/***************************************************************************
* 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 <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "magic.h"
/* command procedures needed */
DECLARE_DO_FUN(do_look );
/*
* 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" },
{ "fresh", "ima" },
{ "re", "candus" },
{ "son", "sabru" },
{ "tect", "infra" },
{ "tri", "cula" },
{ "ven", "nofo" },
{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" },
{ "", "" }
};
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( syl_table[iSyl].old, pName ) )
{
strcat( buf, syl_table[iSyl].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;
if (IS_AFFECTED(victim,AFF_BERSERK))
save += victim->level/2;
save = URANGE( 5, save, 95 );
return number_percent( ) < save;
}
/* RT save for dispels */
bool saves_dispel( int dis_level, int spell_level, int duration)
{
int save;
if (duration == -1)
spell_level += 5;
/* very hard to dispel permanent effects */
save = 50 + (spell_level - dis_level) * 5;
save = URANGE( 5, save, 95 );
return number_percent( ) < save;
}
/* co-routine for dispel magic and cancellation */
bool check_dispel( int dis_level, CHAR_DATA *victim, int sn)
{
AFFECT_DATA *af;
if (is_affected(victim, sn))
{
for ( af = victim->affected; af != NULL; af = af->next )
{
if ( af->type == sn )
{
if (!saves_dispel(dis_level,af->level,af->duration))
{
affect_strip(victim,sn);
if ( skill_table[sn].msg_off )
{
send_to_char( skill_table[sn].msg_off, victim );
send_to_char( "\n\r", victim );
}
return TRUE;
}
else
af->level--;
}
}
}
return FALSE;
}
/* for finding mana costs -- temporary version */
int mana_cost (CHAR_DATA *ch, int min_mana, int level)
{
if (ch->level + 2 == level)
return 1000;
return UMAX(min_mana,(100/(2 + ch->level - level)));
}
/*
* 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 arg [MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
/*
* Charmed NPC's can't cast spells, but others can.
*/
if ( IS_NPC(ch) && IS_AFFECTED(ch, AFF_CHARM))
return;
target_name = one_argument( argument, arg );
one_argument( target_name, arg2 );
if ( arg[0] == '\0' )
{
send_to_char( "Cast which what where?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level[ch->Class] ) )
{
send_to_char( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
if (ch->level + 2 == skill_table[sn].skill_level[ch->Class])
mana = 50;
else
mana = UMAX(
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 ( ch == victim )
{
send_to_char( "You can't do that to yourself.\n\r", ch );
return;
}
*/
if ( !IS_NPC(ch) )
{
if (is_safe_spell(ch,victim,FALSE) && victim != ch)
{
send_to_char("Not on that target.\n\r",ch);
return;
}
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own follower.\n\r",
ch );
return;
}
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 ) )
{
if ( IS_NPC( ch ) )
{
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
else
{
send_to_char( "You cannot cast this spell on another.\n\r", ch );
return;
}
vo = (void *) victim;
}
else
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 ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
say_spell( ch, sn );
WAIT_STATE( ch, skill_table[sn].beats );
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] )
{
send_to_char( "You lost your concentration.\n\r", ch );
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
check_improve(ch,sn,TRUE,1);
}
if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
void do_mpsilentcast( CHAR_DATA *ch, char *argument )
{
char arg [MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
/* NPCs only */
if (!IS_NPC(ch))
return;
target_name = one_argument( argument, arg );
one_argument( target_name, arg2 );
if ( arg[0] == '\0' )
{
send_to_char( "Cast which what where?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level[ch->Class] ) )
{
send_to_char( "You don't know any spells of that name.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
if (ch->level + 2 == skill_table[sn].skill_level[ch->Class])
mana = 50;
else
mana = UMAX(
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 ( ch == victim )
{
send_to_char( "You can't do that to yourself.\n\r", ch );
return;
}
*/
if ( !IS_NPC(ch) )
{
if (is_safe_spell(ch,victim,FALSE) && victim != ch)
{
send_to_char("Not on that target.\n\r",ch);
return;
}
}
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own follower.\n\r",
ch );
return;
}
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;*/
if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
vo = (void *) victim;
}
else
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 ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
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 );
check_improve(ch,sn,FALSE,1);
ch->mana -= mana / 2;
}
else
{
ch->mana -= mana;
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
check_improve(ch,sn,TRUE,1);
}
if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& victim != ch
&& victim->master != ch)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Cast spells at targets using a magical object.
*/
void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
void *vo;
if ( sn <= 0 )
return;
if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Obj_cast_spell: bad sn %d.", sn );
return;
}
switch ( skill_table[sn].target )
{
default:
bug( "Obj_cast_spell: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
vo = NULL;
break;
case TAR_CHAR_OFFENSIVE:
if ( victim == NULL )
victim = ch->fighting;
if ( victim == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if (is_safe_spell(ch,victim,FALSE) && ch != victim)
{
send_to_char("Something isn't right...\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 != ch
&& victim->master != ch )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Spell functions.
*/
void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 10 );
if ( saves_spell( level, victim ) )
dam /= 2;
act("$n grins as acid erupts from $s hand.",ch,NULL,NULL,TO_ROOM);
damage( ch, victim, NULL, dam, sn,DAM_ACID );
return;
}
void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already armored.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
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 )
act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already blessed.\n\r",ch);
else
act("$N already has divine favor.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
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 )
act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( level, victim ) )
return;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1+level;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )
{
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 = 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;
act("Jets of flame erupt from $n's hands.",ch,NULL,NULL,TO_ROOM);
damage( ch, victim, NULL, dam, sn, DAM_FIRE );
return;
}
void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
if ( !IS_OUTSIDE(ch) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return;
}
if ( weather_info.sky < SKY_RAINING )
{
send_to_char( "You need bad weather.\n\r", ch );
return;
}
dam = dice(level/2, 8);
send_to_char( "The gods' lightning strikes your foes!\n\r", ch );
act( "$n calls the gods' 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, NULL, saves_spell( level,vch ) ? dam / 2 : dam, sn,
DAM_LIGHTNING );
continue;
}
if ( vch->in_room->area == ch->in_room->area
&& IS_OUTSIDE(vch)
&& IS_AWAKE(vch) )
send_to_char( "Lightning flashes in the sky.\n\r", vch );
}
return;
}
/* RT calm spell stops all fighting in the room */
void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
int mlevel = 0;
int count = 0;
int high_level = 0;
int chance;
AFFECT_DATA af;
/* get sum of all mobile levels in the room */
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (vch->position == POS_FIGHTING)
{
count++;
if (IS_NPC(vch))
mlevel += vch->level;
else
mlevel += vch->level/2;
high_level = UMAX(high_level,vch->level);
}
}
/* compute chance of stopping combat */
chance = 4 * level - high_level + 2 * count;
if (IS_IMMORTAL(ch)) /* always works */
mlevel = 0;
if (number_range(0, chance) >= mlevel) /* hard to stop large fights */
{
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (IS_NPC(vch) && (IS_SET(vch->imm_flags,IMM_MAGIC) ||
IS_SET(vch->act,ACT_UNDEAD)))
return;
if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK)
|| is_affected(vch,skill_lookup("frenzy")))
return;
send_to_char("A wave of calm passes over you.\n\r",vch);
if (vch->fighting || vch->position == POS_FIGHTING)
stop_fighting(vch,FALSE);
af.type = sn;
af.level = level;
af.duration = level/4;
af.location = APPLY_HITROLL;
if (!IS_NPC(vch))
af.modifier = -5;
else
af.modifier = -2;
af.bitvector = AFF_CALM;
affect_to_char(vch,&af);
af.location = APPLY_DAMROLL;
affect_to_char(vch,&af);
}
}
}
void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
level += 2;
if ((!IS_NPC(ch) && IS_NPC(victim) &&
!(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) ||
(IS_NPC(ch) && !IS_NPC(victim)) )
{
send_to_char("You failed, try dispel magic.\n\r",ch);
return;
}
/* unlike dispel magic, the victim gets NO save */
/* begin running through the spells */
if (check_dispel(level,victim,skill_lookup("armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel more like yourself again.\n\r",victim);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect magic")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("faerie fire")))
{
act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("fly")))
{
act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("frenzy")))
{
act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("giant strength")))
{
act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("haste")))
{
act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("infravision")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("mass invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("pass door")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("sanctuary")))
{
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("shield")))
{
act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("sleep")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("stone skin")))
{
act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("weaken")))
{
act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("web")))
{
act("The webs around $n disolve.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (found)
send_to_char("Ok.\n\r",ch);
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, NULL, dice(1, 8) + level / 3, sn, DAM_HARM );
return;
}
void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, NULL, dice(3, 8) + level - 6, sn, DAM_HARM );
return;
}
void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, NULL, dice(2, 8) + level / 2, sn, DAM_HARM );
return;
}
void spell_chain_lightning(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *tmp_vict,*last_vict,*next_vict;
bool found;
int dam;
/* first strike */
act("A lightning bolt leaps from $n's hand and arcs to $N.",
ch,NULL,victim,TO_ROOM);
act("A lightning bolt leaps from your hand and arcs to $N.",
ch,NULL,victim,TO_CHAR);
act("A lightning bolt leaps from $n's hand and hits you!",
ch,NULL,victim,TO_VICT);
dam = dice(level,6);
if (saves_spell(level,victim))
dam /= 3;
damage(ch,victim,NULL,dam,sn,DAM_LIGHTNING);
last_vict = victim;
level -= 4; /* decrement damage */
/* new targets */
while (level > 0)
{
found = FALSE;
for (tmp_vict = ch->in_room->people;
tmp_vict != NULL;
tmp_vict = next_vict)
{
next_vict = tmp_vict->next_in_room;
if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict)
{
found = TRUE;
last_vict = tmp_vict;
act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM);
act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR);
dam = dice(level,6);
if (saves_spell(level,tmp_vict))
dam /= 3;
damage(ch,tmp_vict,NULL,dam,sn,DAM_LIGHTNING);
level -= 4; /* decrement damage */
}
} /* end target searching loop */
if (!found) /* no target found, hit the caster */
{
if (ch == NULL)
return;
if (last_vict == ch) /* no double hits */
{
act("The bolt seems to have fizzled out.",ch,NULL,NULL,TO_ROOM);
act("The bolt grounds out through your body.",
ch,NULL,NULL,TO_CHAR);
return;
}
last_vict = ch;
act("The bolt arcs to $n...whoops!",ch,NULL,NULL,TO_ROOM);
send_to_char("You are struck by your own lightning!\n\r",ch);
dam = dice(level,6);
if (saves_spell(level,ch))
dam /= 3;
damage(ch,ch,NULL,dam,sn,DAM_LIGHTNING);
level -= 4; /* decrement damage */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ))
{
if (victim == ch)
send_to_char("You've already been changed.\n\r",ch);
else
act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR);
return;
}
if (saves_spell(level , victim))
return;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel different.\n\r", victim );
act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM);
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
|| IS_SET(victim->imm_flags,IMM_CHARM)
|| saves_spell( level, victim ) )
return;
if (IS_SET(victim->in_room->room_flags,ROOM_LAW))
{
send_to_char(
"The mayor does not allow charming in the city limits.\n\r",ch);
return;
}
if ( victim->master )
stop_follower( victim );
add_follower( victim, ch );
victim->leader = ch;
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
if ( ch != victim )
act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR);
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, 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 ) )
{
act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage( ch, victim, NULL, dam, sn, DAM_COLD );
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 = 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;
else
spell_blindness(skill_lookup("blindness"),level/2,ch,(void *) victim);
act("A rainbow shoots from $n's hand.",ch,NULL,NULL,TO_ROOM);
damage( ch, victim, NULL, dam, sn, DAM_LIGHT );
return;
}
void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *light;
light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 );
obj_to_room( light, ch->in_room );
act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo )
{
if ( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if ( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else
send_to_char ("Do you want it to get better or worse?\n\r", ch );
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = 5 + level;
obj_to_room( mushroom, ch->in_room );
act( "$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( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", ch );
return;
}
water = UMIN(
level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]
);
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name( "water", obj->name ) )
{
sprintf( buf, "%s water", obj->name );
free_string( obj->name );
obj->name = str_dup( buf );
}
act( "$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 ) )
{
if (victim == ch)
send_to_char("You aren't blind.\n\r",ch);
else
act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR);
return;
}
if (check_dispel(level,victim,gsn_blindness))
{
send_to_char( "Your vision returns!\n\r", victim );
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
if (victim != ch) gain_exp(ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level)/2 );
}
else
send_to_char("Spell failed.\n\r",ch);
}
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!\n\r", victim );
if ( ch != victim ) {
send_to_char( "Ok.\n\r", ch );
gain_exp(ch,(int) (1.25 * cast_xp_compute( ch, ch, ch->level, 1, UMIN(heal, victim->max_hit - victim->hit) ) ) );
}
return;
}
/* RT added to cure plague */
void spell_cure_disease( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_plague ) )
{
if (victim == ch)
send_to_char("You aren't ill.\n\r",ch);
else
act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR);
return;
}
if (check_dispel(level,victim,gsn_plague))
{
send_to_char("Your sores vanish.\n\r",victim);
act("$n looks relieves as $s sores vanish.",victim,NULL,NULL,TO_ROOM);
if ( ch != victim ) gain_exp(ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level)/2 );
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim ) {
send_to_char( "Ok.\n\r", ch );
gain_exp(ch,(int) (2.25 * cast_xp_compute( ch, ch, ch->level, 1, UMIN(heal, victim->max_hit - victim->hit) ) ));
}
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_poison ) )
{
if (victim == ch)
send_to_char("You aren't poisoned.\n\r",ch);
else
act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR);
return;
}
if (check_dispel(level,victim,gsn_poison))
{
send_to_char("A warm feeling runs through your body.\n\r",victim);
act("$n looks much better.",victim,NULL,NULL,TO_ROOM);
if ( ch != victim ) gain_exp(ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level)/2 );
}
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(2, 8) + level /2 ;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim ) {
send_to_char( "Ok.\n\r", ch );
gain_exp(ch,(int) (1.75 * cast_xp_compute( ch, ch, ch->level, 1, UMIN(heal, victim->max_hit - victim->hit) ) ));
}
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) )
return;
af.type = sn;
af.level = level;
af.duration = 2*level;
af.location = APPLY_HITROLL;
af.modifier = -1 * (level / 8);
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = level / 8;
affect_to_char( victim, &af );
send_to_char( "You feel unclean.\n\r", victim );
if ( ch != victim )
act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR);
return;
}
/* RT replacement demonfire spell */
void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && !IS_EVIL(ch) )
{
victim = ch;
send_to_char("The demons turn upon you!\n\r",ch);
}
ch->alignment = UMAX(-1000, ch->alignment - 50);
if (victim != ch)
{
act("$n calls forth the demons of Hell upon $N!",
ch,NULL,victim,TO_ROOM);
act("$n has assailed you with the demons of Hell!",
ch,NULL,victim,TO_VICT);
send_to_char("You conjure forth the demons of hell!\n\r",ch);
}
dam = dice( level, 10 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, NULL, dam, sn, DAM_NEGATIVE );
}
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) )
{
if (victim == ch)
send_to_char("You can already sense evil.\n\r",ch);
else
act("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
{
if (victim == ch)
send_to_char("You are already as alert as you can be. \n\r",ch);
else
act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
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) )
{
if (victim == ch)
send_to_char("You can already see invisible.\n\r",ch);
else
act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
{
if (victim == ch)
send_to_char("You can already sense magical auras.\n\r",ch);
else
act("$N can already detect magic.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
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 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( "The gods protect $N.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL(victim) )
{
act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
if (victim->hit > (ch->level * 4))
dam = dice( level, 4 );
else
dam = UMAX(victim->hit, dice(level,4));
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, NULL, dam, sn, DAM_HOLY );
return;
}
/* modified for enhanced use */
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
if (saves_spell(level, victim))
{
send_to_char( "You feel a brief tingling sensation.\n\r",victim);
send_to_char( "You failed.\n\r", ch);
return;
}
/* begin running through the spells */
if (check_dispel(level,victim,skill_lookup("armor")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("bless")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("blindness")))
{
found = TRUE;
act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("calm")))
{
found = TRUE;
act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("change sex")))
{
found = TRUE;
act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("charm person")))
{
found = TRUE;
act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("chill touch")))
{
found = TRUE;
act("$n looks warmer.",victim,NULL,NULL,TO_ROOM);
}
if (check_dispel(level,victim,skill_lookup("curse")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect evil")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect invis")))
found = TRUE;
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect hidden")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("detect magic")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("faerie fire")))
{
act("$n's outline fades.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("fly")))
{
act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("frenzy")))
{
act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);;
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("giant strength")))
{
act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("haste")))
{
act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("infravision")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("mass invis")))
{
act("$n fades into existance.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("pass door")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("protection")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("sanctuary")))
{
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (IS_AFFECTED(victim,AFF_SANCTUARY)
&& !saves_dispel(level, victim->level,-1)
&& !is_affected(victim,skill_lookup("sanctuary")))
{
REMOVE_BIT(victim->affected_by,AFF_SANCTUARY);
act("The white aura around $n's body vanishes.",
victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("shield")))
{
act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("sleep")))
found = TRUE;
if (check_dispel(level,victim,skill_lookup("stone skin")))
{
act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("weaken")))
{
act("$n looks stronger.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (check_dispel(level,victim,skill_lookup("web")))
{
act("The webs around $n disolve.",victim,NULL,NULL,TO_ROOM);
found = TRUE;
}
if (found)
send_to_char("Ok.\n\r",ch);
else
send_to_char("Spell failed.\n\r",ch);
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char( "The earth trembles beneath your feet!\n\r", ch );
act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && !is_safe_spell(ch,vch,TRUE))
{
if (IS_AFFECTED(vch,AFF_FLYING))
damage(ch,vch,NULL,0,sn,DAM_BASH);
else
damage( ch, vch, NULL, level + dice(2, 8), sn, DAM_BASH );
}
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int ac_bonus, added;
bool ac_found = FALSE;
if (obj->item_type != ITEM_ARMOR)
{
send_to_char("That isn't an armor.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* this means they have no bonus */
ac_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_AC )
{
ac_bonus = paf->modifier;
ac_found = TRUE;
fail += 5 * (ac_bonus * ac_bonus);
}
else /* things get a little harder */
fail += 20;
}
/* apply other modifiers */
fail -= level;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail -= 5;
fail = URANGE(5,fail,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR);
act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 2)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
paf->next = affect_free;
affect_free = paf;
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if (affect_free == NULL)
af_new = alloc_perm(sizeof(*af_new));
else
{
af_new = affect_free;
affect_free = affect_free->next;
}
af_new->next = obj->affected;
obj->affected = af_new;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (100 - level/5)) /* success! */
{
act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR);
act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags, ITEM_MAGIC);
added = -1;
}
else /* exceptional enchant */
{
act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags,ITEM_MAGIC);
SET_BIT(obj->extra_flags,ITEM_GLOW);
added = -2;
}
/* now add the enchantments */
if (obj->level < LEVEL_HERO)
obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
if (ac_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_AC)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
}
}
}
else /* add a new affect */
{
if (affect_free == NULL)
paf = alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
int result, fail;
int hit_bonus, dam_bonus, added;
bool hit_found = FALSE, dam_found = FALSE;
if (obj->item_type != ITEM_WEAPON)
{
send_to_char("That isn't a weapon.\n\r",ch);
return;
}
if (obj->wear_loc != -1)
{
send_to_char("The item must be carried to be enchanted.\n\r",ch);
return;
}
/* this means they have no bonus */
hit_bonus = 0;
dam_bonus = 0;
fail = 25; /* base 25% chance of failure */
/* find the bonuses */
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->location == APPLY_HITROLL )
{
hit_bonus = paf->modifier;
hit_found = TRUE;
fail += 2 * (hit_bonus * hit_bonus);
}
else if (paf->location == APPLY_DAMROLL )
{
dam_bonus = paf->modifier;
dam_found = TRUE;
fail += 2 * (dam_bonus * dam_bonus);
}
else /* things get a little harder */
fail += 25;
}
/* apply other modifiers */
fail -= 3 * level/2;
if (IS_OBJ_STAT(obj,ITEM_BLESS))
fail -= 15;
if (IS_OBJ_STAT(obj,ITEM_GLOW))
fail -= 5;
fail = URANGE(5,fail,95);
result = number_percent();
/* the moment of truth */
if (result < (fail / 5)) /* item destroyed */
{
act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR);
act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return;
}
if (result < (fail / 2)) /* item disenchanted */
{
AFFECT_DATA *paf_next;
act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR);
act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM);
obj->enchanted = TRUE;
/* remove all affects */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
paf->next = affect_free;
affect_free = paf;
}
obj->affected = NULL;
/* clear all flags */
obj->extra_flags = 0;
return;
}
if ( result <= fail ) /* failed, no bad result */
{
send_to_char("Nothing seemed to happen.\n\r",ch);
return;
}
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if (affect_free == NULL)
af_new = alloc_perm(sizeof(*af_new));
else
{
af_new = affect_free;
affect_free = affect_free->next;
}
af_new->next = obj->affected;
obj->affected = af_new;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
if (result <= (100 - level/5)) /* success! */
{
act("$p glows blue.",ch,obj,NULL,TO_CHAR);
act("$p glows blue.",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags, ITEM_MAGIC);
added = 1;
}
else /* exceptional enchant */
{
act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR);
act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM);
SET_BIT(obj->extra_flags,ITEM_MAGIC);
SET_BIT(obj->extra_flags,ITEM_GLOW);
added = 2;
}
/* now add the enchantments */
if (obj->level < LEVEL_HERO - 1)
obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1);
if (dam_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_DAMROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
if (paf->modifier > 4)
SET_BIT(obj->extra_flags,ITEM_HUM);
}
}
}
else /* add a new affect */
{
if (affect_free == NULL)
paf = alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
if (hit_found)
{
for ( paf = obj->affected; paf != NULL; paf = paf->next)
{
if ( paf->location == APPLY_HITROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = UMAX(paf->level,level);
if (paf->modifier > 4)
SET_BIT(obj->extra_flags,ITEM_HUM);
}
}
}
else /* add a new affect */
{
if (affect_free == NULL)
paf = alloc_perm(sizeof(*paf));
else
{
paf = affect_free;
affect_free = affect_free->next;
}
paf->type = sn;
paf->level = level;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = added;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
}
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( saves_spell( level, victim ) )
{
send_to_char("You feel a momentary chill.\n\r",victim);
return;
}
ch->alignment = UMAX(-1000, ch->alignment - 50);
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
gain_exp( victim, 0 - 5 * number_range( level/2, 3 * level / 2 ) );
victim->mana /= 2;
victim->move /= 2;
dam = dice(1, level);
ch->hit += dam;
}
send_to_char("You feel your life slipping away!\n\r",victim);
send_to_char("Wow....what a rush!\n\r",ch);
damage( ch, victim, NULL, dam, sn, DAM_NEGATIVE );
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 = 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;
act("$n smirks and throws a fireball at $N.", ch, NULL, victim, TO_NOTVICT );
act("You throw a fireball at $N.",ch,NULL,victim,TO_CHAR);
act("$n smirks, and throws a fireball at you.",ch,NULL,victim,TO_VICT);
damage( ch, victim, NULL, dam, sn, DAM_FIRE );
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( level, victim ) )
dam /= 2;
act("$n calls down a column of fire from the sky.",ch,NULL,NULL,TO_ROOM);
damage( ch, victim, NULL, dam, sn, DAM_FIRE );
return;
}
void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
return;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = 2 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a pink outline.\n\r", victim );
act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *ich;
act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You conjure a cloud of purple smoke.\n\r", ch );
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) )
continue;
if ( ich == ch || saves_spell( level, ich ) )
continue;
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
REMOVE_BIT ( ich->affected_by, AFF_HIDE );
REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\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) )
{
if (victim == ch)
send_to_char("You are already airborne.\n\r",ch);
else
act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "Your feet rise off the ground.\n\r", victim );
act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
/* RT clerical berserking spell */
void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK))
{
if (victim == ch)
send_to_char("You are already in a frenzy.\n\r",ch);
else
act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR);
return;
}
if (is_affected(victim,skill_lookup("calm")))
{
if (victim == ch)
send_to_char("Why don't you just relax for a while?\n\r",ch);
else
act("$N doesn't look like $e wants to fight anymore.",
ch,NULL,victim,TO_CHAR);
return;
}
if ((IS_GOOD(ch) && !IS_GOOD(victim)) ||
(IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) ||
(IS_EVIL(ch) && !IS_EVIL(victim))
)
{
act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char(victim,&af);
af.location = APPLY_DAMROLL;
affect_to_char(victim,&af);
af.modifier = 10 * (level / 6);
af.location = APPLY_AC;
affect_to_char(victim,&af);
send_to_char("You are filled with holy wrath!\n\r",victim);
act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM);
}
/* RT ROM-style gate */
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
extern bool chaos;
bool gate_pet;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (chaos)
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim ) ) )
{
send_to_char( "A disturbance in the planar fabric prevents your transportation.\n\r", ch );
return;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = TRUE;
else
gate_pet = FALSE;
act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM);
send_to_char("You step through a gate and vanish.\n\r",ch);
char_from_room(ch);
char_to_room(ch,victim->in_room);
act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
if (gate_pet)
{
act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM);
send_to_char("You step through a gate and vanish.\n\r",ch->pet);
char_from_room(ch->pet);
char_to_room(ch->pet,victim->in_room);
act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM);
do_look(ch->pet,"auto");
}
}
void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already as strong as you can get!\n\r",ch);
else
act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "Your muscles surge with heightened power!\n\r", victim );
act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( level, victim ) )
dam = UMIN( 50, dam / 2 );
dam = UMIN( 100, dam );
damage( ch, victim, NULL, dam, sn, DAM_HARM );
return;
}
/* RT haste spell */
void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE)
|| IS_SET(victim->off_flags,OFF_FAST))
{
if (victim == ch)
send_to_char("You can't move any faster!\n\r",ch);
else
act("$N is already moving as fast as $e can.",
ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
if (victim == ch)
af.duration = level/2;
else
af.duration = level/4;
af.location = APPLY_DEX;
af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32);
af.bitvector = AFF_HASTE;
affect_to_char( victim, &af );
send_to_char( "You feel yourself moving more quickly.\n\r", victim );
act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM);
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
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.\n\r", victim );
if ( ch != victim ) {
send_to_char( "A healing power flows through you.\n\r", ch );
gain_exp(ch, cast_xp_compute( ch, ch, ch->level, 1, UMIN(100, victim->max_hit - victim->hit) ) );
}
return;
}
/* RT really nasty high-level attack spell */
void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int bless_num, curse_num, frenzy_num;
bless_num = skill_lookup("bless");
curse_num = skill_lookup("curse");
frenzy_num = skill_lookup("frenzy");
act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM);
send_to_char("You utter a word of divine power.\n\r",ch);
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ((IS_GOOD(ch) && IS_GOOD(vch)) ||
(IS_EVIL(ch) && IS_EVIL(vch)) ||
(IS_NEUTRAL(ch) && IS_NEUTRAL(vch)) )
{
send_to_char("You feel full more powerful.\n\r",vch);
spell_frenzy(frenzy_num,level,ch,(void *) vch);
spell_bless(bless_num,level,ch,(void *) vch);
}
else if ((IS_GOOD(ch) && IS_EVIL(vch)) ||
(IS_EVIL(ch) && IS_GOOD(vch)) )
{
if (!is_safe_spell(ch,vch,TRUE))
{
spell_curse(curse_num,level,ch,(void *) vch);
act("$n screams in agony as a holy word is burned into $s body",
vch,NULL,NULL,TO_NOTVICT);
send_to_char("You are struck down!\n\r",vch);
dam = dice(level,6);
damage(ch,vch,NULL,dam,sn,DAM_HOLY);
}
}
else if (IS_NEUTRAL(ch))
{
if (!is_safe_spell(ch,vch,TRUE))
{
spell_curse(curse_num,level/2,ch,(void *) vch);
act("$n screams in agony as a holy word is burned into $s body",
vch,NULL,NULL,TO_NOTVICT);
send_to_char("You are struck down!\n\r",vch);
dam = dice(level,4);
damage(ch,vch,NULL,dam,sn,DAM_HOLY);
}
}
}
send_to_char("You feel drained.\n\r",ch);
gain_exp( ch, -1 * number_range(1,10) * 10);
ch->move = 0;
ch->hit /= 2;
}
void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj = (OBJ_DATA *) vo;
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:
case ITEM_PILL:
sprintf( buf, "Level %d spells of:", obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[1]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[2]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]].name, ch );
send_to_char( "'", ch );
}
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:
send_to_char("Weapon type is ",ch);
switch (obj->value[0])
{
case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break;
case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break;
case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break;
case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break;
case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break;
case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break;
case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break;
case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break;
case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break;
default : send_to_char("unknown.\n\r",ch); break;
}
sprintf(buf,"Damage is %dd%d (average %d).\n\r",
obj->value[1],obj->value[2],
(1 + obj->value[2]) * obj->value[1] / 2);
send_to_char( buf, ch );
break;
case ITEM_ARMOR:
sprintf( buf,
"Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r",
obj->value[0], obj->value[1], obj->value[2], obj->value[3] );
send_to_char( buf, ch );
break;
}
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
sprintf( buf, "Affects %s by %d.\n\r",
affect_loc_name( paf->location ), paf->modifier );
send_to_char( buf, ch );
}
}
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) )
{
if (victim == ch)
send_to_char("You can already see in the dark.\n\r",ch);
else
act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR);
return;
}
act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "Your eyes glow red.\n\r", victim );
return;
}
void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
return;
act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.type = sn;
af.level = level;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( victim, &af );
send_to_char( "You fade out of existence.\n\r", victim );
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 = "$N has a pure and good aura.";
else if ( ap > 350 ) msg = "$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 is a black-hearted murderer.";
else msg = "$N is the embodiment of pure evil!.";
act( msg, ch, NULL, victim, TO_CHAR );
return;
}
void spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 0, 0, 25, 28,
31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
58, 58, 59, 60, 60, 61, 62, 62, 63, 64
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
act("$n directs a bolt of lightning at $N.",ch,NULL,victim,TO_ROOM);
damage( ch, victim, NULL, dam, sn, DAM_LIGHTNING );
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_STRING_LENGTH];
char buffer[4*MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
int number = 0, max_found;
found = FALSE;
number = 0;
buffer[0] = '\0';
max_found = IS_IMMORTAL(ch) ? 200 : 2 * level;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name )
|| (!IS_IMMORTAL(ch) && number_percent() > 2 * level)
|| ch->level < obj->level)
continue;
found = TRUE;
number++;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by != NULL && can_see)
{
sprintf( buf, "%s carried by %s\n\r",
obj->short_descr, PERS(in_obj->carried_by, ch) );
}
else
{
if (IS_IMMORTAL(ch) && in_obj->in_room != NULL)
sprintf( buf, "%s in %s [Room %d]\n\r",
obj->short_descr,
in_obj->in_room->name, in_obj->in_room->vnum);
else
sprintf( buf, "%s in %s\n\r",
obj->short_descr, in_obj->in_room == NULL
? "somewhere" : in_obj->in_room->name );
}
buf[0] = UPPER(buf[0]);
strcat(buffer,buf);
if (number >= max_found)
break;
}
if ( !found )
send_to_char( "Nothing like that in heaven or earth.\n\r", ch );
else if (ch->lines)
page_to_char(buffer,ch);
else
send_to_char(buffer,ch);
return;
}
void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
/* 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
};
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 (level >25)
dam=dice(3,6);
/*else*/
dam = (dice(level/5,3) + (level/10));
if ( saves_spell( level, victim ) )
dam /= 2;
act("A green glowing arrow fires from $n's outstretched hand.",ch,NULL,NULL,TO_ROOM);
damage( ch, victim, NULL, dam, sn, DAM_ENERGY );
return;
}
void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *gch;
int heal_num, refresh_num;
heal_num = skill_lookup("heal");
refresh_num = skill_lookup("refresh");
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ((IS_NPC(ch) && IS_NPC(gch)) ||
(!IS_NPC(ch) && !IS_NPC(gch)))
{
spell_heal(heal_num,level,ch,(void *) gch);
spell_refresh(refresh_num,level,ch,(void *) gch);
}
}
}
void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
AFFECT_DATA af;
CHAR_DATA *gch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) )
continue;
act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
send_to_char( "You slowly fade out of existence.\n\r", gch );
af.type = sn;
af.level = level/2;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( gch, &af );
}
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_null( int sn, int level, CHAR_DATA *ch, void *vo )
{
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) )
{
if (victim == ch)
send_to_char("You are already out of phase.\n\r",ch);
else
act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\n\r", victim );
return;
}
/* RT plague spell, very nasty */
void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if (saves_spell(level,victim) ||
(IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)))
{
if (ch == victim)
send_to_char("You feel momentarily ill, but it passes.\n\r",ch);
else
act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level * 3/4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
affect_join(victim,&af);
send_to_char
("You scream in agony as plague sores erupt from your skin.\n\r",victim);
act("$n screams in agony as plague sores erupt from $s skin.",
victim,NULL,NULL,TO_ROOM);
}
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( saves_spell( level, victim ) )
{
act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM);
send_to_char("You feel momentarily ill, but it passes.\n\r",victim);
return;
}
af.type = sn;
af.level = level;
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 );
act("$n looks very ill.",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PROTECT) )
{
if (victim == ch)
send_to_char("You are already protected.\n\r",ch);
else
act("$N is already protected.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
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 )
act("$N is protected from harm.",ch,NULL,victim,TO_CHAR);
return;
}
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN( victim->move + level, victim->max_move );
if (victim->max_move == victim->move)
send_to_char("You feel fully refreshed!\n\r",victim);
else
send_to_char( "You feel less tired.\n\r", victim );
if ( ch != victim ) {
send_to_char( "Ok.\n\r", ch );
gain_exp(ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level )/2 );
}
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool found = FALSE;
OBJ_DATA *obj;
int iWear;
if (check_dispel(level,victim,gsn_curse))
{
send_to_char("You feel better.\n\r",victim);
act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM);
}
for ( iWear = 0; (iWear < MAX_WEAR && !found); iWear ++)
{
if ((obj = get_eq_char(victim,iWear)) == NULL)
continue;
if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
{ /* attempt to remove curse */
if (!saves_dispel(level,obj->level,0))
{
found = TRUE;
REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
act("$p glows blue.",victim,obj,NULL,TO_CHAR);
act("$p glows blue.",victim,obj,NULL,TO_ROOM);
if ( ch != victim ) gain_exp(ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level)/2 );
}
}
}
for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content)
{
if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE))
{ /* attempt to remove curse */
if (!saves_dispel(level,obj->level,0))
{
found = TRUE;
REMOVE_BIT(obj->extra_flags,ITEM_NODROP);
REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE);
act("Your $p glows blue.",victim,obj,NULL,TO_CHAR);
act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM);
if ( ch != victim ) gain_exp(ch, cast_xp_compute( ch, ch, ch->level, 1, ch->level)/2 );
}
}
}
}
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
{
if (victim == ch)
send_to_char("You are already in sanctuary.\n\r",ch);
else
act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = number_fuzzy( level / 6 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura.\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already shielded from harm.\n\r",ch);
else
act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] =
{
0,
0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
53, 53, 54, 54, 55, 55, 56, 56, 57, 57
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
act("$n grabs hold of you and shocks you.",ch,NULL,victim,TO_VICT);
act("$n grabs hold of $N and shocks $M.",ch,NULL,victim,TO_ROOM);
damage( ch, victim, NULL, dam, sn, DAM_LIGHTNING );
return;
}
void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SLEEP)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))
|| level < victim->level
|| saves_spell( level, victim ) )
return;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE(victim) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act( "$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 ) )
{
if (victim == ch)
send_to_char("Your skin is already as hard as a rock.\n\r",ch);
else
act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$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;
extern bool chaos;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| (chaos)
|| 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)
|| (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE))
|| victim->level >= level + 3
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO)
|| victim->fighting != NULL
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim ) ) )
{
send_to_char( "A disturbance interrupts your summons.\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( "$n has summoned you!", ch, NULL, victim, TO_VICT );
do_look( victim, "auto" );
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *pRoomIndex;
extern bool chaos;
if ( victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( chaos )
|| ( victim != ch
&& ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
for ( ; ; )
{
pRoomIndex = get_room_index( number_range( 0, 65535 ) );
if ( pRoomIndex != NULL )
if ( can_see_room(ch,pRoomIndex)
&& !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
&& !IS_SET(pRoomIndex->room_flags, ROOM_NOTELEPORT) )
break;
}
if (victim != ch)
send_to_char("You have been teleported!\n\r",victim);
act( "$n vanishes!", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
return;
}
void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CHAR_DATA *vch;
target_name = one_argument( target_name, speaker );
sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
buf1[0] = UPPER(buf1[0]);
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
if ( !is_name( speaker, vch->name ) )
send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch );
}
return;
}
void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) || saves_spell( level, victim ) )
return;
af.type = sn;
af.level = level;
af.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -1 * (level / 5);
af.bitvector = AFF_WEAKEN;
affect_to_char( victim, &af );
send_to_char( "You feel weaker.\n\r", victim );
act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM);
return;
}
/* RT recall spell is back */
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
ROOM_INDEX_DATA *location;
if (IS_NPC(victim))
return;
if ((location = get_room_index( ROOM_VNUM_TEMPLE)) == NULL)
{
send_to_char("You are completely lost.\n\r",victim);
return;
}
if (IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL) ||
IS_AFFECTED(victim,AFF_CURSE))
{
send_to_char("Spell failed.\n\r",victim);
return;
}
if (victim->fighting != NULL)
stop_fighting(victim,TRUE);
ch->move /= 2;
act("$n disappears.",victim,NULL,NULL,TO_ROOM);
char_from_room(victim);
char_to_room(victim,location);
act("$n appears in the room.",victim,NULL,NULL,TO_ROOM);
do_look(victim,"auto");
}
/*
* 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;
OBJ_DATA *t_obj,*n_obj;
int dam;
int hpch;
int i;
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( "$p is pitted and etched!",
victim, obj_lose, NULL, TO_CHAR );
if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
for (i = 0; i < 4; i ++)
victim->armor[i] -= apply_ac( obj_lose, iWear, i );
for (i = 0; i < 4; i ++)
obj_lose->value[i] -= 1;
obj_lose->cost = 0;
if ( iWear != WEAR_NONE )
for (i = 0; i < 4; i++)
victim->armor[i] += apply_ac( obj_lose, iWear, i );
}
break;
case ITEM_CONTAINER:
act( "$p fumes and dissolves, destroying some of the contents.",
victim, obj_lose, NULL, TO_CHAR );
/* save some of the contents */
for (t_obj = obj_lose->contains; t_obj != NULL; t_obj = n_obj)
{
n_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (number_bits(2) == 0 || victim->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj,victim->in_room);
}
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, NULL, dam, sn, DAM_ACID );
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;
OBJ_DATA *t_obj, *n_obj;
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 = "$p melts and drips!"; break;
}
act( msg, victim, obj_lose, NULL, TO_CHAR );
if (obj_lose->item_type == ITEM_CONTAINER)
{
/* save some of the contents */
for (t_obj = obj_lose->contains; t_obj != NULL; t_obj = n_obj)
{
n_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (number_bits(2) == 0 || ch->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj,ch->in_room);
}
}
extract_obj( obj_lose );
}
}
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, NULL, dam, sn, DAM_FIRE );
return;
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj_lose;
OBJ_DATA *obj_next;
int dam;
int hpch;
if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
{
for ( obj_lose = victim->carrying; obj_lose != NULL;
obj_lose = obj_next )
{
char *msg;
obj_next = obj_lose->next_content;
if ( number_bits( 2 ) != 0 )
continue;
switch ( obj_lose->item_type )
{
default: continue;
case ITEM_DRINK_CON:
case ITEM_POTION: msg = "$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, NULL, dam, sn, DAM_COLD );
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_safe_spell(ch,vch,TRUE))
{
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, vch ) )
dam /= 2;
damage( ch, vch, NULL, dam, sn, DAM_POISON );
}
}
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, NULL, dam, sn, DAM_LIGHTNING );
return;
}
/*
* Spells 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, NULL, dam, sn, DAM_PIERCE );
return;
}
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, NULL, dam, sn, DAM_PIERCE );
return;
}
/* Spells added by Thexder Firehawk */
void spell_firewind( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 17 );
if ( saves_spell( level, victim ) )
dam /= 2;
act("$n dissappears in a gust of burning winds.",victim,NULL,NULL,TO_ROOM);
damage( ch, victim, NULL, dam, sn,DAM_FIRE );
return;
}
void spell_meteor_swarm( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !is_safe_spell(ch,vch,TRUE))
{
dam = dice(10, 10);
if ( saves_spell( level, vch ) )
dam /= 2;
act( "$n is hit full force with a fireball.",vch,NULL,NULL,TO_ROOM);
damage( ch, vch, NULL, dam, sn, DAM_FIRE );
}
}
return;
}
void spell_multi_missile(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *tmp_vict,*last_vict,*next_vict;
bool found;
int dam;
int num_missile;
/* first strike */
num_missile = level/5;
act("A magic missile erupts from $n's hand and hits $N in the chest.",
ch,NULL,victim,TO_NOTVICT);
act("A magic missile flies from your hand and hits $N in the chest.",
ch,NULL,victim,TO_CHAR);
act("A magic missile flies from $n's hand and hits you in the chest!",
ch,NULL,victim,TO_VICT);
dam = dice(level/2,3);
if (saves_spell(level,victim))
dam /= 3;
damage(ch,victim,NULL,dam,sn,DAM_ENERGY);
last_vict = victim;
num_missile -= 1; /* decrement number of missiles */
/* new targets */
while (num_missile > 0)
{
found = FALSE;
for (tmp_vict = ch->in_room->people;
tmp_vict != NULL;
tmp_vict = next_vict)
{
next_vict = tmp_vict->next_in_room;
if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict && num_missile > 0)
{
found = TRUE;
last_vict = tmp_vict;
act("A magic missile erupts from $n's hand and hits $N in the chest.",
ch,NULL,tmp_vict,TO_NOTVICT);
act("A magic missile flies from your hand and hits $N in the chest.",
ch,NULL,tmp_vict,TO_CHAR);
act("A magic missile flies from $n's hand and hits you in the chest!",
ch,NULL,tmp_vict,TO_VICT);
dam = dice(level/2,3);
if (saves_spell(level,tmp_vict))
dam /= 3;
damage(ch,tmp_vict,NULL,dam,sn,DAM_ENERGY);
num_missile -= 1; /* decrement number of missiles */
}
} /* end target searching loop */
if (!found) /* no target found, hit the caster */
{
if (ch == NULL)
return;
if (last_vict == ch) /* no double hits */
{
return;
}
last_vict = ch;
num_missile -= 1; /* decrement damage */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
void spell_disintegrate( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = dice( level, 14 );
if ( saves_spell( level, victim ) )
dam /= 2;
act("$n's blast disintegrates a piece of $N's body!",ch,NULL,victim,TO_NOTVICT);
act("Your blast disintegrates a piece of $N's body!",ch,NULL,victim,TO_CHAR);
act("$n's blast disintegrates a piece of your body!",ch,NULL,victim,TO_VICT);
damage( ch, victim, NULL, dam, sn,DAM_ENERGY );
return;
}
void spell_ice_ray( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
int dam;
dam = dice( level, 12 );
act("A blue ray from $n's hand strikes $N.",ch,NULL,victim,TO_NOTVICT);
act("A blue ray shoots from your finger and strikes $N.",ch,NULL,victim,TO_CHAR);
act("$n points at you sending a chilling ray into your chest.",ch,NULL,victim,TO_VICT);
if ( !saves_spell( level, victim ) )
{
act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
af.type = sn;
af.level = level;
af.duration = 12;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage( ch, victim, NULL, dam, sn,DAM_COLD );
return;
}
void spell_hellfire(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *tmp_vict,*last_vict,*next_vict;
bool found;
int dam;
int num_blast;
/* first strike */
num_blast = level/7;
act("A jet of flame erupts from $n's hand and engulfs $N.",
ch,NULL,victim,TO_NOTVICT);
act("A jet of flames fly from your hand and engulf $N.",
ch,NULL,victim,TO_CHAR);
act("A jet of flames flies from $n's hand and engulfs you!",
ch,NULL,victim,TO_VICT);
dam = dice(level/2,5);
if (saves_spell(level,victim))
dam /= 2;
damage(ch,victim,NULL,dam,sn,DAM_FIRE);
last_vict = victim;
num_blast -= 1; /* decrement number of blasts */
/* new targets */
while (num_blast > 0)
{
found = FALSE;
for (tmp_vict = ch->in_room->people;
tmp_vict != NULL;
tmp_vict = next_vict)
{
next_vict = tmp_vict->next_in_room;
if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict && num_blast > 0)
{
found = TRUE;
last_vict = tmp_vict;
act("A jet of flame erupts from $n's hand and engulfs $N.",
ch,NULL,tmp_vict,TO_NOTVICT);
act("A jet of flames fly from your hand and engulf $N.",
ch,NULL,tmp_vict,TO_CHAR);
act("A jet of flames flies from $n's hand and engulfs you!",
ch,NULL,tmp_vict,TO_VICT);
dam = dice(level/2,5);
if (saves_spell(level,tmp_vict))
dam /= 2;
damage(ch,tmp_vict,NULL,dam,sn,DAM_FIRE);
num_blast -= 1; /* decrement number of blasts */
}
} /* end target searching loop */
if (!found) /* no target found, hit the caster */
{
if (ch == NULL)
return;
if (last_vict == ch) /* no double hits */
{
return;
}
last_vict = ch;
num_blast -= 1; /* decrement number of blasts */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
void spell_ice_storm(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *tmp_vict,*last_vict,*next_vict;
bool found;
AFFECT_DATA af;
int dam;
int num_blast;
/* first strike */
num_blast = level/10;
act("A blue ray from $n's hand strikes $N.",ch,NULL,victim,TO_NOTVICT);
act("A blue ray shoots from your finger and strikes $N.",ch,NULL,victim,TO_CHAR);
act("$n points at you sending a chilling ray into your chest.",ch,NULL,victim,TO_VICT);
dam = dice(level/2,10);
if (!saves_spell(level,victim))
{
act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM);
af.type = sn;
af.level = level;
af.duration = 8;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
damage(ch,victim,NULL,dam,sn,DAM_COLD);
last_vict = victim;
num_blast -= 1; /* decrement number of blasts */
/* new targets */
while (num_blast > 0)
{
found = FALSE;
for (tmp_vict = ch->in_room->people;
tmp_vict != NULL;
tmp_vict = next_vict)
{
next_vict = tmp_vict->next_in_room;
if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict && num_blast > 0)
{
found = TRUE;
last_vict = tmp_vict;
act("A blue ray from $n's hand strikes $N.",ch,NULL,tmp_vict,TO_NOTVICT);
act("A blue ray shoots from your finger and strikes $N."
,ch,NULL,tmp_vict,TO_CHAR);
act("$n points at you sending a chilling ray into your chest."
,ch,NULL,tmp_vict,TO_VICT);
dam = dice(level/2,10);
if (!saves_spell(level,tmp_vict))
{
act("$n turns blue and shivers.",tmp_vict,NULL,NULL,TO_ROOM);
af.type = sn;
af.level = level;
af.duration = 8;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( tmp_vict, &af );
}
else
{
dam /= 2;
}
damage(ch,tmp_vict,NULL,dam,sn,DAM_COLD);
num_blast -= 1; /* decrement number of blasts */
}
} /* end target searching loop */
if (!found) /* no target found, hit the caster */
{
if (ch == NULL)
return;
if (last_vict == ch) /* no double hits */
{
return;
}
last_vict = ch;
num_blast -= 1; /* decrement number of blasts */
if (ch == NULL)
return;
}
/* now go back and find more targets */
}
}
/* Vision spell similiar to 'at person look' */
void spell_vision( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
ROOM_INDEX_DATA *original;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| victim->level >= level + 3
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_MENTAL))
|| (IS_NPC(victim) && saves_spell( level, victim ) ) )
{
send_to_char( "There is a disturbance in the ether.\n\r", ch );
return;
}
act("$n falls into a trance.",ch,NULL,NULL,TO_ROOM);
send_to_char("Through a cloudy fog, you have a vision.\n\r",ch);
original = ch->in_room;
char_from_room(ch);
char_to_room(ch,victim->in_room);
send_to_char("You feel a shiver down your spine.\n\r",victim);
do_look(ch,"auto");
char_from_room(ch);
char_to_room(ch, original);
}
void spell_restoration( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN( victim->hit + 175, victim->max_hit );
update_pos( victim );
act("$n glows with a blinding light.",ch,NULL,NULL,TO_ROOM);
send_to_char( "A warm feeling fills your body.\n\r", victim );
if ( ch != victim )
send_to_char( "You surge with healing power.\n\r", ch );
return;
}
void spell_regeneration( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_REGENERATION) )
{
if (victim == ch)
send_to_char("Your body is already in a regenerative state.\n\r",ch);
else
act("$N's body is already in a regerative state.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level/12;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_REGENERATION;
affect_to_char( victim, &af );
send_to_char( "Your body tingles.\n\r", victim );
if ( ch != victim )
act("You imbue $N's body with regenerative powers."
,ch,NULL,victim,TO_CHAR);
return;
}
void spell_test_area( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int num_blast;
num_blast = 5;
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !is_safe_spell(ch,vch,TRUE) && num_blast > 0)
{
dam = dice(10,10);
act("A jet of flame erupts from $n's hand and engulfs $N.",
ch,NULL,vch,TO_NOTVICT);
act("A jet of flames fly from your hand and engulf $N.",
ch,NULL,vch,TO_CHAR);
act("A jet of flames flies from $n's hand and engulfs you!",
ch,NULL,vch,TO_VICT);
if ( saves_spell( level, vch ) )
dam /= 2;
damage( ch, vch, NULL, dam, sn, DAM_ENERGY );
num_blast -=1;
}
}
return;
}
void spell_web( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("You are already webbed.\n\r",ch);
else
act("$N is already webbed.",ch,NULL,victim,TO_CHAR);
return;
}
af.type = sn;
af.level = level;
af.duration = level/3;
af.location = APPLY_AC;
af.modifier = 80;
af.bitvector = AFF_WEB;
affect_to_char( victim, &af );
send_to_char( "Your are covered in sticky webs!\n\r", victim );
act("$n is enmeshed in sticky webs!",victim,NULL,NULL,TO_ROOM);
return;
}
/*
brew.c by Jason Huang (huangjac@netcom.com)
*/
void spell_imprint( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj = (OBJ_DATA *) vo;
int sp_slot, i, mana, lev;
if (skill_table[sn].spell_fun == spell_null )
{
send_to_char("That is not a spell.\n\r",ch);
return;
}
/* counting the number of spells contained within */
for (sp_slot = i = 1; i < 4; i++)
if (obj->value[i] != -1)
sp_slot++;
if (sp_slot > 3)
{
act ("$p cannot contain any more spells.", ch, obj, NULL, TO_CHAR);
return;
}
/* scribe/brew costs 4 times the normal mana required to cast the spell */
lev = skill_table[sn].skill_level[ch->Class];
mana = 4 * (UMAX(skill_table[sn].min_mana, 100/(2 + ch->level - lev)));
/* mana = 4 * mana_cost(ch, sn); */
if ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
if ( number_percent( ) > ch->pcdata->learned[sn] )
{
send_to_char( "You lost your concentration.\n\r", ch );
ch->mana -= mana / 2;
return;
}
/* executing the imprinting process */
ch->mana -= mana;
obj->value[sp_slot] = sn;
/* Making it successively harder to pack more spells into potions or
scrolls - JH */
switch( sp_slot )
{
default:
bug( "sp_slot has more than %d spells.", sp_slot );
return;
case 1:
if ( number_percent() > 80 )
{
sprintf(buf, "The magic enchantment has failed --- the %s vanishes.\n\r", item_type_name(obj) );
send_to_char( buf, ch );
extract_obj( obj );
return;
}
break;
case 2:
if ( number_percent() > 25 )
{
sprintf(buf, "The magic enchantment has failed --- the %s vanishes.\n\r", item_type_name(obj) );
send_to_char( buf, ch );
extract_obj( obj );
return;
}
break;
case 3:
if ( number_percent() > 10 )
{
sprintf(buf, "The magic enchantment has failed --- the %s vanishes.\n\r", item_type_name(obj) );
send_to_char( buf, ch );
extract_obj( obj );
return;
}
break;
}
/* labeling the item */
free_string (obj->short_descr);
sprintf ( buf, "a %s of ", item_type_name(obj) );
for (i = 1; i <= sp_slot ; i++)
if (obj->value[i] != -1)
{
strcat (buf, skill_table[obj->value[i]].name);
(i != sp_slot ) ? strcat (buf, ", ") : strcat (buf, "") ;
}
obj->short_descr = str_dup(buf);
sprintf( buf, "%s %s", obj->name, item_type_name(obj) );
free_string( obj->name );
obj->name = str_dup( buf );
sprintf(buf, "You have imbued a new spell to the %s.\n\r", item_type_name(obj) );
send_to_char( buf, ch );
return;
}