/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "olc.h"
/*
* Local functions.
*/
void say_spell args( ( CHAR_DATA *ch, int sn ) );
void improve_spl args( ( CHAR_DATA *ch, int dtype, int sn ) );
/*
* Improve ability at a certain spell type. KaVir.
*/
void improve_spl( CHAR_DATA *ch, int dtype, int sn )
{
char buf[MAX_INPUT_LENGTH];
char bufskill[MAX_INPUT_LENGTH];
char buftype[MAX_INPUT_LENGTH];
int dice1;
int dice2;
int cmax = 200;
int amount = 0;
dice1 = number_percent();
dice2 = number_percent();
if (IS_NPC(ch)) return;
if (dtype == 0 ) xprintf(buftype,"#Ppurple#n");
else if (dtype == 1 ) xprintf(buftype,"#Rred#n");
else if (dtype == 2 ) xprintf(buftype,"#Bblue#n");
else if (dtype == 3 ) xprintf(buftype,"#Ggreen#n");
else if (dtype == 4 ) xprintf(buftype,"#Yyellow#n");
else return;
switch(ch->class)
{
default:
cmax = 200;
break;
case CLASS_LICH:
cmax = 300;
break;
case CLASS_MAGE:
cmax = 270;
break;
case CLASS_DROW:
if((dtype == 0 || dtype == 1) && IS_SET(ch->special, SPC_DROW_CLE))
cmax = 230;
else if((dtype == 2 || dtype == 3) && IS_SET(ch->special, SPC_DROW_MAG))
cmax = 230;
else
cmax = 200;
break;
}
cmax += (get_curr_int(ch) / 5);
if (ch->spl[dtype] >= cmax)
{
ch->spl[dtype] = cmax;
return;
}
if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100))
{
amount += 1;
if(get_curr_int(ch) > 45)
amount += 1;
if(get_curr_int(ch) > 100)
amount += 1;
if(global_dt)
amount += 2;
}
else
return;
if (!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF6))
{
if((amount > 0) && (ch->spl[dtype] < cmax))
{
xprintf(buf,"#cYour %s #cmagic improves by #C%d#n.\n\r",buftype,amount);
send_to_char(buf,ch);
}
}
ch->spl[dtype] += amount;
if (ch->spl[dtype] == 1 ) xprintf(bufskill,"a newbie of");
else if (ch->spl[dtype] == 26 ) xprintf(bufskill,"a novice at");
else if (ch->spl[dtype] == 51 ) xprintf(bufskill,"a scholar at");
else if (ch->spl[dtype] == 76 ) xprintf(bufskill,"a magus at");
else if (ch->spl[dtype] == 101) xprintf(bufskill,"an adept at");
else if (ch->spl[dtype] == 126) xprintf(bufskill,"a mage at");
else if (ch->spl[dtype] == 151) xprintf(bufskill,"a warlock at");
else if (ch->spl[dtype] == 176) xprintf(bufskill,"a master wizard at");
else if (ch->spl[dtype] == 200) xprintf(bufskill,"a grand sorcerer at");
else if (ch->spl[dtype] == 240) xprintf(bufskill,"the complete master of");
else if (ch->spl[dtype] == 300) xprintf(bufskill,"possesing #RWicked#n knowledge of");
else return;
xprintf(buf,"#GYou are now %s %s magic.\n\r#n",bufskill,buftype);
send_to_char(buf,ch);
return;
}
bool is_obj( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( ( obj = ch->pcdata->chobj ) == NULL )
{
send_to_char("Huh?\n\r",ch);
return FALSE;
}
if ( obj->chobj == NULL || obj->chobj != ch )
{
send_to_char("Huh?\n\r",ch);
return FALSE;
}
if (!IS_CLASS(ch,CLASS_DEMON))
{
send_to_char("Huh?\n\r",ch);
return FALSE;
}
if (!IS_DEMPOWER(ch, DEM_MAGIC))
{
send_to_char("You haven't been granted the gift of Magic.\n\r",ch);
return FALSE;
}
return TRUE;
}
/*
* Lookup a skill by name.
*/
int skill_lookup( const char *name )
{
int sn;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( skill_table[sn].name == NULL )
break;
if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
&& !str_prefix( name, skill_table[sn].name ) )
return sn;
}
return -1;
}
/*
* Lookup a skill by slot number.
* Used for object loading.
*/
int slot_lookup( int slot )
{
extern bool fBootDb;
int sn;
if ( slot <= 0 )
return -1;
for ( sn = 0; sn < MAX_SKILL; sn++ )
{
if ( slot == skill_table[sn].slot )
return sn;
}
if ( fBootDb )
{
bug( "Slot_lookup: bad slot %d.", slot );
abort( );
}
return -1;
}
/*
* Utter mystical words for an sn.
*/
void say_spell( CHAR_DATA *ch, int sn )
{
char buf [MAX_STRING_LENGTH];
char buf2 [MAX_STRING_LENGTH];
char colour [MAX_STRING_LENGTH];
char *pName;
int iSyl;
int length;
struct syl_type
{
char * old;
char * new;
};
static const struct syl_type syl_table[] =
{
{ " ", " " },
{ "ar", "abra" },
{ "au", "kada" },
{ "bless", "fido" },
{ "blind", "nose" },
{ "bur", "mosa" },
{ "cu", "judi" },
{ "de", "oculo" },
{ "en", "unso" },
{ "light", "dies" },
{ "lo", "hi" },
{ "mor", "zak" },
{ "move", "sido" },
{ "ness", "lacri" },
{ "ning", "illa" },
{ "per", "duda" },
{ "ra", "gru" },
{ "re", "candus" },
{ "son", "sabru" },
{ "tect", "infra" },
{ "tri", "cula" },
{ "ven", "nofo" },
{ "a", "c" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
{ "e", "z" }, { "f", "m" }, { "g", "o" }, { "h", "p" },
{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
{ "y", "l" }, { "z", "k" },
{ "", "" }
};
buf[0] = '\0';
for ( pName = skill_table[sn].name; *pName != '\0'; pName += length )
{
for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
{
if ( !str_prefix( syl_table[iSyl].old, pName ) )
{
strcat( buf, syl_table[iSyl].new );
break;
}
}
if ( length == 0 )
length = 1;
}
xprintf( buf2, "$n utters the words, '%s'.", buf );
xprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name );
if ( skill_table[sn].target == 0 )
{
xprintf(colour,"$n's eyes glow bright purple for a moment.");
ADD_COLOUR(ch,colour,MAGENTA);
act(colour,ch,NULL,NULL,TO_ROOM);
xprintf(colour,"Your eyes glow bright purple for a moment.");
ADD_COLOUR(ch,colour,MAGENTA);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 1 )
{
xprintf(colour,"$n's eyes glow bright red for a moment.");
ADD_COLOUR(ch,colour,L_RED);
act(colour,ch,NULL,NULL,TO_ROOM);
xprintf(colour,"Your eyes glow bright red for a moment.");
ADD_COLOUR(ch,colour,L_RED);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 2 )
{
xprintf(colour,"$n's eyes glow bright blue for a moment.");
ADD_COLOUR(ch,colour,L_BLUE);
act(colour,ch,NULL,NULL,TO_ROOM);
xprintf(colour,"Your eyes glow bright blue for a moment.");
ADD_COLOUR(ch,colour,L_BLUE);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 3 )
{
xprintf(colour,"$n's eyes glow bright green for a moment.");
ADD_COLOUR(ch,colour,L_GREEN);
act(colour,ch,NULL,NULL,TO_ROOM);
xprintf(colour,"Your eyes glow bright green for a moment.");
ADD_COLOUR(ch,colour,L_GREEN);
act(colour,ch,NULL,NULL,TO_CHAR);
}
else if ( skill_table[sn].target == 4 )
{
xprintf(colour,"$n's eyes glow bright yellow for a moment.");
ADD_COLOUR(ch,colour,YELLOW);
act(colour,ch,NULL,NULL,TO_ROOM);
xprintf(colour,"Your eyes glow bright yellow for a moment.");
ADD_COLOUR(ch,colour,YELLOW);
act(colour,ch,NULL,NULL,TO_CHAR);
}
return;
}
/*
* Compute a saving throw.
* Negative apply's make saving throw better.
*/
bool saves_spell( int level, CHAR_DATA *victim )
{
int save;
int tsave;
if (!IS_NPC(victim))
{
tsave = ( victim->spl[0]+victim->spl[1]+victim->spl[2]+
victim->spl[3]+victim->spl[4] ) * 0.05;
save = 50 + ( tsave - level - victim->saving_throw ) * 5;
}
else
save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
save = URANGE( 15, save, 85 );
return number_percent( ) < save;
}
/*
* The kludgy global is for spells who want more stuff from command line.
*/
char *target_name;
void do_cast( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
void *vo;
int mana;
int sn;
int chance;
chance = number_percent();
chance = number_percent();
if ( chance > 40 && IS_CLASS(ch, CLASS_DEMON) && IS_SET(ch->warp, WARP_STUPID))
{
stc("You are too stupid to cast spells!\n\r", ch );
return;
}
/*
* Switched NPC's can cast spells, but others can't.
*/
if ( IS_NPC(ch) && ch->desc == NULL )
return;
/* Polymorphed players cannot cast spells */
if ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH) && !IS_CLASS(ch, CLASS_ANGEL) && !IS_CLASS(ch, CLASS_FAE) && !IS_CLASS(ch, CLASS_PRIEST) &&
!IS_VAMPAFF(ch,VAM_DISGUISED) && !IS_POLYAFF(ch, POLY_SPIDER) && ch->power[DISC_VAMP_OBEA] < 10
&& !IS_CLASS(ch, CLASS_GIANT)
&& !IS_SET(ch->flag2, VAMP_OBJMASK) && !IS_CLASS(ch,CLASS_DEMON) && !IS_CLASS(ch, CLASS_MAGE) &&
!IS_CLASS(ch, CLASS_CYBORG) && !(IS_CLASS(ch, CLASS_SHAPESHIFTER) && ch->pcdata->powers[FAERIE_LEVEL]>1))
{
if ( !is_obj(ch) )
{
send_to_char( "You cannot cast spells in this form.\n\r", ch );
return;
}
}
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_AFFECTED(ch, AFF_PEACE))
{
stc("You are unable to cast spells with Majesty on.\n\r",ch);
return;
}
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_AFFECTED(ch, AFF_POLYMORPH) && ch->power[DISC_VAMP_OBEA] > 9)
{
stc("#wYour movement of pure magic guides you#n.\n\r",ch);
}
target_name = one_argument( argument, arg1 );
one_argument( target_name, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Cast which what where?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg1 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->position < skill_table[sn].minimum_position )
{
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
IS_VAMPAFF(ch, VAM_CELERITY))
{
if ( ch->move < 25 )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
ch->move = ch->move - 25;
}
else
{
if ( ch->move < 50 )
{
send_to_char( "You can't concentrate enough.\n\r", ch );
return;
}
ch->move = ch->move - 50;
}
}
mana = IS_NPC(ch) ? 0 : UMAX(
skill_table[sn].min_mana,
100 / ( 2 + (ch->level*12) - skill_table[sn].skill_level) );
if ( !IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) )
{
if (ch->power[DISC_WERE_OWL] < 4) mana *= 2;
}
/*
* Locate targets.
*/
victim = NULL;
obj = NULL;
vo = NULL;
switch ( skill_table[sn].target )
{
default:
bug( "Do_cast: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
send_purplespell(ch);
break;
case TAR_CHAR_OFFENSIVE:
if ( arg2[0] == '\0' )
{
if ( ( victim = ch->fighting ) == NULL )
{
send_to_char( "Cast the spell on whom?\n\r", ch );
return;
}
}
else
{
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if (IS_AFFECTED(victim, AFF_PEACE))
{
stc("You are unable to cast on that person.\n\r",ch);
return;
}
send_redspell(ch);
if (victim != ch) send_redspell(victim);
if (is_safe(ch,victim) && ch!=victim) return;
if ( ch == victim )
send_to_char( "Cast this on yourself? Ok...\n\r", ch );
if (!IS_NPC(victim) && (!CAN_PK(ch)||!CAN_PK(victim)) && (ch != victim))
{
send_to_char( "You are unable to affect them.\n\r", ch );
return;
}
if (!IS_NPC(victim) && IS_CLASS( victim, CLASS_DROW ))
{
if (ch == victim )
{
send_to_char("You lower your magical resistance....\n\r", ch);
}
else if (number_percent ( ) <= victim->pcdata->stats[DROW_MAGIC])
{
send_to_char("Your spell does not affect them.\n\r", ch);
return;
}
}
if ( !IS_NPC(ch) )
{
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
{
send_to_char( "You can't do that on your own follower.\n\r",
ch );
return;
}
}
vo = (void *) victim;
break;
case TAR_CHAR_DEFENSIVE:
if ( arg2[0] == '\0' )
{
victim = ch;
}
else
{
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW ))
{
if (ch == victim )
{
send_to_char("You lower your magical resistance....\n\r", ch);
}
else if (number_percent( ) <=victim->pcdata->stats[DROW_MAGIC])
{
send_to_char("Your spell does not affect them.\n\r", ch);
return;
}
}
send_bluespell(ch);
if (victim != ch) send_bluespell(victim);
vo = (void *) victim;
break;
case TAR_CHAR_SELF:
if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) )
{
send_to_char( "You cannot cast this spell on another.\n\r", ch );
return;
}
send_greenspell(ch);
vo = (void *) ch;
break;
case TAR_OBJ_INV:
if ( arg2[0] == '\0' )
{
send_to_char( "What should the spell be cast upon?\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg2,ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
send_yellowspell(ch);
vo = (void *) obj;
break;
}
if ( !IS_NPC(ch) && ch->mana < mana )
{
send_to_char( "You don't have enough mana.\n\r", ch );
return;
}
if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
say_spell( ch, sn );
if (IS_CLASS(ch, CLASS_MAGE) || IS_CLASS(ch, CLASS_LICH))
{
WAIT_STATE( ch, skill_table[sn].beats / 2);
}
else
{
WAIT_STATE( ch, skill_table[sn].beats);
}
if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] )
{
send_to_char( "You lost your concentration.\n\r", ch );
ch->mana -= mana / 2;
improve_spl(ch,skill_table[sn].target,sn);
}
else
{
int tempentro = 0;
if (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))
tempentro = 20;
ch->mana -= mana;
/* Check players ability at spell type for spell power...KaVir */
if (IS_NPC(ch))
(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
else if ( !IS_CLASS(ch, CLASS_MAGE) && !IS_CLASS(ch, CLASS_LICH))
{
(*skill_table[sn].spell_fun) ( sn, ((ch->spl[skill_table[sn].target]*0.25)+tempentro), ch, vo );
improve_spl(ch,skill_table[sn].target,sn);
}
else
{
(*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*.5+tempentro),ch, vo );
improve_spl(ch,skill_table[sn].target,sn);
}
}
if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
&& victim != ch
&& victim->master != ch )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
for ( vch = ch->in_room->people; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( victim == vch && victim->fighting == NULL )
{
multi_hit( victim, ch, TYPE_UNDEFINED );
break;
}
}
}
return;
}
/*
* Cast spells at targets using a magical object.
*/
void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
void *vo;
if ( sn <= 0 )
return;
if (IS_NPC(ch)) return;
if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 )
{
bug( "Obj_cast_spell: bad sn %d.", sn );
return;
}
switch ( skill_table[sn].target )
{
default:
bug( "Obj_cast_spell: bad target for sn %d.", sn );
return;
case TAR_IGNORE:
vo = NULL;
break;
case TAR_CHAR_OFFENSIVE:
if ( victim == NULL )
victim = ch->fighting;
if ( victim == NULL )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if (is_safe(ch,victim) && ch!=victim) return;
if (!IS_NPC(victim) && ch != victim)
{
if (IS_CLASS(victim, CLASS_DROW ))
{
if (number_percent ( ) <= victim->pcdata->stats[DROW_MAGIC])
{
send_to_char("Your spell does not affect them.\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;
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD)) return;
dam = dice( level, 6 );
if (IS_CLASS(ch, CLASS_LICH)) dam*=1.3;
if ( saves_spell( level, victim ) ) dam /= 2;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_ACID) ) dam = 0;
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
if (dam==0) return;
damage( ch, victim, dam, sn );
return;
}
void spell_darmor( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT2_DATA af;
if (is_affected2( victim, sn )) return;
af.type = sn;
af.duration = 24;
af.modifier = -100;
af.location = APPLY_AC;
af.bitvector = AFF2_DARMOR;
affect2_to_char( victim, &af );
act( "$n is shrouded in a suit of divine armor.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are shrouded in a suit of divine armor.\n\r", victim );
return;
}
void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is shrouded in a suit of translucent glowing armor.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are shrouded in a suit of translucent glowing armor.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_godbless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 150;
af.location = APPLY_HITROLL;
af.modifier = 150;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - 150;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = 150;
affect_to_char( victim, &af );
act( "$n is filled with God's Blessing.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are filled with God's Blessing.\n\r", victim );
return;
}
void spell_visage(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = number_range(2, 5);
af.location = APPLY_HITROLL;
af.modifier = level * 2;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = level * 2;
affect_to_char( victim, &af );
act( "$n grows a horrid visage.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You squirm and squeel with glee.\n\r", victim );
return;
}
void spell_ninja_focus(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = number_range(50, 100);
af.location = APPLY_HITROLL;
af.modifier = level * 10;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = level * 10;
affect_to_char( victim, &af );
send_to_char( "You focus your mental prowess on battle.\n\r", victim );
return;
}
void spell_forcebless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 150;
af.location = APPLY_HITROLL;
af.modifier = 400;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - 350;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = 400;
affect_to_char( victim, &af );
act( "$n turns off two blazing lightsabres and meditates.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn off two blazing lightsabres and meditate.\n\r", victim );
return;
}
void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 6+level;
af.location = APPLY_HITROLL;
af.modifier = level / 8;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char( victim, &af );
act( "$n is blessed.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You feel righteous.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_farmor(int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT2_DATA af;
if (is_affected2( victim, sn )) return;
af.type = sn;
af.duration = 24;
af.modifier = -100;
af.location = APPLY_AC;
af.bitvector = AFF2_FARMOR;
affect2_to_char( victim, &af );
act( "$n is shrouded in The Armor of True Faith.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are shrouded in The Armor of True Faith.\n\r", victim );
return;
}
void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf [MAX_INPUT_LENGTH];
if ( IS_AFFECTED(victim, AFF_BLIND) || (saves_spell( level, victim) && !IS_CLASS(ch,CLASS_MONK)))
return;
af.type = sn;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1+level;
af.bitvector = AFF_BLIND;
affect_to_char( victim, &af );
send_to_char( "You are blinded!\n\r", victim );
if (!IS_NPC(victim))
xprintf(buf,"%s is blinded!\n\r",victim->name);
else
xprintf(buf,"%s is blinded!\n\r",victim->short_descr);
send_to_char(buf,ch);
return;
}
void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
4,
6, 8, 10, 12, 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,
50, 60, 70, 80, 90, 100,125,150,175,200
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) return;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
hp = victim->hit;
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) )
{
damage( ch, victim, (dam*2), sn );
hp = ((hp - victim->hit)/2) + victim->hit;
}
else
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT) )
victim->hit = hp;
return;
}
void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hp;
if ( !IS_OUTSIDE(ch) )
{
send_to_char( "You must be out of doors.\n\r", ch );
return;
}
if ( weather_info.sky < SKY_RAINING )
{
send_to_char( "You need bad weather.\n\r", ch );
return;
}
dam = dice(level/2, 8);
send_to_char( "God's lightning strikes your foes!\n\r", ch );
act( "$n calls God's lightning to strike $s foes!",
ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL )
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
{
if (IS_ITEMAFF(vch, ITEMA_SHOCKSHIELD)) continue;
if ( saves_spell( level, vch ) )
dam /= 2;
hp = vch->hit;
damage( ch, vch, dam, sn );
if (!IS_NPC(vch) && IS_IMMUNE(vch, IMM_LIGHTNING) )
vch->hit = hp;
}
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;
}
void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn );
return;
}
void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn );
return;
}
void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn );
return;
}
void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
return;
if ( is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = 10 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range( 0, 2 ) - victim->sex;
}
while ( af.modifier == 0 );
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel different.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( victim == ch )
{
send_to_char( "You like yourself even better!\n\r", ch );
return;
}
if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_CHARM) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
/* I don't want people charming ghosts and stuff - KaVir */
if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if (IS_IMMORTAL( victim ))
{
send_to_char( "You cannot cast puny mortal magic on immortals!\n\r",ch);
return;
}
if ( IS_AFFECTED(victim, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_CHARM)
|| level < victim->level
|| saves_spell( level, victim ) )
return;
if ( victim->master )
stop_follower( victim, FALSE );
add_follower( victim, ch );
af.type = sn;
af.duration = number_fuzzy( level / 4 );
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo )
{
bool no_dam = FALSE;
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
9,
10, 10, 10, 11, 11, 12, 12, 13, 13, 13,
14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
24, 24, 24, 25, 25, 25, 26, 26, 26, 27,
30, 40, 50, 60, 70, 80, 90,100,110,120
};
AFFECT_DATA af;
int dam;
int hp;
if ( is_affected( victim, sn ) ) return;
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD)) return;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD)) no_dam = TRUE;
if ( !no_dam && (!saves_spell( level, victim ) ||
IS_NPC(victim) || !IS_CLASS(victim, CLASS_VAMPIRE) ) )
{
af.type = sn;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join( victim, &af );
}
else
{
dam /= 2;
}
if (IS_CLASS(ch, CLASS_LICH))
dam *= 2;
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
hp = victim->hit;
if (dam==0) return;
damage( ch, victim, dam, sn );
if (no_dam) victim->hit = hp;
return;
}
void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
10,
15, 15, 15, 15, 15, 20, 20, 20, 20, 20,
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,
85, 95,110,125,150, 175,200,250,300,350
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *light;
light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 );
obj_to_room( light, ch->in_room );
act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
return;
}
void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo )
{
if ( !str_cmp( target_name, "better" ) )
weather_info.change += dice( level / 3, 4 );
else if ( !str_cmp( target_name, "worse" ) )
weather_info.change -= dice( level / 3, 4 );
else
send_to_char ("Do you want it to get better or worse?\n\r", ch );
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *mushroom;
mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
mushroom->value[0] = 5 + level;
obj_to_room( mushroom, ch->in_room );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
return;
}
void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *spring;
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE))
return;
else
spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
spring->timer = level;
obj_to_room( spring, ch->in_room );
act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
return;
}
void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
int water;
if ( obj->item_type != ITEM_DRINK_CON )
{
send_to_char( "It is unable to hold water.\n\r", ch );
return;
}
if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
{
send_to_char( "It contains some other liquid.\n\r", ch );
return;
}
water = UMIN(
level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
obj->value[0] - obj->value[1]
);
if ( water > 0 )
{
obj->value[2] = LIQ_WATER;
obj->value[1] += water;
if ( !is_name( "water", obj->name ) )
{
char buf[MAX_STRING_LENGTH];
xprintf( buf, "%s water", obj->name );
free_string( obj->name );
obj->name = str_dup( buf );
}
act( "$p is filled.", ch, obj, NULL, TO_CHAR );
}
return;
}
void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( !is_affected( victim, gsn_blindness ) )
return;
affect_strip( victim, gsn_blindness );
send_to_char( "Your vision returns!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(3, 8) + level - 6;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(1, 8) + level / 3;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( is_affected( victim, gsn_poison ) )
{
affect_strip( victim, gsn_poison );
act( "$N looks better.", ch, NULL, victim, TO_NOTVICT );
send_to_char( "A warm feeling runs through your body.\n\r", victim );
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
}
return;
}
void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int heal;
heal = dice(2, 8) + level /2 ;
victim->hit = UMIN( victim->hit + heal, victim->max_hit );
if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
update_pos( victim );
send_to_char( "You feel better!\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = 4*level;
af.location = APPLY_HITROLL;
af.modifier = -1;
af.bitvector = AFF_CURSE;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 1;
affect_to_char( victim, &af );
send_to_char( "You feel unclean.\n\r", victim );
if ( ch != victim )
send_to_char( "You give them the evil eye.\n\r", ch );
return;
}
void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) )
return;
af.type = sn;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char( victim, &af );
send_to_char( "Your awareness improves.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
return;
af.type = sn;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
return;
af.type = sn;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char( victim, &af );
send_to_char( "Your eyes tingle.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
{
if ( obj->value[3] != 0 )
send_to_char( "You smell poisonous fumes.\n\r", ch );
else
send_to_char( "It looks very delicious.\n\r", ch );
}
else
{
send_to_char( "It doesn't look poisoned.\n\r", ch );
}
return;
}
void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if ( !IS_NPC(ch) && IS_EVIL(ch) )
victim = ch;
if ( IS_GOOD(victim) )
{
act( "God protects $N.", ch, NULL, victim, TO_ROOM );
return;
}
if ( IS_NEUTRAL(victim) )
{
act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
return;
}
dam = dice( level, 4 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
bool dark = FALSE;
if ( victim != ch &&
(saves_spell( level, victim ) || level < victim->level) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
if ( !(victim->affected) && !IS_SET(victim->flag2, AFF_TOTALBLIND))
{
send_to_char( "Nothing happens.\n\r", ch );
return;
}
while (victim->affected)
affect_remove(victim,victim->affected);
if (dark == TRUE) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if ( ch == victim )
{
act("You remove all magical affects from yourself.",ch,NULL,NULL,TO_CHAR);
act("$n has removed all magical affects from $mself.",ch,NULL,NULL,TO_ROOM);
if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
{
REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
stc("The searing blindness leaves your eyes.\n\r",victim);
}
}
else
{
act("You remove all magical affects from $N.",ch,NULL,victim,TO_CHAR);
act("$n has removed all magical affects from $N.",ch,NULL,victim,TO_NOTVICT);
act("$n has removed all magical affects from you.",ch,NULL,victim,TO_VICT);
if ( IS_SET(victim->flag2, AFF_TOTALBLIND) )
{
REMOVE_BIT(victim->flag2, AFF_TOTALBLIND);
stc("The searing blindness leaves your eyes.\n\r",victim);
}
}
return;
}
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
send_to_char( "The earth trembles beneath your feet!\n\r", ch );
act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
for ( vch = char_list; vch != NULL; vch = vch_next )
{
vch_next = vch->next;
if ( vch->in_room == NULL || !can_see(ch, vch))
continue;
if ( vch->in_room == ch->in_room )
{
if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
damage( ch, vch, level + dice(2, 8), sn );
continue;
}
if ( vch->in_room->area == ch->in_room->area )
send_to_char( "The earth trembles and shivers.\n\r", vch );
}
return;
}
void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if ( obj->item_type != ITEM_WEAPON
|| IS_SET(obj->quest, QUEST_ENCHANTED)
|| IS_SET(obj->quest, QUEST_ARTIFACT)
|| obj->chobj != NULL )
{
send_to_char("You are unable to enchant this weapon.\n\r",ch);
return;
}
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = 0;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = -1;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 10;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( IS_GOOD(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
act( "$p glows blue.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_EVIL(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows red.", ch, obj, NULL, TO_CHAR );
act( "$p glows red.", ch, obj, NULL, TO_ROOM );
}
else
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
act( "$p glows yellow.", ch, obj, NULL, TO_ROOM );
}
return;
}
void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
AFFECT_DATA *paf;
if ( obj->item_type != ITEM_ARMOR
|| IS_SET(obj->quest, QUEST_ENCHANTED)
|| IS_SET(obj->quest, QUEST_ARTIFACT)
|| obj->chobj != NULL )
{
send_to_char("You are unable to enchant this weapon.\n\r",ch);
return;
}
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = 0;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_HITROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( affect_free == NULL )
{
paf = alloc_perm( sizeof(*paf) );
}
else
{
paf = affect_free;
affect_free = affect_free->next;
}
/*
paf->type = -1;
*/
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_DAMROLL;
paf->modifier = level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
paf->type = sn;
paf->duration = -1;
paf->location = APPLY_AC;
paf->modifier = -level / 5;
paf->bitvector = 0;
paf->next = obj->affected;
obj->affected = paf;
if ( IS_GOOD(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
act( "$p glows blue.", ch, obj, NULL, TO_ROOM );
}
else if ( IS_EVIL(ch) )
{
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows red.", ch, obj, NULL, TO_CHAR );
act( "$p glows red.", ch, obj, NULL, TO_ROOM );
}
else
{
SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
SET_BIT(obj->quest, QUEST_ENCHANTED);
act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
act( "$p glows yellow.", ch, obj, NULL, TO_ROOM );
}
return;
}
/*
* Drain XP, MANA, HP.
* Caster gains HP.
*/
void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hp;
if ( saves_spell( level, victim ) )
return;
if ( !IS_HERO(ch))
ch->alignment = UMAX(-1000, ch->alignment - 200);
if ( victim->level <= 2 )
{
dam = ch->hit + 1;
}
else
{
dam = dice(1, level);
if (IS_NPC(victim) || !IS_IMMUNE(victim, IMM_DRAIN) )
{
victim->mana /= 2;
victim->move /= 2;
ch->hit += dam;
if (ch->hit > (2*ch->max_hit))
ch->hit = (2 * ch->max_hit);
}
}
hp = victim->hit;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DRAIN) )
victim->hit = hp;
if (!IS_NPC(ch) && ch != victim) do_beastlike(ch,"");
return;
}
void spell_desanct( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) REMOVE_BIT(victim->affected_by, AFF_SANCTUARY);
send_to_char("Your white aura fades.\n\r",victim);
send_to_char("#sDESANCT!!!! #YMuhahahaha.\n\r#n",ch);
return;
}
void spell_imp_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int hrandom = number_range(1000,1500);
victim->hit = UMIN( victim->hit + hrandom, victim->max_hit );
if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if (ch == victim)
act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
else
act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
if ( ch != victim )
send_to_char( "#sSUPER HEAL!!!.\n\r#n", ch );
return;
}
void spell_imp_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 1500, 3000 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_imp_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return;
af.type = sn;
af.duration = level;
af.location = APPLY_HITROLL;
af.modifier = -level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a glowing pink outline.\n\r", victim );
act( "$n is surrounded by a glowing pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_imp_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *mount;
ROOM_INDEX_DATA *pRoomIndex;
int to_room;
if ( victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
|| ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
{
send_to_char( "You failed the #sTELEPORT#n spell.\n\r", ch );
return;
}
for ( ; ; )
{
to_room = number_range( 0, 65535 );
pRoomIndex = get_room_index( to_room );
if ( pRoomIndex != NULL )
if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
&& !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)
&& to_room != 30008 && to_room != 30002 )
break;
}
act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
if ( (mount = ch->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
20,
20, 20, 20, 20, 20, 25, 25, 25, 25, 25,
30, 30, 30, 30, 30, 35, 40, 45, 50, 55,
60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
150, 200, 250, 300, 400, 500, 650, 750, 850,1000
};
int dam;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) return;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
if (IS_CLASS(ch, CLASS_LICH)) dam *= 1.2;
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)) dam =0;
if (dam == 0) return;
damage( ch, victim, dam, sn );
return;
}
void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD)) return;
dam = dice(6, 8);
if ( saves_spell( level, victim ) )
dam /= 2;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT) ) dam = 0;
damage( ch, victim, dam, sn );
return;
}
void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_AC;
af.modifier = 2 * level;
af.bitvector = AFF_FAERIE_FIRE;
affect_to_char( victim, &af );
send_to_char( "You are surrounded by a pink outline.\n\r", victim );
act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_spew( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam = 0;
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if (vch->trust>6) continue;
if (IS_NPC(vch)) dam=250*level;
if (!IS_NPC(vch)) dam=100*level;
if (is_safe(ch,vch)==TRUE) break;
damage( ch, vch, dam, sn );
}
return;
}
void spell_infirmity( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INFIRMITY) )
{
act("A look of concentration passes over $n's face.",ch,NULL,NULL,TO_ROOM);
send_to_char("A look of concentration passes over your face.\n\r",ch);
send_to_char("They are already weak.\n\r",ch);
return;
}
af.type = sn;
af.duration = level;
af.location = APPLY_DEX;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char( victim, &af );
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char( victim, &af );
af.type = sn;
af.duration = level;
af.location = APPLY_WIS;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char( victim, &af );
af.type = sn;
af.duration = level;
af.location = APPLY_CON;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char( victim, &af );
af.type = sn;
af.duration = level;
af.location = APPLY_INT;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char( victim, &af );
af.type = sn;
af.duration = level;
af.location = APPLY_DAMROLL;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char( victim, &af );
af.type = sn;
af.duration = level;
af.location = APPLY_HITROLL;
af.modifier = 0 - level;
af.bitvector = AFF_INFIRMITY;
affect_to_char( victim, &af );
send_to_char("A look of concentration passes over your face.\n\r",ch);
act("A look of concentration passes over $n's face.",ch,NULL,NULL,TO_ROOM);
send_to_char( "You feel weaker.\n\r", victim );
send_to_char( "You feel slower.\n\r", victim );
send_to_char( "You feel less healthy.\n\r", victim );
act( "$n looks weaker.", victim, NULL, NULL, TO_ROOM );
act( "$n looks slower.", victim, NULL, NULL, TO_ROOM );
act( "$n looks less healthy.",victim,NULL,NULL, TO_ROOM);
return;
}
void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *ich;
bool still_dark = FALSE;
act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You conjure a cloud of purple smoke.\n\r", ch );
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (ich==ch || ich->trust > 6) continue;
if (ich->race - ch->race > 9) continue;
if ((ch->race < ich->race) && (100 - (ich->race - ch->race)*10) > number_percent())
return;
affect_strip ( ich, gsn_invis );
affect_strip ( ich, gsn_mass_invis );
affect_strip ( ich, gsn_sneak );
if (IS_AFFECTED(ich, AFF_HIDE)) REMOVE_BIT(ich->affected_by, AFF_HIDE);
if (IS_AFFECTED(ich, AFF_INVISIBLE)) REMOVE_BIT(ich->affected_by, AFF_INVISIBLE);
if (IS_AFFECTED(ich, AFF_SNEAK)) REMOVE_BIT(ich->affected_by, AFF_SNEAK);
if (IS_SET(ich->act, PLR_WIZINVIS)) REMOVE_BIT(ich->act, PLR_WIZINVIS);
if (IS_SET(ich->affected_by, AFF_SHIFT)) REMOVE_BIT(ich->affected_by, AFF_SHIFT);
if (IS_SET(ich->extra, EXTRA_EARTHMELD)) REMOVE_BIT(ich->extra, EXTRA_EARTHMELD);
if (IS_AFFECTED(ich,AFF_SHADOWPLANE)) REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE);
if (IS_AFFECTED(ich, AFF_PEACE)) REMOVE_BIT(ich->affected_by, AFF_PEACE);
if ((!IS_NPC(ich) || ich->level < 2000)
&& IS_AFFECTED(ich,AFF_ETHEREAL)) REMOVE_BIT(ich->affected_by, AFF_ETHEREAL);
if ((IS_CLASS(ich, CLASS_DROW) || IS_CLASS(ich, CLASS_CYBORG)) && IS_SET(ich->newbits, NEW_DARKNESS))
{
REMOVE_BIT(ich->newbits, NEW_DARKNESS);
REMOVE_BIT(ich->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
send_to_char( "You are revealed!\n\r", ich );
}
if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
{
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (IS_CLASS(ich, CLASS_DROW) && IS_SET(ich->newbits, NEW_DARKNESS))
still_dark = TRUE;
}
if (!still_dark) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
return;
}
void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_FLYING) )
return;
af.type = sn;
af.duration = level + 3;
af.location = 0;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char( victim, &af );
send_to_char( "You rise up off the ground.\n\r", victim );
act( "$n rises up off the ground.", victim, NULL, NULL, TO_ROOM );
return;
}
void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
victim = create_mobile( get_mob_index(MOB_VNUM_VAMPIRE));
SET_BIT(victim->act, ACT_NOEXP);
char_to_room( victim, ch->in_room );
return;
}
/*
* Gate spell, used for creating permanent portals.
*/
void spell_pgate(int sn, int level, CHAR_DATA *ch, void *vo)
{
OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
if (IS_NPC(ch)) return;
if (!ch->in_room)
{
send_to_char("Fizzle.\n\r", ch);
return;
}
if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
send_to_char("This room is not connected to the astral sphere.\n\r", ch);
return;
}
if (ch->bones < 150)
{
send_to_char("The spell fizzles due to lack of bloody frickin bones.\n\r", ch);
return;
}
if ((pObjIndex = get_obj_index(OBJ_VNUM_PROTOPLASM)) == NULL)
{
send_to_char( "Error...missing object, please inform an immortal.\n\r", ch);
return;
}
ch->bones -= 150;
obj = create_object(pObjIndex, 25);
obj->weight = 1;
obj->cost = 1000;
obj->item_type = ITEM_PORTAL;
obj->value[0] = ch->in_room->vnum;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->pcdata->switchname);
if (obj->questowner != NULL) free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
if (obj->short_descr != NULL) free_string(obj->short_descr);
obj->short_descr = str_dup("A shimmering gateway");
if (obj->description != NULL) free_string(obj->description);
obj->description = str_dup("A shimmering gateway stands here.");
if (obj->name != NULL) free_string(obj->name);
obj->name = str_dup("gateway shimmering");
obj->ownerid = ch->pcdata->playerid;
act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM);
act("$p appears in your hands.", ch, obj, NULL, TO_CHAR);
obj_to_char(obj, ch);
return;
}
/*
* Spell for mega1.are from Glop/Erkenbrand.
*/
void spell_general_purpose( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = number_range( 25, 100 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
return;
}
void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 1 + (level >= 18) + (level >= 25);
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel stronger.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = UMAX( 20, victim->hit - dice(1,4) );
if ( saves_spell( level, victim ) )
dam = UMIN( 50, dam / 4 );
dam = UMIN( 100, dam );
damage( ch, victim, dam, sn );
return;
}
void spell_group_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *ich;
for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
{
if (is_same_group( ich, ch ))
{
ich->hit += number_range(150,250);
if (ich->hit > ich->max_hit) ich->hit=ich->max_hit;
send_to_char("You feel healed.\n\r",ich);
}
}
return;
}
void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (((get_age(ch)-17) < 2 || ch->level < 3) && (victim != ch))
{
stc( "You cannot heal other players if your not 4 hours old and is avatar.\n\r", ch);
return;
}
victim->hit = UMIN( victim->hit + 100, victim->max_hit );
if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100;
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if (ch == victim)
act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
else
act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_heal2( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->hit = UMIN( victim->hit + number_range(1000, 3000), victim->max_hit );
update_pos( victim );
send_to_char( "A warm feeling fills your body.\n\r", victim );
if (ch == victim)
act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM );
else
act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_holyaura( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_HOLYAURA) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 8 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_HOLYAURA;
affect_to_char( victim, &af );
act( "$n is surrounded by a holy aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a holy aura.\n\r", victim );
return;
}
void spell_greaterbless( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 2*level;
af.location = APPLY_HITROLL;
af.modifier = 100;
af.bitvector = 0;
affect_to_char( victim, &af );
af.type = sn;
af.duration = 2*level;
af.location = APPLY_DAMROLL;
af.modifier = 100;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level /2;
affect_to_char( victim, &af );
act( "#wA bright #Wwhite #wshield surrounds $n as they are filled with a greater bless.#n", victim, NULL, NULL, TO_ROOM );
send_to_char( "#wA bright #Wwhite#w shield surrounds you as you're filled with a greater bless.#n\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
/*
* Spell for mega1.are from Glop/Erkenbrand.
*/
void spell_high_explosive( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
return;
dam = dice( level, 150 );
if ( saves_spell( level, victim ) ) dam *= 0.5;
damage( ch, victim, dam, sn );
return;
}
void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
AFFECT_DATA *paf;
int itemtype;
act("You examine $p carefully.",ch,obj,NULL,TO_CHAR);
act("$n examines $p carefully.",ch,obj,NULL,TO_ROOM);
xprintf( buf,
"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d.\n\r",
obj->name,
item_type_name( obj ),
extra_bit_name( obj->extra_flags ),
obj->weight,
obj->cost
);
send_to_char( buf, ch );
if (obj->points > 0 && obj->item_type != ITEM_QUEST
&& obj->item_type != ITEM_PAGE)
{
xprintf( buf, "Quest point value is %d.\n\r", obj->points );
send_to_char( buf, ch );
}
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 &&
obj->questowner != NULL && strlen(obj->questowner) > 1)
{
xprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner );
send_to_char( buf, ch );
}
else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
xprintf( buf, "This object was created by %s.\n\r", obj->questmaker );
send_to_char( buf, ch );
}
else if (obj->questowner != NULL && strlen(obj->questowner) > 1)
{
xprintf( buf, "This object is owned by %s.\n\r", obj->questowner );
send_to_char( buf, ch );
}
if (IS_SET(obj->spectype, SITEM_COPPER))
send_to_char("This item is forged with copper.\n\r",ch);
if (IS_SET(obj->spectype, SITEM_IRON))
send_to_char("This item is forged with iron.\n\r",ch);
if (IS_SET(obj->spectype, SITEM_STEEL))
send_to_char("This item is forged with steel.\n\r",ch);
if (IS_SET(obj->spectype, SITEM_ADAMANTITE))
send_to_char("This item is forged with adamantite.\n\r",ch);
if (IS_SET(obj->spectype, SITEM_MITHRIL))
send_to_char("This item is forged with mithril.\n\r",ch);
if (IS_SET(obj->quest, QUEST_BLOODA))
send_to_char( "This weapon is dripping with kindred blood.\n\r",ch);
if (IS_SET(obj->quest, QUEST_GIANTSTONE))
send_to_char( "This item is coated with a layer of giantstone.\n\r",ch);
if (IS_SET(obj->quest, QUEST_ENCHANTED))
send_to_char( "This item has been enchanted.\n\r", ch );
if (IS_SET(obj->quest, QUEST_SPELLPROOF))
send_to_char( "This item is resistant to offensive spells.\n\r", ch );
if( IS_SET(obj->extra_flags, ITEM_MENCHANT))
stc( "This weapon is indeed perfect.\n\r", ch);
if (IS_SET(obj->spectype, SITEM_DEMONIC))
send_to_char( "This item is crafted from demonsteel.\n\r", ch );
else if (IS_SET(obj->spectype, SITEM_SILVER))
send_to_char( "This item is crafted from gleaming silver.\n\r", ch );
switch ( obj->item_type )
{
case ITEM_PILL:
case ITEM_SCROLL:
case ITEM_POTION:
xprintf( buf, "Level %d spells of:", obj->value[0] );
send_to_char( buf, ch );
if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[1]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[2]].name, ch );
send_to_char( "'", ch );
}
if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
{
send_to_char( " '", ch );
send_to_char( skill_table[obj->value[3]].name, ch );
send_to_char( "'", ch );
}
send_to_char( ".\n\r", ch );
break;
case ITEM_QUEST:
xprintf( buf, "Quest point value is %d.\n\r", obj->value[0] );
send_to_char( buf, ch );
break;
case ITEM_PIECE:
xprintf( buf, "This is a piece of another object.\n\r" );
send_to_char( buf, ch );
break;
case ITEM_FAITHTOKEN:
xprintf( buf, "Faith point value is %d.\n\r", obj->value[0] );
send_to_char( buf, ch );
break;
case ITEM_GRENADE:
if (obj->value[2] < 2) xprintf(buf, "This is a minor explosive device.\n\r");
else if (obj->value[2] < 5) xprintf(buf, "This is an explosive device.\n\r");
else xprintf(buf, "This is a powerful explosive device.\n\r");
send_to_char(buf, ch);
break;
case ITEM_WAND:
case ITEM_STAFF:
xprintf( 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:
xprintf( buf, "Weapon is of type %s.\n\r",
flag_string( weapon_flags, obj->value[3] ));
send_to_char( buf, ch );
xprintf( buf, "Damage is %d to %d (average %d).\n\r",
obj->value[1], obj->value[2],
( obj->value[1] + obj->value[2] ) / 2 );
send_to_char( buf, ch );
if (obj->value[0] >= 1000)
itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000);
else
itemtype = obj->value[0];
if (itemtype > 0)
{
if (obj->level < 10)
xprintf(buf,"%s is a minor spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 20)
xprintf(buf,"%s is a lesser spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 30)
xprintf(buf,"%s is an average spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 40)
xprintf(buf,"%s is a greater spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level < 50)
xprintf(buf,"%s is a major spell weapon.\n\r",capitalize(obj->short_descr));
else if (obj->level > 50)
xprintf(buf,"%s is an ultimate spell weapon.\n\r",capitalize(obj->short_descr));
else
xprintf(buf,"%s is a supreme spell weapon.\n\r",capitalize(obj->short_descr));
send_to_char(buf,ch);
}
if (itemtype == 1)
xprintf (buf, "This weapon is dripping with corrosive acid.\n\r");
else if (itemtype == 4)
xprintf (buf, "This weapon radiates an aura of darkness.\n\r");
else if (itemtype == 30)
xprintf (buf, "This ancient relic is the bane of all evil.\n\r");
else if (itemtype == 34)
xprintf (buf, "This vampiric weapon drinks the souls of its victims.\n\r");
else if (itemtype == 37)
xprintf (buf, "This weapon has been tempered in hellfire.\n\r");
else if (itemtype == 48)
xprintf (buf, "This weapon crackles with sparks of lightning.\n\r");
else if (itemtype == 53)
xprintf (buf, "This weapon is dripping with a dark poison.\n\r");
else if (itemtype > 0)
xprintf (buf, "This weapon has been imbued with the power of %s.\n\r",skill_table[itemtype].name);
if (itemtype > 0)
send_to_char( buf, ch );
if (obj->value[0] >= 1000)
itemtype = obj->value[0] / 1000;
else
break;
if (itemtype == 4)
xprintf (buf, "This weapon radiates an aura of darkness.\n\r");
else if (itemtype == 27 || itemtype == 2)
xprintf (buf, "This weapon allows the wielder to see invisible things.\n\r");
else if (itemtype == 39 || itemtype == 3)
xprintf (buf, "This weapon grants the power of flight.\n\r");
else if (itemtype == 45 || itemtype == 1)
xprintf (buf, "This weapon allows the wielder to see in the dark.\n\r");
else if (itemtype == 46 || itemtype == 5)
xprintf (buf, "This weapon renders the wielder invisible to the human eye.\n\r");
else if (itemtype == 52 || itemtype == 6)
xprintf (buf, "This weapon allows the wielder to walk through solid doors.\n\r");
else if (itemtype == 54 || itemtype == 7)
xprintf (buf, "This holy weapon protects the wielder from evil.\n\r");
else if (itemtype == 139)
xprintf (buf, "This unholy weapon protects the wielder from good.\n\r");
else if (itemtype == 57 || itemtype == 8)
xprintf (buf, "This ancient weapon protects the wielder in combat.\n\r");
else if (itemtype == 9)
xprintf (buf, "This crafty weapon allows the wielder to walk in complete silence.\n\r");
else if (itemtype == 10)
xprintf (buf, "This powerful weapon surrounds its wielder with a shield of lightning.\n\r");
else if (itemtype == 11)
xprintf (buf, "This powerful weapon surrounds its wielder with a shield of fire.\n\r");
else if (itemtype == 12)
xprintf (buf, "This powerful weapon surrounds its wielder with a shield of ice.\n\r");
else if (itemtype == 13)
xprintf (buf, "This powerful weapon surrounds its wielder with a shield of acid.\n\r");
else if (itemtype == 14)
xprintf (buf, "This weapon protects its wielder from clan DarkBlade guardians.\n\r");
else if (itemtype == 15)
xprintf (buf, "This ancient weapon surrounds its wielder with a shield of chaos.\n\r");
else if (itemtype == 16)
xprintf (buf, "This ancient weapon regenerates the wounds of its wielder.\n\r");
else if (itemtype == 26)
xprintf (buf, "This ancient weapon gives the power of mantis 3.\n\r");
else if (itemtype == 17)
xprintf (buf, "This ancient weapon allows its wielder to move at supernatural speed.\n\r");
else if (itemtype == 18)
xprintf (buf, "This razor sharp weapon can slice through armour without difficulty.\n\r");
else if (itemtype == 19)
xprintf (buf, "This ancient weapon spews powerful magics.\n\r");
else if (itemtype == 21)
xprintf (buf, "This ancient weapon grants superior protection to its wielder.\n\r");
else if (itemtype == 22)
xprintf (buf, "This ancient weapon grants its wielder supernatural vision.\n\r");
else if (itemtype == 23)
xprintf (buf, "This ancient weapon makes its wielder fleet-footed.\n\r");
else if (itemtype == 24)
xprintf (buf, "This ancient weapon conceals its wielder from sight.\n\r");
else if (itemtype == 25)
xprintf (buf, "This ancient weapon invokes the power of the beast.\n\r");
else if (itemtype == 28)
xprintf (buf, "This ancient weapon increases the level of your spells by 20.\n\r");
else
xprintf (buf, "This item is bugged...please report it.\n\r");
if (itemtype > 0)
send_to_char( buf, ch );
break;
case ITEM_ARMOR:
xprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
send_to_char( buf, ch );
if (obj->value[3] < 1)
break;
if (obj->value[3] == 4)
xprintf (buf, "This object radiates an aura of darkness.\n\r");
else if (obj->value[3] == 27 || obj->value[3] == 2)
xprintf (buf, "This item allows the wearer to see invisible things.\n\r");
else if (obj->value[3] == 39 || obj->value[3] == 3)
xprintf (buf, "This object grants the power of flight.\n\r");
else if (obj->value[3] == 45 || obj->value[3] == 1)
xprintf (buf, "This item allows the wearer to see in the dark.\n\r");
else if (obj->value[3] == 46 || obj->value[3] == 5)
xprintf (buf, "This object renders the wearer invisible to the human eye.\n\r");
else if (obj->value[3] == 52 || obj->value[3] == 6)
xprintf (buf, "This object allows the wearer to walk through solid doors.\n\r");
else if (obj->value[3] == 54 || obj->value[3] == 7)
xprintf (buf, "This holy relic protects the wearer from evil.\n\r");
else if (obj->value[3] == 139)
xprintf (buf, "This unholy relic protects the wearer from good.\n\r");
else if (obj->value[3] == 57 || obj->value[3] == 8)
xprintf (buf, "This ancient relic protects the wearer in combat.\n\r");
else if (obj->value[3] == 9)
xprintf (buf, "This crafty item allows the wearer to walk in complete silence.\n\r");
else if (obj->value[3] == 10)
xprintf (buf, "This powerful item surrounds its wearer with a shield of lightning.\n\r");
else if (obj->value[3] == 11)
xprintf (buf, "This powerful item surrounds its wearer with a shield of fire.\n\r");
else if (obj->value[3] == 12)
xprintf (buf, "This powerful item surrounds its wearer with a shield of ice.\n\r");
else if (obj->value[3] == 13)
xprintf (buf, "This powerful item surrounds its wearer with a shield of acid.\n\r");
else if (obj->value[3] == 14)
xprintf (buf, "This object channels the power of God into its wearer.\n\r");
else if (obj->value[3] == 32)
xprintf (buf, "This object channels the power of Lloth into its wearer.\n\r");
else if (obj->value[3] == 15)
xprintf (buf, "This ancient item surrounds its wearer with a shield of chaos.\n\r");
else if (obj->value[3] == 16)
xprintf (buf, "This ancient item regenerates the wounds of its wearer.\n\r");
else if (obj->value[3] == 17)
xprintf (buf, "This ancient item allows its wearer to move at supernatural speed.\n\r");
else if (obj->value[3] == 18)
xprintf (buf, "This powerful item allows its wearer to shear through armour without difficulty.\n\r");
else if (obj->value[3] == 19)
xprintf (buf, "This powerful item spews horrifying magics.\n\r");
else if (obj->value[3] == 21)
xprintf (buf, "This ancient item grants superior protection to its wearer.\n\r");
else if (obj->value[3] == 22)
xprintf (buf, "This ancient item grants its wearer supernatural vision.\n\r");
else if (obj->value[3] == 23)
xprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r");
else if (obj->value[3] == 24)
xprintf (buf, "This ancient item conceals its wearer from sight.\n\r");
else if (obj->value[3] == 25)
xprintf (buf, "This ancient item invokes the power of the beast.\n\r");
else if (obj->value[3] == 28)
xprintf (buf, "This ancient item invokes the power of ancient magic.\n\r");
else if (obj->value[3] == 29)
xprintf (buf, "This ancient artifact grants its wearer the power of the third eye.\n\r");
else if (obj->value[3] == 30)
xprintf (buf, "This great bird grants the power of talons.\n\r");
else if (obj->value[3] == 31)
xprintf( buf, "This cursed item invokes madness.\n\r");
else
xprintf (buf, "This item is bugged...please report it.\n\r");
if (obj->value[3] > 0)
send_to_char( buf, ch );
break;
}
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
if ( paf->location != APPLY_NONE && paf->modifier != 0 )
{
xprintf( 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 )
{
xprintf( buf, "Affects %s by %d.\n\r",
affect_loc_name( paf->location ), paf->modifier );
send_to_char( buf, ch );
}
}
return;
}
void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INFRARED) )
return;
act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
af.type = sn;
af.duration = 2 * level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INFRARED;
affect_to_char( victim, &af );
send_to_char( "Your eyes glow red.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
return;
act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( victim, &af );
send_to_char( "You fade out of existence.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char *msg;
int ap;
ap = victim->alignment;
if ( ap > 700 ) msg = "$N has an aura as white as the driven snow.";
else if ( ap > 350 ) msg = "$N is of excellent moral character.";
else if ( ap > 100 ) msg = "$N is often kind and thoughtful.";
else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
else if ( ap > -350 ) msg = "$N lies to $S friends.";
else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!";
else msg = "I'd rather just not say anything at all about $N.";
act( msg, ch, NULL, victim, TO_CHAR );
return;
}
void spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
10,
15, 15, 15, 20, 20, 25, 25, 25, 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,
70, 80, 90,120,150, 200,250,300,350,400
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) return;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
if (IS_CLASS(ch, CLASS_LICH)) dam *= 2;
hp = victim->hit;
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
if (dam==0) return;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING))
victim->hit = hp;
return;
}
void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_STRING_LENGTH];
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found = FALSE;
int count = 1;
int start_number;
target_name = one_argument(target_name, arg1);
one_argument(target_name, arg2);
start_number = UMAX(1, atoi(arg2));
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if (!can_see_obj( ch, obj ) || !is_name(arg1, obj->name) )
continue;
/* for quests */
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
continue;
if (count < start_number)
{
count++;
continue;
}
found = TRUE;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj );
if ( in_obj->carried_by != NULL )
xprintf(buf, "%2d. %s carried by %s.\n\r",
count, obj->short_descr, PERS(in_obj->carried_by, ch) );
else
xprintf(buf, "%2d. %s in %s.\n\r",
count, obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name);
buf[0] = UPPER(buf[0]);
send_to_char( buf, ch );
if (count - start_number > 42) break;
else count++;
}
if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );
return;
}
void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const sh_int dam_each[] =
{
0,
3, 3, 4, 4, 5, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
13, 13, 13, 13, 13, 14, 14, 14, 14, 14,
15, 20, 25, 30, 35, 40, 45, 55, 65, 75
};
int dam;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
damage( ch, victim, dam, sn );
if (number_range(1, 3) != 2) (*skill_table[sn].spell_fun) (sn, level, ch, victim);
return;
}
void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
AFFECT_DATA af;
CHAR_DATA *gch;
for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
{
if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) )
continue;
act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
send_to_char( "You slowly fade out of existence.\n\r", gch );
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char( gch, &af );
}
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_null( int sn, int level, CHAR_DATA *ch, void *vo )
{
send_to_char( "That's not a spell!\n\r", ch );
return;
}
void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char( victim, &af );
act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You turn translucent.\n\r", victim );
return;
}
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
char buf [MAX_INPUT_LENGTH];
/* Ghosts cannot be poisoned - KaVir */
if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) ) return;
return;
if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE) &&
IS_VAMPAFF(victim, VAM_SERPENTIS) ) return;
else if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_WEREWOLF) &&
victim->power[DISC_WERE_SPID] > 2 ) return;
else if ( !IS_NPC(victim) && IS_CLASS(victim, CLASS_DROW) &&
IS_SET(victim->pcdata->powers[1], DPOWER_DROWPOISON)) return;
if ( saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = level;
af.location = APPLY_STR;
af.modifier = 0 - number_range(1,3);
af.bitvector = AFF_POISON;
affect_join( victim, &af );
send_to_char( "You feel very sick.\n\r", victim );
if ( ch == victim ) return;
if (!IS_NPC(victim))
xprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->name);
else
xprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->short_descr);
send_to_char(buf,ch);
return;
}
void spell_readaura(int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
char buf [MAX_INPUT_LENGTH];
act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT);
act("$n examines you intently.",ch,NULL,victim,TO_VICT);
if (IS_NPC(victim)) xprintf(buf, "%s is an NPC.\n\r",victim->short_descr);
else
{
if (victim->level == 12) xprintf(buf, "%s is an Implementor.\n\r", victim->name);
else if (victim->level == 11) xprintf(buf, "%s is a High Judge.\n\r", victim->name);
else if (victim->level == 10) xprintf(buf, "%s is a Judge.\n\r", victim->name);
else if (victim->level == 9 ) xprintf(buf, "%s is an Enforcer.\n\r", victim->name);
else if (victim->level == 8 ) xprintf(buf, "%s is a Quest Maker.\n\r", victim->name);
else if (victim->level == 7 ) xprintf(buf, "%s is a Builder.\n\r", victim->name);
else if (victim->level >= 3 ) xprintf(buf, "%s is an Avatar.\n\r", victim->name);
else xprintf(buf, "%s is a Mortal.\n\r", victim->name);
}
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
xprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim),
get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim));
send_to_char(buf,ch);
}
xprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana,
victim->move,victim->max_move);
send_to_char(buf,ch);
if (!IS_NPC(victim)) xprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim),
char_ac(victim));
else xprintf(buf,"AC:%d.\n\r",char_ac(victim));
send_to_char(buf,ch);
if (!IS_NPC(victim))
{
if (IS_CLASS(victim, CLASS_VAMPIRE))
{
xprintf(buf,"Blood:%d, ",victim->pcdata->condition[COND_THIRST]);
send_to_char(buf,ch);
}
}
xprintf(buf,"Alignment:%d.\n\r",victim->alignment);
send_to_char(buf,ch);
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && ch->sex == SEX_FEMALE)
act("$N is pregnant.",ch,NULL,victim,TO_CHAR);
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_VAMPIRE))
{
send_to_char("Disciplines:",ch);
if (IS_VAMPAFF(victim, VAM_PROTEAN)) send_to_char(" Protean",ch);
if (IS_VAMPAFF(victim, VAM_CELERITY)) send_to_char(" Celerity",ch);
if (IS_VAMPAFF(victim, VAM_FORTITUDE)) send_to_char(" Fortitude",ch);
if (IS_VAMPAFF(victim, VAM_POTENCE)) send_to_char(" Potence",ch);
if (IS_VAMPAFF(victim, VAM_OBFUSCATE)) send_to_char(" Obfuscate",ch);
if (IS_VAMPAFF(victim, VAM_OBTENEBRATION)) send_to_char(" Obtenebration",ch);
if (IS_VAMPAFF(victim, VAM_SERPENTIS)) send_to_char(" Serpentis",ch);
if (IS_VAMPAFF(victim, VAM_AUSPEX)) send_to_char(" Auspex",ch);
if (IS_VAMPAFF(victim, VAM_DOMINATE)) send_to_char(" Dominate",ch);
if (IS_VAMPAFF(victim, VAM_PRESENCE)) send_to_char(" Presence",ch);
if (IS_VAMPAFF(victim, VAM_VICISSITUDE)) send_to_char(" Vicissitude",ch);
if (IS_VAMPAFF(victim, VAM_THAU)) send_to_char(" Thaumaturgy",ch);
if (IS_VAMPAFF(victim, VAM_ANIMAL)) send_to_char(" Animalism",ch);
if (IS_VAMPAFF(victim, VAM_QUIETUS)) send_to_char(" Quietus",ch);
send_to_char(".\n\r",ch);
}
return;
}
void spell_protection_vs_good( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) )
return;
if (!IS_EVIL(victim))
{
send_to_char("The spell fails.\n\r",ch);
return;
}
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT_GOOD;
affect_to_char( victim, &af );
send_to_char( "You feel protected.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_PROTECT) )
return;
if (!IS_GOOD(victim))
{
send_to_char("The spell fails.\n\r",ch);
return;
}
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PROTECT;
affect_to_char( victim, &af );
send_to_char( "You feel protected.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->move = UMIN( victim->move + level * 3, victim->max_move );
act("$n looks less tired.",victim,NULL,NULL,TO_ROOM);
send_to_char( "You feel less tired.\n\r", victim );
if (!IS_NPC(victim) && victim->sex == SEX_MALE &&
victim->pcdata->stage[0] < 1 && victim->pcdata->stage[2] > 0)
victim->pcdata->stage[2] = 0;
return;
}
void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
one_argument( target_name, arg );
if ( arg[0] == '\0')
{
send_to_char( "Remove curse on what?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, target_name ) ) != NULL )
{
if ( is_affected( victim, gsn_curse ) )
{
affect_strip( victim, gsn_curse );
send_to_char( "You feel better.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
}
return;
}
if ( ( obj = get_obj_carry( ch, arg,ch ) ) != NULL )
{
if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) )
{
REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE);
act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
}
else if ( IS_SET(obj->extra_flags, ITEM_NODROP) )
{
REMOVE_BIT(obj->extra_flags, ITEM_NODROP);
act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR );
}
return;
}
send_to_char( "No such creature or object to remove curse on.\n\r", ch );
return;
}
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
return;
af.type = sn;
af.duration = number_fuzzy( level / 4 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( victim, &af );
act( "$n is surrounded in a white aura.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a white aura!\n\r", victim );
return;
}
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
return;
af.type = sn;
af.duration = 8 + level;
af.location = APPLY_AC;
af.modifier = -20;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are surrounded by a force shield.\n\r", victim );
return;
}
void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
static const int dam_each[] =
{
10,
10, 10, 15, 15, 15, 20, 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,
60, 70, 85,100,125, 150,175,200,225,300
};
int dam;
int hp;
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) return;
level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
level = UMAX(0, level);
dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
if ( saves_spell( level, victim ) )
dam /= 2;
hp = victim->hit;
damage( ch, victim, dam, sn );
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING) )
victim->hit = hp;
return;
}
void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_SLEEP)
|| level < victim->level
/* || ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_SLEEP) )*/
|| ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
|| saves_spell( level, victim ) )
return;
af.type = sn;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join( victim, &af );
if ( IS_AWAKE(victim) )
{
send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
victim->position = POS_SLEEPING;
}
return;
}
void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( ch, sn ) )
return;
af.type = sn;
af.duration = level/9;
af.location = APPLY_AC;
af.modifier = -40;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to stone.\n\r", victim );
return;
}
void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
CHAR_DATA *mount;
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| victim->fighting != NULL
|| victim->in_room->area != ch->in_room->area
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
|| (IS_NPC(victim) && IS_SET(victim->act, ACT_NOSUMMON))
|| (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) )
|| (IS_NPC(victim) && saves_spell( level, victim ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
act( "$N has summoned you!", victim, NULL, ch, TO_CHAR );
do_look( victim, "auto" );
if ( (mount = victim->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, get_room_index(victim->in_room->vnum) );
do_look( mount, "auto" );
return;
}
void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
CHAR_DATA *mount;
ROOM_INDEX_DATA *pRoomIndex;
int to_room;
if ( victim->in_room == NULL
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT)
|| ( !IS_NPC(ch) && victim->fighting != NULL )
|| ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) )
|| ( victim != ch
&& ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
{
send_to_char( "You failed.\n\r", ch );
return;
}
for ( ; ; )
{
to_room = number_range( 0, 65535 );
pRoomIndex = get_room_index( to_room );
if ( pRoomIndex != NULL )
if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY)
&& !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT))
break;
}
act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, pRoomIndex );
act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
do_look( victim, "auto" );
if ( (mount = ch->mount) == NULL ) return;
char_from_room( mount );
char_to_room( mount, ch->in_room );
do_look( mount, "auto" );
return;
}
void spell_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 );
xprintf( buf1, "%s says '%s'.\n\r", speaker, target_name );
xprintf( 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.duration = level / 2;
af.location = APPLY_STR;
af.modifier = -2;
af.bitvector = 0;
affect_to_char( victim, &af );
send_to_char( "You feel weaker.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
/*
* This is for muds that _want_ scrolls of recall.
* Ick.
*/
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
do_recall( (CHAR_DATA *) vo, "" );
return;
}
/*
* NPC spells.
*/
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD)) return;
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, victim ) ) dam /=2;
dam = cap_dam(ch,victim,dam);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_ACID)) dam = 0;
damage( ch, victim, dam, sn );
return;
}
void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && !IS_CLASS(ch, CLASS_SHAPESHIFTER)) return;
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, victim ) ) dam /= 2;
dam = cap_dam(ch,victim,dam);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT) && !IS_CLASS(ch, CLASS_SHAPESHIFTER)) dam = 0;
damage( ch, victim, dam, sn );
return;
}
void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_ICESHIELD)) return;
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, victim ) ) dam /= 2;
dam = cap_dam(ch,victim,dam);
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD)) dam = 0;
damage( ch, victim, dam, sn );
return;
}
void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *vch;
CHAR_DATA *vch_next;
int dam;
int hpch;
int chhp;
for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if (can_see(ch, vch))
if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
{
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/6 + 1, hpch/3 );
if ( saves_spell( level, vch ) )
dam /= 2;
dam /= 2;
chhp = vch->hit;
if (dam > ch->damcap[DAM_CAP]) dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) );
if ( IS_AFFECTED(vch, AFF_SANCTUARY) ) dam /=2;
damage( ch, vch, dam, sn );
if (!IS_NPC(vch) && IS_CLASS(vch, CLASS_VAMPIRE) )
vch->hit = chhp;
}
}
return;
}
void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int hpch;
if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD)) return;
hpch = UMAX( 10, ch->hit );
dam = number_range( hpch/16+1, hpch/8 );
if ( saves_spell( level, victim ) ) dam /= 2;
if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_LIGHTNING) ) dam = 0;
dam = cap_dam(ch,victim,dam);
damage( ch, victim, dam, sn );
return;
}
/* Extra spells written by KaVir. */
void spell_guardian( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf [MAX_INPUT_LENGTH];
CHAR_DATA *victim;
AFFECT_DATA af;
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
ch->pcdata->followers++;
victim=create_mobile( get_mob_index( MOB_VNUM_GUARDIAN ) );
victim->level = level;
victim->hit = 100*level;
victim->max_hit = 100*level;
victim->hitroll = level;
victim->damroll = level;
victim->armor = 100 - (level*7);
xprintf(buf,"Come forth, creature of darkness, and do my bidding!");
do_say( ch, buf );
send_to_char( "A demon bursts from the ground and bows before you.\n\r",ch );
act( "$N bursts from the ground and bows before $n.", ch, NULL, victim, TO_ROOM );
char_to_room( victim, ch->in_room );
add_follower( victim, ch );
af.type = sn;
af.duration = 666;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CHARM;
affect_to_char( victim, &af );
return;
}
void spell_soulblade( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
char arg2 [MAX_INPUT_LENGTH];
char buf [MAX_INPUT_LENGTH];
char wpnname [MAX_INPUT_LENGTH];
int weapontype = 3;
target_name = one_argument( target_name, arg2 );
obj = create_object( get_obj_index( OBJ_VNUM_SOULBLADE ), 0 );
if (!str_cmp(arg2,"slicer")) {weapontype = 1;strcpy(wpnname,"slicer");}
else if (!str_cmp(arg2,"stabber")) {weapontype = 2;strcpy(wpnname,"stabber");}
else if (!str_cmp(arg2,"slasher")) {weapontype = 3;strcpy(wpnname,"slasher");}
else if (!str_cmp(arg2,"whip")) {weapontype = 4;strcpy(wpnname,"whip");}
else if (!str_cmp(arg2,"claw")) {weapontype = 5;strcpy(wpnname,"claw");}
else if (!str_cmp(arg2,"blaster")) {weapontype = 6;strcpy(wpnname,"blaster");}
else if (!str_cmp(arg2,"pounder")) {weapontype = 7;strcpy(wpnname,"pounder");}
else if (!str_cmp(arg2,"crusher")) {weapontype = 8;strcpy(wpnname,"crusher");}
else if (!str_cmp(arg2,"piercer")) {weapontype = 11;strcpy(wpnname,"piercer");}
else if (!str_cmp(arg2,"sucker")) {weapontype = 12;strcpy(wpnname,"sucker");}
/* First we name the weapon */
else
{
send_to_char( "Item can be one of: Slicer, Stabber, Slasher, Piercer, Whip, Claw, Blaster, Pounder, Crusher, Sucker.\n\r",ch);
return;
}
free_string(obj->name);
xprintf(buf,"%s soul %s",ch->name,wpnname);
obj->name=str_dup(buf);
free_string(obj->short_descr);
if (IS_NPC(ch)) xprintf(buf,"%s's soul %s",ch->short_descr,wpnname);
else xprintf(buf,"%s's soul %s",ch->pcdata->switchname,wpnname);
buf[0] = UPPER(buf[0]);
obj->short_descr=str_dup(buf);
free_string(obj->description);
if (IS_NPC(ch)) xprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname);
else xprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname);
buf[0] = UPPER(buf[0]);
obj->description=str_dup(buf);
if (IS_NPC(ch)) obj->level = ch->level;
else if (ch->spl[2] > 4) obj->level = ch->spl[2]/4;
else obj->level = 1;
if (obj->level > 60) obj->level = 60;
obj->value[0] = 13034;
obj->value[1] = 10;
obj->value[2] = 20;
obj->value[3] = weapontype;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker = str_dup(ch->name);
if (!IS_NPC(ch))
{
if (obj->questowner != NULL) free_string(obj->questowner);
obj->questowner = str_dup(ch->pcdata->switchname);
}
obj->ownerid = ch->pcdata->playerid;
obj_to_char(obj,ch);
act("$p fades into existance in your hand.", ch, obj, NULL, TO_CHAR);
act("$p fades into existance in $n's hand.", ch, obj, NULL, TO_ROOM);
return;
}
void spell_mana( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) &&
IS_VAMPAFF(ch, VAM_CELERITY))
{
if ( ch->move < 25 )
{
send_to_char( "You are too exhausted to do that.\n\r", ch );
return;
}
ch->move = ch->move - 25;
}
else
{
if ( ch->move < 50 )
{
send_to_char( "You are too exhausted to do that.\n\r", ch );
return;
}
ch->move = ch->move - 50;
}
victim->mana = UMIN( victim->mana + level + 10, victim->max_mana);
update_pos(ch);
update_pos(victim);
if (ch == victim)
{
send_to_char("You draw in energy from your surrounding area.\n\r",
ch);
act("$n draws in energy from $s surrounding area.", ch, NULL, NULL,
TO_ROOM);
return;
}
act("You draw in energy from around you and channel it into $N.",
ch, NULL, victim, TO_CHAR);
act("$n draws in energy and channels it into $N.",
ch, NULL, victim, TO_NOTVICT);
act("$n draws in energy and channels it into you.",
ch, NULL, victim, TO_VICT);
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_frenzy( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn )) return;
af.type = sn;
af.duration = 1 + level / 10;
af.location = APPLY_HITROLL;
af.modifier = level / 5;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = level / 5;
affect_to_char( victim, &af );
af.location = APPLY_AC;
af.modifier = level / 2;
affect_to_char( victim, &af );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
act( "$n is consumed with rage.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are consumed with rage!\n\r", victim );
if (!IS_NPC(victim)) do_beastlike(victim,"");
return;
}
void spell_darkblessing( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
level = level * 8;
af.type = sn;
af.duration = level / 1.5;
af.location = APPLY_HITROLL;
af.modifier = 1 + level / 10;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_DAMROLL;
af.modifier = 1 + level / 10;
affect_to_char( victim, &af );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
act( "$n looks wicked.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You feel wicked.\n\r", victim );
return;
}
void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim;
OBJ_DATA *obj;
char arg [MAX_INPUT_LENGTH];
int duration;
one_argument( target_name, arg );
if ( arg[0] == '\0')
{
send_to_char( "Who do you wish to create a portal to?\n\r", ch );
return;
}
victim = get_char_world( ch, arg );
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) && victim->fight_timer == 0)
|| IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(victim->act, ACT_NOTRAVEL)
|| IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| victim->in_room->vnum == ch->in_room->vnum)
{
send_to_char( "You failed.\n\r", ch );
return;
}
if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc( "You can't find it's room.\n\r",ch);
return;
}
if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc( "Your room is not connected to the astral plane.\n\r",ch);
return;
}
duration = number_range(2,3);
obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
obj->value[0] = victim->in_room->vnum;
obj->value[3] = ch->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(ch,AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room( obj, ch->in_room );
obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 );
obj->value[0] = ch->in_room->vnum;
obj->value[3] = victim->in_room->vnum;
obj->timer = duration;
if (IS_AFFECTED(victim,AFF_SHADOWPLANE))
obj->extra_flags = ITEM_SHADOWPLANE;
obj_to_room( obj, victim->in_room );
act( "$p appears in front of $n.", ch, obj, NULL, TO_ROOM );
act( "$p appears in front of you.", ch, obj, NULL, TO_CHAR );
act( "$p appears in front of $n.", victim, obj, NULL, TO_ROOM );
act( "$p appears in front of you.", ch, obj, victim, TO_VICT );
return;
}
/* This spell is designed for potions */
void spell_energyflux( int sn, int level, CHAR_DATA *ch, void *vo)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
victim->mana = UMIN( victim->mana + 50, victim->max_mana);
update_pos(victim);
send_to_char("You feel mana channel into your body.\n\r",victim);
return;
}
void spell_voodoo( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
OBJ_DATA *obj;
char buf [MAX_INPUT_LENGTH];
char arg [MAX_INPUT_LENGTH];
char part1 [MAX_INPUT_LENGTH];
char part2 [MAX_INPUT_LENGTH];
int worn;
one_argument( target_name, arg );
victim = get_char_world( ch, arg );
if (ch->practice < 5)
{
send_to_char( "It costs 5 points of primal energy to create a voodoo doll.\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, target_name ) ) == NULL )
{
send_to_char( "Nobody by that name is playing.\n\r", ch );
return;
}
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) == NULL )
{
if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) == NULL )
{
send_to_char( "You are not holding any body parts.\n\r", ch );
return;
}
else worn = WEAR_HOLD;
}
else worn = WEAR_WIELD;
if ( IS_NPC(victim) )
{
send_to_char( "Not on NPC's.\n\r", ch );
return;
}
/* fixes a crash explot */
if (obj->questmaker != NULL && strlen(obj->questmaker) > 1)
{
send_to_char( "You cannot use that item.\n\r", ch );
return;
}
if (obj->value[2] == 12) xprintf(part1,"head %s",victim->name);
else if (obj->value[2] == 13) xprintf(part1,"heart %s",victim->name);
else if (obj->value[2] == 14) xprintf(part1,"arm %s",victim->name);
else if (obj->value[2] == 15) xprintf(part1,"leg %s",victim->name);
else if (obj->value[2] == 30004) xprintf(part1,"entrails %s",victim->name);
else if (obj->value[2] == 30005) xprintf(part1,"brain %s",victim->name);
else if (obj->value[2] == 30006) xprintf(part1,"eye eyeball %s",victim->name);
else if (obj->value[2] == 30012) xprintf(part1,"face %s",victim->name);
else if (obj->value[2] == 30013) xprintf(part1,"windpipe %s",victim->name);
else if (obj->value[2] == 30014) xprintf(part1,"cracked head %s",victim->name);
else if (obj->value[2] == 30025) xprintf(part1,"ear %s",victim->name);
else if (obj->value[2] == 30026) xprintf(part1,"nose %s",victim->name);
else if (obj->value[2] == 30027) xprintf(part1,"tooth %s",victim->name);
else if (obj->value[2] == 30028) xprintf(part1,"tongue %s",victim->name);
else if (obj->value[2] == 30029) xprintf(part1,"hand %s",victim->name);
else if (obj->value[2] == 30030) xprintf(part1,"foot %s",victim->name);
else if (obj->value[2] == 30031) xprintf(part1,"thumb %s",victim->name);
else if (obj->value[2] == 30032) xprintf(part1,"index finger %s",victim->name);
else if (obj->value[2] == 30033) xprintf(part1,"middle finger %s",victim->name);
else if (obj->value[2] == 30034) xprintf(part1,"ring finger %s",victim->name);
else if (obj->value[2] == 30035) xprintf(part1,"little finger %s",victim->name);
else if (obj->value[2] == 30036) xprintf(part1,"toe %s",victim->name);
else
{
xprintf(buf,"%s isn't a part of %s!\n\r",obj->name,victim->name);
send_to_char( buf, ch );
return;
}
xprintf(part2,obj->name);
if ( str_cmp(part1,part2) )
{
xprintf(buf,"But you are holding %s, not %s!\n\r",obj->short_descr,victim->name);
send_to_char( buf, ch );
return;
}
act("$p vanishes from your hand in a puff of smoke.", ch, obj, NULL, TO_CHAR);
act("$p vanishes from $n's hand in a puff of smoke.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
extract_obj(obj);
obj = create_object( get_obj_index( OBJ_VNUM_VOODOO_DOLL ), 0 );
xprintf(buf,"%s voodoo doll",victim->name);
free_string(obj->name);
obj->name=str_dup(buf);
xprintf(buf,"a voodoo doll of %s",victim->name);
free_string(obj->short_descr);
obj->short_descr=str_dup(buf);
xprintf(buf,"A voodoo doll of %s lies here.",victim->name);
free_string(obj->description);
obj->description=str_dup(buf);
obj_to_char(obj,ch);
equip_char(ch,obj,worn);
act("$p appears in your hand.", ch, obj, NULL, TO_CHAR);
act("$p appears in $n's hand.", ch, obj, NULL, TO_ROOM);
ch->practice -= 5;
return;
}
void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Transport which object?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "Transport who whom?\n\r", ch );
return;
}
if ( ( victim = get_char_world( ch, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that item.\n\r", ch );
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT)) {
send_to_char("You can't transport that.\n\r", ch );
return;}
if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL))
{
stc( "You can't find it's room.\n\r",ch);
return;
}
if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL))
{
stc( "Your room is not connected to the astral plane.\n\r",ch);
return;
}
if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT))
{
send_to_char( "You are unable to transport anything to them.\n\r", ch );
return;
}
act("$p vanishes from your hands in an swirl of smoke.",ch,obj,NULL,TO_CHAR);
act("$p vanishes from $n's hands in a swirl of smoke.",ch,obj,NULL,TO_ROOM);
obj_from_char(obj);
obj_to_char(obj,victim);
act("$p appears in your hands in an swirl of smoke.",victim,obj,NULL,TO_CHAR);
act("$p appears in $n's hands in an swirl of smoke.",victim,obj,NULL,TO_ROOM);
do_autosave(ch,"");
do_autosave(victim,"");
return;
}
void spell_regenerate( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *victim;
int teeth = 0;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if ( arg1[0] == '\0' )
{
send_to_char( "Which body part?\n\r", ch );
return;
}
if ( arg2[0] == '\0' )
{
send_to_char( "Regenerate which person?\n\r", ch );
return;
}
if ( ( victim = get_char_room( ch, NULL, arg2 ) ) == NULL )
{
send_to_char( "They aren't here.\n\r", ch );
return;
}
if (victim->loc_hp[6] > 0)
{
send_to_char( "You cannot regenerate someone who is still bleeding.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that item.\n\r", ch );
return;
}
if (IS_HEAD(victim,LOST_TOOTH_1 )) teeth += 1;
if (IS_HEAD(victim,LOST_TOOTH_2 )) teeth += 2;
if (IS_HEAD(victim,LOST_TOOTH_4 )) teeth += 4;
if (IS_HEAD(victim,LOST_TOOTH_8 )) teeth += 8;
if (IS_HEAD(victim,LOST_TOOTH_16 )) teeth += 16;
if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_ARM))
{send_to_char("They don't need an arm.\n\r",ch); return;}
if (IS_ARM_L(victim,LOST_ARM))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_ARM);
else if (IS_ARM_R(victim,LOST_ARM))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_ARM);
act("You press $p onto the stump of $N's shoulder.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's shoulder.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your shoulder.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG)
{
if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_LEG))
{send_to_char("They don't need a leg.\n\r",ch); return;}
if (IS_LEG_L(victim,LOST_LEG))
REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_LEG);
else if (IS_LEG_R(victim,LOST_LEG))
REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_LEG);
act("You press $p onto the stump of $N's hip.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's hip.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your hip.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL)
{
if (!IS_HEAD(victim,LOST_EYE_L) && !IS_HEAD(victim,LOST_EYE_R))
{send_to_char("They don't need an eye.\n\r",ch); return;}
if (IS_HEAD(victim,LOST_EYE_L))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_L);
else if (IS_HEAD(victim,LOST_EYE_R))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_R);
act("You press $p into $N's empty eye socket.",ch,obj,victim,TO_CHAR);
act("$n presses $p into $N's empty eye socket.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p into your empty eye socket.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR)
{
if (!IS_HEAD(victim,LOST_EAR_L) && !IS_HEAD(victim,LOST_EAR_R))
{send_to_char("They don't need an ear.\n\r",ch); return;}
if (IS_HEAD(victim,LOST_EAR_L))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_L);
else if (IS_HEAD(victim,LOST_EAR_R))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_R);
act("You press $p onto the side of $N's head.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the side of $N's head.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the side of your head.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE)
{
if (!IS_HEAD(victim,LOST_NOSE))
{send_to_char("They don't need a nose.\n\r",ch); return;}
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_NOSE);
act("You press $p onto the front of $N's face.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the front of $N's face.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the front of your face.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND)
{
if (!IS_ARM_L(victim,LOST_ARM) && IS_ARM_L(victim,LOST_HAND))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_HAND);
else if (!IS_ARM_R(victim,LOST_ARM) && IS_ARM_R(victim,LOST_HAND))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_HAND);
else
{
send_to_char("They don't need a hand.\n\r",ch);
return;
}
act("You press $p onto the stump of $N's wrist.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's wrist.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your wrist.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT)
{
if (!IS_LEG_L(victim,LOST_LEG) && IS_LEG_L(victim,LOST_FOOT))
REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_FOOT);
else if (!IS_LEG_R(victim,LOST_LEG) && IS_LEG_R(victim,LOST_FOOT))
REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_FOOT);
else
{
send_to_char("They don't need a foot.\n\r",ch);
return;
}
act("You press $p onto the stump of $N's ankle.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto the stump of $N's ankle.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto the stump of your ankle.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_THUMB))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_THUMB);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_THUMB))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_THUMB);
else
{
send_to_char("They don't need a thumb.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_I))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_I);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_I))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_I);
else
{
send_to_char("They don't need an index finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_M))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_M);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_M))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_M);
else
{
send_to_char("They don't need a middle finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_R))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_R);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_R))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_R);
else
{
send_to_char("They don't need a ring finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE)
{
if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND)
&& IS_ARM_L(victim,LOST_FINGER_L))
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_L);
else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND)
&& IS_ARM_R(victim,LOST_FINGER_L))
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_L);
else
{
send_to_char("They don't need a little finger.\n\r",ch);
return;
}
act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR);
act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT);
extract_obj(obj);
return;
}
else if (teeth > 0)
{
if (IS_HEAD(victim,LOST_TOOTH_1 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);
if (IS_HEAD(victim,LOST_TOOTH_2 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);
if (IS_HEAD(victim,LOST_TOOTH_4 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);
if (IS_HEAD(victim,LOST_TOOTH_8 ))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);
if (IS_HEAD(victim,LOST_TOOTH_16))
REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16) {teeth -= 16;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
if (teeth >= 8 ) {teeth -= 8;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
if (teeth >= 4 ) {teeth -= 4;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
if (teeth >= 2 ) {teeth -= 2;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
if (teeth >= 1 ) {teeth -= 1;
SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
act("You press $p into $N's mouth.",ch,obj,victim,TO_CHAR);
act("$n presses $p into $N's mouth.",ch,obj,victim,TO_NOTVICT);
act("$n presses $p into your mouth.",ch,obj,victim,TO_VICT);
extract_obj(obj);
}
else
{
act("There is nowhere to stick $p on $N.",ch,obj,victim,TO_CHAR);
return;
}
return;
}
void spell_clot( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if (IS_BLEEDING(victim,BLEEDING_HEAD))
{
act("$n's head stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("Your head stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD);
}
else if (IS_BLEEDING(victim,BLEEDING_THROAT))
{
act("$n's throat stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("Your throat stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT);
}
else if (IS_BLEEDING(victim,BLEEDING_ARM_L))
{
act("The stump of $n's left arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L);
}
else if (IS_BLEEDING(victim,BLEEDING_ARM_R))
{
act("The stump of $n's right arm stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right arm stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R);
}
else if (IS_BLEEDING(victim,BLEEDING_LEG_L))
{
act("The stump of $n's left leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L);
}
else if (IS_BLEEDING(victim,BLEEDING_LEG_R))
{
act("The stump of $n's right leg stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right leg stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R);
}
else if (IS_BLEEDING(victim,BLEEDING_HAND_L))
{
act("The stump of $n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L);
}
else if (IS_BLEEDING(victim,BLEEDING_HAND_R))
{
act("The stump of $n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R);
}
else if (IS_BLEEDING(victim,BLEEDING_FOOT_L))
{
act("The stump of $n's left ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your left ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L);
}
else if (IS_BLEEDING(victim,BLEEDING_FOOT_R))
{
act("The stump of $n's right ankle stops bleeding.",victim,NULL,NULL,TO_ROOM);
act("The stump of your right ankle stops bleeding.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R);
}
else send_to_char("They have no wounds to clot.\n\r",ch);
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_mend( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int ribs = 0;
if (IS_BODY(victim,BROKEN_RIBS_1 )) ribs += 1;
if (IS_BODY(victim,BROKEN_RIBS_2 )) ribs += 2;
if (IS_BODY(victim,BROKEN_RIBS_4 )) ribs += 4;
if (IS_BODY(victim,BROKEN_RIBS_8 )) ribs += 8;
if (IS_BODY(victim,BROKEN_RIBS_16)) ribs += 16;
if (ribs > 0)
{
if (IS_BODY(victim,BROKEN_RIBS_1 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1);
if (IS_BODY(victim,BROKEN_RIBS_2 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2);
if (IS_BODY(victim,BROKEN_RIBS_4 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4);
if (IS_BODY(victim,BROKEN_RIBS_8 ))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8);
if (IS_BODY(victim,BROKEN_RIBS_16))
REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16);
ribs -= 1;
if (ribs >= 16) {ribs -= 16;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);}
if (ribs >= 8 ) {ribs -= 8;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);}
if (ribs >= 4 ) {ribs -= 4;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);}
if (ribs >= 2 ) {ribs -= 2;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);}
if (ribs >= 1 ) {ribs -= 1;
SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);}
act("One of $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM);
act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR);
}
else if (IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE))
{
act("$n's nose snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your nose snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE);
}
else if (IS_HEAD(victim,BROKEN_JAW))
{
act("$n's jaw snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your jaw snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW);
}
else if (IS_HEAD(victim,BROKEN_SKULL))
{
act("$n's skull knits itself back together.",victim,NULL,NULL,TO_ROOM);
act("Your skull knits itself back together.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL);
}
else if (IS_BODY(victim,BROKEN_SPINE))
{
act("$n's spine knits itself back together.",victim,NULL,NULL,TO_ROOM);
act("Your spine knits itself back together.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE);
}
else if (IS_BODY(victim,BROKEN_NECK))
{
act("$n's neck snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your neck snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK);
}
else if (IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM))
{
act("$n's left arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM);
}
else if (IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM))
{
act("$n's right arm snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right arm snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM);
}
else if (IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG))
{
act("$n's left leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG);
}
else if (IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG))
{
act("$n's right leg snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right leg snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG);
}
else if (IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_THUMB))
{
act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_I))
{
act("$n's left index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_M))
{
act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_R))
{
act("$n's left ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);
}
else if (IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_ARM)
&& !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_L))
{
act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);
}
else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_THUMB))
{
act("$n's right thumb snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right thumb snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_I))
{
act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_M))
{
act("$n's right middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_R))
{
act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);
}
else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM)
&& !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_L))
{
act("$n's right little finger snaps back into place.",victim,NULL,NULL,TO_ROOM);
act("Your right little finger snaps back into place.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);
}
else if (IS_BODY(victim,CUT_THROAT))
{
if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT))
{
send_to_char( "But their throat is still bleeding!\n\r", ch );
return;
}
act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM);
act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR);
REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT);
}
else send_to_char("They have no bones to mend.\n\r",ch);
if (!IS_NPC(ch) && ch != victim) do_humanity(ch,"");
return;
}
void spell_minor_creation( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char itemkind[10];
int itemtype;
if (ch->carry_weight >= can_carry_w( ch ) )
{
send_to_char("The spell fizzles.\n\r", ch);
return;
}
target_name = one_argument( target_name, arg );
if (!str_cmp(arg,"potion")) {itemtype = ITEM_POTION;xprintf(itemkind,"potion");}
else if (!str_cmp(arg,"scroll")) {itemtype = ITEM_SCROLL;xprintf(itemkind,"scroll");}
else if (!str_cmp(arg,"wand" )) {itemtype = ITEM_WAND;xprintf(itemkind,"wand");}
else if (!str_cmp(arg,"staff" )) {itemtype = ITEM_STAFF;xprintf(itemkind,"staff");}
else if (!str_cmp(arg,"pill" )) {itemtype = ITEM_PILL;xprintf(itemkind,"pill");}
else
{
send_to_char( "Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n\r", ch );
return;
}
obj = create_object( get_obj_index( OBJ_VNUM_PROTOPLASM ), 0 );
obj->item_type = itemtype;
xprintf(buf,"%s %s",ch->name,itemkind);
free_string(obj->name);
obj->name=str_dup(buf);
xprintf(buf,"%s's %s",ch->name, itemkind);
free_string(obj->short_descr);
obj->short_descr=str_dup(buf);
xprintf(buf,"%s's %s lies here.",ch->name,itemkind);
free_string(obj->description);
obj->description=str_dup(buf);
obj->weight = 10;
if (obj->questmaker != NULL) free_string(obj->questmaker);
obj->questmaker=str_dup(ch->name);
obj_to_char( obj, ch );
act( "$p suddenly appears in your hands.", ch, obj, NULL, TO_CHAR );
act( "$p suddenly appears in $n's hands.", ch, obj, NULL, TO_ROOM );
return;
}
void spell_brew( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to brew, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_POTION )
{
send_to_char( "That is not a potion.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an empty potion bottle.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;xprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;xprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;xprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;xprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;xprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform Zarius.\n\r", ch );
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
free_string(obj->name);
xprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
xprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
xprintf(buf,"A %s potion is lying here.",col);
obj->description=str_dup(buf);
act("You brew $p.",ch,obj,NULL,TO_CHAR);
act("$n brews $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_scribe( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to scribe, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if (!str_cmp(arg2, "voodoo"))
return;
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_SCROLL )
{
send_to_char( "That is not a scroll.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an empty scroll parchment.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;xprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;xprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;xprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;xprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;xprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform Zarius.\n\r", ch );
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
free_string(obj->name);
xprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
xprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
xprintf(buf,"A %s scroll is lying here.",col);
obj->description=str_dup(buf);
act("You scribe $p.",ch,obj,NULL,TO_CHAR);
act("$n scribes $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_carve( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to carve, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_WAND )
{
send_to_char( "That is not a wand.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an unenchanted wand.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;xprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;xprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;xprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;xprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;xprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform Zarius.\n\r", ch );
return;
}
obj->value[1] = (obj->value[0] / 5) + 1;
obj->value[2] = (obj->value[0] / 5) + 1;
obj->value[3] = sn;
free_string(obj->name);
xprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
xprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
xprintf(buf,"A %s wand is lying here.",col);
obj->description=str_dup(buf);
obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
act("You carve $p.",ch,obj,NULL,TO_CHAR);
act("$n carves $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_engrave( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to engrave, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_STAFF )
{
send_to_char( "That is not a staff.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an unenchanted staff.\n\r", ch );
return;
}
if (skill_table[sn].target == 1 )
{obj->value[0] = (ch->spl[1]+1)/4;xprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = (ch->spl[2]+1)/4;xprintf(col,"blue");}
else
{
send_to_char("You cannot engrave that spell type.\n\r", ch);
return;
}
obj->value[1] = (obj->value[0] / 10) + 1;
obj->value[2] = (obj->value[0] / 10) + 1;
obj->value[3] = sn;
free_string(obj->name);
xprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
xprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
xprintf(buf,"A %s staff is lying here.",col);
obj->description=str_dup(buf);
obj->wear_flags = ITEM_TAKE + ITEM_HOLD;
act("You engrave $p.",ch,obj,NULL,TO_CHAR);
act("$n engraves $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_bake( int sn, int level, CHAR_DATA *ch, void *vo )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_INPUT_LENGTH];
char col[10];
OBJ_DATA *obj;
target_name = one_argument( target_name, arg1 );
target_name = one_argument( target_name, arg2 );
if (IS_NPC(ch)) return;
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char( "What spell do you wish to bake, and on what?\n\r", ch );
return;
}
if ( ( sn = skill_lookup( arg2 ) ) < 0
|| ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) )
{
send_to_char( "You can't do that.\n\r", ch );
return;
}
if ( ch->pcdata->learned[sn] < 100 )
{
send_to_char( "You are not adept at that spell.\n\r", ch );
return;
}
if ( ( obj = get_obj_carry( ch, arg1, ch ) ) == NULL )
{
send_to_char( "You are not carrying that.\n\r", ch );
return;
}
if ( obj->item_type != ITEM_PILL )
{
send_to_char( "That is not a pill.\n\r", ch );
return;
}
if ( obj->value[0] != 0 || obj->value[1] != 0 ||
obj->value[2] != 0 || obj->value[3] != 0 )
{
send_to_char( "You need an unused pill.\n\r", ch );
return;
}
if ( skill_table[sn].target == 0 )
{obj->value[0] = ch->spl[0]/4;xprintf(col,"purple");}
else if ( skill_table[sn].target == 1 )
{obj->value[0] = ch->spl[1]/4;xprintf(col,"red");}
else if ( skill_table[sn].target == 2 )
{obj->value[0] = ch->spl[2]/4;xprintf(col,"blue");}
else if ( skill_table[sn].target == 3 )
{obj->value[0] = ch->spl[3]/4;xprintf(col,"green");}
else if ( skill_table[sn].target == 4 )
{obj->value[0] = ch->spl[4]/4;xprintf(col,"yellow");}
else
{
send_to_char( "Oh dear...big bug...please inform Zarius.\n\r", ch );
return;
}
obj->value[1] = sn;
if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1;
if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1;
free_string(obj->name);
xprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name);
obj->name=str_dup(buf);
free_string(obj->short_descr);
xprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name);
obj->short_descr=str_dup(buf);
free_string(obj->description);
xprintf(buf,"A %s pill is lying here.",col);
obj->description=str_dup(buf);
act("You bake $p.",ch,obj,NULL,TO_CHAR);
act("$n bakes $p.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_mount( int sn, int level, CHAR_DATA *ch, void *vo )
{
char buf[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
if (IS_NPC(ch)) return;
if (ch->pcdata->followers > 4)
{
send_to_char("Nothing happens.\n\r",ch);
return;
}
ch->pcdata->followers++;
if (IS_CLASS(ch, CLASS_DEMON))
{
victim=create_mobile( get_mob_index(93420));
victim->level = level*2;
victim->armor = 0 - (10*level);
victim->hitroll = level*2;
victim->damroll = level*2;
victim->hit = 250*level;
victim->max_hit = 250*level;
free_string(victim->lord);
victim->lord = str_dup(ch->name);
SET_BIT(victim->act, ACT_NOEXP);
SET_BIT(victim->act, ACT_MOUNT);
char_to_room( victim, ch->in_room );
act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
return;
}
else if (IS_CLASS(ch, CLASS_DROW)) {
victim=create_mobile( get_mob_index( 93300 ) );
victim->level = level*2;
victim->armor = 0 - (10*level);
victim->hitroll = level*2;
victim->damroll = level*2;
victim->hit = 250*level;
victim->max_hit = 250*level;
free_string(victim->lord);
victim->lord = str_dup(ch->name);
SET_BIT(victim->act, ACT_NOEXP);
SET_BIT(victim->act, ACT_MOUNT);
char_to_room( victim, ch->in_room );
act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
return;
}
victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) );
victim->level = level;
victim->armor = 0 - (2*level);
victim->hitroll = level;
victim->damroll = level;
victim->hit = 100*level;
victim->max_hit = 100*level;
free_string(victim->lord);
victim->lord = str_dup(ch->name);
SET_BIT(victim->affected_by,AFF_FLYING);
SET_BIT(victim->act, ACT_NOEXP);
if (IS_GOOD(ch))
{
free_string(victim->name);
victim->name = str_dup("mount white horse pegasus");
xprintf(buf,"%s's white pegasus",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A beautiful white pegasus stands here.\n\r");
}
else if (IS_NEUTRAL(ch))
{
free_string(victim->name);
victim->name = str_dup("mount griffin");
xprintf(buf,"%s's griffin",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A vicious looking griffin stands here.\n\r");
}
else
{
free_string(victim->name);
victim->name = str_dup("mount black horse nightmare");
xprintf(buf,"%s's black nightmare",ch->name);
free_string(victim->short_descr);
victim->short_descr = str_dup(buf);
free_string(victim->long_descr);
victim->long_descr = str_dup("A large black demonic horse stands here.\n\r");
}
char_to_room( victim, ch->in_room );
act( "$N fades into existance.", ch, NULL, victim, TO_CHAR );
act( "$N fades into existance.", ch, NULL, victim, TO_ROOM );
return;
}
void spell_scan( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->condition < 100 && can_see_obj( ch, obj ) )
{
found = TRUE;
act("$p needs repairing.",ch,obj,NULL,TO_CHAR);
}
}
if ( !found )
{
send_to_char( "None of your equipment needs repairing.\n\r", ch );
return;
}
return;
}
void spell_repair( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
bool found = FALSE;
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->condition < 100 && can_see_obj( ch, obj ) )
{
found = TRUE;
obj->condition = 100;
act("$p magically repairs itself.",ch,obj,NULL,TO_CHAR);
act("$p magically repairs itself.",ch,obj,NULL,TO_ROOM);
}
}
if ( !found )
{
send_to_char( "None of your equipment needs repairing.\n\r", ch );
return;
}
return;
}
void spell_spellproof( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->chobj != NULL )
{
send_to_char("Your spell has no affect.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_SPELLPROOF) )
{
send_to_char( "That item is already resistance to spells.\n\r", ch );
return;
}
SET_BIT(obj->quest, QUEST_SPELLPROOF);
act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_preserve( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if (IS_SET(obj->quest, QUEST_CLONED))
{
send_to_char("You cant preserve cloned items.",ch);
return;
}
if (IS_OBJ_STAT(obj, ITEM_NOLOCATE))
{
send_to_char("You cannot preserve quest items.\n\r", ch);
return;
}
if ( obj->timer < 1 )
{
send_to_char( "That item doesn't require preserving.\n\r", ch );
return;
}
if ( obj->chobj != NULL )
{
send_to_char( "You cannot preserve that.\n\r", ch );
return;
}
obj->timer = -1;
act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR);
act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM);
return;
}
void enhance_stat( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, int apply_bit, int bonuses, int affect_bit )
{
AFFECT_DATA af;
if (IS_SET(affect_bit, AFF_WEBBED) && IS_AFFECTED(victim, AFF_WEBBED))
affect_bit -= AFF_WEBBED;
else if (IS_SET(affect_bit, AFF_WEBBED) && is_safe(ch,victim))
affect_bit -= AFF_WEBBED;
if (IS_SET(affect_bit, AFF_CHARM) && !IS_AFFECTED(victim, AFF_CHARM))
{
if (victim->level <= 50 && IS_NPC(victim) )
{
if ( victim->master )
stop_follower( victim, FALSE );
add_follower( victim, ch );
}
else
{
send_to_char("The spell failed.\n\r",ch);
return;
}
}
af.type = sn;
af.duration = level;
af.location = apply_bit;
af.modifier = bonuses;
af.bitvector = affect_bit;
affect_to_char( victim, &af );
return;
}
void spell_chaos_blast( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD)) return;
dam = dice( level, 250 );
if ( saves_spell( level, victim ) ) dam *= 0.5;
if (IS_AFFECTED(ch, AFF_SANCTUARY) ) dam *= 0.5;
if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD)) dam *= 0.75;
if (!IS_NPC(ch)) dam *= 0.5;
if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1;
if (dam==0) return;
damage( ch, victim, dam, sn );
return;
}
/*
void spell_make_bag( int sn, int level, CHAR_DATA *ch,void *vo)
{
static char *headers[] = { "corpse of the ", "corpse of The ",
"corpse of an ", "corpse of An ",
"corpse of a ", "corpse of A ",
"corpse of " };
OBJ_DATA *obj = (OBJ_DATA *) vo;
char buf[MAX_STRING_LENGTH];
int i;
if ( obj->item_type != ITEM_CORPSE_NPC && obj->item_type !=ITEM_CORPSE_PC)
return;
for (i = 0; i < 7; i++)
{
int len = strlen(headers[i]);
if ( memcmp(obj->short_descr, headers[i], len) == 0)
{
xprintf( buf, "bag %s", obj->short_descr+len );
free_string( obj->name );
obj->name = str_dup(buf);
xprintf( buf, "A bag of fine %s hide catches your eye. ",
obj->short_descr+len );
free_string( obj->description );
obj->description = str_dup( buf );
xprintf(buf, "bag made from %s hide", obj->short_descr+len);
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
break;
}
}
obj->item_type = ITEM_CONTAINER;
obj->wear_flags = ITEM_HOLD|ITEM_TAKE;
obj->timer = 0;
obj->weight = 5;
obj->level = 1;
obj->cost = 100;
obj->value[0] = 200;
obj->value[1] = 1;
obj->value[2] = -1;
obj->pIndexData = get_obj_index( 3373 );
act( "Everyone is jealous of your new $p.", ch, obj, NULL, TO_CHAR );
act( "You are jealous of $n's new $p.", ch, obj, NULL, TO_ROOM );
send_to_char( "Ok.\n\r", ch );
return;
}
*/
void spell_resistance( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( obj->chobj != NULL )
{
send_to_char("Your spell has no affect.\n\r",ch);
return;
}
if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
{
send_to_char( "Not on artifacts.\n\r", ch );
return;
}
if ( obj->resistance <= 10 )
{
send_to_char( "You cannot make that item any more resistant.\n\r", ch );
return;
}
obj->resistance = 10;
act("$p sparkles for a moment.",ch,obj,NULL,TO_CHAR);
act("$p sparkles for a moment.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_drowfire( int sn, int level, CHAR_DATA *ch, void *vo) {
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af1;
AFFECT_DATA af2;
AFFECT_DATA af3;
act("You chant some arcane words on $N.",ch,NULL,victim,TO_CHAR);
act("$n chants some arcane words on $N.",ch,NULL,victim,TO_NOTVICT);
act("$n chants some arcane words on you.",ch,NULL,victim,TO_VICT);
if (IS_AFFECTED(victim, AFF_DROWFIRE)) {
send_to_char("They are already affected by drowfire.\n\r",ch);
return;}
if (is_safe(ch, victim)) return;
af1.type = sn;
af1.location = APPLY_AC;
af1.modifier = 200;
af1.duration = 2;
af1.bitvector = AFF_DROWFIRE;
affect_to_char(victim, &af1);
af2.type = sn;
af2.location = APPLY_STR;
af2.modifier = -2;
af2.duration = 2;
af2.bitvector = AFF_CURSE;
affect_to_char(victim, &af2);
af3.type = sn;
af3.location = APPLY_HITROLL;
af3.modifier = -10;
af3.duration = 2;
af3.bitvector = AFF_BLIND;
affect_to_char(victim, &af3);
send_to_char("You are engulfed in drowfire!\n\r", victim);
act("$n is engulfed in drowfire!",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_web( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
act("You point your finger at $N and a web flies from your hand!",ch,NULL,victim,TO_CHAR);
act("$n points $s finger at $N and a web flies from $s hand!",ch,NULL,victim,TO_NOTVICT);
act("$n points $s finger at you and a web flies from $s hand!",ch,NULL,victim,TO_VICT);
if ( IS_AFFECTED(victim, AFF_WEBBED) )
{
send_to_char( "But they are already webbed!\n\r", ch );
return;
}
if ( is_safe(ch, victim)) return;
if ((saves_spell( level, victim ) && number_range(1,3)!=1) && victim->position >= POS_FIGHTING )
{
send_to_char( "You dodge the web!\n\r", victim );
act("$n dodges the web!",victim,NULL,NULL,TO_ROOM);
return;
}
af.type = sn;
af.location = APPLY_AC;
af.modifier = 200;
af.duration = number_range(1,2);
af.bitvector = AFF_WEBBED;
affect_to_char( victim, &af );
send_to_char( "You are coated in a sticky web!\n\r", victim );
act("$n is coated in a sticky web!",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_clay( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
act("You point your finger at $N and a clay ball flies from your hand!",ch,NULL,victim,TO_CHAR);
act("$n points $s finger at $N and a clay ball flies from $s hand!",ch,NULL,victim,TO_NOTVICT);
act("$n points $s finger at you and a clay ball flies from $s hand!",ch,NULL,victim,TO_VICT);
if (IS_AFFECTED(victim, AFF_WEBBED)) return;
if ( saves_spell( level, victim ) && victim->position >= POS_FIGHTING )
{
send_to_char( "You dodge the clay!\n\r", victim );
act("$n dodges your clay ball!",victim,NULL,NULL,TO_ROOM);
return;
}
af.type = sn;
af.location = APPLY_AC;
af.modifier = 200;
af.duration = number_range(1,2);
af.bitvector = AFF_WEBBED;
affect_to_char( victim, &af );
send_to_char( "You are coated in a sticky clay ball!\n\r", victim );
act("$n is coated in a sticky clay ball!",victim,NULL,NULL,TO_ROOM);
return;
}
void spell_polymorph( int sn, int level, CHAR_DATA *ch, void *vo )
{
AFFECT_DATA af;
char buf [MAX_INPUT_LENGTH];
if (IS_AFFECTED(ch, AFF_POLYMORPH))
{
send_to_char("You cannot polymorph from this form.\n\r",ch);
return;
}
if ( ch->position == POS_FIGHTING || is_affected( ch, sn ) )
return;
if ( !str_cmp( target_name, "frog" ) )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act("$n polymorphs into a frog!",ch,NULL,NULL,TO_ROOM);
send_to_char("You polymorph into a frog!\n\r",ch);
af.type = sn;
af.duration = number_range(3,5);
af.location = APPLY_POLY;
af.modifier = POLY_FROG;
af.bitvector = AFF_POLYMORPH;
affect_to_char( ch, &af );
xprintf(buf,"%s the frog",ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if ( !str_cmp( target_name, "fish" ) )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act("$n polymorphs into a fish!",ch,NULL,NULL,TO_ROOM);
send_to_char("You polymorph into a fish!\n\r",ch);
af.type = sn;
af.duration = number_range(3,5);
af.location = APPLY_POLY;
af.modifier = POLY_FISH;
af.bitvector = AFF_POLYMORPH;
affect_to_char( ch, &af );
xprintf(buf,"%s the fish",ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
else if ( !str_cmp( target_name, "raven" ) )
{
if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,"");
if (ch->mounted == IS_RIDING) do_dismount(ch,"");
act("$n polymorphs into a raven!",ch,NULL,NULL,TO_ROOM);
send_to_char("You polymorph into a raven!\n\r",ch);
af.type = sn;
af.duration = number_range(3,5);
af.location = APPLY_AC;
af.modifier = -150;
if (IS_AFFECTED(ch, AFF_FLYING)) af.bitvector = AFF_POLYMORPH;
else af.bitvector = AFF_POLYMORPH + AFF_FLYING;
affect_to_char( ch, &af );
af.location = APPLY_POLY;
af.modifier = POLY_RAVEN;
affect_to_char( ch, &af );
xprintf(buf,"%s the raven",ch->name);
free_string(ch->morph);
ch->morph = str_dup(buf);
return;
}
send_to_char( "You can polymorph into a frog, a fish, or an raven.\n\r", ch );
return;
}
/*
void spell_contraception( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( IS_AFFECTED(victim, AFF_CONTRACEPTION) )
return;
if (victim->sex != SEX_FEMALE) return;
af.type = sn;
af.duration = 24;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_CONTRACEPTION;
affect_to_char( victim, &af );
return;
}
*/
void spell_find_familiar( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim;
CHAR_DATA *familiar;
if ( target_name[0] == '\0' )
{
send_to_char( "Your familiar can be a frog, a raven, a cat or a dog.\n\r", ch );
return;
}
if ( ( familiar = ch->pcdata->familiar ) != NULL )
{
send_to_char( "But you already have a familiar!\n\r", ch );
return;
}
if ( !str_cmp( target_name, "frog" ) )
{
victim = create_mobile( get_mob_index( MOB_VNUM_FROG ) );
if (victim == NULL)
{send_to_char("Error - please inform Zarius.\n\r",ch); return;}
}
else if ( !str_cmp( target_name, "raven" ) )
{
victim = create_mobile( get_mob_index( MOB_VNUM_RAVEN ) );
if (victim == NULL)
{send_to_char("Error - please inform Zarius.\n\r",ch); return;}
}
else if ( !str_cmp( target_name, "cat" ) )
{
victim = create_mobile( get_mob_index( MOB_VNUM_CAT ) );
if (victim == NULL)
{send_to_char("Error - please inform Zarius.\n\r",ch); return;}
}
else if ( !str_cmp( target_name, "dog" ) )
{
victim = create_mobile( get_mob_index( MOB_VNUM_DOG ) );
if (victim == NULL)
{send_to_char("Error - please inform Zarius.\n\r",ch); return;}
}
else
{
send_to_char( "Your familiar can be a frog, a raven, a cat or a dog.\n\r", ch );
return;
}
act( "You make a few gestures and $N appears in a swirl of smoke.", ch, NULL, victim, TO_CHAR );
act( "$n makes a few gestures and $N appears in a swirl of smoke.", ch, NULL, victim, TO_ROOM );
char_to_room( victim, ch->in_room );
ch->pcdata->familiar = victim;
victim->wizard = ch;
return;
}
void spell_improve( int sn, int level, CHAR_DATA *ch, void *vo )
{
OBJ_DATA *obj = (OBJ_DATA *) vo;
if ( IS_SET(obj->quest, QUEST_ARTIFACT) )
{
send_to_char( "Not on artifacts.\n\r", ch );
return;
}
if ( obj->pIndexData->vnum != OBJ_VNUM_PROTOPLASM )
{
send_to_char( "You cannot enhance this object.\n\r", ch );
return;
}
if (IS_SET(obj->quest, QUEST_IMPROVED))
{
send_to_char( "This item has already been improved.\n\r", ch );
return;
}
else if ( obj->points < 750 && obj->item_type != ITEM_WEAPON )
{
send_to_char( "The object must be worth at least 750 quest points and must be created.\n\r", ch );
return;
}
else if ( obj->points < 1500 && obj->item_type == ITEM_WEAPON )
{
send_to_char( "The object must be worth at least 1500 quest points and must be created.\n\r", ch );
return;
}
REMOVE_BIT(obj->quest, QUEST_STR);
REMOVE_BIT(obj->quest, QUEST_DEX);
REMOVE_BIT(obj->quest, QUEST_INT);
REMOVE_BIT(obj->quest, QUEST_WIS);
REMOVE_BIT(obj->quest, QUEST_CON);
REMOVE_BIT(obj->quest, QUEST_HITROLL);
REMOVE_BIT(obj->quest, QUEST_DAMROLL);
REMOVE_BIT(obj->quest, QUEST_HIT);
REMOVE_BIT(obj->quest, QUEST_MANA);
REMOVE_BIT(obj->quest, QUEST_MOVE);
REMOVE_BIT(obj->quest, QUEST_AC);
SET_BIT(obj->quest, QUEST_IMPROVED);
act("$p flickers for a moment.",ch,obj,NULL,TO_CHAR);
act("$p flickers for a moment.",ch,obj,NULL,TO_ROOM);
return;
}
void spell_spiritkiss( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) ) return;
af.type = sn;
af.duration = 2*level;
af.location = APPLY_HITROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char( victim, &af );
af.type = sn;
af.duration = 2*level;
af.location = APPLY_DAMROLL;
af.modifier = level;
af.bitvector = 0;
affect_to_char( victim, &af );
af.location = APPLY_SAVING_SPELL;
af.modifier = 0 - level / 8;
affect_to_char( victim, &af );
act( "$n is filled with spiritual power.", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are blessed by the spirits.\n\r", victim );
if ( ch != victim )
send_to_char( "Ok.\n\r", ch );
return;
}
void spell_jailwater( int sn, int level, CHAR_DATA *ch, void *vo )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int door;
ROOM_INDEX_DATA *old_room = ch->in_room;
if( victim == NULL ) return;
if( victim->in_room == NULL ) return;
char_from_room(ch);
char_to_room(ch,victim->in_room);
for (door = 0 ; door < 4 ; door++)
{
if (ch->in_room->exit[door] != NULL)
make_wall(ch->in_room, door, EX_ICE_WALL);
}
ch->hit += (ch->hit *3/2);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
act("$n calls forth sheets of ice, blocking your path in every direction.", ch, NULL, NULL, TO_ROOM);
send_to_char("You call forth sheets of ice to entrap your prey.\n\r", ch);
send_to_char("You grin wickedly.\n\r",ch);
do_say(ch,"Prepare to die! Muahahahaha.");
char_from_room(ch);
char_to_room(ch,old_room);
return;
}