/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA *ch, int sn ) );
/*
* Lookup a skill by name.
* Name must be all lower case.
*/
int skill_lookup( const char *name )
{
int sn;
int length;
length = strlen( name );
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( !strncmp( skill_table[sn].name, name, length ) )
return sn;
}
return -1;
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup( int slot )
{
extern bool abort_bad_vnum;
int sn;
if ( slot <= 0 )
return -1;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( slot == skill_table[sn].slot )
return sn;
}
if ( abort_bad_vnum )
{
bug( "Slot_lookup: bad slot %d.", slot );
abort( );
}
return -1;
}
/*
* Utter mystical words for an sn.
*/
void say_spell( CHAR_DATA *ch, int sn )
{
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
CHAR_DATA *rch;
int length;
int iName;
int iSyl;
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", "A" }, { "b", "B" }, { "c", "Q" }, { "d", "E" },
{ "e", "Z" }, { "f", "Y" }, { "g", "O" }, { "h", "P" },
{ "i", "U" }, { "j", "Y" }, { "k", "T" }, { "l", "R" },
{ "m", "W" }, { "n", "I" }, { "o", "A" }, { "p", "S" },
{ "q", "D" }, { "r", "F" }, { "s", "G" }, { "t", "H" },
{ "u", "J" }, { "v", "Z" }, { "w", "X" }, { "x", "N" },
{ "y", "L" }, { "z", "K" },
{ "", "" }
};
buf[0] = '\0';
for ( iName = 0; skill_table[sn].name[iName] != '\0'; iName += length )
{
for ( iSyl = 0; ( length = strlen(syl_table[iSyl].old) ) != 0; iSyl++ )
{
if ( !strncmp( syl_table[iSyl].old, &skill_table[sn].name[iName],
length ) )
{
strcat( buf, syl_table[iSyl].new );
iName += length;
break;
}
}
if ( length == 0 )
iName++;
}
sprintf( buf2, "$n utters the words, '%s'.", buf );
sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name );
for ( rch = room_index[ch->in_room].people; rch; rch = rch->next_in_room )
{
if ( rch != ch )
act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT );
}
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell( CHAR_DATA *ch, CHAR_DATA *victim )
{
int save;
save = 50 + ( victim->level - ch->level - victim->saving_throw ) * 5;
save = MAX( 5, MIN( 95, save ) );
return save > number_percent( );
}
/*
* 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;
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[ch->class] ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
mana = IS_NPC(ch) ? 0 : MAX(
skill_table[sn].min_mana,
100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );
/*
* 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:
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_NPC(victim)
|| ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) )
{
send_to_char( "You can't do that.\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;
}
}
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;
}
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;
}
vo = (void *) obj;
break;
}
if ( ch->level < MAX_LEVEL-3 && 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;
}
else
{
ch->mana -= mana;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
}
if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->master != ch )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = room_index[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 ( sn >= MAX_SKILL || skill_table[sn].spell_fun == NULL )
{
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 || !IS_NPC(victim) )
{
send_to_char( "You can't do that.\n\r", ch );
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->master != ch )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = room_index[ch->in_room].people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Spell functions.
*/
void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 6 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
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 );
send_to_char( "You feel someone protecting you.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( victim->position == POS_FIGHTING || 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 );
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;
if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( ch, 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 );
af.location = APPLY_AC;
af.modifier = 40;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 14, 17, 20, 23, 26, 29,
29, 29, 30, 30, 31, 31, 32, 32, 33, 33,
34, 34, 35, 35, 36, 36, 37, 37, 38, 38,
39, 39, 40, 40, 41, 41, 42, 42, 43, 43,
44, 44, 45, 45, 46, 46, 47, 47, 48, 48
};
int dam;
level = MIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = MAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if ( !IS_OUTSIDE(ch) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return;
}
if ( weather_info.sky < SKY_RAINING )
{
send_to_char( "You need bad weather.\n\r", ch );
return;
}
dam = dice(level/2, 8);
send_to_char( "God's lightning strikes your foes!\n\r", ch );
act( "$n calls God's lightning to strike $s foes!",
ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NOWHERE )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
damage( ch, vch, saves_spell( ch, vch ) ? dam / 2 : dam, sn );
continue;
}
if ( room_index[vch->in_room].area == room_index[ch->in_room].area
&& IS_OUTSIDE(vch)
&& IS_AWAKE(vch) )
send_to_char( "Lightning flashes in the sky.\n\r", vch );
}
return;
}
void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn );
return;
}
void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn );
return;
}
void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn );
return;
}
void spell_change_sex( 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 = 10 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel different.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", 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_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| level < victim->level
|| saves_spell( ch, victim ) )
return;
if ( victim->master )
stop_follower( victim );
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 $n just so nice?", ch, NULL, victim, TO_VICT );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 7, 8, 9, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
24, 24, 24, 25, 25, 25, 26, 26, 26, 27
};
AFFECT_DATA af;
int dam;
level = MIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = MAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( !saves_spell( ch, victim ) )
{
af.type = sn;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage( ch, victim, dam, sn );
return;
}
void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79
};
int dam;
level = MIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = MAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *light;
light = create_object( real_object( OBJ_VNUM_LIGHT_BALL ), level );
obj_to_room( light, ch->in_room );
act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo )
{
if ( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if ( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else
send_to_char ("Do you want it to get better or worse?\n\r", ch );
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *mushroom;
mushroom = create_object( real_object( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = 5 + level;
obj_to_room( mushroom, ch->in_room );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *spring;
spring = create_object( real_object( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room( spring, ch->in_room );
act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", ch );
return;
}
water = MIN(
level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]
);
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "%s water", obj->name );
free_mem( obj->name );
obj->name = str_dup( buf );
}
act( "$p is filled.", ch, obj, NULL, TO_CHAR );
}
return;
}
void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
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_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level - 6;
victim->hit = MIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = MIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
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_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(2, 8) + level /2 ;
victim->hit = MIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( ch, 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( "Ok.\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( ch, 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;
int affected_by;
if ( victim->affected_by == 0
|| level < victim->level
|| saves_spell( ch, victim ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
for ( ;; )
{
affected_by = 1 << number_bits( 5 );
if ( IS_SET(victim->affected_by, affected_by) )
break;
}
REMOVE_BIT(victim->affected_by, affected_by);
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
dam = level + dice(2, 8);
send_to_char( "The earth trembles beneath your feet!\n\r", ch );
act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NOWHERE )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
damage( ch, vch, dam, sn );
continue;
}
if ( room_index[vch->in_room].area == room_index[ch->in_room].area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if ( obj->item_type != ITEM_WEAPON
|| IS_OBJ_STAT(obj, ITEM_MAGIC)
|| obj->affected != NULL )
return;
if ( affect_free == NULL )
{
paf = alloc_mem( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( affect_free == NULL )
{
paf = alloc_mem( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 10;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( IS_GOOD(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
}
else if ( IS_EVIL(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
act( "$p glows red.", ch, obj, NULL, TO_CHAR );
}
else
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
}
send_to_char( "Ok.\n\r", ch );
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;
if ( saves_spell( ch, victim ) )
return;
ch->alignment = MAX(-1000, ch->alignment - 200);
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
gain_exp( victim, 0 - 10 * number_range( level, 2 * level ) );
victim->mana /= 2;
victim->move /= 2;
dam = dice(1, level);
ch->hit += dam;
}
damage( ch, victim, dam, sn );
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[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 30, 35, 40, 45, 50, 55,
60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130
};
int dam;
level = MIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = MAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice(6, 8);
if ( saves_spell( ch, victim ) )
dam /= 2;
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 = room_index[ch->in_room].people; ich; ich = ich->next_in_room )
{
if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) )
continue;
if ( ich == ch || saves_spell( ch, ich ) )
continue;
affect_strip( ich, gsn_invis );
affect_strip( ich, gsn_mass_invis );
REMOVE_BIT( ich->affected_by, AFF_INVISIBLE );
REMOVE_BIT( ich->affected_by, AFF_SNEAK );
REMOVE_BIT( ich->affected_by, AFF_HIDE );
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
return;
}
void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FLYING) )
return;
af.type = sn;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\n\r", victim );
act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
char_to_room( create_mobile( real_mobile(MOB_VNUM_VAMPIRE) ),
ch->in_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 = MAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( ch, victim ) )
dam = MIN( 50, dam / 4 );
dam = MIN( 100, dam );
damage( ch, victim, dam, sn );
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = MIN( victim->hit + 100, victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
sprintf( buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r",
obj->name,
item_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight,
obj->cost,
obj->level
);
send_to_char( buf, ch );
switch ( obj->item_type )
{
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_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[2],
( obj->value[1] + obj->value[2] ) / 2 );
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 );
break;
}
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_AC;
af.modifier = -40;
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_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 25, 28,
31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
58, 58, 59, 60, 60, 61, 62, 62, 63, 64
};
int dam;
level = MIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = MAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
found = FALSE;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) )
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, "%s carried by %s.\n\r",
obj->short_descr, PERS(in_obj->carried_by, ch) );
}
else
{
sprintf( buf, "%s in %s.\n\r",
obj->short_descr, in_obj->in_room == NOWHERE
? "somewhere" : room_index[in_obj->in_room].name );
}
buf[0] = UPPER(buf[0]);
send_to_char( buf, ch );
}
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
};
int dam;
level = MIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = MAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
AFFECT_DATA af;
CHAR_DATA *gch;
for ( gch = room_index[ch->in_room].people; gch; 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.modifier = -40;
af.location = APPLY_AC;
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( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\n\r", victim );
return;
}
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( saves_spell( ch, victim ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
send_to_char( "You feel very sick.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PROTECT) )
return;
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT;
affect_to_char( victim, &af );
send_to_char( "You feel protected.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = MIN( victim->move + level, victim->max_move );
send_to_char( "You feel less tired.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( is_affected( victim, gsn_curse ) )
{
affect_strip( victim, gsn_curse );
send_to_char( "You feel better.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
}
return;
}
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 8 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura.\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo )
{
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( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level = MIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = MAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SLEEP)
|| level < victim->level
|| saves_spell( ch, victim ) )
return;
af.type = sn;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE(victim) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
victim->position = POS_SLEEPING;
}
return;
}
void spell_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;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\n\r", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NOWHERE
|| IS_SET(room_index[victim->in_room].room_flags, ROOM_SAFE)
|| IS_SET(room_index[victim->in_room].room_flags, ROOM_PRIVATE)
|| IS_SET(room_index[victim->in_room].room_flags, ROOM_SOLITARY)
|| IS_SET(room_index[victim->in_room].room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| victim->fighting != NULL
|| room_index[victim->in_room].area != room_index[ch->in_room].area
|| (IS_NPC(victim) && saves_spell( ch, victim ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "$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_VICT );
do_look( victim, "auto" );
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
extern int top_room;
int to_room;
if ( IS_SET(room_index[victim->in_room].room_flags, ROOM_NO_RECALL)
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( victim != ch
&& ( saves_spell( ch, victim ) || saves_spell( ch, victim ) ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
for ( ;; )
{
to_room = number_range( 0, top_room - 1 );
if ( !IS_SET(room_index[to_room].room_flags, ROOM_PRIVATE)
&& !IS_SET(room_index[to_room].room_flags, ROOM_SOLITARY) )
break;
}
act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, to_room );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
return;
}
void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER(buf1[0]);
for ( vch = room_index[ch->in_room].people; vch; vch = vch->next_in_room )
{
if ( !is_name( speaker, vch->name ) )
send_to_char( saves_spell( ch, vch ) ? buf2 : buf1, vch );
}
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( ch, 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;
}
/*
* NPC spells.
*/
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( ch, victim ) )
{
for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next )
{
int iWear;
obj_next = obj_lose->next_content;
if ( obj_lose->item_type != ITEM_ARMOR
|| obj_lose->value[0] == 0
|| number_bits( 2 ) != 0 )
continue;
act( "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR );
if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
victim->armor -= apply_ac( obj_lose, iWear );
obj_lose->value[0] -= 1;
obj_lose->cost = 0;
if ( iWear != WEAR_NONE )
victim->armor += apply_ac( obj_lose, iWear );
break;
}
}
hpch = MAX( 10, ch->hit );
dam = number_range( hpch/8+1, hpch/4 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( ch, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL;
obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_CONTAINER: msg = "$p ignites and burns!"; break;
case ITEM_POTION: msg = "$p bubbles and boils!"; break;
case ITEM_SCROLL: msg = "$p crackles and burns!"; break;
case ITEM_STAFF: msg = "$p smokes and chars!"; break;
case ITEM_WAND: msg = "$p sparks and sputters!"; break;
case ITEM_FOOD: msg = "$p blackens and crisps!"; break;
case ITEM_PILL: msg = "$p melts and drips!"; break;
}
act( msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
hpch = MAX( 10, ch->hit );
dam = number_range( hpch/8+1, hpch/4 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( ch, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL;
obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_CONTAINER:
case ITEM_DRINK_CON:
case ITEM_POTION: msg = "$p freezes and shatters!"; break;
}
act( msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
hpch = MAX( 10, ch->hit );
dam = number_range( hpch/8+1, hpch/4 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hpch;
for ( vch = room_index[ch->in_room].people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
{
hpch = MAX( 10, ch->hit );
dam = number_range( hpch/10 + 1, hpch/6 );
if ( saves_spell( ch, vch ) )
dam /= 2;
damage( ch, vch, dam, sn );
}
}
return;
}
void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
hpch = MAX( 10, ch->hit );
dam = number_range( hpch / 8 + 1, hpch / 4 );
if ( saves_spell( ch, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}