/***************************************************************************
* 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"
extern char *target_name;
void spell_web( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
act("You point your finger at $N and a web flies from your hand!",ch,NULL,victim,TO_CHAR);
act("$n points $s finger at $N and a web flies from $s hand!",ch,NULL,victim,TO_NOTVICT);
act("$n points $s finger at you and a web flies from $s hand!",ch,NULL,victim,TO_VICT);
if ( IS_AFFECTED2(victim, AFF2_WEBBED) )
{
send_to_char( "But they are already webbed!\n\r", ch );
return;
}
if ( is_safe(ch, victim)) return;
if ((saves_spell( level, victim, DAM_OTHER ) && number_range(1,3)!=1) && victim->position >= POS_FIGHTING )
{
send_to_char( "You dodge the web!\n\r", victim );
act("$n dodges the web!",victim,NULL,NULL,TO_ROOM);
return;
}
af.where = TO_AFFECTS2;
af.type = sn;
af.location = APPLY_AC;
af.modifier = 200;
af.duration = number_range(50,60);
af.bitvector = AFF2_WEBBED;
affect_to_char( victim, &af );
// SET_BIT (ch->affected_by2, AFF2_WEBBED);
send_to_char( "You are coated in a sticky web!\n\r", victim );
act("$n is coated in a sticky web!",victim,NULL,NULL,TO_ROOM);
return;
}
/* Spellup spell a'la stone skin */
void spell_bark_skin( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("Your skin is already covered in bark.\n\r",ch);
else
act("$N's skin is already bark.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/3;
af.modifier = -30 - level / 5;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "Your skin becomes as tough as bark.\n\r", victim );
if ( ch != victim )
act("$N's skin becomes as tough as bark.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_animal_instinct( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already animalistic.\n\r",ch);
else
act("$N is already animalistic.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/2;
af.modifier = level/25;
af.location = APPLY_STR;
af.bitvector = 0;
affect_to_char( victim, &af );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level/2;
af.modifier = level/20;
af.location = APPLY_DAMROLL;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You suddenly look like a wild beast!\n\r", victim );
if ( ch != victim )
act("$N suddenly grows fangs and claws!",ch,NULL,victim,TO_CHAR);
return;
}
/* Quite strong area affect spell */
void spell_powerstorm( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
act( "$n makes a firey blaze of magic engulf the room!", 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))
damage( ch,vch,level / 3 * 2 + dice(20, 20), sn, DAM_FIRE,TRUE);
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "A blazing storm of energy rumbles through the area.\n\r", vch );
}
return;
}
void spell_power_kill ( int sn, int level, CHAR_DATA *ch, void *vo , int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
act( "A stream of darkness from your finger surrounds $N.",
ch, NULL, victim, TO_CHAR );
act( "A stream of darkness from $n's finger surrounds $N.",
ch, NULL, victim, TO_NOTVICT );
act( "A stream of darkness from $N's finger surrounds you.",
victim, NULL, ch, TO_CHAR);
if (saves_spell(level,victim,DAM_MENTAL))
{
dam = dice( level , 24 ) ;
dam *= (ch->spellpower * 4);
damage(ch, victim , dam , sn, DAM_MENTAL, TRUE);
return;
}
send_to_char( "You have been KILLED!\n\r", victim );
act("$N has been killed!\n\r", ch, NULL, victim, TO_CHAR);
act("$N has been killed!\n\r", ch, NULL, victim, TO_ROOM);
raw_kill(victim);
return;
}
void spell_power_stun ( int sn, int level, CHAR_DATA *ch, void *vo , int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED2(victim,sn ) || saves_spell( level, victim,DAM_OTHER) )
return;
af.where = TO_AFFECTS2;
af.type = sn;
af.level = level;
af.duration = level / 90;
af.location = APPLY_DEX;
af.modifier = - 3;
af.bitvector = AFF_STUN;
affect_to_char( victim, &af );
send_to_char( "You are stunned.\n\r", victim );
act("$n is stunned.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_investiture( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = ch->move;
victim->mana = UMIN( victim->mana + heal, victim->max_mana );
victim->move = 0;
update_pos( victim );
send_to_char( "{cThe forces of the earth fill you with energy!{x\n\r", victim );
act( "$n draws magic from the very earth!", ch, NULL, NULL, TO_ROOM );
}
void spell_channel( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 3) + (level / 3) * 2;
heal *= (ch->spellpower * 4);
if (ch == victim)
{
send_to_char( "You cannot channel energy into yourself.\n\r", ch );
return;
}
victim->mana = UMIN( victim->mana + heal, victim->max_mana );
update_pos( victim );
send_to_char( "A swirling cloud of energy engulfs you!\n\r", victim );
if ( ch != victim )
send_to_char( "A swirling cloud of energy slips from your fingertips.\n\r", ch );
return;
}
void spell_farsight (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
if (IS_AFFECTED (ch, AFF_BLIND))
{
send_to_char ("Maybe it would help if you could see?\n\r", ch);
return;
}
do_function (ch, &do_scan, target_name);
}
void spell_portal (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
if ((victim = get_char_world (ch, target_name)) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room (ch, victim->in_room)
|| IS_SET (victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET (victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET (victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET (victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
|| (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE))
|| (is_clan (victim) && !is_same_clan (ch, victim)))
{
send_to_char ("You failed.\n\r", ch);
return;
}
stone = get_eq_char (ch, WEAR_HOLD);
if (!IS_IMMORTAL (ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char ("You lack the proper component for this spell.\n\r",
ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR);
act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR);
extract_obj (stone);
}
portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0);
portal->timer = 2 + level / 25;
portal->value[3] = victim->in_room->vnum;
obj_to_room (portal, ch->in_room);
act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM);
act ("$p rises up before you.", ch, portal, NULL, TO_CHAR);
}
void spell_nexus (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
ROOM_INDEX_DATA *to_room, *from_room;
from_room = ch->in_room;
if ((victim = get_char_world (ch, target_name)) == NULL
|| victim == ch
|| (to_room = victim->in_room) == NULL
|| !can_see_room (ch, to_room) || !can_see_room (ch, from_room)
|| IS_SET (to_room->room_flags, ROOM_SAFE)
|| IS_SET (from_room->room_flags, ROOM_SAFE)
|| IS_SET (to_room->room_flags, ROOM_PRIVATE)
|| IS_SET (to_room->room_flags, ROOM_SOLITARY)
|| IS_SET (to_room->room_flags, ROOM_NO_RECALL)
|| IS_SET (from_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON))
|| (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE))
|| (is_clan (victim) && !is_same_clan (ch, victim)))
{
send_to_char ("You failed.\n\r", ch);
return;
}
stone = get_eq_char (ch, WEAR_HOLD);
if (!IS_IMMORTAL (ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char ("You lack the proper component for this spell.\n\r",
ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR);
act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR);
extract_obj (stone);
}
/* portal one */
portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0);
portal->timer = 1 + level / 10;
portal->value[3] = to_room->vnum;
obj_to_room (portal, from_room);
act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM);
act ("$p rises up before you.", ch, portal, NULL, TO_CHAR);
/* no second portal if rooms are the same */
if (to_room == from_room)
return;
/* portal two */
portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0);
portal->timer = 1 + level / 10;
portal->value[3] = from_room->vnum;
obj_to_room (portal, to_room);
if (to_room->people != NULL)
{
act ("$p rises up from the ground.", to_room->people, portal, NULL,
TO_ROOM);
act ("$p rises up from the ground.", to_room->people, portal, NULL,
TO_CHAR);
}
}
void spell_forceshield (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED2 (victim, AFF_FORCE_SHIELD))
{
if (victim == ch)
send_to_char ("You are already force-shielded.\n\r", ch);
else
act ("$N is already force-shielded.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS2;
af.type = sn;
af.level = level;
af.duration = level / 4;
af.location = APPLY_AC;
af.modifier = (ch->spellpower * 1.8);
af.bitvector = AFF_FORCE_SHIELD;
affect_to_char (victim, &af);
act ("A sparkling force-shield encircles $n.", victim, NULL, NULL, TO_ROOM);
send_to_char ("You are encircled by a sparkling force-shield.\n\r", victim);
return;
}
void spell_staticshield (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED2 (victim,AFF_STATIC_SHIELD ))
{
if (victim == ch)
send_to_char ("You are surrounded by static charge.\n\r", ch);
else
act ("$N is already surrounded by static charge.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS2;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.location = APPLY_AC;
af.modifier = (ch->spellpower * 1.8);
af.bitvector = AFF_STATIC_SHIELD;
affect_to_char (victim, &af);
act ("$n is surrounded by a pulse of static charge.", victim, NULL, NULL, TO_ROOM);
send_to_char ("You are surrounded by a pulse of static charge.\n\r", victim);
return;
}
void spell_flameshield (int sn, int level, CHAR_DATA * ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED2(victim, AFF_FLAME_SHIELD))
{
if (victim == ch)
send_to_char ("You are already protected by fire.\n\r", ch);
else
act ("$N is already protected by fire.", ch, NULL, victim,
TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = (level / 10);
af.location = APPLY_AC;
af.modifier = (ch->spellpower * 1.8);
af.bitvector = AFF_FLAME_SHIELD;
affect_to_char (victim, &af);
act ("$n is shielded by red walls of flame.", victim, NULL, NULL, TO_ROOM);
send_to_char ("You are shielded by red walls of flame.\n\r", victim);
return;
}
void spell_mental_knife( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (ch->level < 40)
dam = dice(level,8);
else if (ch->level < 65)
dam = dice(level,11);
else dam = dice(level,14);
dam *= (ch->spellpower * 4);
if (saves_spell(level,victim, DAM_MENTAL))
dam /= 2;
damage(ch,victim,dam,sn,DAM_MENTAL, TRUE);
if (!is_affected(victim,sn) && !saves_spell(level, victim, DAM_MENTAL))
{
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_INT;
af.modifier = -7;
af.bitvector = 0;
affect_to_char(victim,&af);
af.location = APPLY_WIS;
affect_to_char(victim,&af);
act("Your mental knife sears $N's mind!",ch,NULL,victim,TO_CHAR);
act("$n's mental knife sears your mind!",ch,NULL,victim,TO_VICT);
act("$n's mental knife sears $N's mind!",ch,NULL,victim,TO_NOTVICT);
}
}
void spell_acetum_primus( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 8 );
dam *= (ch->spellpower * 4);
if ( saves_spell( level, victim, DAM_ACID )
)
dam /= 2;
act("A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_acute_vision( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( CAN_DETECT(victim, ACUTE_VISION) )
{
if (victim == ch)
send_to_char("Your vision is already acute. \n\r",ch);
else
act("$N already sees acutely.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = (ch->spellpower * 2);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ACUTE_VISION;
affect_to_char( victim, &af );
send_to_char( "Your vision sharpens.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_adamantite_golem( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *gch;
CHAR_DATA *golem;
AFFECT_DATA af;
int i = 0;
if (is_affected(ch,sn))
{
send_to_char("You lack the power to create another golem right now.\n\r",
ch);
return;
}
send_to_char("You attempt to create an Adamantite golem.\n\r",ch);
act("$n attempts to create an Adamantite golem.",ch,NULL,NULL,TO_ROOM);
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch &&
( gch->pIndexData->vnum == MOB_VNUM_ADAMANTITE_GOLEM ) )
{
send_to_char("More golems are more than you can control!\n\r",ch);
return;
}
}
golem = create_mobile( get_mob_index(MOB_VNUM_ADAMANTITE_GOLEM) );
for (i = 0; i < MAX_STATS; i ++)
golem->perm_stat[i] = UMIN(25,15 + ch->level/10);
golem->perm_stat[STAT_STR] += 3;
golem->perm_stat[STAT_INT] -= 1;
golem->perm_stat[STAT_CON] += 2;
golem->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
: UMIN( (10 * ch->pcdata->perm_hit) + 4000, 30000);
golem->max_hit += (ch->spellpower * 10);
golem->hit = golem->max_hit;
golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
golem->mana = golem->max_mana;
golem->level = ch->level;
for (i=0; i < 3; i++)
golem->armor[i] = interpolate(golem->level,100,-100);
golem->armor[3] = interpolate(golem->level,100,0);
golem->gold = 0;
golem->timer = 0;
golem->damage[DICE_NUMBER] = 13;
golem->damage[DICE_TYPE] = 9;
golem->damage[DICE_BONUS] = ch->level / 2 + 10;
char_to_room(golem,ch->in_room);
send_to_char("You created an Adamantite golem!\n\r",ch);
act("$n creates an Adamantite golem!",ch,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(golem->affected_by, AFF_CHARM);
golem->master = golem->leader = ch;
}
void spell_scourge( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *tmp_vict;
CHAR_DATA *tmp_next;
char buf[MAX_STRING_LENGTH];
int dam;
if (ch->level < 40)
dam = dice(level,6);
else if (ch->level < 65)
dam = dice(level,9);
else dam = dice(level,12);
dam *= (ch->spellpower * 4);
level += 120;
for (tmp_vict = ch->in_room->people;tmp_vict != NULL;
tmp_vict = tmp_next)
{
tmp_next = tmp_vict->next_in_room;
if ( !is_safe_spell(ch,tmp_vict,TRUE))
{
if (!IS_NPC(ch) && tmp_vict != ch &&
ch->fighting != tmp_vict && tmp_vict->fighting != ch &&
(IS_SET(tmp_vict->affected_by,AFF_CHARM) || !IS_NPC(tmp_vict)))
{
if (!can_see(tmp_vict, ch))
do_yell(tmp_vict, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(tmp_vict))?
ch->doppel->name : ch->name);
do_yell(tmp_vict,buf);
}
}
if (!is_affected(tmp_vict,sn)) {
if (number_percent() < level)
spell_poison(gsn_poison, level, ch, tmp_vict, TARGET_CHAR);
if (number_percent() < level)
spell_blindness(gsn_blindness,level,ch,tmp_vict, TARGET_CHAR);
if (number_percent() < level)
spell_weaken(gsn_weaken, level, ch, tmp_vict, TARGET_CHAR);
if (saves_spell(level,tmp_vict, DAM_FIRE))
dam /= 2;
damage( ch, tmp_vict, dam, sn, DAM_FIRE, TRUE );
}
}
}
}
void spell_doppelganger( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( (ch == victim) ||
(is_affected(ch, sn) && (ch->doppel == victim)) )
{
act("You already look like $M.",ch,NULL,victim,TO_CHAR);
return;
}
if (IS_NPC(victim))
{
act("$N is too different from yourself to mimic.",ch,NULL,victim,TO_CHAR);
return;
}
if (IS_IMMORTAL(victim))
{
send_to_char("Yeah, sure. And I'm the Pope.\n\r",ch);
return;
}
if (saves_spell(level,victim, DAM_CHARM))
{
send_to_char("You failed.\n\r",ch);
return;
}
act("You change form to look like $N.",ch,NULL,victim,TO_CHAR);
act("$n changes form to look like YOU!",ch,NULL,victim,TO_VICT);
act("$n changes form to look like $N!",ch,NULL,victim,TO_NOTVICT);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = (2 * level)/3;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = 0;
affect_to_char(ch,&af);
ch->doppel = victim;
}
void spell_assist( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( ch, sn ) )
{
send_to_char("This power is used too recently.\n\r",ch);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 50;
af.location = 0;
af.modifier = 0;
af.bitvector = 0;
affect_to_char( ch, &af );
// victim->hit += 100 + level * 5;
victim->hit += (ch->spellpower * 10);
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
act("$n looks better.", victim, NULL, NULL, TO_ROOM);
if (ch != victim) send_to_char("Ok.\n\r",ch);
return;
}
void spell_desert_fist( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( (ch->in_room->sector_type != SECT_HILLS)
&& (ch->in_room->sector_type != SECT_MOUNTAIN)
&& (ch->in_room->sector_type != SECT_DESERT) )
{
send_to_char("You don't find any sand here to create a fist.\n\r",ch);
ch->wait = 0;
return;
}
act("An existing parcel of sand rises up and forms a fist and pummels $n.",
victim,NULL,NULL,TO_ROOM);
act("An existing parcel of sand rises up and forms a fist and pummels you.",
victim,NULL,NULL,TO_CHAR);
dam = dice( level , 14 );
dam *= (ch->spellpower * 4);
damage(ch,victim,dam,sn,DAM_OTHER,TRUE);
sand_effect(victim,level,dam,TARGET_CHAR);
}
/* travel via astral plains */
void spell_astral_walk( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
bool gate_pet;
char buf[512];
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| victim->level >= level + 3
/* || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) * NOT trust */
|| saves_spell(level,victim,DAM_OTHER)
|| (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act("$n disappears in a flash of light!",ch,NULL,NULL,TO_ROOM);
sprintf(buf,"You travel via astral planes and go to %s.\n\r",victim->name);
send_to_char(buf,ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n appears in a flash of light!",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
if (gate_pet)
{
act("$n disappears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM);
send_to_char(buf,ch->pet);
char_from_room(ch->pet);
char_to_room(ch->pet,victim->in_room);
act("$n appears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM);
do_look(ch->pet,"auto");
}
}
void spell_protection_negative ( int sn, int level, CHAR_DATA *ch, void *vo , int target)
{
AFFECT_DATA af;
if (!is_affected(ch, sn))
{
send_to_char("You are now immune to negative attacks.\n\r", ch);
af.where = TO_IMMUNE;
af.type = sn;
af.duration = level / 4;
af.level = ch->level;
af.bitvector = IMM_NEGATIVE;
af.location = 0;
af.modifier = 0;
affect_to_char(ch, &af);
}
else
send_to_char("You are already immune to negative attacks.\n\r", ch);
return;
}
void spell_iceshield( int sn, int level, CHAR_DATA *ch, void *vo, int target )
// MAGIC ( spell_iceshield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_ICE ) )
{
if ( victim == ch )
send_to_char
( "You are already surrounded by an {Cicy{x shield.\n\r",
ch );
else
act ( "$N is already surrounded by an {Cicy{x shield.", ch, NULL,
victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
/*
if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT)
&& (victim->level < LEVEL_IMMORTAL) )
{
send_to_char("You are surrounded by an {Cicy{x shield.\n\r", victim);
act("$n is surrounded by an {Cicy{x shield.",victim, NULL,NULL,TO_ROOM);
send_to_char("Your {Cicy{x shield quickly melts away.\n\r", victim);
act("$n's {Cicy{x shield quickly melts away.",victim, NULL,NULL,TO_ROOM);
return;
}
*/
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_ICE;
affect_to_char ( victim, &af );
send_to_char ( "You are surrounded by an {Cicy{x shield.\n\r", victim );
act ( "$n is surrounded by an {Cicy{x shield.", victim, NULL, NULL,
TO_ROOM );
return;
}
void spell_fireshield( int sn, int level, CHAR_DATA *ch, void *vo, int target )
//MAGIC ( spell_fireshield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_FIRE ) )
{
if ( victim == ch )
send_to_char
( "You are already surrounded by a {Rfirey{x shield.\r\n",
ch );
else
act ( "$N is already surrounded by a {Rfiery{x shield.", ch, NULL,
victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
/*
if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT)
&& (victim->level < LEVEL_IMMORTAL) )
{
send_to_char("You are surrounded by a {Rfiery{x shield.\n\r", victim);
act("$n is surrounded by a {Rfiery{x shield.",victim, NULL,NULL,TO_ROOM);
send_to_char("Your {Rfirey{x shield gutters out.\n\r", victim);
act("$n's {Rfirey{x shield gutters out.",victim, NULL,NULL,TO_ROOM);
return;
}
*/
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_FIRE;
affect_to_char ( victim, &af );
send_to_char ( "You are surrounded by a {Rfiery{x shield.\n\r", victim );
act ( "$n is surrounded by a {Rfiery{x shield.", victim, NULL, NULL,
TO_ROOM );
return;
}
void spell_shockshield( int sn, int level, CHAR_DATA *ch, void *vo, int target )
// MAGIC ( spell_shockshield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_SHOCK ) )
{
if ( victim == ch )
send_to_char
( "You are already surrounded in a {Bcrackling{x shield.\n\r",
ch );
else
act ( "$N is already surrounded by a {Bcrackling{x shield.", ch,
NULL, victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
/*
if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT)
&& (victim->level < LEVEL_IMMORTAL) )
{
send_to_char("You are surrounded by a {Bcrackling{x shield.\n\r", victim);
act("$n is surrounded by a {Bcrackling{x shield.",victim, NULL,NULL,TO_ROOM);
send_to_char("Your {Bcrackling{x shield sizzles and fades.\n\r", victim);
act("$n's {Bcrackling{x shield sizzles and fades.",victim,
NULL,NULL,TO_ROOM);
return;
}
*/
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_SHOCK;
affect_to_char ( victim, &af );
send_to_char ( "You are surrounded by a {Bcrackling{x field.\n\r",
victim );
act ( "$n is surrounded by a {Bcrackling{x shield.", victim, NULL, NULL,
TO_ROOM );
return;
}
void spell_acidshield( int sn, int level, CHAR_DATA *ch, void *vo, int target )
// MAGIC ( spell_acidshield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_ACID ) )
{
if ( victim == ch )
send_to_char
( "You are already surrounded in an {GA{gcidic{x shield.\n\r",
ch );
else
act ( "$N is already surrounded by an {GA{gcidic{x shield.", ch,
NULL, victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_ACID;
affect_to_char ( victim, &af );
send_to_char ( "You are surrounded by an {GA{gcidic{x field.\n\r",
victim );
act ( "$n is surrounded by an {GA{gcidic{x shield.", victim, NULL, NULL,
TO_ROOM );
return;
}
void spell_poisonshield( int sn, int level, CHAR_DATA *ch, void *vo, int target )
// MAGIC ( spell_poisonshield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_POISON ) )
{
if ( victim == ch )
send_to_char
( "You are already surrounded in a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.\n\r",
ch );
else
act ( "$N is already surrounded by a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.", ch, NULL, victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_POISON;
affect_to_char ( victim, &af );
send_to_char
( "You are surrounded by a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.\n\r",
victim );
act ( "$n is surrounded by a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.", victim,
NULL, NULL, TO_ROOM );
return;
}
void spell_briarshield( int sn, int level, CHAR_DATA *ch, void *vo, int target)
// MAGIC ( spell_briarshield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_BRIAR ) )
{
if ( victim == ch )
send_to_char
( "You are already surrounded in a thorny shield.\n\r", ch );
else
act ( "$N is already surrounded by a thorny shield.", ch, NULL,
victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
/*
if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT)
&& (victim->level < LEVEL_IMMORTAL) )
{
send_to_char("You are surrounded by a {Bcrackling{x shield.\n\r", victim);
act("$n is surrounded by a {Bcrackling{x shield.",victim, NULL,NULL,TO_ROOM);
send_to_char("Your {Bcrackling{x shield sizzles and fades.\n\r", victim);
act("$n's {Bcrackling{x shield sizzles and fades.",victim,
NULL,NULL,TO_ROOM);
return;
}
*/
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_BRIAR;
affect_to_char ( victim, &af );
send_to_char ( "You are surrounded by a thorny shield.\n\r", victim );
act ( "$n is surrounded by a thorny shield.", victim, NULL, NULL,
TO_ROOM );
return;
}
/*original writer unkown, out of paradox codebase RoT1.4/1.5 diriv*/
void spell_mana_shield( int sn, int level, CHAR_DATA *ch, void *vo, int target)
// MAGIC ( spell_mana_shield )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if ( IS_SHIELDED ( victim, SHD_MANA ) )
{
if ( victim == ch )
send_to_char ( "You are already surrounded by a mana shield.\n\r",
ch );
else
act ( "$N is already surrounded by a mana shield.", ch, NULL,
victim, TO_CHAR );
return;
}
if ( IS_NPC ( victim ) )
{
send_to_char ( "You failed.\n\r", ch );
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level / 22;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_MANA;
affect_to_char ( victim, &af );
send_to_char ( "You are surrounded by a mana shield.\n\r", victim );
act ( "$n is surrounded by a mana shield.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_ward( int sn, int level, CHAR_DATA *ch, void *vo, int target)
// MAGIC ( spell_ward )
{
AFFECT_DATA af;
if ( is_affected ( ch, sn ) )
{
send_to_char ( "You are already in a ward", ch );
return;
}
af.where = TO_SHIELDS;
af.type = sn;
af.level = level;
af.duration = level / 5;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = SHD_WARD;
affect_to_char ( ch, &af );
act ( "$n is warded.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You are warded.\n\r", ch );
return;
}