/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvements 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 *
* benefiting. 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 *
***************************************************************************
* 1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings *
* http://1stmud.dlmud.com/ <r-jenn@shaw.ca> *
***************************************************************************/
#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 < maxSkill; 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 < maxSkill; 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 (can_use_skpell(ch, sn) && ch->pcdata->learned[sn] > 0)
return sn;
}
}
return found;
}
/*
* 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;
const 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->first_person; rch; rch = rch->next_in_room)
{
if (rch != ch)
act((!IS_NPC(rch) && is_same_class(ch, rch)) ? 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) && has_spells(victim))
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->first_affect; 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)
{
chprintln(victim, skill_table[sn].msg_off);
}
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.
*/
const 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')
{
chprintln(ch, "Cast which what where?");
return;
}
if ((sn = find_spell(ch, arg1)) < 1 ||
skill_table[sn].spell_fun == spell_null || (!IS_NPC(ch) &&
(!can_use_skpell(ch, sn)
|| ch->pcdata->
learned[sn] == 0)))
{
chprintln(ch, "You don't know any spells of that name.");
return;
}
if (ch->position < skill_table[sn].minimum_position)
{
chprintln(ch, "You can't concentrate enough.");
return;
}
if (ch->level + 2 == skill_level(ch, sn))
mana = 50;
else
mana =
UMAX(skill_table[sn].min_mana,
100 / (2 + ch->level - skill_level(ch, sn)));
/*
* 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)
{
chprintln(ch, "Cast the spell on whom?");
return;
}
}
else
{
if ((victim = get_char_room(ch, NULL, target_name)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
}
/*
if ( ch == victim )
{
chprint( "You can't do that to yourself.\n\r", ch );
return;
}
*/
if (!IS_NPC(ch))
{
if (is_safe(ch, victim) && victim != ch)
{
chprintln(ch, "Not on that target.");
return;
}
check_killer(ch, victim);
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
chprintln(ch, "You can't do that on your own follower.");
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, NULL, target_name)) == NULL)
{
chprintln(ch, "They aren't here.");
return;
}
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_SELF:
if (arg2[0] != '\0' && !is_name(target_name, ch->name))
{
chprintln(ch, "You cannot cast this spell on another.");
return;
}
vo = (void *) ch;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if (arg2[0] == '\0')
{
chprintln(ch, "What should the spell be cast upon?");
return;
}
if ((obj = get_obj_carry(ch, target_name, ch)) == NULL)
{
chprintln(ch, "You are not carrying that.");
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
break;
case TAR_OBJ_CHAR_OFF:
if (arg2[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
chprintln(ch, "Cast the spell on whom or what?");
return;
}
target = TARGET_CHAR;
}
else if ((victim = get_char_room(ch, NULL, 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)
{
chprintln(ch, "Not on that target.");
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
chprintln(ch, "You can't do that on your own follower.");
return;
}
if (!IS_NPC(ch))
check_killer(ch, victim);
vo = (void *) victim;
}
else if ((obj = get_obj_here(ch, NULL, target_name)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
chprintln(ch, "You don't see that here.");
return;
}
break;
case TAR_OBJ_CHAR_DEF:
if (arg2[0] == '\0')
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if ((victim = get_char_room(ch, NULL, 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
{
chprintln(ch, "You don't see that here.");
return;
}
break;
}
if (!IS_NPC(ch) && ch->mana < mana)
{
chprintln(ch, "You don't have enough mana.");
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))
{
chprintln(ch, "You lost your concentration.");
check_improve(ch, sn, FALSE, 1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
if (IS_NPC(ch) || has_spells(ch))
/* 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->first_person; 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 >= maxSkill || 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)
{
chprintln(ch, "You can't do that.");
return;
}
if (is_safe(ch, victim) && ch != victim)
{
chprintln(ch, "Something isn't right...");
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)
{
chprintln(ch, "You can't do that.");
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
{
chprintln(ch, "You can't do that.");
return;
}
}
if (victim != NULL)
{
if (is_safe_spell(ch, victim, FALSE) && ch != victim)
{
chprintln(ch, "Somehting isn't right...");
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->first_person; 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)
chprintln(ch, "You are already armored.");
else
act("$N is already armored.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char(victim, &af);
chprintln(victim, "You feel someone protecting you.");
if (ch != victim)
act("$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("$p is already blessed.", ch, obj, NULL, TO_CHAR);
return;
}
if (IS_OBJ_STAT(obj, ITEM_EVIL))
{
AFFECT_DATA *paf;
paf = affect_find(obj->first_affect, gsn_curse);
if (!saves_dispel(level, paf != NULL ? paf->level : obj->level, 0))
{
if (paf != NULL)
affect_remove_obj(obj, paf);
act("$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)
chprintln(ch, "You are already blessed.");
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);
chprintln(victim, "You feel righteous.");
if (ch != victim)
act("You grant $N the favor of your god.", ch, NULL, victim, TO_CHAR);
return;
}
MAGIC(spell_blindness)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_BLIND) || saves_spell(level, victim, DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1 + level;
af.bitvector = AFF_BLIND;
affect_to_char(victim, &af);
chprintln(victim, "You are blinded!");
act("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM);
return;
}
MAGIC(spell_burning_hands)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const 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))
{
chprintln(ch, "You must be out of doors.");
return;
}
if (weather_info.sky < SKY_RAINING)
{
chprintln(ch, "You need bad weather.");
return;
}
dam = dice(level / 2, 8);
act("$g's lightning strikes your foes!", ch, NULL, NULL, TO_CHAR);
act("$n calls $g's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM);
for (vch = char_first; 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))
chprintln(vch, "Lightning flashes in the sky.");
}
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->first_person; 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->first_person; 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;
chprintln(vch, "A wave of calm passes over you.");
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)))
{
chprintln(ch, "You failed, try dispel magic.");
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)
chprintln(ch, "Ok.");
else
chprintln(ch, "Spell failed.");
}
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->first_person; 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 $n...whoops!", ch, NULL, NULL, TO_ROOM);
chprintln(ch, "You are struck by your own lightning!");
dam = dice(level, 6);
if (saves_spell(level, ch, DAM_LIGHTNING))
dam /= 3;
damage(ch, ch, dam, sn, DAM_LIGHTNING, TRUE);
level -= 4; /* decrement damage */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
MAGIC(spell_change_sex)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
{
if (victim == ch)
chprintln(ch, "You've already been changed.");
else
act("$N has already had $s(?) sex changed.", ch, NULL,
victim, TO_CHAR);
return;
}
if (saves_spell(level, victim, DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range(0, 2) - victim->sex;
}
while (af.modifier == 0);
af.bitvector = 0;
affect_to_char(victim, &af);
chprintln(victim, "You feel different.");
act("$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)
{
chprintln(ch, "You like yourself even better!");
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))
{
chprintln(ch, "The mayor does not allow charming in the city limits.");
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 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("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join(victim, &af);
}
else
{
dam /= 2;
}
damage(ch, victim, dam, sn, DAM_COLD, TRUE);
return;
}
MAGIC(spell_colour_spray)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79
};
int dam;
level = UMIN(level, (int) sizeof(dam_each) / (int) sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range(dam_each[level] / 2, dam_each[level] * 2);
if (saves_spell(level, victim, DAM_LIGHT))
dam /= 2;
else
spell_blindness(skill_lookup("blindness"), level / 2, ch,
(void *) victim, TARGET_CHAR);
damage(ch, victim, dam, sn, DAM_LIGHT, TRUE);
return;
}
MAGIC(spell_continual_light)
{
OBJ_DATA *light;
if (target_name[0] != '\0') /* do a glow on some object */
{
light = get_obj_carry(ch, target_name, ch);
if (light == NULL)
{
chprintln(ch, "You don't see that here.");
return;
}
if (IS_OBJ_STAT(light, ITEM_GLOW))
{
act("$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 $p appears.", ch, light, NULL, TO_CHAR);
return;
}
MAGIC(spell_control_weather)
{
if (!str_cmp(target_name, "better"))
weather_info.change += dice(level / 3, 4);
else if (!str_cmp(target_name, "worse"))
weather_info.change -= dice(level / 3, 4);
else
chprintln(ch, "Do you want it to get better or worse?");
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_create_food)
{
OBJ_DATA *mushroom;
mushroom = create_object(get_obj_index(OBJ_VNUM_MUSHROOM), 0);
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room(mushroom, ch->in_room);
act("$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);
chprintln(ch, "You create a beautiful red rose.");
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)
{
chprintln(ch, "It is unable to hold water.");
return;
}
if (obj->value[2] != LIQ_WATER && obj->value[1] != 0)
{
chprintln(ch, "It contains some other liquid.");
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("$p is filled.", ch, obj, NULL, TO_CHAR);
}
return;
}
MAGIC(spell_cure_blindness)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!is_affected(victim, gsn_blindness))
{
if (victim == ch)
chprintln(ch, "You aren't blind.");
else
act("$N doesn't appear to be blinded.", ch, NULL, victim, TO_CHAR);
return;
}
if (check_dispel(level, victim, gsn_blindness))
{
chprintln(victim, "Your vision returns!");
act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
}
else
chprintln(ch, "Spell failed.");
}
MAGIC(spell_cure_critical)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level - 6;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
update_pos(victim);
chprintln(victim, "You feel better!");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
/* RT added to cure plague */
MAGIC(spell_cure_disease)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!is_affected(victim, gsn_plague))
{
if (victim == ch)
chprintln(ch, "You aren't ill.");
else
act("$N doesn't appear to be diseased.", ch, NULL, victim, TO_CHAR);
return;
}
if (check_dispel(level, victim, gsn_plague))
{
chprintln(victim, "Your sores vanish.");
act("$n looks relieved as $s sores vanish.", victim, NULL, NULL,
TO_ROOM);
}
else
chprintln(ch, "Spell failed.");
}
MAGIC(spell_cure_light)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
update_pos(victim);
chprintln(victim, "You feel better!");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_cure_poison)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!is_affected(victim, gsn_poison))
{
if (victim == ch)
chprintln(ch, "You aren't poisoned.");
else
act("$N doesn't appear to be poisoned.", ch, NULL, victim, TO_CHAR);
return;
}
if (check_dispel(level, victim, gsn_poison))
{
chprintln(victim, "A warm feeling runs through your body.");
act("$n looks much better.", victim, NULL, NULL, TO_ROOM);
}
else
chprintln(ch, "Spell failed.");
}
MAGIC(spell_cure_serious)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(2, 8) + level / 2;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
update_pos(victim);
chprintln(victim, "You feel better!");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_curse)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj, ITEM_EVIL))
{
act("$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->first_affect, 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);
chprintln(victim, "You feel unclean.");
if (ch != victim)
act("$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR);
return;
}
/* RT replacement demonfire spell */
MAGIC(spell_demonfire)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_NPC(ch) && !IS_EVIL(ch))
{
victim = ch;
chprintln(ch, "The demons turn upon you!");
}
ch->alignment = UMAX(-1000, ch->alignment - 50);
if (victim != ch)
{
act("$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);
chprintln(ch, "You conjure forth the demons of hell!");
}
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)
chprintln(ch, "You can already sense evil.");
else
act("$N can already detect evil.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char(victim, &af);
chprintln(victim, "Your eyes tingle.");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_detect_good)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_GOOD))
{
if (victim == ch)
chprintln(ch, "You can already sense good.");
else
act("$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);
chprintln(victim, "Your eyes tingle.");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_detect_hidden)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_HIDDEN))
{
if (victim == ch)
chprintln(ch, "You are already as alert as you can be. ");
else
act("$N can already sense hidden lifeforms.", ch, NULL,
victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char(victim, &af);
chprintln(victim, "Your awareness improves.");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_detect_invis)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_INVIS))
{
if (victim == ch)
chprintln(ch, "You can already see invisible.");
else
act("$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);
chprintln(victim, "Your eyes tingle.");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_detect_magic)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_DETECT_MAGIC))
{
if (victim == ch)
chprintln(ch, "You can already sense magical auras.");
else
act("$N can already detect magic.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char(victim, &af);
chprintln(victim, "Your eyes tingle.");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_detect_poison)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD)
{
if (obj->value[3] != 0)
chprintln(ch, "You smell poisonous fumes.");
else
chprintln(ch, "It looks delicious.");
}
else
{
chprintln(ch, "It doesn't look poisoned.");
}
return;
}
MAGIC(spell_dispel_evil)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_NPC(ch) && IS_EVIL(ch))
victim = ch;
if (IS_GOOD(victim))
{
act("$G 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))
{
chprintln(victim, "You feel a brief tingling sensation.");
chprintln(ch, "You failed.");
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)
chprintln(ch, "Ok.");
else
chprintln(ch, "Spell failed.");
return;
}
MAGIC(spell_earthquake)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
chprintln(ch, "The earth trembles beneath your feet!");
act("$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM);
for (vch = char_first; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL)
continue;
if (vch->in_room == ch->in_room)
{
if (vch != ch && !is_safe_spell(ch, vch, TRUE))
{
if (IS_AFFECTED(vch, AFF_FLYING))
damage(ch, vch, 0, sn, DAM_BASH, TRUE);
else
damage(ch, vch, level + dice(2, 8), sn, DAM_BASH, TRUE);
}
continue;
}
if (vch->in_room->area == ch->in_room->area)
chprintln(vch, "The earth trembles and shivers.");
}
return;
}
MAGIC(spell_enchant_armor)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int ac_bonus, added;
bool ac_found = FALSE;
if (obj->item_type != ITEM_ARMOR)
{
chprintln(ch, "That isn't an armor.");
return;
}
if (obj->wear_loc != -1)
{
chprintln(ch, "The item must be carried to be enchanted.");
return;
}
if (IS_OBJ_STAT(obj, ITEM_QUEST))
{
chprintln(ch, "You can't enchant quest items.");
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for (paf = obj->pIndexData->first_affect; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
for (paf = obj->first_affect; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if (IS_OBJ_STAT(obj, ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj, ITEM_GLOW))
fail -= 5;
fail = URANGE(5, fail, 85);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$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("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->first_affect; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->first_affect = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if (result <= fail) /* failed, no bad result */
{
chprintln(ch, "Nothing seemed to happen.");
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->first_affect; paf != NULL; paf = paf->next)
{
af_new = new_affect();
LINK(af_new, obj->first_affect, obj->last_affect, next, prev);
af_new->where = paf->where;
af_new->type = UMAX(0, paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (90 - level / 5)) /* success! */
{
act("$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 < MAX_MORTAL_LEVEL)
obj->level = UMIN(MAX_MORTAL_LEVEL - 1, obj->level + 1);
if (ac_found)
{
for (paf = obj->first_affect; 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;
LINK(paf, obj->first_affect, obj->last_affect, next, prev);
}
}
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)
{
chprintln(ch, "That isn't a weapon.");
return;
}
if (obj->wear_loc != -1)
{
chprintln(ch, "The item must be carried to be enchanted.");
return;
}
if (IS_OBJ_STAT(obj, ITEM_QUEST))
{
chprintln(ch, "You can't enchant quest items.");
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->first_affect; 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->first_affect; 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("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->first_affect; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->first_affect = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if (result <= fail) /* failed, no bad result */
{
chprintln(ch, "Nothing seemed to happen.");
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->first_affect; paf != NULL; paf = paf->next)
{
af_new = new_affect();
LINK(af_new, obj->first_affect, obj->last_affect, next, prev);
af_new->where = paf->where;
af_new->type = UMAX(0, paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (100 - level / 5)) /* success! */
{
act("$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 < MAX_MORTAL_LEVEL - 1)
obj->level = UMIN(MAX_MORTAL_LEVEL - 1, obj->level + 1);
if (dam_found)
{
for (paf = obj->first_affect; 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;
LINK(paf, obj->first_affect, obj->last_affect, next, prev);
}
if (hit_found)
{
for (paf = obj->first_affect; 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;
LINK(paf, obj->first_affect, obj->last_affect, next, prev);
}
}
/*
* 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))
{
chprintln(victim, "You feel a momentary chill.");
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;
}
chprintln(victim, "You feel your life slipping away!");
chprintln(ch, "Wow....what a rush!");
damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE);
return;
}
MAGIC(spell_fireball)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const 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);
chprintln(victim, "You are surrounded by a pink outline.");
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);
chprintln(ch, "You conjure a cloud of purple smoke.");
for (ich = ch->in_room->first_person; 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);
chprintln(ich, "You are revealed!");
}
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);
chprintln(ch, "You create a floating disc.");
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)
chprintln(ch, "You are already airborne.");
else
act("$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char(victim, &af);
chprintln(victim, "Your feet rise off the ground.");
act("$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)
chprintln(ch, "You are already in a frenzy.");
else
act("$N is already in a frenzy.", ch, NULL, victim, TO_CHAR);
return;
}
if (is_affected(victim, skill_lookup("calm")))
{
if (victim == ch)
chprintln(ch, "Why don't you just relax for a while?");
else
act("$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 $N", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char(victim, &af);
af.location = APPLY_DAMROLL;
affect_to_char(victim, &af);
af.modifier = 10 * (level / 12);
af.location = APPLY_AC;
affect_to_char(victim, &af);
chprintln(victim, "You are filled with holy wrath!");
act("$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM);
}
/* RT ROM-style gate */
MAGIC(spell_gate)
{
CHAR_DATA *victim;
bool gate_pet;
if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch
|| victim->in_room == NULL || !can_see_room(ch, victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_ARENA)
|| IS_SET(ch->in_room->room_flags, ROOM_ARENA)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || (IS_NPC(victim)
&& is_gqmob(NULL,
victim->
pIndexData->
vnum)
!= -1)
|| (IS_NPC(victim) && IS_QUESTOR(ch)
&& ch->pcdata->questmob == victim->pIndexData->vnum)
|| victim->level >= level + 3 || (is_clan(victim)
&& !is_same_clan(ch, victim))
|| (!IS_NPC(victim) && victim->level >= MAX_MORTAL_LEVEL) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER)))
{
chprintln(ch, "You failed.");
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act("$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM);
chprintln(ch, "You step through a gate and vanish.");
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);
chprintln(ch->pet, "You step through a gate and vanish.");
char_from_room(ch->pet);
char_to_room(ch->pet, victim->in_room);
act("$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM);
do_function(ch->pet, &do_look, "auto");
}
}
MAGIC(spell_giant_strength)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
{
if (victim == ch)
chprintln(ch, "You are already as strong as you can get!");
else
act("$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);
chprintln(victim, "Your muscles surge with heightened power!");
act("$n's muscles surge with heightened power.", victim, NULL, NULL,
TO_ROOM);
return;
}
MAGIC(spell_harm)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX(20, victim->hit - dice(1, 4));
if (saves_spell(level, victim, DAM_HARM))
dam = UMIN(50, dam / 2);
dam = UMIN(100, dam);
damage(ch, victim, dam, sn, DAM_HARM, TRUE);
return;
}
/* RT haste spell */
MAGIC(spell_haste)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_HASTE) ||
IS_SET(victim->off_flags, OFF_FAST))
{
if (victim == ch)
chprintln(ch, "You can't move any faster!");
else
act("$N is already moving as fast as $E can.", ch, NULL,
victim, TO_CHAR);
return;
}
if (IS_AFFECTED(victim, AFF_SLOW))
{
if (!check_dispel(level, victim, skill_lookup("slow")))
{
if (victim != ch)
chprintln(ch, "Spell failed.");
chprintln(victim, "You feel momentarily faster.");
return;
}
act("$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);
chprintln(victim, "You feel yourself moving more quickly.");
act("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM);
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_heal)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN(victim->hit + 100, victim->max_hit);
update_pos(victim);
chprintln(victim, "A warm feeling fills your body.");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_heat_metal)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose, *obj_next;
int dam = 0;
bool fail = TRUE;
if (!saves_spell(level + 2, victim, DAM_FIRE) &&
!IS_SET(victim->imm_flags, IMM_FIRE))
{
for (obj_lose = victim->first_carrying; obj_lose != NULL;
obj_lose = obj_next)
{
obj_next = obj_lose->next_content;
if (number_range(1, 2 * level) > obj_lose->level &&
!saves_spell(level, victim, DAM_FIRE) &&
!IS_OBJ_STAT(obj_lose, ITEM_NONMETAL) &&
!IS_OBJ_STAT(obj_lose, ITEM_BURN_PROOF))
{
switch (obj_lose->item_type)
{
case ITEM_ARMOR:
if (obj_lose->wear_loc != -1) /* remove the item */
{
if (can_drop_obj
(victim, obj_lose)
&& (obj_lose->weight / 10) <
number_range(1,
2 *
get_curr_stat
(victim,
STAT_DEX))
&& remove_obj(victim, obj_lose->wear_loc, TRUE))
{
act("$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 $p, and throws it to the ground.",
victim, obj_lose, NULL, TO_ROOM);
chprintln(victim,
"You throw your red-hot weapon to the ground!");
dam += 1;
obj_from_char(obj_lose);
obj_to_room(obj_lose, victim->in_room);
fail = FALSE;
}
else /* YOWCH! */
{
chprintln(victim, "Your weapon sears your flesh!");
dam += number_range(1, obj_lose->level);
fail = FALSE;
}
}
else /* drop it if we can */
{
if (can_drop_obj(victim, obj_lose))
{
act("$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 $p!",
victim, obj_lose, NULL, TO_CHAR);
dam += (number_range(1, obj_lose->level) / 2);
fail = FALSE;
}
}
break;
}
}
}
}
if (fail)
{
chprintln(ch, "Your spell had no effect.");
chprintln(victim, "You feel momentarily warmer.");
}
else /* damage! */
{
if (saves_spell(level, victim, DAM_FIRE))
dam = 2 * dam / 3;
damage(ch, victim, dam, sn, DAM_FIRE, TRUE);
}
}
/* RT really nasty high-level attack spell */
MAGIC(spell_holy_word)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int bless_num, curse_num, frenzy_num;
bless_num = skill_lookup("bless");
curse_num = skill_lookup("curse");
frenzy_num = skill_lookup("frenzy");
act("$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM);
chprintln(ch, "You utter a word of divine power.");
for (vch = ch->in_room->first_person; 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)))
{
chprintln(vch, "You feel full more powerful.");
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);
chprintln(vch, "You are struck down!");
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);
chprintln(vch, "You are struck down!");
dam = dice(level, 4);
damage(ch, vch, dam, sn, DAM_ENERGY, TRUE);
}
}
}
chprintln(ch, "You feel drained.");
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);
chprint(ch, buf);
switch (obj->item_type)
{
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
sprintf(buf, "Level %ld spells of:", obj->value[0]);
chprint(ch, buf);
if (obj->value[1] >= 0 && obj->value[1] < maxSkill)
{
chprint(ch, " '");
chprint(ch, skill_table[obj->value[1]].name);
chprint(ch, "'");
}
if (obj->value[2] >= 0 && obj->value[2] < maxSkill)
{
chprint(ch, " '");
chprint(ch, skill_table[obj->value[2]].name);
chprint(ch, "'");
}
if (obj->value[3] >= 0 && obj->value[3] < maxSkill)
{
chprint(ch, " '");
chprint(ch, skill_table[obj->value[3]].name);
chprint(ch, "'");
}
if (obj->value[4] >= 0 && obj->value[4] < maxSkill)
{
chprint(ch, " '");
chprint(ch, skill_table[obj->value[4]].name);
chprint(ch, "'");
}
chprintln(ch, ".");
break;
case ITEM_WAND:
case ITEM_STAFF:
sprintf(buf, "Has %ld charges of level %ld", obj->value[2],
obj->value[0]);
chprint(ch, buf);
if (obj->value[3] >= 0 && obj->value[3] < maxSkill)
{
chprint(ch, " '");
chprint(ch, skill_table[obj->value[3]].name);
chprint(ch, "'");
}
chprintln(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);
chprint(ch, buf);
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]));
chprint(ch, buf);
if (obj->value[4] != 100)
{
sprintf(buf, "Weight multiplier: %ld%%\n\r", obj->value[4]);
chprint(ch, buf);
}
break;
case ITEM_WEAPON:
chprint(ch, "Weapon type is ");
switch (obj->value[0])
{
case (WEAPON_EXOTIC):
chprintln(ch, "exotic.");
break;
case (WEAPON_SWORD):
chprintln(ch, "sword.");
break;
case (WEAPON_DAGGER):
chprintln(ch, "dagger.");
break;
case (WEAPON_SPEAR):
chprintln(ch, "spear/staff.");
break;
case (WEAPON_MACE):
chprintln(ch, "mace/club.");
break;
case (WEAPON_AXE):
chprintln(ch, "axe.");
break;
case (WEAPON_FLAIL):
chprintln(ch, "flail.");
break;
case (WEAPON_WHIP):
chprintln(ch, "whip.");
break;
case (WEAPON_POLEARM):
chprintln(ch, "polearm.");
break;
default:
chprintln(ch, "unknown.");
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);
chprint(ch, buf);
if (obj->value[4]) /* weapon flags */
{
sprintf(buf, "Weapons flags: %s\n\r",
flag_string(weapon_type2, obj->value[4]));
chprint(ch, buf);
}
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]);
chprint(ch, buf);
break;
}
if (!obj->enchanted)
for (paf = obj->pIndexData->first_affect; 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);
chprint(ch, buf);
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;
}
chprint(ch, buf);
}
}
}
for (paf = obj->first_affect; 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);
chprint(ch, buf);
if (paf->duration > -1)
sprintf(buf, ", %d hours.\n\r", paf->duration);
else
sprintf(buf, ".\n\r");
chprint(ch, buf);
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;
}
chprint(ch, buf);
}
}
}
return;
}
MAGIC(spell_infravision)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_INFRARED))
{
if (victim == ch)
chprintln(ch, "You can already see in the dark.");
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);
chprintln(victim, "Your eyes glow red.");
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("$n fades out of existence.", victim, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char(victim, &af);
chprintln(victim, "You fade out of existence.");
return;
}
MAGIC(spell_know_alignment)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if (ap > 700)
msg = "$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 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_first; 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)
chprintln(ch, "Nothing like that in heaven or earth.");
else
page_to_char(buf_string(buffer), ch);
free_buf(buffer);
return;
}
MAGIC(spell_magic_missile)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const 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->first_person; 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->first_person; 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);
chprintln(gch, "You slowly fade out of existence.");
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);
}
chprintln(ch, "Ok.");
return;
}
MAGIC(spell_null)
{
chprintln(ch, "That's not a spell!");
return;
}
MAGIC(spell_pass_door)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_PASS_DOOR))
{
if (victim == ch)
chprintln(ch, "You are already out of phase.");
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);
chprintln(victim, "You turn translucent.");
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)
chprintln(ch, "You feel momentarily ill, but it passes.");
else
act("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3 / 4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
affect_join(victim, &af);
chprintln(victim,
"You scream in agony as plague sores erupt from your skin.");
act("$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);
chprintln(victim, "You feel momentarily ill, but it passes.");
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);
chprintln(victim, "You feel very sick.");
act("$n looks very ill.", victim, NULL, NULL, TO_ROOM);
return;
}
MAGIC(spell_protection_evil)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_PROTECT_EVIL) ||
IS_AFFECTED(victim, AFF_PROTECT_GOOD))
{
if (victim == ch)
chprintln(ch, "You are already protected.");
else
act("$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);
chprintln(victim, "You feel holy and pure.");
if (ch != victim)
act("$N is protected from evil.", ch, NULL, victim, TO_CHAR);
return;
}
MAGIC(spell_protection_good)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_PROTECT_GOOD) ||
IS_AFFECTED(victim, AFF_PROTECT_EVIL))
{
if (victim == ch)
chprintln(ch, "You are already protected.");
else
act("$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);
chprintln(victim, "You feel aligned with darkness.");
if (ch != victim)
act("$N is protected from good.", ch, NULL, victim, TO_CHAR);
return;
}
MAGIC(spell_ray_of_truth)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, align;
if (IS_EVIL(ch))
{
victim = ch;
chprintln(ch, "The energy explodes inside you!");
}
if (victim != ch)
{
act("$n raises $s hand, and a blinding ray of light shoots forth!",
ch, NULL, NULL, TO_ROOM);
chprintln(ch,
"You raise your hand and a blinding ray of light shoots forth!");
}
if (IS_GOOD(victim))
{
act("$n seems unharmed by the light.", victim, NULL, victim, TO_ROOM);
chprintln(victim, "The light seems powerless to affect you.");
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)
{
chprintln(ch, "That item does not carry charges.");
return;
}
if (obj->value[3] >= 3 * level / 2)
{
chprintln(ch, "Your skills are not great enough for that.");
return;
}
if (obj->value[1] == 0)
{
chprintln(ch, "That item has already been recharged once.");
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))
{
chprintln(ch, "Nothing seems to happen.");
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)
chprintln(victim, "You feel fully refreshed!");
else
chprintln(victim, "You feel less tired.");
if (ch != victim)
chprintln(ch, "Ok.");
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 $p.", ch, obj, NULL, TO_CHAR);
return;
}
/* characters */
victim = (CHAR_DATA *) vo;
if (check_dispel(level, victim, gsn_curse))
{
chprintln(victim, "You feel better.");
act("$n looks more relaxed.", victim, NULL, NULL, TO_ROOM);
}
for (obj = victim->first_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 $p glows blue.", victim, obj, NULL, TO_ROOM);
}
}
}
}
MAGIC(spell_sanctuary)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_SANCTUARY))
{
if (victim == ch)
chprintln(ch, "You are already in sanctuary.");
else
act("$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("$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM);
chprintln(victim, "You are surrounded by a white aura.");
return;
}
MAGIC(spell_shield)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim, sn))
{
if (victim == ch)
chprintln(ch, "You are already shielded from harm.");
else
act("$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("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM);
chprintln(victim, "You are surrounded by a force shield.");
return;
}
MAGIC(spell_shocking_grasp)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level = UMIN(level, (int) sizeof(dam_each) / (int) sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range(dam_each[level] / 2, dam_each[level] * 2);
if (saves_spell(level, victim, DAM_LIGHTNING))
dam /= 2;
damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
return;
}
MAGIC(spell_sleep)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim, AFF_SLEEP) ||
(IS_NPC(victim) && IS_SET(victim->act, ACT_UNDEAD)) ||
(level + 2) < victim->level ||
saves_spell(level - 4, victim, DAM_CHARM))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join(victim, &af);
if (IS_AWAKE(victim))
{
chprintln(victim, "You feel very sleepy ..... zzzzzz.");
act("$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)
chprintln(ch, "You can't move any slower!");
else
act("$N can't get any slower than that.", ch, NULL, victim,
TO_CHAR);
return;
}
if (saves_spell(level, victim, DAM_OTHER) ||
IS_SET(victim->imm_flags, IMM_MAGIC))
{
if (victim != ch)
chprintln(ch, "Nothing seemed to happen.");
chprintln(victim, "You feel momentarily lethargic.");
return;
}
if (IS_AFFECTED(victim, AFF_HASTE))
{
if (!check_dispel(level, victim, skill_lookup("haste")))
{
if (victim != ch)
chprintln(ch, "Spell failed.");
chprintln(victim, "You feel momentarily slower.");
return;
}
act("$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);
chprintln(victim, "You feel yourself slowing d o w n...");
act("$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM);
return;
}
MAGIC(spell_stone_skin)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(ch, sn))
{
if (victim == ch)
chprintln(ch, "Your skin is already as hard as a rock.");
else
act("$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("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM);
chprintln(victim, "Your skin turns to stone.");
return;
}
MAGIC(spell_summon)
{
CHAR_DATA *victim;
if ((victim = get_char_world(ch, target_name)) == NULL ||
victim == ch || victim->in_room == NULL ||
IS_SET(ch->in_room->room_flags, ROOM_SAFE) ||
IS_SET(victim->in_room->room_flags, ROOM_SAFE) ||
IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) ||
IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) ||
IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->area->area_flags, AREA_CLOSED)
|| IS_SET(victim->in_room->room_flags, ROOM_ARENA)
|| IS_SET(ch->in_room->room_flags, ROOM_ARENA)
|| (IS_NPC(victim) && is_gqmob(NULL, victim->pIndexData->vnum) != -1)
|| (IS_NPC(victim) && IS_QUESTOR(ch)
&& ch->pcdata->questmob == victim->pIndexData->vnum)
|| (IS_NPC(victim) && IS_SET(victim->act, ACT_AGGRESSIVE))
|| victim->level >= level + 3 || (!IS_NPC(victim)
&& victim->level >= LEVEL_IMMORTAL)
|| victim->fighting != NULL || (IS_NPC(victim)
&& IS_SET(victim->imm_flags,
IMM_SUMMON))
|| (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
|| (!IS_NPC(victim) && IS_SET(victim->act, PLR_NOSUMMON))
|| (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER)))
{
chprintln(ch, "You failed.");
return;
}
act("$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))))
{
chprintln(ch, "You failed.");
return;
}
pRoomIndex = get_random_room(victim);
if (victim != ch)
chprintln(victim, "You have been teleported!");
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->first_person; vch != NULL; vch = vch->next_in_room)
{
if (!is_exact_name(speaker, vch->name) && IS_AWAKE(vch))
chprint(vch, saves_spell(level, vch, DAM_OTHER) ? buf2 : buf1);
}
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);
chprintln(victim, "You feel your strength slip away.");
act("$n looks tired and weak.", victim, NULL, NULL, TO_ROOM);
return;
}
/* RT recall spell is back */
MAGIC(spell_word_of_recall)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *location;
if (IS_NPC(victim))
return;
if ((location = get_room_index(ROOM_VNUM_TEMPLE)) == NULL)
{
chprintln(victim, "You are completely lost.");
return;
}
if (IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) ||
IS_AFFECTED(victim, AFF_CURSE))
{
chprintln(victim, "Spell failed.");
return;
}
if (victim->fighting != NULL)
stop_fighting(victim, TRUE);
ch->move /= 2;
act("$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("$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT);
act("You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR);
hpch = UMAX(10, ch->hit);
hp_dam = number_range(hpch / 9 + 1, hpch / 5);
dice_dam = dice(level, 20);
dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM);
for (vch = victim->in_room->first_person; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch, vch, TRUE) ||
(IS_NPC(vch) && IS_NPC(ch) &&
(ch->fighting != vch || vch->fighting != ch)))
continue;
if (vch == victim) /* full damage */
{
if (saves_spell(level, vch, DAM_FIRE))
{
fire_effect(vch, level / 2, dam / 4, TARGET_CHAR);
damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE);
}
else
{
fire_effect(vch, level, dam, TARGET_CHAR);
damage(ch, vch, dam, sn, DAM_FIRE, TRUE);
}
}
else /* partial damage */
{
if (saves_spell(level - 2, vch, DAM_FIRE))
{
fire_effect(vch, level / 4, dam / 8, TARGET_CHAR);
damage(ch, vch, dam / 4, sn, DAM_FIRE, TRUE);
}
else
{
fire_effect(vch, level / 2, dam / 4, TARGET_CHAR);
damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE);
}
}
}
}
MAGIC(spell_frost_breath)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam, hp_dam, dice_dam, hpch;
act("$n breathes out a freezing cone of frost!", ch, NULL, victim,
TO_NOTVICT);
act("$n breathes a freezing cone of frost over you!", ch, NULL, victim,
TO_VICT);
act("You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR);
hpch = UMAX(12, ch->hit);
hp_dam = number_range(hpch / 11 + 1, hpch / 6);
dice_dam = dice(level, 16);
dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM);
for (vch = victim->in_room->first_person; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch, vch, TRUE) ||
(IS_NPC(vch) && IS_NPC(ch) &&
(ch->fighting != vch || vch->fighting != ch)))
continue;
if (vch == victim) /* full damage */
{
if (saves_spell(level, vch, DAM_COLD))
{
cold_effect(vch, level / 2, dam / 4, TARGET_CHAR);
damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE);
}
else
{
cold_effect(vch, level, dam, TARGET_CHAR);
damage(ch, vch, dam, sn, DAM_COLD, TRUE);
}
}
else
{
if (saves_spell(level - 2, vch, DAM_COLD))
{
cold_effect(vch, level / 4, dam / 8, TARGET_CHAR);
damage(ch, vch, dam / 4, sn, DAM_COLD, TRUE);
}
else
{
cold_effect(vch, level / 2, dam / 4, TARGET_CHAR);
damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE);
}
}
}
}
MAGIC(spell_gas_breath)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam, hp_dam, dice_dam, hpch;
act("$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->first_person; 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;
}
/* add to trivia pill object */
MAGIC(spell_trivia_pill)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (victim == NULL)
victim = ch;
if (IS_NPC(victim))
return;
victim->pcdata->trivia++;
chprintln(victim, "You've gained a Trivia Point!");
if (ch != victim)
chprintln(ch, "Ok.");
return;
}