/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #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 "interp.h" #include "magic.h" #include "recycle.h" /* * Local functions. */ void say_spell args ((CHAR_DATA * ch, int sn)); /* imported functions */ bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace)); void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace)); void stop_spell args ((CHAR_DATA *ch)); /* * Lookup a skill by name. */ int skill_lookup (const char *name) { int sn; for (sn = 0; sn < MAX_SKILL; sn++) { if (skill_table[sn].name == NULL) break; if (LOWER (name[0]) == LOWER (skill_table[sn].name[0]) && !str_prefix (name, skill_table[sn].name)) return sn; } return -1; } int find_spell (CHAR_DATA * ch, const char *name) { /* finds a spell the character can cast if possible */ int sn, found = -1; if (IS_NPC (ch)) return skill_lookup (name); for (sn = 0; sn < MAX_SKILL; sn++) { if (skill_table[sn].name == NULL) break; if (LOWER (name[0]) == LOWER (skill_table[sn].name[0]) && !str_prefix (name, skill_table[sn].name)) { if (found == -1) found = sn; if (ch->level >= skill_table[sn].skill_level[ch->class] && ch->pcdata->learned[sn] > 0) return sn; } } return found; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup (int slot) { extern bool fBootDb; int sn; if (slot <= 0) return -1; for (sn = 0; sn < MAX_SKILL; sn++) { if (slot == skill_table[sn].slot) return sn; } if (fBootDb) { bug ("Slot_lookup: bad slot %d.", slot); abort (); } return -1; } /* * Utter mystical words for an sn. */ void say_spell (CHAR_DATA * ch, int sn) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char *old; char *new; }; static const struct syl_type syl_table[] = { {" ", " "}, {"ar", "abra"}, {"au", "kada"}, {"bless", "fido"}, {"blind", "nose"}, {"bur", "mosa"}, {"cu", "judi"}, {"de", "oculo"}, {"en", "unso"}, {"light", "dies"}, {"lo", "hi"}, {"mor", "zak"}, {"move", "sido"}, {"ness", "lacri"}, {"ning", "illa"}, {"per", "duda"}, {"ra", "gru"}, {"fresh", "ima"}, {"re", "candus"}, {"son", "sabru"}, {"tect", "infra"}, {"tri", "cula"}, {"ven", "nofo"}, {"a", "a"}, {"b", "b"}, {"c", "q"}, {"d", "e"}, {"e", "z"}, {"f", "y"}, {"g", "o"}, {"h", "p"}, {"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"}, {"m", "w"}, {"n", "i"}, {"o", "a"}, {"p", "s"}, {"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"}, {"u", "j"}, {"v", "z"}, {"w", "x"}, {"x", "n"}, {"y", "l"}, {"z", "k"}, {"", ""} }; buf[0] = '\0'; for (pName = skill_table[sn].name; *pName != '\0'; pName += length) { for (iSyl = 0; (length = strlen (syl_table[iSyl].old)) != 0; iSyl++) { if (!str_prefix (syl_table[iSyl].old, pName)) { strcat (buf, syl_table[iSyl].new); break; } } if (length == 0) length = 1; } sprintf (buf2, "$n utters the words, '%s'.", buf); sprintf (buf, "$n utters the words, '%s'.", skill_table[sn].name); for (rch = ch->in_room->people; rch; rch = rch->next_in_room) { if (rch != ch) act ((!IS_NPC (rch) && ch->class == rch->class) ? buf : buf2, ch, NULL, rch, TO_VICT); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell (int level, CHAR_DATA * victim, int dam_type) { int save; save = 50 + (victim->level - level) * 5 - victim->saving_throw * 2; if (IS_AFFECTED (victim, AFF_BERSERK)) save += victim->level / 2; switch (check_immune (victim, dam_type)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save += 2; break; case IS_VULNERABLE: save -= 2; break; } if (!IS_NPC (victim) && class_table[victim->class].fMana) save = 9 * save / 10; save = URANGE (5, save, 95); return number_percent () < save; } /* RT save for dispels */ bool saves_dispel (int dis_level, int spell_level, int duration) { int save; if (duration == -1) spell_level += 5; /* very hard to dispel permanent effects */ save = 50 + (spell_level - dis_level) * 5; save = URANGE (5, save, 95); return number_percent () < save; } /* co-routine for dispel magic and cancellation */ bool check_dispel (int dis_level, CHAR_DATA * victim, int sn) { AFFECT_DATA *af; if (is_affected (victim, sn)) { for (af = victim->affected; af != NULL; af = af->next) { if (af->type == sn) { if (!saves_dispel (dis_level, af->level, af->duration)) { affect_strip (victim, sn); if (skill_table[sn].msg_off) { send_to_char (skill_table[sn].msg_off, victim); send_to_char ("\n\r", victim); } return TRUE; } else af->level--; } } } return FALSE; } /* for finding mana costs -- temporary version */ int mana_cost (CHAR_DATA * ch, int min_mana, int level) { if (ch->level + 2 == level) return 1000; return UMAX (min_mana, (100 / (2 + ch->level - level))); } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; void do_cast (CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; int target; /* * Switched NPC's can cast spells, but others can't. */ if (IS_NPC (ch) && ch->desc == NULL) return; target_name = one_argument (argument, arg1); one_argument (target_name, arg2); if (ch->casting_spell == '\0' || ch->casting_spell == FALSE) { if (arg1[0] == '\0') { send_to_char ("Cast which what where?\n\r", ch); return; } if ((sn = find_spell(ch,arg1)) < 1 || skill_table[sn].spell_fun == spell_null || (!IS_NPC (ch) && ((ch->level < skill_table[sn].skill_level[ch->class] && ch->level2 < skill_table[sn].skill_level[ch->class2] && ch->level3 < skill_table[sn].skill_level[ch->class3]) || ch->pcdata->learned[sn] == 0))) { send_to_char ("You don't know any spells of that name.\n\r", ch); return; } if (ch->position < skill_table[sn].minimum_position) { send_to_char ("You can't concentrate enough.\n\r", ch); return; } free_string( ch->casting ); ch->casting = str_dup(arg1); free_string( ch->casting2 ); ch->casting2 = str_dup(arg2); ch->casting_spell = TRUE; act ("{GYou begin to cast a spell.{x (type 'stop' to cancel)", ch, NULL, NULL, TO_CHAR); act ("{y$n begins to cast a spell.{x", ch, NULL, NULL, TO_NOTVICT); ch->spell_timer = skill_table[sn].beats; return; } if (ch->spell_timer != 1) { send_to_char("{WYou have to wait to cast the spell you are currently invoking to do that.\r\n", ch); return; } if (arg1[0] == '\0') { send_to_char ("Cast which what where?\n\r", ch); return; } if ((sn = find_spell(ch,arg1)) < 1 || skill_table[sn].spell_fun == spell_null || (!IS_NPC(ch) && ((ch->level < skill_table[sn].skill_level[ch->class] && ch->level2 < skill_table[sn].skill_level[ch->class2] && ch->level3 < skill_table[sn].skill_level[ch->class3]) || get_skill(ch, sn) < 1))) { send_to_char( "You don't know any spells of that name.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } if (ch->level + 2 == skill_table[sn].skill_level[ch->class]) mana = 50; else mana = UMAX (skill_table[sn].min_mana, 100 / (2 + ch->level - skill_table[sn].skill_level[ch->class])); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; target = TARGET_NONE; switch (skill_table[sn].target) { default: bug ("Do_cast: bad target for sn %d.", sn); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if (arg2[0] == '\0') { if ((victim = ch->fighting) == NULL) { send_to_char ("Cast the spell on whom?\n\r", ch); return; } } else { if ((victim = get_char_room (ch, target_name)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } } if ( ch == victim ) { send_to_char( "You can't do that to yourself.\n\r", ch ); return; } if (!IS_NPC (ch)) { if (is_safe (ch, victim) && victim != ch) { send_to_char ("Not on that target.\n\r", ch); return; } check_killer (ch, victim); } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { send_to_char ("You can't do that on your own follower.\n\r", ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: if (arg2[0] == '\0') { victim = ch; } else { if ((victim = get_char_room (ch, target_name)) == NULL) { send_to_char ("They aren't here.\n\r", ch); return; } } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_SELF: if (arg2[0] != '\0' && !is_name (target_name, ch->name)) { send_to_char ("You cannot cast this spell on another.\n\r", ch); return; } vo = (void *) ch; target = TARGET_CHAR; break; case TAR_OBJ_INV: if (arg2[0] == '\0') { send_to_char ("What should the spell be cast upon?\n\r", ch); return; } if ((obj = get_obj_carry (ch, target_name, ch)) == NULL) { send_to_char ("You are not carrying that.\n\r", ch); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (arg2[0] == '\0') { if ((victim = ch->fighting) == NULL) { send_to_char ("Cast the spell on whom or what?\n\r", ch); return; } target = TARGET_CHAR; } else if ((victim = get_char_room (ch, target_name)) != NULL) { target = TARGET_CHAR; } if (target == TARGET_CHAR) { /* check the sanity of the attack */ if (is_safe_spell (ch, victim, FALSE) && victim != ch) { send_to_char ("Not on that target.\n\r", ch); return; } if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim) { send_to_char ("You can't do that on your own follower.\n\r", ch); return; } if (!IS_NPC (ch)) check_killer (ch, victim); vo = (void *) victim; } else if ((obj = get_obj_here (ch, target_name)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char ("You don't see that here.\n\r", ch); return; } break; case TAR_OBJ_CHAR_DEF: if (arg2[0] == '\0') { vo = (void *) ch; target = TARGET_CHAR; } else if ((victim = get_char_room (ch, target_name)) != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else if ((obj = get_obj_carry (ch, target_name, ch)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { send_to_char ("You don't see that here.\n\r", ch); return; } break; } if (!IS_NPC (ch) && ch->mana < mana) { send_to_char ("You don't have enough mana.\n\r", ch); return; } if (str_cmp (skill_table[sn].name, "ventriloquate")) say_spell (ch, sn); // WAIT_STATE (ch, skill_table[sn].beats); if (number_percent () > get_skill (ch, sn)) { send_to_char ("You lost your concentration.\n\r", ch); check_improve (ch, sn, FALSE, 1); ch->mana -= mana / 2; } else { ch->mana -= mana; if (IS_NPC (ch) || class_table[ch->class].fMana) (*skill_table[sn].spell_fun) (sn, ch->level, ch, vo, target); else (*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo, target); check_improve (ch, sn, TRUE, 1); } if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for (vch = ch->in_room->people; vch; vch = vch_next) { vch_next = vch->next_in_room; if (victim == vch && victim->fighting == NULL) { check_killer (victim, ch); multi_hit (victim, ch, TYPE_UNDEFINED); break; } } } return; } /* ch->spell_vars[0] = sn; ch->spell_vars[1] = ch->level; ch->spell_vars[2] = target; ch->spell_vars[4] = mana; ch->vo = vo; ch->spell_vars[3] = skill_table[sn].beats / 6; ch->action[0] = ACTION_CASTING; stc ("You begin to focus on casting a spell.\n\r", ch); act ("$n begins to cast a spell.", ch, NULL, NULL, TO_ROOM); return; } */ bool has_object ( CHAR_DATA *ch, OBJ_DATA *obj) { OBJ_DATA *obj1; for ( obj1 = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj1 == obj ) return TRUE; } return FALSE; } void release_spell( int sn, int level, CHAR_DATA *ch, void *vo, int target) { OBJ_DATA *obj; CHAR_DATA *victim = NULL; /* check to be sure the target is still there */ switch (target) { default: break; case TARGET_CHAR: victim = (CHAR_DATA *) vo; if (victim == NULL || victim->in_room != ch->in_room) { send_to_char ("They are no longer here.\n\r", ch); stop_spell( ch ); return; } if (is_safe (ch, victim) && ch != victim) { send_to_char ("Something isn't right...\n\r", ch); stop_spell( ch ); return; } break; case TARGET_OBJ: obj = ( OBJ_DATA *) vo; if ( obj == NULL || (obj->in_room != ch->in_room && !has_object(ch, obj))) { stc ("That item is no longer here.\n\r", ch); stop_spell( ch); return; } break; } if (number_percent () > get_skill(ch, sn)) { send_to_char ("You lost your concentration.\n\r", ch); check_improve (ch, sn, FALSE, 1); ch->mana -= ch->spell_vars[4] / 2; } else { ch->mana -= ch->spell_vars[4]; if (IS_NPC (ch) || class_table[ch->class].fMana) /* class has spells */ (*skill_table[sn].spell_fun) (sn, level, ch, vo, target); else (*skill_table[sn].spell_fun) (sn, 3 * level / 4, ch, vo, target); check_improve (ch, sn, TRUE, 1); if (str_cmp (skill_table[sn].name, "ventriloquate")) say_spell ( ch, sn); } ch->action[0] = ACTION_NONE; if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for (vch = ch->in_room->people; vch; vch = vch_next) { vch_next = vch->next_in_room; if (victim == vch && victim->fighting == NULL) { check_killer (victim, ch); multi_hit (victim, ch, TYPE_UNDEFINED); break; } } } return; } // add in stop_spell to reset the various data void stop_spell( CHAR_DATA *ch ) { if (ch->action[0] != ACTION_CASTING) return; ch->spell_vars[0] = 0; ch->spell_vars[1] = 0; ch->spell_vars[2] = 0; ch->vo = NULL; ch->mana -= ch->spell_vars[4] / 4; ch->action[0] = ACTION_NONE; return; } // the update_casting is called from violence_update decreases the timer and calls // release_spell when the timer reaches 0 /*void update_casting(void) { CHAR_DATA *ch; if ( --ch->spell_vars[3] == 0) release_spell( ch->spell_vars[0], ch->spell_vars[1], ch, ch->vo, ch->spell_vars[2]); else { stc("You continue to draw energy for the spell.\n\r", ch); act("$n continues to recite a spell.", ch, NULL, NULL, TO_ROOM); } return; } */ /* * Cast spells at targets using a magical object. */ void obj_cast_spell (int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj) { void *vo; int target = TARGET_NONE; if (sn <= 0) return; if (sn >= MAX_SKILL || skill_table[sn].spell_fun == 0) { bug ("Obj_cast_spell: bad sn %d.", sn); return; } switch (skill_table[sn].target) { default: bug ("Obj_cast_spell: bad target for sn %d.", sn); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if (victim == NULL) victim = ch->fighting; if (victim == NULL) { send_to_char ("You can't do that.\n\r", ch); return; } if (is_safe (ch, victim) && ch != victim) { send_to_char ("Something isn't right...\n\r", ch); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: case TAR_CHAR_SELF: if (victim == NULL) victim = ch; vo = (void *) victim; target = TARGET_CHAR; break; case TAR_OBJ_INV: if (obj == NULL) { send_to_char ("You can't do that.\n\r", ch); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (victim == NULL && obj == NULL) { if (ch->fighting != NULL) victim = ch->fighting; else { send_to_char ("You can't do that.\n\r", ch); return; } } if (victim != NULL) { if (is_safe_spell (ch, victim, FALSE) && ch != victim) { send_to_char ("Somehting isn't right...\n\r", ch); return; } vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; case TAR_OBJ_CHAR_DEF: if (victim == NULL && obj == NULL) { vo = (void *) ch; target = TARGET_CHAR; } else if (victim != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; } target_name = ""; (*skill_table[sn].spell_fun) (sn, level, ch, vo, target); if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for (vch = ch->in_room->people; vch; vch = vch_next) { vch_next = vch->next_in_room; if (victim == vch && victim->fighting == NULL) { check_killer (victim, ch); multi_hit (victim, ch, TYPE_UNDEFINED); break; } } } return; } /* * Spell functions. */ void spell_acid_arrow( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; // dam = dice( level, 12 ); dam = number_range(1500,2200); if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_ACID,TRUE); return; } void spell_acid_blast (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice (level, 12); if (saves_spell (level, victim, DAM_ACID)) dam /= 2; damage (ch, victim, dam, sn, DAM_ACID, TRUE); return; } void spell_aid( 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 aided.\n\r", ch); else act("$N is already aided.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level*2; af.location = APPLY_HITROLL; af.modifier = 100; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char("You feel better!\n\r", victim); if ( ch != victim ) act("$N looks aided.",ch,NULL,victim,TO_CHAR); return; } void spell_animate_dead(int sn,int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; CHAR_DATA *undead; OBJ_DATA *obj,*obj2,*next; AFFECT_DATA af; char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char buf3[MAX_STRING_LENGTH]; char *argument,*arg; int i; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (!(obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC)) { send_to_char("You can animate only corpses!\n\r",ch); return; } /* if (obj->item_type == ITEM_CORPSE_PC) { send_to_char("The magic fails abruptly!\n\r",ch); return; } */ if (is_affected(ch, sn)) { send_to_char("You cannot summon the strength to handle more undead bodies.\n\r", ch); return; } if ( ch->in_room != NULL && IS_SET(ch->in_room->room_flags, ROOM_NO_MOB) ) { send_to_char( "You can't animate deads here.\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) ) { send_to_char( "You can't animate here.\n\r", ch ); return; } undead = alloc_perm( sizeof ( *undead ) ); undead = create_mobile( get_mob_index(MOB_VNUM_UNDEAD) ); char_to_room(undead,ch->in_room); for (i=0;i < MAX_STATS; i++) { undead->perm_stat[i] = UMIN(25,2 * ch->perm_stat[i]); } undead->max_hit = IS_NPC(ch)? ch->max_hit : ch->pcdata->perm_hit; undead->hit = undead->max_hit; undead->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana; undead->mana = undead->max_mana; undead->alignment = ch->alignment; undead->level = UMIN(100,(ch->level-2)); for (i=0; i < 3; i++) undead->armor[i] = interpolate(undead->level,100,-100); undead->armor[3] = interpolate(undead->level,50,-200); undead->sex = ch->sex; undead->gold = 0; SET_BIT(undead->act, ACT_UNDEAD); SET_BIT(undead->affected_by, AFF_CHARM); undead->master = ch; undead->leader = ch; sprintf(buf, "%s body undead", obj->name); undead->name = str_dup(buf); sprintf(buf2,"%s",obj->short_descr); argument = alloc_perm ( MAX_STRING_LENGTH ); arg = alloc_perm ( MAX_STRING_LENGTH ); argument = buf2; buf3[0] = '\0'; while (argument[0] != '\0' ) { argument = one_argument(argument, arg); if (!(!str_cmp(arg,"The") || !str_cmp(arg,"undead") || !str_cmp(arg,"body") || !str_cmp(arg,"corpse") || !str_cmp(arg,"of") )) { if (buf3[0] == '\0') strcat(buf3,arg); else { strcat(buf3," "); strcat(buf3,arg); } } } sprintf(buf, "The undead body of %s", buf3); undead->short_descr = str_dup(buf); sprintf(buf, "The undead body of %s slowly staggers around.\n\r", buf3); undead->long_descr = str_dup(buf); for(obj2 = obj->contains;obj2;obj2=next) { next = obj2->next_content; obj_from_obj(obj2); obj_to_char(obj2, undead); } interpret( undead,"wear all"); af.where = TO_AFFECTS; af.type = sn; af.level = ch->level; af.duration = (ch->level / 10); af.modifier = 0; af.bitvector = 0; af.location = APPLY_NONE; affect_to_char( ch, &af ); send_to_char("With mystic power, you animate it!\n\r",ch); sprintf(buf,"With mystic power, %s animates %s!",ch->name,obj->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf,"%s looks at you and plans to make you pay for distrurbing its rest!",obj->short_descr); act(buf,ch,NULL,NULL,TO_CHAR); extract_obj (obj); return; } victim = (CHAR_DATA *) vo; if ( victim == ch ) { send_to_char( "But you aren't dead!!\n\r", ch ); return; } send_to_char( "But it ain't dead!!\n\r", ch ); return; } void spell_armor (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already armored.\n\r", ch); else act ("$N is already armored.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char (victim, &af); send_to_char ("You feel someone protecting you.\n\r", victim); if (ch != victim) act ("$N is protected by your magic.", ch, NULL, victim, TO_CHAR); return; } void spell_bless (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT (obj, ITEM_BLESS)) { act ("$p is already blessed.", ch, obj, NULL, TO_CHAR); return; } if (IS_OBJ_STAT (obj, ITEM_EVIL)) { AFFECT_DATA *paf; paf = affect_find (obj->affected, gsn_curse); if (!saves_dispel (level, paf != NULL ? paf->level : obj->level, 0)) { if (paf != NULL) affect_remove_obj (obj, paf); act ("$p glows a pale blue.", ch, obj, NULL, TO_ALL); REMOVE_BIT (obj->extra_flags, ITEM_EVIL); return; } else { act ("The evil of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 6 + level; af.location = APPLY_SAVES; af.modifier = -1; af.bitvector = ITEM_BLESS; affect_to_obj (obj, &af); act ("$p glows with a holy aura.", ch, obj, NULL, TO_ALL); if (obj->wear_loc != WEAR_NONE) ch->saving_throw -= 1; return; } /* character target */ victim = (CHAR_DATA *) vo; if (victim->position == POS_FIGHTING || is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already blessed.\n\r", ch); else act ("$N already has divine favor.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6 + level; af.location = APPLY_HITROLL; 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 $N the favor of your god.", ch, NULL, victim, TO_CHAR); return; } void spell_blindness (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_BLIND) || saves_spell (level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1 + level; af.bitvector = AFF_BLIND; affect_to_char (victim, &af); send_to_char ("You are blinded!\n\r", victim); act ("$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 ("Mota's lightning strikes your foes!\n\r", ch); act ("$n calls Mota's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM); for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && (IS_NPC (ch) ? !IS_NPC (vch) : IS_NPC (vch))) damage (ch, vch, saves_spell (level, vch, DAM_LIGHTNING) ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE); continue; } if (vch->in_room->area == ch->in_room->area && IS_OUTSIDE (vch) && IS_AWAKE (vch)) 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 (IS_IMMORTAL (ch)) /* always works */ mlevel = 0; if (number_range (0, chance) >= mlevel) { /* hard to stop large fights */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (IS_NPC (vch) && (IS_SET (vch->imm_flags, IMM_MAGIC) || IS_SET (vch->act, ACT_UNDEAD))) return; if (IS_AFFECTED (vch, AFF_CALM) || IS_AFFECTED (vch, AFF_BERSERK) || is_affected (vch, skill_lookup ("frenzy"))) return; 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 ("armor"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("bless"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("web"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("blindness"))) { found = TRUE; act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("calm"))) { found = TRUE; act ("$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("change sex"))) { found = TRUE; act ("$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("charm person"))) { found = TRUE; act ("$n regains $s free will.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("chill touch"))) { found = TRUE; act ("$n looks warmer.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("curse"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect evil"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect good"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect hidden"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect invis"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect magic"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("faerie fire"))) { act ("$n's outline fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("fly"))) { act ("$n falls to the ground!", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("frenzy"))) { act ("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);; found = TRUE; } if (check_dispel (level, victim, skill_lookup ("giant strength"))) { act ("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("haste"))) { act ("$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("infravision"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("invis"))) { act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("mass invis"))) { act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("pass door"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("protection evil"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("protection good"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("sanctuary"))) { act ("The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("shield"))) { act ("The shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("force shield"))) { act ("The force-shield encircling $n fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("static shield"))) { act ("The static energy surrounding $n dissipates.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("flame shield"))) { act ("The flames protecting $n sputter and die.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("sleep"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("slow"))) { act ("$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("stone skin"))) { act ("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("weaken"))) { act ("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) send_to_char ("Ok.\n\r", ch); else send_to_char ("Spell failed.\n\r", ch); } void spell_cause_light (int sn, int level, CHAR_DATA * ch, void *vo, int target) { damage (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; /* first strike */ act ("A lightning bolt leaps from $n's hand and arcs to $N.", ch, NULL, victim, TO_ROOM); act ("A lightning bolt leaps from your hand and arcs to $N.", ch, NULL, victim, TO_CHAR); act ("A lightning bolt leaps from $n's hand and hits you!", ch, NULL, victim, TO_VICT); dam = dice (level, 6); if (saves_spell (level, victim, DAM_LIGHTNING)) dam /= 3; damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); last_vict = victim; level -= 4; /* decrement damage */ /* new targets */ while (level > 0) { found = FALSE; for (tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict) { next_vict = tmp_vict->next_in_room; if (!is_safe_spell (ch, tmp_vict, TRUE) && tmp_vict != last_vict) { found = TRUE; last_vict = tmp_vict; act ("The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM); act ("The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR); dam = dice (level, 6); if (saves_spell (level, tmp_vict, DAM_LIGHTNING)) dam /= 3; damage (ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE); level -= 4; /* decrement damage */ } } /* end target searching loop */ if (!found) { /* no target found, hit the caster */ if (ch == NULL) return; if (last_vict == ch) { /* no double hits */ act ("The bolt seems to have fizzled out.", ch, NULL, NULL, TO_ROOM); act ("The bolt grounds out through your body.", ch, NULL, NULL, TO_CHAR); return; } last_vict = ch; act ("The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM); send_to_char ("You are struck by your own lightning!\n\r", ch); dam = dice (level, 6); if (saves_spell (level, ch, DAM_LIGHTNING)) dam /= 3; damage (ch, ch, dam, sn, DAM_LIGHTNING, TRUE); level -= 4; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } void spell_change_sex (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You've already been changed.\n\r", ch); else act ("$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR); return; } if (saves_spell (level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range (0, 2) - victim->sex; } while (af.modifier == 0); af.bitvector = 0; affect_to_char (victim, &af); send_to_char ("You feel different.\n\r", victim); act ("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM); return; } void spell_charm_person (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; 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; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy (level / 4); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char (victim, &af); act ("Isn't $n just so nice?", ch, NULL, victim, TO_VICT); if (ch != victim) act ("$N looks at you with adoring eyes.", ch, NULL, victim, TO_CHAR); return; } void spell_chill_touch (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); 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_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 ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } else send_to_char ("Spell failed.\n\r", ch); } void spell_cure_critical (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice (3, 8) + level - 6; victim->hit = UMIN (victim->hit + heal, victim->max_hit); update_pos (victim); send_to_char ("You feel better!\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } /* RT added to cure plague */ void spell_cure_disease (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected (victim, gsn_plague)) { if (victim == ch) send_to_char ("You aren't ill.\n\r", ch); else act ("$N doesn't appear to be diseased.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel (level, victim, gsn_plague)) { send_to_char ("Your sores vanish.\n\r", victim); act ("$n looks relieved as $s sores vanish.", victim, NULL, NULL, TO_ROOM); } else send_to_char ("Spell failed.\n\r", ch); } void spell_cure_light (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice (1, 8) + level / 3; victim->hit = UMIN (victim->hit + heal, victim->max_hit); update_pos (victim); send_to_char ("You feel better!\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_cure_poison (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected (victim, gsn_poison)) { if (victim == ch) send_to_char ("You aren't poisoned.\n\r", ch); else act ("$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 ("$n looks much better.", victim, NULL, NULL, TO_ROOM); } else send_to_char ("Spell failed.\n\r", ch); } void spell_cure_serious (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice (2, 8) + level / 2; victim->hit = UMIN (victim->hit + heal, victim->max_hit); update_pos (victim); send_to_char ("You feel better!\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_curse (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT (obj, ITEM_EVIL)) { act ("$p is already filled with evil.", ch, obj, NULL, TO_CHAR); return; } if (IS_OBJ_STAT (obj, ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find (obj->affected, skill_lookup ("bless")); if (!saves_dispel (level, paf != NULL ? paf->level : obj->level, 0)) { if (paf != NULL) affect_remove_obj (obj, paf); act ("$p glows with a red aura.", ch, obj, NULL, TO_ALL); REMOVE_BIT (obj->extra_flags, ITEM_BLESS); return; } else { act ("The holy aura of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; affect_to_obj (obj, &af); act ("$p glows with a malevolent aura.", ch, obj, NULL, TO_ALL); if (obj->wear_loc != WEAR_NONE) ch->saving_throw += 1; return; } /* character curses */ victim = (CHAR_DATA *) vo; if (IS_AFFECTED (victim, AFF_CURSE) || saves_spell (level, victim, DAM_NEGATIVE)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_HITROLL; af.modifier = -1 * (level / 8); af.bitvector = AFF_CURSE; affect_to_char (victim, &af); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char (victim, &af); send_to_char ("You feel unclean.\n\r", victim); if (ch != victim) act ("$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR); return; } void spell_death_ray( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice( level, 12 ); if ( saves_spell( level, victim, DAM_NEGATIVE ) ) // dam /= 2; dam *= 25; damage( ch, victim, dam, sn,DAM_NEGATIVE,TRUE); return; } /* RT replacement demonfire spell */ void spell_demonfire (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC (ch) && !IS_EVIL (ch)) { victim = ch; send_to_char ("The demons turn upon you!\n\r", ch); } ch->alignment = UMAX (-1000, ch->alignment - 50); if (victim != ch) { act ("$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 ("$N can already detect evil.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char (victim, &af); send_to_char ("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_detect_good (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_DETECT_GOOD)) { if (victim == ch) send_to_char ("You can already sense good.\n\r", ch); else act ("$N can already detect good.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_GOOD; affect_to_char (victim, &af); send_to_char ("Your eyes tingle.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void 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 ("Mota protects $N.", ch, NULL, victim, TO_ROOM); return; } if (IS_NEUTRAL (victim)) { act ("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR); return; } if (victim->hit > (ch->level * 4)) dam = dice (level, 4); else dam = UMAX (victim->hit, dice (level, 4)); if (saves_spell (level, victim, DAM_HOLY)) dam /= 2; damage (ch, victim, dam, sn, DAM_HOLY, TRUE); return; } 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 ("armor"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("bless"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("web"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("blindness"))) { found = TRUE; act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("calm"))) { found = TRUE; act ("$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("change sex"))) { found = TRUE; act ("$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("charm person"))) { found = TRUE; act ("$n regains $s free will.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("chill touch"))) { found = TRUE; act ("$n looks warmer.", victim, NULL, NULL, TO_ROOM); } if (check_dispel (level, victim, skill_lookup ("curse"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect evil"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect good"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect hidden"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect invis"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("detect magic"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("faerie fire"))) { act ("$n's outline fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("fly"))) { act ("$n falls to the ground!", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("frenzy"))) { act ("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);; found = TRUE; } if (check_dispel (level, victim, skill_lookup ("giant strength"))) { act ("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("haste"))) { act ("$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("infravision"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("invis"))) { act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("mass invis"))) { act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("pass door"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("protection evil"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("protection good"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("force shield"))) { act ("The force-shield encircling $n fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("static shield"))) { act ("The static energy surrounding $n dissipates.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("flame shield"))) { act ("The flames protecting $n sputter and die.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("sanctuary"))) { act ("The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (IS_AFFECTED (victim, AFF_SANCTUARY) && !saves_dispel (level, victim->level, -1) && !is_affected (victim, skill_lookup ("sanctuary"))) { REMOVE_BIT (victim->affected_by, AFF_SANCTUARY); act ("The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("shield"))) { act ("The shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("sleep"))) found = TRUE; if (check_dispel (level, victim, skill_lookup ("slow"))) { act ("$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("stone skin"))) { act ("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel (level, victim, skill_lookup ("weaken"))) { act ("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) send_to_char ("Ok.\n\r", ch); else send_to_char ("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 ("$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM); for (vch = char_list; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && !is_safe_spell (ch, vch, TRUE)) { if (IS_AFFECTED (vch, AFF_FLYING)) damage (ch, vch, 0, sn, DAM_BASH, TRUE); else damage (ch, vch, level + dice (2, 8), sn, DAM_BASH, TRUE); } continue; } if (vch->in_room->area == ch->in_room->area) send_to_char ("The earth trembles and shivers.\n\r", vch); } return; } void spell_enchant_armor (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (obj->item_type != ITEM_ARMOR) { send_to_char ("That isn't an armor.\n\r", ch); return; } if (obj->wear_loc != -1) { send_to_char ("The item must be carried to be enchanted.\n\r", ch); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* apply other modifiers */ fail -= level; if (IS_OBJ_STAT (obj, ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT (obj, ITEM_GLOW)) fail -= 5; fail = URANGE (5, fail, 85); result = number_percent (); /* the moment of truth */ if (result < (fail / 5)) { /* item destroyed */ act ("$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 ("$p shimmers with a gold aura.", ch, obj, NULL, TO_ROOM); SET_BIT (obj->extra_flags, ITEM_MAGIC); added = -1; } else { /* exceptional enchant */ act ("$p glows a brillant gold!", ch, obj, NULL, TO_CHAR); act ("$p glows a brillant gold!", ch, obj, NULL, TO_ROOM); SET_BIT (obj->extra_flags, ITEM_MAGIC); SET_BIT (obj->extra_flags, ITEM_GLOW); added = -2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO) obj->level = UMIN (LEVEL_HERO - 1, obj->level + 1); if (ac_found) { for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { paf->type = sn; paf->modifier += added; paf->level = UMAX (paf->level, level); } } } else { /* add a new affect */ paf = new_affect (); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } void spell_enchant_weapon (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (obj->item_type != ITEM_WEAPON) { send_to_char ("That isn't a weapon.\n\r", ch); return; } if (obj->wear_loc != -1) { send_to_char ("The item must be carried to be enchanted.\n\r", ch); return; } /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_HITROLL) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } for (paf = obj->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_HITROLL) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } /* apply other modifiers */ fail -= 3 * level / 2; if (IS_OBJ_STAT (obj, ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT (obj, ITEM_GLOW)) fail -= 5; fail = URANGE (5, fail, 95); result = number_percent (); /* the moment of truth */ if (result < (fail / 5)) { /* item destroyed */ act ("$p shivers violently and explodes!", ch, obj, NULL, TO_CHAR); act ("$p shivers violently and explodeds!", ch, obj, NULL, TO_ROOM); extract_obj (obj); return; } if (result < (fail / 2)) { /* item disenchanted */ AFFECT_DATA *paf_next; act ("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR); act ("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect (paf); } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if (result <= fail) { /* failed, no bad result */ send_to_char ("Nothing seemed to happen.\n\r", ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect (); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX (0, paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level / 5)) { /* success! */ act ("$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); 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, 0 - number_range (level / 2, 3 * level / 2)); 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; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_FIRE)) dam /= 2; damage (ch, victim, dam, sn, DAM_FIRE, TRUE); return; } void spell_fireproof (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)) { act ("$p is already protected from burning.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = number_fuzzy (level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BURN_PROOF; affect_to_obj (obj, &af); act ("You protect $p from fire.", ch, obj, NULL, TO_CHAR); act ("$p is surrounded by a protective aura.", ch, obj, NULL, TO_ROOM); } void spell_flamestrike (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; 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 ("$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char (victim, &af); send_to_char ("Your feet rise off the ground.\n\r", victim); act ("$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 $s eyes!", victim, NULL, NULL, TO_ROOM); } /* RT ROM-style gate */ void spell_gate (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; bool gate_pet; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || IS_SET (victim->in_room->room_flags, ROOM_SAFE) || IS_SET (victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET (victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (is_clan (victim) && !is_same_clan (ch, victim)) || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_OTHER))) { send_to_char ("You failed.\n\r", ch); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act ("$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM); send_to_char ("You step through a gate and vanish.\n\r", ch); char_from_room (ch); char_to_room (ch, victim->in_room); act ("$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM); do_function (ch, &do_look, "auto"); if (gate_pet) { act ("$n steps through a gate and vanishes.", ch->pet, NULL, NULL, TO_ROOM); send_to_char ("You step through a gate and vanish.\n\r", ch->pet); char_from_room (ch->pet); char_to_room (ch->pet, victim->in_room); act ("$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM); do_function (ch->pet, &do_look, "auto"); } } void spell_giant_strength (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already as strong as you can get!\n\r", ch); else act ("$N can't get any stronger.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = 0; affect_to_char (victim, &af); send_to_char ("Your muscles surge with heightened power!\n\r", victim); act ("$n's muscles surge with heightened power.", victim, NULL, NULL, TO_ROOM); return; } void spell_harm (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX (20, victim->hit - dice (1, 4)); if (saves_spell (level, victim, DAM_HARM)) dam = UMIN (50, dam / 2); dam = UMIN (100, dam); damage (ch, victim, dam, sn, DAM_HARM, TRUE); return; } /* RT haste spell */ void spell_haste (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_HASTE) || IS_SET (victim->off_flags, OFF_FAST)) { if (victim == ch) send_to_char ("You can't move any faster!\n\r", ch); else act ("$N is already moving as fast as $E can.", ch, NULL, victim, TO_CHAR); return; } if (IS_AFFECTED (victim, AFF_SLOW)) { if (!check_dispel (level, victim, skill_lookup ("slow"))) { if (victim != ch) send_to_char ("Spell failed.\n\r", ch); send_to_char ("You feel momentarily faster.\n\r", victim); return; } act ("$n is moving less slowly.", victim, NULL, NULL, TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if (victim == ch) af.duration = level / 2; else af.duration = level / 4; af.location = APPLY_DEX; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = AFF_HASTE; affect_to_char (victim, &af); send_to_char ("You feel yourself moving more quickly.\n\r", victim); act ("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_improved_heal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN (victim->hit + 500, victim->max_hit); update_pos (victim); send_to_char ("A warm feeling fills your body.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_heal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN (victim->hit + 100, victim->max_hit); update_pos (victim); send_to_char ("A warm feeling fills your body.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_heat_metal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if (!saves_spell (level + 2, victim, DAM_FIRE) && !IS_SET (victim->imm_flags, IMM_FIRE)) { for (obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next) { obj_next = obj_lose->next_content; if (number_range (1, 2 * level) > obj_lose->level && !saves_spell (level, victim, DAM_FIRE) && !IS_OBJ_STAT (obj_lose, ITEM_NONMETAL) && !IS_OBJ_STAT (obj_lose, ITEM_BURN_PROOF)) { switch (obj_lose->item_type) { case ITEM_ARMOR: if (obj_lose->wear_loc != -1) { /* remove the item */ if (can_drop_obj (victim, obj_lose) && (obj_lose->weight / 10) < number_range (1, 2 * get_curr_stat (victim, STAT_DEX)) && remove_obj (victim, obj_lose->wear_loc, TRUE)) { act ("$n yelps and throws $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act ("You remove and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range (1, obj_lose->level) / 3); obj_from_char (obj_lose); obj_to_room (obj_lose, victim->in_room); fail = FALSE; } else { /* stuck on the body! ouch! */ act ("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range (1, obj_lose->level)); fail = FALSE; } } else { /* drop it if we can */ if (can_drop_obj (victim, obj_lose)) { act ("$n yelps and throws $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act ("You and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range (1, obj_lose->level) / 6); obj_from_char (obj_lose); obj_to_room (obj_lose, victim->in_room); fail = FALSE; } else { /* cannot drop */ act ("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range (1, obj_lose->level) / 2); fail = FALSE; } } break; case ITEM_WEAPON: if (obj_lose->wear_loc != -1) { /* try to drop it */ if (IS_WEAPON_STAT (obj_lose, WEAPON_FLAMING)) continue; if (can_drop_obj (victim, obj_lose) && remove_obj (victim, obj_lose->wear_loc, TRUE)) { act ("$n is burned by $p, and throws it to the ground.", victim, obj_lose, NULL, TO_ROOM); send_to_char ("You throw your red-hot weapon to the ground!\n\r", victim); dam += 1; obj_from_char (obj_lose); obj_to_room (obj_lose, victim->in_room); fail = FALSE; } else { /* YOWCH! */ send_to_char ("Your weapon sears your flesh!\n\r", victim); dam += number_range (1, obj_lose->level); fail = FALSE; } } else { /* drop it if we can */ if (can_drop_obj (victim, obj_lose)) { act ("$n throws a burning hot $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act ("You and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range (1, obj_lose->level) / 6); obj_from_char (obj_lose); obj_to_room (obj_lose, victim->in_room); fail = FALSE; } else { /* cannot drop */ act ("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range (1, obj_lose->level) / 2); fail = FALSE; } } break; } } } } if (fail) { send_to_char ("Your spell had no effect.\n\r", ch); send_to_char ("You feel momentarily warmer.\n\r", victim); } else { /* damage! */ if (saves_spell (level, victim, DAM_FIRE)) dam = 2 * dam / 3; damage (ch, victim, dam, sn, DAM_FIRE, TRUE); } } /* RT really nasty high-level attack spell */ void spell_holy_word (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int bless_num, curse_num, frenzy_num; bless_num = skill_lookup ("bless"); curse_num = skill_lookup ("curse"); frenzy_num = skill_lookup ("frenzy"); act ("$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 full more powerful.\n\r", vch); spell_frenzy (frenzy_num, level, ch, (void *) vch, TARGET_CHAR); spell_bless (bless_num, level, ch, (void *) vch, TARGET_CHAR); } else if ((IS_GOOD (ch) && IS_EVIL (vch)) || (IS_EVIL (ch) && IS_GOOD (vch))) { if (!is_safe_spell (ch, vch, TRUE)) { spell_curse (curse_num, level, ch, (void *) vch, TARGET_CHAR); send_to_char ("You are struck down!\n\r", vch); dam = dice (level, 6); damage (ch, vch, dam, sn, DAM_ENERGY, TRUE); } } else if (IS_NEUTRAL (ch)) { if (!is_safe_spell (ch, vch, TRUE)) { spell_curse (curse_num, level / 2, ch, (void *) vch, TARGET_CHAR); send_to_char ("You are struck down!\n\r", vch); dam = dice (level, 4); damage (ch, vch, dam, sn, DAM_ENERGY, TRUE); } } } send_to_char ("You feel drained.\n\r", ch); ch->move = 0; ch->hit /= 2; } void spell_identify (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf (buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_name (obj->item_type), extra_bit_name (obj->extra_flags), obj->weight / 10, obj->cost, obj->level); send_to_char (buf, ch); 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 ("$p is already invisible.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_INVIS; affect_to_obj (obj, &af); act ("$p fades out of sight.", ch, obj, NULL, TO_ALL); return; } /* character invisibility */ victim = (CHAR_DATA *) vo; if (IS_AFFECTED (victim, AFF_INVISIBLE)) return; act ("$n fades out of existence.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char (victim, &af); send_to_char ("You fade out of existence.\n\r", victim); return; } void spell_know_alignment (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if (ap > 700) msg = "$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_lightning_bolt (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; 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 || ch->level < obj->level) continue; found = TRUE; number++; for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj); if (in_obj->carried_by != NULL && can_see (ch, in_obj->carried_by)) { sprintf (buf, "one is carried by %s\n\r", PERS (in_obj->carried_by, ch)); } else { if (IS_IMMORTAL (ch) && in_obj->in_room != NULL) sprintf (buf, "one is in %s [Room %d]\n\r", in_obj->in_room->name, in_obj->in_room->vnum); else sprintf (buf, "one is in %s\n\r", in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name); } buf[0] = UPPER (buf[0]); add_buf (buffer, buf); if (number >= max_found) break; } if (!found) 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 ("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3 / 4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join (victim, &af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r", victim); act ("$n screams in agony as plague sores erupt from $s skin.", victim, NULL, NULL, TO_ROOM); } void spell_poison (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT (obj, ITEM_BLESS) || IS_OBJ_STAT (obj, ITEM_BURN_PROOF)) { act ("Your spell fails to corrupt $p.", ch, obj, NULL, TO_CHAR); return; } obj->value[3] = 1; act ("$p is infused with poisonous vapors.", ch, obj, NULL, TO_ALL); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT (obj, WEAPON_FLAMING) || IS_WEAPON_STAT (obj, WEAPON_FROST) || IS_WEAPON_STAT (obj, WEAPON_VAMPIRIC) || IS_WEAPON_STAT (obj, WEAPON_SHARP) || IS_WEAPON_STAT (obj, WEAPON_VORPAL) || IS_WEAPON_STAT (obj, WEAPON_SHOCKING) || IS_OBJ_STAT (obj, ITEM_BLESS) || IS_OBJ_STAT (obj, ITEM_BURN_PROOF)) { act ("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR); return; } if (IS_WEAPON_STAT (obj, WEAPON_POISON)) { act ("$p is already envenomed.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_WEAPON; af.type = sn; af.level = level / 2; af.duration = level / 8; af.location = 0; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj (obj, &af); act ("$p is coated with deadly venom.", ch, obj, NULL, TO_ALL); return; } act ("You can't poison $p.", ch, obj, NULL, TO_CHAR); return; } victim = (CHAR_DATA *) vo; if (saves_spell (level, victim, DAM_POISON)) { act ("$n turns slightly green, but it passes.", victim, NULL, NULL, TO_ROOM); send_to_char ("You feel momentarily ill, but it passes.\n\r", victim); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join (victim, &af); 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 ("$N is protected from evil.", ch, NULL, victim, TO_CHAR); return; } void spell_protection_good (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_PROTECT_GOOD) || IS_AFFECTED (victim, AFF_PROTECT_EVIL)) { if (victim == ch) send_to_char ("You are already protected.\n\r", ch); else act ("$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 ("$N is protected from good.", ch, NULL, victim, TO_CHAR); return; } void spell_ray_of_truth (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, align; if (IS_EVIL (ch)) { victim = ch; send_to_char ("The energy explodes inside you!\n\r", ch); } if (victim != ch) { act ("$n raises $s hand, and a blinding ray of light shoots forth!", ch, NULL, NULL, TO_ROOM); send_to_char ("You raise your hand and a blinding ray of light shoots forth!\n\r", ch); } if (IS_GOOD (victim)) { act ("$n seems unharmed by the light.", victim, NULL, victim, TO_ROOM); send_to_char ("The light seems powerless to affect you.\n\r", victim); return; } dam = dice (level, 10); if (saves_spell (level, victim, DAM_HOLY)) dam /= 2; align = victim->alignment; align -= 350; if (align < -1000) align = -1000 + (align + 1000) / 3; dam = (dam * align * align) / 1000000; damage (ch, victim, dam, sn, DAM_HOLY, TRUE); spell_blindness (gsn_blindness, 3 * level / 4, ch, (void *) victim, TARGET_CHAR); } void spell_recharge (int sn, int level, CHAR_DATA * ch, void *vo, int target) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance, percent; if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) { send_to_char ("That item does not carry charges.\n\r", ch); return; } if (obj->value[3] >= 3 * level / 2) { send_to_char ("Your skills are not great enough for that.\n\r", ch); return; } if (obj->value[1] == 0) { send_to_char ("That item has already been recharged once.\n\r", ch); return; } chance = 40 + 2 * level; chance -= obj->value[3]; /* harder to do high-level spells */ chance -= (obj->value[1] - obj->value[2]) * (obj->value[1] - obj->value[2]); chance = UMAX (level / 2, chance); percent = number_percent (); if (percent < chance / 2) { act ("$p glows softly.", ch, obj, NULL, TO_CHAR); act ("$p glows softly.", ch, obj, NULL, TO_ROOM); obj->value[2] = UMAX (obj->value[1], obj->value[2]); obj->value[1] = 0; return; } else if (percent <= chance) { int chargeback, chargemax; act ("$p glows softly.", ch, obj, NULL, TO_CHAR); act ("$p glows softly.", ch, obj, NULL, TO_CHAR); chargemax = obj->value[1] - obj->value[2]; if (chargemax > 0) chargeback = UMAX (1, chargemax * percent / 100); else chargeback = 0; obj->value[2] += chargeback; obj->value[1] = 0; return; } else if (percent <= UMIN (95, 3 * chance / 2)) { send_to_char ("Nothing seems to happen.\n\r", ch); if (obj->value[1] > 1) obj->value[1]--; return; } else { /* whoops! */ act ("$p glows brightly and explodes!", ch, obj, NULL, TO_CHAR); act ("$p glows brightly and explodes!", ch, obj, NULL, TO_ROOM); extract_obj (obj); } } void spell_refresh (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN (victim->move + level, victim->max_move); if (victim->max_move == victim->move) send_to_char ("You feel fully refreshed!\n\r", victim); else send_to_char ("You feel less tired.\n\r", victim); if (ch != victim) send_to_char ("Ok.\n\r", ch); return; } void spell_remove_curse (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *obj; bool found = FALSE; /* do object cases first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT (obj, ITEM_NODROP) || IS_OBJ_STAT (obj, ITEM_NOREMOVE)) { if (!IS_OBJ_STAT (obj, ITEM_NOUNCURSE) && !saves_dispel (level + 2, obj->level, 0)) { REMOVE_BIT (obj->extra_flags, ITEM_NODROP); REMOVE_BIT (obj->extra_flags, ITEM_NOREMOVE); act ("$p glows blue.", ch, obj, NULL, TO_ALL); return; } act ("The curse on $p is beyond your power.", ch, obj, NULL, TO_CHAR); return; } act ("There doesn't seem to be a curse on $p.", ch, obj, NULL, TO_CHAR); return; } /* characters */ victim = (CHAR_DATA *) vo; if (check_dispel (level, victim, gsn_curse)) { send_to_char ("You feel better.\n\r", victim); act ("$n looks more relaxed.", victim, NULL, NULL, TO_ROOM); } for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content) { if ((IS_OBJ_STAT (obj, ITEM_NODROP) || IS_OBJ_STAT (obj, ITEM_NOREMOVE)) && !IS_OBJ_STAT (obj, ITEM_NOUNCURSE)) { /* attempt to remove curse */ if (!saves_dispel (level, obj->level, 0)) { found = TRUE; REMOVE_BIT (obj->extra_flags, ITEM_NODROP); REMOVE_BIT (obj->extra_flags, ITEM_NOREMOVE); act ("Your $p glows blue.", victim, obj, NULL, TO_CHAR); act ("$n's $p glows blue.", victim, obj, NULL, TO_ROOM); } } } } void spell_sanctuary (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_SANCTUARY)) { if (victim == ch) send_to_char ("You are already in sanctuary.\n\r", ch); else act ("$N is already in sanctuary.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char (victim, &af); act ("$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a white aura.\n\r", victim); return; } void spell_sacredcloak (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED2 (victim, AFF_SCLOAK)) { if (victim == ch) send_to_char ("You already have a sacred cloak.\n\r", ch); else act ("$N already has a sacred cloak.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SCLOAK; affect_to_char (victim, &af); act ("$n is surrounded by a sacred cloak.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a Sacred Cloak.\n\r", victim); return; } void spell_shield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already shielded from harm.\n\r", ch); else act ("$N is already protected by a shield.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char (victim, &af); act ("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a force shield.\n\r", victim); return; } void spell_shocking_grasp (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1); level = UMAX (0, level); dam = number_range (dam_each[level] / 2, dam_each[level] * 2); if (saves_spell (level, victim, DAM_LIGHTNING)) dam /= 2; damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } void spell_sleep (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED (victim, AFF_SLEEP) || (IS_NPC (victim) && IS_SET (victim->act, ACT_UNDEAD)) || (level + 2) < victim->level || saves_spell (level - 4, victim, DAM_CHARM)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join (victim, &af); if (IS_AWAKE (victim)) { send_to_char ("You feel very sleepy ..... zzzzzz.\n\r", victim); act ("$n goes to sleep.", victim, NULL, NULL, TO_ROOM); victim->position = POS_SLEEPING; } return; } void spell_slow (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_SLOW)) { if (victim == ch) send_to_char ("You can't move any slower!\n\r", ch); else act ("$N can't get any slower than that.", ch, NULL, victim, TO_CHAR); return; } if (saves_spell (level, victim, DAM_OTHER) || IS_SET (victim->imm_flags, IMM_MAGIC)) { if (victim != ch) send_to_char ("Nothing seemed to happen.\n\r", ch); send_to_char ("You feel momentarily lethargic.\n\r", victim); return; } if (IS_AFFECTED (victim, AFF_HASTE)) { if (!check_dispel (level, victim, skill_lookup ("haste"))) { if (victim != ch) send_to_char ("Spell failed.\n\r", ch); send_to_char ("You feel momentarily slower.\n\r", victim); return; } act ("$n is moving less quickly.", victim, NULL, NULL, TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; affect_to_char (victim, &af); send_to_char ("You feel yourself slowing d o w n...\n\r", victim); act ("$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM); return; } void spell_stone_skin (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (ch, sn)) { if (victim == ch) send_to_char ("Your skin is already as hard as a rock.\n\r", ch); else act ("$N is already as hard as can be.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char (victim, &af); act ("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM); send_to_char ("Your skin turns to stone.\n\r", victim); return; } void spell_summon (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || IS_SET (ch->in_room->room_flags, ROOM_SAFE) || IS_SET (victim->in_room->room_flags, ROOM_SAFE) || IS_SET (victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET (victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) || (IS_NPC (victim) && IS_SET (victim->act, ACT_AGGRESSIVE)) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_IMMORTAL) || victim->fighting != NULL || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && victim->pIndexData->pShop != NULL) || (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOSUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_OTHER))) { send_to_char ("You failed.\n\r", ch); return; } act ("$n disappears suddenly.", victim, NULL, NULL, TO_ROOM); char_from_room (victim); char_to_room (victim, ch->in_room); act ("$n arrives suddenly.", victim, NULL, NULL, TO_ROOM); act ("$n has summoned you!", ch, NULL, victim, TO_VICT); do_function (victim, &do_look, "auto"); return; } void spell_teleport (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if (victim->in_room == NULL || IS_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; } 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_function (victim, &do_look, "auto"); return; } void spell_tesseract( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim; CHAR_DATA *wch; CHAR_DATA *wch_next; bool gate_pet; if( (victim = get_char_world(ch,target_name))==NULL || victim == ch || victim->in_room == NULL || ch->in_room == NULL) { send_to_char("You failed.\n\r",ch); return; } if ( !can_see_room(ch,victim->in_room) || (is_safe(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON)) || room_is_private(victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (saves_spell( level, victim, DAM_NONE ) ) ) { 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; for (wch = ch->in_room->people; wch != NULL; wch = wch_next) { wch_next = wch->next_in_room; if (is_same_group(wch, ch) && wch != ch) { act("$n utters some strange words and, with a sickening lurch, you feel time",ch, NULL, wch, TO_VICT); act("and space shift around you.", ch, NULL, wch, TO_VICT); if(victim->in_room == NULL) { bug("Tesseract: victim room has become NULL!!!",0); return; } char_from_room(wch); char_to_room(wch,victim->in_room); act("$n arrives suddenly.",wch,NULL,NULL,TO_ROOM); if (wch->in_room == NULL) bug("Tesseract: other char sent to NULL room",0); else do_look(wch,"auto"); } } act("With a sudden flash of light, $n and $s friends disappear!",ch,NULL,NULL,TO_ROOM); send_to_char("As you utter the words, time and space seem to blur. You feel as though\n\rspace and time are shifting all around you while you remain motionless.\n\r",ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n arrives suddenly.",ch,NULL,NULL,TO_ROOM); if (ch->in_room == NULL) bug("Tesseract: char sent to NULL room",0); else do_look(ch,"auto"); if (gate_pet) { send_to_char("You feel time and space shift around you.\n\r",ch->pet); char_from_room(ch->pet); char_to_room(ch->pet,victim->in_room); act("$n arrives suddenly.",ch->pet,NULL,NULL,TO_ROOM); if (ch->pet->in_room == NULL) bug("Tesseract: pet sent to NULL room",0); else do_look(ch->pet,"auto"); } } void spell_ventriloquate (int sn, int level, CHAR_DATA * ch, void *vo, int target) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument (target_name, speaker); sprintf (buf1, "%s says '%s'.\n\r", speaker, target_name); sprintf (buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name); buf1[0] = UPPER (buf1[0]); for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!is_exact_name (speaker, vch->name) && IS_AWAKE (vch)) send_to_char (saves_spell (level, vch, DAM_OTHER) ? buf2 : buf1, vch); } return; } void spell_weaken (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn) || saves_spell (level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * (level / 5); af.bitvector = AFF_WEAKEN; affect_to_char (victim, &af); send_to_char ("You feel your strength slip away.\n\r", victim); act ("$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 ((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_function (victim, &do_look, "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 $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX (12, ch->hit); hp_dam = number_range (hpch / 11 + 1, hpch / 6); dice_dam = dice (level, 16); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); if (saves_spell (level, victim, DAM_ACID)) { acid_effect (victim, level / 2, dam / 4, TARGET_CHAR); damage (ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect (victim, level, dam, TARGET_CHAR); damage (ch, victim, dam, sn, DAM_ACID, TRUE); } } void spell_fire_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act ("$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT); act ("$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT); act ("You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR); hpch = UMAX (10, ch->hit); hp_dam = number_range (hpch / 9 + 1, hpch / 5); dice_dam = dice (level, 20); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); fire_effect (victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell (ch, vch, TRUE) || (IS_NPC (vch) && IS_NPC (ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell (level, vch, DAM_FIRE)) { fire_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage (ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect (vch, level, dam, TARGET_CHAR); damage (ch, vch, dam, sn, DAM_FIRE, TRUE); } } else { /* partial damage */ if (saves_spell (level - 2, vch, DAM_FIRE)) { fire_effect (vch, level / 4, dam / 8, TARGET_CHAR); damage (ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage (ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } void spell_frost_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act ("$n breathes out a freezing cone of frost!", ch, NULL, victim, TO_NOTVICT); act ("$n breathes a freezing cone of frost over you!", ch, NULL, victim, TO_VICT); act ("You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR); hpch = UMAX (12, ch->hit); hp_dam = number_range (hpch / 11 + 1, hpch / 6); dice_dam = dice (level, 16); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); cold_effect (victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell (ch, vch, TRUE) || (IS_NPC (vch) && IS_NPC (ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) { /* full damage */ if (saves_spell (level, vch, DAM_COLD)) { cold_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage (ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect (vch, level, dam, TARGET_CHAR); damage (ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell (level - 2, vch, DAM_COLD)) { cold_effect (vch, level / 4, dam / 8, TARGET_CHAR); damage (ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage (ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } void spell_gas_breath (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act ("$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 / 15 + 1, 8); dice_dam = dice (level, 12); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); poison_effect (ch->in_room, level, dam, TARGET_ROOM); for (vch = ch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell (ch, vch, TRUE) || (IS_NPC (ch) && IS_NPC (vch) && (ch->fighting == vch || vch->fighting == ch))) continue; if (saves_spell (level, vch, DAM_POISON)) { poison_effect (vch, level / 2, dam / 4, TARGET_CHAR); damage (ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect (vch, level, dam, TARGET_CHAR); damage (ch, vch, dam, sn, DAM_POISON, TRUE); } } } 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 $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX (10, ch->hit); hp_dam = number_range (hpch / 9 + 1, hpch / 5); dice_dam = dice (level, 20); dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); if (saves_spell (level, victim, DAM_LIGHTNING)) { shock_effect (victim, level / 2, dam / 4, TARGET_CHAR); damage (ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE); } else { shock_effect (victim, level, dam, TARGET_CHAR); damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE); } } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range (25, 100); if (saves_spell (level, victim, DAM_PIERCE)) dam /= 2; damage (ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } void spell_high_explosive (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range (30, 120); if (saves_spell (level, victim, DAM_PIERCE)) dam /= 2; damage (ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } void spell_rabies (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected (victim, sn)) { if (victim == ch) send_to_char ("You are already infected.\n\r", ch); else act ("$N is already infected with Rabies.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 1.5; af.modifier = level / 1.5; 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 infected with rabies!\n\r", victim); act ("$n becomes infected with rabies, $s growls at you!!", victim, NULL, NULL, TO_ROOM); }