/*************************************************************************** * 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; }