/***************************************************************************
* 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 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
#include "olc.h"
/*
* Local functions.
*/
void say_spell args ( ( CHAR_DATA * ch, int sn ) );
/* imported functions */
bool remove_obj args ( ( CHAR_DATA * ch, int iWear, bool fReplace ) );
/*
* Lookup a skill by name.
*/
int skill_lookup ( const char *name )
{
int sn;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( LOWER ( name[0] ) == LOWER ( skill_table[sn].name[0] ) &&
!str_prefix ( name, skill_table[sn].name ) )
return sn;
}
return -1;
}
int find_spell ( CHAR_DATA * ch, const char *name )
{
/* finds a spell the character can cast if possible */
int sn, found = -1;
if ( IS_NPC ( ch ) )
return skill_lookup ( name );
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( LOWER ( name[0] ) == LOWER ( skill_table[sn].name[0] ) &&
!str_prefix ( name, skill_table[sn].name ) )
{
if ( found == -1 )
found = sn;
if ( ch->level >= skill_table[sn].skill_level[ch->Class] &&
ch->pcdata->learned[sn] > 0 )
return sn;
}
}
return found;
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup ( int slot )
{
extern bool fBootDb;
int sn;
if ( slot <= 0 )
return -1;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( slot == skill_table[sn].slot )
return sn;
}
if ( fBootDb )
{
bug ( "Slot_lookup: bad slot %d.", slot );
abort ( );
}
return -1;
}
/*
* Utter mystical words for an sn.
*/
void say_spell ( CHAR_DATA * ch, int sn )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *rch;
char *pName;
int iSyl;
int length;
struct syl_type
{
char *old;
char *pnew;
};
static const struct syl_type syl_table[] = {
{" ", " "},
{"ar", "abra"},
{"au", "kada"},
{"bless", "fido"},
{"blind", "nose"},
{"bur", "mosa"},
{"cu", "judi"},
{"de", "oculo"},
{"en", "unso"},
{"light", "dies"},
{"lo", "hi"},
{"mor", "zak"},
{"move", "sido"},
{"ness", "lacri"},
{"ning", "illa"},
{"per", "duda"},
{"ra", "gru"},
{"fresh", "ima"},
{"re", "candus"},
{"son", "sabru"},
{"tect", "infra"},
{"tri", "cula"},
{"ven", "nofo"},
{"a", "a"}, {"b", "b"}, {"c", "q"}, {"d", "e"},
{"e", "z"}, {"f", "y"}, {"g", "o"}, {"h", "p"},
{"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"},
{"m", "w"}, {"n", "i"}, {"o", "a"}, {"p", "s"},
{"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"},
{"u", "j"}, {"v", "z"}, {"w", "x"}, {"x", "n"},
{"y", "l"}, {"z", "k"},
{"", ""}
};
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; ( length = strlen ( syl_table[iSyl].old ) ) != 0;
iSyl++ )
{
if ( !str_prefix ( syl_table[iSyl].old, pName ) )
{
strcat ( buf, syl_table[iSyl].pnew );
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 ( ( !IS_NPC ( rch ) &&
ch->Class == rch->Class ) ? buf : buf2, ch, NULL, rch,
TO_VICT );
}
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell ( int level, CHAR_DATA * victim, int dam_type )
{
int save;
save = 50 + ( victim->level - level ) * 5 - victim->saving_throw * 2;
if ( IS_AFFECTED ( victim, AFF_BERSERK ) )
save += victim->level / 2;
switch ( check_immune ( victim, dam_type ) )
{
case IS_IMMUNE:
return TRUE;
case IS_RESISTANT:
save += 2;
break;
case IS_VULNERABLE:
save -= 2;
break;
}
if ( !IS_NPC ( victim ) && class_table[victim->Class].fMana )
save = 9 * save / 10;
save = URANGE ( 5, save, 95 );
return number_percent ( ) < save;
}
/* RT save for dispels */
bool saves_dispel ( int dis_level, int spell_level, int duration )
{
int save;
if ( duration == -1 )
spell_level += 5;
/* very hard to dispel permanent effects */
save = 50 + ( spell_level - dis_level ) * 5;
save = URANGE ( 5, save, 95 );
return number_percent ( ) < save;
}
/* co-routine for dispel magic and cancellation */
bool check_dispel ( int dis_level, CHAR_DATA * victim, int sn )
{
AFFECT_DATA *af;
if ( is_affected ( victim, sn ) )
{
for ( af = victim->affected; af != NULL; af = af->next )
{
if ( af->type == sn )
{
if ( !saves_dispel ( dis_level, af->level, af->duration ) )
{
affect_strip ( victim, sn );
if ( skill_table[sn].msg_off )
{
chsend ( skill_table[sn].msg_off, victim );
chsend ( "\n\r", victim );
}
return TRUE;
}
else
af->level--;
}
}
}
return FALSE;
}
/* for finding mana costs -- temporary version */
int mana_cost ( CHAR_DATA * ch, int min_mana, int level )
{
if ( ch->level + 2 == level )
return 1000;
return UMAX ( min_mana, ( 100 / ( 2 + ch->level - level ) ) );
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
CH_CMD ( do_cast )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int target;
/*
* Switched NPC's can cast spells, but others can't.
*/
if ( IS_NPC ( ch ) && ch->desc == NULL )
return;
target_name = one_argument ( argument, arg1 );
one_argument ( target_name, arg2 );
if ( arg1[0] == '\0' )
{
chsend ( "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 ) ) )
{
chsend ( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
chsend ( "You can't concentrate enough.\n\r", ch );
return;
}
if ( ch->level + 2 == skill_table[sn].skill_level[ch->Class] )
mana = 50;
else
mana =
UMAX ( skill_table[sn].min_mana,
100 / ( 2 + ch->level -
skill_table[sn].skill_level[ch->Class] ) );
/*
* 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 )
{
chsend ( "Cast the spell on whom?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room ( ch, target_name ) ) == NULL )
{
chsend ( "They aren't here.\n\r", ch );
return;
}
}
/*
if ( ch == victim )
{
chsend( "You can't do that to yourself.\n\r", ch );
return;
}
*/
if ( !IS_NPC ( ch ) )
{
if ( is_safe ( ch, victim ) && victim != ch )
{
chsend ( "Not on that target.\n\r", ch );
return;
}
check_killer ( ch, victim );
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim )
{
chsend ( "You can't do that on your own follower.\n\r", ch );
return;
}
vo = ( void * ) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room ( ch, target_name ) ) == NULL )
{
chsend ( "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 ) )
{
chsend ( "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' )
{
chsend ( "What should the spell be cast upon?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry ( ch, target_name, ch ) ) == NULL )
{
chsend ( "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 )
{
chsend ( "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 )
{
chsend ( "Not on that target.\n\r", ch );
return;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim )
{
chsend ( "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
{
chsend ( "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
{
chsend ( "You don't see that here.\n\r", ch );
return;
}
break;
}
if ( !IS_NPC ( ch ) && ch->mana < mana )
{
chsend ( "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 ) )
{
chsend ( "You lost your concentration.\n\r", ch );
check_improve ( ch, sn, FALSE, 1 );
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
if ( IS_NPC ( ch ) || class_table[ch->Class].fMana )
/* class has spells */
( *skill_table[sn].spell_fun ) ( sn, ch->level, ch, vo, target );
else
( *skill_table[sn].spell_fun ) ( sn, 3 * ch->level / 4, ch, vo,
target );
check_improve ( ch, sn, TRUE, 1 );
}
if ( ( skill_table[sn].target == TAR_CHAR_OFFENSIVE ||
( skill_table[sn].target == TAR_OBJ_CHAR_OFF &&
target == TARGET_CHAR ) ) && victim != ch &&
victim->master != ch )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
check_killer ( victim, ch );
multi_hit ( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Cast spells at targets using a magical object.
*/
void obj_cast_spell ( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim,
OBJ_DATA * obj )
{
void *vo;
int target = TARGET_NONE;
if ( sn <= 0 )
return;
if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug ( "Obj_cast_spell: bad sn %d.", sn );
return;
}
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 )
{
chsend ( "You can't do that.\n\r", ch );
return;
}
if ( is_safe ( ch, victim ) && ch != victim )
{
chsend ( "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 )
{
chsend ( "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
{
chsend ( "You can't do that.\n\r", ch );
return;
}
}
if ( victim != NULL )
{
if ( is_safe_spell ( ch, victim, FALSE ) && ch != victim )
{
chsend ( "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.
*/
MAGIC ( spell_acid_blast )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = dice ( level, 12 );
if ( saves_spell ( level, victim, DAM_ACID ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
return;
}
MAGIC ( spell_armor )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
chsend ( "You are already armored.\n\r", ch );
else
act ( "$N is already armored.", ch, NULL, victim, TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char ( victim, &af );
chsend ( "You feel someone protecting you.\n\r", victim );
if ( ch != victim )
act ( "$N is protected by your magic.", ch, NULL, victim, TO_CHAR );
return;
}
MAGIC ( spell_bless )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if ( target == TARGET_OBJ )
{
obj = ( OBJ_DATA * ) vo;
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) )
{
act ( "$p is already blessed.", ch, obj, NULL, TO_CHAR );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_EVIL ) )
{
AFFECT_DATA *paf;
paf = affect_find ( obj->affected, gsn_curse );
if ( !saves_dispel
( level, paf != NULL ? paf->level : obj->level, 0 ) )
{
if ( paf != NULL )
affect_remove_obj ( obj, paf );
act ( "$p glows a pale blue.", ch, obj, NULL, TO_ALL );
REMOVE_BIT ( obj->extra_flags, ITEM_EVIL );
return;
}
else
{
act ( "The evil of $p is too powerful for you to overcome.",
ch, obj, NULL, TO_CHAR );
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 6 + level;
af.location = APPLY_SAVES;
af.modifier = -1;
af.bitvector = ITEM_BLESS;
affect_to_obj ( obj, &af );
act ( "$p glows with a holy aura.", ch, obj, NULL, TO_ALL );
if ( obj->wear_loc != WEAR_NONE )
ch->saving_throw -= 1;
return;
}
/* character target */
victim = ( CHAR_DATA * ) vo;
if ( victim->position == POS_FIGHTING || is_affected ( victim, sn ) )
{
if ( victim == ch )
chsend ( "You are already blessed.\n\r", ch );
else
act ( "$N already has divine favor.", ch, NULL, victim, TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6 + level;
af.location = APPLY_HITROLL;
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char ( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char ( victim, &af );
chsend ( "You feel righteous.\n\r", victim );
if ( ch != victim )
act ( "You grant $N the favor of your god.", ch, NULL, victim,
TO_CHAR );
return;
}
MAGIC ( spell_blindness )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_BLIND ) ||
saves_spell ( level, victim, DAM_OTHER ) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1 + level;
af.bitvector = AFF_BLIND;
affect_to_char ( victim, &af );
chsend ( "You are blinded!\n\r", victim );
act ( "$n appears to be blinded.", victim, NULL, NULL, TO_ROOM );
return;
}
MAGIC ( spell_burning_hands )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 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,
( int ) sizeof ( dam_each ) / ( int ) 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 ( ch, victim, dam, sn, DAM_FIRE, TRUE );
return;
}
MAGIC ( spell_call_lightning )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if ( !IS_OUTSIDE ( ch ) )
{
chsend ( "You must be out of doors.\n\r", ch );
return;
}
if ( weather_info.sky < SKY_RAINING )
{
chsend ( "You need bad weather.\n\r", ch );
return;
}
dam = dice ( level / 2, 8 );
chsend ( "Mota's lightning strikes your foes!\n\r", ch );
act ( "$n calls Mota's lightning to strike $s foes!", ch, NULL, NULL,
TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch &&
( IS_NPC ( ch ) ? !IS_NPC ( vch ) : IS_NPC ( vch ) ) )
damage ( 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 ) )
chsend ( "Lightning flashes in the sky.\n\r", vch );
}
return;
}
/* RT calm spell stops all fighting in the room */
MAGIC ( spell_calm )
{
CHAR_DATA *vch;
int mlevel = 0;
int count = 0;
int high_level = 0;
int chance;
AFFECT_DATA af;
/* get sum of all mobile levels in the room */
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if ( vch->position == POS_FIGHTING )
{
count++;
if ( IS_NPC ( vch ) )
mlevel += vch->level;
else
mlevel += vch->level / 2;
high_level = UMAX ( high_level, vch->level );
}
}
/* compute chance of stopping combat */
chance = 4 * level - high_level + 2 * count;
if ( IS_IMMORTAL ( ch ) ) /* always works */
mlevel = 0;
if ( number_range ( 0, chance ) >= mlevel ) /* hard to stop large fights */
{
for ( vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room )
{
if ( IS_NPC ( vch ) &&
( IS_SET ( vch->imm_flags, IMM_MAGIC ) ||
IS_SET ( vch->act, ACT_UNDEAD ) ) )
return;
if ( IS_AFFECTED ( vch, AFF_CALM ) ||
IS_AFFECTED ( vch, AFF_BERSERK ) ||
is_affected ( vch, skill_lookup ( "frenzy" ) ) )
return;
chsend ( "A wave of calm passes over you.\n\r", vch );
if ( vch->fighting || vch->position == POS_FIGHTING )
stop_fighting ( vch, FALSE );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 4;
af.location = APPLY_HITROLL;
if ( !IS_NPC ( vch ) )
af.modifier = -5;
else
af.modifier = -2;
af.bitvector = AFF_CALM;
affect_to_char ( vch, &af );
af.location = APPLY_DAMROLL;
affect_to_char ( vch, &af );
}
}
}
MAGIC ( spell_cancellation )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
bool found = FALSE;
level += 2;
if ( ( !IS_NPC ( ch ) && IS_NPC ( victim ) &&
!( IS_AFFECTED ( ch, AFF_CHARM ) && ch->master == victim ) ) ||
( IS_NPC ( ch ) && !IS_NPC ( victim ) ) )
{
chsend ( "You failed, try dispel magic.\n\r", ch );
return;
}
/* unlike dispel magic, the victim gets NO save */
/* begin running through the spells */
if ( check_dispel ( level, victim, skill_lookup ( "armor" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "bless" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "blindness" ) ) )
{
found = TRUE;
act ( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "calm" ) ) )
{
found = TRUE;
act ( "$n no longer looks so peaceful...", victim, NULL, NULL,
TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "change sex" ) ) )
{
found = TRUE;
act ( "$n looks more like $mself again.", victim, NULL, NULL,
TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "charm person" ) ) )
{
found = TRUE;
act ( "$n regains $s free will.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "chill touch" ) ) )
{
found = TRUE;
act ( "$n looks warmer.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "curse" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect evil" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect good" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect hidden" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect invis" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect 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 )
chsend ( "Ok.\n\r", ch );
else
chsend ( "Spell failed.\n\r", ch );
}
MAGIC ( spell_cause_light )
{
damage ( ch, ( CHAR_DATA * ) vo, dice ( 1, 8 ) + level / 3, sn, DAM_HARM,
TRUE );
return;
}
MAGIC ( spell_cause_critical )
{
damage ( ch, ( CHAR_DATA * ) vo, dice ( 3, 8 ) + level - 6, sn, DAM_HARM,
TRUE );
return;
}
MAGIC ( spell_cause_serious )
{
damage ( ch, ( CHAR_DATA * ) vo, dice ( 2, 8 ) + level / 2, sn, DAM_HARM,
TRUE );
return;
}
MAGIC ( spell_chain_lightning )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
CHAR_DATA *tmp_vict, *last_vict, *next_vict;
bool found;
int dam;
/* first strike */
act ( "A lightning bolt leaps from $n's hand and arcs to $N.", ch, NULL,
victim, TO_ROOM );
act ( "A lightning bolt leaps from your hand and arcs to $N.", ch, NULL,
victim, TO_CHAR );
act ( "A lightning bolt leaps from $n's hand and hits you!", ch, NULL,
victim, TO_VICT );
dam = dice ( level, 6 );
if ( saves_spell ( level, victim, DAM_LIGHTNING ) )
dam /= 3;
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
last_vict = victim;
level -= 4; /* decrement damage */
/* new targets */
while ( level > 0 )
{
found = FALSE;
for ( tmp_vict = ch->in_room->people; tmp_vict != NULL;
tmp_vict = next_vict )
{
next_vict = tmp_vict->next_in_room;
if ( !is_safe_spell ( ch, tmp_vict, TRUE ) &&
tmp_vict != last_vict )
{
found = TRUE;
last_vict = tmp_vict;
act ( "The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM );
act ( "The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR );
dam = dice ( level, 6 );
if ( saves_spell ( level, tmp_vict, DAM_LIGHTNING ) )
dam /= 3;
damage ( ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE );
level -= 4; /* decrement damage */
}
} /* end target searching loop */
if ( !found ) /* no target found, hit the caster */
{
if ( ch == NULL )
return;
if ( last_vict == ch ) /* no double hits */
{
act ( "The bolt seems to have fizzled out.", ch, NULL, NULL,
TO_ROOM );
act ( "The bolt grounds out through your body.", ch, NULL,
NULL, TO_CHAR );
return;
}
last_vict = ch;
act ( "The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM );
chsend ( "You are struck by your own lightning!\n\r", ch );
dam = dice ( level, 6 );
if ( saves_spell ( level, ch, DAM_LIGHTNING ) )
dam /= 3;
damage ( ch, ch, dam, sn, DAM_LIGHTNING, TRUE );
level -= 4; /* decrement damage */
if ( ch == NULL )
return;
}
/* now go back and find more targets */
}
}
MAGIC ( spell_change_sex )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
chsend ( "You've already been changed.\n\r", ch );
else
act ( "$N has already had $s(?) sex changed.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( saves_spell ( level, victim, DAM_OTHER ) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range ( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
af.bitvector = 0;
affect_to_char ( victim, &af );
chsend ( "You feel different.\n\r", victim );
act ( "$n doesn't look like $mself anymore...", victim, NULL, NULL,
TO_ROOM );
return;
}
MAGIC ( spell_charm_person )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_safe ( ch, victim ) )
return;
if ( victim == ch )
{
chsend ( "You like yourself even better!\n\r", ch );
return;
}
if ( IS_AFFECTED ( victim, AFF_CHARM ) || IS_AFFECTED ( ch, AFF_CHARM ) ||
level < victim->level || IS_SET ( victim->imm_flags, IMM_CHARM ) ||
saves_spell ( level, victim, DAM_CHARM ) )
return;
if ( IS_SET ( victim->in_room->room_flags, ROOM_LAW ) )
{
chsend ( "The mayor does not allow charming in the city limits.\n\r",
ch );
return;
}
if ( victim->master )
stop_follower ( victim );
add_follower ( victim, ch );
victim->leader = ch;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy ( level / 4 );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char ( victim, &af );
act ( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
if ( ch != victim )
act ( "$N looks at you with adoring eyes.", ch, NULL, victim,
TO_CHAR );
return;
}
MAGIC ( spell_chill_touch )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const sh_int dam_each[] = {
0,
0, 0, 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,
( int ) sizeof ( dam_each ) / ( int ) sizeof ( dam_each[0] ) -
1 );
level = UMAX ( 0, level );
dam = number_range ( dam_each[level] / 2, dam_each[level] * 2 );
if ( !saves_spell ( level, victim, DAM_COLD ) )
{
act ( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join ( victim, &af );
}
else
{
dam /= 2;
}
damage ( ch, victim, dam, sn, DAM_COLD, TRUE );
return;
}
MAGIC ( spell_colour_spray )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79
};
int dam;
level =
UMIN ( level,
( int ) sizeof ( dam_each ) / ( int ) sizeof ( dam_each[0] ) -
1 );
level = UMAX ( 0, level );
dam = number_range ( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell ( level, victim, DAM_LIGHT ) )
dam /= 2;
else
spell_blindness ( skill_lookup ( "blindness" ), level / 2, ch,
( void * ) victim, TARGET_CHAR );
damage ( ch, victim, dam, sn, DAM_LIGHT, TRUE );
return;
}
MAGIC ( spell_continual_light )
{
OBJ_DATA *light;
if ( target_name[0] != '\0' ) /* do a glow on some object */
{
light = get_obj_carry ( ch, target_name, ch );
if ( light == NULL )
{
chsend ( "You don't see that here.\n\r", ch );
return;
}
if ( IS_OBJ_STAT ( light, ITEM_GLOW ) )
{
act ( "$p is already glowing.", ch, light, NULL, TO_CHAR );
return;
}
SET_BIT ( light->extra_flags, ITEM_GLOW );
act ( "$p glows with a white light.", ch, light, NULL, TO_ALL );
return;
}
light = create_object ( get_obj_index ( OBJ_VNUM_LIGHT_BALL ), 0 );
obj_to_room ( light, ch->in_room );
act ( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
act ( "You twiddle your thumbs and $p appears.", ch, light, NULL,
TO_CHAR );
return;
}
MAGIC ( spell_control_weather )
{
if ( !str_cmp ( target_name, "better" ) )
weather_info.change += dice ( level / 3, 4 );
else if ( !str_cmp ( target_name, "worse" ) )
weather_info.change -= dice ( level / 3, 4 );
else
chsend ( "Do you want it to get better or worse?\n\r", ch );
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_create_food )
{
OBJ_DATA *mushroom;
mushroom = create_object ( get_obj_index ( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room ( mushroom, ch->in_room );
act ( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act ( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
MAGIC ( spell_create_rose )
{
OBJ_DATA *rose;
rose = create_object ( get_obj_index ( OBJ_VNUM_ROSE ), 0 );
act ( "$n has created a beautiful red rose.", ch, rose, NULL, TO_ROOM );
chsend ( "You create a beautiful red rose.\n\r", ch );
obj_to_char ( rose, ch );
return;
}
MAGIC ( spell_create_spring )
{
OBJ_DATA *spring;
spring = create_object ( get_obj_index ( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room ( spring, ch->in_room );
act ( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act ( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
MAGIC ( spell_create_water )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
chsend ( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
chsend ( "It contains some other liquid.\n\r", ch );
return;
}
water =
UMIN ( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ),
obj->value[0] - obj->value[1] );
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name ( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
sprintf ( buf, "%s water", obj->name );
free_string ( obj->name );
obj->name = str_dup ( buf );
}
act ( "$p is filled.", ch, obj, NULL, TO_CHAR );
}
return;
}
MAGIC ( spell_cure_blindness )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( !is_affected ( victim, gsn_blindness ) )
{
if ( victim == ch )
chsend ( "You aren't blind.\n\r", ch );
else
act ( "$N doesn't appear to be blinded.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( check_dispel ( level, victim, gsn_blindness ) )
{
chsend ( "Your vision returns!\n\r", victim );
act ( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM );
}
else
chsend ( "Spell failed.\n\r", ch );
}
MAGIC ( spell_cure_critical )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int heal;
heal = dice ( 3, 8 ) + level - 6;
victim->hit = UMIN ( victim->hit + heal, victim->max_hit );
update_pos ( victim );
chsend ( "You feel better!\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
/* RT added to cure plague */
MAGIC ( spell_cure_disease )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( !is_affected ( victim, gsn_plague ) )
{
if ( victim == ch )
chsend ( "You aren't ill.\n\r", ch );
else
act ( "$N doesn't appear to be diseased.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( check_dispel ( level, victim, gsn_plague ) )
{
chsend ( "Your sores vanish.\n\r", victim );
act ( "$n looks relieved as $s sores vanish.", victim, NULL, NULL,
TO_ROOM );
}
else
chsend ( "Spell failed.\n\r", ch );
}
MAGIC ( spell_cure_light )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int heal;
heal = dice ( 1, 8 ) + level / 3;
victim->hit = UMIN ( victim->hit + heal, victim->max_hit );
update_pos ( victim );
chsend ( "You feel better!\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_cure_poison )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if ( !is_affected ( victim, gsn_poison ) )
{
if ( victim == ch )
chsend ( "You aren't poisoned.\n\r", ch );
else
act ( "$N doesn't appear to be poisoned.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( check_dispel ( level, victim, gsn_poison ) )
{
chsend ( "A warm feeling runs through your body.\n\r", victim );
act ( "$n looks much better.", victim, NULL, NULL, TO_ROOM );
}
else
chsend ( "Spell failed.\n\r", ch );
}
MAGIC ( spell_cure_serious )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int heal;
heal = dice ( 2, 8 ) + level / 2;
victim->hit = UMIN ( victim->hit + heal, victim->max_hit );
update_pos ( victim );
chsend ( "You feel better!\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_curse )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if ( target == TARGET_OBJ )
{
obj = ( OBJ_DATA * ) vo;
if ( IS_OBJ_STAT ( obj, ITEM_EVIL ) )
{
act ( "$p is already filled with evil.", ch, obj, NULL, TO_CHAR );
return;
}
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) )
{
AFFECT_DATA *paf;
paf = affect_find ( obj->affected, skill_lookup ( "bless" ) );
if ( !saves_dispel
( level, paf != NULL ? paf->level : obj->level, 0 ) )
{
if ( paf != NULL )
affect_remove_obj ( obj, paf );
act ( "$p glows with a red aura.", ch, obj, NULL, TO_ALL );
REMOVE_BIT ( obj->extra_flags, ITEM_BLESS );
return;
}
else
{
act ( "The holy aura of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR );
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SAVES;
af.modifier = +1;
af.bitvector = ITEM_EVIL;
affect_to_obj ( obj, &af );
act ( "$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 ( IS_AFFECTED ( victim, AFF_CURSE ) ||
saves_spell ( level, victim, DAM_NEGATIVE ) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_HITROLL;
af.modifier = -1 * ( level / 8 );
af.bitvector = AFF_CURSE;
affect_to_char ( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = level / 8;
affect_to_char ( victim, &af );
chsend ( "You feel unclean.\n\r", victim );
if ( ch != victim )
act ( "$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR );
return;
}
/* RT replacement demonfire spell */
MAGIC ( spell_demonfire )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
if ( !IS_NPC ( ch ) && !IS_EVIL ( ch ) )
{
victim = ch;
chsend ( "The demons turn upon you!\n\r", ch );
}
ch->alignment = UMAX ( -1000, ch->alignment - 50 );
if ( victim != ch )
{
act ( "$n calls forth the demons of Hell upon $N!", ch, NULL, victim,
TO_ROOM );
act ( "$n has assailed you with the demons of Hell!", ch, NULL,
victim, TO_VICT );
chsend ( "You conjure forth the demons of hell!\n\r", ch );
}
dam = dice ( level, 10 );
if ( saves_spell ( level, victim, DAM_NEGATIVE ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
spell_curse ( gsn_curse, 3 * level / 4, ch, ( void * ) victim,
TARGET_CHAR );
}
MAGIC ( spell_detect_evil )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_DETECT_EVIL ) )
{
if ( victim == ch )
chsend ( "You can already sense evil.\n\r", ch );
else
act ( "$N can already detect evil.", ch, NULL, victim, TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char ( victim, &af );
chsend ( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_detect_good )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_DETECT_GOOD ) )
{
if ( victim == ch )
chsend ( "You can already sense good.\n\r", ch );
else
act ( "$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 );
chsend ( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_detect_hidden )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_DETECT_HIDDEN ) )
{
if ( victim == ch )
chsend ( "You are already as alert as you can be. \n\r", ch );
else
act ( "$N can already sense hidden lifeforms.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char ( victim, &af );
chsend ( "Your awareness improves.\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_detect_invis )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_DETECT_INVIS ) )
{
if ( victim == ch )
chsend ( "You can already see invisible.\n\r", ch );
else
act ( "$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 );
chsend ( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_detect_magic )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_DETECT_MAGIC ) )
{
if ( victim == ch )
chsend ( "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 );
chsend ( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_detect_poison )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
{
if ( obj->value[3] != 0 )
chsend ( "You smell poisonous fumes.\n\r", ch );
else
chsend ( "It looks delicious.\n\r", ch );
}
else
{
chsend ( "It doesn't look poisoned.\n\r", ch );
}
return;
}
MAGIC ( spell_dispel_evil )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
if ( !IS_NPC ( ch ) && IS_EVIL ( ch ) )
victim = ch;
if ( IS_GOOD ( victim ) )
{
act ( "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 ( ch, victim, dam, sn, DAM_HOLY, TRUE );
return;
}
MAGIC ( spell_dispel_good )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
if ( !IS_NPC ( ch ) && IS_GOOD ( ch ) )
victim = ch;
if ( IS_EVIL ( victim ) )
{
act ( "$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 ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
return;
}
/* modified for enhanced use */
MAGIC ( spell_dispel_magic )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
bool found = FALSE;
if ( saves_spell ( level, victim, DAM_OTHER ) )
{
chsend ( "You feel a brief tingling sensation.\n\r", victim );
chsend ( "You failed.\n\r", ch );
return;
}
/* begin running through the spells */
if ( check_dispel ( level, victim, skill_lookup ( "armor" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "bless" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "blindness" ) ) )
{
found = TRUE;
act ( "$n is no longer blinded.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "calm" ) ) )
{
found = TRUE;
act ( "$n no longer looks so peaceful...", victim, NULL, NULL,
TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "change sex" ) ) )
{
found = TRUE;
act ( "$n looks more like $mself again.", victim, NULL, NULL,
TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "charm person" ) ) )
{
found = TRUE;
act ( "$n regains $s free will.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "chill touch" ) ) )
{
found = TRUE;
act ( "$n looks warmer.", victim, NULL, NULL, TO_ROOM );
}
if ( check_dispel ( level, victim, skill_lookup ( "curse" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect evil" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect good" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect hidden" ) ) )
found = TRUE;
if ( check_dispel ( level, victim, skill_lookup ( "detect invis" ) ) )
found = TRUE;
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 )
chsend ( "Ok.\n\r", ch );
else
chsend ( "Spell failed.\n\r", ch );
return;
}
MAGIC ( spell_earthquake )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
chsend ( "The earth trembles beneath your feet!\n\r", ch );
act ( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && !is_safe_spell ( ch, vch, TRUE ) )
{
if ( IS_AFFECTED ( vch, AFF_FLYING ) )
damage ( ch, vch, 0, sn, DAM_BASH, TRUE );
else
damage ( ch, vch, level + dice ( 2, 8 ), sn, DAM_BASH,
TRUE );
}
continue;
}
if ( vch->in_room->area == ch->in_room->area )
chsend ( "The earth trembles and shivers.\n\r", vch );
}
return;
}
MAGIC ( spell_enchant_armor )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf;
int result, fail;
int ac_bonus, added;
bool ac_found = FALSE;
if ( obj->item_type != ITEM_ARMOR )
{
chsend ( "That isn't an armor.\n\r", ch );
return;
}
if ( obj->wear_loc != -1 )
{
chsend ( "The item must be carried to be enchanted.\n\r", ch );
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if ( !obj->enchanted )
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * ( ac_bonus * ac_bonus );
}
else /* things get a little harder */
fail += 20;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * ( ac_bonus * ac_bonus );
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) )
fail -= 15;
if ( IS_OBJ_STAT ( obj, ITEM_GLOW ) )
fail -= 5;
fail = URANGE ( 5, fail, 85 );
result = number_percent ( );
/* the moment of truth */
if ( result < ( fail / 5 ) ) /* item destroyed */
{
act ( "$p flares blindingly... and evaporates!", ch, obj, NULL,
TO_CHAR );
act ( "$p flares blindingly... and evaporates!", ch, obj, NULL,
TO_ROOM );
extract_obj ( obj );
return;
}
if ( result < ( fail / 3 ) ) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act ( "$p glows brightly, then fades...oops.", ch, obj, NULL,
TO_CHAR );
act ( "$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM );
obj->enchanted = TRUE;
/* remove all affects */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
free_affect ( paf );
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if ( result <= fail ) /* failed, no bad result */
{
chsend ( "Nothing seemed to happen.\n\r", ch );
return;
}
/* okay, move all the old flags into new vectors if we have to */
if ( !obj->enchanted )
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
af_new = new_affect ( );
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX ( 0, paf->type );
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if ( result <= ( 90 - level / 5 ) ) /* success! */
{
act ( "$p shimmers with a gold aura.", ch, obj, NULL, TO_CHAR );
act ( "$p shimmers with a gold aura.", ch, obj, NULL, TO_ROOM );
SET_BIT ( obj->extra_flags, ITEM_MAGIC );
added = -1;
}
else /* exceptional enchant */
{
act ( "$p glows a brillant gold!", ch, obj, NULL, TO_CHAR );
act ( "$p glows a brillant gold!", ch, obj, NULL, TO_ROOM );
SET_BIT ( obj->extra_flags, ITEM_MAGIC );
SET_BIT ( obj->extra_flags, ITEM_GLOW );
added = -2;
}
/* now add the enchantments */
if ( obj->level < LEVEL_HERO )
obj->level = UMIN ( LEVEL_HERO - 1, obj->level + 1 );
if ( ac_found )
{
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX ( paf->level, level );
}
}
}
else /* add a new affect */
{
paf = new_affect ( );
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
MAGIC ( spell_enchant_weapon )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf;
int result, fail;
int hit_bonus, dam_bonus, added;
bool hit_found = FALSE, dam_found = FALSE;
if ( obj->item_type != ITEM_WEAPON )
{
chsend ( "That isn't a weapon.\n\r", ch );
return;
}
if ( obj->wear_loc != -1 )
{
chsend ( "The item must be carried to be enchanted.\n\r", ch );
return;
}
/* this means they have no bonus */
hit_bonus = 0;
dam_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if ( !obj->enchanted )
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * ( hit_bonus * hit_bonus );
}
else if ( paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * ( dam_bonus * dam_bonus );
}
else /* things get a little harder */
fail += 25;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * ( hit_bonus * hit_bonus );
}
else if ( paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * ( dam_bonus * dam_bonus );
}
else /* things get a little harder */
fail += 25;
}
/* apply other modifiers */
fail -= 3 * level / 2;
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) )
fail -= 15;
if ( IS_OBJ_STAT ( obj, ITEM_GLOW ) )
fail -= 5;
fail = URANGE ( 5, fail, 95 );
result = number_percent ( );
/* the moment of truth */
if ( result < ( fail / 5 ) ) /* item destroyed */
{
act ( "$p shivers violently and explodes!", ch, obj, NULL, TO_CHAR );
act ( "$p shivers violently and explodeds!", ch, obj, NULL, TO_ROOM );
extract_obj ( obj );
return;
}
if ( result < ( fail / 2 ) ) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act ( "$p glows brightly, then fades...oops.", ch, obj, NULL,
TO_CHAR );
act ( "$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM );
obj->enchanted = TRUE;
/* remove all affects */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
free_affect ( paf );
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if ( result <= fail ) /* failed, no bad result */
{
chsend ( "Nothing seemed to happen.\n\r", ch );
return;
}
/* okay, move all the old flags into new vectors if we have to */
if ( !obj->enchanted )
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
af_new = new_affect ( );
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX ( 0, paf->type );
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if ( result <= ( 100 - level / 5 ) ) /* success! */
{
act ( "$p glows blue.", ch, obj, NULL, TO_CHAR );
act ( "$p glows blue.", ch, obj, NULL, TO_ROOM );
SET_BIT ( obj->extra_flags, ITEM_MAGIC );
added = 1;
}
else /* exceptional enchant */
{
act ( "$p glows a brillant blue!", ch, obj, NULL, TO_CHAR );
act ( "$p glows a brillant blue!", ch, obj, NULL, TO_ROOM );
SET_BIT ( obj->extra_flags, ITEM_MAGIC );
SET_BIT ( obj->extra_flags, ITEM_GLOW );
added = 2;
}
/* now add the enchantments */
if ( obj->level < LEVEL_HERO - 1 )
obj->level = UMIN ( LEVEL_HERO - 1, obj->level + 1 );
if ( dam_found )
{
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_DAMROLL )
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX ( paf->level, level );
if ( paf->modifier > 4 )
SET_BIT ( obj->extra_flags, ITEM_HUM );
}
}
}
else /* add a new affect */
{
paf = new_affect ( );
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if ( hit_found )
{
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX ( paf->level, level );
if ( paf->modifier > 4 )
SET_BIT ( obj->extra_flags, ITEM_HUM );
}
}
}
else /* add a new affect */
{
paf = new_affect ( );
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
MAGIC ( spell_energy_drain )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
if ( victim != ch )
ch->alignment = UMAX ( -1000, ch->alignment - 50 );
if ( saves_spell ( level, victim, DAM_NEGATIVE ) )
{
chsend ( "You feel a momentary chill.\n\r", victim );
return;
}
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
gain_exp ( victim, 0 - number_range ( level / 2, 3 * level / 2 ) );
victim->mana /= 2;
victim->move /= 2;
dam = dice ( 1, level );
ch->hit += dam;
}
chsend ( "You feel your life slipping away!\n\r", victim );
chsend ( "Wow....what a rush!\n\r", ch );
damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE );
return;
}
MAGIC ( spell_fireball )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 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,
( int ) sizeof ( dam_each ) / ( int ) 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 ( ch, victim, dam, sn, DAM_FIRE, TRUE );
return;
}
MAGIC ( spell_fireproof )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA af;
if ( IS_OBJ_STAT ( obj, ITEM_BURN_PROOF ) )
{
act ( "$p is already protected from burning.", ch, obj, NULL,
TO_CHAR );
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = number_fuzzy ( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_BURN_PROOF;
affect_to_obj ( obj, &af );
act ( "You protect $p from fire.", ch, obj, NULL, TO_CHAR );
act ( "$p is surrounded by a protective aura.", ch, obj, NULL, TO_ROOM );
}
MAGIC ( spell_flamestrike )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = dice ( 6 + level / 2, 8 );
if ( saves_spell ( level, victim, DAM_FIRE ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
return;
}
MAGIC ( spell_faerie_fire )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_FAERIE_FIRE ) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = 2 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char ( victim, &af );
chsend ( "You are surrounded by a pink outline.\n\r", victim );
act ( "$n is surrounded by a pink outline.", victim, NULL, NULL,
TO_ROOM );
return;
}
MAGIC ( spell_faerie_fog )
{
CHAR_DATA *ich;
act ( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
chsend ( "You conjure a cloud of purple smoke.\n\r", ch );
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if ( ich->invis_level > 0 )
continue;
if ( ich == ch || saves_spell ( level, ich, DAM_OTHER ) )
continue;
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
REMOVE_BIT ( ich->affected_by, AFF_HIDE );
REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
act ( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
chsend ( "You are revealed!\n\r", ich );
}
return;
}
MAGIC ( spell_floating_disc )
{
OBJ_DATA *disc, *floating;
floating = get_eq_char ( ch, WEAR_FLOAT );
if ( floating != NULL && IS_OBJ_STAT ( floating, ITEM_NOREMOVE ) )
{
act ( "You can't remove $p.", ch, floating, NULL, TO_CHAR );
return;
}
disc = create_object ( get_obj_index ( OBJ_VNUM_DISC ), 0 );
disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */
disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */
disc->timer = ch->level * 2 - number_range ( 0, level / 2 );
act ( "$n has created a floating black disc.", ch, NULL, NULL, TO_ROOM );
chsend ( "You create a floating disc.\n\r", ch );
obj_to_char ( disc, ch );
wear_obj ( ch, disc, TRUE );
return;
}
MAGIC ( spell_fly )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_FLYING ) )
{
if ( victim == ch )
chsend ( "You are already airborne.\n\r", ch );
else
act ( "$N doesn't need your help to fly.", ch, NULL, victim,
TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char ( victim, &af );
chsend ( "Your feet rise off the ground.\n\r", victim );
act ( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
/* RT clerical berserking spell */
MAGIC ( spell_frenzy )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) || IS_AFFECTED ( victim, AFF_BERSERK ) )
{
if ( victim == ch )
chsend ( "You are already in a frenzy.\n\r", ch );
else
act ( "$N is already in a frenzy.", ch, NULL, victim, TO_CHAR );
return;
}
if ( is_affected ( victim, skill_lookup ( "calm" ) ) )
{
if ( victim == ch )
chsend ( "Why don't you just relax for a while?\n\r", ch );
else
act ( "$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 $N", ch, NULL, victim, TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char ( victim, &af );
af.location = APPLY_DAMROLL;
affect_to_char ( victim, &af );
af.modifier = 10 * ( level / 12 );
af.location = APPLY_AC;
affect_to_char ( victim, &af );
chsend ( "You are filled with holy wrath!\n\r", victim );
act ( "$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM );
}
/* RT ROM-style gate */
MAGIC ( spell_gate )
{
CHAR_DATA *victim;
bool gate_pet;
if ( ( victim = get_char_world ( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room ( ch, victim->in_room ) || IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( is_clan ( victim ) && !is_same_clan ( ch, victim ) ) || ( !IS_NPC ( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */
|| ( IS_NPC ( victim ) && IS_SET ( victim->imm_flags, IMM_SUMMON ) )
|| ( IS_NPC ( victim ) &&
saves_spell ( level, victim, DAM_OTHER ) ) )
{
chsend ( "You failed.\n\r", ch );
return;
}
if ( ch->pet != NULL && ch->in_room == ch->pet->in_room )
gate_pet = TRUE;
else
gate_pet = FALSE;
act ( "$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM );
chsend ( "You step through a gate and vanish.\n\r", ch );
char_from_room ( ch );
char_to_room ( ch, victim->in_room );
act ( "$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM );
do_function ( ch, &do_look, "auto" );
if ( gate_pet )
{
act ( "$n steps through a gate and vanishes.", ch->pet, NULL, NULL,
TO_ROOM );
chsend ( "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 ( "$n has arrived through a gate.", ch->pet, NULL, NULL,
TO_ROOM );
do_function ( ch->pet, &do_look, "auto" );
}
}
MAGIC ( spell_giant_strength )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
chsend ( "You are already as strong as you can get!\n\r", ch );
else
act ( "$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 );
chsend ( "Your muscles surge with heightened power!\n\r", victim );
act ( "$n's muscles surge with heightened power.", victim, NULL, NULL,
TO_ROOM );
return;
}
MAGIC ( spell_harm )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = UMAX ( 20, victim->hit - dice ( 1, 4 ) );
if ( saves_spell ( level, victim, DAM_HARM ) )
dam = UMIN ( 50, dam / 2 );
dam = UMIN ( 100, dam );
damage ( ch, victim, dam, sn, DAM_HARM, TRUE );
return;
}
/* RT haste spell */
MAGIC ( spell_haste )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) || IS_AFFECTED ( victim, AFF_HASTE ) ||
IS_SET ( victim->off_flags, OFF_FAST ) )
{
if ( victim == ch )
chsend ( "You can't move any faster!\n\r", ch );
else
act ( "$N is already moving as fast as $E can.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( IS_AFFECTED ( victim, AFF_SLOW ) )
{
if ( !check_dispel ( level, victim, skill_lookup ( "slow" ) ) )
{
if ( victim != ch )
chsend ( "Spell failed.\n\r", ch );
chsend ( "You feel momentarily faster.\n\r", victim );
return;
}
act ( "$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 );
chsend ( "You feel yourself moving more quickly.\n\r", victim );
act ( "$n is moving more quickly.", victim, NULL, NULL, TO_ROOM );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_heal )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
victim->hit = UMIN ( victim->hit + 100, victim->max_hit );
update_pos ( victim );
chsend ( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_heat_metal )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
OBJ_DATA *obj_lose, *obj_next;
int dam = 0;
bool fail = TRUE;
if ( !saves_spell ( level + 2, victim, DAM_FIRE ) &&
!IS_SET ( victim->imm_flags, IMM_FIRE ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL;
obj_lose = obj_next )
{
obj_next = obj_lose->next_content;
if ( number_range ( 1, 2 * level ) > obj_lose->level &&
!saves_spell ( level, victim, DAM_FIRE ) &&
!IS_OBJ_STAT ( obj_lose, ITEM_NONMETAL ) &&
!IS_OBJ_STAT ( obj_lose, ITEM_BURN_PROOF ) )
{
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if ( obj_lose->wear_loc != -1 ) /* remove the item */
{
if ( can_drop_obj ( victim, obj_lose ) &&
( obj_lose->weight / 10 ) < number_range ( 1,
2
*
get_curr_stat
( victim,
STAT_DEX ) )
&& remove_obj ( victim, obj_lose->wear_loc,
TRUE ) )
{
act ( "$n yelps and throws $p to the ground!",
victim, obj_lose, NULL, TO_ROOM );
act ( "You remove and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR );
dam +=
( number_range ( 1, obj_lose->level ) /
3 );
obj_from_char ( obj_lose );
obj_to_room ( obj_lose, victim->in_room );
fail = FALSE;
}
else /* stuck on the body! ouch! */
{
act ( "Your skin is seared by $p!", victim,
obj_lose, NULL, TO_CHAR );
dam +=
( number_range ( 1, obj_lose->level ) );
fail = FALSE;
}
}
else /* drop it if we can */
{
if ( can_drop_obj ( victim, obj_lose ) )
{
act ( "$n yelps and throws $p to the ground!",
victim, obj_lose, NULL, TO_ROOM );
act ( "You and drop $p before it burns you.",
victim, obj_lose, NULL, TO_CHAR );
dam +=
( number_range ( 1, obj_lose->level ) /
6 );
obj_from_char ( obj_lose );
obj_to_room ( obj_lose, victim->in_room );
fail = FALSE;
}
else /* cannot drop */
{
act ( "Your skin is seared by $p!", victim,
obj_lose, NULL, TO_CHAR );
dam +=
( number_range ( 1, obj_lose->level ) /
2 );
fail = FALSE;
}
}
break;
case ITEM_WEAPON:
if ( obj_lose->wear_loc != -1 ) /* try to drop it */
{
if ( IS_WEAPON_STAT ( obj_lose, WEAPON_FLAMING ) )
continue;
if ( can_drop_obj ( victim, obj_lose ) &&
remove_obj ( victim, obj_lose->wear_loc,
TRUE ) )
{
act ( "$n is burned by $p, and throws it to the ground.", victim, obj_lose, NULL, TO_ROOM );
chsend
( "You throw your red-hot weapon to the ground!\n\r",
victim );
dam += 1;
obj_from_char ( obj_lose );
obj_to_room ( obj_lose, victim->in_room );
fail = FALSE;
}
else /* YOWCH! */
{
chsend ( "Your weapon sears your flesh!\n\r",
victim );
dam += number_range ( 1, obj_lose->level );
fail = FALSE;
}
}
else /* drop it if we can */
{
if ( can_drop_obj ( victim, obj_lose ) )
{
act ( "$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 $p!", victim,
obj_lose, NULL, TO_CHAR );
dam +=
( number_range ( 1, obj_lose->level ) /
2 );
fail = FALSE;
}
}
break;
}
}
}
}
if ( fail )
{
chsend ( "Your spell had no effect.\n\r", ch );
chsend ( "You feel momentarily warmer.\n\r", victim );
}
else /* damage! */
{
if ( saves_spell ( level, victim, DAM_FIRE ) )
dam = 2 * dam / 3;
damage ( ch, victim, dam, sn, DAM_FIRE, TRUE );
}
}
/* RT really nasty high-level attack spell */
MAGIC ( spell_holy_word )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int bless_num, curse_num, frenzy_num;
bless_num = skill_lookup ( "bless" );
curse_num = skill_lookup ( "curse" );
frenzy_num = skill_lookup ( "frenzy" );
act ( "$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM );
chsend ( "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 ) ) )
{
chsend ( "You feel full more powerful.\n\r", vch );
spell_frenzy ( frenzy_num, level, ch, ( void * ) vch,
TARGET_CHAR );
spell_bless ( bless_num, level, ch, ( void * ) vch, TARGET_CHAR );
}
else if ( ( IS_GOOD ( ch ) && IS_EVIL ( vch ) ) ||
( IS_EVIL ( ch ) && IS_GOOD ( vch ) ) )
{
if ( !is_safe_spell ( ch, vch, TRUE ) )
{
spell_curse ( curse_num, level, ch, ( void * ) vch,
TARGET_CHAR );
chsend ( "You are struck down!\n\r", vch );
dam = dice ( level, 6 );
damage ( 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 );
chsend ( "You are struck down!\n\r", vch );
dam = dice ( level, 4 );
damage ( ch, vch, dam, sn, DAM_ENERGY, TRUE );
}
}
}
chsend ( "You feel drained.\n\r", ch );
ch->move = 0;
ch->hit /= 2;
}
MAGIC ( spell_identify )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
sprintf ( buf,
"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 ),
flag_string ( extra_flags, obj->extra_flags ), obj->weight / 10,
obj->cost, obj->level );
chsend ( buf, ch );
switch ( obj->item_type )
{
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
sprintf ( buf, "Level %ld spells of:", obj->value[0] );
chsend ( buf, ch );
if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
{
chsend ( " '", ch );
chsend ( skill_table[obj->value[1]].name, ch );
chsend ( "'", ch );
}
if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
{
chsend ( " '", ch );
chsend ( skill_table[obj->value[2]].name, ch );
chsend ( "'", ch );
}
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
chsend ( " '", ch );
chsend ( skill_table[obj->value[3]].name, ch );
chsend ( "'", ch );
}
if ( obj->value[4] >= 0 && obj->value[4] < MAX_SKILL )
{
chsend ( " '", ch );
chsend ( skill_table[obj->value[4]].name, ch );
chsend ( "'", ch );
}
chsend ( ".\n\r", ch );
break;
case ITEM_WAND:
case ITEM_STAFF:
sprintf ( buf, "Has %ld charges of level %ld", obj->value[2],
obj->value[0] );
chsend ( buf, ch );
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
chsend ( " '", ch );
chsend ( skill_table[obj->value[3]].name, ch );
chsend ( "'", ch );
}
chsend ( ".\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 );
chsend ( buf, ch );
break;
case ITEM_CONTAINER:
sprintf ( buf,
"Capacity: %ld# Maximum weight: %ld# flags: %s\n\r",
obj->value[0], obj->value[3],
flag_string ( container_flags, obj->value[1] ) );
chsend ( buf, ch );
if ( obj->value[4] != 100 )
{
sprintf ( buf, "Weight multiplier: %ld%%\n\r",
obj->value[4] );
chsend ( buf, ch );
}
break;
case ITEM_WEAPON:
chsend ( "Weapon type is ", ch );
switch ( obj->value[0] )
{
case ( WEAPON_EXOTIC ):
chsend ( "exotic.\n\r", ch );
break;
case ( WEAPON_SWORD ):
chsend ( "sword.\n\r", ch );
break;
case ( WEAPON_DAGGER ):
chsend ( "dagger.\n\r", ch );
break;
case ( WEAPON_SPEAR ):
chsend ( "spear/staff.\n\r", ch );
break;
case ( WEAPON_MACE ):
chsend ( "mace/club.\n\r", ch );
break;
case ( WEAPON_AXE ):
chsend ( "axe.\n\r", ch );
break;
case ( WEAPON_FLAIL ):
chsend ( "flail.\n\r", ch );
break;
case ( WEAPON_WHIP ):
chsend ( "whip.\n\r", ch );
break;
case ( WEAPON_POLEARM ):
chsend ( "polearm.\n\r", ch );
break;
default:
chsend ( "unknown.\n\r", ch );
break;
}
if ( obj->pIndexData->new_format )
sprintf ( buf, "Damage is %ldd%ld (average %ld).\n\r",
obj->value[1], obj->value[2],
( 1 + obj->value[2] ) * obj->value[1] / 2 );
else
sprintf ( buf, "Damage is %ld to %ld (average %ld).\n\r",
obj->value[1], obj->value[2],
( obj->value[1] + obj->value[2] ) / 2 );
chsend ( buf, ch );
if ( obj->value[4] ) /* weapon flags */
{
sprintf ( buf, "Weapons flags: %s\n\r",
flag_string ( weapon_type2, obj->value[4] ) );
chsend ( buf, ch );
}
break;
case ITEM_ARMOR:
sprintf ( buf,
"Armor class is %ld pierce, %ld bash, %ld slash, and %ld vs. magic.\n\r",
obj->value[0], obj->value[1], obj->value[2],
obj->value[3] );
chsend ( 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",
flag_string ( apply_types, paf->location ),
paf->modifier );
chsend ( buf, ch );
if ( paf->bitvector )
{
switch ( paf->where )
{
case TO_AFFECTS:
sprintf ( buf, "Adds %s affect.\n",
flag_string ( affect_flags,
paf->bitvector ) );
break;
case TO_OBJECT:
sprintf ( buf, "Adds %s object flag.\n",
flag_string ( extra_flags,
paf->bitvector ) );
break;
case TO_IMMUNE:
sprintf ( buf, "Adds immunity to %s.\n",
flag_string ( imm_flags,
paf->bitvector ) );
break;
case TO_RESIST:
sprintf ( buf, "Adds resistance to %s.\n\r",
flag_string ( imm_flags,
paf->bitvector ) );
break;
case TO_VULN:
sprintf ( buf, "Adds vulnerability to %s.\n\r",
flag_string ( imm_flags,
paf->bitvector ) );
break;
default:
sprintf ( buf, "Unknown bit %d.\n\r",
paf->where );
break;
}
chsend ( 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",
flag_string ( apply_types, paf->location ),
paf->modifier );
chsend ( buf, ch );
if ( paf->duration > -1 )
sprintf ( buf, ", %d hours.\n\r", paf->duration );
else
sprintf ( buf, ".\n\r" );
chsend ( buf, ch );
if ( paf->bitvector )
{
switch ( paf->where )
{
case TO_AFFECTS:
sprintf ( buf, "Adds %s affect.\n",
flag_string ( affect_flags,
paf->bitvector ) );
break;
case TO_OBJECT:
sprintf ( buf, "Adds %s object flag.\n",
flag_string ( extra_flags,
paf->bitvector ) );
break;
case TO_WEAPON:
sprintf ( buf, "Adds %s weapon flags.\n",
flag_string ( weapon_type2,
paf->bitvector ) );
break;
case TO_IMMUNE:
sprintf ( buf, "Adds immunity to %s.\n",
flag_string ( imm_flags, paf->bitvector ) );
break;
case TO_RESIST:
sprintf ( buf, "Adds resistance to %s.\n\r",
flag_string ( imm_flags, paf->bitvector ) );
break;
case TO_VULN:
sprintf ( buf, "Adds vulnerability to %s.\n\r",
flag_string ( imm_flags, paf->bitvector ) );
break;
default:
sprintf ( buf, "Unknown bit %d.\n\r", paf->where );
break;
}
chsend ( buf, ch );
}
}
}
return;
}
MAGIC ( spell_infravision )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_INFRARED ) )
{
if ( victim == ch )
chsend ( "You can already see in the dark.\n\r", ch );
else
act ( "$N already has infravision.\n\r", ch, NULL, victim,
TO_CHAR );
return;
}
act ( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char ( victim, &af );
chsend ( "Your eyes glow red.\n\r", victim );
return;
}
MAGIC ( spell_invis )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* object invisibility */
if ( target == TARGET_OBJ )
{
obj = ( OBJ_DATA * ) vo;
if ( IS_OBJ_STAT ( obj, ITEM_INVIS ) )
{
act ( "$p is already invisible.", ch, obj, NULL, TO_CHAR );
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_INVIS;
affect_to_obj ( obj, &af );
act ( "$p fades out of sight.", ch, obj, NULL, TO_ALL );
return;
}
/* character invisibility */
victim = ( CHAR_DATA * ) vo;
if ( IS_AFFECTED ( victim, AFF_INVISIBLE ) )
return;
act ( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char ( victim, &af );
chsend ( "You fade out of existence.\n\r", victim );
return;
}
MAGIC ( spell_know_alignment )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
char *msg;
int ap;
ap = victim->alignment;
if ( ap > 700 )
msg = "$N has a pure and good aura.";
else if ( ap > 350 )
msg = "$N is of excellent moral character.";
else if ( ap > 100 )
msg = "$N is often kind and thoughtful.";
else if ( ap > -100 )
msg = "$N doesn't have a firm moral commitment.";
else if ( ap > -350 )
msg = "$N lies to $S friends.";
else if ( ap > -700 )
msg = "$N is a black-hearted murderer.";
else
msg = "$N is the embodiment of pure evil!.";
act ( msg, ch, NULL, victim, TO_CHAR );
return;
}
MAGIC ( spell_lightning_bolt )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 25, 28,
31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
58, 58, 59, 60, 60, 61, 62, 62, 63, 64
};
int dam;
level =
UMIN ( level,
( int ) sizeof ( dam_each ) / ( int ) 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 ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
return;
}
MAGIC ( spell_locate_object )
{
char buf[MAX_INPUT_LENGTH];
BUFFER *buffer;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int number = 0, max_found;
found = FALSE;
number = 0;
max_found = IS_IMMORTAL ( ch ) ? 200 : 2 * level;
buffer = new_buf ( );
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !can_see_obj ( ch, obj ) || !is_name ( target_name, obj->name )
|| IS_OBJ_STAT ( obj, ITEM_NOLOCATE ) ||
number_percent ( ) > 2 * level || ch->level < obj->level )
continue;
found = TRUE;
number++;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by != NULL &&
can_see ( ch, in_obj->carried_by ) )
{
sprintf ( buf, "one is carried by %s\n\r",
PERS ( in_obj->carried_by, ch ) );
}
else
{
if ( IS_IMMORTAL ( ch ) && in_obj->in_room != NULL )
sprintf ( buf, "one is in %s [Room %ld]\n\r",
in_obj->in_room->name, in_obj->in_room->vnum );
else
sprintf ( buf, "one is in %s\n\r",
in_obj->in_room ==
NULL ? "somewhere" : in_obj->in_room->name );
}
buf[0] = UPPER ( buf[0] );
add_buf ( buffer, buf );
if ( number >= max_found )
break;
}
if ( !found )
chsend ( "Nothing like that in heaven or earth.\n\r", ch );
else
page_to_char ( buf_string ( buffer ), ch );
free_buf ( buffer );
return;
}
MAGIC ( spell_magic_missile )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const sh_int dam_each[] = {
0,
3, 3, 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,
( int ) sizeof ( dam_each ) / ( int ) sizeof ( dam_each[0] ) -
1 );
level = UMAX ( 0, level );
dam = number_range ( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell ( level, victim, DAM_ENERGY ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_ENERGY, TRUE );
return;
}
MAGIC ( spell_mass_healing )
{
CHAR_DATA *gch;
int heal_num, refresh_num;
heal_num = skill_lookup ( "heal" );
refresh_num = skill_lookup ( "refresh" );
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( ( IS_NPC ( ch ) && IS_NPC ( gch ) ) ||
( !IS_NPC ( ch ) && !IS_NPC ( gch ) ) )
{
spell_heal ( heal_num, level, ch, ( void * ) gch, TARGET_CHAR );
spell_refresh ( refresh_num, level, ch, ( void * ) gch,
TARGET_CHAR );
}
}
}
MAGIC ( spell_mass_invis )
{
AFFECT_DATA af;
CHAR_DATA *gch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( !is_same_group ( gch, ch ) ||
IS_AFFECTED ( gch, AFF_INVISIBLE ) )
continue;
act ( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
chsend ( "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 );
}
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_null )
{
chsend ( "That's not a spell!\n\r", ch );
return;
}
MAGIC ( spell_pass_door )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_PASS_DOOR ) )
{
if ( victim == ch )
chsend ( "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 );
chsend ( "You turn translucent.\n\r", victim );
return;
}
/* RT plague spell, very nasty */
MAGIC ( spell_plague )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( saves_spell ( level, victim, DAM_DISEASE ) ||
( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_UNDEAD ) ) )
{
if ( ch == victim )
chsend ( "You feel momentarily ill, but it passes.\n\r", ch );
else
act ( "$N seems to be unaffected.", ch, NULL, victim, TO_CHAR );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3 / 4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
affect_join ( victim, &af );
chsend ( "You scream in agony as plague sores erupt from your skin.\n\r",
victim );
act ( "$n screams in agony as plague sores erupt from $s skin.", victim,
NULL, NULL, TO_ROOM );
}
MAGIC ( spell_poison )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
if ( target == TARGET_OBJ )
{
obj = ( OBJ_DATA * ) vo;
if ( obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON )
{
if ( IS_OBJ_STAT ( obj, ITEM_BLESS ) ||
IS_OBJ_STAT ( obj, ITEM_BURN_PROOF ) )
{
act ( "Your spell fails to corrupt $p.", ch, obj, NULL,
TO_CHAR );
return;
}
obj->value[3] = 1;
act ( "$p is infused with poisonous vapors.", ch, obj, NULL,
TO_ALL );
return;
}
if ( obj->item_type == ITEM_WEAPON )
{
if ( IS_WEAPON_STAT ( obj, WEAPON_FLAMING ) ||
IS_WEAPON_STAT ( obj, WEAPON_FROST ) ||
IS_WEAPON_STAT ( obj, WEAPON_VAMPIRIC ) ||
IS_WEAPON_STAT ( obj, WEAPON_SHARP ) ||
IS_WEAPON_STAT ( obj, WEAPON_VORPAL ) ||
IS_WEAPON_STAT ( obj, WEAPON_SHOCKING ) ||
IS_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 );
chsend ( "You feel momentarily ill, but it passes.\n\r", victim );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join ( victim, &af );
chsend ( "You feel very sick.\n\r", victim );
act ( "$n looks very ill.", victim, NULL, NULL, TO_ROOM );
return;
}
MAGIC ( spell_protection_evil )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_PROTECT_EVIL ) ||
IS_AFFECTED ( victim, AFF_PROTECT_GOOD ) )
{
if ( victim == ch )
chsend ( "You are already protected.\n\r", ch );
else
act ( "$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 );
chsend ( "You feel holy and pure.\n\r", victim );
if ( ch != victim )
act ( "$N is protected from evil.", ch, NULL, victim, TO_CHAR );
return;
}
MAGIC ( spell_protection_good )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_PROTECT_GOOD ) ||
IS_AFFECTED ( victim, AFF_PROTECT_EVIL ) )
{
if ( victim == ch )
chsend ( "You are already protected.\n\r", ch );
else
act ( "$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 );
chsend ( "You feel aligned with darkness.\n\r", victim );
if ( ch != victim )
act ( "$N is protected from good.", ch, NULL, victim, TO_CHAR );
return;
}
MAGIC ( spell_ray_of_truth )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, align;
if ( IS_EVIL ( ch ) )
{
victim = ch;
chsend ( "The energy explodes inside you!\n\r", ch );
}
if ( victim != ch )
{
act ( "$n raises $s hand, and a blinding ray of light shoots forth!",
ch, NULL, NULL, TO_ROOM );
chsend
( "You raise your hand and a blinding ray of light shoots forth!\n\r",
ch );
}
if ( IS_GOOD ( victim ) )
{
act ( "$n seems unharmed by the light.", victim, NULL, victim,
TO_ROOM );
chsend ( "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 ( ch, victim, dam, sn, DAM_HOLY, TRUE );
spell_blindness ( gsn_blindness, 3 * level / 4, ch, ( void * ) victim,
TARGET_CHAR );
}
MAGIC ( spell_recharge )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int chance, percent;
if ( obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF )
{
chsend ( "That item does not carry charges.\n\r", ch );
return;
}
if ( obj->value[3] >= 3 * level / 2 )
{
chsend ( "Your skills are not great enough for that.\n\r", ch );
return;
}
if ( obj->value[1] == 0 )
{
chsend ( "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 ) )
{
chsend ( "Nothing seems to happen.\n\r", ch );
if ( obj->value[1] > 1 )
obj->value[1]--;
return;
}
else /* whoops! */
{
act ( "$p glows brightly and explodes!", ch, obj, NULL, TO_CHAR );
act ( "$p glows brightly and explodes!", ch, obj, NULL, TO_ROOM );
extract_obj ( obj );
}
}
MAGIC ( spell_refresh )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
victim->move = UMIN ( victim->move + level, victim->max_move );
if ( victim->max_move == victim->move )
chsend ( "You feel fully refreshed!\n\r", victim );
else
chsend ( "You feel less tired.\n\r", victim );
if ( ch != victim )
chsend ( "Ok.\n\r", ch );
return;
}
MAGIC ( spell_remove_curse )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
bool found = FALSE;
/* do object cases first */
if ( target == TARGET_OBJ )
{
obj = ( OBJ_DATA * ) vo;
if ( IS_OBJ_STAT ( obj, ITEM_NODROP ) ||
IS_OBJ_STAT ( obj, ITEM_NOREMOVE ) )
{
if ( !IS_OBJ_STAT ( obj, ITEM_NOUNCURSE ) &&
!saves_dispel ( level + 2, obj->level, 0 ) )
{
REMOVE_BIT ( obj->extra_flags, ITEM_NODROP );
REMOVE_BIT ( obj->extra_flags, ITEM_NOREMOVE );
act ( "$p glows blue.", ch, obj, NULL, TO_ALL );
return;
}
act ( "The curse on $p is beyond your power.", ch, obj, NULL,
TO_CHAR );
return;
}
act ( "There doesn't seem to be a curse on $p.", ch, obj, NULL,
TO_CHAR );
return;
}
/* characters */
victim = ( CHAR_DATA * ) vo;
if ( check_dispel ( level, victim, gsn_curse ) )
{
chsend ( "You feel better.\n\r", victim );
act ( "$n looks more relaxed.", victim, NULL, NULL, TO_ROOM );
}
for ( obj = victim->carrying; ( obj != NULL && !found );
obj = obj->next_content )
{
if ( ( IS_OBJ_STAT ( obj, ITEM_NODROP ) ||
IS_OBJ_STAT ( obj, ITEM_NOREMOVE ) ) &&
!IS_OBJ_STAT ( obj, ITEM_NOUNCURSE ) )
{ /* attempt to remove curse */
if ( !saves_dispel ( level, obj->level, 0 ) )
{
found = TRUE;
REMOVE_BIT ( obj->extra_flags, ITEM_NODROP );
REMOVE_BIT ( obj->extra_flags, ITEM_NOREMOVE );
act ( "Your $p glows blue.", victim, obj, NULL, TO_CHAR );
act ( "$n's $p glows blue.", victim, obj, NULL, TO_ROOM );
}
}
}
}
MAGIC ( spell_sanctuary )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_SANCTUARY ) )
{
if ( victim == ch )
chsend ( "You are already in sanctuary.\n\r", ch );
else
act ( "$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 ( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
chsend ( "You are surrounded by a white aura.\n\r", victim );
return;
}
MAGIC ( spell_shield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) )
{
if ( victim == ch )
chsend ( "You are already shielded from harm.\n\r", ch );
else
act ( "$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 ( "$n is surrounded by a force shield.", victim, NULL, NULL,
TO_ROOM );
chsend ( "You are surrounded by a force shield.\n\r", victim );
return;
}
MAGIC ( spell_shocking_grasp )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level =
UMIN ( level,
( int ) sizeof ( dam_each ) / ( int ) sizeof ( dam_each[0] ) -
1 );
level = UMAX ( 0, level );
dam = number_range ( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell ( level, victim, DAM_LIGHTNING ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
return;
}
MAGIC ( spell_sleep )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_AFFECTED ( victim, AFF_SLEEP ) ||
( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_UNDEAD ) ) ||
( level + 2 ) < victim->level ||
saves_spell ( level - 4, victim, DAM_CHARM ) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join ( victim, &af );
if ( IS_AWAKE ( victim ) )
{
chsend ( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act ( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
victim->position = POS_SLEEPING;
}
return;
}
MAGIC ( spell_slow )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) || IS_AFFECTED ( victim, AFF_SLOW ) )
{
if ( victim == ch )
chsend ( "You can't move any slower!\n\r", ch );
else
act ( "$N can't get any slower than that.", ch, NULL, victim,
TO_CHAR );
return;
}
if ( saves_spell ( level, victim, DAM_OTHER ) ||
IS_SET ( victim->imm_flags, IMM_MAGIC ) )
{
if ( victim != ch )
chsend ( "Nothing seemed to happen.\n\r", ch );
chsend ( "You feel momentarily lethargic.\n\r", victim );
return;
}
if ( IS_AFFECTED ( victim, AFF_HASTE ) )
{
if ( !check_dispel ( level, victim, skill_lookup ( "haste" ) ) )
{
if ( victim != ch )
chsend ( "Spell failed.\n\r", ch );
chsend ( "You feel momentarily slower.\n\r", victim );
return;
}
act ( "$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 );
chsend ( "You feel yourself slowing d o w n...\n\r", victim );
act ( "$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM );
return;
}
MAGIC ( spell_stone_skin )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( ch, sn ) )
{
if ( victim == ch )
chsend ( "Your skin is already as hard as a rock.\n\r", ch );
else
act ( "$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 ( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
chsend ( "Your skin turns to stone.\n\r", victim );
return;
}
MAGIC ( spell_summon )
{
CHAR_DATA *victim;
if ( ( victim = get_char_world ( ch, target_name ) ) == NULL ||
victim == ch || victim->in_room == NULL ||
IS_SET ( ch->in_room->room_flags, ROOM_SAFE ) ||
IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) ||
IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE ) ||
IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY ) ||
IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) ||
( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_AGGRESSIVE ) ) ||
victim->level >= level + 3 || ( !IS_NPC ( victim ) &&
victim->level >= LEVEL_IMMORTAL ) ||
victim->fighting != NULL || ( IS_NPC ( victim ) &&
IS_SET ( victim->imm_flags,
IMM_SUMMON ) ) ||
( IS_NPC ( victim ) && victim->pIndexData->pShop != NULL ) ||
( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_NOSUMMON ) ) ||
( IS_NPC ( victim ) && saves_spell ( level, victim, DAM_OTHER ) ) )
{
chsend ( "You failed.\n\r", ch );
return;
}
act ( "$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_function ( victim, &do_look, "auto" );
return;
}
MAGIC ( spell_teleport )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
ROOM_INDEX_DATA *pRoomIndex;
if ( victim->in_room == NULL ||
IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) ||
( victim != ch && IS_SET ( victim->imm_flags, IMM_SUMMON ) ) ||
( !IS_NPC ( ch ) && victim->fighting != NULL ) || ( victim != ch &&
( saves_spell
( level - 5,
victim,
DAM_OTHER ) ) ) )
{
chsend ( "You failed.\n\r", ch );
return;
}
pRoomIndex = get_random_room ( victim );
if ( victim != ch )
chsend ( "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_function ( victim, &do_look, "auto" );
return;
}
MAGIC ( spell_ventriloquate )
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument ( target_name, speaker );
sprintf ( buf1, "%s says '%s'.\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 ) )
chsend ( saves_spell ( level, vch, DAM_OTHER ) ? buf2 : buf1,
vch );
}
return;
}
MAGIC ( spell_weaken )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( is_affected ( victim, sn ) ||
saves_spell ( level, victim, DAM_OTHER ) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 * ( level / 5 );
af.bitvector = AFF_WEAKEN;
affect_to_char ( victim, &af );
chsend ( "You feel your strength slip away.\n\r", victim );
act ( "$n looks tired and weak.", victim, NULL, NULL, TO_ROOM );
return;
}
/* RT recall spell is back */
MAGIC ( spell_word_of_recall )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
ROOM_INDEX_DATA *location;
if ( IS_NPC ( victim ) )
return;
if ( ( location = get_room_index ( ROOM_VNUM_TEMPLE ) ) == NULL )
{
chsend ( "You are completely lost.\n\r", victim );
return;
}
if ( IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) ||
IS_AFFECTED ( victim, AFF_CURSE ) )
{
chsend ( "Spell failed.\n\r", victim );
return;
}
if ( victim->fighting != NULL )
stop_fighting ( victim, TRUE );
ch->move /= 2;
act ( "$n disappears.", victim, NULL, NULL, TO_ROOM );
char_from_room ( victim );
char_to_room ( victim, location );
act ( "$n appears in the room.", victim, NULL, NULL, TO_ROOM );
do_function ( victim, &do_look, "auto" );
}
/*
* NPC spells.
*/
MAGIC ( spell_acid_breath )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, hp_dam, dice_dam, hpch;
act ( "$n spits acid at $N.", ch, NULL, victim, TO_NOTVICT );
act ( "$n spits a stream of corrosive acid at you.", ch, NULL, victim,
TO_VICT );
act ( "You spit acid at $N.", ch, NULL, victim, TO_CHAR );
hpch = UMAX ( 12, ch->hit );
hp_dam = number_range ( hpch / 11 + 1, hpch / 6 );
dice_dam = dice ( level, 16 );
dam = UMAX ( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 );
if ( saves_spell ( level, victim, DAM_ACID ) )
{
acid_effect ( victim, level / 2, dam / 4, TARGET_CHAR );
damage ( ch, victim, dam / 2, sn, DAM_ACID, TRUE );
}
else
{
acid_effect ( victim, level, dam, TARGET_CHAR );
damage ( ch, victim, dam, sn, DAM_ACID, TRUE );
}
}
MAGIC ( spell_fire_breath )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
CHAR_DATA *vch, *vch_next;
int dam, hp_dam, dice_dam;
int hpch;
act ( "$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT );
act ( "$n breathes a cone of hot fire over you!", ch, NULL, victim,
TO_VICT );
act ( "You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR );
hpch = UMAX ( 10, ch->hit );
hp_dam = number_range ( hpch / 9 + 1, hpch / 5 );
dice_dam = dice ( level, 20 );
dam = UMAX ( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 );
fire_effect ( victim->in_room, level, dam / 2, TARGET_ROOM );
for ( vch = victim->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( is_safe_spell ( ch, vch, TRUE ) ||
( IS_NPC ( vch ) && IS_NPC ( ch ) &&
( ch->fighting != vch || vch->fighting != ch ) ) )
continue;
if ( vch == victim ) /* full damage */
{
if ( saves_spell ( level, vch, DAM_FIRE ) )
{
fire_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
damage ( ch, vch, dam / 2, sn, DAM_FIRE, TRUE );
}
else
{
fire_effect ( vch, level, dam, TARGET_CHAR );
damage ( ch, vch, dam, sn, DAM_FIRE, TRUE );
}
}
else /* partial damage */
{
if ( saves_spell ( level - 2, vch, DAM_FIRE ) )
{
fire_effect ( vch, level / 4, dam / 8, TARGET_CHAR );
damage ( ch, vch, dam / 4, sn, DAM_FIRE, TRUE );
}
else
{
fire_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
damage ( ch, vch, dam / 2, sn, DAM_FIRE, TRUE );
}
}
}
}
MAGIC ( spell_frost_breath )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
CHAR_DATA *vch, *vch_next;
int dam, hp_dam, dice_dam, hpch;
act ( "$n breathes out a freezing cone of frost!", ch, NULL, victim,
TO_NOTVICT );
act ( "$n breathes a freezing cone of frost over you!", ch, NULL, victim,
TO_VICT );
act ( "You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR );
hpch = UMAX ( 12, ch->hit );
hp_dam = number_range ( hpch / 11 + 1, hpch / 6 );
dice_dam = dice ( level, 16 );
dam = UMAX ( hp_dam + dice_dam / 10, dice_dam + hp_dam / 10 );
cold_effect ( victim->in_room, level, dam / 2, TARGET_ROOM );
for ( vch = victim->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( is_safe_spell ( ch, vch, TRUE ) ||
( IS_NPC ( vch ) && IS_NPC ( ch ) &&
( ch->fighting != vch || vch->fighting != ch ) ) )
continue;
if ( vch == victim ) /* full damage */
{
if ( saves_spell ( level, vch, DAM_COLD ) )
{
cold_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
damage ( ch, vch, dam / 2, sn, DAM_COLD, TRUE );
}
else
{
cold_effect ( vch, level, dam, TARGET_CHAR );
damage ( ch, vch, dam, sn, DAM_COLD, TRUE );
}
}
else
{
if ( saves_spell ( level - 2, vch, DAM_COLD ) )
{
cold_effect ( vch, level / 4, dam / 8, TARGET_CHAR );
damage ( ch, vch, dam / 4, sn, DAM_COLD, TRUE );
}
else
{
cold_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
damage ( ch, vch, dam / 2, sn, DAM_COLD, TRUE );
}
}
}
}
MAGIC ( spell_gas_breath )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam, hp_dam, dice_dam, hpch;
act ( "$n breathes out a cloud of poisonous gas!", ch, NULL, NULL,
TO_ROOM );
act ( "You breath out a cloud of poisonous gas.", ch, NULL, NULL,
TO_CHAR );
hpch = UMAX ( 16, ch->hit );
hp_dam = number_range ( hpch / 15 + 1, 8 );
dice_dam = dice ( level, 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 ( saves_spell ( level, vch, DAM_POISON ) )
{
poison_effect ( vch, level / 2, dam / 4, TARGET_CHAR );
damage ( ch, vch, dam / 2, sn, DAM_POISON, TRUE );
}
else
{
poison_effect ( vch, level, dam, TARGET_CHAR );
damage ( ch, vch, dam, sn, DAM_POISON, TRUE );
}
}
}
MAGIC ( spell_lightning_breath )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam, hp_dam, dice_dam, hpch;
act ( "$n breathes a bolt of lightning at $N.", ch, NULL, victim,
TO_NOTVICT );
act ( "$n breathes a bolt of lightning at you!", ch, NULL, victim,
TO_VICT );
act ( "You breathe a bolt of lightning at $N.", ch, NULL, victim,
TO_CHAR );
hpch = UMAX ( 10, ch->hit );
hp_dam = number_range ( hpch / 9 + 1, hpch / 5 );
dice_dam = dice ( level, 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 ( ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE );
}
else
{
shock_effect ( victim, level, dam, TARGET_CHAR );
damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
}
}
/*
* Spells for mega1.are from Glop/Erkenbrand.
*/
MAGIC ( spell_general_purpose )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = number_range ( 25, 100 );
if ( saves_spell ( level, victim, DAM_PIERCE ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_PIERCE, TRUE );
return;
}
MAGIC ( spell_high_explosive )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = number_range ( 30, 120 );
if ( saves_spell ( level, victim, DAM_PIERCE ) )
dam /= 2;
damage ( ch, victim, dam, sn, DAM_PIERCE, TRUE );
return;
}