/***************************************************************************
* ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR *
* ANATOLIA has been brought to you by ANATOLIA consortium *
* Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr *
* Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr *
* Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr *
* D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr *
* By using this code, you have agreed to follow the terms of the *
* ANATOLIA license, in the file Anatolia/anatolia.licence *
***************************************************************************/
/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file 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 "magic.h"
#include "recycle.h"
/* command procedures needed */
DECLARE_DO_FUN(do_look );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_murder );
DECLARE_DO_FUN(do_kill );
DECLARE_DO_FUN(do_visible );
DECLARE_SPEC_FUN( spec_special_guard );
DECLARE_SPEC_FUN( spec_stalker );
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA *ch, int sn ) );
/* imported functions */
bool remove_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
bool cabal_area_check args( (CHAR_DATA *ch) );
bool is_at_cabal_area args( (CHAR_DATA *ch) );
/*
* Lookup a skill by name.
*/
int skill_lookup( const char *name )
{
int sn;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix( name, skill_table[sn].name ) )
return sn;
}
return -1;
}
int find_spell( CHAR_DATA *ch, const char *name )
{
/* finds a spell the character can cast if possible */
int sn, found = -1;
if (IS_NPC(ch))
return skill_lookup(name);
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if (skill_table[sn].name == NULL)
break;
if (LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix(name,skill_table[sn].name))
{
if ( found == -1)
found = sn;
if (ch->level >= skill_table[sn].skill_level[ch->iclass]
&& ch->pcdata->learned[sn] > 0)
return sn;
}
}
return found;
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup( int slot )
{
extern bool fBootDb;
int sn;
if ( slot <= 0 )
return -1;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( slot == skill_table[sn].slot )
return sn;
}
if ( fBootDb )
{
bug( "Slot_lookup: bad slot %d.", slot );
abort( );
}
return -1;
}
/*
* Utter mystical words for an sn.
*/
void say_spell( CHAR_DATA *ch, int sn )
{
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
CHAR_DATA *rch;
char *pName;
int iSyl;
int length;
int skill;
struct syl_type
{
char * old;
char * inew;
};
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].inew );
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 )
{
skill = (get_skill(rch,gsn_spell_craft) * 9) / 10;
if (skill < number_percent() )
{
act(buf2 , ch, NULL, rch, TO_VICT );
check_improve( rch, gsn_spell_craft, TRUE, 5 );
}
else
{
act( buf, ch, NULL, rch, TO_VICT );
check_improve( rch, gsn_spell_craft, TRUE, 5 );
}
}
}
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 = 40 + ( victim->level - level) * 4 -
(victim->saving_throw * 90) / UMAX(45,victim->level);
if (IS_AFFECTED(victim,AFF_BERSERK))
save += victim->level / 5;
switch(check_immune(victim,dam_type))
{
case IS_IMMUNE: return TRUE;
case IS_RESISTANT: save += victim->level / 5; break;
case IS_VULNERABLE: save -= victim->level / 5; break;
}
if (!IS_NPC(victim) && class_table[victim->iclass].fMana)
save = 9 * save / 10;
save = URANGE( 5, save, 95 );
return number_percent( ) < save;
}
/* RT configuration smashed */
bool saves_dispel( int dis_level, int spell_level, int duration)
{
int save;
/* impossible to dispel permanent effects */
if (duration == -2 ) return 1;
if (duration == -1 ) spell_level += 5;
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)));
}
/*
* for casting different rooms
* returned value is the range
*/
int allowed_other( CHAR_DATA *ch, int sn)
{
if (skill_table[sn].minimum_position == POS_STANDING
|| skill_table[sn].skill_level[ch->iclass] < 26
|| sn == find_spell(ch,"chain lightning") ) return 0;
else return skill_table[sn].skill_level[ch->iclass] / 10;
}
/*
* 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 buf[MAX_STRING_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int target;
int cast_far = 0, door, range;
/*
* Switched NPC's can cast spells, but others can't.
*/
if ( IS_NPC(ch) && ch->desc == NULL)
return;
if (is_affected(ch, gsn_shielding) )
{
send_to_char("You reach for the True Source and feel something stopping you.\n\r",ch);
return;
}
if (is_affected(ch, gsn_garble) || is_affected(ch, gsn_deafen))
{
send_to_char("You can't get the right intonations.\n\r", ch);
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 (ch->cabal == CABAL_BATTLE && !IS_IMMORTAL(ch))
{
send_to_char("You are a BattleRager, not a filthy magician!\n\r",ch);
return;
}
if ( ( sn = find_spell( ch,arg1 ) ) < 0
|| ch_skill_nok_nomessage(ch,sn) )
{
send_to_char( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( ch->iclass == CLASS_VAMPIRE
&& !IS_VAMPIRE(ch) && skill_table[sn].cabal == CABAL_NONE)
{
send_to_char("You must transform to vampire before casting!\n\r",ch);
return;
}
if ( skill_table[sn].spell_fun == spell_null )
{
send_to_char("That's not a spell.\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 (!cabal_ok(ch,sn))
return;
if (IS_SET(ch->in_room->room_flags,ROOM_NO_MAGIC))
{
send_to_char("Your spell fizzles out and fails.\n\r",ch);
act("$n's spell fizzles out and fails.", ch, NULL, NULL, TO_ROOM);
return;
}
if (ch->level + 2 == skill_table[sn].skill_level[ch->iclass])
mana = 50;
else
mana = UMAX(
skill_table[sn].min_mana,
100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->iclass] ) );
/*
* Locate targets.
*/
victim = NULL;
obj = NULL;
vo = NULL;
target = TARGET_NONE;
switch ( skill_table[sn].target )
{
default:
bug( "Do_cast: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
if ( is_affected(ch,gsn_spellbane))
{
WAIT_STATE( ch, skill_table[sn].beats );
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_spellbane,TRUE,1);
damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
return;
}
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 ( (range = allowed_other(ch,sn)) > 0 )
{
if ((victim=get_char_spell(ch,target_name,&door,range)) == NULL)
return;
if (victim->in_room != ch->in_room
&& ( (IS_NPC(victim) && IS_SET(victim->act,ACT_NOTRACK))
|| is_at_cabal_area(ch) || is_at_cabal_area(victim) ) )
{
act("You can't cast this spell to $N at this distance.",
ch,NULL,victim,TO_CHAR);
return;
}
cast_far = 1;
}
else if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if ( !IS_NPC(ch) && is_safe(ch,victim) )
return;
/*
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own follower.\n\r",
ch );
return;
}
*/
vo = (void *) victim;
target = TARGET_CHAR;
if (!IS_NPC(ch) && victim != ch &&
ch->fighting != victim && victim->fighting != ch &&
(IS_SET(victim->affected_by,AFF_CHARM) || !IS_NPC(victim)))
{
if (!can_see(victim, ch))
do_yell(victim, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(victim))?
ch->doppel->name : ch->name);
do_yell(victim,buf);
}
}
if ( is_affected(victim,gsn_spellbane) &&
(number_percent() < 2*get_skill(victim, gsn_spellbane)/3)
&& sn != slot_lookup(524) && sn != slot_lookup(204) )
{
WAIT_STATE( ch, skill_table[sn].beats );
if (ch==victim)
{
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE,TRUE);
}
else
{
act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(victim,ch,3 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
multi_hit(victim,ch,TYPE_UNDEFINED);
}
return;
}
if ( ch != victim && CAN_DETECT(victim, ADET_ABSORB) &&
(number_percent() < 2*get_skill(victim,gsn_absorb)/3)
&& sn != slot_lookup(524) && sn != slot_lookup(204))
{
act("Your spell fails to pass $N's energy field!",ch,NULL,victim,TO_CHAR);
act("You absorb $n's spell!",ch,NULL,victim,TO_VICT);
act("$N absorbs $n's spell!",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_absorb,TRUE,1);
victim->mana += mana;
return;
}
break;
case TAR_CHAR_DEFENSIVE:
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
vo = (void *) victim;
target = TARGET_CHAR;
if ( is_affected(victim,gsn_spellbane) )
{
WAIT_STATE( ch, skill_table[sn].beats );
if (ch==victim)
{
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(victim,ch,3 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE); }
else {
act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(victim,ch,3 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
}
return;
}
if ( ch != victim && CAN_DETECT(victim, ADET_ABSORB) &&
(number_percent() < 2*get_skill(victim,gsn_absorb)/3) )
{
act("Your spell fails to pass $N's energy field!",ch,NULL,victim,TO_CHAR);
act("You absorb $n's spell!",ch,NULL,victim,TO_VICT);
act("$N absorbs $n's spell!",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_absorb,TRUE,1);
victim->mana += mana;
return;
}
break;
case TAR_CHAR_SELF:
if ( arg2[0] != '\0' && !is_name( target_name, ch->name ) )
{
send_to_char( "You cannot cast this spell on another.\n\r", ch );
return;
}
vo = (void *) ch;
target = TARGET_CHAR;
if ( is_affected(ch,gsn_spellbane) )
{
WAIT_STATE( ch, skill_table[sn].beats );
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_spellbane,TRUE,1);
damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
return;
}
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 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
if ( is_affected(ch,gsn_spellbane) )
{
WAIT_STATE( ch, skill_table[sn].beats );
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_spellbane,TRUE,1);
damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
return;
}
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("Your spell didn't work.\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_safe(ch, victim) )
return;
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)) != NULL)
{
vo = (void *) obj;
target = TARGET_OBJ;
}
else
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
break;
}
if ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
say_spell( ch, sn );
WAIT_STATE( ch, skill_table[sn].beats );
if ( number_percent( ) > get_skill(ch,sn) )
{
send_to_char( "You lost your concentration.\n\r", ch );
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 2;
if (cast_far) cast_far = 2;
}
else
{
int slevel;
if (class_table[ch->iclass].fMana)
slevel = ch->level - UMAX(0,(ch->level / 20));
else slevel = ch->level - UMAX(5,(ch->level / 10));
if (skill_table[sn].cabal != CABAL_NONE)
slevel = ch->level;
if ( ch->level > skill_table[gsn_spell_craft].skill_level[ch->iclass])
{
if (number_percent() < get_skill(ch,gsn_spell_craft) )
{
slevel = ch->level;
check_improve( ch, gsn_spell_craft, TRUE, 1 );
}
check_improve( ch, gsn_spell_craft, FALSE, 1);
}
if (ch->cabal == CABAL_SHALAFI &&
ch->level > skill_table[gsn_mastering_spell].skill_level[ch->iclass]
&& cabal_ok(ch,gsn_mastering_spell) )
{
if (number_percent() < get_skill(ch,gsn_mastering_spell) )
{
slevel += number_range(1,4);
check_improve( ch, gsn_mastering_spell, TRUE, 1 );
}
}
ch->mana -= mana;
if (get_curr_stat(ch,STAT_INT) > 21 )
slevel = UMAX(1,(slevel + (get_curr_stat(ch,STAT_INT) - 21)) );
else slevel = UMAX(1, slevel );
if (IS_NPC(ch))
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo,target);
else
(*skill_table[sn].spell_fun) (sn, slevel , ch, vo,target);
check_improve(ch,sn,TRUE,1);
}
if (cast_far == 1 && door != -1)
path_to_track(ch,victim,door);
else 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 )
{
if ( victim->position != POS_SLEEPING )
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
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;
}
if ( (IS_NPC(ch) && ch->position == POS_DEAD) ||
(!IS_NPC(ch) && (current_time - ch->last_death_time) < 10))
{
bug( "Obj_cast_spell: Ch is dead! But it is ok.", sn);
return;
}
if (victim != NULL)
{
if ( (IS_NPC(victim) && victim->position == POS_DEAD) ||
(!IS_NPC(victim) && (current_time - victim->last_death_time) < 10))
{
bug( "Obj_cast_spell: Victim is dead! But it is ok.. ", 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;
if ( is_affected(victim,gsn_spellbane) && (/*IS_NPC(victim) ||*/
number_percent() < 2*get_skill(victim, gsn_spellbane)/3) )
{
if (ch==victim)
{
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(victim,ch,10 * level,gsn_spellbane,DAM_NEGATIVE, TRUE);
}
else {
act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(victim,ch,10 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
}
return;
}
if ( ch != victim && CAN_DETECT(victim, ADET_ABSORB) &&
(number_percent() < 2*get_skill(victim,gsn_absorb)/3)
&& sn != slot_lookup(524) && sn != slot_lookup(204))
{
act("Your spell fails to pass $N's energy field!",ch,NULL,victim,TO_CHAR);
act("You absorb $n's spell!",ch,NULL,victim,TO_VICT);
act("$N absorbs $n's spell!",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_absorb,TRUE,1);
victim->mana += skill_table[sn].min_mana;
return;
}
break;
case TAR_CHAR_DEFENSIVE:
case TAR_CHAR_SELF:
if ( victim == NULL )
victim = ch;
vo = (void *) victim;
target = TARGET_CHAR;
if ( is_affected(victim,gsn_spellbane) )
{
if (ch==victim)
{
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(victim,ch,10 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
}
else {
act("$N deflects your spell!",ch,NULL,victim,TO_CHAR);
act("You deflect $n's spell!",ch,NULL,victim,TO_VICT);
act("$N deflects $n's spell!",ch,NULL,victim,TO_NOTVICT);
check_improve(victim,gsn_spellbane,TRUE,1);
damage(victim,ch,10 * victim->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
}
return;
}
break;
case TAR_OBJ_INV:
if ( obj == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
vo = (void *) obj;
target = TARGET_OBJ;
if ( is_affected(ch,gsn_spellbane) )
{
act("Your spellbane deflects the spell!",ch,NULL,NULL,TO_CHAR);
act("$n's spellbane deflects the spell!",ch,NULL,NULL,TO_ROOM);
check_improve(ch,gsn_spellbane,TRUE,1);
damage(ch,ch,3 * ch->level,gsn_spellbane,DAM_NEGATIVE, TRUE);
return;
}
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 )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Spell functions.
*/
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, 18 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already armored.\n\r",ch);
else
act("$N is already armored.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 7 + level / 6;
af.modifier = -1 * UMAX(20,10 + level / 4); /* af.modifier = -20;*/
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel someone protecting you.\n\r", victim );
if ( ch != victim )
act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
{
act("$p is already blessed.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_OBJ_STAT(obj,ITEM_EVIL))
{
AFFECT_DATA *paf;
paf = affect_find(obj->affected,gsn_curse);
if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
{
if (paf != NULL)
affect_remove_obj(obj,paf);
act("$p glows a pale blue.",ch,obj,NULL,TO_ALL);
REMOVE_BIT(obj->extra_flags,ITEM_EVIL);
return;
}
else
{
act("The evil of $p is too powerful for you to overcome.",
ch,obj,NULL,TO_CHAR);
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = (6 + level / 2);
af.location = APPLY_SAVES;
af.modifier = -1;
af.bitvector = ITEM_BLESS;
affect_to_obj(obj,&af);
act("$p glows with a holy aura.",ch,obj,NULL,TO_ALL);
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 / 2);
af.location = APPLY_HITROLL;
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char( victim, &af );
send_to_char( "You feel righteous.\n\r", victim );
if ( ch != victim )
act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_BLIND) ||
saves_spell(level,victim,DAM_OTHER)) {
send_to_char( "You failed.\n\r", ch );
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 3+level / 15;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
act("$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;
int dam;
dam = dice(level , 2) + 7;
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, 14);
send_to_char( "Gods' lightning strikes your foes!\n\r", ch );
act( "$n calls 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 == ch)
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && !is_same_group(ch, vch) )
if (is_safe(ch, vch))
continue;
if (CAN_DETECT(vch, ADET_GROUNDING))
{
send_to_char("The electricity fizzles at your foes.\n\r",vch);
act("A lightning bolt fizzles at $N's foes.\n\r",
ch, NULL, vch, TO_ROOM);
continue;
}
if (saves_spell(level, vch, DAM_LIGHTNING))
dam /= 2;
damage( ch, vch, 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;
}
if ( !is_same_group(ch, victim) && ch != victim
&& (IS_NPC(victim) || IS_SET(victim->act, PLR_NOCANCEL)) )
{
act("You cannot cast this spell to $N.", ch, NULL, victim, TO_CHAR);
return;
}
/* unlike dispel magic, the victim gets NO save */
/* begin running through the spells */
if (check_dispel(level,victim,skill_lookup("armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("enhanced armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
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 $n vanishes.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("sleep")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("slow")))
{
act("$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("shielding")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("web")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("fear")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection heat")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection cold")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("magic resistance")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("hallucination")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("terangreal")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("power word stun")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("corruption")))
{
act("$n looks healthier.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("web")))
{
act("The webs around $n dissolve.",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;
char buf[MAX_STRING_LENGTH];
bool found;
int dam;
/* first strike */
act("A lightning bolt leaps from $n's hand and arcs to $N.",
ch,NULL,victim,TO_ROOM);
act("A lightning bolt leaps from your hand and arcs to $N.",
ch,NULL,victim,TO_CHAR);
act("A lightning bolt leaps from $n's hand and hits you!",
ch,NULL,victim,TO_VICT);
dam = dice(level,6);
if (CAN_DETECT(victim, ADET_GROUNDING))
{
send_to_char("The electricity fizzles at your foes.\n\r",victim);
act("A lightning bolt fizzles at $N's foes.\n\r",
ch, NULL, victim, TO_ROOM);
}
else
{
if (saves_spell(level,victim,DAM_LIGHTNING))
dam /= 3;
damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
}
if (!IS_NPC(ch) && victim != ch &&
ch->fighting != victim && victim->fighting != ch &&
(IS_SET(victim->affected_by,AFF_CHARM) || !IS_NPC(victim)))
{
if (!can_see(victim, ch))
do_yell(victim, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(victim))?
ch->doppel->name : ch->name);
do_yell(victim,buf);
}
}
last_vict = victim;
level -= 4; /* decrement damage */
/* new targets */
while (level > 0)
{
found = FALSE;
for (tmp_vict = ch->in_room->people;
tmp_vict != NULL;
tmp_vict = next_vict)
{
next_vict = tmp_vict->next_in_room;
if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict)
{
found = TRUE;
last_vict = tmp_vict;
if (is_safe(ch, tmp_vict) ) {
act( "The bolt passes around $n's body.", ch, NULL, NULL, TO_ROOM );
act( "The bolt passes around your body.", ch, NULL, NULL, TO_CHAR );
}
else {
act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR);
dam = dice(level,6);
if (!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 (CAN_DETECT(tmp_vict, ADET_GROUNDING))
{
send_to_char("The electricity fizzles at your foes.\n\r",tmp_vict);
act("A lightning bolt fizzles at $N's foes.\n\r",
ch, NULL, tmp_vict, TO_ROOM);
}
else
{
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 (CAN_DETECT(ch, ADET_GROUNDING))
{
send_to_char("The electricity fizzles at your foes.\n\r",ch);
act("A lightning bolt fizzles at $N's foes.\n\r",
ch, NULL, ch, TO_ROOM);
}
else
{
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_healing_light(int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
AFFECT_DATA af,af2;
if ( is_affected_room( ch->in_room, sn ))
{
send_to_char("This room has already been healed by light.\n\r",ch);
return;
}
af.where = TO_ROOM_CONST;
af.type = sn;
af.level = level;
af.duration = level / 25;
af.location = APPLY_ROOM_HEAL;
af.modifier = level;
af.bitvector = 0;
affect_to_room( ch->in_room, &af );
af2.where = TO_AFFECTS;
af2.type = sn;
af2.level = level;
af2.duration = level / 10;
af2.modifier = 0;
af2.location = APPLY_NONE;
af2.bitvector = 0;
affect_to_char( ch, &af2 );
send_to_char( "The room starts to be filled with healing light.\n\r", ch );
act("The room starts to be filled with $n's healing light.",ch,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;
char buf[MAX_INPUT_LENGTH];
AFFECT_DATA af;
if (is_safe(ch,victim)) return;
if (count_charmed(ch)) 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)
|| ( ch->sex != SEX_FEMALE && level < victim->level )
|| ( ch->sex == SEX_FEMALE && level < ( victim->level - 2 ) )
|| IS_SET(victim->imm_flags,IMM_CHARM)
|| saves_spell( level, victim,DAM_CHARM)
|| (IS_NPC(victim) && victim->pIndexData->pShop != NULL) )
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 / 5 );
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);
if (IS_NPC(victim) && !IS_NPC(ch) )
{
if (number_percent() < (4 + (victim->level - ch->level)) * 10 )
add_mind(victim,ch->name);
else if (victim->in_mind == NULL)
{
sprintf(buf,"%d",victim->in_room->vnum);
victim->in_mind = str_dup( buf );
}
}
return;
}
void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int dam;
dam = number_range(1,level);
if ( !saves_spell( level, victim,DAM_COLD ) )
{
act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage( ch, victim, dam, sn, DAM_COLD,TRUE );
return;
}
void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice(level,3) + 13;
if ( saves_spell( level, victim,DAM_LIGHT) )
dam /= 2;
else
spell_blindness(skill_lookup("blindness"),
level/2,ch,(void *) victim,TARGET_CHAR);
damage( ch, victim, dam, sn, DAM_LIGHT,TRUE );
return;
}
void spell_continual_light(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
OBJ_DATA *light;
if (target_name[0] != '\0') /* do a glow on some object */
{
light = get_obj_carry(ch,target_name);
if (light == NULL)
{
send_to_char("You don't see that here.\n\r",ch);
return;
}
if (IS_OBJ_STAT(light,ITEM_GLOW))
{
act("$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 $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
if ( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if ( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else {
send_to_char ("Do you want it to get better or worse?\n\r", ch );
return;
}
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room( mushroom, ch->in_room );
act( "$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("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level / 2 ;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
/* RT added to cure plague */
void spell_cure_disease( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_plague ) )
{
if (victim == ch)
send_to_char("You aren't ill.\n\r",ch);
else
act("$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 $s sores vanish.",victim,NULL,NULL,TO_ROOM);
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 4 + 5;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_poison ) )
{
if (victim == ch)
send_to_char("You aren't poisoned.\n\r",ch);
else
act("$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 / 3 + 10 ;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* deal with the object case first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (obj->wear_loc != WEAR_NONE)
{
act("You must remove $p first.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_OBJ_STAT(obj,ITEM_EVIL))
{
act("$p is already filled with evil.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_OBJ_STAT(obj,ITEM_BLESS))
{
AFFECT_DATA *paf;
paf = affect_find(obj->affected,skill_lookup("bless"));
if (!saves_dispel(level,paf != NULL ? paf->level : obj->level,0))
{
if (paf != NULL)
affect_remove_obj(obj,paf);
act("$p glows with a red aura.",ch,obj,NULL,TO_ALL);
REMOVE_BIT(obj->extra_flags,ITEM_BLESS);
return;
}
else
{
act("The holy aura of $p is too powerful for you to overcome.",
ch,obj,NULL,TO_CHAR);
return;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = (8 + level / 5);
af.location = APPLY_SAVES;
af.modifier = +1;
af.bitvector = ITEM_EVIL;
affect_to_obj(obj,&af);
act("$p glows with a malevolent aura.",ch,obj,NULL,TO_ALL);
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 = (8 + level / 10);
af.location = APPLY_HITROLL;
af.modifier = -1 * (level / 8);
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = level / 8;
affect_to_char( victim, &af );
send_to_char( "You feel unclean.\n\r", victim );
if ( ch != victim )
act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR);
return;
}
/* RT replacement demonfire spell */
void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && !IS_EVIL(ch) )
{
victim = ch;
send_to_char("The demons turn upon you!\n\r",ch);
}
if (victim != ch)
{
act("$n calls forth the demons of Hell upon $N!",
ch,NULL,victim,TO_ROOM);
act("$n has assailed you with the demons of Hell!",
ch,NULL,victim,TO_VICT);
send_to_char("You conjure forth the demons of hell!\n\r",ch);
}
dam = dice( level, 10 );
if ( saves_spell( level, victim,DAM_NEGATIVE) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim,TARGET_CHAR);
}
/* added by chronos */
void spell_bluefire(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && !IS_NEUTRAL(ch) )
{
victim = ch;
send_to_char("Your blue fire turn upon you!\n\r",ch);
}
if (victim != ch)
{
act("$n calls forth the blue fire of earth $N!",
ch,NULL,victim,TO_ROOM);
act("$n has assailed you with the neutrals of earth!",
ch,NULL,victim,TO_VICT);
send_to_char("You conjure forth the blue fire!\n\r",ch);
}
dam = dice( level, 10 );
if ( saves_spell( level, victim,DAM_FIRE) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_FIRE ,TRUE);
}
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 ( CAN_DETECT(victim, DETECT_EVIL) )
{
if (victim == ch)
send_to_char("You can already sense evil.\n\r",ch);
else
act("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = (5 + level / 3);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = DETECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_good( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( CAN_DETECT(victim, DETECT_GOOD) )
{
if (victim == ch)
send_to_char("You can already sense good.\n\r",ch);
else
act("$N can already detect good.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = (5 + level / 3);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = 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 ( CAN_DETECT(victim, DETECT_HIDDEN) )
{
if (victim == ch)
send_to_char("You are already as alert as you can be. \n\r",ch);
else
act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = (5 + level / 3);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = DETECT_HIDDEN;
affect_to_char( victim, &af );
send_to_char( "Your awareness improves.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( CAN_DETECT(victim, DETECT_INVIS) )
{
if (victim == ch)
send_to_char("You can already see invisible.\n\r",ch);
else
act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = (5 + level / 3);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = 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 ( CAN_DETECT(victim, 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_DETECTS;
af.type = sn;
af.level = level;
af.duration = (5 + level / 3);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = 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( "Gods 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("enhanced armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect good")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
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 (IS_AFFECTED(victim,AFF_SANCTUARY)
&& !saves_dispel(level, victim->level,-1)
&& !is_affected(victim,skill_lookup("sanctuary"))
&& !(victim->spec_fun == spec_special_guard
|| victim->spec_fun == spec_stalker) )
{
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("shielding")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("web")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("fear")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection heat")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection cold")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("magic resistance")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("hallucination")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("terangreal")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("power word stun")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("corruption")))
{
act("$n looks healthier.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("web")))
{
act("The webs around $n dissolve.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (found)
send_to_char("Ok.\n\r",ch);
else
send_to_char("Spell failed.\n\r",ch);
return;
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
OBJ_DATA *obj, *obj_next, *corpse;
send_to_char( "The earth trembles beneath your feet!\n\r", ch );
act( "$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) && !is_same_group(ch, vch))
if ( is_safe(ch, vch) )
continue;
if ( ch == vch )
continue;
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 );
}
for (obj = ch->in_room->contents; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if ( obj->pIndexData->vnum == OBJ_VNUM_GRAVE_STONE
&& (corpse = obj->contains) != NULL
&& number_percent() < get_skill(ch,sn) )
{
obj_from_obj( corpse );
REMOVE_BIT( corpse->extra_flags, ITEM_BURIED );
obj_to_room( corpse, ch->in_room );
extract_obj( obj );
corpse->timer = number_range( 25, 40 );
act("The earthquake reveals $p.\n\r",ch, corpse, NULL, TO_ALL );
}
}
return;
}
void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int ac_bonus, added;
bool ac_found = FALSE;
if (obj->item_type != ITEM_ARMOR)
{
send_to_char("That isn't an armor.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail -= 5;
fail = URANGE(5,fail,85);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$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 ( 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/5, 3 * level / 5 ) );
victim->mana /= 2;
victim->move /= 2;
dam = dice(1, level);
ch->hit += dam;
}
send_to_char("You feel your life slipping away!\n\r",victim);
send_to_char("Wow....what a rush!\n\r",ch);
damage( ch, victim, dam, sn, DAM_NEGATIVE ,TRUE);
return;
}
void spell_hellfire( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice(level, 7);
damage(ch,victim,dam,sn,DAM_FIRE, TRUE);
}
void spell_iceball( 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;
int movedam;
dam = dice( level , 12);
movedam = number_range( ch->level, 2 * ch->level );
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 (saves_spell(level,tmp_vict, DAM_COLD))
dam /= 2;
damage( ch, tmp_vict, dam, sn, DAM_COLD, TRUE );
tmp_vict->move -= UMIN(tmp_vict->move,movedam);
}
}
}
void spell_fireball( 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;
int movedam;
dam = dice( level , 12);
movedam = number_range( ch->level, 2 * ch->level );
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 (saves_spell(level,tmp_vict, DAM_FIRE))
dam /= 2;
damage( ch, tmp_vict, dam, sn, DAM_FIRE, TRUE );
tmp_vict->move -= UMIN(tmp_vict->move,movedam);
}
}
}
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(level, 10);
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 = 10 + level / 5;
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_imp_invis );
REMOVE_BIT ( ich->affected_by, AFF_HIDE );
REMOVE_BIT ( ich->affected_by, AFF_FADE );
REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ich->affected_by, AFF_IMP_INVIS );
/* An elf sneaks eternally */
if ( IS_NPC(ich) || !IS_SET(race_table[RACE(ich)].aff,AFF_SNEAK) )
{
affect_strip ( ich, gsn_sneak );
REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
}
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
return;
}
void spell_floating_disc( int sn, int level,CHAR_DATA *ch,void *vo,int target )
{
OBJ_DATA *disc, *floating;
floating = get_eq_char(ch,WEAR_FLOAT);
if (floating != NULL && IS_OBJ_STAT(floating,ITEM_NOREMOVE))
{
act("You can't remove $p.",ch,floating,NULL,TO_CHAR);
return;
}
disc = create_object(get_obj_index(OBJ_VNUM_DISC), 0);
disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */
disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */
disc->timer = ch->level * 2 - number_range(0,level / 2);
act("$n has created a floating black disc.",ch,NULL,NULL,TO_ROOM);
send_to_char("You create a floating disc.\n\r",ch);
obj_to_char(disc,ch);
wear_obj(ch,disc,TRUE);
return;
}
void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FLYING) )
{
if (victim == ch)
send_to_char("You are already airborne.\n\r",ch);
else
act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\n\r", victim );
act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
/* RT clerical berserking spell */
void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK))
{
if (victim == ch)
send_to_char("You are already in a frenzy.\n\r",ch);
else
act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,skill_lookup("calm")))
{
if (victim == ch)
send_to_char("Why don't you just relax for a while?\n\r",ch);
else
act("$N doesn't look like $e wants to fight anymore.",
ch,NULL,victim,TO_CHAR);
return;
}
if ((IS_GOOD(ch) && !IS_GOOD(victim)) ||
(IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) ||
(IS_EVIL(ch) && !IS_EVIL(victim))
)
{
act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
affect_to_char(victim,&af);
af.modifier = 10 * (level / 12);
af.location = APPLY_AC;
affect_to_char(victim,&af);
send_to_char("You are filled with holy wrath!\n\r",victim);
act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM);
}
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
bool gate_pet;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
|| IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
|| victim->level >= level + 3
|| saves_spell(level,victim,DAM_OTHER)
/* || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) * NOT trust */
|| (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM);
send_to_char("You step through a gate and vanish.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
if (gate_pet)
{
act("$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("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM);
do_look(ch->pet,"auto");
}
}
void spell_giant_strength(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already as strong as you can get!\n\r",ch);
else
act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = (10 + level / 3);
af.location = APPLY_STR;
af.modifier = UMAX(2,level / 10);
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "Your muscles surge with heightened power!\n\r", victim );
act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( level, victim,DAM_HARM) )
dam = UMIN( 50, dam / 2 );
dam = UMIN( 100, dam );
damage( ch, victim, dam, sn, DAM_HARM ,TRUE);
return;
}
/* RT haste spell */
void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE)
|| IS_SET(victim->off_flags,OFF_FAST))
{
if (victim == ch)
send_to_char("You can't move any faster!\n\r",ch);
else
act("$N is already moving as fast as $E can.",
ch,NULL,victim,TO_CHAR);
return;
}
if (IS_AFFECTED(victim,AFF_SLOW))
{
if (!check_dispel(level,victim,skill_lookup("slow")))
{
if (victim != ch)
send_to_char("Spell failed.\n\r",ch);
send_to_char("You feel momentarily faster.\n\r",victim);
return;
}
act("$n is moving less slowly.",victim,NULL,NULL,TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
if (victim == ch)
af.duration = level/2;
else
af.duration = level/4;
af.location = APPLY_DEX;
af.modifier = UMAX(2,level / 12 );
af.bitvector = AFF_HASTE;
affect_to_char( victim, &af );
send_to_char( "You feel yourself moving more quickly.\n\r", victim );
act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM);
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN( victim->hit + 100 + level / 10, victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heat_metal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose, *obj_next;
int dam = 0;
bool fail = TRUE;
if (!saves_spell(level + 2,victim,DAM_FIRE)
&& !IS_SET(victim->imm_flags,IMM_FIRE))
{
for ( obj_lose = victim->carrying;
obj_lose != NULL;
obj_lose = obj_next)
{
obj_next = obj_lose->next_content;
if ( number_range(1,2 * level) > obj_lose->level
&& !saves_spell(level,victim,DAM_FIRE)
&& is_metal(obj_lose)
&& !IS_OBJ_STAT(obj_lose,ITEM_BURN_PROOF))
{
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if (obj_lose->wear_loc != -1) /* remove the item */
{
if (can_drop_obj(victim,obj_lose)
&& (obj_lose->weight / 10) <
number_range(1,2 * get_curr_stat(victim,STAT_DEX))
&& remove_obj( victim, obj_lose, TRUE ))
{
act("$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 $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 2);
fail = FALSE;
}
}
break;
case ITEM_WEAPON:
if (obj_lose->wear_loc != -1) /* try to drop it */
{
if (IS_WEAPON_STAT(obj_lose,WEAPON_FLAMING))
continue;
if (can_drop_obj(victim,obj_lose)
&& remove_obj(victim,obj_lose,TRUE))
{
act("$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 $p!",
victim,obj_lose,NULL,TO_CHAR);
dam += (number_range(1,obj_lose->level) / 2);
fail = FALSE;
}
}
break;
}
}
}
}
if (fail)
{
send_to_char("Your spell had no effect.\n\r", ch);
send_to_char("You feel momentarily warmer.\n\r",victim);
}
else /* damage! */
{
if (saves_spell(level,victim,DAM_FIRE))
dam = 2 * dam / 3;
damage(ch,victim,dam,sn,DAM_FIRE,TRUE);
}
}
/* RT really nasty high-level attack spell */
void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam;
int bless_num, curse_num, frenzy_num;
bless_num = skill_lookup("bless");
curse_num = skill_lookup("curse");
frenzy_num = skill_lookup("frenzy");
act("$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))
{
if (!IS_NPC(ch) && vch != ch &&
ch->fighting != vch && vch->fighting != ch &&
(IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
{
if (!can_see(vch, ch))
do_yell(vch, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
ch->doppel->name : ch->name);
do_yell(vch,buf);
}
}
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))
{
if (!IS_NPC(ch) && vch != ch &&
ch->fighting != vch && vch->fighting != ch &&
(IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
{
if (!can_see(vch, ch))
do_yell(vch, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
ch->doppel->name : ch->name);
do_yell(vch,buf);
}
}
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);
gain_exp( ch, -1 * number_range(1,10) * 5);
ch->move /= (4/3);
ch->hit /= (4/3);
}
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_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight / 10,
obj->cost,
obj->level
);
send_to_char( buf, ch );
if ( obj->pIndexData->limit != -1 )
{
sprintf(buf,
"This equipment has been LIMITED by number %d \n\r",
obj->pIndexData->limit);
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;
case(WEAPON_BOW) : send_to_char("bow.\n\r",ch); break;
case(WEAPON_ARROW) : send_to_char("arrow.\n\r",ch); break;
case(WEAPON_LANCE) : send_to_char("lance.\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;
case TO_DETECTS:
sprintf(buf,"Adds %s detection.\n\r",
detect_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;
case TO_DETECTS:
sprintf(buf,"Adds %s detection.\n\r",
detect_bit_name(paf->bitvector));
break;
default:
sprintf(buf,"Unknown bit %d: %d\n\r",
paf->where,paf->bitvector);
break;
}
send_to_char(buf,ch);
}
}
}
return;
}
void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INFRARED) )
{
if (victim == ch)
send_to_char("You can already see in the dark.\n\r",ch);
else
act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "Your eyes glow red.\n\r", victim );
return;
}
void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
/* object invisibility */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_INVIS))
{
act("$p is already invisible.",ch,obj,NULL,TO_CHAR);
return;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = level / 4 + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_INVIS;
affect_to_obj(obj,&af);
act("$p fades out of sight.",ch,obj,NULL,TO_ALL);
return;
}
/* character invisibility */
victim = (CHAR_DATA *) vo;
if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
return;
act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = (level / 8 + 10);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( victim, &af );
send_to_char( "You fade out of existence.\n\r", victim );
return;
}
void spell_know_alignment(int sn,int level,CHAR_DATA *ch,void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
if ( IS_GOOD(victim) ) msg = "$N has a pure and good aura.";
else if ( IS_NEUTRAL(victim) ) msg = "$N act as no align.";
else msg = "$N is the embodiment of pure evil!.";
act( msg, ch, NULL, victim, TO_CHAR );
if (!IS_NPC(victim))
{
if (victim->ethos == 1) msg = "$N upholds the laws.";
else if (victim->ethos == 2) msg = "$N seems ambivalent to society.";
else if (victim->ethos == 3) msg = "$N seems very chaotic.";
else msg = "$N doesn't know where they stand on the laws.";
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;
int dam;
if (CAN_DETECT(victim, ADET_GROUNDING))
{
send_to_char("The electricity fizzles at your foes.\n\r",victim);
act("A lightning bolt fizzles at $N's foes.\n\r",
ch, NULL, victim, TO_ROOM);
return;
}
dam = dice(level,4) + 12;
if ( saves_spell( level, victim,DAM_LIGHTNING) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
char buf[MAX_INPUT_LENGTH];
BUFFER *buffer;
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int number = 0, max_found;
found = FALSE;
number = 0;
max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;
buffer = new_buf();
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name )
|| IS_OBJ_STAT(obj,ITEM_NOLOCATE) || number_percent() > 2 * level
|| ch->level < obj->level)
continue;
found = TRUE;
number++;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by != NULL && can_see(ch,in_obj->carried_by))
{
sprintf( buf, "one is carried by %s\n\r",
PERS(in_obj->carried_by, ch) );
}
else
{
if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
sprintf( buf, "one is in %s [Room %d]\n\r",
in_obj->in_room->name, in_obj->in_room->vnum);
else
sprintf( buf, "one is in %s\n\r",
in_obj->in_room == NULL
? "somewhere" : in_obj->in_room->name );
}
buf[0] = UPPER(buf[0]);
add_buf(buffer,buf);
if (number >= max_found)
break;
}
if ( !found )
send_to_char( "Nothing like that in heaven or earth.\n\r", ch );
else
page_to_char(buf_string(buffer),ch);
free_buf(buffer);
return;
}
void spell_magic_missile( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
3, 3, 4, 4, 5, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
13, 13, 13, 13, 13, 14, 14, 14, 14, 14
};
int dam;
if ( is_affected( ch, 67 ) ) {
if ( ch->level > 4 ) {
send_to_char( "Your magic missiles fizzle out near your victim.\n\r", ch );
act( "Your shield blocks $N's magic missiles.", victim, NULL, ch, TO_CHAR);
}
else {
send_to_char( "Your magic missile fizzle out near your victim.\n\r", ch );
act( "Your shield blocks $N's magic missile.", victim, NULL, ch, TO_CHAR);
}
return;
}
level = UMIN(level, (int)(sizeof(dam_each)/sizeof(dam_each[0])) - 1);
level = UMAX(0, level);
if (ch->level > 50)
dam = level / 4;
else
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_ENERGY) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
if ( ch->level > 4 ) {
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_ENERGY) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
}
if ( ch->level > 8 ) {
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_ENERGY) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
}
if ( ch->level > 12 ) {
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_ENERGY) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
}
if ( ch->level > 16 ) {
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_ENERGY) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_ENERGY ,TRUE);
}
return;
}
void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *gch;
int heal_num, refresh_num;
heal_num = skill_lookup("heal");
refresh_num = skill_lookup("refresh");
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ((IS_NPC(ch) && IS_NPC(gch)) ||
(!IS_NPC(ch) && !IS_NPC(gch)))
{
spell_heal(heal_num,level,ch,(void *) gch,TARGET_CHAR);
spell_refresh(refresh_num,level,ch,(void *) gch,TARGET_CHAR);
}
}
}
void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
AFFECT_DATA af;
CHAR_DATA *gch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) )
continue;
act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
send_to_char( "You slowly fade out of existence.\n\r", gch );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level/2;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( gch, &af );
}
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_null( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
send_to_char( "That's not a spell!\n\r", ch );
return;
}
void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
{
if (victim == ch)
send_to_char("You are already out of phase.\n\r",ch);
else
act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\n\r", victim );
return;
}
/* RT plague spell, very nasty */
void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (saves_spell(level,victim,DAM_DISEASE) ||
(IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)))
{
if (ch == victim)
send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
else
act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3/4;
af.duration = (10 + level / 10);
af.location = APPLY_STR;
af.modifier = -1 * UMAX(1,3 + level / 15);
af.bitvector = AFF_PLAGUE;
affect_join(victim,&af);
send_to_char
("You scream in agony as plague sores erupt from your skin.\n\r",victim);
act("$n screams in agony as plague sores erupt from $s skin.",
victim,NULL,NULL,TO_ROOM);
}
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
AFFECT_DATA af;
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("Your spell fails to corrupt $p.",ch,obj,NULL,TO_CHAR);
return;
}
obj->value[3] = 1;
act("$p is infused with poisonous vapors.",ch,obj,NULL,TO_ALL);
return;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IS_WEAPON_STAT(obj,WEAPON_FLAMING)
|| IS_WEAPON_STAT(obj,WEAPON_FROST)
|| IS_WEAPON_STAT(obj,WEAPON_VAMPIRIC)
|| IS_WEAPON_STAT(obj,WEAPON_SHARP)
|| IS_WEAPON_STAT(obj,WEAPON_VORPAL)
|| IS_WEAPON_STAT(obj,WEAPON_SHOCKING)
|| IS_WEAPON_STAT(obj,WEAPON_HOLY)
|| IS_OBJ_STAT(obj,ITEM_BLESS) || IS_OBJ_STAT(obj,ITEM_BURN_PROOF))
{
act("You can't seem to envenom $p.",ch,obj,NULL,TO_CHAR);
return;
}
if (IS_WEAPON_STAT(obj,WEAPON_POISON))
{
act("$p is already envenomed.",ch,obj,NULL,TO_CHAR);
return;
}
af.where = TO_WEAPON;
af.type = sn;
af.level = level / 2;
af.duration = level/8;
af.location = 0;
af.modifier = 0;
af.bitvector = WEAPON_POISON;
affect_to_obj(obj,&af);
act("$p is coated with deadly venom.",ch,obj,NULL,TO_ALL);
return;
}
act("You can't poison $p.",ch,obj,NULL,TO_CHAR);
return;
}
victim = (CHAR_DATA *) vo;
if ( saves_spell( level, victim,DAM_POISON) )
{
act("$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 = (10 + level / 10);
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 = (10 + level / 5);
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 = (10 + level / 5);
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char( victim, &af );
send_to_char( "You feel aligned with darkness.\n\r", victim );
if ( ch != victim )
act("$N is protected from good.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_ray_of_truth (int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam, align;
if (IS_EVIL(ch) )
{
victim = ch;
send_to_char("The energy explodes inside you!\n\r",ch);
}
if (victim != ch)
{
act("$n raises $s hand, and a blinding ray of light shoots forth!",
ch,NULL,NULL,TO_ROOM);
send_to_char(
"You raise your hand and a blinding ray of light shoots forth!\n\r",
ch);
}
if (IS_GOOD(victim))
{
act("$n seems unharmed by the light.",victim,NULL,victim,TO_ROOM);
send_to_char("The light seems powerless to affect you.\n\r",victim);
return;
}
dam = dice( level, 10 );
if ( saves_spell( level, victim,DAM_HOLY) )
dam /= 2;
align = victim->alignment;
align -= 350;
if (align < -1000)
align = -1000 + (align + 1000) / 3;
dam = (dam * align * align) / 1000000;
damage( ch, victim, dam, sn, DAM_HOLY ,TRUE);
spell_blindness(gsn_blindness,
3 * level / 4, ch, (void *) victim,TARGET_CHAR);
}
void spell_recharge( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int chance, percent;
if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF)
{
send_to_char("That item does not carry charges.\n\r",ch);
return;
}
if (obj->value[3] >= 3 * level / 2)
{
send_to_char("Your skills are not great enough for that.\n\r",ch);
return;
}
if (obj->value[1] == 0)
{
send_to_char("That item has already been recharged once.\n\r",ch);
return;
}
chance = 40 + 2 * level;
chance -= obj->value[3]; /* harder to do high-level spells */
chance -= (obj->value[1] - obj->value[2]) *
(obj->value[1] - obj->value[2]);
chance = UMAX(level/2,chance);
percent = number_percent();
if (percent < chance / 2)
{
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
act("$p glows softly.",ch,obj,NULL,TO_ROOM);
obj->value[2] = UMAX(obj->value[1],obj->value[2]);
obj->value[1] = 0;
return;
}
else if (percent <= chance)
{
int chargeback,chargemax;
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
act("$p glows softly.",ch,obj,NULL,TO_CHAR);
chargemax = obj->value[1] - obj->value[2];
if (chargemax > 0)
chargeback = UMAX(1,chargemax * percent / 100);
else
chargeback = 0;
obj->value[2] += chargeback;
obj->value[1] = 0;
return;
}
else if (percent <= UMIN(95, 3 * chance / 2))
{
send_to_char("Nothing seems to happen.\n\r",ch);
if (obj->value[1] > 1)
obj->value[1]--;
return;
}
else /* whoops! */
{
act("$p glows brightly and explodes!",ch,obj,NULL,TO_CHAR);
act("$p glows brightly and explodes!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
}
}
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN( victim->move + level, victim->max_move );
if (victim->max_move == victim->move)
send_to_char("You feel fully refreshed!\n\r",victim);
else
send_to_char( "You feel less tired.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
bool found = FALSE;
/* do object cases first */
if (target == TARGET_OBJ)
{
obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
{
if (!IS_OBJ_STAT(obj,ITEM_NOUNCURSE)
&& !saves_dispel(level + 2,obj->level,0))
{
REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
act("$p glows blue.",ch,obj,NULL,TO_ALL);
return;
}
act("The curse on $p is beyond your power.",ch,obj,NULL,TO_CHAR);
return;
}
else {
send_to_char( "Nothing happens...\n\r", ch );
return;
}
}
/* characters */
victim = (CHAR_DATA *) vo;
if (check_dispel(level,victim,gsn_curse))
{
send_to_char("You feel better.\n\r",victim);
act("$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( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura.\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already shielded from harm.\n\r",ch);
else
act("$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 / 3);
af.location = APPLY_AC;
af.modifier = -1 * UMAX(20,10 + level / 3); /* af.modifier = -20;*/
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] =
{
6,
8, 10, 12, 14, 16, 18, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level = UMIN(level, (int)(sizeof(dam_each)/sizeof(dam_each[0])) - 1);
level = UMAX(0, level);
if (ch->level > 50)
dam = level / 2 ;
else
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim,DAM_LIGHTNING) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_LIGHTNING ,TRUE);
return;
}
void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SLEEP)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))
|| level < victim->level
|| saves_spell( level-4, victim,DAM_CHARM) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 1 + level/10;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE(victim) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act( "$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 = (4 + level / 12);
af.location = APPLY_DEX;
af.modifier = - UMAX(2,level / 12);
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 = (10 + level / 5);
af.location = APPLY_AC;
af.modifier = -1 * UMAX(40,20 + level / 2); /*af.modifier=-40;*/
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\n\r", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
char buf[MAX_INPUT_LENGTH];
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
|| IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| victim->level >= level + 3
|| (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL)
|| victim->fighting != NULL
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && victim->pIndexData->pShop != NULL)
|| (!IS_NPC(victim) && is_safe_nomessage(ch,victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (saves_spell( level, victim,DAM_OTHER))
|| (ch->in_room->area != victim->in_room->area && !IS_NPC(victim))
|| (victim->in_room->exit[0] == NULL &&
victim->in_room->exit[1] == NULL &&
victim->in_room->exit[2] == NULL &&
victim->in_room->exit[3] == NULL &&
victim->in_room->exit[4] == NULL && victim->in_room->exit[5] == NULL) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (IS_NPC(victim) && victim->in_mind == NULL)
{
sprintf(buf,"%d",victim->in_room->vnum);
victim->in_mind = str_dup( buf );
}
act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( "$n has summoned you!", ch, NULL, victim, TO_VICT );
do_look( victim, "auto" );
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *pRoomIndex;
if (!IS_NPC(ch)) victim = ch;
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_look( victim, "auto" );
return;
}
void spell_ventriloquate( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER(buf1[0]);
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if ( !is_name( speaker, vch->name ) )
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 = (4 + level / 12);
af.location = APPLY_STR;
af.modifier = -1 * (2 + level / 12);
af.bitvector = AFF_WEAKEN;
affect_to_char( victim, &af );
send_to_char( "You feel your strength slip away.\n\r", victim );
act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM);
return;
}
/* RT recall spell is back */
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *location;
int to_room_vnum;
if ((ch->iclass == 9) && (ch->fighting) && (victim == NULL))
{
send_to_char("Your honour doesn't let you recall!.\n\r",ch);
return;
}
if (victim != NULL)
{
if ((victim->fighting) && (victim->iclass == 9))
{
send_to_char("You can't cast this spell to a honourable fighting Samurai!.\n\r",ch);
return;
}
}
if (IS_NPC(victim))
return;
to_room_vnum =
hometown_table[victim->hometown].recall[IS_GOOD(victim)?0:IS_NEUTRAL(victim)?1:IS_EVIL(victim)?2:1];
if ((location = get_room_index( to_room_vnum )) == NULL)
{
send_to_char("You are completely lost.\n\r",victim);
return;
}
/*
if (victim->desc != NULL &&
(current_time - victim->last_fight_time) < FIGHT_DELAY_TIME)
{
send_to_char("You are too pumped to pray now.\n\r",victim);
return;
}
*/
if (IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL) ||
IS_AFFECTED(victim,AFF_CURSE) ||
IS_RAFFECTED(victim->in_room,AFF_ROOM_CURSE))
{
send_to_char("Spell failed.\n\r",victim);
return;
}
if (victim->fighting != NULL)
{
if (victim == ch) gain_exp(victim,0 -(victim->level + 25) );
stop_fighting(victim,TRUE);
}
ch->move /= 2;
act("$n disappears.",victim,NULL,NULL,TO_ROOM);
char_from_room(victim);
char_to_room(victim,location);
do_visible(ch,"");
act("$n appears in the room.",victim,NULL,NULL,TO_ROOM);
do_look(victim,"auto");
if (victim->pet != NULL)
{
char_from_room( victim->pet );
char_to_room( victim->pet, location );
do_look(victim->pet, "auto" );
}
}
/*
* Draconian spells.
*/
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
act("$n spits acid at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n spits a stream of corrosive acid at you.",ch,NULL,victim,TO_VICT);
act("You spit acid at $N.",ch,NULL,victim,TO_CHAR);
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
if (saves_spell(level,victim,DAM_ACID))
{
acid_effect(victim,level/2,dam/4,TARGET_CHAR);
damage(ch,victim,dam/2,sn,DAM_ACID,TRUE);
}
else
{
acid_effect(victim,level,dam,TARGET_CHAR);
damage(ch,victim,dam,sn,DAM_ACID,TRUE);
}
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam;
int hpch;
act("$n breathes forth a cone of fire.",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a cone of hot fire over you!",ch,NULL,victim,TO_VICT);
act("You breath forth a cone of fire.",ch,NULL,NULL,TO_CHAR);
hpch = UMAX( 10, ch->hit );
hp_dam = number_range( hpch/9+1, hpch/5 );
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam /10, dice_dam + hp_dam / 10);
fire_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch,vch,TRUE)
|| ( IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch /*|| vch->fighting != ch */)))
continue;
if ( is_safe(ch, vch) )
continue;
if (vch == victim) /* full damage */
{
if (saves_spell(level,vch,DAM_FIRE))
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level,dam,TARGET_CHAR);
damage(ch,vch,dam,sn,DAM_FIRE,TRUE);
}
}
else /* partial damage */
{
if (saves_spell(level - 2,vch,DAM_FIRE))
{
fire_effect(vch,level/4,dam/8,TARGET_CHAR);
damage(ch,vch,dam/4,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(vch,level/2,dam/4,TARGET_CHAR);
damage(ch,vch,dam/2,sn,DAM_FIRE,TRUE);
}
}
}
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *vch, *vch_next;
int dam,hp_dam,dice_dam, hpch;
act("$n breathes out a freezing cone of frost!",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a freezing cone of frost over you!",
ch,NULL,victim,TO_VICT);
act("You breath out a cone of frost.",ch,NULL,NULL,TO_CHAR);
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,16);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
cold_effect(victim->in_room,level,dam/2,TARGET_ROOM);
for (vch = victim->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(vch) && IS_NPC(ch)
&& (ch->fighting != vch /*|| vch->fighting != ch*/)))
continue;
if ( is_safe(ch, vch) )
continue;
if (vch == victim) /* full damage */
{
if (saves_spell(level,vch,DAM_COLD))
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level,dam,TARGET_CHAR);
damage(ch,vch,dam,sn,DAM_COLD,TRUE);
}
}
else
{
if (saves_spell(level - 2,vch,DAM_COLD))
{
cold_effect(vch,level/4,dam/8,TARGET_CHAR);
damage(ch,vch,dam/4,sn,DAM_COLD,TRUE);
}
else
{
cold_effect(vch,level/2,dam/4,TARGET_CHAR);
damage(ch,vch,dam/2,sn,DAM_COLD,TRUE);
}
}
}
}
void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam,hp_dam,dice_dam,hpch;
act("$n breathes out a cloud of poisonous gas!",ch,NULL,NULL,TO_ROOM);
act("You breath out a cloud of poisonous gas.",ch,NULL,NULL,TO_CHAR);
hpch = UMAX(16,ch->hit);
hp_dam = number_range(hpch/15+1,8);
dice_dam = dice(level,12);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
poison_effect(ch->in_room,level,dam,TARGET_ROOM);
for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell(ch,vch,TRUE)
|| (IS_NPC(ch) && IS_NPC(vch)
&& (ch->fighting == vch || vch->fighting == ch)))
continue;
if ( is_safe(ch, vch) )
continue;
if (!IS_NPC(ch) && vch != ch &&
ch->fighting != vch && vch->fighting != ch &&
(IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
{
if (!can_see(vch, ch))
do_yell(vch, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
ch->doppel->name : ch->name);
do_yell(vch,buf);
}
}
if (saves_spell(level,vch,DAM_POISON))
{
poison_effect(vch,level/2,dam/4,TARGET_CHAR);
damage(ch,vch,dam/2,sn,DAM_POISON,TRUE);
}
else
{
poison_effect(vch,level,dam,TARGET_CHAR);
damage(ch,vch,dam,sn,DAM_POISON,TRUE);
}
}
}
void spell_lightning_breath(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
act("$n breathes a bolt of lightning at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n breathes a bolt of lightning at you!",ch,NULL,victim,TO_VICT);
act("You breathe a bolt of lightning at $N.",ch,NULL,victim,TO_CHAR);
hpch = UMAX(10,ch->hit);
hp_dam = number_range(hpch/9+1,hpch/5);
dice_dam = dice(level,20);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
if (CAN_DETECT(victim, ADET_GROUNDING))
{
send_to_char("The electricity fizzles at your foes.\n\r",victim);
act("A lightning bolt fizzles at $N's foes.\n\r",
ch, NULL, victim, TO_ROOM);
return;
}
if (saves_spell(level,victim,DAM_LIGHTNING))
{
shock_effect(victim,level/2,dam/4,TARGET_CHAR);
damage(ch,victim,dam/2,sn,DAM_LIGHTNING,TRUE);
}
else
{
shock_effect(victim,level,dam,TARGET_CHAR);
damage(ch,victim,dam,sn,DAM_LIGHTNING,TRUE);
}
}
/*
* Spells for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 25, 100 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}
void spell_high_explosive(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 30, 120 );
if ( saves_spell( level, victim, DAM_PIERCE) )
dam /= 2;
damage( ch, victim, dam, sn, DAM_PIERCE ,TRUE);
return;
}
void spell_find_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 )
|| 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_lightning_shield(int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
AFFECT_DATA af,af2;
if ( is_affected_room( ch->in_room, sn ))
{
send_to_char("This room has already shielded.\n\r",ch);
return;
}
if ( is_affected(ch,sn))
{
send_to_char("This spell is used too recently.\n\r",ch);
return;
}
af.where = TO_ROOM_AFFECTS;
af.type = sn;
af.level = ch->level;
af.duration = level / 40;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_ROOM_L_SHIELD;
affect_to_room( ch->in_room, &af );
af2.where = TO_AFFECTS;
af2.type = sn;
af2.level = ch->level;
af2.duration = level / 10;
af2.modifier = 0;
af2.location = APPLY_NONE;
af2.bitvector = 0;
affect_to_char( ch, &af2 );
ch->in_room->owner = str_dup( ch->name );
send_to_char( "The room starts to be filled with lightnings.\n\r", ch );
act("The room starts to be filled with $n's lightnings.",ch,NULL,NULL,TO_ROOM);
return;
}
void spell_shocking_trap(int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
AFFECT_DATA af,af2;
if ( is_affected_room( ch->in_room, sn ))
{
send_to_char("This room has already trapped with shocks waves.\n\r",ch);
return;
}
if ( is_affected(ch,sn))
{
send_to_char("This spell is used too recently.\n\r",ch);
return;
}
af.where = TO_ROOM_AFFECTS;
af.type = sn;
af.level = ch->level;
af.duration = level / 40;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_ROOM_SHOCKING;
affect_to_room( ch->in_room, &af );
af2.where = TO_AFFECTS;
af2.type = sn;
af2.level = level;
af2.duration = ch->level / 10;
af2.modifier = 0;
af2.location = APPLY_NONE;
af2.bitvector = 0;
affect_to_char( ch, &af2 );
send_to_char( "The room starts to be filled with shock waves.\n\r", ch );
act("The room starts to be filled with $n's shock waves.",ch,NULL,NULL,TO_ROOM);
return;
}
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 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
/* energy spells */
void spell_etheral_fist( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 12 );
if ( saves_spell( level, victim, DAM_ENERGY ) )
dam /= 2;
act("A fist of black, otherworldly ether rams into $N, leaving $M looking stunned!"
,ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
return;
}
void spell_spectral_furor( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 8 );
if ( saves_spell( level, victim, DAM_ENERGY ) )
dam /= 2;
act("The fabric of the cosmos strains in fury about $N!",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
return;
}
void spell_disruption( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_ENERGY ) )
dam /= 2;
act("A weird energy encompasses $N, causing you to question $S continued existence.",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
return;
}
void spell_sonic_resonance( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_ENERGY ) )
dam /= 2;
act("A cylinder of kinetic energy enshrouds $N causing $S to resonate.",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ENERGY,TRUE);
WAIT_STATE( victim, skill_table[sn].beats );
return;
}
/* mental */
void spell_mind_wrack( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_MENTAL ) )
dam /= 2;
act("$n stares intently at $N, causing $N to seem very lethargic.",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_MENTAL,TRUE);
return;
}
void spell_mind_wrench( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_MENTAL ) )
dam /= 2;
act("$n stares intently at $N, causing $N to seem very hyperactive.",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_MENTAL,TRUE);
return;
}
/* acid */
void spell_sulfurus_spray( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
act("A stinking spray of sulfurous liquid rains down on $N." ,
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
void spell_caustic_font( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
act("A fountain of caustic liquid forms below $N. The smell of $S degenerating tissues is revolting! ",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
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 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam /= 2;
act("A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_ACID,TRUE);
return;
}
/* Electrical */
void spell_galvanic_whip( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 7 );
if ( saves_spell( level, victim, DAM_LIGHTNING ) )
dam /= 2;
act("$n conjures a whip of ionized particles, which lashes ferociously at $N.",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
return;
}
void spell_magnetic_trust( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 8 );
if ( saves_spell( level, victim, DAM_LIGHTNING ) )
dam /= 2;
act("An unseen energy moves nearby, causing your hair to stand on end!",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
return;
}
void spell_quantum_spike( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 9 );
if ( saves_spell( level, victim, DAM_LIGHTNING ) )
dam /= 2;
act("$N seems to dissolve into tiny unconnected particles, then is painfully reassembled.",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_LIGHTNING,TRUE);
return;
}
/* negative */
void spell_hand_of_undead( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( saves_spell( level, victim,DAM_NEGATIVE) )
{
send_to_char("You feel a momentary chill.\n\r",victim);
return;
}
if ( (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))
|| IS_VAMPIRE(victim) )
{
send_to_char("Your victim is unaffected by hand of undead.\n\r",ch);
return;
}
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
dam = dice( level, 10 );
victim->mana /= 2;
victim->move /= 2;
ch->hit += dam / 2;
}
send_to_char("You feel your life slipping away!\n\r",victim);
act("$N is grasped by an incomprehensible hand of undead!",
ch,NULL,victim,TO_NOTVICT);
damage( ch, victim, dam, sn,DAM_NEGATIVE,TRUE);
return;
}
/* travel via astral plains */
void spell_astral_walk( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
bool gate_pet;
char buf[512];
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
|| IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
|| victim->level >= level + 3
/* || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) * NOT trust */
|| saves_spell(level,victim,DAM_OTHER)
|| (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act("$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("$n appears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM);
do_look(ch->pet,"auto");
}
}
/* vampire version astral walk */
void spell_mist_walk( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| !IS_VAMPIRE(ch)
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
|| IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
|| victim->level >= level - 5
/* || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) * NOT trust */
|| saves_spell(level,victim,DAM_OTHER)
|| (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act("$n dissolves into a cloud of glowing mist, then vanishes!",ch,NULL,NULL,TO_ROOM);
send_to_char("You dissolve into a cloud of glowing mist, then flow to your target.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("A cloud of glowing mist engulfs you, then withdraws to unveil $n!",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
}
/* Cleric version of astra_walk */
void spell_solar_flight( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
if (time_info.hour > 18 || time_info.hour < 8)
{
send_to_char("You need sunlight for solar flight.\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
|| IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
|| victim->level >= level + 1
/* || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) * NOT trust */
|| saves_spell(level,victim,DAM_OTHER)
|| (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act("$n disappears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM);
send_to_char("You dissolve in a blinding flash of light!.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n appears in a blinding flash of light!",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
}
/* travel via astral plains */
void spell_helical_flow( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NOSUMMON)
|| IS_SET(victim->in_room->room_flags, ROOM_NOSUMMON)
|| victim->level >= level + 3
/* || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) * NOT trust */
|| saves_spell(level,victim,DAM_OTHER)
|| (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area )
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act("$n coils into an ascending column of colour, vanishing into thin air.",ch,NULL,NULL,TO_ROOM);
send_to_char("You coils into an ascending column of colour, and vanishing into thin air.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("A coil of colours descends from above, revealing $n as it dissipates.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
}
void spell_corruption( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (IS_AFFECTED(victim,AFF_CORRUPTION))
{
act("$N is already corrupting.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level,victim,DAM_NEGATIVE) ||
(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("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3/4;
af.duration = (10 + level / 5);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CORRUPTION;
affect_join(victim,&af);
send_to_char
("You scream in agony as you start to decay into dust.\n\r",victim);
act("$n screams in agony as $n start to decay into dust.",
victim,NULL,NULL,TO_ROOM);
}
void spell_hurricane(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam,hp_dam,dice_dam,hpch;
act("$n prays the gods of the storm for help.",ch,NULL,NULL,TO_NOTVICT);
act("You pray the gods of the storm to help you.",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);
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 ( is_safe(ch, vch) )
continue;
if (!IS_NPC(ch) && vch != ch &&
ch->fighting != vch && vch->fighting != ch &&
(IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
{
if (!can_see(vch, ch))
do_yell(vch, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
ch->doppel->name : ch->name);
do_yell(vch,buf);
}
}
if (!IS_AFFECTED(vch,AFF_FLYING)) dam /= 2;
if (vch->size == SIZE_TINY) dam = (int)((float)dam * 1.5);
else if (vch->size == SIZE_SMALL) dam = (int)((float)dam * 1.3);
else if (vch->size == SIZE_MEDIUM) dam *= 1;
else if (vch->size == SIZE_LARGE) dam = (int)((float)dam * 0.9);
else if (vch->size == SIZE_HUGE) dam = (int)((float)dam * 0.7);
else dam = (int)((float)dam * 0.5);
if (saves_spell(level,vch,DAM_OTHER))
damage(ch,vch,dam/2,sn,DAM_OTHER,TRUE);
else
damage(ch,vch,dam,sn,DAM_OTHER,TRUE);
}
}
void spell_detect_undead( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( CAN_DETECT(victim, DETECT_UNDEAD) )
{
if (victim == ch)
send_to_char("You can already sense undead.\n\r",ch);
else
act("$N can already detect undead.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = (5 + level / 3);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = DETECT_UNDEAD;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_take_revenge( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj;
OBJ_DATA *in_obj;
ROOM_INDEX_DATA *room = NULL;
bool found = FALSE;
if (IS_NPC(ch)
|| ch->last_death_time == -1
|| current_time - ch->last_death_time > 600)
{
send_to_char("It is too late to take revenge.\n\r",ch);
return;
}
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( obj->pIndexData->vnum != OBJ_VNUM_CORPSE_PC
|| !is_name(ch->name,obj->short_descr) )
continue;
found = TRUE;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by != NULL )
room = in_obj->carried_by->in_room;
else room = in_obj->in_room;
break;
}
if ( !found || room == NULL)
send_to_char( "Unluckily your corpse is devoured.\n\r", ch );
else
{
ROOM_INDEX_DATA *prev_room;
prev_room = ch->in_room;
act("$n prays for transportation.", ch, NULL, NULL, TO_ROOM);
char_from_room( ch );
char_to_room(ch, room);
if (cabal_area_check( ch )
|| IS_ROOM_AFFECTED(ch->in_room,AFF_ROOM_PREVENT) )
{
send_to_char(" You failed to go to your corpse.\n\r", ch);
char_from_room( ch );
char_to_room(ch, prev_room);
}
else do_look(ch,"auto");
}
return;
}
void spell_firestream( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
act("$n throws a stream of searing flames.",ch,NULL,victim,TO_NOTVICT);
act("$n throws a stream of hot flames over you!",ch,NULL,victim,TO_VICT);
act("You throw a stream of searing flames to $N.",ch,NULL,victim,TO_CHAR);
dam = dice(level, 8);
if (saves_spell(level,victim,DAM_FIRE))
{
fire_effect(victim,level/2,dam/4,TARGET_CHAR);
damage(ch,victim,dam/2,sn,DAM_FIRE,TRUE);
}
else
{
fire_effect(victim,level,dam,TARGET_CHAR);
damage(ch,victim,dam,sn,DAM_FIRE,TRUE);
}
return;
}
void spell_summon_earth_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *gch;
CHAR_DATA *elm;
AFFECT_DATA af;
int i=0;
if (is_affected(ch,sn))
{
send_to_char("You lack the power to create another elemental right now.\n\r",
ch);
return;
}
send_to_char("You attempt to create an earth elemental.\n\r",ch);
act("$n attempts to create an earth elemental.",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_ELM_EARTH ) )
{
i++;
if (i > 2)
{
send_to_char("More earth elementals are more than you can control!\n\r",ch);
return;
}
}
}
if (count_charmed(ch)) return;
elm = create_mobile( get_mob_index(MOB_VNUM_ELM_EARTH) );
for (i = 0; i < MAX_STATS; i ++)
elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
elm->perm_stat[STAT_STR] += 3;
elm->perm_stat[STAT_INT] -= 1;
elm->perm_stat[STAT_CON] += 2;
elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
: UMIN( (2 * ch->pcdata->perm_hit) + 400,30000);
elm->hit = elm->max_hit;
elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
elm->mana = elm->max_mana;
elm->level = ch->level;
for (i=0; i < 3; i++)
elm->armor[i] = interpolate(elm->level,100,-100);
elm->armor[3] = interpolate(elm->level,100,0);
elm->gold = 0;
elm->timer = 0;
elm->damage[DICE_NUMBER] = 3;
elm->damage[DICE_TYPE] = 10;
elm->damage[DICE_BONUS] = ch->level / 2;
char_to_room(elm,ch->in_room);
send_to_char("You created an earth elemental!\n\r",ch);
act("$n creates an earth elemental!",ch,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(elm->affected_by, AFF_CHARM);
elm->master = elm->leader = ch;
}
void spell_frostbolt( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 10 );
if ( saves_spell( level, victim, DAM_COLD ) )
dam /= 2;
damage( ch, victim, dam, sn,DAM_COLD,TRUE);
return;
}
void spell_summon_air_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *gch;
CHAR_DATA *elm;
AFFECT_DATA af;
int i=0;
if (is_affected(ch,sn))
{
send_to_char("You lack the power to create another elemental right now.\n\r",
ch);
return;
}
send_to_char("You attempt to create an air elemental.\n\r",ch);
act("$n attempts to create an air elemental.",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_ELM_AIR ) )
{
i++;
if (i > 2)
{
send_to_char("More air elementals are more than you can control!\n\r",ch);
return;
}
}
}
if (count_charmed(ch)) return;
elm = create_mobile( get_mob_index(MOB_VNUM_ELM_AIR) );
for (i = 0; i < MAX_STATS; i ++)
elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
elm->perm_stat[STAT_STR] += 3;
elm->perm_stat[STAT_INT] -= 1;
elm->perm_stat[STAT_CON] += 2;
elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
: UMIN( (4 * ch->pcdata->perm_hit) + 1000,30000);
elm->hit = elm->max_hit;
elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
elm->mana = elm->max_mana;
elm->level = ch->level;
for (i=0; i < 3; i++)
elm->armor[i] = interpolate(elm->level,100,-100);
elm->armor[3] = interpolate(elm->level,100,0);
elm->gold = 0;
elm->timer = 0;
elm->damage[DICE_NUMBER] = 7;
elm->damage[DICE_TYPE] = 4;
elm->damage[DICE_BONUS] = ch->level / 2;
char_to_room(elm,ch->in_room);
send_to_char("You created an air elemental!\n\r",ch);
act("$n creates an air elemental!",ch,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(elm->affected_by, AFF_CHARM);
elm->master = elm->leader = ch;
return;
}
void spell_summon_water_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *gch;
CHAR_DATA *elm;
AFFECT_DATA af;
int i=0;
if (is_affected(ch,sn))
{
send_to_char("You lack the power to create another elemental right now.\n\r",
ch);
return;
}
send_to_char("You attempt to create a water elemental.\n\r",ch);
act("$n attempts to create a water elemental.",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_ELM_WATER ) )
{
i++;
if (i > 2)
{
send_to_char("More water elementals are more than you can control!\n\r",ch);
return;
}
}
}
if (count_charmed(ch)) return;
elm = create_mobile( get_mob_index(MOB_VNUM_ELM_WATER) );
for (i = 0; i < MAX_STATS; i ++)
elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
elm->perm_stat[STAT_STR] += 3;
elm->perm_stat[STAT_INT] -= 1;
elm->perm_stat[STAT_CON] += 2;
elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
: UMIN( (5 * ch->pcdata->perm_hit) + 2000,30000);
elm->hit = elm->max_hit;
elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
elm->mana = elm->max_mana;
elm->level = ch->level;
for (i=0; i < 3; i++)
elm->armor[i] = interpolate(elm->level,100,-100);
elm->armor[3] = interpolate(elm->level,100,0);
elm->gold = 0;
elm->timer = 0;
elm->damage[DICE_NUMBER] = 8;
elm->damage[DICE_TYPE] = 4;
elm->damage[DICE_BONUS] = ch->level / 2;
char_to_room(elm,ch->in_room);
send_to_char("You created a water elemental!\n\r",ch);
act("$n creates a water elemental!",ch,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(elm->affected_by, AFF_CHARM);
elm->master = elm->leader = ch;
return;
}
void spell_summon_fire_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *gch;
CHAR_DATA *elm;
AFFECT_DATA af;
int i=0;
if (is_affected(ch,sn))
{
send_to_char("You lack the power to create another elemental right now.\n\r",
ch);
return;
}
send_to_char("You attempt to create a fire elemental.\n\r",ch);
act("$n attempts to create a fire elemental.",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_ELM_FIRE ) )
{
i++;
if (i > 2)
{
send_to_char("More fire elementals are more than you can control!\n\r",ch);
return;
}
}
}
if (count_charmed(ch)) return;
elm = create_mobile( get_mob_index(MOB_VNUM_ELM_FIRE) );
for (i = 0; i < MAX_STATS; i ++)
elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
elm->perm_stat[STAT_STR] += 3;
elm->perm_stat[STAT_INT] -= 1;
elm->perm_stat[STAT_CON] += 2;
elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
: UMIN( (10 * ch->pcdata->perm_hit) + 1000,30000);
elm->hit = elm->max_hit;
elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
elm->mana = elm->max_mana;
elm->level = ch->level;
for (i=0; i < 3; i++)
elm->armor[i] = interpolate(elm->level,100,-100);
elm->armor[3] = interpolate(elm->level,100,0);
elm->gold = 0;
elm->timer = 0;
elm->damage[DICE_NUMBER] = 11;
elm->damage[DICE_TYPE] = 5;
elm->damage[DICE_BONUS] = ch->level / 2 + 10;
char_to_room(elm,ch->in_room);
send_to_char("You created a fire elemental!\n\r",ch);
act("$n creates a fire elemental!",ch,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(elm->affected_by, AFF_CHARM);
elm->master = elm->leader = ch;
return;
}
void spell_summon_light_elm( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *gch;
CHAR_DATA *elm;
AFFECT_DATA af;
int i=0;
if (is_affected(ch,sn))
{
send_to_char("You lack the power to create another elemental right now.\n\r",
ch);
return;
}
send_to_char("You attempt to create a lightning elemental.\n\r",ch);
act("$n attempts to create a lightning elemental.",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_ELM_LIGHT ) )
{
i++;
if (i > 2)
{
send_to_char("More lightning elementals are more than you can control!\n\r",ch);
return;
}
}
}
if (count_charmed(ch)) return;
elm = create_mobile( get_mob_index(MOB_VNUM_ELM_LIGHT) );
for (i = 0; i < MAX_STATS; i ++)
elm->perm_stat[i] = UMIN(25,15 + ch->level/10);
elm->perm_stat[STAT_STR] += 3;
elm->perm_stat[STAT_INT] -= 1;
elm->perm_stat[STAT_CON] += 2;
elm->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000)
: UMIN( (10 * ch->pcdata->perm_hit) + 4000,30000);
elm->hit = elm->max_hit;
elm->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana;
elm->mana = elm->max_mana;
elm->level = ch->level;
for (i=0; i < 3; i++)
elm->armor[i] = interpolate(elm->level,100,-100);
elm->armor[3] = interpolate(elm->level,100,0);
elm->gold = 0;
elm->timer = 0;
elm->damage[DICE_NUMBER] = 13;
elm->damage[DICE_TYPE] = 9;
elm->damage[DICE_BONUS] = ch->level / 2 + 10;
char_to_room(elm,ch->in_room);
send_to_char("You created a lightning elemental!\n\r",ch);
act("$n creates a lightning elemental!",ch,NULL,NULL,TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.bitvector = 0;
af.modifier = 0;
af.location = APPLY_NONE;
affect_to_char(ch, &af);
SET_BIT(elm->affected_by, AFF_CHARM);
elm->master = elm->leader = ch;
return;
}
void spell_fire_and_ice( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *tmp_vict;
CHAR_DATA *tmp_next;
char buf[MAX_STRING_LENGTH];
int dam,dam_sn;
int movedam;
dam = dice( level , 8);
movedam = number_range( ch->level, 2 * ch->level );
for (tmp_vict = ch->in_room->people;tmp_vict != NULL;
tmp_vict = tmp_next)
{
tmp_next = tmp_vict->next_in_room;
if ( !is_safe_spell(ch,tmp_vict,TRUE))
{
if (!IS_NPC(ch) && tmp_vict != ch &&
ch->fighting != tmp_vict && tmp_vict->fighting != ch &&
(IS_SET(tmp_vict->affected_by,AFF_CHARM) || !IS_NPC(tmp_vict)))
{
if (!can_see(tmp_vict, ch))
do_yell(tmp_vict, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(tmp_vict))? ch->doppel->name : ch->name);
do_yell(tmp_vict,buf);
}
}
if (saves_spell(level,tmp_vict, DAM_FIRE))
dam /= 2;
if ((dam_sn = skill_lookup("fireball")) < 0 )
dam_sn = sn;
damage( ch, tmp_vict, dam, dam_sn, DAM_FIRE, TRUE );
tmp_vict->move -= UMIN(tmp_vict->move,movedam);
if ( (IS_NPC(tmp_vict) && tmp_vict->position == POS_DEAD) ||
(!IS_NPC(tmp_vict) && (current_time - tmp_vict->last_death_time) < 10))
{
if (saves_spell(level,tmp_vict, DAM_COLD))
dam /= 2;
if ((dam_sn = skill_lookup("iceball")) < 0 )
dam_sn = sn;
damage( ch, tmp_vict, dam, dam_sn, DAM_COLD, TRUE );
}
}
}
return;
}
void spell_grounding( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already at ground potential.\n\r",ch);
else
act("$N is already at ground potential.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = 5 + level / 8;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = ADET_GROUNDING;
affect_to_char( victim, &af );
send_to_char( "Your body is electrically grounded.\n\r", victim );
if ( ch != victim )
act("$N is grounded by your magic.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_tsunami( 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_WATER_SWIM)
&& (ch->in_room->sector_type != SECT_WATER_NOSWIM))
{
send_to_char("You can't reach a water source to create a tsunami.\n\r",ch);
ch->wait = 0;
return;
}
act("An existing parcel of water rises up and forms a fist and pummels $n.",
victim,NULL,NULL,TO_ROOM);
act("An existing parcel of water rises up and forms a fist and pummels you.",
victim,NULL,NULL,TO_CHAR);
dam = dice( level , 16 );
damage(ch,victim,dam,sn,DAM_DROWNING,TRUE);
}
void spell_disenchant_armor( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* find the bonuses */
fail = 75;
fail -= (level - obj->level) * 5;
if (IS_SET(obj->extra_flags, ITEM_MAGIC))
fail += 25;
fail = URANGE(5,fail,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result > (fail / 2)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p glows brightly, then fades.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
obj->enchanted = FALSE;
/* clear some flags */
REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
REMOVE_BIT(obj->extra_flags, ITEM_HUM);
REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
return;
}
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
void spell_disenchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char("That isn't a weapon.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* find the bonuses */
fail = 75;
fail -= (level - obj->level) * 5;
if (IS_SET(obj->extra_flags, ITEM_MAGIC))
fail += 25;
fail = URANGE(5,fail,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$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.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect(paf);
}
obj->affected = NULL;
obj->enchanted = FALSE;
/* clear some flags */
REMOVE_BIT(obj->extra_flags, ITEM_GLOW);
REMOVE_BIT(obj->extra_flags, ITEM_HUM);
REMOVE_BIT(obj->extra_flags, ITEM_MAGIC);
REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
return;
}
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
void spell_absorb( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
AFFECT_DATA af;
if ( is_affected( ch, sn ) )
{
send_to_char("You are already absorbing magic surrounding you.\n\r",ch);
return;
}
af.where = TO_DETECTS;
af.type = gsn_absorb;
af.level = level;
af.duration = 3 + level / 10;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = ADET_ABSORB;
affect_to_char( ch, &af );
send_to_char( "Your body is surrounded by an energy field.\n\r", ch );
return;
}
void spell_transfer_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
send_to_char("Not implemented!\n\r", ch);
return;
}
void spell_animate_object( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *mob;
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA af;
char buf[MAX_STRING_LENGTH];
int i;
if (!(obj->item_type == ITEM_WEAPON ||
obj->item_type == ITEM_ARMOR))
{
send_to_char("You can animate only armors and weapons.\n\r",ch);
return;
}
if (is_affected(ch, sn))
{
send_to_char("You cannot summon the strength to handle more undead bodies.\n\r", ch);
return;
}
if ( obj->level > level )
{
act("$p is too powerful for you to animate it.", ch, obj, NULL, TO_CHAR);
return;
}
if (count_charmed(ch)) return;
if (obj->item_type == ITEM_ARMOR
&& !(CAN_WEAR(obj, ITEM_WEAR_BODY)
|| CAN_WEAR(obj, ITEM_WEAR_HANDS)
|| CAN_WEAR(obj, ITEM_WEAR_SHIELD)) )
{
send_to_char("You can only animate that type of armor.\n\r", ch);
return;
}
if (number_percent() > get_skill(ch, sn))
{
act("$p violately explodes!", ch, obj, NULL, TO_CHAR);
act("$p violately explodes!", ch, obj, NULL, TO_ROOM);
extract_obj( obj );
return;
}
if (obj->item_type == ITEM_WEAPON)
mob = create_mobile(get_mob_index(MOB_VNUM_WEAPON));
else mob = create_mobile(get_mob_index(MOB_VNUM_ARMOR));
sprintf(buf, "animate %s", obj->name);
free_string( mob->name );
mob->name = str_dup( buf );
sprintf(buf, mob->short_descr, obj->short_descr );
free_string( mob->short_descr );
mob->short_descr = str_dup( buf );
sprintf(buf, "%s is here, staring at you!.\n\r", capitalize(obj->short_descr) );
free_string( mob->long_descr );
mob->long_descr = str_dup( buf );
char_to_room( mob, ch->in_room);
mob->level = obj->level;
for(i=0; i < MAX_STATS; i++)
mob->perm_stat[i] = UMIN(25, ch->perm_stat[i]);
for(i=0; i<3; i++)
mob->armor[i] = interpolate( mob->level, 100, -100);
mob->armor[3] = interpolate(mob->level, 100, 0);
if (obj->item_type == ITEM_WEAPON)
{
mob->hit = IS_NPC(ch) ? 100 :
UMIN( (25 * mob->level) + 1000, 30000);
mob->max_hit = mob->hit;
mob->mana = ch->level * 40;
mob->max_mana = mob->mana;
mob->move = ch->level * 40;
mob->max_move = mob->move;
mob->timer = 0;
mob->damage[DICE_NUMBER] = obj->value[1];
mob->damage[DICE_TYPE] = obj->value[2];
mob->damage[DICE_BONUS] = number_range(level/10, level/8);
}
if (obj->item_type == ITEM_ARMOR)
{
mob->hit = IS_NPC(ch) ? 100:
UMIN( (100 * mob->level) + 2000, 30000);
mob->max_hit = mob->hit;
mob->mana = ch->level * 40;
mob->max_mana = mob->mana;
mob->move = ch->level * 40;
mob->max_move = mob->move;
mob->timer = 0;
mob->damage[DICE_NUMBER] = number_range(level/15, level/12);
mob->damage[DICE_TYPE] = number_range(level/3, level/2);
mob->damage[DICE_BONUS] = number_range(level/10, level/8);
}
mob->sex = ch->sex;
mob->gold = 0;
mob->master = mob->leader = ch;
SET_BIT(mob->affected_by, AFF_CHARM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = ch->level;
af.duration = 1 + (obj->level / 30);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = 0;
affect_to_char(ch, &af);
act("You give life to $p with your power!\n\r", ch, obj, NULL, TO_CHAR);
act("$n gives life to $p with $s power!\n\r", ch, obj, NULL, TO_ROOM);
extract_obj( obj );
return;
}
void spell_windwall( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
char buf[MAX_STRING_LENGTH];
int dam,hp_dam,dice_dam,hpch;
act("$n raise a wall of wind striking everyone.",ch,NULL,NULL,TO_ROOM);
act("You raise a wall of wind.",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);
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 ( is_safe(ch, vch) )
continue;
if (!IS_NPC(ch) && vch != ch &&
ch->fighting != vch && vch->fighting != ch &&
(IS_SET(vch->affected_by,AFF_CHARM) || !IS_NPC(vch)))
{
if (!can_see(vch, ch))
do_yell(vch, "Help someone is attacking me!");
else
{
sprintf(buf,"Die, %s, you sorcerous dog!",
(is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(vch))?
ch->doppel->name : ch->name);
do_yell(vch,buf);
}
}
if (!IS_AFFECTED(vch,AFF_FLYING)) dam /= 2;
if (vch->size == SIZE_TINY) dam = (int)((float)dam * 1.5);
else if (vch->size == SIZE_SMALL) dam = (int)((float)dam * 1.3);
else if (vch->size == SIZE_MEDIUM) dam *= 1;
else if (vch->size == SIZE_LARGE) dam = (int)((float)dam * 0.9);
else if (vch->size == SIZE_HUGE) dam = (int)((float)dam * 0.7);
else dam = (int)((float)dam * 0.5);
if (saves_spell(level,vch,DAM_OTHER))
damage(ch,vch,dam/2,sn,DAM_OTHER,TRUE);
else
damage(ch,vch,dam,sn,DAM_OTHER,TRUE);
}
return;
}
void spell_earthfade( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
AFFECT_DATA af;
if ( CAN_DETECT(ch, ADET_EARTHFADE) )
return;
if (ch->in_room->sector_type == SECT_AIR
|| ch->in_room->sector_type == SECT_WATER_SWIM
|| ch->in_room->sector_type == SECT_WATER_NOSWIM )
{
send_to_char("You cannot reach the earth to fade.\n\r", ch);
return;
}
if (MOUNTED(ch))
{
send_to_char("You can't fade to earth while mounted.\n\r", ch);
return;
}
act( "$n fades into earth.", ch, NULL, NULL, TO_ROOM );
af.where = TO_DETECTS;
af.type = sn;
af.level = level;
af.duration = (level / 8 + 10);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ADET_EARTHFADE;
affect_to_char( ch, &af );
send_to_char( "You fade into earth.\n\r", ch );
return;
}
void spell_earthmaw( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char buf[MAX_STRING_LENGTH];
int dam;
sprintf(buf,"You tremble the earth underneath the %s.\n\r",victim->name);
send_to_char( buf, ch );
act( "$n trembles the earth underneath you!.", ch, NULL, victim, TO_VICT );
if (IS_AFFECTED(victim,AFF_FLYING))
dam = 0;
else dam = dice( level , 16 );
damage(ch,victim,dam,sn,DAM_BASH,TRUE);
return;
}
void spell_drain( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int drain;
if (!IS_SET(obj->extra_flags,ITEM_MAGIC))
{
send_to_char("That item is not magical.\n\r",ch);
return;
}
switch (obj->item_type)
{
default:
drain = 1;
break;
case ITEM_ARMOR: drain = obj->value[3]; break;
case ITEM_TREASURE: drain = 4; break;
case ITEM_POTION: drain = 8; break;
case ITEM_SCROLL:
case ITEM_STAFF:
case ITEM_WAND: drain = 12; break;
case ITEM_WEAPON:
drain = obj->value[1] + obj->value[2] / 2;
break;
case ITEM_LIGHT:
if (obj->value[2] == -1) drain = 10;
else drain = 4;
break;
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
drain += 5;
drain *= dice(2,5);
drain += obj->level / 2;
if (number_percent() > get_skill(ch, sn))
{
act("$p evaporates!",ch,obj,NULL,TO_ROOM);
act("$p evaporates, but you fail to channel the energy.",ch,obj,NULL,TO_CHAR);
}
else
{
act("$p evaporates as $n drains its energy!",ch,obj,NULL,TO_ROOM);
act("$p evaporates as you drain its energy!",ch,obj,NULL,TO_CHAR);
ch->mana = UMIN(ch->mana + drain, ch->max_mana);
}
extract_obj(obj);
return;
}
void spell_soften( 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) )
return;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 5 + level / 10;
af.location = APPLY_AC;
af.modifier = 4 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = (10 + level / 5);
af.location = APPLY_SAVING_SPELL;
af.modifier = -1;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "Your skin starts to wrinkle.\n\r", victim );
act( "$n skin starts to wrinkle.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_fumble( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You can't be more fumble!\n\r",ch);
else
act("$N can't get any more fumble 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("$n is moving less quickly.",victim,NULL,NULL,TO_ROOM);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = (4 + level / 12);
af.location = APPLY_DEX;
af.modifier = - UMAX(2,level / 6);
af.bitvector = 0;
affect_to_char( victim, &af );
if ((obj = get_weapon_char(victim, TRUE)) != NULL)
{
if (can_drop_obj(victim,obj)
&& remove_obj(victim,obj,TRUE))
{
act("$n cannot carry $p anymore and drops it.", victim,obj,NULL,TO_ROOM);
send_to_char("You cannot carry your dual weapon anymore and drop it!\n\r", victim);
obj_from_char(obj);
obj_to_room(obj,victim->in_room);
}
}
if ((obj = get_weapon_char(victim, FALSE)) != NULL)
{
if (can_drop_obj(victim,obj)
&& remove_obj(victim,obj,TRUE))
{
act("$n cannot carry $p anymore and drops it.", victim,obj,NULL,TO_ROOM);
send_to_char("You cannot carry your weapon anymore and drop it!\n\r", victim);
obj_from_char(obj);
obj_to_room(obj,victim->in_room);
}
}
WAIT_STATE(victim, PULSE_VIOLENCE);
send_to_char( "You feel yourself very f u m b l e...\n\r", victim );
act("$n starts to move in a fumble way.",victim,NULL,NULL,TO_ROOM);
return;
}