/***************************************************************************
* 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. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA * ch, int sn ) );
/*
* 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_DATA *rch;
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", "a"}, {"b", "b"}, {"c", "q"}, {"d", "e"},
{"e", "z"}, {"f", "y"}, {"g", "o"}, {"h", "p"},
{"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"},
{"m", "w"}, {"n", "i"}, {"o", "a"}, {"p", "s"},
{"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"},
{"u", "j"}, {"v", "z"}, {"w", "x"}, {"x", "n"},
{"y", "l"}, {"z", "k"},
{"", ""}
};
buf[0] = '\0';
for( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for( iSyl = 0; ( length = strlen( syl_table[iSyl].old ) ) != 0; iSyl++ )
{
if( !str_prefix( syl_table[iSyl].old, pName ) )
{
strcat( buf, syl_table[iSyl].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 );
for( rch = 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( int level, CHAR_DATA * victim )
{
int save;
save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
save = URANGE( 5, save, 95 );
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;
/*
* Only MOBprogrammed mobs not charmed can cast spells
* like PC's
*/
if( IS_NPC( ch ) && ( !ch->pIndexData->progtypes || IS_AFFECTED( ch, AFF_CHARM ) ) )
return;
target_name = one_argument( argument, arg1 );
one_argument( target_name, arg2 );
if( arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\r\n", 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.\r\n", ch );
return;
}
if( ch->position < skill_table[sn].minimum_position )
{
send_to_char( "You can't concentrate enough.\r\n", ch );
return;
}
mana = MANA_COST( ch, sn );
/*
* 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?\r\n", ch );
return;
}
}
else
{
if( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\r\n", ch );
return;
}
}
/* if ( !IS_NPC(ch) )
{
if ( !IS_NPC(victim) && ch != victim )
{
send_to_char( "You can't do that on a player.\r\n", ch );
return;
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own follower.\r\n",
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.\r\n", 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.\r\n", ch );
return;
}
vo = ( void * )ch;
break;
case TAR_OBJ_INV:
if( arg2[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\r\n", ch );
return;
}
if( ( obj = get_obj_carry( ch, arg2 ) ) == NULL )
{
send_to_char( "You are not carrying that.\r\n", ch );
return;
}
vo = ( void * )obj;
break;
}
if( !IS_NPC( ch ) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\r\n", 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.\r\n", 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 && victim != 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( 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 || !IS_NPC( victim ) )
{
send_to_char( "You can't do that.\r\n", 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.\r\n", 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 = 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( level, 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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( 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!\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return;
}
void spell_burning_hands( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short 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 = 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 );
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.\r\n", ch );
return;
}
if( weather_info.sky < SKY_RAINING )
{
send_to_char( "You need bad weather.\r\n", ch );
return;
}
dam = dice( level / 2, 8 );
send_to_char( "God's lightning strikes your foes!\r\n", 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 == NULL )
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( level, vch ) ? dam / 2 : dam, sn );
continue;
}
if( vch->in_room->area == ch->in_room->area && IS_OUTSIDE( vch ) && IS_AWAKE( vch ) )
send_to_char( "Lightning flashes in the sky.\r\n", 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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!\r\n", 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 );
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 $n just so nice?", ch, NULL, victim, TO_VICT );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return;
}
void spell_chill_touch( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
0,
0, 0, 6, 7, 8, 9, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
24, 24, 24, 25, 25, 25, 26, 26, 26, 27
};
AFFECT_DATA af;
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if( !saves_spell( level, victim ) )
{
af.type = sn;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage( ch, victim, dam, sn );
return;
}
void spell_colour_spray( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
73, 73, 74, 75, 76, 76, 77, 78, 79, 79
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_continual_light( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *light;
light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 );
obj_to_room( light, ch->in_room );
act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather( int sn, int level, CHAR_DATA * ch, void *vo )
{
if( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else
send_to_char( "Do you want it to get better or worse?\r\n", ch );
send_to_char( "Ok.\r\n", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = 5 + level;
obj_to_room( mushroom, ch->in_room );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
void spell_create_spring( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *spring;
spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room( spring, ch->in_room );
act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
int water;
if( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\r\n", ch );
return;
}
if( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\r\n", ch );
return;
}
water = UMIN( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ), obj->value[0] - obj->value[1] );
if( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if( !is_name( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "%s water", obj->name );
free_string( obj->name );
obj->name = str_dup( buf );
}
act( "$p is filled.", ch, obj, NULL, TO_CHAR );
}
return;
}
void spell_cure_blindness( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if( !is_affected( victim, gsn_blindness ) )
return;
affect_strip( victim, gsn_blindness );
send_to_char( "Your vision returns!\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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 = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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 = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", victim );
send_to_char( "Ok.\r\n", 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 = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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.\r\n", ch );
else
send_to_char( "It looks very delicious.\r\n", ch );
}
else
{
send_to_char( "It doesn't look poisoned.\r\n", ch );
}
return;
}
void spell_dispel_magic( int sn, int level, CHAR_DATA * ch, void *vo )
{
send_to_char( "Sorry but this spell has been disabled.\r\n", 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_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!\r\n", ch );
act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if( vch->in_room == NULL )
continue;
if( vch->in_room == ch->in_room )
{
if( vch != ch && ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) ) )
damage( ch, vch, level + dice( 2, 8 ), sn );
continue;
}
if( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\r\n", vch );
}
return;
}
void spell_enchant_weapon( int sn, int level, CHAR_DATA * ch, void *vo )
{
OBJ_DATA *obj = ( OBJ_DATA * ) vo;
AFFECT_DATA *paf;
if( obj->item_type != ITEM_WEAPON || IS_OBJ_STAT( obj, ITEM_MAGIC ) || obj->affected != NULL )
return;
if( affect_free == NULL )
{
paf = alloc_perm( sizeof( *paf ) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if( affect_free == NULL )
{
paf = alloc_perm( sizeof( *paf ) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = -1;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 10;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
obj->level = number_fuzzy( ch->level - 5 );
if( IS_GOOD( ch ) )
{
SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
act( "$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.\r\n", 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( level, victim ) )
return;
ch->alignment = UMAX( -1000, ch->alignment - 200 );
if( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
gain_exp( victim, 0 - number_range( level / 2, 3 * level / 2 ) );
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 short 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 = 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 );
return;
}
void spell_flamestrike( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = dice( 6, level );
if( saves_spell( level, 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.\r\n", 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.\r\n", ch );
for( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if( !IS_NPC( ich ) && IS_SET( ich->act, PLR_WIZINVIS ) )
continue;
if( ich == ch || saves_spell( level, ich ) )
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 );
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\r\n", ich );
}
return;
}
void spell_fly( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if( IS_AFFECTED( victim, AFF_FLYING ) )
return;
af.type = sn;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\r\n", victim );
act( "$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( get_mob_index( MOB_VNUM_VAMPIRE ) ), ch->in_room );
return;
}
/*
* Spell for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = number_range( 25, 100 );
if( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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_heal( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
victim->hit = UMIN( victim->hit + 100, victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return;
}
/*
* Spell for mega1.are from Glop/Erkenbrand.
*/
void spell_high_explosive( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
int dam;
dam = number_range( 30, 120 );
if( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
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.\r\nWeight is %d, value is %d, level is %d.\r\n",
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( ".\r\n", 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( ".\r\n", ch );
break;
case ITEM_WEAPON:
sprintf( buf, "Damage is %d to %d (average %d).\r\n",
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.\r\n", obj->value[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.\r\n", 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.\r\n", 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( "$n's eyes glow red.\r\n", ch, NULL, NULL, TO_ROOM );
af.type = sn;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "Your eyes glow red.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return;
}
void spell_invis( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if( IS_AFFECTED( victim, AFF_INVISIBLE ) )
return;
act( "$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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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 short 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 = 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 );
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.\r\n", obj->short_descr, PERS( in_obj->carried_by, ch ) );
}
else
{
sprintf( buf, "%s in %s.\r\n", 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( !found )
send_to_char( "Nothing like that in hell, earth, or heaven.\r\n", ch );
return;
}
void spell_magic_missile( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const short 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 = 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 );
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.\r\n", 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.\r\n", ch );
return;
}
void spell_null( int sn, int level, CHAR_DATA * ch, void *vo )
{
send_to_char( "That's not a spell!\r\n", 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( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\r\n", victim );
return;
}
void spell_poison( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if( saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = AFF_POISON;
affect_join( victim, &af );
send_to_char( "You feel very sick.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return;
}
void spell_protection( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if( IS_AFFECTED( victim, AFF_PROTECT ) )
return;
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT;
affect_to_char( victim, &af );
send_to_char( "You feel protected.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return;
}
void spell_refresh( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
victim->move = UMIN( victim->move + level, victim->max_move );
send_to_char( "You feel less tired.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
if( is_affected( victim, gsn_curse ) )
{
affect_strip( victim, gsn_curse );
send_to_char( "You feel better.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", ch );
}
return;
}
void spell_sanctuary( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if( IS_AFFECTED( victim, AFF_SANCTUARY ) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 8 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura.\r\n", 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( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\r\n", victim );
return;
}
void spell_shocking_grasp( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
static const int dam_each[] = {
0,
0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
level = UMAX( 0, level );
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_sleep( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
AFFECT_DATA af;
if( IS_AFFECTED( victim, AFF_SLEEP ) || level < victim->level || saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if( IS_AWAKE( victim ) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\r\n", victim );
act( "$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( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\r\n", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim;
if( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET( victim->in_room->room_flags, ROOM_SAFE )
|| IS_SET( victim->in_room->room_flags, ROOM_PRIVATE )
|| IS_SET( victim->in_room->room_flags, ROOM_SOLITARY )
|| IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL )
|| victim->level >= level + 3
|| victim->fighting != NULL
|| victim->in_room->area != ch->in_room->area || ( IS_NPC( victim ) && saves_spell( level, victim ) ) )
{
send_to_char( "You failed.\r\n", ch );
return;
}
act( "$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!", ch, NULL, victim, 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;
ROOM_INDEX_DATA *pRoomIndex;
if( victim->in_room == NULL
|| IS_SET( victim->in_room->room_flags, ROOM_NO_RECALL )
|| ( !IS_NPC( ch ) && victim->fighting != NULL )
|| ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
{
send_to_char( "You failed.\r\n", ch );
return;
}
for( ;; )
{
pRoomIndex = get_room_index( number_range( 0, 65535 ) );
if( pRoomIndex != NULL )
if( !IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE ) && !IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY ) )
break;
}
act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
return;
}
void spell_ventriloquate( int sn, int level, CHAR_DATA * ch, void *vo )
{
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'.\r\n", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\r\n", speaker, target_name );
buf1[0] = UPPER( buf1[0] );
for( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if( !is_name( speaker, vch->name ) )
send_to_char( saves_spell( level, vch ) ? 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( 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.\r\n", victim );
if( ch != victim )
send_to_char( "Ok.\r\n", 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( level, victim ) )
{
for( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next )
{
int iWear;
obj_next = obj_lose->next_content;
if( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
case ITEM_ARMOR:
if( obj_lose->value[0] > 0 )
{
act( "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR );
if( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
victim->armor -= apply_ac( obj_lose, iWear );
obj_lose->value[0] -= 1;
obj_lose->cost = 0;
if( iWear != WEAR_NONE )
victim->armor += apply_ac( obj_lose, iWear );
}
break;
case ITEM_CONTAINER:
act( "$p fumes and dissolves!", victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
break;
}
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_spell( level, 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( level, 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 = "$p melts and drips!";
break;
}
act( msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_frost_breath( int sn, int level, CHAR_DATA * ch, void *vo )
{
CHAR_DATA *victim = ( CHAR_DATA * ) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default:
continue;
case ITEM_CONTAINER:
case ITEM_DRINK_CON:
case ITEM_POTION:
msg = "$p freezes and shatters!";
break;
}
act( msg, victim, obj_lose, NULL, TO_CHAR );
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_spell( level, 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 = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
{
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_spell( level, 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 = UMAX( 10, ch->hit );
dam = number_range( hpch / 16 + 1, hpch / 8 );
if( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}