/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "const.h"
extern char *target_name;
void spell_farsight( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
if (IS_AFFECTED(ch,AFF_BLIND))
{
send_to_char("Maybe it would help if you could see?\n\r",ch);
return;
}
if(!IS_NPC(ch) && IN_MINE(ch) )
{ send_to_char("You are surrounded by a mine.\n\r",ch);
return;
}
do_function(ch, &do_scan, target_name);
}
void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
if(!IS_NPC(ch) && IN_MINE(ch) )
{ send_to_char("Not in a mine!\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| victim->in_room == NULL
|| !can_see_room(ch,victim->in_room)
|| IS_SET(victim->in_room->room_flags, ROOM_ARENA)
|| IS_SET(ch->in_room->room_flags, ROOM_ARENA)
|| IS_SET(victim->in_room->room_flags, ROOM_SAFE)
|| IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
|| IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
|| IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1)
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_NONE) )
|| (is_clan(victim) && !is_same_clan(ch,victim)))
{
send_to_char( "You failed.\n\r", ch );
return;
}
stone = get_eq_char(ch,WEAR_HOLD);
if (!IS_IMMORTAL(ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char("You lack the proper component for this spell.\n\r",ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR);
extract_obj(stone);
}
portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
portal->timer = 2 + level / 25;
portal->value[3] = victim->in_room->vnum;
obj_to_room(portal,ch->in_room);
act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM);
act("$p rises up before you.",ch,portal,NULL,TO_CHAR);
}
void spell_nexus( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim;
OBJ_DATA *portal, *stone;
ROOM_INDEX_DATA *to_room, *from_room;
from_room = ch->in_room;
if(!IS_NPC(ch) && IN_MINE(ch) )
{ send_to_char("Not within a mine.\n\r",ch);
return;
}
if ( ( victim = get_char_world( ch, target_name ) ) == NULL
|| victim == ch
|| (to_room = victim->in_room) == NULL
|| !can_see_room(ch,to_room) || !can_see_room(ch,from_room)
|| IS_SET(victim->in_room->room_flags, ROOM_ARENA)
|| IS_SET(ch->in_room->room_flags, ROOM_ARENA)
|| IS_SET(to_room->room_flags, ROOM_SAFE)
|| IS_SET(from_room->room_flags,ROOM_SAFE)
|| IS_SET(to_room->room_flags, ROOM_PRIVATE)
|| IS_SET(to_room->room_flags, ROOM_SOLITARY)
|| IS_SET(to_room->room_flags, ROOM_NO_RECALL)
|| IS_SET(from_room->room_flags,ROOM_NO_RECALL)
|| victim->level >= level + 3
|| (IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1)
|| (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */
|| (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
|| (IS_NPC(victim) && saves_spell( level, victim,DAM_NONE) )
|| (is_clan(victim) && !is_same_clan(ch,victim)))
{
send_to_char( "You failed.\n\r", ch );
return;
}
stone = get_eq_char(ch,WEAR_HOLD);
if (!IS_IMMORTAL(ch)
&& (stone == NULL || stone->item_type != ITEM_WARP_STONE))
{
send_to_char("You lack the proper component for this spell.\n\r",ch);
return;
}
if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
{
act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR);
extract_obj(stone);
}
/* portal one */
portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
portal->timer = 1 + level / 10;
portal->value[3] = to_room->vnum;
obj_to_room(portal,from_room);
act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM);
act("$p rises up before you.",ch,portal,NULL,TO_CHAR);
/* no second portal if rooms are the same */
if (to_room == from_room)
return;
/* portal two */
portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
portal->timer = 1 + level/10;
portal->value[3] = from_room->vnum;
obj_to_room(portal,to_room);
if (to_room->people != NULL)
{
act("$p rises up from the ground.",to_room->people,portal,NULL,TO_ROOM);
act("$p rises up from the ground.",to_room->people,portal,NULL,TO_CHAR);
}
}
void spell_group_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *gch;
AFFECT_DATA af;
int sanc_sn;
sanc_sn = skill_lookup("sanctuary");
for( gch=ch->in_room->people; gch != NULL; gch=gch->next_in_room)
{
if( !is_same_group( gch, ch ) )
continue;
if( IS_AFFECTED(gch, AFF_SANCTUARY ) )
{
if(gch == ch)
send_to_char("You are already in sanctuary.\n\r", ch);
else
act( "$N is already in sanctuary.", ch, NULL, gch, TO_CHAR);
continue;
}
af.type = sanc_sn;
af.level = level;
af.duration = number_fuzzy( level/6 );
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SANCTUARY;
affect_to_char( gch, &af );
send_to_char( "You are surrounded by a white aura.\n\r",gch );
if( ch != gch )
act( "$N is surrounded by a white aura.", ch, NULL, gch, TO_CHAR );
}
return;
}
void spell_quench( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( IS_NPC(ch) )
return;
ch->pcdata->condition[COND_THIRST] = 30;
send_to_char( "{RYou are no longer thirsty.{x\n\r", victim );
return;
}
void spell_sate( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
if ( IS_NPC(ch) )
return;
ch->pcdata->condition[COND_HUNGER] = 24;
send_to_char( "{RYou are no longer hungry.{x\n\r", victim );
return;
}
void spell_moss_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("Your skin is already covered in moss.\n\r",ch);
else
act("$N already has the texture of moss.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -15;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to moss.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to moss.\n\r", victim );
return;
}
void spell_mud_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("Your skin is already as mud.\n\r",ch);
else
act("$N already has the texture of mud.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -10;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin turns to mud.", victim, NULL, NULL, TO_ROOM );
send_to_char( "Your skin turns to mud.\n\r", victim );
return;
}
void spell_diamond_skin( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
AFFECT_DATA af;
if ( is_affected( victim, sn ) )
{
if (victim == ch)
send_to_char("Your skin already has a brilliant glow.\n\r",ch);
else
act("$N already has a brilliant glow.",ch,NULL,victim,TO_CHAR);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_AC;
af.modifier = -80;
af.bitvector = 0;
affect_to_char( victim, &af );
act( "$n's skin is protected by a brilliant arua.", victim, NULL,NULL, TO_ROOM );
send_to_char( "Your skin is protected by a brilliant aura.\n\r", victim );
return;
}
void spell_ice_bolt( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = 150 + dice( level/4, 12 );
if ( saves_spell( level, victim, DAM_COLD ) )
dam = (dam * 100) / 120;
act( "$N struck in the chest by a bolt of ice from $n!", ch, NULL, victim, TO_NOTVICT );
act( "You strike $N with a large bolt of ice!\n\r", victim, NULL, ch, TO_CHAR );
damage( ch, victim, dam, sn, DAM_COLD, TRUE );
return;
}
void spell_fire_bolt( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = 150 + dice( level/4, 12 );
if ( saves_spell( level, victim, DAM_FIRE ) )
dam = (dam * 100) / 120;
act( "$N is struck in the chest by a bolt of fire from $n!", ch, NULL, ch, TO_NOTVICT );
act( "You strike $n with a large bolt of fire!\n\r", ch, NULL, ch, TO_CHAR );
damage( ch, victim, dam, sn, DAM_FIRE, TRUE );
return;
}
void spell_gas_bolt( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = 150 + dice( level/4, 12 );
if ( saves_spell( level, victim, DAM_OTHER ) )
dam = (dam * 100) / 120;
act( "$N struck in the chest by a bolt of gas from $n!", ch, NULL, ch, TO_NOTVICT );
act( "You strike $n with a large bolt of gas!\n\r", ch, NULL, ch, TO_CHAR );
damage( ch, victim, dam, sn, DAM_OTHER, TRUE );
return;
}
void spell_acid_bolt( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = 150 + dice( level/4, 12 );
if ( saves_spell( level, victim, DAM_ACID ) )
dam = (dam * 100) / 120;
act( "$N struck in the chest by a bolt of acid from $n!", ch, NULL, ch, TO_NOTVICT );
act( "You strike $n with a large bolt of acid!\n\r", ch, NULL, ch, TO_CHAR );
damage( ch, victim, dam, sn, DAM_ACID, TRUE );
return;
}
void spell_holy_bolt( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = 150 + dice( level/4, 12 );
if ( saves_spell( level, victim, DAM_HOLY ) && saves_spell( level, victim, DAM_LIGHTNING))
dam = (dam * 100) / 120;
act( "$N struck in the chest by a bolt of holy light from $n!", ch, NULL, ch, TO_NOTVICT );
act( "You strike $n with a large bolt of holy light!\n\r", ch, NULL, ch, TO_CHAR );
damage( ch, victim, dam, sn, DAM_HOLY, TRUE );
return;
}
void spell_iceblast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = ( level /2 )
+dice( ( level/6 ), 10 )
+dice( ( level/6 ), 10 );
act( "A blast of ice flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char( "A blast of ice flies from your hands!\n\r", ch );
if ( saves_spell( level, victim, DAM_COLD ) )
dam /= 2;
act( "$n is struck by the blast of ice!!", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are struck by the ice blast!!\n\r", victim );
damage( ch, victim, dam, sn, DAM_COLD, TRUE );
return;
}
void spell_gasblast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = ( level /2 )
+dice( ( level/6 ), 10 )
+dice( ( level/6 ), 10 );
act( "A blast of gas flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char( "A blast of gas flies from your hands!\n\r", ch );
if ( saves_spell( level, victim, DAM_OTHER ) )
dam /= 2;
act( "$n is struck by the blast of gas!!", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are struck by the gas blast!!\n\r", victim );
damage( ch, victim, dam, sn, DAM_OTHER, TRUE );
return;
}
void spell_electric_blast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = ( level /2 )
+dice( ( level/6 ), 10 )
+dice( ( level/6 ), 10 );
act( "A blast of electricity flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char( "A blast of electricity flies from your hands!\n\r", ch );
if ( saves_spell( level, victim, DAM_LIGHTNING ) )
dam /= 2;
act( "$n is struck by the blast of electricity!!", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are struck by the electric blast!!\n\r", victim );
damage( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
return;
}
void spell_lightningblast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = ( level /2 )
+dice( ( level/6 ), 10 )
+dice( ( level/6 ), 10 );
act( "A blast of lightning flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char( "A blast of lightning flies from your hands!\n\r", ch );
if ( saves_spell( level, victim, DAM_LIGHTNING ) )
dam /= 2;
act( "$n is struck by the blast of lightning!!", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are struck by the lightning blast!!\n\r", victim );
damage( ch, victim, dam, sn, DAM_LIGHTNING, TRUE );
return;
}
void spell_holyblast( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
dam = ( level /2 )
+dice( ( level/6 ), 10 )
+dice( ( level/6 ), 10 );
act( "A blast of holy light flies from $n's hands!", ch, NULL, NULL, TO_ROOM );
send_to_char( "A blast of holy light flies from your hands!\n\r", ch );
if ( saves_spell( level, victim, DAM_HOLY ) )
dam /= 2;
act( "$n is struck by the blast of holy light!!", victim, NULL, NULL, TO_ROOM );
send_to_char( "You are struck by the blast of holy light!!\n\r", victim );
damage( ch, victim, dam, sn, DAM_HOLY, TRUE );
return;
}
void spell_cone_of_cold( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam,hp_dam,dice_dam,hpch;
act("$n shoots a {bcone{x of {bcold{x at $N.",ch,NULL,victim,TO_NOTVICT);
act("$n shoots a {bcone{x of {bcold{x at you.",ch,NULL,victim,TO_VICT);
act("You shoot a {bcone{x of {bcold{x at $N.",ch,NULL,victim,TO_CHAR);
hpch = UMAX(12,ch->hit);
hp_dam = number_range(hpch/11 + 1, hpch/6);
dice_dam = dice(level,12);
dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
if (saves_spell(level,victim,DAM_COLD))
dam /= 2;
damage(ch, victim, dam, sn, DAM_COLD, TRUE);
}
void spell_desert_fist( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
CHAR_DATA *victim = (CHAR_DATA *) vo;
int dam;
int chance;
chance = number_range( 1, 100 );
if ( (ch->in_room->sector_type != SECT_HILLS)
&& (ch->in_room->sector_type != SECT_MOUNTAIN)
&& (ch->in_room->sector_type != SECT_DESERT) )
{
send_to_char("You don't find any sand here to create a fist.\n\r",ch);
ch->wait = 0;
return;
}
act("An existing parcel of sand rises up and forms a fist and pummels $n.",
victim,NULL,NULL,TO_ROOM);
act("An existing parcel of sand rises up and forms a fist and pummels you.",
victim,NULL,NULL,TO_CHAR);
dam = dice( level + 25 , 20 );
damage(ch,victim,dam,sn,DAM_OTHER,TRUE);
sand_effect(victim,level,dam,TARGET_CHAR);
if ( chance > 50 )
return;
dam = dice( level + 40, 25 );
damage(ch,victim,dam,sn,DAM_BASH,TRUE);
sand_effect(victim,level,dam,TARGET_CHAR);
act("A large mound of sand rises up and forms a huge fist pummeling you!\n\r", victim, NULL, NULL,TO_CHAR);
}
void spell_random( int sn, int level, CHAR_DATA * ch, void *vo, int target )
{
SPELL_FUN *spell_list[MAX_SKILL];
int sn_list[MAX_SKILL];
int i;
int count = 0;
int prandom = 0, gsn = 0;
for(i = 0; i < MAX_SKILL; i++)
{
spell_list[i] = NULL;
sn_list[i] = i;
}
for( i = 0; i < MAX_SKILL; i++ )
{
if(skill_table[i].spell_fun == spell_null
|| skill_table[i].target == TAR_CHAR_OFFENSIVE
|| skill_table[i].target == TAR_OBJ_INV
|| skill_table[i].target == TAR_IGNORE
|| skill_table[i].target == TAR_OBJ_CHAR_OFF )
continue;
spell_list[count] = skill_table[i].spell_fun;
sn_list[count] = i;
count++;
}
prandom = number_range(0, count);
gsn = sn_list[prandom];
spell_list[prandom]( gsn, ch->level, ch, ch, skill_table[gsn].target );
}
void spell_essence_of_mist(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA*)vo;
if(ch!=victim)
{
send_to_char("Bug in spell_essence_of_mist: ch!=victim\n\r",ch);
return;
}
if(is_affected(ch,skill_lookup("essence of mist")) || is_affected(ch,skill_lookup("essence of magic"))
||is_affected(ch,skill_lookup("essence of life")))
{
send_to_char("The form of your body has already been changed.\n\r",ch);
return;
}
/* res weapon */
af.where = TO_RESIST;
af.type = skill_lookup("essence of mist");
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = RES_WEAPON;
if(!IS_SET(ch->res_flags,RES_WEAPON))
affect_to_char( victim, &af );
/* vuln magic */
af.where = TO_VULN;
af.bitvector = VULN_MAGIC;
if(!IS_SET(ch->vuln_flags,VULN_MAGIC))
affect_to_char(victim, &af);
/* racial dex max + 4 */
af.where = TO_AFFECTS;
af.location = APPLY_DEX;
af.modifier = 4;
af.bitvector = 0;
affect_to_char( victim, &af);
/* dex + 4 */
af.location = APPLY_DEX;
affect_to_char(victim, &af);
/* racial str max -4 */
af.location = APPLY_STR;
af.modifier = -4;
affect_to_char( victim, &af);
send_to_char("{WM{ci{Cs{xt{Ws{x start to swirl as your body is transformed.\n\r",ch);
act("{WM{ci{Cs{xt{Ws{x start to swirl as $n's body is transformed.",ch,NULL,NULL,TO_ROOM);
return;
}
void spell_essence_of_magic(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA*)vo;
if(ch!=victim)
{
send_to_char("Bug in spell_essence_of_magic: ch!=victim\n\r",ch);
return;
}
if(is_affected(ch,skill_lookup("essence of mist"))||is_affected(ch,skill_lookup("essence of magic"))
||is_affected(ch,skill_lookup("essence of life")))
{
send_to_char("The form of your body has already been changed.\n\r",ch);
return;
}
/* res magic */
af.where = TO_RESIST;
af.type = skill_lookup("essence of magic");
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = RES_MAGIC;
if(!IS_SET(ch->res_flags,RES_MAGIC))
affect_to_char( victim, &af );
/* sanctuary */
af.where = TO_AFFECTS;
af.bitvector = AFF_SANCTUARY;
if(!IS_AFFECTED(ch,AFF_SANCTUARY))
affect_to_char(victim, &af);
/* vuln holy */
af.where = TO_VULN;
af.bitvector = VULN_HOLY;
if(!IS_SET(ch->vuln_flags,VULN_HOLY))
affect_to_char(victim, &af);
/* vuln fire */
af.where = TO_VULN;
af.bitvector = VULN_FIRE;
if(!IS_SET(ch->vuln_flags,VULN_FIRE))
affect_to_char(victim, &af);
/* race int max + 4 */
af.where = TO_AFFECTS;
af.location = APPLY_INT;
af.modifier = 4;
af.bitvector = 0;
affect_to_char( victim, &af);
/* int + 4 */
af.location = APPLY_INT;
affect_to_char(victim, &af);
af.where = TO_AFFECTS;
/* race wis max + 4 */
af.location = APPLY_WIS;
af.modifier = 4;
af.bitvector = 0;
affect_to_char( victim, &af);
/* wis + 4 */
af.location = APPLY_WIS;
affect_to_char(victim, &af);
send_to_char("Your voice turns to a piercing screech as your body is transformed.\n\r",ch);
act("$n's voice turns to a piercing screech as $s body is transformed.",ch,NULL,NULL,TO_ROOM);
return;
}
void spell_essence_of_life(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
AFFECT_DATA af;
CHAR_DATA *victim = (CHAR_DATA*)vo;
if(ch!=victim)
{
send_to_char("Bug in spell_essence_of_life: ch!=victim\n\r",ch);
return;
}
if(is_affected(ch,skill_lookup("essence of mist"))||is_affected(ch,skill_lookup("essence of magic"))
||is_affected(ch,skill_lookup("essence of life")))
{
send_to_char("The form of your body has already been changed.\n\r",ch);
return;
}
/* res bash */
af.where = TO_RESIST;
af.type = skill_lookup("essence of life");
af.level = level;
af.duration = -1;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = RES_BASH;
if(!IS_SET(ch->res_flags,RES_BASH))
affect_to_char( victim, &af );
/* res pierce */
af.bitvector = RES_PIERCE;
if(!IS_SET(ch->res_flags,RES_PIERCE))
affect_to_char(victim, &af);
/* vuln silver */
af.where = TO_VULN;
af.bitvector = VULN_SILVER;
if(!IS_SET(ch->vuln_flags,VULN_SILVER))
affect_to_char(victim, &af);
af.where = TO_IMMUNE;
af.bitvector = IMM_FIRE;
if (!IS_SET(ch->imm_flags,IMM_FIRE))
affect_to_char(victim, &af);
/* race str max + 4 */
af.where = TO_AFFECTS;
af.location = APPLY_STR;
af.modifier = 4;
af.bitvector = 0;
affect_to_char( victim, &af);
/* str + 4 */
af.location = APPLY_STR;
affect_to_char(victim, &af);
af.where = TO_AFFECTS;
/* race con max + 4 */
af.location = APPLY_CON;
af.modifier = 4;
af.bitvector = 0;
affect_to_char( victim, &af);
/* con + 4 */
af.location = APPLY_CON;
affect_to_char(victim, &af);
/* hp + level*5 */
af.location = APPLY_HIT;
af.modifier = level*50;
affect_to_char(victim, &af);
send_to_char("You growl menacingly as your body is transformed.\n\r",ch);
act("$n growls menacingly as $s body is transformed.",ch,NULL,NULL,TO_ROOM);
return;
}
void do_revert(CHAR_DATA *ch,char *argument)
{
if(!is_affected(ch,skill_lookup("essence of mist"))
&& !is_affected(ch,skill_lookup("essence of magic"))
&& !is_affected(ch,skill_lookup("essence of life")))
{
send_to_char("You are already in your true form.\n\r",ch);
return;
}
affect_strip(ch,skill_lookup("essence of mist"));
affect_strip(ch,skill_lookup("essence of magic"));
affect_strip(ch,skill_lookup("essence of life"));
send_to_char( "The world around you seems to shift and bend as you return to normal.\n\r", ch );
act("$n returns to his true form.",ch,NULL,NULL,TO_ROOM);
return;
}
/* Reflect magic back on caster */
void spell_mirror_shield(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
AFFECT_DATA af;
if (IS_AFFECTED2(ch,AFF_MIRROR_SHIELD))
{
send_to_char("You are already protected by a mirror shield.\n\r", ch);
return;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
/* High duration is because it loses effectiveness as it's hit */
af.duration = level * 2;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_MIRROR_SHIELD;
affect_to_char(ch,&af);
act("$n is surrounded by a shimmering mirror.",ch,NULL,NULL,TO_ROOM);
send_to_char("You are surrounded by a shimmering mirror.\n\r",ch);
return;
}