/
Cool3/bin/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/
/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "magic.h"
#include "tables.h"


extern char *target_name;

void spell_farsight(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_FARSIGHT) )
    {
        if (victim == ch)
          send_to_char("Your eyes are already as good as they get.\n\r",ch);
        else
          act("$N can see just fine.",ch,NULL,victim,TO_CHAR);
        return;
    }
    af.where     = TO_AFFECTS;
    af.type      = sn;
    af.level     = level;
    af.duration  = level;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_FARSIGHT;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes jump into focus.\n\r", victim );
    if ( ch != victim )
        send_to_char( "Ok.\n\r", ch );
    return;
}

void spell_protection_voodoo(int sn,int level,CHAR_DATA *ch,void *vo,int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, SHD_PROTECT_VOODOO) )
    {
	return;
    }
    af.where	= TO_SHIELDS;
    af.type	= sn;
    af.level	= level;
    af.duration	= level;
    af.location	= APPLY_NONE;
    af.modifier	= 0;
    af.bitvector = SHD_PROTECT_VOODOO;
    affect_to_char( victim, &af );
    return;
}

void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
    CHAR_DATA *victim;
    OBJ_DATA *portal, *stone;

        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) && saves_spell( level, victim,DAM_NONE) )
    /*||	(is_clan(victim) && (!is_same_clan(ch,victim)
    ||  clan_table[victim->clan].independent))*/
    ||  IS_SET(victim->in_room->area->area_flags,AREA_NOGATETO) )
    {
        send_to_char( "You failed.\n\r", ch );
        return;
    }   

    stone = get_eq_char(ch,WEAR_HOLD);
    if (!IS_IMMORTAL(ch) 
    &&  (stone == NULL || stone->item_type != ITEM_WARP_STONE))
    {
	send_to_char("You lack the proper component for this spell.\n\r",ch);
	return;
    }

    if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
    {
     	act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
     	act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR);
     	extract_obj(stone);
    }

    portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
    portal->timer = 2 + level / 25; 
    portal->value[3] = victim->in_room->vnum;

    obj_to_room(portal,ch->in_room);

    act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM);
    act("$p rises up before you.",ch,portal,NULL,TO_CHAR);
}

void spell_nexus( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
    CHAR_DATA *victim;
    OBJ_DATA *portal, *stone;
    ROOM_INDEX_DATA *to_room, *from_room;

    from_room = ch->in_room;
 
        if ( ( victim = get_char_world( ch, target_name ) ) == NULL
    ||   victim == ch
    ||   (to_room = victim->in_room) == NULL
    ||   !can_see_room(ch,to_room) || !can_see_room(ch,from_room)
    ||   IS_SET(to_room->room_flags, ROOM_SAFE)
    ||	 IS_SET(from_room->room_flags,ROOM_SAFE)
    ||   IS_SET(to_room->room_flags, ROOM_PRIVATE)
    ||   IS_SET(to_room->room_flags, ROOM_SOLITARY)
    ||   IS_SET(to_room->room_flags, ROOM_NO_RECALL)
    ||   IS_SET(from_room->room_flags,ROOM_NO_RECALL)
    /*||   victim->level >= level + 3*/
    ||   (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL)  /* NOT trust */
    ||   (IS_NPC(victim) && IS_SET(victim->imm_flags,IMM_SUMMON))
    ||   (IS_NPC(victim) && saves_spell( level, victim,DAM_NONE) ) )
    /*||	 (is_clan(victim) && (!is_same_clan(ch,victim)
    ||   clan_table[victim->clan].independent)))*/
    {
        send_to_char( "You failed.\n\r", ch );
        return;
    }   
 
    stone = get_eq_char(ch,WEAR_HOLD);
    if (!IS_IMMORTAL(ch)
    &&  (stone == NULL || stone->item_type != ITEM_WARP_STONE))
    {
        send_to_char("You lack the proper component for this spell.\n\r",ch);
        return;
    }
 
    if (stone != NULL && stone->item_type == ITEM_WARP_STONE)
    {
        act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
        act("It flares brightly and vanishes!",ch,stone,NULL,TO_CHAR);
        extract_obj(stone);
    }

    /* portal one */ 
    portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
    portal->timer = 1 + level / 10;
    portal->value[3] = to_room->vnum;
 
    obj_to_room(portal,from_room);
 
    act("$p rises up from the ground.",ch,portal,NULL,TO_ROOM);
    act("$p rises up before you.",ch,portal,NULL,TO_CHAR);

    /* no second portal if rooms are the same */
    if (to_room == from_room)
	return;

    /* portal two */
    portal = create_object(get_obj_index(OBJ_VNUM_PORTAL),0);
    portal->timer = 1 + level/10;
    portal->value[3] = from_room->vnum;

    obj_to_room(portal,to_room);

    if (to_room->people != NULL)
    {
	act("$p rises up from the ground.",to_room->people,portal,NULL,TO_ROOM);
	act("$p rises up from the ground.",to_room->people,portal,NULL,TO_CHAR);
    }
}

void spell_empower( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
    OBJ_DATA *object;
    char buf[MAX_STRING_LENGTH];
    char *name;
    int new_sn;
    int mana;
    int newmana;
    int newtarget;

    if ( ( new_sn = find_spell( ch,target_name ) ) < 0
    || ( !IS_NPC(ch) && (ch->level < skill_table[new_sn].skill_level[ch->class]
    ||                   ch->pcdata->learned[new_sn] == 0)))
    {
        send_to_char( "What spell do you wish to bind?\n\r", ch );
        return;
    }

    name = skill_table[new_sn].name;
    if (!strcmp(name, "empower") )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }
    newtarget = skill_table[new_sn].target;
    if (ch->level + 2 == skill_table[sn].skill_level[ch->class])
	mana = 50;
    else
    	mana = UMAX(
	    skill_table[sn].min_mana,
	    100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );

    if (ch->level + 2 == skill_table[new_sn].skill_level[ch->class])
	newmana = 50;
    else
    	newmana = UMAX(
	    skill_table[new_sn].min_mana,
	    100 / ( 2 + ch->level - skill_table[new_sn].skill_level[ch->class] ) );

    if ( (ch->mana - mana - newmana) < 0)
    {
        send_to_char( "You do not have enough mana.\n\r", ch );
        return;
    }
    ch->mana -= newmana;

    if ((newtarget == TAR_CHAR_DEFENSIVE) || (newtarget == TAR_CHAR_SELF))
    {
	object = create_object(get_obj_index(OBJ_VNUM_POTION), 0);
    }
    else
    {
	object = create_object(get_obj_index(OBJ_VNUM_SCROLL), 0);
    }
    object->value[0] = ch->level;
    object->value[1] = new_sn;
    object->level = ch->level;

    sprintf( buf, "%s%s", object->short_descr, name);
    free_string(object->short_descr);
    object->short_descr = str_dup(buf);

    if ((newtarget == TAR_CHAR_DEFENSIVE) || (newtarget == TAR_CHAR_SELF))
    {
	sprintf( buf, "$n has created a potion of %s!",name);
	act(buf,ch,object,NULL,TO_ROOM);
	sprintf( buf, "You create a potion of %s!\n\r",name);
	send_to_char(buf,ch);
    }
    else
    {
	sprintf( buf, "$n has created a scroll of %s!",name);
	act(buf,ch,object,NULL,TO_ROOM);
	sprintf( buf, "You create a scroll of %s!\n\r",name);
	send_to_char(buf,ch);
    }
    obj_to_char(object,ch);
    return;
}

void spell_resurrect( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_STRING_LENGTH];
    MOB_INDEX_DATA *pMobIndex;
    OBJ_DATA *obj;
    OBJ_DATA *cobj;
    OBJ_DATA *obj_next;
    CHAR_DATA *pet;
    int	length;

    if ( ( obj = get_obj_here( ch, "corpse" ) ) == NULL )
    {
	send_to_char( "There's no corpse here.\n\r", ch );
	return;
    }
    if ( ch->pet != NULL )
    {
	send_to_char("You failed.\n\r",ch);
	return;
    }
    pMobIndex = get_mob_index( MOB_VNUM_CORPSE );
    pet = create_mobile( pMobIndex );
    if (!IS_SET(pet->act, ACT_PET) ) 
        SET_BIT(pet->act, ACT_PET);
    if (!IS_SET(pet->affected_by, AFF_CHARM) ) 
        SET_BIT(pet->affected_by, AFF_CHARM);
    pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
    sprintf( buf, "%s{GThe mark of %s is on it's forehead.{x.\n\r",
	pet->description, ch->name );
    free_string( pet->description );
    pet->description = str_dup( buf );
    free_string( pet->short_descr );
    pet->short_descr = str_dup( str_replace(obj->short_descr, "corpse", "zombie") );
    sprintf( buf, "%s", str_replace(obj->description, "corpse", "zombie") );
    length = strlen(buf)-12;
    strncpy( arg, buf, length);
    arg[length] = '\0';
    sprintf( buf, "%s standing here.\n\r", arg);
    free_string( pet->long_descr );
    pet->long_descr = str_dup( buf );
    char_to_room( pet, ch->in_room );
    add_follower( pet, ch );
    pet->leader = ch;
    ch->pet = pet;
    pet->alignment = ch->alignment;
    pet->level = UMAX(1, UMIN(109, ((ch->level/2)+(obj->level/2))));
    pet->max_hit = pet->level * 15;
    pet->hit = pet->max_hit;
    pet->armor[0] = pet->level/6;
    pet->armor[1] = pet->level/6;
    pet->armor[2] = pet->level/6;
    pet->armor[3] = pet->level/8;
    for ( cobj = obj->contains; cobj != NULL; cobj = obj_next )
    {
	obj_next = cobj->next_content;
	obj_from_obj( cobj );
	obj_to_room( cobj, ch->in_room );
    }
    extract_obj( obj );
    sprintf( buf, "%s stands up and starts following you.\n\r", pet->short_descr);
    send_to_char( buf, ch);
    sprintf( buf, "%s stands up and starts following $n.", pet->short_descr);
    act( buf, ch, NULL, NULL, TO_ROOM);
    return;
}

void spell_conjure( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
    char buf[MAX_STRING_LENGTH];
    MOB_INDEX_DATA *pMobIndex;
    OBJ_DATA *stone;
    CHAR_DATA *pet;
 
    if (IS_NPC(ch))
	return;

    stone = get_eq_char(ch,WEAR_HOLD);
    if (!IS_IMMORTAL(ch) 
    &&  (stone == NULL || stone->item_type != ITEM_DEMON_STONE))
    {
        send_to_char("You lack the proper component for this spell.\n\r",ch);
        return;
    }

    if ( ch->pet != NULL )
    {
	send_to_char("You failed.\n\r",ch);
	return;
    }

    if (stone != NULL && stone->item_type == ITEM_DEMON_STONE)
    {
	if (stone->value[0] < 1)
	{
	    act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
	    act("$n draws upon the power of $p.",ch,stone,NULL,TO_ROOM);
	    act("It flares brightly and explodes into dust.",ch,stone,NULL,TO_CHAR);
	    act("It flares brightly and explodes into dust.",ch,stone,NULL,TO_ROOM);
	    extract_obj( stone );
	    return;
	}
    }

    pMobIndex = get_mob_index( MOB_VNUM_DEMON );
    pet = create_mobile( pMobIndex );
    if (!IS_SET(pet->act, ACT_PET) )
        SET_BIT(pet->act, ACT_PET);
    if (!IS_SET(pet->affected_by, AFF_CHARM) )
        SET_BIT(pet->affected_by, AFF_CHARM);
    pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
    sprintf( buf, "%s{GThe mark of %s is on it's forehead.{x.\n\r",
        pet->description, ch->name );
    free_string( pet->description );
    pet->description = str_dup( buf );
    char_to_room( pet, ch->in_room );
    if (stone != NULL && stone->item_type == ITEM_DEMON_STONE)
    {
        stone->value[0] = UMAX(0, stone->value[0]-1);
        act("You draw upon the power of $p.",ch,stone,NULL,TO_CHAR);
        act("$n draws upon the power of $p.",ch,stone,NULL,TO_ROOM);
        act("It flares brightly and $N appears.",ch,stone,pet,TO_CHAR);
        act("It flares brightly and $N appears.",ch,stone,pet,TO_ROOM);
    } else
    {  
        act("$N suddenly appears in the room.",ch,NULL,pet,TO_CHAR);
        act("$N suddenly appears in the room.",ch,NULL,pet,TO_ROOM);
    }
    add_follower( pet, ch );
    pet->leader = ch;
    ch->pet = pet;
    pet->alignment = ch->alignment;
    pet->level = ch->level * 2;
    pet->max_hit = pet->level * 30;
    pet->hit = pet->max_hit;
    pet->armor[0] = pet->level;
    pet->armor[1] = pet->level;
    pet->armor[2] = pet->level;
    pet->armor[3] = pet->level;

    return;
}



void spell_animate( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
    char buf[MAX_STRING_LENGTH];
    char arg[MAX_STRING_LENGTH];
    MOB_INDEX_DATA *pMobIndex;
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    CHAR_DATA *pet;
    int	length;

    if  ((obj->pIndexData->vnum > 17)
	|| (obj->pIndexData->vnum < 12))
    {
	send_to_char( "That's not a body part!\n\r", ch );
	return;
    }

    pMobIndex = get_mob_index( MOB_VNUM_ANIMATE );
    pet = create_mobile( pMobIndex );
    SET_BIT(pet->affected_by, AFF_CHARM);
    pet->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS;
    sprintf( buf, "%s{GIt's branded with the mark of %s.{x.\n\r",
	obj->description, ch->name );
    free_string( pet->description );
    pet->description = str_dup( buf );
    free_string( pet->short_descr );
    pet->short_descr = str_dup( obj->short_descr );
    free_string( pet->name );
    pet->name = str_dup( obj->name );
    sprintf( buf, "%s", obj->description);
    length = strlen(buf)-12;
    strncpy( arg, buf, length);
    arg[length] = '\0';
    sprintf( buf, "%s floating here.\n\r", arg);
    free_string( pet->long_descr );
    pet->long_descr = str_dup( buf );
    char_to_room( pet, ch->in_room );
    add_follower( pet, ch );
    pet->leader = ch;
    obj_from_char( obj );
    sprintf( buf, "%s floats up and starts following you.\n\r", pet->short_descr);
    send_to_char( buf, ch);
    sprintf( buf, "%s floats up and starts following $n.", pet->short_descr);
    act( buf, ch, NULL, NULL, TO_ROOM);
    return;
}

void spell_iceshield( int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if (IS_SHIELDED(victim, SHD_ICE))
    {
	if(victim == ch)
	    send_to_char("You are already surrounded by an {Cicy{x shield.\n\r", ch);
	else
	    act("$N is already surrounded by an {Cicy{x shield.",ch,NULL,victim,TO_CHAR);
	return;
    }

    if (IS_NPC(victim))
    {
	send_to_char("You failed.\n\r", ch);
	return;
    }

/*
    if ( (skill_table[sn].skill_level[victim->class] > LEVEL_HERO)
	&& (victim->level < LEVEL_IMMORTAL) )
    {
	send_to_char("You are surrounded by an {Cicy{x shield.\n\r", victim);
	act("$n is surrounded by an {Cicy{x shield.",victim, NULL,NULL,TO_ROOM);
	send_to_char("Your {Cicy{x shield quickly melts away.\n\r", victim);
	act("$n's {Cicy{x shield quickly melts away.",victim, NULL,NULL,TO_ROOM);
	return;
    }
*/

    af.where     = TO_SHIELDS;
    af.type      = sn;
    af.level     = level;
    af.duration  = level/6;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = SHD_ICE;

   affect_to_char(victim, &af);
   send_to_char("You are surrounded by an {Cicy{x shield.\n\r", victim);
   act("$n is surrounded by an {Cicy{x shield.",victim, NULL,NULL,TO_ROOM);
   return;
}

void spell_fireshield(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
   
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if (IS_SHIELDED(victim, SHD_FIRE))
    {
	if (victim == ch)
	    send_to_char("You are already surrounded by a {Rfirey{x shield.\r\n", ch);
	else
	    act("$N is already surrounded by a {Rfiery{x shield.",ch,NULL,victim,TO_CHAR);
	return;
    }

    if (IS_NPC(victim))
    {
	send_to_char("You failed.\n\r", ch);
	return;
    }

/*
    if ( (skill_table[sn].skill_level[victim->class] > LEVEL_HERO)
	&& (victim->level < LEVEL_IMMORTAL) )
    {
	send_to_char("You are surrounded by a {Rfiery{x shield.\n\r", victim);
	act("$n is surrounded by a {Rfiery{x shield.",victim, NULL,NULL,TO_ROOM);
	send_to_char("Your {Rfirey{x shield gutters out.\n\r", victim);
	act("$n's {Rfirey{x shield gutters out.",victim, NULL,NULL,TO_ROOM);
	return;
    }
*/

    af.where     = TO_SHIELDS;
    af.type      = sn;
    af.level     = level;
    af.duration  = level/6;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = SHD_FIRE;

    affect_to_char(victim, &af);
    send_to_char("You are surrounded by a {Rfiery{x shield.\n\r", victim);
    act("$n is surrounded by a {Rfiery{x shield.",victim, NULL,NULL,TO_ROOM);
    return;

}

void spell_shockshield(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{

    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if (IS_SHIELDED(victim, SHD_SHOCK))
    {
	if (victim == ch)
	    send_to_char("You are already surrounded in a {Bcrackling{x shield.\n\r", ch);
	else
	    act("$N is already surrounded by a {Bcrackling{x shield.",ch, NULL, victim, TO_CHAR);
	return;
    }

    if (IS_NPC(victim))
    {
	send_to_char("You failed.\n\r", ch);
	return;
    }

/*
    if ( (skill_table[sn].skill_level[victim->class] > LEVEL_HERO)
	&& (victim->level < LEVEL_IMMORTAL) )
    {
	send_to_char("You are surrounded by a {Bcrackling{x shield.\n\r", victim);
	act("$n is surrounded by a {Bcrackling{x shield.",victim, NULL,NULL,TO_ROOM);
	send_to_char("Your {Bcrackling{x shield sizzles and fades.\n\r", victim);
	act("$n's {Bcrackling{x shield sizzles and fades.",victim, NULL,NULL,TO_ROOM);
	return;
    }
*/

    af.where     = TO_SHIELDS;
    af.type      = sn;
    af.level     = level;
    af.duration  = level/6;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = SHD_SHOCK;

    affect_to_char(victim, &af);
    send_to_char("You are surrounded by a {Bcrackling{x field.\n\r",victim);
    act("$n is surrounded by a {Bcrackling{x shield.",victim, NULL,NULL, TO_ROOM);
    return;
}

void spell_quest_pill( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;

    if (IS_NPC(victim))
	return;

    victim->questpoints++;
    send_to_char( "{YYou've gained a {RQuest Point{Y!{x\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}

void spell_voodoo( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
    char name[MAX_INPUT_LENGTH];
    char buf[MAX_STRING_LENGTH];
    OBJ_DATA *bpart;
    OBJ_DATA *doll;

    bpart = get_eq_char(ch,WEAR_HOLD);
    if  ((bpart == NULL)
    ||   (bpart->pIndexData->vnum < 12)
    ||   (bpart->pIndexData->vnum > 17))
    {
	send_to_char("You are not holding a body part.\n\r",ch);
	return;
    }
    if (bpart->value[4] == 0)
    {
	send_to_char("This body part is from a mobile.\n\r",ch);
	return;
    }
    one_argument(bpart->name, name);
    doll = create_object(get_obj_index(OBJ_VNUM_VOODOO), 0);
    sprintf( buf, doll->short_descr, name );
    free_string( doll->short_descr );
    doll->short_descr = str_dup( buf );
    sprintf( buf, doll->description, name );
    free_string( doll->description );
    doll->description = str_dup( buf );
    sprintf( buf, doll->name, name );
    free_string( doll->name );
    doll->name = str_dup( buf );
    act( "$p morphs into a voodoo doll",ch,bpart,NULL,TO_CHAR);
    obj_from_char( bpart );
    obj_to_char(doll,ch);
    equip_char(ch,doll,WEAR_HOLD);
    act( "$n has created $p!", ch, doll, NULL, TO_ROOM );
    return;
}


void spell_godheal( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    victim->hit = UMIN( victim->hit + 500, victim->max_hit );
    update_pos( victim );
    send_to_char( "A Warm, Godlike feeling enters your body.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}

void spell_complete_healing( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;

    victim->hit += (ch->mana * 2);
    ch->mana += ( UMIN( 0, ( ( victim->max_hit - victim->hit ) / 2 ) ) );

/* Damn, that was crappy code!  Redone above.  --J */
/*
    if ( ( victim->max_hit - victim->hit ) > ( ch->mana * 2) )
    {
     heal = ch->mana * 2;
     ch->mana = 0;
     victim->hit += heal;
	}
	else if (( ch->mana * 2) >= ( victim->max_hit - victim->hit ) )
	{
	 ch->mana -= (( victim->max_hit - victim->hit ) / 2);
	 victim->hit = 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_true_sight( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
	
	{
     if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) )
    {
	if (victim == ch)
	  send_to_char("You can already sense evil.\n\r",ch);
	else
	  act("$N can already detect evil.",ch,NULL,victim,TO_CHAR);
    }
    else
    {
    af.where     = TO_AFFECTS;
    af.type      = sn;
    af.level	 = level;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_EVIL;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    }
    }
    {
    if ( IS_AFFECTED(victim, AFF_DETECT_GOOD) )
    {
	if (victim == ch)
	  send_to_char("You can already sense good.\n\r",ch);
	else
	  act("$N can already detect good.",ch,NULL,victim,TO_CHAR);
    }
    else
    {
    af.where     = TO_AFFECTS;
    af.type      = sn;
    af.level	 = level;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_GOOD;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    }
    }

    {
     if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
    {
	if (victim == ch)
	  send_to_char("You can already sense magic.\n\r",ch);
	else
	  act("$N can already detect magic.",ch,NULL,victim,TO_CHAR);
    }
    else
    {
    af.where     = TO_AFFECTS;
    af.type      = sn;
    af.level	 = level;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_MAGIC;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    }
    }

    if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
    {
	if (victim == ch)
	  send_to_char("You can already sense hidden.\n\r",ch);
	else
	  act("$N can already detect hidden.",ch,NULL,victim,TO_CHAR);
    }
    else
    {
    af.where     = TO_AFFECTS;
    af.type      = sn;
    af.level	 = level;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_HIDDEN;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    }
    
    {
    if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
    {
	if (victim == ch)
	  send_to_char("You can already sense invis.\n\r",ch);
	else
	  act("$N can already detect invis.",ch,NULL,victim,TO_CHAR);
    }
    else
    {
    af.where     = TO_AFFECTS;
    af.type      = sn;
    af.level	 = level;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_INVIS;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    }
    }    
}
void spell_sanction(int sn, int level, CHAR_DATA *ch, void *vo, int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_SHIELDED(victim, SHD_SANCTION) )
	return;
    af.where     = TO_AFFECTS;
    af.type      = sn;
    af.level	 = level;
    af.duration  = level / 34 + 1;
    af.location  = APPLY_AC;
    af.modifier  = 2 * level;
    af.bitvector = SHD_SANCTION;
    affect_to_char( victim, &af );
    send_to_char( "A {DBlack Aura{x engulfs you!\n\r", victim );
    act( "$n is surrounded by a {DBlack Aura{x.", victim, NULL, NULL, TO_ROOM );
    return;
}
void spell_frost_dart( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	  0,
	  0,   0,   0,   0,   0,	  0,   0,   0,   0,   0,
	  0,   0,   0,   0,   0,	  0,   0,   0,   0,   0,
	  0,   0,   0,   0,   0,	  0,   0,   0,  30,  32,
	 35,  37,  40,  42,  45,	 47,  50,  52,  55,  57,
	 60,  62,  65,  67,  70,	 72,  75,  77,  80,  81,
	 82,  83,  84,  85,  86,	 87,  88,  89,  90,  91,
	 92,  93,  94,  95,  96,	 97,  98,  99, 100, 101,
	102, 103, 104, 105, 106,	107, 108, 109, 110, 111,
	112, 113, 114, 115, 116,	117, 118, 119, 120, 121,
	122, 123, 124, 125, 126,	127, 128, 129, 130, 131
    };
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( level, victim, DAM_COLD) )
	dam /= 2;

    /* Pump up striders  --J */
    if ( !str_cmp( class_table[ch->class].name, "strider" ) )
	dam *= 4;

    if ( ( ch->fighting == NULL )
    && ( !IS_NPC( ch ) )
    && ( !IS_NPC( victim ) ) )
    {
	ch->attacker = TRUE;
	victim->attacker = FALSE;
    }
    damage_old( ch, victim, dam, sn, DAM_COLD ,TRUE);
    return;
}
void spell_blast_of_water( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam,hp_dam,dice_dam,hpch;

    if ( ( ch->fighting == NULL )
    && ( !IS_NPC( ch ) )
    && ( !IS_NPC( victim ) ) )
    {
	ch->attacker = TRUE;
	victim->attacker = FALSE;
    }

    hpch = UMAX(12,ch->hit);
    hp_dam = number_range(hpch/8 + 1, hpch/3);
    dice_dam = dice(level,12);

    dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);

    if ( saves_spell( level, victim, DAM_DROWNING ) )
	dam /= 2;
    damage_old( ch, victim, dam, sn,DAM_DROWNING,TRUE);
    return;
}

void spell_cone_of_cold( int sn, int level, CHAR_DATA *ch, void *vo,int target)
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam,hp_dam,dice_dam,hpch;

    act("$n shoots a {bcone{x of {bcold{x at $N.",ch,NULL,victim,TO_NOTVICT);
    act("$n shoots a {bcone{x of {bcold{x at you.",ch,NULL,victim,TO_VICT);
    act("You shoot a {bcone{x of {bcold{x at $N.",ch,NULL,victim,TO_CHAR);

    hpch = UMAX(12,ch->hit);
    hp_dam = number_range(hpch/11 + 1, hpch/6);
    dice_dam = dice(level,12);

    dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);
    
    if ( ( ch->fighting == NULL )
    && ( !IS_NPC( ch ) )
    && ( !IS_NPC( victim ) ) )
    {
	ch->attacker = TRUE;
	victim->attacker = FALSE;
    }
    if (saves_spell(level,victim,DAM_COLD))
    {
	damage_old(ch,victim,dam/2,sn,DAM_COLD,TRUE);
    }
    else
    {
	damage_old(ch,victim,dam,sn,DAM_COLD,TRUE);
    }
}

void spell_stone_rain( int sn, int level, CHAR_DATA *ch, void *vo,int target )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    int dam,hp_dam,dice_dam,hpch;

    act("Rocks begin to fall from the sky!",ch,NULL,NULL,TO_ROOM);
    act("Rocks seem to fall from the sky, yet avoid you!",ch,NULL,NULL,TO_CHAR);

    hpch = UMAX(16,ch->hit);
    hp_dam = number_range(hpch/11 + 1, hpch/6);
    dice_dam = dice(level,12);

    dam = UMAX(hp_dam + dice_dam/10,dice_dam + hp_dam/10);

    for (vch = ch->in_room->people; vch != NULL; vch = vch_next)
    {
	vch_next = vch->next_in_room;

	if (is_safe_spell(ch,vch,TRUE)
	||  (IS_NPC(ch) && IS_NPC(vch) 
	&&   (ch->fighting == vch || vch->fighting == ch)))
	    continue;

	    if ( ( ch->fighting == NULL )
	    && ( !IS_NPC( ch ) )
	    && ( !IS_NPC( vch ) ) )
	    {
		ch->attacker = TRUE;
		vch->attacker = FALSE;
	    }
	if (saves_spell(level,vch,DAM_BASH))
	{
	    damage_old(ch,vch,dam/2,sn,DAM_BASH,TRUE);
	}
	else
	{
	    damage_old(ch,vch,dam,sn,DAM_BASH,TRUE);
	}
    }
}
void spell_divine_fury( int sn, int level, CHAR_DATA *ch, void *vo, int target )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;

    if ( ( ch->fighting == NULL )
    && ( !IS_NPC( ch ) )
    && ( !IS_NPC( victim ) ) )
    {
	ch->attacker = TRUE;
	victim->attacker = FALSE;
    }

    dam = dice( level, 16 );
    dam += level*8;
    if ( saves_spell( level, victim, DAM_HOLY ) )
	dam /= 2;
    damage_old( ch, victim, dam, sn,DAM_HOLY,TRUE);
    return;
}