/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "recycle.h"
/*
* Local functions.
*/
void say_spell args ((CHAR_DATA * ch, int sn));
/* imported functions */
bool remove_obj args ((CHAR_DATA * ch, int iWear, bool fReplace));
void wear_obj args ((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace));
void stop_spell args ((CHAR_DATA *ch));
int focus_sorc args ((CHAR_DATA *ch));
int focus_level args ((long total));
/*
* 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;
}
/*
* MagType System written for Asgardian NightMare
* by Skyntil(Gabe Volker) 4/20/00
*/
void improve_magic(int type, CHAR_DATA *ch)
{
// int dice1,dice2,dice3;
int dice1;
char buf[MAX_STRING_LENGTH/4];
bool send_message = FALSE;
/* dice1 = number_percent();
dice2 = number_percent();
dice3 = number_percent(); */
buf[0] = '\0';
if(ch->magic[type] > 200)
ch->magic[type] = 200;
if(ch->magic[type] == 200)
return;
// Improve?
dice1 = ((300 - ch->magic[type]) * 2);
if((number_percent() * 1500000) < (dice1 * dice1 * dice1)) {
ch->magic[type] += 1;
send_message = TRUE; }
// Now send the Messages
if(ch->magic[type] == 2)
sprintf(buf,"You have advanced in your mastery of %s magic!\n\r", get_magtype_name(type));
else if(ch->magic[type] == 35)
sprintf(buf,"You have advanced in your mastery of %s magic!\n\r", get_magtype_name(type));
else if(ch->magic[type] == 76)
sprintf(buf,"You have advanced in your mastery of %s magic!\n\r", get_magtype_name(type));
else if(ch->magic[type] == 100)
sprintf(buf,"You have advanced in your mastery of %s magic!\n\r", get_magtype_name(type));
else if(ch->magic[type] == 134)
sprintf(buf,"You have advanced in your mastery of %s magic!\n\r", get_magtype_name(type));
else if(ch->magic[type] == 168)
sprintf(buf,"You have advanced in your mastery of %s magic!\n\r", get_magtype_name(type));
else if(ch->magic[type] == 190)
sprintf(buf,"You have advanced in your mastery of %s magic!\n\r", get_magtype_name(type));
else if(ch->magic[type] == 200)
sprintf(buf,"You are now a master of %s magic!\n\r", get_magtype_name(type));
if(buf[0] != '\0' && send_message)
send_to_char(buf,ch);
return;
}
char *get_magtype_name(int type)
{
static char buf[512];
buf[0] = '\0';
switch(type)
{
case MAGIC_WHITE: strcpy(buf," {wwhite{x"); break;
case MAGIC_RED: strcpy(buf," {rred{x"); break;
case MAGIC_BLUE: strcpy(buf," {bblue{x"); break;
case MAGIC_GREEN: strcpy(buf," {ggreen{x"); break;
case MAGIC_BLACK: strcpy(buf," black"); break;
case MAGIC_ORANGE: strcpy(buf," {yorange{x"); break;
default: break;
}
return ( buf[0] != '\0' ) ? buf+1 : "unknown";
}
/*
* Utter mystical words for an sn.
*/
void say_spell (CHAR_DATA * ch, int sn)
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CHAR_DATA *rch;
char *pName;
int iSyl;
int length;
struct syl_type {
char *old;
char *new;
};
static const struct syl_type syl_table[] = {
{" ", " "},
{"ar", "abra"},
{"au", "kada"},
{"bless", "fido"},
{"blind", "nose"},
{"bur", "mosa"},
{"cu", "judi"},
{"de", "oculo"},
{"en", "unso"},
{"light", "dies"},
{"lo", "hi"},
{"mor", "zak"},
{"move", "sido"},
{"ness", "lacri"},
{"ning", "illa"},
{"per", "duda"},
{"ra", "gru"},
{"fresh", "ima"},
{"re", "candus"},
{"son", "sabru"},
{"tect", "infra"},
{"tri", "cula"},
{"ven", "nofo"},
{"a", "a"}, {"b", "b"}, {"c", "q"}, {"d", "e"},
{"e", "z"}, {"f", "y"}, {"g", "o"}, {"h", "p"},
{"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"},
{"m", "w"}, {"n", "i"}, {"o", "a"}, {"p", "s"},
{"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"},
{"u", "j"}, {"v", "z"}, {"w", "x"}, {"x", "n"},
{"y", "l"}, {"z", "k"},
{"", ""}
};
buf[0] = '\0';
for (pName = skill_table[sn].name; *pName != '\0'; pName += length)
{
for (iSyl = 0; (length = strlen (syl_table[iSyl].old)) != 0; iSyl++)
{
if (!str_prefix (syl_table[iSyl].old, pName))
{
strcat (buf, syl_table[iSyl].new);
break;
}
}
if (length == 0)
length = 1;
}
sprintf (buf2, "$n utters the words, '%s'.", buf);
sprintf (buf, "$n utters the words, '%s'.", skill_table[sn].name);
for (rch = ch->in_room->people; rch; rch = rch->next_in_room)
{
if (rch != ch)
act ((!IS_NPC (rch) && ch->class == rch->class) ? buf : buf2,
ch, NULL, rch, TO_VICT);
}
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell (int level, CHAR_DATA * victim, int dam_type)
{
int save;
save = 50 + (victim->level - level) * 5 - victim->saving_throw * 2;
if (IS_AFFECTED (victim, AFF_BERSERK))
save += victim->level / 2;
switch (check_immune (victim, dam_type))
{
case IS_IMMUNE:
return TRUE;
case IS_RESISTANT:
save += 2;
break;
case IS_VULNERABLE:
save -= 2;
break;
}
if (!IS_NPC (victim) && class_table[victim->class].fMana)
save = 9 * save / 10;
save = URANGE (5, save, 95);
return number_percent () < save;
}
/* RT save for dispels */
bool saves_dispel (int dis_level, int spell_level, int duration)
{
int save;
if (duration == -1)
spell_level += 5;
/* very hard to dispel permanent effects */
save = 50 + (spell_level - dis_level) * 5;
save = URANGE (5, save, 95);
return number_percent () < save;
}
/* co-routine for dispel magic and cancellation */
bool check_dispel (int dis_level, CHAR_DATA * victim, int sn)
{
AFFECT_DATA *af;
if (is_affected (victim, sn))
{
for (af = victim->affected; af != NULL; af = af->next)
{
if (af->type == sn)
{
if (!saves_dispel (dis_level, af->level, af->duration))
{
affect_strip (victim, sn);
if (skill_table[sn].msg_off)
{
send_to_char (skill_table[sn].msg_off, victim);
send_to_char ("\n\r", victim);
}
return TRUE;
}
else
af->level--;
}
}
}
return FALSE;
}
/* for finding mana costs -- temporary version */
int mana_cost (CHAR_DATA * ch, int min_mana, int level)
{
if (ch->level + 2 == level)
return 1000;
return UMAX (min_mana, (100 / (2 + ch->level - level)));
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
void do_cast (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int target;
int magtype;
/*
* Switched NPC's can cast spells, but others can't.
*/
if (IS_NPC (ch) && ch->desc == NULL)
return;
target_name = one_argument (argument, arg1);
one_argument (target_name, arg2);
if (arg1[0] == '\0')
{
send_to_char ("Cast which what where?\n\r", ch);
return;
}
if ((sn = find_spell (ch, arg1)) < 1
|| skill_table[sn].spell_fun == spell_null || (!IS_NPC (ch)
&& (ch->level <
skill_table
[sn].skill_level
[ch->class]
|| ch->
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 (ch->level + 2 == skill_table[sn].skill_level[ch->class])
mana = 50;
else
mana = UMAX (skill_table[sn].min_mana,
100 / (2 + ch->level -
skill_table[sn].skill_level[ch->class]));
/*
* Locate targets.
*/
victim = NULL;
obj = NULL;
vo = NULL;
target = TARGET_NONE;
switch (skill_table[sn].target)
{
default:
bug ("Do_cast: bad target for sn %d.", sn);
return;
case TAR_IGNORE:
break;
case TAR_CHAR_OFFENSIVE:
if (arg2[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char ("Cast the spell on whom?\n\r", ch);
return;
}
}
else
{
if ((victim = get_char_room (ch, target_name)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
}
/*
if ( ch == victim )
{
send_to_char( "You can't do that to yourself.\n\r", ch );
return;
}
*/
if (!IS_NPC (ch))
{
if (is_safe (ch, victim) && victim != ch)
{
send_to_char ("Not on that target.\n\r", ch);
return;
}
check_killer (ch, victim);
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)
{
send_to_char ("You can't do that on your own follower.\n\r",
ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
if (arg2[0] == '\0')
{
victim = ch;
}
else
{
if ((victim = get_char_room (ch, target_name)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_SELF:
if (arg2[0] != '\0' && !is_name (target_name, ch->name))
{
send_to_char ("You cannot cast this spell on another.\n\r",
ch);
return;
}
vo = (void *) ch;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if (arg2[0] == '\0')
{
send_to_char ("What should the spell be cast upon?\n\r", ch);
return;
}
if ((obj = get_obj_carry (ch, target_name, ch)) == NULL)
{
send_to_char ("You are not carrying that.\n\r", ch);
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
break;
case TAR_OBJ_CHAR_OFF:
if (arg2[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char ("Cast the spell on whom or what?\n\r", ch);
return;
}
target = TARGET_CHAR;
}
else if ((victim = get_char_room (ch, target_name)) != NULL)
{
target = TARGET_CHAR;
}
if (target == TARGET_CHAR)
{ /* check the sanity of the attack */
if (is_safe_spell (ch, victim, FALSE) && victim != ch)
{
send_to_char ("Not on that target.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)
{
send_to_char
("You can't do that on your own follower.\n\r", ch);
return;
}
if (!IS_NPC (ch))
check_killer (ch, victim);
vo = (void *) victim;
}
else if ((obj = get_obj_here (ch, target_name)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
break;
case TAR_OBJ_CHAR_DEF:
if (arg2[0] == '\0')
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if ((victim = get_char_room (ch, target_name)) != NULL)
{
vo = (void *) victim;
target = TARGET_CHAR;
}
else if ((obj = get_obj_carry (ch, target_name, ch)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
break;
}
if (!IS_NPC (ch) && ch->mana < mana)
{
send_to_char ("You don't have enough mana.\n\r", ch);
return;
}
switch(magic_table[sn])
{
case MAGIC_NONE: magtype = MAGIC_NONE; break;
case MAGIC_WHITE: magtype = MAGIC_WHITE; improve_magic(MAGIC_WHITE,ch);
send_to_char("Your eyes flash {wwhite{x.\n\r",ch); break;
case MAGIC_RED: magtype = MAGIC_RED; improve_magic(MAGIC_RED,ch);
send_to_char("Your eyes flash {rred{x.\n\r",ch); break;
case MAGIC_BLUE: magtype = MAGIC_BLUE; improve_magic(MAGIC_BLUE,ch);
send_to_char("Your eyes flash {bblue{x.\n\r",ch); break;
case MAGIC_GREEN: magtype = MAGIC_GREEN; improve_magic(MAGIC_GREEN,ch);
send_to_char("Your eyes flash {ggreen{x.\n\r",ch); break;
case MAGIC_BLACK: magtype = MAGIC_BLACK; improve_magic(MAGIC_BLACK,ch);
send_to_char("Your eyes flash black.\n\r",ch); break;
case MAGIC_ORANGE: magtype = MAGIC_ORANGE; improve_magic(MAGIC_ORANGE,ch);
send_to_char("Your eyes flash {yorange{x.\n\r",ch); break;
default: magtype = MAGIC_NONE; break;
}
ch->spell_vars[0] = sn;
ch->spell_vars[1] = ch->level;
ch->spell_vars[2] = target;
ch->spell_vars[4] = mana;
ch->vo = vo;
ch->spell_vars[3] = skill_table[sn].beats / 6;
ch->action[0] = ACTION_CASTING;
stc ("You begin to focus on casting a spell.\n\r", ch);
act ("$n begins to cast a spell.", ch, NULL, NULL, TO_ROOM);
return;
}
/*
* The kludgy global is for spells who want more stuff from command line. EOTC
*/
/*char *target_name;
void do_cast(CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int target;
int magtype;
int level;
int chance;
level = UMIN (65, ch->level + (ch->tension * 1.5));
if (IS_NPC(ch) && ch->desc == NULL)
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
|| (!IS_NPC (ch)
&& ch->level < skill_table[sn].skill_level[ch->class]
&& ch->level2 < skill_table[sn].skill_level[ch->class2]
&& ch->level3 < skill_table[sn].skill_level[ch->class3]
&& ch->level4 < skill_table[sn].skill_level[ch->class4])
|| 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 (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]));
level = ch->level;
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))
{
if (is_safe(ch, victim) && victim != ch)
{
send_to_char("Not on that target.\n\r", ch);
return;
}
check_killer(ch, victim);
}
if (victim->fighting != NULL && !is_same_group(ch, victim->fighting)) {
send_to_char("Kill stealing is not permitted.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
send_to_char("You can't do that on your own follower.\n\r", ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
int dam;
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;
}
}
if (victim->level < (ch->level - 10))
level = victim->level + (ch->level / 15);
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)
{
if (victim->fighting != NULL && !is_same_group(ch, victim->fighting)) {
send_to_char("Kill stealing is not permitted.\n\r", ch);
return;
}
if (is_safe_spell(ch, victim, FALSE) && victim != ch)
{
send_to_char("Not on that target.\n\r", ch);
return;
}
if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim)
{
send_to_char("You can't do that on your own follower.\n\r", ch);
return;
}
if (!IS_NPC(ch))
check_killer(ch, victim);
vo = (void *) victim;
}
else if ((obj = get_obj_here(ch, target_name)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char("You don't see that here.\n\r", ch);
return;
}
break;
case TAR_OBJ_CHAR_DEF:
if (arg2[0] == '\0')
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if ((victim = get_char_room(ch, target_name)) != NULL)
{
vo = (void *) victim;
target = TARGET_CHAR;
if (victim->level < (ch->level - 10))
level = victim->level + (ch->level / 10);
}
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;
}//end switch
if (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);
if (ch->level < 301)
WAIT_STATE(ch, skill_table[sn].beats);
switch(magic_table[sn])
{
case MAGIC_NONE: magtype = MAGIC_NONE; break;
case MAGIC_WHITE: magtype = MAGIC_WHITE; improve_magic(MAGIC_WHITE,ch);
send_to_char("Your eyes flash {wwhite{x.\n\r",ch); break;
case MAGIC_RED: magtype = MAGIC_RED; improve_magic(MAGIC_RED,ch);
send_to_char("Your eyes flash {rred{x.\n\r",ch); break;
case MAGIC_BLUE: magtype = MAGIC_BLUE; improve_magic(MAGIC_BLUE,ch);
send_to_char("Your eyes flash {bblue{x.\n\r",ch); break;
case MAGIC_GREEN: magtype = MAGIC_GREEN; improve_magic(MAGIC_GREEN,ch);
send_to_char("Your eyes flash {ggreen{x.\n\r",ch); break;
case MAGIC_BLACK: magtype = MAGIC_BLACK; improve_magic(MAGIC_BLACK,ch);
send_to_char("Your eyes flash black.\n\r",ch); break;
case MAGIC_ORANGE: magtype = MAGIC_ORANGE; improve_magic(MAGIC_ORANGE,ch);
send_to_char("Your eyes flash {yorange{x.\n\r",ch); break;
default: magtype = MAGIC_NONE; break;
}
if (number_percent() > get_skill(ch, sn))
{
send_to_char("You lost your concentration.\n\r", ch);
check_improve(ch, sn, FALSE, 1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
if (level < 0)
level = 1;
if ((level > ch->level) || IS_IMMORTAL(ch) || IS_NPC(ch))
level = ch->level;
if (class_table[ch->class].fMana)
(*skill_table[sn].spell_fun) (sn, level, ch, vo, target);
else
(*skill_table[sn].spell_fun) (sn, 3 * level / 4, ch, vo, target);
check_improve(ch, sn, TRUE, 1);
}
if (level < ch->level)
act("Your spell's energy leaks from the body of $N.", ch, NULL, victim, TO_CHAR);
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF
&& target == TARGET_CHAR))
&& victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
if (ch->hit > 0)
{
for (vch = ch->in_room->people; vch; vch = vch_next)
{
vch_next = vch->next_in_room;
if (victim == vch && victim->fighting == NULL)
{
check_killer(victim, ch);
multi_hit(victim, ch, TYPE_UNDEFINED);
break;
}
}
}
}
if (ch->position == POS_FIGHTING)
strip_tension (ch);
return;
}
*/
/*
* The kludgy global is for spells who want more stuff from command line.
*/
/* The New cast, a little buggy, out for now -xrak
char *target_name;
void do_cast (CHAR_DATA * ch, char *argument)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int target;
if (IS_NPC (ch) && ch->desc == NULL)
return;
target_name = one_argument (argument, arg1);
one_argument (target_name, arg2);
if (ch->casting_spell == '\0' || ch->casting_spell == FALSE)
{
if (arg1[0] == '\0')
{
send_to_char ("Cast which what where?\n\r", ch);
return;
}
if ((sn = find_spell(ch,arg1)) < 1
|| skill_table[sn].spell_fun == spell_null
|| (!IS_NPC (ch)
&& (ch->level < skill_table[sn].skill_level[ch->class]
&& ch->level2 < skill_table[sn].skill_level[ch->class2]
&& ch->level3 < skill_table[sn].skill_level[ch->class3]
&& ch->pcdata->learned[sn] == 0))) // was an or
{
send_to_char ("You don't know any spells of that name.\n\r", ch);
send_to_char (" first\n\r",ch);
return;
}
if (ch->position < skill_table[sn].minimum_position)
{
send_to_char ("You can't concentrate enough.\n\r", ch);
return;
}
free_string( ch->casting );
ch->casting = str_dup(arg1);
free_string( ch->casting2 );
ch->casting2 = str_dup(arg2);
ch->casting_spell = TRUE;
act ("{GYou begin to cast a spell.{x (type 'stop' to cancel)", ch, NULL, NULL, TO_CHAR);
act ("{y$n begins to cast a spell.{x", ch, NULL, NULL, TO_NOTVICT);
ch->spell_timer = skill_table[sn].beats;
return;
}
if (ch->spell_timer != 1)
{
send_to_char("{WYou have to wait to cast the spell you are currently invoking to do that.\r\n", ch);
return;
}
if (arg1[0] == '\0')
{
send_to_char ("Cast which what where?\n\r", ch);
return;
}
target_name = one_argument (argument, arg1);
one_argument (target_name, arg2);
if ((sn = find_spell(ch,arg1)) < 1
|| skill_table[sn].spell_fun == spell_null
|| (!IS_NPC (ch)
&& ch->level < skill_table[sn].skill_level[ch->class]
&& ch->level2 < skill_table[sn].skill_level[ch->class2]
&& ch->level3 < skill_table[sn].skill_level[ch->class3])
|| get_skill(ch,sn) < 1)
{
send_to_char( "You don't know any spells of that name.\n\r", ch );
send_to_char ( "second\n\r",ch);
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
if (ch->level + 2 == skill_table[sn].skill_level[ch->class])
mana = 50;
else
mana = UMAX (skill_table[sn].min_mana,
100 / (2 + ch->level -
skill_table[sn].skill_level[ch->class]));
victim = NULL;
obj = NULL;
vo = NULL;
target = TARGET_NONE;
switch (skill_table[sn].target)
{
default:
bug ("Do_cast: bad target for sn %d.", sn);
return;
case TAR_IGNORE:
break;
case TAR_CHAR_OFFENSIVE:
if (arg2[0] == '\0')
{
if ((victim = ch->fighting) == NULL)
{
send_to_char ("Cast the spell on whom?\n\r", ch);
return;
}
}
else
{
if ((victim = get_char_room (ch, target_name)) == NULL)
{
send_to_char ("They aren't here.\n\r", ch);
return;
}
}
if ( ch == victim )
{
send_to_char( "You can't do that to yourself.\n\r", ch );
return;
}
if (!IS_NPC (ch))
{
if (is_safe (ch, victim) && victim != ch)
{
send_to_char ("Not on that target.\n\r", ch);
return;
}
check_killer (ch, victim);
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)
{
send_to_char ("You can't do that on your own follower.\n\r",
ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
int dam;
// dam += dam * (100 - ch->spellpower) / 100;
// dam *= ch->spellpower / 10;
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)
{
if (is_safe_spell (ch, victim, FALSE) && victim != ch)
{
send_to_char ("Not on that target.\n\r", ch);
return;
}
if (IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)
{
send_to_char
("You can't do that on your own follower.\n\r", ch);
return;
}
if (!IS_NPC (ch))
check_killer (ch, victim);
vo = (void *) victim;
}
else if ((obj = get_obj_here (ch, target_name)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
break;
case TAR_OBJ_CHAR_DEF:
if (arg2[0] == '\0')
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if ((victim = get_char_room (ch, target_name)) != NULL)
{
vo = (void *) victim;
target = TARGET_CHAR;
}
else if ((obj = get_obj_carry (ch, target_name, ch)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
break;
}
if (!IS_NPC (ch) && ch->mana < mana)
{
send_to_char ("You don't have enough mana.\n\r", ch);
return;
}
if (str_cmp (skill_table[sn].name, "ventriloquate"))
say_spell (ch, sn);
if (number_percent () > get_skill (ch, sn))
{
send_to_char ("You lost your concentration.\n\r", ch);
check_improve (ch, sn, FALSE, 1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
if (IS_NPC (ch) || class_table[ch->class].fMana)
(*skill_table[sn].spell_fun) (sn, ch->level, ch, vo, target);
else
(*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo, target);
check_improve (ch, sn, TRUE, 1);
}
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF
&& target == TARGET_CHAR)) && victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for (vch = ch->in_room->people; vch; vch = vch_next)
{
vch_next = vch->next_in_room;
if (victim == vch && victim->fighting == NULL)
{
check_killer (victim, ch);
multi_hit (victim, ch, TYPE_UNDEFINED);
break;
}
}
}
return;
}
ch->spell_vars[0] = sn;
ch->spell_vars[1] = ch->level;
ch->spell_vars[2] = target;
ch->spell_vars[4] = mana;
ch->vo = vo;
ch->spell_vars[3] = skill_table[sn].beats / 6;
ch->action[0] = ACTION_CASTING;
stc ("You begin to focus on casting a spell.\n\r", ch);
act ("$n begins to cast a spell.", ch, NULL, NULL, TO_ROOM);
return;
}
*/
bool has_object ( CHAR_DATA *ch, OBJ_DATA *obj)
{
OBJ_DATA *obj1;
for ( obj1 = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj1 == obj )
return TRUE;
}
return FALSE;
}
void release_spell( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
OBJ_DATA *obj;
CHAR_DATA *victim = NULL;
/* check to be sure the target is still there */
switch (target)
{
default:
break;
case TARGET_CHAR:
victim = (CHAR_DATA *) vo;
if (victim == NULL || victim->in_room != ch->in_room)
{
send_to_char ("They are no longer here.\n\r", ch);
stop_spell( ch );
return;
}
if (is_safe (ch, victim) && ch != victim)
{
send_to_char ("Something isn't right...\n\r", ch);
stop_spell( ch );
return;
}
break;
case TARGET_OBJ:
obj = ( OBJ_DATA *) vo;
if ( obj == NULL || (obj->in_room != ch->in_room && !has_object(ch, obj)))
{
stc ("That item is no longer here.\n\r", ch);
stop_spell( ch);
return;
}
break;
}
if (number_percent () > get_skill(ch, sn))
{
send_to_char ("You lost your concentration.\n\r", ch);
check_improve (ch, sn, FALSE, 1);
ch->mana -= ch->spell_vars[4] / 2;
}
else
{
ch->mana -= ch->spell_vars[4];
if (IS_NPC (ch) || class_table[ch->class].fMana)
/* class has spells */
(*skill_table[sn].spell_fun) (sn, level, ch, vo, target);
else
(*skill_table[sn].spell_fun) (sn, 3 * level / 4, ch, vo, target);
check_improve (ch, sn, TRUE, 1);
if (str_cmp (skill_table[sn].name, "ventriloquate"))
say_spell ( ch, sn);
}
ch->action[0] = ACTION_NONE;
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF
&& target == TARGET_CHAR)) && victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for (vch = ch->in_room->people; vch; vch = vch_next)
{
vch_next = vch->next_in_room;
if (victim == vch && victim->fighting == NULL)
{
check_killer (victim, ch);
multi_hit (victim, ch, TYPE_UNDEFINED);
break;
}
}
}
return;
}
// add in stop_spell to reset the various data
void stop_spell( CHAR_DATA *ch )
{
if (ch->action[0] != ACTION_CASTING)
return;
ch->spell_vars[0] = 0;
ch->spell_vars[1] = 0;
ch->spell_vars[2] = 0;
ch->vo = NULL;
ch->mana -= ch->spell_vars[4] / 4;
ch->action[0] = ACTION_NONE;
return;
}
// the update_casting is called from violence_update decreases the timer and calls
// release_spell when the timer reaches 0
void update_casting( CHAR_DATA *ch )
{
if ( --ch->spell_vars[3] == 0)
release_spell( ch->spell_vars[0], ch->spell_vars[1], ch, ch->vo, ch->spell_vars[2]);
else
{
stc("You continue to draw energy for the spell.\n\r", ch);
act("$n continues to recite a spell.", ch, NULL, NULL, TO_ROOM);
}
return;
}
/*
* Cast spells at targets using a magical object.
*/
void obj_cast_spell (int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim,
OBJ_DATA * obj)
{
void *vo;
int target = TARGET_NONE;
if (sn <= 0)
return;
if (sn >= MAX_SKILL || skill_table[sn].spell_fun == 0)
{
bug ("Obj_cast_spell: bad sn %d.", sn);
return;
}
switch (skill_table[sn].target)
{
default:
bug ("Obj_cast_spell: bad target for sn %d.", sn);
return;
case TAR_IGNORE:
vo = NULL;
break;
case TAR_CHAR_OFFENSIVE:
if (victim == NULL)
victim = ch->fighting;
if (victim == NULL)
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
if (is_safe (ch, victim) && ch != victim)
{
send_to_char ("Something isn't right...\n\r", ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_CHAR_DEFENSIVE:
case TAR_CHAR_SELF:
if (victim == NULL)
victim = ch;
vo = (void *) victim;
target = TARGET_CHAR;
break;
case TAR_OBJ_INV:
if (obj == NULL)
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
break;
case TAR_OBJ_CHAR_OFF:
if (victim == NULL && obj == NULL)
{
if (ch->fighting != NULL)
victim = ch->fighting;
else
{
send_to_char ("You can't do that.\n\r", ch);
return;
}
}
if (victim != NULL)
{
if (is_safe_spell (ch, victim, FALSE) && ch != victim)
{
send_to_char ("Somehting isn't right...\n\r", ch);
return;
}
vo = (void *) victim;
target = TARGET_CHAR;
}
else
{
vo = (void *) obj;
target = TARGET_OBJ;
}
break;
case TAR_OBJ_CHAR_DEF:
if (victim == NULL && obj == NULL)
{
vo = (void *) ch;
target = TARGET_CHAR;
}
else if (victim != NULL)
{
vo = (void *) victim;
target = TARGET_CHAR;
}
else
{
vo = (void *) obj;
target = TARGET_OBJ;
}
break;
}
target_name = "";
(*skill_table[sn].spell_fun) (sn, level, ch, vo, target);
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE
|| (skill_table[sn].target == TAR_OBJ_CHAR_OFF
&& target == TARGET_CHAR)) && victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for (vch = ch->in_room->people; vch; vch = vch_next)
{
vch_next = vch->next_in_room;
if (victim == vch && victim->fighting == NULL)
{
check_killer (victim, ch);
multi_hit (victim, ch, TYPE_UNDEFINED);
break;
}
}
}
return;
}
/*
* Spell functions.
*/
void spell_acid_arrow( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
// dam = dice( level, 12 );
dam = number_range(1500,2200);
dam *= (ch->spellpower * 4);
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_acid_blast (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice (level, 12);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_ACID))
dam /= 2;
damage (ch, victim, dam, sn, DAM_ACID, TRUE);
return;
}
void spell_aid( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if ( victim == ch )
send_to_char("You are already aided.\n\r", ch);
else
act("$N is already aided.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level*2;
af.location = APPLY_HITROLL;
af.modifier = ch->spellpower * 5;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char("You feel better!\n\r", victim);
if ( ch != victim )
act("$N looks aided.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_animate_dead(int sn,int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
CHAR_DATA *undead;
OBJ_DATA *obj,*obj2,*next;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char buf3[MAX_STRING_LENGTH];
char *argument,*arg;
int i;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (!(obj->item_type == ITEM_CORPSE_NPC ||
obj->item_type == ITEM_CORPSE_PC))
{
send_to_char("You can animate only corpses!\n\r",ch);
return;
}
/*
if (obj->item_type == ITEM_CORPSE_PC)
{
send_to_char("The magic fails abruptly!\n\r",ch);
return;
}
*/
if (is_affected(ch, sn))
{
send_to_char("You cannot summon the strength to handle more undead bodies.\n\r", ch);
return;
}
if ( ch->in_room != NULL && IS_SET(ch->in_room->room_flags, ROOM_NO_MOB) )
{
send_to_char( "You can't animate deads here.\n\r", ch );
return;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ||
IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) ||
IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) )
{
send_to_char( "You can't animate here.\n\r", ch );
return;
}
undead = alloc_perm( sizeof ( *undead ) );
undead = create_mobile( get_mob_index(MOB_VNUM_UNDEAD) );
char_to_room(undead,ch->in_room);
for (i=0;i < MAX_STATS; i++)
{
undead->perm_stat[i] = UMIN(25,2 * ch->perm_stat[i]);
}
undead->max_hit = IS_NPC(ch)? ch->max_hit : ch->pcdata->perm_hit;
undead->max_hit += (ch->spellpower * 10);
undead->hit = undead->max_hit;
undead->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
undead->mana = undead->max_mana;
undead->alignment = ch->alignment;
undead->level = UMIN(100,(ch->level-2));
for (i=0; i < 3; i++)
undead->armor[i] = interpolate(undead->level,100,-100);
undead->armor[3] = interpolate(undead->level,50,-200);
undead->sex = ch->sex;
undead->gold = 0;
SET_BIT(undead->act, ACT_UNDEAD);
SET_BIT(undead->affected_by, AFF_CHARM);
undead->master = ch;
undead->leader = ch;
sprintf(buf, "%s body undead", obj->name);
undead->name = str_dup(buf);
sprintf(buf2,"%s",obj->short_descr);
argument = alloc_perm ( MAX_STRING_LENGTH );
arg = alloc_perm ( MAX_STRING_LENGTH );
argument = buf2;
buf3[0] = '\0';
while (argument[0] != '\0' )
{
argument = one_argument(argument, arg);
if (!(!str_cmp(arg,"The") || !str_cmp(arg,"undead") || !str_cmp(arg,"body") ||
!str_cmp(arg,"corpse") || !str_cmp(arg,"of") ))
{
if (buf3[0] == '\0') strcat(buf3,arg);
else {
strcat(buf3," ");
strcat(buf3,arg);
}
}
}
sprintf(buf, "The undead body of %s", buf3);
undead->short_descr = str_dup(buf);
sprintf(buf, "The undead body of %s slowly staggers around.\n\r", buf3);
undead->long_descr = str_dup(buf);
for(obj2 = obj->contains;obj2;obj2=next)
{
next = obj2->next_content;
obj_from_obj(obj2);
obj_to_char(obj2, undead);
}
interpret( undead,"wear all");
af.where = TO_AFFECTS;
af.type = sn;
af.level = ch->level;
af.duration = (ch->level / 10);
af.modifier = 0;
af.bitvector = 0;
af.location = APPLY_NONE;
affect_to_char( ch, &af );
send_to_char("With mystic power, you animate it!\n\r",ch);
sprintf(buf,"With mystic power, %s animates %s!",ch->name,obj->name);
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf,"%s looks at you and plans to make you pay for distrurbing its rest!",obj->short_descr);
act(buf,ch,NULL,NULL,TO_CHAR);
extract_obj (obj);
return;
}
victim = (CHAR_DATA *) vo;
if ( victim == ch )
{
send_to_char( "But you aren't dead!!\n\r", ch );
return;
}
send_to_char( "But it ain't dead!!\n\r", ch );
return;
}
void spell_armor (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn))
{
if (victim == ch)
send_to_char ("You are already armored.\n\r", ch);
else
act ("$N is already armored.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = (ch->spellpower * number_range(1.5,2.8));
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char (victim, &af);
send_to_char ("You feel someone protecting you.\n\r", victim);
if (ch != victim)
act ("$N is protected by your magic.", ch, NULL, victim, TO_CHAR);
return;
}
void spell_bless (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT (obj, ITEM_BLESS))
{
act ("$p is already blessed.", ch, obj, NULL, TO_CHAR);
return;
}
if (IS_OBJ_STAT (obj, ITEM_EVIL))
{
AFFECT_DATA *paf;
paf = affect_find (obj->affected, gsn_curse);
if (!saves_dispel
(level, paf != NULL ? paf->level : obj->level, 0))
{
if (paf != NULL)
affect_remove_obj (obj, paf);
act ("$p glows a pale blue.", ch, obj, NULL, TO_ALL);
REMOVE_BIT (obj->extra_flags, ITEM_EVIL);
return;
}
else
{
act ("The evil of $p is too powerful for you to overcome.",
ch, obj, NULL, TO_CHAR);
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 6 + level;
af.location = APPLY_SAVES;
af.modifier = -1;
af.bitvector = ITEM_BLESS;
affect_to_obj (obj, &af);
act ("$p glows with a holy aura.", ch, obj, NULL, TO_ALL);
if (obj->wear_loc != WEAR_NONE)
ch->saving_throw -= 1;
return;
}
/* character target */
victim = (CHAR_DATA *) vo;
if (victim->position == POS_FIGHTING || is_affected (victim, sn))
{
if (victim == ch)
send_to_char ("You are already blessed.\n\r", ch);
else
act ("$N already has divine favor.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6 + level;
af.location = APPLY_HITROLL;
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char (victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char (victim, &af);
send_to_char ("You feel righteous.\n\r", victim);
if (ch != victim)
act ("You grant $N the favor of your god.", ch, NULL, victim,
TO_CHAR);
return;
}
void spell_blindness (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_BLIND)
|| saves_spell (level, victim, DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1 + level;
af.bitvector = AFF_BLIND;
affect_to_char (victim, &af);
send_to_char ("You are blinded!\n\r", victim);
act ("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_burning_hands (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 14, 17, 20, 23, 26, 29,
29, 29, 30, 30, 31, 31, 32, 32, 33, 33,
34, 34, 35, 35, 36, 36, 37, 37, 38, 38,
39, 39, 40, 40, 41, 41, 42, 42, 43, 43,
44, 44, 45, 45, 46, 46, 47, 47, 48, 48
};
int dam;
level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1);
level = UMAX (0, level);
dam = number_range (dam_each[level] / 2, dam_each[level] * 2);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_FIRE))
dam /= 2;
damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
return;
}
void spell_call_lightning (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if (!IS_OUTSIDE (ch))
{
send_to_char ("You must be out of doors.\n\r", ch);
return;
}
if (weather_info.sky < SKY_RAINING)
{
send_to_char ("You need bad weather.\n\r", ch);
return;
}
dam = dice (level / 2, 8);
dam *= (ch->spellpower * 4);
send_to_char ("Mota's lightning strikes your foes!\n\r", ch);
act ("$n calls Mota's lightning to strike $s foes!",
ch, NULL, NULL, TO_ROOM);
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL)
continue;
if (vch->in_room == ch->in_room)
{
if (vch != ch && (IS_NPC (ch) ? !IS_NPC (vch) : IS_NPC (vch)))
damage (ch, vch, saves_spell (level, vch, DAM_LIGHTNING)
? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE);
continue;
}
if (vch->in_room->area == ch->in_room->area && IS_OUTSIDE (vch)
&& IS_AWAKE (vch))
send_to_char ("Lightning flashes in the sky.\n\r", vch);
}
return;
}
/* RT calm spell stops all fighting in the room */
void spell_calm (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *vch;
int mlevel = 0;
int count = 0;
int high_level = 0;
int chance;
AFFECT_DATA af;
/* get sum of all mobile levels in the room */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->position == POS_FIGHTING)
{
count++;
if (IS_NPC (vch))
mlevel += vch->level;
else
mlevel += vch->level / 2;
high_level = UMAX (high_level, vch->level);
}
}
/* compute chance of stopping combat */
chance = 4 * level - high_level + 2 * count;
if (IS_IMMORTAL (ch)) /* always works */
mlevel = 0;
if (number_range (0, chance) >= mlevel)
{ /* hard to stop large fights */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (IS_NPC (vch) && (IS_SET (vch->imm_flags, IMM_MAGIC) ||
IS_SET (vch->act, ACT_UNDEAD)))
return;
if (IS_AFFECTED (vch, AFF_CALM) || IS_AFFECTED (vch, AFF_BERSERK)
|| is_affected (vch, skill_lookup ("frenzy")))
return;
send_to_char ("A wave of calm passes over you.\n\r", vch);
if (vch->fighting || vch->position == POS_FIGHTING)
stop_fighting (vch, FALSE);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 4;
af.location = APPLY_HITROLL;
if (!IS_NPC (vch))
af.modifier = -5;
else
af.modifier = -2;
af.bitvector = AFF_CALM;
affect_to_char (vch, &af);
af.location = APPLY_DAMROLL;
affect_to_char (vch, &af);
}
}
}
void spell_cancellation (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
level += 2;
if ((!IS_NPC (ch) && IS_NPC (victim) &&
!(IS_AFFECTED (ch, AFF_CHARM) && ch->master == victim)) ||
(IS_NPC (ch) && !IS_NPC (victim)))
{
send_to_char ("You failed, try dispel magic.\n\r", ch);
return;
}
/* unlike dispel magic, the victim gets NO save */
/* begin running through the spells */
if (check_dispel (level, victim, skill_lookup ("armor")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("bless")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("web")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("blindness")))
{
found = TRUE;
act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("calm")))
{
found = TRUE;
act ("$n no longer looks so peaceful...", victim, NULL, NULL,
TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("change sex")))
{
found = TRUE;
act ("$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("charm person")))
{
found = TRUE;
act ("$n regains $s free will.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("chill touch")))
{
found = TRUE;
act ("$n looks warmer.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("curse")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect evil")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect good")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect hidden")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect invis")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect magic")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("faerie fire")))
{
act ("$n's outline fades.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("fly")))
{
act ("$n falls to the ground!", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("frenzy")))
{
act ("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);;
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("giant strength")))
{
act ("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("haste")))
{
act ("$n is no longer moving so quickly.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("infravision")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("invis")))
{
act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("mass invis")))
{
act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("pass door")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("protection evil")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("protection good")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("sanctuary")))
{
act ("The white aura around $n's body vanishes.",
victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("shield")))
{
act ("The shield protecting $n vanishes.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("force shield")))
{
act ("The force-shield encircling $n fades.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("static shield")))
{
act ("The static energy surrounding $n dissipates.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("flame shield")))
{
act ("The flames protecting $n sputter and die.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("sleep")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("slow")))
{
act ("$n is no longer moving so slowly.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("stone skin")))
{
act ("$n's skin regains its normal texture.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("weaken")))
{
act ("$n looks stronger.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (found)
send_to_char ("Ok.\n\r", ch);
else
send_to_char ("Spell failed.\n\r", ch);
}
void spell_cause_light (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
damage (ch, (CHAR_DATA *) vo, dice (1, 8) + level / 3, sn, DAM_HARM,
TRUE);
return;
}
void spell_cause_critical (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
damage (ch, (CHAR_DATA *) vo, dice (3, 8) + level - 6, sn, DAM_HARM,
TRUE);
return;
}
void spell_cause_serious (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
damage (ch, (CHAR_DATA *) vo, dice (2, 8) + level / 2, sn, DAM_HARM,
TRUE);
return;
}
void spell_chain_lightning (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *tmp_vict, *last_vict, *next_vict;
bool found;
int dam;
/* first strike */
act ("A lightning bolt leaps from $n's hand and arcs to $N.",
ch, NULL, victim, TO_ROOM);
act ("A lightning bolt leaps from your hand and arcs to $N.",
ch, NULL, victim, TO_CHAR);
act ("A lightning bolt leaps from $n's hand and hits you!",
ch, NULL, victim, TO_VICT);
dam = dice (level, 6);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_LIGHTNING))
dam /= 3;
damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
last_vict = victim;
level -= 4; /* decrement damage */
/* new targets */
while (level > 0)
{
found = FALSE;
for (tmp_vict = ch->in_room->people;
tmp_vict != NULL; tmp_vict = next_vict)
{
next_vict = tmp_vict->next_in_room;
if (!is_safe_spell (ch, tmp_vict, TRUE) && tmp_vict != last_vict)
{
found = TRUE;
last_vict = tmp_vict;
act ("The bolt arcs to $n!", tmp_vict, NULL, NULL, TO_ROOM);
act ("The bolt hits you!", tmp_vict, NULL, NULL, TO_CHAR);
dam = dice (level, 6);
if (saves_spell (level, tmp_vict, DAM_LIGHTNING))
dam /= 3;
damage (ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE);
level -= 4; /* decrement damage */
}
} /* end target searching loop */
if (!found)
{ /* no target found, hit the caster */
if (ch == NULL)
return;
if (last_vict == ch)
{ /* no double hits */
act ("The bolt seems to have fizzled out.", ch, NULL, NULL,
TO_ROOM);
act ("The bolt grounds out through your body.", ch, NULL,
NULL, TO_CHAR);
return;
}
last_vict = ch;
act ("The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM);
send_to_char ("You are struck by your own lightning!\n\r", ch);
dam = dice (level, 6);
if (saves_spell (level, ch, DAM_LIGHTNING))
dam /= 3;
damage (ch, ch, dam, sn, DAM_LIGHTNING, TRUE);
level -= 4; /* decrement damage */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
void spell_change_sex (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn))
{
if (victim == ch)
send_to_char ("You've already been changed.\n\r", ch);
else
act ("$N has already had $s(?) sex changed.", ch, NULL, victim,
TO_CHAR);
return;
}
if (saves_spell (level, victim, DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range (0, 2) - victim->sex;
}
while (af.modifier == 0);
af.bitvector = 0;
affect_to_char (victim, &af);
send_to_char ("You feel different.\n\r", victim);
act ("$n doesn't look like $mself anymore...", victim, NULL, NULL,
TO_ROOM);
return;
}
void spell_charm_person (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_safe (ch, victim))
return;
if (victim == ch)
{
send_to_char ("You like yourself even better!\n\r", ch);
return;
}
if (IS_AFFECTED (victim, AFF_CHARM)
|| IS_AFFECTED (ch, AFF_CHARM)
|| level < victim->level || IS_SET (victim->imm_flags, IMM_CHARM)
|| saves_spell (level, victim, DAM_CHARM))
return;
if (IS_SET (victim->in_room->room_flags, ROOM_LAW))
{
send_to_char
("The mayor does not allow charming in the city limits.\n\r", ch);
return;
}
if (victim->master)
stop_follower (victim);
add_follower (victim, ch);
victim->leader = ch;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy (level / 4);
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char (victim, &af);
act ("Isn't $n just so nice?", ch, NULL, victim, TO_VICT);
if (ch != victim)
act ("$N looks at you with adoring eyes.", ch, NULL, victim, TO_CHAR);
return;
}
void spell_chill_touch (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
0,
0, 0, 6, 7, 8, 9, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
24, 24, 24, 25, 25, 25, 26, 26, 26, 27
};
AFFECT_DATA af;
int dam;
level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1);
level = UMAX (0, level);
dam = number_range (dam_each[level] / 2, dam_each[level] * 2);
dam *= (ch->spellpower * 4);
if (!saves_spell (level, victim, DAM_COLD))
{
act ("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join (victim, &af);
}
else
{
dam /= 2;
}
damage (ch, victim, dam, sn, DAM_COLD, TRUE);
return;
}
void spell_colour_spray (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79
};
int dam;
level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1);
level = UMAX (0, level);
dam = number_range (dam_each[level] / 2, dam_each[level] * 2);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_LIGHT))
dam /= 2;
else
spell_blindness (skill_lookup ("blindness"),
level / 2, ch, (void *) victim, TARGET_CHAR);
damage (ch, victim, dam, sn, DAM_LIGHT, TRUE);
return;
}
void spell_continual_light (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *light;
if (target_name[0] != '\0')
{ /* do a glow on some object */
light = get_obj_carry (ch, target_name, ch);
if (light == NULL)
{
send_to_char ("You don't see that here.\n\r", ch);
return;
}
if (IS_OBJ_STAT (light, ITEM_GLOW))
{
act ("$p is already glowing.", ch, light, NULL, TO_CHAR);
return;
}
SET_BIT (light->extra_flags, ITEM_GLOW);
act ("$p glows with a white light.", ch, light, NULL, TO_ALL);
return;
}
light = create_object (get_obj_index (OBJ_VNUM_LIGHT_BALL), 0);
obj_to_room (light, ch->in_room);
act ("$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM);
act ("You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR);
return;
}
void spell_control_weather (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
if (!str_cmp (target_name, "better"))
weather_info.change += dice (level / 3, 4);
else if (!str_cmp (target_name, "worse"))
weather_info.change -= dice (level / 3, 4);
else
send_to_char ("Do you want it to get better or worse?\n\r", ch);
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_create_food (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *mushroom;
mushroom = create_object (get_obj_index (OBJ_VNUM_MUSHROOM), 0);
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room (mushroom, ch->in_room);
act ("$p suddenly appears.", ch, mushroom, NULL, TO_ROOM);
act ("$p suddenly appears.", ch, mushroom, NULL, TO_CHAR);
return;
}
void spell_create_rose (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *rose;
rose = create_object (get_obj_index (OBJ_VNUM_ROSE), 0);
act ("$n has created a beautiful red rose.", ch, rose, NULL, TO_ROOM);
send_to_char ("You create a beautiful red rose.\n\r", ch);
obj_to_char (rose, ch);
return;
}
void spell_create_spring (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *spring;
spring = create_object (get_obj_index (OBJ_VNUM_SPRING), 0);
spring->timer = level;
obj_to_room (spring, ch->in_room);
act ("$p flows from the ground.", ch, spring, NULL, TO_ROOM);
act ("$p flows from the ground.", ch, spring, NULL, TO_CHAR);
return;
}
void spell_create_water (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if (obj->item_type != ITEM_DRINK_CON)
{
send_to_char ("It is unable to hold water.\n\r", ch);
return;
}
if (obj->value[2] != LIQ_WATER && obj->value[1] != 0)
{
send_to_char ("It contains some other liquid.\n\r", ch);
return;
}
water = UMIN (level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]);
if (water > 0)
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if (!is_name ("water", obj->name))
{
char buf[MAX_STRING_LENGTH];
sprintf (buf, "%s water", obj->name);
free_string (obj->name);
obj->name = str_dup (buf);
}
act ("$p is filled.", ch, obj, NULL, TO_CHAR);
}
return;
}
void spell_cure_blindness (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!is_affected (victim, gsn_blindness))
{
if (victim == ch)
send_to_char ("You aren't blind.\n\r", ch);
else
act ("$N doesn't appear to be blinded.", ch, NULL, victim,
TO_CHAR);
return;
}
if (check_dispel (level, victim, gsn_blindness))
{
send_to_char ("Your vision returns!\n\r", victim);
act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
}
else
send_to_char ("Spell failed.\n\r", ch);
}
void spell_cure_critical (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice (3, 8) + level - 6;
heal *= (ch->spellpower * 4);
victim->hit = UMIN (victim->hit + heal, victim->max_hit);
update_pos (victim);
send_to_char ("You feel better!\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
/* RT added to cure plague */
void spell_cure_disease (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!is_affected (victim, gsn_plague))
{
if (victim == ch)
send_to_char ("You aren't ill.\n\r", ch);
else
act ("$N doesn't appear to be diseased.", ch, NULL, victim,
TO_CHAR);
return;
}
if (check_dispel (level, victim, gsn_plague))
{
send_to_char ("Your sores vanish.\n\r", victim);
act ("$n looks relieved as $s sores vanish.", victim, NULL, NULL,
TO_ROOM);
}
else
send_to_char ("Spell failed.\n\r", ch);
}
void spell_cure_light (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice (1, 8) + level / 3;
heal *= (ch->spellpower * 4);
victim->hit = UMIN (victim->hit + heal, victim->max_hit);
update_pos (victim);
send_to_char ("You feel better!\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_cure_poison (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!is_affected (victim, gsn_poison))
{
if (victim == ch)
send_to_char ("You aren't poisoned.\n\r", ch);
else
act ("$N doesn't appear to be poisoned.", ch, NULL, victim,
TO_CHAR);
return;
}
if (check_dispel (level, victim, gsn_poison))
{
send_to_char ("A warm feeling runs through your body.\n\r", victim);
act ("$n looks much better.", victim, NULL, NULL, TO_ROOM);
}
else
send_to_char ("Spell failed.\n\r", ch);
}
void spell_cure_serious (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice (2, 8) + level / 2;
heal *= (ch->spellpower * 4);
victim->hit = UMIN (victim->hit + heal, victim->max_hit);
update_pos (victim);
send_to_char ("You feel better!\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_curse (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT (obj, ITEM_EVIL))
{
act ("$p is already filled with evil.", ch, obj, NULL, TO_CHAR);
return;
}
if (IS_OBJ_STAT (obj, ITEM_BLESS))
{
AFFECT_DATA *paf;
paf = affect_find (obj->affected, skill_lookup ("bless"));
if (!saves_dispel
(level, paf != NULL ? paf->level : obj->level, 0))
{
if (paf != NULL)
affect_remove_obj (obj, paf);
act ("$p glows with a red aura.", ch, obj, NULL, TO_ALL);
REMOVE_BIT (obj->extra_flags, ITEM_BLESS);
return;
}
else
{
act
("The holy aura of $p is too powerful for you to overcome.",
ch, obj, NULL, TO_CHAR);
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SAVES;
af.modifier = +1;
af.bitvector = ITEM_EVIL;
affect_to_obj (obj, &af);
act ("$p glows with a malevolent aura.", ch, obj, NULL, TO_ALL);
if (obj->wear_loc != WEAR_NONE)
ch->saving_throw += 1;
return;
}
/* character curses */
victim = (CHAR_DATA *) vo;
if (IS_AFFECTED (victim, AFF_CURSE)
|| saves_spell (level, victim, DAM_NEGATIVE))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_HITROLL;
af.modifier = -1 * (level / 8);
af.bitvector = AFF_CURSE;
affect_to_char (victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = level / 8;
affect_to_char (victim, &af);
send_to_char ("You feel unclean.\n\r", victim);
if (ch != victim)
act ("$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR);
return;
}
void spell_death_ray( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 12 );
dam *= (ch->spellpower * 4);
if ( saves_spell( level, victim, DAM_NEGATIVE ) )
dam /= 2;
damage( ch, victim, dam, sn,DAM_NEGATIVE,TRUE);
return;
}
/* RT replacement demonfire spell */
void spell_demonfire (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_NPC (ch) && !IS_EVIL (ch))
{
victim = ch;
send_to_char ("The demons turn upon you!\n\r", ch);
}
ch->alignment = UMAX (-1000, ch->alignment - 50);
if (victim != ch)
{
act ("$n calls forth the demons of Hell upon $N!",
ch, NULL, victim, TO_ROOM);
act ("$n has assailed you with the demons of Hell!",
ch, NULL, victim, TO_VICT);
send_to_char ("You conjure forth the demons of hell!\n\r", ch);
}
dam = dice (level, 10);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_NEGATIVE))
dam /= 2;
damage (ch, victim, dam, sn, DAM_NEGATIVE, TRUE);
spell_curse (gsn_curse, 3 * level / 4, ch, (void *) victim, TARGET_CHAR);
}
void spell_detect_evil (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_DETECT_EVIL))
{
if (victim == ch)
send_to_char ("You can already sense evil.\n\r", ch);
else
act ("$N can already detect evil.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char (victim, &af);
send_to_char ("Your eyes tingle.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_detect_good (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_DETECT_GOOD))
{
if (victim == ch)
send_to_char ("You can already sense good.\n\r", ch);
else
act ("$N can already detect good.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_GOOD;
affect_to_char (victim, &af);
send_to_char ("Your eyes tingle.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_detect_hidden (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_DETECT_HIDDEN))
{
if (victim == ch)
send_to_char ("You are already as alert as you can be. \n\r", ch);
else
act ("$N can already sense hidden lifeforms.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char (victim, &af);
send_to_char ("Your awareness improves.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_detect_invis (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_DETECT_INVIS))
{
if (victim == ch)
send_to_char ("You can already see invisible.\n\r", ch);
else
act ("$N can already see invisible things.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char (victim, &af);
send_to_char ("Your eyes tingle.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_detect_magic (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_DETECT_MAGIC))
{
if (victim == ch)
send_to_char ("You can already sense magical auras.\n\r", ch);
else
act ("$N can already detect magic.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char (victim, &af);
send_to_char ("Your eyes tingle.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_detect_poison (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD)
{
if (obj->value[3] != 0)
send_to_char ("You smell poisonous fumes.\n\r", ch);
else
send_to_char ("It looks delicious.\n\r", ch);
}
else
{
send_to_char ("It doesn't look poisoned.\n\r", ch);
}
return;
}
void spell_dispel_evil (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_NPC (ch) && IS_EVIL (ch))
victim = ch;
if (IS_GOOD (victim))
{
act ("Mota protects $N.", ch, NULL, victim, TO_ROOM);
return;
}
if (IS_NEUTRAL (victim))
{
act ("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim->hit > (ch->level * 4))
dam = dice (level, 4);
else
dam = UMAX (victim->hit, dice (level, 4));
if (saves_spell (level, victim, DAM_HOLY))
dam /= 2;
damage (ch, victim, dam, sn, DAM_HOLY, TRUE);
return;
}
void spell_dispel_good (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (!IS_NPC (ch) && IS_GOOD (ch))
victim = ch;
if (IS_EVIL (victim))
{
act ("$N is protected by $S evil.", ch, NULL, victim, TO_ROOM);
return;
}
if (IS_NEUTRAL (victim))
{
act ("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
return;
}
if (victim->hit > (ch->level * 4))
dam = dice (level, 4);
else
dam = UMAX (victim->hit, dice (level, 4));
if (saves_spell (level, victim, DAM_NEGATIVE))
dam /= 2;
damage (ch, victim, dam, sn, DAM_NEGATIVE, TRUE);
return;
}
/* modified for enhanced use */
void spell_dispel_magic (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
if (saves_spell (level, victim, DAM_OTHER))
{
send_to_char ("You feel a brief tingling sensation.\n\r", victim);
send_to_char ("You failed.\n\r", ch);
return;
}
/* begin running through the spells */
if (check_dispel (level, victim, skill_lookup ("armor")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("bless")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("web")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("blindness")))
{
found = TRUE;
act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("calm")))
{
found = TRUE;
act ("$n no longer looks so peaceful...", victim, NULL, NULL,
TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("change sex")))
{
found = TRUE;
act ("$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("charm person")))
{
found = TRUE;
act ("$n regains $s free will.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("chill touch")))
{
found = TRUE;
act ("$n looks warmer.", victim, NULL, NULL, TO_ROOM);
}
if (check_dispel (level, victim, skill_lookup ("curse")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect evil")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect good")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect hidden")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect invis")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("detect magic")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("faerie fire")))
{
act ("$n's outline fades.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("fly")))
{
act ("$n falls to the ground!", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("frenzy")))
{
act ("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);;
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("giant strength")))
{
act ("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("haste")))
{
act ("$n is no longer moving so quickly.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("infravision")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("invis")))
{
act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("mass invis")))
{
act ("$n fades into existance.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("pass door")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("protection evil")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("protection good")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("force shield")))
{
act ("The force-shield encircling $n fades.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("static shield")))
{
act ("The static energy surrounding $n dissipates.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("flame shield")))
{
act ("The flames protecting $n sputter and die.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("sanctuary")))
{
act ("The white aura around $n's body vanishes.",
victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (IS_AFFECTED (victim, AFF_SANCTUARY)
&& !saves_dispel (level, victim->level, -1)
&& !is_affected (victim, skill_lookup ("sanctuary")))
{
REMOVE_BIT (victim->affected_by, AFF_SANCTUARY);
act ("The white aura around $n's body vanishes.",
victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("shield")))
{
act ("The shield protecting $n vanishes.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("sleep")))
found = TRUE;
if (check_dispel (level, victim, skill_lookup ("slow")))
{
act ("$n is no longer moving so slowly.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("stone skin")))
{
act ("$n's skin regains its normal texture.", victim, NULL, NULL,
TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("weaken")))
{
act ("$n looks stronger.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (check_dispel (level, victim, skill_lookup ("fire breath")))
{
act ("$n looks stronger.", victim, NULL, NULL, TO_ROOM);
found = TRUE;
}
if (found)
send_to_char ("Ok.\n\r", ch);
else
send_to_char ("Spell failed.\n\r", ch);
return;
}
void spell_earthquake (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char ("The earth trembles beneath your feet!\n\r", ch);
act ("$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM);
for (vch = char_list; vch != NULL; vch = vch_next)
{
vch_next = vch->next;
if (vch->in_room == NULL)
continue;
if (vch->in_room == ch->in_room)
{
if (vch != ch && !is_safe_spell (ch, vch, TRUE))
{
if (IS_AFFECTED (vch, AFF_FLYING))
damage (ch, vch, 0, sn, DAM_BASH, TRUE);
else
damage (ch, vch, level + dice (2, 8), sn, DAM_BASH, TRUE);
}
continue;
}
if (vch->in_room->area == ch->in_room->area)
send_to_char ("The earth trembles and shivers.\n\r", vch);
}
return;
}
void spell_enchant_armor (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int ac_bonus, added;
bool ac_found = FALSE;
if (obj->item_type != ITEM_ARMOR)
{
send_to_char ("That isn't an armor.\n\r", ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char ("The item must be carried to be enchanted.\n\r", ch);
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if (IS_OBJ_STAT (obj, ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT (obj, ITEM_GLOW))
fail -= 5;
fail = URANGE (5, fail, 85);
result = number_percent ();
/* the moment of truth */
if (result < (fail / 5))
{ /* item destroyed */
act ("$p flares blindingly... and evaporates!", ch, obj, NULL,
TO_CHAR);
act ("$p flares blindingly... and evaporates!", ch, obj, NULL,
TO_ROOM);
extract_obj (obj);
return;
}
if (result < (fail / 3))
{ /* item disenchanted */
AFFECT_DATA *paf_next;
act ("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR);
act ("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect (paf);
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if (result <= fail)
{ /* failed, no bad result */
send_to_char ("Nothing seemed to happen.\n\r", ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect ();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX (0, paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (90 - level / 5))
{ /* success! */
act ("$p shimmers with a gold aura.", ch, obj, NULL, TO_CHAR);
act ("$p shimmers with a gold aura.", ch, obj, NULL, TO_ROOM);
SET_BIT (obj->extra_flags, ITEM_MAGIC);
added = -1;
}
else
{ /* exceptional enchant */
act ("$p glows a brillant gold!", ch, obj, NULL, TO_CHAR);
act ("$p glows a brillant gold!", ch, obj, NULL, TO_ROOM);
SET_BIT (obj->extra_flags, ITEM_MAGIC);
SET_BIT (obj->extra_flags, ITEM_GLOW);
added = -2;
}
/* now add the enchantments */
if (obj->level < LEVEL_HERO)
obj->level = UMIN (LEVEL_HERO - 1, obj->level + 1);
if (ac_found)
{
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX (paf->level, level);
}
}
}
else
{ /* add a new affect */
paf = new_affect ();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
void spell_enchant_weapon (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int hit_bonus, dam_bonus, added;
bool hit_found = FALSE, dam_found = FALSE;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char ("That isn't a weapon.\n\r", ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char ("The item must be carried to be enchanted.\n\r", ch);
return;
}
/* this means they have no bonus */
hit_bonus = 0;
dam_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_HITROLL)
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL)
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_HITROLL)
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL)
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
/* apply other modifiers */
fail -= 3 * level / 2;
if (IS_OBJ_STAT (obj, ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT (obj, ITEM_GLOW))
fail -= 5;
fail = URANGE (5, fail, 95);
result = number_percent ();
/* the moment of truth */
if (result < (fail / 5))
{ /* item destroyed */
act ("$p shivers violently and explodes!", ch, obj, NULL, TO_CHAR);
act ("$p shivers violently and explodeds!", ch, obj, NULL, TO_ROOM);
extract_obj (obj);
return;
}
if (result < (fail / 2))
{ /* item disenchanted */
AFFECT_DATA *paf_next;
act ("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR);
act ("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect (paf);
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if (result <= fail)
{ /* failed, no bad result */
send_to_char ("Nothing seemed to happen.\n\r", ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
af_new = new_affect ();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX (0, paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (100 - level / 5))
{ /* success! */
act ("$p glows blue.", ch, obj, NULL, TO_CHAR);
act ("$p glows blue.", ch, obj, NULL, TO_ROOM);
SET_BIT (obj->extra_flags, ITEM_MAGIC);
added = 1;
}
else
{ /* exceptional enchant */
act ("$p glows a brillant blue!", ch, obj, NULL, TO_CHAR);
act ("$p glows a brillant blue!", ch, obj, NULL, TO_ROOM);
SET_BIT (obj->extra_flags, ITEM_MAGIC);
SET_BIT (obj->extra_flags, ITEM_GLOW);
added = 2;
}
/* now add the enchantments */
if (obj->level < LEVEL_HERO - 1)
obj->level = UMIN (LEVEL_HERO - 1, obj->level + 1);
if (dam_found)
{
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_DAMROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX (paf->level, level);
if (paf->modifier > 4)
SET_BIT (obj->extra_flags, ITEM_HUM);
}
}
}
else
{ /* add a new affect */
paf = new_affect ();
paf->where = TO_OBJECT;
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if (hit_found)
{
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_HITROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX (paf->level, level);
if (paf->modifier > 4)
SET_BIT (obj->extra_flags, ITEM_HUM);
}
}
}
else
{ /* add a new affect */
paf = new_affect ();
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
void spell_energy_drain (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (victim != ch)
ch->alignment = UMAX (-1000, ch->alignment - 50);
if (saves_spell (level, victim, DAM_NEGATIVE))
{
send_to_char ("You feel a momentary chill.\n\r", victim);
return;
}
if (victim->level <= 2)
{
dam = ch->hit + 1;
}
else
{
// gain_exp (victim, 0 - number_range (level / 2, 3 * level / 2));
victim->mana /= 2;
victim->move /= 2;
dam = dice (1, level);
dam *= (ch->spellpower * 4);
ch->hit += dam;
}
send_to_char ("You feel your life slipping away!\n\r", victim);
send_to_char ("Wow....what a rush!\n\r", ch);
damage (ch, victim, dam, sn, DAM_NEGATIVE, TRUE);
return;
}
void spell_fireball (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 30, 35, 40, 45, 50, 55,
60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130
};
int dam;
level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1);
level = UMAX (0, level);
dam = number_range (dam_each[level] / 2, dam_each[level] * 2);
dam *= (ch->spellpower * 4); // Spellpower
if (saves_spell (level, victim, DAM_FIRE))
dam /= 2;
damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
return;
}
void spell_fireproof (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA af;
if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF))
{
act ("$p is already protected from burning.", ch, obj, NULL, TO_CHAR);
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = number_fuzzy (level / 4);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_BURN_PROOF;
affect_to_obj (obj, &af);
act ("You protect $p from fire.", ch, obj, NULL, TO_CHAR);
act ("$p is surrounded by a protective aura.", ch, obj, NULL, TO_ROOM);
}
void spell_flamestrike (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice (6 + level / 2, 8);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_FIRE))
dam /= 2;
damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
return;
}
void spell_faerie_fire (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_FAERIE_FIRE))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = 2 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char (victim, &af);
send_to_char ("You are surrounded by a pink outline.\n\r", victim);
act ("$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_faerie_fog (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *ich;
act ("$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You conjure a cloud of purple smoke.\n\r", ch);
for (ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room)
{
if (ich->invis_level > 0)
continue;
if (ich == ch || saves_spell (level, ich, DAM_OTHER))
continue;
affect_strip (ich, gsn_invis);
affect_strip (ich, gsn_mass_invis);
affect_strip (ich, gsn_sneak);
REMOVE_BIT (ich->affected_by, AFF_HIDE);
REMOVE_BIT (ich->affected_by, AFF_INVISIBLE);
REMOVE_BIT (ich->affected_by, AFF_SNEAK);
act ("$n is revealed!", ich, NULL, NULL, TO_ROOM);
send_to_char ("You are revealed!\n\r", ich);
}
return;
}
void spell_floating_disc (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
OBJ_DATA *disc, *floating;
floating = get_eq_char (ch, WEAR_FLOAT);
if (floating != NULL && IS_OBJ_STAT (floating, ITEM_NOREMOVE))
{
act ("You can't remove $p.", ch, floating, NULL, TO_CHAR);
return;
}
disc = create_object (get_obj_index (OBJ_VNUM_DISC), 0);
disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */
disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */
disc->timer = ch->level * 2 - number_range (0, level / 2);
act ("$n has created a floating black disc.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You create a floating disc.\n\r", ch);
obj_to_char (disc, ch);
wear_obj (ch, disc, TRUE);
return;
}
void spell_fly (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_FLYING))
{
if (victim == ch)
send_to_char ("You are already airborne.\n\r", ch);
else
act ("$N doesn't need your help to fly.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char (victim, &af);
send_to_char ("Your feet rise off the ground.\n\r", victim);
act ("$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM);
return;
}
/* RT clerical berserking spell */
void spell_frenzy (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_BERSERK))
{
if (victim == ch)
send_to_char ("You are already in a frenzy.\n\r", ch);
else
act ("$N is already in a frenzy.", ch, NULL, victim, TO_CHAR);
return;
}
if (is_affected (victim, skill_lookup ("calm")))
{
if (victim == ch)
send_to_char ("Why don't you just relax for a while?\n\r", ch);
else
act ("$N doesn't look like $e wants to fight anymore.",
ch, NULL, victim, TO_CHAR);
return;
}
if ((IS_GOOD (ch) && !IS_GOOD (victim)) ||
(IS_NEUTRAL (ch) && !IS_NEUTRAL (victim)) ||
(IS_EVIL (ch) && !IS_EVIL (victim)))
{
act ("Your god doesn't seem to like $N", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = ch->spellpower * 2;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char (victim, &af);
af.location = APPLY_DAMROLL;
affect_to_char (victim, &af);
af.modifier = 10 * (level / 12);
af.location = APPLY_AC;
affect_to_char (victim, &af);
send_to_char ("You are filled with holy wrath!\n\r", victim);
act ("$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM);
}
/* RT ROM-style gate */
void spell_gate (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
bool gate_pet;
if ((victim = get_char_world (ch, target_name)) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room (ch, victim->in_room)
|| IS_SET (victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET (victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET (victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (is_clan (victim) && !is_same_clan (ch, victim))
|| (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
|| (IS_NPC (victim) && saves_spell (level, victim, DAM_OTHER)))
{
send_to_char ("You failed.\n\r", ch);
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act ("$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You step through a gate and vanish.\n\r", ch);
char_from_room (ch);
char_to_room (ch, victim->in_room);
act ("$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM);
do_function (ch, &do_look, "auto");
if (gate_pet)
{
act ("$n steps through a gate and vanishes.", ch->pet, NULL, NULL,
TO_ROOM);
send_to_char ("You step through a gate and vanish.\n\r", ch->pet);
char_from_room (ch->pet);
char_to_room (ch->pet, victim->in_room);
act ("$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM);
do_function (ch->pet, &do_look, "auto");
}
}
void spell_giant_strength (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn))
{
if (victim == ch)
send_to_char ("You are already as strong as you can get!\n\r",
ch);
else
act ("$N can't get any stronger.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = 0;
affect_to_char (victim, &af);
send_to_char ("Your muscles surge with heightened power!\n\r", victim);
act ("$n's muscles surge with heightened power.", victim, NULL, NULL,
TO_ROOM);
return;
}
void spell_harm (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX (20, victim->hit - dice (1, 4));
if (saves_spell (level, victim, DAM_HARM))
dam = UMIN (50, dam / 2);
dam = UMIN (100, dam);
dam *= (ch->spellpower * 4);
damage (ch, victim, dam, sn, DAM_HARM, TRUE);
return;
}
/* RT haste spell */
void spell_haste (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_HASTE)
|| IS_SET (victim->off_flags, OFF_FAST))
{
if (victim == ch)
send_to_char ("You can't move any faster!\n\r", ch);
else
act ("$N is already moving as fast as $E can.",
ch, NULL, victim, TO_CHAR);
return;
}
if (IS_AFFECTED (victim, AFF_SLOW))
{
if (!check_dispel (level, victim, skill_lookup ("slow")))
{
if (victim != ch)
send_to_char ("Spell failed.\n\r", ch);
send_to_char ("You feel momentarily faster.\n\r", victim);
return;
}
act ("$n is moving less slowly.", victim, NULL, NULL, TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
if (victim == ch)
af.duration = level / 2;
else
af.duration = level / 4;
af.location = APPLY_DEX;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = AFF_HASTE;
affect_to_char (victim, &af);
send_to_char ("You feel yourself moving more quickly.\n\r", victim);
act ("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_improved_heal (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN (victim->hit + 500, victim->max_hit);
victim->hit += (ch->spellpower * 4);
update_pos (victim);
send_to_char ("A warm feeling fills your body.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_heal (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN (victim->hit + 100, victim->max_hit);
victim->hit += (ch->spellpower * 4);
update_pos (victim);
send_to_char ("A warm feeling fills your body.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_heat_metal (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose, *obj_next;
int dam = 0;
bool fail = TRUE;
if (!saves_spell (level + 2, victim, DAM_FIRE)
&& !IS_SET (victim->imm_flags, IMM_FIRE))
{
for (obj_lose = victim->carrying;
obj_lose != NULL; obj_lose = obj_next)
{
obj_next = obj_lose->next_content;
if (number_range (1, 2 * level) > obj_lose->level
&& !saves_spell (level, victim, DAM_FIRE)
&& !IS_OBJ_STAT (obj_lose, ITEM_NONMETAL)
&& !IS_OBJ_STAT (obj_lose, ITEM_BURN_PROOF))
{
switch (obj_lose->item_type)
{
case ITEM_ARMOR:
if (obj_lose->wear_loc != -1)
{ /* remove the item */
if (can_drop_obj (victim, obj_lose)
&& (obj_lose->weight / 10) <
number_range (1,
2 * get_curr_stat (victim,
STAT_DEX))
&& remove_obj (victim, obj_lose->wear_loc,
TRUE))
{
act ("$n yelps and throws $p to the ground!",
victim, obj_lose, NULL, TO_ROOM);
act
("You remove and drop $p before it burns you.",
victim, obj_lose, NULL, TO_CHAR);
dam +=
(number_range (1, obj_lose->level) / 3);
obj_from_char (obj_lose);
obj_to_room (obj_lose, victim->in_room);
fail = FALSE;
}
else
{ /* stuck on the body! ouch! */
act ("Your skin is seared by $p!",
victim, obj_lose, NULL, TO_CHAR);
dam += (number_range (1, obj_lose->level));
fail = FALSE;
}
}
else
{ /* drop it if we can */
if (can_drop_obj (victim, obj_lose))
{
act ("$n yelps and throws $p to the ground!",
victim, obj_lose, NULL, TO_ROOM);
act ("You and drop $p before it burns you.",
victim, obj_lose, NULL, TO_CHAR);
dam +=
(number_range (1, obj_lose->level) / 6);
obj_from_char (obj_lose);
obj_to_room (obj_lose, victim->in_room);
fail = FALSE;
}
else
{ /* cannot drop */
act ("Your skin is seared by $p!",
victim, obj_lose, NULL, TO_CHAR);
dam +=
(number_range (1, obj_lose->level) / 2);
fail = FALSE;
}
}
break;
case ITEM_WEAPON:
if (obj_lose->wear_loc != -1)
{ /* try to drop it */
if (IS_WEAPON_STAT (obj_lose, WEAPON_FLAMING))
continue;
if (can_drop_obj (victim, obj_lose)
&& remove_obj (victim, obj_lose->wear_loc,
TRUE))
{
act
("$n is burned by $p, and throws it to the ground.",
victim, obj_lose, NULL, TO_ROOM);
send_to_char
("You throw your red-hot weapon to the ground!\n\r",
victim);
dam += 1;
obj_from_char (obj_lose);
obj_to_room (obj_lose, victim->in_room);
fail = FALSE;
}
else
{ /* YOWCH! */
send_to_char
("Your weapon sears your flesh!\n\r",
victim);
dam += number_range (1, obj_lose->level);
fail = FALSE;
}
}
else
{ /* drop it if we can */
if (can_drop_obj (victim, obj_lose))
{
act
("$n throws a burning hot $p to the ground!",
victim, obj_lose, NULL, TO_ROOM);
act ("You and drop $p before it burns you.",
victim, obj_lose, NULL, TO_CHAR);
dam +=
(number_range (1, obj_lose->level) / 6);
obj_from_char (obj_lose);
obj_to_room (obj_lose, victim->in_room);
fail = FALSE;
}
else
{ /* cannot drop */
act ("Your skin is seared by $p!",
victim, obj_lose, NULL, TO_CHAR);
dam +=
(number_range (1, obj_lose->level) / 2);
fail = FALSE;
}
}
break;
}
}
}
}
if (fail)
{
send_to_char ("Your spell had no effect.\n\r", ch);
send_to_char ("You feel momentarily warmer.\n\r", victim);
}
else
{ /* damage! */
if (saves_spell (level, victim, DAM_FIRE))
dam = 2 * dam / 3;
damage (ch, victim, dam, sn, DAM_FIRE, TRUE);
}
}
/* RT really nasty high-level attack spell */
void spell_holy_word (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int bless_num, curse_num, frenzy_num;
bless_num = skill_lookup ("bless");
curse_num = skill_lookup ("curse");
frenzy_num = skill_lookup ("frenzy");
act ("$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM);
send_to_char ("You utter a word of divine power.\n\r", ch);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if ((IS_GOOD (ch) && IS_GOOD (vch)) ||
(IS_EVIL (ch) && IS_EVIL (vch)) ||
(IS_NEUTRAL (ch) && IS_NEUTRAL (vch)))
{
send_to_char ("You feel full more powerful.\n\r", vch);
spell_frenzy (frenzy_num, level, ch, (void *) vch, TARGET_CHAR);
spell_bless (bless_num, level, ch, (void *) vch, TARGET_CHAR);
}
else if ((IS_GOOD (ch) && IS_EVIL (vch)) ||
(IS_EVIL (ch) && IS_GOOD (vch)))
{
if (!is_safe_spell (ch, vch, TRUE))
{
spell_curse (curse_num, level, ch, (void *) vch, TARGET_CHAR);
send_to_char ("You are struck down!\n\r", vch);
dam = dice (level, 6);
damage (ch, vch, dam, sn, DAM_ENERGY, TRUE);
}
}
else if (IS_NEUTRAL (ch))
{
if (!is_safe_spell (ch, vch, TRUE))
{
spell_curse (curse_num, level / 2, ch, (void *) vch,
TARGET_CHAR);
send_to_char ("You are struck down!\n\r", vch);
dam = dice (level, 4);
damage (ch, vch, dam, sn, DAM_ENERGY, TRUE);
}
}
}
send_to_char ("You feel drained.\n\r", ch);
ch->move = 0;
ch->hit /= 2;
}
void spell_identify (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
sprintf (buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r",
obj->name,
item_name (obj->item_type),
extra_bit_name (obj->extra_flags),
obj->weight / 10, obj->cost, obj->level);
send_to_char (buf, ch);
sprintf( buf, "Object condition is %d.\n\r", obj->condition );
send_to_char( buf, ch );
switch (obj->item_type)
{
case ITEM_SCROLL:
case ITEM_POTION:
case ITEM_PILL:
sprintf (buf, "Level %d spells of:", obj->value[0]);
send_to_char (buf, ch);
if (obj->value[1] >= 0 && obj->value[1] < MAX_SKILL)
{
send_to_char (" '", ch);
send_to_char (skill_table[obj->value[1]].name, ch);
send_to_char ("'", ch);
}
if (obj->value[2] >= 0 && obj->value[2] < MAX_SKILL)
{
send_to_char (" '", ch);
send_to_char (skill_table[obj->value[2]].name, ch);
send_to_char ("'", ch);
}
if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL)
{
send_to_char (" '", ch);
send_to_char (skill_table[obj->value[3]].name, ch);
send_to_char ("'", ch);
}
if (obj->value[4] >= 0 && obj->value[4] < MAX_SKILL)
{
send_to_char (" '", ch);
send_to_char (skill_table[obj->value[4]].name, ch);
send_to_char ("'", ch);
}
send_to_char (".\n\r", ch);
break;
case ITEM_WAND:
case ITEM_STAFF:
sprintf (buf, "Has %d charges of level %d",
obj->value[2], obj->value[0]);
send_to_char (buf, ch);
if (obj->value[3] >= 0 && obj->value[3] < MAX_SKILL)
{
send_to_char (" '", ch);
send_to_char (skill_table[obj->value[3]].name, ch);
send_to_char ("'", ch);
}
send_to_char (".\n\r", ch);
break;
case ITEM_DRINK_CON:
sprintf (buf, "It holds %s-colored %s.\n\r",
liq_table[obj->value[2]].liq_color,
liq_table[obj->value[2]].liq_name);
send_to_char (buf, ch);
break;
case ITEM_CONTAINER:
sprintf (buf, "Capacity: %d# Maximum weight: %d# flags: %s\n\r",
obj->value[0], obj->value[3],
cont_bit_name (obj->value[1]));
send_to_char (buf, ch);
if (obj->value[4] != 100)
{
sprintf (buf, "Weight multiplier: %d%%\n\r", obj->value[4]);
send_to_char (buf, ch);
}
break;
case ITEM_WEAPON:
send_to_char ("Weapon type is ", ch);
switch (obj->value[0])
{
case (WEAPON_EXOTIC):
send_to_char ("exotic.\n\r", ch);
break;
case (WEAPON_SWORD):
send_to_char ("sword.\n\r", ch);
break;
case (WEAPON_DAGGER):
send_to_char ("dagger.\n\r", ch);
break;
case (WEAPON_SPEAR):
send_to_char ("spear/staff.\n\r", ch);
break;
case (WEAPON_MACE):
send_to_char ("mace/club.\n\r", ch);
break;
case (WEAPON_AXE):
send_to_char ("axe.\n\r", ch);
break;
case (WEAPON_FLAIL):
send_to_char ("flail.\n\r", ch);
break;
case (WEAPON_WHIP):
send_to_char ("whip.\n\r", ch);
break;
case (WEAPON_POLEARM):
send_to_char ("polearm.\n\r", ch);
break;
default:
send_to_char ("unknown.\n\r", ch);
break;
}
if (obj->pIndexData->new_format)
sprintf (buf, "Damage is %dd%d (average %d).\n\r",
obj->value[1], obj->value[2],
(1 + obj->value[2]) * obj->value[1] / 2);
else
sprintf (buf, "Damage is %d to %d (average %d).\n\r",
obj->value[1], obj->value[2],
(obj->value[1] + obj->value[2]) / 2);
send_to_char (buf, ch);
if (obj->value[4])
{ /* weapon flags */
sprintf (buf, "Weapons flags: %s\n\r",
weapon_bit_name (obj->value[4]));
send_to_char (buf, ch);
}
break;
case ITEM_ARMOR:
sprintf (buf,
"Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r",
obj->value[0], obj->value[1], obj->value[2],
obj->value[3]);
send_to_char (buf, ch);
break;
}
if (!obj->enchanted)
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if (paf->location != APPLY_NONE && paf->modifier != 0)
{
sprintf (buf, "Affects %s by %d.\n\r",
affect_loc_name (paf->location), paf->modifier);
send_to_char (buf, ch);
if (paf->bitvector)
{
switch (paf->where)
{
case TO_AFFECTS:
sprintf (buf, "Adds %s affect.\n",
affect_bit_name (paf->bitvector));
break;
case TO_OBJECT:
sprintf (buf, "Adds %s object flag.\n",
extra_bit_name (paf->bitvector));
break;
case TO_IMMUNE:
sprintf (buf, "Adds immunity to %s.\n",
imm_bit_name (paf->bitvector));
break;
case TO_RESIST:
sprintf (buf, "Adds resistance to %s.\n\r",
imm_bit_name (paf->bitvector));
break;
case TO_VULN:
sprintf (buf, "Adds vulnerability to %s.\n\r",
imm_bit_name (paf->bitvector));
break;
default:
sprintf (buf, "Unknown bit %d: %d\n\r",
paf->where, paf->bitvector);
break;
}
send_to_char (buf, ch);
}
}
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
{
if (paf->location != APPLY_NONE && paf->modifier != 0)
{
sprintf (buf, "Affects %s by %d",
affect_loc_name (paf->location), paf->modifier);
send_to_char (buf, ch);
if (paf->duration > -1)
sprintf (buf, ", %d hours.\n\r", paf->duration);
else
sprintf (buf, ".\n\r");
send_to_char (buf, ch);
if (paf->bitvector)
{
switch (paf->where)
{
case TO_AFFECTS:
sprintf (buf, "Adds %s affect.\n",
affect_bit_name (paf->bitvector));
break;
case TO_OBJECT:
sprintf (buf, "Adds %s object flag.\n",
extra_bit_name (paf->bitvector));
break;
case TO_WEAPON:
sprintf (buf, "Adds %s weapon flags.\n",
weapon_bit_name (paf->bitvector));
break;
case TO_IMMUNE:
sprintf (buf, "Adds immunity to %s.\n",
imm_bit_name (paf->bitvector));
break;
case TO_RESIST:
sprintf (buf, "Adds resistance to %s.\n\r",
imm_bit_name (paf->bitvector));
break;
case TO_VULN:
sprintf (buf, "Adds vulnerability to %s.\n\r",
imm_bit_name (paf->bitvector));
break;
default:
sprintf (buf, "Unknown bit %d: %d\n\r",
paf->where, paf->bitvector);
break;
}
send_to_char (buf, ch);
}
}
}
return;
}
void spell_infravision (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_INFRARED))
{
if (victim == ch)
send_to_char ("You can already see in the dark.\n\r", ch);
else
act ("$N already has infravision.\n\r", ch, NULL, victim,
TO_CHAR);
return;
}
act ("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char (victim, &af);
send_to_char ("Your eyes glow red.\n\r", victim);
return;
}
void spell_invis (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* object invisibility */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT (obj, ITEM_INVIS))
{
act ("$p is already invisible.", ch, obj, NULL, TO_CHAR);
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_INVIS;
affect_to_obj (obj, &af);
act ("$p fades out of sight.", ch, obj, NULL, TO_ALL);
return;
}
/* character invisibility */
victim = (CHAR_DATA *) vo;
if (IS_AFFECTED (victim, AFF_INVISIBLE))
return;
act ("$n fades out of existence.", victim, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char (victim, &af);
send_to_char ("You fade out of existence.\n\r", victim);
return;
}
void spell_know_alignment (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if (ap > 700)
msg = "$N has a pure and good aura.";
else if (ap > 350)
msg = "$N is of excellent moral character.";
else if (ap > 100)
msg = "$N is often kind and thoughtful.";
else if (ap > -100)
msg = "$N doesn't have a firm moral commitment.";
else if (ap > -350)
msg = "$N lies to $S friends.";
else if (ap > -700)
msg = "$N is a black-hearted murderer.";
else
msg = "$N is the embodiment of pure evil!.";
act (msg, ch, NULL, victim, TO_CHAR);
return;
}
void spell_lightning_bolt (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 25, 28,
31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
58, 58, 59, 60, 60, 61, 62, 62, 63, 64
};
int dam;
level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1);
level = UMAX (0, level);
dam = number_range (dam_each[level] / 2, dam_each[level] * 2);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_LIGHTNING))
dam /= 2;
damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
return;
}
void spell_locate_object (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
char buf[MAX_INPUT_LENGTH];
BUFFER *buffer;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int number = 0, max_found;
found = FALSE;
number = 0;
max_found = IS_IMMORTAL (ch) ? 200 : 2 * level;
buffer = new_buf ();
for (obj = object_list; obj != NULL; obj = obj->next)
{
if (!can_see_obj (ch, obj) || !is_name (target_name, obj->name)
|| IS_OBJ_STAT (obj, ITEM_NOLOCATE)
|| number_percent () > 2 * level || ch->level < obj->level)
continue;
found = TRUE;
number++;
for (in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj);
if (in_obj->carried_by != NULL && can_see (ch, in_obj->carried_by))
{
sprintf (buf, "one is carried by %s\n\r",
PERS (in_obj->carried_by, ch));
}
else
{
if (IS_IMMORTAL (ch) && in_obj->in_room != NULL)
sprintf (buf, "one is in %s [Room %d]\n\r",
in_obj->in_room->name, in_obj->in_room->vnum);
else
sprintf (buf, "one is in %s\n\r",
in_obj->in_room == NULL
? "somewhere" : in_obj->in_room->name);
}
buf[0] = UPPER (buf[0]);
add_buf (buffer, buf);
if (number >= max_found)
break;
}
if (!found)
send_to_char ("Nothing like that in heaven or earth.\n\r", ch);
else
page_to_char (buf_string (buffer), ch);
free_buf (buffer);
return;
}
void spell_magic_missile (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] = {
2,
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);
dam *= (ch->spellpower * 4); // Spellpower
if (saves_spell (level, victim, DAM_ENERGY))
dam /= 2;
damage (ch, victim, dam, sn, DAM_ENERGY, TRUE);
return;
}
void spell_mass_healing (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *gch;
int heal_num, refresh_num;
heal_num = skill_lookup ("heal");
refresh_num = skill_lookup ("refresh");
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if ((IS_NPC (ch) && IS_NPC (gch)) || (!IS_NPC (ch) && !IS_NPC (gch)))
{
spell_heal (heal_num, level, ch, (void *) gch, TARGET_CHAR);
spell_refresh (refresh_num, level, ch, (void *) gch, TARGET_CHAR);
}
}
}
void spell_mass_invis (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
AFFECT_DATA af;
CHAR_DATA *gch;
for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room)
{
if (!is_same_group (gch, ch) || IS_AFFECTED (gch, AFF_INVISIBLE))
continue;
act ("$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM);
send_to_char ("You slowly fade out of existence.\n\r", gch);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level / 2;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char (gch, &af);
}
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_null (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
send_to_char ("That's not a spell!\n\r", ch);
return;
}
void spell_pass_door (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_PASS_DOOR))
{
if (victim == ch)
send_to_char ("You are already out of phase.\n\r", ch);
else
act ("$N is already shifted out of phase.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy (level / 4);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char (victim, &af);
act ("$n turns translucent.", victim, NULL, NULL, TO_ROOM);
send_to_char ("You turn translucent.\n\r", victim);
return;
}
/* RT plague spell, very nasty */
void spell_plague (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (saves_spell (level, victim, DAM_DISEASE) ||
(IS_NPC (victim) && IS_SET (victim->act, ACT_UNDEAD)))
{
if (ch == victim)
send_to_char ("You feel momentarily ill, but it passes.\n\r", ch);
else
act ("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3 / 4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
affect_join (victim, &af);
send_to_char
("You scream in agony as plague sores erupt from your skin.\n\r",
victim);
act ("$n screams in agony as plague sores erupt from $s skin.", victim,
NULL, NULL, TO_ROOM);
}
void spell_poison (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT (obj, ITEM_BLESS)
|| IS_OBJ_STAT (obj, ITEM_BURN_PROOF))
{
act ("Your spell fails to corrupt $p.", ch, obj, NULL,
TO_CHAR);
return;
}
obj->value[3] = 1;
act ("$p is infused with poisonous vapors.", ch, obj, NULL,
TO_ALL);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT (obj, WEAPON_FLAMING)
|| IS_WEAPON_STAT (obj, WEAPON_FROST)
|| IS_WEAPON_STAT (obj, WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT (obj, WEAPON_SHARP)
|| IS_WEAPON_STAT (obj, WEAPON_VORPAL)
|| IS_WEAPON_STAT (obj, WEAPON_SHOCKING)
|| IS_OBJ_STAT (obj, ITEM_BLESS)
|| IS_OBJ_STAT (obj, ITEM_BURN_PROOF))
{
act ("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR);
return;
}
if (IS_WEAPON_STAT (obj, WEAPON_POISON))
{
act ("$p is already envenomed.", ch, obj, NULL, TO_CHAR);
return;
}
af.where = TO_WEAPON;
af.type = sn;
af.level = level / 2;
af.duration = level / 8;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj (obj, &af);
act ("$p is coated with deadly venom.", ch, obj, NULL, TO_ALL);
return;
}
act ("You can't poison $p.", ch, obj, NULL, TO_CHAR);
return;
}
victim = (CHAR_DATA *) vo;
if (saves_spell (level, victim, DAM_POISON))
{
act ("$n turns slightly green, but it passes.", victim, NULL, NULL,
TO_ROOM);
send_to_char ("You feel momentarily ill, but it passes.\n\r", victim);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join (victim, &af);
send_to_char ("You feel very sick.\n\r", victim);
act ("$n looks very ill.", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_protection_evil (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_PROTECT_EVIL)
|| IS_AFFECTED (victim, AFF_PROTECT_GOOD))
{
if (victim == ch)
send_to_char ("You are already protected.\n\r", ch);
else
act ("$N is already protected.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = AFF_PROTECT_EVIL;
affect_to_char (victim, &af);
send_to_char ("You feel holy and pure.\n\r", victim);
if (ch != victim)
act ("$N is protected from evil.", ch, NULL, victim, TO_CHAR);
return;
}
void spell_protection_good (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_PROTECT_GOOD)
|| IS_AFFECTED (victim, AFF_PROTECT_EVIL))
{
if (victim == ch)
send_to_char ("You are already protected.\n\r", ch);
else
act ("$N is already protected.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char (victim, &af);
send_to_char ("You feel aligned with darkness.\n\r", victim);
if (ch != victim)
act ("$N is protected from good.", ch, NULL, victim, TO_CHAR);
return;
}
void spell_ray_of_truth (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, align;
if (IS_EVIL (ch))
{
victim = ch;
send_to_char ("The energy explodes inside you!\n\r", ch);
}
if (victim != ch)
{
act ("$n raises $s hand, and a blinding ray of light shoots forth!",
ch, NULL, NULL, TO_ROOM);
send_to_char
("You raise your hand and a blinding ray of light shoots forth!\n\r",
ch);
}
if (IS_GOOD (victim))
{
act ("$n seems unharmed by the light.", victim, NULL, victim,
TO_ROOM);
send_to_char ("The light seems powerless to affect you.\n\r", victim);
return;
}
dam = dice (level, 10);
dam *= ch->spellpower;
if (saves_spell (level, victim, DAM_HOLY))
dam /= 2;
align = victim->alignment;
align -= 350;
if (align < -1000)
align = -1000 + (align + 1000) / 3;
dam = (dam * align * align) / 1000000;
dam *= ch->spellpower;
damage (ch, victim, dam, sn, DAM_HOLY, TRUE);
spell_blindness (gsn_blindness,
3 * level / 4, ch, (void *) victim, TARGET_CHAR);
}
void spell_recharge (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int chance, percent;
if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF)
{
send_to_char ("That item does not carry charges.\n\r", ch);
return;
}
if (obj->value[3] >= 3 * level / 2)
{
send_to_char ("Your skills are not great enough for that.\n\r", ch);
return;
}
if (obj->value[1] == 0)
{
send_to_char ("That item has already been recharged once.\n\r", ch);
return;
}
chance = 40 + 2 * level;
chance -= obj->value[3]; /* harder to do high-level spells */
chance -= (obj->value[1] - obj->value[2]) *
(obj->value[1] - obj->value[2]);
chance = UMAX (level / 2, chance);
percent = number_percent ();
if (percent < chance / 2)
{
act ("$p glows softly.", ch, obj, NULL, TO_CHAR);
act ("$p glows softly.", ch, obj, NULL, TO_ROOM);
obj->value[2] = UMAX (obj->value[1], obj->value[2]);
obj->value[1] = 0;
return;
}
else if (percent <= chance)
{
int chargeback, chargemax;
act ("$p glows softly.", ch, obj, NULL, TO_CHAR);
act ("$p glows softly.", ch, obj, NULL, TO_CHAR);
chargemax = obj->value[1] - obj->value[2];
if (chargemax > 0)
chargeback = UMAX (1, chargemax * percent / 100);
else
chargeback = 0;
obj->value[2] += chargeback;
obj->value[1] = 0;
return;
}
else if (percent <= UMIN (95, 3 * chance / 2))
{
send_to_char ("Nothing seems to happen.\n\r", ch);
if (obj->value[1] > 1)
obj->value[1]--;
return;
}
else
{ /* whoops! */
act ("$p glows brightly and explodes!", ch, obj, NULL, TO_CHAR);
act ("$p glows brightly and explodes!", ch, obj, NULL, TO_ROOM);
extract_obj (obj);
}
}
void spell_refresh (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN (victim->move + level, victim->max_move);
victim->move += (ch->spellpower * 4);
if (victim->max_move == victim->move)
send_to_char ("You feel fully refreshed!\n\r", victim);
else
send_to_char ("You feel less tired.\n\r", victim);
if (ch != victim)
send_to_char ("Ok.\n\r", ch);
return;
}
void spell_remove_curse (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
bool found = FALSE;
/* do object cases first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT (obj, ITEM_NODROP)
|| IS_OBJ_STAT (obj, ITEM_NOREMOVE))
{
if (!IS_OBJ_STAT (obj, ITEM_NOUNCURSE)
&& !saves_dispel (level + 2, obj->level, 0))
{
REMOVE_BIT (obj->extra_flags, ITEM_NODROP);
REMOVE_BIT (obj->extra_flags, ITEM_NOREMOVE);
act ("$p glows blue.", ch, obj, NULL, TO_ALL);
return;
}
act ("The curse on $p is beyond your power.", ch, obj, NULL,
TO_CHAR);
return;
}
act ("There doesn't seem to be a curse on $p.", ch, obj, NULL,
TO_CHAR);
return;
}
/* characters */
victim = (CHAR_DATA *) vo;
if (check_dispel (level, victim, gsn_curse))
{
send_to_char ("You feel better.\n\r", victim);
act ("$n looks more relaxed.", victim, NULL, NULL, TO_ROOM);
}
for (obj = victim->carrying; (obj != NULL && !found);
obj = obj->next_content)
{
if ((IS_OBJ_STAT (obj, ITEM_NODROP)
|| IS_OBJ_STAT (obj, ITEM_NOREMOVE))
&& !IS_OBJ_STAT (obj, ITEM_NOUNCURSE))
{ /* attempt to remove curse */
if (!saves_dispel (level, obj->level, 0))
{
found = TRUE;
REMOVE_BIT (obj->extra_flags, ITEM_NODROP);
REMOVE_BIT (obj->extra_flags, ITEM_NOREMOVE);
act ("Your $p glows blue.", victim, obj, NULL, TO_CHAR);
act ("$n's $p glows blue.", victim, obj, NULL, TO_ROOM);
}
}
}
}
void spell_sanctuary (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_SANCTUARY))
{
if (victim == ch)
send_to_char ("You are already in sanctuary.\n\r", ch);
else
act ("$N is already in sanctuary.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 6;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char (victim, &af);
act ("$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM);
send_to_char ("You are surrounded by a white aura.\n\r", victim);
return;
}
void spell_sacredcloak (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED2 (victim, AFF_SCLOAK))
{
if (victim == ch)
send_to_char ("You already have a sacred cloak.\n\r", ch);
else
act ("$N already has a sacred cloak.", ch, NULL, victim, TO_CHAR);
return;
}
af.where = TO_AFFECTS2;
af.type = sn;
af.level = level;
af.duration = level / 6;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SCLOAK;
affect_to_char (victim, &af);
act ("$n is surrounded by a sacred cloak.", victim, NULL, NULL, TO_ROOM);
send_to_char ("You are surrounded by a Sacred Cloak.\n\r", victim);
return;
}
void spell_shield (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn))
{
if (victim == ch)
send_to_char ("You are already shielded from harm.\n\r", ch);
else
act ("$N is already protected by a shield.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = 1 - number_range(ch->spellpower, ch->spellpower * 2);
af.bitvector = 0;
affect_to_char (victim, &af);
act ("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM);
send_to_char ("You are surrounded by a force shield.\n\r", victim);
return;
}
void spell_shocking_grasp (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level = UMIN (level, sizeof (dam_each) / sizeof (dam_each[0]) - 1);
level = UMAX (0, level);
dam = number_range (dam_each[level] / 2, dam_each[level] * 2);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_LIGHTNING))
dam /= 2;
damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
return;
}
void spell_sleep (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED (victim, AFF_SLEEP)
|| (IS_NPC (victim) && IS_SET (victim->act, ACT_UNDEAD))
|| (level + 2) < victim->level
|| saves_spell (level - 4, victim, DAM_CHARM)) return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join (victim, &af);
if (IS_AWAKE (victim))
{
send_to_char ("You feel very sleepy ..... zzzzzz.\n\r", victim);
act ("$n goes to sleep.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_SLEEPING;
}
return;
}
void spell_slow (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn) || IS_AFFECTED (victim, AFF_SLOW))
{
if (victim == ch)
send_to_char ("You can't move any slower!\n\r", ch);
else
act ("$N can't get any slower than that.",
ch, NULL, victim, TO_CHAR);
return;
}
if (saves_spell (level, victim, DAM_OTHER)
|| IS_SET (victim->imm_flags, IMM_MAGIC))
{
if (victim != ch)
send_to_char ("Nothing seemed to happen.\n\r", ch);
send_to_char ("You feel momentarily lethargic.\n\r", victim);
return;
}
if (IS_AFFECTED (victim, AFF_HASTE))
{
if (!check_dispel (level, victim, skill_lookup ("haste")))
{
if (victim != ch)
send_to_char ("Spell failed.\n\r", ch);
send_to_char ("You feel momentarily slower.\n\r", victim);
return;
}
act ("$n is moving less quickly.", victim, NULL, NULL, TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_DEX;
af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32);
af.bitvector = AFF_SLOW;
affect_to_char (victim, &af);
send_to_char ("You feel yourself slowing d o w n...\n\r", victim);
act ("$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM);
return;
}
void spell_stone_skin (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (ch, sn))
{
if (victim == ch)
send_to_char ("Your skin is already as hard as a rock.\n\r", ch);
else
act ("$N is already as hard as can be.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char (victim, &af);
act ("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM);
send_to_char ("Your skin turns to stone.\n\r", victim);
return;
}
void spell_summon (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
if ((victim = get_char_world (ch, target_name)) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET (ch->in_room->room_flags, ROOM_SAFE)
|| IS_SET (victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET (victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET (victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
|| (IS_NPC (victim) && IS_SET (victim->act, ACT_AGGRESSIVE))
|| victim->level >= level + 3
|| (!IS_NPC (victim) && victim->level >= LEVEL_IMMORTAL)
|| victim->fighting != NULL
|| (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
|| (IS_NPC (victim) && victim->pIndexData->pShop != NULL)
|| (!IS_NPC (victim) && IS_SET (victim->act, PLR_NOSUMMON))
|| (IS_NPC (victim) && saves_spell (level, victim, DAM_OTHER)))
{
send_to_char ("You failed.\n\r", ch);
return;
}
act ("$n disappears suddenly.", victim, NULL, NULL, TO_ROOM);
char_from_room (victim);
char_to_room (victim, ch->in_room);
act ("$n arrives suddenly.", victim, NULL, NULL, TO_ROOM);
act ("$n has summoned you!", ch, NULL, victim, TO_VICT);
do_function (victim, &do_look, "auto");
return;
}
void spell_teleport (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *pRoomIndex;
if (victim->in_room == NULL
|| IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
|| (victim != ch && IS_SET (victim->imm_flags, IMM_SUMMON))
|| (!IS_NPC (ch) && victim->fighting != NULL)
|| (victim != ch && (saves_spell (level - 5, victim, DAM_OTHER))))
{
send_to_char ("You failed.\n\r", ch);
return;
}
pRoomIndex = get_random_room (victim);
if (victim != ch)
send_to_char ("You have been teleported!\n\r", victim);
act ("$n vanishes!", victim, NULL, NULL, TO_ROOM);
char_from_room (victim);
char_to_room (victim, pRoomIndex);
act ("$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM);
do_function (victim, &do_look, "auto");
return;
}
void spell_tesseract( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim;
CHAR_DATA *wch;
CHAR_DATA *wch_next;
bool gate_pet;
if( (victim = get_char_world(ch,target_name))==NULL
|| victim == ch
|| victim->in_room == NULL
|| ch->in_room == NULL) {
send_to_char("You failed.\n\r",ch);
return;
}
if ( !can_see_room(ch,victim->in_room)
|| (is_safe(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| room_is_private(victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (saves_spell( level, victim, DAM_NONE ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
for (wch = ch->in_room->people; wch != NULL; wch = wch_next)
{
wch_next = wch->next_in_room;
if (is_same_group(wch, ch) && wch != ch)
{
act("$n utters some strange words and, with a sickening lurch, you feel time",ch,
NULL, wch, TO_VICT);
act("and space shift around you.", ch, NULL, wch, TO_VICT);
if(victim->in_room == NULL) {
bug("Tesseract: victim room has become NULL!!!",0);
return;
}
char_from_room(wch);
char_to_room(wch,victim->in_room);
act("$n arrives suddenly.",wch,NULL,NULL,TO_ROOM);
if (wch->in_room == NULL)
bug("Tesseract: other char sent to NULL room",0);
else
do_look(wch,"auto");
}
}
act("With a sudden flash of light, $n and $s friends disappear!",ch,NULL,NULL,TO_ROOM);
send_to_char("As you utter the words, time and space seem to blur. You feel as though\n\rspace and time are shifting all around you while you remain motionless.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n arrives suddenly.",ch,NULL,NULL,TO_ROOM);
if (ch->in_room == NULL)
bug("Tesseract: char sent to NULL room",0);
else
do_look(ch,"auto");
if (gate_pet)
{
send_to_char("You feel time and space shift around you.\n\r",ch->pet);
char_from_room(ch->pet);
char_to_room(ch->pet,victim->in_room);
act("$n arrives suddenly.",ch->pet,NULL,NULL,TO_ROOM);
if (ch->pet->in_room == NULL)
bug("Tesseract: pet sent to NULL room",0);
else
do_look(ch->pet,"auto");
}
}
void spell_ventriloquate (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument (target_name, speaker);
sprintf (buf1, "%s says '%s'.\n\r", speaker, target_name);
sprintf (buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name);
buf1[0] = UPPER (buf1[0]);
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!is_exact_name (speaker, vch->name) && IS_AWAKE (vch))
send_to_char (saves_spell (level, vch, DAM_OTHER) ? buf2 : buf1,
vch);
}
return;
}
void spell_weaken (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn) || saves_spell (level, victim, DAM_OTHER))
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 * (level / 5);
af.bitvector = AFF_WEAKEN;
affect_to_char (victim, &af);
send_to_char ("You feel your strength slip away.\n\r", victim);
act ("$n looks tired and weak.", victim, NULL, NULL, TO_ROOM);
return;
}
/* RT recall spell is back */
void spell_word_of_recall (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *location;
if (IS_NPC (victim))
return;
if ((location = get_room_index (ROOM_VNUM_TEMPLE)) == NULL)
{
send_to_char ("You are completely lost.\n\r", victim);
return;
}
if (IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL) ||
IS_AFFECTED (victim, AFF_CURSE))
{
send_to_char ("Spell failed.\n\r", victim);
return;
}
if (victim->fighting != NULL)
stop_fighting (victim, TRUE);
ch->move /= 2;
act ("$n disappears.", victim, NULL, NULL, TO_ROOM);
char_from_room (victim);
char_to_room (victim, location);
act ("$n appears in the room.", victim, NULL, NULL, TO_ROOM);
do_function (victim, &do_look, "auto");
}
/*
* NPC spells.
*/
void spell_acid_breath (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, hp_dam, dice_dam, hpch;
act ("$n spits acid at $N.", ch, NULL, victim, TO_NOTVICT);
act ("$n spits a stream of corrosive acid at you.", ch, NULL, victim,
TO_VICT);
act ("You spit acid at $N.", ch, NULL, victim, TO_CHAR);
hpch = UMAX (12, ch->hit);
hp_dam = number_range (hpch / 11 + 1, hpch / 6);
dice_dam = dice (level, 16);
dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_ACID))
{
acid_effect (victim, level / 2, dam / 4, TARGET_CHAR);
damage (ch, victim, dam / 2, sn, DAM_ACID, TRUE);
}
else
{
acid_effect (victim, level, dam, TARGET_CHAR);
damage (ch, victim, dam, sn, DAM_ACID, TRUE);
}
}
void spell_fire_breath (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam, hp_dam, dice_dam;
int hpch;
act ("$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT);
act ("$n breathes a cone of hot fire over you!", ch, NULL, victim,
TO_VICT);
act ("You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR);
hpch = UMAX (10, ch->hit);
hp_dam = number_range (hpch / 9 + 1, hpch / 5);
dice_dam = dice (level, 20);
dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
dam *= (ch->spellpower * 4);
fire_effect (victim->in_room, level, dam / 2, TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell (ch, vch, TRUE)
|| (IS_NPC (vch) && IS_NPC (ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
if (vch == victim)
{ /* full damage */
if (saves_spell (level, vch, DAM_FIRE))
{
fire_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_FIRE, TRUE);
}
else
{
fire_effect (vch, level, dam, TARGET_CHAR);
damage (ch, vch, dam, sn, DAM_FIRE, TRUE);
}
}
else
{ /* partial damage */
if (saves_spell (level - 2, vch, DAM_FIRE))
{
fire_effect (vch, level / 4, dam / 8, TARGET_CHAR);
damage (ch, vch, dam / 4, sn, DAM_FIRE, TRUE);
}
else
{
fire_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_FIRE, TRUE);
}
}
}
}
void spell_frost_breath (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam, hp_dam, dice_dam, hpch;
act ("$n breathes out a freezing cone of frost!", ch, NULL, victim,
TO_NOTVICT);
act ("$n breathes a freezing cone of frost over you!", ch, NULL, victim,
TO_VICT);
act ("You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR);
hpch = UMAX (12, ch->hit);
hp_dam = number_range (hpch / 11 + 1, hpch / 6);
dice_dam = dice (level, 16);
dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
dam *= (ch->spellpower * 4);
cold_effect (victim->in_room, level, dam / 2, TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell (ch, vch, TRUE)
|| (IS_NPC (vch) && IS_NPC (ch)
&& (ch->fighting != vch || vch->fighting != ch)))
continue;
if (vch == victim)
{ /* full damage */
if (saves_spell (level, vch, DAM_COLD))
{
cold_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_COLD, TRUE);
}
else
{
cold_effect (vch, level, dam, TARGET_CHAR);
damage (ch, vch, dam, sn, DAM_COLD, TRUE);
}
}
else
{
if (saves_spell (level - 2, vch, DAM_COLD))
{
cold_effect (vch, level / 4, dam / 8, TARGET_CHAR);
damage (ch, vch, dam / 4, sn, DAM_COLD, TRUE);
}
else
{
cold_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_COLD, TRUE);
}
}
}
}
void spell_gas_breath (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam, hp_dam, dice_dam, hpch;
act ("$n breathes out a cloud of poisonous gas!", ch, NULL, NULL,
TO_ROOM);
act ("You breath out a cloud of poisonous gas.", ch, NULL, NULL, TO_CHAR);
hpch = UMAX (16, ch->hit);
hp_dam = number_range (hpch / 15 + 1, 8);
dice_dam = dice (level, 12);
dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
dam *= (ch->spellpower * 4);
poison_effect (ch->in_room, level, dam, TARGET_ROOM);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell (ch, vch, TRUE)
|| (IS_NPC (ch) && IS_NPC (vch)
&& (ch->fighting == vch || vch->fighting == ch)))
continue;
if (saves_spell (level, vch, DAM_POISON))
{
poison_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_POISON, TRUE);
}
else
{
poison_effect (vch, level, dam, TARGET_CHAR);
damage (ch, vch, dam, sn, DAM_POISON, TRUE);
}
}
}
void spell_lightning_breath (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, hp_dam, dice_dam, hpch;
act ("$n breathes a bolt of lightning at $N.", ch, NULL, victim,
TO_NOTVICT);
act ("$n breathes a bolt of lightning at you!", ch, NULL, victim,
TO_VICT);
act ("You breathe a bolt of lightning at $N.", ch, NULL, victim, TO_CHAR);
hpch = UMAX (10, ch->hit);
hp_dam = number_range (hpch / 9 + 1, hpch / 5);
dice_dam = dice (level, 20);
dam = UMAX (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
dam *= (ch->spellpower * 4);
if (saves_spell (level, victim, DAM_LIGHTNING))
{
shock_effect (victim, level / 2, dam / 4, TARGET_CHAR);
damage (ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE);
}
else
{
shock_effect (victim, level, dam, TARGET_CHAR);
damage (ch, victim, dam, sn, DAM_LIGHTNING, TRUE);
}
}
/*
* Spells for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range (25, 100);
if (saves_spell (level, victim, DAM_PIERCE))
dam /= 2;
damage (ch, victim, dam, sn, DAM_PIERCE, TRUE);
return;
}
void spell_high_explosive (int sn, int level, CHAR_DATA * ch, void *vo,
int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range (30, 120);
dam *= ch->spellpower;
if (saves_spell (level, victim, DAM_PIERCE))
dam /= 2;
damage (ch, victim, dam, sn, DAM_PIERCE, TRUE);
return;
}
void spell_rabies (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn))
{
if (victim == ch)
send_to_char ("You are already infected.\n\r", ch);
else
act ("$N is already infected with Rabies.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = ch->spellpower / 1.5;
af.modifier = ch->spellpower / 1.5;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char (victim, &af);
af.location = APPLY_DAMROLL;
affect_to_char (victim, &af);
af.modifier = -10 * (level / 12);
af.location = APPLY_AC;
affect_to_char (victim, &af);
send_to_char ("You are infected with rabies!\n\r", victim);
act ("$n becomes infected with rabies, $s growls at you!!", victim, NULL, NULL, TO_ROOM);
}
void spell_achilles (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected (victim, sn))
{
if (victim == ch)
send_to_char ("You are already imbued with the strength of Achilles.\n\r", ch);
else
act ("$N is already imbued with the strength of Achilles.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3;
af.duration = ch->spellpower;
af.modifier = number_range(ch->spellpower,ch->spellpower * 2);
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char (victim, &af);
af.location = APPLY_DAMROLL;
affect_to_char (victim, &af);
af.modifier = -10 * (level / 12);
af.location = APPLY_AC;
affect_to_char (victim, &af);
send_to_char ("You are imbued with the strength of Achilles!\n\r", victim);
act ("$n becomes as strong as Achilles, $s grins at you!!", victim, NULL, NULL, TO_ROOM);
}