/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "magic.h" #include "obj.h" /* command procedures needed */ DECLARE_DO_FUN(do_look ); /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; CHAR_DATA *rch; char *pName; int iSyl; int length; struct syl_type { char * old; char * new; }; static const struct syl_type syl_table[] = { { " ", " " }, { "ar", "abra" }, { "au", "kada" }, { "bless", "fido" }, { "blind", "nose" }, { "bur", "mosa" }, { "cu", "judi" }, { "de", "oculo" }, { "en", "unso" }, { "light", "dies" }, { "lo", "hi" }, { "mor", "zak" }, { "move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per", "duda" }, { "ra", "gru" }, { "fresh", "ima" }, { "re", "candus" }, { "son", "sabru" }, { "tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }; buf[0] = '\0'; for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) { for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ ) { if ( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch != ch ) act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT ); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA *victim ) { int save; save = 50 + ( victim->level - level - victim->saving_throw ) * 5; if (IS_AFFECTED(victim,AFF_BERSERK)) save += victim->level/2; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* RT save for dispels */ bool saves_dispel( int dis_level, int spell_level, int duration) { int save; if (duration == -1) spell_level += 5; /* very hard to dispel permanent effects */ save = 50 + (spell_level - dis_level) * 5; save = URANGE( 5, save, 95 ); return number_percent( ) < save; } /* co-routine for dispel magic and cancellation */ bool check_dispel( int dis_level, CHAR_DATA *victim, int sn) { AFFECT_DATA *af; if (is_affected(victim, sn)) { for ( af = victim->affected; af != NULL; af = af->next ) { if ( af->type == sn ) { if (!saves_dispel(dis_level,af->level,af->duration)) { affect_strip(victim,sn); if ( skill_table[sn].msg_off ) { send_to_char( skill_table[sn].msg_off, victim ); send_to_char( "\n\r", victim ); } return TRUE; } else af->level--; } } } return FALSE; } /* for finding mana costs -- temporary version */ int mana_cost (CHAR_DATA *ch, int min_mana, int level) { if (ch->level + 2 == level) return 1000; return UMAX(min_mana,(100/(2 + ch->level - level))); } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; void do_cast( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; /* * Switched NPC's can cast spells, but others can't. */ if ( IS_NPC(ch) && ch->desc == NULL) return; 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[ch->class] ) ) { send_to_char( "You don't know any spells of that name.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } if (ch->level + 2 == skill_table[sn].skill_level[ch->class]) mana = 50; else mana = UMAX( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if ( ch == victim ) { send_to_char( "You can't do that to yourself.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { if (is_safe_spell(ch,victim,FALSE)) { send_to_char("Not on that target.\n\r",ch); return; } if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } } vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } vo = (void *) victim; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } vo = (void *) ch; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } vo = (void *) obj; break; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats ); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] ) { send_to_char( "You lost your concentration.\n\r", ch ); check_improve(ch,sn,FALSE,1); ch->mana -= mana / 2; } else { ch->mana -= mana; (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo ); check_improve(ch,sn,TRUE,1); } if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) { void *vo; if ( sn <= 0 ) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } if (is_safe_spell(ch,victim,FALSE)) { send_to_char("Something isn't right...\n\r",ch); return; } vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( victim == NULL ) victim = ch; vo = (void *) victim; break; case TAR_CHAR_SELF: vo = (void *) ch; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; break; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo ); if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim != ch && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice( level, 12 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn,DAM_ACID ); return; } void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already armored.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel someone protecting you.\n\r", victim ); if ( ch != victim ) act("$N is protected by your magic.",ch,NULL,victim,TO_CHAR); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already blessed.\n\r",ch); else act("$N already has divine favor.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = 6+level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); send_to_char( "You feel righteous.\n\r", victim ); if ( ch != victim ) act("You grant $N the favor of your god.",ch,NULL,victim,TO_CHAR); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1+level; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); act("$n appears to be blinded.",victim,NULL,NULL,TO_ROOM); return; } void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE ); return; } void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if ( !IS_OUTSIDE(ch) ) { send_to_char( "You must be out of doors.\n\r", ch ); return; } if ( weather_info.sky < SKY_RAINING ) { send_to_char( "You need bad weather.\n\r", ch ); return; } dam = dice(level/2, 8); send_to_char( "Mota's lightning strikes your foes!\n\r", ch ); act( "$n calls Mota's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) ) damage( ch, vch, saves_spell( level,vch ) ? dam / 2 : dam, sn, DAM_LIGHTNING ); continue; } if ( vch->in_room->area == ch->in_room->area && IS_OUTSIDE(vch) && IS_AWAKE(vch) ) send_to_char( "Lightning flashes in the sky.\n\r", vch ); } return; } /* RT calm spell stops all fighting in the room */ void spell_calm( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; int mlevel = 0; int count = 0; int high_level = 0; int chance; AFFECT_DATA af; /* get sum of all mobile levels in the room */ for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (vch->position == POS_FIGHTING) { count++; if (IS_NPC(vch)) mlevel += vch->level; else mlevel += vch->level/2; high_level = UMAX(high_level,vch->level); } } /* compute chance of stopping combat */ chance = 4 * level - high_level + 2 * count; if (IS_IMMORTAL(ch)) /* always works */ mlevel = 0; if (number_range(0, chance) >= mlevel) /* hard to stop large fights */ { for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (IS_NPC(vch) && (IS_SET(vch->imm_flags,IMM_MAGIC) || IS_SET(vch->act,ACT_UNDEAD))) return; if (IS_AFFECTED(vch,AFF_CALM) || IS_AFFECTED(vch,AFF_BERSERK) || is_affected(vch,skill_lookup("frenzy"))) return; send_to_char("A wave of calm passes over you.\n\r",vch); if (vch->fighting || vch->position == POS_FIGHTING) stop_fighting(vch,FALSE); af.type = sn; af.level = level; af.duration = level/4; af.location = APPLY_HITROLL; if (!IS_NPC(vch)) af.modifier = -5; else af.modifier = -2; af.bitvector = AFF_CALM; affect_to_char(vch,&af); af.location = APPLY_DAMROLL; affect_to_char(vch,&af); } } } void spell_cancellation( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; level += 2; if ((!IS_NPC(ch) && IS_NPC(victim) && !(IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) ) || (IS_NPC(ch) && !IS_NPC(victim)) ) { send_to_char("You failed, try dispel magic.\n\r",ch); return; } /* unlike dispel magic, the victim gets NO save */ /* begin running through the spells */ if (check_dispel(level,victim,skill_lookup("armor"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("bless"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("blindness"))) { found = TRUE; act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("calm"))) { found = TRUE; act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("change sex"))) { found = TRUE; act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM); send_to_char("You feel more like yourself again.\n\r",victim); } if (check_dispel(level,victim,skill_lookup("charm person"))) { found = TRUE; act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("chill touch"))) { found = TRUE; act("$n looks warmer.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("curse"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect invis"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect magic"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("faerie fire"))) { act("$n's outline fades.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("fly"))) { act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("frenzy"))) { act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);; found = TRUE; } if (check_dispel(level,victim,skill_lookup("giant strength"))) { act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("haste"))) { act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("infravision"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mass invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("pass door"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("sanctuary"))) { act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("shield"))) { act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("sleep"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("weaken"))) { act("$n looks stronger.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (found) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); } void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn, DAM_HARM ); return; } void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn, DAM_HARM ); return; } void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo ) { damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn, DAM_HARM ); return; } void spell_chain_lightning(int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *tmp_vict,*last_vict,*next_vict; bool found; int dam; /* first strike */ act("A lightning bolt leaps from $n's hand and arcs to $N.", ch,NULL,victim,TO_ROOM); act("A lightning bolt leaps from your hand and arcs to $N.", ch,NULL,victim,TO_CHAR); act("A lightning bolt leaps from $n's hand and hits you!", ch,NULL,victim,TO_VICT); dam = dice(level,6); if (saves_spell(level,victim)) dam /= 3; damage(ch,victim,dam,sn,DAM_LIGHTNING); last_vict = victim; level -= 4; /* decrement damage */ /* new targets */ while (level > 0) { found = FALSE; for (tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict) { next_vict = tmp_vict->next_in_room; if (!is_safe_spell(ch,tmp_vict,TRUE) && tmp_vict != last_vict) { found = TRUE; last_vict = tmp_vict; act("The bolt arcs to $n!",tmp_vict,NULL,NULL,TO_ROOM); act("The bolt hits you!",tmp_vict,NULL,NULL,TO_CHAR); dam = dice(level,6); if (saves_spell(level,tmp_vict)) dam /= 3; damage(ch,tmp_vict,dam,sn,DAM_LIGHTNING); level -= 4; /* decrement damage */ } } /* end target searching loop */ if (!found) /* no target found, hit the caster */ { if (ch == NULL) return; if (last_vict == ch) /* no double hits */ { act("The bolt seems to have fizzled out.",ch,NULL,NULL,TO_ROOM); act("The bolt grounds out through your body.", ch,NULL,NULL,TO_CHAR); return; } last_vict = ch; act("The bolt arcs to $n...whoops!",ch,NULL,NULL,TO_ROOM); send_to_char("You are struck by your own lightning!\n\r",ch); dam = dice(level,6); if (saves_spell(level,ch)) dam /= 3; damage(ch,ch,dam,sn,DAM_LIGHTNING); level -= 4; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn )) { if (victim == ch) send_to_char("You've already been changed.\n\r",ch); else act("$N has already had $s(?) sex changed.",ch,NULL,victim,TO_CHAR); return; } if (saves_spell(level , victim)) return; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel different.\n\r", victim ); act("$n doesn't look like $mself anymore...",victim,NULL,NULL,TO_ROOM); return; } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } if ( IS_AFFECTED(victim, AFF_CHARM) || IS_AFFECTED(ch, AFF_CHARM) || level < victim->level || IS_SET(victim->imm_flags,IMM_CHARM) || saves_spell( level, victim ) ) return; if (IS_SET(victim->in_room->room_flags,ROOM_LAW)) { send_to_char( "The mayor does not allow charming in the city limits.\n\r",ch); return; } if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); victim->leader = ch; af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) act("$N looks at you with adoring eyes.",ch,NULL,victim,TO_CHAR); return; } void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( !saves_spell( level, victim ) ) { act("$n turns blue and shivers.",victim,NULL,NULL,TO_ROOM); af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } damage( ch, victim, dam, sn, DAM_COLD ); return; } void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; else spell_blindness(skill_lookup("blindness"),level/2,ch,(void *) victim); damage( ch, victim, dam, sn, DAM_LIGHT ); return; } void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *light; light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL )); obj_to_room( light, ch->in_room ); act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo ) { if ( !str_cmp( target_name, "better" ) ) weather_info.change += dice( level / 3, 4 ); else if ( !str_cmp( target_name, "worse" ) ) weather_info.change -= dice( level / 3, 4 ); else send_to_char ("Do you want it to get better or worse?\n\r", ch ); send_to_char( "Ok.\n\r", ch ); return; } void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *mushroom; mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM )); mushroom->food->full = 5 + level; mushroom->food->bite = 5 + level; obj_to_room( mushroom, ch->in_room ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *spring; spring = create_object( get_obj_index( OBJ_VNUM_SPRING )); spring->timer = level; obj_to_room( spring, ch->in_room ); act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); return; } void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; if ( !IS_DCON(obj)) { send_to_char( "It is unable to hold water.\n\r", ch ); return; } if ( obj->cont->liquid != LIQ_WATER && obj->cont->volume != 0 ) { send_to_char( "It contains some other liquid.\n\r", ch ); return; } water = UMIN( level * (weather_info.sky >= SKY_RAINING ? 4 : 2), obj->cont->limit - obj->cont->volume ); if ( water > 0 ) { obj->cont->liquid = LIQ_WATER; obj->cont->volume += water; if ( !is_name( "water", obj->name ) ) { char buf[MAX_STRING_LENGTH]; sprintf( buf, "%s water", obj->name ); free_string( obj->name ); obj->name = str_dup( buf ); } act( "$p is filled.", ch, obj, NULL, TO_CHAR ); } return; } void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_blindness ) ) { if (victim == ch) send_to_char("You aren't blind.\n\r",ch); else act("$N doesn't appear to be blinded.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,gsn_blindness)) { send_to_char( "Your vision returns!\n\r", victim ); act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 8) + level - 6; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* RT added to cure plague */ void spell_cure_disease( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_plague ) ) { if (victim == ch) send_to_char("You aren't ill.\n\r",ch); else act("$N doesn't appear to be diseased.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,gsn_plague)) { send_to_char("Your sores vanish.\n\r",victim); act("$n looks relieves as $s sores vanish.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(1, 8) + level / 3; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_poison ) ) { if (victim == ch) send_to_char("You aren't poisoned.\n\r",ch); else act("$N doesn't appear to be poisoned.",ch,NULL,victim,TO_CHAR); return; } if (check_dispel(level,victim,gsn_poison)) { send_to_char("A warm feeling runs through your body.\n\r",victim); act("$n looks much better.",victim,NULL,NULL,TO_ROOM); } else send_to_char("Spell failed.\n\r",ch); } void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, 8) + level /2 ; victim->hit = UMIN( victim->hit + heal, victim->max_hit ); update_pos( victim ); send_to_char( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.duration = 2*level; af.location = APPLY_HITROLL; af.modifier = -1 * (level / 8); af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) act("$N looks very uncomfortable.",ch,NULL,victim,TO_CHAR); return; } /* RT replacement demonfire spell */ void spell_demonfire(int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && !IS_EVIL(ch) ) { victim = ch; send_to_char("The demons turn upon you!\n\r",ch); } ch->alignment = UMAX(-1000, ch->alignment - 50); if (victim != ch) { act("$n calls forth the demons of Hell upon $N!", ch,NULL,victim,TO_ROOM); act("$n has assailed you with the demons of Hell!", ch,NULL,victim,TO_VICT); send_to_char("You conjure forth the demons of hell!\n\r",ch); } dam = dice( level, 10 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_NEGATIVE ); } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) { if (victim == ch) send_to_char("You can already sense evil.\n\r",ch); else act("$N can already detect evil.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) ) { if (victim == ch) send_to_char("You are already as alert as you can be. \n\r",ch); else act("$N can already sense hidden lifeforms.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); send_to_char( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) { if (victim == ch) send_to_char("You can already see invisible.\n\r",ch); else act("$N can already see invisible things.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) { if (victim == ch) send_to_char("You can already sense magical auras.\n\r",ch); else act("$N can already detect magic.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( IS_DCON(obj)) { if (obj->cont->poison) send_to_char("This brew has a sinister look about it.\n\r",ch); else send_to_char("It looks quite drinkable.\n\r",ch); } if ( IS_FOOD(obj)) { if (obj->food->poison) send_to_char("I wouldn't eat it if I were you.\n\r",ch); else send_to_char("It looks quite edible.\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( "Mota 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; } if (victim->hit > (ch->level * 4)) dam = dice( level, 4 ); else dam = UMAX(victim->hit, dice(level,4)); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_HOLY ); return; } /* modified for enhanced use */ void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; if (saves_spell(level, victim)) { send_to_char( "You feel a brief tingling sensation.\n\r",victim); send_to_char( "You failed.\n\r", ch); return; } /* begin running through the spells */ if (check_dispel(level,victim,skill_lookup("armor"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("bless"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("blindness"))) { found = TRUE; act("$n is no longer blinded.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("calm"))) { found = TRUE; act("$n no longer looks so peaceful...",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("change sex"))) { found = TRUE; act("$n looks more like $mself again.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("charm person"))) { found = TRUE; act("$n regains $s free will.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("chill touch"))) { found = TRUE; act("$n looks warmer.",victim,NULL,NULL,TO_ROOM); } if (check_dispel(level,victim,skill_lookup("curse"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect evil"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect invis"))) found = TRUE; found = TRUE; if (check_dispel(level,victim,skill_lookup("detect hidden"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("detect magic"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("faerie fire"))) { act("$n's outline fades.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("fly"))) { act("$n falls to the ground!",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("frenzy"))) { act("$n no longer looks so wild.",victim,NULL,NULL,TO_ROOM);; found = TRUE; } if (check_dispel(level,victim,skill_lookup("giant strength"))) { act("$n no longer looks so mighty.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("haste"))) { act("$n is no longer moving so quickly.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("infravision"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("mass invis"))) { act("$n fades into existance.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("pass door"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("protection"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("sanctuary"))) { act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (IS_AFFECTED(victim,AFF_SANCTUARY) && !saves_dispel(level, victim->level,-1) && !is_affected(victim,skill_lookup("sanctuary"))) { REMOVE_BIT(victim->affected_by,AFF_SANCTUARY); act("The white aura around $n's body vanishes.", victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("shield"))) { act("The shield protecting $n vanishes.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("sleep"))) found = TRUE; if (check_dispel(level,victim,skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (check_dispel(level,victim,skill_lookup("weaken"))) { act("$n looks stronger.",victim,NULL,NULL,TO_ROOM); found = TRUE; } if (found) send_to_char("Ok.\n\r",ch); else send_to_char("Spell failed.\n\r",ch); } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL ) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && !is_safe_spell(ch,vch,TRUE)) if (IS_AFFECTED(vch,AFF_FLYING)) damage(ch,vch,0,sn,DAM_BASH); else damage( ch, vch, level + dice(2, 8), sn, DAM_BASH ); continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_armor( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (!IS_ARMOR(obj)) { send_to_char("That isn't an armor.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_AC ) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* apply other modifiers */ fail -= level; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail -= 5; fail = URANGE(5,fail,95); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_CHAR); act("$p flares blindingly... and evaporates!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 2)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR); act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; paf->next = affect_free; affect_free = paf; } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (affect_free == NULL) af_new = alloc_perm(sizeof(*af_new)); else { af_new = affect_free; affect_free = affect_free->next; } af_new->next = obj->affected; obj->affected = af_new; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level/5)) /* success! */ { act("$p shimmers with a gold aura.",ch,obj,NULL,TO_CHAR); act("$p shimmers with a gold aura.",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = -1; } else /* exceptional enchant */ { act("$p glows a brillant gold!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant gold!",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags,ITEM_MAGIC); SET_BIT(obj->extra_flags,ITEM_GLOW); added = -2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO) obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1); if (ac_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_AC) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); } } } else /* add a new affect */ { if (affect_free == NULL) paf = alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if (!IS_WEAPON(obj)) { send_to_char("That isn't a weapon.\n\r",ch); return; } if (obj->wear_loc != -1) { send_to_char("The item must be carried to be enchanted.\n\r",ch); return; } /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location == APPLY_HITROLL ) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL ) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } /* apply other modifiers */ fail -= 3 * level/2; if (IS_OBJ_STAT(obj,ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj,ITEM_GLOW)) fail -= 5; fail = URANGE(5,fail,95); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p shivers violently and explodes!",ch,obj,NULL,TO_CHAR); act("$p shivers violently and explodeds!",ch,obj,NULL,TO_ROOM); extract_obj(obj); return; } if (result < (fail / 2)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.",ch,obj,NULL,TO_CHAR); act("$p glows brightly, then fades.",ch,obj,NULL,TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; paf->next = affect_free; affect_free = paf; } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char("Nothing seemed to happen.\n\r",ch); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (affect_free == NULL) af_new = alloc_perm(sizeof(*af_new)); else { af_new = affect_free; affect_free = affect_free->next; } af_new->next = obj->affected; obj->affected = af_new; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level/5)) /* success! */ { act("$p glows blue.",ch,obj,NULL,TO_CHAR); act("$p glows blue.",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags, ITEM_MAGIC); added = 1; } else /* exceptional enchant */ { act("$p glows a brillant blue!",ch,obj,NULL,TO_CHAR); act("$p glows a brillant blue!",ch,obj,NULL,TO_ROOM); SET_BIT(obj->extra_flags,ITEM_MAGIC); SET_BIT(obj->extra_flags,ITEM_GLOW); added = 2; } /* now add the enchantments */ if (obj->level < LEVEL_HERO - 1) obj->level = UMIN(LEVEL_HERO - 1,obj->level + 1); if (dam_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_DAMROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); if (paf->modifier > 4) SET_BIT(obj->extra_flags,ITEM_HUM); } } } else /* add a new affect */ { if (affect_free == NULL) paf = alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } if (hit_found) { for ( paf = obj->affected; paf != NULL; paf = paf->next) { if ( paf->location == APPLY_HITROLL) { paf->type = sn; paf->modifier += added; paf->level = UMAX(paf->level,level); if (paf->modifier > 4) SET_BIT(obj->extra_flags,ITEM_HUM); } } } else /* add a new affect */ { if (affect_free == NULL) paf = alloc_perm(sizeof(*paf)); else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = added; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; } } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( saves_spell( level, victim ) ) { send_to_char("You feel a momentary chill.\n\r",victim); return; } ch->alignment = UMAX(-1000, ch->alignment - 50); if ( victim->level <= 2 ) { dam = ch->hit + 1; } else { gain_exp( victim, 0 - 5 * number_range( level/2, 3 * level / 2 ) ); victim->mana /= 2; victim->move /= 2; dam = dice(1, level); ch->hit += dam; } send_to_char("You feel your life slipping away!\n\r",victim); send_to_char("Wow....what a rush!\n\r",ch); damage( ch, victim, dam, sn, DAM_NEGATIVE ); return; } void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE ); return; } void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(6, 8); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE ); return; } void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *ich; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) ) continue; if ( ich == ch || saves_spell( level, ich ) ) continue; affect_strip ( ich, gsn_invis ); affect_strip ( ich, gsn_mass_invis ); affect_strip ( ich, gsn_sneak ); REMOVE_BIT ( ich->affected_by, AFF_HIDE ); REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE ); REMOVE_BIT ( ich->affected_by, AFF_SNEAK ); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } return; } void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FLYING) ) { if (victim == ch) send_to_char("You are already airborne.\n\r",ch); else act("$N doesn't need your help to fly.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "Your feet rise off the ground.\n\r", victim ); act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM ); return; } /* RT clerical berserking spell */ void spell_frenzy(int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim,sn) || IS_AFFECTED(victim,AFF_BERSERK)) { if (victim == ch) send_to_char("You are already in a frenzy.\n\r",ch); else act("$N is already in a frenzy.",ch,NULL,victim,TO_CHAR); return; } if (is_affected(victim,skill_lookup("calm"))) { if (victim == ch) send_to_char("Why don't you just relax for a while?\n\r",ch); else act("$N doesn't look like $e wants to fight anymore.", ch,NULL,victim,TO_CHAR); return; } if ((IS_GOOD(ch) && !IS_GOOD(victim)) || (IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) || (IS_EVIL(ch) && !IS_EVIL(victim)) ) { act("Your god doesn't seem to like $N",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim,&af); af.location = APPLY_DAMROLL; affect_to_char(victim,&af); af.modifier = 10 * (level / 6); af.location = APPLY_AC; affect_to_char(victim,&af); send_to_char("You are filled with holy wrath!\n\r",victim); act("$n gets a wild look in $s eyes!",victim,NULL,NULL,TO_ROOM); } /* RT ROM-style gate */ void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim; bool gate_pet; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell( level, victim ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); if (gate_pet) { act("$n steps through a gate and vanishes.",ch->pet,NULL,NULL,TO_ROOM); send_to_char("You step through a gate and vanish.\n\r",ch->pet); char_from_room(ch->pet); char_to_room(ch->pet,victim->in_room); act("$n has arrived through a gate.",ch->pet,NULL,NULL,TO_ROOM); do_look(ch->pet,"auto"); } } void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already as strong as you can get!\n\r",ch); else act("$N can't get any stronger.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "Your muscles surge with heightened power!\n\r", victim ); act("$n's muscles surge with heightened power.",victim,NULL,NULL,TO_ROOM); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX( 20, victim->hit - dice(1,4) ); if ( saves_spell( level, victim ) ) dam = UMIN( 50, dam / 2 ); dam = UMIN( 100, dam ); damage( ch, victim, dam, sn, DAM_HARM ); return; } /* RT haste spell */ void spell_haste( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || IS_AFFECTED(victim,AFF_HASTE) || IS_SET(victim->off_flags,OFF_FAST)) { if (victim == ch) send_to_char("You can't move any faster!\n\r",ch); else act("$N is already moving as fast as $e can.", ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; if (victim == ch) af.duration = level/2; else af.duration = level/4; af.location = APPLY_DEX; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = AFF_HASTE; affect_to_char( victim, &af ); send_to_char( "You feel yourself moving more quickly.\n\r", victim ); act("$n is moving more quickly.",victim,NULL,NULL,TO_ROOM); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + 100, victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* RT really nasty high-level attack spell */ void spell_holy_word(int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int bless_num, curse_num, frenzy_num; bless_num = skill_lookup("bless"); curse_num = skill_lookup("curse"); frenzy_num = skill_lookup("frenzy"); act("$n utters a word of divine power!",ch,NULL,NULL,TO_ROOM); send_to_char("You utter a word of divine power.\n\r",ch); for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ((IS_GOOD(ch) && IS_GOOD(vch)) || (IS_EVIL(ch) && IS_EVIL(vch)) || (IS_NEUTRAL(ch) && IS_NEUTRAL(vch)) ) { send_to_char("You feel full more powerful.\n\r",vch); spell_frenzy(frenzy_num,level,ch,(void *) vch); spell_bless(bless_num,level,ch,(void *) vch); } else if ((IS_GOOD(ch) && IS_EVIL(vch)) || (IS_EVIL(ch) && IS_GOOD(vch)) ) { if (!is_safe_spell(ch,vch,TRUE)) { spell_curse(curse_num,level,ch,(void *) vch); send_to_char("You are struck down!\n\r",vch); dam = dice(level,6); damage(ch,vch,dam,sn,DAM_ENERGY); } } else if (IS_NEUTRAL(ch)) { if (!is_safe_spell(ch,vch,TRUE)) { spell_curse(curse_num,level/2,ch,(void *) vch); send_to_char("You are struck down!\n\r",vch); dam = dice(level,4); damage(ch,vch,dam,sn,DAM_ENERGY); } } } send_to_char("You feel drained.\n\r",ch); gain_exp( ch, -1 * number_range(1,10) * 10); ch->move = 0; ch->hit /= 2; } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_type_name( obj ), extra_bit_name( obj->extra_flags ), obj->weight, obj->cost, obj->level ); send_to_char( buf, ch ); /* switch ( obj->item_type ) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: send_to_char("Weapon type is ",ch); switch (obj->value[0]) { case(WEAPON_EXOTIC) : send_to_char("exotic.\n\r",ch); break; case(WEAPON_SWORD) : send_to_char("sword.\n\r",ch); break; case(WEAPON_DAGGER) : send_to_char("dagger.\n\r",ch); break; case(WEAPON_SPEAR) : send_to_char("spear/staff.\n\r",ch); break; case(WEAPON_MACE) : send_to_char("mace/club.\n\r",ch); break; case(WEAPON_AXE) : send_to_char("axe.\n\r",ch); break; case(WEAPON_FLAIL) : send_to_char("flail.\n\r",ch); break; case(WEAPON_WHIP) : send_to_char("whip.\n\r",ch); break; case(WEAPON_POLEARM): send_to_char("polearm.\n\r",ch); break; default : send_to_char("unknown.\n\r",ch); break; } if (obj->pIndexData->new_format) sprintf(buf,"Damage is %dd%d (average %d).\n\r", obj->value[1],obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); else sprintf( 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 ); break; case ITEM_ARMOR: sprintf( buf, "Armor class is %d pierce, %d bash, %d slash, and %d vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3] ); send_to_char( buf, ch ); break; } */ if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INFRARED) ) { if (victim == ch) send_to_char("You can already see in the dark.\n\r",ch); else act("$N already has infravision.\n\r",ch,NULL,victim,TO_CHAR); return; } act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INVISIBLE) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); return; } void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$N has a pure and good aura."; else if ( ap > 350 ) msg = "$N is of excellent moral character."; else if ( ap > 100 ) msg = "$N is often kind and thoughtful."; else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; else if ( ap > -350 ) msg = "$N lies to $S friends."; else if ( ap > -700 ) msg = "$N is a black-hearted murderer."; else msg = "$N is the embodiment of pure evil!."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_LIGHTNING ); return; } void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo ) { char buf[MAX_INPUT_LENGTH]; char buffer[4*MAX_STRING_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; buffer[0] = '\0'; max_found = IS_IMMORTAL(ch) ? 200 : 2 * level; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) || (!IS_IMMORTAL(ch) && number_percent() > 2 * level) || ch->level < obj->level) continue; found = TRUE; number++; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by != NULL ) { sprintf( buf, "%s carried by %s\n\r", obj->short_descr, PERS(in_obj->carried_by, ch) ); } else { if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) sprintf( buf, "%s in %s [Room %d]\n\r", obj->short_descr, in_obj->in_room->name, in_obj->in_room->vnum); else sprintf( buf, "%s in %s\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name ); } buf[0] = UPPER(buf[0]); strcat(buffer,buf); if (number >= max_found) break; } if ( !found ) send_to_char( "Nothing like that in heaven or earth.\n\r", ch ); else if (ch->lines) page_to_char(buffer,ch); else send_to_char(buffer,ch); return; } void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; 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 }; 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, DAM_ENERGY ); return; } void spell_mass_healing(int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup("heal"); refresh_num = skill_lookup("refresh"); for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ((IS_NPC(ch) && IS_NPC(gch)) || (!IS_NPC(ch) && !IS_NPC(gch))) { spell_heal(heal_num,level,ch,(void *) gch); spell_refresh(refresh_num,level,ch,(void *) gch); } } } void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { AFFECT_DATA af; CHAR_DATA *gch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) ) continue; act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade out of existence.\n\r", gch ); af.type = sn; af.level = level/2; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) { if (victim == ch) send_to_char("You are already out of phase.\n\r",ch); else act("$N is already shifted out of phase.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return; } /* RT plague spell, very nasty */ void spell_plague( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (saves_spell(level,victim) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD))) { if (ch == victim) send_to_char("You feel momentarily ill, but it passes.\n\r",ch); else act("$N seems to be unaffected.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level * 3/4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join(victim,&af); send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r",victim); act("$n screams in agony as plague sores erupt from $s skin.", victim,NULL,NULL,TO_ROOM); } void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( saves_spell( level, victim ) ) { act("$n turns slightly green, but it passes.",victim,NULL,NULL,TO_ROOM); send_to_char("You feel momentarily ill, but it passes.\n\r",victim); return; } af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); act("$n looks very ill.",victim,NULL,NULL,TO_ROOM); return; } void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT) ) { if (victim == ch) send_to_char("You are already protected.\n\r",ch); else act("$N is already protected.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PROTECT; affect_to_char( victim, &af ); send_to_char( "You feel protected.\n\r", victim ); if ( ch != victim ) act("$N is protected from harm.",ch,NULL,victim,TO_CHAR); return; } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level, victim->max_move ); if (victim->max_move == victim->move) send_to_char("You feel fully refreshed!\n\r",victim); else send_to_char( "You feel less tired.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; OBJ_DATA *obj; int iWear; if (check_dispel(level,victim,gsn_curse)) { send_to_char("You feel better.\n\r",victim); act("$n looks more relaxed.",victim,NULL,NULL,TO_ROOM); } for ( iWear = 0; (iWear < MAX_WEAR && !found); iWear ++) { if ((obj = get_eq_char(victim,iWear)) == NULL) continue; if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { /* attempt to remove curse */ if (!saves_dispel(level,obj->level,0)) { found = TRUE; REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("$p glows blue.",victim,obj,NULL,TO_CHAR); act("$p glows blue.",victim,obj,NULL,TO_ROOM); } } } for (obj = victim->carrying; (obj != NULL && !found); obj = obj->next_content) { if (IS_OBJ_STAT(obj,ITEM_NODROP) || IS_OBJ_STAT(obj,ITEM_NOREMOVE)) { /* attempt to remove curse */ if (!saves_dispel(level,obj->level,0)) { found = TRUE; REMOVE_BIT(obj->extra_flags,ITEM_NODROP); REMOVE_BIT(obj->extra_flags,ITEM_NOREMOVE); act("Your $p glows blue.",victim,obj,NULL,TO_CHAR); act("$n's $p glows blue.",victim,obj,NULL,TO_ROOM); } } } } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) { if (victim == ch) send_to_char("You are already in sanctuary.\n\r",ch); else act("$N is already in sanctuary.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = number_fuzzy( level / 6 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura.\n\r", victim ); return; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already shielded from harm.\n\r",ch); else act("$N is already protected by a shield.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); return; } void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_LIGHTNING ); return; } void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SLEEP) || (IS_NPC(victim) && IS_SET(victim->act,ACT_UNDEAD)) || level < victim->level || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join( victim, &af ); if ( IS_AWAKE(victim) ) { send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM ); victim->position = POS_SLEEPING; } return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { if (victim == ch) send_to_char("Your skin is already as hard as a rock.\n\r",ch); else act("$N is already as hard as can be.",ch,NULL,victim,TO_CHAR); return; } af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to stone.\n\r", victim ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim; 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) || (IS_NPC(victim) && IS_SET(victim->act,ACT_AGGRESSIVE)) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) || victim->fighting != NULL || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell( level, victim ) ) ) { send_to_char( "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( "$n has summoned you!", ch, NULL, victim, TO_VICT ); do_look( victim, "auto" ); return; } void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if ( victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || ( !IS_NPC(ch) && victim->fighting != NULL ) || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } for ( ; ; ) { pRoomIndex = get_room_index( number_range( 0, 65535 ) ); if ( pRoomIndex != NULL ) if ( can_see_room(ch,pRoomIndex) && !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) ) break; } if (victim != ch) send_to_char("You have been teleported!\n\r",victim); act( "$n vanishes!", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); return; } void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo ) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument( target_name, speaker ); sprintf( buf1, "%s says '%s'.\n\r", speaker, target_name ); sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER(buf1[0]); for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !is_name( speaker, vch->name ) ) send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch ); } return; } void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || saves_spell( level, victim ) ) return; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * (level / 5); af.bitvector = AFF_WEAKEN; affect_to_char( victim, &af ); send_to_char( "You feel weaker.\n\r", victim ); act("$n looks tired and weak.",victim,NULL,NULL,TO_ROOM); return; } /* RT recall spell is back */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; if ((location = get_room_index( ROOM_VNUM_TEMPLE)) == NULL) { send_to_char("You are completely lost.\n\r",victim); return; } if (IS_SET(victim->in_room->room_flags,ROOM_NO_RECALL) || IS_AFFECTED(victim,AFF_CURSE)) { send_to_char("Spell failed.\n\r",victim); return; } if (victim->fighting != NULL) stop_fighting(victim,TRUE); ch->move /= 2; act("$n disappears.",victim,NULL,NULL,TO_ROOM); char_from_room(victim); char_to_room(victim,location); act("$n appears in the room.",victim,NULL,NULL,TO_ROOM); do_look(victim,"auto"); } /* * NPC spells. */ void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; OBJ_DATA *t_obj,*n_obj; int dam; int hpch; int i; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next ) { int iWear; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; if (IS_ARMOR(obj_lose)) { act( "$p is pitted and etched!", victim, obj_lose, NULL, TO_CHAR ); if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE ) for (i = 0; i < 4; i ++) victim->armor[i] -= apply_ac( obj_lose, iWear, i ); for (i = 0; i < 4; i ++) obj_lose->armor->ac[i] -= 1; obj_lose->cost = 0; if ( iWear != WEAR_NONE ) for (i = 0; i < 4; i++) victim->armor[i] += apply_ac( obj_lose, iWear, i ); } else if (IS_CONT(obj_lose)) { act( "$p fumes and dissolves, destroying some of the contents.", victim, obj_lose, NULL, TO_CHAR ); /* save some of the contents */ for (t_obj = obj_lose->contains; t_obj != NULL; t_obj = n_obj) { n_obj = t_obj->next_content; obj_from_obj(t_obj); if (number_bits(2) == 0 || victim->in_room == NULL) extract_obj(t_obj); else obj_to_room(t_obj,victim->in_room); } extract_obj( obj_lose ); } } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_ACID ); return; } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; OBJ_DATA *t_obj, *n_obj; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; if (IS_CONT(obj_lose)) msg = "$p ignites and burns!"; else if (IS_POTION(obj_lose) || IS_DCON(obj_lose)) msg = "$p bubbles and boils!"; else if (IS_SCROLL(obj_lose)) msg = "$p crackles and burns!"; else if (IS_STAFF(obj_lose) || IS_WAND(obj_lose)) msg = "$p smokes and chars!"; else if (IS_FOOD(obj_lose) || IS_PILL(obj_lose)) msg = "$p blackens and crisps."; else continue; act( msg, victim, obj_lose, NULL, TO_CHAR ); if (IS_CONT(obj_lose)) { /* save some of the contents */ for (t_obj = obj_lose->contains; t_obj != NULL; t_obj = n_obj) { n_obj = t_obj->next_content; obj_from_obj(t_obj); if (number_bits(2) == 0 || ch->in_room == NULL) extract_obj(t_obj); else obj_to_room(t_obj,ch->in_room); } } extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_FIRE ); return; } void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; int hpch; if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { char *msg; obj_next = obj_lose->next_content; if ( number_bits( 2 ) != 0 ) continue; if (IS_DCON(obj_lose) || IS_POTION(obj_lose)) msg = "$p freezes and shatters!"; else continue; act( msg, victim, obj_lose, NULL, TO_CHAR ); extract_obj( obj_lose ); } } hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_COLD ); return; } void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int hpch; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !is_safe_spell(ch,vch,TRUE)) { hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, vch ) ) dam /= 2; damage( ch, vch, dam, sn, DAM_POISON ); } } return; } void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int hpch; hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_LIGHTNING ); return; } /* * Spells for mega1.are from Glop/Erkenbrand. */ void spell_general_purpose( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 25, 100 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_PIERCE ); return; } void spell_high_explosive( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 30, 120 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn, DAM_PIERCE ); return; }