/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Thanks to abaddon for proof-reading our comm.c and pointing out bugs. *
* Any remaining bugs are, of course, our work, not his. :) *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Tartarus/doc/rom.license *
***************************************************************************/
/***************************************************************************
* Tartarus code is copyright (C) 1997-1998 by Daniel Graham *
* In using this code you agree to comply with the Tartarus license *
* found in the file /Tartarus/doc/tartarus.doc *
***************************************************************************/
#include "include.h"
/* command procedures needed */
DECLARE_DO_FUN(do_gtell );
DECLARE_DO_FUN(do_follow );
DECLARE_DO_FUN(do_look );
DECLARE_DO_FUN(do_laying_hands );
DECLARE_DO_FUN(do_barkskin );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_myell );
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_flee );
DECLARE_DO_FUN(do_murder );
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA *ch, int sn ) );
int spellcraft_dam args( ( int num, int dice) );
bool check_spellcraft args( (CHAR_DATA *ch, int sn) );
bool eye_of_beholder_nullify args((CHAR_DATA *ch));
bool cleansed args ((CHAR_DATA *ch, CHAR_DATA *victim,int diffmodifier, int sn));
bool check_counterspell args((CHAR_DATA *ch, CHAR_DATA *victim));
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
bool is_affected_obj args( ( OBJ_DATA *obj, int sn ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
/*
* Lookup a skill by name.
*/
int skill_lookup( const char *name )
{
int sn;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix( name, skill_table[sn].name ) )
return sn;
}
return -1;
}
int find_spell( CHAR_DATA *ch, const char *name )
{
/* finds a spell the character can cast if possible */
int sn, found = -1;
if (IS_NPC(ch))
return skill_lookup(name);
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if (skill_table[sn].name == NULL)
break;
if (LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix(name,skill_table[sn].name))
{
if ( found == -1)
found = sn;
if (ch->level >= skill_table[sn].skill_level[ch->class]
&& ch->pcdata->learned[sn] > 0)
return sn;
}
}
return found;
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup( int slot )
{
extern bool fBootDb;
int sn;
if ( slot <= 0 )
return -1;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( slot == skill_table[sn].slot )
return sn;
}
if ( fBootDb )
{
bug( "Slot_lookup: bad slot %d.", slot );
abort( );
}
return -1;
}
/* Eye of beholder dispel code */
bool eye_of_beholder_nullify(CHAR_DATA *ch)
{
OBJ_DATA *eye;
eye = get_eq_char(ch,WEAR_LIGHT);
if (eye == NULL
|| eye->pIndexData->vnum != 14003)
return FALSE;
if (saves_spell(eye->level, ch,DAM_OTHER))
return FALSE;
send_to_char("The beholder eye in your hands nullifies your magic!\n\r",ch);
act("$n's spell fizzles.",ch,0,0,TO_ROOM);
return TRUE;
}
/*
* Utter mystical words for an sn.
*/
void say_spell( CHAR_DATA *ch, int sn )
{
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
CHAR_DATA *rch;
char *pName;
int iSyl;
int length;
struct syl_type
{
char * old;
char * new;
};
static const struct syl_type syl_table[] =
{
{ " ", " " },
{ "ar", "abra" },
{ "au", "kada" },
{ "bless", "fido" },
{ "blind", "nose" },
{ "bur", "mosa" },
{ "cu", "judi" },
{ "de", "oculo" },
{ "en", "unso" },
{ "light", "dies" },
{ "lo", "hi" },
{ "mor", "zak" },
{ "move", "sido" },
{ "ness", "lacri" },
{ "ning", "illa" },
{ "per", "duda" },
{ "ra", "gru" },
{ "fresh", "ima" },
{ "re", "candus" },
{ "son", "sabru" },
{ "tect", "infra" },
{ "tri", "cula" },
{ "ven", "nofo" },
{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" },
{ "", "" }
};
if ( (sn == skill_lookup("power word kill"))
|| (sn == skill_lookup("power word stun")) )
return;
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( syl_table[iSyl].old, pName ) )
{
strcat( buf, syl_table[iSyl].new );
break;
}
}
if ( length == 0 )
length = 1;
}
sprintf( buf2, "$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_IMMORTAL(rch) && IS_SET(rch->act,PLR_HOLYLIGHT)) || (!IS_NPC(rch) && ch->class==rch->class) ? buf : buf2,
ch, NULL, rch, TO_VICT );
/* act( 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;
if(victim->fighting && get_trust(victim->fighting)==MAX_LEVEL)
return FALSE;
//Base 35% chance to save
//Subtract 5% for the difference between the spell's level and the victim's level
//Add 2/3 of the victim's saving throw in
//So for a 51 spell with -100 svs, 35 + 66 = 101 chance to save
save = 35 + ( victim->level - level) * 5 - (victim->saving_throw*.66);
if (IS_AFFECTED(victim,AFF_BERSERK))
save += (victim->drain_level + victim->level)/5;
if (IS_NPC(victim))
save += victim->level/3;
switch(check_immune(victim,dam_type))
{
case IS_IMMUNE: return TRUE;
case IS_RESISTANT: save *= 1.3; break;
case IS_VULNERABLE: save *= .7; break;
}
if(is_affected(victim,skill_lookup("strength of faith")) && (number_percent()<50 || dam_type==DAM_HOLY))
return TRUE;
if(get_skill(victim,skill_lookup("elemental affinity")) > 75 && dam_type > 3) {
int chance = number_percent();
save = (10 + (chance / 10)) * save / 10;
}
save = 9 * save / 10;
if (!IS_NPC(victim))
n_logf("Saves_spell: VICTIM=%s LEVEL=%d DAM=%d SAVE=%d", victim->name, level, dam_type, save);
save = URANGE( 5, save, 85 );
return number_percent( ) < save;
}
/* RT save for dispels */
bool saves_dispel( int dis_level, int spell_level, int duration)
{
int save;
save = 68 + (spell_level - dis_level) * 5;
if(duration==-1)
return TRUE;
save = URANGE( 20, save, 80 );
return number_percent( ) < save;
}
/* 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)));
}
void do_laying_hands( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
int heal, sn;
AFFECT_DATA af;
if ( (get_skill(ch,gsn_laying_hands) == 0)
|| (ch->level < skill_table[gsn_laying_hands].skill_level[ch->class] ) )
{
send_to_char("You do not have the ability to divinely heal.\n\r",ch);
return;
}
one_argument(argument, arg);
if (arg[0] == '\0')
{
send_to_char("Give your divine touch to whom?\n\r", ch);
return;
}
if ( (victim = get_char_room(ch, arg)) == NULL )
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (victim == ch)
return send_to_char("That wouldn't be very selfless.\n\r", ch);
if (is_affected(ch, gsn_laying_hands) )
return send_to_char("The gods have not granted you divine touch yet.\n\r", ch);
if (IS_EVIL(victim))
return send_to_char("Your deity would not approve of that.\n\r",ch);
if (ch->mana < 80)
return send_to_char("You don't have the mana.\n\r",ch);
ch->mana -= skill_table[gsn_laying_hands].min_mana;
WAIT_STATE( ch, skill_table[gsn_laying_hands].beats );
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.type = gsn_laying_hands;
af.level = ch->level;
af.duration = 24;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
af.affect_list_msg = str_dup("prevents usage of laying hands");
affect_to_char( ch, &af);
sn=skill_lookup("poison");
if(is_affected(victim,sn) && cleansed(ch,victim,2,sn))
{
act("$n looks less ill.",victim,0,ch,TO_ROOM);
send_to_char(skill_table[sn].msg_off, victim );
send_to_char("\n\r", victim);
affect_strip(victim,sn);
}
sn=skill_lookup("blindness");
if(is_affected(victim,sn) && cleansed(ch,victim,2,sn))
{
act("$n looks less ill.",victim,0,ch,TO_ROOM);
send_to_char(skill_table[sn].msg_off, victim );
send_to_char("\n\r", victim);
affect_strip(victim,sn);
}
sn=skill_lookup("weaken");
if(is_affected(victim,sn) && cleansed(ch,victim,1,sn))
{
act("$n looks stronger.",victim,0,ch,TO_ROOM);
send_to_char(skill_table[sn].msg_off, victim );
send_to_char("\n\r", victim);
affect_strip(victim,sn);
}
sn=skill_lookup("plague");
if(is_affected(victim,sn) && cleansed(ch,victim,2,sn))
{
act("$n looks less diseased.",victim,0,ch,TO_ROOM);
send_to_char(skill_table[sn].msg_off, victim );
send_to_char("\n\r", victim);
affect_strip(victim,sn);
}
sn=skill_lookup("curse");
if(is_affected(victim,sn) && cleansed(ch,victim,2,sn))
{
act("$n's curse wears off.",victim,0,ch,TO_ROOM);
send_to_char(skill_table[sn].msg_off, victim );
send_to_char("\n\r", victim);
affect_strip(victim,sn);
}
heal = ch->level * 6;
victim->hit = UMIN(victim->hit + heal, victim->max_hit);
act("$n lays $s hands upon $N and $N's wounds seem to heal.",ch,NULL,victim, TO_NOTVICT);
act("You lay hands upon $N and $S wounds seem to heal.", ch, NULL, victim, TO_CHAR);
act("$n lays hands upon you in blessed communication and your wounds heal.",ch,NULL,victim,TO_VICT);
return;
}
/*
* 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 buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
bool runeDagger=FALSE;
int target;
bool absorbed = FALSE;
bool reflected = FALSE;
/*
* Switched NPC's can cast spells, but others can't.
*/
if ( IS_NPC(ch) && ch->desc == NULL)
return;
if(class_table[ch->class].ctype!=CLASS_CASTER && !IS_IMMORTAL(ch))
{
send_to_char("You must ask your deity for prayers instead of pulling it from the world.\n\r",ch);
return;
}
if (ch->cabal == CABAL_RAGER && !IS_IMMORTAL(ch))
{
send_to_char("You cannot cast spells as a Rager.\n\r",ch);
return;
}
if (is_affected(ch, gsn_deafen) && number_percent()<40)
{
send_to_char("You can't get the right intonations.\n\r", ch);
WAIT_STATE(ch,PULSE_VIOLENCE);
return;
}
if (is_affected(ch, gsn_garble) && number_percent()<40)
{
send_to_char("You can't get the right intonations.\n\r", ch);
WAIT_STATE(ch,PULSE_VIOLENCE);
return;
}
if(is_affected(ch,gsn_tigerclaw))
{
if (number_percent() > 65) // Fail, the command does NOT go through
{
send_to_char("Blood bubbles from your throat as you fail to make sound.\n\r",ch);
damage_old(ch,ch,number_range(50,200),gsn_tigerclaw,DAM_NONE,TRUE);
return;
WAIT_STATE(ch,PULSE_VIOLENCE);
} else { // It goes through, and less damage
send_to_char("Your throat throbs with pain but you overcome it and continue.\n\r",ch);
damage_old(ch,ch,number_range(20,80),gsn_tigerclaw,DAM_NONE,TRUE);
}
}
if (is_affected(ch, gsn_gag) && number_percent()<90)
{
send_to_char("You nearly choke as your try to speak with a gag in your mouth.\n\r",ch);
act("$n makes a muffled noise from behind a gag.",ch,NULL,NULL,TO_ROOM);
return;
}
target_name = one_argument( argument, arg1 );
one_argument( target_name, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\n\r", ch );
return;
}
if ((sn = find_spell(ch,arg1)) < 1
|| skill_table[sn].spell_fun == spell_null
|| (ch->level < skill_table[sn].skill_level[ch->class] && !IS_IMMORTAL(ch))
|| (IS_NPC(ch))
|| ch->pcdata->learned[sn] == 0)
{
send_to_char( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
if(is_affected(ch,gsn_shadowstrike) && number_percent()<35) {
send_to_char("The shadowy arms restrict your movements.\n\r",ch);
act("$n tries to cast a spell but is held back by shadowy arms.",ch,0,0,TO_ROOM);
WAIT_STATE(ch,12);
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] ) );
switch (get_curr_stat(ch,STAT_INT)) {
case 25: mana = 43 * mana / 50; break;
case 24: mana = 22 * mana / 25; break;
case 23: mana = 45 * mana / 50; break;
case 22: mana = 23 * mana / 25; break;
case 21: mana = 47 * mana / 50; break;
case 20: mana = 24 * mana / 25; break;
case 19: mana = 49 * mana / 50; break;
}
{
OBJ_DATA *ring;
ring = get_eq_char(ch,WEAR_FINGER_R);
if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1)
mana -= (7*mana/100);
else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2)
mana -= (15*mana/100);
ring = get_eq_char(ch,WEAR_FINGER_L);
if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_1)
mana -= (7*mana/100);
else if (ring != NULL && ring->pIndexData->vnum == OBJ_VNUM_WIZARDRY_2)
mana -= (15*mana/100);
}
/*
* 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 ( !IS_NPC(ch) )
{
check_killer(ch,victim);
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own master.\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_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);
if (get_skill(ch,skill_lookup("mental clarity")) > 75)
ch->mana -= mana / 4;
else
ch->mana -= mana / 2;
}
else
{
if (get_skill(ch,skill_lookup("mental clarity")) > 75)
ch->mana -= mana / 2;
else
ch->mana -= mana;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC) && !(ch->level > LEVEL_HERO))
{
act("$n's spell fizzles.",ch,0,0,TO_ROOM);
send_to_char("Your spell fizzles and dies.\n\r",ch);
return;
}
if (eye_of_beholder_nullify(ch))
return;
if (skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& is_safe(ch,victim))
return;
if (skill_table[sn].target == TAR_CHAR_DEFENSIVE && is_affected(victim,gsn_timestop))
{
act("$N is stuck in time and is unaffected by your spell.",ch,0,victim,TO_CHAR);
act("$N is untouched by $n's spell.",ch,0,victim,TO_NOTVICT);
act("$n tries to cast something on you but you are stuck in time and unaffected.",ch,0,victim,TO_VICT);
return;
}
if (skill_table[sn].target == TAR_CHAR_DEFENSIVE
|| skill_table[sn].target == TAR_CHAR_OFFENSIVE)
reflected = spellbaned(ch,victim,sn);
if (skill_table[sn].target == TAR_CHAR_OFFENSIVE)
{
if (!IS_NPC(ch) && !IS_NPC(victim)
&& (ch->fighting == NULL || victim->fighting == NULL) && str_cmp(skill_table[sn].name, "incinerate")!=1)
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,victim));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,victim));
}
if (victim != ch && !IS_NPC(ch))
do_myell(victim,buf);
}
if(check_counterspell(ch,victim))
{
act("$N reflects your spell right back at you!",ch,0,victim,TO_CHAR);
act("You reflect $n's spell right back at $m!",ch,0,victim,TO_VICT);
act("$N reflects $n's spell right back at $m!",ch,0,victim,TO_NOTVICT);
(*skill_table[sn].spell_fun) ( sn, ch->level*2, victim, ch, target);
return;
}
if (is_affected(victim,skill_lookup("body of diamond"))) {
if (number_percent() < 25) {
act("Your spell is reflected off $N's diamond skin!",ch,0,victim,TO_CHAR);
act("Your diamond skin reflects $n's spell!",ch,0,victim,TO_VICT);
act("$N's diamond skin reflects $n's spell!",ch,0,victim,TO_NOTVICT);
(*skill_table[sn].spell_fun) ( sn, ch->level/4, victim, ch, target);
}
}
}
absorbed = check_absorb(ch,victim,sn);
if (reflected && skill_table[sn].target == TAR_CHAR_OFFENSIVE)
vo = (void *) ch;
OBJ_DATA *dagger;
dagger = get_eq_char(ch, WEAR_WIELD);
if (dagger != NULL && dagger->pIndexData->vnum == 27500)
runeDagger = TRUE;
if ((!absorbed) && (!reflected))
(*skill_table[sn].spell_fun) ( sn, runeDagger ? ch->level * 1.4 + GET_HITROLL(ch)/20 : ch->level + GET_HITROLL(ch)/20, 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;
}
bool check_absorb(CHAR_DATA *ch,CHAR_DATA *victim,int dt)
{
int mana;
if (dt >= 0 && dt < MAX_SKILL)
{
if (skill_table[dt].target != TAR_CHAR_OFFENSIVE || !is_affected(victim,gsn_absorb))
return FALSE;
if (skill_table[dt].ctype == CMD_COMMUNE
|| (skill_table[dt].ctype == CMD_BOTH && class_table[ch->class].ctype == CLASS_COMMUNER))
return FALSE;
if (ch == victim)
return FALSE;
if (!IS_NPC(ch))
{
if (ch->level + 2 == skill_table[dt].skill_level[ch->class])
mana = 50;
else
mana = UMAX( skill_table[dt].min_mana, 100 / ( 2 + ch->level - skill_table[dt].skill_level[ch->class] ) );
}
else
mana = skill_table[dt].min_mana;
if (number_percent() < ((victim->level*2) + (victim->pcdata->learned[gsn_absorb]) / 2) && (number_percent() > 40))
{
act("The air about $N shimmers as it absorbs $n's spell.",ch,NULL,victim,TO_NOTVICT);
act("The air about you shimmers as it absorbs $n's spell.",ch,NULL,victim,TO_VICT);
act("The air about $N shimmers as it absorbs your spell.",ch,NULL,victim,TO_CHAR);
victim->mana += mana;
send_to_char("You feel mana surge through you!\n\r",victim);
return TRUE;
}
}
return FALSE;
}
/*
* Cast spells at targets using a magical object.
*/
void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
void *vo;
int target = TARGET_NONE;
if ( sn <= 0 )
return;
if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Obj_cast_spell: bad sn %d.", sn );
return;
}
if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC))
{
act("$n's spell fizzles.",ch,0,0,TO_ROOM);
send_to_char("Your spell fizzles and dies.\n\r",ch);
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("Something 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_absorb( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,gsn_absorb) )
{
send_to_char("You are already absorbing spells.\n\r",victim);
return;
}
init_affect(&af);
af.aftype = AFT_SPELL;
af.where = TO_AFFECTS;
af.type = gsn_absorb;
af.level = level;
af.duration = 3 + level/5;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
af.affect_list_msg = str_dup("grants a chance to absorb spells");
affect_to_char(victim, &af);
send_to_char("A shimmering force field crackles around you.\n\r",victim);
act("A sizzling force field shimmers into existence around $n.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_acidneedles( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int num;
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level/3,5);
else
dam = dice( level/3, 5 );
if (is_affected(victim,skill_lookup("plague"))) {
AFFECT_DATA *plague = affect_find(victim->affected,skill_lookup("plague"));
if (!plague) goto skip_acid_multiplier;
if (plague->modifier <= -4) {
act("You wince in agony as the acid needles penetrate your plague sores!",ch,0,victim,TO_VICT);
act("$N winces in agony as the acid needles penetrate $S plague sores!",ch,0,victim,TO_NOTVICT);
act("$N winces in agony as the acid needles penetrate $S plague sores!",ch,0,victim,TO_CHAR);
dam += 5 + dice(-1 * plague->modifier,1);
if (number_percent() < 30) {
act("The plague worsens!",0,0,victim,TO_VICT);
plague->modifier -= 1;
}
}
}
else if (is_affected(victim,skill_lookup("poison"))) {
AFFECT_DATA *poison = affect_find(victim->affected,skill_lookup("poison"));
if (!poison) goto skip_acid_multiplier;
if (poison->modifier <= -4) {
act("The acid needles exacerbate your poison as they sink into your flesh!",ch,0,victim,TO_VICT);
act("$N goes slightly pale as the acid needles sink into $S flesh!",ch,0,victim,TO_NOTVICT);
act("$N goes slightly pale as the acid needles sink into $S flesh!",ch,0,victim,TO_CHAR);
dam += 8 + dice(-1 * poison->modifier,3);
level += 2;
if (number_percent() < 50) {
act("The poison becomes more potent!",0,0,victim,TO_VICT);
poison->modifier -= 1;
}
}
}
else if (is_affected(victim,skill_lookup("weaken"))) {
AFFECT_DATA *weaken = affect_find(victim->affected,skill_lookup("weaken"));
if (!weaken) goto skip_acid_multiplier;
act("The acid needles sizzle and burn your weakened muscles as they pierce your flesh!",ch,0,victim,TO_VICT);
act("The acid needles sizzle and burn $N's weakened muscles as they pierce $S flesh!",ch,0,victim,TO_NOTVICT);
act("The acid needles sizzle and burn $N's weakened muscles as they pierce $S flesh!",ch,0,victim,TO_CHAR);
dam += 12 + dice(-1 * weaken->modifier,5);
level += 4;
if (number_percent() < 75) {
act("You feel weaker as the acid melts away your muscle tissue.",0,0,victim,TO_VICT);
weaken->modifier -= 1;
}
}
skip_acid_multiplier:
if ( saves_spell( level, victim, DAM_ACID ) )
dam = 2 * dam / 3;
for (num = 0; num < 4; num++)
{
if (number_percent() < 100 - num*5)
damage_old(ch,victim,dam,sn,DAM_ACID,TRUE);
dam = dam - dam/5;
}
WAIT_STATE(ch,PULSE_VIOLENCE*1);
return;
}
void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,9);
else
dam = dice( level, 8.5 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
damage_old( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already armored.\n\r",ch);
else
act("$N is already armored.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = AC_PER_ONE_PERCENT_DECREASE_DAMAGE;
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("$N is protected by your magic.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
AFFECT_DATA af;
if (target == TARGET_OBJ)
{
send_to_char("Uh, what are you thinking?\n\r", ch);
return;
}
/* character target */
victim = (CHAR_DATA *) vo;
if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already blessed.\n\r",ch);
else
act("$N already has divine favor.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.aftype = AFT_COMMUNE;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6+level;
af.location = APPLY_HITROLL;
if ( level < 8 )
af.modifier = 1;
else
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
if ( level < 8 )
af.modifier = -1;
else
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;
int dur;
if ( IS_AFFECTED(victim, AFF_BLIND)) {
act("But $E is already blind!",ch,0,victim,TO_CHAR);
return;
}
if (saves_spell(level,victim,DAM_OTHER) || (!(str_cmp(race_table[victim->race].name,"lich")))) {
act("You failed to blind $N.",ch,0,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
dur = level/3;
if (dur > 9)
dur = 9;
af.duration = dur;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
act("$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_old( 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( "Lightning from above strikes your foes!\n\r", ch );
act( "$n calls lightning from above 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_old( 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;
long vnum;
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)))
continue;
if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK)
|| is_affected(vch,skill_lookup("frenzy")))
continue;
if(IS_NPC(vch)) {
vnum=vch->pIndexData->vnum;
if(vnum==MOB_VNUM_RAGER||vnum==MOB_VNUM_ARCANA||
vnum==MOB_VNUM_KNIGHT||vnum==MOB_VNUM_ANCIENT||
vnum==MOB_VNUM_ENFORCER||vnum==MOB_VNUM_BOUNTY||
vnum==MOB_VNUM_OUTLAW)
continue;
}
send_to_char("A wave of calmness passes over you.\n\r",vch);
if (vch->fighting || vch->position == POS_FIGHTING)
vch->fighting=NULL;
stop_fighting(vch,FALSE);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level/4;
af.location = APPLY_HITROLL;
if(IS_NPC(vch)) {
af.modifier=-5;
} else {
af.modifier=-1 * level/10;
af.duration=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;
bool commune = FALSE;
if (class_table[ch->class].ctype==CLASS_COMMUNER) commune = TRUE;
if (victim != ch && victim->master != ch)
{
send_to_char("You can only cast cancel on followers.\n\r",ch);
return;
}
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;
}
if (check_dispel_cancellation(level,victim,ch,skill_lookup("armor"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("bless"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("blindness"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("calm"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("change sex"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("charm person"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("chill"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("curse"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect evil"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect good"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect invis"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect magic"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("faerie fire"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("fly"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("frenzy"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("giant strength"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("haste"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("infravision"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("invis"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("mass invis"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("pass door"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("protection"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("sanctuary"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("sleep"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("slow"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("stone skin"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("weaken"),commune))
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_old( 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_old( 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_old( 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 */
if (is_affected(ch,gsn_grounding))
{
send_to_char("The electricity fizzles at your feet.\n\r",ch);
act("A lightning bolt leaps from $n's hand but fizzles into the ground.",ch,0,0,TO_ROOM);
return;
}
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);
WAIT_STATE(ch, PULSE_VIOLENCE * 2);
dam = dice(level,6);
if (saves_spell(level,victim,DAM_LIGHTNING))
dam /= 3;
damage_old(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;
if (last_vict == ch)
{
if (number_percent()>=ch->level)
{
act("The bolt arcs back to $n, and it stabilizes!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt arcs back to you and you stabilize its energy!",tmp_vict,NULL,NULL,TO_ROOM);
level+=7;
}
else
{
act("The bolt arcs back to $n!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt arcs back to you!",tmp_vict,NULL,NULL,TO_ROOM);
}
}
else
{
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_old(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 harmlessly through your body.",
ch,NULL,NULL,TO_CHAR);
return;
}
last_vict = ch;
act("The bolt arcs back to $n!",ch,NULL,NULL,TO_ROOM);
send_to_char("The bolt arcs harmlessly back to you.\n\r",ch);
level -= 4; /* decrement damage */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ))
{
if (victim == ch)
send_to_char("You've already been changed.\n\r",ch);
else
act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level , victim,DAM_OTHER))
return;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
af.bitvector = 0;
af.affect_list_msg = str_dup("modifies anatomy");
affect_to_char( victim, &af );
send_to_char( "You feel different.\n\r", victim );
act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
CHAR_DATA *check;
int count;
count = 0;
if ((!IS_NPC(victim)) && (!IS_IMMORTAL(ch)))
{
send_to_char( "You can only charm mobiles.\n\r", ch );
return;
}
if (is_safe(ch,victim))
return;
if ( victim == ch )
{
send_to_char( "You like yourself even better!\n\r", ch );
return;
}
if (IS_NPC(victim) && (victim->pIndexData->pShop != NULL))
{
act("$N suddenly becomes very angry and destroys $n!",ch,0,victim,TO_ROOM);
act("$N suddenly becomes very angry and destroys you!",ch,0,victim,TO_CHAR);
raw_kill(victim,ch);
return;
}
if ( IS_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| level < victim->level
|| IS_CABAL_GUARD(victim)
|| IS_SET(victim->imm_flags,IMM_CHARM)
|| (IS_NPC(victim) && victim->spec_fun != NULL)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))) {
act("$E completely ignores your charming spell.",ch,0,victim,TO_CHAR);
return;
}
if ( saves_spell( level-3, victim,DAM_CHARM) )
{
act("$E resists your charming magic.",ch,0,victim,TO_CHAR);
act("You resist $n's charming magic.",ch,0,victim,TO_VICT);
act("$N resists $n's charming magic.",ch,0,victim,TO_NOTVICT);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (check->leader == ch && IS_AFFECTED(check,AFF_CHARM))
count++;
}
if (count > 0)
{
send_to_char("You already control as many charmies as you can.\n\r",ch);
return;
}
if (victim->level > ch->level)
{
send_to_char("They are too powerful for you to charm.\n\r", ch);
return;
}
if ( victim->master )
stop_follower( victim );
add_follower( victim, ch );
victim->leader = ch;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
char msg_buf[MSL];
sprintf(msg_buf,"under %s's command", IS_NPC(ch) ? ch->short_descr : ch->name);
af.affect_list_msg = str_dup(msg_buf);
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 );
dam *= 2;
if (check_spellcraft(ch,sn))
dam *= 2;
if ( !saves_spell( level, victim,DAM_COLD ) )
{
act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage_old( ch, victim, dam, sn, DAM_COLD,TRUE );
return;
}
void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_LIGHT) )
dam /= 2;
else
spell_blindness(skill_lookup("blindness"),
level/2,ch,(void *) victim,TARGET_CHAR);
damage_old( ch, victim, dam, sn, DAM_LIGHT,TRUE );
return;
}
void spell_concatenate(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
act("$n points an arm at $N and releases a blast of pure energy.",ch,NULL,victim,TO_NOTVICT);
act("$n gestures at you and a blast of white light engulfs you!",ch,NULL,victim,TO_VICT);
act("You concatenate the magical energies around you and channel them at $N.",ch,NULL,victim,TO_CHAR);
if (level <= 35)
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,11);
else
dam = dice(level,11);
}
else if (level <= 40)
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,12);
else
dam = dice(level,12);
}
else if (level <= 48)
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,13);
else
dam = dice(level,13);
}
else
{
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level, 13);
else
dam = dice(level,13);
dam += number_range(0,level);
}
if (IS_NPC(victim))
{
if (level <= 35)
dam += level;
else if (level <=40)
dam += (3*level);
else
dam += 4*level;
}
if (saves_spell(level,victim, DAM_ENERGY) );
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_ENERGY, TRUE);
if (number_bits(2) == 0)
spell_blindness(skill_lookup("blindness"), level*3/4, ch, (void *) victim, TARGET_CHAR);
send_to_char("You stop channeling the energy and the beam of light dissipates.\n\r", ch);
act("$n's beam of light dissipates.",ch,NULL,NULL,TO_ROOM);
return;
}
/* Very messy group gate spell. I wanted players to 'feel' that their
entire group had transfered with them rather than just dumping them all in
the room and doing a look (then they'd just see whoever was transfered
before them but not following members).
-Ceran
*/
void spell_venueport(int sn, int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim;
CHAR_DATA *group;
CHAR_DATA *arrival;
CHAR_DATA *g_next;
ROOM_INDEX_DATA *VENUEPORT;
CHAR_DATA *last_to_venue;
int numb;
if (affect_find(ch->affected,gsn_insect_swarm) != NULL)
{
send_to_char( "You attempt to transport yourself to safety but loose your concentration as you are bitten by yet another insect.\n\r", ch);
return;
}
if (cabal_down(ch,CABAL_ARCANA))
return;
last_to_venue = ch;
victim = get_char_world( ch, target_name );
/* send_to_char("You utter the words, 'tesseract'.\n\r",ch);
act("$n utters the words, 'tesseract'.",ch,NULL,NULL,TO_ROOM); */
if ( victim == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| !can_see_room(ch,victim->in_room)
|| (victim->in_room->cabal != 0 && victim->in_room->cabal != CABAL_ARCANA)
|| ch->in_room->guild != 0
|| victim->in_room->guild != 0
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 9
|| (saves_spell( level, victim,DAM_OTHER) )
|| (!IS_NPC(victim) && !can_pk(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON)))
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (victim->in_room == ch->in_room)
{
send_to_char("You are already at that venue.\n\r",ch);
return;
}
VENUEPORT = get_room_index(ROOM_VNUM_VENUEPORT);
numb = 1;
for (group = ch->in_room->people; group != NULL; group = g_next)
{
g_next = group->next_in_room;
if (!is_same_group(group,ch) || (group->fighting != NULL) )
continue;
if (group == ch )
continue;
numb++;
affect_strip(group,gsn_ambush);
send_to_char("You feel space and time rupture around you as everything shifts.\n\r",group);
send_to_char("With a blinding flash of light you find yourself somewhere else!\n\r",group);
send_to_char("\n\r",group);
char_from_room(group);
char_to_room(group,victim->in_room);
act("$n arrives suddenly!",group,NULL,NULL,TO_ROOM);
char_from_room(group);
char_to_room(group, VENUEPORT);
last_to_venue = group;
if (is_affected(group,gsn_earthfade))
{
affect_strip(group, gsn_earthfade);
}
}
act("With a brilliant flash of light $n and $s friends disappear!",ch,NULL,NULL,TO_ROOM);
send_to_char("You feel space and time rupture around you as everything shifts.\n\r",ch);
send_to_char("With a blinding flash of light you find yourself somewhere else!\n\r",ch);
send_to_char("\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n arrives suddenly!",ch,NULL,NULL,TO_ROOM);
un_earthfade(ch,NULL);
if (last_to_venue == ch)
{
do_look(ch,"auto");
return;
}
for (arrival = last_to_venue->in_room->people; arrival != NULL; arrival = g_next)
{
g_next = arrival->next_in_room;
if (arrival == ch)
continue;
if ((is_same_group(arrival,ch)) && (arrival != ch) )
{
char_from_room(arrival);
char_to_room(arrival,ch->in_room);
}
}
for (arrival = ch->in_room->people; arrival != NULL; arrival = arrival->next_in_room)
{
do_look(arrival,"auto");
if (--numb == 0)
break;
}
return;
}
void spell_electric_storm(int sn, int level, CHAR_DATA *ch, void *vo, int
target)
{
AFFECT_DATA af;
ROOM_AFFECT_DATA raf;
if ( is_affected( ch, sn ) )
{
send_to_char
("Your unable to call upon the storm again so soon.\n\r", ch);
return;
}
if ( is_affected_room( ch->in_room, sn ))
{
send_to_char("The storm already obeys your will here.\n\r",ch);
return;
}
if (number_range(1,100) > ch->pcdata->learned[sn])
{
send_to_char("You call to the storm but it does not heed your summons.\n\r",ch);
WAIT_STATE(ch, PULSE_TICK / 2);
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = ch->level;
af.duration = 48;
af.modifier = 0;
af.location = APPLY_NONE;
af.affect_list_msg = str_dup("unable to summon an electrical storm");
af.bitvector = 0;
affect_to_char( ch, &af );
init_affect_room(&raf);
raf.where = TO_ROOM_AFFECTS;
raf.aftype = AFT_SPELL;
raf.type = sn;
raf.level = ch->level;
raf.duration = level / 10;
raf.location = APPLY_NONE;
raf.modifier = 0;
raf.bitvector = AFF_ROOM_ELECTRIC_STORM;
affect_to_room( ch->in_room, &raf );
send_to_char("The storm heads your summons as a massive electric storm begins to brew overhead!\n\r", ch);
act("$n raises their arms to the sky and a massive storm cloud begins to form overhead.",ch,NULL,NULL,TO_ROOM);
WAIT_STATE(ch, PULSE_TICK);
}
void spell_wrath(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_EVIL(victim))
{
act("$N is unaffected by $n's heavenly wrath.",ch,NULL,victim,TO_NOTVICT);
act("You are unaffected by $n's heavenly wrath.\n\r",ch,NULL,victim,TO_VICT);
send_to_char("The Gods do not enhance your wrath and frown on your actions\n\r",ch);
return;
}
dam = dice(level, 8);
dam += dice(level,5);
if (saves_spell(level,victim,DAM_HOLY) || saves_spell(level + 5, victim,DAM_HOLY))
dam /= 2;
act("You call down the wrath of god upon $N.",ch,0,victim,TO_CHAR);
act("$n calls down the wrath of god upon $N.",ch,0,victim,TO_NOTVICT);
act("$n calls down the wrath of god upon you.",ch,0,victim,TO_VICT);
damage_old(ch,victim,dam,sn,DAM_HOLY,TRUE);
if (number_range(0,3) != 0)
return;
spell_curse(gsn_curse,level,ch,(void *) victim, TARGET_CHAR);
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("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level - 6;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
/* RT added to cure plague */
void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!str_cmp(class_table[ch->class].name, "monk")
&& victim != ch)
{
send_to_char("You are only able to purge your own diseases.\n\r",ch);
return;
}
if ( !is_affected( victim, gsn_plague ) )
{
if (victim == ch)
send_to_char("You aren't ill.\n\r",ch);
else
act("$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 $s sores vanish.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!str_cmp(class_table[ch->class].name, "monk")
&& victim != ch)
{
send_to_char("You are only able to purge toxins from your own body.\n\r",ch);
return;
}
if ( !is_affected( victim, gsn_poison )
&& !is_affected(victim, gsn_poison_dust))
{
if (victim == ch)
send_to_char("You aren't poisoned.\n\r",ch);
else
act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,gsn_poison_dust))
{
if (check_dispel(level,victim,gsn_poison_dust))
send_to_char("A warm feelings runs through you as the poison dust vanishes.\n\r",victim);
act("$n looks much better.",victim,0,0,TO_ROOM);
if (!is_affected(victim,gsn_poison))
return;
}
if (check_dispel(level,victim,gsn_poison))
{
send_to_char("A warm feeling runs through your body.\n\r",victim);
act("$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 (obj==NULL) return;
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 $p is too powerful for you to overcome.",
ch,obj,NULL,TO_CHAR);
return;
}
}
init_affect(&af);
af.where = TO_OBJECT;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SAVES;
af.modifier = +5;
af.bitvector = ITEM_EVIL;
affect_to_obj(obj,&af);
act("$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 ((obj = get_eq_char(victim,WEAR_BODY)) != NULL
&& obj->pIndexData->vnum == 14005)
level -= 20;
if (IS_AFFECTED(victim,AFF_CURSE))
{
send_to_char("You are already cursed.\n\r", victim );
if( ch != victim )
act("$N is already cursed.",ch,NULL,victim,TO_CHAR );
return;
}
if (saves_spell(level,victim,DAM_NEGATIVE))
{
if( ch == victim )
act("You resist your curse.",ch,NULL,0,TO_CHAR );
if( ch != victim )
{
act("$N resists your curse.",ch,NULL,victim,TO_CHAR );
act("You resist $n's curse.",ch,NULL,victim,TO_VICT );
act("$N resists $n's curse.",ch,NULL,victim,TO_ROOM );
}
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = ( 2 + level/5);
af.location = APPLY_HITROLL;
af.modifier = -1 * (level / 8);
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = level / 8;
affect_to_char( victim, &af );
af.affect_list_msg = str_dup("unable to recall");
af.location = APPLY_NONE;
af.modifier = 0;
affect_to_char( victim, &af );
send_to_char( "You feel unclean.\n\r", victim );
if ( ch != victim )
act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_dark_wrath(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_GOOD(victim) )
{
act("$N is unaffected by $n's dark wrath.", ch, NULL,victim,TO_NOTVICT);
act("$N is unaffected by your dark wrath.",ch,NULL,victim,TO_CHAR);
act("You are unaffected by $n's dark wrath.",ch,NULL,victim,TO_VICT);
return;
}
dam = dice(level,9);
if (saves_spell(level,victim,DAM_NEGATIVE) )
dam /= 2;
damage_old(ch,victim,dam,sn, DAM_NEGATIVE, TRUE);
if (number_range(0,3) != 0)
return;
spell_curse(gsn_curse, level, ch, (void *) victim, TARGET_CHAR);
return;
}
/* RT replacement demonfire spell */
void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
/* Retarded alignment based stuff removed in favor of plain damage spell */
dam = dice(level, 7);
if (victim != ch)
{
act("$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);
}
if ( saves_spell( level, victim,DAM_NEGATIVE) )
dam /= 2;
damage_old( 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("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.aftype = AFT_COMMUNE;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
af.affect_list_msg = str_dup("allows you to distinguish evil hearts");
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) )
{
if (victim == ch)
send_to_char("You can already sense good.\n\r",ch);
else
act("$N can already detect good.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_GOOD;
af.affect_list_msg = str_dup("allows you to distinguish light-hearts");
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 do_detect_hidden(CHAR_DATA *ch, char *argument)
{
AFFECT_DATA af;
int number;
if ( IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
{
send_to_char("You are already as alert as you can be. \n\r",ch);
return;
}
if ( (number = get_skill(ch,gsn_detect_hidden)) == 0 ||
ch->level < skill_table[gsn_detect_hidden].skill_level[ch->class] )
{
send_to_char("Huh?\n\r", ch);
return;
}
if ( (number = number_percent()) > get_skill(ch, gsn_detect_hidden) )
{
send_to_char("You peer into the shadows but your vision stays the same.\n\r", ch);
check_improve(ch,gsn_detect_hidden,FALSE, 2);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_detect_hidden;
af.level = ch->level;
af.duration = ch->level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
af.affect_list_msg = str_dup("grants the ability to detect the hidden");
affect_to_char( ch, &af );
send_to_char( "Your awareness improves.\n\r", ch );
check_improve( ch, gsn_detect_hidden, TRUE, 2 );
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("$N can already see invisible things.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
af.affect_list_msg = str_dup("grants the ability to detect the invisible");
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
{
if (victim == ch)
send_to_char("You can already sense magical auras.\n\r",ch);
else
act("$N can already detect magic.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
af.affect_list_msg = str_dup("grants the ability to detect magical auras");
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( "$N is protected.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL(victim) )
{
act( "$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_old( 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_old( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
return;
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
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_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if (IS_AFFECTED(vch,AFF_FLYING))
damage_old(ch,vch,0,sn,DAM_EARTH,TRUE);
else
damage_old( ch,vch,level + dice(2, 8), sn, DAM_EARTH,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("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
remove_bit(&obj->extra_flags, ITEM_GLOW);
remove_bit(&obj->extra_flags, ITEM_HUM);
remove_bit(&obj->extra_flags, ITEM_MAGIC);
remove_bit(&obj->extra_flags, ITEM_INVIS);
remove_bit(&obj->extra_flags, ITEM_NODROP);
remove_bit(&obj->extra_flags, ITEM_NOREMOVE);
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (90 - level/5)) /* success! */
{
act("$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);
added = AC_PER_ONE_PERCENT_DECREASE_DAMAGE/3;
}
if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_HUM) )
{
set_bit(&obj->extra_flags,ITEM_HUM);
remove_bit(&obj->extra_flags,ITEM_GLOW);
}
if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_GLOW) )
set_bit(&obj->extra_flags,ITEM_GLOW);
/* 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;
}
if (is_affected_obj(obj,skill_lookup("unholy bless")))
return send_to_char("The unholy aura surrounding that prevents you.\n\r",ch);
/* 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("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
remove_bit(&obj->extra_flags, ITEM_GLOW);
remove_bit(&obj->extra_flags, ITEM_HUM);
remove_bit(&obj->extra_flags, ITEM_MAGIC);
remove_bit(&obj->extra_flags, ITEM_INVIS);
remove_bit(&obj->extra_flags, ITEM_NODROP);
remove_bit(&obj->extra_flags, ITEM_NOREMOVE);
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (100 - level/5)) /* success! */
{
act("$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("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
set_bit(&obj->extra_flags,ITEM_MAGIC);
added = 2;
}
if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_HUM) )
{
set_bit(&obj->extra_flags,ITEM_HUM);
remove_bit(&obj->extra_flags,ITEM_GLOW);
}
if ( (result = number_percent()) <= 25 && !is_set(&obj->extra_flags,ITEM_GLOW) )
set_bit(&obj->extra_flags,ITEM_GLOW);
if (level >= 100)
set_bit(&obj->extra_flags,ITEM_ROT_DEATH);
/* now add the enchantments */
if (obj->level < LEVEL_HERO - 1)
obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
if (dam_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_DAMROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if (hit_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_HITROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
paf = new_affect();
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
return;
}
void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
char buf[MSL];
int dam = number_range(125,135);
if (check_spellcraft(ch,sn))
dam += spellcraft_dam(level,3);
else
dam += dice(level,3);
act("$n conjures a fireball into the room!",ch,0,0,TO_ROOM);
act("You conjure a fireball into the room!",ch,0,0,TO_CHAR);
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if ((is_same_group(vch,ch) || IS_IMMORTAL(vch)) && ch->fighting != vch) {
continue;
}
if (ch->cabal != 0 && is_same_cabal(vch,ch )) {
continue;
}
act("You are engulfed by $n's fireball!",ch,0,vch,TO_VICT);
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if ( saves_spell( level, vch, DAM_FIRE) )
dam /= 2;
damage_old( ch, vch, dam, sn, DAM_FIRE ,TRUE);
}
return;
}
void spell_fireproof(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA af;
if (IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("$p is already protected from burning.",ch,obj,NULL,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_OBJECT;
af.type = sn;
af.aftype = AFT_SPELL;
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;
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(6 + level / 2,8);
else
dam = dice(6 + level / 2, 8);
if ( saves_spell( level, victim,DAM_FIRE) )
dam /= 2;
damage_old( 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) )
{
send_to_char("You are already glowing.\n\r", victim );
if( ch != victim )
{
act("$N is already glowing.",ch,NULL,victim,TO_CHAR );
act("$N is already glowing.",ch,NULL,victim,TO_ROOM );
}
return;
}
if (saves_spell(level+15, victim,DAM_OTHER))
{
if( ch == victim )
send_to_char("You resist your faerie fire.\n\r",victim);
if( ch != victim )
{
act("$N resists your faerie fire.",ch,NULL,victim,TO_CHAR );
act("$N resists $n's faerie fire.",ch,NULL,victim,TO_ROOM );
act("You resist $n's faerie fire.",ch,NULL,victim,TO_VICT );
}
return;
}
affect_strip ( victim,gsn_camouflage );
affect_strip ( victim, gsn_invis );
affect_strip ( victim, gsn_mass_invis );
affect_strip ( victim, gsn_sneak );
affect_strip ( victim, gsn_earthfade );
affect_strip ( victim, gsn_duo );
REMOVE_BIT ( victim->affected_by, AFF_HIDE );
REMOVE_BIT ( victim->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( victim->affected_by, AFF_SNEAK );
REMOVE_BIT ( victim->affected_by, AFF_CAMOUFLAGE );
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = 5;
af.location = APPLY_AC;
af.modifier = -5 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a pink outline.\n\r", victim );
act( "$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;
AFFECT_DATA af;
act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You conjure a cloud of purple smoke.\n\r", ch );
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = 4 + (level/8);
af.bitvector = 0;
af.modifier = 0;
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (ich->invis_level > 0)
continue;
if (ich->trust > 51 )
continue;
if ( ich == ch || saves_spell( level, ich,DAM_OTHER) )
continue;
af.affect_list_msg = str_dup("unable to conceal yourself");
affect_to_char( ich,&af);
affect_strip ( ich,gsn_camouflage );
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
affect_strip ( ich, gsn_earthfade );
affect_strip ( ich, gsn_duo );
REMOVE_BIT ( ich->affected_by, AFF_HIDE );
REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
REMOVE_BIT ( ich->affected_by, AFF_CAMOUFLAGE );
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
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("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(ch,skill_lookup("bolo toss"))) {
return send_to_char("Your magic cannot overcome the weight of the bolo twisted around your torso.\n\r",ch);
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.affect_list_msg = str_dup("grants flight");
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\n\r", victim );
act( "$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 $N",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.aftype = AFT_COMMUNE;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
affect_to_char(victim,&af);
af.modifier = -2 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE;
af.location = APPLY_AC;
affect_to_char(victim,&af);
send_to_char("You are filled with holy wrath!\n\r",victim);
act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM);
}
/* RT ROM-style gate */
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
if (ch->fighting != NULL)
{
send_to_char("You can't concentrate enough.\n\r",ch);
return;
}
victim = get_char_world( ch, target_name );
if (!(victim==NULL))
{
if ((IS_NPC(victim)) && ( IS_SET(victim->res_flags,RES_SUMMON) ))
level -= 5;
if ((IS_NPC(victim)) && ( IS_SET(victim->vuln_flags,VULN_SUMMON) ))
level += 5;
}
if ( victim == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_GATE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| (victim->in_room->cabal != 0 && victim->in_room->cabal != ch->cabal)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 4
|| (!IS_NPC(victim) && !can_pk(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && saves_spell(level,victim,DAM_OTHER))
|| (!IS_NPC(victim) && victim->level > LEVEL_HERO)
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (victim->in_room->cabal != 0 && victim->in_room->cabal != victim->cabal)
{
send_to_char("You failed.\n\r",victim);
return;
}
act("$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("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
un_camouflage( ch, NULL);
un_earthfade(ch, NULL);
un_hide(ch, NULL);
un_sneak(ch, NULL);
}
void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already as strong as you can get!\n\r",ch);
else
act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
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 );
af.location = APPLY_ENHANCED_MOD;
af.modifier = 2;
affect_to_char( victim, &af );
send_to_char( "Your muscles surge with heightened power!\n\r", victim );
act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( level, victim,DAM_HARM) )
dam = UMIN( 50, dam / 2 );
dam = UMIN( 100, dam );
damage_old( ch, victim, dam, sn, DAM_HARM ,TRUE);
return;
}
/* RT haste spell */
void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (!str_cmp(class_table[ch->class].name, "monk")
&& victim != ch)
{
send_to_char("You are only able to enhance your own physical abilities.\n\r",ch);
return;
}
if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE)
|| IS_SET(victim->off_flags,OFF_FAST))
{
if (victim == ch)
send_to_char("You can't move any faster!\n\r",ch);
else
act("$N is already moving as fast as $E can.",
ch,NULL,victim,TO_CHAR);
return;
}
if (IS_AFFECTED(victim,AFF_SLOW))
{
send_to_char("You start moving at normal speed again.\n\r",victim);
act("$n starts moving at normal speed again.",victim,NULL,NULL,TO_ROOM);
affect_strip(victim,skill_lookup("slow"));
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
if (victim == ch)
af.duration = level/2;
else
af.duration = level/2;
af.location = APPLY_DEX;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = AFF_HASTE;
char msg_buf[MSL];
sprintf(msg_buf,"increases likelihood of attacks and dexterity by %d",af.modifier);
af.affect_list_msg = str_dup(msg_buf);
affect_to_char( victim, &af );
send_to_char( "You feel yourself moving more quickly.\n\r", victim );
act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM);
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN( victim->hit + 100, victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose, *obj_next;
int dam = 0;
bool fail = TRUE;
return;
if (!saves_spell(level + 2,victim,DAM_FIRE)
&& !IS_SET(victim->imm_flags,IMM_FIRE))
{
for ( obj_lose = victim->carrying;
obj_lose != NULL;
obj_lose = obj_next)
{
obj_next = obj_lose->next_content;
if ( number_range(1,2 * level) > obj_lose->level
&& !saves_spell(level,victim,DAM_FIRE)
&& IS_OBJ_STAT(obj_lose,ITEM_METAL))
{
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if (obj_lose->wear_loc != -1) /* remove the item */
{
if (can_drop_obj(victim,obj_lose)
&& (obj_lose->weight / 10) <
number_range(1,2 * get_curr_stat(victim,STAT_DEX))
&& remove_obj( victim, obj_lose->wear_loc, TRUE ))
{
act("$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_old(ch,victim,dam,sn,DAM_FIRE,TRUE);
}
}
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\rMaterial is %s.\n\r",
obj->name,
item_name(obj->item_type),
bitmask_string(&obj->extra_flags, extra_flags),
obj->weight,
obj->cost,
obj->level,
obj->material->name
);
send_to_char( buf, ch );
sprintf( buf, "restrict flags %s.\n\r",
restrict_bit_name(obj->pIndexData->restrict_flags));
send_to_char(buf,ch);
switch ( obj->item_type )
{
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
sprintf( buf, "Level %ld 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 %ld charges of level %ld",
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: %ld# Maximum weight: %ld# flags: %s\n\r",
obj->value[0], obj->value[3], cont_bit_name(obj->value[1]));
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;
case (WEAPON_STAFF) : send_to_char("staff.\n\r",ch); break;
default : send_to_char("unknown.\n\r",ch); break;
}
if (obj->pIndexData->new_format)
sprintf(buf,"Damage is %ldd%ld (average %ld).\n\r",
obj->value[1],obj->value[2],
(1 + obj->value[2]) * obj->value[1] / 2);
else
sprintf( buf, "Damage is %ld to %ld (average %ld).\n\r",
obj->value[1], obj->value[2],
( obj->value[1] + obj->value[2] ) / 2 );
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 %ld pierce, %ld bash, %ld slash, and %ld 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 )
{
if (strcmp(affect_loc_name( paf->location ),"none") != 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( "$n's eyes glow red.\n\r", victim, NULL, NULL, TO_ROOM );
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.affect_list_msg = str_dup("grants dark vision");
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "Your eyes glow red.\n\r", victim );
return;
}
void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
AFFECT_DATA af;
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire))
{
send_to_char("You can't turn invisible while revealed.\n\r",ch);
return;
}
if (target == TARGET_OBJ)
{
send_to_char("You must be crazy.\n\r", ch);
return;
}
/* character invisibility */
victim = (CHAR_DATA *) vo;
if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
return;
act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.affect_list_msg = str_dup("grants invisibility");
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 > 0 ) msg = "$N has a pure and good aura.";
else if ( ap == 0 ) msg = "$N doesn't have a firm moral commitment.";
else msg = "$N is the embodiment of pure evil!.";
act( msg, ch, NULL, victim, TO_CHAR );
if (!IS_NPC(victim))
ap = victim->pcdata->ethos;
if ( ap > 0 ) msg = "$N abides by the law of the land.";
else if ( ap == 0 ) msg = "$N doesn't know what to think about the law";
else msg = "$N has absolutely no cares for the law.";
act( msg, ch, NULL, victim, TO_CHAR );
return;
}
void spell_channel(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (cabal_down(ch,CABAL_ARCANA))
return;
if (is_affected(ch,sn) || ch->hit > ch->max_hit)
{
send_to_char("You are already as healthy as you can get.\n\r",ch);
return;
}
if (IS_NPC(ch))
return;
ch->hit += ch->pcdata->perm_mana*.4;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_HIT;
af.modifier = ch->pcdata->perm_mana*.4;
af.bitvector = 0;
affect_to_char(ch,&af);
send_to_char("You feel your health improve as you control your body with your mind.\n\r",ch);
}
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;
if (is_affected(ch,gsn_grounding))
{
send_to_char("The electricity fizzles at your feet.\n\r",ch);
return;
}
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 (check_spellcraft(ch,sn))
dam += level;
if ( saves_spell( level, victim,DAM_LIGHTNING) )
dam /= 2;
damage_old( 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||!is_affected(in_obj->carried_by,gsn_cloak_form)) {
if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by))
{
sprintf( buf, "%s is carried by %s\n\r",
obj->short_descr, PERS(in_obj->carried_by, ch) );
}
else
{
if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) {
sprintf( buf, "%s is in %s [Room %ld]\n\r",
obj->short_descr, in_obj->in_room->name, in_obj->in_room->vnum);
} else {
number--;
if (number ==0)
found = FALSE;
continue;
}
}
buf[0] = UPPER(buf[0]);
add_buf(buffer,buf);
if (number >= max_found)
break;
} else {
found=FALSE;
number--;
}
}
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 (check_spellcraft(ch,sn))
dam += level;
if ( saves_spell( level, victim,DAM_ENERGY) )
dam /= 2;
damage_old( 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))) && is_same_group(ch,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;
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
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;
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire))
{
send_to_char("You can't turn invisible while revealed.\n\r",gch);
continue;
}
act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
send_to_char( "You slowly fade out of existence.\n\r", gch );
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level/2;
af.duration = 24;
af.location = APPLY_NONE;
af.affect_list_msg = str_dup("grants invisibility");
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( gch, &af );
}
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
send_to_char( "That's not a spell!\n\r", ch );
return;
}
void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
{
if (victim == ch)
send_to_char("You are already out of phase.\n\r",ch);
else
act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.affect_list_msg = str_dup("grants the ability to pass through doors");
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\n\r", victim );
return;
}
/* RT plague spell, very nasty */
void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (victim->class==class_lookup("lich"))
{
act("You ignore the plague completely.",ch,0,victim,TO_VICT);
act("$n ignores the plague completely.",ch,0,victim,TO_CHAR);
act("$n ignores the plague completely.",ch,0,victim,TO_NOTVICT);
return;
}
if (saves_spell(level,victim,DAM_DISEASE) ||
(IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))
|| (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_RAGER))
{
if (ch == victim)
send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
else
act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level * 3/4;
af.duration = 12;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_PLAGUE;
af.aftype = AFT_MALADY;
af.owner_name = str_dup(ch->original_name);
af.end_fun = NULL;
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 == TAR_OBJ_INV)
{
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;
}
init_affect(&af);
af.where = TO_WEAPON;
af.aftype = get_spell_aftype(ch);
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 $p.",ch,obj,NULL,TO_CHAR);
return;
}
victim = (CHAR_DATA *) vo;
if ( victim->race==race_lookup("lich"))
{
act("$n ignores the poison completely.",victim,NULL,NULL,TO_ROOM);
send_to_char("You ignore the poison completely.",victim);
return;
}
if ( saves_spell( level, victim,DAM_POISON) )
{
act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel momentarily ill, but it passes.\n\r",victim);
return;
}
if (IS_NPC(victim) && victim->pIndexData->vnum == MOB_VNUM_RAGER)
{
act("$n turns slightly green, but it passes.",victim,0,0,TO_ROOM);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.type = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level/8;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
af.owner_name = str_dup(ch->original_name);
affect_join( victim, &af );
send_to_char( "You feel very sick.\n\r", victim );
act("$n looks very ill.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_power_word_stun(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,gsn_power_word_stun) )
{
send_to_char("They are already stunned from another word of power.\n\r",ch);
return;
}
/*
if (victim == ch)
{
send_to_char("You can not direct a word of power at yourself.\n\r",ch);
return;
}
*/
act("$n gestures at $N and utters the word, 'Stun'.",ch,NULL,victim,TO_NOTVICT);
act("$n gestures at you and utters the word, 'Stun'.",ch,NULL,victim,TO_VICT);
act("You gesture at $N and invoke a word of dark power.",ch,NULL,victim,TO_CHAR);
if (saves_spell(level-4,victim,DAM_NEGATIVE) )
{
act("$n reels from the dark energy but resists the power.",victim,NULL,NULL,TO_ROOM);
act("You feel the power blast at you, but you resist the stun.",victim,NULL,NULL,TO_CHAR);
WAIT_STATE(ch,PULSE_VIOLENCE*3);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_power_word_stun;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 0;
af.bitvector = 0;
af.level = level;
affect_to_char(victim,&af);
af.location = APPLY_DEX;
af.modifier = -3;
affect_to_char(victim,&af);
WAIT_STATE(ch,PULSE_VIOLENCE*3);
act("The word of power sends $N to the ground with stunning force!",ch,NULL,victim,TO_NOTVICT);
act("$N is crushed to the floor by your word of power!",ch,NULL,victim,TO_CHAR);
send_to_char("You are sent crashing to the ground as the word hits you!",victim);
victim->position = POS_RESTING;
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_EVIL(victim)) {
send_to_char("Your soul rejects the purity.\n\r",victim);
return;
}
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("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = AFF_PROTECT_EVIL;
affect_to_char( victim, &af );
af.location = 0;
af.modifier = 0;
af.affect_list_msg = str_dup("reduces damage from evil opponents by 25%");
send_to_char( "You feel holy and pure.\n\r", victim );
affect_to_char( victim, &af );
if ( ch != victim )
act("$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_GOOD(victim)) {
send_to_char("Your soul rejects the corruption.\n\r",victim);
return;
}
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("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char( victim, &af );
af.location = 0;
af.modifier = 0;
af.affect_list_msg = str_dup("reduces damage from good opponents by 25%");
affect_to_char( victim, &af );
send_to_char( "You feel aligned with darkness.\n\r", victim );
if ( ch != victim )
act("$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;
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, 5 );
dam += 20;
if ( saves_spell( level, victim,DAM_HOLY) )
dam /= 2;
if(!IS_EVIL(victim))
dam /= 2;
damage_old( 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;
}
if ((ch != victim) && (ch->class == CLASS_ZEALOT))
{
send_to_char("You can only grant this supplications on yourself.\n\r",ch);
return;
}
if ((ch != victim) && (ch->class == CLASS_PALADIN))
{
send_to_char("You can only grant this supplications on yourself.\n\r",ch);
return;
}
if ((50 < get_skill(ch,gsn_shroud)) && !cabal_down(ch,CABAL_EMPIRE) && IS_EVIL(ch))
{
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = gsn_shroud;
af.level = level;
af.duration = level/6;
af.location = APPLY_NONE;
af.modifier = 0;
char msg_buf[MSL];
sprintf(msg_buf,"reduces damage taken by %d%%",DAM_REDUX_BLACK_SANC);
af.affect_list_msg = str_dup(msg_buf);
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
send_to_char( "You reverse the polarity of your sanctuary to negative energy.\n\r",ch);
act( "$n is surrounded by a black aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a black aura.\n\r", victim );
} else {
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level/6;
af.location = APPLY_NONE;
char msg_buf[MSL];
sprintf(msg_buf,"reduces damage taken by %d%%",DAM_REDUX_SANC);
af.affect_list_msg = str_dup(msg_buf);
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$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_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("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = 14 + level;
af.affect_list_msg = str_dup("reduces damage taken by 5%");
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$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, 16, 18, 20, 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_old( 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-1, victim,DAM_CHARM)
|| (!(str_cmp(race_table[victim->race].name,"lich"))))
{
act("$N resisted your sleep spell.",ch,0,victim,TO_CHAR);
return;
}
if (IS_CABAL_OUTER_GUARD(victim))
{
act("$N resisted your sleep spell.",ch,0,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = 5;
af.location = APPLY_NONE;
af.affect_list_msg = str_dup("afflicts sleep");
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( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
victim->position = POS_SLEEPING;
}
return;
}
void spell_slow( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
if(!trusts(ch,victim) && ch->ghost > 0)
return send_to_char("You cannot cast that aggressively as a ghost!",ch);
if(!trusts(ch,victim) && victim->ghost > 0)
return send_to_char("You cannot cast that aggressively at a ghost!",ch);
if(victim == NULL && ch->fighting == NULL)
victim = ch;
if(ch->fighting != NULL)
victim = ch->fighting;
if(victim!=ch && (victim!=ch->fighting || !trusts(ch,victim))) {
sprintf(buf,"Die, %s, you sorcerous dog!",ch->name);
do_myell(victim,buf);
multi_hit(victim,ch,TYPE_UNDEFINED);
}
if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_SLOW))
{
if (victim == ch)
send_to_char("You can't move any slower!\n\r",ch);
else
act("$N can't get any slower than that.",ch,NULL,victim,TO_CHAR);
return;
}
if ((victim != ch) &&
(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))
{
affect_strip(victim,skill_lookup("haste"));
if(IS_AFFECTED(victim,AFF_HASTE))
REMOVE_BIT(victim->affected_by,AFF_HASTE);
send_to_char("You start moving at normal speed again.\n\r",victim);
act("$n starts moving at normal speed again.",victim,NULL,NULL,TO_ROOM);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = level/4;
af.location = APPLY_DEX;
af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32);
af.bitvector = AFF_SLOW;
char msg_buf[MSL];
sprintf(msg_buf,"reduces likelihood of attacks and decreases dexterity by %d",af.modifier);
af.affect_list_msg = str_dup(msg_buf);
affect_to_char( victim, &af );
send_to_char( "You feel yourself moving more slowly.\n\r", victim );
act("$n is moving more slowly.",victim,NULL,NULL,TO_ROOM);
if(!trusts(ch,victim))
multi_hit(victim,ch,TYPE_UNDEFINED);
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("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level;
af.affect_list_msg = str_dup("reduces damage taken by 20%");
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$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_NPC(victim) && victim->in_room->area != ch->in_room->area)
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| (IS_NPC(victim) && IS_AFFECTED(victim,AFF_CHARM) && victim->in_room->area != ch->in_room->area)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_SUMMON)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_SUMMON)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| victim->level >= (level + 5)
|| (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL)
|| victim->fighting != NULL
|| (IS_EXPLORE(ch->in_room))
|| (IS_EXPLORE(victim->in_room))
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
|| (IS_NPC(victim) && victim->spec_fun != NULL)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| (!IS_NPC(victim) && !can_pk(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (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( "$n has summoned you!", ch, NULL, victim, TO_VICT );
do_look( victim, "auto" );
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *pRoomIndex;
if ( victim->in_room == NULL
|| (!IS_NPC(ch) && IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL))
|| ( victim != ch && IS_SET(victim->imm_flags,IMM_SUMMON))
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( victim != ch))
{
send_to_char( "You failed.\n\r", ch );
return;
}
for ( ; ; )
{
pRoomIndex = get_random_room(victim);
if(!IS_SET(pRoomIndex->room_flags, ROOM_NO_RECALL) && !IS_EXPLORE(pRoomIndex) && !pRoomIndex->cabal)
break;
}
if (victim != ch)
send_to_char("You have been teleported!\n\r",victim);
act( "$n vanishes!", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
return;
}
void spell_turn_undead( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
CHAR_DATA *v_next;
// OBJ_DATA *obj;
int dam = 0;
int value, count, num;
CHAR_DATA *follower;
follower = NULL; /* follower, count and num used for evil clerics */
count = 0;
num = 0;
if (!IS_EVIL(ch))
{
act("$n raises $s hands and calls upon the gods to destroy the unholy.",ch,NULL,NULL,TO_ROOM);
act("You raise your hands and call upon the gods to destroy the unholy.", ch,NULL,NULL,TO_CHAR);
if (!IS_GOOD(ch))
level -= 3;
}
else
{
act("$n turns $s unholy influence upon the room.",ch,0,0,TO_ROOM);
send_to_char("You turn your unholy influence upon those in the room.\n\r",ch);
}
/*
if (!IS_NPC(ch) && ch->pcdata->special == SPEC_PALADIN_HUNTER)
level += number_range(2,level/7);
*/
if (!IS_EVIL(ch))
{
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
v_next = victim->next_in_room;
if (is_same_group(victim,ch) || !IS_SET(victim->act,ACT_UNDEAD) )
continue;
value = UMAX(1, level - victim->level + 10);
value = UMAX(13, value - 4);
if (IS_GOOD(ch))
dam = dice(level, value)/2;
else dam = 3 * dam / 4;
damage_old(ch,victim,dam,skill_lookup("turn undead"),DAM_HOLY,TRUE);
if (!IS_CABAL_GUARD(victim)) {
if (victim->master) {
//hack for fleeing, remove the charm effect
CHAR_DATA *master = victim->master;
victim->master = NULL;
REMOVE_BIT(victim->affected_by,AFF_CHARM);
do_flee(victim,"");
victim->master = master;
SET_BIT(victim->affected_by,AFF_CHARM);
}
else do_flee(victim,"");
}
}
return;
}
else
{
for (follower = char_list; follower != NULL; follower = follower->next)
if ( (follower->master == ch) && IS_SET(follower->act,ACT_UNDEAD)
&& follower != ch)
{
num++;
count += follower->level;
}
for (victim = ch->in_room->people; victim != NULL; victim = v_next)
{
v_next = victim->next_in_room;
if (is_same_group(victim,ch) || !IS_SET(victim->act,ACT_UNDEAD) )
continue;
if (IS_AFFECTED(victim,AFF_CHARM))
continue;
if ( (ch->level*3 < count*2 )
|| (ch->level < 20 && num > 0)
|| (ch->level < 40 && num > 1)
|| (ch->level < 51 && num > 1)
|| (ch->level < (victim->level + 3))
|| saves_spell(ch->level,victim,DAM_OTHER)
|| !IS_NPC(victim))
{
act("You attempt to control $N but do not have the influence.",ch,0,victim,TO_CHAR);
continue;
}
else
{
act("$n stares in hatred for a moment then suddenly becomes very subdued.",victim,0,0,TO_NOTVICT);
stop_fighting(victim,TRUE);
victim->master = ch;
victim->leader = ch;
SET_BIT(victim->affected_by,AFF_CHARM);
REMOVE_BIT(victim->act,ACT_AGGRESSIVE);
act("$N now follows you.",ch,0,victim,TO_CHAR);
num++;
count += victim->level;
}
}
}
return;
}
void spell_ventriloquate( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER(buf1[0]);
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if (!is_exact_name( speaker, vch->name) && IS_AWAKE(vch))
send_to_char( saves_spell(level,vch,DAM_OTHER) ? buf2 : buf1, vch );
}
return;
}
void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim,DAM_OTHER) )
{
send_to_char("You failed to weaken them.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 * (level / 8);
af.bitvector = AFF_WEAKEN;
affect_to_char( victim, &af );
send_to_char( "You feel your strength slip away.\n\r", victim );
act("$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 (!is_same_group(ch,victim))
{
send_to_char("You can only recall those in your own group.\n\r",ch);
return;
}
if (affect_find(ch->affected,gsn_insect_swarm) != NULL)
{
send_to_char( "You attempt to transport yourself to safety but loose your concentration as you are bitten by yet another insect.\n\r", ch );
return;
}
location = get_room_index(hometown_table[victim->hometown].recall);
if (location == NULL)
{
if ((location = get_room_index( ROOM_VNUM_TEMPLE)) == NULL)
{
send_to_char("You are completely lost.\n\r",victim);
return;
}
}
/* send_to_char("You utter the words, 'xafe ay candusarr'.\n\r",ch);
act("$n utters the words, 'xafe ay candusarr'.",ch,NULL,NULL,TO_ROOM); */
if ((IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL)
&& !IS_SET(victim->in_room->room_flags,ROOM_CONSECRATED))
|| IS_AFFECTED(victim,AFF_CURSE) || is_affected(victim,gsn_aristaeia))
{
send_to_char("Spell failed.\n\r",victim);
return;
}
if (victim->in_room->cabal != 0
&& victim->in_room->cabal != victim->cabal)
{
send_to_char("Spell failed.\n\r",victim);
return;
}
if (victim->fighting != NULL)
stop_fighting(victim,TRUE);
ch->move /= 2;
if (is_affected(ch,gsn_camouflage))
{
affect_strip(ch,gsn_camouflage);
act("$n steps out from $s cover.",ch,0,0,TO_ROOM);
send_to_char("You step out from your cover.\n\r",ch);
}
act("$n disappears.",victim,NULL,NULL,TO_ROOM);
char_from_room(victim);
char_to_room(victim,location);
act("$n appears in the room.",victim,NULL,NULL,TO_ROOM);
do_look(victim,"auto");
}
/*
* NPC spells.
*/
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT);
act("You spit acid at $N.",ch,NULL,victim,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,4);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
*/
if (saves_spell(level,victim,DAM_ACID))
{
acid_effect(victim,level/2,dam/4,TARGET_CHAR);
damage_old(ch,victim,dam/2,sn,DAM_ACID,TRUE);
}
else
{
acid_effect(victim,level,dam,TARGET_CHAR);
damage_old(ch,victim,dam,sn,DAM_ACID,TRUE);
}
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam;
int hpch;
act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT);
act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = number_range( hpch/9+1, hpch/5 );
/*
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10);
*/
fire_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
/*
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
*/
if (is_same_group(vch,ch))
continue;
if (IS_IMMORTAL(vch)) {
continue;
}
if (vch == victim) /* full damage */
{
if (saves_spell(level,vch,DAM_FIRE))
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_FIRE,TRUE);
}
}
else /* partial damage */
{
if (saves_spell(level - 2,vch,DAM_FIRE))
{
fire_effect(vch,level/4,dam/8,TARGET_CHAR);
damage_old(ch,vch,dam/4,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
}
}
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam, hpch;
act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a freezing cone of frost over you!",
ch,NULL,victim,TO_VICT);
act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
*/
cold_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
/*
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
*/
if (is_safe(ch,vch) || vch == ch)
continue;
if (vch == victim) /* full damage */
{
if (saves_spell(level,vch,DAM_COLD))
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level,dam,TARGET_CHAR);
damage_old(ch,vch,dam,sn,DAM_COLD,TRUE);
}
}
else
{
if (saves_spell(level - 2,vch,DAM_COLD))
{
cold_effect(vch,level/4,dam/8,TARGET_CHAR);
damage_old(ch,vch,dam/4,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
}
}
}
void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam,hp_dam,dice_dam,hpch;
act("$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 = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
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_same_group(ch,vch))
continue;
if (is_safe(vch, ch))
continue;
if (saves_spell(level,vch,DAM_POISON))
{
poison_effect(vch,level/2,dam/4,TARGET_CHAR);
damage_old(ch,vch,dam/2,sn,DAM_POISON,TRUE);
}
else
{
poison_effect(vch,level,dam,TARGET_CHAR);
damage_old(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 $N.",ch,NULL,victim,TO_CHAR);
hpch = ch->hit/9;
dice_dam = dice(level,5);
dam = hpch + dice_dam;
if (dam > ch->hit)
dam = ch->hit;
hp_dam = 0;
/*
hpch = UMAX(10,ch->hit);
hp_dam = number_range(hpch/9+1,hpch/5);
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
*/
if (saves_spell(level,victim,DAM_LIGHTNING))
{
shock_effect(victim,level/2,dam/4,TARGET_CHAR);
damage_old(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE);
}
else
{
shock_effect(victim,level,dam,TARGET_CHAR);
damage_old(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
}
}
/*
* Spells for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 25, 100 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}
void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 30, 120 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
damage_old( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}
/* This is a big block of elementalist spells all at once */
void spell_windwall(int sn, int level, CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam, check;
AFFECT_DATA af;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.location = APPLY_HITROLL;
af.modifier = -3;
af.duration = number_range(0,1);
af.level = level;
af.type = sn;
af.bitvector = AFF_BLIND;
send_to_char("You raise a violent wall of wind to strike your foes.\n\r",ch);
act("$n raises a violent wall of wind, sending debri flying!",ch,NULL,NULL,TO_ROOM);
dam = dice(level, 6);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch))
continue;
if (is_safe(ch,vch))
continue;
if (is_same_cabal(ch,vch))
continue;
if (check_immune(vch, DAM_WIND) == IS_IMMUNE)
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
check = skill_lookup ("windwall");
if ((number_range(0,1) == 0)
&& !saves_spell(level,vch,DAM_BASH)
&& !is_affected(vch, check))
{
act("$n appears blinded by the debris.",vch,NULL,NULL,TO_ROOM);
affect_to_char(vch,&af);
}
damage_old(ch,vch,dam,sn,DAM_WIND,TRUE);
if (number_percent()>50)
{
act("$n is thrown wildly to the ground by the air blast!",vch,NULL,NULL,TO_ROOM);
send_to_char("You are thrown down by the air blast!\n\r",vch);
affect_strip(vch,skill_lookup("fly"));
WAIT_STATE(vch, PULSE_VIOLENCE);
}
}
return;
}
/* The summon elemental spells for elementalists. Fun. */
void spell_summon_fire_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon a fire elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 4) )
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type == SECT_WATER_SWIM)
|| (ch->in_room->sector_type == SECT_WATER_NOSWIM) )
{
send_to_char("There is too much water here to summon a fire elemental.\n\r",ch);
return;
}
if ((weather_info.sky > SKY_CLOUDY) && (!IS_SET(ch->in_room->room_flags,ROOM_INDOORS)))
{
send_to_char("The weather is too wet to summon a fire elemental.\n\r",ch);
return;
}
elemental = create_mobile(get_mob_index(MOB_VNUM_FIRE_ELEMENTAL) );
elemental->level = 51;
elemental->max_hit = ch->max_hit-1000;
elemental->hit = elemental->max_hit;
elemental->damroll += 70;
elemental->alignment = ch->alignment;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.location = 0;
af.level = level;
af.modifier = 0;
af.affect_list_msg = str_dup("restricts the summoning of a fire elemental");
af.duration = 15;
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("$n arrives in a column of searing flames.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > ch->pcdata->learned[sn])
{
act("$n says, 'How dare you call me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_summon_water_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon a water elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 4) )
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type != SECT_WATER_SWIM)
&& (ch->in_room->sector_type != SECT_WATER_NOSWIM) )
{
send_to_char("There is not enough water here to summon a water elemental.\n\r",ch);
return;
}
elemental = create_mobile(get_mob_index(MOB_VNUM_WATER_ELEMENTAL) );
elemental->level = 51;
elemental->max_hit = ch->max_hit + dice(level,10);
elemental->hit = elemental->max_hit;
elemental->damroll += 45;
elemental->alignment = ch->alignment;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.location = 0;
af.level = level;
af.modifier = 0;
af.duration = 15;
af.affect_list_msg = str_dup("restricts the summoning of a water elemental");
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("Water surges around you as $n arrives.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > ch->pcdata->learned[sn])
{
act("You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_summon_earth_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count, slevel;
CHAR_DATA *check;
slevel = get_skill(ch, sn);
if (level == 70)
slevel = 95;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon an earth elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 4) || (count == 1 && level==70))
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
if ( (ch->in_room->sector_type == SECT_WATER_SWIM)
|| (ch->in_room->sector_type == SECT_WATER_NOSWIM)
|| (ch->in_room->sector_type == SECT_AIR) )
{
send_to_char("You are not in an area with enough raw earth.\n\r",ch);
return;
}
elemental = create_mobile(get_mob_index(MOB_VNUM_EARTH_ELEMENTAL) );
elemental->level = 51;
elemental->max_hit = ch->max_hit + 2000;
elemental->hit = elemental->max_hit;
elemental->damroll += 15;
elemental->alignment = ch->alignment;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.location = 0;
af.level = level;
af.affect_list_msg = str_dup("restricts the summoning of an earth elemental");
af.modifier = 0;
af.duration = 15;
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("The earth rumbles and $n bursts out from the ground.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > slevel)
{
act("You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_summon_air_elemental(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *elemental;
AFFECT_DATA af;
int count;
CHAR_DATA *check;
if (is_affected(ch,sn))
{
send_to_char("You can't call upon an air elemental yet.\n\r",ch);
return;
}
count = 0;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->leader == ch)
&& ( (check->pIndexData->vnum == MOB_VNUM_FIRE_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_AIR_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_EARTH_ELEMENTAL)
|| (check->pIndexData->vnum == MOB_VNUM_WATER_ELEMENTAL) ) )
count++;
}
if ( (count == 1 && ch->level < 30) || (count == 2 && ch->level < 37)
|| (count == 4) )
{
send_to_char("You already control as many elementals as you can.\n\r",ch);
return;
}
/* Put this back in if you want it...I found there weren't enough SECT_AIR
areas to really make this spell much use. (Ceran)
if (ch->in_room->sector_type != SECT_AIR)
{
send_to_char("You need to be in the air to find an air elemental.\n\r",ch);
return;
}
*/
elemental = create_mobile(get_mob_index(MOB_VNUM_AIR_ELEMENTAL) );
elemental->level = 51;
elemental->max_hit = ch->max_hit + dice(level,10);
elemental->hit = elemental->max_hit;
elemental->damroll += 45;
elemental->alignment = ch->alignment;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.location = 0;
af.level = level;
af.modifier = 0;
af.affect_list_msg = str_dup("restricts the summoning of an air elemental");
af.duration = 15;
af.bitvector = 0;
affect_to_char(ch,&af);
char_to_room(elemental,ch->in_room);
act("$n forms before you in a violent vortex of wind.",elemental,NULL,NULL,TO_ROOM);
if (number_percent() > ch->pcdata->learned[sn])
{
act("$n says, 'You dare to call upon me!?!",elemental,NULL,NULL,TO_ROOM);
multi_hit(elemental,ch,TYPE_UNDEFINED);
return;
}
else
{
add_follower(elemental,ch);
elemental->leader = ch;
SET_BIT(elemental->affected_by, AFF_CHARM);
}
return;
}
void spell_earthmaw(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, save_num;
int count;
if ( (ch->in_room->sector_type == SECT_AIR)
|| ( ch->in_room->sector_type == SECT_WATER_SWIM)
|| ( ch->in_room->sector_type == SECT_WATER_NOSWIM) )
{
send_to_char("You can't do that in this environment.\n\r",ch);
return;
}
act("$n sunders the ground beneath $N.",ch,NULL,victim,TO_NOTVICT);
act("$n sunders the ground beneath you.",ch,NULL,victim,TO_VICT);
act("You sunder the ground beneath $N.",ch,NULL,victim,TO_CHAR);
save_num = 0;
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level,10);
else
dam = dice(level, 10);
dam += dice(level,3);
for (count = 0; count < 1; count++)
{
if (saves_spell(level+5,victim,DAM_BASH) )
save_num++;
}
if (save_num == 0)
{
act("$n cries out as $s is crushed savagely within the rift!",victim,NULL,NULL,TO_ROOM);
send_to_char("You fall into the rift and scream in agony as it crushes you!\n\r",victim);
damage_old(ch,victim,dam,sn,DAM_EARTH,TRUE);
return;
}
dam /= save_num * 2;
damage_old(ch,victim,dam,sn,DAM_EARTH,TRUE);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
return;
}
void spell_tsunami(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if (ch->in_room->sector_type != SECT_WATER_SWIM
&& ch->in_room->sector_type != SECT_WATER_NOSWIM)
{
send_to_char("You need to be on water to do that.\n\r",ch);
return;
}
act("$n raises $s arms and causes the waters to rise up in violence.",ch,NULL,NULL,TO_ROOM);
send_to_char("You call upon the water around you to surge at your foes.\n\r",ch);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch) )
continue;
dam = dice(level, 11);
if(saves_spell(level,vch,DAM_DROWNING) )
dam /= 2;
if (saves_spell(level,vch,DAM_DROWNING) )
dam /= 2;
damage_old(ch,vch,dam,sn,DAM_DROWNING,TRUE);
}
act("$n's tsunami washes past and subsides.",ch,NULL,NULL,TO_ROOM);
send_to_char("Your tsunami washes past and subsides.\n\r",ch);
return;
}
void spell_drain(int sn, int level, CHAR_DATA *ch,void *vo, int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int drain,fail;
if (obj->wear_loc != WEAR_NONE)
{
send_to_char("You can't do that on a worn object.\n\r",ch);
return;
}
if (!is_set(&obj->extra_flags,ITEM_MAGIC))
{
send_to_char("That item is not magical.\n\r",ch);
return;
}
switch (obj->item_type)
{
default: bug("Invalid item drain type: %d.",obj->item_type);
drain = 1;
break;
case ITEM_LIGHT: if (obj->value[2] == -1) drain = 9;
else drain = 4;
break;
case ITEM_SCROLL:
case ITEM_WAND:
case ITEM_STAFF: drain = obj->value[0]/10; break;
case ITEM_WEAPON:
drain = (obj->value[1] + obj->value[2])/3;
break;
case ITEM_TREASURE: drain = 4; break;
case ITEM_ARMOR: drain = 12; break;
case ITEM_POTION: drain = 5; break;
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location > APPLY_NONE && paf->location < APPLY_SEX)
drain += paf->modifier;
else if ( (paf->location == APPLY_HITROLL) || (paf->location == APPLY_DAMROLL) )
drain += paf->modifier;
else continue;
}
drain *= dice(3,3);
drain *= obj->level/2;
drain = UMIN(drain,200);
fail = 95 * ch->pcdata->learned[sn];
act("$p vaporises in a flash of light!",ch,obj,NULL,TO_ROOM);
if (number_percent() > fail)
{
act("$p vaporises in a flash of light but you fail to channel the energy.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
act("$p vaporises in a flash of light and you feel the energy surge through you.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
ch->mana = UMIN(ch->mana + drain, ch->max_mana);
return;
}
void spell_disenchant_weapon(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
int fail;
int check;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char("But that item is not a weapon.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be in your inventory.\n\r",ch);
return;
}
check = number_percent();
fail = URANGE(5, 25 + level * ch->pcdata->learned[sn], 95);
if ((check > 3/2*fail ) || (check > 94) )
{
act("$p shudders and explodes!",ch,obj,NULL,TO_ROOM);
act("$p shudders and explodes!",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
return;
}
if (check > fail)
{
act("$p glows faintly but then fades.",ch,obj,NULL,TO_ROOM);
act("$p glows faintly but nothing happens.",ch,obj,NULL,TO_CHAR);
return;
}
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_ROOM);
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_CHAR);
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
remove_bit(&obj->extra_flags, ITEM_GLOW);
remove_bit(&obj->extra_flags, ITEM_HUM);
remove_bit(&obj->extra_flags, ITEM_MAGIC);
remove_bit(&obj->extra_flags, ITEM_INVIS);
remove_bit(&obj->extra_flags, ITEM_NODROP);
remove_bit(&obj->extra_flags, ITEM_NOREMOVE);
return;
}
void spell_disenchant_armor(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
int fail;
int check;
if (obj->item_type != ITEM_ARMOR)
{
send_to_char("But that item is not a piece of armor.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be in your inventory.\n\r",ch);
return;
}
check = number_percent();
fail = URANGE(5, 25 + level * ch->pcdata->learned[sn], 95);
if ((check > 3/2*fail ) || (check > 94) )
{
act("$p shudders and explodes!",ch,obj,NULL,TO_ROOM);
act("$p shudders and explodes!",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
return;
}
if (check > fail)
{
act("$p glows faintly but then fades.",ch,obj,NULL,TO_ROOM);
act("$p glows faintly but nothing happens.",ch,obj,NULL,TO_CHAR);
return;
}
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_ROOM);
act("$p glows brightly and then fades to a dull lustre.",ch,obj,NULL,TO_CHAR);
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
remove_bit(&obj->extra_flags, ITEM_GLOW);
remove_bit(&obj->extra_flags, ITEM_HUM);
remove_bit(&obj->extra_flags, ITEM_MAGIC);
remove_bit(&obj->extra_flags, ITEM_INVIS);
remove_bit(&obj->extra_flags, ITEM_NODROP);
remove_bit(&obj->extra_flags, ITEM_NOREMOVE);
obj->enchanted = FALSE;
return;
}
void spell_life_transfer(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int hp;
if (victim == ch)
{
send_to_char("You can't grant life to yourself.\n\r",ch);
return;
}
if (ch->hit < 10)
hp = ch->hit;
else hp = 10;
act("$n transfers part of $s life to $N.",ch,0,victim,TO_NOTVICT);
act("You transfer part of your life to $N.",ch,0,victim,TO_CHAR);
act("$n transfers part of $s life to you.",ch,0,victim,TO_VICT);
ch->hit -= hp;
hp += ch->level/2;
hp += number_range(0,ch->level);
victim->hit = UMIN(victim->hit + hp, victim->max_hit);
return;
}
void spell_spiritblade(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (cabal_down(ch,CABAL_ARCANA))
return;
act("A shadowy blade appears above $n and strikes down!",victim,0,0,TO_ROOM);
send_to_char("A shadowy blade manifests above you and suddenly descends!\n\r",victim);
dam = dice(level, 5);
if (saves_spell(level,victim,DAM_ENERGY) )
dam /= 2;
if (number_percent() < (level + ch->pcdata->learned[sn])/10 )
{
act("$n's spiritblade brutally cleaves $N!",ch,0,victim,TO_NOTVICT);
act("Your spiritblade brutally cleaves $N!",ch,0,victim,TO_CHAR);
act("$n's spiritblade brutally cleaves you!",ch,0,victim,TO_VICT);
dam += dice(level,2);
dam += dice(level/2, 2);
}
damage_old(ch,victim,dam,sn,DAM_ENERGY,TRUE);
return;
}
void spell_iceball( int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
char buf[MSL];
int dam = number_range(125,135);
if (check_spellcraft(ch,sn))
dam += spellcraft_dam(level,3);
else
dam += dice(level,3);
act("$n conjures an shattering iceball into the room!",ch,0,0,TO_ROOM);
act("You conjure a shattering iceball into the room!",ch,0,0,TO_CHAR);
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (is_same_group(vch,ch))
continue;
if (ch->cabal != 0 && is_same_cabal(vch, ch))
continue;
act("You are engulfed by shards from $n's iceball!",ch,0,vch,TO_VICT);
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
damage_old(ch,vch, (saves_spell(level,vch,DAM_COLD) ? dam/2 : dam), sn,DAM_COLD,TRUE);
}
return;
}
void spell_cone_of_cold(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 90, 92, 94, 96, 98, 100, 102, 105, 130,
132, 134, 136, 138, 150, 152, 154, 156, 158, 170, 172
};
int dam, tmp_dam;
act("$n creates a freezing blast of air!",ch,0,0,TO_ROOM);
send_to_char("You draw heat from the room to create a blast of freezing air!\n\r",ch);
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);
for (vch = ch->in_room->people;vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch))
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if (saves_spell(level,vch,DAM_COLD) )
tmp_dam = dam/2;
else tmp_dam = dam;
damage_old(ch,vch,tmp_dam,sn,DAM_COLD,TRUE);
}
return;
}
void spell_protective_shield(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You are already protected by a protective shield.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.location = 0;
af.modifier = 0;
af.duration = 3 + level/9;
af.bitvector = 0;
af.affect_list_msg = str_dup("grants immunity to most bashing attempts");
af.type = sn;
af.level = level;
affect_to_char(ch,&af);
act("$n is surrounded by a protective shield.",ch,0,0,TO_ROOM);
send_to_char("You are surrounded by a protective shield.\n\r",ch);
return;
}
void spell_wraithform(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You are already partially in the Prime Negative Plane.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.location = 0;
af.affect_list_msg = str_dup("reduces damage taken by 35%");
af.modifier = 0;
af.duration = 8;
if (ch->race == race_lookup("lich"))
af.bitvector = AFF_FLYING;
else
af.bitvector = 0;
af.type = sn;
af.level = level;
affect_to_char(ch,&af);
af.affect_list_msg = str_dup("grants immunity to most bashing attempts");
affect_to_char(ch,&af);
if (ch->race == race_lookup("lich"))
{
af.affect_list_msg = str_dup("grants flight");
affect_to_char(ch,&af);
}
act("$n is briefly surrounded in darkness as he pulls himself into the Prime Negative Plane.",ch,0,0,TO_ROOM);
send_to_char("You become briefly insubstantial as you pull yourself into the Prime Negative Plane.\n\r",ch);
return;
}
void spell_timestop(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
AFFECT_DATA af;
if (is_affected(ch,gsn_timestop_done))
{
send_to_char("The Gods prevent you from rupturing the fabric of time in such periodic bursts.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.location = 0;
af.modifier = 0;
af.duration = 24;
af.bitvector = 0;
af.level = level;
af.affect_list_msg = str_dup("restricts casting of Timestop");
af.type = gsn_timestop_done;
affect_to_char(ch,&af);
af.affect_list_msg = str_dup("restricts all movement");
af.duration = 1;
af.type = gsn_timestop;
send_to_char("You draw upon the essence of time, causing a temporal break!\n\r",ch);
act("The room shifts and warps as $n ruptures the flow of time within it!\n\r",ch,0,0,TO_ROOM);
send_to_char("You feel a strange sensation as time flows in all directions around you.\n\r",ch);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (vch == ch)
continue;
if (is_safe(ch,vch))
continue;
if (is_affected(vch,gsn_timestop) )
continue;
if ( saves_spell(level,vch,DAM_OTHER) )
{
send_to_char("You feel a strange sensation as time flows in all directions around you.\n\r",vch);
}
else
{
send_to_char("You feel a strange sensation as everything around you freezes in time.\n\r",vch);
act("$n appears to suddenly stop and freeze in time!",vch,0,0,TO_ROOM);
send_to_char("You feel yourself suddenly slow down then everything stops.\n\r",vch);
affect_to_char(vch,&af);
}
}
return;
}
void spell_consecrate(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *room_check;
int count, door;
EXIT_DATA *pexit;
AFFECT_DATA af;
int chance;
if (is_affected(ch,gsn_consecrate) )
{
send_to_char("You do not feel up to purging a room yet.\n\r",ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_NO_CONSECRATE ))
{
send_to_char("This room cannot be consecrated.\n\r",ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_CONSECRATED ))
{
send_to_char("This room is already consecrated.\n\r",ch);
return;
}
if (!IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) )
{
send_to_char("This room is not in need of holy blessing.\n\r",ch);
return;
}
chance = ch->level + (ch->pcdata->learned[sn]/2);
in_room = ch->in_room;
count = 0;
for ( door =0; door < 6; door ++)
{
if ( (pexit = in_room->exit[door]) == NULL
|| (room_check = pexit->u1.to_room ) == NULL)
continue;
if (room_check == in_room)
continue;
if (IS_SET(room_check->room_flags, ROOM_NO_RECALL) )
count++;
}
chance -= count*10;
act("$n gestures around the room and utters a blessing of holy rights.",ch,0,0,TO_ROOM);
send_to_char("You chant a blessing and give the divine somatic motions of consecration.\n\r",ch);
if (number_percent() > chance)
{
act("You feel the atmosphere lighten for a moment but it passes.",ch,0,0,TO_ROOM);
send_to_char("Your holy rights are invoked but fail to affect the room's evil.\n\r",ch);
return;
}
act("The atmosphere in the room lightens.",ch,0,0,TO_ROOM);
send_to_char("You succeed in consecrating the ground for a brief period!\n\r",ch);
SET_BIT(in_room->room_flags, ROOM_CONSECRATED);
init_affect(&af);
af.aftype = AFT_COMMUNE;
af.where = TO_AFFECTS;
af.type = gsn_consecrate;
af.location = 0;
af.modifier = in_room->vnum;
af.affect_list_msg = str_dup("restricts consecration");
af.bitvector = 0;
af.level = level;
af.duration = 12;
affect_to_char(ch,&af);
return;
}
void spell_wither(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, saves = 0, i;
AFFECT_DATA af;
if (is_affected(victim,sn))
{
send_to_char("Their flesh is already withered.\n\r",ch);
return;
}
dam = dice(level,9);
for(i=0;i<5;i++)
if(saves_spell(level+1,victim,DAM_NEGATIVE))
saves++;
dam-=saves * 30;
act("You wither the flesh of $N!",ch,0,victim,TO_CHAR);
act("$n withers the flesh of $N!",ch,0,victim,TO_NOTVICT);
act("$n withers your flesh!",ch,0,victim,TO_VICT);
init_affect(&af);
af.where = TO_AFFECTS;
af.level = level;
af.duration = level/4;
af.type = sn;
af.bitvector = 0;
af.aftype = AFT_MALADY;
af.location = APPLY_STR;
af.modifier = -5;
af.owner_name = str_dup(ch->original_name);
affect_to_char(victim,&af);
damage_old(ch,victim,dam,sn,DAM_NEGATIVE,TRUE);
return;
}
void spell_shadowstrike(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if(is_affected(victim,gsn_shadowstrike)) {
send_to_char("They are already held by shadowy arms.\n\r",ch);
return;
}
if(saves_spell(level+7,victim,DAM_OTHER)) {
act("A pair of misty arms fade into existence around $n, but fail to constrict him.",victim,0,0,TO_ROOM);
act("A pair of misty arms fade into existence around you, but you deftly avoid them.",victim,0,0,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.modifier = -2;
af.level = level;
af.type = gsn_shadowstrike;
af.duration = level/10;
af.owner_name = ch->original_name;
af.bitvector = 0;
af.location = APPLY_DEX;
affect_to_char(victim,&af);
af.modifier = 0;
af.location = 0;
af.affect_list_msg = str_dup("restricts motion");
affect_to_char(victim,&af);
act("A pair of intangible arms form beside $n and embrace him.",victim,0,0,TO_ROOM);
act("A pair of intangible arms form beside you and embrace you!",victim,0,0,TO_CHAR);
send_to_char("They have been trapped by shadowy arms.\n",ch);
return;
}
void spell_brew(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
OBJ_DATA *created = NULL, *obj = (OBJ_DATA *) vo;
int result, value[5], i;
CHAR_DATA *mob;
AFFECT_DATA af;
int success=0; /* {FAIL,POTION,SCROLL,WAND,STAFF} */
if ( is_affected( ch, sn ) )
{
send_to_char("You cannot brew another item so soon.\n\r",ch);
return;
}
if (obj->wear_loc != -1) {
send_to_char("You must carry your components.\n\r",ch);
return;
}
if ( (obj->pIndexData->vnum == 4406)
|| (obj->pIndexData->vnum == 4406))
{
act("With a slight growl $p says, 'Hey, don't brew me!",ch,obj,0,TO_ROOM);
act("With a slight growl $p says, 'Hey, don't brew me!",ch,obj,0,TO_CHAR);
mob = create_mobile(get_mob_index(MOB_VNUM_DRAGON));
mob->max_hit = 400;
mob->hit = 400;
mob->damroll = 14;
mob->hitroll = 10;
mob->level = 20;
char_to_room(mob,ch->in_room);
do_myell(ch,"Help! I'm being attacked by the library guardian!");
multi_hit(mob,ch,TYPE_UNDEFINED);
return;
}
result = number_percent();
if (result < 50-level/2) /* item destroyed */ {
send_to_char("Your alchemy process causes a small explosion!\n\r",ch);
act("BANG! A small explosion errupts in $N's face.",ch,NULL,ch,TO_ROOM);
extract_obj(obj);
return;
}
result-=obj->level/2+(ch->perm_stat[1]-20)*3;
value[0]=level;
for(i=1;i<5;i++) {
value[i]=-1;
}
if(obj->item_type == ITEM_LIGHT) {
success=1;
if(result>60 || obj->level<10) {
value[1]=skill_lookup("detect evil");
value[2]=skill_lookup("detect good");
value[3]=skill_lookup("detect magic");
} else if(result>40 || obj->level<30) {
success=3;
value[3]=skill_lookup("know alignment");
} else {
value[1]=skill_lookup("detect invis");
}
}
if(obj->item_type == ITEM_MAP) {
success=2;
if(result>80 || obj->level<5) {
value[1]=skill_lookup("infravision");
} else if(result>60 || obj->level<15) {
value[1]=skill_lookup("teleport");
} else if(result>35) {
value[1]=skill_lookup("bless");
} else {
value[1]=skill_lookup("word of recall");
}
}
if(obj->item_type == ITEM_WEAPON) {
result+=obj->level/2;
if(obj->level<40) {
value[0]=level/2+obj->level/2;
}
if(result>60 || obj->level<25) {
success=3;
value[3]=skill_lookup("lightning bolt");
} else if(result>40 || obj->level<10) {
success=3;
value[3]=skill_lookup("colour spray");
} else if(result>30) {
success=2;
value[1]=skill_lookup("fireball");
} else {
success=1;
value[1]=skill_lookup("fireball");
}
}
if(obj->item_type == ITEM_ARMOR) {
success=1;
value[0]=level*2/3;
if(result>80) {
value[1]=skill_lookup("armor");
} else if(result>60) {
value[1]=skill_lookup("shield");
} else if(result>40 || obj->level < 20) {
value[1]=skill_lookup("armor");
value[2]=skill_lookup("shield");
} else if(result>20 ) {
if(ch->alignment>333) {
value[1]=skill_lookup("protection evil");
} else if(ch->alignment<-333) {
value[1]=skill_lookup("protection good");
} else if (result > 15)
{
value[0]=level;
value[1]=skill_lookup("armor");
value[2]=skill_lookup("shield");
value[3]=skill_lookup("stone skin");
}
} else {
value[1]=skill_lookup("sanctuary");
}
}
if(obj->item_type == ITEM_KEY) {
if(result>30 || obj->level<5) {
success=2;
value[1]=skill_lookup("pass door");
} else {
success=1;
value[1]=skill_lookup("pass door");
}
}
if(obj->item_type == ITEM_CONTAINER) {
if(result>70 || obj->level<30) {
success=2;
value[1]=skill_lookup("create food");
value[2]=skill_lookup("create food");
value[3]=skill_lookup("create food");
value[4]=skill_lookup("create food");
} else if(result>40) {
success=1;
value[1]=skill_lookup("create food");
value[2]=skill_lookup("create food");
value[3]=skill_lookup("create food");
value[4]=skill_lookup("create food");
} else {
success=4;
value[3]=skill_lookup("create food");
}
}
if(obj->item_type == ITEM_DRINK_CON) {
success=1;
value[1]=skill_lookup("create spring");
}
if(obj->item_type == ITEM_TRASH) {
success=3;
if(result>80 || obj->level<15) {
value[3]=skill_lookup("faerie fire");
} else if(result>60 || obj->level<35) {
success=4;
value[3]=skill_lookup("faerie fog");
} else if(result>30){
value[3]=skill_lookup("dispel magic");
} else {
success=1;
value[1]=skill_lookup("cancellation");
}
}
if(obj->item_type == ITEM_BOAT) {
success=1;
if(result>50 || obj->level<10) {
value[1]=skill_lookup("refresh");
} else {
value[1]=skill_lookup("fly");
}
}
if(obj->item_type == ITEM_TREASURE) {
success=4;
if(result>60 ) {
value[3]=skill_lookup("giant strength");
} else if(result>45 || obj->level<10) {
value[3]=skill_lookup("stone skin");
} else if(result>10 || obj->level<15) {
value[3]=skill_lookup("frenzy");
} else {
value[3]=skill_lookup("haste");
}
}
if(obj->item_type == ITEM_CORPSE_NPC) {
result+=obj->level/2;
success=3;
value[0]=level/2+obj->level/3;
if(result>70 || obj->level<20) {
value[3]=skill_lookup("chill touch");
} else if(result>55 || obj->level<30) {
value[3]=skill_lookup("weaken");
} else if(result>40 || obj->level<40) {
value[3]=skill_lookup("plague");
} else if(result>25 || obj->level<55) {
value[3]=skill_lookup("energy drain");
} else {
value[3]=skill_lookup("acid blast");
}
}
if(obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY) {
success=1;
result+=obj->level/2;
if(result>70) {
success=0;
} else if(result>40) {
value[1]=skill_lookup("cure disease");
} else if(result>25) {
value[1]=skill_lookup("cure poison");
} else {
value[1]=skill_lookup("cure serious");
}
}
switch(success) {
case 1:
created = create_object(get_obj_index(OBJ_VNUM_ARCPOTION), 0);
send_to_char("You have created a potion.\n\r",ch);
act("$N has created a potion.",ch,NULL,ch,TO_ROOM);
break;
case 2:
created = create_object(get_obj_index(OBJ_VNUM_ARCSCROLL), 0);
send_to_char("You have created a scroll.\n\r",ch);
act("$N has created a scroll.",ch,NULL,ch,TO_ROOM);
break;
case 3:
created = create_object(get_obj_index(OBJ_VNUM_ARCWAND), 0);
send_to_char("You have created a wand.\n\r",ch);
act("$N has created a wand.",ch,NULL,ch,TO_ROOM);
value[1]=level/5;
value[2]=level/5;
break;
case 4:
created = create_object(get_obj_index(OBJ_VNUM_ARCSTAFF), 0);
send_to_char("You have created a staff.\n\r",ch);
act("$N has created a staff.",ch,NULL,ch,TO_ROOM);
value[1]=level/5;
value[2]=level/5;
break;
default:
send_to_char("Your alchemy process causes a small explosion!\n\r",ch);
act("BANG! A small explosion errupts in $N's face.",ch,NULL,ch,TO_ROOM);
break;
}
if(success>0) {
for(i=0;i<5;i++) {
created->value[i]=value[i];
}
created->level=level;
created->value[0] = level;
obj_to_char(created,ch);
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = sn;
af.level = level;
af.duration = 8;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char( ch, &af );
extract_obj(obj);
return;
}
void spell_familiar(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *familiar;
AFFECT_DATA af;
CHAR_DATA *check;
int chance;
char buf[MAX_STRING_LENGTH];
if (is_affected(ch,sn))
{
send_to_char("You aren't up to calling another familiar yet.\n\r",ch);
return;
}
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check))
if ( (check->master == ch) && (check->pIndexData->vnum == MOB_VNUM_UNICORN
|| check->pIndexData->vnum == MOB_VNUM_DRAGON) )
{
send_to_char("You already have a familiar under your command.\n\r",ch);
return;
}
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = 24;
af.bitvector = 0;
af.affect_list_msg = str_dup("prevents summoning of another familiar");
af.type = sn;
affect_to_char(ch,&af);
if (IS_GOOD(ch))
familiar = create_mobile(get_mob_index(MOB_VNUM_UNICORN));
else
familiar = create_mobile(get_mob_index(MOB_VNUM_DRAGON));
familiar->alignment = ch->alignment;
act("$n calls forth a familiar to aid $s!",ch,0,0,TO_ROOM);
send_to_char("You call forth for a familiar from the astral planes!\n\r",ch);
familiar->level = ch->level;
familiar->damroll += level/2;
familiar->max_hit = ch->max_hit;
familiar->hit = familiar->max_hit;
familiar->max_move = ch->max_move;
familiar->move = familiar->max_move;
char_to_room(familiar,ch->in_room);
if (!IS_GOOD(ch))
{
chance = ch->pcdata->learned[sn] * 9/10;
if (number_percent() > chance)
{
act("$n says, 'I do not follow such weak willed mortals!'",familiar,0,0,TO_ROOM);
sprintf(buf,"Help! I'm being attacked by %s!",familiar->short_descr);
do_myell(ch,buf);
multi_hit(familiar,ch,TYPE_UNDEFINED);
return;
}
}
add_follower(familiar, ch);
familiar->leader = ch;
SET_BIT(familiar->affected_by, AFF_CHARM);
return;
}
void spell_firestream(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int dice_sz;
dice_sz = 4;
if (ch->level < 20)
dice_sz = 4;
else if (ch->level < 25)
dice_sz = 5;
else if (ch->level < 30)
dice_sz = 5;
else if (ch->level < 40)
dice_sz = 6;
else dice_sz = 6;
if (number_percent() < level)
{
for (obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next)
{
char *msg;
obj_next = obj_lose->next_content;
if (number_bits(2) != 0)
continue;
switch(obj_lose->item_type)
{
default: continue;
case ITEM_SCROLL: msg = "$p bursts into flames and turns to ash."; break;
case ITEM_POTION: msg = "$p bubbles and vaporises."; break;
}
act(msg,victim,obj_lose,NULL,TO_CHAR);
extract_obj(obj_lose);
}
}
dam = dice(level/2, dice_sz - 1) + dice(level/2, dice_sz);
if (check_spellcraft(ch,sn))
{
dam *= 3;
dam /= 2;
}
if (saves_spell(level,victim,DAM_FIRE))
dam /= 2;
act("$n clenches a fist and releases a stream of searing flames!",ch,0,0,TO_ROOM);
act("You gesture at $N and release a stream of searing fire!",ch,0,victim,TO_CHAR);
damage_old(ch,victim,dam,sn,DAM_FIRE,TRUE);
return;
}
void spell_fireshield(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,gsn_fireshield))
{
send_to_char("You are already wreathed in a flaming halo.\n\r",ch);
return;
}
if (is_affected(ch,gsn_iceshield))
{
send_to_char("Your iceshield vaporises in a steaming explosion!\n\r",ch);
act("$n's iceshield vaporises in a blast of steam!",ch,0,0,TO_ROOM);
affect_strip(ch,gsn_iceshield);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_fireshield;
af.modifier = 0;
af.level = level;
af.duration = 3 + ch->level/10;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
send_to_char("You are surrounded in a flaming halo of heat.\n\r",ch);
act("$n is surrounded by a flaming halo of heat.",ch,0,0,TO_ROOM);
return;
}
void spell_iceshield(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
AFFECT_DATA af;
if (is_affected(ch,gsn_iceshield))
{
send_to_char("You are already surrounded by a frozen aura.\n\r",ch);
return;
}
if (is_affected(ch,gsn_fireshield))
{
send_to_char("Your fireshield vaporises in a steaming explosion!\n\r",ch);
act("$n's fireshield vaporises in a blast of steam!",ch,0,0,TO_ROOM);
affect_strip(ch,gsn_fireshield);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_iceshield;
af.modifier = 0;
af.level = level;
af.duration = 3 + ch->level/10;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
send_to_char("You are surrounded by an aura of freezing air.\n\r",ch);
act("$n is surrounded by a freezing aura of air.",ch,0,0,TO_ROOM);
return;
}
void spell_shadowself(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *shadow;
char buf[MAX_STRING_LENGTH];
CHAR_DATA *check;
for (check = char_list; check != NULL; check = check->next)
{
if (IS_NPC(check) && check->pIndexData->vnum == MOB_VNUM_SHADOW
&& (!str_cmp(check->name,ch->name)) )
{
send_to_char("Your shadow is already seperated from you.\n\r",ch);
return;
}
}
send_to_char("You sever your shadow and give it substance.\n\r",ch);
act("The shadows around $n seem to shift and take form....",ch,0,0,TO_ROOM);
shadow = create_mobile(get_mob_index(MOB_VNUM_SHADOW));
shadow->alignment = -1000;
shadow->max_hit = 1;
shadow->hit = 1;
sprintf(buf,"%s",ch->name);
free_string(shadow->name);
free_string(shadow->short_descr);
free_string(shadow->long_descr);
shadow->name = str_dup(buf);
shadow->short_descr = str_dup(buf);
sprintf(buf,"%s is here.\n\r",ch->name);
shadow->long_descr = str_dup(buf);
sprintf(buf,shadow->description,ch->name);
free_string(shadow->description);
shadow->description = str_dup(buf);
char_to_room(shadow,ch->in_room);
shadow->master = ch;
return;
}
void spell_ranger_staff(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
OBJ_DATA *staff;
int bonus,dice,number;
int ch_level;
AFFECT_DATA af;
staff = create_object(get_obj_index(OBJ_VNUM_RANGER_STAFF),0);
ch_level = level;
if (number_percent() < 50)
ch_level -= (number_range(0,3));
else
ch_level += (number_range(0,2));
if (ch_level < 32)
{
dice = 5; number = 6;
}
else if (ch_level < 34)
{
dice = 3; number = 11;
}
else if (ch_level < 36)
{
number = 5; dice = 8;
}
else if (ch_level < 38)
{
number = 6; dice = 7;
}
else if (ch_level < 40)
{
number = 6; dice = 7;
}
else if (ch_level < 42)
{
number = 5; dice = 9;
}
else if (ch_level < 44)
{
number = 5; dice = 9;
}
else if (ch_level < 46)
{
number = 5; dice = 9;
}
else if (ch_level < 47)
{
number = 13; dice = 3;
}
else if (ch_level < 48)
{
number = 6; dice = 8;
}
else if (ch_level < 49)
{
number = 8; dice = 6;
}
else if (ch_level < 50)
{
number = 8; dice = 6;
}
else
{
number = 6; dice = 9;
}
bonus = ch->level/4;
init_affect(&af);
af.where = TO_OBJECT;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = -1;
af.location = APPLY_HITROLL;
af.modifier = bonus;
af.bitvector = 0;
affect_to_obj(staff,&af);
af.location = APPLY_DAMROLL;
affect_to_obj(staff,&af);
staff->level = level;
staff->timer = (20 + number_range(0,10));
staff->value[1] = number;
staff->value[2] = dice;
obj_to_char(staff,ch);
act("$n creates $p!",ch,staff,0,TO_ROOM);
act("You create $p!",ch,staff,0,TO_CHAR);
return;
}
void spell_bless_weapon(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
OBJ_DATA *avenger;
/* OBJ_DATA *obj_check; */
AFFECT_DATA af;
bool two_hands = FALSE;
int dice,number,dam_bonus,hit_bonus;
int fail, result;
char buf[MAX_STRING_LENGTH];
char *type_name;
if (obj->item_type != ITEM_WEAPON || obj->value[0] != WEAPON_SWORD)
{
send_to_char("You can only bless a sword for divine empowerment.\n\r",ch);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_AVENGER))
{
send_to_char("It is already empowered by holy blessing.\n\r",ch);
return;
}
/*
for (obj_check = object_list; obj_check != NULL; obj_check = obj_check->next)
{
if (obj_check->pIndexData->vnum == OBJ_VNUM_AVENGER
&& !str_cmp(obj_check->owner,ch->name) )
found = TRUE;
}
if (found)
{
send_to_char("You already have a blessed weapon in existence.\n\r",ch);
return;
}
*/
if (IS_WEAPON_STAT(obj,WEAPON_TWO_HANDS))
two_hands = TRUE;
fail = 275;
fail -= ch->pcdata->learned[sn];
fail -= 3 * ch->level;
if (is_set(&obj->extra_flags,ITEM_EVIL))
fail += 200;
if (is_set(&obj->extra_flags,ITEM_BLESS))
fail -= 20;
if (is_set(&obj->extra_flags,ITEM_GLOW))
fail -= 10;
fail -= ( (obj->value[2] + 1) * obj->value[1]/2);
result = number_percent();
if (result < (fail/3))
{
act("$p flares blindingly... and vaporises!",ch,obj,0,TO_ROOM);
act("$p flares blindingly... and vaporises!",ch,obj,0,TO_CHAR);
extract_obj(obj);
return;
}
if (result < fail)
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
act("$p flares blindingly and a divine power seems to flow into it!",ch,obj,0,TO_CHAR);
act("$p flares a brilliant white and appears more perfect!",ch,obj,0,TO_ROOM);
if (level < 42)
{
number = 5; dice = 9;
}
else if (level < 44)
{
number = 5; dice = 9;
}
else if (level < 46)
{
number = 5; dice = 9;
}
else if (level < 47)
{
number = 13; dice = 3;
}
else if (level < 48)
{
number = 6; dice = 8;
}
else if (level < 49)
{
number = 8; dice = 6;
}
else if (level < 50)
{
number = 8; dice = 6;
}
else
{
number = 6; dice = 9;
}
dam_bonus = ch->level/8;
hit_bonus = ch->level/8;
avenger = create_object(get_obj_index(OBJ_VNUM_AVENGER),0);
avenger->value[1] = number;
avenger->value[2] = dice;
avenger->weight = obj->weight;
init_affect(&af);
af.where = TO_OBJECT;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = -1;
af.bitvector = 0;
af.location = APPLY_HITROLL;
af.modifier = dam_bonus;
affect_to_obj(avenger,&af);
af.location = APPLY_DAMROLL;
af.modifier = hit_bonus;
affect_to_obj(avenger,&af);
type_name = "Peacekeeper";
switch(number_range(0,2))
{
case (0): type_name = "Peacekeeper"; break;
case (1): type_name = "Lightbringer"; break;
case (2): type_name = "Shadowbane"; break;
}
if (two_hands)
sprintf(buf,"a claymore named '%s'",type_name);
else
sprintf(buf,"a longsword named '%s'",type_name);
free_string(avenger->short_descr);
avenger->short_descr = str_dup(buf);
if (!str_cmp(type_name,"Peacekeeper"))
{
af.location = APPLY_AC;
af.modifier = -20;
affect_to_obj(avenger,&af);
}
if (!str_cmp(type_name,"Lightbringer"))
{
af.location = APPLY_HIT;
af.modifier = 25;
affect_to_obj(avenger,&af);
SET_BIT(avenger->value[4], WEAPON_LIGHTBRINGER);
}
if (!str_cmp(type_name,"Shadowbane"))
SET_BIT(avenger->value[4], WEAPON_SHADOWBANE);
if (two_hands)
SET_BIT(avenger->value[4], WEAPON_TWO_HANDS);
sprintf(buf,"%s",ch->name);
avenger->owner = str_dup(buf);
obj_to_char(avenger,ch);
extract_obj(obj);
return;
}
void spell_revolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *charmie;
CHAR_DATA *charmie_next;
char buf[MAX_STRING_LENGTH];
return;
for (charmie = ch->in_room->people; charmie != NULL; charmie = charmie_next)
{
charmie_next = charmie->next_in_room;
if (!IS_AFFECTED(charmie,AFF_CHARM) || charmie->leader != victim
|| saves_spell(level,victim,DAM_OTHER) )
continue;
act("$n suddenly looks very angry.",charmie,0,0,TO_ROOM);
act("You suddenly feel incited by $n's words and turn on your master!",charmie,0,ch,TO_CHAR);
sprintf(buf,"I refuse to follow a tyrannt like you, %s!",victim->name);
do_gtell(charmie,buf);
REMOVE_BIT(charmie->affected_by,AFF_CHARM);
do_follow(charmie,"self");
sprintf(buf,"Help! %s is revolting!", IS_NPC(charmie) ? charmie->short_descr : charmie->name);
do_myell(victim, buf);
charmie->fighting = victim;
multi_hit(charmie, victim,-1);
}
return;
}
void spell_team_spirit(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int amount;
if (victim == ch)
{
send_to_char("That isn't possible with yourself.\n\r",ch);
return;
}
if (victim->cabal != CABAL_ARCANA)
{
send_to_char("You can only team up with Cabal Arcana members.\n\r",ch);
return;
}
amount = dice(4,5) + level/2;
if (ch->level > (victim->level + 30))
amount *= 3;
else if (ch->level > (victim->level + 20))
amount *= 8/3;
else if (ch->level > (victim->level + 10))
amount *= 2;
else
amount *= 4/3;
amount = dice(ch->level,2)*(3/2);
damage_old(ch,ch,60,sn,DAM_ENERGY,TRUE);
victim->mana = UMIN(victim->mana + amount, victim->max_mana);
send_to_char("You feel energy surge through you!\n\r",victim);
return;
}
void spell_safety(int sn,int level, CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *gch;
CHAR_DATA *gch_next;
ROOM_INDEX_DATA *pRoomIndex;
pRoomIndex = get_room_index(hometown_table[ch->hometown].recall);
if (pRoomIndex == NULL)
pRoomIndex = get_room_index(ROOM_VNUM_TEMPLE);
for (gch = ch->in_room->people; gch != NULL; gch = gch_next)
{
gch_next = gch->next_in_room;
if (IS_NPC(gch))
continue;
if (!is_same_group(ch,gch))
continue;
if (IS_SET(gch->in_room->room_flags,ROOM_NO_RECALL) ||
IS_AFFECTED(gch,AFF_CURSE)
|| (ch->in_room->cabal != 0
&& ch->cabal != ch->in_room->cabal))
{
send_to_char("Spell failed.\n\r",gch);
}
else
act("$n suddenly vanishes!",gch,0,0,TO_ROOM);
}
for (gch = ch->in_room->people; gch != NULL; gch = gch_next)
{
gch_next = gch->next_in_room;
if (!is_same_group(ch,gch))
continue;
if (IS_SET(gch->in_room->room_flags,ROOM_NO_RECALL) ||
IS_AFFECTED(gch,AFF_CURSE))
continue;
if (gch->fighting != NULL)
stop_fighting(gch,TRUE);
char_from_room(gch);
char_to_room(gch,pRoomIndex);
act("$n suddenly appears in the room.",gch,0,0,TO_ROOM);
do_look(gch,"auto");
}
ch->move /=2;
return;
}
void spell_decoy(int sn,int level, CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *decoy;
int num,count;
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA *) vo;
char buf[MAX_INPUT_LENGTH];
if (cabal_down(ch,CABAL_OUTLAW))
return;
if (is_affected(ch,sn))
{
send_to_char("The Godfather has not yet prepared more decoys for you.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("They don't need decoys to elude the law.\n\r",ch);
return;
}
num = number_range(1,2);
for (count = 0; count < num; count++)
{
decoy = create_mobile(get_mob_index(MOB_VNUM_DECOY));
sprintf(buf,"%s is here.\n\r",victim->name);
free_string(decoy->long_descr);
decoy->long_descr = str_dup(buf);
sprintf(buf,"%s", victim->name);
free_string(decoy->name);
decoy->name = str_dup(buf);
free_string(decoy->short_descr);
decoy->short_descr = str_dup(buf);
decoy->max_hit = 1;
decoy->hit = 1;
decoy->master = victim;
char_to_room(decoy,victim->in_room);
}
send_to_char("You feel a little disoriented as images of you appear all around!\n\r",victim);
act("Suddenly there are more of $n all around!",victim,0,0,TO_ROOM);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.modifier = 0;
af.duration = 12;
af.bitvector = 0;
af.location = 0;
affect_to_char(ch,&af);
return;
}
void spell_protectorate_plate(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *plate;
AFFECT_DATA af;
plate = create_object(get_obj_index(OBJ_VNUM_PROTECTORATE),0);
plate->level = ch->level;
plate->timer = 48;
// if (mod > 6) mod = 6;
init_affect(&af);
af.where = TO_OBJECT;
af.aftype = AFT_SPELL;
af.type = sn;
af.duration = -1;
af.bitvector = 0;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = 10;
affect_to_obj(plate,&af);
af.location = APPLY_DAMROLL;
affect_to_obj(plate,&af);
af.location = APPLY_HIT;
af.modifier = URANGE(20,2*ch->level,100);
affect_to_obj(plate,&af);
af.location = APPLY_STR;
af.modifier = 5;
affect_to_obj(plate,&af);
af.location = APPLY_WIS;
affect_to_obj(plate,&af);
if (ch->level > 35)
set_bit(&plate->extra_flags, ITEM_HUM);
if (ch->level > 40)
set_bit(&plate->extra_flags, ITEM_GLOW);
obj_to_char(plate,ch);
act("$n creates $p!",ch,plate,0,TO_ROOM);
act("You create $p!",ch,plate,0,TO_CHAR);
return;
}
void spell_nightwalk(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
ROOM_INDEX_DATA *pRoomIndex;
int chance;
pRoomIndex = get_room_index(ROOM_VNUM_NIGHTWALK);
chance = (level + 30);
if (number_percent() > chance
|| pRoomIndex == NULL)
{
send_to_char("You fail to enter the planes of night.\n\r",ch);
return;
}
act("$n is surrounded in shadows and disappears!.",ch,0,0,TO_ROOM);
send_to_char("You overcome your ties to the material plane and step into the shadow world.\n\r",ch);
char_from_room(ch);
char_to_room(ch,pRoomIndex);
act("$n fades into existence.",ch,0,0,TO_ROOM);
do_look(ch,"auto");
return;
}
void spell_alarm(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
ROOM_INDEX_DATA *pRoomIndex;
char buf[MAX_STRING_LENGTH];
pRoomIndex = ch->in_room;
if (pRoomIndex->cabal != 0
&& pRoomIndex->cabal != ch->cabal)
{
send_to_char("You can't place alarms in an enemy Cabal.\n\r",ch);
return;
}
if (IS_SET(pRoomIndex->room_flags,ROOM_NO_ALARM))
{
send_to_char("Your spell fizzles and dies.\n\r",ch);
act("$n's spell fizzles and dies.",ch,0,0,TO_ROOM);
return;
}
if (ch->alarm != NULL && ch->alarm == ch->in_room)
{
send_to_char("You already have an alarm placed here.\n\r",ch);
return;
}
else if (ch->alarm != NULL)
{
sprintf(buf,"You relocate your alarm from %s and place it here.\n\r",ch->alarm->name);
send_to_char(buf,ch);
}
else
{
send_to_char("You create a new alarm and place it within the room.\n\r",ch);
}
ch->alarm = ch->in_room;
return;
}
void spell_holy_fire(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int chance, dam_mod;
chance = 100;
dam_mod = 10;
if (IS_GOOD(ch) && IS_GOOD(victim))
{
dam_mod = 5;
chance = 0;
}
else if (IS_EVIL(ch))
{
dam_mod = 7;
chance = 0;
}
else if (IS_GOOD(ch) && IS_NEUTRAL(victim))
dam_mod = 8;
else if (IS_NEUTRAL(ch))
{
dam_mod = 6;
chance = 70;
}
dam = dice(level, 7);
if (number_percent() > chance)
{
act("$n's heavenly fire turns on $m!",ch,0,0,TO_ROOM);
act("Your heavenly fire turns on you for your sins!",ch,0,0,TO_CHAR);
dam *= dam_mod;
dam /= 10;
if (saves_spell(level,ch,DAM_HOLY))
dam /= 2;
damage_old(ch,ch,dam,sn,DAM_HOLY,TRUE);
return;
}
act("$n calls down fire from the heavens!",ch,0,0,TO_ROOM);
act("You call down fire from the heavens!",ch,0,0,TO_CHAR);
dam *= dam_mod;
dam /= 10;
damage_old(ch,victim,dam,sn,DAM_HOLY,TRUE);
return;
}
void spell_badge(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *plate;
AFFECT_DATA af;
int mod;
if (cabal_down(ch,CABAL_OUTLAW))
return;
plate = create_object(get_obj_index(OBJ_VNUM_BADGE),0);
plate->level = ch->level;
plate->timer = 45;
mod = (2 + ch->level/20);
if (mod > 4) mod = 4;
init_affect(&af);
af.where = TO_OBJECT;
af.aftype = AFT_POWER;
af.type = sn;
af.duration = -1;
af.bitvector = 0;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = mod;
affect_to_obj(plate,&af);
af.location = APPLY_DAMROLL;
affect_to_obj(plate,&af);
af.location = APPLY_HIT;
af.modifier = URANGE(20,2*ch->level,75);
affect_to_obj(plate,&af);
af.location = APPLY_STR;
af.modifier = 1;
affect_to_obj(plate,&af);
af.location = APPLY_WIS;
affect_to_obj(plate,&af);
obj_to_char(plate,ch);
act("$n creates $p!",ch,plate,0,TO_ROOM);
act("You create $p!",ch,plate,0,TO_CHAR);
return;
}
void spell_trace(int sn,int level,CHAR_DATA *ch,void *vo, int target)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *pRoomIndex;
if (target_name[0] == '\0')
{
send_to_char("Attempt to trace which criminal?\n\r",ch);
return;
}
victim = get_char_world(ch,target_name);
if (victim == NULL)
{
send_to_char("The enforcer patrols can't trace that person anywhere.\n\r",ch);
return;
}
/*
if (saves_spell(level + 5,victim,DAM_OTHER))
{
send_to_char("The enforcer patrols can't trace that person anywhere.\n\r",ch);
return;
}
*/
if (IS_NPC(victim) && victim->pIndexData->vnum != MOB_VNUM_DECOY)
{
send_to_char("That person is not wanted and has not been reported by enforcer patrols.\n\r",ch);
return;
}
if (!IS_NPC(victim) && (!IS_SET(victim->act, PLR_CRIMINAL)))
{
send_to_char("That person is not wanted and has not been reported by enforcer patrols.\n\r",ch);
return;
}
pRoomIndex = ch->in_room;
ch->in_room=victim->in_room;
do_look(ch,"auto");
ch->in_room=pRoomIndex;
return;
}
/* New energy drain spell due to anti-paladin's always complaining how
useless the old one was.
-Ceran
*/
void spell_energy_drain(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int type;
int amount, amounthp;
AFFECT_DATA af;
if (victim == ch)
{
send_to_char("You can't drain your own life force.\n\r",ch);
return;
}
switch(number_range(0,3))
{
default: type = 1; amount = dice(level,3); break;
case (0): case (1): /* HP */
type = 1; amount = dice(level,4); break;
case (2): /* move */
type = 2; amount = dice(level,3); break;
case (3): /* mana */
type = 3; amount = dice(level,3); break;
}
amounthp = dice(level,2);
send_to_char("You feel an icy hand brush against your soul.\n\r",victim);
if (saves_spell(level,victim,DAM_NEGATIVE))
{
act("$n turns pale and shivers briefly.",victim,0,0,TO_ROOM);
damage_old(ch,victim,amounthp,sn,DAM_NEGATIVE,TRUE);
return;
}
act("$n gets a horrible look of pain in $s face and shudders in shock.",victim,0,0,TO_ROOM);
init_affect(&af);
af.where = TO_AFFECTS;
af.type = sn;
af.aftype = AFT_SPELL;
af.level = level;
af.duration = level/2;
af.bitvector = 0;
switch(type)
{
default:
case (1):
act("You drain $N's vitality with vampiric magic.",ch,0,victim,TO_CHAR);
send_to_char("You feel your body being mercilessly drained.\n\r",victim);
ch->hit = URANGE(0, ch->hit + amount/3, ch->max_hit);
af.location = APPLY_STR;
af.modifier = -2;
if (!is_affected(victim,sn))
{
affect_to_char(victim,&af);
af.location = APPLY_CON;
af.modifier = -3;
affect_to_char(victim,&af);
}
break;
case (2):
send_to_char("Your energy draining invigorates you!\n\r",ch);
victim->move = URANGE(0,victim->move - amount, victim->max_move);
ch->move = URANGE(0,ch->move + amount/2, ch->max_move);
send_to_char("You feel tired and weakened.\n\r",victim);
af.location = APPLY_DEX;
af.modifier = -2;
if (!is_affected(victim,sn))
{
affect_to_char(victim,&af);
af.location = APPLY_STR;
af.modifier = -1;
af.location = APPLY_MOVE;
af.modifier = -amount/2;
affect_to_char(victim,&af);
}
break;
case (3):
victim->mana = URANGE(0,victim->mana - amount,victim->max_mana);
send_to_char("Your draining sends warm energy through you!\n\r",ch);
ch->mana = URANGE(0,ch->mana + amount/3, ch->max_mana);
send_to_char("You feel part of your mind being savagely drained.\n\r",victim);
if (!is_affected(victim,sn))
{
af.location = APPLY_INT;
af.modifier = -3;
affect_to_char(victim,&af);
af.location = APPLY_WIS;
af.modifier = -2;
affect_to_char(victim,&af);
}
break;
}
damage_old(ch,victim,dice(level,3) + amounthp,sn,DAM_NEGATIVE,TRUE);
return;
}
bool check_spellcraft(CHAR_DATA *ch,int sn)
{
int chance;
if(IS_NPC(ch))
return FALSE;
chance = get_skill(ch,gsn_spellcraft);
if (chance == 0
|| ch->level < skill_table[gsn_spellcraft].skill_level[ch->class])
return FALSE;
chance /= 5;
if (sn == skill_lookup("windwall")
|| sn == skill_lookup("tsunami"))
chance = 0;
if (sn == skill_lookup("fireball")
|| sn == skill_lookup("iceball")
|| sn == skill_lookup("cone of cold"))
chance -= 12;
if (sn == skill_lookup("acid blast")
|| sn == skill_lookup("concatenate"))
chance -= 10;
if (sn == skill_lookup("magic missle")
|| sn == skill_lookup("chill touch")
|| sn == skill_lookup("firestream")
|| sn == skill_lookup("color spray"))
chance += 10;
if (sn == skill_lookup("fire and ice"))
chance -= 6;
if (sn == skill_lookup("earthmaw"))
chance -= 11;
chance += GET_HITROLL(ch) / 5;
if (number_percent() > chance)
{
check_improve(ch,gsn_spellcraft,FALSE,6);
return FALSE;
}
check_improve(ch,gsn_spellcraft,TRUE,6);
if (IS_IMMORTAL(ch))
send_to_char("Spellcraft boost now!\n\r",ch);
return TRUE;
}
int spellcraft_dam(int num, int die)
{
int dam;
if (num == 0 || die == 0)
return 0;
if (die == 1)
return num;
else if (die == 2)
return (num*2);
else if (die == 3)
return (num * number_range(2,3));
dam = (num*die)/2;
dam += dice(num/2,die);
return dam;
}
/* This is one weird spell... (Ceran)*/
void spell_animate_object(int sn,int level, CHAR_DATA *ch,void *vo, int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
CHAR_DATA *mob;
CHAR_DATA *check;
int hp = 1, damroll = 1, move = 1;
int ilevel, type, chance, ac, acm;
char buf[MAX_STRING_LENGTH];
bool found = FALSE;
for (check = char_list; check != NULL; check = check->next)
{
if (!IS_NPC(check) || check->master != ch)
continue;
if (check->pIndexData->vnum == MOB_VNUM_ARMOR
|| check->pIndexData->vnum == MOB_VNUM_WEAPON
|| check->pIndexData->vnum == MOB_VNUM_KEY)
found = TRUE;
if (found)
break;
}
if (found)
{
send_to_char("You already have an animated object following you.\n\r",ch);
return;
}
if (obj->wear_loc != WEAR_NONE)
{
send_to_char("You can only animate objects you are carrying.\n\r",ch);
return;
}
ilevel = obj->level;
if (obj->pIndexData->limtotal > 0)
level += (25/obj->pIndexData->limtotal);
type = obj->item_type;
if (type != ITEM_WEAPON
&& type != ITEM_ARMOR
&& type != ITEM_KEY
&& type != ITEM_FURNITURE)
{
send_to_char("You can't animate that kind of object.\n\r",ch);
return;
}
if (type == ITEM_ARMOR
&& (!IS_SET(obj->wear_flags,ITEM_WEAR_BODY)
&& !IS_SET(obj->wear_flags,ITEM_WEAR_HANDS)
&& !IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD) ) )
{
send_to_char("You can only animate armor that is body, hands, or shields.\n\r",ch);
return;
}
chance = ch->pcdata->learned[sn];
chance = URANGE(2, chance + (level - ilevel)*3, 95);
if (number_percent() > chance)
{
act("$p shudders for a moment then flares up and vaporises!",ch,obj,0,TO_ROOM);
act("$p shudders for a moment then flares up and vaporises!",ch,obj,0,TO_CHAR);
extract_obj(obj);
return;
}
if (type == ITEM_ARMOR || type == ITEM_FURNITURE)
mob = create_mobile(get_mob_index(MOB_VNUM_ARMOR));
else if (type == ITEM_WEAPON)
mob = create_mobile(get_mob_index(MOB_VNUM_WEAPON));
else
mob = create_mobile(get_mob_index(MOB_VNUM_KEY));
free_string(mob->short_descr);
mob->short_descr = str_dup(obj->short_descr);
free_string(mob->name);
mob->name = str_dup(obj->name);
sprintf(buf,"%s is here awaiting it's orders.\n\r",capitalize(mob->short_descr));
free_string(mob->long_descr);
mob->long_descr = str_dup(buf);
mob->level = ilevel;
if (type == ITEM_ARMOR)
{
hp = (50*ilevel);
ac = (50 - 5*ilevel);
move = ilevel*10;
acm = (-ilevel*2);
damroll = ilevel/3;
if (IS_SET(obj->wear_flags,ITEM_WEAR_BODY))
SET_BIT(mob->off_flags,OFF_BASH);
if (IS_SET(obj->wear_flags,ITEM_WEAR_HANDS)
|| IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD))
SET_BIT(mob->off_flags,OFF_PARRY);
}
else if (type == ITEM_FURNITURE)
{
hp = (40*ilevel);
ac = (100 - 4*ilevel);
move = ilevel;
acm = -(ilevel);
damroll = ilevel/4;
SET_BIT(mob->off_flags,OFF_BASH);
}
else if (type == ITEM_KEY)
{
hp = ilevel;
ac = 100;
move = 400;
acm = 100;
damroll = 0;
}
else
{
hp = ilevel*25;
ac = 100 - (4*ilevel);
acm = 100 - (4*ilevel);
move = ilevel*3;
damroll = (ilevel);
if (type == ITEM_WEAPON) {
mob->dam_type = obj->value[3];
switch (obj->value[0]) {
case WEAPON_EXOTIC: mob->material = str_dup("exotic"); break;
case WEAPON_SWORD: mob->material = str_dup("sword"); break;
case WEAPON_DAGGER: mob->material = str_dup("dagger"); break;
case WEAPON_SPEAR: mob->material = str_dup("spear"); break;
case WEAPON_MACE: mob->material = str_dup("mace"); break;
case WEAPON_AXE: mob->material = str_dup("axe"); break;
case WEAPON_FLAIL: mob->material = str_dup("flail"); break;
case WEAPON_WHIP: mob->material = str_dup("whip"); break;
case WEAPON_POLEARM: mob->material = str_dup("polearm"); break;
case WEAPON_STAFF: mob->material = str_dup("staff"); break;
case WEAPON_HAND: mob->material = str_dup("hands");break;
}
if (IS_SET(obj->value[4],WEAPON_TWO_HANDS)) damroll *= 1.5;
}
}
mob->max_move = move;
mob->move = move;
mob->damroll = damroll;
mob->hitroll = damroll;
mob->max_hit = hp;
mob->hit = hp;
SET_BIT(mob->affected_by,AFF_CHARM);
char_to_room(mob,ch->in_room);
act("$p shudders and slowly rises into the air to follow $n!",ch,obj,0,TO_ROOM);
act("$p shudders for a moment then slowly rises up beside you!",ch,obj,0,TO_CHAR);
act("$N now follows you.",ch,0,mob,TO_CHAR);
extract_obj(obj);
mob->leader = ch;
mob->master = ch;
return;
}
void spell_deathspell(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int klevel, dam, bonus;
char buf[MAX_STRING_LENGTH];
klevel = level - 7;
act("$n utters a word of power and the negative energy explodes in the room!",ch,0,0,TO_ROOM);
send_to_char("You utter a word of power and negative energy explodes into the room!\n\r",ch);
bonus = 0;
dam = dice(klevel,4);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next= vch->next_in_room;
if (is_safe(ch,vch))
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch != ch)
do_myell(vch,buf);
}
if (vch->level > klevel
|| IS_SET(vch->act,ACT_UNDEAD)
|| IS_SET(vch->imm_flags,IMM_NEGATIVE))
{
act("$n is unaffected by the negative energy field.",vch,0,0,TO_ROOM);
act("You are unaffected by the negative energy field.",vch,0,0,TO_CHAR);
}
else if (vch == ch)
bonus = 6;
else
bonus = 0;
if (saves_spell(klevel - bonus, vch, DAM_NEGATIVE)
|| saves_spell(klevel,vch,DAM_NEGATIVE))
{
if (saves_spell(level - bonus, vch, DAM_NEGATIVE))
damage_old(ch,vch,dam/2,sn,DAM_NEGATIVE,TRUE);
else
damage_old(ch,vch,dam,sn,DAM_NEGATIVE,TRUE);
}
else
{
act("$n gets a horrible look in $s eye's then keels over dead!",vch,0,0,TO_ROOM);
send_to_char("You feel your an intense pain in your head as the energy ruptures your skull!\n\r",vch);
raw_kill(ch,vch);
}
}
return;
}
void spell_lifebane(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int sn_poison, sn_curse, sn_weaken;
int dam, tmp_dam;
bool inside = FALSE;
sn_poison = skill_lookup("poison");
sn_curse = skill_lookup("curse");
sn_weaken = skill_lookup("weaken");
if (IS_SET(ch->in_room->room_flags,ROOM_INDOORS)
|| ch->in_room->sector_type == SECT_INSIDE)
inside = TRUE;
dam = dice(level,4);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe(ch,vch)) continue;
if (!(inside) && is_same_group(ch,vch)) continue;
tmp_dam = dam;
if (vch == ch)
tmp_dam /= 2;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Die, %s you sorcerous dog!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s is casting a spell on me!",PERS(ch,vch));
}
if (vch!= ch)
do_myell(vch,buf);
}
if (saves_spell(level,vch,DAM_NEGATIVE))
damage_old(ch,vch,dam/2,sn,DAM_NEGATIVE,TRUE);
else
damage_old(ch,vch,dam,sn,DAM_NEGATIVE,TRUE);
spell_poison(sn_poison,level - 5,ch,vch,target);
spell_weaken(sn_weaken,level - 5,ch,vch,target);
spell_curse(sn_curse,level - 8, ch,vch,target);
}
return;
}
void spell_curse_weapon(int sn,int level,CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
AFFECT_DATA af;
int result, fail, mod2;
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("You must be carrying the weapon to curse it.\n\r",ch);
return;
}
if (is_affected_obj(obj,skill_lookup("unholy bless")))
return send_to_char("The unholy aura surrounding that prevents you.\n\r",ch);
/* 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 && paf->type == sn )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL && paf->type == sn )
{
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 && paf->type == sn )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL && paf->type == sn )
{
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 += 10;
fail = number_range(5,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 4)) /* item destroyed */
{
act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
act("$p shivers violently and explodes!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 2)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p is surrounded in a sickly red aura, then fades.",ch,obj,NULL,TO_CHAR);
act("$p is surroudned in a sickly red aura, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
remove_bit(&obj->extra_flags, ITEM_GLOW);
remove_bit(&obj->extra_flags, ITEM_HUM);
remove_bit(&obj->extra_flags, ITEM_MAGIC);
remove_bit(&obj->extra_flags, ITEM_INVIS);
remove_bit(&obj->extra_flags, ITEM_NODROP);
remove_bit(&obj->extra_flags, ITEM_NOREMOVE);
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
af.type = sn;
af.where = TO_OBJECT;
af.modifier = -1;
af.duration = -1;
af.bitvector = 0;
af.level = level;
mod2 = number_range(0,6);
if (mod2 == 0)
af.location = APPLY_STR;
else if (mod2 == 1)
af.location = APPLY_DEX;
else if (mod2 == 2)
af.location = APPLY_CON;
else if (mod2 == 3)
af.location = APPLY_INT;
else if (mod2 == 4)
af.location = APPLY_WIS;
else if (mod2 == 5)
{
af.modifier = -(number_range(5,20));
af.location = APPLY_HIT;
}
else
{
af.location = APPLY_MANA;
af.modifier = -(number_range(5,20));
}
if (result <= (100 - level/5)) /* success! */
{
act("$p glows with a sickly green aura.",ch,obj,NULL,TO_CHAR);
act("$p glows with a sickly green aura.",ch,obj,NULL,TO_ROOM);
if (number_percent() < 20)
affect_to_obj(obj,&af);
added = 2;
}
else /* exceptional enchant */
{
act("$p burns a fierce red!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
affect_to_obj(obj,&af);
set_bit(&obj->extra_flags,ITEM_NOREMOVE);
added = 4;
}
if ( (result = number_percent()) <= 25 && is_set(&obj->extra_flags,ITEM_HUM) )
{
remove_bit(&obj->extra_flags,ITEM_HUM);
remove_bit(&obj->extra_flags,ITEM_GLOW);
}
if ( (result = number_percent()) <= 25 && is_set(&obj->extra_flags,ITEM_GLOW) )
remove_bit(&obj->extra_flags,ITEM_GLOW);
/* now add the enchantments */
if (obj->level < LEVEL_HERO - 1)
obj->level = UMIN(LEVEL_HERO - 1,obj->level);
if (dam_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_DAMROLL && paf->type == sn )
{
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_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->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
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;
}
}
void spell_globe_of_darkness(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
int chance;
AFFECT_DATA af;
ROOM_AFFECT_DATA raf;
if (is_affected(ch,sn))
{
send_to_char("You are not yet able to call upon your power of the darkness.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = 8;
af.location = 0;
af.modifier = 0;
af.bitvector = 0;
chance = ch->level;
chance *= get_skill(ch,sn);
chance /= 100;
if (IS_SET(ch->in_room->room_flags,ROOM_DARK))
chance += 15;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_CONSECRATE))
chance += 5;
if (IS_SET(ch->in_room->room_flags,ROOM_CONSECRATED))
chance -= 15;
if (IS_SET(ch->in_room->room_flags,ROOM_LAW))
chance = 0;
if (IS_SET(ch->in_room->room_flags,ROOM_LOW_ONLY))
chance = 0;
act("$n utters a word of drow power and the room becomes as black as darkest night.",ch,0,0,TO_ROOM);
send_to_char("You utter a word of drow power and darkness enshrouds the room!\n\r",ch);
init_affect_room(&raf);
raf.where = TO_ROOM_AFFECTS;
raf.aftype = AFT_SPELL;
raf.type = sn;
raf.level = level;
raf.duration = 6;
affect_to_room(ch->in_room, &raf);
af.duration = 24;
af.affect_list_msg = str_dup("unable to call another globe of darkness");
affect_to_char(ch,&af);
return;
}
/* Green tower obj progs */
/* sceptre of heavens...say 'i am the wrath of god' */
void spell_heavenly_sceptre_frenzy(int sn,int level, CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn) || (!IS_GOOD(ch) && !IS_EVIL(ch)))
{
act("$n's sceptre hums softly but nothing seems to happen.",ch,0,0,TO_ROOM);
act("Your sceptre hums softly but nothing seems to happen.",ch,0,0,TO_CHAR);
return;
}
init_affect(&af);
af.type = sn;
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.duration = 10;
af.modifier = ch->level/7;
af.location = APPLY_DAMROLL;
af.bitvector = 0;
af.level = level;
affect_to_char(ch,&af);
af.location = APPLY_HITROLL;
affect_to_char(ch,&af);
if (ch->level > 40)
af.location = APPLY_SAVING_SPELL;
af.modifier = -ch->level/10;
if (IS_GOOD(ch))
{
act("$n's sceptre glows white and a look of righteous anger in $s eyes.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre glows white and you feel a surge of righteous anger!\n\r",ch);
}
else if (IS_EVIL(ch))
{
act("$n's sceptre darkens and a look of righteous anger enters $s eyes.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre darkens and you feel a surge of righteous anger!\n\r",ch);
}
return;
}
/* sceptre of heavens, say 'Feel the force of god' */
void spell_heavenly_sceptre_fire(int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
OBJ_DATA *sceptre = NULL;
int dam;
CHAR_DATA *victim;
victim = ch->fighting;
if (is_affected(ch,sn) || victim == NULL || ch->level < 30)
{
act("$n's sceptre hums softly but nothing seems to happen.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre hums softly but nothing seems to happen.\n\r",ch);
WAIT_STATE(ch,12);
return;
}
dam = dice(15,20);
if (saves_spell(ch->level,victim,DAM_HOLY))
dam /= 2;
if (saves_spell(65,victim,DAM_OTHER))
dam /= 2;
damage_old(ch,victim, dam,sn,DAM_HOLY,TRUE);
if (IS_NPC(ch))
return;
if (number_percent() > ch->level * 2)
{
act("Your sceptre of heavenly orders crumbles to dust.",ch,0,0,TO_ROOM);
send_to_char("Your sceptre of heavenly orders crumbles to dust.\n\r",ch);
extract_obj(sceptre);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.modifier = 0;
af.duration = 1;
af.location = 0;
af.bitvector = 0;
af.level = ch->level;
affect_to_char(ch,&af);
return;
}
void spell_soulbind(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
return;
}
void spell_lightshield( int sn, int level, CHAR_DATA *ch, void *vo, int
target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (!IS_GOOD(victim))
{
if (victim == ch)
send_to_char("You are not pure enough to receive the gift of light.\n\r",ch);
else
act("$N is not pure enough to receive the gift of light.",ch,NULL,victim,TO_CHAR);
return;
}
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = -level;
af.location = APPLY_AC;
af.modifier = 2 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = -level/10;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a glowing afflatus of purity.\n\r", victim );
if ( ch != victim )
act("$N is surrounded by a glowing afflatus of purity.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_wrath_of_purity( int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam;
dam = dice(level,18);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch))
continue;
if (!IS_EVIL(vch))
continue;
if (!IS_NPC(ch) && !IS_NPC(vch)
&& (ch->fighting == NULL || vch->fighting == NULL))
{
switch(number_range(0,2))
{
case (0):
case (1):
sprintf(buf,"Help! %s has called the wrath of purity upon me!",PERS(ch,vch));
break;
case (2):
sprintf(buf,"Help! %s has called the wrath of purity upon me!",PERS(ch,vch));
}
if (vch!= ch)
do_myell(vch,buf);
}
damage_old(ch,vch, (saves_spell(level,vch,DAM_HOLY) ? dam/2 : dam), sn,DAM_HOLY,TRUE);
WAIT_STATE(ch,PULSE_VIOLENCE*3);
}
return;
}
void spell_frostbolt(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (victim == ch)
{
act("$n is blasted with a bolt of ice!",ch,0,0,TO_ROOM);
send_to_char("You are blasted by a bolt of ice!\n\r",ch);
}
else
{
act("$n points at $N and a bolt of ice flies forth!",ch,0,victim,TO_NOTVICT);
act("$n points at you and a bolt of ice flies forth!",ch,0,victim,TO_VICT);
act("You point at $N and a bolt of ice flies forth!",ch,0,victim,TO_CHAR);
}
dam = dice(level,7);
if (saves_spell(level,victim,DAM_COLD))
dam /= 2;
damage_old(ch,victim,dam,sn,DAM_COLD,TRUE);
return;
}
void spell_icelance(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (victim == ch)
{
act("$n throws out a shard of sharp ice!",ch,0,0,TO_ROOM);
send_to_char("You are struck by your shard of ice!\n\r",ch);
}
else
{
act("$n throws forth a shard of sharp ice at $N!",ch,0,victim,TO_NOTVICT);
act("$n throws forth a shard of sharp ice at you!",ch,0,victim,TO_VICT);
act("You point at $N and throw forth a shard of ice!",ch,0,victim,TO_CHAR);
}
dam = dice(level,6);
if (saves_spell(level,victim,DAM_COLD))
dam /= 2;
damage_old(ch,victim,dam,sn,DAM_COLD,TRUE);
if (number_percent() < 30 && !is_affected(victim,gsn_icelance))
{
AFFECT_DATA af;
act("A fine mist of blood sprays forth from $N as $n's icelance pierces deep into $S chest!",ch,0,victim,TO_NOTVICT);
act("A mist of blood sprays forth as $n's icelance pierces deep into your chest!",ch,0,victim,TO_VICT);
act("A fine mist of blood sprays forth from $N as your icelance pierces deep into $S chest!",ch,0,victim,TO_CHAR);
init_affect(&af);
af.aftype = AFT_SKILL;
af.type = gsn_icelance;
af.duration = 5;
af.affect_list_msg = str_dup("induces major bleeding");
af.name = str_dup("icelance wound");
af.level = ch->level;
af.owner_name = str_dup(ch->original_name);
affect_to_char(victim,&af);
}
return;
}
void spell_earthfade(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
int sn_fog, sn_fire;
sn_fog = skill_lookup("faerie fog");
sn_fire = skill_lookup("faerie fire");
if (is_affected(ch,sn))
{
send_to_char("You are already melded with the ground.\n\r",ch);
return;
}
if (ch->in_room->sector_type == SECT_WATER_SWIM
|| ch->in_room->sector_type == SECT_WATER_NOSWIM
|| ch->in_room->sector_type == SECT_AIR)
{
send_to_char("There isn't enough natural earth to meld with here.\n\r",ch);
return;
}
if (is_affected(ch,sn_fog) || is_affected(ch,sn_fire))
{
send_to_char("You are glowing too much to hide in the ground.\n\r",ch);
return;
}
if ( ch->pause > 3 )
{
send_to_char("You are breathing too heavily to hide in the ground.\n\r",ch);
return;
}
act("$n vanishes into the ground!",ch,0,0,TO_ROOM);
send_to_char("You vanish into the ground!\n\r",ch);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_earthfade;
af.level = level;
af.modifier = 0;
af.bitvector = 0;
af.affect_list_msg = str_dup("grants improved invisibility");
af.duration = (level/5);
af.location = 0;
affect_to_char(ch,&af);
return;
}
void spell_forget(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (is_affected(victim,sn))
{
if (victim == ch)
send_to_char("You are already as senile as you can get.\n\r",ch);
else
send_to_char("They are already affected by a forget spell.\n\r",ch);
return;
}
if (saves_spell(level - 3,victim,DAM_OTHER))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
init_affect(&af);
af.type = sn;
af.modifier = 0;
af.duration = level/10;
af.location = 0;
af.bitvector = 0;
af.level = level;
af.affect_list_msg = str_dup("induces memory loss of skills and spells");
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
affect_to_char(victim,&af);
send_to_char("You feel your memories slip away.\n\r",victim);
act("$n suddenly looks disoriented.",victim,0,0,TO_ROOM);
return;
}
void spell_earthbind(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (is_affected(victim,sn) || !IS_AFFECTED(victim,AFF_FLYING))
{
send_to_char("Their feet are already on the ground.\n\r",ch);
return;
}
if (saves_spell(level,victim,DAM_OTHER))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_earthbind;
af.modifier = 0;
af.level = level;
af.duration = level/5;
af.location = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
send_to_char("Your feet suddenly become heavy and earthbound.\n\r",victim);
act("$n suddenly drops to the ground.",victim,0,0,TO_ROOM);
return;
}
void spell_divine_touch(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("You are already blessed with a divine touch.\n\r",ch);
return;
}
init_affect(&af);
af.type = sn;
af.aftype = AFT_SPELL;
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
af.duration = level/5;
af.level = level;
affect_to_char(ch,&af);
send_to_char("Your hands are surrounded in holy energy.\n\r",ch);
act("$n's hands seem to glow with an inner energy.",ch,0,0,TO_ROOM);
return;
}
void spell_transfer_object(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
target_name = one_argument(target_name,arg1);
one_argument(target_name,arg2);
if (arg1[0] == '\0'
|| arg2[0] == '\0')
{
send_to_char("Send what to whom?\n\r",ch);
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
victim = get_char_world(ch,arg2);
if (victim == NULL)
{
send_to_char("They aren't here.\n\r",ch);
return;
}
if (IS_NPC(victim))
{
send_to_char("They wouldn't want that sent to them.\n\r",ch);
return;
}
if (victim == ch)
{
send_to_char("Why not just hold it in your other hand?\n\r",ch);
return;
}
if (IS_IMMORTAL(victim) && !IS_IMMORTAL(ch))
{
send_to_char("You can't send to an immortal.\n\r",ch);
return;
}
if (is_set(&obj->extra_flags,ITEM_NODROP))
{
send_to_char("You can't seem to remove it from yourself to prepare for transfer.\n\r",ch);
return;
}
if (victim->carry_number >= can_carry_n(victim)
|| victim->carry_weight >= can_carry_w(victim)
|| obj->pIndexData->vnum == OBJ_VNUM_ARCANA
|| obj->pIndexData->vnum == OBJ_VNUM_RAGER
|| obj->pIndexData->vnum == OBJ_VNUM_ANCIENT
|| obj->pIndexData->vnum == OBJ_VNUM_KNIGHT
|| obj->pIndexData->vnum == OBJ_VNUM_OUTLAW
|| obj->pIndexData->vnum == OBJ_VNUM_BOUNTY
|| obj->pIndexData->vnum == OBJ_VNUM_EMPIRE
|| obj->pIndexData->vnum == OBJ_VNUM_ENFORCER)
{
act("$p glows softly but nothing happens.",ch,obj,0,TO_CHAR);
act("$p glows softly but nothing happens.",ch,obj,0,TO_ROOM);
return;
}
if (IS_SET(victim->act,PLR_NO_TRANSFER))
{
send_to_char("They wouldn't want them sent to them.\n\r",ch);
return;
}
act("$p glows softly and vanishes!",ch,obj,0,TO_CHAR);
act("$p glows softly and vanishes!",ch,obj,0,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj,victim);
act("You suddenly feel heavier as $p pops into your inventory!",victim,obj,0,TO_CHAR);
act("$p suddenly appears from nowhere and pops into $n's possession!",victim,obj,0,TO_ROOM);
return;
}
void spell_disintegrate(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
int dam, obj_save, count=0;
if (saves_spell(level - 1,victim,DAM_ENERGY)
|| saves_spell(level - 4,victim,DAM_ENERGY)
|| saves_spell(level + 12, victim,DAM_ENERGY))
{
act("$n shudders and spasms momentarily.",victim,0,0,TO_ROOM);
send_to_char("You feel a sudden intense pain throughout your body!\n\r",victim);
dam = dice(level,10);
damage_old(ch,victim,saves_spell(level,victim,DAM_ENERGY) ? dam/2 : dam,sn,DAM_ENERGY,TRUE);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
return;
}
act("$n vaporizes in a cloud of bloody red mist!",victim,0,0,TO_ROOM);
send_to_char("You feel a sudden intense pain as your body vaporizes into a red mist!\n\r",victim);
for (obj = victim->carrying; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
obj_save = obj->level;
if (obj_save == 0)
obj_save = 51;
if (obj->pIndexData->limtotal == 1)
obj_save += 15;
else if (obj->pIndexData->limtotal <= 3
&& obj->pIndexData->limtotal > 0)
obj_save += 10;
else if (obj->pIndexData->limtotal <= 10
&& obj->pIndexData->limtotal > 0)
obj_save += 5;
else if (obj->pIndexData->limtotal <= 15
&& obj->pIndexData->limtotal > 0)
obj_save += 3;
else if (obj->pIndexData->limtotal > 0)
obj_save += 1;
obj_save *= 2;
obj_save -= (2 * level);
obj_save += 55;
if (number_percent() > obj_save && count < 9)
{
act("$p disintergrates in a flash of light!",ch,obj,NULL,TO_ROOM);
act("$p disintergrates in a flash of light!",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
count++;
}
}
raw_kill(ch,victim);
WAIT_STATE(ch,PULSE_VIOLENCE*3);
return;
}
void spell_grounding(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
if (is_affected(ch,sn))
{
send_to_char("Your body is already at a ground potential.\n\r",ch);
return;
}
send_to_char("Your body loses all affinity to electricity.\n\r",ch);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.modifier = 0;
af.level = level;
af.duration = ch->level/8;
af.bitvector = 0;
af.affect_list_msg = str_dup("provides immunity to lightning-based spells");
affect_to_char(ch,&af);
return;
}
void spell_shock_sphere(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int dam;
act("A sphere of crackling energy detonates around $n with explosive sound!", victim,0,0,TO_ROOM);
send_to_char("A sphere of fierce energy detonates around you with deafening sound!\n\r",victim);
if (is_affected(victim,gsn_shock_sphere || is_affected(victim,gsn_deafen)))
{
dam = dice(level, 3);
damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE);
return;
}
if (saves_spell(level,victim,DAM_SOUND))
{
dam = dice(level,5);
damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE);
return;
}
dam = dice(level,7);
damage_old(ch,victim,saves_spell(level,victim,DAM_SOUND) ? dam/2 : dam,sn,DAM_SOUND,TRUE);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.modifier = -2;
af.location = APPLY_HITROLL;
af.bitvector = 0;
af.type = gsn_shock_sphere;
af.level = level;
af.duration = 2;
if (is_affected(victim,gsn_deafen))
{
return;
}
affect_to_char(victim,&af);
af.location = 0;
af.modifier = 0;
af.affect_list_msg = str_dup("prevents casting and inflicts a deafened state");
act("$n appears deafened.",victim,0,0,TO_ROOM);
send_to_char("You can't hear a thing!\n\r",victim);
return;
}
/* Make a victim flee...if they really fail their saves big time it can
kill them outright..(Ceran)
*/
void spell_power_word_fear(int sn, int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
bool bad_fail, utter_fail;
int range;
/*
if (get_eq_char(victim, WEAR_BRAND)->pIndexData->vnum == 67)
{
send_to_char("Your spell has no affect on the fearless.\n\r",ch);
return;
}*/
bad_fail = FALSE;
utter_fail = FALSE;
if (victim == ch)
{
send_to_char("That wouldn't work.\n\r",ch);
return;
}
act("$n points at $N and utters the word 'Fear!'",ch,0,victim,TO_NOTVICT);
act("$n points at you and utters the word 'Fear!'",ch,0,victim,TO_VICT);
act("You point at $N and utter the word 'Fear!'",ch,0,victim,TO_CHAR);
if (!IS_AWAKE(victim))
{
act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM);
send_to_char("You feel a brief terror, but it passes away in your dreams.\n\r",victim);
return;
}
if (is_affected(victim,sn))
{
send_to_char("They are already affected by a word of power.\n\r",ch);
send_to_char("You feel a shiver pass through you but it has no further affect.\n\r",victim);
return;
}
if (IS_NPC(victim))
{
if (victim->pIndexData->vnum == MOB_VNUM_ANCIENT
|| victim->pIndexData->vnum == MOB_VNUM_BOUNTY
|| victim->pIndexData->vnum == MOB_VNUM_RAGER
|| victim->pIndexData->vnum == MOB_VNUM_OUTLAW
|| victim->pIndexData->vnum == MOB_VNUM_KNIGHT
|| victim->pIndexData->vnum == MOB_VNUM_ARCANA
|| victim->pIndexData->vnum == MOB_VNUM_ENFORCER)
{
act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM);
send_to_char("You feel a brief terror, but it passes.\n\r",victim);
return;
}
}
if (saves_spell(level,victim,DAM_OTHER))
{
act("$n shivers momentarily but it passes.",victim,0,0,TO_ROOM);
send_to_char("You feel a brief terror, but it passes.\n\r",victim);
return;
}
if (!saves_spell(level - 2,victim,DAM_OTHER))
{
bad_fail = TRUE;
if (!saves_spell(level - 5,victim,DAM_OTHER))
utter_fail = TRUE;
}
if (utter_fail)
{
act("$n's eyes widen and $s heart ruptures from shock!",victim,0,0,TO_ROOM);
send_to_char("You feel a terror so intense your heart stops dead!\n\r",victim);
raw_kill(ch,victim);
return;
}
act("$n's eyes widen in shock and $s entire body freezes in momentary terror.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel an overwhelming terror and you shudder in momentary shock.\n\r",victim);
range = level/10;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.bitvector = 0;
af.duration = (number_range(1,5) + range);
af.location = APPLY_CON;
af.modifier = -number_range(2,range + 1);
affect_to_char(victim,&af);
af.location = APPLY_STR;
af.modifier = -number_range(2,range + 1);
affect_to_char(victim,&af);
af.location = APPLY_DEX;
af.modifier = -number_range(1,range);
affect_to_char(victim,&af);
af.location = APPLY_HIT;
af.modifier = -number_range(2,range);
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
af.modifier = -number_range(2,range);
affect_to_char(victim,&af);
if (victim->position == POS_FIGHTING)
do_flee(victim,"");
if (victim->position == POS_FIGHTING)
{
do_flee(victim,"");
}
if (victim->position == POS_FIGHTING)
{
do_flee(victim,"");
}
if (bad_fail)
WAIT_STATE(victim,12);
return;
}
/* Causes a target's hp to regenerate at a constant rate, plus removes the
effects of a wither prevent healing spell */
void spell_regeneration(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,gsn_atrophy))
{
act("$n's body stops wasting away.",victim,0,0,TO_ROOM);
send_to_char("Your body stops wasting away.\n\r",victim);
affect_strip(victim,gsn_atrophy);
return;
}
if (is_affected(victim,skill_lookup("prevent healing")))
{
act("$n's sickly looking complexion clears up.",victim,0,0,TO_ROOM);
send_to_char("You no longer feel so sick and weary.\n\r",victim);
affect_strip(victim,skill_lookup("prevent healing"));
return;
}
if (is_affected(victim,skill_lookup("wither")))
{
if (victim != ch)
{
act("$N's emanciated body heals up with your touch.",ch,0,victim,TO_CHAR);
act("Your emanciated body heals up with $n's touch.",ch,0,victim,TO_VICT);
act("$N's emanciated body heals up with $n's touch.",ch,0,victim,TO_NOTVICT);
}
else
{
send_to_char("Your emaciated body parts heal up.\n\r",ch);
act("$n's emaciated body heals up.",ch,0,0,TO_ROOM);
}
affect_strip(victim,skill_lookup("wither"));
return;
}
if (is_affected(victim,sn))
{
if (victim == ch)
send_to_char("You are already healing at an improved rate.\n\r",ch);
else
send_to_char("They are already healing at an improved rate.\n\r",ch);
return;
}
init_affect(&af);
af.aftype = AFT_COMMUNE;
af.where = TO_AFFECTS;
af.type = sn;
af.location = APPLY_REGENERATION;
if (get_skill(ch,skill_lookup("greater regeneration")) < 5)
af.modifier = 10;
else {
send_to_char("Your deity enhances the potency of the regeneration!\n\r",ch);
af.modifier = 35;
}
af.level = level;
af.bitvector = 0;
af.duration = level/5;
affect_to_char(victim,&af);
send_to_char("You feel your body warm with an inner health.\n\r",victim);
if (victim != ch)
send_to_char("You boost their recuperation ability.\n\r",ch);
return;
}
/*
Restores forget, wither, prevent healing, atrophy.
Also restores lost levels due to energy drain by powerful undead
*/
void spell_restoration(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int sn_forget, sn_wither, sn_drain, sn_prevent_healing;
bool success = FALSE;
sn_prevent_healing = skill_lookup("prevent healing");
sn_forget = skill_lookup("forget");
sn_wither = skill_lookup("wither");
sn_drain = skill_lookup("undead drain");
if (is_affected(victim,sn_forget))
{
send_to_char("You feel your mind becoming clearer.\n\r",victim);
act("$n looks less confused.",victim,0,0,TO_ROOM);
affect_strip(victim,sn_forget);
success = TRUE;
}
if (is_affected(victim,sn_wither))
{
send_to_char("Your emaciated body is restored.\n\r",victim);
act("$n's emaciated body looks healthier.",victim,0,0,TO_ROOM);
affect_strip(victim,sn_wither);
success = TRUE;
}
if (is_affected(victim,sn_prevent_healing))
{
send_to_char("You no longer feel so sickly and weary.\n\r",victim);
act("$n's sickly complexion clears up.",victim,NULL,NULL,TO_ROOM);
affect_strip(victim,sn_prevent_healing);
success = TRUE;
}
if (is_affected(victim,gsn_atrophy))
{
act("$n's body stops wasting away.",victim,0,0,TO_ROOM);
send_to_char("Your body stops wasting away.\n\r",victim);
affect_strip(victim,gsn_atrophy);
}
if (is_affected(victim,sn_drain)
&& check_dispel(level + 15,victim,sn_drain))
{
act("$n looks much better.",victim,NULL,NULL,TO_ROOM);
affect_strip(victim,sn_drain);
success = TRUE;
}
if ((is_affected(victim,skill_lookup("rot")))
&& check_dispel(level, victim,skill_lookup("rot")))
{
act("$n stops decomposing.",victim,NULL,NULL,TO_ROOM);
affect_strip(victim,skill_lookup("rot"));
success = TRUE;
}
if (!success)
send_to_char("Spell had no effect.\n\r",ch);
return;
}
void spell_undead_drain(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
return;
}
void spell_prevent_healing(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))
{
send_to_char("Their body is already deficient in healing ability.\n\r",ch);
return;
}
if (saves_spell(level,victim,DAM_OTHER)
|| !str_cmp(race_table[victim->race].name,"troll"))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
send_to_char("You feel your body losing it's ability to heal.\n\r",victim);
act("$n looks very sick.",victim,0,0,TO_ROOM);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_prevent_healing;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = level/6;
af.affect_list_msg = str_dup("prevents healing");
af.bitvector = 0;
affect_to_char(victim,&af);
return;
}
/* Fire and Ice spell for elementalists */
void spell_fire_and_ice(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, sn_frost, sn_fire, d_type, sn_type;
sn_frost = skill_lookup("frost breath");
sn_fire = skill_lookup("fire breath");
if (sn_fire == -1 || sn_frost == -1)
{
send_to_char("The elements fail to combine.\n\r",ch);
return;
}
if (number_percent() > 50)
{
sn_type = sn_frost;
d_type = DAM_COLD;
}
else
{
sn_type = sn_fire;
d_type = DAM_FIRE;
}
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level*3,4);
else
dam = dice(level*1.75,4);
act("$n unleashes a blast of fire and ice!",ch,0,0,TO_ROOM);
send_to_char("You unleash a blast of fire and ice!\n\r",ch);
if(!IS_NPC(ch))
dam/=2;
damage_old(ch,victim,dam,sn_type,d_type,TRUE);
if (check_spellcraft(ch,sn))
dam = spellcraft_dam(level*3,4);
else
dam = dice(level*1.75, 4);
if (d_type == DAM_COLD)
{
d_type = DAM_FIRE;
sn_type = sn_fire;
}
else
{
d_type = DAM_COLD;
sn_type = sn_frost;
}
if(!IS_NPC(ch))
dam/=3;
damage_old(ch,victim,dam,sn_type,d_type,TRUE);
return;
}
void spell_atrophy(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 wasting away.\n\r",ch);
else
send_to_char("They are already wasting away.\n\r",ch);
return;
}
if (saves_spell(level,victim,DAM_OTHER)
|| !str_cmp(race_table[victim->race].name,"troll"))
{
send_to_char("Spell failed.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = get_spell_aftype(ch);
af.type = sn;
af.duration = 2;
af.location = APPLY_REGENERATION;
af.modifier = -10;
af.bitvector = 0;
af.level = level;
affect_to_char(victim,&af);
send_to_char("You feel an intense pain as your body begins to waste away.\n\r",victim);
act("$n looks very sick as $s body starts wasting away before your eyes!",victim,NULL,NULL,TO_ROOM);
return;
}
/*
Heal spell, but also for only slightly more cost can cure poison and disease.
Can stop wasting, but no heal benefit is gained if used this way. Won't
restore undead_drains or wither etc.
*/
void spell_utter_heal(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int sn_atrophy, sn_poison;
if (IS_EVIL(ch))
{
send_to_char("The Gods of darkness do not grant such beneficial spells to their clerics.\n\r",ch);
return;
}
sn_atrophy = skill_lookup("atrophy");
sn_poison = skill_lookup("poison");
if (is_affected(victim,sn_atrophy))
{
affect_strip(victim,sn_atrophy);
send_to_char("Your body stops wasting away.\n\r",victim);
act("$n's body stops wasting away.",victim,0,0,TO_ROOM);
return;
}
if (is_affected(ch,sn_poison)
|| is_affected(ch,gsn_poison_dust))
{
act("$n looks better.",victim,0,0,TO_ROOM);
send_to_char("You feel a warm sensation running through you.\n\r",victim);
affect_strip(victim,sn_poison);
affect_strip(victim,gsn_poison_dust);
}
if (is_affected(ch,gsn_plague))
{
act("The sores on $n's body disappear.",victim,0,0,TO_ROOM);
send_to_char("The sores on your body disappear.\n\r",victim);
affect_strip(victim,gsn_plague);
}
send_to_char("You feel better!\n\r",victim);
victim->hit = UMIN(victim->hit + 100, victim->max_hit);
if (victim != ch)
send_to_char("Ok.\n\r",ch);
return;
}
void spell_call_slaves(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
AFFECT_DATA af;
CHAR_DATA *mob;
CHAR_DATA *gch;
int i;
if (cabal_down(ch,CABAL_OUTLAW))
return;
if (ch->gold < 500)
{
send_to_char("You can't afford to buy slaves!\n\r",ch);
return;
}
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && gch->pIndexData->vnum == MOB_VNUM_SLAYER)
{
send_to_char("You cannot call more slaves yet!\n\r",ch);
return;
}
}
for (i=0;i < 2; i++)
{
mob = create_mobile(get_mob_index(MOB_VNUM_SLAYER));
char_to_room(mob,ch->in_room);
mob->leader = ch;
mob->master = ch;
mob->level = level;
mob->max_hit = level * 15;
mob->hit = mob->max_hit;
mob->damroll = level/2;
mob->armor[0] = -level*5;
mob->armor[1] = -level*5;
mob->armor[2] = -level*5;
mob->armor[3] = -level*3;
SET_BIT(mob->affected_by, AFF_CHARM);
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.level = level;
af.location = 0;
af.modifier = 0;
af.duration = 5;
af.bitvector = 0;
af.type = sn;
affect_to_char(ch,&af);
act("$n calls and two slaves appear.",ch,0,0,TO_ROOM);
send_to_char("You pay the slaves for their services.\n\r",ch);
ch->gold -= 500;
return;
}
void spell_hold_person( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int chance;
if (IS_IMMORTAL(victim))
{
act("$N shrugs off your spell.",ch,0,victim,TO_CHAR);
act("You shrug off $n's spell.",ch,0,victim,TO_VICT);
return;
}
if ( is_affected( victim, sn ))
{
send_to_char("They are are already as paralyzed as they can be.\n\r",ch);
check_improve(ch,sn,FALSE,1);
WAIT_STATE(ch,PULSE_VIOLENCE);
return;
}
chance = 55+(victim->saving_throw*.5);
if(chance<35)
chance=35;
if(IS_AFFECTED(victim,AFF_SLOW))
chance*=1.5;
if(IS_AFFECTED(victim,AFF_HASTE))
chance*=.5;
if(victim->position==POS_FIGHTING)
chance-=13;
if(is_affected(victim,skill_lookup("resist paralysis")))
chance-=25;
chance-=10;
chance = UMIN(chance,35);
if(chance<number_percent())
{
send_to_char("You failed.\n\r",ch);
send_to_char("You feel a slight tightening of your muscles, but it goes away.\n\r",victim);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_hold_person;
af.location = 0;
af.modifier = 0;
af.duration = 1;
af.bitvector = 0;
af.affect_list_msg = str_dup("restricts movement");
af.level = level;
affect_to_char( victim, &af );
send_to_char("Your body stiffens up, you can't do anything!\n\r", victim);
act("$n suddenly stiffens up, $s face taut with agony.",victim,NULL,NULL,TO_ROOM);
check_improve(ch,sn,TRUE,1);
WAIT_STATE(ch,PULSE_VIOLENCE*2);
return;
}
void spell_slave_of_purgatory( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *gch;
CHAR_DATA *slave;
AFFECT_DATA af;
char buf[100];
int i;
if (!is_affected(ch,gsn_cloak_form))
{
send_to_char("You may only invoke that power while concealed.\n\r",ch);
return;
}
if (is_affected(ch,sn))
{
send_to_char("You feel too weak to summon a Slave of Purgatory now.\n\r",
ch);
return;
}
send_to_char("You attempt to summon a Slave of Purgatory.\n\r",ch);
act("$n attempts to summon a Slave of Purgatory.",ch,NULL,NULL,TO_ROOM);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch &&
gch->pIndexData->vnum == MOB_VNUM_SLAVE)
{
send_to_char("Two Slave of Purgatories are more than you can control!\n\r",ch);
return;
}
}
slave = create_mobile( get_mob_index(MOB_VNUM_SLAVE) );
for (i=0;i < MAX_STATS; i++)
{
slave->perm_stat[i] = ch->perm_stat[i];
}
slave->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
: URANGE(ch->pcdata->perm_hit,1*ch->pcdata->perm_hit,30000);
slave->hit = slave->max_hit;
slave->max_mana = ch->max_mana;
slave->mana = slave->max_mana;
slave->level = ch->level;
for (i=0; i < 3; i++)
slave->armor[i] = interpolate(slave->level,100,-100);
slave->armor[3] = interpolate(slave->level,100,0);
slave->gold = 0;
slave->timer = 0;
slave->damage[DICE_NUMBER] = number_range(level/15, level/10);
slave->damage[DICE_TYPE] = number_range(level/3, level/2);
slave->damage[DICE_BONUS] = 0;
char_to_room(slave,ch->in_room);
send_to_char("A Slave of Purgatory rises from the shadows!\n\r",ch);
act("A Slave of Purgatory rises from the shadows!",ch,NULL,NULL,TO_ROOM);
sprintf(buf, "A Slave of Purgatory kneels before you.");
send_to_char( buf, ch );
act( "A Slave of Purgatory kneels before $n!", ch, NULL, NULL, TO_ROOM );
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = sn;
af.level = level;
af.duration = 18;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(slave->affected_by, AFF_CHARM);
slave->master = slave->leader = ch;
}
void spell_shroud( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
AFFECT_DATA af;
if (cabal_down(ch,CABAL_ANCIENT))
return;
if (is_affected(ch,sn))
{
send_to_char("You are still shrouded.\n\r",ch);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = sn;
af.level = level;
af.duration = 24;
/* af.location = APPLY_AC;
af.modifier = 3 * AC_PER_ONE_PERCENT_DECREASE_DAMAGE / 2;
af.bitvector = 0;
affect_to_char(ch,&af);*/
af.location = APPLY_DAMROLL;
af.modifier = 5;
af.bitvector = 0;
affect_to_char(ch,&af);
af.location = APPLY_HITROLL;
af.modifier = 5;
af.bitvector = 0;
affect_to_char(ch,&af);
af.location = APPLY_SAVING_SPELL;
af.modifier = -5;
af.bitvector = 0;
affect_to_char(ch,&af);
af.location = APPLY_NONE;
af.modifier = 0;
af.type = skill_lookup("protection good");
af.affect_list_msg = str_dup("reduces damage from good opponents by 25%");
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char(ch,&af);
send_to_char( "You become shrouded in darkness.\n\r", ch);
return;
}
void spell_mental_knife(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = ch->level*4 + number_percent() + 75;
if (check_spellcraft(ch,sn))
dam += ch->level;
if ( saves_spell( level, victim,DAM_MENTAL) )
{
dam /= 1.25;
}
damage_old( ch, victim, dam, sn, DAM_MENTAL,TRUE);
return;
}
void spell_scrying(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *ori_room;
if (cabal_down(ch,CABAL_ARCANA))
return;
if ((victim = get_char_world(ch, target_name)) == NULL)
{
send_to_char("You can find no such person with your magical powers.\n",ch);
return;
}
if (ch->in_room->vnum!=5805)
{
send_to_char("You must be with the Seneschal and the Orb of Magic to peer into it!\n",ch);
return;
}
if (((victim->level > ch->level + 7) && saves_spell(level, victim, DAM_NONE)) || IS_EXPLORE(victim->in_room))
{
send_to_char("You peer intently into the Orb of Magic, but cannot see who you search for.\n",ch);
WAIT_STATE(ch,PULSE_VIOLENCE*4);
return;
}
if (ch==victim)
{
send_to_char("The mists inside the Orb of Magic swirl about, slowly revealing what you seek.\n",ch);
do_look(ch, str_empty);
}
else
{
send_to_char("You feel somebody is watching you.\n\r", victim);
ori_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, victim->in_room);
do_look(ch, str_empty);
char_from_room(ch);
char_to_room(ch, ori_room);
WAIT_STATE(ch,PULSE_VIOLENCE*5);
}
}
void spell_nova(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam;
int dambase;
dambase=220;
if (!IS_NPC(ch) && check_spellcraft(ch,sn))
{
dambase=350;
level+=2;
}
act("With hands outstretched and face to the sky, $n opens $s mouth in a soundless scream as waves of heat roll out from $m.",ch,0,0,TO_ROOM);
act("You utter the words 'iaza'.",ch,0,0,TO_CHAR);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,ch) || is_safe(ch,vch))
continue;
if (ch->cabal>0 && vch->cabal>0 && ch->cabal==vch->cabal)
continue;
if (!IS_NPC(vch) && (ch->fighting == NULL || vch->fighting == NULL))
{
sprintf(buf,"Die, %s, you sorcerous dog!",PERS(ch,vch));
do_myell(vch,buf);
}
dam=dambase+number_percent();
dam+=number_percent()*1.3;
if (saves_spell(level+1,vch,DAM_FIRE))
dam-=125;
act("$N is seared by the blistering heat of $n's spell.",ch,0,vch,TO_NOTVICT);
act("You are seared by the blistering heat of $n's spell.",ch,0,vch,TO_VICT);
act("$N is seared by the blistering heat of your spell.",ch,0,vch,TO_CHAR);
damage_old(ch,vch,dam,sn,DAM_FIRE,TRUE);
}
WAIT_STATE(ch,PULSE_VIOLENCE*2);
return;
}
void spell_garble(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (ch == victim)
{
send_to_char("Garble whose speech?\n\r",ch);
return;
}
if (is_affected(victim,sn))
{
act("$N's speech is already garbled.",ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level,victim, DAM_MENTAL) && number_percent() <85)
return;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = sn;
af.level = level;
af.duration = 10;
af.modifier = 0;
af.affect_list_msg = str_dup("garbles speech and prevents casting");
af.location = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
act("You have garbled $N's speech!",ch,NULL,victim,TO_CHAR);
send_to_char("You feel your tongue contort.\n\r",victim);
}
void spell_unholy_bless( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
AFFECT_DATA af,caf;
AFFECT_DATA *af_check, *af_next;
OBJ_DATA *obj;
if((obj = get_obj_carry(ch,target_name,ch)) == NULL)
return send_to_char("You are not carrying that.\n\r",ch);
if(obj->item_type != ITEM_WEAPON)
return send_to_char("You can only give weapons an unholy blessing.\n\r",ch);
if (is_affected_obj(obj,gsn_unholy_bless))
{
send_to_char("That weapon already contains a dark blessing.\n\r",ch);
return;
}
OBJ_DATA *cobj;
OBJ_DATA *cobj_next;
AFFECT_DATA *caff;
for (cobj = object_list; cobj != NULL; cobj = cobj_next)
{
cobj_next = cobj->next;
if (is_affected_obj(cobj,gsn_unholy_bless))
{
caff = affect_find_obj(cobj,skill_lookup("unholy bless"));
CHAR_DATA *cch = find_char_by_name(caff->owner_name);
if (cch) {
if (!str_cmp(cch->original_name,ch->original_name)) {
send_to_char("You already have an unholy weapon somewhere in Thera.\n\r",ch);
return;
}
}
}
}
for (af_check = obj->affected; af_check != NULL; af_check = af_next)
{
af_next = af_check->next;
free_affect(af_check);
}
obj->enchanted = TRUE;
init_affect(&af);
af.where = TO_OBJECT;
af.owner_name = str_dup(ch->original_name);
af.aftype = AFT_SPELL;
af.level = level;
af.duration = -1;
af.type = gsn_unholy_bless;
af.modifier = 1;
af.location = APPLY_HITROLL;
affect_to_obj(obj,&af);
af.modifier = 1;
af.location = APPLY_DAMROLL;
affect_to_obj(obj,&af);
af.modifier = 50;
af.location = APPLY_HIT;
affect_to_obj(obj,&af);
af.modifier = 50;
af.location = APPLY_MANA;
affect_to_obj(obj,&af);
init_affect(&caf);
caf.where = TO_AFFECTS;
caf.aftype = AFT_INVIS;
caf.duration = -1;
caf.type = sn;
affect_to_char(ch,&caf);
act("$p feels strangely alive in your hands as you utter a dark ritual.",ch,obj,0,TO_CHAR);
return;
}
void spell_eyes_of_intrigue(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
AFFECT_DATA af;
ROOM_INDEX_DATA *ori_room;
if (cabal_down(ch,CABAL_ANCIENT))
return;
if (is_affected(ch, sn))
return send_to_char("You cannot call upon your spy network again so soon.\n\r",ch);
if ((victim = get_char_world(ch, target_name)) == NULL)
{
send_to_char("Your spy network reveals no such player.\n",ch);
return;
}
if (((victim->level > ch->level + 7) && saves_spell(level, victim, DAM_NONE)) || IS_EXPLORE(victim->in_room))
{
send_to_char("Your spy network cannot find that player.\n",ch);
WAIT_STATE(ch,PULSE_VIOLENCE*5);
return;
}
if (is_safe(victim, ch))
return;
if (ch==victim)
do_look(ch, str_empty);
else
{
ori_room = ch->in_room;
char_from_room(ch);
char_to_room(ch, victim->in_room);
do_look(ch, str_empty);
char_from_room(ch);
char_to_room(ch, ori_room);
WAIT_STATE(ch,PULSE_VIOLENCE*4);
if (saves_spell(level-10, victim, DAM_NONE))
send_to_char("You feel somebody is watching you.\n\r", victim);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_INVIS;
af.type = sn;
af.level = level;
af.duration = number_range(5,10);
af.affect_list_msg = str_dup("restricts use of Eyes of Intrigue");
af.modifier = 0;
af.location = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
}
return;
}
void spell_confuse(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
CHAR_DATA *rch;
int count=0;
if (is_affected(victim, gsn_confuse))
{
act("$N is already thoroughly confused.",ch,NULL,victim,TO_CHAR);
return;
}
if (cabal_down(ch,CABAL_OUTLAW))
return;
if (saves_spell(level,victim, DAM_MENTAL) && number_percent() <90 )
{
send_to_char("You failed.\n\r",victim);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = sn;
af.level = level;
af.duration = 3;
af.modifier = 0;
af.affect_list_msg = str_dup("inflicts a confused state");
af.location = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
send_to_char("You feel so confused, you don't know where to go.\n\r",victim);
act("$N is very confused.",ch,NULL,victim,TO_CHAR);
for (rch = ch->in_room->people; rch; rch = rch->next_in_room)
if (rch == ch
&& !can_see(ch, rch))
count++;
for (rch = ch->in_room->people; rch; rch = rch->next_in_room)
{
if (rch != ch
&& can_see(ch, rch)
&& number_range(1, count) == 1)
break;
}
if (rch)
do_murder(victim, rch->name);
do_murder(victim, ch->name);
}
void spell_crushing_hand(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam=160;
if (check_spellcraft(ch,sn))
{
dam=200;
level+=2;
}
dam+=(number_percent())/2;
if (saves_spell(level+1,victim,DAM_OTHER))
dam-=60;
act("$n creates a huge spectral hand to brutally pummel $N!",ch,0,victim,TO_NOTVICT);
act("$n creates a huge spectral hand to brutally pummel you!",ch,0,victim,TO_VICT);
act("You create a huge spectral hand to brutally pummel $N!",ch,0,victim,TO_CHAR);
if (number_percent()<60)
{
act("$N appears to be stunned by the blow.",ch,0,victim,TO_NOTVICT);
act("You feel stunned by the brutal blow.",ch,0,victim,TO_VICT);
act("$N appears to be stunned by the blow.",ch,0,victim,TO_CHAR);
WAIT_STATE(victim,PULSE_VIOLENCE*2);
}
damage_new(ch,victim,dam,sn,DAM_BASH,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"crushing hand");
return;
}
void spell_deafen(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (ch == victim)
{
send_to_char("Deafen who?\n\r",ch);
return;
}
if (is_affected(victim,sn))
{
act("$N is already deafened.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,gsn_shock_sphere))
{
act("$N is already deafened.",ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level+10, victim, DAM_NONE))
{
act("You failed to deafen $N.",ch,NULL,victim,TO_CHAR);
act("You feel a slight ringing in your ears, but it stops.",ch,NULL,victim,TO_VICT);
return;
}
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = number_range(1,3);
af.modifier = 0;
af.affect_list_msg = str_dup("prevents casting and inflicts a deafened state");
af.location = 0;
af.bitvector = 0;
affect_to_char(victim,&af);
act("You have deafened $N!",ch,NULL,victim,TO_CHAR);
send_to_char("A loud ringing fills your ears...you can't hear anything!\n\r",victim);
}
void spell_chaos_blade(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
AFFECT_DATA af;
OBJ_DATA *blade;
if (is_affected(ch,gsn_chaos_blade))
{
send_to_char("You still have the blade!\n\r",ch);
return;
}
if (ch->mana < 30)
{
send_to_char("You don't have the mana.\n\r",ch);
return;
}
send_to_char("You create a blade of chaos!\n\r",ch);
act("$n creates a blade of chaos!",ch,NULL,NULL,TO_ROOM);
ch->mana -= 30;
blade = create_object(get_obj_index(OBJ_VNUM_CHAOS_BLADE), level);
blade->timer = 58;
obj_to_char(blade,ch);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_POWER;
af.type = gsn_chaos_blade;
af.duration = 60;
af.location = 0;
af.bitvector = 0;
af.modifier = 0;
af.level = ch->level;
affect_to_char(ch,&af);
check_improve(ch,gsn_chaos_blade,TRUE,1);
return;
}
void spell_incinerate(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
AFFECT_DATA af;
if (victim == ch)
return;
if (victim == NULL)
return;
if (!IS_NPC(victim))
do_myell(victim,"Help! I'm being incinerated!");
act("Chanting incantations, you step up to $N and trace an arcane rune in the air.",ch,0,victim,TO_CHAR);
act("Chanting incantations, $n steps up to $N and traces an arcane rune in the air.",ch,0,victim,TO_NOTVICT);
act("Chanting incantations, $n steps up to you and traces an arcane rune in the air.",ch,0,victim,TO_VICT);
act("Concentrating your energies, you gesture to $N and will $M to burn!",ch,0,victim,TO_CHAR);
act("Concentrating $s energies, $n wills $M to burn!",ch,0,victim,TO_NOTVICT);
act("Concentrating $s energies, $n wills you to burn!",ch,0,victim,TO_VICT);
dam=number_range(250,500);
if (!saves_spell(level+number_range(1,8),victim,DAM_FIRE))
{
dam=number_range(300,800);
/* Failed save #1. Yer burnin, sucker. */
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = gsn_incinerate;
af.duration = ch->level/10;
af.location = APPLY_STR;
af.bitvector = AFF_SLOW;
af.modifier = -20;
af.level = ch->level;
affect_to_char(victim,&af);
act("$N bursts into a roaring conflagration of flames!",ch,0,victim,TO_NOTVICT);
act("$N bursts into a roaring conflagration of flames!",ch,0,victim,TO_CHAR);
act("You burst into a roaring conflagration of flames!",ch,0,victim,TO_VICT);
if (!saves_spell(level,victim,DAM_FIRE) && !saves_spell(level,victim,DAM_FIRE))
{
/* Failed saves #2 and 3. Have a bad day. */
act("{RSeared beyond recognition by your spell, $N collapses into a pile of ash!{x",ch,0,victim,TO_CHAR);
act("{RSeared beyond recognition by $n's spell, $N collapses into a pile of ash!{x",ch,0,victim,TO_NOTVICT);
act("{RSeared beyond recognition by $n's spell, you collapse into a pile of ash!{x",ch,0,victim,TO_VICT);
raw_kill(ch,victim);
}
}
damage(ch,victim,dam,gsn_incinerate,DAM_FIRE,TRUE);
ch->mana-=50;
WAIT_STATE(ch,PULSE_VIOLENCE*4);
}
void spell_light_of_heaven(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = ch->level*4 + number_percent() + 75;
if (check_spellcraft(ch,sn))
dam += ch->level;
if ( saves_spell( level, victim,DAM_HOLY) )
{
dam /= 1.25;
}
damage_old( ch, victim, dam, sn, DAM_HOLY,TRUE);
return;
}
void spell_unholy_affinity(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
AFFECT_DATA af;
if(is_affected(ch,gsn_unholy_affinity))
return send_to_char("You are already in tune with your unholy weapon.\n\r",ch);
init_affect(&af);
af.where = TO_AFFECTS;
af.duration = 6;
af.level = level;
af.owner_name = str_dup(ch->original_name);
af.aftype = AFT_SPELL;
af.affect_list_msg = str_dup("grants immunity to most disarm attempts");
af.type = gsn_unholy_affinity;
affect_to_char(ch,&af);
return send_to_char("You feel a strange affinity for your unholy weapon, as if you couldn't bear to drop it.\n\r",ch);
}
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;
}
}
}
}
return FALSE;
}
bool check_dispel_cancellation(int dis_level, CHAR_DATA *victim, CHAR_DATA *ch, int sn,bool commune)
{
AFFECT_DATA *af;
char buf[MAX_STRING_LENGTH];
if (is_affected(victim, sn))
{
for ( af = victim->affected; af != NULL; af = af->next )
{
if ( af->type == sn )
{
if (af->aftype == AFT_SPELL) {
if(!saves_dispel(dis_level,af->level,af->duration))
{
sprintf(buf,"The magic of your %s spell unravels.\n\r",skill_table[sn].name);
affect_strip(victim,sn);
send_to_char(buf,victim);
sprintf(buf,"The magic of $n's %s spell unravels.",skill_table[sn].name);
act(buf,victim,0,0,TO_ROOM);
return TRUE;
}
else
{
sprintf(buf,"The magic of your %s spell is unaffected.\n\r",skill_table[sn].name);
send_to_char(buf,victim);
sprintf(buf,"The magic of $n's %s spell is unaffected.",skill_table[sn].name);
if(victim->fighting)
act(buf,victim,0,0,TO_ROOM);
}
} else if (af->aftype == AFT_COMMUNE && commune) {
if(!saves_dispel(dis_level,af->level,af->duration))
{
sprintf(buf,"The power of your %s supplication unravels.\n\r",skill_table[sn].name);
affect_strip(victim,sn);
send_to_char(buf,victim);
sprintf(buf,"The power of $n's %s supplication unravels.",skill_table[sn].name);
act(buf,victim,0,0,TO_ROOM);
return TRUE;
}
else
{
sprintf(buf,"The power of your %s supplication is unaffected.\n\r",skill_table[sn].name);
send_to_char(buf,victim);
sprintf(buf,"The power of $n's %s supplication is unaffected.",skill_table[sn].name);
if(victim->fighting)
act(buf,victim,0,0,TO_ROOM);
}
}
}
}
}
return FALSE;
}
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
bool commune = FALSE;
/* begin running through the spells */
if (class_table[ch->class].ctype==CLASS_COMMUNER) commune = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("armor"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("bless"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("blindness"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("calm"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("change sex"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("chill"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("curse"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect evil"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect good"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect hidden"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect invis"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("detect magic"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("faerie fire"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("fly"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("frenzy"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("giant strength"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("haste"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("infravision"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("invis"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("protective shield"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("mass invis"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("pass door"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("protection"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("sanctuary"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("sleep"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("slow"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("stone skin"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("wraithform"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("weaken"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("righteousness"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("water breathing"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of flames"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of lightning"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of bubbles"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of dust"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of frost"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of wind"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("absorb"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("enlarge"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("reduce"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("shield of wind"),commune))
found = TRUE;
if (check_dispel_cancellation(level,victim,ch,skill_lookup("ward of diminution"),commune))
found = TRUE;
return;
}
void spell_hand_of_vengeance(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_SET(victim->act,PLR_CRIMINAL) )
{
act("A huge clenched fist appears above $n but fades without striking.",victim,0,0,TO_ROOM);
send_to_char("A huge clenched fist appears above you but fades without striking.\n\r",victim);
send_to_char("The Immortal of Enforcer frowns upon the abuse of this power.\n\r",ch);
return;
}
dam = dice(level,6) + dice(level,3);
act("A huge clenched fist appears above $n and strikes down.",victim,0,0,TO_ROOM);
send_to_char("A huge clenched fist appears above you and strikes down.\n\r",victim);
if (saves_spell(level,victim,DAM_BASH) )
dam /= 2;
if (number_percent()>75 || (is_affected(victim,gsn_bloody_shackles) && number_percent()>45))
{
act("The blow hammers $n to the ground with savage force!",victim,0,0,TO_ROOM);
send_to_char("The blow hammers you to the ground with savage force!\n\r",victim);
dam += dice(level,4);
WAIT_STATE(victim, 24);
}
damage_old(ch,victim,dam,sn,DAM_BASH,TRUE);
return;
}
void spell_exude_health( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA af;
float hpmod = 0;
if (is_affected(ch, sn))
return send_to_char("You can't exude another item yet.\n\r", ch);
if (isCabalItem(obj) || IS_WEAPON_STAT(obj, WEAPON_LEADER))
return send_to_char("You can't exude cabal items or leader weapons.\n\r", ch);
if (obj->pIndexData->limtotal <= 0 || obj->pIndexData->limtotal > 12)
return send_to_char("That item is not powerful enough to exude.\n\r", ch);
if (!IS_OBJ_STAT(obj, ITEM_MAGIC))
return send_to_char("You can only exude magical items.\n\r", ch);
if (number_percent() > get_skill(ch, sn) - 5) {
act("$p explodes into fragments as you attempt to cast a spell upon it.",ch,obj,NULL,TO_CHAR);
act("$p explodes into fragments as $n attempts to cast a spell upon it.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
hpmod = number_range(50, 100) + ((12 - obj->pIndexData->limtotal) * obj->level);
if (IS_OBJ_STAT(obj, ITEM_MAGIC))
hpmod *= 1.05;
if (IS_OBJ_STAT(obj, ITEM_GLOW))
hpmod *= 1.05;
if (IS_OBJ_STAT(obj, ITEM_INVIS))
hpmod *= 1.05;
if (!str_cmp(obj->pIndexData->material->name, "energy"))
hpmod *= 1.05;
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SPELL;
af.type = sn;
af.level = level;
af.duration = 1000 / 24;
af.location = APPLY_HIT;
af.modifier = (int)hpmod;
af.bitvector = 0;
affect_to_char(ch,&af);
act("$p vanishes in an eruption of mana as you siphon it's magical power.",ch,obj,NULL,TO_CHAR);
act("$p vanishes in an eruption of mana as $n siphons it's magical power.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
}