
{
act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("frenzy")))
{
act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("giant strength")))
{
act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("haste")))
{
act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("infravision")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("mass invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("pass door")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("sanctuary")))
{
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("shield")))
{
act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("sleep")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("slow")))
{
act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("stone skin")))
{
act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("weaken")))
{
act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (found)
send_to_char("Ok.\n\r",ch);
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
damage_old( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn,DAM_HARM,TRUE);
return;
}
void spell_cause_critical(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
damage_old( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn,DAM_HARM,TRUE);
return;
}
void spell_cause_serious(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
damage_old( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn,DAM_HARM,TRUE);
return;
}
void spell_chain_lightning(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *tmp_vict,*last_vict,*next_vict;
bool found;
int dam;
/* first strike */
if (is_affected(ch,gsn_grounding))
{
send_to_char("The electricity fizzles at your feet.\n\r",ch);
act("A lightning bolt leaps from $n's hand but fizzles into the ground.",ch,0,0,TO_ROOM);
return;
}
act("A lightning bolt leaps from $n's hand and arcs to $N.",
ch,NULL,victim,TO_ROOM);
act("A lightning bolt leaps from your hand and arcs to $N.",
ch,NULL,victim,TO_CHAR);
act("A lightning bolt leaps from $n's hand and hits you!",
ch,NULL,victim,TO_VICT);
dam = dice(level,6);
if (saves_spell(level,victim,DAM_LIGHTNING))
dam /= 3;
damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
last_vict = victim;
level -= 4; /* decrement damage */
/* new targets */
while (level > 0)
{
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;
if (last_vict == ch)
{
if (number_percent()>=ch->level)
{
act("The bolt arcs back to $n, and it stabilizes!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt arcs back to you and you stabilize its energy!",tmp_vict,NULL,NULL,TO_ROOM);
level+=7;
}
else
{
act("The bolt arcs back to $n!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt arcs back to you!",tmp_vict,NULL,NULL,TO_ROOM);
}
}
else
{
act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR);
dam = dice(level,6);
if (saves_spell(level,tmp_vict,DAM_LIGHTNING))
dam /= 3;
damage_old(ch,tmp_vict,dam,sn,DAM_LIGHTNING,TRUE);
level -= 4; /* decrement damage */
}
}
} /* end target searching loop */
if (!found) /* no target found, hit the caster */
{
if (ch == NULL)
return;
if (last_vict == ch) /* no double hits */
{
act("The bolt seems to have fizzled out.",ch,NULL,NULL,TO_ROOM);
act("The bolt grounds out harmlessly through your body.",
ch,NULL,NULL,TO_CHAR);
return;
}
last_vict = ch;
act("The bolt arcs back to $n!",ch,NULL,NULL,TO_ROOM);
send_to_char("The bolt arcs harmlessly back to you.\n\r",ch);
level -= 4; /* decrement damage */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ))
{
if (victim == ch)
send_to_char("You've already been changed.\n\r",ch);
else
act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level , victim,DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel different.\n\r", victim );
act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
CHAR_DATA *check;
int count;
count = 0;
if (is_safe(ch,victim)) return;
if ( victim == ch )
{
send_to_char( "You like yourself even better!\n\r", ch );
return;
}
if ( IS_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| level < victim->level
|| IS_SET(victim->imm_flags,IMM_CHARM)
|| (IS_NPC(victim) && victim->spec_fun != NULL)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| saves_spell( level, victim,DAM_CHARM) )
return;
for (check = char_list; check != NULL; check = check->next)
{
if (check->leader == ch && IS_AFFECTED(check,AFF_CHARM))
count++;
}
/*
if ( (ch->level < 38 && count > 0) || (ch->level < 42 && count > 1)
|| (ch->level < 52 && count > 2) || count > 3)
{
send_to_char("You already control as many charmies as you can.\n\r",ch);
return;
}
*/
if ((ch->level < 40 && count > 0)
|| (ch->level < 52 && count > 1) || count > 2)
{
send_to_char("You already control as many charmies as you can.\n\r",ch);
return;
}
/*
if (IS_SET(victim->in_room->room_flags,ROOM_LAW))
{
send_to_char(
"The mayor does not allow charming in the city limits.\n\r",ch);
return;
}
*/
if ( victim->master )
stop_follower( victim );
add_follower( victim, ch );
victim->leader = ch;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
if ( ch != victim )
act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 6, 7, 8, 9, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
24, 24, 24, 25, 25, 25, 26, 26, 26, 27
};
AFFECT_DATA af;
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
dam *= 2;
if (check_spellcraft(ch,sn))
dam *= 2;
if ( !saves_spell( level, victim,DAM_COLD ) )
{
act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage_old( ch, victim, dam, sn, DAM_COLD,TRUE );
return;
}
void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_LIGHT) )
dam /= 2;
else
spell_blindness(skill_lookup("blindness"),
level/2,ch,(void *) victim,TARGET_CHAR);
damage_old( ch, victim, dam, sn, DAM_LIGHT,TRUE );
return;
}
void spell_concatenate(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
act("$n points an arm at $N and releases a blast of pure energy.",ch,NULL,victim,TO_NOTVICT);
act("$n gestures at you and a blast of white light engulfs you!",ch,NULL,victim,TO_VICT);
act("You concatenate the magical energies around you and channel them at $N.",ch,NULL,victim,TO_CHAR);
if (level <= 35)
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,11);
else
dam = dice(level,11);
}
else if (level <= 40)
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,12);
else
dam = dice(level,12);
}
else if (level <= 48)
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,13);
else
dam = dice(level,13);
}
else
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level, 13);
else
dam = dice(level,13);
dam += number_range(0,level);
}
if (IS_NPC(victim))
{
if (level <= 35)
dam += level;
else if (level <=40)
dam += (3*level);
else
dam += 4*level;
}
if (saves_spell(level,victim, DAM_ENERGY) );
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_ENERGY, TRUE);
if (number_bits(2) == 0)
spell_blindness(skill_lookup("blindness"), level*3/4, ch, (void *) victim, TARGET_CHAR);
send_to_char("You stop channeling the energy and the beam of light dissipates.\n\r", ch);
act("$n's beam of light dissipates.",ch,NULL,NULL,TO_ROOM);
return;
}
/* Very messy group gate spell. I wanted players to 'feel' that their
entire group had transfered with them rather than just dumping them all in
the room and doing a look (then they'd just see whoever was transfered
before them but not following members).
-Ceran
*/
void spell_venueport(int sn, int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim;
CHAR_DATA *group;
CHAR_DATA *arrival;
CHAR_DATA *g_next;
ROOM_INDEX_DATA *VENUEPORT;
CHAR_DATA *last_to_venue;
int numb;
if (clan_down(ch,CLAN_ARCANA))
return;
last_to_venue = ch;
victim = get_char_world( ch, target_name );
if ( victim == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| (victim->in_room->clan != 0 && victim->in_room->clan != CLAN_ARCANA)
|| ch->in_room->guild != 0
|| victim->in_room->guild != 0
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| 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)
|| victim->level >= level + 9
|| (saves_spell( level, victim,DAM_OTHER) )
|| (!IS_NPC(victim) && !can_pk(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON)))
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char("You are already at that venue.\n\r",ch);
return;
}
VENUEPORT = get_room_index(ROOM_VNUM_VENUEPORT);
numb = 1;
for (group = ch->in_room->people; group != NULL; group = g_next)
{
g_next = group->next_in_room;
if (!is_same_group(group,ch) || (group->fighting != NULL) )
continue;
if (group == ch )
continue;
numb++;
affect_strip(group,gsn_ambush);
send_to_char("You feel space and time rupture around you as everything shifts.\n\r",group);
send_to_char("With a blinding flash of light you find yourself somewhere else!\n\r",group);
send_to_char("\n\r",group);
char_from_room(group);
char_to_room(group,victim->in_room);
act("$n arrives suddenly!",group,NULL,NULL,TO_ROOM);
char_from_room(group);
char_to_room(group, VENUEPORT);
last_to_venue = group;
}
act("With a brilliant flash of light $n and $s friends disappear!",ch,NULL,NULL,TO_ROOM);
send_to_char("You feel space and time rupture around you as everything shifts.\n\r",ch);
send_to_char("With a blinding flash of light you find yourself somewhere else!\n\r",ch);
send_to_char("\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n arrives suddenly!",ch,NULL,NULL,TO_ROOM);
if (last_to_venue == ch)
{
do_look(ch,"auto");
return;
}
for (arrival = last_to_venue->in_room->people; arrival != NULL; arrival = g_next)
{
g_next = arrival->next_in_room;
if (arrival == ch)
continue;
if ((is_same_group(arrival,ch)) && (arrival != ch) )
{
char_from_room(arrival);
char_to_room(arrival,ch->in_room);
}
}
for (arrival = ch->in_room->people; arrival != NULL; arrival = arrival->next_in_room)
{
do_look(arrival,"auto");
if (--numb == 0)
break;
}
return;
}
void spell_wrath(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_EVIL(victim))
{
act("$N is unaffected by $n's heavenly wrath.",ch,NULL,victim,TO_NOTVICT);
act("You are unaffected by $n's heavenly wrath.\n\r",ch,NULL,victim,TO_VICT);
send_to_char("The Gods do not enhance your wrath and frown on your actions\n\r",ch);
return;
}
if (!IS_NPC(ch) && ch->pcdata->special == SPEC_PALADIN_HUNTER
&& IS_SET(victim->act,ACT_UNDEAD))
level += number_range(2,level/3);
dam = dice(level, 8);
if (level <=25)
dam += dice(level,2);
else if (level <=30)
dam += dice(level/2,2) + dice(level/2,3);
else if (level < 35)
dam += dice(level,3);
else if (level < 40)
dam += dice(level/2,3) + dice(level/2, 4);
else if (level < 46)
dam += dice(level,4);
else
dam += dice(level,5);
if (saves_spell(level,victim,DAM_HOLY) || saves_spell(level + 5, victim,DAM_HOLY))
dam /= 2;
act("You call down the wrath of god upon $N.",ch,0,victim,TO_CHAR);
act("$n calls down the wrath of god upon $N.",ch,0,victim,TO_NOTVICT);
act("$n calls down the wrath of god upon you.",ch,0,victim,TO_VICT);
damage_old(ch,victim,dam,sn,DAM_HOLY,TRUE);
if (number_range(0,3) != 0)
return;
spell_curse(gsn_curse,level,ch,(void *) victim, TARGET_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,ch);
if (light == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
if (IS_OBJ_STAT(light,ITEM_GLOW))
{
act("$p is already glowing.",ch,light,NULL,TO_CHAR);
return;
}
SET_BIT(light->extra_flags,ITEM_GLOW);
act("$p glows with a white light.",ch,light,NULL,TO_ALL);
return;
}
light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 );
obj_to_room( light, ch->in_room );
act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
if ( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if ( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else
send_to_char ("Do you want it to get better or worse?\n\r", ch );
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room( mushroom, ch->in_room );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
void spell_create_rose( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
OBJ_DATA *rose;
rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0);
act("$n has created a beautiful red rose.",ch,rose,NULL,TO_ROOM);
send_to_char("You create a beautiful red rose.\n\r",ch);
obj_to_char(rose,ch);
return;
}
void spell_create_spring(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *spring;
spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room( spring, ch->in_room );
act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", ch );
return;
}
water = UMIN(
level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]
);
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "%s water", obj->name );
free_string( obj->name );
obj->name = str_dup( buf );
}
act( "$p is filled.", ch, obj, NULL, TO_CHAR );
}
return;
}
void spell_cure_blindness(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_blindness )
&& !is_affected(victim,gsn_blindness_dust))
{
if (victim == ch)
send_to_char("You aren't blind.\n\r",ch);
else
act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,gsn_blindness_dust))
{
if (check_dispel(level,victim,gsn_blindness_dust))
{
send_to_char("The dust in your eyes fades away.\n\r",victim);
act("The dust in $n's eyes fades away.",victim,0,0,TO_ROOM);
if (!is_affected(victim,gsn_blindness))
return;
}
}
if (check_dispel(level,victim,gsn_blindness))
{
send_to_char( "Your vision returns!\n\r", victim );
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level - 6;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
/* RT added to cure plague */
void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!str_cmp(class_table[ch->class].name, "monk")
&& victim != ch)
{
send_to_char("You are only able to purge your own diseases.\n\r",ch);
return;
}
if ( !is_affected( victim, gsn_plague ) )
{
if (victim == ch)
send_to_char("You aren't ill.\n\r",ch);
else
act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR);
return;
}
if (check_dispel(level,victim,gsn_plague))
{
send_to_char("Your sores vanish.\n\r",victim);
act("$n looks relieved as $s sores vanish.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!str_cmp(class_table[ch->class].name, "monk")
&& victim != ch)
{
send_to_char("You are only able to purge toxins from your own body.\n\r",ch);
return;
}
if ( !is_affected( victim, gsn_poison )
&& !is_affected(victim, gsn_poison_dust))
{
if (victim == ch)
send_to_char("You aren't poisoned.\n\r",ch);
else
act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,gsn_poison_dust))
{
if (check_dispel(level,victim,gsn_poison_dust))
send_to_char("A warm feelings runs through you as the poison dust vanishes.\n\r",victim);
act("$n looks much better.",victim,0,0,TO_ROOM);
if (!is_affected(victim,gsn_poison))
return;
}
if (check_dispel(level,victim,gsn_poison))
{
send_to_char("A warm feeling runs through your body.\n\r",victim);
act("$n looks much better.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(2, 8) + level /2 ;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_EVIL))
{
act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_OBJ_STAT(obj,ITEM_BLESS))
{
AFFECT_DATA *paf;
paf = affect_find(obj->affected,skill_lookup("bless"));
if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
{
if (paf != NULL)
affect_remove_obj(obj,paf);
act("$p glows with a red aura.",ch,obj,NULL,TO_ALL);
REMOVE_BIT(obj->extra_flags,ITEM_BLESS);
return;
}
else
{
act("The holy aura of $p is too powerful for you to overcome.",
ch,obj,NULL,TO_CHAR);
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SAVES;
af.modifier = +1;
af.bitvector = ITEM_EVIL;
affect_to_obj(obj,&af);
act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL);
if (obj->wear_loc != WEAR_NONE)
ch->saving_throw += 1;
return;
}
/* character curses */
victim = (CHAR_DATA *) vo;
if ((obj = get_eq_char(victim,WEAR_BODY)) != NULL
&& obj->pIndexData->vnum == 14005)
level -= 20;
if (IS_AFFECTED(victim,AFF_CURSE) || saves_spell(level,victim,DAM_NEGATIVE))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = ( 2 + level/5);
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("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_dark_wrath(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_GOOD(victim) )
{
act("$N is unaffected by $n's dark wrath.", ch, NULL,victim,TO_NOTVICT);
act("$N is unaffected by your dark wrath.",ch,NULL,victim,TO_CHAR);
act("You are unaffected by $n's dark wrath.",ch,NULL,victim,TO_VICT);
return;
}
dam = dice(level,9);
if (saves_spell(level,victim,DAM_NEGATIVE) )
dam /= 2;
damage_old(ch,victim,dam,sn, DAM_NEGATIVE, TRUE);
if (number_range(0,3) != 0)
return;
spell_curse(gsn_curse, level, ch, (void *) victim, TARGET_CHAR);
return;
}
/* RT replacement demonfire spell */
void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, dam_mod, chance;
chance = 100;
dam_mod = 10;
if (IS_GOOD(ch))
{
dam_mod = 5;
chance = 0;
}
else if (IS_NEUTRAL(ch))
{
dam_mod = 7;
chance = 50;
}
dam = dice(level, 7);
if (number_percent() > chance)
{
act("$n's demonfire turns on $m!",ch,0,0,TO_ROOM);
act("Your demonfire turns on you!",ch,0,0,TO_CHAR);
dam *= dam_mod;
dam /= 10;
if (saves_spell(level,ch,DAM_NEGATIVE))
dam /= 2;
damage_old(ch,ch,dam,sn,DAM_NEGATIVE,TRUE);
return;
}
if (victim != ch)
{
act("$n calls forth the demons of Hell upon $N!",
ch,NULL,victim,TO_ROOM);
act("$n has assailed you with the demons of Hell!",
ch,NULL,victim,TO_VICT);
send_to_char("You conjure forth the demons of hell!\n\r",ch);
}
if ( saves_spell( level, victim,DAM_NEGATIVE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim,TARGET_CHAR);
}
void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) )
{
if (victim == ch)
send_to_char("You can already sense evil.\n\r",ch);
else
act("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) )
{
if (victim == ch)
send_to_char("You can already sense good.\n\r",ch);
else
act("$N can already detect good.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_GOOD;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void do_detect_hidden(CHAR_DATA *ch, char *argument)
{
AFFECT_DATA af;
int number;
if ( IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
{
send_to_char("You are already as alert as you can be. \n\r",ch);
return;
}
if ( (number = get_skill(ch,gsn_detect_hidden)) == 0 ||
ch->level < skill_table[gsn_detect_hidden].skill_level[ch->class] )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( (number = number_percent()) > get_skill(ch, gsn_detect_hidden) )
{
send_to_char("You peer into the shadows but your vision stays the same.\n\r", ch);
check_improve(ch,gsn_detect_hidden,FALSE, 2);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_detect_hidden;
af.level = ch->level;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char( ch, &af );
send_to_char( "Your awareness improves.\n\r", ch );
check_improve( ch, gsn_detect_hidden, TRUE, 2 );
return;
}
void spell_true_sight( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (clan_down(ch,CLAN_ENFORCER))
return;
if (is_affected(ch,gsn_true_sight))
{
send_to_char("You already see truly.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_true_sight;
af.location = 0;
af.level = level;
af.duration = ch->level/2;
af.modifier = 0;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char(ch,&af);
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char(ch, &af);
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char(ch, &af);
af.bitvector = AFF_INFRARED;
affect_to_char(ch, &af);
send_to_char("Your vision sharpens!\n\r",ch);
return;
}
void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
{
if (victim == ch)
send_to_char("You can already see invisible.\n\r",ch);
else
act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
{
if (victim == ch)
send_to_char("You can already sense magical auras.\n\r",ch);
else
act("$N can already detect magic.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
{
if ( obj->value[3] != 0 )
send_to_char( "You smell poisonous fumes.\n\r", ch );
else
send_to_char( "It looks delicious.\n\r", ch );
}
else
{
send_to_char( "It doesn't look poisoned.\n\r", ch );
}
return;
}
void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && IS_EVIL(ch) )
victim = ch;
if ( IS_GOOD(victim) )
{
act( "Mota protects $N.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL(victim) )
{
act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->hit > (ch->level * 4))
dam = dice( level, 4 );
else
dam = UMAX(victim->hit, dice(level,4));
if ( saves_spell( level, victim,DAM_HOLY) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_HOLY ,TRUE);
return;
}
void spell_dispel_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && IS_GOOD(ch) )
victim = ch;
if ( IS_EVIL(victim) )
{
act( "$N is protected by $S evil.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL(victim) )
{
act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->hit > (ch->level * 4))
dam = dice( level, 4 );
else
dam = UMAX(victim->hit, dice(level,4));
if ( saves_spell( level, victim,DAM_NEGATIVE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
return;
}
/* modified for enhanced use */
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
/* begin running through the spells */
if (check_dispel(level,victim,skill_lookup("armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect magic")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("faerie fire")))
{
act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("fly")))
{
act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("frenzy")))
{
act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("giant strength")))
{
act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("haste")))
{
act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("infravision")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("mass invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("pass door")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("sanctuary")))
{
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (IS_AFFECTED(victim,AFF_SANCTUARY)
&& !saves_dispel(level, victim->level,-1)
&& !is_affected(victim,skill_lookup("sanctuary")))
{
REMOVE_BIT(victim->affected_by,AFF_SANCTUARY);
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("shield")))
{
act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("sleep")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("slow")))
{
act("$n is no longer moving so slowly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("stone skin")))
{
act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("weaken")))
{
act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (found)
send_to_char("Ok.\n\r",ch);
else
send_to_char("You 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;
char buf[MAX_STRING_LENGTH];
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 (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if (IS_AFFECTED(vch,AFF_FLYING))
damage_old(ch,vch,0,sn,DAM_BASH,TRUE);
else
damage_old( ch,vch,level + dice(2, 8), sn, DAM_BASH,TRUE);
}
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int ac_bonus, added;
bool ac_found = FALSE;
if (obj->item_type != ITEM_ARMOR)
{
send_to_char("That isn't an armor.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail -= 5;
fail = URANGE(5,fail,85);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 3)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
REMOVE_BIT(obj->extra_flags, ITEM_HUM);
REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (90 - level/5)) /* success! */
{
act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR);
act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags, ITEM_MAGIC);
added = -1;
}
else /* exceptional enchant */
{
act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags,ITEM_MAGIC);
added = -2;
}
if ( (result = number_percent()) <= 25 && !IS_SET(obj->extra_flags,ITEM_HUM) )
{
SET_BIT(obj->extra_flags,ITEM_HUM);
REMOVE_BIT(obj->extra_flags,ITEM_GLOW);
}
if ( (result = number_percent()) <= 25 && !IS_SET(obj->extra_flags,ITEM_GLOW) )
SET_BIT(obj->extra_flags,ITEM_GLOW);
/* now add the enchantments */
if (obj->level < LEVEL_HERO)
obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
if (ac_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_AC)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
void spell_enchant_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int hit_bonus, dam_bonus, added;
bool hit_found = FALSE, dam_found = FALSE;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char("That isn't a weapon.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* this means they have no bonus */
hit_bonus = 0;
dam_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
/* apply other modifiers */
fail -= 3 * level/2;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail -= 5;
fail = URANGE(5,fail,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 2)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
REMOVE_BIT(obj->extra_flags, ITEM_HUM);
REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (100 - level/5)) /* success! */
{
act("$p glows blue.",ch,obj,NULL,TO_CHAR);
act("$p glows blue.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags, ITEM_MAGIC);
added = 1;
}
else /* exceptional enchant */
{
act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags,ITEM_MAGIC);
added = 2;
}
if ( (result = number_percent()) <= 25 && !IS_SET(obj->extra_flags,ITEM_HUM) )
{
SET_BIT(obj->extra_flags,ITEM_HUM);
REMOVE_BIT(obj->extra_flags,ITEM_GLOW);
}
if ( (result = number_percent()) <= 25 && !IS_SET(obj->extra_flags,ITEM_GLOW) )
SET_BIT(obj->extra_flags,ITEM_GLOW);
if (level >= 100)
SET_BIT(obj->extra_flags,ITEM_ROT_DEATH);
/* now add the enchantments */
if (obj->level < LEVEL_HERO - 1)
obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
if (dam_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_DAMROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if (hit_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_HITROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
return;
}
void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 30, 35, 40, 45, 50, 55,
60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130
};
int dam;
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 (check_spellcraft(ch,sn))
dam += spellcraft_dam(level,3);
else
dam += dice(level,3);
dam *= 8;
dam /= 10;
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch) )
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if ( saves_spell( level, vch, DAM_FIRE) )
dam /= 2;
damage_old( ch, vch, dam, sn, DAM_FIRE ,TRUE);
}
return;
}
void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA af;
if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("$p is already protected from burning.",ch,obj,NULL,TO_CHAR);
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = number_fuzzy(level / 4);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_BURN_PROOF;
affect_to_obj(obj,&af);
act("You protect $p from fire.",ch,obj,NULL,TO_CHAR);
act("$p is surrounded by a protective aura.",ch,obj,NULL,TO_ROOM);
}
void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(6 + level / 2,8);
else
dam = dice(6 + level / 2, 8);
if ( saves_spell( level, victim,DAM_FIRE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_FIRE ,TRUE);
return;
}
void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
return;
if (saves_spell(level+15, victim,DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6 + (level/8);
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( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *ich;
AFFECT_DATA af;
act( "$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 );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 4 + (level/8);
af.bitvector = 0;
af.modifier = 0;
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (ich->invis_level > 0)
continue;
if (ich->trust > 51 )
continue;
if ( ich == ch || saves_spell( level, ich,DAM_OTHER) )
continue;
affect_to_char( ich,&af);
affect_strip ( ich,gsn_camouflage );
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
REMOVE_BIT ( ich->affected_by, AFF_HIDE );
REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
return;
}
void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FLYING) )
{
if (victim == ch)
send_to_char("You are already airborne.\n\r",ch);
else
act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\n\r", victim );
act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
/* RT clerical berserking spell */
void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK))
{
if (victim == ch)
send_to_char("You are already in a frenzy.\n\r",ch);
else
act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,skill_lookup("calm")))
{
if (victim == ch)
send_to_char("Why don't you just relax for a while?\n\r",ch);
else
act("$N doesn't look like $e wants to fight anymore.",
ch,NULL,victim,TO_CHAR);
return;
}
if ((IS_GOOD(ch) && !IS_GOOD(victim)) ||
(IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) ||
(IS_EVIL(ch) && !IS_EVIL(victim))
)
{
act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
affect_to_char(victim,&af);
af.modifier = 10 * (level / 12);
af.location = APPLY_AC;
affect_to_char(victim,&af);
send_to_char("You are filled with holy wrath!\n\r",victim);
act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM);
}
/* RT ROM-style gate */
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
bool gate_pet;
if (ch->fighting != NULL)
{
send_to_char("You can't concentrate enough.\n\r",ch);
return;
}
victim = get_char_world( ch, target_name );
if (!(victim==NULL))
{
if ((IS_NPC(victim)) && ( IS_SET(victim->res_flags,RES_SUMMON) ))
level -= 5;
if ((IS_NPC(victim)) && ( IS_SET(victim->vuln_flags,VULN_SUMMON) ))
level += 5;
}
if ( victim == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_GATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| ch->in_room->guild != 0
|| victim->in_room->guild != 0
|| (victim->in_room->clan != 0 && victim->in_room->clan != ch->clan)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 4
|| (!IS_NPC(victim) && !can_pk(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && saves_spell(level,victim,DAM_OTHER))
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (victim->in_room->clan != 0
&& victim->in_room->clan != victim->clan)
{
send_to_char("You failed.\n\r",victim);
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM);
send_to_char("You step through a gate and vanish.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
if (gate_pet)
{
act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM);
send_to_char("You step through a gate and vanish.\n\r",ch->pet);
char_from_room(ch->pet);
char_to_room(ch->pet,victim->in_room);
act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM);
do_look(ch->pet,"auto");
}
}
void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already as strong as you can get!\n\r",ch);
else
act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "Your muscles surge with heightened power!\n\r", victim );
act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( level, victim,DAM_HARM) )
dam = UMIN( 50, dam / 2 );
dam = UMIN( 100, dam );
damage_old( ch, victim, dam, sn, DAM_HARM ,TRUE);
return;
}
/* RT haste spell */
void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (!str_cmp(class_table[ch->class].name, "monk")
&& victim != ch)
{
send_to_char("You are only able to enhance your own physical abilities.\n\r",ch);
return;
}
if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE)
|| IS_SET(victim->off_flags,OFF_FAST))
{
if (victim == ch)
send_to_char("You can't move any faster!\n\r",ch);
else
act("$N is already moving as fast as $E can.",
ch,NULL,victim,TO_CHAR);
return;
}
if (IS_AFFECTED(victim,AFF_SLOW))
{
if (!check_dispel(level,victim,skill_lookup("slow")))
{
if (victim != ch)
send_to_char("Spell failed.\n\r",ch);
send_to_char("You feel momentarily faster.\n\r",victim);
return;
}
act("$n is moving less slowly.",victim,NULL,NULL,TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
if (victim == ch)
af.duration = level/2;
else
af.duration = level/4;
af.location = APPLY_DEX;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = AFF_HASTE;
affect_to_char( victim, &af );
send_to_char( "You feel yourself moving more quickly.\n\r", victim );
act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM);
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN( victim->hit + 100, victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose, *obj_next;
int dam = 0;
bool fail = TRUE;
if (!saves_spell(level + 2,victim,DAM_FIRE)
&& !IS_SET(victim->imm_flags,IMM_FIRE))
{
for ( obj_lose = victim->carrying;
obj_lose != NULL;
obj_lose = obj_next)
{
obj_next = obj_lose->next_content;
if ( number_range(1,2 * level) > obj_lose->level
&& !saves_spell(level,victim,DAM_FIRE)
&& !IS_OBJ_STAT(obj_lose,ITEM_NONMETAL)
&& !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF))
{
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if (obj_lose->wear_loc != -1) /* remove the item */
{
if (can_drop_obj(victim,obj_lose)
&& (obj_lose->weight / 10) <
number_range(1,2 * get_curr_stat(victim,STAT_DEX))
&& remove_obj( victim, obj_lose->wear_loc, TRUE ))
{
act("$n yelps and throws $p to the ground!",
victim,obj_lose,NULL,TO_ROOM);
act("You remove and drop $p before it burns you.",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 3);
obj_from_char(obj_lose);
obj_to_room(obj_lose, victim->in_room);
fail = FALSE;
}
else /* stuck on the body! ouch! */
{
act("Your skin is seared by $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level));
fail = FALSE;
}
}
else /* drop it if we can */
{
if (can_drop_obj(victim,obj_lose))
{
act("$n yelps and throws $p to the ground!",
victim,obj_lose,NULL,TO_ROOM);
act("You and drop $p before it burns you.",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 6);
obj_from_char(obj_lose);
obj_to_room(obj_lose, victim->in_room);
fail = FALSE;
}
else /* cannot drop */
{
act("Your skin is seared by $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 2);
fail = FALSE;
}
}
break;
case ITEM_WEAPON:
if (obj_lose->wear_loc != -1) /* try to drop it */
{
if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING))
continue;
if (can_drop_obj(victim,obj_lose)
&& remove_obj(victim,obj_lose->wear_loc,TRUE))
{
act("$n is burned by $p, and throws it to the ground.",
victim,obj_lose,NULL,TO_ROOM);
send_to_char(
"You throw your red-hot weapon to the ground!\n\r",
victim);
dam += 1;
obj_from_char(obj_lose);
obj_to_room(obj_lose,victim->in_room);
fail = FALSE;
}
else /* YOWCH! */
{
send_to_char("Your weapon sears your flesh!\n\r",
victim);
dam += number_range(1,obj_lose->level);
fail = FALSE;
}
}
else /* drop it if we can */
{
if (can_drop_obj(victim,obj_lose))
{
act("$n throws a burning hot $p to the ground!",
victim,obj_lose,NULL,TO_ROOM);
act("You and drop $p before it burns you.",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 6);
obj_from_char(obj_lose);
obj_to_room(obj_lose, victim->in_room);
fail = FALSE;
}
else /* cannot drop */
{
act("Your skin is seared by $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 2);
fail = FALSE;
}
}
break;
}
}
}
}
if (fail)
{
send_to_char("Your spell had no effect.\n\r", ch);
send_to_char("You feel momentarily warmer.\n\r",victim);
}
else /* damage! */
{
if (saves_spell(level,victim,DAM_FIRE))
dam = 2 * dam / 3;
damage_old(ch,victim,dam,sn,DAM_FIRE,TRUE);
}
}
/* RT really nasty high-level attack spell */
void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int bless_num, curse_num, frenzy_num,sanc_num;
int wrath_num;
if (IS_GOOD(ch))
wrath_num = skill_lookup("wrath");
else
wrath_num = skill_lookup("dark wrath");
sanc_num = skill_lookup("sanctuary");
bless_num = skill_lookup("bless");
curse_num = skill_lookup("curse");
frenzy_num = skill_lookup("frenzy");
act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM);
send_to_char("You utter a word of divine power.\n\r",ch);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ((IS_GOOD(ch) && IS_GOOD(vch)) ||
(IS_EVIL(ch) && IS_EVIL(vch)) ||
(IS_NEUTRAL(ch) && IS_NEUTRAL(vch)) )
{
send_to_char("You feel full more powerful.\n\r",vch);
spell_frenzy(frenzy_num,level,ch,(void *) vch,TARGET_CHAR);
spell_bless(bless_num,level,ch,(void *) vch,TARGET_CHAR);
spell_sanctuary(sanc_num,level,ch,(void *) vch,TARGET_CHAR);
}
else if ((IS_GOOD(ch) && IS_EVIL(vch)) ||
(IS_EVIL(ch) && IS_GOOD(vch)) )
{
if (!is_safe_spell(ch,vch,TRUE))
{
spell_curse(curse_num,level,ch,(void *) vch,TARGET_CHAR);
send_to_char("You are struck down!\n\r",vch);
if (IS_GOOD(ch))
spell_wrath(wrath_num,level,ch,(void *) vch,TARGET_CHAR);
else
spell_dark_wrath(wrath_num,level,ch,(void *) vch,TARGET_CHAR);
/*
dam = dice(level,6);
damage_old(ch,vch,dam,sn,DAM_ENERGY,TRUE);
*/
}
}
else if (IS_NEUTRAL(ch))
{
if (!is_safe_spell(ch,vch,TRUE))
{
spell_curse(curse_num,level/2,ch,(void *) vch,TARGET_CHAR);
send_to_char("You are struck down!\n\r",vch);
dam = dice(level,4);
damage_old(ch,vch,dam,sn,DAM_ENERGY,TRUE);
}
}
}
send_to_char("You feel drained.\n\r",ch);
ch->move /= 2;
ch->hit /= 2;
}
void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
sprintf( buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r",
obj->name,
item_name(obj->item_type),
extra_bit_name( obj->extra_flags ),
obj->weight / 10,
obj->cost,
obj->level
);
send_to_char( buf, ch );
sprintf( buf, "restrict flags %s.\n\r",
restrict_bit_name(obj->pIndexData->restrict_flags));
send_to_char(buf,ch);
switch ( obj->item_type )
{
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
sprintf( buf, "Level %d spells of:", obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[1]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[2]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]].name, ch );
send_to_char( "'", ch );
}
if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL)
{
send_to_char(" '",ch);
send_to_char(skill_table[obj->value[4]].name,ch);
send_to_char("'",ch);
}
send_to_char( ".\n\r", ch );
break;
case ITEM_WAND:
case ITEM_STAFF:
sprintf( buf, "Has %d charges of level %d",
obj->value[2], obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]].name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_DRINK_CON:
sprintf(buf,"It holds %s-colored %s.\n\r",
liq_table[obj->value[2]].liq_color,
liq_table[obj->value[2]].liq_name);
send_to_char(buf,ch);
break;
case ITEM_CONTAINER:
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);
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;
case (WEAPON_STAFF) : send_to_char("staff.\n\r",ch); break;
default : send_to_char("unknown.\n\r",ch); break;
}
if (obj->pIndexData->new_format)
sprintf(buf,"Damage is %dd%d (average %d).\n\r",
obj->value[1],obj->value[2],
(1 + obj->value[2]) * obj->value[1] / 2);
else
sprintf( buf, "Damage is %d to %d (average %d).\n\r",
obj->value[1], obj->value[2],
( obj->value[1] + obj->value[2] ) / 2 );
send_to_char( buf, ch );
if (obj->value[4]) /* weapon flags */
{
sprintf(buf,"Weapons flags: %s\n\r",weapon_bit_name(obj->value[4]));
send_to_char(buf,ch);
}
break;
case ITEM_ARMOR:
sprintf( buf,
"Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r",
obj->value[0], obj->value[1], obj->value[2], obj->value[3] );
send_to_char( buf, ch );
break;
}
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
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;
default:
sprintf(buf,"Unknown bit %d: %d\n\r",
paf->where,paf->bitvector);
break;
}
send_to_char( buf, ch );
}
}
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
sprintf( buf, "Affects %s by %d",
affect_loc_name( paf->location ), paf->modifier );
send_to_char( buf, ch );
if ( paf->duration > -1)
sprintf(buf,", %d hours.\n\r",paf->duration);
else
sprintf(buf,".\n\r");
send_to_char(buf,ch);
if (paf->bitvector)
{
switch(paf->where)
{
case TO_AFFECTS:
sprintf(buf,"Adds %s affect.\n",
affect_bit_name(paf->bitvector));
break;
case TO_OBJECT:
sprintf(buf,"Adds %s object flag.\n",
extra_bit_name(paf->bitvector));
break;
case TO_WEAPON:
sprintf(buf,"Adds %s weapon flags.\n",
weapon_bit_name(paf->bitvector));
break;
case TO_IMMUNE:
sprintf(buf,"Adds immunity to %s.\n",
imm_bit_name(paf->bitvector));
break;
case TO_RESIST:
sprintf(buf,"Adds resistance to %s.\n\r",
imm_bit_name(paf->bitvector));
break;
case TO_VULN:
sprintf(buf,"Adds vulnerability to %s.\n\r",
imm_bit_name(paf->bitvector));
break;
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", victim, 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;
AFFECT_DATA af;
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire))
{
send_to_char("You can't turn invisible while glowing.\n\r",ch);
return;
}
if (target == TARGET_OBJ)
{
send_to_char("You must be crazy.\n\r", ch);
return;
}
/* character invisibility */
victim = (CHAR_DATA *) vo;
if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
return;
act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( victim, &af );
send_to_char( "You fade out of existence.\n\r", victim );
return;
}
void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if ( ap > 0 ) msg = "$N has a pure and good aura.";
else if ( ap == 0 ) msg = "$N doesn't have a firm moral commitment.";
else msg = "$N is the embodiment of pure evil!.";
act( msg, ch, NULL, victim, TO_CHAR );
if (!IS_NPC(victim))
ap = victim->pcdata->ethos;
if ( ap > 0 ) msg = "$N abides by the law of the land.";
else if ( ap == 0 ) msg = "$N doesn't know what to think about the law";
else msg = "$N has absolutely no cares for the law.";
act( msg, ch, NULL, victim, TO_CHAR );
return;
}
void spell_channel(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (clan_down(ch,CLAN_ARCANA))
return;
if (is_affected(ch,sn) )
{
send_to_char("You are already as healthy as you can get.\n\r",ch);
return;
}
if (ch->hit > ch->max_hit)
{
send_to_char("Your mind is already overflowing with health.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.location = APPLY_HIT;
af.type = sn;
af.duration = 24;
af.modifier = ch->pcdata->perm_mana*75/100;
af.bitvector = 0;
af.level = level;
affect_to_char(ch,&af);
ch->hit += ch->pcdata->perm_mana*75/100;
send_to_char("You feel your health improve as you control your body with your mind.\n\r",ch);
return;
}
void spell_lightning_bolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 25, 28,
31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
58, 58, 59, 60, 60, 61, 62, 62, 63, 64
};
int dam;
if (is_affected(ch,gsn_grounding))
{
send_to_char("The electricity fizzles at your feet.\n\r",ch);
return;
}
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if (check_spellcraft(ch,sn))
dam += level;
if ( saves_spell( level, victim,DAM_LIGHTNING) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
char buf[MAX_INPUT_LENGTH];
BUFFER *buffer;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int number = 0, max_found;
found = FALSE;
number = 0;
max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;
buffer = new_buf();
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name )
|| IS_OBJ_STAT(obj,ITEM_NOLOCATE) || number_percent() > 2 * level
|| ch->level < obj->level)
continue;
found = TRUE;
number++;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if(in_obj->carried_by==NULL||!is_affected(in_obj->carried_by,gsn_cloak_form)) {
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;
} else {
found=FALSE;
number--;
}
}
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, 4, 4, 5, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
13, 13, 13, 13, 13, 14, 14, 14, 14, 14
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if (check_spellcraft(ch,sn))
dam += level;
if ( saves_spell( level, victim,DAM_ENERGY) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
return;
}
void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *gch;
int heal_num, refresh_num;
heal_num = skill_lookup("heal");
refresh_num = skill_lookup("refresh");
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ((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;
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) )
continue;
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire))
{
send_to_char("You can't turn invisible while glowing.\n\r",gch);
continue;
}
act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
send_to_char( "You slowly fade out of existence.\n\r", gch );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level/2;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
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))
|| (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_CRUSADER))
{
if (ch == victim)
send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
else
act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3/4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
affect_join(victim,&af);
send_to_char
("You scream in agony as plague sores erupt from your skin.\n\r",victim);
act("$n screams in agony as plague sores erupt from $s skin.",
victim,NULL,NULL,TO_ROOM);
}
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("Your spell fails to corrupt $p.",ch,obj,NULL,TO_CHAR);
return;
}
obj->value[3] = 1;
act("$p is infused with poisonous vapors.",ch,obj,NULL,TO_ALL);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj,WEAPON_FROST)
|| IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj,WEAPON_SHARP)
|| IS_WEAPON_STAT(obj,WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
|| IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_POISON))
{
act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
return;
}
af.where = TO_WEAPON;
af.type = sn;
af.level = level / 2;
af.duration = level/8;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj,&af);
act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL);
return;
}
act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
victim = (CHAR_DATA *) vo;
if ( saves_spell( level, victim,DAM_POISON) )
{
act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel momentarily ill, but it passes.\n\r",victim);
return;
}
if (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_CRUSADER)
{
act("$n turns slightly green, but it passes.",victim,0,0,TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/8;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
send_to_char( "You feel very sick.\n\r", victim );
act("$n looks very ill.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_power_word_stun(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_power_word_stun) )
{
send_to_char("They are already stunned from another word of power.\n\r",ch);
return;
}
/*
if (victim == ch)
{
send_to_char("You can not direct a word of power at yourself.\n\r",ch);
return;
}
*/
act("$n gestures at $N and utters the word, 'Stun'.",ch,NULL,victim,TO_NOTVICT);
act("$n gestures at you and utters the word, 'Stun'.",ch,NULL,victim,TO_VICT);
act("You gesture at $N and invoke a word of dark power.",ch,NULL,victim,TO_CHAR);
if (saves_spell(level+2,victim,DAM_NEGATIVE) )
{
act("$n reels from the dark energy but resists the power.",victim,NULL,NULL,TO_ROOM);
act("You feel the power blast at you, but you resist the stun.",victim,NULL,NULL,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_power_word_stun;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1;
af.bitvector = 0;
af.level = level;
affect_to_char(victim,&af);
af.location = APPLY_DEX;
af.modifier = -3;
affect_to_char(victim,&af);
act("The word of power sends $N to the ground with stunning force!",ch,NULL,victim,TO_NOTVICT);
act("$N is crushed to the floor by your word of power!",ch,NULL,victim,TO_CHAR);
send_to_char("You are sent crashing to the ground as the word hits you!",victim);
victim->position = POS_RESTING;
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_EVIL(victim)) {
send_to_char("Your soul rejects the purity.\n\r",victim);
return;
}
if ( IS_AFFECTED(victim, AFF_PROTECT_EVIL)
|| IS_AFFECTED(victim, AFF_PROTECT_GOOD))
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = AFF_PROTECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "You feel holy and pure.\n\r", victim );
if ( ch != victim )
act("$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_GOOD(victim)) {
send_to_char("Your soul rejects the corruption.\n\r",victim);
return;
}
if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD)
|| IS_AFFECTED(victim, AFF_PROTECT_EVIL))
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char( victim, &af );
send_to_char( "You feel aligned with darkness.\n\r", victim );
if ( ch != victim )
act("$N is protected from good.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, align;
if (IS_EVIL(ch) )
{
victim = ch;
send_to_char("The energy explodes inside you!\n\r",ch);
}
if (victim != ch)
{
act("$n raises $s hand, and a blinding ray of light shoots forth!",
ch,NULL,NULL,TO_ROOM);
send_to_char(
"You raise your hand and a blinding ray of light shoots forth!\n\r",
ch);
}
if (IS_GOOD(victim))
{
act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM);
send_to_char("The light seems powerless to affect you.\n\r",victim);
return;
}
dam = dice( level, 10 );
if ( saves_spell( level, victim,DAM_HOLY) )
dam /= 2;
align = victim->alignment;
align -= 350;
if (align < -1000)
align = -1000 + (align + 1000) / 3;
dam = (dam * align * align) / 1000000;
damage_old( ch, victim, dam, sn, DAM_HOLY ,TRUE);
spell_blindness(gsn_blindness,
3 * level / 4, ch, (void *) victim,TARGET_CHAR);
}
void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int chance, percent;
if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF)
{
send_to_char("That item does not carry charges.\n\r",ch);
return;
}
if (obj->value[3] >= 3 * level / 2)
{
send_to_char("Your skills are not great enough for that.\n\r",ch);
return;
}
if (obj->value[1] == 0)
{
send_to_char("That item has already been recharged once.\n\r",ch);
return;
}
chance = 40 + 2 * level;
chance -= obj->value[3]; /* harder to do high-level spells */
chance -= (obj->value[1] - obj->value[2]) *
(obj->value[1] - obj->value[2]);
chance = UMAX(level/2,chance);
percent = number_percent();
if (percent < chance / 2)
{
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
act("$p glows softly.",ch,obj,NULL,TO_ROOM);
obj->value[2] = UMAX(obj->value[1],obj->value[2]);
obj->value[1] = 0;
return;
}
else if (percent <= chance)
{
int chargeback,chargemax;
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
chargemax = obj->value[1] - obj->value[2];
if (chargemax > 0)
chargeback = UMAX(1,chargemax * percent / 100);
else
chargeback = 0;
obj->value[2] += chargeback;
obj->value[1] = 0;
return;
}
else if (percent <= UMIN(95, 3 * chance / 2))
{
send_to_char("Nothing seems to happen.\n\r",ch);
if (obj->value[1] > 1)
obj->value[1]--;
return;
}
else /* whoops! */
{
act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR);
act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
}
}
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN( victim->move + level, victim->max_move );
if (victim->max_move == victim->move)
send_to_char("You feel fully refreshed!\n\r",victim);
else
send_to_char( "You feel less tired.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
bool found = FALSE;
/* do object cases first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
{
if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE)
&& !saves_dispel(level + 2,obj->level,0))
{
REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
act("$p glows blue.",ch,obj,NULL,TO_ALL);
return;
}
act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR);
return;
}
act("There doesn't seem to be a curse on $p.",ch,obj,NULL,TO_CHAR);
return;
}
/* characters */
victim = (CHAR_DATA *) vo;
if (check_dispel(level,victim,gsn_curse))
{
send_to_char("You feel better.\n\r",victim);
act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM);
}
for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content)
{
if ((IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
&& !IS_OBJ_STAT(obj,ITEM_NOUNCURSE))
{ /* attempt to remove curse */
if (!saves_dispel(level,obj->level,0))
{
found = TRUE;
REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
act("Your $p glows blue.",victim,obj,NULL,TO_CHAR);
act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM);
}
}
}
}
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
{
if (victim == ch)
send_to_char("You are already in sanctuary.\n\r",ch);
else
act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 6;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura.\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already shielded from harm.\n\r",ch);
else
act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] =
{
0,
0, 0, 0, 16, 18, 20, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_LIGHTNING) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
return;
}
void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SLEEP)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))
|| (level + 2) < victim->level
|| saves_spell( level-4, victim,DAM_CHARM) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE(victim) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
victim->position = POS_SLEEPING;
}
return;
}
void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (!str_cmp(class_table[ch->class].name, "monk")
&& victim != ch)
{
send_to_char("You are only able to slow your own metabolism.\n\r",ch);
return;
}
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("$N can't get any slower than that.",
ch,NULL,victim,TO_CHAR);
return;
}
if (victim != ch &&
(saves_spell(level,victim,DAM_OTHER)
|| IS_SET(victim->imm_flags,IMM_MAGIC)))
{
if (victim != ch)
send_to_char("Nothing seemed to happen.\n\r",ch);
send_to_char("You feel momentarily lethargic.\n\r",victim);
return;
}
if (IS_AFFECTED(victim,AFF_HASTE))
{
if (!check_dispel(level,victim,skill_lookup("haste")))
{
if (victim != ch)
send_to_char("Spell failed.\n\r",ch);
send_to_char("You feel momentarily slower.\n\r",victim);
return;
}
act("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/2;
af.location = APPLY_DEX;
af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32);
af.bitvector = AFF_SLOW;
affect_to_char( victim, &af );
send_to_char( "You feel yourself slowing d o w n...\n\r", victim );
act("$n starts to move in slow motion.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( ch, sn ) )
{
if (victim == ch)
send_to_char("Your skin is already as hard as a rock.\n\r",ch);
else
act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\n\r", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| (!IS_NPC(victim) && victim->in_room->area != ch->in_room->area)
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| ch->in_room->guild != 0
|| victim->in_room->guild != 0
|| (IS_NPC(victim) && IS_AFFECTED(victim,AFF_CHARM) && victim->in_room->area != ch->in_room->area)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| victim->level >= (level + 5)
|| (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL)
|| ( ch->in_room->vnum == 23610) /* Enforcer entrance */
|| victim->fighting != NULL
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
|| (IS_NPC(victim) && victim->spec_fun != NULL)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| (!IS_NPC(victim) && !can_pk(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (saves_spell( level, victim,DAM_OTHER)) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( "$n has summoned you!", ch, NULL, victim, TO_VICT );
do_look( victim, "auto" );
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *pRoomIndex;
if ( victim->in_room == NULL
|| (!IS_NPC(ch) && IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL))
|| ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON))
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( victim != ch
&& ( saves_spell( level - 5, victim,DAM_OTHER))))
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (victim->in_room->clan != 0
&& victim->in_room->clan != victim->clan)
{
send_to_char("Spell failed.\n\r",victim);
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;
}
/* Modified turn undead spell. Good and neutral clerics attempt to destroy
undead, with good aligns getting a bonus. Evil try to either subdue aggro
undead or control them, depending on the difference in their level.
*/
void spell_turn_undead( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
OBJ_DATA *obj;
int dam = 0;
int value, count, num;
CHAR_DATA *follower;
follower = NULL; /* follower, count and num used for evil clerics */
count = 0;
num = 0;
if (!IS_EVIL(ch))
{
act("$n raises $s hands and calls upon the gods to destroy the unholy.",ch,NULL,NULL,TO_ROOM);
act("You raise your hands and call upon the gods to destroy the unholy.", ch,NULL,NULL,TO_CHAR);
if (!IS_GOOD(ch))
level -= 3;
}
else
{
act("$n turns $s unholy influence upon the room.",ch,0,0,TO_ROOM);
send_to_char("You turn your unholy influence upon those in the room.\n\r",ch);
}
/*
if (!IS_NPC(ch) && ch->pcdata->special == SPEC_PALADIN_HUNTER)
level += number_range(2,level/7);
*/
if (!IS_EVIL(ch))
{
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
v_next = victim->next_in_room;
if (is_same_group(victim,ch) || !IS_SET(victim->act,ACT_UNDEAD) )
continue;
value = UMAX(1, level - victim->level + 10);
value = UMAX(13, value - 4);
if (IS_GOOD(ch))
dam = dice(level, value);
if ( ( (ch->level > (victim->level + 15) ) && IS_NPC(victim) && IS_GOOD(ch) )
|| ( (ch->level > (victim->level + 20) ) && IS_NPC(victim) ) )
{
act("$N crumbles to dust from the power of $n's turning.",ch,NULL,victim,TO_ROOM);
act("$N's body crumbles to dust from the power of your turning.",ch,NULL,victim,TO_CHAR);
for (obj = victim->carrying; obj != NULL; obj = obj->next_content)
{
obj_from_char(obj);
obj_to_room(obj, victim->in_room);
}
victim->pIndexData->killed++;
kill_table[URANGE(0, victim->level, MAX_LEVEL-1)].killed++;
extract_char(victim, TRUE);
}
else
{
damage_old( ch, victim, saves_spell( level, victim, DAM_HOLY) ? dam / 2 :dam, sn,DAM_HOLY, TRUE);
}
}
return;
}
else
{
for (follower = char_list; follower != NULL; follower = follower->next)
if ( (follower->master == ch) && IS_SET(follower->act,ACT_UNDEAD)
&& follower != ch)
{
num++;
count += follower->level;
}
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
v_next = victim->next_in_room;
if (is_same_group(victim,ch) || !IS_SET(victim->act,ACT_UNDEAD) )
continue;
if (IS_AFFECTED(victim,AFF_CHARM))
continue;
if ( (ch->level*3 < count*2 )
|| (ch->level < 20 && num > 0)
|| (ch->level < 40 && num > 1)
|| (ch->level < 51 && num > 2)
|| (ch->level < (victim->level + 10))
|| saves_spell(ch->level,victim,DAM_OTHER)
|| !IS_NPC(victim))
{
act("You attempt to control $N but do not have the influence.",ch,0,victim,TO_CHAR);
continue;
}
else
{
act("$n stares in hatred for a moment then suddenly becomes very subdued.",victim,0,0,TO_NOTVICT);
stop_fighting(victim,TRUE);
victim->master = ch;
victim->leader = ch;
SET_BIT(victim->affected_by,AFF_CHARM);
REMOVE_BIT(victim->act,ACT_AGGRESSIVE);
act("$N now follows you.",ch,0,victim,TO_CHAR);
num++;
count += victim->level;
}
}
}
return;
}
void spell_ventriloquate( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER(buf1[0]);
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if (!is_exact_name( speaker, vch->name) && IS_AWAKE(vch))
send_to_char( saves_spell(level,vch,DAM_OTHER) ? buf2 : buf1, vch );
}
return;
}
void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim,DAM_OTHER) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 * (level / 5);
af.bitvector = AFF_WEAKEN;
affect_to_char( victim, &af );
send_to_char( "You feel your strength slip away.\n\r", victim );
act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_web(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int succ=1;
if (is_affected(victim,sn) )
{
if (victim == ch)
send_to_char("You are already covered in sticky webs.\n\r",victim);
else
send_to_char("They are already covered in sticky webs.\n\r",ch);
return;
}
act("$n points a finger at $N and strands of sticky web spew forth.",ch,NULL,victim,TO_NOTVICT);
act("$n points at you and strands of sticky webs spew forth.",ch,NULL,victim,TO_VICT);
act("You point at $N and send a stream of sticky webs spewing forth.",ch,NULL,victim,TO_CHAR);
/* if (get_curr_stat(victim,STAT_DEX) > 23)
{
act("$N evades $n's webs with ease.",ch,0,victim,TO_NOTVICT);
send_to_char("You evade the sticky webs with ease.\n\r",victim);
act("$N evades your sticky webs with ease.",ch,0,victim,TO_CHAR);
victim->move=UMAX(0,victim->move-30);
return;
}
if (saves_spell(level, victim,DAM_OTHER) )
{
act("Your webs miss $N.",ch,NULL,victim,TO_CHAR);
act("$n's webs miss $N.",ch,NULL,victim,TO_NOTVICT);
act("$n's webs miss you.",ch,NULL,victim,TO_VICT);
victim->move=UMAX(0,victim->move-30);
return;
}
*/
if(get_curr_stat(victim,STAT_DEX)>23||saves_spell(level,victim,DAM_OTHER))
succ=0;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/5;
af.location = APPLY_DEX;
af.modifier = -level/10;
af.bitvector = 0;
if(succ==0) {
af.modifier=-2;
} else {
affect_to_char(victim,&af);
af.location = APPLY_HITROLL;
af.modifier = -level/8;
}
affect_to_char(victim,&af);
victim->move = UMAX(0, victim->move - 60);
act("$n is covered in sticky webs.",victim,NULL,NULL,TO_ROOM);
send_to_char("You are covered in sticky webs.\n\r",victim);
return;
}
/* RT recall spell is back */
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *location;
if (IS_NPC(victim))
return;
if (!is_same_group(ch,victim))
{
send_to_char("You can only recall those in your own group.\n\r",ch);
return;
}
location = get_room_index(victim->temple);
if (location == NULL)
{
if ((location = get_room_index( ROOM_VNUM_TEMPLE)) == NULL)
{
send_to_char("You are completely lost.\n\r",victim);
return;
}
}
if ((IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL)
&& !IS_SET(victim->in_room->room_flags,ROOM_CONSECRATED))
|| IS_AFFECTED(victim,AFF_CURSE))
{
send_to_char("Spell failed.\n\r",victim);
return;
}
if (victim->in_room->clan != 0
&& victim->in_room->clan != victim->clan)
{
send_to_char("Spell failed.\n\r",victim);
return;
}
if (victim->fighting != NULL)
stop_fighting(victim,TRUE);
ch->move /= 2;
if (is_affected(ch,gsn_camouflage))
{
affect_strip(ch,gsn_camouflage);
act("$n steps out from $s cover.",ch,0,0,TO_ROOM);
send_to_char("You step out from your cover.\n\r",ch);
}
act("$n disappears.",victim,NULL,NULL,TO_ROOM);
char_from_room(victim);
char_to_room(victim,location);
act("$n appears in the room.",victim,NULL,NULL,TO_ROOM);
do_look(victim,"auto");
}
/*
* NPC spells.
*/
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT);
act("You spit acid at $N.",ch,NULL,victim,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,4);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
*/
if (saves_spell(level,victim,DAM_ACID))
{
acid_effect(victim,level/2,dam/4,TARGET_CHAR);
damage_old(ch,victim,dam/2,sn,DAM_ACID,TRUE);
}
else
{
acid_effect(victim,level,dam,TARGET_CHAR);
damage_old(ch,victim,dam,sn,DAM_ACID,TRUE);
}
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam;
int hpch;
act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT);
act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = number_range( hpch/9+1, hpch/5 );
/*
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10);
*/
fire_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
/*
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
*/
if (is_same_group(vch,ch))
continue;
if (vch == victim) /* full damage */
{
if (saves_spell(level,vch,DAM_FIRE))
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_FIRE,TRUE);
}
}
else /* partial damage */
{
if (saves_spell(level - 2,vch,DAM_FIRE))
{
fire_effect(vch,level/4,dam/8,TARGET_CHAR);
damage_old(ch,vch,dam/4,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
}
}
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam, hpch;
act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a freezing cone of frost over you!",
ch,NULL,victim,TO_VICT);
act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
*/
cold_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
/*
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
*/
if (is_safe(ch,vch) || vch == ch)
continue;
if (vch == victim) /* full damage */
{
if (saves_spell(level,vch,DAM_COLD))
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_COLD,TRUE);
}
}
else
{
if (saves_spell(level - 2,vch,DAM_COLD))
{
cold_effect(vch,level/4,dam/8,TARGET_CHAR);
damage_old(ch,vch,dam/4,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
}
}
}
void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam,hp_dam,dice_dam,hpch;
act("$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 = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
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 (is_same_group(ch,vch))
continue;
if (saves_spell(level,vch,DAM_POISON))
{
poison_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_POISON,TRUE);
}
else
{
poison_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_POISON,TRUE);
}
}
}
void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
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 $N.",ch,NULL,victim,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
hpch = UMAX(10,ch->hit);
hp_dam = number_range(hpch/9+1,hpch/5);
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
*/
if (saves_spell(level,victim,DAM_LIGHTNING))
{
shock_effect(victim,level/2,dam/4,TARGET_CHAR);
damage_old(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE);
}
else
{
shock_effect(victim,level,dam,TARGET_CHAR);
damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
}
}
/*
* Spells for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 25, 100 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}
void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 30, 120 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}
/* This is a big block of elementalist spells all at once */
void spell_windwall(int sn, int level, CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam;
AFFECT_DATA af;
af.where = TO_AFFECTS;
af.location = APPLY_HITROLL;
af.modifier = -3;
af.duration = 1;
af.level = level;
af.type = sn;
af.bitvector = AFF_BLIND;
send_to_char("You raise a violent wall of wind to strike your foes.\n\r",ch);
act("$n raises a violent wall of wind, sending debri flying!",ch,NULL,NULL,TO_ROOM);
dam = dice(level, 5);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch))
continue;
if (is_safe(ch,vch))
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if ((number_range(0,1) == 0) && !saves_spell(level,vch,DAM_BASH))
{
act("$n appears blinded by the debris.",vch,NULL,NULL,TO_ROOM);
affect_to_char(vch,&af);
}
damage_old(ch,vch,dam,sn,DAM_BASH,TRUE);
if (IS_AFFECTED(vch,AFF_FLYING) )
{
if (!saves_spell(level,vch,DAM_BASH) )
{
act("$n is thrown wildly to the ground by the air blast!",vch,NULL,NULL,TO_ROOM);
send_to_char("You are thrown down by the air blast!\n\r",vch);
affect_strip(vch,skill_lookup("fly"));
}
}
}
return;
}
/* The summon elemental spells for elementalists. Fun. */
void spell_summon_fire_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon a fire elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 3) )
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type == SECT_WATER_SWIM)
|| (ch->in_room->sector_type == SECT_WATER_NOSWIM) )
{
send_to_char("There is too much water here to summon a fire elemental.\n\r",ch);
return;
}
if ((weather_info.sky > SKY_CLOUDY) && (!IS_SET(ch->in_room->room_flags,ROOM_INDOORS)))
{
send_to_char("The weather is to wet to summon a fire elemental.\n\r",ch);
return;
}
elemental = create_mobile(get_mob_index(MOB_VNUM_FIRE_ELEMENTAL) );
elemental->level = level;
elemental->max_hit = ch->max_hit + dice(level,10);
elemental->hit = elemental->max_hit;
elemental->damroll += level/2;
elemental->alignment = ch->alignment;
af.where = TO_AFFECTS;
af.type = sn;
af.location = 0;
af.level = level;
af.modifier = 0;
af.duration = 15;
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("$n arrives in a column of searing flames.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > ch->pcdata->learned[sn])
{
act("$n says, 'How dare you call me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_summon_water_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon a water elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 3) )
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type != SECT_WATER_SWIM)
&& (ch->in_room->sector_type != SECT_WATER_NOSWIM) )
{
send_to_char("There is not enough water here to summon a water elemental.\n\r",ch);
return;
}
elemental = create_mobile(get_mob_index(MOB_VNUM_WATER_ELEMENTAL) );
elemental->level = level;
elemental->max_hit = ch->max_hit + dice(level,10);
elemental->hit = elemental->max_hit;
elemental->damroll += level/2;
elemental->alignment = ch->alignment;
af.where = TO_AFFECTS;
af.type = sn;
af.location = 0;
af.level = level;
af.modifier = 0;
af.duration = 15;
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("Water surges around you as $n arrives.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > ch->pcdata->learned[sn])
{
act("You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_summon_earth_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon an earth elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 3) )
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type == SECT_WATER_SWIM)
|| (ch->in_room->sector_type == SECT_WATER_NOSWIM)
|| (ch->in_room->sector_type == SECT_AIR) )
{
send_to_char("You are not in an area with enough raw earth.\n\r",ch);
return;
}
elemental = create_mobile(get_mob_index(MOB_VNUM_EARTH_ELEMENTAL) );
elemental->level = ch->level;
elemental->max_hit = ch->max_hit + dice(ch->level,10);
elemental->hit = elemental->max_hit;
elemental->damroll += ch->level/2;
elemental->alignment = ch->alignment;
af.where = TO_AFFECTS;
af.type = sn;
af.location = 0;
af.level = level;
af.modifier = 0;
af.duration = 15;
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("The earth rumbles and $n bursts out from the ground.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > ch->pcdata->learned[sn])
{
act("You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_summon_air_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon an air elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->leader == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 3) )
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
/* Put this back in if you want it...I found there weren't enough SECT_AIR
areas to really make this spell much use. (Ceran)
if (ch->in_room->sector_type != SECT_AIR)
{
send_to_char("You need to be in the air to find an air elemental.\n\r",ch);
return;
}
*/
elemental = create_mobile(get_mob_index(MOB_VNUM_AIR_ELEMENTAL) );
elemental->level = level;
elemental->max_hit = ch->max_hit + dice(level,10);
elemental->hit = elemental->max_hit;
elemental->damroll += level/2;
elemental->alignment = ch->alignment;
af.where = TO_AFFECTS;
af.type = sn;
af.location = 0;
af.level = level;
af.modifier = 0;
af.duration = 15;
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("$n forms before you in a violent vortex of wind.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > ch->pcdata->learned[sn])
{
act("$n says, 'You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_earthmaw(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, save_num;
int count;
if ( (ch->in_room->sector_type == SECT_AIR)
|| ( ch->in_room->sector_type == SECT_WATER_SWIM)
|| ( ch->in_room->sector_type == SECT_WATER_NOSWIM) )
{
send_to_char("You can't do that in this environment.\n\r",ch);
return;
}
act("$n sunders the ground beneath $N.",ch,NULL,victim,TO_NOTVICT);
act("$n sunders the ground beneath you.",ch,NULL,victim,TO_VICT);
act("You sunder the ground beneath $N.",ch,NULL,victim,TO_CHAR);
save_num = 0;
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,10);
else
dam = dice(level, 10);
dam += dice(level,4);
for (count = 0; count < 2; count++)
{
if (saves_spell(level,victim,DAM_BASH) )
save_num++;
}
if (save_num == 0)
{
act("$n cries out as $s is crushed savagely within the rift!",victim,NULL,NULL,TO_ROOM);
send_to_char("You fall into the rift and scream in agony as it crushes you!\n\r",victim);
damage_old(ch,victim,dam,sn,DAM_BASH,TRUE);
return;
}
dam /= save_num * 2;
damage_old(ch,victim,dam,sn,DAM_BASH,TRUE);
return;
}
void spell_tsunami(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if (ch->in_room->sector_type != SECT_WATER_SWIM
&& ch->in_room->sector_type != SECT_WATER_NOSWIM)
{
send_to_char("You need to be on water to do that.\n\r",ch);
return;
}
act("$n raises $s arms and causes the waters to rise up in violence.",ch,NULL,NULL,TO_ROOM);
send_to_char("You call upon the water around you to surge at your foes.\n\r",ch);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch) )
continue;
dam = dice(level, 11);
if(saves_spell(level,vch,DAM_DROWNING) )
dam /= 2;
if (saves_spell(level,vch,DAM_DROWNING) )
dam /= 2;
damage_old(ch,vch,dam,sn,DAM_DROWNING,TRUE);
}
act("$n's tsunami washes past and subsides.",ch,NULL,NULL,TO_ROOM);
send_to_char("Your tsunami washes past and subsides.\n\r",ch);
return;
}
/* big block of channeler spells */
void spell_drain(int sn, int level, CHAR_DATA *ch,void *vo, int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int drain,fail;
if (obj->wear_loc != WEAR_NONE)
{
send_to_char("You can't do that on a worn object.\n\r",ch);
return;
}
if (!IS_SET(obj->extra_flags,ITEM_MAGIC))
{
send_to_char("That item is not magical.\n\r",ch);
return;
}
switch (obj->item_type)
{
default: bug("Invalid item drain type: %d.",obj->item_type);
drain = 1;
break;
case ITEM_LIGHT: if (obj->value[2] == -1) drain = 9;
else drain = 4;
break;
case ITEM_SCROLL:
case ITEM_WAND:
case ITEM_STAFF: drain = obj->value[0]/10; break;
case ITEM_WEAPON:
drain = (obj->value[1] + obj->value[2])/3;
break;
case ITEM_TREASURE: drain = 4; break;
case ITEM_ARMOR: drain = 12; break;
case ITEM_POTION: drain = 5; break;
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location > APPLY_NONE && paf->location < APPLY_SEX)
drain += paf->modifier;
else if ( (paf->location == APPLY_HITROLL) || (paf->location == APPLY_DAMROLL) )
drain += paf->modifier;
else continue;
}
drain *= dice(3,3);
drain *= obj->level/2;
drain = UMIN(drain,200);
fail = 95 * ch->pcdata->learned[sn];
act("$p vaporises in a flash of light!",ch,obj,NULL,TO_ROOM);
if (number_percent() > fail)
{
act("$p vaporises in a flash of light but you fail to channel the energy.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
act("$p vaporises in a flash of light and you feel the energy surge through you.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
ch->mana = UMIN(ch->mana + drain, ch->max_mana);
return;
}
void spell_disenchant_weapon(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
int fail;
int check;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char("But that item is not a weapon.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be in your inventory.\n\r",ch);
return;
}
check = number_percent();
fail = URANGE(5, 25 + level * ch->pcdata->learned[sn], 95);
if ((check > 3/2*fail ) || (check > 94) )
{
act("$p shudders and explodes!",ch,obj,NULL,TO_ROOM);
act("$p shudders and explodes!",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
return;
}
if (check > fail)
{
act("$p glows faintly but then fades.",ch,obj,NULL,TO_ROOM);
act("$p glows faintly but nothing happens.",ch,obj,NULL,TO_CHAR);
return;
}
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_ROOM);
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_CHAR);
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
REMOVE_BIT(obj->extra_flags, ITEM_HUM);
REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
return;
}
void spell_disenchant_armor(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
int fail;
int check;
if (obj->item_type != ITEM_ARMOR)
{
send_to_char("But that item is not a piece of armor.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be in your inventory.\n\r",ch);
return;
}
check = number_percent();
fail = URANGE(5, 25 + level * ch->pcdata->learned[sn], 95);
if ((check > 3/2*fail ) || (check > 94) )
{
act("$p shudders and explodes!",ch,obj,NULL,TO_ROOM);
act("$p shudders and explodes!",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
return;
}
if (check > fail)
{
act("$p glows faintly but then fades.",ch,obj,NULL,TO_ROOM);
act("$p glows faintly but nothing happens.",ch,obj,NULL,TO_CHAR);
return;
}
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_ROOM);
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_CHAR);
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
REMOVE_BIT(obj->extra_flags, ITEM_HUM);
REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
obj->enchanted = FALSE;
return;
}
void spell_prevent(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (clan_down(ch,CLAN_LIFE))
return;
if (is_affected(ch,sn))
{
send_to_char("You are already as one with life as you can be.\n\r",ch);
return;
}
if (ch->hit > ch->max_hit)
{
send_to_char("You are already overflwoing with health.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.duration = 24;
af.level = level;
af.bitvector = 0;
af.location = APPLY_HIT;
af.modifier = (ch->pcdata->perm_hit+ch->pcdata->perm_mana)/2;
affect_to_char(ch,&af);
af.modifier = ch->level*3;
af.location = APPLY_MOVE;
affect_to_char(ch,&af);
ch->hit += (ch->pcdata->perm_hit+ch->pcdata->perm_mana)/2;
send_to_char("You feel yourself grow healthier as you come closer to life.\n\r",ch);
return;
}
void spell_life_transfer(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int hp;
if (clan_down(ch,CLAN_LIFE))
return;
if (victim == ch)
{
send_to_char("You can't grant life to yourself.\n\r",ch);
return;
}
if (ch->hit < 10)
hp = ch->hit;
else hp = 10;
act("$n transfers part of $s life to $N.",ch,0,victim,TO_NOTVICT);
act("You transfer part of your life to $N.",ch,0,victim,TO_CHAR);
act("$n transfers part of $s life to you.",ch,0,victim,TO_VICT);
ch->hit -= hp;
hp += ch->level/2;
hp += number_range(0,ch->level);
victim->hit = UMIN(victim->hit + hp, victim->max_hit);
return;
}
void spell_spiritblade(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (clan_down(ch,CLAN_ARCANA))
return;
act("A shadowy blade appears above $n and strikes down!",victim,0,0,TO_ROOM);
send_to_char("A shadowy blade manifests above you and suddenly descends!\n\r",victim);
dam = dice(level, 5);
if (saves_spell(level,victim,DAM_ENERGY) )
dam /= 2;
if (number_percent() < (level + ch->pcdata->learned[sn])/10 )
{
act("$n's spiritblade brutally cleaves $N!",ch,0,victim,TO_NOTVICT);
act("Your spiritblade brutally cleaves $N!",ch,0,victim,TO_CHAR);
act("$n's spiritblade brutally cleaves you!",ch,0,victim,TO_VICT);
dam += dice(level,2);
dam += dice(level/2, 2);
}
damage_old(ch,victim,dam,sn,DAM_ENERGY,TRUE);
return;
}
void spell_guard_call(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *guard;
AFFECT_DATA af;
CHAR_DATA *check;
int i;
if (clan_down(ch,CLAN_ENFORCER))
return;
if (is_affected(ch,sn))
{
send_to_char("You can't call more guard's yet.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_ENFORCER) )
{
send_to_char("You still have guards under your command!\n\r",ch);
return;
}
}
if (ch->in_room->clan == CLAN_OUTLAW)
{
send_to_char("There are no guards available within this place of outlaws!\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = 5;
af.bitvector = 0;
af.type = sn;
affect_to_char(ch,&af);
act("$n shouts, 'Guards! Guards!'",ch,0,0,TO_ROOM);
send_to_char("You shout out for guards!\n\r",ch);
send_to_char("A guard contingent arrives to aid you.\n\r",ch);
for ( i = 0; i < 3; i++)
{
guard = create_mobile(get_mob_index(MOB_VNUM_ENFORCER) );
guard->level = ch->level;
guard->damroll += level/2;
guard->max_hit = ch->max_hit/2;
guard->hit = guard->max_hit;
guard->max_move = ch->max_move;
guard->move = guard->max_move;
char_to_room(guard,ch->in_room);
add_follower(guard, ch);
guard->leader = ch;
SET_BIT(guard->affected_by, AFF_CHARM);
}
act("A guard contingent arrives to $n's call.",ch,0,0,TO_ROOM);
return;
}
void spell_iceball( int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam;
dam = dice(level,6);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch))
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch!= ch)
do_myell(vch,buf);
}
damage_old(ch,vch, (saves_spell(level,vch,DAM_COLD) ? dam/2 : dam), sn,DAM_COLD,TRUE);
}
return;
}
void spell_cone_of_cold(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 90, 92, 94, 96, 98, 100, 102, 105, 130,
132, 134, 136, 138, 150, 152, 154, 156, 158, 170, 172
};
int dam, tmp_dam;
act("$n creates a freezing blast of air!",ch,0,0,TO_ROOM);
send_to_char("You draw heat from the room to create a blast of freezing air!\n\r",ch);
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);
for (vch = ch->in_room->people;vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch))
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if (saves_spell(level,vch,DAM_COLD) )
tmp_dam = dam/2;
else tmp_dam = dam;
damage_old(ch,vch,tmp_dam,sn,DAM_COLD,TRUE);
}
return;
}
void spell_protective_shield(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You are already protected by a protective shield.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.location = 0;
af.modifier = 0;
af.duration = 3 + level/9;
af.bitvector = 0;
af.type = sn;
af.level = level;
affect_to_char(ch,&af);
act("$n is surrounded by a protective shield.",ch,0,0,TO_ROOM);
send_to_char("You are surrounded by a protective shield.\n\r",ch);
return;
}
void spell_timestop(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
AFFECT_DATA af;
if (is_affected(ch,gsn_timestop_done))
{
send_to_char("The Gods prevent you from rupturing the fabric of time in such periodic bursts.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.location = 0;
af.modifier = 0;
af.duration = 24;
af.bitvector = 0;
af.level = level;
af.type = gsn_timestop_done;
affect_to_char(ch,&af);
af.duration = 1;
af.type = gsn_timestop;
send_to_char("You draw upon the essence of time, causing a temporal break!\n\r",ch);
act("The room shifts and warps as $n ruptures the flow of time within it!\n\r",ch,0,0,TO_ROOM);
send_to_char("You feel a strange sensation as time flows in all directions around you.\n\r",ch);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (vch == ch)
continue;
if (is_safe(ch,vch))
continue;
if (is_affected(vch,gsn_timestop) )
continue;
if ( saves_spell(level,vch,DAM_OTHER) )
{
send_to_char("You feel a strange sensation as time flows in all directions around you.\n\r",vch);
}
else
{
send_to_char("You feel a strange sensation as everything around you freezes in time.\n\r",vch);
act("$n appears to suddenly stop and freeze in time!",vch,0,0,TO_ROOM);
send_to_char("You feel yourself suddenly slow down then everything stops.\n\r",vch);
affect_to_char(vch,&af);
}
}
return;
}
void spell_consecrate(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *room_check;
int count, door;
EXIT_DATA *pexit;
AFFECT_DATA af;
int chance;
if (is_affected(ch,gsn_consecrate) )
{
send_to_char("You do not feel up to purging a room yet.\n\r",ch);
return;
}
if (ch->in_room->vnum == 1212)
{
send_to_char("Spell failed.\n\r",ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_CONSECRATED ))
{
send_to_char("This room is already consecrated.\n\r",ch);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) )
{
send_to_char("This room is not in need of holy blessing.\n\r",ch);
return;
}
chance = ch->level + (ch->pcdata->learned[sn]/2);
in_room = ch->in_room;
count = 0;
for ( door =0; door < 6; door ++)
{
if ( (pexit = in_room->exit[door]) == NULL
|| (room_check = pexit->u1.to_room ) == NULL)
continue;
if (room_check == in_room)
continue;
if (IS_SET(room_check->room_flags, ROOM_NO_RECALL) )
count++;
}
chance -= count*10;
act("$n gestures around the room and utters a blessing of holy rights.",ch,0,0,TO_ROOM);
send_to_char("You chant a blessing and give the divine somatic motions of consecration.\n\r",ch);
if (number_percent() > chance)
{
act("You feel the atmosphere lighten for a moment but it passes.",ch,0,0,TO_ROOM);
send_to_char("Your holy rights are invoked but fail to affect the room's evil.\n\r",ch);
return;
}
act("The atmosphere in the room lightens",ch,0,0,TO_ROOM);
send_to_char("You succeed in consecrating the ground for a brief period!\n\r",ch);
SET_BIT(in_room->room_flags, ROOM_CONSECRATED);
af.where = TO_AFFECTS;
af.type = gsn_consecrate;
af.location = 0;
af.modifier = in_room->vnum;
af.bitvector = 0;
af.level = level;
af.duration = 10;
affect_to_char(ch,&af);
return;
}
void spell_hand_of_vengeance(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (clan_down(ch,CLAN_ENFORCER))
return;
if (!IS_SET(victim->act,PLR_CRIMINAL) )
{
act("A huge clenched fist appears above $n but fades without striking.",victim,0,0,TO_ROOM);
send_to_char("A huge clenched fist appears above you but fades without striking.\n\r",victim);
send_to_char("The Immortal of Enforcer frowns upon the abuse of this power.\n\r",ch);
return;
}
dam = dice(level,6) + dice(level,5);
act("A huge clenched fist appears above $n and strikes down.",victim,0,0,TO_ROOM);
send_to_char("A huge clenched fist appears above you and strikes down.\n\r",victim);
if (saves_spell(level,victim,DAM_BASH) )
dam /= 2;
if (number_range(0,3) == 0)
{
act("The blow hammers $n to the ground with savage force!",victim,0,0,TO_ROOM);
send_to_char("The blow hammers you to the ground with savage force!\n\r",victim);
dam += dice(level,4);
WAIT_STATE(victim, 24);
}
damage_old(ch,victim,dam,sn,DAM_BASH,TRUE);
return;
}
void spell_wither(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, chance;
AFFECT_DATA af;
chance = ch->pcdata->learned[sn] + (ch->level - victim->level)*3;
dam = dice(level,5);
if (is_affected(victim,sn))
chance = 0;
chance = URANGE(5,chance,90);
if ((number_percent() > chance)
|| saves_spell(level,victim,DAM_NEGATIVE)
|| saves_spell(level,victim,DAM_NEGATIVE) )
{
send_to_char("You feel an intense pain in your body.\n\r",victim);
act("$n jerks in sudden pain.",victim,0,0,TO_ROOM);
if (saves_spell(level,victim,DAM_HARM) )
dam /= 2;
damage_old(ch,victim,dam,sn,DAM_HARM,TRUE);
return;
}
af.where = TO_AFFECTS;
af.level = level;
af.duration = level/4;
af.type = sn;
af.bitvector = 0;
switch(number_range(0,9))
{
case (0):
case (1):
case (2):
case (3): /* arms */
send_to_char("You feel a sudden intense pain as your arms wither!\n\r",victim);
act("$n screams in agony as $s arms seem to shrivel up!",victim,0,0,TO_ROOM);
af.location = APPLY_STR;
af.modifier = -(level/5);
affect_to_char(victim,&af);
af.location = APPLY_HITROLL;
af.modifier = -8;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
af.modifier = -10;
affect_to_char(victim,&af);
break;
case (4):
case (5):
case (6):
case (7): /* legs */
send_to_char("You feel a sudden intense pain as your legs wither!\n\r",victim);
act("$n screams in agonry as $s legs crumple beneath $s!",victim,0,0,TO_ROOM);
af.location = APPLY_STR;
af.modifier = -(level/10);
affect_to_char(victim,&af);
af.location = APPLY_DEX;
af.modifier = -(level/5);
affect_to_char(victim,&af);
af.location = APPLY_HITROLL;
af.modifier = -5;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
af.modifier = -5;
affect_to_char(victim,&af);
af.location = APPLY_MOVE;
af.modifier = 3*level;
affect_to_char(victim,&af);
break;
case(8): /* body */
act("$n's body suddenly seems to crumple up and wither!",victim,0,0,TO_ROOM);
send_to_char("You feel a sudden intense pain as your body gives out and withers up!\n\r",victim);
af.location = APPLY_STR;
af.modifier = -8;
affect_to_char(victim,&af);
af.location = APPLY_DEX;
af.modifier = -5;
affect_to_char(victim,&af);
af.location = APPLY_HITROLL;
af.modifier = -6;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
af.modifier = -10;
affect_to_char(victim,&af);
dam *= 2;
break;
case (9): /* head */
send_to_char("Your head ruptures and then shrivels as it undergoes a sudden withering!\n\r",victim);
act("$n's skull seems to just wither and shrivel up!",victim,0,0,TO_ROOM);
dam *= 4;
af.location = APPLY_STR;
af.modifier = -8;
affect_to_char(victim,&af);
af.location = APPLY_DEX;
af.modifier = -5;
affect_to_char(victim,&af);
af.location = APPLY_HITROLL;
af.modifier = -6;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
af.modifier = -10;
af.bitvector = AFF_BLIND;
affect_to_char(victim,&af);
send_to_char("Your eyes are desicated...you are blinded!\n\r",victim);
break;
}
damage_old(ch,victim,dam,sn,DAM_HARM,TRUE);
return;
}
/*
void spell_lesser_golem(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *golem;
AFFECT_DATA af;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You aren't up to fashioning another golem yet.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_L_GOLEM) )
{
send_to_char("You already have a golem under your command.\n\r",ch);
return;
}
}
af.where = TO_AFFECTS;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = 35;
af.bitvector = 0;
af.type = sn;
affect_to_char(ch,&af);
act("$n fashions a flesh golem!",ch,0,0,TO_ROOM);
send_to_char("You fashion a flesh golem to serve you!\n\r",ch);
golem = create_mobile(get_mob_index(MOB_VNUM_L_GOLEM) );
golem->level = ch->level;
golem->damroll += level/2;
golem->max_hit = ch->max_hit;
golem->hit = golem->max_hit;
golem->max_move = ch->max_move;
golem->move = golem->max_move;
char_to_room(golem,ch->in_room);
add_follower(golem, ch);
golem->leader = ch;
SET_BIT(golem->affected_by, AFF_CHARM);
return;
}
*/
void spell_shadowstrike(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_shadowstrike)) {
send_to_char("They are already held by shadowy arms.\n\r",ch);
return;
}
if(saves_spell(level+7,victim,DAM_OTHER)) {
act("A pair of misty arms fade into existence around $n, but fail to grasp on.",victim,0,0,TO_ROOM);
act("A pair of misty arms fade into existence around you but cannot make a grasp.",victim,0,0,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.modifier = -2;
af.level = level;
af.type = gsn_shadowstrike;
af.duration = level/5;
af.bitvector = 0;
af.location = APPLY_DEX;
affect_to_char(victim,&af);
act("A pair of intangible arms form beside $n and embrace $s.",victim,0,0,TO_ROOM);
act("A pair of intangible arms form beside you and embrace you!",victim,0,0,TO_CHAR);
send_to_char("You feel yourself being grasped in a deadly touch.\n\r",ch);
return;
}
/*
void spell_brew(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
OBJ_DATA *potion;
int gsn,chance;
if (clan_down(ch,CLAN_ARCANA))
return;
return;
chance = ch->pcdata->learned[sn];
chance = URANGE(5,chance,95);
if (obj->item_type != ITEM_TRASH && obj->item_type != ITEM_KEY)
{
send_to_char("You can't brew that type of item.\n\r",ch);
return;
}
if (number_percent() > chance)
{
act("$p tries to brew a potion but fails.",ch,0,0,TO_ROOM);
act("You fail and destroy $p without making a potion.",ch,obj,0,TO_CHAR);
extract_obj(obj);
check_improve(ch,sn,FALSE,1);
return;
}
for (; ;)
{
gsn = number_range(1,MAX_SKILL);
if (skill_table[gsn].skill_level[ch->class] > ch->level)
continue;
if (skill_table[gsn].slot == -1)
continue;
if (!str_cmp(skill_table[gsn].name, "heal")
|| !str_cmp(skill_table[gsn].name, "cure critical")
|| !str_cmp(skill_table[gsn].name, "cure serious")
|| !str_cmp(skill_table[gsn].name, "cure poison")
|| !str_cmp(skill_table[gsn].name, "cure disease")
|| !str_cmp(skill_table[gsn].name, "detect invis")
|| !str_cmp(skill_table[gsn].name, "detect magic")
|| !str_cmp(skill_table[gsn].name, "fireball")
|| !str_cmp(skill_table[gsn].name, "remove curse")
|| !str_cmp(skill_table[gsn].name, "haste")
|| !str_cmp(skill_table[gsn].name, "frenzy")
|| !str_cmp(skill_table[gsn].name, "fly")
|| !str_cmp(skill_table[gsn].name, "pass door"))
{
potion = create_object(get_obj_index(OBJ_VNUM_POTION),0);
potion->level = level;
act("$n brews a $p!",ch,potion,0,TO_ROOM);
act("You brew a $p!",ch,potion,0,TO_CHAR);
break;
}
}
extract_obj(obj);
potion->value[0] = level;
potion->value[1] = gsn;
obj_to_char(potion,ch);
return;
}
*/
void spell_brew(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
OBJ_DATA *created = NULL, *obj = (OBJ_DATA *) vo;
int result, value[5], i;
CHAR_DATA *mob;
int success=0; /* {FAIL,POTION,SCROLL,WAND,STAFF} */
if (clan_down(ch,CLAN_ARCANA))
return;
if (obj->wear_loc != -1) {
send_to_char("You must carry your components.\n\r",ch);
return;
}
if ( (obj->pIndexData->vnum == 4406)
|| (obj->pIndexData->vnum == 4406))
{
act("With a slight growl $p says, 'Hey, don't brew me!",ch,obj,0,TO_ROOM);
act("With a slight growl $p says, 'Hey, don't brew me!",ch,obj,0,TO_CHAR);
mob = create_mobile(get_mob_index(MOB_VNUM_DRAGON));
mob->max_hit = 400;
mob->hit = 400;
mob->damroll = 14;
mob->hitroll = 10;
mob->level = 20;
char_to_room(mob,ch->in_room);
do_yell(ch,"Help! I'm being attacked by the library guardian!");
multi_hit(mob,ch,TYPE_UNDEFINED);
return;
}
result = number_percent();
if (result < 50-level/2) /* item destroyed */ {
send_to_char("Your alchemy process causes a small explosion!\n\r",ch);
act("BANG! A small explosion errupts in $N's face.",ch,NULL,ch,TO_ROOM);
extract_obj(obj);
return;
}
result-=obj->level/2+(ch->perm_stat[1]-20)*3;
value[0]=level;
for(i=1;i<5;i++) {
value[i]=-1;
}
if(obj->item_type == ITEM_LIGHT) {
success=1;
if(result>60 || obj->level<10) {
value[1]=skill_lookup("detect evil");
value[2]=skill_lookup("detect good");
value[3]=skill_lookup("detect magic");
} else if(result>40 || obj->level<30) {
success=3;
value[3]=skill_lookup("know alignment");
} else {
value[1]=skill_lookup("detect invis");
}
}
if(obj->item_type == ITEM_MAP) {
success=2;
if(result>80 || obj->level<5) {
value[1]=skill_lookup("infravision");
} else if(result>60 || obj->level<15) {
value[1]=skill_lookup("teleport");
} else if(result>35) {
value[1]=skill_lookup("bless");
} else {
value[1]=skill_lookup("word of recall");
}
}
if(obj->item_type == ITEM_WEAPON) {
result+=obj->level/2;
if(obj->level<40) {
value[0]=level/2+obj->level/2;
}
if(result>60 || obj->level<25) {
success=3;
value[3]=skill_lookup("lightning bolt");
} else if(result>40 || obj->level<10) {
success=3;
value[3]=skill_lookup("colour spray");
} else if(result>30) {
success=2;
value[1]=skill_lookup("fireball");
} else {
success=1;
value[1]=skill_lookup("fireball");
}
}
if(obj->item_type == ITEM_ARMOR) {
success=1;
value[0]=level*2/3;
if(result>80) {
value[1]=skill_lookup("armor");
} else if(result>60) {
value[1]=skill_lookup("shield");
} else if(result>40 || obj->level < 20) {
value[1]=skill_lookup("armor");
value[2]=skill_lookup("shield");
} else if(result>20 ) {
if(ch->alignment>333) {
value[1]=skill_lookup("protection evil");
} else if(ch->alignment<-333) {
value[1]=skill_lookup("protection good");
} else if (result > 15)
{
value[0]=level;
value[1]=skill_lookup("armor");
value[2]=skill_lookup("shield");
value[3]=skill_lookup("stone skin");
}
} else {
value[1]=skill_lookup("sanctuary");
}
}
if(obj->item_type == ITEM_KEY) {
if(result>30 || obj->level<5) {
success=2;
value[1]=skill_lookup("pass door");
} else {
success=1;
value[1]=skill_lookup("pass door");
}
}
if(obj->item_type == ITEM_CONTAINER) {
if(result>70 || obj->level<30) {
success=2;
value[1]=skill_lookup("create food");
value[2]=skill_lookup("create food");
value[3]=skill_lookup("create food");
value[4]=skill_lookup("create food");
} else if(result>40) {
success=1;
value[1]=skill_lookup("create food");
value[2]=skill_lookup("create food");
value[3]=skill_lookup("create food");
value[4]=skill_lookup("create food");
} else {
success=4;
value[3]=skill_lookup("create food");
}
}
if(obj->item_type == ITEM_DRINK_CON) {
success=1;
value[1]=skill_lookup("create spring");
}
if(obj->item_type == ITEM_TRASH) {
success=3;
if(result>80 || obj->level<15) {
value[3]=skill_lookup("faerie fire");
} else if(result>60 || obj->level<35) {
success=4;
value[3]=skill_lookup("faerie fog");
} else if(result>30){
value[3]=skill_lookup("dispel magic");
} else {
success=1;
value[1]=skill_lookup("cancellation");
}
}
if(obj->item_type == ITEM_BOAT) {
success=1;
if(result>50 || obj->level<10) {
value[1]=skill_lookup("refresh");
} else {
value[1]=skill_lookup("fly");
}
}
if(obj->item_type == ITEM_TREASURE) {
success=4;
if(result>60 ) {
value[3]=skill_lookup("giant strength");
} else if(result>45 || obj->level<10) {
value[3]=skill_lookup("stone skin");
} else if(result>10 || obj->level<15) {
value[3]=skill_lookup("frenzy");
} else {
value[3]=skill_lookup("haste");
}
}
if(obj->item_type == ITEM_CORPSE_NPC) {
result+=obj->level/2;
success=3;
value[0]=level/2+obj->level/3;
if(result>70 || obj->level<20) {
value[3]=skill_lookup("chill touch");
} else if(result>55 || obj->level<30) {
value[3]=skill_lookup("weaken");
} else if(result>40 || obj->level<40) {
value[3]=skill_lookup("plague");
} else if(result>25 || obj->level<55) {
value[3]=skill_lookup("energy drain");
} else {
value[3]=skill_lookup("acid blast");
}
}
if(obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY) {
success=1;
result+=obj->level/2;
if(result>70) {
success=0;
} else if(result>40) {
value[1]=skill_lookup("cure disease");
} else if(result>25) {
value[1]=skill_lookup("cure poison");
} else {
value[1]=skill_lookup("cure serious");
}
}
switch(success) {
case 1:
created = create_object(get_obj_index(OBJ_VNUM_ARCPOTION), 0);
send_to_char("You have created a potion.\n\r",ch);
act("$N has created a potion.",ch,NULL,ch,TO_ROOM);
break;
case 2:
created = create_object(get_obj_index(OBJ_VNUM_ARCSCROLL), 0);
send_to_char("You have created a scroll.\n\r",ch);
act("$N has created a scroll.",ch,NULL,ch,TO_ROOM);
break;
case 3:
created = create_object(get_obj_index(OBJ_VNUM_ARCWAND), 0);
send_to_char("You have created a wand.\n\r",ch);
act("$N has created a wand.",ch,NULL,ch,TO_ROOM);
value[1]=level/5;
value[2]=level/5;
break;
case 4:
created = create_object(get_obj_index(OBJ_VNUM_ARCSTAFF), 0);
send_to_char("You have created a staff.\n\r",ch);
act("$N has created a staff.",ch,NULL,ch,TO_ROOM);
value[1]=level/5;
value[2]=level/5;
break;
default:
send_to_char("Your alchemy process causes a small explosion!\n\r",ch);
act("BANG! A small explosion errupts in $N's face.",ch,NULL,ch,TO_ROOM);
break;
}
if(success>0) {
for(i=0;i<5;i++) {
created->value[i]=value[i];
}
created->level=level;
created->value[0] = level;
obj_to_char(created,ch);
}
extract_obj(obj);
return;
}
void spell_familiar(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *familiar;
AFFECT_DATA af;
CHAR_DATA *check;
int chance;
char buf[MAX_STRING_LENGTH];
if (clan_down(ch,CLAN_ARCANA))
return;
if (is_affected(ch,sn))
{
send_to_char("You aren't up to calling another familiar yet.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_UNICORN
|| check->pIndexData->vnum == MOB_VNUM_DRAGON) )
{
send_to_char("You already have a familiar under your command.\n\r",ch);
return;
}
}
af.where = TO_AFFECTS;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = 24;
af.bitvector = 0;
af.type = sn;
affect_to_char(ch,&af);
if (IS_GOOD(ch))
familiar = create_mobile(get_mob_index(MOB_VNUM_UNICORN));
else
familiar = create_mobile(get_mob_index(MOB_VNUM_DRAGON));
familiar->alignment = ch->alignment;
act("$n calls forth a familiar to aid $s!",ch,0,0,TO_ROOM);
send_to_char("You call forth for a familiar from the astral planes!\n\r",ch);
familiar->level = ch->level;
familiar->damroll += level/2;
familiar->max_hit = ch->max_hit;
familiar->hit = familiar->max_hit;
familiar->max_move = ch->max_move;
familiar->move = familiar->max_move;
char_to_room(familiar,ch->in_room);
if (!IS_GOOD(ch))
{
chance = ch->pcdata->learned[sn] * 9/10;
if (number_percent() > chance)
{
act("$n says, 'I do not follow such weak willed mortals!'",familiar,0,0,TO_ROOM);
sprintf(buf,"Help! I'm being attacked by %s!",familiar->short_descr);
do_myell(ch,buf);
multi_hit(familiar,ch,TYPE_UNDEFINED);
return;
}
}
add_follower(familiar, ch);
familiar->leader = ch;
SET_BIT(familiar->affected_by, AFF_CHARM);
return;
}
void spell_firestream(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int dice_sz;
dice_sz = 4;
if (ch->level < 20)
dice_sz = 4;
else if (ch->level < 25)
dice_sz = 5;
else if (ch->level < 30)
dice_sz = 5;
else if (ch->level < 40)
dice_sz = 6;
else dice_sz = 6;
if (number_percent() < level)
{
for (obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next)
{
char *msg;
obj_next = obj_lose->next_content;
if (number_bits(2) != 0)
continue;
switch(obj_lose->item_type)
{
default: continue;
case ITEM_SCROLL: msg = "$p bursts into flames and turns to ash."; break;
case ITEM_POTION: msg = "$p bubbles and vaporises."; break;
}
act(msg,victim,obj_lose,NULL,TO_CHAR);
extract_obj(obj_lose);
}
}
dam = dice(level/2, dice_sz - 1) + dice(level/2, dice_sz);
if (check_spellcraft(ch,sn))
{
dam *= 3;
dam /= 2;
}
if (saves_spell(level,victim,DAM_FIRE))
dam /= 2;
act("$n clenches a fist and releases a stream of searing flames!",ch,0,0,TO_ROOM);
act("You gesture at $N and release a stream of searing fire!",ch,0,victim,TO_CHAR);
damage_old(ch,victim,dam,sn,DAM_FIRE,TRUE);
return;
}
void spell_fireshield(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,gsn_fireshield))
{
send_to_char("You are already wreathed in a flaming halo.\n\r",ch);
return;
}
if (is_affected(ch,gsn_iceshield))
{
send_to_char("Your iceshield vaporises in a steaming explosion!\n\r",ch);
act("$n's iceshield vaporises in a blast of steam!",ch,0,0,TO_ROOM);
affect_strip(ch,gsn_iceshield);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_fireshield;
af.modifier = 0;
af.level = level;
af.duration = 3 + ch->level/10;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
send_to_char("You are surrounded in a flaming halo of heat.\n\r",ch);
act("$n is surrounded by a flaming halo of heat.",ch,0,0,TO_ROOM);
return;
}
void spell_iceshield(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
AFFECT_DATA af;
if (is_affected(ch,gsn_iceshield))
{
send_to_char("You are already surrounded by a frozen aura.\n\r",ch);
return;
}
if (is_affected(ch,gsn_fireshield))
{
send_to_char("Your fireshield vaporises in a steaming explosion!\n\r",ch);
act("$n's fireshield vaporises in a blast of steam!",ch,0,0,TO_ROOM);
affect_strip(ch,gsn_fireshield);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_iceshield;
af.modifier = 0;
af.level = level;
af.duration = 3 + ch->level/10;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
send_to_char("You are surrounded by an aura of freezing air.\n\r",ch);
act("$n is surrounded by a freezing aura of air.",ch,0,0,TO_ROOM);
return;
}
void spell_shadowself(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *shadow;
char buf[MAX_STRING_LENGTH];
CHAR_DATA *check;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check) && check->pIndexData->vnum == MOB_VNUM_SHADOW
&& (!str_cmp(check->name,ch->name)) )
{
send_to_char("Your shadow is already seperated from you.\n\r",ch);
return;
}
}
send_to_char("You sever your shadow and give it substance.\n\r",ch);
act("The shadows around $n seem to shift and take form....",ch,0,0,TO_ROOM);
shadow = create_mobile(get_mob_index(MOB_VNUM_SHADOW));
shadow->alignment = -1000;
shadow->max_hit = 1;
shadow->hit = 1;
sprintf(buf,"%s",ch->name);
free_string(shadow->name);
free_string(shadow->short_descr);
free_string(shadow->long_descr);
shadow->name = str_dup(buf);
shadow->short_descr = str_dup(buf);
sprintf(buf,"%s is here.\n\r",ch->name);
shadow->long_descr = str_dup(buf);
sprintf(buf,shadow->description,ch->name);
free_string(shadow->description);
shadow->description = str_dup(buf);
char_to_room(shadow,ch->in_room);
shadow->master = ch;
return;
}
void spell_ranger_staff(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
OBJ_DATA *staff;
int bonus,dice,number;
int ch_level;
AFFECT_DATA af;
staff = create_object(get_obj_index(OBJ_VNUM_RANGER_STAFF),0);
ch_level = level;
if (number_percent() < 50)
ch_level -= (number_range(0,3));
else
ch_level += (number_range(0,2));
if (ch_level < 32)
{
dice = 5; number = 6;
}
else if (ch_level < 34)
{
dice = 3; number = 11;
}
else if (ch_level < 36)
{
number = 5; dice = 8;
}
else if (ch_level < 38)
{
number = 6; dice = 7;
}
else if (ch_level < 40)
{
number = 6; dice = 7;
}
else if (ch_level < 42)
{
number = 5; dice = 9;
}
else if (ch_level < 44)
{
number = 5; dice = 9;
}
else if (ch_level < 46)
{
number = 5; dice = 9;
}
else if (ch_level < 47)
{
number = 13; dice = 3;
}
else if (ch_level < 48)
{
number = 6; dice = 8;
}
else if (ch_level < 49)
{
number = 8; dice = 6;
}
else if (ch_level < 50)
{
number = 8; dice = 6;
}
else
{
number = 6; dice = 9;
}
bonus = ch->level/4;
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_HITROLL;
af.modifier = bonus;
af.bitvector = 0;
affect_to_obj(staff,&af);
af.location = APPLY_DAMROLL;
affect_to_obj(staff,&af);
staff->level = level;
staff->timer = (20 + number_range(0,10));
staff->value[1] = number;
staff->value[2] = dice;
obj_to_char(staff,ch);
act("$n creates $p!",ch,staff,0,TO_ROOM);
act("You create $p!",ch,staff,0,TO_CHAR);
return;
}
void spell_bless_weapon(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
OBJ_DATA *avenger;
/* OBJ_DATA *obj_check; */
AFFECT_DATA af;
bool two_hands = FALSE;
int dice,number,dam_bonus,hit_bonus;
int fail, result;
char buf[MAX_STRING_LENGTH];
char *type_name;
if (obj->item_type != ITEM_WEAPON || obj->value[0] != WEAPON_SWORD)
{
send_to_char("You can only bless a sword for divine empowerment.\n\r",ch);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_AVENGER))
{
send_to_char("It is already empowered by holy blessing.\n\r",ch);
return;
}
/*
for (obj_check = object_list; obj_check != NULL; obj_check = obj_check->next)
{
if (obj_check->pIndexData->vnum == OBJ_VNUM_AVENGER
&& !str_cmp(obj_check->owner,ch->name) )
found = TRUE;
}
if (found)
{
send_to_char("You already have a blessed weapon in existence.\n\r",ch);
return;
}
*/
if (IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS))
two_hands = TRUE;
fail = 275;
fail -= ch->pcdata->learned[sn];
fail -= 3 * ch->level;
if (IS_SET(obj->extra_flags,ITEM_EVIL))
fail += 200;
if (IS_SET(obj->extra_flags,ITEM_BLESS))
fail -= 20;
if (IS_SET(obj->extra_flags,ITEM_GLOW))
fail -= 10;
fail -= ( (obj->value[2] + 1) * obj->value[1]/2);
result = number_percent();
if (result < (fail/3))
{
act("$p flares blindingly... and vaporises!",ch,obj,0,TO_ROOM);
act("$p flares blindingly... and vaporises!",ch,obj,0,TO_CHAR);
extract_obj(obj);
return;
}
if (result < fail)
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
act("$p flares blindingly and a divine power seems to flow into it!",ch,obj,0,TO_CHAR);
act("$p flares a brilliant white and appears more perfect!",ch,obj,0,TO_ROOM);
if (level < 42)
{
number = 5; dice = 9;
}
else if (level < 44)
{
number = 5; dice = 9;
}
else if (level < 46)
{
number = 5; dice = 9;
}
else if (level < 47)
{
number = 13; dice = 3;
}
else if (level < 48)
{
number = 6; dice = 8;
}
else if (level < 49)
{
number = 8; dice = 6;
}
else if (level < 50)
{
number = 8; dice = 6;
}
else
{
number = 6; dice = 9;
}
dam_bonus = ch->level/8;
hit_bonus = ch->level/8;
avenger = create_object(get_obj_index(OBJ_VNUM_AVENGER),0);
avenger->value[1] = number;
avenger->value[2] = dice;
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = -1;
af.bitvector = 0;
af.location = APPLY_HITROLL;
af.modifier = dam_bonus;
affect_to_obj(avenger,&af);
af.location = APPLY_DAMROLL;
af.modifier = hit_bonus;
affect_to_obj(avenger,&af);
type_name = "Peacekeeper";
switch(number_range(0,2))
{
case (0): type_name = "Peacekeeper"; break;
case (1): type_name = "Lightbringer"; break;
case (2): type_name = "Shadowbane"; break;
}
if (two_hands)
sprintf(buf,"a claymore named '%s'",type_name);
else
sprintf(buf,"a longsword named '%s'",type_name);
free_string(avenger->short_descr);
avenger->short_descr = str_dup(buf);
if (!str_cmp(type_name,"Peacekeeper"))
{
af.location = APPLY_AC;
af.modifier = -20;
affect_to_obj(avenger,&af);
}
if (!str_cmp(type_name,"Lightbringer"))
{
af.location = APPLY_HIT;
af.modifier = 25;
affect_to_obj(avenger,&af);
SET_BIT(avenger->value[4], WEAPON_LIGHTBRINGER);
}
if (!str_cmp(type_name,"Shadowbane"))
SET_BIT(avenger->value[4], WEAPON_SHADOWBANE);
sprintf(buf,"%s",ch->name);
avenger->owner = str_dup(buf);
obj_to_char(avenger,ch);
extract_obj(obj);
return;
}
void spell_revolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *charmie;
CHAR_DATA *charmie_next;
char buf[MAX_STRING_LENGTH];
if (clan_down(ch,CLAN_OUTLAW))
return;
for (charmie = ch->in_room->people; charmie != NULL; charmie = charmie_next)
{
charmie_next = charmie->next_in_room;
if (!IS_AFFECTED(charmie,AFF_CHARM) || charmie->leader != victim
|| saves_spell(level,victim,DAM_OTHER) )
continue;
act("$n suddenly looks very angry.",charmie,0,0,TO_ROOM);
act("You suddenly feel incited by $n's words and turn on your master!",charmie,0,ch,TO_CHAR);
sprintf(buf,"I refuse to follow a tyrannt like you, %s!",victim->name);
do_gtell(charmie,buf);
REMOVE_BIT(charmie->affected_by,AFF_CHARM);
do_follow(charmie,"self");
sprintf(buf,"Help! %s is revolting!", IS_NPC(charmie) ? charmie->short_descr : charmie->name);
do_myell(victim, buf);
charmie->fighting = victim;
multi_hit(charmie, victim,-1);
}
return;
}
void spell_team_spirit(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int amount;
if (clan_down(ch,CLAN_ARCANA))
return;
if (victim == ch)
{
send_to_char("That isn't possible with yourself.\n\r",ch);
return;
}
if (victim->clan != CLAN_ARCANA)
{
send_to_char("You can only team up with Clan Arcana members.\n\r",ch);
return;
}
amount = dice(4,5) + level/2;
if (ch->level > (victim->level + 30))
amount *= 3;
else if (ch->level > (victim->level + 20))
amount *= 8/3;
else if (ch->level > (victim->level + 10))
amount *= 2;
else
amount *= 4/3;
amount = dice(ch->level,2)*(3/2);
damage_old(ch,ch,60,sn,DAM_ENERGY,TRUE);
victim->mana = UMIN(victim->mana + amount, victim->max_mana);
send_to_char("You feel energy surge through you!\n\r",victim);
return;
}
void spell_greater_golem(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *golem;
AFFECT_DATA af;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You aren't up to fashioning another golem yet.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_G_GOLEM) )
{
send_to_char("You already have a golem under your command.\n\r",ch);
return;
}
}
af.where = TO_AFFECTS;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = 35;
af.bitvector = 0;
af.type = sn;
affect_to_char(ch,&af);
act("$n fashions an iron golem!",ch,0,0,TO_ROOM);
send_to_char("You fashion an iron golem to serve you!\n\r",ch);
golem = create_mobile(get_mob_index(MOB_VNUM_G_GOLEM) );
golem->level = ch->level;
golem->damroll = (5 + 2*level/3);
golem->max_hit = level*level;
golem->hit = golem->max_hit;
golem->max_move = ch->max_move;
golem->move = golem->max_move;
char_to_room(golem,ch->in_room);
add_follower(golem, ch);
golem->leader = ch;
SET_BIT(golem->affected_by, AFF_CHARM);
return;
}
void spell_safety(int sn,int level, CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *gch;
CHAR_DATA *gch_next;
ROOM_INDEX_DATA *pRoomIndex;
if (clan_down(ch,CLAN_LIFE))
return;
pRoomIndex = get_room_index(ch->temple);
if (pRoomIndex == NULL)
pRoomIndex = get_room_index(TEMPLE_MIDGAARD);
for (gch = ch->in_room->people; gch != NULL; gch = gch_next)
{
gch_next = gch->next_in_room;
if (IS_NPC(gch))
continue;
if (!is_same_group(ch,gch))
continue;
if (IS_SET(gch->in_room->room_flags,ROOM_NO_RECALL) ||
IS_AFFECTED(gch,AFF_CURSE)
|| (ch->in_room->clan != 0
&& ch->clan != ch->in_room->clan))
{
send_to_char("Spell failed.\n\r",gch);
}
else
act("$n suddenly vanishes!",gch,0,0,TO_ROOM);
}
for (gch = ch->in_room->people; gch != NULL; gch = gch_next)
{
gch_next = gch->next_in_room;
if (!is_same_group(ch,gch))
continue;
if (IS_SET(gch->in_room->room_flags,ROOM_NO_RECALL) ||
IS_AFFECTED(gch,AFF_CURSE))
continue;
if (gch->fighting != NULL)
stop_fighting(gch,TRUE);
char_from_room(gch);
char_to_room(gch,pRoomIndex);
act("$n suddenly appears in the room.",gch,0,0,TO_ROOM);
do_look(gch,"auto");
}
ch->move /=2;
return;
}
/* some extra skills */
void spell_life_line(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (clan_down(ch,CLAN_LIFE))
return;
if (victim == ch && ch->life_lined == NULL)
{
send_to_char("Create a life line to who?\n\r",ch);
return;
}
if (victim == ch)
{
victim = ch->life_lined;
if ( victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_GATE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| ch->in_room->guild != 0
|| victim->in_room->guild != 0
|| (victim->in_room->clan != 0 && victim->in_room->clan != ch->clan)
|| 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))
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
if (!is_affected(ch,sn) && number_percent() < 50)
{
act("You try to travel the life line to $N but fail.\n\r",ch,0,victim,TO_CHAR);
return;
}
if (is_affected(ch,gsn_camouflage))
{
affect_strip(ch,gsn_camouflage);
act("$n steps out from $s cover.",ch,0,0,TO_ROOM);
send_to_char("You step out from your cover.\n\r",ch);
}
act("You ride your lifeline to $N!",ch,0,victim,TO_CHAR);
act("$n shimmers in a halo of blue light and disappears!",ch,0,0,TO_ROOM);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("A blue light shimmers beside $N and $n steps forth from it!",ch,0,victim,TO_NOTVICT);
act("A blue light shimmers beside you and $n steps forth from it!",ch,0,victim,TO_VICT);
do_look(ch,"auto");
return;
}
if (IS_NPC(victim))
{
send_to_char("You can't create a life line to them.\n\r",ch);
return;
}
if (ch->life_lined != NULL && ch->life_lined != victim)
{
send_to_char("You suddenly feel a cold chill pass over you.\n\r",ch->life_lined);
act("You break your life line to $N.",ch,0,ch->life_lined,TO_CHAR);
}
else if (ch->life_lined != NULL)
{
act("You renew your life line to $N.",ch,0,ch->life_lined,TO_CHAR);
}
else
{
act("You build a life line to $N.",ch,0,victim,TO_CHAR);
send_to_char("You feel a strange sensation and a warm feeling goes through you.\n\r",victim);
}
ch->life_lined = victim;
affect_strip(ch,sn);
af.where = TO_AFFECTS;
af.type = sn;
af.modifier = 0;
af.duration = ch->level;
af.location = 0;
af.bitvector = 0;
af.level = level;
affect_to_char(ch,&af);
return;
}
void spell_decoy(int sn,int level, CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *decoy;
int num,count;
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA *) vo;
char buf[MAX_INPUT_LENGTH];
if (clan_down(ch,CLAN_OUTLAW))
return;
if (is_affected(ch,sn))
{
send_to_char("The Godfather has not yet prepared more decoys for you yet.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("They don't need decoys to elude the law.\n\r",ch);
return;
}
if (victim->morph_form[0] != 0)
{
send_to_char("The Godfather can't figure out just who it is you're trying to decoy.\n\r",ch);
return;
}
num = number_range(2,5);
for (count = 0; count < num; count++)
{
decoy = create_mobile(get_mob_index(MOB_VNUM_DECOY));
sprintf(buf,"%s is here.\n\r",victim->name);
free_string(decoy->long_descr);
decoy->long_descr = str_dup(buf);
sprintf(buf,"%s", victim->name);
free_string(decoy->name);
decoy->name = str_dup(buf);
free_string(decoy->short_descr);
decoy->short_descr = str_dup(buf);
decoy->max_hit = 1;
decoy->hit = 1;
decoy->master = victim;
char_to_room(decoy,victim->in_room);
}
send_to_char("You feel a little disoriented as images of you appear all around!\n\r",victim);
act("Suddenly there are more of $n all around!",victim,0,0,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.modifier = 0;
af.duration = 4;
af.bitvector = 0;
af.location = 0;
affect_to_char(ch,&af);
return;
}
void spell_protectorate_plate(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *plate;
AFFECT_DATA af;
int mod;
plate = create_object(get_obj_index(OBJ_VNUM_PROTECTORATE),0);
plate->level = ch->level;
plate->timer = 48;
mod = (2 + ch->level/10);
if (mod > 6) mod = 6;
af.where = TO_OBJECT;
af.type = sn;
af.duration = -1;
af.bitvector = 0;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = mod;
affect_to_obj(plate,&af);
af.location = APPLY_DAMROLL;
affect_to_obj(plate,&af);
af.location = APPLY_HIT;
af.modifier = URANGE(20,2*ch->level,75);
affect_to_obj(plate,&af);
af.location = APPLY_STR;
af.modifier = 1;
affect_to_obj(plate,&af);
af.location = APPLY_WIS;
affect_to_obj(plate,&af);
if (ch->level > 35)
SET_BIT(plate->extra_flags, ITEM_HUM);
if (ch->level > 40)
SET_BIT(plate->extra_flags, ITEM_GLOW);
obj_to_char(plate,ch);
act("$n creates $p!",ch,plate,0,TO_ROOM);
act("You create $p!",ch,plate,0,TO_CHAR);
return;
}
void spell_nightwalk(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
ROOM_INDEX_DATA *pRoomIndex;
int chance;
pRoomIndex = get_room_index(ROOM_VNUM_NIGHTWALK);
chance = (level + 30);
if (number_percent() > chance
|| pRoomIndex == NULL)
{
send_to_char("You fail to enter the planes of night.\n\r",ch);
return;
}
act("$n is surrounded in shadows and disappears!.",ch,0,0,TO_ROOM);
send_to_char("You overcome your ties to the material plane and step into the shadow world.\n\r",ch);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
act("$n fades into existence.",ch,0,0,TO_ROOM);
do_look(ch,"auto");
return;
}
void spell_alarm(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
ROOM_INDEX_DATA *pRoomIndex;
char buf[MAX_STRING_LENGTH];
pRoomIndex = ch->in_room;
if (pRoomIndex->clan != 0
&& pRoomIndex->clan != ch->clan)
{
send_to_char("You can't place alarms in an enemy Clan.\n\r",ch);
return;
}
if (IS_SET(pRoomIndex->room_flags,ROOM_NO_ALARM))
{
send_to_char("Your spell fizzles and dies.\n\r",ch);
act("$n's spell fizzles and dies.",ch,0,0,TO_ROOM);
return;
}
if (ch->alarm != NULL && ch->alarm == ch->in_room)
{
send_to_char("You already have an alarm placed here.\n\r",ch);
return;
}
else if (ch->alarm != NULL)
{
sprintf(buf,"You relocate your alarm from %s and place it here.\n\r",ch->alarm->name);
send_to_char(buf,ch);
}
else
{
send_to_char("You create a new alarm and place it within the room.\n\r",ch);
}
ch->alarm = ch->in_room;
return;
}
void spell_blade_barrier(int sn,int level,CHAR_DATA *ch,void *vo,int
target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, spins;
int chance, i;
chance = 100;
dam = dice(level, 3);
spins = number_range(2,3);
dam *= 9;
dam /= 10;
if (number_percent() > chance || victim == ch)
{
act("$n creates a whirlwind of spinning blades which turn and strike $m down!",ch,0,0,TO_ROOM);
act("Your blade barrier turns and strikes you down!",ch,0,0,TO_CHAR);
dam /= 2;
damage_old(ch,ch,dam,sn,DAM_SLASH,TRUE);
for (i = 0; i < spins; i++)
{
if (ch->ghost > 0)
return;
if (saves_spell(level,ch,DAM_SLASH))
dam /= 2;
dam *= 3;
dam /=4;
act("The blades spin and slice away at $n.",ch,0,0,TO_ROOM);
act("The blades spin and slice away at you.",ch,0,0,TO_CHAR);
damage_old(ch,ch,dam,sn,DAM_SLASH,TRUE);
}
}
else
{
act("You create a whirlwind of spinning blades to strike down $N!",ch,0,victim,TO_CHAR);
act("$n creates a deadly blade barrier that tears into $N!",ch,0,victim,TO_NOTVICT);
act("$n creates a deadly blade barrier that tears into you!",ch,0,victim,TO_VICT);
damage_old(ch,victim,dam,sn,DAM_SLASH,TRUE);
for (i = 0; i < spins; i++)
{
if (victim->ghost > 0 || (victim->in_room != ch->in_room))
return;
if (saves_spell(level,victim,DAM_SLASH))
dam /= 2;
dam *= 3;
dam /=4;
act("The blades spin and slice away at $n.",victim,0,0,TO_ROOM);
act("The blades spin and slice away at you.",victim,0,0,TO_CHAR);
if (victim->ghost > 0)
return;
damage_old(ch,victim,dam,sn,DAM_SLASH,TRUE);
}
}
act("The blade barrier fades away.",ch,0,0,TO_ROOM);
act("Your blade barrier fades away.",ch,0,0,TO_CHAR);
return;
}
void spell_holy_fire(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int chance, dam_mod;
chance = 100;
dam_mod = 10;
if (IS_GOOD(ch) && IS_GOOD(victim))
{
dam_mod = 5;
chance = 0;
}
else if (IS_EVIL(ch))
{
dam_mod = 7;
chance = 0;
}
else if (IS_GOOD(ch) && IS_NEUTRAL(victim))
dam_mod = 8;
else if (IS_NEUTRAL(ch))
{
dam_mod = 6;
chance = 70;
}
dam = dice(level, 7);
if (number_percent() > chance)
{
act("$n's heavenly fire turns on $m!",ch,0,0,TO_ROOM);
act("Your heavenly fire turns on you for your sins!",ch,0,0,TO_CHAR);
dam *= dam_mod;
dam /= 10;
if (saves_spell(level,ch,DAM_HOLY))
dam /= 2;
damage_old(ch,ch,dam,sn,DAM_HOLY,TRUE);
return;
}
act("$n calls down fire from the heavens!",ch,0,0,TO_ROOM);
act("You call down fire from the heavens!",ch,0,0,TO_CHAR);
dam *= dam_mod;
dam /= 10;
damage_old(ch,victim,dam,sn,DAM_HOLY,TRUE);
return;
}
void spell_badge(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *plate;
AFFECT_DATA af;
int mod;
if (clan_down(ch,CLAN_OUTLAW))
return;
plate = create_object(get_obj_index(OBJ_VNUM_BADGE),0);
plate->level = ch->level;
plate->timer = 45;
mod = (2 + ch->level/20);
if (mod > 4) mod = 4;
af.where = TO_OBJECT;
af.type = sn;
af.duration = -1;
af.bitvector = 0;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = mod;
affect_to_obj(plate,&af);
af.location = APPLY_DAMROLL;
affect_to_obj(plate,&af);
af.location = APPLY_HIT;
af.modifier = URANGE(20,2*ch->level,75);
affect_to_obj(plate,&af);
af.location = APPLY_STR;
af.modifier = 1;
affect_to_obj(plate,&af);
af.location = APPLY_WIS;
affect_to_obj(plate,&af);
if (ch->level > 35)
SET_BIT(plate->extra_flags, ITEM_HUM);
if (ch->level > 40)
SET_BIT(plate->extra_flags, ITEM_GLOW);
obj_to_char(plate,ch);
act("$n creates $p!",ch,plate,0,TO_ROOM);
act("You create $p!",ch,plate,0,TO_CHAR);
return;
}
void spell_talk_to_dead(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *corpse;
char *obj_name;
char buf[MAX_STRING_LENGTH];
if (target_name[0] == '\0')
{
send_to_char("Attempt to commune with which corpse?\n\r",ch);
return;
}
obj_name = str_dup(target_name);
corpse = get_obj_here(ch,obj_name);
if (corpse == NULL)
{
send_to_char("You can't find that here.\n\r",ch);
return;
}
if ( (corpse->item_type != ITEM_CORPSE_PC) && (corpse->item_type != ITEM_CORPSE_NPC))
{
send_to_char("That object is not a corpse you can commune with.\n\r",ch);
return;
}
if (IS_SET(corpse->extra_flags,CORPSE_NO_ANIMATE))
{
act("$p shudders slightly and a soft moan reaches your ears before it goes silent.",ch,corpse,0,TO_CHAR);
return;
}
act("You draw back the spirit of the fallen and $p speaks briefly to you.",ch,corpse,0,TO_CHAR);
sprintf(buf,"The spirit tells you 'I was slain by %s, now allow me my peace.'\n\r",corpse->talked);
send_to_char(buf,ch);
act("A faint glow surrounds $p and then fades away.",ch,corpse,0,TO_ROOM);
return;
}
void spell_trace(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *pRoomIndex;
if (target_name[0] == '\0')
{
send_to_char("Attempt to trace which criminal?\n\r",ch);
return;
}
victim = get_char_world(ch,target_name);
if (victim == NULL)
{
send_to_char("The enforcer patrols can't trace that person anywhere.\n\r",ch);
return;
}
if (saves_spell(level + 5,victim,DAM_OTHER))
{
send_to_char("The enforcer patrols can't trace that person anywhere.\n\r",ch);
return;
}
if (IS_NPC(victim) && victim->pIndexData->vnum != MOB_VNUM_DECOY)
{
send_to_char("That person is not wanted and has not been reported by enforcer patrols.\n\r",ch);
return;
}
if (!IS_NPC(victim) && (!IS_SET(victim->act, PLR_CRIMINAL)))
{
send_to_char("That person is not wanted and has not been reported by enforcer patrols.\n\r",ch);
return;
}
pRoomIndex = ch->in_room;
ch->in_room=victim->in_room;
do_look(ch,"auto");
ch->in_room=pRoomIndex;
return;
}
/* New energy drain spell due to anti-paladin's always complaining how
useless the old one was.
-Ceran
*/
void spell_energy_drain(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int type;
int amount, amounthp;
AFFECT_DATA af;
if (victim == ch)
{
send_to_char("You can't drain your own life force.\n\r",ch);
return;
}
switch(number_range(0,3))
{
default: type = 1; amount = dice(level,3); break;
case (0): case (1): /* HP */
type = 1; amount = dice(level,2); break;
case (2): /* move */
type = 2; amount = dice(level,2); break;
case (3): /* mana */
type = 3; amount = dice(level,2); break;
}
amounthp = dice(level,2);
send_to_char("You feel an icy hand brush against your soul.\n\r",victim);
if (saves_spell(level,victim,DAM_NEGATIVE))
{
act("$n turns pale and shivers briefly.",victim,0,0,TO_ROOM);
damage_old(ch,victim,amounthp,sn,DAM_NEGATIVE,TRUE);
return;
}
act("$n gets a horrible look of pain in $s face and shudders in shock.",victim,0,0,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/2;
af.bitvector = 0;
switch(type)
{
default:
case (1):
act("You drain $N's vitality with vampiric magic.",ch,0,victim,TO_CHAR);
send_to_char("You feel your body being mercilessly drained.\n\r",victim);
ch->hit = URANGE(0, ch->hit + amount/3, ch->max_hit);
af.location = APPLY_STR;
af.modifier = -2;
if (!is_affected(victim,sn))
{
affect_to_char(victim,&af);
af.location = APPLY_CON;
af.modifier = -3;
affect_to_char(victim,&af);
}
break;
case (2):
send_to_char("Your energy draining invigorates you!\n\r",ch);
victim->move = URANGE(0,victim->move - amount, victim->max_move);
ch->move = URANGE(0,ch->move + amount/2, ch->max_move);
send_to_char("You feel tired and weakened.\n\r",victim);
af.location = APPLY_DEX;
af.modifier = -2;
if (!is_affected(victim,sn))
{
affect_to_char(victim,&af);
af.location = APPLY_STR;
af.modifier = -1;
af.location = APPLY_MOVE;
af.modifier = -amount/2;
affect_to_char(victim,&af);
}
break;
case (3):
victim->mana = URANGE(0,victim->mana - amount,victim->max_mana);
send_to_char("Your draining sends warm energy through you!\n\r",ch);
ch->mana = URANGE(0,ch->mana + amount/3, ch->max_mana);
send_to_char("You feel part of your mind being savagely drained.\n\r",victim);
if (!is_affected(victim,sn))
{
af.location = APPLY_INT;
af.modifier = -3;
affect_to_char(victim,&af);
af.location = APPLY_WIS;
af.modifier = -2;
affect_to_char(victim,&af);
}
break;
}
damage_old(ch,victim,amount + amounthp,sn,DAM_NEGATIVE,TRUE);
return;
}
void spell_dark_shield(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,sn))
{
if (victim == ch)
send_to_char("You are already surrounded by a dark shield.\n\r",ch);
else
send_to_char("They are already surrounded by a dark shield.\n\r",ch);
return;
}
if (IS_GOOD(victim))
{
act("$N is too pure for such a spell.",ch,0,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = (IS_EVIL(victim) ? level : level/2);
af.modifier = (IS_EVIL(victim) ? -level : -(level/2));
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char(victim,&af);
af.location = APPLY_SAVING_SPELL;
af.modifier = (IS_EVIL(victim) ? -4: -2);
affect_to_char(victim,&af);
act("$n is surrounded by a darkened shield.",victim,0,0,TO_ROOM);
send_to_char("You are surrounded by a darkened shield.\n\r",victim);
return;
}
bool check_spellcraft(CHAR_DATA *ch,int sn)
{
OBJ_DATA *ring;
int chance;
OBJ_DATA *symbol;
chance = get_skill(ch,gsn_spellcraft);
if (chance == 0
|| ch->level < skill_table[gsn_spellcraft].skill_level[ch->class])
return FALSE;
symbol = get_eq_char(ch,WEAR_HOLD);
if (symbol != NULL
&& symbol->pIndexData->vnum == 14739)
chance += 15;
chance /= 5;
if (sn == skill_lookup("windwall")
|| sn == skill_lookup("tsunami"))
chance = 0;
if (sn == skill_lookup("fireball")
|| sn == skill_lookup("iceball")
|| sn == skill_lookup("cone of cold"))
chance -= 12;
if (sn == skill_lookup("acid blast")
|| sn == skill_lookup("concatenate"))
chance -= 10;
if (sn == skill_lookup("magic missle")
|| sn == skill_lookup("chill touch")
|| sn == skill_lookup("firestream")
|| sn == skill_lookup("color spray"))
chance += 10;
if (sn == skill_lookup("fire and ice"))
chance -= 6;
if (sn == skill_lookup("earthmaw"))
chance -= 11;
ring = get_eq_char(ch,WEAR_FINGER_L);
if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1)
chance += 2;
else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2)
chance += 5;
ring = get_eq_char(ch,WEAR_FINGER_R);
if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1)
chance += 2;
else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2)
chance += 5;
if (number_percent() > chance)
{
check_improve(ch,gsn_spellcraft,FALSE,6);
return FALSE;
}
check_improve(ch,gsn_spellcraft,TRUE,6);
if (IS_IMMORTAL(ch))
send_to_char("Spellcraft boost now!\n\r",ch);
return TRUE;
}
/*
Booster function finds the spellcraft damage..higher average damage and
much higher min. Max is same per spell though
*/
int spellcraft_dam(int num,int die)
{
int dam;
if (num == 0 || die == 0)
return 0;
if (die == 1)
return num;
else if (die == 2)
return (num*2);
else if (die == 3)
return (num * number_range(2,3));
dam = (num*die)/2;
dam += dice(num/2,die);
return dam;
}
/* This is one weird spell... (Ceran)*/
void spell_animate_object(int sn,int level, CHAR_DATA *ch,void *vo, int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
CHAR_DATA *mob;
CHAR_DATA *check;
int hp = 1, damroll = 1, move = 1;
int ilevel, type, chance, ac, acm;
char buf[MAX_STRING_LENGTH];
bool found = FALSE;
for (check = char_list; check != NULL; check = check->next)
{
if (!IS_NPC(check) || check->master != ch)
continue;
if (check->pIndexData->vnum == MOB_VNUM_ARMOR
|| check->pIndexData->vnum == MOB_VNUM_WEAPON
|| check->pIndexData->vnum == MOB_VNUM_KEY)
found = TRUE;
if (found)
break;
}
if (found)
{
send_to_char("You already have an animated object following you.\n\r",ch);
return;
}
if (obj->wear_loc != WEAR_NONE)
{
send_to_char("You can only animate objects you are carrying.\n\r",ch);
return;
}
ilevel = obj->level;
if (obj->pIndexData->limtotal > 0)
level += (25/obj->pIndexData->limtotal);
type = obj->item_type;
if (type != ITEM_WEAPON
&& type != ITEM_ARMOR
&& type != ITEM_KEY
&& type != ITEM_FURNITURE)
{
send_to_char("You can't animate that kind of object.\n\r",ch);
return;
}
if (type == ITEM_ARMOR
&& (!IS_SET(obj->wear_flags,ITEM_WEAR_BODY)
&& !IS_SET(obj->wear_flags,ITEM_WEAR_HANDS)
&& !IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD) ) )
{
send_to_char("You can only animate armor that is body, hands, or shields.\n\r",ch);
return;
}
chance = ch->pcdata->learned[sn];
chance = URANGE(2, chance + (level - ilevel)*3, 95);
if (number_percent() > chance)
{
act("$p shudders for a moment then flares up and vaporises!",ch,obj,0,TO_ROOM);
act("$p shudders for a moment then flares up and vaporises!",ch,obj,0,TO_CHAR);
extract_obj(obj);
return;
}
if (type == ITEM_ARMOR || type == ITEM_FURNITURE)
mob = create_mobile(get_mob_index(MOB_VNUM_ARMOR));
else if (type == ITEM_WEAPON)
mob = create_mobile(get_mob_index(MOB_VNUM_WEAPON));
else
mob = create_mobile(get_mob_index(MOB_VNUM_KEY));
free_string(mob->short_descr);
mob->short_descr = str_dup(obj->short_descr);
free_string(mob->name);
mob->name = str_dup(obj->name);
sprintf(buf,"%s is here awaiting it's orders.\n\r",capitalize(mob->short_descr));
free_string(mob->long_descr);
mob->long_descr = str_dup(buf);
mob->level = ilevel;
if (type == ITEM_ARMOR)
{
hp = (50*ilevel);
ac = (50 - 5*ilevel);
move = ilevel*10;
acm = (-ilevel*2);
damroll = ilevel/3;
if (IS_SET(obj->wear_flags,ITEM_WEAR_BODY))
SET_BIT(mob->off_flags,OFF_BASH);
if (IS_SET(obj->wear_flags,ITEM_WEAR_HANDS)
|| IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD))
SET_BIT(mob->off_flags,OFF_PARRY);
}
else if (type == ITEM_FURNITURE)
{
hp = (40*ilevel);
ac = (100 - 4*ilevel);
move = ilevel;
acm = -(ilevel);
damroll = ilevel/4;
SET_BIT(mob->off_flags,OFF_BASH);
}
else if (type == ITEM_KEY)
{
hp = ilevel;
ac = 100;
move = 400;
acm = 100;
damroll = 0;
}
else
{
hp = ilevel*25;
ac = 100 - (4*ilevel);
acm = 100 - (4*ilevel);
move = ilevel*3;
damroll = (ilevel);
}
mob->max_move = move;
mob->move = move;
mob->damroll = damroll;
mob->max_hit = hp;
mob->hit = hp;
SET_BIT(mob->affected_by,AFF_CHARM);
char_to_room(mob,ch->in_room);
act("$p shudders and slowly rises into the air to follow $n!",ch,obj,0,TO_ROOM);
act("$p shudders for a moment then slowly rises up beside you!",ch,obj,0,TO_CHAR);
act("$N now follows you.",ch,0,mob,TO_CHAR);
extract_obj(obj);
mob->leader = ch;
mob->master = ch;
return;
}
void spell_deathspell(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int klevel, dam, bonus;
char buf[MAX_STRING_LENGTH];
klevel = level - 7;
act("$n utters a word of power and the negative energy explodes in the room!",ch,0,0,TO_ROOM);
send_to_char("You utter a word of power and negative energy explodes into the room!\n\r",ch);
bonus = 0;
dam = dice(klevel,4);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next= vch->next_in_room;
if (is_safe(ch,vch))
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if (vch->level > klevel
|| IS_SET(vch->act,ACT_UNDEAD)
|| IS_SET(vch->imm_flags,IMM_NEGATIVE))
{
act("$n is unaffected by the negative energy field.",vch,0,0,TO_ROOM);
act("You are unaffected by the negative energy field.",vch,0,0,TO_CHAR);
}
else if (vch == ch)
bonus = 6;
else
bonus = 0;
if (saves_spell(klevel - bonus, vch, DAM_NEGATIVE)
|| saves_spell(klevel,vch,DAM_NEGATIVE))
{
if (saves_spell(level - bonus, vch, DAM_NEGATIVE))
damage_old(ch,vch,dam/2,sn,DAM_NEGATIVE,TRUE);
else
damage_old(ch,vch,dam,sn,DAM_NEGATIVE,TRUE);
}
else
{
act("$n gets a horrible look in $s eye's then keels over dead!",vch,0,0,TO_ROOM);
send_to_char("You feel your an intense pain in your head as the energy ruptures your skull!\n\r",vch);
raw_kill(ch,vch);
}
}
return;
}
void spell_lifebane(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int sn_poison, sn_curse, sn_weaken;
int dam, tmp_dam;
bool inside = FALSE;
sn_poison = skill_lookup("poison");
sn_curse = skill_lookup("curse");
sn_weaken = skill_lookup("weaken");
if (IS_SET(ch->in_room->room_flags,ROOM_INDOORS)
|| ch->in_room->sector_type == SECT_INSIDE)
inside = TRUE;
dam = dice(level,4);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe(ch,vch)) continue;
if (!(inside) && is_same_group(ch,vch)) continue;
tmp_dam = dam;
if (vch == ch)
tmp_dam /= 2;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch!= ch)
do_myell(vch,buf);
}
if (saves_spell(level,vch,DAM_NEGATIVE))
damage_old(ch,vch,dam/2,sn,DAM_NEGATIVE,TRUE);
else
damage_old(ch,vch,dam,sn,DAM_NEGATIVE,TRUE);
spell_poison(sn_poison,level - 5,ch,vch,target);
spell_weaken(sn_weaken,level - 5,ch,vch,target);
spell_curse(sn_curse,level - 8, ch,vch,target);
}
return;
}
void spell_curse_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
AFFECT_DATA af;
int result, fail, mod2;
int hit_bonus, dam_bonus, added;
bool hit_found = FALSE, dam_found = FALSE;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char("That isn't a weapon.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("You must be carrying the weapon to curse it.\n\r",ch);
return;
}
/* this means they have no bonus */
hit_bonus = 0;
dam_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
/* apply other modifiers */
fail -= 3 * level/2;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail += 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail += 10;
fail = URANGE(5,fail,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 2)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p is surrounded in a sickly red aura, then fades.",ch,obj,NULL,TO_CHAR);
act("$p is surroudned in a sickly red aura, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
REMOVE_BIT(obj->extra_flags, ITEM_HUM);
REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
af.type = sn;
af.where = TO_OBJECT;
af.modifier = -1;
af.duration = -1;
af.bitvector = 0;
af.level = level;
mod2 = number_range(0,6);
if (mod2 == 0)
af.location = APPLY_STR;
else if (mod2 == 1)
af.location = APPLY_DEX;
else if (mod2 == 2)
af.location = APPLY_CON;
else if (mod2 == 3)
af.location = APPLY_INT;
else if (mod2 == 4)
af.location = APPLY_WIS;
else if (mod2 == 5)
{
af.modifier = -(number_range(5,20));
af.location = APPLY_HIT;
}
else
{
af.location = APPLY_MANA;
af.modifier = -(number_range(5,20));
}
if (result <= (100 - level/5)) /* success! */
{
act("$p glows with a sickly green aura.",ch,obj,NULL,TO_CHAR);
act("$p glows with a sickly green aura.",ch,obj,NULL,TO_ROOM);
if (number_percent() < 20)
affect_to_obj(obj,&af);
added = -1;
}
else /* exceptional enchant */
{
act("$p burns a fierce red!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
affect_to_obj(obj,&af);
SET_BIT(obj->extra_flags,ITEM_NOREMOVE);
added = -2;
}
if ( (result = number_percent()) <= 25 && IS_SET(obj->extra_flags,ITEM_HUM) )
{
REMOVE_BIT(obj->extra_flags,ITEM_HUM);
REMOVE_BIT(obj->extra_flags,ITEM_GLOW);
}
if ( (result = number_percent()) <= 25 && IS_SET(obj->extra_flags,ITEM_GLOW) )
REMOVE_BIT(obj->extra_flags,ITEM_GLOW);
/* now add the enchantments */
if (obj->level < LEVEL_HERO - 1)
obj->level = UMIN(LEVEL_HERO - 1,obj->level - 1);
if (dam_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_DAMROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if (hit_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_HITROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
void spell_globe_of_darkness(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
int chance;
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You are not yet able to call upon your power of the darkness.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 8;
af.location = 0;
af.modifier = 0;
af.bitvector = 0;
chance = ch->level;
chance *= get_skill(ch,sn);
chance /= 100;
if (IS_SET(ch->in_room->room_flags,ROOM_DARK))
chance += 15;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_CONSECRATE))
chance += 5;
if (IS_SET(ch->in_room->room_flags,ROOM_CONSECRATED))
chance -= 15;
if (IS_SET(ch->in_room->room_flags,ROOM_LAW))
chance = 0;
if (IS_SET(ch->in_room->room_flags,ROOM_LOW_ONLY))
chance = 0;
if (IS_SET(ch->in_room->extra_room_flags,ROOM_GLOBE_DARKNESS))
{
send_to_char("This room is already shrouded in a globe of darkness.\n\r",ch);
return;
}
if (number_percent() > chance)
{
send_to_char("Night shrouds the room briefly but it disperses.\n\r",ch);
act("Shadows and darkness briefly shroud the room but then disperse.",ch,0,0,TO_ROOM);
affect_to_char(ch,&af);
return;
}
act("$n utters a word of drow power and the room becomes as black as darkest night.",ch,0,0,TO_ROOM);
send_to_char("You utter a word of drow power and darkness enshrouds the room!\n\r",ch);
SET_BIT(ch->in_room->extra_room_flags,ROOM_GLOBE_DARKNESS);
af.duration = 24;
affect_to_char(ch,&af);
return;
}
/* Green tower obj progs */
/* sceptre of heavens...say 'i am the wrath of god' */
void spell_heavenly_sceptre_frenzy(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn) || (!IS_GOOD(ch) && !IS_EVIL(ch)))
{
act("$n's sceptre hums softly but nothing seems to happen.",ch,0,0,TO_ROOM);
act("Your sceptre hums softly but nothing seems to happen.",ch,0,0,TO_CHAR);
return;
}
af.type = sn;
af.where = TO_AFFECTS;
af.duration = 10;
af.modifier = ch->level/7;
af.location = APPLY_DAMROLL;
af.bitvector = 0;
af.level = level;
affect_to_char(ch,&af);
af.location = APPLY_HITROLL;
affect_to_char(ch,&af);
if (ch->level > 40)
af.location = APPLY_SAVING_SPELL;
af.modifier = -ch->level/10;
if (IS_GOOD(ch))
{
act("$n's sceptre glows white and a look of righteous anger in $s eyes.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre glows white and you feel a surge of righteous anger!\n\r",ch);
}
else if (IS_EVIL(ch))
{
act("$n's sceptre darkens and a look of righteous anger enters $s eyes.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre darkens and you feel a surge of righteous anger!\n\r",ch);
}
return;
}
/* sceptre of heavens, say 'Feel the force of god' */
void spell_heavenly_sceptre_fire(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
OBJ_DATA *sceptre = NULL;
int dam;
CHAR_DATA *victim;
victim = ch->fighting;
if (is_affected(ch,sn) || victim == NULL || ch->level < 30)
{
act("$n's sceptre hums softly but nothing seems to happen.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre hums softly but nothing seems to happen.\n\r",ch);
WAIT_STATE(ch,12);
return;
}
dam = dice(15,20);
if (saves_spell(ch->level,victim,DAM_HOLY))
dam /= 2;
if (saves_spell(65,victim,DAM_OTHER))
dam /= 2;
damage_old(ch,victim, dam,sn,DAM_HOLY,TRUE);
if (IS_NPC(ch))
return;
if (number_percent() > ch->level * 2)
{
act("Your sceptre of heavenly orders crumbles to dust.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre of heavenly orders crumbles to dust.\n\r",ch);
extract_obj(sceptre);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.modifier = 0;
af.duration = 1;
af.location = 0;
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
return;
}
void spell_soulbind(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
CHAR_DATA *check;
if (!IS_NPC(victim))
{
send_to_char("You can't bind them to your soul.\n\r",ch);
return;
}
if ((victim->pIndexData->vnum != MOB_VNUM_ZOMBIE
&& victim->pIndexData->vnum != MOB_VNUM_MUMMY
&& victim->pIndexData->vnum != MOB_VNUM_SKELETON)
|| victim->master != ch)
{
send_to_char("You can't bind them to your soul.\n\r",ch);
return;
}
if (is_affected(victim,sn))
{
send_to_char("That zombie is already soulbound.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (!IS_NPC(check))
continue;
if (check->pIndexData->vnum == MOB_VNUM_ZOMBIE
&& check->master == ch && is_affected(check,sn))
{
send_to_char("You already have a zombie bound to your soul.\n\r",ch);
return;
}
}
af.where = TO_AFFECTS;
af.location = APPLY_DAMROLL;
af.modifier = 3;
af.duration = -1;
af.bitvector = 0;
af.level = level;
af.type = sn;
affect_to_char(victim,&af);
SET_BIT(victim->act,ACT_PET);
ch->pet = victim;
act("$N's eyes burn bright red as it's energy is bound to your soul.",ch,0,victim,TO_CHAR);
act("$N's eyes burn bright red for a moment.",ch,0,victim,TO_NOTVICT);
return;
}
void spell_lightshield( int sn, int level, CHAR_DATA *ch, void *vo, int
target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (!IS_GOOD(victim))
{
if (victim == ch)
send_to_char("You are not pure enough to receive the gift of light.\n\r",ch);
else
act("$N is not pure enough to receive the gift of light.",ch,NULL,victim,TO_CHAR);
return;
}
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = -level;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = -level/10;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a glowing afflatus of purity.\n\r", victim );
if ( ch != victim )
act("$N is surrounded by a glowing afflatus of purity.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_sunbolt(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
act("$n prays to the Gods and a beam of sunlight erupts from $s hands!",ch,0,0,TO_ROOM);
send_to_char("You pray to the Gods and a beam of sunlight erupts from your hands!\n\r",ch);
if (IS_GOOD(victim))
{
act("$n is unaffected by the blast of light.",victim,0,0,TO_ROOM);
act("You are unaffected by the blast of light.",victim,0,0,TO_CHAR);
return;
}
dam = dice(level,7);
if (IS_EVIL(victim))
dam += dice(level,3);
if (IS_SET(victim->act,ACT_UNDEAD) && number_percent() > 60)
{
act("The positive energy begins to vaporise $n!",victim,0,0,TO_ROOM);
act("The positive energy begins to vaporise you!",victim,0,0,TO_VICT);
dam += dice(level,7);
}
if ( !(saves_spell(level,victim,DAM_LIGHT)) )
{
spell_blindness(skill_lookup("blindness"), level, ch, (void *) victim, TARGET_CHAR);
}
if (saves_spell(level,victim,DAM_LIGHT))
dam /= 2;
damage_old(ch,victim,dam,sn,DAM_LIGHT,TRUE);
return;
}
void spell_frostbolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (victim == ch)
{
act("$n is blasted with a bolt of ice!",ch,0,0,TO_ROOM);
send_to_char("You are blasted by a bolt of ice!\n\r",ch);
}
else
{
act("$n points at $N and a bolt of ice flies forth!",ch,0,victim,TO_NOTVICT);
act("$n points at you and a bolt of ice flies forth!",ch,0,victim,TO_VICT);
act("You point at $N and a bolt of ice flies forth!",ch,0,victim,TO_CHAR);
}
dam = dice(level,7);
if (saves_spell(level,victim,DAM_COLD))
dam /= 2;
damage_old(ch,victim,dam,sn,DAM_COLD,TRUE);
return;
}
void spell_icelance(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (victim == ch)
{
act("$n throws out a shard of sharp ice!",ch,0,0,TO_ROOM);
send_to_char("You are struck by your shard of ice!\n\r",ch);
}
else
{
act("$n throws forth a shard of sharp ice at $N!",ch,0,victim,TO_NOTVICT);
act("$n throws forth a shard of sharp ice at you !",ch,0,victim,TO_VICT);
act("You point at $N and throw forth a shard of ice!",ch,0,victim,TO_CHAR);
}
dam = dice(level,6);
if (saves_spell(level,victim,DAM_COLD))
dam /= 2;
damage_old(ch,victim,dam,sn,DAM_COLD,TRUE);
return;
}
void spell_earthfade(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You are already melded with the ground.\n\r",ch);
return;
}
if (ch->in_room->sector_type == SECT_WATER_SWIM
|| ch->in_room->sector_type == SECT_WATER_NOSWIM
|| ch->in_room->sector_type == SECT_AIR)
{
send_to_char("There isn't enough natural earth to meld with here.\n\r",ch);
return;
}
act("$n vanishes into the ground!",ch,0,0,TO_ROOM);
send_to_char("You vanish into the ground!\n\r",ch);
af.where = TO_AFFECTS;
af.type = gsn_earthfade;
af.level = level;
af.modifier = 0;
af.bitvector = 0;
af.duration = (level/5);
af.location = 0;
affect_to_char(ch,&af);
return;
}
void spell_lesser_golem(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *golem;
AFFECT_DATA af;
CHAR_DATA *check;
OBJ_DATA *part;
OBJ_DATA *part_next;
int parts, lvl;
parts = 0;
if (is_affected(ch,sn))
{
send_to_char("You aren't up to fashioning another golem yet.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_L_GOLEM) )
{
send_to_char("You already have a golem under your command.\n\r",ch);
return;
}
}
for (part = ch->carrying; part != NULL; part = part_next)
{
part_next = part->next_content;
if (part->pIndexData->vnum != OBJ_VNUM_SEVERED_HEAD
&& part->pIndexData->vnum != OBJ_VNUM_TORN_HEART
&& part->pIndexData->vnum != OBJ_VNUM_SLICED_ARM
&& part->pIndexData->vnum != OBJ_VNUM_SLICED_LEG
&& part->pIndexData->vnum != OBJ_VNUM_GUTS
&& part->pIndexData->vnum != OBJ_VNUM_BRAINS)
continue;
parts++;
}
if (parts == 0)
{
send_to_char("You don't have any body parts to animate.\n\r",ch);
return;
}
else if (parts <= 1)
{
send_to_char("You don't have enough parts to build a flesh golem.\n\r",ch);
return;
}
for (part = ch->carrying; part != NULL; part = part_next)
{
part_next = part->next_content;
if (part->pIndexData->vnum != OBJ_VNUM_SEVERED_HEAD
&& part->pIndexData->vnum != OBJ_VNUM_TORN_HEART
&& part->pIndexData->vnum != OBJ_VNUM_SLICED_ARM
&& part->pIndexData->vnum != OBJ_VNUM_SLICED_LEG
&& part->pIndexData->vnum != OBJ_VNUM_GUTS
&& part->pIndexData->vnum != OBJ_VNUM_BRAINS)
continue;
extract_obj(part);
}
if (parts >= ch->level/5)
parts = ch->level/5;
lvl = (level - 3 + parts);
af.where = TO_AFFECTS;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = 35;
af.bitvector = 0;
af.type = sn;
affect_to_char(ch,&af);
act("$n fashions a flesh golem!",ch,0,0,TO_ROOM);
send_to_char("You fashion a flesh golem to serve you!\n\r",ch);
golem = create_mobile(get_mob_index(MOB_VNUM_L_GOLEM) );
golem->level = lvl;
golem->damroll += level/2 + parts;
if (parts <= 3)
golem->max_hit = ((lvl*lvl/2) + dice(lvl,10));
else if (parts == 4)
golem->max_hit = ((lvl*lvl/2) + dice(lvl,12));
else if (parts == 5)
golem->max_hit = ((lvl*lvl/2) + dice(lvl,13));
else if (parts == 6)
golem->max_hit = ((lvl*lvl/2) + dice(lvl,15));
else if (parts == 7)
golem->max_hit = ((lvl*lvl/2) + dice(lvl,18));
else
golem->max_hit = ((lvl*lvl/2) + dice(lvl,20));
golem->hit = golem->max_hit;
golem->max_move = ch->max_move;
golem->move = golem->max_move;
char_to_room(golem,ch->in_room);
add_follower(golem, ch);
golem->leader = ch;
SET_BIT(golem->affected_by, AFF_CHARM);
return;
}
void spell_forget(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (is_affected(victim,sn))
{
if (victim == ch)
send_to_char("You are already as senile as you can get.\n\r",ch);
else
send_to_char("They are already affected by a forget spell.\n\r",ch);
return;
}
if (saves_spell(level - 3,victim,DAM_OTHER))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
af.type = sn;
af.modifier = 0;
af.duration = level/10;
af.location = 0;
af.bitvector = 0;
af.level = level;
af.where = TO_AFFECTS;
affect_to_char(victim,&af);
send_to_char("Your mind suddenly seems all fuzzy and disoriented.\n\r",victim);
act("$n suddenly looks disoriented.",victim,0,0,TO_ROOM);
return;
}
void spell_earthbind(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) || !IS_AFFECTED(victim,AFF_FLYING))
{
send_to_char("Their feet are already on the ground.\n\r",ch);
return;
}
if (saves_spell(level,victim,DAM_OTHER))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = gsn_earthbind;
af.modifier = 0;
af.level = level;
af.duration = level/5;
af.location = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
send_to_char("Your feet suddenly become heavy and earthbound.\n\r",victim);
act("$n suddenly drops to the ground.",victim,0,0,TO_ROOM);
return;
}
void spell_cremate(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice(level,7);
act("$n is engulfed in raging fire!",victim,0,0,TO_ROOM);
send_to_char("You are engulfed in raging fire!\n\r",victim);
if ( saves_spell( level, victim, DAM_FIRE ) )
dam /= 2;
damage_old( ch, victim, dam, sn,DAM_FIRE,TRUE);
return;
}
void spell_divine_touch(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You are already blessed with a divine touch.\n\r",ch);
return;
}
af.type = sn;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
af.duration = level/5;
af.level = level;
affect_to_char(ch,&af);
send_to_char("Your hands are surrounded in holy energy.\n\r",ch);
act("$n's hands seem to glow with an inner energy.",ch,0,0,TO_ROOM);
return;
}
void spell_transfer_object(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
target_name = one_argument(target_name,arg1);
one_argument(target_name,arg2);
if (arg1[0] == '\0'
|| arg2[0] == '\0')
{
send_to_char("Send what to whom?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
victim = get_char_world(ch,arg2);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("They wouldn't want that sent to them.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Why not just hold it in your other hand?\n\r",ch);
return;
}
if (IS_IMMORTAL(victim) && !IS_IMMORTAL(ch))
{
send_to_char("You can't send to an immortal.\n\r",ch);
return;
}
if (IS_SET(obj->extra_flags,ITEM_NODROP))
{
send_to_char("You can't seem to remove it from yourself to prepare for transfer.\n\r",ch);
return;
}
if (victim->carry_number >= can_carry_n(victim)
|| victim->carry_weight >= can_carry_w(victim)
|| obj->pIndexData->vnum == OBJ_VNUM_ARCANA
|| obj->pIndexData->vnum == OBJ_VNUM_CRUSADER
|| obj->pIndexData->vnum == OBJ_VNUM_ANCIENT
|| obj->pIndexData->vnum == OBJ_VNUM_LIFE
|| obj->pIndexData->vnum == OBJ_VNUM_OUTLAW
|| obj->pIndexData->vnum == OBJ_VNUM_ENFORCER)
{
act("$p glows softly but nothing happens.",ch,obj,0,TO_CHAR);
act("$p glows softly but nothing happens.",ch,obj,0,TO_ROOM);
return;
}
if (IS_SET(victim->act,PLR_NO_TRANSFER))
{
send_to_char("They wouldn't want them sent to them.\n\r",ch);
return;
}
act("$p glows softly and vanishes!",ch,obj,0,TO_CHAR);
act("$p glows softly and vanishes!",ch,obj,0,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj,victim);
act("You suddenly feel heavier as $p pops into your inventory!",victim,obj,0,TO_CHAR);
act("$p suddenly appears from nowhere and pops into $n's possession!",victim,obj,0,TO_ROOM);
return;
}
void spell_disintergrate(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int dam, obj_save;
if (saves_spell(level - 1,victim,DAM_ENERGY)
|| saves_spell(level - 4,victim,DAM_ENERGY)
|| saves_spell(level + 12, victim,DAM_ENERGY))
{
act("$n shudders and spasms momentarily.",victim,0,0,TO_ROOM);
send_to_char("You feel a sudden intense pain throughout your body!\n\r",victim);
dam = dice(level,10);
damage_old(ch,victim,saves_spell(level,victim,DAM_ENERGY) ? dam/2 : dam,sn,DAM_ENERGY,TRUE);
return;
}
act("$n vaporises in a cloud of bloody red mist!",victim,0,0,TO_ROOM);
send_to_char("You feel a sudden intense pain as your body vaporises into a red mist!\n\r",victim);
for (obj = victim->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_save = obj->level;
if (obj->pIndexData->limtotal == 1)
obj_save += 10;
else if (obj->pIndexData->limtotal <= 3
&& obj->pIndexData->limtotal > 0)
obj_save += 7;
else if (obj->pIndexData->limtotal <= 15
&& obj->pIndexData->limtotal > 0)
obj_save += 4;
else if (obj->pIndexData->limtotal <= 20
&& obj->pIndexData->limtotal > 0)
obj_save += 2;
else if (obj->pIndexData->limtotal > 0)
obj_save += 1;
obj_save *= 2;
obj_save -= (2 * level);
obj_save += 50;
if (number_percent() > obj_save)
{
act("$p disintergrates in a flash of light!",ch,obj,NULL,TO_ROOM);
act("$p disintergrates in a flash of light!",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
raw_kill(ch,victim);
return;
}
void spell_grounding(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You're body is already at a ground potential.\n\r",ch);
return;
}
send_to_char("Your body loses all affinity to electricity.\n\r",ch);
af.where = TO_AFFECTS;
af.type = sn;
af.modifier = 0;
af.level = level;
af.duration = ch->level/8;
af.bitvector = 0;
affect_to_char(ch,&af);
return;
}
void spell_shock_sphere(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int dam;
act("A sphere of crackling energy detonates around $n with explosive sound!", victim,0,0,TO_ROOM);
send_to_char("A sphere of fierce energy detonates around you with deafening sound!\n\r",victim);
if (is_affected(victim,gsn_shock_sphere))
{
dam = dice(level, 3);
damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE);
return;
}
if (saves_spell(level,victim,DAM_SOUND))
{
dam = dice(level,5);
damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE);
return;
}
dam = dice(level,7);
damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE);
act("$n appears deafened.",victim,0,0,TO_ROOM);
send_to_char("You can't hear a thing!\n\r",victim);
af.where = TO_AFFECTS;
af.modifier = -2;
af.location = APPLY_HITROLL;
af.bitvector = 0;
af.type = gsn_shock_sphere;
af.level = level;
af.duration = level/8;
affect_to_char(victim,&af);
return;
}
/* This is a great spell for having fun with, especially if you come
across a player's corpse :)
-Ceran
*/
void spell_animate_dead( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *zombie;
OBJ_DATA *corpse;
OBJ_DATA *obj_next;
OBJ_DATA *obj;
CHAR_DATA *search;
AFFECT_DATA af;
char *name;
char *last_name;
char *obj_name;
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int chance;
int z_level;
int control;
if (level == 72) /* necromancy scroll */
target_name = "corpse";
if ((is_affected(ch,sn)
|| is_affected(ch,skill_lookup("mummify")))
&& level < 70)
{
send_to_char("You have not yet regained your powers over the dead.\n\r",ch);
return;
}
control = 0;
for (search = char_list; search != NULL; search = search->next)
{
if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_ZOMBIE)
control += 6;
else if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_SKELETON)
control += 4;
else if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_MUMMY)
control += 12;
}
control += 4;
if ((ch->level < 30 && control > 12) || (ch->level < 35 && control > 18)
|| (ch->level < 40 && control > 24) || (ch->level < 52 && control > 30)
|| control >= 36)
{
send_to_char("You already control as many undead as you can.\n\r",ch);
return;
}
if (target_name[0] == '\0')
{
send_to_char("Animate which corpse?\n\r",ch);
return;
}
obj_name = str_dup(target_name);
corpse = get_obj_here(ch,obj_name);
if (corpse == NULL)
{
send_to_char("You can't animate that.\n\r",ch);
return;
}
if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC) )
{
send_to_char("You can't animate that.\n\r",ch);
return;
}
if (IS_SET(corpse->extra_flags,CORPSE_NO_ANIMATE))
{
send_to_char("That corpse can not sustain further life beyond the grave.\n\r",ch);
return;
}
name = corpse->short_descr;
for (obj = corpse->contains; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_from_obj(obj);
obj_to_room(obj,ch->in_room);
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 12;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
if (level < 70)
affect_to_char(ch,&af);
chance = get_skill(ch,sn);
if (ch->level < corpse->level)
{
chance += (3*ch->level);
chance -= (3*corpse->level);
}
chance = URANGE(20,chance,90);
if (number_percent() > chance)
{
act("You fail and destroy $p",ch,corpse,NULL,TO_CHAR);
act("$n tries to animate a corpse but destroys it.",ch,NULL,NULL,TO_ROOM);
extract_obj(corpse);
return;
}
act("$n utters an incantation and a burning red glow flares into the eyes of $p.",ch,corpse,NULL,TO_ROOM);
act("$p shudders and comes to life!",ch,corpse,NULL,TO_ROOM);
act("You call upon the powers of the dark to give life to $p.",ch,corpse,NULL,TO_CHAR);
zombie = create_mobile(get_mob_index(MOB_VNUM_ZOMBIE));
char_to_room(zombie,ch->in_room);
z_level = UMAX(1,corpse->level - number_range(3,6));
zombie->level = z_level;
zombie->max_hit = (dice(z_level, 15));
zombie->max_hit += (z_level * 20);
zombie->hit = zombie->max_hit;
zombie->damroll += (z_level*7/10);
zombie->alignment = -1000;
last_name = name;
last_name = one_argument(corpse->short_descr, name);
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
name = last_name;
extract_obj(corpse);
sprintf( buf1, "the zombie of %s", name);
sprintf( buf2, "A zombie of %s is standing here.\n\r", name);
free_string(zombie->short_descr);
free_string(zombie->long_descr);
zombie->short_descr = str_dup(buf1);
zombie->long_descr = str_dup(buf2);
add_follower(zombie,ch);
zombie->leader = ch;
af.duration = -1;
af.bitvector = AFF_CHARM;
affect_to_char(zombie,&af);
return;
}
/* You'll need a skeleton to use this. Make skeletons with the decay
corpse spell that turns corpses into skeletons. - Ceran
*/
void spell_animate_skeleton( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *skeleton;
OBJ_DATA *corpse;
OBJ_DATA *obj_next;
OBJ_DATA *obj;
CHAR_DATA *search;
AFFECT_DATA af;
char *name;
char *last_name;
char *obj_name;
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int chance;
int z_level;
int control;
if (is_affected(ch,sn))
{
send_to_char("You have not yet regained your powers to animate bones.\n\r",ch);
return;
}
control = 0;
for (search = char_list; search != NULL; search = search->next)
{
if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_ZOMBIE)
control += 6;
else if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_SKELETON)
control += 4;
else if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_MUMMY)
control += 12;
}
control += 4;
if ((ch->level < 30 && control > 12) || (ch->level < 35 && control > 18)
|| (ch->level < 40 && control > 24) || (ch->level < 52 && control > 30)
|| control >= 36)
{
send_to_char("You already control as many undead as you can.\n\r",ch);
return;
}
if (target_name[0] == '\0')
{
send_to_char("Animate which skeleton?\n\r",ch);
return;
}
obj_name = str_dup(target_name);
corpse = get_obj_here(ch,obj_name);
if (corpse == NULL)
{
send_to_char("You can't animate that.\n\r",ch);
return;
}
if (corpse->item_type != ITEM_SKELETON)
{
send_to_char("You can't animate that.\n\r",ch);
return;
}
if (IS_SET(corpse->extra_flags,CORPSE_NO_ANIMATE))
{
send_to_char("That skeleton does not have the stability to be animated anymore.\n\r",ch);
return;
}
name = corpse->short_descr;
for (obj = corpse->contains; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_from_obj(obj);
obj_to_room(obj,ch->in_room);
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 8;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
chance = get_skill(ch,sn);
if (ch->level < corpse->level)
{
chance += (4*ch->level);
chance -= (3*corpse->level);
}
chance = URANGE(10,chance,95);
if (number_percent() > chance)
{
act("You fail and destroy $p",ch,corpse,NULL,TO_CHAR);
act("$n tries to animate a skeleton but destroys it.",ch,NULL,NULL,TO_ROOM);
extract_obj(corpse);
return;
}
act("$n utters an incantation and $p slowly stumbles to it's feet.",ch,corpse,NULL,TO_ROOM);
act("$p shudders and slowly stumbles to it's feet!",ch,corpse,NULL,TO_ROOM);
act("You invoke the powers of death and $p slowly rises to it's feet.",ch,corpse,NULL,TO_CHAR);
skeleton = create_mobile(get_mob_index(MOB_VNUM_SKELETON));
char_to_room(skeleton,ch->in_room);
z_level = UMAX(1,corpse->level - number_range(6,11));
skeleton->level = z_level;
skeleton->max_hit = (dice(z_level, 12));
skeleton->max_hit += (z_level * 15);
skeleton->hit = skeleton->max_hit;
skeleton->damroll += (z_level*2/3);
skeleton->alignment = -1000;
last_name = name;
last_name = one_argument(corpse->short_descr, name);
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
name = last_name;
extract_obj(corpse);
sprintf( buf1, "the skeleton of %s", name);
sprintf( buf2, "A skeleton of %s is standing here.\n\r", name);
free_string(skeleton->short_descr);
free_string(skeleton->long_descr);
skeleton->short_descr = str_dup(buf1);
skeleton->long_descr = str_dup(buf2);
add_follower(skeleton,ch);
skeleton->leader = ch;
af.type = skill_lookup("animate dead");
af.duration = -1;
af.bitvector = AFF_CHARM;
affect_to_char(skeleton,&af);
return;
}
/* hacked off the animate dead spell, mummies are more powerful though,
and you can't control as many. (Ceran)
*/
void spell_mummify( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *mummy;
OBJ_DATA *corpse;
OBJ_DATA *obj_next;
OBJ_DATA *obj;
CHAR_DATA *search;
AFFECT_DATA af;
char *name;
char *last_name;
char *obj_name;
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int chance;
int z_level;
int control;
if ( (is_affected(ch,skill_lookup("animate dead"))
|| is_affected(ch,sn))
&& level < 70)
{
send_to_char("You have not yet regained your powers to over the dead.\n\r",ch);
return;
}
control = 0;
for (search = char_list; search != NULL; search = search->next)
{
if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_ZOMBIE)
control += 6;
else if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_SKELETON)
control += 4;
else if (IS_NPC(search) && (search->master == ch)
&& search->pIndexData->vnum == MOB_VNUM_MUMMY)
control += 12;
}
control += 4;
if ((ch->level < 30 && control > 12) || (ch->level < 35 && control > 18)
|| (ch->level < 40 && control > 24) || (ch->level < 52 && control > 30)
|| control >= 36)
{
send_to_char("You already control as many undead as you can.\n\r",ch);
return;
}
if (level >= 70)
target_name = "corpse";
if (target_name[0] == '\0')
{
send_to_char("Attempt to mummify which corpse?\n\r",ch);
return;
}
obj_name = str_dup(target_name);
corpse = get_obj_here(ch,obj_name);
if (corpse == NULL)
{
send_to_char("You can't mummify that.\n\r",ch);
return;
}
if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC) )
{
send_to_char("You can't mummify and animate that.\n\r",ch);
return;
}
if (IS_SET(corpse->extra_flags,CORPSE_NO_ANIMATE))
{
send_to_char("That corpse does not have the stability to be animated anymore.\n\r",ch);
return;
}
/* Had this in but players said it was too hard to mummify with needing to
successfully emblam and then successfully mummify. But back in if you like.
-Ceran
if (!is_affected_obj(corpse,gsn_embalm))
{
send_to_char("The corpse must be embalmed in order to mummify it.\n\r",ch);
return;
}
*/
name = corpse->short_descr;
for (obj = corpse->contains; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_from_obj(obj);
obj_to_room(obj,ch->in_room);
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 20;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
if (level < 70)
affect_to_char(ch,&af);
chance = get_skill(ch,sn);
if (ch->level < corpse->level)
{
chance += (2*ch->level);
chance -= (2*corpse->level);
}
chance = URANGE(10,chance,90);
if (number_percent() > chance)
{
act("You fail and destroy $p",ch,corpse,NULL,TO_CHAR);
act("$n tries to mummify $p but destroys it.",ch,corpse,NULL,TO_ROOM);
extract_obj(corpse);
return;
}
act("$n utters an incantation and $p slowly stumbles to it's feet.",ch,corpse,NULL,TO_ROOM);
act("$p shudders and slowly stumbles to it's feet!",ch,corpse,NULL,TO_ROOM);
act("You invoke the powers of death and $p slowly rises to it's feet.",ch,corpse,NULL,TO_CHAR);
mummy = create_mobile(get_mob_index(MOB_VNUM_MUMMY));
char_to_room(mummy,ch->in_room);
z_level = UMAX(1,corpse->level - number_range(0,2));
mummy->level = z_level;
mummy->max_hit = (dice(z_level, 25));
mummy->max_hit += (z_level * 25);
mummy->hit = mummy->max_hit;
mummy->damroll += (z_level*4/5);
mummy->alignment = -1000;
last_name = name;
last_name = one_argument(corpse->short_descr, name);
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
name = last_name;
extract_obj(corpse);
sprintf( buf1, "the mummy of %s", name);
sprintf( buf2, "A torn and shredded mummy of %s is standing here.\n\r", name);
free_string(mummy->short_descr);
free_string(mummy->long_descr);
mummy->short_descr = str_dup(buf1);
mummy->long_descr = str_dup(buf2);
add_follower(mummy,ch);
mummy->leader = ch;
af.type = skill_lookup("animate dead");
af.duration = -1;
af.bitvector = AFF_CHARM;
affect_to_char(mummy,&af);
return;
}
/* You need to strip the flesh of corpses using this spell if your necros
want to animate skeleton on the remains. (Ceran)
*/
void spell_decay_corpse(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *skeleton;
char *obj_name;
char *name;
char *last_name;
int chance;
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
if (target_name[0] == '\0')
{
send_to_char("Decay which corpse?\n\r",ch);
return;
}
obj_name = str_dup(target_name);
corpse = get_obj_here(ch,obj_name);
if (corpse == NULL)
{
send_to_char("You can't find that object.\n\r",ch);
return;
}
if ((corpse->item_type != ITEM_CORPSE_NPC) && (corpse->item_type != ITEM_CORPSE_PC) )
{
send_to_char("You can't decay that.\n\r",ch);
return;
}
name = corpse->short_descr;
for (obj = corpse->contains; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_from_obj(obj);
obj_to_room(obj,ch->in_room);
}
chance = get_skill(ch,sn);
if (number_percent() > chance)
{
act("Your decaying becomes uncontrolled and you destroy $p.",ch,corpse,NULL,TO_CHAR);
act("$n tries to decay $p but reduces it to a puddle of slime.",ch,corpse,NULL,TO_ROOM);
extract_obj(corpse);
return;
}
act("$n decays the flesh off $p.",ch,corpse,NULL,TO_ROOM);
act("You decay the flesh off $p and reduce it to a skeleton.",ch,corpse,NULL,TO_CHAR);
skeleton = create_object(get_obj_index(OBJ_VNUM_SKELETON), 1);
obj_to_room(skeleton,ch->in_room);
skeleton->level = corpse->level;
last_name = name;
last_name = one_argument(corpse->short_descr, name);
last_name = one_argument(last_name,name);
last_name = one_argument(last_name,name);
name = last_name;
extract_obj(corpse);
sprintf( buf1, "the skeleton of %s", name);
sprintf( buf2, "A skeleton of %s is lying here in a puddle of decayed flesh.", name);
free_string(skeleton->short_descr);
free_string(skeleton->description);
skeleton->short_descr = str_dup(buf1);
skeleton->description = str_dup(buf2);
skeleton->item_type = ITEM_SKELETON;
return;
}
/* Necros use this to keep body parts longer...for lesser golems */
void spell_preserve(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int vnum, chance;
vnum = obj->pIndexData->vnum;
if (vnum != OBJ_VNUM_SEVERED_HEAD
&& vnum != OBJ_VNUM_TORN_HEART
&& vnum != OBJ_VNUM_SLICED_ARM
&& vnum != OBJ_VNUM_SLICED_LEG
&& vnum != OBJ_VNUM_GUTS
&& vnum != OBJ_VNUM_BRAINS)
{
send_to_char("You can't preserve that.\n\r",ch);
return;
}
if (obj->timer > 10)
{
send_to_char("It's already in very well preserved condition.\n\r",ch);
return;
}
chance = get_skill(ch,sn);
chance *= 90;
if (number_percent() > chance)
{
act("$n destroys $p.",ch,obj,NULL,TO_ROOM);
act("You fail and destroy $p.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
return;
}
act("You surround $p with necromantic magic to slow it's decay.",ch,obj,NULL,TO_CHAR);
obj->timer += number_range(level/2,level);
return;
}
/* Make a victim flee...if they really fail their saves big time it can
kill them outright..(Ceran)
*/
void spell_power_word_fear(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
bool bad_fail, utter_fail;
int range;
bad_fail = FALSE;
utter_fail = FALSE;
if (victim == ch)
{
send_to_char("That wouldn't work.\n\r",ch);
return;
}
act("$n points at $N and utters the word 'Fear!'",ch,0,victim,TO_NOTVICT);
act("$n points at you and utters the word 'Fear!'",ch,0,victim,TO_VICT);
act("You point at $N and utter the word 'Fear!'",ch,0,victim,TO_CHAR);
if (!IS_AWAKE(victim))
{
act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM);
send_to_char("You feel a brief terror, but it passes away in your dreams.\n\r",victim);
return;
}
if (is_affected(victim,sn))
{
send_to_char("They are already affected by a word of power.\n\r",ch);
send_to_char("You feel a shiver pass through you but it has no further affect.\n\r",victim);
return;
}
if (IS_NPC(victim))
{
if (victim->pIndexData->vnum == MOB_VNUM_ANCIENT
|| victim->pIndexData->vnum == MOB_VNUM_CRUSADER
|| victim->pIndexData->vnum == MOB_VNUM_OUTLAW
|| victim->pIndexData->vnum == MOB_VNUM_LIFE
|| victim->pIndexData->vnum == MOB_VNUM_ARCANA
|| victim->pIndexData->vnum == MOB_VNUM_ENFORCER)
{
act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM);
send_to_char("You feel a brief terror, but it passes.\n\r",victim);
return;
}
}
if (saves_spell(level,victim,DAM_OTHER))
{
act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM);
send_to_char("You feel a brief terror, but it passes.\n\r",victim);
return;
}
if (!saves_spell(level - 2,victim,DAM_OTHER))
{
bad_fail = TRUE;
if (!saves_spell(level - 5,victim,DAM_OTHER))
utter_fail = TRUE;
}
if (utter_fail)
{
act("$n's eyes widen and $s heart ruptures from shock!",victim,0,0,TO_ROOM);
send_to_char("You feel a terror so intense your heart stops dead!\n\r",victim);
raw_kill(ch,victim);
return;
}
act("$n's eyes widen in shock and $s entire body freezes in momentary terror.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel an overwhelming terror and you shudder in momentary shock.\n\r",victim);
range = level/10;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.bitvector = 0;
af.duration = (number_range(1,5) + range);
af.location = APPLY_CON;
af.modifier = -number_range(2,range + 1);
affect_to_char(victim,&af);
af.location = APPLY_STR;
af.modifier = -number_range(2,range + 1);
affect_to_char(victim,&af);
af.location = APPLY_DEX;
af.modifier = -number_range(1,range);
affect_to_char(victim,&af);
af.location = APPLY_HIT;
af.modifier = -number_range(2,range);
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
af.modifier = -number_range(2,range);
affect_to_char(victim,&af);
if (victim->position == POS_FIGHTING)
do_flee(victim,"");
if (victim->position == POS_FIGHTING)
{
do_flee(victim,"");
}
if (victim->position == POS_FIGHTING)
{
do_flee(victim,"");
}
if (bad_fail)
WAIT_STATE(victim,12);
return;
}
void spell_nightfall(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *check;
if (victim->nightfall != NULL
|| (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_NIGHTFALL))
{
send_to_char("That victim's soul is already tainted.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check) && check->pIndexData->vnum == MOB_VNUM_NIGHTFALL
&& check->master == ch)
{
send_to_char("You already have a nightfalled shadow following you.\n\r",ch);
return;
}
}
check = NULL;
for (check = char_list; check != NULL; check = check->next)
{
if (check->nightfall != NULL
&& check->nightfall == ch)
break;
}
if (check != NULL)
{
if (check == victim)
{
send_to_char("You are already working on the fall of their soul.\n\r",ch);
return;
}
act("You stop forging $N's soul in the nightfall.\n\r",ch,0,check,TO_CHAR);
check->nightfall = NULL;
}
if (saves_spell(level,victim,DAM_OTHER))
{
act("You try to bind your will to $N's soul and twist it to your desires, but fail.",ch,0,victim,TO_CHAR);
send_to_char("You feel a horrible prescence brush against your soul.\n\r",victim);
return;
}
act("You bind your will to $N's soul and begin twisting it to your desires.",ch,0,victim,TO_CHAR);
send_to_char("You feel a deathly prescence enshrouding your soul.\n\r",victim);
victim->nightfall = ch;
return;
}
/* Causes a target's hp to regenerate at a constant rate, plus removes the
effects of a wither prevent healing spell */
void spell_regeneration(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,gsn_atrophy))
{
act("$n's body stops wasting away.",victim,0,0,TO_ROOM);
send_to_char("Your body stops wasting away.\n\r",victim);
affect_strip(victim,gsn_atrophy);
return;
}
if (is_affected(victim,skill_lookup("prevent healing")))
{
act("$n's sickly looking complexion clears up.",victim,0,0,TO_ROOM);
send_to_char("You no longer feel so sick and weary.\n\r",victim);
affect_strip(victim,skill_lookup("prevent healing"));
return;
}
if (is_affected(victim,skill_lookup("wither")))
{
if (victim != ch)
{
act("$N's emanciated body heals up with your touch.",ch,0,victim,TO_CHAR);
act("Your emanciated body heals up with $n's touch.",ch,0,victim,TO_VICT);
act("$N's emanciated body heals up with $n's touch.",ch,0,victim,TO_NOTVICT);
}
else
{
send_to_char("Your emaciated body parts heal up.\n\r",ch);
act("$n's emaciated body heals up.",ch,0,0,TO_ROOM);
}
affect_strip(victim,skill_lookup("wither"));
return;
}
if (is_affected(victim,sn))
{
if (victim == ch)
send_to_char("You are already healing at an improved rate.\n\r",ch);
else
send_to_char("They are already healing at an improved rate.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.location = APPLY_REGENERATION;
af.modifier = level/11;
af.level = level;
af.bitvector = 0;
af.duration = level/5;
affect_to_char(victim,&af);
send_to_char("You feel your body warm with an inner health.\n\r",victim);
if (victim != ch)
send_to_char("You boost their recuperation ability.\n\r",ch);
return;
}
/*
Restores forget, wither, prevent healing, atrophy.
Also restores lost levels due to energy drain by powerful undead
*/
void spell_restoration(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int sn_forget, sn_wither, sn_drain, sn_prevent_healing;
bool success = FALSE;
sn_prevent_healing = skill_lookup("prevent healing");
sn_forget = skill_lookup("forget");
sn_wither = skill_lookup("wither");
sn_drain = skill_lookup("undead drain");
if (is_affected(victim,sn_forget))
{
send_to_char("You feel your mind becoming clearer.\n\r",victim);
act("$n looks less confused.",victim,0,0,TO_ROOM);
affect_strip(victim,sn_forget);
success = TRUE;
}
if (is_affected(victim,sn_wither))
{
send_to_char("Your emaciated body is restored.\n\r",victim);
act("$n's emaciated body looks healthier.",victim,0,0,TO_ROOM);
affect_strip(victim,sn_wither);
success = TRUE;
}
if (is_affected(victim,sn_prevent_healing))
{
send_to_char("You no longer feel so sickly and weary.\n\r",victim);
act("$n's sickly complexion clears up.",victim,NULL,NULL,TO_ROOM);
affect_strip(victim,sn_prevent_healing);
success = TRUE;
}
if (is_affected(victim,gsn_atrophy))
{
act("$n's body stops wasting away.",victim,0,0,TO_ROOM);
send_to_char("Your body stops wasting away.\n\r",victim);
affect_strip(victim,gsn_atrophy);
}
if (is_affected(victim,sn_drain)
&& check_dispel(level + 15,victim,sn_drain))
{
act("$n looks much better.",victim,NULL,NULL,TO_ROOM);
affect_strip(victim,sn_drain);
success = TRUE;
}
if (!success)
send_to_char("Spell had no effect.\n\r",ch);
return;
}
void spell_undead_drain(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int dam;
if (victim == ch)
{
send_to_char("You can't drain your own lifeforce.\n\r",ch);
return;
}
if (saves_spell(level + 4, victim,DAM_NEGATIVE))
return;
if (IS_SET(victim->imm_flags,IMM_NEGATIVE))
{
act("$N is unaffected by $n's draining.",ch,NULL,victim,TO_NOTVICT);
act("You are unaffected by $n's draining.",ch,NULL,victim,TO_VICT);
act("$N is unaffected by your draining.",ch,NULL,victim,TO_CHAR);
return;
}
if ( (victim->level + victim->drain_level) <= 1)
{
act("$n's draining begins to crumble $N!",ch,NULL,victim,TO_NOTVICT);
act("$n's draining begins to destroy you!",ch,NULL,victim,TO_VICT);
act("Your draining begins to destroy $N!",ch,NULL,victim,TO_CHAR);
dam = dice(level,15);
if (saves_spell(level,victim,DAM_NEGATIVE))
dam /= 2;
damage_old(ch,victim,dam,sn,DAM_NEGATIVE,TRUE);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.bitvector = 0;
af.duration = level;
af.location = APPLY_LEVEL;
af.modifier = -(number_range(1,level/18));
affect_join(victim,&af);
send_to_char("You feel drained of life!\n\r",victim);
act("$n turns ghastly white for a moment.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_prevent_healing(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))
{
send_to_char("Their body is already deficient in healing ability.\n\r",ch);
return;
}
if (saves_spell(level,victim,DAM_OTHER)
|| !str_cmp(race_table[victim->race].name,"troll"))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
send_to_char("You feel your body losing it's ability to heal.\n\r",victim);
act("$n looks very sick.",victim,0,0,TO_ROOM);
af.where = TO_AFFECTS;
af.type = gsn_prevent_healing;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = level/6;
af.bitvector = 0;
affect_to_char(victim,&af);
return;
}
/* Fire and Ice spell for elementalists */
void spell_fire_and_ice(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, sn_frost, sn_fire, d_type, sn_type;
sn_frost = skill_lookup("frost breath");
sn_fire = skill_lookup("fire breath");
if (sn_fire == -1 || sn_frost == -1)
{
send_to_char("The elements fail to combine.\n\r",ch);
return;
}
if (number_percent() > 50)
{
sn_type = sn_frost;
d_type = DAM_COLD;
}
else
{
sn_type = sn_fire;
d_type = DAM_FIRE;
}
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,4);
else
dam = dice(level,4);
act("$n unleashes a blast of fire and ice!",ch,0,0,TO_ROOM);
send_to_char("You unleash a blast of fire and ice!\n\r",ch);
if (saves_spell(level,victim,d_type))
dam /= 2;
damage_old(ch,victim,dam,sn_type,d_type,TRUE);
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,3);
else
dam = dice(level, 3);
if (d_type == DAM_COLD)
{
d_type = DAM_FIRE;
sn_type = sn_fire;
}
else
{
d_type = DAM_COLD;
sn_type = sn_frost;
}
damage_old(ch,victim,dam,sn_type,d_type,TRUE);
return;
}
void spell_atrophy(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_GOOD(ch))
{
send_to_char("Your God frowns upon your attempt to use this magic!\n\r",ch);
return;
}
if (is_affected(victim,sn))
{
if (victim == ch)
send_to_char("You are already wasting away.\n\r",ch);
else
send_to_char("They are already wasting away.\n\r",ch);
return;
}
if (saves_spell(level,victim,DAM_OTHER)
|| !str_cmp(race_table[victim->race].name,"troll"))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.duration = level/7;
af.location = APPLY_REGENERATION;
af.modifier = number_range(-3,-level/12);
af.bitvector = 0;
af.level = level;
affect_to_char(victim,&af);
send_to_char("You feel an intense pain as your body begins to waste away.\n\r",victim);
act("$n looks very sick as $s body starts wasting away before your eyes!",victim,NULL,NULL,TO_ROOM);
return;
}
/*
Heal spell, but also for only slightly more cost can cure poison and disease.
Can stop wasting, but no heal benefit is gained if used this way. Won't
restore undead_drains or wither etc.
*/
void spell_utter_heal(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int sn_atrophy, sn_poison;
if (IS_EVIL(ch))
{
send_to_char("The Gods of darkness do not grant such beneficial spells to their clerics.\n\r",ch);
return;
}
sn_atrophy = skill_lookup("atrophy");
sn_poison = skill_lookup("poison");
if (is_affected(victim,sn_atrophy))
{
affect_strip(victim,sn_atrophy);
send_to_char("Your body stops wasting away.\n\r",victim);
act("$n's body stops wasting away.",victim,0,0,TO_ROOM);
return;
}
if (is_affected(ch,sn_poison)
|| is_affected(ch,gsn_poison_dust))
{
act("$n looks better.",victim,0,0,TO_ROOM);
send_to_char("You feel a warm sensation running through you.\n\r",victim);
affect_strip(victim,sn_poison);
affect_strip(victim,gsn_poison_dust);
}
if (is_affected(ch,gsn_plague))
{
act("The sores on $n's body disappear.",victim,0,0,TO_ROOM);
send_to_char("The sores on your body disappear.\n\r",victim);
affect_strip(victim,gsn_plague);
}
send_to_char("You feel better!\n\r",victim);
victim->hit = UMIN(victim->hit + 100, victim->max_hit);
if (victim != ch)
send_to_char("Ok.\n\r",ch);
return;
}
void spell_call_slayer(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *mob;
mob = create_mobile(get_mob_index(MOB_VNUM_SLAYER));
if (mob == NULL)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
char_to_room(mob,ch->in_room);
mob->leader = ch;
mob->master = ch;
mob->level = level;
mob->max_hit = level * level;
mob->hit = mob->max_hit;
mob->damroll = level/2;
mob->armor[0] = -level*5;
mob->armor[1] = -level*5;
mob->armor[2] = -level*5;
mob->armor[3] = -level*3;
SET_BIT(mob->affected_by, AFF_CHARM);
act("A gate opens up and $n steps forth.",mob,0,0,TO_ROOM);
return;
}
void spell_judgement(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim;
if (target_name[0] == '\0')
{
send_to_char("Judge who?\n\r",ch);
return;
}
victim = get_char_world(ch,target_name);
if (victim == NULL)
{
send_to_char("You can't find anyone of that name.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("You can't tell what ethos they are.\n\r",ch);
return;
}
if (victim->pcdata->ethos == 0)
send_to_char("They are neither for or against order.\n\r",ch);
else if (victim->pcdata->ethos == -1000)
send_to_char("They are of a free spirit.\n\r",ch);
else
send_to_char("They seem to believe in the laws of the land.\n\r",ch);
return;
}