/***************************************************************************
* 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;
}