/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@efn.org) * * Gabrielle Taylor * * 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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "utils.h" #include "magic.h" #include "recycle.h" /* command procedures needed */ DECLARE_DO_FUN(do_look); DECLARE_DO_FUN(do_emote); DECLARE_DO_FUN(do_say); DECLARE_DO_FUN(do_at); DECLARE_DO_FUN(do_flee); char *target_name; /* * Spell functions. */ /*Severhand's Spells.*/ void spell_bullshit(int sn, int level, CHAR_DATA * ch, void *vo, int target) { /*Code snippet for tracing char buf[MAX_STRING_LENGTH]; sprintf( buf, "{YChance to die is %d{x\r\n", chance); send_to_char(buf, ch); act("$S weapon sticks to $M like glue!", ch, NULL, victim, TO_CHAR); act("$n tries to disarm you, but your weapon sticks like glue!", ch, NULL, victim, TO_VICT); act("$n tries to disarm $N, but $N's weapon sticks to $M like glue.", ch, NULL, victim, TO_NOTVICT); if (IS_NPC(victim) || !IS_SET(victim->act, PLR_AUTODEFENSE)) act("{yYou parry $n's attack.{x", ch, NULL, victim, TO_VICT); if (IS_NPC(ch) || !IS_SET(ch->act, PLR_AUTODEFENSE)) act("{y$N parries your attack.{x", ch, NULL, victim, TO_CHAR); */ return; } void spell_displace(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; int af_duration, af_modifier, af_location; char *name_text; victim = (CHAR_DATA *) vo; af_duration = level / 20; af_modifier = 0; af_location = APPLY_NONE; name_text = "displace"; if (modify_generic_character_affect (sn, level, ch, vo, target, name_text, af_duration, af_modifier, af_location)) { act("$n goes out of focus.", victim, NULL, NULL, TO_ROOM); send_to_char("You are displaced.\n\r", victim); } return; } /*Pissing me off. I'll add it later void spell_gravity(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } if(saves_spell(level, victim, DAM_OTHER)) { if(ch->class == 0)//mage land_new_effect(ch, vo, 50, 0, 0); else land_new_effect(ch, vo, -50, 0, 0); } else { if(ch->class == 0)//mage land_new_effect(ch, vo, 100, 0, 0); else land_new_effect(ch, vo, 0, 0, 0); } return; } */ void spell_polymorph(int sn, int level, CHAR_DATA * ch, void *vo, int target) { return; } void spell_paralysis(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } if(saves_spell(level, victim, DAM_OTHER)) { if(ch->class == 0)//mage stun_new_effect(ch, vo, 50, 0, 0); else stun_new_effect(ch, vo, -50, -40, 0); } else { if(ch->class == 0)//mage stun_new_effect(ch, vo, 100, PULSE_PER_SECOND, 0); else stun_new_effect(ch, vo, 0, 0, 0); } return; } void spell_ice_shard(int sn, int level, CHAR_DATA * ch, void *vo, int target) { int damtype, numdice, dam; CHAR_DATA *victim; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } damtype = DAM_COLD; victim = (CHAR_DATA *) vo; if(ch->class == 0)//mage numdice = (ch->level / 13); else numdice = (ch->level / 26); dam = dice(level, numdice); if (saves_spell(level, victim, damtype)) { dam /= 2; if(ch->class == 0) cold_effect(victim, level/2, dam, TARGET_CHAR); else cold_effect(victim, level/4, dam/2, TARGET_CHAR); } else//didn't save { if(ch->class == 0) cold_effect(victim, level, dam, TARGET_CHAR); else cold_effect(victim, level/2, dam/2, TARGET_CHAR); } damage(ch, victim, dam, sn, damtype, TRUE); return; } void spell_firestream(int sn, int level, CHAR_DATA * ch, void *vo, int target) { int damtype, numdice, dam; CHAR_DATA *victim; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } damtype = DAM_FIRE; victim = (CHAR_DATA *) vo; if(ch->class == 0) //mage numdice = (ch->level / 12); else numdice = (ch->level / 24); dam = dice(level, numdice); if (saves_spell(level, victim, damtype)) { dam /= 2; if(ch->class == 0) fire_effect(victim, level/2, dam, TARGET_CHAR); else fire_effect(victim, level/4, dam/2, TARGET_CHAR); } else//didn't save { if(ch->class == 0) fire_effect(victim, level, dam, TARGET_CHAR); else fire_effect(victim, level/2, dam/2, TARGET_CHAR); } damage(ch, victim, dam, sn, damtype, TRUE); return; } void spell_boulder(int sn, int level, CHAR_DATA * ch, void *vo, int target) { int damtype, numdice, dam; CHAR_DATA *victim; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } damtype = DAM_BASH; victim = (CHAR_DATA *) vo; if(ch->class == 0)//mage numdice = (ch->level / 11); else numdice = (ch->level / 22); dam = dice(level, numdice); if (saves_spell(level, victim, damtype)) { dam /= 2; if(ch->class == 0) floor_new_effect(ch, victim, 50, 0, TARGET_CHAR); else floor_new_effect(ch, victim, -50, 0, TARGET_CHAR); } else//didn't save { if(ch->class == 0) floor_new_effect(ch, victim, 100, 0, TARGET_CHAR); else floor_new_effect(ch, victim, 0, 0, TARGET_CHAR); } damage(ch, victim, dam, sn, damtype, TRUE); return; } //MAKE THIS USE stun_new_effect and saves void spell_psychic_crush(int sn, int level, CHAR_DATA * ch, void *vo, int target) { int damtype, numdice; CHAR_DATA *victim; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } damtype = DAM_MENTAL; victim = (CHAR_DATA *) vo; if(ch->class == 0)//mage numdice = (ch->level / 10); else numdice = (ch->level / 20); //Stun em slightly. But first, check so the wait is not cumulative. if(victim->wait == 0 && ch->class == 0) { WAIT_STATE(victim, PULSE_PER_SECOND); act("$n's psychic crush stuns you!", ch, NULL, victim, TO_VICT); act("$n suddenly appears to be stunned.", victim, NULL, NULL, TO_ROOM); } generic_creature_damage_spell(sn, level, ch, vo, target, damtype, numdice); return; } void spell_death_ray(int sn, int level, CHAR_DATA * ch, void *vo, int target) { int damtype, numdice, dam, chance; CHAR_DATA *victim; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } damtype = DAM_ENERGY; chance = number_percent();//chance to die victim = (CHAR_DATA *) vo; if(ch->class == 0)//mage numdice = (ch->level / 6); else numdice = (ch->level / 12); dam = dice(level, numdice); if (saves_spell(level, victim, damtype)) dam /= 2; if(chance == 100 && ch->class == 0)//time to die damage(ch, victim, 999999, sn, damtype, TRUE); else if(chance == 100) damage(ch, victim, (dam + GET_LEVEL(ch)), sn, damtype, TRUE); else damage(ch, victim, dam, sn, damtype, TRUE); return; } void spell_sonic_boom(int sn, int level, CHAR_DATA * ch, void *vo, int target) { int damtype, numdice, dam; CHAR_DATA *victim; //Stop the weird stuff if(target != TARGET_CHAR) { send_to_char("Only mobiles can be targeted.", ch); return; } damtype = DAM_SOUND; victim = (CHAR_DATA *) vo; if(ch->class == 0)//mage numdice = (ch->level / 8); else numdice = (ch->level / 16); dam = dice(level, numdice); if(saves_spell(level, victim, damtype)) { dam /= 2; if(ch->class == 0) { disarm_new_effect(ch, victim, 50, 0, 0); shock_effect(victim, level/2, dam, TARGET_CHAR); floor_new_effect(ch, victim, 50, 0, 0); } else { disarm_new_effect(ch, victim, -50, 0, 0); shock_effect(victim, level/4, dam/2, TARGET_CHAR); floor_new_effect(ch, victim, -50, 0, 0); } } else//didn't save { if(ch->class == 0) { disarm_new_effect(ch, victim, 100, 0, 0); shock_effect(victim, level, dam, TARGET_CHAR); floor_new_effect(ch, victim, 100, 0, 0); } else { disarm_new_effect(ch, victim, 0, 0, 0); shock_effect(victim, level/2, dam/2, TARGET_CHAR); floor_new_effect(ch, victim, 0, 0, 0); } } damage(ch, victim, dam, sn, damtype, TRUE); return; } /*End Severhand's Spells.*/ void spell_acid_blast(int sn, int level, CHAR_DATA * ch, void *vo, int target) { int damtype = DAM_ACID; int numdice; if(ch->class == 0)//mage { numdice = (ch->level / 14); } else numdice = (ch->level / 28); generic_creature_damage_spell(sn, level, ch, vo, target, damtype, numdice); return; } void spell_armor(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int af_duration = 24; int af_modifier = -20; int af_location = APPLY_AC; char *name_text = "armor"; if (modify_generic_character_affect (sn, level, ch, vo, target, name_text, af_duration, af_modifier, af_location)) { send_to_char("You feel someone protecting you.\n\r", victim); if (ch != victim) act("$N is protected by your magic.", ch, NULL, victim, TO_CHAR); } return; } void spell_holy_armor(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int af_duration = 24; int af_modifier = -45; int af_location = APPLY_AC; char *name_text = "holy armor"; if (modify_generic_character_affect (sn, level, ch, vo, target, name_text, af_duration, af_modifier, af_location)) { send_to_char("You feel someone protecting you.\n\r", victim); if (ch != victim) act("$N is protected by your magic.", ch, NULL, victim, TO_CHAR); } return; } void spell_thorn_armor(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already armored in thorns.\n\r", ch); else act("$N is already armored in thorns.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.modifier = -45; af.location = APPLY_AC; af.bitvector = 0; affect_to_char(victim, &af); send_to_char("You are surrounded in an armor of thorns.\n\r", victim); if (ch != victim) act("$N is surrounded in an armor of thorns.", ch, NULL, victim, TO_CHAR); return; } void spell_bless(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_BLESS)) { act("$p is already blessed.", ch, obj, NULL, TO_CHAR); return; } if (IS_OBJ_STAT(obj, ITEM_EVIL)) { AFFECT_DATA *paf; paf = affect_find(obj->affected, gsn_curse); if (!saves_dispel (level, paf != NULL ? paf->level : obj->level, 0)) { if (paf != NULL) affect_remove_obj(obj, paf); act("$p glows a pale blue.", ch, obj, NULL, TO_ALL); REMOVE_BIT(obj->extra_flags, ITEM_EVIL); return; } else { act("The evil of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 6 + (level / 3); af.location = APPLY_SAVES; af.modifier = -1; af.bitvector = ITEM_BLESS; affect_to_obj(obj, &af); act("$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 (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already blessed.\n\r", ch); else act("$N already has divine favor.", ch, NULL, victim, TO_CHAR); return; } if (victim->position == POS_FIGHTING) { if (victim == ch) send_to_char("You're too busy to get your god's attention.\n\r", ch); else act("$N is in combat.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6 + (level / 2); af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char(victim, &af); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char(victim, &af); send_to_char("You feel righteous.\n\r", victim); if (ch != victim) act("You grant $N the favor of your god.", ch, NULL, victim, TO_CHAR); return; } void spell_blindness(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_BLIND) || saves_spell(level, victim, DAM_OTHER)) { send_to_char("blind failed!\n\r", ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 2; af.bitvector = AFF_BLIND; affect_to_char(victim, &af); send_to_char("You are blinded!\n\r", victim); act("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM); return; } void spell_burning_hands(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN(level, sizeof(dam_each) / sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level] / 2, dam_each[level] * 2); if (saves_spell(level, victim, DAM_FIRE)) dam /= 2; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); return; } void spell_call_lightning(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if (!IS_OUTSIDE(ch)) { send_to_char("You must be out of doors.\n\r", ch); return; } /*if (weather_info.sky < SKY_RAINING) { send_to_char("You need bad weather.\n\r", ch); return; } */ dam = dice(level / 2, 8); send_to_char("Y'golan's lightning strikes your foes!\n\r", ch); act("$n calls Y'golan's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM); for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch))) damage(ch, vch, saves_spell(level, vch, DAM_LIGHTNING) ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE); continue; } if (vch->in_room->area == ch->in_room->area && IS_OUTSIDE(vch) && IS_AWAKE(vch)) send_to_char("Lightning flashes in the sky.\n\r", vch); } return; } /* RT calm spell stops all fighting in the room */ void spell_calm(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; int mlevel = 0; int count = 0; int high_level = 0; int chance; AFFECT_DATA af; /* get sum of all mobile levels in the room */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->position == POS_FIGHTING) { count++; if (IS_NPC(vch)) mlevel += vch->level; else mlevel += vch->level / 2; high_level = UMAX(high_level, vch->level); } } /* compute chance of stopping combat */ chance = 4 * level - high_level + 2 * count; if (number_range(0, chance) >= mlevel) { /* hard to stop large fights */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (IS_NPC(vch) && (IS_SET(vch->imm_flags, IMM_MAGIC) || IS_SET(vch->act, ACT_UNDEAD))) return; if (IS_AFFECTED(vch, AFF_CALM) || IS_AFFECTED(vch, AFF_BERSERK) || is_affected(vch, skill_lookup("frenzy"))) return; send_to_char("A wave of calm passes over you.\n\r", vch); if (vch->fighting || vch->position == POS_FIGHTING) stop_fighting(vch, FALSE); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_HITROLL; if (!IS_NPC(vch)) af.modifier = -5; else af.modifier = -2; af.bitvector = AFF_CALM; affect_to_char(vch, &af); af.location = APPLY_DAMROLL; affect_to_char(vch, &af); } } } void spell_cancellation(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; level += 2; if ((!IS_NPC(ch) && IS_NPC(victim) && !(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)) || (IS_NPC(ch) && !IS_NPC(victim))) { send_to_char("You failed, try dispel magic.\n\r", ch); return; } /* unlike dispel magic, the victim gets NO save */ /* begin running through the spells */ if(check_dispel(level, victim, skill_lookup("displace"))) { found = TRUE; act("$n comes back into focus.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("armor"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("holy armor"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("thorn 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("$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("regeneration"))) { act("$n looks less vibrant.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("talon"))) { act("$n loses $s taloned grip.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("infravision"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("invis"))) { act("$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("heavenly sanctuary"))) { act("The silver 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("force shield"))) { act("The force shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("sleep"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("lethargy"))) { act("$n seems to be moving faster.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("diamond skin"))) { act("$n's skin loses it's diamond-like quality.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("weaken"))) { act("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) send_to_char("Ok.\n\r", ch); else send_to_char("Spell failed.\n\r", ch); } void spell_cause_light(int sn, int level, CHAR_DATA * ch, void *vo, int target) { damage(ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn, DAM_HARM, TRUE); return; } void spell_cause_critical(int sn, int level, CHAR_DATA * ch, void *vo, int target) { damage(ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn, DAM_HARM, TRUE); return; } void spell_cause_serious(int sn, int level, CHAR_DATA * ch, void *vo, int target) { damage(ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn, DAM_HARM, TRUE); return; } void spell_chain_lightning(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *tmp_vict, *last_vict, *next_vict; bool found; int dam; if (!IS_OUTSIDE(ch)) { send_to_char("You must be out of doors.\n\r", ch); return; } /*if (weather_info.sky < SKY_RAINING) { send_to_char("You need bad weather.\n\r", ch); return; } */ /* 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, 8); if (saves_spell(level, victim, DAM_LIGHTNING)) dam /= 3; damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); last_vict = victim; level -= 20; /* decrement damage */ /* new targets */ while (level > 0) { found = FALSE; if (ch->hit < 0) return; for (tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict) { next_vict = tmp_vict->next_in_room; if (!is_safe_spell(ch, tmp_vict, TRUE) && tmp_vict != last_vict) { found = TRUE; last_vict = tmp_vict; act("The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM); act("The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR); dam = level + dice(2, 8); if (saves_spell(level, tmp_vict, DAM_LIGHTNING)) dam /= 4; damage(ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE); level -= 20; /* decrement damage */ } } /* end target searching loop */ if (!found) { /* no target found, hit the caster */ if (ch == NULL) return; if (last_vict == ch) { /* no double hits */ act("The bolt seems to have fizzled out.", ch, NULL, NULL, TO_ROOM); act("The bolt grounds out through your body.", ch, NULL, NULL, TO_CHAR); return; } last_vict = ch; act("The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM); send_to_char("You are struck by your own lightning!\n\r", ch); dam = dice(level, 6); if (saves_spell(level, ch, DAM_LIGHTNING)) dam /= 3; damage(ch, ch, dam, sn, DAM_LIGHTNING, TRUE); level -= 12; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } void spell_change_sex(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You've already been changed.\n\r", ch); else act("$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR); return; } if (saves_spell(level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SEX; do { af.modifier = number_range(0, 2) - victim->sex; } while (af.modifier == 0); af.bitvector = 0; affect_to_char(victim, &af); send_to_char("You feel different.\n\r", victim); act("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM); return; } void spell_animate_dead(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj; CHAR_DATA *mob; char buf[MAX_STRING_LENGTH]; char name[MAX_STRING_LENGTH]; int i; int n; obj = get_obj_here(ch, target_name); if (ch->pet != NULL) { send_to_char("You already have a follower.\n\r", ch); return; } if (obj == NULL) { send_to_char("Animate what?\n\r", ch); return; } /* Nothing but NPC corpses. */ if (obj->item_type != ITEM_CORPSE_NPC) { if (obj->item_type == ITEM_CORPSE_PC) send_to_char("You can't animate players.\n\r", ch); else send_to_char("It would serve no purpose...\n\r", ch); return; } if (strstr(obj->short_descr, "zombie") != NULL) { send_to_char("Yeah right, like you could raise a zombie.\n\r", ch); return; } if (obj->level > (ch->level + 2)) { send_to_char("You couldn't call forth such a great spirit.\n\r", ch); return; } if (ch->pet != NULL) { send_to_char("You already have a pet.\n\r", ch); return; } /* Chew on the zombie a little bit, recalculate level-dependant stats */ mob = create_mobile(get_mob_index(MOB_VNUM_ZOMBIE)); mob->level = obj->level; mob->no_exp = TRUE; mob->max_hit = mob->level * 4 + number_range(mob->level * mob->level / 4, mob->level * mob->level); mob->max_hit *= .9; mob->hit = mob->max_hit; mob->max_mana = 100 + dice(mob->level, 10); mob->mana = mob->max_mana; for (i = 0; i < 3; i++) mob->armor[i] = interpolate(mob->level, 100, -100); mob->armor[3] = interpolate(mob->level, 100, 0); for (i = 0; i < MAX_STATS; i++) { mob->perm_stat[i] = 11 + mob->level / 4; if (mob->perm_stat[i] > 25); mob->perm_stat[i] = 25; } n = 0; i = 0; name[0] = '\0'; for (n = 14; obj->short_descr[n] != '\0'; n++) { name[i] = obj->short_descr[n]; i++; } name[i] = '\0'; sprintf(buf, mob->short_descr, name); free_string(mob->short_descr); mob->short_descr = str_dup(buf); sprintf(buf, mob->long_descr, name); free_string(mob->long_descr); mob->long_descr = str_dup(buf); /* You rang? */ char_to_room(mob, ch->in_room); act("$p springs to life as a hideous zombie!", ch, obj, NULL, TO_ROOM); act("$p springs to life as a hideous zombie!", ch, obj, NULL, TO_CHAR); extract_obj(obj); /* Yessssss, massssssster... */ SET_BIT(mob->affected_by, AFF_CHARM); SET_BIT(mob->act, ACT_PET); mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; add_follower(mob, ch); mob->leader = ch; mob->no_exp = TRUE; ch->pet = mob; /* For a little flavor... */ do_say(mob, "How may I serve you, master?"); return; } void spell_guardian(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *mob; int i; if (ch->pet != NULL) { send_to_char("You already have a follower.\n\r", ch); return; } if (ch->alignment > -100 && ch->alignment < 100) mob = create_mobile(get_mob_index(MOB_VNUM_NEUTRAL_GUARDIAN)); else { if (ch->alignment > 100) mob = create_mobile(get_mob_index(MOB_VNUM_GOOD_GUARDIAN)); else mob = create_mobile(get_mob_index(MOB_VNUM_EVIL_GUARDIAN)); } mob->level = (ch->level > 11 ? (ch->level - 10) : ch->level); mob->no_exp = TRUE; mob->max_hit = mob->level * 25; mob->max_hit *= .9; mob->hit = mob->max_hit; mob->max_mana = 100 + dice(mob->level, 10); mob->mana = mob->max_mana; mob->hitroll = mob->level; mob->damroll = mob->level; for (i = 0; i < 3; i++) //mob->armor[i] = interpolate(mob->level, 100, -100); //mob->armor[3] = interpolate(mob->level, 100, 0); for (i = 0; i < MAX_STATS; i++) { mob->perm_stat[i] = 11 + mob->level / 4; if (mob->perm_stat[i] > 25); mob->perm_stat[i] = 25; } char_to_room(mob, ch->in_room); if (ch->alignment > -100 && ch->alignment < 100) { act ("$n exclaims, \'Come forth, servant of balance, and do my bidding!\'.", ch, NULL, NULL, TO_ROOM); act ("You exclaim, \'Come forth, servant of balance, and do my bidding!\'.", ch, NULL, NULL, TO_CHAR); act("An elemental emerges from the ether and bows before $n.", ch, NULL, NULL, TO_ROOM); act("An elemental emerges from the ether and bows before you.", ch, NULL, NULL, TO_CHAR); } else { if (ch->alignment > 100) { act ("$n exclaims, \'Come forth, angel of light, and do my bidding!\'.", ch, NULL, NULL, TO_ROOM); act ("You exclaim, \'Come forth, angel of light, and do my bidding!\'.", ch, NULL, NULL, TO_CHAR); act ("An angel floats down from the heavens and bows before $n.", ch, NULL, NULL, TO_ROOM); act ("An angel floats down from the heavens and bows before you.", ch, NULL, NULL, TO_CHAR); } else { act ("$n exclaims, \'Come forth, creature of darkness, and do my bidding!\'.", ch, NULL, NULL, TO_ROOM); act ("You exclaim, \'Come forth, creature of darkness, and do my bidding!\'.", ch, NULL, NULL, TO_CHAR); act("A demon bursts from the ground and bows before $n.", ch, NULL, NULL, TO_ROOM); act("A demon bursts from the ground and bows before you.", ch, NULL, NULL, TO_CHAR); } } SET_BIT(mob->affected_by, AFF_CHARM); SET_BIT(mob->act, ACT_PET); SET_BIT(mob->affected_by, AFF_CURSE); mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; add_follower(mob, ch); mob->leader = ch; ch->pet = mob; gain_exp(ch, -(mob->level * 2)); return; } void spell_charm_person(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (ch->pet != NULL) { send_to_char("You already have a follower.\n\r", ch); return; } if (is_safe(ch, victim)) return; if (victim == ch) { send_to_char("You like yourself even better!\n\r", ch); return; } if (IS_AFFECTED(victim, AFF_CHARM) || IS_AFFECTED(ch, AFF_CHARM) || level < victim->level || IS_SET(victim->imm_flags, IMM_CHARM) || saves_spell(level, victim, DAM_CHARM)) return; if (IS_SET(victim->in_room->room_flags, ROOM_LAW)) { send_to_char ("The mayor does not allow charming in the city limits.\n\r", ch); return; } if (victim->master) stop_follower(victim); add_follower(victim, ch); victim->leader = ch; if (IS_SET(victim->act, ACT_AGGRESSIVE)) REMOVE_BIT(victim->act, ACT_AGGRESSIVE); //SET_BIT(mob->affected_by, AFF_CURSE); //mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; if (IS_NPC(victim)) { victim->max_hit = (victim->max_hit / 2); victim->hitroll = (victim->hitroll / 2); victim->damroll = (victim->damroll / 2); victim->hit = victim->max_hit; } 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); ch->pet = victim; return; } void spell_chill_touch(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN(level, sizeof(dam_each) / sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level] / 2, dam_each[level] * 2); if (!saves_spell(level, victim, DAM_COLD)) { act("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join(victim, &af); } else { dam /= 2; } damage(ch, victim, dam, sn, DAM_COLD, TRUE); return; } void spell_colour_spray(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN(level, sizeof(dam_each) / sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level] / 2, dam_each[level] * 2); if (saves_spell(level, victim, DAM_LIGHT)) dam /= 2; else spell_blindness(skill_lookup("blindness"), level / 2, ch, (void *) victim, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHT, TRUE); return; } void spell_continual_light(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *light; if (target_name[0] != '\0') { /* do a glow on some object */ light = get_obj_carry(ch, target_name, ch); if (light == NULL) { send_to_char("You don't see that here.\n\r", ch); return; } if (IS_OBJ_STAT(light, ITEM_GLOW)) { act("$p is already glowing.", ch, light, NULL, TO_CHAR); return; } SET_BIT(light->extra_flags, ITEM_GLOW); act("$p glows with a white light.", ch, light, NULL, TO_ALL); return; } light = create_object(get_obj_index(OBJ_VNUM_LIGHT_BALL), 0); obj_to_room(light, ch->in_room); act("$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM); act("You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR); return; } void spell_control_weather(int sn, int level, CHAR_DATA * ch, void *vo, int target) { if (!str_cmp(target_name, "better")) weather_info.change += dice(level / 3, 4); else if (!str_cmp(target_name, "worse")) weather_info.change -= dice(level / 3, 4); else send_to_char("Do you want it to get better or worse?\n\r", ch); send_to_char("Ok.\n\r", ch); return; } void spell_create_food(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *mushroom; mushroom = create_object(get_obj_index(OBJ_VNUM_MUSHROOM), 0); mushroom->value[0] = level / 2; mushroom->value[1] = level; obj_to_room(mushroom, ch->in_room); act("$p suddenly appears.", ch, mushroom, NULL, TO_ROOM); act("$p suddenly appears.", ch, mushroom, NULL, TO_CHAR); return; } void spell_create_rose(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *rose; rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0); act("$n has created a beautiful red rose.", ch, rose, NULL, TO_ROOM); send_to_char("You create a beautiful red rose.\n\r", ch); obj_to_char(rose, ch); return; } void spell_sober(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *hair; hair = create_object(get_obj_index(OBJ_VNUM_HAIR), 0); act("$n has created a small, misty stein.", ch, hair, NULL, TO_ROOM); send_to_char("You create a small, misty stein.\n\r", ch); obj_to_char(hair, ch); return; } void spell_create_spring(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *spring; spring = create_object(get_obj_index(OBJ_VNUM_SPRING), 0); spring->timer = level; obj_to_room(spring, ch->in_room); act("$p flows from the ground.", ch, spring, NULL, TO_ROOM); act("$p flows from the ground.", ch, spring, NULL, TO_CHAR); return; } void spell_create_water(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if (obj->item_type != ITEM_DRINK_CON) { send_to_char("It is unable to hold water.\n\r", ch); return; } if (obj->value[2] != LIQ_WATER && obj->value[1] != 0) { send_to_char("It contains some other liquid.\n\r", ch); return; } water = UMIN(level * (weather_info.sky >= SKY_RAINING ? 4 : 2), obj->value[0] - obj->value[1] ); if (water > 0) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if (!is_name("water", obj->name)) { char buf[MAX_STRING_LENGTH]; sprintf(buf, "%s water", obj->name); free_string(obj->name); obj->name = str_dup(buf); } act("$p is filled.", ch, obj, NULL, TO_CHAR); } return; } void spell_cure_blindness(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected(victim, gsn_blindness)) { if (victim == ch) send_to_char("You aren't blind.\n\r", ch); else act("$N doesn't appear to be blinded.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel(level, victim, gsn_blindness)) { send_to_char("Your vision returns!\n\r", victim); act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } else send_to_char("Spell failed.\n\r", ch); } void spell_cure_critical(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 12) + level - 6; //was dice(3, 8), Shabazz victim->hit = UMIN(victim->hit + heal, victim->max_hit); update_pos(victim); send_to_char("You feel better!\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } /* RT added to cure plague */ void spell_cure_disease(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected(victim, gsn_plague)) { if (victim == ch) send_to_char("You aren't ill.\n\r", ch); else act("$N doesn't appear to be diseased.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel(level, victim, gsn_plague)) { send_to_char("Your sores vanish.\n\r", victim); act("$n looks relieved as $s sores vanish.", victim, NULL, NULL, TO_ROOM); } else send_to_char("Spell failed.\n\r", ch); } void spell_cure_light(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(1, 12) + level / 3; //was dice(1, 8), Shabazz victim->hit = UMIN(victim->hit + heal, victim->max_hit); update_pos(victim); send_to_char("You feel better!\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_cure_poison(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected(victim, gsn_poison)) { if (victim == ch) send_to_char("You aren't poisoned.\n\r", ch); else act("$N doesn't appear to be poisoned.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel(level, victim, gsn_poison)) { send_to_char("A warm feeling runs through your body.\n\r", victim); act("$n looks much better.", victim, NULL, NULL, TO_ROOM); } else send_to_char("Spell failed.\n\r", ch); } void spell_cure_serious(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, 12) + level / 2; //was dice(2, 8), Shabazz victim->hit = UMIN(victim->hit + heal, victim->max_hit); update_pos(victim); send_to_char("You feel better!\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_curse(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_EVIL)) { act("$p is already filled with evil.", ch, obj, NULL, TO_CHAR); return; } if (IS_OBJ_STAT(obj, ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find(obj->affected, skill_lookup("bless")); if (!saves_dispel (level, paf != NULL ? paf->level : obj->level, 0)) { if (paf != NULL) affect_remove_obj(obj, paf); act("$p glows with a red aura.", ch, obj, NULL, TO_ALL); REMOVE_BIT(obj->extra_flags, ITEM_BLESS); return; } else { act ("The holy aura of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; affect_to_obj(obj, &af); act("$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) || is_safe_spell(ch, victim, FALSE)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_HITROLL; af.modifier = -1 * (level / 8); af.bitvector = AFF_CURSE; affect_to_char(victim, &af); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char(victim, &af); send_to_char("You feel unclean.\n\r", victim); if (ch != victim) act("$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR); return; } /* RT replacement demonfire spell */ void spell_demonfire(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC(ch) && !IS_EVIL(ch)) { victim = ch; send_to_char("The demons turn upon you!\n\r", ch); } ch->alignment = UMAX(-1000, ch->alignment - 50); if (victim != ch) { act("$n calls forth the demons of Hell upon $N!", ch, NULL, victim, TO_ROOM); act("$n has assailed you with the demons of Hell!", ch, NULL, victim, TO_VICT); send_to_char("You conjure forth the demons of hell!\n\r", ch); } dam = dice(level, 10); if (saves_spell(level, victim, DAM_NEGATIVE)) dam /= 2; damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE); spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim, TARGET_CHAR); } void spell_detect_evil(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_EVIL)) { if (victim == ch) send_to_char("You can already sense evil.\n\r", ch); else act("$N can already detect evil.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char(victim, &af); send_to_char("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); ch->alignment = UMAX(-1000, ch->alignment + 5); return; } void spell_detect_good(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_GOOD)) { if (victim == ch) send_to_char("You can already sense good.\n\r", ch); else act("$N can already detect good.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_GOOD; affect_to_char(victim, &af); send_to_char("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); ch->alignment = UMAX(-1000, ch->alignment - 5); return; } void spell_detect_hidden(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_HIDDEN)) { if (victim == ch) send_to_char("You are already as alert as you can be. \n\r", ch); else act("$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char(victim, &af); send_to_char("Your awareness improves.\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_detect_invis(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_INVIS)) { if (victim == ch) send_to_char("You can already see invisible.\n\r", ch); else act("$N can already see invisible things.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char(victim, &af); send_to_char("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_detect_magic(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_MAGIC)) { if (victim == ch) send_to_char("You can already sense magical auras.\n\r", ch); else act("$N can already detect magic.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char(victim, &af); send_to_char("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_detect_poison(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD) { if (obj->value[3] != 0) send_to_char("You smell poisonous fumes.\n\r", ch); else send_to_char("It looks delicious.\n\r", ch); } else { send_to_char("It doesn't look poisoned.\n\r", ch); } return; } void spell_dispel_evil(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC(ch) && IS_EVIL(ch)) victim = ch; if (IS_GOOD(victim)) { act("Y'golan 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; } void spell_dispel_good(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC(ch) && IS_GOOD(ch)) victim = ch; if (IS_EVIL(victim)) { act("$N is protected by $S evil.", ch, NULL, victim, TO_ROOM); return; } if (IS_NEUTRAL(victim)) { act("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR); return; } if (victim->hit > (ch->level * 4)) dam = dice(level, 4); else dam = UMAX(victim->hit, dice(level, 4)); if (saves_spell(level, victim, DAM_NEGATIVE)) dam /= 2; damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE); return; } /* modified for enhanced use */ void spell_dispel_magic(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; if (saves_spell(level, victim, DAM_OTHER)) { send_to_char("You feel a brief tingling sensation.\n\r", victim); send_to_char("You failed.\n\r", ch); return; } /* begin running through the spells */ if(check_dispel(level, victim, skill_lookup("displace"))) { found = TRUE; act("$n comes back into focus.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("armor"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("holy armor"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("thorn armor"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("bless"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("blindness"))) { found = TRUE; act("$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("$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("regeneration"))) { act("$n looks less vibrant.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("talon"))) { act("$n loses $s taloned grip.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("infravision"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("invis"))) { act("$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("heavenly sanctuary"))) { act("The silver aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (IS_AFFECTED(victim, AFF_HEAVENLY_SANCTUARY) && !saves_dispel(level, victim->level, -1) && !is_affected(victim, skill_lookup("heavenly sanctuary"))) { REMOVE_BIT(victim->affected_by, AFF_HEAVENLY_SANCTUARY); act("The silver 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("force shield"))) { act("The force shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("sleep"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("lethargy"))) { act("$n seems to be moving faster.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("diamond skin"))) { act("$n's skin loses it's diamond-like quality.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("weaken"))) { act("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) send_to_char("Ok.\n\r", ch); else send_to_char("Spell failed.\n\r", ch); return; } void spell_earthquake(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char("The earth trembles beneath your feet!\n\r", ch); act("$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM); for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && !is_safe_spell(ch, vch, TRUE)) { if (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) send_to_char("The earth trembles and shivers.\n\r", vch); } return; } void spell_enchant_armor(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (obj->item_type != ITEM_ARMOR) { send_to_char("That isn't an armor.\n\r", ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r", ch); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* apply other modifiers */ fail -= level / 20; if (IS_OBJ_STAT(obj, ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj, ITEM_GLOW)) fail -= 5; fail = URANGE(5, fail, 85); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) { /* item destroyed */ act("$p flares blindingly... and evaporates!", ch, obj, NULL, TO_CHAR); act("$p flares blindingly... and evaporates!", ch, obj, NULL, TO_ROOM); extract_obj(obj); return; } if (result < (fail / 3)) { /* item disenchanted */ AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR); act("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if (result <= fail) { /* failed, no bad result */ send_to_char("Nothing seemed to happen.\n\r", ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0, paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (90 - level / 5)) { /* success! */ act("$p shimmers with a gold aura.", ch, obj, NULL, TO_CHAR); act("$p shimmers with a gold aura.", ch, obj, NULL, TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = -5; } 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 = -10; } /* now add the enchantments */ if (obj->level < LEVEL_HERO) obj->level = UMIN(LEVEL_HERO - 1, obj->level + 1); if (ac_found) { for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level, level); } } } else { /* add a new affect */ paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } void spell_enchant_weapon(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (obj->item_type != ITEM_WEAPON) { send_to_char("That isn't a weapon.\n\r", ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r", ch); return; } /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_HITROLL) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_HITROLL) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } /* apply other modifiers */ fail -= level / 20; if (IS_OBJ_STAT(obj, ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj, ITEM_GLOW)) fail -= 5; fail = URANGE(5, fail, 95); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) { /* item destroyed */ act("$p shivers violently and explodes!", ch, obj, NULL, TO_CHAR); act("$p shivers violently and explodeds!", ch, obj, NULL, TO_ROOM); extract_obj(obj); return; } if (result < (fail / 2)) { /* item disenchanted */ AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR); act("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if (result <= fail) { /* failed, no bad result */ send_to_char("Nothing seemed to happen.\n\r", ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0, paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level / 5)) { /* success! */ act("$p glows blue.", ch, obj, NULL, TO_CHAR); act("$p glows blue.", ch, obj, NULL, TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = 1; } else { /* exceptional enchant */ act("$p glows a brillant blue!", ch, obj, NULL, TO_CHAR); act("$p glows a brillant blue!", ch, obj, NULL, TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); SET_BIT(obj->extra_flags, ITEM_GLOW); SET_BIT(obj->extra_flags, ITEM_VIB); added = 2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO - 1) obj->level = UMIN(LEVEL_HERO - 1, obj->level + 1); if (dam_found) { for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_DAMROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level, level); if (paf->modifier > 4) SET_BIT(obj->extra_flags, ITEM_HUM); } } } else { /* add a new affect */ paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if (hit_found) { for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_HITROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level, level); if (paf->modifier > 4) SET_BIT(obj->extra_flags, ITEM_HUM); } } } else { /* add a new affect */ paf = new_affect(); paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) ch->alignment = UMAX(-1000, ch->alignment - 50); if (saves_spell(level, victim, DAM_NEGATIVE)) { send_to_char("You feel a momentary chill.\n\r", victim); return; } if (victim->level <= 2) { dam = ch->hit + 1; } else { gain_exp(victim, -level / 4); victim->mana /= 2; victim->move /= 2; dam = dice(1, level); ch->hit += dam; } send_to_char("You feel your life slipping away!\n\r", victim); send_to_char("Wow....what a rush!\n\r", ch); damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE); return; } void spell_fireball(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range((ch->level / 2), (ch->level * 8)); if (saves_spell(level, victim, DAM_FIRE)) dam /= 2; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); return; } void spell_sunray(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range((ch->level), (ch->level * 3)); if (saves_spell(level, victim, DAM_LIGHT)) dam /= 2; damage(ch, victim, dam, sn, DAM_LIGHT, TRUE); return; } void spell_nova(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_UNDEAD(victim)) { dam = dice(level, 12); if (saves_spell(level, victim, DAM_LIGHT)) { dam /= 2; } damage(ch, victim, dam, sn, DAM_LIGHT, TRUE); spell_blindness(gsn_blindness, level, ch, (void *) victim, TARGET_CHAR); send_to_char ("you feel dizzy from the {Yl{yi{Yg{yh{Yt{yb{Ya{yl{Yl{X\n\r", victim); return; } if (IS_UNDEAD(victim)) { dam = dice(level, 15); damage(ch, victim, dam, sn, DAM_LIGHT, TRUE); spell_blindness(gsn_blindness, level, ch, (void *) victim, TARGET_CHAR); send_to_char ("a {Yl{yi{Yg{yh{Yt{yb{Ya{yl{Yl{X burns your skin and makes you feel dizzy\n\r", victim); } return; } void spell_fireproof(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; if (IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("$p is already protected from burning.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = number_fuzzy(level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BURN_PROOF; affect_to_obj(obj, &af); act("You protect $p from fire.", ch, obj, NULL, TO_CHAR); act("$p is surrounded by a protective aura.", ch, obj, NULL, TO_ROOM); } void spell_flamestrike(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(6 + level / 2, 8); if (saves_spell(level, victim, DAM_FIRE)) dam /= 2; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); return; } void spell_faerie_fire(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_FAERIE_FIRE)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = 2 / level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char(victim, &af); send_to_char("You are surrounded by a pink outline.\n\r", victim); act("$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM); return; } void spell_faerie_fog(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *ich; act("$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM); send_to_char("You conjure a cloud of purple smoke.\n\r", ch); for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room) { if (ich->invis_level > 0) continue; if (ich == ch || saves_spell(level, ich, DAM_OTHER)) continue; affect_strip(ich, gsn_invis); affect_strip(ich, gsn_mass_invis); affect_strip(ich, gsn_sneak); REMOVE_BIT(ich->affected_by, AFF_HIDE); REMOVE_BIT(ich->affected_by, AFF_INVISIBLE); REMOVE_BIT(ich->affected_by, AFF_SNEAK); act("$n is revealed!", ich, NULL, NULL, TO_ROOM); send_to_char("You are revealed!\n\r", ich); } return; } void spell_floating_disc(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *disc, *floating; floating = get_eq_char(ch, WEAR_FLOAT); if (floating != NULL && IS_OBJ_STAT(floating, ITEM_NOREMOVE)) { act("You can't remove $p.", ch, floating, NULL, TO_CHAR); return; } disc = create_object(get_obj_index(OBJ_VNUM_DISC), 0); disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */ disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */ disc->timer = ch->level * 2 - number_range(0, level / 2); act("$n has created a floating black disc.", ch, NULL, NULL, TO_ROOM); send_to_char("You create a floating disc.\n\r", ch); obj_to_char(disc, ch); wear_obj(ch, disc, TRUE); return; } void spell_fly(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_FLYING)) { if (victim == ch) send_to_char("You are already airborne.\n\r", ch); else act("$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3 + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char(victim, &af); send_to_char("Your feet rise off the ground.\n\r", victim); act("$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM); return; } /* RT clerical berserking spell */ void spell_frenzy(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_BERSERK)) { if (victim == ch) send_to_char("You are already in a frenzy.\n\r", ch); else act("$N is already in a frenzy.", ch, NULL, victim, TO_CHAR); return; } if (is_affected(victim, skill_lookup("calm"))) { if (victim == ch) send_to_char("Why don't you just relax for a while?\n\r", ch); else act("$N doesn't look like $e wants to fight anymore.", ch, NULL, victim, TO_CHAR); return; } if ((IS_GOOD(ch) && !IS_GOOD(victim)) || (IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) || (IS_EVIL(ch) && !IS_EVIL(victim))) { act("Your god doesn't seem to like $N", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim, &af); af.location = APPLY_DAMROLL; affect_to_char(victim, &af); af.modifier = 10 * (level / 12); af.location = APPLY_AC; affect_to_char(victim, &af); send_to_char("You are filled with holy wrath!\n\r", victim); act("$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM); } /* RT ROM-style gate */ void spell_gate(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; bool gate_pet; if (target_name[0] == '\0') { send_to_char("Gate to what?\n\r", ch); ch->mana += 40; return; } if ((victim = get_char_world(ch, target_name)) == NULL) { send_to_char("That doesn't exist.\n\r", ch); ch->mana += 40; return; } if (victim == ch || victim->in_room == ch->in_room) { act ("$n steps through a magical gate and comes back out the other side!", ch, NULL, NULL, TO_ROOM); send_to_char("You step through a magical gate and vanish.\n\r", ch); do_look(ch, "auto"); send_to_char("\n\rHey...wait a minute..this is the same room!\n\r", ch); return; } if (victim->in_room == NULL || !can_see_room(ch, victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)) { send_to_char("You can't gate to the room that person is in.\n\r", ch); ch->mana += 40; return; } if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)) { send_to_char("Y'golan has forsaken you.\n\r", ch); return; } if (victim->level >= level + 3 || (is_clan(victim) && !is_same_clan(ch, victim)) || (!IS_NPC(victim) && victim->level > LEVEL_HERO) || (IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON))) { send_to_char("They are protected from your power.\n\r", ch); return; } if (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER)) { send_to_char("You failed.\n\r", ch); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act("$n steps through a magical gate and vanishes.", ch, NULL, NULL, TO_ROOM); send_to_char("You step through a magical gate and vanish.\n\r", ch); char_from_room(ch); char_to_room(ch, victim->in_room); act("$n has arrived through a magical gate.", ch, NULL, NULL, TO_ROOM); do_look(ch, "auto"); if (gate_pet) { act("$n steps through a magical gate and vanishes.", ch->pet, NULL, NULL, TO_ROOM); send_to_char("You step through a magical gate and vanish.\n\r", ch->pet); char_from_room(ch->pet); char_to_room(ch->pet, victim->in_room); act("$n has arrived through a magical gate.", ch->pet, NULL, NULL, TO_ROOM); do_look(ch->pet, "auto"); } } void spell_giant_strength(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already as strong as you can get!\n\r", ch); else act("$N can't get any stronger.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = 0; affect_to_char(victim, &af); send_to_char("Your muscles surge with heightened power!\n\r", victim); act("$n's muscles surge with heightened power.", victim, NULL, NULL, TO_ROOM); return; } void spell_harm(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX(20, victim->hit - dice(1, 4)); if (saves_spell(level, victim, DAM_HARM)) dam = UMIN(50, dam / 2); dam = UMIN(100, dam); damage(ch, victim, dam, sn, DAM_HARM, TRUE); return; } /* RT haste spell */ void spell_haste(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_HASTE) || IS_SET(victim->off_flags, OFF_FAST)) { if (victim == ch) send_to_char("You can't move any faster!\n\r", ch); else act("$N is already moving as fast as $E can.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if (victim == ch) af.duration = level / 2; else af.duration = level / 4; af.location = APPLY_DEX; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = AFF_HASTE; affect_to_char(victim, &af); send_to_char("You feel yourself moving more quickly.\n\r", victim); act("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } /* RT lethargy spell */ void spell_lethargy(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_LETHARGY)) { if (victim == ch) send_to_char("You are already moving as slow as a sloth.\n\r", ch); else act("$N is already moving as slow as a sloth.", ch, NULL, victim, TO_CHAR); return; } if (ch != victim && (saves_spell(level, victim, DAM_OTHER) || IS_SET(victim->imm_flags, IMM_MAGIC))) { send_to_char("Nothing seemed to happen.\n\r", ch); send_to_char("You feel momentarily lethargic.\n\r", victim); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_LETHARGY; affect_to_char(victim, &af); send_to_char("You feel yourself become helplessly lethargic.\n\r", victim); act("$n starts to move very slowly...", victim, NULL, NULL, TO_ROOM); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } /* RT regeneration spell */ void spell_regeneration(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_REGENERATION)) { if (victim == ch) send_to_char("You are already as vibrant as can be!\n\r", ch); else act("$N is already as vibrant as can be!", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4 + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_REGENERATION; affect_to_char(victim, &af); send_to_char("You feel absolutely vibrant!\n\r", victim); act("$n looks absolutely vibrant!", victim, NULL, NULL, TO_ROOM); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_heal(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN(victim->hit + 150, victim->max_hit); //was UMIN(victim->hit + 100, victim->max_hit), Shabazz update_pos(victim); send_to_char("A warm feeling fills your body.\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_heat_metal(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if (!saves_spell(level + 2, victim, DAM_FIRE) && !IS_SET(victim->imm_flags, IMM_FIRE)) { for (obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next) { obj_next = obj_lose->next_content; if (number_range(1, 2 * level) > obj_lose->level && !saves_spell(level, victim, DAM_FIRE) && !IS_OBJ_STAT(obj_lose, ITEM_NONMETAL) && !IS_OBJ_STAT(obj_lose, ITEM_BURN_PROOF)) { switch (obj_lose->item_type) { case ITEM_ARMOR: if (obj_lose->wear_loc != -1) { /* remove the item */ if (can_drop_obj(victim, obj_lose) && (obj_lose->weight / 10) < number_range(1, 2 * get_curr_stat(victim, STAT_DEX)) && remove_obj(victim, obj_lose->wear_loc, TRUE)) { act("$n yelps and throws $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act ("You remove and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 3); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else { /* stuck on the body! ouch! */ act("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level)); fail = FALSE; } } else { /* drop it if we can */ if (can_drop_obj(victim, obj_lose)) { act("$n yelps and throws $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act("You and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else { /* cannot drop */ act("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 2); fail = FALSE; } } break; case ITEM_WEAPON: if (obj_lose->wear_loc != -1) { /* try to drop it */ if (IS_WEAPON_STAT(obj_lose, WEAPON_FLAMING)) continue; if (can_drop_obj(victim, obj_lose) && remove_obj(victim, obj_lose->wear_loc, TRUE)) { act ("$n is burned by $p, and throws it to the ground.", victim, obj_lose, NULL, TO_ROOM); send_to_char ("You throw your red-hot weapon to the ground!\n\r", victim); dam += 1; obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else { /* YOWCH! */ send_to_char ("Your weapon sears your flesh!\n\r", victim); dam += number_range(1, obj_lose->level); fail = FALSE; } } else { /* drop it if we can */ if (can_drop_obj(victim, obj_lose)) { act ("$n throws a burning hot $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act("You and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else { /* cannot drop */ act("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 2); fail = FALSE; } } break; } } } } if (fail) { send_to_char("Your spell had no effect.\n\r", ch); send_to_char("You feel momentarily warmer.\n\r", victim); } else { /* damage! */ if (saves_spell(level, victim, DAM_FIRE)) dam = 2 * dam / 3; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); } } /* RT really nasty high-level attack spell */ void spell_holy_word(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int bless_num, curse_num, frenzy_num; bless_num = skill_lookup("bless"); curse_num = skill_lookup("curse"); frenzy_num = skill_lookup("frenzy"); act("$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM); send_to_char("You utter a word of divine power.\n\r", ch); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if ((IS_GOOD(ch) && IS_GOOD(vch)) || (IS_EVIL(ch) && IS_EVIL(vch)) || (IS_NEUTRAL(ch) && IS_NEUTRAL(vch))) { send_to_char("You feel more powerful.\n\r", vch); spell_frenzy(frenzy_num, (ch->level / 10), ch, (void *) vch, TARGET_CHAR); spell_bless(bless_num, (ch->level / 10), ch, (void *) vch, TARGET_CHAR); } else if ((IS_GOOD(ch) && IS_EVIL(vch)) || (IS_EVIL(ch) && IS_GOOD(vch))) { if (!is_safe_spell(ch, vch, TRUE)) { spell_curse(curse_num, level, ch, (void *) vch, TARGET_CHAR); send_to_char("You are stricken down!\n\r", vch); dam = dice(level, 16); 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); send_to_char("You are stricken down!\n\r", vch); dam = dice(level, 8); damage(ch, vch, dam, sn, DAM_ENERGY, TRUE); } } } send_to_char("You feel drained.\n\r", ch); ch->move -= 300; ch->hit -= (2 * ch->level); damage( ch, ch, (2 * ch->level), sn, DAM_ENERGY, TRUE); return; } void spell_identify(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf(buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_name(obj->item_type), extra_bit_name(obj->extra_flags), obj->weight / 10, obj->cost, obj->level); send_to_char(buf, ch); switch (obj->item_type) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf(buf, "Level %d spells of:", obj->value[0]); send_to_char(buf, ch); if (obj->value[1] >= 0 && obj->value[1] < MAX_SKILL) { send_to_char(" '", ch); send_to_char(skill_table[obj->value[1]].name, ch); send_to_char("'", ch); } if (obj->value[2] >= 0 && obj->value[2] < MAX_SKILL) { send_to_char(" '", ch); send_to_char(skill_table[obj->value[2]].name, ch); send_to_char("'", ch); } if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL) { send_to_char(" '", ch); send_to_char(skill_table[obj->value[3]].name, ch); send_to_char("'", ch); } if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL) { send_to_char(" '", ch); send_to_char(skill_table[obj->value[4]].name, ch); send_to_char("'", ch); } send_to_char(".\n\r", ch); break; case ITEM_WAND: case ITEM_STAFF: sprintf(buf, "Has %d charges of level %d", obj->value[2], obj->value[0]); send_to_char(buf, ch); if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL) { send_to_char(" '", ch); send_to_char(skill_table[obj->value[3]].name, ch); send_to_char("'", ch); } send_to_char(".\n\r", ch); break; case ITEM_DRINK_CON: sprintf(buf, "It holds %s-colored %s.\n\r", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name); send_to_char(buf, ch); break; case ITEM_CONTAINER: sprintf(buf, "Capacity: %d# Maximum weight: %d# flags: %s\n\r", obj->value[0], obj->value[3], cont_bit_name(obj->value[1])); send_to_char(buf, ch); if (obj->value[4] != 100) { sprintf(buf, "Weight multiplier: %d%%\n\r", obj->value[4]); send_to_char(buf, ch); } break; case ITEM_WEAPON: send_to_char("Weapon type is ", ch); switch (obj->value[0]) { case (WEAPON_EXOTIC): send_to_char("exotic.\n\r", ch); break; case (WEAPON_SWORD): send_to_char("sword.\n\r", ch); break; case (WEAPON_DAGGER): send_to_char("dagger.\n\r", ch); break; case (WEAPON_SPEAR): send_to_char("spear/staff.\n\r", ch); break; case (WEAPON_MACE): send_to_char("mace/club.\n\r", ch); break; case (WEAPON_AXE): send_to_char("axe.\n\r", ch); break; case (WEAPON_FLAIL): send_to_char("flail.\n\r", ch); break; case (WEAPON_WHIP): send_to_char("whip.\n\r", ch); break; case (WEAPON_POLEARM): send_to_char("polearm.\n\r", ch); break; default: send_to_char("unknown.\n\r", ch); break; } if (obj->pIndexData->new_format) sprintf(buf, "Damage is %dd%d (average %d).\n\r", obj->value[1], obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); else sprintf(buf, "Damage is %d to %d (average %d).\n\r", obj->value[1], obj->value[2], (obj->value[1] + obj->value[2]) / 2); send_to_char(buf, ch); if (obj->value[4]) { /* weapon flags */ sprintf(buf, "Weapons flags: %s\n\r", weapon_bit_name(obj->value[4])); send_to_char(buf, ch); } break; case ITEM_ARMOR: sprintf(buf, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3]); send_to_char(buf, ch); break; } if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (paf->location != APPLY_NONE && paf->modifier != 0) { sprintf(buf, "Affects %s by %d.\n\r", affect_loc_name(paf->location), paf->modifier); send_to_char(buf, ch); if (paf->bitvector) { switch (paf->where) { case TO_AFFECTS: sprintf(buf, "Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf, "Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf, "Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf, "Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf, "Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf, "Unknown bit %d: %d\n\r", paf->where, paf->bitvector); break; } send_to_char(buf, ch); } } } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location != APPLY_NONE && paf->modifier != 0) { sprintf(buf, "Affects %s by %d", affect_loc_name(paf->location), paf->modifier); send_to_char(buf, ch); if (paf->duration > -1) sprintf(buf, ", %d hours.\n\r", paf->duration); else sprintf(buf, ".\n\r"); send_to_char(buf, ch); if (paf->bitvector) { switch (paf->where) { case TO_AFFECTS: sprintf(buf, "Adds %s affect.\n", affect_bit_name(paf->bitvector)); break; case TO_OBJECT: sprintf(buf, "Adds %s object flag.\n", extra_bit_name(paf->bitvector)); break; case TO_WEAPON: sprintf(buf, "Adds %s weapon flags.\n", weapon_bit_name(paf->bitvector)); break; case TO_IMMUNE: sprintf(buf, "Adds immunity to %s.\n", imm_bit_name(paf->bitvector)); break; case TO_RESIST: sprintf(buf, "Adds resistance to %s.\n\r", imm_bit_name(paf->bitvector)); break; case TO_VULN: sprintf(buf, "Adds vulnerability to %s.\n\r", imm_bit_name(paf->bitvector)); break; default: sprintf(buf, "Unknown bit %d: %d\n\r", paf->where, paf->bitvector); break; } send_to_char(buf, ch); } } } return; } void spell_infravision(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_INFRARED)) { if (victim == ch) send_to_char("You can already see in the dark.\n\r", ch); else act("$N already has infravision.\n\r", ch, NULL, victim, TO_CHAR); return; } act("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char(victim, &af); send_to_char("Your eyes glow red.\n\r", victim); return; } void spell_invis(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* object invisibility */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_INVIS)) { act("$p is already invisible.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level / 4 + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_INVIS; affect_to_obj(obj, &af); act("$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("$n fades out of existence.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4 + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char(victim, &af); send_to_char("You fade out of existence.\n\r", victim); return; } void spell_know_alignment(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if (ap > 700) msg = "$N has a pure and good aura."; else if (ap > 350) msg = "$N is of excellent moral character."; else if (ap > 100) msg = "$N is often kind and thoughtful."; else if (ap > -100) msg = "$N doesn't have a firm moral commitment."; else if (ap > -350) msg = "$N lies to $S friends."; else if (ap > -700) msg = "$N is a black-hearted murderer."; else msg = "$N is the embodiment of pure evil!."; act(msg, ch, NULL, victim, TO_CHAR); return; } void spell_bolt(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; level = UMIN(level, sizeof(dam_each) / sizeof(dam_each[0]) - 1); level = UMAX(0, level); 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; } void spell_locate_object(int sn, int level, CHAR_DATA * ch, void *vo, int target) { char buf[MAX_INPUT_LENGTH]; BUFFER *buffer; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; max_found = IS_IMMORTAL(ch) ? 200 : 2 * level; buffer = new_buf(); for (obj = object_list; obj != NULL; obj = obj->next) { if (!can_see_obj(ch, obj) || !is_name(target_name, obj->name) || IS_OBJ_STAT(obj, ITEM_NOLOCATE) || number_percent() > 2 * level || (strlen(target_name) < 4) || 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, "%s is carried by %s\n\r", obj->short_descr, PERS(in_obj->carried_by, ch)); } else { if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) sprintf(buf, "%s is in %s [Room %ld]\n\r", obj->short_descr, in_obj->in_room->name, in_obj->in_room->vnum); else sprintf(buf, "%s is in %s\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name); } buf[0] = UPPER(buf[0]); add_buf(buffer, buf); if (number >= max_found) break; } if (!found) send_to_char("Nothing like that in heaven or earth.\n\r", ch); else page_to_char(buf_string(buffer), ch); free_buf(buffer); return; } void spell_magic_missile(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14 }; int dam; level = UMIN(level, sizeof(dam_each) / sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level] / 2, dam_each[level] * 2); if (saves_spell(level, victim, DAM_ENERGY)) dam /= 2; damage(ch, victim, dam, sn, DAM_ENERGY, TRUE); return; } void spell_mass_healing(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup("heal"); refresh_num = skill_lookup("refresh"); for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if ((IS_NPC(ch) && IS_NPC(gch)) || (!IS_NPC(ch) && !IS_NPC(gch))) { spell_heal(heal_num, level, ch, (void *) gch, TARGET_CHAR); spell_refresh(refresh_num, level, ch, (void *) gch, TARGET_CHAR); } } } void spell_mass_invis(int sn, int level, CHAR_DATA * ch, void *vo, int target) { AFFECT_DATA af; CHAR_DATA *gch; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) { if (!is_same_group(gch, ch) || IS_AFFECTED(gch, AFF_INVISIBLE)) continue; act("$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM); send_to_char("You slowly fade out of existence.\n\r", gch); af.where = TO_AFFECTS; af.type = sn; af.level = level / 2; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char(gch, &af); } send_to_char("Ok.\n\r", ch); return; } void spell_null(int sn, int level, CHAR_DATA * ch, void *vo, int target) { send_to_char("That's not a spell!\n\r", ch); return; } void spell_pass_door(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_PASS_DOOR)) { if (victim == ch) send_to_char("You are already out of phase.\n\r", ch); else act("$N is already shifted out of phase.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy(level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char(victim, &af); act("$n turns translucent.", victim, NULL, NULL, TO_ROOM); send_to_char("You turn translucent.\n\r", victim); return; } /* RT plague spell, very nasty */ void spell_plague(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (saves_spell(level, victim, DAM_DISEASE) || (IS_NPC(victim) && IS_SET(victim->act, ACT_UNDEAD))) { if (ch == victim) send_to_char("You feel momentarily ill, but it passes.\n\r", ch); else act("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3 / 4; af.duration = level / 4; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join(victim, &af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r", victim); act("$n screams in agony as plague sores erupt from $s skin.", victim, NULL, NULL, TO_ROOM); } void spell_poison(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj, ITEM_BLESS) || IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("Your spell fails to corrupt $p.", ch, obj, NULL, TO_CHAR); return; } obj->value[3] = 1; act("$p is infused with poisonous vapors.", ch, obj, NULL, TO_ALL); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT(obj, WEAPON_FLAMING) || IS_WEAPON_STAT(obj, WEAPON_FROST) || IS_WEAPON_STAT(obj, WEAPON_VAMPIRIC) || IS_WEAPON_STAT(obj, WEAPON_SHARP) || IS_WEAPON_STAT(obj, WEAPON_VORPAL) || IS_WEAPON_STAT(obj, WEAPON_SHOCKING) || IS_WEAPON_STAT(obj, WEAPON_HOLY) || 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 $p.", ch, obj, NULL, TO_CHAR); return; } victim = (CHAR_DATA *) vo; if (is_safe_spell(ch, victim, FALSE)) return; if (saves_spell(level, victim, DAM_POISON)) { act("$n turns slightly green, but it passes.", victim, NULL, NULL, TO_ROOM); send_to_char("You feel momentarily ill, but it passes.\n\r", victim); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join(victim, &af); send_to_char("You feel very sick.\n\r", victim); act("$n looks very ill.", victim, NULL, NULL, TO_ROOM); return; } void spell_protection_evil(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_PROTECT_EVIL) || IS_AFFECTED(victim, AFF_PROTECT_GOOD)) { if (victim == ch) send_to_char("You are already protected.\n\r", ch); else act("$N is already protected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_EVIL; affect_to_char(victim, &af); send_to_char("You feel holy and pure.\n\r", victim); if (ch != victim) act("$N is protected from evil.", ch, NULL, victim, TO_CHAR); if (ch->alignment != 1000) ch->alignment = UMAX(-1000, ch->alignment + 5); return; } void spell_protection_good(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_PROTECT_GOOD) || IS_AFFECTED(victim, AFF_PROTECT_EVIL)) { if (victim == ch) send_to_char("You are already protected.\n\r", ch); else act("$N is already protected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_GOOD; affect_to_char(victim, &af); send_to_char("You feel aligned with darkness.\n\r", victim); if (ch != victim) act("$N is protected from good.", ch, NULL, victim, TO_CHAR); ch->alignment = UMAX(-1000, ch->alignment - 5); return; } void spell_ray_of_truth(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, align; if (IS_EVIL(ch)) { victim = ch; send_to_char("The energy explodes inside you!\n\r", ch); } if (ch->alignment != 1000) { ch->alignment = UMAX(-1000, ch->alignment + 50); } if (ch->alignment > 1000) { ch->alignment = 1000; } if (victim != ch) { act("$n raises $s hand, and a blinding ray of light shoots forth!", ch, NULL, NULL, TO_ROOM); send_to_char ("You raise your hand and a blinding ray of light shoots forth!\n\r", ch); } if (IS_GOOD(victim)) { act("$n seems unharmed by the light.", victim, NULL, victim, TO_ROOM); send_to_char("The light seems powerless to affect you.\n\r", victim); return; } dam = dice(level, 10); if (saves_spell(level, victim, DAM_HOLY)) dam /= 2; align = victim->alignment; align -= 350; if (align < -1000) align = -1000 + (align + 1000) / 3; dam = (dam * align * align) / 1000000; damage(ch, victim, dam, sn, DAM_HOLY, TRUE); spell_blindness(gsn_blindness, 3 * level / 4, ch, (void *) victim, TARGET_CHAR); } void spell_recharge(int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance, percent; if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) { send_to_char("That item does not carry charges.\n\r", ch); return; } if (obj->value[3] >= 3 * level / 2) { send_to_char("Your skills are not great enough for that.\n\r", ch); return; } if (obj->value[1] == 0) { send_to_char("That item has already been recharged once.\n\r", ch); return; } chance = 40 + 2 * level; chance -= obj->value[3]; /* harder to do high-level spells */ chance -= (obj->value[1] - obj->value[2]) * (obj->value[1] - obj->value[2]); chance = UMAX(level / 2, chance); percent = number_percent(); if (percent < chance / 2) { act("$p glows softly.", ch, obj, NULL, TO_CHAR); act("$p glows softly.", ch, obj, NULL, TO_ROOM); obj->value[2] = UMAX(obj->value[1], obj->value[2]); obj->value[1] = 0; return; } else if (percent <= chance) { int chargeback, chargemax; act("$p glows softly.", ch, obj, NULL, TO_CHAR); act("$p glows softly.", ch, obj, NULL, TO_CHAR); chargemax = obj->value[1] - obj->value[2]; if (chargemax > 0) chargeback = UMAX(1, chargemax * percent / 100); else chargeback = 0; obj->value[2] += chargeback; obj->value[1] = 0; return; } else if (percent <= UMIN(95, 3 * chance / 2)) { send_to_char("Nothing seems to happen.\n\r", ch); if (obj->value[1] > 1) obj->value[1]--; return; } else { /* whoops! */ act("$p glows brightly and explodes!", ch, obj, NULL, TO_CHAR); act("$p glows brightly and explodes!", ch, obj, NULL, TO_ROOM); extract_obj(obj); } } void spell_refresh(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN(victim->move + level, victim->max_move); if (victim->max_move == victim->move) send_to_char("You feel fully refreshed!\n\r", victim); else send_to_char("You feel less tired.\n\r", victim); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_remove_curse(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; bool found = FALSE; /* do object cases first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_NODROP) || IS_OBJ_STAT(obj, ITEM_NOREMOVE)) { if (!IS_OBJ_STAT(obj, ITEM_NOUNCURSE) && !saves_dispel(level + 2, obj->level, 0)) { REMOVE_BIT(obj->extra_flags, ITEM_NODROP); REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE); act("$p glows blue.", ch, obj, NULL, TO_ALL); return; } act("The curse on $p is beyond your power.", ch, obj, NULL, TO_CHAR); return; } act("There doesn't seem to be a curse on $p.", ch, obj, NULL, TO_CHAR); return; } /* characters */ victim = (CHAR_DATA *) vo; if (check_dispel(level, victim, gsn_curse)) { send_to_char("You feel better.\n\r", victim); act("$n looks more relaxed.", victim, NULL, NULL, TO_ROOM); } for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content) { if ( (IS_OBJ_STAT(obj, ITEM_NODROP) || IS_OBJ_STAT(obj, ITEM_NOREMOVE)) && !IS_OBJ_STAT(obj, ITEM_NOUNCURSE)) { /* attempt to remove curse */ if (!saves_dispel(level, obj->level, 0)) { found = TRUE; REMOVE_BIT(obj->extra_flags, ITEM_NODROP); REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE); act("Your $p glows blue.", victim, obj, NULL, TO_CHAR); act("$n's $p glows blue.", victim, obj, NULL, TO_ROOM); } } } } void spell_remove_invis(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_INVIS)) { if (!saves_dispel(level + 2, obj->level, 0)) { REMOVE_BIT(obj->extra_flags, ITEM_INVIS); act("$p fades into existence.", ch, obj, NULL, TO_ALL); return; } send_to_char("You failed.\n\r", ch); return; } act("$p can already be seen!", ch, obj, NULL, TO_CHAR); return; } victim = (CHAR_DATA *) vo; if (check_dispel(level, victim, gsn_invis)) { send_to_char("You fade into existence.\n\r", victim); act("$n fades into existence.", victim, NULL, NULL, TO_ROOM); } else { send_to_char("You failed.\n\r", ch); return; } for (obj = victim->carrying; obj != NULL; obj = obj->next_content) { if (IS_OBJ_STAT(obj, ITEM_INVIS)) { if (!saves_dispel(level, obj->level, 0)) { REMOVE_BIT(obj->extra_flags, ITEM_INVIS); act("Your $p fades into existence.", victim, obj, NULL, TO_CHAR); act("$n's $p fades into existence.", victim, obj, NULL, TO_ROOM); break; } } } return; } void spell_sanctuary(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_SANCTUARY)) { if (victim == ch) send_to_char("You are already in sanctuary.\n\r", ch); else act("$N is already in sanctuary.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char(victim, &af); act("$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM); send_to_char("You are surrounded by a white aura.\n\r", victim); return; } void spell_heavenly_sanctuary(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_HEAVENLY_SANCTUARY)) { if (victim == ch) send_to_char("You are already in a heavenly sanctuary.\n\r", ch); else act("$N is already in a heavenly 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_HEAVENLY_SANCTUARY; affect_to_char(victim, &af); act("$n is surrounded by a silver aura.", victim, NULL, NULL, TO_ROOM); send_to_char("You are surrounded by a silver aura.\n\r", victim); return; } void spell_shield(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already shielded from harm.\n\r", ch); else act("$N is already protected by a shield.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char(victim, &af); act("$n is surrounded by a shield.", victim, NULL, NULL, TO_ROOM); send_to_char("You are surrounded by a shield.\n\r", victim); return; } void spell_force_shield(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char ("You are already protected by a force shield.\n\r", ch); else act("$N is already protected by a force 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 = -40; af.bitvector = 0; affect_to_char(victim, &af); act("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM); send_to_char("You are surrounded by a force shield.\n\r", victim); return; } void spell_shocking_grasp(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN(level, sizeof(dam_each) / sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level] / 2, dam_each[level] * 2); if (saves_spell(level, victim, DAM_LIGHTNING)) dam /= 2; damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } void spell_sleep(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_SLEEP) || (IS_NPC(victim) && IS_SET(victim->act, ACT_UNDEAD)) || (level + 2) < victim->level || saves_spell(level - 4, victim, DAM_CHARM) || (IS_IMMORTAL(victim) && get_trust(victim) >= get_trust(ch))) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 4 + level / 4; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join(victim, &af); if (IS_AWAKE(victim)) { send_to_char("You feel very sleepy ..... zzzzzz.\n\r", victim); act("$n goes to sleep.", victim, NULL, NULL, TO_ROOM); victim->position = POS_SLEEPING; } return; } void spell_stone_skin(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(ch, sn)) { if (victim == ch) send_to_char("Your skin is already as hard as a rock.\n\r", ch); else act("$N is already as hard as can be.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char(victim, &af); act("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM); send_to_char("Your skin turns to stone.\n\r", victim); return; } void spell_diamond_skin(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(ch, sn)) { if (victim == ch) { send_to_char ("Your skin is already as hard as a diamond.\n\n\r", ch); } else { act("$N is already as hard as a diamond.", ch, NULL, victim, TO_CHAR); } return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -75; af.bitvector = 0; affect_to_char(victim, &af); act("$n's skin turns to diamond.", victim, NULL, NULL, TO_ROOM); send_to_char("Your skin turns to diamond.\n\r", victim); return; } void spell_summon(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; if (target_name[0] == '\0') { send_to_char("Summon whom?\n\r", ch); return; } if ((victim = get_char_world(ch, target_name)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if (victim == ch) { act("$n disappears suddenly.", ch, NULL, NULL, TO_ROOM); act("$n arrives suddenly.", ch, NULL, NULL, TO_ROOM); send_to_char("You summoned yourself!\n\r", ch); do_look(victim, "auto"); return; } if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) { send_to_char("You can't summon them to the room you're in.\n\r", ch); return; } if ((victim->in_room == NULL) || 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)) { send_to_char("You can't summon them from the room they're in.\n\r", ch); return; } if (!IS_NPC(victim) && IS_SET(victim->act, PLR_NOSUMMON)) { send_to_char("They have nosummon on.\n\r", ch); return; } if ((victim->fighting != NULL) || (victim->level >= level + 3) || (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL) || (IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON)) || (IS_NPC(victim) && victim->pIndexData->pShop != NULL) || (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER))) { send_to_char("You failed.\n\r", ch); return; } if (IS_SET(victim->act, ACT_AGGRESSIVE)) REMOVE_BIT(victim->act, ACT_AGGRESSIVE); act("$n disappears suddenly.", victim, NULL, NULL, TO_ROOM); char_from_room(victim); char_to_room(victim, ch->in_room); act("$n arrives suddenly.", victim, NULL, NULL, TO_ROOM); act("$n has summoned you!", ch, NULL, victim, TO_VICT); do_look(victim, "auto"); victim->no_exp = TRUE; if (victim->level < ch->level) do_flee(victim, ""); return; } /* RT talon spell */ void spell_talon(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_TALON)) { if (victim == ch) send_to_char("Your grip is strong enough already.\n\r", ch); else act("$N's grip is strong enough already!", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4 + 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_TALON; affect_to_char(victim, &af); send_to_char("Your grip is now unbreakable!\n\r", victim); act("$n's grip is now unbreakable!", victim, NULL, NULL, TO_ROOM); if (ch != victim) send_to_char("Ok.\n\r", ch); return; } void spell_teleport(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if (victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || (victim != ch && IS_SET(victim->imm_flags, IMM_SUMMON)) || (!IS_NPC(ch) && victim->fighting != NULL) || (victim != ch && (saves_spell(level - 5, victim, DAM_OTHER)))) { send_to_char("You failed.\n\r", ch); return; } if (IS_SET(victim->in_room->room_flags, ROOM_SAFE)) { send_to_char ("You can't teleport them from the room they're in.\n\r", ch); return; } pRoomIndex = get_random_room(victim); if (victim != ch) send_to_char("You have been teleported!\n\r", victim); act("$n vanishes!", victim, NULL, NULL, TO_ROOM); char_from_room(victim); char_to_room(victim, pRoomIndex); act("$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM); do_look(victim, "auto"); return; } void spell_teleport_object(int sn, int level, CHAR_DATA * ch, void *vo, int target) { char item_name[MAX_INPUT_LENGTH]; char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; target_name = one_argument(target_name, item_name); if (item_name[0] == '\0' || target_name[0] == '\0') { send_to_char("Teleport what to whom?\n\r", ch); return; } if ((victim = get_char_world(ch, target_name)) == NULL) { send_to_char("They aren't here.\n\r", ch); return; } if ((obj = get_obj_carry(ch, item_name, ch)) == NULL) { send_to_char("You do not have that item.\n\r", ch); return; } if (obj->wear_loc == WEAR_NONE && can_drop_obj(ch, obj) && victim->carry_number + get_obj_number(obj) <= can_carry_n(victim) && get_carry_weight(victim) + get_obj_weight(obj) <= can_carry_w(victim) && can_see_obj(victim, obj)) { send_to_char ("For a split second, you feel another presence in the room.\n\r", victim); } sprintf(arg, "%s give %s %s", target_name, item_name, target_name); do_at(ch, arg); return; } void spell_ventriloquate(int sn, int level, CHAR_DATA * ch, void *vo, int target) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument(target_name, speaker); sprintf(buf1, "%s says '%s'\n\r", speaker, target_name); sprintf(buf2, "Someone makes %s say '%s'\n\r", speaker, target_name); buf1[0] = UPPER(buf1[0]); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!is_exact_name(speaker, vch->name) && IS_AWAKE(vch)) send_to_char(saves_spell(level, vch, DAM_OTHER) ? buf2 : buf1, vch); } return; } void spell_weaken(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || saves_spell(level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * (level / 5); af.bitvector = AFF_WEAKEN; affect_to_char(victim, &af); send_to_char("You feel your strength slip away.\n\r", victim); act("$n looks tired and weak.", victim, NULL, NULL, TO_ROOM); return; } /* RT recall spell is back */ void spell_word_of_recall(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; if (victim->level >= LEVEL_IMMORTAL) { send_to_char ("Immortals do not require your assistance in recalling.\n\r", victim); return; } if ((location = get_room_index(ROOM_VNUM_TEMPLE)) == NULL) { send_to_char("You are completely lost.\n\r", victim); return; } if (IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(victim, AFF_CURSE)) { send_to_char("Spell failed.\n\r", victim); return; } if (victim->fighting != NULL) stop_fighting(victim, TRUE); ch->move /= 2; act("$n disappears.", victim, NULL, NULL, TO_ROOM); char_from_room(victim); char_to_room(victim, location); act("$n appears in the room.", victim, NULL, NULL, TO_ROOM); do_look(victim, "auto"); } /* * NPC spells. */ void spell_acid_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n spits acid at $N.", ch, NULL, victim, TO_NOTVICT); act("$n spits a stream of corrosive acid at you.", ch, NULL, victim, TO_VICT); act("You spit acid at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 30); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_ACID)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_ACID, TRUE); } } void spell_melting_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n spits a melting arrow $N.", ch, NULL, victim, TO_NOTVICT); act("$n spits a melting arrow at you.", ch, NULL, victim, TO_VICT); act("You spit a melting arrow $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 40); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_ACID)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_ACID, TRUE); } } void spell_toxic_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n spits a toxic stream $N.", ch, NULL, victim, TO_NOTVICT); act("$n spits a toxic stream of corrosive acid at you.", ch, NULL, victim, TO_VICT); act("You spit a toxic stream $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 50); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_ACID)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_ACID, TRUE); } } void spell_acidic_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n spits an acidic mist at $N.", ch, NULL, victim, TO_NOTVICT); act("$n spits an acidic mist at you.", ch, NULL, victim, TO_VICT); act("You spit an acidic mist at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 60); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_ACID)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_ACID, TRUE); } } void spell_corrosive_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n spits corrosive death at $N.", ch, NULL, victim, TO_NOTVICT); act("$n spits a stream of corrosive death at you.", ch, NULL, victim, TO_VICT); act("You spit corrosive death at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 75); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_ACID)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_ACID, TRUE); } } void spell_ray_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n breathes a brilliant ray at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a brilliant ray at you.", ch, NULL, victim, TO_VICT); act("You breathe a brilliant ray at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 75); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_LIGHT)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_LIGHT, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHT, TRUE); } } void spell_prismatic_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, damtype, hpch; act("$n breathes a prismatic blast at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a prismatic blast at you.", ch, NULL, victim, TO_VICT); act("You breathe a prismatic blast at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 75); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); damtype = number_range( DAM_FIRE, DAM_DISEASE ); if (saves_spell(level, victim, damtype)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, damtype, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, damtype, TRUE); } } void spell_fire_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act("$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT); act("You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 9 + 1, hpch / 5); dice_dam = dice(level, 30); dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); dam = (dam / 5); fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_FIRE)) { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_FIRE, TRUE); } } else { /* partial damage */ if (saves_spell(level - 2, vch, DAM_FIRE)) { fire_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } void spell_tongue_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act("$n breathes forth a mass of flamming tongues.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a mass of flamming tongues at you!", ch, NULL, victim, TO_VICT); act("You breath forth a mass of flamming tongues.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(20, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 40); dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4); dam = (dam / 5); fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_FIRE)) { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_FIRE, TRUE); } } else { /* partial damage */ if (saves_spell(level - 2, vch, DAM_FIRE)) { fire_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } void spell_blaze_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act("$n breathes forth a blaze of glory.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a blaze of glory at you!", ch, NULL, victim, TO_VICT); act("You breath forth a blaze of glory.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(20, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 50); dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4); dam = (dam / 5); fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_FIRE)) { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_FIRE, TRUE); } } else { /* partial damage */ if (saves_spell(level - 2, vch, DAM_FIRE)) { fire_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } void spell_flare_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act("$n breathes forth the flare of fervor.", ch, NULL, victim, TO_NOTVICT); act("$n breathes the flare of fervor at you!", ch, NULL, victim, TO_VICT); act("You breath forth the flare of fervor.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(20, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 60); dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4); dam = (dam / 5); fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_FIRE)) { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_FIRE, TRUE); } } else { /* partial damage */ if (saves_spell(level - 2, vch, DAM_FIRE)) { fire_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } void spell_inferno_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act("$n breathes forth an inferno.", ch, NULL, victim, TO_NOTVICT); act("$n breathes an inferno at you!", ch, NULL, victim, TO_VICT); act("You breath forth an inferno.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(20, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 75); dam = UMAX(hp_dam + dice_dam / 4, dice_dam + hp_dam / 4); dam = (dam / 5); fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_FIRE)) { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_FIRE, TRUE); } } else { /* partial damage */ if (saves_spell(level - 2, vch, DAM_FIRE)) { fire_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } void spell_frost_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out freezing frost!", ch, NULL, victim, TO_NOTVICT); act("$n breathes freezing frost over you!", ch, NULL, victim, TO_VICT); act("You breath out frost.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 30); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_COLD)) { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell(level - 2, vch, DAM_COLD)) { cold_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } void spell_cone_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a freezing cone of frost!", ch, NULL, victim, TO_NOTVICT); act("$n breathes a freezing cone of frost over you!", ch, NULL, victim, TO_VICT); act("You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 40); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_COLD)) { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell(level - 2, vch, DAM_COLD)) { cold_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } void spell_snow_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a blast of snow!", ch, NULL, victim, TO_NOTVICT); act("$n breathes a blast of snow at you!", ch, NULL, victim, TO_VICT); act("You breath out a blast of snow.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 50); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_COLD)) { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell(level - 2, vch, DAM_COLD)) { cold_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } void spell_hail_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a hail storm!", ch, NULL, victim, TO_NOTVICT); act("$n breathes a hail storm at you!", ch, NULL, victim, TO_VICT); act("You breath out a hail storm.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 60); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_COLD)) { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell(level - 2, vch, DAM_COLD)) { cold_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } void spell_winter_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out winter's death!", ch, NULL, victim, TO_NOTVICT); act("$n breathes winter's death at you!", ch, NULL, victim, TO_VICT); act("You breath out winter's death.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 75); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell(level, vch, DAM_COLD)) { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell(level - 2, vch, DAM_COLD)) { cold_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } void spell_gas_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a cloud of poisonous gas!", ch, NULL, NULL, TO_ROOM); act("You breath out a cloud of poisonous gas.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(16, ch->hit); hp_dam = number_range(hpch / 20 + 1, 8); dice_dam = dice(level, 30); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 3.666); poison_effect(ch->in_room, level, dam, TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(ch) && IS_NPC(vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if (saves_spell(level, vch, DAM_POISON)) { poison_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_POISON, TRUE); } } } void spell_venom_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a mist of venom!", ch, NULL, NULL, TO_ROOM); act("You breath out a mist of venom.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(16, ch->hit); hp_dam = number_range(hpch / 20 + 1, 8); dice_dam = dice(level, 40); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); poison_effect(ch->in_room, level, dam, TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(ch) && IS_NPC(vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if (saves_spell(level, vch, DAM_POISON)) { poison_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_POISON, TRUE); } } } void spell_plaguefog_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a cloud of plague fog!", ch, NULL, NULL, TO_ROOM); act("You breath out a cloud of plague fog.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(16, ch->hit); hp_dam = number_range(hpch / 20 + 1, 8); dice_dam = dice(level, 50); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); poison_effect(ch->in_room, level, dam, TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(ch) && IS_NPC(vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if (saves_spell(level, vch, DAM_POISON)) { poison_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_POISON, TRUE); } } } void spell_sickening_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a cloud of sickening vapors!", ch, NULL, NULL, TO_ROOM); act("You breath out a cloud of sickening vapors.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(16, ch->hit); hp_dam = number_range(hpch / 20 + 1, 8); dice_dam = dice(level, 60); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); poison_effect(ch->in_room, level, dam, TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(ch) && IS_NPC(vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if (saves_spell(level, vch, DAM_POISON)) { poison_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_POISON, TRUE); } } } void spell_chaos_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a cloud of chaotic gas!", ch, NULL, NULL, TO_ROOM); act("You breath out a cloud of chaotic gas.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(16, ch->hit); hp_dam = number_range(hpch / 20 + 1, 8); dice_dam = dice(level, 75); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); poison_effect(ch->in_room, level, dam, TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(ch) && IS_NPC(vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if (saves_spell(level, vch, DAM_POISON)) { poison_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_POISON, TRUE); } } } void spell_lightning_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n breathes a bolt of lightning at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a bolt of lightning at you!", ch, NULL, victim, TO_VICT); act("You breathe a bolt of lightning at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 30); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_LIGHTNING)) { shock_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE); } else { shock_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); } } void spell_electric_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n breathes an electrical spark at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes an electrical spark at you!", ch, NULL, victim, TO_VICT); act("You breathe an electrical spark at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 40); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_LIGHTNING)) { shock_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE); } else { shock_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); } } void spell_energy_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n breathes a bolt of energy at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a bolt of energy at you!", ch, NULL, victim, TO_VICT); act("You breathe a bolt of energy at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 50); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_LIGHTNING)) { shock_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE); } else { shock_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); } } void spell_field_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n breathes a field of energy at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a field of energy at you!", ch, NULL, victim, TO_VICT); act("You breathe a field of energy at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 60); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); if (saves_spell(level, victim, DAM_LIGHTNING)) { shock_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE); } else { shock_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); } } void spell_stormsfury_breath(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n breathes the storm's fury at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes the storm's fury at you!", ch, NULL, victim, TO_VICT); act("You breathe the storm's fury at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 20 + 1, hpch / 8); dice_dam = dice(level, 75); dam = UMAX(hp_dam + dice_dam / 8, dice_dam + hp_dam / 8); dam = (dam / 5); 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. */ void spell_general_purpose(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range(25, 100); if (saves_spell(level, victim, DAM_PIERCE)) dam /= 2; damage(ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } void spell_high_explosive(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range(30, 120); if (saves_spell(level, victim, DAM_PIERCE)) dam /= 2; damage(ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } void spell_farsight(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; ROOM_INDEX_DATA *to_room, *from_room; from_room = ch->in_room; if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room(ch, to_room) || !can_see_room(ch, from_room) || IS_SET(to_room->room_flags, ROOM_SAFE) || IS_SET(from_room->room_flags, ROOM_SAFE) || IS_SET(to_room->room_flags, ROOM_PRIVATE) || IS_SET(to_room->room_flags, ROOM_SOLITARY) || IS_SET(to_room->room_flags, ROOM_NO_RECALL) || IS_SET(from_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ ||(IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON)) || (IS_NPC(victim) && saves_spell(level, victim, DAM_NONE)) || (is_clan(victim) && !is_same_clan(ch, victim))) { send_to_char("You failed.\n\r", ch); return; } ch->in_room = to_room; do_look(ch, "auto"); ch->in_room = from_room; } void spell_portal(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch, victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ ||(IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON)) || (IS_NPC(victim) && saves_spell(level, victim, DAM_NONE)) || (is_clan(victim) && !is_same_clan(ch, victim))) { send_to_char("You failed.\n\r", ch); return; } stone = get_eq_char(ch, WEAR_HOLD); if (!IS_IMMORTAL(ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char("You lack the proper component for this spell.\n\r", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj(stone); } portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room(portal, ch->in_room); act("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act("$p rises up before you.", ch, portal, NULL, TO_CHAR); } void spell_nexus(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; ROOM_INDEX_DATA *to_room, *from_room; from_room = ch->in_room; if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room(ch, to_room) || !can_see_room(ch, from_room) || IS_SET(to_room->room_flags, ROOM_SAFE) || IS_SET(from_room->room_flags, ROOM_SAFE) || IS_SET(to_room->room_flags, ROOM_PRIVATE) || IS_SET(to_room->room_flags, ROOM_SOLITARY) || IS_SET(to_room->room_flags, ROOM_NO_RECALL) || IS_SET(from_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ ||(IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON)) || (IS_NPC(victim) && saves_spell(level, victim, DAM_NONE)) || (is_clan(victim) && !is_same_clan(ch, victim))) { send_to_char("You failed.\n\r", ch); return; } stone = get_eq_char(ch, WEAR_HOLD); if (!IS_IMMORTAL(ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char("You lack the proper component for this spell.\n\r", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj(stone); } /* portal one */ portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room(portal, from_room); act("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act("$p rises up before you.", ch, portal, NULL, TO_CHAR); /* no second portal if rooms are the same */ if (to_room == from_room) return; /* portal two */ portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room(portal, to_room); if (to_room->people != NULL) { act("$p rises up from the ground.", to_room->people, portal, NULL, TO_ROOM); act("$p rises up from the ground.", to_room->people, portal, NULL, TO_CHAR); } } void spell_might_of_heros(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already as strong as you can get!\n\r", ch); else act("$N can't get any stronger.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = 1; af.bitvector = 0; affect_to_char(victim, &af); send_to_char("You feel imbued with the strength of the ages!\n\r", victim); act("$n is buff!", victim, NULL, NULL, TO_ROOM); return; } void spell_mind_of_sages(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already as smart as you can get!\n\r", ch); else act("$N can't get any smarter.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_INT; af.modifier = 1; af.bitvector = 0; affect_to_char(victim, &af); send_to_char("Your mind begins to encompass new realms!\n\r", victim); act("$n peers intently at $s surroundings.", victim, NULL, NULL, TO_ROOM); return; } void spell_hands_of_wind(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already as fleet as you can get!\n\r", ch); else act("$N can't get any more nimble.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_DEX; af.modifier = 1; af.bitvector = 0; affect_to_char(victim, &af); send_to_char("You begin to buzz with newfound quickness!\n\r", victim); act("$n begins to twitch and shiver.", victim, NULL, NULL, TO_ROOM); return; } void spell_sight_of_ages(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already as wise as you can get!\n\r", ch); else act("$N can't get any more wise.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_WIS; af.modifier = 1; af.bitvector = 0; affect_to_char(victim, &af); send_to_char ("You remember the adage: Old and smart always beats young and stupid.\n\r", victim); act("$n's nods sagely to $M.", victim, NULL, NULL, TO_ROOM); return; } void spell_heart_of_the_dragon(int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) send_to_char("You are already as healthy as you can get!\n\r", ch); else act("$N can't get any healthier.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_CON; af.modifier = 1; af.bitvector = 0; affect_to_char(victim, &af); send_to_char("You feel better than ever!\n\r", victim); act("$n begins to glow with good health.", victim, NULL, NULL, TO_ROOM); return; }