/* ************************************************************************
* file: magic.c , Implementation of spells. Part of DIKUMUD *
* Usage : The actual effect of magic. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
#include <stdio.h>
#include <assert.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "spells.h"
#include "handler.h"
#include "limits.h"
#include "db.h"
/* Extern structures */
extern struct room_data *world;
extern struct zone_data *zone_table;
extern struct obj_data *object_list;
extern struct char_data *character_list;
/* Extern procedures */
void damage(struct char_data *ch, struct char_data *victim,
int damage, int weapontype);
bool saves_spell(struct char_data *ch, sh_int spell);
void weight_change_object(struct obj_data *obj, int weight);
char *strdup(char *source);
int dice(int number, int size);
void check_killer(struct char_data *ch, struct char_data *victim);
bool nokill(struct char_data *ch, struct char_data *victim);
void lose_exp_by_flight(struct char_data *ch,struct char_data *was_fighting);
void do_look(struct char_data *ch, char *argument, int cmd);
/* Offensive Spells */
void spell_magic_missile(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 3,3,4,4,5, 6,6,6,6,6, 6,6,6,6,6, 6,6,6,6,6,
6,6,6,6,6, 6,6,6,6,6};
assert(victim && ch);
assert(level >= 1);
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_MAGIC_MISSILE);
}
void spell_chill_touch(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
int dam;
int dam_each[] =
{0, 0,0,8,7,9, 9,12,13,13,13, 13,13,13,13,13, 13,13,13,13,13,
13,13,13,13,13, 13,13,13,13,13};
assert(victim && ch);
assert(level >= 3);
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( !saves_spell(victim, SAVING_SPELL) )
{
af.type = SPELL_CHILL_TOUCH;
af.duration = 6;
af.modifier = -1;
af.location = APPLY_STR;
af.bitvector = 0;
affect_join(victim, &af, TRUE, FALSE);
} else {
dam >>= 1;
}
damage(ch, victim, dam, SPELL_CHILL_TOUCH);
}
void spell_burning_hands(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,19, 17,20,19,19,19, 19,19,19,19,19, 19,19,19,19,19,
19,19,19,19,19, 19,19,19,19,19};
assert(victim && ch);
assert(level >= 5);
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_BURNING_HANDS);
}
void spell_shocking_grasp(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,0, 0,41,33,29,27, 25,25,25,25,25, 25,25,25,25,25,
25,25,25,25,25, 25,25,25,25,25};
assert(victim && ch);
assert(level >= 7);
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_SHOCKING_GRASP);
}
void spell_lightning_bolt(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,0, 0,0,0,59,46, 39,35,38,36,36, 36,36,36,36,36,
36,36,36,36,36, 36,36,36,36,36};
assert(victim && ch);
assert(level >= 9);
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_LIGHTNING_BOLT);
}
void spell_colour_spray(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,0, 0,0,0,0,0, 79,60,57,51,47, 44,44,44,44,44,
44,44,44,44,44, 44,44,44,44,44};
assert(victim && ch);
assert(level >= 11);
dam = number(dam_each[level]-20, dam_each[level]+20);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_COLOUR_SPRAY);
}
/* Drain XP, MANA, HP - caster gains HP and MANA */
void spell_energy_drain(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam, xp, mana;
void set_title(struct char_data *ch);
void gain_exp(struct char_data *ch, int gain);
assert(victim && ch);
assert(level >= 13);
if ( !saves_spell(victim, SAVING_SPELL) ) {
GET_ALIGNMENT(ch) = MIN(-1000, GET_ALIGNMENT(ch)-200);
if (GET_LEVEL(victim) <= 2) {
damage(ch, victim, 100, SPELL_ENERGY_DRAIN); /* Kill the sucker */
} else {
if(!IS_SET(world[ch->in_room].room_flags,ARENA)) {
xp = number(level>>1,level)*1000;
gain_exp(victim, -xp);
}
dam = dice(1,10);
mana = GET_MANA(victim)>>1;
GET_MOVE(victim) >>= 1;
GET_MANA(victim) = mana;
GET_MANA(ch) += mana>>1;
GET_HIT(ch) += dam;
send_to_char("Your life energy is drained!\n\r", victim);
damage(ch, victim, dam, SPELL_ENERGY_DRAIN);
}
} else {
damage(ch, victim, 0, SPELL_ENERGY_DRAIN); /* Miss */
}
}
void spell_fireball(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
assert(victim && ch);
assert(level >= 15);
dam = MIN(150,number(40+level,70+level*5));
if (saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_FIREBALL);
}
void spell_earthquake(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
struct char_data *tmp_victim, *temp;
assert(ch);
assert(level >= 7);
dam = dice(1,8)+level;
send_to_char("The earth trembles beneath your feet!\n\r", ch);
act("$n makes the earth tremble and shiver\n\rYou fall, and hit yourself!",
FALSE, ch, 0, 0, TO_ROOM);
for(tmp_victim = character_list; tmp_victim; tmp_victim = temp)
{
temp = tmp_victim->next;
if((ch->in_room == tmp_victim->in_room) && (ch != tmp_victim) &&
!IS_TRUSTED(tmp_victim)) {
damage(ch, tmp_victim, dam, SPELL_EARTHQUAKE);
} else
if (world[ch->in_room].zone == world[tmp_victim->in_room].zone)
send_to_char("The earth trembles and shivers.", tmp_victim);
}
}
void spell_dispel_evil(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
assert(ch && victim);
assert(level >= 10);
if (IS_EVIL(ch)) {
act("You feel unwanted.",FALSE,ch,0,0,TO_CHAR);
return;
} else if (!IS_EVIL(victim)) {
act("But $N is not evil!", FALSE, ch, 0, victim, TO_CHAR);
return;
}
dam = dice(level,4);
if(saves_spell(victim, SAVING_SPELL))
dam >>= 1;
damage(ch, victim, dam, SPELL_DISPEL_EVIL);
}
void spell_call_lightning(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
assert(victim && ch);
assert(level >= 12);
dam = dice(MIN(level,15), 8);
if (OUTSIDE(ch) && (zone_table[world[ch->in_room].zone].conditions.precip_rate > 5)) {
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_CALL_LIGHTNING);
}
}
void spell_harm(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
assert(victim && ch);
assert(level >= 15);
/* dam = GET_HIT(victim) - dice(1,4); ***old version */
/* put in a check for to_hit.. */
if(to_hit_char(ch,victim)) {
dam = 5*level;
if(dam >= (GET_HIT(victim)-4))
dam = GET_HIT(victim)-number(1,4);
} else {
/* This should really be done through the messages...
but there's no entry for harm there... */
act("$n tries to touch $N, but misses!",TRUE,ch,0,victim,TO_NOTVICT);
act("$n tries to touch you, but misses!",TRUE,ch,0,victim,TO_VICT);
act("You try to touch $N, but miss!",TRUE,ch,0,victim,TO_CHAR);
return;
}
if (dam < 0)
dam = 0; /* Kill the suffering bastard */
else if ( saves_spell(victim, SAVING_SPELL) ) {
dam = MIN(50, dam/2);
}
damage(ch, victim, dam, SPELL_HARM);
}
/* spells2.c - Not directly offensive spells */
void spell_armor(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert(level >= 0);
if (!affected_by_spell(victim, SPELL_ARMOR)) {
af.type = SPELL_ARMOR;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char(victim, &af);
send_to_char("You feel someone protecting you.\n\r", victim);
}
}
void spell_teleport(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int to_room,low,high,i;
extern int top_of_world; /* ref to the top element of world */
void teleport_to(struct char_data *ch,int to_room);
if(!ch || !victim) {
log("Bad call to spell_teleport");
return;
}
if(world[ch->in_room].zone!=world[victim->in_room].zone) {
send_to_char("Teleports must be with nearby people.",ch);
return;
}
low=MAX(2,zone_table[world[ch->in_room].zone].real_bottom);
high=zone_table[world[ch->in_room].zone].real_top;
/* So people can't enter or leave arena by this spell */
if(IS_SET(world[victim->in_room].room_flags,ARENA)) {
do {
to_room = number(low, high);
} while(!can_enter_room(victim,to_room,FALSE) && --level &&
IS_SET(world[to_room].room_flags,ARENA) &&
IS_SET(world[to_room].room_flags,NO_TELEPORT));
} else {
do {
to_room = number(low, high);
} while(!can_enter_room(victim,to_room,FALSE) && --level &&
!IS_SET(world[to_room].room_flags,ARENA) &&
IS_SET(world[to_room].room_flags,NO_TELEPORT));
}
if(level)
teleport_to(victim,to_room);
else {
act("$n blurs for a moment, but remains here.",FALSE,victim,0,0,TO_ROOM);
send_to_char("You feel weird for a second, but it fades away.\n\r",victim);
}
}
void teleport_to(struct char_data *ch,int to_room)
{
act("$n slowly fades out of existence.", FALSE,ch,0,0,TO_ROOM);
char_from_room(ch);
char_to_room(ch, to_room,0);
act("$n slowly fades into existence.", FALSE,ch,0,0,TO_ROOM);
do_look(ch, "", 0);
if (IS_SET(world[to_room].room_flags, DEATH) && !IS_TRUSTED(ch)) {
death_cry(ch);
extract_char(ch);
}
}
void spell_bless(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(ch && (victim || obj));
assert(level >= 0);
if (obj) {
if ( (5*GET_LEVEL(ch) > GET_OBJ_WEIGHT(obj)) &&
(GET_POS(ch) != POSITION_FIGHTING) &&
!IS_OBJ_STAT(obj, ITEM_EVIL)) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_BLESS);
act("$p briefly glows.",FALSE,ch,obj,0,TO_CHAR);
}
} else {
if ((GET_POS(victim) != POSITION_FIGHTING) &&
(!affected_by_spell(victim, SPELL_BLESS))) {
send_to_char("You feel righteous.\n\r", victim);
af.type = SPELL_BLESS;
af.duration = 6;
af.modifier = 1;
af.location = APPLY_HITROLL;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = -1; /* Make better */
affect_to_char(victim, &af);
}
}
}
void spell_blindness(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(ch && victim);
assert(level >= 0);
if(nokill(ch,victim)==TRUE){ return; }
check_killer(ch,victim);
if (saves_spell(victim, SAVING_SPELL) ||
affected_by_spell(victim, SPELL_BLINDNESS))
return;
act("$n seems to be blinded!", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You have been blinded!\n\r", victim);
af.type = SPELL_BLINDNESS;
af.location = APPLY_HITROLL;
af.modifier = -4; /* Make hitroll worse */
af.duration = 1;
af.bitvector = AFF_BLIND;
affect_to_char(victim, &af);
af.location = APPLY_AC;
af.modifier = +40; /* Make AC Worse! */
affect_to_char(victim, &af);
}
void spell_clone(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(ch && (victim || obj));
assert(level >= 0);
send_to_char("Clone is not ready yet.", ch);
if (obj) {
} else {
/* clone_char(victim); */
}
}
void spell_control_weather(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
/* Control Weather is not possible here!!! */
/* Better/Worse can not be transferred */
}
void spell_create_food(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct obj_data *tmp_obj;
assert(ch);
assert(level >= 0);
if(!(tmp_obj=read_object(900,VIRTUAL))) {
send_to_char("Bug! Please report!",ch);
return;
}
tmp_obj->obj_flags.value[0] = 5+level;
obj_to_room(tmp_obj,ch->in_room);
act("$p suddenly appears.",TRUE,ch,tmp_obj,0,TO_ROOM);
act("$p suddenly appears.",TRUE,ch,tmp_obj,0,TO_CHAR);
}
void spell_create_water(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int water;
void name_to_drinkcon(struct obj_data *obj,int type);
void name_from_drinkcon(struct obj_data *obj);
assert(ch && obj);
if (GET_ITEM_TYPE(obj) == ITEM_DRINKCON) {
if ((obj->obj_flags.value[2] != LIQ_WATER)
&& (obj->obj_flags.value[1] != 0)) {
name_from_drinkcon(obj);
obj->obj_flags.value[2] = LIQ_SLIME;
name_to_drinkcon(obj, LIQ_SLIME);
} else {
water = 2*level * ((zone_table[world[ch->in_room].zone].conditions.precip_rate > 5) ? 2 : 1);
/* Calculate water it can contain, or water created */
water = MIN(obj->obj_flags.value[0]-obj->obj_flags.value[1], water);
if (water > 0) {
obj->obj_flags.value[2] = LIQ_WATER;
obj->obj_flags.value[1] += water;
weight_change_object(obj, water);
name_from_drinkcon(obj);
name_to_drinkcon(obj, LIQ_WATER);
act("$p is filled.", FALSE, ch,obj,0,TO_CHAR);
}
}
}
}
void spell_cure_blind(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(victim);
assert(level >= 0);
if (affected_by_spell(victim, SPELL_BLINDNESS)) {
affect_from_char(victim, SPELL_BLINDNESS);
send_to_char("Your vision returns!\n\r", victim);
}
}
void spell_cure_critic(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int healpoints;
assert(victim);
assert(level >= 0);
healpoints = dice(3,8)+3;
if ( (healpoints + GET_HIT(victim)) > hit_limit(victim) )
GET_HIT(victim) = hit_limit(victim);
else
GET_HIT(victim) += healpoints;
send_to_char("You feel better!\n\r", victim);
update_pos(victim);
}
void spell_cure_light(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int healpoints;
assert(ch && victim);
assert(level >= 0);
healpoints = dice(1,8);
if ( (healpoints+GET_HIT(victim)) > hit_limit(victim) )
GET_HIT(victim) = hit_limit(victim);
else
GET_HIT(victim) += healpoints;
update_pos( victim );
send_to_char("You feel better!\n\r", victim);
}
void spell_curse(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim || obj);
assert(level >= 0);
if(nokill(ch,victim)==TRUE){ return; }
if(victim)
check_killer(ch,victim);
if (obj) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_EVIL);
SET_BIT(obj->obj_flags.extra_flags, ITEM_NODROP);
/* LOWER ATTACK DICE BY -1 */
if(obj->obj_flags.type_flag == ITEM_WEAPON) {
if (obj->obj_flags.value[2] > 1) {
obj->obj_flags.value[2]--;
act("$p glows red.", FALSE, ch, obj, 0, TO_CHAR);
}
else {
send_to_char("Nothing happens.\n\r", ch);
}
}
} else {
if ( saves_spell(victim, SAVING_SPELL) ||
affected_by_spell(victim, SPELL_CURSE)) return;
af.type = SPELL_CURSE;
af.duration = 24*7; /* 7 Days */
af.modifier = -1;
af.location = APPLY_HITROLL;
af.bitvector = AFF_CURSE;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_PARA;
af.modifier = 1; /* Make worse */
affect_to_char(victim, &af);
act("$n briefly reveal a red aura!", FALSE, victim, 0, 0, TO_ROOM);
act("You feel very uncomfortable.",FALSE,victim,0,0,TO_CHAR);
}
}
void spell_detect_evil(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert(level >= 0);
if ( affected_by_spell(victim, SPELL_DETECT_EVIL) )
return;
af.type = SPELL_DETECT_EVIL;
af.duration = level*5;
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);
}
void spell_detect_invisibility(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert(level >= 0);
if ( affected_by_spell(victim, SPELL_DETECT_INVISIBLE) )
return;
af.type = SPELL_DETECT_INVISIBLE;
af.duration = level*5;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVISIBLE;
affect_to_char(victim, &af);
send_to_char("Your eyes tingle.\n\r", victim);
}
void spell_detect_magic(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert(level >= 0);
if ( affected_by_spell(victim, SPELL_DETECT_MAGIC) )
return;
af.type = SPELL_DETECT_MAGIC;
af.duration = level*5;
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);
}
void spell_detect_poison(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(ch && (victim || obj));
if (victim) {
if (victim == ch)
if (IS_AFFECTED(victim, AFF_POISON))
send_to_char("You can sense poison in your blood.\n\r", ch);
else
send_to_char("You feel healthy.\n\r", ch);
else
if (IS_AFFECTED(victim, AFF_POISON)) {
act("You sense that $E is poisoned.",FALSE,ch,0,victim,TO_CHAR);
} else {
act("You sense that $E is healthy.",FALSE,ch,0,victim,TO_CHAR);
}
} else { /* It's an object */
if ((obj->obj_flags.type_flag == ITEM_DRINKCON) ||
(obj->obj_flags.type_flag == ITEM_FOOD)) {
if (obj->obj_flags.value[3])
act("Poisonous fumes are revealed.",FALSE, ch, 0, 0, TO_CHAR);
else
send_to_char("It looks very delicious.\n\r", ch);
}
}
}
void spell_enchant_weapon(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int i;
assert(ch && obj);
assert(MAX_OBJ_AFFECT >= 2);
if ((GET_ITEM_TYPE(obj) == ITEM_WEAPON) &&
!IS_SET(obj->obj_flags.extra_flags, ITEM_MAGIC)) {
for (i=0; i < MAX_OBJ_AFFECT; i++)
if (obj->affected[i].location != APPLY_NONE)
return;
SET_BIT(obj->obj_flags.extra_flags, ITEM_MAGIC);
obj->affected[0].location = APPLY_HITROLL;
obj->affected[0].modifier = 1 + (level >= 18);
obj->affected[1].location = APPLY_DAMROLL;
obj->affected[1].modifier = 1 + (level >= 20);
if (IS_GOOD(ch)) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_ANTI_EVIL);
act("$p glows blue.",FALSE,ch,obj,0,TO_CHAR);
} else if (IS_EVIL(ch)) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_ANTI_GOOD);
act("$p glows red.",FALSE,ch,obj,0,TO_CHAR);
} else {
act("$p glows yellow.",FALSE,ch,obj,0,TO_CHAR);
}
}
}
void spell_heal(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(victim);
spell_cure_blind(level, ch, victim, obj);
GET_HIT(victim) += 100;
if (GET_HIT(victim) >= hit_limit(victim))
GET_HIT(victim) = hit_limit(victim)-dice(1,4);
update_pos( victim );
send_to_char("A warm feeling fills your body.\n\r", victim);
}
void spell_invisibility(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert((ch && obj) || victim);
if (obj) {
if ( !IS_SET(obj->obj_flags.extra_flags, ITEM_INVISIBLE) ) {
act("$p turns invisible.",FALSE,ch,obj,0,TO_CHAR);
act("$p turns invisible.",TRUE,ch,obj,0,TO_ROOM);
SET_BIT(obj->obj_flags.extra_flags, ITEM_INVISIBLE);
}
} else { /* Then it is a PC | NPC */
if (!affected_by_spell(victim, SPELL_INVISIBLE)) {
act("$n slowly fade out of existence.", TRUE, victim,0,0,TO_ROOM);
send_to_char("You vanish.\n\r", victim);
af.type = SPELL_INVISIBLE;
af.duration = 24;
af.modifier = -40;
af.location = APPLY_AC;
af.bitvector = AFF_INVISIBLE;
affect_to_char(victim, &af);
}
}
}
void spell_locate_object(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct obj_data *i;
char name[256];
char buf[MAX_STRING_LENGTH];
int j;
assert(ch);
strcpy(name, fname(obj->name));
j=level>>1;
for (i = object_list; i && (j>0); i = i->next)
if (isname(name, i->name)) {
if((!IS_TRUSTED(ch) && number(0,100)<level*4) ||
!CAN_SEE_OBJ(ch,i))
;
else {
if(i->carried_by) {
sprintf(buf,"%s carried by %s.\n\r",
i->short_description,PERS(i->carried_by,ch));
send_to_char(buf,ch);
} else if (i->in_obj) {
sprintf(buf,"%s in %s.\n\r",
i->short_description,
i->in_obj->short_description);
send_to_char(buf,ch);
} else if(i->equipped_by) {
sprintf(buf,"%s equipped by %s.\n\r",
i->short_description,PERS(i->equipped_by,ch));
send_to_char(buf,ch);
} else {
sprintf(buf,"%s in %s.\n\r",
i->short_description,
(i->in_room == NOWHERE ?
"Uncertain." :
world[i->in_room].name));
send_to_char(buf,ch);
}
if(!IS_TRUSTED(ch))
j--;
}
}
if(j==0)
send_to_char("You are very confused.\n\r",ch);
if(j==level>>1)
send_to_char("No such object.\n\r",ch);
}
void spell_poison(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim || obj);
if (victim) {
if(nokill(ch,victim)==TRUE){ return; }
check_killer(ch,victim);
if(!saves_spell(victim, SAVING_PARA))
{
af.type = SPELL_POISON;
af.duration = level*2;
af.modifier = -2;
af.location = APPLY_STR;
af.bitvector = AFF_POISON;
affect_join(victim, &af, FALSE, FALSE);
send_to_char("You feel very sick.\n\r", victim);
}
} else { /* Object poison */
if ((obj->obj_flags.type_flag == ITEM_DRINKCON) ||
(obj->obj_flags.type_flag == ITEM_FOOD)) {
obj->obj_flags.value[3] = 1;
}
}
}
void spell_protection_from_evil(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
if (!affected_by_spell(victim, SPELL_PROTECT_FROM_EVIL) ) {
af.type = SPELL_PROTECT_FROM_EVIL;
af.duration = 24;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_PROTECT_EVIL;
affect_to_char(victim, &af);
send_to_char("You have a righteous feeling!\n\r", victim);
}
}
void spell_remove_curse(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(ch && (victim || obj));
if (obj) {
if ( IS_SET(obj->obj_flags.extra_flags, ITEM_EVIL) ||
IS_SET(obj->obj_flags.extra_flags, ITEM_NODROP)) {
act("$p briefly glows blue.", TRUE, ch, obj, 0, TO_CHAR);
REMOVE_BIT(obj->obj_flags.extra_flags, ITEM_EVIL);
REMOVE_BIT(obj->obj_flags.extra_flags, ITEM_NODROP);
}
} else { /* Then it is a PC | NPC */
if (affected_by_spell(victim, SPELL_CURSE) ) {
act("$n briefly glows red, then blue.",FALSE,victim,0,0,TO_ROOM);
act("You feel better.",FALSE,victim,0,0,TO_CHAR);
affect_from_char(victim, SPELL_CURSE);
}
}
}
void spell_remove_poison(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(ch && (victim || obj));
if (victim) {
if(affected_by_spell(victim,SPELL_POISON)) {
affect_from_char(victim,SPELL_POISON);
act("A warm feeling runs through your body.",FALSE,victim,0,0,TO_CHAR);
act("$N looks better.",FALSE,ch,0,victim,TO_ROOM);
}
} else {
if ((obj->obj_flags.type_flag == ITEM_DRINKCON) ||
(obj->obj_flags.type_flag == ITEM_FOOD)) {
obj->obj_flags.value[3] = 0;
act("The $p steams briefly.",FALSE,ch,obj,0,TO_CHAR);
}
}
}
void spell_sanctuary(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
if (!affected_by_spell(victim, SPELL_SANCTUARY) &&
!(victim->specials.affected_by & AFF_SANCTUARY) ) {
act("$n is surrounded by a white aura.",TRUE,victim,0,0,TO_ROOM);
act("You start glowing.",TRUE,victim,0,0,TO_CHAR);
af.type = SPELL_SANCTUARY;
af.duration = (!IS_TRUSTED(ch)) ? 3 : level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SANCTUARY;
affect_to_char(victim, &af);
}
}
void spell_sleep(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
char buf[80];
assert(victim);
/* You can't sleep someone higher level than you except in the arena*/
if ((GET_LEVEL(ch)<GET_LEVEL(victim))&&
!IS_SET(world[ch->in_room].room_flags,ARENA)){
sprintf(buf,"%s laughs in your face at your feeble attempt.\n\r",
GET_NAME(victim));
send_to_char(buf,ch);
sprintf(buf,"%s tries to sleep you, but fails horribly.\n\r",
GET_NAME(ch));
send_to_char(buf,ch);
return;
}
if ( !saves_spell(victim, SAVING_SPELL) )
{
af.type = SPELL_SLEEP;
af.duration = 4+level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SLEEP;
affect_join(victim, &af, FALSE, FALSE);
if (GET_POS(victim)>POSITION_SLEEPING)
{
act("You feel very sleepy... Zzzzzz",FALSE,victim,0,0,TO_CHAR);
act("$n go to sleep.",TRUE,victim,0,0,TO_ROOM);
GET_POS(victim)=POSITION_SLEEPING;
}
return;
}
}
void spell_strength(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
act("You feel stronger.", FALSE, victim,0,0,TO_CHAR);
af.type = SPELL_STRENGTH;
af.duration = level;
af.modifier = 1+(level>18);
af.location = APPLY_STR;
af.bitvector = 0;
affect_join(victim, &af, TRUE, FALSE);
}
void spell_ventriloquate(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
/* Not possible!! No argument! */
}
void spell_word_of_recall(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
extern int top_of_world;
int loc_nr,location;
bool found = FALSE;
assert(victim);
if (IS_NPC(victim))
return;
loc_nr = default_loc(GET_HOME(victim));
if (loc_nr==-1 || (location=real_room(loc_nr))==NOWHERE) {
send_to_char("You are lost!\n\r",ch);
log("RECALL: character's dest location not found.");
return;
}
if(IS_SET(world[ch->in_room].room_flags,ARENA)) {
act("$n is wrenched by a spell, but it fizzles out before completion.",
FALSE,ch,0,0,TO_ROOM);
act("You are tossed around by some force, which quickly dissipates.",
FALSE,ch,0,0,TO_CHAR);
return;
}
/* a location has been found. */
if(victim->specials.fighting) {
lose_exp_by_flight(victim,victim->specials.fighting);
stop_fighting(victim);
}
act("$n disappears.", TRUE, victim, 0, 0, TO_ROOM);
char_from_room(victim);
char_to_room(victim, location,0);
act("$n appears in the middle of the room.", TRUE, victim, 0, 0, TO_ROOM);
do_look(victim, "",15);
}
void spell_summon(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
sh_int target;
assert(ch && victim);
if (IS_SET(victim->specials.act, PLR_NOSUMMON) && level < LV_DEMIGOD) {
send_to_char("You failed.\n\r",ch);
return;
}
if ((IS_SET(world[victim->in_room].room_flags, SAFE) ||
IS_SET(world[victim->in_room].room_flags, ARENA))&&
!IS_TRUSTED(ch)){
send_to_char("That person is in a safe area!\n\r",ch);
return;
}
if(IS_NPC(victim)&& !IS_TRUSTED(ch) &&
IS_SET(world[ch->in_room].room_flags, SAFE)) {
send_to_char("You can't summon creatures to a safe area!\n\r",ch);
return;
}
if(!IS_TRUSTED(ch) && IS_NPC(victim) && IS_SET(victim->specials.act,ACT_AGGRESSIVE)) {
send_to_char("You feel a sudden surge of hatred and halt the spell.\n\r",ch);
return;
}
if(!IS_NPC(victim) && IS_SET(world[ch->in_room].room_flags,ARENA)) {
send_to_char("You can't bring in help in the arena.\n\r",ch);
return;
}
if(!can_enter_room(victim,ch->in_room,FALSE)) {
send_to_char("That person can't come here.\n\r",ch);
return;
}
if(IS_SET(world[ch->in_room].room_flags, ARENA)) {
send_to_char("The Arena Gods forbid outside help!\n\r",ch);
return;
}
if (GET_LEVEL(victim) > level+3 ||
(IS_TRUSTED(victim) && !IS_TRUSTED(ch))) {
send_to_char("You failed.\n\r",ch);
return;
}
if (IS_NPC(victim) && saves_spell(victim, SAVING_SPELL) ) {
send_to_char("You failed.\n\r", ch);
return;
}
act("$n disappears suddenly.",TRUE,victim,0,0,TO_ROOM);
target = ch->in_room;
char_from_room(victim);
char_to_room(victim,target,0);
act("$n arrives suddenly.",TRUE,victim,0,0,TO_ROOM);
act("$n has summoned you!",FALSE,ch,0,victim,TO_VICT);
do_look(victim,"",15);
if(!IS_NPC(victim))
SET_BIT(victim->specials.act,PLR_NOSUMMON);
}
void spell_charm_person(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
void add_follower(struct char_data *ch, struct char_data *leader);
bool circle_follow(struct char_data *ch, struct char_data *victim);
void stop_follower(struct char_data *ch);
assert(ch && victim);
if (!IS_NPC(victim) && (GET_LEVEL(ch) < LV_DEMIGOD)) {
send_to_char("Do to abuse, players can no longer be charmed.\n\r", ch);
return;
}
/* By testing for IS_AFFECTED we avoid ei. Mordenkainens sword to be */
/* abel to be "recharmed" with duration */
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 >= GET_LEVEL(victim))) {
if (circle_follow(victim, ch)) {
send_to_char("Sorry, following in circles can not be allowed.\n\r", ch);
return;
}
if (saves_spell(victim, SAVING_PARA))
return;
if(IS_NPC(victim) && IS_SET(victim->specials.act,ACT_BREAK_CHARM)) {
return;
}
if (victim->master)
stop_follower(victim);
add_follower(victim, ch);
af.type = SPELL_CHARM_PERSON;
if (GET_INT(victim))
af.duration = 24*18/GET_INT(victim);
else
af.duration = 24*18;
af.modifier = 0;
af.location = 0;
af.bitvector = AFF_CHARM;
affect_to_char(victim, &af);
act("Isn't $n just such a nice fellow?",FALSE,ch,0,victim,TO_VICT);
}
}
void spell_sense_life(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
if (!affected_by_spell(victim, SPELL_SENSE_LIFE)) {
send_to_char("Your feel your awareness improve.\n\r", ch);
af.type = SPELL_SENSE_LIFE;
af.duration = 5*level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SENSE_LIFE;
affect_to_char(victim, &af);
}
}
/* ***************************************************************************
* Not cast-able spells *
* ************************************************************************* */
void spell_identify(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
char buf[256], buf2[256];
int i;
bool found;
struct time_info_data age(struct char_data *ch);
/* Spell Names */
extern char *spells[];
/* For Objects */
extern char *item_types[];
extern char *extra_bits[];
extern char *apply_types[];
extern char *affected_bits[];
assert(ch && (obj || victim));
if (obj) {
send_to_char("You feel informed:\n\r", ch);
sprintf(buf, "Object '%s', Item type: ", obj->name);
sprinttype(GET_ITEM_TYPE(obj),item_types,buf2);
strcat(buf,buf2); strcat(buf,"\n\r");
send_to_char(buf, ch);
if (obj->obj_flags.bitvector) {
send_to_char("Item will give you following abilities: ", ch);
sprintbit(obj->obj_flags.bitvector,affected_bits,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
send_to_char("Item is: ", ch);
sprintbit(obj->obj_flags.extra_flags,extra_bits,buf);
strcat(buf,"\n\r");
send_to_char(buf,ch);
sprintf(buf,"Weight: %d, Value: %d\n\r",
obj->obj_flags.weight, obj->obj_flags.cost);
send_to_char(buf, ch);
switch (GET_ITEM_TYPE(obj)) {
case ITEM_SCROLL :
case ITEM_POTION :
sprintf(buf, "Level %d spells of:\n\r", obj->obj_flags.value[0]);
send_to_char(buf, ch);
if (obj->obj_flags.value[1] >= 1) {
sprinttype(obj->obj_flags.value[1]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
if (obj->obj_flags.value[2] >= 1) {
sprinttype(obj->obj_flags.value[2]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
if (obj->obj_flags.value[3] >= 1) {
sprinttype(obj->obj_flags.value[3]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
break;
case ITEM_WAND :
case ITEM_STAFF :
sprintf(buf, "Has %d charges, with %d charges left.\n\r",
obj->obj_flags.value[1],
obj->obj_flags.value[2]);
send_to_char(buf, ch);
sprintf(buf, "Level %d spell of:\n\r", obj->obj_flags.value[0]);
send_to_char(buf, ch);
if (obj->obj_flags.value[3] >= 1) {
sprinttype(obj->obj_flags.value[3]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
break;
case ITEM_WEAPON :
sprintf(buf, "Damage Dice is '%dD%d'\n\r",
obj->obj_flags.value[1],
obj->obj_flags.value[2]);
send_to_char(buf, ch);
break;
case ITEM_ARMOR :
sprintf(buf, "AC-apply is %d\n\r",
obj->obj_flags.value[0]);
send_to_char(buf, ch);
break;
}
found = FALSE;
for (i=0;i<MAX_OBJ_AFFECT;i++) {
if ((obj->affected[i].location != APPLY_NONE) &&
(obj->affected[i].modifier != 0)) {
if (!found) {
send_to_char("Can affect you as :\n\r", ch);
found = TRUE;
}
sprinttype(obj->affected[i].location,apply_types,buf2);
sprintf(buf," Affects : %s By %d\n\r", buf2,obj->affected[i].modifier);
send_to_char(buf, ch);
}
}
} else { /* victim */
if (!IS_NPC(victim)) {
sprintf(buf,"%d Years, %d Months, %d Days, %d Hours old.\n\r",
age(victim).year, age(victim).month,
age(victim).day, age(victim).hours);
send_to_char(buf,ch);
sprintf(buf,"Height %dcm Weight %dpounds \n\r",
GET_HEIGHT(victim), GET_WEIGHT(victim));
send_to_char(buf,ch);
/*
sprintf(buf,"Str %d/%d, Int %d, Wis %d, Dex %d, Con %d\n\r",
GET_STR(victim), GET_ADD(victim),
GET_INT(victim),
GET_WIS(victim),
GET_DEX(victim),
GET_CON(victim) );
send_to_char(buf,ch);
*/
} else {
send_to_char("You learn nothing new.\n\r", ch);
}
}
}
/* ***************************************************************************
* NPC spells.. *
* ************************************************************************* */
void spell_fire_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
struct obj_data *burn;
assert(victim && ch);
assert(level >= 1);
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_FIRE_BREATH);
/* And now for the damage on inventory */
if(number(0,30)<GET_LEVEL(ch))
{
if (!saves_spell(victim, SAVING_BREATH) )
{
for(burn=victim->carrying ;
burn && (burn->obj_flags.type_flag!=ITEM_SCROLL) &&
(burn->obj_flags.type_flag!=ITEM_WAND) &&
(burn->obj_flags.type_flag!=ITEM_STAFF) &&
(burn->obj_flags.type_flag!=ITEM_NOTE) &&
(number(0,2)==0) ;
burn=burn->next_content);
if(burn)
{
act("$o burns",0,victim,burn,0,TO_CHAR);
extract_obj(burn);
}
}
}
}
void spell_frost_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
struct obj_data *frozen;
assert(victim && ch);
assert(level >= 1);
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_FROST_BREATH);
/* And now for the damage on inventory */
if(number(0,30)<GET_LEVEL(ch))
{
if (!saves_spell(victim, SAVING_BREATH) )
{
for(frozen=victim->carrying ;
frozen &&
(frozen->obj_flags.type_flag!=ITEM_DRINKCON) &&
(frozen->obj_flags.type_flag!=ITEM_FOOD) &&
(frozen->obj_flags.type_flag!=ITEM_POTION) &&
(number(0,2)==0) ;
frozen=frozen->next_content);
if(frozen)
{
act("$o breaks.",0,victim,frozen,0,TO_CHAR);
extract_obj(frozen);
}
}
}
}
void spell_acid_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
int damaged;
int apply_ac(struct char_data *ch, int eq_pos);
assert(victim && ch);
assert(level >= 1);
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_ACID_BREATH);
/* And now for the damage on equipment */
if(number(0,30)<GET_LEVEL(ch))
{
if (!saves_spell(victim, SAVING_BREATH) )
{
for(damaged = 0; damaged<MAX_WEAR &&
(victim->equipment[damaged]) &&
(victim->equipment[damaged]->obj_flags.type_flag!=ITEM_ARMOR) &&
(victim->equipment[damaged]->obj_flags.value[0]>0) &&
(number(0,2)==0) ; damaged++);
if(victim->equipment[damaged] && damaged<MAX_WEAR)
{
act("$o is damaged.",0,victim,victim->equipment[damaged],0,TO_CHAR);
GET_AC(victim)-=apply_ac(victim,damaged);
victim->equipment[damaged]->obj_flags.value[0]-=number(1,7);
GET_AC(victim)+=apply_ac(victim,damaged);
victim->equipment[damaged]->obj_flags.cost = 0;
}
}
}
}
void spell_gas_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
assert(victim && ch);
assert(level >= 1);
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_GAS_BREATH);
}
void spell_lightning_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
assert(victim && ch);
assert(level >= 1);
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_LIGHTNING_BREATH);
}
void spell_levitate(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert(level >= 0);
af.type = SPELL_LEVITATE;
af.duration = 2*GET_LEVEL(ch);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_LEVITATE;
if(GET_POS(victim)<POSITION_LEVITATED) {
act("You float up in the air!",FALSE,victim,0,0,TO_CHAR);
act("$n floats up in the air!",TRUE,victim,0,0,TO_ROOM);
GET_POS(victim)=POSITION_LEVITATED;
}
affect_join(victim, &af, FALSE, FALSE);
}
void spell_fly(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert(level >= 0);
af.type = SPELL_FLY;
af.duration = 2*GET_LEVEL(ch);
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_FLY;
if(GET_POS(victim)<POSITION_FLYING) {
act("You fly through the air, free as a bird!",
FALSE,victim,0,0,TO_CHAR);
act("$n flies through the air, free as a bird!",TRUE,
victim,0,0,TO_ROOM);
GET_POS(victim)=POSITION_FLYING;
}
affect_join(victim, &af, FALSE, FALSE);
}
/* A routine for ITEM_TELEPORT objects */
bool check_item_teleport(struct char_data *ch,char *arg,int cmd)
{
struct obj_data *obj=NULL;
struct char_data *dummy;
int bits;
bits=generic_find(arg,FIND_OBJ_INV|FIND_OBJ_EQUIP|FIND_OBJ_ROOM,ch,&dummy,&obj);
if(!obj)
return FALSE;
if(obj->obj_flags.type_flag!= ITEM_TELEPORT ||
obj->obj_flags.value[1]!=cmd)
return FALSE;
if(IS_SET(world[ch->in_room].room_flags,NO_MAGIC)) {
send_to_char("That doesn't seem to do anything!\n\r",ch);
return FALSE;
}
/* Ignore argument for now...eventually we could "throw dust Dbra"..*/
if(!obj->obj_flags.value[2] || (IS_SET(world[ch->in_room].room_flags,ARENA)!=IS_SET(world[real_room(obj->obj_flags.value[0])].room_flags,ARENA))) {
send_to_char("Nothing happens.\n\r\n\r",ch);
return;
}
act("$p in $n's hands suddenly glows brightly!",FALSE,ch,obj,0,TO_ROOM);
act("$p in your hands suddenly glows brightly!",FALSE,ch,obj,0,TO_CHAR);
teleport_to(ch,real_room(obj->obj_flags.value[0]));
if(obj->obj_flags.value[2]>0) {
if(!--obj->obj_flags.value[2]) {
act("$p in $n's hands shatters and the pieces disappear in smoke.",TRUE,ch,obj,0,TO_ROOM);
act("$p in your hands shatters and the pieces disappear in smoke.",TRUE,ch,obj,0,TO_CHAR);
extract_obj(obj);
}
}
}
void spell_quickness(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
act("You feel nimbler.", FALSE, victim,0,0,TO_CHAR);
af.type = SPELL_QUICKNESS;
af.duration = level;
af.modifier = 1;
af.location = APPLY_DEX;
af.bitvector = 0;
affect_join(victim, &af, TRUE, FALSE);
}