/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA *ch, int sn ) );
void improve_spl args( ( CHAR_DATA *ch, int dtype, int sn ) );
/*
* Improve ability at a certain spell type. KaVir.
*/
void improve_spl( CHAR_DATA *ch, int dtype, int sn )
{
char buf[MAX_INPUT_LENGTH];
char bufskill[MAX_INPUT_LENGTH];
char buftype[MAX_INPUT_LENGTH];
int dice1;
int dice2;
dice1 = number_percent();
dice2 = number_percent();
if (IS_NPC(ch)) return;
if (dtype == 0 ) sprintf(buftype,"purple");
else if (dtype == 1 ) sprintf(buftype,"red");
else if (dtype == 2 ) sprintf(buftype,"blue");
else if (dtype == 3 ) sprintf(buftype,"green");
else if (dtype == 4 ) sprintf(buftype,"yellow");
else if (dtype == 5 ) sprintf(buftype,"orange");
else if (dtype == 6 ) sprintf(buftype,"indigo");
else if (dtype == 7 ) sprintf(buftype,"violet");
else return;
if (ch->spl[dtype] >= 200) return;
if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100))
ch->spl[dtype] += 1;
else
return;
if (ch->spl[dtype] == 1 ) sprintf(bufskill,"an apprentice of");
else if (ch->spl[dtype] == 26 ) sprintf(bufskill,"a student at");
else if (ch->spl[dtype] == 51 ) sprintf(bufskill,"a scholar at");
else if (ch->spl[dtype] == 76 ) sprintf(bufskill,"a magus at");
else if (ch->spl[dtype] == 101) sprintf(bufskill,"an adept at");
else if (ch->spl[dtype] == 126) sprintf(bufskill,"a mage at");
else if (ch->spl[dtype] == 151) sprintf(bufskill,"a warlock at");
else if (ch->spl[dtype] == 176) sprintf(bufskill,"a master wizard at");
else if (ch->spl[dtype] == 200) sprintf(bufskill,"a grand sorcerer at");
else return;
sprintf(buf,"#GYou are now %s %s magic.\n\r#n",bufskill,buftype);
send_to_char(buf,ch);
return;
}
bool is_obj( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( ( obj = ch->pcdata->chobj ) == NULL )
{
send_to_char("Huh?\n\r",ch);
return FALSE;
}
if ( obj->chobj == NULL || obj->chobj != ch )
{
send_to_char("Huh?\n\r",ch);
return FALSE;
}
return TRUE;
}
/*
* 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;
}
/*
* 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 colour [MAX_STRING_LENGTH];
char *pName;
int iSyl;
int length;
struct syl_type
{
char * old;
char * new;
};
static const struct syl_type syl_table[] =
{
{ " ", " " },
{ "ar", "abra" },
{ "au", "kada" },
{ "bless", "fido" },
{ "blind", "nose" },
{ "bur", "mosa" },
{ "cu", "judi" },
{ "de", "oculo" },
{ "en", "unso" },
{ "light", "dies" },
{ "lo", "hi" },
{ "mor", "zak" },
{ "move", "sido" },
{ "ness", "lacri" },
{ "ning", "illa" },
{ "per", "duda" },
{ "ra", "gru" },
{ "re", "candus" },
{ "son", "sabru" },
{ "tect", "infra" },
{ "tri", "cula" },
{ "ven", "nofo" },
{ "a", "c" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "m" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" },
{ "", "" }
};
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( syl_table[iSyl].old, pName ) )
{
strcat( buf, syl_table[iSyl].new );
break;
}
}
if ( length == 0 )
length = 1;
}
sprintf( buf2, "$n utters the words, '%s'.", buf );
sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name );
if ( skill_table[sn].target == 0 )
{
sprintf(colour,"$n's eyes glow bright purple for a moment.");
ADD_COLOUR(ch,colour,MAGENTA);
act(colour,ch,NULL,NULL,TO_ROOM);
sprintf(colour,"Your eyes glow bright purple for a moment.");
ADD_COLOUR(ch,colour,MAGENTA);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 1 )
{
sprintf(colour,"$n's eyes glow bright red for a moment.");
ADD_COLOUR(ch,colour,L_RED);
act(colour,ch,NULL,NULL,TO_ROOM);
sprintf(colour,"Your eyes glow bright red for a moment.");
ADD_COLOUR(ch,colour,L_RED);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 2 )
{
sprintf(colour,"$n's eyes glow bright blue for a moment.");
ADD_COLOUR(ch,colour,L_BLUE);
act(colour,ch,NULL,NULL,TO_ROOM);
sprintf(colour,"Your eyes glow bright blue for a moment.");
ADD_COLOUR(ch,colour,L_BLUE);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 3 )
{
sprintf(colour,"$n's eyes glow bright green for a moment.");
ADD_COLOUR(ch,colour,L_GREEN);
act(colour,ch,NULL,NULL,TO_ROOM);
sprintf(colour,"Your eyes glow bright green for a moment.");
ADD_COLOUR(ch,colour,L_GREEN);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 4 )
{
sprintf(colour,"$n's eyes glow bright yellow for a moment.");
ADD_COLOUR(ch,colour,YELLOW);
act(colour,ch,NULL,NULL,TO_ROOM);
sprintf(colour,"Your eyes glow bright yellow for a moment.");
ADD_COLOUR(ch,colour,YELLOW);
act(colour,ch,NULL,NULL,TO_CHAR);
}
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell( int level, CHAR_DATA *victim )
{
int save;
int tsave;
if (!IS_NPC(victim))
{
tsave = ( victim->spl[0]+victim->spl[1]+victim->spl[2]+
victim->spl[3]+victim->spl[4] ) * 0.05;
save = 50 + ( tsave - level - victim->saving_throw ) * 5;
}
else
save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
save = URANGE( 15, save, 85 );
return number_percent( ) < save;
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
void do_cast( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
/*
* Switched NPC's can cast spells, but others can't.
*/
if ( IS_NPC(ch) && ch->desc == NULL )
return;
/* Polymorphed players cannot cast spells */
if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH))
{
if ( !is_obj(ch) )
{
send_to_char( "You cannot cast spells in this form.\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 ( ( sn = skill_lookup( arg1 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
if ( ch->move < 50 )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
ch->move = ch->move - 50;
}
mana = IS_NPC(ch) ? 0 : UMAX(
skill_table[sn].min_mana,
100 / ( 2 + (ch->level*12) - skill_table[sn].skill_level) );
/*
* Locate targets.
*/
victim = NULL;
obj = NULL;
vo = NULL;
switch ( skill_table[sn].target )
{
default:
bug( "Do_cast: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
send_purplespell(ch);
break;
case TAR_CHAR_OFFENSIVE:
if ( arg2[0] == '\0' )
{
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "Cast the spell on whom?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if (IS_AFFECTED(victim, AFF_PEACE))
{
stc("You are unable to cast on that person.\n\r",ch);
return;
}
send_redspell(ch);
if (victim != ch) send_redspell(victim);
if (is_safe(ch,victim) && ch!=victim) return;
if ( ch == victim )
send_to_char( "Cast this on yourself? Ok...\n\r", ch );
if (!IS_NPC(victim) && (!CAN_PK(ch)||!CAN_PK(victim)) && (ch != victim))
{
send_to_char( "You are unable to affect them.\n\r", ch );
return;
}
if ( !IS_NPC(ch) )
{
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;
break;
case TAR_CHAR_DEFENSIVE:
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
send_bluespell(ch);
if (victim != ch) send_bluespell(victim);
vo = (void *) victim;
break;
case TAR_CHAR_SELF:
if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) )
{
send_to_char( "You cannot cast this spell on another.\n\r", ch );
return;
}
send_greenspell(ch);
vo = (void *) ch;
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, arg2 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
send_yellowspell(ch);
vo = (void *) obj;
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 ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] )
{
send_to_char( "You lost your concentration.\n\r", ch );
ch->mana -= mana / 2;
improve_spl(ch,skill_table[sn].target,sn);
}
else
{
ch->mana -= mana;
/* Check players ability at spell type for spell power...KaVir */
if (IS_NPC(ch))
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
else
{
(*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*.5),ch, vo );
improve_spl(ch,skill_table[sn].target,sn);
}
}
if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& 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;
}
/*
* 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;
if ( sn <= 0 )
return;
if (IS_NPC(ch)) return;
if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Obj_cast_spell: bad sn %d.", sn );
return;
}
switch ( skill_table[sn].target )
{
default:
bug( "Obj_cast_spell: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
vo = NULL;
break;
case TAR_CHAR_OFFENSIVE:
if ( victim == NULL )
victim = ch->fighting;
if ( victim == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if (is_safe(ch,victim) && ch!=victim) return;
vo = (void *) victim;
break;
case TAR_CHAR_DEFENSIVE:
if ( victim == NULL )
victim = ch;
vo = (void *) victim;
break;
case TAR_CHAR_SELF:
vo = (void *) ch;
break;
case TAR_OBJ_INV:
if ( obj == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
vo = (void *) obj;
break;
}
target_name = "";
(*skill_table[sn].spell_fun) ( sn, level, ch, vo );
if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& 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_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is shrouded in a suit of translucent glowing armor.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are shrouded in a suit of translucent glowing armor.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_godbless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 150;
af.location = APPLY_HITROLL;
af.modifier = 150;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - 150;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = 150;
affect_to_char( victim, &af );
act( "$n is filled with God's Blessing.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are filled with God's Blessing.\n\r", victim );
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 6+level;
af.location = APPLY_HITROLL;
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char( victim, &af );
act( "$n is blessed.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You feel righteous.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf [MAX_INPUT_LENGTH];
if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( level, victim))
return;
af.type = sn;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1+level;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
if (!IS_NPC(victim))
sprintf(buf,"%s is blinded!\n\r",victim->name);
else
sprintf(buf,"%s is blinded!\n\r",victim->short_descr);
send_to_char(buf,ch);
return;
}
void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( victim == ch )
{
send_to_char( "You like yourself even better!\n\r", ch );
return;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_CHARM) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
/* I don't want people charming ghosts and stuff - KaVir */
if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (IS_IMMORTAL( victim ))
{
send_to_char( "You cannot cast puny mortal magic on immortals!\n\r",ch);
return;
}
if ( IS_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| level < victim->level
|| saves_spell( level, victim ) )
return;
if ( victim->master )
stop_follower( victim, FALSE );
add_follower( victim, ch );
af.type = sn;
af.duration = number_fuzzy( level / 4 );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo )
{
bool no_dam = FALSE;
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
9,
10, 10, 10, 11, 11, 12, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
24, 24, 24, 25, 25, 25, 26, 26, 26, 27,
30, 40, 50, 60, 70, 80, 90,100,110,120
};
AFFECT_DATA af;
int dam;
int hp;
if ( is_affected( victim, sn ) ) return;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD)) no_dam = TRUE;
if ( !no_dam && (!saves_spell( level, victim ) || IS_NPC(victim)))
{
af.type = sn;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
hp = victim->hit;
if (dam==0) return;
damage( ch, victim, dam, sn );
if (no_dam) victim->hit = hp;
return;
}
void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_blindness ) )
return;
affect_strip( victim, gsn_blindness );
send_to_char( "Your vision returns!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( is_affected( victim, gsn_poison ) )
{
affect_strip( victim, gsn_poison );
act( "$N looks better.", ch, NULL, victim, TO_NOTVICT );
send_to_char( "A warm feeling runs through your body.\n\r", victim );
send_to_char( "Ok.\n\r", ch );
}
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = 4*level;
af.location = APPLY_HITROLL;
af.modifier = -1;
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 1;
affect_to_char( victim, &af );
send_to_char( "You feel unclean.\n\r", victim );
if ( ch != victim )
send_to_char( "You give them the evil eye.\n\r", ch );
return;
}
void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) )
return;
af.type = sn;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char( victim, &af );
send_to_char( "Your awareness improves.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
return;
af.type = sn;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
return;
af.type = sn;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
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 very 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 )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && IS_EVIL(ch) )
victim = ch;
if ( IS_GOOD(victim) )
{
act( "God 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;
}
dam = dice( level, 4 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool dark = FALSE;
if ( victim != ch &&
(saves_spell( level, victim ) || level < victim->level) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( !(victim->affected) && !IS_SET(victim->flag2, AFF_TOTALBLIND))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
while (victim->affected)
affect_remove(victim,victim->affected);
if (dark == TRUE) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if ( ch == victim )
{
act("You remove all magical affects from yourself.",ch,NULL,NULL,TO_CHAR);
act("$n has removed all magical affects from $mself.",ch,NULL,NULL,TO_ROOM);
if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
{
REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
stc("The searing blindness leaves your eyes.\n\r",victim);
}
}
else
{
act("You remove all magical affects from $N.",ch,NULL,victim,TO_CHAR);
act("$n has removed all magical affects from $N.",ch,NULL,victim,TO_NOTVICT);
act("$n has removed all magical affects from you.",ch,NULL,victim,TO_VICT);
if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
{
REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
stc("The searing blindness leaves your eyes.\n\r",victim);
}
}
return;
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char( "The earth trembles beneath your feet!\n\r", ch );
act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL || !can_see(ch, vch))
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
damage( ch, vch, level + dice(2, 8), sn );
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if ( obj->item_type != ITEM_WEAPON
|| IS_SET(obj->quest, QUEST_ENCHANTED)
|| IS_SET(obj->quest, QUEST_ARTIFACT)
|| obj->chobj != NULL )
{
send_to_char("You are unable to enchant this weapon.\n\r",ch);
return;
}
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 10;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( IS_GOOD(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
act( "$p glows blue.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_EVIL(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows red.", ch, obj, NULL, TO_CHAR );
act( "$p glows red.", ch, obj, NULL, TO_ROOM );
}
else
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
act( "$p glows yellow.", ch, obj, NULL, TO_ROOM );
}
return;
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hp;
if ( saves_spell( level, victim ) )
return;
if ( !IS_HERO(ch))
ch->alignment = UMAX(-1000, ch->alignment - 200);
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
dam = dice(1, level);
if (IS_NPC(victim) || !IS_IMMUNE(victim, IMM_DRAIN) )
{
victim->mana /= 2;
victim->move /= 2;
ch->hit += dam;
if (ch->hit > (2*ch->max_hit))
ch->hit = (2 * ch->max_hit);
}
}
hp = victim->hit;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DRAIN) )
victim->hit = hp;
return;
}
void spell_desanct( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) REMOVE_BIT(victim->affected_by, AFF_SANCTUARY);
send_to_char("Your white aura fades.\n\r",victim);
send_to_char("#sDESANCT!!!! #yMuhahahaha.\n\r#n",ch);
return;
}
void spell_imp_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int random = number_range(1000,1500);
victim->hit = UMIN( victim->hit + random, victim->max_hit );
if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if (ch == victim)
act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
else
act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
if ( ch != victim )
send_to_char( "#sSUPER HEAL!!!.\n\r#n", ch );
return;
}
void spell_imp_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 1500, 3000 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_imp_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return;
af.type = sn;
af.duration = level;
af.location = APPLY_HITROLL;
af.modifier = -level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a glowing pink outline.\n\r", victim );
act( "$n is surrounded by a glowing pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_imp_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *mount;
ROOM_INDEX_DATA *pRoomIndex;
int to_room;
if ( victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
|| ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
{
send_to_char( "You failed the #sTELEPORT#n spell.\n\r", ch );
return;
}
for ( ; ; )
{
to_room = number_range( 0, 65535 );
pRoomIndex = get_room_index( to_room );
if ( pRoomIndex != NULL )
if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)
&& to_room != 30008 && to_room != 30002 )
break;
}
act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
if ( (mount = ch->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
20,
20, 20, 20, 20, 20, 25, 25, 25, 25, 25,
30, 30, 30, 30, 30, 35, 40, 45, 50, 55,
60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
150, 200, 250, 300, 400, 500, 650, 750, 850,1000
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)) dam =0;
if (dam == 0) return;
damage( ch, victim, dam, sn );
return;
}
void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_AC;
af.modifier = 2 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a pink outline.\n\r", victim );
act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *ich;
act( "$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==ch || ich->trust > 6) continue;
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
REMOVE_BIT(ich->affected_by, AFF_HIDE);
REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
REMOVE_BIT(ich->affected_by, AFF_SNEAK);
REMOVE_BIT(ich->act, PLR_WIZINVIS);
REMOVE_BIT(ich->act, AFF_HIDE);
REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE);
REMOVE_BIT(ich->affected_by, AFF_ETHEREAL);
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
return;
}
void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FLYING) )
return;
af.type = sn;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "You rise up off the ground.\n\r", victim );
act( "$n rises up off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + (level >= 18) + (level >= 25);
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel stronger.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( level, victim ) )
dam = UMIN( 50, dam / 4 );
dam = UMIN( 100, dam );
damage( ch, victim, dam, sn );
return;
}
void spell_group_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *ich;
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (is_same_group( ich, ch ))
{
ich->hit += number_range(150,250);
if (ich->hit > ich->max_hit) ich->hit=ich->max_hit;
send_to_char("You feel healed.\n\r",ich);
}
}
return;
}
/*
* Gate spell, used for creating permanent portals.
*/
void spell_gate(int sn, int level, CHAR_DATA *ch, void *vo)
{
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
if (IS_NPC(ch)) return;
if (!ch->in_room)
{
send_to_char("Fizzle.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char("This room is not connected to the astral sphere.\n\r", ch);
return;
}
if (ch->pcdata->quest < 50)
{
send_to_char("The spell fizzles due to lack of questpoints.\n\r", ch);
return;
}
if ((pObjIndex = get_obj_index(OBJ_VNUM_PROTOPLASM)) == NULL)
{
send_to_char( "Error...missing object, please inform an immortal.\n\r", ch);
return;
}
ch->pcdata->quest -= 50;
obj = create_object(pObjIndex, 25);
obj->weight = 1;
obj->cost = 1000;
obj->item_type = ITEM_PORTAL;
obj->value[0] = ch->in_room->vnum;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->pcdata->switchname);
if (obj->questowner != NULL) free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
if (obj->short_descr != NULL) free_string(obj->short_descr);
obj->short_descr = str_dup("A shimmering gateway");
if (obj->description != NULL) free_string(obj->description);
obj->description = str_dup("A shimmering gateway stands here.");
if (obj->name != NULL) free_string(obj->name);
obj->name = str_dup("gateway shimmering");
obj->ownerid = ch->pcdata->playerid;
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
obj_to_char(obj, ch);
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!IS_NPC(victim) && ch->level < 3 && victim->level > 2)
{
send_to_char("You don't want to do that.\n\r", ch);
return;
}
victim->hit = UMIN( victim->hit + 100, victim->max_hit );
if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if (ch == victim)
act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
else
act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heal2( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN( victim->hit + number_range(1000, 3000), victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if (ch == victim)
act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
else
act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
int itemtype;
act("You examine $p carefully.",ch,obj,NULL,TO_CHAR);
act("$n examines $p carefully.",ch,obj,NULL,TO_ROOM);
sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d.\n\r",
obj->name,
item_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight,
obj->cost );
send_to_char( buf, ch );
if (obj->points > 0 && obj->item_type != ITEM_QUEST)
{
sprintf( buf, "Quest point value is %d.\n\r", obj->points );
send_to_char( buf, ch );
}
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
obj->questowner != NULL && strlen(obj->questowner) > 1)
{
sprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner );
send_to_char( buf, ch );
}
else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
sprintf( buf, "This object was created by %s.\n\r", obj->questmaker );
send_to_char( buf, ch );
}
else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
{
sprintf( buf, "This object is owned by %s.\n\r", obj->questowner );
send_to_char( buf, ch );
}
if (IS_SET(obj->quest, QUEST_ENCHANTED))
send_to_char( "This item has been enchanted.\n\r", ch );
if (IS_SET(obj->quest, QUEST_SPELLPROOF))
send_to_char( "This item is resistant to offensive spells.\n\r", ch );
switch ( obj->item_type )
{
case ITEM_PILL:
case ITEM_SCROLL:
case ITEM_POTION:
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 );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_QUEST:
sprintf( buf, "Quest point value is %d.\n\r", obj->value[0] );
send_to_char( buf, ch );
break;
case ITEM_GRENADE:
if (obj->value[2] < 2) sprintf(buf, "This is a minor explosive device.\n\r");
else if (obj->value[2] < 5) sprintf(buf, "This is an explosive device.\n\r");
else sprintf(buf, "This is a powerful explosive device.\n\r");
send_to_char(buf, ch);
break;
case ITEM_WAND:
case ITEM_STAFF:
sprintf( buf, "Has %d(%d) charges of level %d",
obj->value[1], 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_WEAPON:
sprintf( buf, "Damage is %d to %d (average %d).\n\r",
obj->value[1], obj->value[1] * obj->value[2] , (obj->value[1] * obj->value[2]) / 2);
send_to_char( buf, ch );
if (obj->value[0] >= 1000)
itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
else
itemtype = obj->value[0];
if (itemtype > 0)
{
if (obj->level < 10)
sprintf(buf,"%s is a minor spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 20)
sprintf(buf,"%s is a lesser spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 30)
sprintf(buf,"%s is an average spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 40)
sprintf(buf,"%s is a greater spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 50)
sprintf(buf,"%s is a major spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level > 50)
sprintf(buf,"%s is an ultimate spell weapon.\n\r",capitalize(obj->short_descr));
else
sprintf(buf,"%s is a supreme spell weapon.\n\r",capitalize(obj->short_descr));
send_to_char(buf,ch);
}
if (itemtype > 0)
{
sprintf (buf, "This weapon has been imbued with the power of %s.\n\r",skill_table[itemtype].name);
send_to_char( buf, ch );
}
if (obj->value[0] >= 1000)
itemtype = obj->value[0] / 1000;
else
break;
if (itemtype == 1)
sprintf (buf, "This weapon radiates an aura of darkness.\n\r");
else if (itemtype == 2)
sprintf (buf, "This weapon allows the wielder to see invisible things.\n\r");
else if (itemtype == 3)
sprintf (buf, "This weapon grants the power of flight.\n\r");
else if (itemtype == 4)
sprintf (buf, "This weapon allows the wielder to see in the dark.\n\r");
else if (itemtype == 5)
sprintf (buf, "This weapon renders the wielder invisible to the human eye.\n\r");
else if (itemtype == 6)
sprintf (buf, "This weapon allows the wielder to walk through solid doors.\n\r");
else if (itemtype == 7)
sprintf (buf, "This holy weapon protects the wielder from evil.\n\r");
else if (itemtype == 8)
sprintf (buf, "This unholy weapon protects the wielder from good.\n\r");
else if (itemtype == 9)
sprintf (buf, "This ancient weapon protects the wielder in combat.\n\r");
else if (itemtype == 10)
sprintf (buf, "This ancient weapon allows the wielder to detect things hidden.\n\r");
else if (itemtype == 11)
sprintf (buf, "This crafty weapon allows the wielder to walk in complete silence.\n\r");
else if (itemtype == 12)
sprintf (buf, "This ancient weapon surrounds its wielder with a shield of chaos.\n\r");
else if (itemtype == 13)
sprintf (buf, "This ancient weapon regenerates the wounds of its wielder.\n\r");
else if (itemtype == 14)
sprintf (buf, "This ancient weapon allows its wielder to move at supernatural speed.\n\r");
else if (itemtype == 15)
sprintf (buf, "This razor sharp weapon can slice through armour without difficulty.\n\r");
else if (itemtype == 16)
sprintf (buf, "This ancient weapon grants superior protection to its wielder.\n\r");
else if (itemtype == 17)
sprintf (buf, "This ancient weapon grants its wielder supernatural vision.\n\r");
else if (itemtype == 18)
sprintf (buf, "This ancient weapon makes its wielder fleet-footed.\n\r");
else if (itemtype == 19)
sprintf (buf, "This ancient weapon conceals its wielder from sight.\n\r");
else
sprintf (buf, "This item is bugged...please report it.\n\r");
if (itemtype > 0)
send_to_char( buf, ch );
break;
case ITEM_ARMOR:
sprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
send_to_char( buf, ch );
if (obj->value[3] < 1)
break;
if (obj->value[3] == 1)
sprintf (buf, "This object radiates an aura of darkness.\n\r");
else if (obj->value[3] == 2)
sprintf (buf, "This item allows the wearer to see invisible things.\n\r");
else if (obj->value[3] == 3)
sprintf (buf, "This object grants the power of flight.\n\r");
else if (obj->value[3] == 4)
sprintf (buf, "This item allows the wearer to see in the dark.\n\r");
else if (obj->value[3] == 5)
sprintf (buf, "This object renders the wearer invisible to the human eye.\n\r");
else if (obj->value[3] == 6)
sprintf (buf, "This object allows the wearer to walk through solid doors.\n\r");
else if (obj->value[3] == 7)
sprintf (buf, "This holy relic protects the wearer from evil.\n\r");
else if (obj->value[3] == 8)
sprintf (buf, "This unholy relic protects the wearer from good.\n\r");
else if (obj->value[3] == 9)
sprintf (buf, "This ancient relic protects the wearer in combat.\n\r");
else if (obj->value[3] == 10)
sprintf (buf, "This ancient relic allows the wearer to detect hidden things.\n\r");
else if (obj->value[3] == 11)
sprintf (buf, "This crafty item allows the wearer to walk in complete silence.\n\r");
else if (obj->value[3] == 12)
sprintf (buf, "This ancient item surrounds its wearer with a shield of chaos.\n\r");
else if (obj->value[3] == 13)
sprintf (buf, "This ancient item regenerates the wounds of its wearer.\n\r");
else if (obj->value[3] == 14)
sprintf (buf, "This ancient item allows its wearer to move at supernatural speed.\n\r");
else if (obj->value[3] == 15)
sprintf (buf, "This powerful item allows its wearer to shear through armour without difficulty.\n\r");
else if (obj->value[3] == 16)
sprintf (buf, "This ancient item grants superior protection to its wearer.\n\r");
else if (obj->value[3] == 17)
sprintf (buf, "This ancient item grants its wearer supernatural vision.\n\r");
else if (obj->value[3] == 18)
sprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r");
else if (obj->value[3] == 19)
sprintf (buf, "This ancient item conceals its wearer from sight.\n\r");
else
sprintf (buf, "This item is bugged...please report it.\n\r");
if (obj->value[3] > 0)
send_to_char( buf, ch );
break;
}
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 );
}
}
for ( paf = obj->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 );
}
}
return;
}
void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INFRARED) )
return;
act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
af.type = sn;
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 );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
return;
act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( victim, &af );
send_to_char( "You fade out of existence.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if ( ap > 700 ) msg = "$N has an aura as white as the driven snow.";
else if ( ap > 350 ) msg = "$N is of excellent moral character.";
else if ( ap > 100 ) msg = "$N is often kind and thoughtful.";
else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
else if ( ap > -350 ) msg = "$N lies to $S friends.";
else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!";
else msg = "I'd rather just not say anything at all about $N.";
act( msg, ch, NULL, victim, TO_CHAR );
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found = FALSE;
int count = 1;
int start_number;
target_name = one_argument(target_name, arg1);
one_argument(target_name, arg2);
start_number = UMAX(1, atoi(arg2));
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if (!can_see_obj( ch, obj ) || !is_name(arg1, obj->name)) continue;
if (count < start_number)
{
count++;
continue;
}
found = TRUE;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj );
if ( in_obj->carried_by != NULL )
sprintf(buf, "%2d. %s carried by %s.\n\r",
count, obj->short_descr, PERS(in_obj->carried_by, ch) );
else
sprintf(buf, "%2d. %s in %s.\n\r",
count, obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);
buf[0] = UPPER(buf[0]);
send_to_char( buf, ch );
if (count - start_number > 42) break;
else count++;
}
if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );
return;
}
void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
{
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,
15, 20, 25, 30, 35, 40, 45, 55, 65, 75
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
if (number_range(1, 3) != 2) (*skill_table[sn].spell_fun) (sn, level, ch, victim);
return;
}
void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
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.type = sn;
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 )
{
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 )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\n\r", victim );
return;
}
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf [MAX_INPUT_LENGTH];
/* Ghosts cannot be poisoned - KaVir */
if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) ) return;
if ( saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 0 - number_range(1,3);
af.bitvector = AFF_POISON;
affect_join( victim, &af );
send_to_char( "You feel very sick.\n\r", victim );
if ( ch == victim ) return;
if (!IS_NPC(victim))
sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->name);
else
sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->short_descr);
send_to_char(buf,ch);
return;
}
void spell_readaura(int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char buf [MAX_INPUT_LENGTH];
act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT);
act("$n examines you intently.",ch,NULL,victim,TO_VICT);
if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
else
{
if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name);
else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name);
else sprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
sprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim),
get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim));
send_to_char(buf,ch);
}
sprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,
victim->move,victim->max_move);
send_to_char(buf,ch);
if (!IS_NPC(victim)) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),
char_ac(victim));
else sprintf(buf,"AC:%d.\n\r",char_ac(victim));
send_to_char(buf,ch);
sprintf(buf,"Alignment:%d.\n\r",victim->alignment);
send_to_char(buf,ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && ch->sex == SEX_FEMALE)
act("$N is pregnant.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_protection_vs_good( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) )
return;
if (!IS_EVIL(victim))
{
send_to_char("The spell fails.\n\r",ch);
return;
}
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char( victim, &af );
send_to_char( "You feel protected.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PROTECT) )
return;
if (!IS_GOOD(victim))
{
send_to_char("The spell fails.\n\r",ch);
return;
}
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT;
affect_to_char( victim, &af );
send_to_char( "You feel protected.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN( victim->move + level * 3, victim->max_move );
act("$n looks less tired.",victim,NULL,NULL,TO_ROOM);
send_to_char( "You feel less tired.\n\r", victim );
if (!IS_NPC(victim) && victim->sex == SEX_MALE &&
victim->pcdata->stage[0] < 1 && victim->pcdata->stage[2] > 0)
victim->pcdata->stage[2] = 0;
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
one_argument( target_name, arg );
if ( arg[0] == '\0')
{
send_to_char( "Remove curse on what?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, target_name ) ) != NULL )
{
if ( is_affected( victim, gsn_curse ) )
{
affect_strip( victim, gsn_curse );
send_to_char( "You feel better.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
}
return;
}
if ( ( obj = get_obj_carry( ch, arg ) ) != NULL )
{
if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
{
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
}
else if ( IS_SET(obj->extra_flags, ITEM_NODROP) )
{
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
}
return;
}
send_to_char( "No such creature or object to remove curse on.\n\r", ch );
return;
}
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded in a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura!\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( ch, sn ) )
return;
af.type = sn;
af.duration = level/10;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\n\r", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| victim->fighting != NULL
|| victim->in_room->area != ch->in_room->area
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
|| (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
|| (IS_NPC(victim) && saves_spell( level, victim ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( "$N has summoned you!", victim, NULL, ch, TO_CHAR );
do_look( victim, "auto" );
if ( (mount = victim->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, get_room_index(victim->in_room->vnum) );
do_look( mount, "auto" );
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *mount;
ROOM_INDEX_DATA *pRoomIndex;
int to_room;
if ( victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
|| ( victim != ch
&& ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
for ( ; ; )
{
to_room = number_range( 0, 65535 );
pRoomIndex = get_room_index( to_room );
if ( pRoomIndex != NULL )
if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT))
break;
}
act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
if ( (mount = ch->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel weaker.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
/*
* This is for muds that _want_ scrolls of recall.
* Ick.
*/
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
do_recall( (CHAR_DATA *) vo, "" );
return;
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, victim ) ) dam /= 2;
dam = cap_dam(ch,victim,dam);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)) dam = 0;
damage( ch, victim, dam, sn );
return;
}
void spell_soulblade( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf [MAX_STRING_LENGTH];
char wpnname [MAX_INPUT_LENGTH];
int weapontype = 3;
obj = create_object( get_obj_index( OBJ_VNUM_SOULBLADE ), 0 );
if (ch->wpn[1] > ch->wpn[weapontype])
{weapontype = 1;sprintf(wpnname,"blade");}
if (ch->wpn[2] > ch->wpn[weapontype])
{weapontype = 2;sprintf(wpnname,"blade");}
if (ch->wpn[4] > ch->wpn[weapontype])
{weapontype = 4;sprintf(wpnname,"whip");}
if (ch->wpn[5] > ch->wpn[weapontype])
{weapontype = 5;sprintf(wpnname,"claw");}
if (ch->wpn[6] > ch->wpn[weapontype])
{weapontype = 6;sprintf(wpnname,"blaster");}
if (ch->wpn[7] > ch->wpn[weapontype])
{weapontype = 7;sprintf(wpnname,"mace");}
if (ch->wpn[8] > ch->wpn[weapontype])
{weapontype = 8;sprintf(wpnname,"mace");}
if (ch->wpn[9] > ch->wpn[weapontype])
{weapontype = 9;sprintf(wpnname,"grepper");}
if (ch->wpn[10] > ch->wpn[weapontype])
{weapontype = 10;sprintf(wpnname,"fang");}
if (ch->wpn[11] > ch->wpn[weapontype])
{weapontype = 11;sprintf(wpnname,"blade");}
if (ch->wpn[12] > ch->wpn[weapontype])
{weapontype = 12;sprintf(wpnname,"sucker");}
if (weapontype == 3) sprintf(wpnname,"blade");
/* First we name the weapon */
free_string(obj->name);
sprintf(buf,"%s soul %s",ch->name,wpnname);
obj->name=str_dup(buf);
free_string(obj->short_descr);
if (IS_NPC(ch)) sprintf(buf,"%s's soul %s",ch->short_descr,wpnname);
else sprintf(buf,"%s's soul %s",ch->pcdata->switchname,wpnname);
buf[0] = UPPER(buf[0]);
obj->short_descr=str_dup(buf);
free_string(obj->description);
if (IS_NPC(ch)) sprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname);
else sprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname);
buf[0] = UPPER(buf[0]);
obj->description=str_dup(buf);
if (IS_NPC(ch)) obj->level = ch->level;
else if (ch->spl[2] > 4) obj->level = ch->spl[2]/4;
else obj->level = 1;
if (obj->level > 60) obj->level = 60;
obj->value[0] = 13034;
obj->value[1] = 10;
obj->value[2] = 20;
obj->value[3] = weapontype;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
if (!IS_NPC(ch))
{
if (obj->questowner != NULL) free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
}
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj,ch);
act("$p fades into existance in your hand.", ch, obj, NULL, TO_CHAR);
act("$p fades into existance in $n's hand.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_mana( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( ch->move < 50 )
{
send_to_char( "You are too exhausted to do that.\n\r", ch );
return;
}
ch->move = ch->move - 50;
victim->mana = UMIN( victim->mana + level + 10, victim->max_mana);
update_pos(ch);
update_pos(victim);
if (ch == victim)
{
send_to_char("You draw in energy from your surrounding area.\n\r",
ch);
act("$n draws in energy from $s surrounding area.", ch, NULL, NULL,
TO_ROOM);
return;
}
act("You draw in energy from around you and channel it into $N.",
ch, NULL, victim, TO_CHAR);
act("$n draws in energy and channels it into $N.",
ch, NULL, victim, TO_NOTVICT);
act("$n draws in energy and channels it into you.",
ch, NULL, victim, TO_VICT);
return;
}
void spell_frenzy( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn )) return;
af.type = sn;
af.duration = 1 + level / 10;
af.location = APPLY_HITROLL;
af.modifier = level / 5;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = level / 5;
affect_to_char( victim, &af );
af.location = APPLY_AC;
af.modifier = level / 2;
affect_to_char( victim, &af );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
act( "$n is consumed with rage.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are consumed with rage!\n\r", victim );
return;
}
void spell_darkblessing( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = level / 2;
af.location = APPLY_HITROLL;
af.modifier = 1 + level / 14;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = 1 + level / 14;
affect_to_char( victim, &af );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
act( "$n looks wicked.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You feel wicked.\n\r", victim );
return;
}
void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
int duration;
one_argument( target_name, arg );
if ( arg[0] == '\0')
{
send_to_char( "Who do you wish to create a portal to?\n\r", ch );
return;
}
victim = get_char_world( ch, arg );
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_NPC(ch)
|| IS_NPC(victim)
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) && victim->fight_timer == 0)
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| victim->in_room->vnum == ch->in_room->vnum)
{
send_to_char( "You failed.\n\r", ch );
return;
}
if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc( "You can't find it's room.\n\r",ch);
return;
}
if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc( "Your room is not connected to the astral plane.\n\r",ch);
return;
}
duration = number_range(2,3);
obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
obj->value[0] = victim->in_room->vnum;
obj->value[3] = ch->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(ch,AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room( obj, ch->in_room );
obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
obj->value[0] = ch->in_room->vnum;
obj->value[3] = victim->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(victim,AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room( obj, victim->in_room );
send_portal(victim);
act( "$p appears in front of $n.", ch, obj, NULL, TO_ROOM );
act( "$p appears in front of you.", ch, obj, NULL, TO_CHAR );
act( "$p appears in front of $n.", victim, obj, NULL, TO_ROOM );
act( "$p appears in front of you.", ch, obj, victim, TO_VICT );
return;
}
/* This spell is designed for potions */
void spell_energyflux( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->mana = UMIN( victim->mana + 50, victim->max_mana);
update_pos(victim);
send_to_char("You feel mana channel into your body.\n\r",victim);
return;
}
void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Transport which object?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "Transport who whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that item.\n\r", ch );
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT)) {
send_to_char("You can't transport that.\n\r", ch );
return;}
if (victim->shop_fun)
{
send_to_char("They don't want it.\n\r", ch);
return;
}
if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc( "You can't find it's room.\n\r",ch);
return;
}
if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc( "Your room is not connected to the astral plane.\n\r",ch);
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT))
{
send_to_char( "You are unable to transport anything to them.\n\r", ch );
return;
}
act("$p vanishes from your hands in an swirl of smoke.",ch,obj,NULL,TO_CHAR);
act("$p vanishes from $n's hands in a swirl of smoke.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj,victim);
act("$p appears in your hands in an swirl of smoke.",victim,obj,NULL,TO_CHAR);
act("$p appears in $n's hands in an swirl of smoke.",victim,obj,NULL,TO_ROOM);
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
void spell_regenerate( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
int teeth = 0;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Which body part?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "Regenerate which person?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim->loc_hp[6] > 0)
{
send_to_char( "You cannot regenerate someone who is still bleeding.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that item.\n\r", ch );
return;
}
if (IS_HEAD(victim,LOST_TOOTH_1 )) teeth += 1;
if (IS_HEAD(victim,LOST_TOOTH_2 )) teeth += 2;
if (IS_HEAD(victim,LOST_TOOTH_4 )) teeth += 4;
if (IS_HEAD(victim,LOST_TOOTH_8 )) teeth += 8;
if (IS_HEAD(victim,LOST_TOOTH_16 )) teeth += 16;
if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_ARM))
{send_to_char("They don't need an arm.\n\r",ch); return;}
if (IS_ARM_L(victim,LOST_ARM))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_ARM);
else if (IS_ARM_R(victim,LOST_ARM))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_ARM);
act("You press $p onto the stump of $N's shoulder.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's shoulder.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your shoulder.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG)
{
if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_LEG))
{send_to_char("They don't need a leg.\n\r",ch); return;}
if (IS_LEG_L(victim,LOST_LEG))
REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_LEG);
else if (IS_LEG_R(victim,LOST_LEG))
REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_LEG);
act("You press $p onto the stump of $N's hip.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's hip.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your hip.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL)
{
if (!IS_HEAD(victim,LOST_EYE_L) && !IS_HEAD(victim,LOST_EYE_R))
{send_to_char("They don't need an eye.\n\r",ch); return;}
if (IS_HEAD(victim,LOST_EYE_L))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_L);
else if (IS_HEAD(victim,LOST_EYE_R))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_R);
act("You press $p into $N's empty eye socket.",ch,obj,victim,TO_CHAR);
act("$n presses $p into $N's empty eye socket.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p into your empty eye socket.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR)
{
if (!IS_HEAD(victim,LOST_EAR_L) && !IS_HEAD(victim,LOST_EAR_R))
{send_to_char("They don't need an ear.\n\r",ch); return;}
if (IS_HEAD(victim,LOST_EAR_L))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_L);
else if (IS_HEAD(victim,LOST_EAR_R))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_R);
act("You press $p onto the side of $N's head.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the side of $N's head.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the side of your head.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE)
{
if (!IS_HEAD(victim,LOST_NOSE))
{send_to_char("They don't need a nose.\n\r",ch); return;}
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_NOSE);
act("You press $p onto the front of $N's face.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the front of $N's face.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the front of your face.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND)
{
if (!IS_ARM_L(victim,LOST_ARM) && IS_ARM_L(victim,LOST_HAND))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_HAND);
else if (!IS_ARM_R(victim,LOST_ARM) && IS_ARM_R(victim,LOST_HAND))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_HAND);
else
{
send_to_char("They don't need a hand.\n\r",ch);
return;
}
act("You press $p onto the stump of $N's wrist.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's wrist.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your wrist.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT)
{
if (!IS_LEG_L(victim,LOST_LEG) && IS_LEG_L(victim,LOST_FOOT))
REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_FOOT);
else if (!IS_LEG_R(victim,LOST_LEG) && IS_LEG_R(victim,LOST_FOOT))
REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_FOOT);
else
{
send_to_char("They don't need a foot.\n\r",ch);
return;
}
act("You press $p onto the stump of $N's ankle.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's ankle.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your ankle.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_THUMB))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_THUMB);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_THUMB))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_THUMB);
else
{
send_to_char("They don't need a thumb.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_I))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_I);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_I))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_I);
else
{
send_to_char("They don't need an index finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_M))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_M);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_M))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_M);
else
{
send_to_char("They don't need a middle finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_R))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_R);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_R))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_R);
else
{
send_to_char("They don't need a ring finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_L))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_L);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_L))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_L);
else
{
send_to_char("They don't need a little finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (teeth > 0)
{
if (IS_HEAD(victim,LOST_TOOTH_1 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
if (IS_HEAD(victim,LOST_TOOTH_2 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
if (IS_HEAD(victim,LOST_TOOTH_4 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
if (IS_HEAD(victim,LOST_TOOTH_8 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
if (IS_HEAD(victim,LOST_TOOTH_16))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16) {teeth -= 16;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
if (teeth >= 8 ) {teeth -= 8;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
if (teeth >= 4 ) {teeth -= 4;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
if (teeth >= 2 ) {teeth -= 2;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
if (teeth >= 1 ) {teeth -= 1;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
act("You press $p into $N's mouth.",ch,obj,victim,TO_CHAR);
act("$n presses $p into $N's mouth.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p into your mouth.",ch,obj,victim,TO_VICT);
extract_obj(obj);
}
else
{
act("There is nowhere to stick $p on $N.",ch,obj,victim,TO_CHAR);
return;
}
return;
}
void spell_clot( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (IS_BLEEDING(victim,BLEEDING_HEAD))
{
act("$n's head stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("Your head stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD);
}
else if (IS_BLEEDING(victim,BLEEDING_THROAT))
{
act("$n's throat stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("Your throat stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if (IS_BLEEDING(victim,BLEEDING_ARM_L))
{
act("The stump of $n's left arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
}
else if (IS_BLEEDING(victim,BLEEDING_ARM_R))
{
act("The stump of $n's right arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
}
else if (IS_BLEEDING(victim,BLEEDING_LEG_L))
{
act("The stump of $n's left leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
}
else if (IS_BLEEDING(victim,BLEEDING_LEG_R))
{
act("The stump of $n's right leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
}
else if (IS_BLEEDING(victim,BLEEDING_HAND_L))
{
act("The stump of $n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (IS_BLEEDING(victim,BLEEDING_HAND_R))
{
act("The stump of $n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
{
act("The stump of $n's left ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
{
act("The stump of $n's right ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else send_to_char("They have no wounds to clot.\n\r",ch);
return;
}
void spell_mend( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int ribs = 0;
if (IS_BODY(victim,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(victim,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(victim,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(victim,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(victim,BROKEN_RIBS_16)) ribs += 16;
if (ribs > 0)
{
if (IS_BODY(victim,BROKEN_RIBS_1 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(victim,BROKEN_RIBS_2 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(victim,BROKEN_RIBS_4 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(victim,BROKEN_RIBS_8 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(victim,BROKEN_RIBS_16))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
act("One of $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
{
act("$n's nose snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(victim,BROKEN_JAW))
{
act("$n's jaw snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(victim,BROKEN_SKULL))
{
act("$n's skull knits itself back together.",victim,NULL,NULL,TO_ROOM);
act("Your skull knits itself back together.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(victim,BROKEN_SPINE))
{
act("$n's spine knits itself back together.",victim,NULL,NULL,TO_ROOM);
act("Your spine knits itself back together.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(victim,BROKEN_NECK))
{
act("$n's neck snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
{
act("$n's left arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
{
act("$n's right arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
{
act("$n's left leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
{
act("$n's right leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_THUMB))
{
act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_I))
{
act("$n's left index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_M))
{
act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_R))
{
act("$n's left ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_L))
{
act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_THUMB))
{
act("$n's right thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_I))
{
act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_M))
{
act("$n's right middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_R))
{
act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_L))
{
act("$n's right little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_BODY(victim,CUT_THROAT))
{
if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT))
{
send_to_char( "But their throat is still bleeding!\n\r", ch );
return;
}
act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT);
}
else send_to_char("They have no bones to mend.\n\r",ch);
return;
}
void spell_minor_creation( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char itemkind[10];
int itemtype;
if (ch->carry_weight >= can_carry_w( ch ) )
{
send_to_char("The spell fizzles.\n\r", ch);
return;
}
target_name = one_argument( target_name, arg );
if (!str_cmp(arg,"potion")) {itemtype = ITEM_POTION;sprintf(itemkind,"potion");}
else if (!str_cmp(arg,"scroll")) {itemtype = ITEM_SCROLL;sprintf(itemkind,"scroll");}
else if (!str_cmp(arg,"wand" )) {itemtype = ITEM_WAND;sprintf(itemkind,"wand");}
else if (!str_cmp(arg,"staff" )) {itemtype = ITEM_STAFF;sprintf(itemkind,"staff");}
else if (!str_cmp(arg,"pill" )) {itemtype = ITEM_PILL;sprintf(itemkind,"pill");}
else
{
send_to_char( "Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n\r", ch );
return;
}
obj = create_object( get_obj_index( OBJ_VNUM_PROTOPLASM ), 0 );
obj->item_type = itemtype;
sprintf(buf,"%s %s",ch->name,itemkind);
free_string(obj->name);
obj->name=str_dup(buf);
sprintf(buf,"%s's %s",ch->name, itemkind);
free_string(obj->short_descr);
obj->short_descr=str_dup(buf);
sprintf(buf,"%s's %s lies here.",ch->name,itemkind);
free_string(obj->description);
obj->description=str_dup(buf);
obj->weight = 10;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker=str_dup(ch->name);
obj_to_char( obj, ch );
act( "$p suddenly appears in your hands.", ch, obj, NULL, TO_CHAR );
act( "$p suddenly appears in $n's hands.", ch, obj, NULL, TO_ROOM );
return;
}
void spell_brew( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to brew, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "That is not a potion.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an empty potion bottle.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
free_string(obj->name);
sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
sprintf(buf,"A %s potion is lying here.",col);
obj->description=str_dup(buf);
act("You brew $p.",ch,obj,NULL,TO_CHAR);
act("$n brews $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_scribe( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to scribe, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SCROLL )
{
send_to_char( "That is not a scroll.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an empty scroll parchment.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
free_string(obj->name);
sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
sprintf(buf,"A %s scroll is lying here.",col);
obj->description=str_dup(buf);
act("You scribe $p.",ch,obj,NULL,TO_CHAR);
act("$n scribes $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_carve( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to carve, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_WAND )
{
send_to_char( "That is not a wand.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an unenchanted wand.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
return;
}
obj->value[1] = (obj->value[0] / 5) + 1;
obj->value[2] = (obj->value[0] / 5) + 1;
obj->value[3] = sn;
free_string(obj->name);
sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
sprintf(buf,"A %s wand is lying here.",col);
obj->description=str_dup(buf);
obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
act("You carve $p.",ch,obj,NULL,TO_CHAR);
act("$n carves $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_engrave( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to engrave, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_STAFF )
{
send_to_char( "That is not a staff.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an unenchanted staff.\n\r", ch );
return;
}
if (skill_table[sn].target == 1 )
{obj->value[0] = (ch->spl[1]+1)/4;sprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = (ch->spl[2]+1)/4;sprintf(col,"blue");}
else
{
send_to_char("You cannot engrave that spell type.\n\r", ch);
return;
}
obj->value[1] = (obj->value[0] / 10) + 1;
obj->value[2] = (obj->value[0] / 10) + 1;
obj->value[3] = sn;
free_string(obj->name);
sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
sprintf(buf,"A %s staff is lying here.",col);
obj->description=str_dup(buf);
obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
act("You engrave $p.",ch,obj,NULL,TO_CHAR);
act("$n engraves $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_bake( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to bake, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_PILL )
{
send_to_char( "That is not a pill.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an unused pill.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;sprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;sprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch );
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
free_string(obj->name);
sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
sprintf(buf,"A %s pill is lying here.",col);
obj->description=str_dup(buf);
act("You bake $p.",ch,obj,NULL,TO_CHAR);
act("$n bakes $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_mount( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) );
victim->level = level;
victim->armor = 0 - (2*level);
victim->hitroll = level;
victim->damroll = level;
victim->hit = 100*level;
victim->max_hit = 100*level;
SET_BIT(victim->affected_by,AFF_FLYING);
SET_BIT(victim->act, ACT_NOEXP);
if (IS_GOOD(ch))
{
free_string(victim->name);
victim->name = str_dup("mount white horse pegasus");
sprintf(buf,"%s's white pegasus",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A beautiful white pegasus stands here.\n\r");
}
else if (IS_NEUTRAL(ch))
{
free_string(victim->name);
victim->name = str_dup("mount griffin");
sprintf(buf,"%s's griffin",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A vicious looking griffin stands here.\n\r");
}
else
{
free_string(victim->name);
victim->name = str_dup("mount black horse nightmare");
sprintf(buf,"%s's black nightmare",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A large black demonic horse stands here.\n\r");
}
char_to_room( victim, ch->in_room );
act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
return;
}
void spell_scan( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->condition < 100 && can_see_obj( ch, obj ) )
{
found = TRUE;
act("$p needs repairing.",ch,obj,NULL,TO_CHAR);
}
}
if ( !found )
{
send_to_char( "None of your equipment needs repairing.\n\r", ch );
return;
}
return;
}
void spell_repair( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->condition < 100 && can_see_obj( ch, obj ) )
{
found = TRUE;
obj->condition = 100;
act("$p magically repairs itself.",ch,obj,NULL,TO_CHAR);
act("$p magically repairs itself.",ch,obj,NULL,TO_ROOM);
}
}
if ( !found )
{
send_to_char( "None of your equipment needs repairing.\n\r", ch );
return;
}
return;
}
void spell_spellproof( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->chobj != NULL )
{
send_to_char("Your spell has no affect.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_SPELLPROOF) )
{
send_to_char( "That item is already resistance to spells.\n\r", ch );
return;
}
SET_BIT(obj->quest, QUEST_SPELLPROOF);
act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_preserve( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
{
send_to_char("You cannot preserve quest items.\n\r", ch);
return;
}
if ( obj->timer < 1 )
{
send_to_char( "That item doesn't require preserving.\n\r", ch );
return;
}
if ( obj->chobj != NULL )
{
send_to_char( "You cannot preserve that.\n\r", ch );
return;
}
obj->timer = -1;
act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_chaos_blast( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD)) return;
dam = dice( level, 150 );
if ( saves_spell( level, victim ) ) dam *= 0.5;
if (IS_AFFECTED(ch, AFF_SANCTUARY) ) dam *= 0.5;
if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD)) dam *= 0.75;
if (!IS_NPC(ch)) dam *= 0.5;
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
if (dam==0) return;
damage( ch, victim, dam, sn );
return;
}
void spell_resistance( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->chobj != NULL )
{
send_to_char("Your spell has no affect.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
{
send_to_char( "Not on artifacts.\n\r", ch );
return;
}
if ( obj->resistance <= 10 )
{
send_to_char( "You cannot make that item any more resistant.\n\r", ch );
return;
}
obj->resistance = 10;
act("$p sparkles for a moment.",ch,obj,NULL,TO_CHAR);
act("$p sparkles for a moment.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_spiritkiss( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 2*level;
af.location = APPLY_HITROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char( victim, &af );
af.type = sn;
af.duration = 2*level;
af.location = APPLY_DAMROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char( victim, &af );
act( "$n is filled with spiritual power.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are blessed by the spirits.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}