/*************************************************************************** * 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. * ***************************************************************************/ /********************************************************** *************** S U N D E R M U D *** 2 . 0 ************** ********************************************************** * The unique portions of the SunderMud code as well as * * the integration efforts for code from other sources is * * based primarily on the efforts of: * * * * Lotherius <aelfwyne@operamail.com> (Alvin W. Brinson) * * and many others, see "help sundermud" in the mud. * **********************************************************/ #include "everything.h" #include "magic.h" /* command procedures needed */ DECLARE_DO_FUN ( do_look ); DECLARE_DO_FUN ( do_say ); DECLARE_DO_FUN ( do_flee ); /* prototype from db.c */ ROOM_INDEX_DATA *get_random_room args ( ( int filt, CHAR_DATA *ch ) ); /* * The kludgy global is for spells who want more stuff from command line. */ extern char *target_name; /* * Spell functions. */ void spell_absorb_magic ( int sn, int level, CHAR_DATA * ch, void *vo ) { AFFECT_DATA af; if ( IS_PROTECTED ( ch, PROT_ABSORB ) ) { send_to_char ( "You are already able to absorb magic.\n\r", ch ); return; } set_affect ( &af, sn, level, number_fuzzy ( level / 6 ), APPLY_NONE, 0, TO_PROTECTIONS, PROT_ABSORB, ch->name ); affect_to_char ( ch, &af ); act ( "$n is surrounded by a strange mystical aura.", ch, NULL, NULL, TO_ROOM ); send_to_char ( "You are surrounded by a mystical absorbing aura.\n\r", ch ); return; } 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 ); check_damage_obj ( victim, NULL, 1, DAM_ACID ); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_ACID, TRUE ); return; } void spell_entropy ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( !saves_spell ( level, victim ) ) { check_damage_obj ( victim, NULL, 100, DAM_NEGATIVE ); /* gotcher equipment sucker! */ act ( "A blast of chaotic magic surronds $N.", ch, NULL, victim, TO_ROOM ); act ( "You release a blast of entropy to $N.", ch, NULL, victim, TO_CHAR ); act ( "A blast of chaotic energy screaches from $n's hand and surrounds you!", ch, NULL, victim, TO_VICT ); return; } else { send_to_char ( "Your spell backfires!\n\r", ch ); check_damage_obj ( ch, NULL, 15, DAM_NEGATIVE ); act ( "$N fails yet another spell.", ch, NULL, victim, TO_ROOM ); act ( "A blast of chaotic energy screaches from $n's hand, but fails to reach you.", ch, NULL, victim, TO_VICT ); return; } return; } void spell_animate ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj; CHAR_DATA *mob; int i; int number; int type; int bonus; obj = get_obj_here ( ch, NULL, target_name ); if ( obj == NULL ) { send_to_char ( "Resurrect what?\n\r", ch ); return; } /* Nothing but NPC corpses. */ if ( obj->item_type != ITEM_CORPSE_NPC ) { if ( obj->item_type == ITEM_CORPSE_PC ) send_to_char ( "You can't resurrect players.\n\r", ch ); else send_to_char ( "It would serve no purpose...\n\r", ch ); return; } if ( obj->level > ( ch->level + 2 ) ) { send_to_char ( "You couldn't call forth such a great zombie.\n\r", ch ); return; } if ( ch->pet != NULL ) { send_to_char ( "You already have a pet.\n\r", ch ); return; } /* Chew on the zombie a little bit, recalculate level-dependant stats */ mob = create_mobile ( get_mob_index ( MOB_VNUM_ZOMBIE ) ); mob->level = obj->level; mob->max_hit = mob->level * 8 + number_range ( mob->level * mob->level / 4, mob->level * mob->level ); mob->max_hit *= .9; mob->hit = mob->max_hit; mob->max_mana = 100 + dice ( mob->level, 10 ); mob->mana = mob->max_mana; // No armor for mobs that aren't wearing equipment. // for ( i = 0; i < 3; i++ ) // mob->armor[i] = interpolate ( mob->level, 100, -100 ); // mob->armor[3] = interpolate ( mob->level, 100, 0 ); // number = UMIN ( mob->level / 4 + 1, 5 ); type = ( mob->level + 7 ) / number; bonus = UMAX ( 0, mob->level * 9 / 4 - number * type ); mob->damage[DICE_NUMBER] = number; mob->damage[DICE_TYPE] = type; mob->damage[DICE_BONUS] = bonus; for ( i = 0; i < MAX_STATS; i++ ) mob->perm_stat[i] = 11 + mob->level / 4; /* You rang? */ char_to_room ( mob, ch->in_room ); act ( "$p springs to life as a hideous zombie!", ch, obj, NULL, TO_ROOM ); act ( "$p springs to life as a hideous zombie!", ch, obj, NULL, TO_CHAR ); extract_obj ( obj ); /* Yessssss, massssssster... */ SET_BIT ( mob->affected_by, AFF_CHARM ); SET_BIT ( mob->act, ACT_FOLLOWER ); mob->comm = COMM_NOTELL | COMM_NOSHOUT | COMM_NOCHANNELS; add_follower ( mob, ch ); mob->leader = ch; mob->master = ch; /* This wasn't getting set! */ ch->pet = mob; /* For a little flavor... */ do_say ( mob, "How may I serve you, master?" ); return; } void spell_minor_creation ( int sn, int leve, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj; /* Minor Creation by Lotherius run through tons of if checks... sloppy but simple. rather use case but didn't wanna bother... just add another if check if you need to add a new item. */ if ( !str_cmp ( target_name, "boat" ) ) { obj = create_object ( get_obj_index ( OBJ_VNUM_BOAT ), 0 ); obj->cost = 0; obj_to_room ( obj, ch->in_room ); act ( "$n mutters some words and $p materializes from thin air.", ch, obj, NULL, TO_ROOM ); send_to_char ( "A boat materializes before you.\n\r", ch ); return; } if ( !str_cmp ( target_name, "bag" ) ) { obj = create_object ( get_obj_index ( OBJ_VNUM_BAG ), 0 ); obj->cost = 0; obj_to_room ( obj, ch->in_room ); act ( "$n mutters some words and $p materializes from thin air.", ch, obj, NULL, TO_ROOM ); send_to_char ( "A bag materializes before you.\n\r", ch ); return; } /* item not found */ send_to_char ( "You don't know how to make that kind of object.", ch ); return; } void spell_soul_blade ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj; OBJ_DATA *sblade; char buf[MAX_STRING_LENGTH]; int number, type; obj = get_obj_here ( ch, NULL, target_name ); if ( obj == NULL ) { send_to_char ( "Cast Soul Blade on What?\n\r", ch ); return; } /* Check Corpses. */ if ( obj->item_type != ITEM_CORPSE_NPC ) { if ( obj->item_type == ITEM_CORPSE_PC ) { if (obj->contains) { send_to_char ( "This player's corpse is still too fresh.\n\r", ch ); return; } } else { send_to_char ( "It would serve no purpose...\n\r", ch ); return; } } if ( obj->level > ( ch->level + 4 ) ) { send_to_char ( "You cannot forge such a soul into a blade.\n\r",ch ); return; } /* Create the soulblade */ sblade = create_object ( get_obj_index ( OBJ_VNUM_SOULBLADE ), 0 ); if (obj->item_type == ITEM_CORPSE_PC) { if ( !obj->owner[0] ) { send_to_char("There doesn't appear to be any soul left in this corpse.\n\r", ch); return; } if (!str_cmp(ch->name, obj->owner)) { send_to_char("Somehow you feel that would be a bad thing.\n\r", ch); return; } /* Okay we can use this corpse. */ free_string (sblade->name); free_string (sblade->short_descr); free_string (sblade->description); SNP( buf, "%s soul blade", obj->owner ); sblade->name = str_dup ( buf ); SNP( buf, "{WT{Bhe {WS{Boul {WO{Bf {Y%s{w", obj->owner ); sblade->short_descr = str_dup ( buf ); SNP( buf, "A blade forged from the soul of %s in the year %d by %s.", obj->owner, time_info.year, ch->name ); sblade->description = str_dup ( buf) ; if (obj->level < ch->level) sblade->level = ch->level; else sblade->level = obj->level; /* Let's give it some zip */ random_apply (sblade, ch); } else { sblade->level = obj->level; if (sblade->level < 5 ) sblade->level = 5; sblade->timer = ( sblade->level + 10 ) / 2; } number = (level / 15)+1; type = (number * 4) + ( (level - ( (number-1)*10 ))/3 ); sblade->value[1] = number; sblade->value[2] = type; sblade->value[1] = number; sblade->value[2] = type; sblade->enchanted = TRUE; /* Action! */ obj_to_room ( sblade, ch->in_room ); act ( "$n waves dramatically and $p appears.", ch, sblade, NULL, TO_ROOM ); act ( "You wave dramatically and $p appears.", ch, sblade, NULL, TO_CHAR ); sound ("church4.wav", ch); extract_obj ( obj ); return; } void spell_armor ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) { if ( victim == ch ) send_to_char ( "You are already protected.\n\r", ch ); else act ( "$N is already armored.", ch, NULL, victim, TO_CHAR ); return; } set_affect ( &af, sn, level, 24, APPLY_AC, 20, TO_AFFECTS, 0, ch->name ); 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; } if ( ch->alignment <= -250 && victim->alignment >= 250 ) { act ( "$N's do-gooder ways are too soft for your deity's blessing.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->alignment >= 250 && victim->alignment <= -250 ) { act ( "$N's evil ways do not sit well with your deity.", ch, NULL, victim, TO_CHAR ); return; } set_affect ( &af, sn, level, 6+level, APPLY_HITROLL, (level/8)+1, TO_AFFECTS, 0, ch->name ); affect_to_char ( victim, &af ); // Previous affects masked by following: af.location = APPLY_SAVING_SPELL; af.modifier = 0 - (level / 8)+1; affect_to_char ( victim, &af ); send_to_char ( "You feel righteous.\n\r", victim ); if ( ch != victim ) act ( "You grant $N the favor of your god.", ch, NULL, victim, TO_CHAR ); return; } void spell_blindness ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_BLIND ) || saves_spell ( level, victim ) ) return; set_affect ( &af, sn, level, 1+level, APPLY_HITROLL, -4, TO_AFFECTS, AFF_BLIND, ch->name ); affect_to_char ( victim, &af ); send_to_char ( "You are blinded!\n\r", victim ); act ( "$n appears to be blinded.", victim, NULL, NULL, TO_ROOM ); return; } void spell_minor_chaos ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int damtype; damtype = number_range ( 4, 17 ); if ( chance(5) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE ) { send_to_char("You lose control of these chaotic forces!\n\r", ch ); victim = ch; } dam = spell_calc ( ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, damtype, TRUE ); return; } void spell_burning_hands ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = spell_calc ( ch, sn ); check_damage_obj ( victim, NULL, 1, DAM_FIRE ); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_FIRE, TRUE ); 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 = spell_calc (ch , sn); send_to_char ( "Zeran's lightning strikes your foes!\n\r", ch ); act ( "$n calls Zeran's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM ); sound ("SHOCKWAV.WAV", ch); 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 ) ) ) { sound ("SHOCKWAV.WAV", vch); check_damage_obj ( vch, NULL, 1, DAM_LIGHTNING ); damage ( ch, vch, saves_spell ( level, vch ) ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE ); } 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 ) { int mod; 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 ); if ( !IS_NPC (vch ) ) mod = -5; else mod = -2; set_affect ( &af, sn, level, level/4, APPLY_HITROLL, mod, TO_AFFECTS, AFF_CALM, ch->name ); affect_to_char ( vch, &af ); // Previous af masked by following: 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. Maybe this can be dispelled.\n\r", ch ); return; } /* unlike dispel magic, the victim gets NO save */ /* begin running through the spells */ if ( check_dispel ( level, victim, skill_lookup ( "absorb magic" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "spirit armor" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "regeneration" ) ) ) found = TRUE; 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 good" ) ) ) 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 ( "$n's outline fades.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "fear" ) ) ) { act ( "$n no longer looks so scared.", 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 ( "slow" ) ) ) { act ( "$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "infravision" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "invis" ) ) ) { act ( "$n fades into existance.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mask self" ) ) ) { act ( "$n suddenly appears as $s mask vanishes.", victim, NULL, NULL, TO_ROOM ); undo_mask ( victim ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mass invis" ) ) ) { act ( "$n fades into existance.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mind meld" ) ) ) { act ( "$n has regained $s senses.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mute" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "pass door" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "protection evil" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "protection good" ) ) ) 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 ( "ghost form" ) ) ) { act ( "The ghostly white aura around $n's body fades.", 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 ( "vocalize" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "weaken" ) ) ) { act ( "$n looks stronger.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( found ) send_to_char ( "Ok.\n\r", ch ); else send_to_char ( "Spell failed.\n\r", ch ); } void spell_cause_light ( int sn, int level, CHAR_DATA * ch, void *vo ) { damage ( ch, ( CHAR_DATA * ) vo, spell_calc(ch, sn), sn, DAM_HARM, TRUE ); return; } void spell_cause_critical ( int sn, int level, CHAR_DATA * ch, void *vo ) { damage ( ch, ( CHAR_DATA * ) vo, spell_calc(ch, sn), sn, DAM_HARM, TRUE ); return; } void spell_cause_serious ( int sn, int level, CHAR_DATA * ch, void *vo ) { damage ( ch, ( CHAR_DATA * ) vo, spell_calc (ch, sn), sn, DAM_HARM, TRUE); return; } void spell_youth ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( IS_NPC ( victim ) ) { send_to_char ( "This spell only affects players.", ch ); return; } send_to_char ( "You feel a great weight lifted off your shoulders.\n\r", victim ); act ( "$n's skin takes on a youthful glow.", victim, NULL, NULL, TO_ROOM ); victim->pcdata->age_mod += number_range ( 1, 3 ); return; } void spell_age ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( IS_NPC ( victim ) ) { send_to_char ( "This spell only affects players.", ch ); return; } sound ("DECAY.WAV", victim); sound ("DECAY.WAV", ch); send_to_char ( "Your skin crawls as your life is sucked away\n\r.", victim ); act ( "$n appears to grow old before your eyes.", victim, NULL, NULL, TO_ROOM ); victim->pcdata->age_mod -= number_range ( 1, 5 ); 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; check_damage_obj ( victim, NULL, 1, DAM_LIGHTNING ); damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE ); 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; check_damage_obj ( tmp_vict, NULL, 1, DAM_LIGHTNING ); damage ( ch, tmp_vict, dam, sn, DAM_LIGHTNING, TRUE ); 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 $n...whoops!", ch, NULL, NULL, TO_ROOM ); send_to_char ( "You are struck by your own lightning!\n\r", ch ); dam = dice ( level, 6 ); if ( saves_spell ( level, ch ) ) dam /= 3; check_damage_obj ( ch, NULL, 1, DAM_LIGHTNING ); damage ( ch, ch, dam, sn, DAM_LIGHTNING, TRUE ); level -= 4; /* decrement damage */ if ( ch == NULL ) return; } /* now go back and find more targets */ } } void spell_change_sex ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) { if ( victim == ch ) send_to_char ( "You've already been changed.\n\r", ch ); else act ( "$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR ); return; } if ( saves_spell ( level, victim ) ) return; set_affect ( &af, sn, level, 2*level, APPLY_SEX, 0, TO_AFFECTS, 0, ch->name ); // Masked By: do { af.modifier = number_range ( 0, 2 ) - victim->sex; } while ( af.modifier == 0 ); affect_to_char ( victim, &af ); send_to_char ( "You feel different.\n\r", victim ); act ( "$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 law forbids charming here..\n\r", ch ); return; } if ( victim->position == POS_SLEEPING ) { send_to_char( "You can not get your victim's attention.\n\r", ch ); send_to_char( "Your slumbers are briefly troubled.\n\r", victim ); return; } if ( ( victim->master ) || ( victim->leader ) ) stop_follower ( victim ); add_follower ( victim, ch ); victim->leader = ch; set_affect ( &af, sn, level, number_fuzzy (level/4), 0, 0, TO_AFFECTS, AFF_CHARM, ch->name ); 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; AFFECT_DATA af; int dam; dam = spell_calc(ch, sn); if ( !saves_spell ( level, victim ) ) { act ( "$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM ); set_affect ( &af, sn, level, 6, APPLY_STR, -1, TO_AFFECTS, 0, ch->name ); affect_join ( victim, &af ); } else { dam /= 2; } damage ( ch, victim, dam, sn, DAM_COLD, TRUE ); return; } void spell_colour_spray ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = spell_calc(ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; else spell_blindness ( skill_lookup ( "blindness" ), level / 2, ch, ( void * ) victim ); check_damage_obj ( victim, NULL, 1, DAM_LIGHT ); damage ( ch, victim, dam, sn, DAM_LIGHT, TRUE ); return; } /* * Unfinished, experimental, if you attempt to use this as is good luck, cuz it * won't work right. void spell_darkness( int sn, int level, CHAR_DATA *ch, void *vo ) { int chance; chance = number_percent(); if (chance >=5) { --ch->in_room->light; } } */ void spell_continual_light ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *light; light = create_object ( get_obj_index ( OBJ_VNUM_LIGHT_BALL ), 0 ); obj_to_room ( light, ch->in_room ); act ( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM ); act ( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR ); return; } void spell_control_weather ( int sn, int level, CHAR_DATA * ch, void *vo ) { if ( !str_cmp ( target_name, "better" ) ) weather_info.change += dice ( level / 3, 4 ); else if ( !str_cmp ( target_name, "worse" ) ) weather_info.change -= dice ( level / 3, 4 ); else send_to_char ( "Do you want it to get better or worse?\n\r", ch ); send_to_char ( "Ok.\n\r", ch ); return; } void spell_create_food ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *mushroom; mushroom = create_object ( get_obj_index ( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = 5 + level; obj_to_room ( mushroom, ch->in_room ); act ( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM ); act ( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR ); return; } void spell_create_buffet ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *mushroom; int counter = 0; /* Attempt to prevent mushroom-spamming */ mushroom = get_obj_list ( ch, "mushroom", ch->in_room->contents ); if ( mushroom != NULL ) { send_to_char ( "There already seems to be some food here.\n\r", ch ); return; } for ( counter = 0; counter < level / 5 + 1; counter++ ) { mushroom = create_object ( get_obj_index ( OBJ_VNUM_MUSHROOM ), 0 ); mushroom->value[0] = level / 2; mushroom->value[1] = level; obj_to_room ( mushroom, ch->in_room ); } act ( "A buffet suddenly appears.", ch, NULL, NULL, TO_ROOM ); act ( "A buffet suddenly appears.", ch, NULL, NULL, TO_CHAR ); return; } void spell_create_spring ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *spring; /* Attempt to prevent mushroom-spamming */ spring = get_obj_list ( ch, "spring", ch->in_room->contents ); if ( spring != NULL ) { send_to_char ( "It seems there might already be a spring here.", ch ); return; } spring = create_object ( get_obj_index ( OBJ_VNUM_SPRING ), 0 ); spring->timer = level; obj_to_room ( spring, ch->in_room ); act ( "$p flows from the ground.", ch, spring, NULL, TO_ROOM ); act ( "$p flows from the ground.", ch, spring, NULL, TO_CHAR ); return; } void spell_create_water ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int water; if ( obj->item_type != ITEM_DRINK_CON ) { send_to_char ( "It is unable to hold water.\n\r", ch ); return; } if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) { send_to_char ( "It contains some other liquid.\n\r", ch ); return; } water = UMIN ( level * ( weather_info.sky >= SKY_RAINING ? 4 : 2 ), obj->value[0] - obj->value[1] ); if ( water > 0 ) { obj->value[2] = LIQ_WATER; obj->value[1] += water; if ( !is_name ( "water", obj->name ) ) { char buf[MAX_STRING_LENGTH]; SNP ( buf, "%s water", obj->name ); free_string ( obj->name ); obj->name = str_dup ( buf ); } act ( "$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 ( "$n looks much better.", victim, NULL, NULL, TO_ROOM ); } else send_to_char ( "Spell failed.\n\r", ch ); } void spell_cure_serious ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int heal; heal = dice ( 2, 8 ) + level / 2; victim->hit = UMIN ( victim->hit + heal, victim->max_hit ); update_pos ( victim ); send_to_char ( "You feel better!\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } void spell_curse ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_CURSE ) || saves_spell ( level, victim ) ) return; af.type = sn; af.where = TO_AFFECTS; af.level = level; af.duration = 2 * level; af.location = APPLY_HITROLL; af.modifier = -1 * (( level / 8 )+1); af.where = TO_AFFECTS; af.bitvector = AFF_CURSE; set_affect ( &af, sn, level, 2*level, APPLY_HITROLL, (-1 * ((level/8)+1)), TO_AFFECTS, AFF_CURSE, ch->name ); affect_to_char ( victim, &af ); // Masked by: af.location = APPLY_SAVING_SPELL; af.modifier = (level / 8)+1; affect_to_char ( victim, &af ); send_to_char ( "You feel unclean.\n\r", victim ); if ( ch != victim ) act ( "$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR ); return; } /* Lotherius Exorcism, good version of Demonfire */ void spell_exorcism ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( !IS_NPC ( ch ) && !IS_GOOD ( ch ) ) { victim = ch; send_to_char ( "The Angels turn to attack you!\n\r", ch ); } ch->alignment = UMAX ( 1000, ch->alignment + 50 ); if ( victim != ch ) { act ( "$n invokes the wrath of his God on $N!", ch, NULL, victim, TO_NOTVICT ); act ( "$n has called forth the Angels of heaven to exorcise you!", ch, NULL, victim, TO_VICT ); send_to_char ( "You call forth Angels of God!\n\r", ch ); } dam = spell_calc (ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; check_damage_obj ( victim, NULL, 1, DAM_HOLY ); damage ( ch, victim, dam, sn, DAM_HOLY, TRUE ); } 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 $N!", ch, NULL, victim, TO_NOTVICT ); act ( "$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 ); } check_damage_obj ( victim, NULL, 1, DAM_NEGATIVE ); dam = spell_calc(ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE ); } void spell_detect_evil ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( CAN_DETECT ( victim, DET_EVIL ) ) { if ( victim == ch ) send_to_char ( "You can already sense evil.\n\r", ch ); else act ( "$N can already detect evil.", ch, NULL, victim, TO_CHAR ); return; } set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_EVIL, ch->name ); affect_to_char ( victim, &af ); send_to_char ( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } void spell_detect_good ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, skill_lookup ( "detect good" ) ) ) { if ( victim == ch ) send_to_char ( "You can already sense good.\n\r", ch ); else act ( "$N can already detect good.", ch, NULL, victim, TO_CHAR ); return; } set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, 0, ch->name ); 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 ( CAN_DETECT ( victim, DET_HIDDEN ) ) { if ( victim == ch ) send_to_char ( "You are already as alert as you can be. \n\r", ch ); else act ( "$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR ); return; } set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_HIDDEN, ch->name ); affect_to_char ( victim, &af ); send_to_char ( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } void spell_detect_invis ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( CAN_DETECT ( victim, DET_INVIS ) ) { if ( victim == ch ) send_to_char ( "You can already see invisible.\n\r", ch ); else act ( "$N can already see invisible things.", ch, NULL, victim, TO_CHAR ); return; } set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_INVIS, ch->name ); 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 ( CAN_DETECT ( victim, DET_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; } set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_DETECTIONS, DET_MAGIC, ch->name ); affect_to_char ( victim, &af ); send_to_char ( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char ( "Ok.\n\r", ch ); return; } void spell_detect_poison ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char ( "You smell poisonous fumes.\n\r", ch ); else send_to_char ( "It looks delicious.\n\r", ch ); } else { send_to_char ( "It doesn't look poisoned.\n\r", ch ); } return; } void spell_dispel_evil ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( !IS_NPC ( ch ) && IS_EVIL ( ch ) ) victim = ch; if ( IS_GOOD ( victim ) ) { act ( "Dispel evil has no effect upon $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL ( victim ) ) { act ( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } dam = spell_calc(ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; check_damage_obj ( victim, NULL, 100, DAM_HOLY ); damage ( ch, victim, dam, sn, DAM_HOLY, TRUE ); return; } void spell_dispel_good ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; if ( !IS_NPC ( ch ) && IS_GOOD ( ch ) ) victim = ch; if ( IS_EVIL ( victim ) ) { act ( "Dispel good has no effect upon $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL ( victim ) ) { act ( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } dam = spell_calc (ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_NEGATIVE, TRUE ); 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 ( "absorb magic" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "confusion" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "spirit armor" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "regeneration" ) ) ) found = TRUE; 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 good" ) ) ) 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 ( "$n's outline fades.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "fear" ) ) ) { act ( "$n no longer looks so scared.", 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 ( "slow" ) ) ) { act ( "$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "infravision" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "invis" ) ) ) { act ( "$n fades into existence.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mass invis" ) ) ) { act ( "$n fades into existence.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mask self" ) ) ) { act ( "$n suddenly appears as $s mask vanishes.", victim, NULL, NULL, TO_ROOM ); undo_mask ( victim ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mind meld" ) ) ) { act ( "$n has regained $s senses.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( check_dispel ( level, victim, skill_lookup ( "mute" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "pass door" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "protection_good" ) ) ) found = TRUE; if ( check_dispel ( level, victim, skill_lookup ( "protection_evil" ) ) ) 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 ( "ghost form" ) ) ) { act ( "The ghostly white aura around $n's body fades.", victim, NULL, NULL, TO_ROOM ); found = TRUE; } if ( IS_PROTECTED ( victim, PROT_SANCTUARY ) // For those protected but not by the spell - mobs usually. && !saves_dispel ( level, victim->level, -1 ) && !is_affected ( victim, skill_lookup ( "sanctuary" ) ) ) { REMOVE_BIT( victim->protections, PROT_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 ( "vocalize" ) ) ) 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 ) { sound ("earthquake.wav", ch); if ( vch != ch && !is_safe_spell ( ch, vch, TRUE ) ) { if ( IS_AFFECTED ( vch, AFF_FLYING ) ) damage ( ch, vch, 0, sn, DAM_BASH, TRUE ); else { check_damage_obj ( vch, NULL, 10, DAM_BASH ); damage ( ch, vch, spell_calc(ch, sn), sn, DAM_BASH, TRUE ); } } continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char ( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_armor ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if ( obj->item_type != ITEM_ARMOR ) { send_to_char ( "That isn't armor.\n\r", ch ); return; } if ( obj->wear_loc != -1 ) { send_to_char ( "You must be carrying that which you wish to enchant.\n\r", ch ); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonii */ 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 ), "enchant_armor" ); 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 ), "enchant_armor" ); 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; } } /* Zeran wrote "branding".... works oddly but it works - Lotherius */ void spell_brand ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int roll; int all_brand = WEAPON_LIGHTNING + WEAPON_ACID + WEAPON_FLAMING + WEAPON_FROST; if ( obj->item_type != ITEM_WEAPON ) { send_to_char ( "That isn't a weapon.\n\r", ch ); return; } if ( obj->wear_loc != -1 ) { send_to_char ( "You must be carrying that which you wish to enchant.\n\r", ch ); return; } if ( ( obj->value[4] & all_brand ) != 0 ) /*Already branded */ { send_to_char ( "This weapon is already branded.\n\r", ch ); return; } roll = number_percent ( ); if ( roll <= 5 ) /*oops, destroy weapon */ { extract_obj ( obj ); send_to_char ( "{mKaboom!{x The weapon explodes! *sigh*\n\r", ch ); act ( "$p shivers violently and explodes!", ch, obj, NULL, TO_ROOM ); return; } if ( roll > ( get_curr_stat ( ch, STAT_INT ) - 18 ) * 2 + 5 + ( ( int ) ( ch->level / 3 ) ) ) /*spell failed */ { send_to_char ( "Spell failed.\n\r", ch ); return; } else /*spell worked! */ { int which = number_percent ( ); int brand = 0; char buf[80]; if ( which <= 25 ) { brand = WEAPON_FLAMING; SLCPY ( buf, "You have created a {rFLAME{x brand!\n\r" ); } else if ( which <= 50 ) { brand = WEAPON_FROST; SLCPY ( buf, "You have created a {bFROST{x brand!\n\r" ); } else if ( which <= 75 ) { brand = WEAPON_ACID; SLCPY ( buf, "You have created an {gACID{x brand!\n\r" ); } else { brand = WEAPON_LIGHTNING; SLCPY ( buf, "You have created a {yLIGHTNING{x brand!\n\r" ); } /*set new brand on weapon */ obj->value[4] += brand; obj->valueorig[4] += brand; send_to_char ( buf, ch ); } } void spell_enchant_weapon ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; AFFECT_DATA *paf; int result, fail; int hit_bonus, dam_bonus, added; bool hit_found = FALSE, dam_found = FALSE; if ( obj->item_type != ITEM_WEAPON ) { send_to_char ( "That isn't a weapon.\n\r", ch ); return; } if ( obj->wear_loc != -1 ) { send_to_char ( "You must be carrying that which you wish to enchant.\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 bonii */ 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 ( "$p shivers violently and explodes!", ch, obj, NULL, TO_ROOM ); extract_obj ( obj ); return; } if ( result < ( fail / 2 ) ) /* item disenchanted */ { AFFECT_DATA *paf_next; act ( "$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR ); act ( "$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM ); obj->enchanted = TRUE; /* remove all affects */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; paf->next = affect_free; affect_free = paf; } obj->affected = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if ( result <= fail ) /* failed, no bad result */ { send_to_char ( "Nothing seemed to happen.\n\r", ch ); return; } /* okay, move all the old flags into new vectors if we have to */ if ( !obj->enchanted ) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( affect_free == NULL ) af_new = alloc_perm ( sizeof ( *af_new ), "enchant_weapon" ); else { af_new = affect_free; affect_free = affect_free->next; } af_new->next = obj->affected; obj->affected = af_new; af_new->type = UMAX ( 0, paf->type ); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if ( result <= ( 100 - level / 5 ) ) /* success! */ { act ( "$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 ), "enchant_weapon" ); 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 ), "enchant_weapon" ); 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; } return; } /* * Drain XP, MANA, HP. * Caster gains HP. * For now, this uses old damage method. */ 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 = UMIN ( ch->max_hit, ( 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, TRUE ); return; } void spell_fireball ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int balls = 1; int mult = 1; int count; bool bigdam = FALSE; bool oops = FALSE; if (number_fuzzy(ch->level) >= 35) { balls++; if (number_fuzzy(ch->level) >=50 ) { balls++; if (number_fuzzy(ch->level) >=80 ) { balls++; if (number_fuzzy(ch->level) >=95 ) { balls++; } } } } /* Some fun for chaosmages only! */ if (!IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE ) { if (chance(1)) { balls *= 2; } if (chance(1)) { balls *=2; } if (chance(1)) { if (chance(1)) { mult = 2; if (chance(1)) { mult = number_fuzzy(10); send_to_char("{R{&You have finally done it! Yes!!{x\n\r", ch); act ( "$n suddenly is at one with magical energy.", ch, NULL, NULL, TO_ROOM ); act ( "$s enemies stand no chance against $s onslaught!", ch, NULL, NULL, TO_ROOM ); bigdam = TRUE; } } } if (chance(2)) { oops = TRUE; /* don't want this trust me */ send_to_char("{RYou have finally.... OOPS!\n\r", ch); act ("$n doesn't manage to avoid $s own fireball.", ch, NULL, NULL, TO_ROOM); } } for (count = 0 ; count < balls ; count++) { dam = spell_calc (ch, sn) * mult; if ( saves_spell ( level, victim ) ) dam /= 2; if ( bigdam ) check_damage_obj ( victim, NULL, 100, DAM_FIRE ); else check_damage_obj ( victim, NULL, 50, DAM_FIRE ); damage ( ch, victim, dam, sn, DAM_FIRE, TRUE ); if (oops) { dam = spell_calc (ch, sn) * mult; if ( saves_spell (level, ch) ) dam /= 2; check_damage_obj ( ch, NULL, 25, DAM_FIRE ); damage (ch, ch, dam, sn, DAM_FIRE, TRUE ); } } return; } void spell_fire_shield ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) { send_to_char ( "That target already has a fire shield.\n\r", ch ); return; } set_affect ( &af, sn, level, level, APPLY_NONE, 0, TO_AFFECTS, 0, ch->name ); affect_to_char ( victim, &af ); sound ("flameshld.wav", victim); if ( victim != ch) sound ("flameshld.wav", ch); send_to_char ( "A small shield of living flame pops up before you.\n\r", victim ); act ( "$n is suddenly defended by a small shield of living flame.", victim, NULL, NULL, TO_ROOM ); return; } void spell_flamestrike ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = (spell_calc(ch, sn) + spell_calc(ch, sn) ) /2; sound ("flamstrk.wav", victim); if ( victim != ch) sound ("flamstrk.wav", ch); if ( saves_spell ( level, victim ) ) dam /= 2; check_damage_obj ( victim, NULL, 25, DAM_FIRE ); damage ( ch, victim, dam, sn, DAM_FIRE, TRUE ); 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; set_affect ( &af, sn, level, level, APPLY_AC, -(2*level), TO_AFFECTS, AFF_FAERIE_FIRE, ch->name ); 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 ( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char ( "You are revealed!\n\r", ich ); } return; } void spell_fear ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( victim->fighting == NULL ) { send_to_char ( "Fear can only be cast upon those who are fighting.\n\r", ch ); return; } if ( IS_AFFECTED ( victim, AFF_FEAR ) ) { act ( "$n has already been scared sh*tless...", ch, NULL, victim, TO_CHAR ); return; } if ( !saves_spell ( level, victim ) ) { if ( !IS_NPC ( victim ) ) send_to_char ( "You feel very vulnerable and scared!\n\r", victim ); do_say ( victim, "Please, don't hurt me!" ); set_affect ( &af, sn, level, level/6, 0, 0, TO_AFFECTS, AFF_FEAR, ch->name ); affect_to_char ( victim, &af ); do_flee ( victim, "" ); stop_fighting ( victim, TRUE ); return; } else { if ( !IS_NPC ( victim ) ) send_to_char ( "For just a moment, an intense feeling of fear washes over you.\n\r", victim ); send_to_char ( "Spell failed.\n\r", ch ); 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 ( "$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR ); return; } set_affect ( &af, sn, level, level+3, 0, 0, TO_AFFECTS, AFF_FLYING, ch->name ); affect_to_char ( victim, &af ); send_to_char ( "Your feet rise off the ground.\n\r", victim ); act ( "$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 deity doesn't seem to like $N", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; set_affect ( &af, sn, level, level/3, APPLY_HITROLL, level/6, TO_AFFECTS, 0, ch->name ); affect_to_char ( victim, &af ); // Masked by: af.location = APPLY_DAMROLL; affect_to_char ( victim, &af ); // Masked by: af.modifier = -(10 * ( level / 6 ) ); af.location = APPLY_AC; affect_to_char ( victim, &af ); send_to_char ( "You are filled with holy wrath!\n\r", victim ); act ( "$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM ); } /* RT ROM-style gate */ /* Lotherius - No Error gate */ void spell_gate_without_error ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; bool gate_pet; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell( level, victim ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( ch->pet != NULL && ch->in_room == ch->pet->in_room ) gate_pet = TRUE; else gate_pet = FALSE; act ( "$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 ( "$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM ); do_look ( ch->pet, "auto" ); } } /* Gate with error - Lotherius */ void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim; ROOM_INDEX_DATA *pRoomIndex; bool fail = FALSE; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (!IS_NPC(victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell( level, victim ) ) ) { send_to_char( "You failed to create a gate.\n\r", ch ); return; } pRoomIndex = get_room_index( number_fuzzy(victim->in_room->vnum) ); if (!pRoomIndex) fail = TRUE; else { if ( IS_SET(pRoomIndex->room_flags, ROOM_SAFE) || !can_see_room(ch, pRoomIndex) || IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) || IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) || IS_SET(pRoomIndex->room_flags, ROOM_NO_RECALL) ) fail = TRUE; /* And.... a chance to fail just because. */ if ( chance(10) ) fail = TRUE; } act("$n steps through a gate and vanishes.",ch,NULL,NULL,TO_ROOM); if (fail) { if (chance(10) ) { send_to_char("You step through the gate....\n\rINTO SOLID STONE!\n\r", ch); raw_kill(ch); act("The gate shivers violently and ejects $n's dead body.", ch, NULL, NULL, TO_ROOM); return; } else { send_to_char("You step through the gate....\n\rINTO SOLID STONE!\n\r", ch); send_to_char("Thankfully, you narrowly escape your death.", ch); act("The gate shivers violently then fades normally.", ch, NULL, NULL, TO_ROOM); pRoomIndex = get_room_index(ROOM_VNUM_LIMBO); char_from_room(ch); char_to_room(ch, pRoomIndex); } } else { send_to_char("You step through a gate and vanish.\n\r",ch); char_from_room(ch); char_to_room(ch, pRoomIndex); } act("$n has arrived through a gate.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); } void spell_giant_strength ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; int mod; 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 ( "$N can't get any stronger.", ch, NULL, victim, TO_CHAR ); return; } mod = 1 + ( level >= 18 ) + ( level >= 25 ) + ( level >= 32 ); set_affect ( &af, sn, level, level, APPLY_STR, mod, TO_AFFECTS, 0, ch->name ); affect_to_char ( victim, &af ); send_to_char ( "Your muscles surge with heightened power!\n\r", victim ); act ( "$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 = spell_calc(ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_HARM, TRUE ); 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 $e can.", ch, NULL, victim, TO_CHAR ); return; } /* If affected by slow, spell cannot work, too many coding * headaches trying to deal with permanent haste, slow, etc. */ if ( CAN_DETECT ( victim, AFF_SLOW ) ) { if ( victim == ch ) send_to_char ( "You're already slowed, and cannot be hasted.", ch ); else act ( "$N seems to be slowed, so the haste has no effect.", 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.where = TO_AFFECTS; af.bitvector = AFF_HASTE; affect_to_char ( victim, &af ); af.location = APPLY_ENCUMBRANCE; af.modifier = 0 - ( 1 + level / 33 ); affect_to_char ( victim, &af ); send_to_char ( "You feel yourself moving more quickly.\n\r", victim ); act ( "$n is moving more quickly.", victim, NULL, NULL, TO_ROOM ); sound ("haste.wav", victim); if ( ch != victim ) { sound ("haste.wav", ch); send_to_char ( "Ok.\n\r", ch ); } return; } void spell_confusion ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) || CAN_DETECT (victim, AFF_CONFUSION ) ) { if (victim == ch ) send_to_char ( "You're already confused. Obviously.\n\r", ch); else act ("$N is already quite confused.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = 2 + level; af.location = APPLY_INT; af.modifier = -4; af.where = TO_DETECTIONS; af.bitvector = AFF_CONFUSION; affect_to_char ( victim, &af ); act ( "$N experiences profound confusion.", ch, NULL, victim, TO_CHAR ); send_to_char ( "Argle?!\n\r", victim ); act ( "$N seems quite confused.!", ch, NULL, victim, TO_NOTVICT ); return; } void spell_slow ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; /* Check if already affected by slow */ if ( is_affected ( victim, sn ) || CAN_DETECT ( victim, AFF_SLOW ) ) { if ( victim == ch ) send_to_char ( "You can't move any slower!\n\r", ch ); else act ( "$N is already moving as slowly as possible.", ch, NULL, victim, TO_CHAR ); return; } /* If affected by haste, spell cannot work, too many coding * headaches trying to deal with permanent haste, slow, etc. */ if ( IS_AFFECTED ( victim, AFF_HASTE ) ) { if ( victim == ch ) send_to_char ( "Since you are hasted, the attempt to slow you has failed.", ch ); else act ( "$N can't seem to be slowed since $e is hasted already.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; if ( victim == ch ) af.duration = level / 2; else af.duration = level / 4; af.location = APPLY_DEX; af.modifier = 1 + ( level >= 18 ) + ( level >= 25 ) + ( level >= 32 ); af.modifier = 0 - af.modifier; af.where = TO_DETECTIONS; af.bitvector = AFF_SLOW; affect_to_char ( victim, &af ); af.location = APPLY_ENCUMBRANCE; af.modifier = ( 1 + level / 33 ); affect_to_char ( victim, &af ); send_to_char ( "You feel yourself moving more slowly.\n\r", victim ); act ( "$n is moving very slowly.", 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 = spell_calc (ch, sn); if ( IS_GOOD ( ch ) ) { act ( "You are struck down by $N's Holy Power.", ch, NULL, vch, TO_VICT ); check_damage_obj ( vch, NULL, 35, DAM_HOLY ); damage ( ch, vch, dam, sn, DAM_HOLY, TRUE ); } else { act ( "You are struck down by $N's Un-Holy Power.", ch, NULL, vch, TO_VICT ); damage ( ch, vch, dam, sn, DAM_NEGATIVE, TRUE ); } } } 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 = spell_calc (ch, sn)/2; damage ( ch, vch, dam, sn, DAM_ENERGY, TRUE); } } } send_to_char ( "You feel drained.\n\r", ch ); gain_exp ( ch, -1 * number_range ( 1, 10 ) * 10 ); ch->move = 0; ch->hit /= 1.5; } /* * New identify by Lotherius */ void spell_identify ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; char buf2[MIL]; bool tmpflag = FALSE; AFFECT_DATA *paf; /* Give name and keywords */ form_to_char ( ch, "{wName: {C[{w%s{C]{x Keywords: {C[{w%s{C]{x\n\r", obj->short_descr, obj->name ); /* Show level and value */ form_to_char ( ch, "It is level %d, and has an estimated value of %d in perfect condition.\n\r", obj->level, obj->cost ); if ( obj->condition < 100 ) form_to_char ( ch, "However, this one is not perfect.\n\r" ); /* Identify the material, if possible, and give weight */ SNP ( buf2, "%s", material_name ( obj->material ) ); if ( !str_cmp ( buf2, "unique" ) || !str_cmp ( buf2, "unknown" ) ) SNP ( buf2, "a unique material that cannot be identified" ); form_to_char ( ch, "The %s is made out of %s, and weighs %d lbs.\n\r", obj->short_descr, buf2, obj->weight ); /* Show item-specific values */ switch ( obj->item_type ) { case ITEM_SCROLL: send_to_char ( "It appears to be a scroll, that has ", ch ); tmpflag = TRUE; /* FALLTHROUGH */ case ITEM_POTION: send_to_char ( "It appears to be a potion, that has ", ch ); tmpflag = TRUE; /* FALLTHROUGH */ case ITEM_PILL: if (!tmpflag) send_to_char ( "It appears to be a pill, that has ", ch ); tmpflag = FALSE; form_to_char ( ch, "level %d spells of:", obj->value[0] ); 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: send_to_char ( "It appears to be a wand, that ", ch ); tmpflag = TRUE; /* FALLTHROUGH */ case ITEM_STAFF: if ( !tmpflag ) send_to_char ( "It appears to be a staff, that ", ch ); form_to_char ( ch, "has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); 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 ( "It is ", ch ); switch ( obj->value[0] ) { case ( WEAPON_EXOTIC ): send_to_char ( "a strange weapon", ch ); break; case ( WEAPON_SWORD ): send_to_char ( "a sword", ch ); break; case ( WEAPON_DAGGER ): send_to_char ( "a dagger", ch ); break; case ( WEAPON_SPEAR ): send_to_char ( "a spear or staff", ch ); break; case ( WEAPON_MACE ): send_to_char ( "a mace or club", ch ); break; case ( WEAPON_AXE ): send_to_char ( "an axe", ch ); break; case ( WEAPON_FLAIL ): send_to_char ( "a flail", ch ); break; case ( WEAPON_WHIP ): send_to_char ( "a whip", ch ); break; case ( WEAPON_POLEARM ): send_to_char ( "a polearm", ch ); break; default: send_to_char ( "an unknown type of weapon", ch ); break; } if ( obj->pIndexData->new_format ) form_to_char ( ch, " that has an average damage of %d.\n\r", ( 1 + obj->value[2] ) * obj->value[1] / 2 ); else form_to_char ( ch, " that has an average damage of %d.\n\r", ( obj->value[1] + obj->value[2] ) / 2 ); if ( obj->value[4] > 0 ) /* We're going to hope this is a valid value */ form_to_char ( ch, "The weapon has qualities of: %s.\n\r", weapon_bit_name ( obj->value[4] ) ); break; case ITEM_ARMOR: form_to_char ( ch, "It is a type of armor.\n\rArmor class is %d vs. pierce, %d vs. bash, " "%d vs. slash, and %d vs. magic.\n\r", c_base_ac ( obj, 0 ), c_base_ac ( obj, 1 ), c_base_ac ( obj, 2 ), c_base_ac ( obj, 3 ) ); break; case ITEM_LIGHT: send_to_char ( "It is a light ", ch ); if ( obj->value[2] == -1 || obj->value[2] >= 999 ) send_to_char ( "that will burn forever.\n\r", ch ); else if ( obj->value[2] == 0 ) send_to_char ( "that has burned out.\n\r", ch ); else form_to_char ( ch, "that will burn for %d more hours.\n\r", obj->value[2] ); break; case ITEM_CLOTHING: send_to_char ( "It is a simple item of clothing.\n\r", ch ); break; case ITEM_FURNITURE: if ( obj->value[2] > 0 ) { char buf[MSL]; SNP ( buf, "It is a piece of furniture and can be:" ); if ( IS_SET ( obj->value[2], SIT_ON ) ) SLCAT ( buf, " sat on" ); if ( IS_SET ( obj->value[2], SIT_IN ) ) SLCAT ( buf, " sat in" ); if ( IS_SET ( obj->value[2], SIT_AT ) ) SLCAT ( buf, " sat at" ); if ( IS_SET ( obj->value[2], REST_ON ) ) SLCAT ( buf, " rested on" ); if ( IS_SET ( obj->value[2], REST_IN ) ) SLCAT ( buf, " rested in" ); if ( IS_SET ( obj->value[2], REST_AT ) ) SLCAT ( buf, " rested at" ); if ( IS_SET ( obj->value[2], SLEEP_ON ) ) SLCAT ( buf, " slept on" ); if ( IS_SET ( obj->value[2], SLEEP_IN ) ) SLCAT ( buf, " slept in" ); if ( IS_SET ( obj->value[2], SLEEP_AT ) ) SLCAT ( buf, " slept at" ); SLCAT ( buf, ".\n\r" ); send_to_char ( buf, ch ); } else send_to_char ( "It is a useless piece of furniture.\n\r", ch ); form_to_char ( ch, "It has room for %d persons.\n\r", obj->value[0] ); if ( obj->value[3] > 0 ) form_to_char ( ch, "Healing on %s is increased by %d percent.\n\r", obj->short_descr, obj->value[3] ); break; case ITEM_CONTAINER: form_to_char ( ch, "It appears to be a container, that can hold up to %d lbs.\n\r", obj->value[0] ); break; case ITEM_DRINK_CON: form_to_char ( ch, "It is a drink container, holding %d of a possible %d pints of %s.\n\r", obj->value[1], obj->value[0], flag_string ( liquid_flags, obj->value[2] ) ); if ( obj->value[3] != 0 ) send_to_char ( "It appears to be {gpoisoned{x!\n\r", ch ); break; case ITEM_FOUNTAIN: send_to_char ( "It appears to be a fountain supplying water.\n\r", ch ); break; case ITEM_KEY: send_to_char ( "It appears to be a key.\n\r", ch ); break; case ITEM_FOOD: form_to_char ( ch, "It is food, enough to sate hunger for %d hours.\n\r", obj->value[0] ); if ( obj->value[3] != 0 ) send_to_char ( "It appears to be {gpoisoned{x!\n\r", ch ); break; case ITEM_BOAT: send_to_char ( "Looks like it is a boat.\n\r", ch ); break; case ITEM_CORPSE_NPC: /* FALLTHROUGH */ case ITEM_CORPSE_PC: send_to_char ( "It is a dead body!\n\r", ch ); break; case ITEM_PROTECT: send_to_char ( "It appears to be a charm or talisman of some sort.\n\r", ch ); break; case ITEM_MAP: send_to_char ( "Looks like a map.\n\r", ch ); break; case ITEM_COMPONENT: send_to_char ( "It has the properties of a magical component.\n\r", ch ); break; case ITEM_PORTAL: send_to_char ( "It is a portal to somewhere.\n\r", ch ); break; default: break; } /* Show certain wear flags. */ if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FINGER ) ) send_to_char ( "It can be worn on your finger.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_NECK ) ) send_to_char ( "It is worn around the neck.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_BODY ) ) send_to_char ( "It is worn on the torso.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_HEAD ) ) send_to_char ( "It is worn on the head.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_LEGS ) ) send_to_char ( "It is worn on the legs.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FEET ) ) send_to_char ( "It is worn on the feet.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_HANDS ) ) send_to_char ( "It is worn on the hands.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_ARMS ) ) send_to_char ( "It is worn on the arms.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_SHIELD ) ) send_to_char ( "It can be used as a shield.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_ABOUT ) ) send_to_char ( "It is worn over the clothing, around the body.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_WAIST ) ) send_to_char ( "It is worn around the waist.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_WRIST ) ) send_to_char ( "It is worn around the wrist.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_TWO_HANDS ) ) send_to_char ( "It requires two hands to use.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_PRIDE ) ) send_to_char ( "It is worn as a symbol of pride.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FACE ) ) send_to_char ( "It is worn on the face.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_EARS ) ) send_to_char ( "It is worn on the ears.\n\r", ch ); if ( IS_SET ( obj->wear_flags, ITEM_WEAR_FLOAT ) ) send_to_char ( "It will float nearby.\n\r", ch ); /* End of show wear flags */ /* Show any Extra Flags */ if ( IS_SET ( obj->extra_flags, ITEM_GLOW ) ) send_to_char ( "It glows.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_HUM ) ) send_to_char ( "It is humming.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_DARK ) ) send_to_char ( "It seems very dark.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_LOCK ) ) send_to_char ( "It is locked.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_EVIL ) ) send_to_char ( "It has an evil essence.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_INVIS ) ) send_to_char ( "It is invisible.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_MAGIC ) ) send_to_char ( "It is magical.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_NODROP ) ) send_to_char ( "It cannot be dropped.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_BLESS ) ) send_to_char ( "It is blessed.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_ANTI_GOOD ) ) send_to_char ( "It cannot be used by the righteous.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_ANTI_NEUTRAL ) ) send_to_char ( "It cannot be used by those of neutrality.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_ANTI_EVIL ) ) send_to_char ( "It cannot be used by the corrupt.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_NOREMOVE ) ) send_to_char ( "It is cursed.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_NOPURGE ) ) send_to_char ( "It cannot be purged.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_ROT_DEATH ) ) send_to_char ( "It has an enchantment that destroys it when the bearer dies.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_VIS_DEATH ) ) send_to_char ( "It becomes visible once the bearer dies.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_NO_SAC ) ) send_to_char ( "It is not a suitable sacrifice.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_NO_COND ) ) send_to_char ( "It is protected from wear and damage.\n\r", ch ); if ( IS_SET ( obj->extra_flags, ITEM_NODISP ) ) send_to_char ( "It is not visible when not carried.\n\r", ch ); /* End of show extra flags */ /* Show affects and enchants. */ if ( !obj->enchanted ) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { form_to_char ( ch, "Affects %s by %d.\n\r", affect_loc_name ( paf->location ), paf->modifier ); } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { form_to_char ( ch, "Affects %s by %d.\n\r", affect_loc_name ( paf->location ), paf->modifier ); } } return; } void spell_infravision ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( CAN_DETECT ( victim, DET_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 ( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.where = TO_PROTECTIONS; af.bitvector = DET_INFRARED; affect_to_char ( victim, &af ); send_to_char ( "Your eyes glow red.\n\r", victim ); return; } void spell_invis ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_INVISIBLE ) ) return; act ( "$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.where = TO_AFFECTS; 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; int dam; dam = spell_calc (ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; check_damage_obj ( victim, NULL, 20, DAM_LIGHTNING ); damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE ); return; } void spell_locate_object ( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf[MSL]; char nbuf[MSL]; BUFFER *buffer; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; buffer = buffer_new(1000); max_found = IS_IMMORTAL ( ch ) ? 200 : 2 * level; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( !can_see_obj ( ch, obj ) || !is_name ( target_name, obj->name ) || ( !IS_IMMORTAL ( ch ) && number_percent ( ) > 2 * level ) || ch->level < obj->level ) continue; found = TRUE; number++; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by != NULL && can_see && !IS_IMMORTAL ( in_obj->carried_by ) ) { SNP ( buf, "%s carried by %s\n\r", obj->short_descr, PERS ( in_obj->carried_by, ch ) ); } else { SNP ( nbuf, IS_RENTED(ch->in_room->lease) && !IS_NULLSTR(ch->in_room->lease->lease_name) ? ch->in_room->lease->lease_name : ch->in_room->name ); if ( IS_IMMORTAL ( ch ) && in_obj->in_room != NULL ) SNP ( buf, "[{Y%s{x] in [{Y%s{x] Room [{Y%d{x] Level [{Y%d{x]\n\r", obj->short_descr, nbuf, in_obj->in_room->vnum, obj->level ); else SNP ( buf, "%s in %s\n\r", obj->short_descr, in_obj->in_room == NULL ? "somewhere" : nbuf ); } buf[0] = UPPER ( buf[0] ); buffer_strcat ( buffer, buf ); if ( number >= max_found ) break; } if ( !found ) send_to_char ( "Nothing like that in heaven or earth.\n\r", ch ); else page_to_char ( buffer->data, ch ); buffer_free(buffer); return; } void spell_magic_missile ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; int count; int i; count = ch->level/10; if (count < 1) count = 1; for (i = 0; i < count ; i++) { dam = spell_calc (ch, sn); check_damage_obj ( victim, NULL, 15, DAM_ENERGY ); damage ( ch, victim, dam, sn, DAM_ENERGY, TRUE ); } 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.where = TO_AFFECTS; af.bitvector = AFF_INVISIBLE; affect_to_char ( gch, &af ); } send_to_char ( "Ok.\n\r", ch ); return; } void spell_mute ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( CAN_DETECT ( victim, AFF_MUTE ) ) { send_to_char ( "That character is already mute.\n\r", ch ); return; } if ( saves_spell ( level, victim ) ) { send_to_char ( "Spell failed.\n\r", ch ); return; } af.type = sn; af.level = level; af.duration = level / 7; af.location = APPLY_NONE; af.modifier = 0; af.where = TO_DETECTIONS; af.bitvector = AFF_MUTE; affect_to_char ( victim, &af ); send_to_char ( "Mute spell successful.\n\r", ch ); send_to_char ( "You have been muted!\n\r", victim ); } void spell_negate_alignment ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int flags_to_rm = 0; int risk = 10; if ( ch->alignment > 350 ) /*good */ { if ( IS_SET ( obj->extra_flags, ITEM_EVIL ) ) flags_to_rm += ITEM_EVIL; if ( IS_SET ( obj->extra_flags, ITEM_ANTI_GOOD ) ) flags_to_rm += ITEM_ANTI_GOOD; } if ( ( ch->alignment <= 350 ) && ( ch->alignment >= -350 ) ) /*neutral */ { if ( IS_SET ( obj->extra_flags, ITEM_ANTI_NEUTRAL ) ) flags_to_rm += ITEM_ANTI_NEUTRAL; } else { if ( IS_SET ( obj->extra_flags, ITEM_ANTI_EVIL ) ) flags_to_rm += ITEM_ANTI_EVIL; } if ( !flags_to_rm ) { send_to_char ( "Your god finds nothing offensive about this item.\n\r", ch ); return; } if ( ( obj->level ) > ( ch->level + 10 ) ) /*risky */ risk += 5 * ( ( obj->level ) - ( ch->level + 10 ) ); /* Loth - Fixed here where item was extracted before act was sent to prevent crash */ if ( number_percent ( ) <= risk ) { send_to_char ( "{rYou have offended your god! {mKaboom!{x {rThe item explodes! *sigh*{x\n\r", ch ); act ( "{r$p shivers violently and explodes!{x", ch, obj, NULL, TO_ROOM ); extract_obj ( obj ); return; } if ( number_percent ( ) < ( ch->level * 2 / 3 + ( get_curr_stat ( ch, STAT_WIS ) - 20 ) ) ) { send_to_char ( "{cYour gods have favored you...they negate the alignment of the item. {x\n\r", ch ); act ( "{c$p glows with the color of neutrality{c", ch, obj, NULL, TO_ROOM ); obj->extra_flags -= flags_to_rm; return; } else { send_to_char ( "The item resists your efforts at negation.\n\r", ch ); return; } } /*end spell */ 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 ( "$N is already shifted out of phase.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = number_fuzzy ( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.where = TO_AFFECTS; af.bitvector = AFF_PASS_DOOR; affect_to_char ( victim, &af ); act ( "$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 ( "$N seems to be unaffected.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level * 3 / 4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.where = TO_AFFECTS; af.bitvector = AFF_PLAGUE; affect_join ( victim, &af ); send_to_char ( "You scream in agony as plague sores erupt from your skin.\n\r", victim ); act ( "$n screams in agony as plague sores erupt from $s skin.", victim, NULL, NULL, TO_ROOM ); } void spell_poison ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim; AFFECT_DATA af; victim = ( CHAR_DATA * ) vo; if ( saves_spell ( level, victim ) ) { act ( "$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.where = TO_AFFECTS; af.bitvector = AFF_POISON; affect_join ( victim, &af ); send_to_char ( "You feel very sick.\n\r", victim ); act ( "$n looks very ill.", victim, NULL, NULL, TO_ROOM ); return; } void spell_portal ( int sn, int level, CHAR_DATA * ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char *remainder; CHAR_DATA *victim; OBJ_DATA *portal1; OBJ_DATA *portal2; int portal_level; if ( target_name == NULL || target_name[0] == '\0' ) { send_to_char ( "You failed.\n\r", ch ); return; } remainder = one_argument ( target_name, arg1 ); if ( remainder != NULL && remainder[0] != '\0' && is_number ( remainder ) ) portal_level = atoi ( remainder ); else portal_level = level; if ( portal_level > level ) portal_level = level; target_name = arg1; if ( ( victim = get_char_world ( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room ( ch, victim->in_room ) || IS_SET ( victim->in_room->room_flags, ROOM_SAFE ) || IS_SET ( victim->in_room->room_flags, ROOM_PRIVATE ) || IS_SET ( victim->in_room->room_flags, ROOM_SOLITARY ) || IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) || IS_SET ( ch->in_room->room_flags, ROOM_NO_RECALL ) || victim->level >= level + 3 || ( !IS_NPC ( victim ) && victim->level >= LEVEL_HERO ) /* NOT trust */ || ( IS_NPC ( victim ) && IS_SET ( victim->imm_flags, IMM_SUMMON ) ) || ( !IS_NPC ( victim ) && IS_SET ( victim->act, PLR_NOSUMMON ) ) || ( IS_NPC ( victim ) && saves_spell ( level, victim ) ) ) { send_to_char ( "You failed.\n\r", ch ); return; } /* caster room messages */ send_to_char ( "You swirl magic in front of you to create a mystical portal!\n\r", ch ); act ( "$n swirls mystic energy together to form a portal!", ch, NULL, NULL, TO_ROOM ); /* victim room message */ act ( "A sudden swirl of magical energy transforms into a portal!", victim, NULL, NULL, TO_ROOM ); /*create the portals now */ portal1 = create_object ( get_obj_index ( OBJ_VNUM_PORTAL ), portal_level ); portal1->level = portal_level; portal1->timer = level / 5; portal1->value[0] = victim->in_room->vnum; portal1->value[1] = OBJ_VNUM_PORTAL; free_string ( portal1->description ); SNP ( buf, "A portal leading to %s is hovering here.", IS_RENTED(victim->in_room->lease) && !IS_NULLSTR(victim->in_room->lease->lease_name) ? victim->in_room->lease->lease_name : victim->in_room->name ); portal1->description = str_dup ( buf ); portal2 = create_object ( get_obj_index ( OBJ_VNUM_PORTAL ), portal_level ); portal2->level = portal_level; portal2->timer = level / 5; portal2->value[0] = ch->in_room->vnum; portal2->value[1] = OBJ_VNUM_PORTAL; free_string ( portal2->description ); SNP ( buf, "A portal leading to %s is hovering here.", IS_RENTED(ch->in_room->lease) && !IS_NULLSTR(ch->in_room->lease->lease_name) ? ch->in_room->lease->lease_name : ch->in_room->name ); portal2->description = str_dup ( buf ); /* put portals in rooms */ obj_to_room ( portal1, ch->in_room ); obj_to_room ( portal2, victim->in_room ); return; } void spell_protection_evil ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_PROTECTED ( victim, PROT_EVIL ) || IS_PROTECTED ( victim, PROT_GOOD ) ) { if ( victim == ch ) send_to_char ( "You are already protected.\n\r", ch ); else act ( "$N is already protected.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.where = TO_PROTECTIONS; af.bitvector = PROT_EVIL; affect_to_char ( victim, &af ); send_to_char ( "You feel protected from evil.\n\r", victim ); if ( ch != victim ) act ( "$N is protected from harm.", ch, NULL, victim, TO_CHAR ); return; } void spell_protection_good ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_PROTECTED ( victim, PROT_EVIL ) || IS_PROTECTED ( victim, PROT_GOOD ) ) { if ( victim == ch ) send_to_char ( "You are already protected.\n\r", ch ); else act ( "$N is already protected.", ch, NULL, victim, TO_CHAR ); return; } af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.where = TO_PROTECTIONS; af.bitvector = PROT_GOOD; affect_to_char ( victim, &af ); send_to_char ( "You feel protected from good.\n\r", victim ); if ( ch != victim ) act ( "$N is protected from harm.", ch, NULL, victim, TO_CHAR ); return; } void spell_psychic_anchor ( int sn, int level, CHAR_DATA * ch, void *vo ) { if ( IS_AFFECTED ( ch, AFF_MELD ) ) { send_to_char ( "Your head is too scrambled to concentrate on this spell.\n\r", ch ); return; } if ( IS_SET ( ch->in_room->room_flags, ROOM_PRIVATE ) ) { send_to_char ( "You cannot make a private room your recall point.\n\r", ch ); return; } send_to_char ( "You focus your thoughts and form a perfect mental image of this room.\n\r", ch ); send_to_char ( "Word of recall will now bring you to this room.\n\r", ch ); ch->recall_temp = ch->in_room->vnum; return; } void spell_mask_self ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( ch, AFF_POLY ) ) { send_to_char ( "You are already masked.\n\r", ch ); return; } if ( victim == ch ) { send_to_char ( "You must specify a target creature.\n\r", ch ); return; } if ( ch->level <= HERO && !IS_NPC ( victim ) ) { send_to_char ( "You can only mask yourself to look like mobs.\n\r", ch ); return; } af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.where = TO_AFFECTS; af.bitvector = AFF_POLY; affect_to_char ( ch, &af ); send_to_char ( "You reshape yourself into the likeness of your target.\n\r", ch ); /*save old descriptions */ free_string ( ch->description_orig ); free_string ( ch->short_descr_orig ); free_string ( ch->long_descr_orig ); ch->description_orig = str_dup ( ch->description ); ch->short_descr_orig = str_dup ( ch->short_descr ); ch->long_descr_orig = str_dup ( ch->long_descr ); /*apply poly descriptions */ free_string ( ch->description ); free_string ( ch->short_descr ); free_string ( ch->long_descr ); ch->description = str_dup ( victim->description ); if ( IS_NPC ( victim ) ) ch->short_descr = str_dup ( victim->short_descr ); else ch->short_descr = str_dup ( victim->name ); ch->long_descr = str_dup ( victim->long_descr ); free_string ( ch->poly_name ); ch->poly_name = str_dup ( victim->name ); ch->start_pos = victim->start_pos; 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_regeneration ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_REGENERATION ) ) { send_to_char ( "That target is already regenerating.\n\r", ch ); return; } af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.where = TO_AFFECTS; af.bitvector = AFF_REGENERATION; affect_to_char ( victim, &af ); send_to_char ( "You feel yourself healing your wounds more quickly.\n\r", victim ); act ( "$n is healing much more quickly.", victim, NULL, NULL, TO_ROOM ); return; } void spell_remove_curse ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; bool found = FALSE; OBJ_DATA *obj; int iWear; if ( check_dispel ( level, victim, gsn_curse ) ) { send_to_char ( "You feel better.\n\r", victim ); act ( "$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 $p glows blue.", victim, obj, NULL, TO_ROOM ); } } } return; } void spell_remove_fear ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; if ( check_dispel ( level, victim, skill_lookup ( "fear" ) ) ) { act ( "$n no longer looks terrified.", victim, NULL, NULL, TO_ROOM ); } else send_to_char ( "Spell failed.\n\r", ch ); return; } void spell_remove_invis ( int sn, int level, CHAR_DATA * ch, void *vo ) { OBJ_DATA *obj = ( OBJ_DATA * ) vo; int risk = 5; if ( !IS_SET ( obj->extra_flags, ITEM_INVIS ) ) { send_to_char ( "Strange, everyone else can already see that item.\n\r", ch ); send_to_char ( "Spell failed.\n\r", ch ); return; } if ( ( obj->level ) > ( ch->level + 5 ) ) /*risky */ risk += 4 * ( ( obj->level ) - ( ch->level + 10 ) ); /* hack, remove invis now so act's will show it properly */ obj->extra_flags -= ITEM_INVIS; /* Yet another extract_obj moved to AFTER the last reference of the item.. Geez Z, didn't * you pay attention in the "Don't Reference Null Pointers" class? */ if ( number_percent ( ) <= risk ) { send_to_char ( "Just as the item starts to appear...{mKaboom!{x It {mexplodes!{x\n\r", ch ); act ( "$p appears suddenly...then shivers violently and {mexplodes{!{x", ch, obj, NULL, TO_ROOM ); extract_obj ( obj ); return; } if ( number_percent ( ) < ( ch->level * 2 / 3 + ( get_curr_stat ( ch, STAT_INT ) - 20 ) ) ) { send_to_char ( "{cA bright flash of light appears and fades, revealing the item to all.{x\n\r", ch ); act ( "{cA bright flash of light appears and fades, revealing $p.{x", ch, obj, NULL, TO_ROOM ); send_to_char ( "Spell successful.\n\r", ch ); return; } else { send_to_char ( "The item resists your efforts at removing its invisibility.\n\r", ch ); obj->extra_flags += ITEM_INVIS; return; } } void spell_ghostform ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_PROTECTED ( victim, PROT_SANCTUARY ) ) { if ( victim == ch ) send_to_char ( "You are already protected.\n\r", ch ); else act ( "$N is already protected.", ch, NULL, victim, TO_CHAR ); return; } if (victim->alignment >= -250) { if (victim != ch) { send_to_char ( "The demons of hell refuse your request.\n\r", ch); send_to_char ( "You shiver as demons pass nearby.\n\r", victim); } else { send_to_char ("The demons of hell refuse to protect you.\n\r", ch); } return; } af.type = sn; af.level = level; af.duration = number_fuzzy ( level / 6 ); af.location = APPLY_NONE; af.modifier = 0; af.where = TO_PROTECTIONS; af.bitvector = PROT_SANCTUARY; affect_to_char ( victim, &af ); act ( "$n is surrounded by a ghostly white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char ( "You are surrounded by a ghostly white aura.\n\r", victim ); return; } void spell_sanctuary ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_PROTECTED ( victim, PROT_SANCTUARY ) ) { if ( victim == ch ) send_to_char ( "You are already protected.\n\r", ch ); else act ( "$N is already protected.", ch, NULL, victim, TO_CHAR ); return; } if (victim->alignment <= 250) { if (victim != ch) { send_to_char ( "The angels politely decline your request.\n\r", ch); send_to_char ( "You catch a glimpse of the divine, then nothing.\n\r", victim); } else { send_to_char ("You are lucky the angels of heaven are merciful.\n\r", ch); } return; } af.type = sn; af.level = level; af.duration = number_fuzzy ( level / 6 ); af.location = APPLY_NONE; af.modifier = 0; af.where = TO_PROTECTIONS; af.bitvector = PROT_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 ( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char ( "You are surrounded by a force shield.\n\r", victim ); return; } void spell_shocking_grasp ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = spell_calc (ch, sn); if ( chance(20) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE ) { send_to_char("A small amount of feedback jolts you!\n\r", ch ); damage ( ch, ch, (dam/4), sn, DAM_LIGHTNING, TRUE ); victim = ch; } else if ( chance (2) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE ) { send_to_char("You failed to ground yourself properly and the charge hits you instead!\n\r", ch); victim = ch; } if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE ); return; } void spell_sleep ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_AFFECTED ( victim, AFF_SLEEP ) || ( IS_NPC ( victim ) && IS_SET ( victim->act, ACT_UNDEAD ) ) || level < victim->level || saves_spell ( level, victim ) ) return; af.type = sn; af.level = level; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.where = TO_AFFECTS; af.bitvector = AFF_SLEEP; affect_join ( victim, &af ); if ( IS_AWAKE ( victim ) ) { send_to_char ( "You feel very sleepy ..... zzzzzz.\n\r", victim ); act ( "$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 ( "$n has summoned you!", ch, NULL, victim, TO_VICT ); do_look ( victim, "auto" ); return; } /* * teleport has been rewritten to find an area before selecting a vnum. * This has a twofold benefit: Very large areas will no longer have a higher * chance of being hit, thus equalizing the chance of being sent to any area, * and Most Importantly, it no longer has to loop as many times due to the * very high number of available vnums on the mud. - Lotherius * * Now moved off to get_random_room in db.c, so that telepops can take advantage * of the more efficient way of doing it. */ void spell_teleport ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; ROOM_INDEX_DATA *pRoomIndex = NULL; if ( victim->in_room == NULL || IS_SET ( victim->in_room->room_flags, ROOM_NO_RECALL ) || ( !IS_NPC ( ch ) && victim->fighting != NULL ) || ( victim != ch && ( saves_spell ( level, victim ) || saves_spell ( level, victim ) ) ) ) { send_to_char ( "You failed.\n\r", ch ); return; } { int counter = 0; while ( pRoomIndex == NULL && counter <= 5000 ) { counter++; pRoomIndex = get_random_room ( 1, ch ); } if ( pRoomIndex == NULL ) { bugf ( "Couldn't find a random room after 5000 tries on spell_teleport." ); send_to_char ( "You feel funny for a second, then it passes.\n\r", victim ); send_to_char ( "Hmm... that shoulda worked.\n\r", ch ); return; } } while ( pRoomIndex == NULL ) pRoomIndex = get_random_room ( 1, ch ); if ( victim != ch ) send_to_char ( "You have been teleported!\n\r", victim ); act ( "$n vanishes!", victim, NULL, NULL, TO_ROOM ); char_from_room ( victim ); char_to_room ( victim, pRoomIndex ); act ( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look ( victim, "auto" ); return; } /* * This spell perhaps needs to use PERSMASK? */ void spell_ventriloquate ( int sn, int level, CHAR_DATA * ch, void *vo ) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument ( target_name, speaker ); SNP ( buf1, "%s says '%s'.\n\r", speaker, target_name ); SNP ( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); buf1[0] = UPPER ( buf1[0] ); for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !is_name ( speaker, vch->name ) ) send_to_char ( saves_spell ( level, vch ) ? buf2 : buf1, vch ); } return; } void spell_vocalize ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) ) { send_to_char ( "That target already has a voice.\n\r", ch ); return; } af.type = sn; af.level = level; af.duration = level / 7; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char ( victim, &af ); send_to_char ( "Vocalize spell successful.\n\r", ch ); send_to_char ( "You feel you can cast spells without speaking.\n\r", victim ); return; } void spell_weaken ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( is_affected ( victim, sn ) || saves_spell ( level, victim ) ) return; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * ( level / 5 ); af.where = TO_AFFECTS; af.bitvector = AFF_WEAKEN; affect_to_char ( victim, &af ); send_to_char ( "You feel weaker.\n\r", victim ); act ( "$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; /* Zeran - changeable recall room */ if ( ( location = get_room_index ( ch->recall_temp ) ) == NULL ) { if ( ( location = get_room_index ( ch->recall_perm ) ) == 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" ); return; } /* * NPC spells. * Some expanded a bit. */ void spell_acid_breath ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( number_bits ( 2 ) != 0 ) continue; // Now we're just going to damage the object instead of all the wierd // stuff. // if ( obj_lose->condition > 0 ) damage_obj ( ch, obj_lose, 5, DAM_ACID ); } } dam = spell_calc (ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_ACID, TRUE ); return; } void spell_fire_breath ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( number_bits ( 2 ) != 0 ) continue; // Now we're just going to damage the object instead of all the wierd // stuff. // if ( obj_lose->condition > 0 ) damage_obj ( ch, obj_lose, 5, DAM_FIRE ); } } dam = spell_calc (ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_FIRE, TRUE ); 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; if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( number_bits ( 2 ) != 0 ) continue; // Now we're just going to damage the object instead of all the wierd // stuff. // if ( obj_lose->condition > 0 ) damage_obj ( ch, obj_lose, 5, DAM_COLD ); } } dam = spell_calc (ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_COLD, TRUE ); return; } void spell_gas_breath ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; OBJ_DATA *obj_lose; OBJ_DATA *obj_next; int dam; for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !is_safe_spell ( ch, vch, TRUE ) ) { if ( number_percent ( ) < 2 * level && !saves_spell ( level, vch ) ) { for ( obj_lose = vch->carrying; obj_lose != NULL; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( number_bits ( 2 ) != 0 ) continue; // Now we're just going to damage the object instead of all the wierd // stuff. // if ( obj_lose->condition > 0 ) damage_obj ( ch, obj_lose, 5, DAM_POISON ); } } dam = spell_calc(ch, sn); if ( saves_spell ( level, vch ) ) dam /= 2; damage ( ch, vch, dam, sn, DAM_POISON, TRUE ); } } return; } void spell_lightning_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; if ( number_percent ( ) < 2 * level && !saves_spell ( level, victim ) ) { for ( obj_lose = victim->carrying; obj_lose != NULL; obj_lose = obj_next ) { obj_next = obj_lose->next_content; if ( number_bits ( 2 ) != 0 ) continue; // Now we're just going to damage the object instead of all the wierd // stuff. // if ( obj_lose->condition > 0 ) damage_obj ( ch, obj_lose, 5, DAM_COLD ); } } dam = spell_calc(ch, sn); if ( saves_spell ( level, victim ) ) dam /= 2; damage ( ch, victim, dam, sn, DAM_LIGHTNING, TRUE ); 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, TRUE ); return; } void spell_high_explosive ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; int dam; dam = spell_calc(ch, sn) + ch->level; if ( chance(20) && !IS_NPC(ch) && ch->pcdata->pclass == CLASS_CHAOSMAGE ) { send_to_char("Your high explosive blows up in your face!\n\r", ch ); victim = ch; } if ( saves_spell ( level, victim ) ) dam /= 2; check_damage_obj ( victim, NULL, 40, DAM_BASH ); damage ( ch, victim, dam, sn, DAM_BASH, TRUE ); return; } void spell_mind_meld ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; int dam; if ( IS_AFFECTED ( victim, AFF_MELD ) || saves_spell ( level, victim ) ) { send_to_char ( "Your efforts fail to produce melding.\n\r", ch ); return; } af.type = sn; af.level = level; af.duration = 2 + level; af.location = APPLY_INT; af.modifier = -5; af.where = TO_AFFECTS; af.bitvector = AFF_MELD; affect_to_char ( victim, &af ); dam = dice ( 6, level ); damage ( ch, victim, dam, sn, DAM_MENTAL, TRUE ); act ( "$N has been Mind Melded.", ch, NULL, victim, TO_CHAR ); send_to_char ( "You feel an immense pain in your head!\n\r", victim ); act ( "$N grimaces in pain!", ch, NULL, victim, TO_NOTVICT ); return; } void spell_chaos ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; CHAR_DATA *tmp_vict, *last_vict, *next_vict; bool found; int dam; int damtype; /* this spell uses a bit of OLC code. nasty, but it was the quickest way * to get the damage names from numbers into text form. * It started out based on chain lightning, but has got much more advanced. * Spell 'chaos' by Lotherius */ damtype = number_range ( 4, 17 ); act ( "A cracking sound fills the room as $n bursts into energy, sending an arc of pure magical force into $N.", ch, NULL, victim, TO_ROOM ); if ( IS_NPC ( victim ) ) { form_to_char ( ch, "With a crack, your %s hits %s!\n\r", flag_string ( damage_type, damtype ), victim->short_descr ); } else { form_to_char ( ch, "With a crack, your %s hits %s!\n\r", flag_string ( damage_type, damtype ), victim->name ); form_to_char ( victim, "You are hit by %s's %s!\n\r", ch->name, flag_string ( damage_type, damtype ) ); } dam = dice ( level, 6 ); if ( saves_spell ( level, victim ) ) dam /= 3; check_damage_obj ( victim, NULL, 10, damtype ); damage ( ch, victim, dam, sn, damtype, TRUE ); last_vict = victim; level -= 3; /* decrement damage */ /* new targets */ while ( level > 0 ) { found = FALSE; for ( tmp_vict = ch->in_room->people; tmp_vict != NULL; tmp_vict = next_vict ) { next_vict = tmp_vict->next_in_room; if ( !is_safe_spell ( ch, tmp_vict, TRUE ) && tmp_vict != last_vict ) { found = TRUE; last_vict = tmp_vict; act ( "$n is enveloped by the raw power!", tmp_vict, NULL, NULL, TO_ROOM ); dam = dice ( level, 6 ); if ( saves_spell ( level, tmp_vict ) ) dam /= 3; damtype = number_range ( 4, 17 ); if ( IS_NPC ( victim ) ) { form_to_char ( ch, "Your %s hits %s!\n\r", flag_string ( damage_type, damtype ), victim->short_descr ); } else { form_to_char ( ch, "Your %s hits %s!\n\r", flag_string ( damage_type, damtype ), victim->name ); form_to_char ( victim, "You are hit by %s's %s!\n\r", ch->name, flag_string ( damage_type, damtype ) ); } check_damage_obj ( tmp_vict, NULL, 10, damtype ); damage ( ch, tmp_vict, dam, sn, damtype, TRUE ); 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 energy flows back into the ether.", ch, NULL, NULL, TO_ROOM ); act ( "The energy returns to you, somewhat spent.", ch, NULL, NULL, TO_CHAR ); return; } last_vict = ch; act ( "The magic backfires on $n...whoops!", ch, NULL, NULL, TO_ROOM ); damtype = number_range ( 4, 17 ); form_to_char ( ch, "Your %s hits YOU!\n\r", flag_string ( damage_type, damtype ) ); dam = dice ( level, 6 ); if ( saves_spell ( level, ch ) ) dam /= 3; check_damage_obj ( ch, NULL, 10, damtype ); damage ( ch, ch, dam, sn, damtype, TRUE ); level -= 4; /* decrement damage */ if ( ch == NULL ) return; } /* now go back and find more targets */ } return; } void spell_psi_twister ( int sn, int level, CHAR_DATA * ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char ( "You release your mental power to do its will in the room!\n\r", ch ); act ( "$n levitates amid a swirl of psychic energy.", 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 ( saves_spell ( level, vch ) ) damage ( ch, vch, 1, sn, DAM_MENTAL, TRUE ); else damage ( ch, vch, spell_calc(ch, sn), sn, DAM_MENTAL, TRUE ); } continue; } } return; } /* * Brew by Zeran * Modified by Lotherius */ void do_brew ( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj = NULL; int sn; char typebuf[128]; int chance; int mana; char arg1[MAX_INPUT_LENGTH]; char *spell; one_argument ( argument, arg1 ); /* * NPC's can't brew at all. */ if ( IS_NPC ( ch ) ) return; if ( ch->pcdata->pclass != class_lookup ( "avenger" ) ) { send_to_char ( "Only Avengers or Defilers may brew potions.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char ( "Brew what?\n\r", ch ); return; } if ( ( sn = skill_lookup ( arg1 ) ) < 0 || ( !IS_NPC ( ch ) && ch->level < skill_table[sn].skill_level[ch->pcdata->pclass] ) || ( ch->pcdata->learned[sn] < 1 ) ) { send_to_char ( "You don't know any spells of that name.\n\r", ch ); return; } if ( skill_table[sn].spell_fun == spell_null ) { send_to_char ( "That's not a spell!\n\r", ch ); return; } /* See if spell is brewable */ /* need a new routine here since I removed the "brew chart" - Lotherius */ /* Verify character has mana and components. */ /* need to add vial or jar here later */ if ( ch->level + 2 == skill_table[sn].skill_level[ch->pcdata->pclass] ) mana = 50; else mana = 1.5 * ( UMAX ( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->pcdata->pclass] ) ) ); if ( ch->mana < mana ) { send_to_char ( "You do not have enough mana to brew that.\n\r", ch ); return; } if ( str_cmp ( skill_table[sn].component, "" ) && ( obj = get_obj_carry ( ch, skill_table[sn].component, NULL ) ) == NULL ) { form_to_char ( ch, "You need '%s' to brew that potion.\n\r", skill_table[sn].component ); return; } /* Ok, checks done, lets whip up a potion! */ ch->mana -= mana; if ( obj != NULL ) extract_obj ( obj ); chance = ch->level / 2 + ch->pcdata->learned[sn] / 2; if ( number_percent ( ) > chance ) { send_to_char ( "Oops, you misread the recipe.\n\r", ch ); return; } obj = create_object ( ( get_obj_index ( OBJ_POTION ) ), 0 ); obj->value[0] = ch->level; obj->value[1] = sn; obj->level = 1; obj->timer = UMAX ( 24, ( ch->level * 2 ) ); free_string ( obj->name ); free_string ( obj->short_descr ); free_string ( obj->description ); spell = skill_table[sn].name; SNP ( typebuf, "potion %s", spell ); obj->name = str_dup ( typebuf ); SNP ( typebuf, "a potion of %s", spell ); obj->short_descr = str_dup ( typebuf ); SNP ( typebuf, "A potion of %s is just lying here.", spell ); obj->description = str_dup ( typebuf ); /* Zeran - make waitstate *before* obj is put in room, so brewers don't have their new creations stolen while they are stuck in a waitstate. */ /* Lotherius - Umm... Z... the wait state doesn't pause the whole mud... this * changes nothing, the player is still waited after the obj is placed. We aren't * running multi-threaded here ya know. */ if ( !IS_IMMORTAL ( ch ) ) WAIT_STATE ( ch, PULSE_VIOLENCE / 2 ); /*lets not brew at lightspeed */ obj_to_room ( obj, ch->in_room ); send_to_char ( "You whip up a fantastic concoction!\n\r", ch ); act ( "$n grabs a kettle and whips up a potion.", ch, NULL, NULL, TO_ROOM ); return; } /* * Scribe by Zeran * Modified by Lotherius */ void do_scribe ( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj = NULL; OBJ_DATA *obj2 = NULL; int sn; char typebuf[128]; int chance; char arg1[MAX_INPUT_LENGTH]; char *spell; int gold = 0; int mana = 0; one_argument ( argument, arg1 ); /* * No NPC's can scribe */ if ( IS_NPC ( ch ) ) return; if ( ch->pcdata->pclass != class_lookup ( "mage" ) && ch->pcdata->pclass != class_lookup ( "chaosmage" ) ) { send_to_char ( "Only mages or chaosmages may scribe spells.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char ( "Scribe what?\n\r", ch ); return; } if ( ( sn = skill_lookup ( arg1 ) ) < 0 || ( !IS_NPC ( ch ) && ch->level < skill_table[sn].skill_level[ch->pcdata->pclass] ) || ( ch->pcdata->learned[sn] < 1 ) ) { send_to_char ( "You don't know any spells of that name.\n\r", ch ); return; } if ( skill_table[sn].spell_fun == spell_null ) { send_to_char ( "That's not a spell!\n\r", ch ); return; } gold = skill_table[sn].skill_level[ch->pcdata->pclass] * 10; mana = UMAX ( skill_table[sn].min_mana, 100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->pcdata->pclass] ) ) * 1.5; /* Verify character has necessary gold, mana, and components. */ if ( ch->gold < gold ) { send_to_char ( "You do not have enough gold to scribe that.\n\r", ch ); return; } if ( ch->mana < mana ) { send_to_char( "You do not have enough mana to scribe that.\n\r", ch ); return; } if ( ( obj = get_obj_carry ( ch, "vellum", NULL ) ) == NULL ) { send_to_char ( "You need vellum to write on.\n\r", ch ); return; } if ( str_cmp ( skill_table[sn].component, "" ) && ( obj2 = get_obj_carry ( ch, skill_table[sn].component, NULL ) ) == NULL ) { form_to_char ( ch, "You need '%s' to scribe that spell.\n\r", skill_table[sn].component ); return; } /* Ok, checks done, lets whip up a potion! */ ch->gold -= gold; ch->mana -= mana; extract_obj ( obj ); /*vellum sheet */ if ( obj2 != NULL ) extract_obj ( obj2 ); /*extra component */ chance = ch->level / 2 + ch->pcdata->learned[sn] / 2; if ( number_percent ( ) > chance ) { send_to_char ( "Oops, you dripped some ink in the wrong place, scroll ruined.\n\r", ch ); return; } obj = create_object ( ( get_obj_index ( OBJ_SCROLL ) ), 0 ); obj->value[0] = ch->level; obj->value[1] = sn; obj->level = 1; obj->timer = UMAX ( 24, ( ch->level * 2 ) ); free_string ( obj->name ); free_string ( obj->short_descr ); free_string ( obj->description ); spell = skill_table[sn].name; SNP ( typebuf, "scroll %s", spell ); obj->name = str_dup ( typebuf ); SNP ( typebuf, "a scroll of %s", spell ); obj->short_descr = str_dup ( typebuf ); SNP ( typebuf, "A tightly rolled scroll of %s is lying here.", spell ); obj->description = str_dup ( typebuf ); /* Zeran - make waitstate *before* obj is put in room, so scribers don't * have their new creations stolen while they are stuck in a waitstate. */ /* Lotherius - Umm... Z... the wait state doesn't pause the whole mud... this * changes nothing, the player is still waited after the obj is placed. We aren't * running multi-threaded here ya know. */ if ( !IS_IMMORTAL ( ch ) ) WAIT_STATE ( ch, PULSE_VIOLENCE / 2 ); /*lets not scribe at lightspeed */ obj_to_room ( obj, ch->in_room ); send_to_char ( "You painstakingly fill the scroll with mystical runes!\n\r", ch ); act ( "$n writes a scroll with strange symbols on it.", ch, NULL, NULL, TO_ROOM ); return; }