/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements 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 * * benefiting. We hope that you share your changes too. What goes * * around, comes around. * *************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * *************************************************************************** * 1stMUD ROM Derivative (c) 2001-2003 by Ryan Jennings * * http://1stmud.dlmud.com/ <r-jenn@shaw.ca> * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "magic.h" #include "recycle.h" #include "tables.h" #include "olc.h" /* * Local functions. */ PROTOTYPE(void say_spell, (CHAR_DATA *, int)); /* imported functions */ PROTOTYPE(bool remove_obj, (CHAR_DATA *, wloc_t, bool)); /* * Lookup a skill by name. */ int skill_lookup(const char *name) { int sn; for (sn = 0; sn < maxSkill; sn++) { if (skill_table[sn].name == NULL) break; if (LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix(name, skill_table[sn].name)) return sn; } return -1; } int find_spell(CHAR_DATA * ch, const char *name) { /* finds a spell the character can cast if possible */ int sn, found = -1; if (IS_NPC(ch)) return skill_lookup(name); for (sn = 0; sn < maxSkill; sn++) { if (skill_table[sn].name == NULL) break; if (LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix(name, skill_table[sn].name)) { if (found == -1) found = sn; if (can_use_skpell(ch, sn) && ch->pcdata->learned[sn] > 0) return sn; } } return found; } /* * Utter mystical words for an sn. */ void say_spell(CHAR_DATA * ch, int sn) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; CHAR_DATA *rch; const char *pName; int iSyl; int length; struct syl_type { char *old; char *pnew; }; static const struct syl_type syl_table[] = { {" ", " "}, {"ar", "abra"}, {"au", "kada"}, {"bless", "fido"}, {"blind", "nose"}, {"bur", "mosa"}, {"cu", "judi"}, {"de", "oculo"}, {"en", "unso"}, {"light", "dies"}, {"lo", "hi"}, {"mor", "zak"}, {"move", "sido"}, {"ness", "lacri"}, {"ning", "illa"}, {"per", "duda"}, {"ra", "gru"}, {"fresh", "ima"}, {"re", "candus"}, {"son", "sabru"}, {"tect", "infra"}, {"tri", "cula"}, {"ven", "nofo"}, {"a", "a"}, {"b", "b"}, {"c", "q"}, {"d", "e"}, {"e", "z"}, {"f", "y"}, {"g", "o"}, {"h", "p"}, {"i", "u"}, {"j", "y"}, {"k", "t"}, {"l", "r"}, {"m", "w"}, {"n", "i"}, {"o", "a"}, {"p", "s"}, {"q", "d"}, {"r", "f"}, {"s", "g"}, {"t", "h"}, {"u", "j"}, {"v", "z"}, {"w", "x"}, {"x", "n"}, {"y", "l"}, {"z", "k"}, {"", ""} }; buf[0] = '\0'; for (pName = skill_table[sn].name; *pName != '\0'; pName += length) { for (iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++) { if (!str_prefix(syl_table[iSyl].old, pName)) { strcat(buf, syl_table[iSyl].pnew); break; } } if (length == 0) length = 1; } sprintf(buf2, "$n utters the words, '%s'.", buf); sprintf(buf, "$n utters the words, '%s'.", skill_table[sn].name); for (rch = ch->in_room->first_person; rch; rch = rch->next_in_room) { if (rch != ch) act((!IS_NPC(rch) && is_same_class(ch, rch)) ? buf : buf2, ch, NULL, rch, TO_VICT); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell(int level, CHAR_DATA * victim, int dam_type) { int save; save = 50 + (victim->level - level) * 5 - victim->saving_throw * 2; if (IS_AFFECTED(victim, AFF_BERSERK)) save += victim->level / 2; switch (check_immune(victim, dam_type)) { case IS_IMMUNE: return TRUE; case IS_RESISTANT: save += 2; break; case IS_VULNERABLE: save -= 2; break; } if (!IS_NPC(victim) && has_spells(victim)) save = 9 * save / 10; save = URANGE(5, save, 95); return number_percent() < save; } /* RT save for dispels */ bool saves_dispel(int dis_level, int spell_level, int duration) { int save; if (duration == -1) spell_level += 5; /* very hard to dispel permanent effects */ save = 50 + (spell_level - dis_level) * 5; save = URANGE(5, save, 95); return number_percent() < save; } /* co-routine for dispel magic and cancellation */ bool check_dispel(int dis_level, CHAR_DATA * victim, int sn) { AFFECT_DATA *af; if (is_affected(victim, sn)) { for (af = victim->first_affect; af != NULL; af = af->next) { if (af->type == sn) { if (!saves_dispel(dis_level, af->level, af->duration)) { affect_strip(victim, sn); if (skill_table[sn].msg_off) { chprintln(victim, skill_table[sn].msg_off); } return TRUE; } else af->level--; } } } return FALSE; } /* for finding mana costs -- temporary version */ int mana_cost(CHAR_DATA * ch, int min_mana, int level) { if (ch->level + 2 == level) return 1000; return UMAX(min_mana, (100 / (2 + ch->level - level))); } /* * The kludgy global is for spells who want more stuff from command line. */ const char *target_name; CH_CMD(do_cast) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; int target; /* * Switched NPC's can cast spells, but others can't. */ if (IS_NPC(ch) && ch->desc == NULL) return; target_name = one_argument(argument, arg1); one_argument(target_name, arg2); if (IS_NULLSTR(arg1)) { chprintln(ch, "Cast which what where?"); return; } if ((sn = find_spell(ch, arg1)) < 1 || skill_table[sn].spell_fun == spell_null || (!IS_NPC(ch) && (!can_use_skpell(ch, sn) || ch->pcdata-> learned[sn] == 0))) { chprintln(ch, "You don't know any spells of that name."); return; } if (ch->position < skill_table[sn].minimum_position) { chprintln(ch, "You can't concentrate enough."); return; } if (ch->level + 2 == skill_level(ch, sn)) mana = 50; else mana = UMAX(skill_table[sn].min_mana, 100 / (2 + ch->level - skill_level(ch, sn))); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; target = TARGET_NONE; switch (skill_table[sn].target) { default: bugf("Do_cast: bad target for sn %d.", sn); return; case TAR_IGNORE: break; case TAR_CHAR_OFFENSIVE: if (IS_NULLSTR(arg2)) { if ((victim = ch->fighting) == NULL) { chprintln(ch, "Cast the spell on whom?"); return; } } else { if ((victim = get_char_room(ch, NULL, target_name)) == NULL) { chprintln(ch, "They aren't here."); return; } } /* if ( ch == victim ) { chprint( "You can't do that to yourself.\n\r", ch ); return; } */ if (!IS_NPC(ch)) { if (is_safe(ch, victim) && victim != ch) { chprintln(ch, "Not on that target."); return; } check_killer(ch, victim); } if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) { chprintln(ch, "You can't do that on your own follower."); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: if (IS_NULLSTR(arg2)) { victim = ch; } else { if ((victim = get_char_room(ch, NULL, target_name)) == NULL) { chprintln(ch, "They aren't here."); return; } } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_SELF: if (!IS_NULLSTR(arg2) && !is_name(target_name, ch->name)) { chprintln(ch, "You cannot cast this spell on another."); return; } vo = (void *) ch; target = TARGET_CHAR; break; case TAR_OBJ_INV: if (IS_NULLSTR(arg2)) { chprintln(ch, "What should the spell be cast upon?"); return; } if ((obj = get_obj_carry(ch, target_name, ch)) == NULL) { chprintln(ch, "You are not carrying that."); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (IS_NULLSTR(arg2)) { if ((victim = ch->fighting) == NULL) { chprintln(ch, "Cast the spell on whom or what?"); return; } target = TARGET_CHAR; } else if ((victim = get_char_room(ch, NULL, target_name)) != NULL) { target = TARGET_CHAR; } if (target == TARGET_CHAR) /* check the sanity of the attack */ { if (is_safe_spell(ch, victim, FALSE) && victim != ch) { chprintln(ch, "Not on that target."); return; } if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) { chprintln(ch, "You can't do that on your own follower."); return; } if (!IS_NPC(ch)) check_killer(ch, victim); vo = (void *) victim; } else if ((obj = get_obj_here(ch, NULL, target_name)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { chprintln(ch, "You don't see that here."); return; } break; case TAR_OBJ_CHAR_DEF: if (IS_NULLSTR(arg2)) { vo = (void *) ch; target = TARGET_CHAR; } else if ((victim = get_char_room(ch, NULL, target_name)) != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else if ((obj = get_obj_carry(ch, target_name, ch)) != NULL) { vo = (void *) obj; target = TARGET_OBJ; } else { chprintln(ch, "You don't see that here."); return; } break; } if (!IS_NPC(ch) && ch->mana < mana) { chprintln(ch, "You don't have enough mana."); return; } if (str_cmp(skill_table[sn].name, "ventriloquate")) say_spell(ch, sn); WAIT_STATE(ch, skill_table[sn].beats); if (number_percent() > get_skill(ch, sn)) { chprintln(ch, "You lost your concentration."); check_improve(ch, sn, FALSE, 1); ch->mana -= mana / 2; } else { ch->mana -= mana; if (IS_NPC(ch) || has_spells(ch)) /* class has spells */ (*skill_table[sn].spell_fun) (sn, ch->level, ch, vo, target); else (*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo, target); check_improve(ch, sn, TRUE, 1); } if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for (vch = ch->in_room->first_person; vch; vch = vch_next) { vch_next = vch->next_in_room; if (victim == vch && victim->fighting == NULL) { check_killer(victim, ch); multi_hit(victim, ch, TYPE_UNDEFINED); break; } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell(int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj) { void *vo; int target = TARGET_NONE; if (sn <= 0) return; if (sn >= maxSkill || skill_table[sn].spell_fun == 0) { bugf("Obj_cast_spell: bad sn %d.", sn); return; } switch (skill_table[sn].target) { default: bugf("Obj_cast_spell: bad target for sn %d.", sn); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if (victim == NULL) victim = ch->fighting; if (victim == NULL) { chprintln(ch, "You can't do that."); return; } if (is_safe(ch, victim) && ch != victim) { chprintln(ch, "Something isn't right..."); return; } vo = (void *) victim; target = TARGET_CHAR; break; case TAR_CHAR_DEFENSIVE: case TAR_CHAR_SELF: if (victim == NULL) victim = ch; vo = (void *) victim; target = TARGET_CHAR; break; case TAR_OBJ_INV: if (obj == NULL) { chprintln(ch, "You can't do that."); return; } vo = (void *) obj; target = TARGET_OBJ; break; case TAR_OBJ_CHAR_OFF: if (victim == NULL && obj == NULL) { if (ch->fighting != NULL) victim = ch->fighting; else { chprintln(ch, "You can't do that."); return; } } if (victim != NULL) { if (is_safe_spell(ch, victim, FALSE) && ch != victim) { chprintln(ch, "Somehting isn't right..."); return; } vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; case TAR_OBJ_CHAR_DEF: if (victim == NULL && obj == NULL) { vo = (void *) ch; target = TARGET_CHAR; } else if (victim != NULL) { vo = (void *) victim; target = TARGET_CHAR; } else { vo = (void *) obj; target = TARGET_OBJ; } break; } target_name = ""; (*skill_table[sn].spell_fun) (sn, level, ch, vo, target); if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE || (skill_table[sn].target == TAR_OBJ_CHAR_OFF && target == TARGET_CHAR)) && victim != ch && victim->master != ch) { CHAR_DATA *vch; CHAR_DATA *vch_next; for (vch = ch->in_room->first_person; vch; vch = vch_next) { vch_next = vch->next_in_room; if (victim == vch && victim->fighting == NULL) { check_killer(victim, ch); multi_hit(victim, ch, TYPE_UNDEFINED); break; } } } return; } /* * Spell functions. */ MAGIC(spell_acid_blast) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(level, 12); if (saves_spell(level, victim, DAM_ACID)) dam /= 2; damage(ch, victim, dam, sn, DAM_ACID, TRUE); return; } MAGIC(spell_armor) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already armored."); else act("$N is already armored.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You feel someone protecting you."); if (ch != victim) act("$N is protected by your magic.", ch, NULL, victim, TO_CHAR); return; } MAGIC(spell_bless) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_BLESS)) { act("$p is already blessed.", ch, obj, NULL, TO_CHAR); return; } if (IS_OBJ_STAT(obj, ITEM_EVIL)) { AFFECT_DATA *paf; paf = affect_find(obj->first_affect, gsn_curse); if (!saves_dispel(level, paf != NULL ? paf->level : obj->level, 0)) { if (paf != NULL) affect_remove_obj(obj, paf); act("$p glows a pale blue.", ch, obj, NULL, TO_ALL); REMOVE_BIT(obj->extra_flags, ITEM_EVIL); return; } else { act("The evil of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 6 + level; af.location = APPLY_SAVES; af.modifier = -1; af.bitvector = ITEM_BLESS; affect_to_obj(obj, &af); act("$p glows with a holy aura.", ch, obj, NULL, TO_ALL); if (obj->wear_loc != WEAR_NONE) ch->saving_throw -= 1; return; } /* character target */ victim = (CHAR_DATA *) vo; if (victim->position == POS_FIGHTING || is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already blessed."); else act("$N already has divine favor.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6 + level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char(victim, &af); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char(victim, &af); chprintln(victim, "You feel righteous."); if (ch != victim) act("You grant $N the favor of your god.", ch, NULL, victim, TO_CHAR); return; } MAGIC(spell_blindness) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_BLIND) || saves_spell(level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1 + level; af.bitvector = AFF_BLIND; affect_to_char(victim, &af); chprintln(victim, "You are blinded!"); act("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM); return; } MAGIC(spell_burning_hands) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 14, 17, 20, 23, 26, 29, 29, 29, 30, 30, 31, 31, 32, 32, 33, 33, 34, 34, 35, 35, 36, 36, 37, 37, 38, 38, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48 }; int dam; level = UMIN(level, (int) sizeof(dam_each) / (int) 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_FIRE)) dam /= 2; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); return; } MAGIC(spell_call_lightning) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; if (!IS_OUTSIDE(ch)) { chprintln(ch, "You must be out of doors."); return; } if (ch->in_room->area->weather.precip <= 0) { chprintln(ch, "You need bad weather."); return; } dam = dice(level / 2, 8); act("$g's lightning strikes your foes!", ch, NULL, NULL, TO_CHAR); act("$n calls $g's lightning to strike $s foes!", ch, NULL, NULL, TO_ROOM); for (vch = char_first; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && (IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch))) damage(ch, vch, saves_spell(level, vch, DAM_LIGHTNING) ? dam / 2 : dam, sn, DAM_LIGHTNING, TRUE); continue; } if (vch->in_room->area == ch->in_room->area && IS_OUTSIDE(vch) && IS_AWAKE(vch)) chprintln(vch, "Lightning flashes in the sky."); } return; } /* RT calm spell stops all fighting in the room */ MAGIC(spell_calm) { 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->first_person; 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->first_person; vch != NULL; vch = vch->next_in_room) { if (IS_NPC(vch) && (IS_SET(vch->imm_flags, IMM_MAGIC) || IS_SET(vch->act, ACT_UNDEAD))) return; if (IS_AFFECTED(vch, AFF_CALM) || IS_AFFECTED(vch, AFF_BERSERK) || is_affected(vch, skill_lookup("frenzy"))) return; chprintln(vch, "A wave of calm passes over you."); if (vch->fighting || vch->position == POS_FIGHTING) stop_fighting(vch, FALSE); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_HITROLL; if (!IS_NPC(vch)) af.modifier = -5; else af.modifier = -2; af.bitvector = AFF_CALM; affect_to_char(vch, &af); af.location = APPLY_DAMROLL; affect_to_char(vch, &af); } } } MAGIC(spell_cancellation) { 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))) { chprintln(ch, "You failed, try dispel magic."); return; } /* unlike dispel magic, the victim gets NO save */ /* begin running through the spells */ if (check_dispel(level, victim, skill_lookup("armor"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("bless"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("blindness"))) { found = TRUE; act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("calm"))) { found = TRUE; act("$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("change sex"))) { found = TRUE; act("$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("charm person"))) { found = TRUE; act("$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 magic"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("faerie fire"))) { act("$n's outline fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("fly"))) { act("$n falls to the ground!", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("frenzy"))) { act("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);; found = TRUE; } if (check_dispel(level, victim, skill_lookup("giant strength"))) { act("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("haste"))) { act("$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("infravision"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("invis"))) { act("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("mass invis"))) { act("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("pass door"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("protection 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("shield"))) { act("The shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("sleep"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("slow"))) { act("$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("weaken"))) { act("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) chprintln(ch, "Ok."); else chprintln(ch, "Spell failed."); } MAGIC(spell_cause_light) { damage(ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn, DAM_HARM, TRUE); return; } MAGIC(spell_cause_critical) { damage(ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn, DAM_HARM, TRUE); return; } MAGIC(spell_cause_serious) { damage(ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn, DAM_HARM, TRUE); return; } MAGIC(spell_chain_lightning) { 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_LIGHTNING)) dam /= 3; 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->first_person; 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_LIGHTNING)) dam /= 3; 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 $n...whoops!", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You are struck by your own lightning!"); dam = dice(level, 6); if (saves_spell(level, ch, DAM_LIGHTNING)) dam /= 3; damage(ch, ch, dam, sn, DAM_LIGHTNING, TRUE); level -= 4; /* decrement damage */ if (ch == NULL) return; } /* now go back and find more targets */ } } MAGIC(spell_change_sex) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You've already been changed."); else act("$N has already had $s(?) sex changed.", ch, NULL, victim, TO_CHAR); return; } if (saves_spell(level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SEX; do { af.modifier = number_range(0, 2) - victim->sex; } while (af.modifier == 0); af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You feel different."); act("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM); return; } MAGIC(spell_charm_person) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_safe(ch, victim)) return; if (victim == ch) { chprintln(ch, "You like yourself even better!"); 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, DAM_CHARM)) return; if (IS_SET(victim->in_room->room_flags, ROOM_LAW)) { chprintln(ch, "The mayor does not allow charming in the city limits."); return; } if (victim->master) stop_follower(victim); add_follower(victim, ch); victim->leader = ch; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy(level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char(victim, &af); act("Isn't $n just so nice?", ch, NULL, victim, TO_VICT); if (ch != victim) act("$N looks at you with adoring eyes.", ch, NULL, victim, TO_CHAR); return; } MAGIC(spell_chill_touch) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 6, 7, 8, 9, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27 }; AFFECT_DATA af; int dam; level = UMIN(level, (int) sizeof(dam_each) / (int) 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)) { act("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join(victim, &af); } else { dam /= 2; } damage(ch, victim, dam, sn, DAM_COLD, TRUE); return; } MAGIC(spell_colour_spray) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 55, 55, 56, 57, 58, 58, 59, 60, 61, 61, 62, 63, 64, 64, 65, 66, 67, 67, 68, 69, 70, 70, 71, 72, 73, 73, 74, 75, 76, 76, 77, 78, 79, 79 }; int dam; level = UMIN(level, (int) sizeof(dam_each) / (int) sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level] / 2, dam_each[level] * 2); if (saves_spell(level, victim, DAM_LIGHT)) dam /= 2; else spell_blindness(skill_lookup("blindness"), level / 2, ch, (void *) victim, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHT, TRUE); return; } MAGIC(spell_continual_light) { OBJ_DATA *light; if (!IS_NULLSTR(target_name)) /* do a glow on some object */ { light = get_obj_carry(ch, target_name, ch); if (light == NULL) { chprintln(ch, "You don't see that here."); return; } if (IS_OBJ_STAT(light, ITEM_GLOW)) { act("$p is already glowing.", ch, light, NULL, TO_CHAR); return; } SET_BIT(light->extra_flags, ITEM_GLOW); act("$p glows with a white light.", ch, light, NULL, TO_ALL); return; } light = create_object(get_obj_index(OBJ_VNUM_LIGHT_BALL), 0); obj_to_room(light, ch->in_room); act("$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM); act("You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR); return; } MAGIC(spell_control_weather) { WEATHER_DATA *weath; int change; weath = &ch->in_room->area->weather; change = number_range(-mud_info.rand_factor, mud_info.rand_factor) + (ch->level * 3) / (2 * mud_info.max_vector); if (!str_cmp(target_name, "warmer")) weath->temp_vector += change; else if (!str_cmp(target_name, "colder")) weath->temp_vector -= change; else if (!str_cmp(target_name, "wetter")) weath->precip_vector += change; else if (!str_cmp(target_name, "drier")) weath->precip_vector -= change; else if (!str_cmp(target_name, "windier")) weath->wind_vector += change; else if (!str_cmp(target_name, "calmer")) weath->wind_vector -= change; else { chprintln(ch, "Do you want it to get warmer, colder, wetter, " "drier, windier, or calmer?"); return; } weath->temp_vector = URANGE(-mud_info.max_vector, weath->temp_vector, mud_info.max_vector); weath->precip_vector = URANGE(-mud_info.max_vector, weath->precip_vector, mud_info.max_vector); weath->wind_vector = URANGE(-mud_info.max_vector, weath->wind_vector, mud_info.max_vector); chprintln(ch, "The weather is altered by your magic."); return; } MAGIC(spell_create_food) { OBJ_DATA *mushroom; mushroom = create_object(get_obj_index(OBJ_VNUM_MUSHROOM), 0); mushroom->value[0] = level / 2; mushroom->value[1] = level; obj_to_room(mushroom, ch->in_room); act("$p suddenly appears.", ch, mushroom, NULL, TO_ROOM); act("$p suddenly appears.", ch, mushroom, NULL, TO_CHAR); return; } MAGIC(spell_create_rose) { OBJ_DATA *rose; rose = create_object(get_obj_index(OBJ_VNUM_ROSE), 0); act("$n has created a beautiful red rose.", ch, rose, NULL, TO_ROOM); chprintln(ch, "You create a beautiful red rose."); obj_to_char(rose, ch); return; } MAGIC(spell_create_spring) { OBJ_DATA *spring; 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; } MAGIC(spell_create_water) { OBJ_DATA *obj = (OBJ_DATA *) vo; int water; WEATHER_DATA *weath; if (obj->item_type != ITEM_DRINK_CON) { chprintln(ch, "It is unable to hold water."); return; } if (obj->value[2] != LIQ_WATER && obj->value[1] != 0) { chprintln(ch, "It contains some other liquid."); return; } weath = &ch->in_room->area->weather; water = UMIN(level * (weath >= 0 ? 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]; sprintf(buf, "%s water", obj->name); replace_string(obj->name, buf); } act("$p is filled.", ch, obj, NULL, TO_CHAR); } return; } MAGIC(spell_cure_blindness) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected(victim, gsn_blindness)) { if (victim == ch) chprintln(ch, "You aren't blind."); else act("$N doesn't appear to be blinded.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel(level, victim, gsn_blindness)) { chprintln(victim, "Your vision returns!"); act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } else chprintln(ch, "Spell failed."); } MAGIC(spell_cure_critical) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 8) + level - 6; victim->hit = UMIN(victim->hit + heal, victim->max_hit); update_pos(victim); chprintln(victim, "You feel better!"); if (ch != victim) chprintln(ch, "Ok."); return; } /* RT added to cure plague */ MAGIC(spell_cure_disease) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected(victim, gsn_plague)) { if (victim == ch) chprintln(ch, "You aren't ill."); else act("$N doesn't appear to be diseased.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel(level, victim, gsn_plague)) { chprintln(victim, "Your sores vanish."); act("$n looks relieved as $s sores vanish.", victim, NULL, NULL, TO_ROOM); } else chprintln(ch, "Spell failed."); } MAGIC(spell_cure_light) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(1, 8) + level / 3; victim->hit = UMIN(victim->hit + heal, victim->max_hit); update_pos(victim); chprintln(victim, "You feel better!"); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_cure_poison) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!is_affected(victim, gsn_poison)) { if (victim == ch) chprintln(ch, "You aren't poisoned."); else act("$N doesn't appear to be poisoned.", ch, NULL, victim, TO_CHAR); return; } if (check_dispel(level, victim, gsn_poison)) { chprintln(victim, "A warm feeling runs through your body."); act("$n looks much better.", victim, NULL, NULL, TO_ROOM); } else chprintln(ch, "Spell failed."); } MAGIC(spell_cure_serious) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(2, 8) + level / 2; victim->hit = UMIN(victim->hit + heal, victim->max_hit); update_pos(victim); chprintln(victim, "You feel better!"); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_curse) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* deal with the object case first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_EVIL)) { act("$p is already filled with evil.", ch, obj, NULL, TO_CHAR); return; } if (IS_OBJ_STAT(obj, ITEM_BLESS)) { AFFECT_DATA *paf; paf = affect_find(obj->first_affect, skill_lookup("bless")); if (!saves_dispel(level, paf != NULL ? paf->level : obj->level, 0)) { if (paf != NULL) affect_remove_obj(obj, paf); act("$p glows with a red aura.", ch, obj, NULL, TO_ALL); REMOVE_BIT(obj->extra_flags, ITEM_BLESS); return; } else { act("The holy aura of $p is too powerful for you to overcome.", ch, obj, NULL, TO_CHAR); return; } } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_SAVES; af.modifier = +1; af.bitvector = ITEM_EVIL; affect_to_obj(obj, &af); act("$p glows with a malevolent aura.", ch, obj, NULL, TO_ALL); if (obj->wear_loc != WEAR_NONE) ch->saving_throw += 1; return; } /* character curses */ victim = (CHAR_DATA *) vo; if (IS_AFFECTED(victim, AFF_CURSE) || saves_spell(level, victim, DAM_NEGATIVE)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_HITROLL; af.modifier = -1 * (level / 8); af.bitvector = AFF_CURSE; affect_to_char(victim, &af); af.location = APPLY_SAVING_SPELL; af.modifier = level / 8; affect_to_char(victim, &af); chprintln(victim, "You feel unclean."); if (ch != victim) act("$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR); return; } /* RT replacement demonfire spell */ MAGIC(spell_demonfire) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC(ch) && !IS_EVIL(ch)) { victim = ch; chprintln(ch, "The demons turn upon you!"); } ch->alignment = UMAX(-1000, ch->alignment - 50); if (victim != ch) { act("$n calls forth the demons of Hell upon $N!", ch, NULL, victim, TO_ROOM); act("$n has assailed you with the demons of Hell!", ch, NULL, victim, TO_VICT); chprintln(ch, "You conjure forth the demons of hell!"); } dam = dice(level, 10); if (saves_spell(level, victim, DAM_NEGATIVE)) dam /= 2; damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE); spell_curse(gsn_curse, 3 * level / 4, ch, (void *) victim, TARGET_CHAR); } MAGIC(spell_detect_evil) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_EVIL)) { if (victim == ch) chprintln(ch, "You can already sense evil."); else act("$N can already detect evil.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char(victim, &af); chprintln(victim, "Your eyes tingle."); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_detect_good) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_GOOD)) { if (victim == ch) chprintln(ch, "You can already sense good."); else act("$N can already detect good.", ch, NULL, victim, TO_CHAR); return; } 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); chprintln(victim, "Your eyes tingle."); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_detect_hidden) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_HIDDEN)) { if (victim == ch) chprintln(ch, "You are already as alert as you can be. "); else act("$N can already sense hidden lifeforms.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char(victim, &af); chprintln(victim, "Your awareness improves."); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_detect_invis) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_INVIS)) { if (victim == ch) chprintln(ch, "You can already see invisible."); else act("$N can already see invisible things.", ch, NULL, victim, TO_CHAR); return; } 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); chprintln(victim, "Your eyes tingle."); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_detect_magic) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_DETECT_MAGIC)) { if (victim == ch) chprintln(ch, "You can already sense magical auras."); else act("$N can already detect magic.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char(victim, &af); chprintln(victim, "Your eyes tingle."); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_detect_poison) { OBJ_DATA *obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD) { if (obj->value[3] != 0) chprintln(ch, "You smell poisonous fumes."); else chprintln(ch, "It looks delicious."); } else { chprintln(ch, "It doesn't look poisoned."); } return; } MAGIC(spell_dispel_evil) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC(ch) && IS_EVIL(ch)) victim = ch; if (IS_GOOD(victim)) { act("$G protects $N.", ch, NULL, victim, TO_ROOM); return; } if (IS_NEUTRAL(victim)) { act("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR); return; } if (victim->hit > (ch->level * 4)) dam = dice(level, 4); else dam = UMAX(victim->hit, dice(level, 4)); if (saves_spell(level, victim, DAM_HOLY)) dam /= 2; damage(ch, victim, dam, sn, DAM_HOLY, TRUE); return; } MAGIC(spell_dispel_good) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (!IS_NPC(ch) && IS_GOOD(ch)) victim = ch; if (IS_EVIL(victim)) { act("$N is protected by $S evil.", ch, NULL, victim, TO_ROOM); return; } if (IS_NEUTRAL(victim)) { act("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR); return; } if (victim->hit > (ch->level * 4)) dam = dice(level, 4); else dam = UMAX(victim->hit, dice(level, 4)); if (saves_spell(level, victim, DAM_NEGATIVE)) dam /= 2; damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE); return; } /* modified for enhanced use */ MAGIC(spell_dispel_magic) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool found = FALSE; if (saves_spell(level, victim, DAM_OTHER)) { chprintln(victim, "You feel a brief tingling sensation."); chprintln(ch, "You failed."); return; } /* begin running through the spells */ if (check_dispel(level, victim, skill_lookup("armor"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("bless"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("blindness"))) { found = TRUE; act("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("calm"))) { found = TRUE; act("$n no longer looks so peaceful...", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("change sex"))) { found = TRUE; act("$n looks more like $mself again.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("charm person"))) { found = TRUE; act("$n regains $s free will.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("chill touch"))) { found = TRUE; act("$n looks warmer.", victim, NULL, NULL, TO_ROOM); } if (check_dispel(level, victim, skill_lookup("curse"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("detect evil"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("detect 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 magic"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("faerie fire"))) { act("$n's outline fades.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("fly"))) { act("$n falls to the ground!", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("frenzy"))) { act("$n no longer looks so wild.", victim, NULL, NULL, TO_ROOM);; found = TRUE; } if (check_dispel(level, victim, skill_lookup("giant strength"))) { act("$n no longer looks so mighty.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("haste"))) { act("$n is no longer moving so quickly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("infravision"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("invis"))) { act("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("mass invis"))) { act("$n fades into existance.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("pass door"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("protection 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 (IS_AFFECTED(victim, AFF_SANCTUARY) && !saves_dispel(level, victim->level, -1) && !is_affected(victim, skill_lookup("sanctuary"))) { REMOVE_BIT(victim->affected_by, AFF_SANCTUARY); act("The white aura around $n's body vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("shield"))) { act("The shield protecting $n vanishes.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("sleep"))) found = TRUE; if (check_dispel(level, victim, skill_lookup("slow"))) { act("$n is no longer moving so slowly.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("stone skin"))) { act("$n's skin regains its normal texture.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (check_dispel(level, victim, skill_lookup("weaken"))) { act("$n looks stronger.", victim, NULL, NULL, TO_ROOM); found = TRUE; } if (found) chprintln(ch, "Ok."); else chprintln(ch, "Spell failed."); return; } MAGIC(spell_earthquake) { CHAR_DATA *vch; CHAR_DATA *vch_next; chprintln(ch, "The earth trembles beneath your feet!"); act("$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM); for (vch = char_first; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && !is_safe_spell(ch, vch, TRUE)) { if (IS_AFFECTED(vch, AFF_FLYING)) damage(ch, vch, 0, sn, DAM_BASH, TRUE); else damage(ch, vch, level + dice(2, 8), sn, DAM_BASH, TRUE); } continue; } if (vch->in_room->area == ch->in_room->area) chprintln(vch, "The earth trembles and shivers."); } return; } MAGIC(spell_enchant_armor) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; int result, fail; int ac_bonus, added; bool ac_found = FALSE; if (obj->item_type != ITEM_ARMOR) { chprintln(ch, "That isn't an armor."); return; } if (obj->wear_loc != WEAR_NONE) { chprintln(ch, "The item must be carried to be enchanted."); return; } if (IS_OBJ_STAT(obj, ITEM_QUEST)) { chprintln(ch, "You can't enchant quest items."); return; } /* this means they have no bonus */ ac_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for (paf = obj->pIndexData->first_affect; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } for (paf = obj->first_affect; paf != NULL; paf = paf->next) { if (paf->location == APPLY_AC) { ac_bonus = paf->modifier; ac_found = TRUE; fail += 5 * (ac_bonus * ac_bonus); } else /* things get a little harder */ fail += 20; } /* apply other modifiers */ fail -= level; if (IS_OBJ_STAT(obj, ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj, ITEM_GLOW)) fail -= 5; fail = URANGE(5, fail, 85); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p flares blindingly... and evaporates!", ch, obj, NULL, TO_CHAR); act("$p flares blindingly... and evaporates!", ch, obj, NULL, TO_ROOM); extract_obj(obj); return; } if (result < (fail / 3)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR); act("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->first_affect; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->first_affect = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if (result <= fail) /* failed, no bad result */ { chprintln(ch, "Nothing seemed to happen."); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->first_affect; paf != NULL; paf = paf->next) { af_new = new_affect(); LINK(af_new, obj->first_affect, obj->last_affect, next, prev); af_new->where = paf->where; af_new->type = UMAX(0, paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (90 - level / 5)) /* success! */ { act("$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 < MAX_MORTAL_LEVEL) obj->level = UMIN(MAX_MORTAL_LEVEL - 1, obj->level + 1); if (ac_found) { for (paf = obj->first_affect; 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 */ { paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_AC; paf->modifier = added; paf->bitvector = 0; LINK(paf, obj->first_affect, obj->last_affect, next, prev); } } MAGIC(spell_enchant_weapon) { 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) { chprintln(ch, "That isn't a weapon."); return; } if (obj->wear_loc != WEAR_NONE) { chprintln(ch, "The item must be carried to be enchanted."); return; } if (IS_OBJ_STAT(obj, ITEM_QUEST)) { chprintln(ch, "You can't enchant quest items."); return; } /* this means they have no bonus */ hit_bonus = 0; dam_bonus = 0; fail = 25; /* base 25% chance of failure */ /* find the bonuses */ if (!obj->enchanted) for (paf = obj->pIndexData->first_affect; 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->first_affect; paf != NULL; paf = paf->next) { if (paf->location == APPLY_HITROLL) { hit_bonus = paf->modifier; hit_found = TRUE; fail += 2 * (hit_bonus * hit_bonus); } else if (paf->location == APPLY_DAMROLL) { dam_bonus = paf->modifier; dam_found = TRUE; fail += 2 * (dam_bonus * dam_bonus); } else /* things get a little harder */ fail += 25; } /* apply other modifiers */ fail -= 3 * level / 2; if (IS_OBJ_STAT(obj, ITEM_BLESS)) fail -= 15; if (IS_OBJ_STAT(obj, ITEM_GLOW)) fail -= 5; fail = URANGE(5, fail, 95); result = number_percent(); /* the moment of truth */ if (result < (fail / 5)) /* item destroyed */ { act("$p shivers violently and explodes!", ch, obj, NULL, TO_CHAR); act("$p shivers violently and explodeds!", ch, obj, NULL, TO_ROOM); extract_obj(obj); return; } if (result < (fail / 2)) /* item disenchanted */ { AFFECT_DATA *paf_next; act("$p glows brightly, then fades...oops.", ch, obj, NULL, TO_CHAR); act("$p glows brightly, then fades.", ch, obj, NULL, TO_ROOM); obj->enchanted = TRUE; /* remove all affects */ for (paf = obj->first_affect; paf != NULL; paf = paf_next) { paf_next = paf->next; free_affect(paf); } obj->first_affect = NULL; /* clear all flags */ obj->extra_flags = 0; return; } if (result <= fail) /* failed, no bad result */ { chprintln(ch, "Nothing seemed to happen."); return; } /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->first_affect; paf != NULL; paf = paf->next) { af_new = new_affect(); LINK(af_new, obj->first_affect, obj->last_affect, next, prev); af_new->where = paf->where; af_new->type = UMAX(0, paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } if (result <= (100 - level / 5)) /* success! */ { act("$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 < MAX_MORTAL_LEVEL - 1) obj->level = UMIN(MAX_MORTAL_LEVEL - 1, obj->level + 1); if (dam_found) { for (paf = obj->first_affect; 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 */ { paf = new_affect(); paf->where = TO_OBJECT; paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = added; paf->bitvector = 0; LINK(paf, obj->first_affect, obj->last_affect, next, prev); } if (hit_found) { for (paf = obj->first_affect; 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 */ { paf = new_affect(); paf->type = sn; paf->level = level; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = added; paf->bitvector = 0; LINK(paf, obj->first_affect, obj->last_affect, next, prev); } } /* * Drain XP, MANA, HP. * Caster gains HP. */ MAGIC(spell_energy_drain) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (victim != ch) ch->alignment = UMAX(-1000, ch->alignment - 50); if (saves_spell(level, victim, DAM_NEGATIVE)) { chprintln(victim, "You feel a momentary chill."); return; } if (victim->level <= 2) { dam = ch->hit + 1; } else { gain_exp(victim, 0 - number_range(level / 2, 3 * level / 2)); victim->mana /= 2; victim->move /= 2; dam = dice(1, level); ch->hit += dam; } chprintln(victim, "You feel your life slipping away!"); chprintln(ch, "Wow....what a rush!"); damage(ch, victim, dam, sn, DAM_NEGATIVE, TRUE); return; } MAGIC(spell_fireball) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, 114, 116, 118, 120, 122, 124, 126, 128, 130 }; int dam; level = UMIN(level, (int) sizeof(dam_each) / (int) 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_FIRE)) dam /= 2; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); return; } MAGIC(spell_fireproof) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA af; if (IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("$p is already protected from burning.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = number_fuzzy(level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_BURN_PROOF; affect_to_obj(obj, &af); act("You protect $p from fire.", ch, obj, NULL, TO_CHAR); act("$p is surrounded by a protective aura.", ch, obj, NULL, TO_ROOM); } MAGIC(spell_flamestrike) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice(6 + level / 2, 8); if (saves_spell(level, victim, DAM_FIRE)) dam /= 2; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); return; } MAGIC(spell_faerie_fire) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_FAERIE_FIRE)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char(victim, &af); chprintln(victim, "You are surrounded by a pink outline."); act("$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM); return; } MAGIC(spell_faerie_fog) { CHAR_DATA *ich; act("$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You conjure a cloud of purple smoke."); for (ich = ch->in_room->first_person; ich != NULL; ich = ich->next_in_room) { if (ich->invis_level > 0) continue; if (ich == ch || saves_spell(level, ich, DAM_OTHER)) 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); chprintln(ich, "You are revealed!"); } return; } MAGIC(spell_floating_disc) { OBJ_DATA *disc, *floating; floating = get_eq_char(ch, WEAR_FLOAT); if (floating != NULL && IS_OBJ_STAT(floating, ITEM_NOREMOVE)) { act("You can't remove $p.", ch, floating, NULL, TO_CHAR); return; } disc = create_object(get_obj_index(OBJ_VNUM_DISC), 0); disc->value[0] = ch->level * 10; /* 10 pounds per level capacity */ disc->value[3] = ch->level * 5; /* 5 pounds per level max per item */ disc->timer = ch->level * 2 - number_range(0, level / 2); act("$n has created a floating black disc.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You create a floating disc."); obj_to_char(disc, ch); wear_obj(ch, disc, TRUE); return; } MAGIC(spell_fly) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_FLYING)) { if (victim == ch) chprintln(ch, "You are already airborne."); else act("$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char(victim, &af); chprintln(victim, "Your feet rise off the ground."); act("$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM); return; } /* RT clerical berserking spell */ MAGIC(spell_frenzy) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_BERSERK)) { if (victim == ch) chprintln(ch, "You are already in a frenzy."); else act("$N is already in a frenzy.", ch, NULL, victim, TO_CHAR); return; } if (is_affected(victim, skill_lookup("calm"))) { if (victim == ch) chprintln(ch, "Why don't you just relax for a while?"); else act("$N doesn't look like $e wants to fight anymore.", ch, NULL, victim, TO_CHAR); return; } if ((IS_GOOD(ch) && !IS_GOOD(victim)) || (IS_NEUTRAL(ch) && !IS_NEUTRAL(victim)) || (IS_EVIL(ch) && !IS_EVIL(victim))) { act("Your god doesn't seem to like $N", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = level / 6; af.bitvector = 0; af.location = APPLY_HITROLL; affect_to_char(victim, &af); af.location = APPLY_DAMROLL; affect_to_char(victim, &af); af.modifier = 10 * (level / 12); af.location = APPLY_AC; affect_to_char(victim, &af); chprintln(victim, "You are filled with holy wrath!"); act("$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM); } /* RT ROM-style gate */ MAGIC(spell_gate) { CHAR_DATA *victim; bool gate_pet; if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch, victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ARENA) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || (IS_NPC(victim) && is_gqmob(NULL, victim-> pIndexData-> vnum) != -1) || (IS_NPC(victim) && IS_QUESTOR(ch) && ch->pcdata->questmob == victim->pIndexData->vnum) || victim->level >= level + 3 || (is_clan(victim) && !is_same_clan(ch, victim)) || (!IS_NPC(victim) && victim->level >= MAX_MORTAL_LEVEL) /* NOT trust */ || (IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON)) || (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER))) { chprintln(ch, "You failed."); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act("$n steps through a gate and vanishes.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You step through a gate and vanish."); char_from_room(ch); char_to_room(ch, victim->in_room); act("$n has arrived through a gate.", ch, NULL, NULL, TO_ROOM); do_function(ch, &do_look, "auto"); if (gate_pet) { act("$n steps through a gate and vanishes.", ch->pet, NULL, NULL, TO_ROOM); chprintln(ch->pet, "You step through a gate and vanish."); char_from_room(ch->pet); char_to_room(ch->pet, victim->in_room); act("$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM); do_function(ch->pet, &do_look, "auto"); } } MAGIC(spell_giant_strength) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already as strong as you can get!"); else act("$N can't get any stronger.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "Your muscles surge with heightened power!"); act("$n's muscles surge with heightened power.", victim, NULL, NULL, TO_ROOM); return; } MAGIC(spell_harm) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX(20, victim->hit - dice(1, 4)); if (saves_spell(level, victim, DAM_HARM)) dam = UMIN(50, dam / 2); dam = UMIN(100, dam); damage(ch, victim, dam, sn, DAM_HARM, TRUE); return; } /* RT haste spell */ MAGIC(spell_haste) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_HASTE) || IS_SET(victim->off_flags, OFF_FAST)) { if (victim == ch) chprintln(ch, "You can't move any faster!"); else act("$N is already moving as fast as $E can.", ch, NULL, victim, TO_CHAR); return; } if (IS_AFFECTED(victim, AFF_SLOW)) { if (!check_dispel(level, victim, skill_lookup("slow"))) { if (victim != ch) chprintln(ch, "Spell failed."); chprintln(victim, "You feel momentarily faster."); return; } act("$n is moving less slowly.", victim, NULL, NULL, TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; if (victim == ch) af.duration = level / 2; else af.duration = level / 4; af.location = APPLY_DEX; af.modifier = 1 + (level >= 18) + (level >= 25) + (level >= 32); af.bitvector = AFF_HASTE; affect_to_char(victim, &af); chprintln(victim, "You feel yourself moving more quickly."); act("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_heal) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN(victim->hit + 100, victim->max_hit); update_pos(victim); chprintln(victim, "A warm feeling fills your body."); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_heat_metal) { CHAR_DATA *victim = (CHAR_DATA *) vo; OBJ_DATA *obj_lose, *obj_next; int dam = 0; bool fail = TRUE; if (!saves_spell(level + 2, victim, DAM_FIRE) && !IS_SET(victim->imm_flags, IMM_FIRE)) { for (obj_lose = victim->first_carrying; obj_lose != NULL; obj_lose = obj_next) { obj_next = obj_lose->next_content; if (number_range(1, 2 * level) > obj_lose->level && !saves_spell(level, victim, DAM_FIRE) && !IS_OBJ_STAT(obj_lose, ITEM_NONMETAL) && !IS_OBJ_STAT(obj_lose, ITEM_BURN_PROOF)) { switch (obj_lose->item_type) { case ITEM_ARMOR: if (obj_lose->wear_loc != WEAR_NONE) /* remove the item */ { if (can_drop_obj (victim, obj_lose) && (obj_lose->weight / 10) < number_range(1, 2 * get_curr_stat (victim, STAT_DEX)) && remove_obj(victim, obj_lose->wear_loc, TRUE)) { act("$n yelps and throws $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act("You remove and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 3); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* stuck on the body! ouch! */ { act("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level)); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim, obj_lose)) { act("$n yelps and throws $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act("You and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 2); fail = FALSE; } } break; case ITEM_WEAPON: if (obj_lose->wear_loc != WEAR_NONE) /* try to drop it */ { if (IS_WEAPON_STAT(obj_lose, WEAPON_FLAMING)) continue; if (can_drop_obj (victim, obj_lose) && remove_obj(victim, obj_lose->wear_loc, TRUE)) { act ("$n is burned by $p, and throws it to the ground.", victim, obj_lose, NULL, TO_ROOM); chprintln(victim, "You throw your red-hot weapon to the ground!"); dam += 1; obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* YOWCH! */ { chprintln(victim, "Your weapon sears your flesh!"); dam += number_range(1, obj_lose->level); fail = FALSE; } } else /* drop it if we can */ { if (can_drop_obj(victim, obj_lose)) { act("$n throws a burning hot $p to the ground!", victim, obj_lose, NULL, TO_ROOM); act("You and drop $p before it burns you.", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 6); obj_from_char(obj_lose); obj_to_room(obj_lose, victim->in_room); fail = FALSE; } else /* cannot drop */ { act("Your skin is seared by $p!", victim, obj_lose, NULL, TO_CHAR); dam += (number_range(1, obj_lose->level) / 2); fail = FALSE; } } break; } } } } if (fail) { chprintln(ch, "Your spell had no effect."); chprintln(victim, "You feel momentarily warmer."); } else /* damage! */ { if (saves_spell(level, victim, DAM_FIRE)) dam = 2 * dam / 3; damage(ch, victim, dam, sn, DAM_FIRE, TRUE); } } /* RT really nasty high-level attack spell */ MAGIC(spell_holy_word) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam; int bless_num, curse_num, frenzy_num; bless_num = skill_lookup("bless"); curse_num = skill_lookup("curse"); frenzy_num = skill_lookup("frenzy"); act("$n utters a word of divine power!", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You utter a word of divine power."); for (vch = ch->in_room->first_person; 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))) { chprintln(vch, "You feel full more powerful."); spell_frenzy(frenzy_num, level, ch, (void *) vch, TARGET_CHAR); spell_bless(bless_num, level, ch, (void *) vch, TARGET_CHAR); } 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, TARGET_CHAR); chprintln(vch, "You are struck down!"); dam = dice(level, 6); damage(ch, vch, dam, sn, DAM_ENERGY, TRUE); } } else if (IS_NEUTRAL(ch)) { if (!is_safe_spell(ch, vch, TRUE)) { spell_curse(curse_num, level / 2, ch, (void *) vch, TARGET_CHAR); chprintln(vch, "You are struck down!"); dam = dice(level, 4); damage(ch, vch, dam, sn, DAM_ENERGY, TRUE); } } } chprintln(ch, "You feel drained."); ch->move = 0; ch->hit /= 2; } MAGIC(spell_identify) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; sprintf(buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r", obj->name, item_name(obj->item_type), flag_string(extra_flags, obj->extra_flags), obj->weight / 10, obj->cost, obj->level); chprint(ch, buf); switch (obj->item_type) { case ITEM_SCROLL: case ITEM_POTION: case ITEM_PILL: sprintf(buf, "Level %ld spells of:", obj->value[0]); chprint(ch, buf); if (obj->value[1] >= 0 && obj->value[1] < maxSkill) { chprint(ch, " '"); chprint(ch, skill_table[obj->value[1]].name); chprint(ch, "'"); } if (obj->value[2] >= 0 && obj->value[2] < maxSkill) { chprint(ch, " '"); chprint(ch, skill_table[obj->value[2]].name); chprint(ch, "'"); } if (obj->value[3] >= 0 && obj->value[3] < maxSkill) { chprint(ch, " '"); chprint(ch, skill_table[obj->value[3]].name); chprint(ch, "'"); } if (obj->value[4] >= 0 && obj->value[4] < maxSkill) { chprint(ch, " '"); chprint(ch, skill_table[obj->value[4]].name); chprint(ch, "'"); } chprintln(ch, "."); break; case ITEM_WAND: case ITEM_STAFF: sprintf(buf, "Has %ld charges of level %ld", obj->value[2], obj->value[0]); chprint(ch, buf); if (obj->value[3] >= 0 && obj->value[3] < maxSkill) { chprint(ch, " '"); chprint(ch, skill_table[obj->value[3]].name); chprint(ch, "'"); } chprintln(ch, "."); break; case ITEM_DRINK_CON: sprintf(buf, "It holds %s-colored %s.\n\r", liq_table[obj->value[2]].liq_color, liq_table[obj->value[2]].liq_name); chprint(ch, buf); break; case ITEM_CONTAINER: sprintf(buf, "Capacity: %ld# Maximum weight: %ld# flags: %s\n\r", obj->value[0], obj->value[3], flag_string(container_flags, obj->value[1])); chprint(ch, buf); if (obj->value[4] != 100) { sprintf(buf, "Weight multiplier: %ld%%\n\r", obj->value[4]); chprint(ch, buf); } break; case ITEM_WEAPON: chprint(ch, "Weapon type is "); switch (obj->value[0]) { case (WEAPON_EXOTIC): chprintln(ch, "exotic."); break; case (WEAPON_SWORD): chprintln(ch, "sword."); break; case (WEAPON_DAGGER): chprintln(ch, "dagger."); break; case (WEAPON_SPEAR): chprintln(ch, "spear/staff."); break; case (WEAPON_MACE): chprintln(ch, "mace/club."); break; case (WEAPON_AXE): chprintln(ch, "axe."); break; case (WEAPON_FLAIL): chprintln(ch, "flail."); break; case (WEAPON_WHIP): chprintln(ch, "whip."); break; case (WEAPON_POLEARM): chprintln(ch, "polearm."); break; default: chprintln(ch, "unknown."); break; } if (obj->pIndexData->new_format) sprintf(buf, "Damage is %ldd%ld (average %ld).\n\r", obj->value[1], obj->value[2], (1 + obj->value[2]) * obj->value[1] / 2); else sprintf(buf, "Damage is %ld to %ld (average %ld).\n\r", obj->value[1], obj->value[2], (obj->value[1] + obj->value[2]) / 2); chprint(ch, buf); if (obj->value[4]) /* weapon flags */ { sprintf(buf, "Weapons flags: %s\n\r", flag_string(weapon_type2, obj->value[4])); chprint(ch, buf); } break; case ITEM_ARMOR: sprintf(buf, "Armor class is %ld pierce, %ld bash, %ld slash, and %ld vs. magic.\n\r", obj->value[0], obj->value[1], obj->value[2], obj->value[3]); chprint(ch, buf); break; } if (!obj->enchanted) for (paf = obj->pIndexData->first_affect; paf != NULL; paf = paf->next) { if (paf->location != APPLY_NONE && paf->modifier != 0) { sprintf(buf, "Affects %s by %d.\n\r", flag_string(apply_types, paf->location), paf->modifier); chprint(ch, buf); if (paf->bitvector) { switch (paf->where) { case TO_AFFECTS: sprintf(buf, "Adds %s affect.\n", flag_string(affect_flags, paf->bitvector)); break; case TO_OBJECT: sprintf(buf, "Adds %s object flag.\n", flag_string(extra_flags, paf->bitvector)); break; case TO_IMMUNE: sprintf(buf, "Adds immunity to %s.\n", flag_string(imm_flags, paf->bitvector)); break; case TO_RESIST: sprintf(buf, "Adds resistance to %s.\n\r", flag_string(imm_flags, paf->bitvector)); break; case TO_VULN: sprintf(buf, "Adds vulnerability to %s.\n\r", flag_string(imm_flags, paf->bitvector)); break; default: sprintf(buf, "Unknown bit %d.\n\r", paf->where); break; } chprint(ch, buf); } } } for (paf = obj->first_affect; paf != NULL; paf = paf->next) { if (paf->location != APPLY_NONE && paf->modifier != 0) { sprintf(buf, "Affects %s by %d", flag_string(apply_types, paf->location), paf->modifier); chprint(ch, buf); if (paf->duration > -1) sprintf(buf, ", %d hours.\n\r", paf->duration); else sprintf(buf, ".\n\r"); chprint(ch, buf); if (paf->bitvector) { switch (paf->where) { case TO_AFFECTS: sprintf(buf, "Adds %s affect.\n", flag_string(affect_flags, paf->bitvector)); break; case TO_OBJECT: sprintf(buf, "Adds %s object flag.\n", flag_string(extra_flags, paf->bitvector)); break; case TO_WEAPON: sprintf(buf, "Adds %s weapon flags.\n", flag_string(weapon_type2, paf->bitvector)); break; case TO_IMMUNE: sprintf(buf, "Adds immunity to %s.\n", flag_string(imm_flags, paf->bitvector)); break; case TO_RESIST: sprintf(buf, "Adds resistance to %s.\n\r", flag_string(imm_flags, paf->bitvector)); break; case TO_VULN: sprintf(buf, "Adds vulnerability to %s.\n\r", flag_string(imm_flags, paf->bitvector)); break; default: sprintf(buf, "Unknown bit %d.\n\r", paf->where); break; } chprint(ch, buf); } } } return; } MAGIC(spell_infravision) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_INFRARED)) { if (victim == ch) chprintln(ch, "You can already see in the dark."); 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.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char(victim, &af); chprintln(victim, "Your eyes glow red."); return; } MAGIC(spell_invis) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; /* object invisibility */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_INVIS)) { act("$p is already invisible.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_OBJECT; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ITEM_INVIS; affect_to_obj(obj, &af); act("$p fades out of sight.", ch, obj, NULL, TO_ALL); return; } /* character invisibility */ victim = (CHAR_DATA *) vo; if (IS_AFFECTED(victim, AFF_INVISIBLE)) return; act("$n fades out of existence.", victim, NULL, NULL, TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level + 12; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char(victim, &af); chprintln(victim, "You fade out of existence."); return; } MAGIC(spell_know_alignment) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if (ap > 700) msg = "$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; } MAGIC(spell_lightning_bolt) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 25, 28, 31, 34, 37, 40, 40, 41, 42, 42, 43, 44, 44, 45, 46, 46, 47, 48, 48, 49, 50, 50, 51, 52, 52, 53, 54, 54, 55, 56, 56, 57, 58, 58, 59, 60, 60, 61, 62, 62, 63, 64 }; int dam; level = UMIN(level, (int) sizeof(dam_each) / (int) 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_LIGHTNING)) dam /= 2; damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } MAGIC(spell_locate_object) { BUFFER *buffer; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; int number = 0, max_found; found = FALSE; number = 0; max_found = IS_IMMORTAL(ch) ? 200 : 2 * level; buffer = new_buf(); for (obj = object_first; obj != NULL; obj = obj->next) { if (!can_see_obj(ch, obj) || !is_name(target_name, obj->name) || IS_OBJ_STAT(obj, ITEM_NOLOCATE) || 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(ch, in_obj->carried_by)) { bprintlnf(buffer, "one is carried by %s", PERS(in_obj->carried_by, ch)); } else { if (IS_IMMORTAL(ch) && in_obj->in_room != NULL) bprintlnf(buffer, "one is in %s [Room %ld]", in_obj->in_room->name, in_obj->in_room->vnum); else bprintlnf(buffer, "one is in %s", in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name); } if (number >= max_found) break; } if (!found) chprintln(ch, "Nothing like that in heaven or earth."); else sendpage(ch, buf_string(buffer)); free_buf(buffer); return; } MAGIC(spell_magic_missile) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14 }; int dam; level = UMIN(level, (int) sizeof(dam_each) / (int) 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_ENERGY)) dam /= 2; damage(ch, victim, dam, sn, DAM_ENERGY, TRUE); return; } MAGIC(spell_mass_healing) { CHAR_DATA *gch; int heal_num, refresh_num; heal_num = skill_lookup("heal"); refresh_num = skill_lookup("refresh"); for (gch = ch->in_room->first_person; 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, TARGET_CHAR); spell_refresh(refresh_num, level, ch, (void *) gch, TARGET_CHAR); } } } MAGIC(spell_mass_invis) { AFFECT_DATA af; CHAR_DATA *gch; for (gch = ch->in_room->first_person; 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); chprintln(gch, "You slowly fade out of existence."); af.where = TO_AFFECTS; af.type = sn; af.level = level / 2; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char(gch, &af); } chprintln(ch, "Ok."); return; } MAGIC(spell_null) { chprintln(ch, "That's not a spell!"); return; } MAGIC(spell_pass_door) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_PASS_DOOR)) { if (victim == ch) chprintln(ch, "You are already out of phase."); else act("$N is already shifted out of phase.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = number_fuzzy(level / 4); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char(victim, &af); act("$n turns translucent.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "You turn translucent."); return; } /* RT plague spell, very nasty */ MAGIC(spell_plague) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (saves_spell(level, victim, DAM_DISEASE) || (IS_NPC(victim) && IS_SET(victim->act, ACT_UNDEAD))) { if (ch == victim) chprintln(ch, "You feel momentarily ill, but it passes."); else act("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level * 3 / 4; af.duration = level; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; affect_join(victim, &af); chprintln(victim, "You scream in agony as plague sores erupt from your skin."); act("$n screams in agony as plague sores erupt from $s skin.", victim, NULL, NULL, TO_ROOM); } MAGIC(spell_poison) { CHAR_DATA *victim; OBJ_DATA *obj; AFFECT_DATA af; if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON) { if (IS_OBJ_STAT(obj, ITEM_BLESS) || IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("Your spell fails to corrupt $p.", ch, obj, NULL, TO_CHAR); return; } obj->value[3] = 1; act("$p is infused with poisonous vapors.", ch, obj, NULL, TO_ALL); return; } if (obj->item_type == ITEM_WEAPON) { if (IS_WEAPON_STAT(obj, WEAPON_FLAMING) || IS_WEAPON_STAT(obj, WEAPON_FROST) || IS_WEAPON_STAT(obj, WEAPON_VAMPIRIC) || IS_WEAPON_STAT(obj, WEAPON_SHARP) || IS_WEAPON_STAT(obj, WEAPON_VORPAL) || IS_WEAPON_STAT(obj, WEAPON_SHOCKING) || IS_OBJ_STAT(obj, ITEM_BLESS) || IS_OBJ_STAT(obj, ITEM_BURN_PROOF)) { act("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR); return; } if (IS_WEAPON_STAT(obj, WEAPON_POISON)) { act("$p is already envenomed.", ch, obj, NULL, TO_CHAR); return; } af.where = TO_WEAPON; af.type = sn; af.level = level / 2; af.duration = level / 8; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = WEAPON_POISON; affect_to_obj(obj, &af); act("$p is coated with deadly venom.", ch, obj, NULL, TO_ALL); return; } act("You can't poison $p.", ch, obj, NULL, TO_CHAR); return; } victim = (CHAR_DATA *) vo; if (saves_spell(level, victim, DAM_POISON)) { act("$n turns slightly green, but it passes.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "You feel momentarily ill, but it passes."); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_STR; af.modifier = -2; af.bitvector = AFF_POISON; affect_join(victim, &af); chprintln(victim, "You feel very sick."); act("$n looks very ill.", victim, NULL, NULL, TO_ROOM); return; } MAGIC(spell_protection_evil) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_PROTECT_EVIL) || IS_AFFECTED(victim, AFF_PROTECT_GOOD)) { if (victim == ch) chprintln(ch, "You are already protected."); else act("$N is already protected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_EVIL; affect_to_char(victim, &af); chprintln(victim, "You feel holy and pure."); if (ch != victim) act("$N is protected from evil.", ch, NULL, victim, TO_CHAR); return; } MAGIC(spell_protection_good) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_PROTECT_GOOD) || IS_AFFECTED(victim, AFF_PROTECT_EVIL)) { if (victim == ch) chprintln(ch, "You are already protected."); else act("$N is already protected.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.location = APPLY_SAVING_SPELL; af.modifier = -1; af.bitvector = AFF_PROTECT_GOOD; affect_to_char(victim, &af); chprintln(victim, "You feel aligned with darkness."); if (ch != victim) act("$N is protected from good.", ch, NULL, victim, TO_CHAR); return; } MAGIC(spell_ray_of_truth) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, align; if (IS_EVIL(ch)) { victim = ch; chprintln(ch, "The energy explodes inside you!"); } if (victim != ch) { act("$n raises $s hand, and a blinding ray of light shoots forth!", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You raise your hand and a blinding ray of light shoots forth!"); } if (IS_GOOD(victim)) { act("$n seems unharmed by the light.", victim, NULL, victim, TO_ROOM); chprintln(victim, "The light seems powerless to affect you."); return; } dam = dice(level, 10); if (saves_spell(level, victim, DAM_HOLY)) dam /= 2; align = victim->alignment; align -= 350; if (align < -1000) align = -1000 + (align + 1000) / 3; dam = (dam * align * align) / 1000000; damage(ch, victim, dam, sn, DAM_HOLY, TRUE); spell_blindness(gsn_blindness, 3 * level / 4, ch, (void *) victim, TARGET_CHAR); } MAGIC(spell_recharge) { OBJ_DATA *obj = (OBJ_DATA *) vo; int chance, percent; if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF) { chprintln(ch, "That item does not carry charges."); return; } if (obj->value[3] >= 3 * level / 2) { chprintln(ch, "Your skills are not great enough for that."); return; } if (obj->value[1] == 0) { chprintln(ch, "That item has already been recharged once."); return; } chance = 40 + 2 * level; chance -= obj->value[3]; /* harder to do high-level spells */ chance -= (obj->value[1] - obj->value[2]) * (obj->value[1] - obj->value[2]); chance = UMAX(level / 2, chance); percent = number_percent(); if (percent < chance / 2) { act("$p glows softly.", ch, obj, NULL, TO_CHAR); act("$p glows softly.", ch, obj, NULL, TO_ROOM); obj->value[2] = UMAX(obj->value[1], obj->value[2]); obj->value[1] = 0; return; } else if (percent <= chance) { int chargeback, chargemax; act("$p glows softly.", ch, obj, NULL, TO_CHAR); act("$p glows softly.", ch, obj, NULL, TO_CHAR); chargemax = obj->value[1] - obj->value[2]; if (chargemax > 0) chargeback = UMAX(1, chargemax * percent / 100); else chargeback = 0; obj->value[2] += chargeback; obj->value[1] = 0; return; } else if (percent <= UMIN(95, 3 * chance / 2)) { chprintln(ch, "Nothing seems to happen."); if (obj->value[1] > 1) obj->value[1]--; return; } else /* whoops! */ { act("$p glows brightly and explodes!", ch, obj, NULL, TO_CHAR); act("$p glows brightly and explodes!", ch, obj, NULL, TO_ROOM); extract_obj(obj); } } MAGIC(spell_refresh) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN(victim->move + level, victim->max_move); if (victim->max_move == victim->move) chprintln(victim, "You feel fully refreshed!"); else chprintln(victim, "You feel less tired."); if (ch != victim) chprintln(ch, "Ok."); return; } MAGIC(spell_remove_curse) { CHAR_DATA *victim; OBJ_DATA *obj; bool found = FALSE; /* do object cases first */ if (target == TARGET_OBJ) { obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_NODROP) || IS_OBJ_STAT(obj, ITEM_NOREMOVE)) { if (!IS_OBJ_STAT(obj, ITEM_NOUNCURSE) && !saves_dispel(level + 2, obj->level, 0)) { REMOVE_BIT(obj->extra_flags, ITEM_NODROP); REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE); act("$p glows blue.", ch, obj, NULL, TO_ALL); return; } act("The curse on $p is beyond your power.", ch, obj, NULL, TO_CHAR); return; } act("There doesn't seem to be a curse on $p.", ch, obj, NULL, TO_CHAR); return; } /* characters */ victim = (CHAR_DATA *) vo; if (check_dispel(level, victim, gsn_curse)) { chprintln(victim, "You feel better."); act("$n looks more relaxed.", victim, NULL, NULL, TO_ROOM); } for (obj = victim->first_carrying; (obj != NULL && !found); obj = obj->next_content) { if ((IS_OBJ_STAT(obj, ITEM_NODROP) || IS_OBJ_STAT(obj, ITEM_NOREMOVE)) && !IS_OBJ_STAT(obj, ITEM_NOUNCURSE)) { /* 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 $p glows blue.", victim, obj, NULL, TO_ROOM); } } } } MAGIC(spell_sanctuary) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_SANCTUARY)) { if (victim == ch) chprintln(ch, "You are already in sanctuary."); else act("$N is already in sanctuary.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 6; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char(victim, &af); act("$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "You are surrounded by a white aura."); return; } MAGIC(spell_shield) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already shielded from harm."); else act("$N is already protected by a shield.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; 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("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "You are surrounded by a force shield."); return; } MAGIC(spell_shocking_grasp) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const int dam_each[] = { 0, 0, 0, 0, 0, 0, 0, 20, 25, 29, 33, 36, 39, 39, 39, 40, 40, 41, 41, 42, 42, 43, 43, 44, 44, 45, 45, 46, 46, 47, 47, 48, 48, 49, 49, 50, 50, 51, 51, 52, 52, 53, 53, 54, 54, 55, 55, 56, 56, 57, 57 }; int dam; level = UMIN(level, (int) sizeof(dam_each) / (int) sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range(dam_each[level] / 2, dam_each[level] * 2); if (saves_spell(level, victim, DAM_LIGHTNING)) dam /= 2; damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); return; } MAGIC(spell_sleep) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_SLEEP) || (IS_NPC(victim) && IS_SET(victim->act, ACT_UNDEAD)) || (level + 2) < victim->level || saves_spell(level - 4, victim, DAM_CHARM)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 4 + level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SLEEP; affect_join(victim, &af); if (IS_AWAKE(victim)) { chprintln(victim, "You feel very sleepy ..... zzzzzz."); act("$n goes to sleep.", victim, NULL, NULL, TO_ROOM); victim->position = POS_SLEEPING; } return; } MAGIC(spell_slow) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || IS_AFFECTED(victim, AFF_SLOW)) { if (victim == ch) chprintln(ch, "You can't move any slower!"); else act("$N can't get any slower than that.", ch, NULL, victim, TO_CHAR); return; } if (saves_spell(level, victim, DAM_OTHER) || IS_SET(victim->imm_flags, IMM_MAGIC)) { if (victim != ch) chprintln(ch, "Nothing seemed to happen."); chprintln(victim, "You feel momentarily lethargic."); return; } if (IS_AFFECTED(victim, AFF_HASTE)) { if (!check_dispel(level, victim, skill_lookup("haste"))) { if (victim != ch) chprintln(ch, "Spell failed."); chprintln(victim, "You feel momentarily slower."); return; } act("$n is moving less quickly.", victim, NULL, NULL, TO_ROOM); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_DEX; af.modifier = -1 - (level >= 18) - (level >= 25) - (level >= 32); af.bitvector = AFF_SLOW; affect_to_char(victim, &af); chprintln(victim, "You feel yourself slowing d o w n..."); act("$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM); return; } MAGIC(spell_stone_skin) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(ch, sn)) { if (victim == ch) chprintln(ch, "Your skin is already as hard as a rock."); else act("$N is already as hard as can be.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char(victim, &af); act("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "Your skin turns to stone."); return; } MAGIC(spell_summon) { CHAR_DATA *victim; if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || IS_SET(ch->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->area->area_flags, AREA_CLOSED) || IS_SET(victim->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ARENA) || (IS_NPC(victim) && is_gqmob(NULL, victim->pIndexData->vnum) != -1) || (IS_NPC(victim) && IS_QUESTOR(ch) && ch->pcdata->questmob == victim->pIndexData->vnum) || (IS_NPC(victim) && IS_SET(victim->act, ACT_AGGRESSIVE)) || victim->level >= level + 3 || (!IS_NPC(victim) && victim->level >= LEVEL_IMMORTAL) || victim->fighting != NULL || (IS_NPC(victim) && IS_SET(victim->imm_flags, IMM_SUMMON)) || (IS_NPC(victim) && victim->pIndexData->pShop != NULL) || (!IS_NPC(victim) && IS_SET(victim->act, PLR_NOSUMMON)) || (IS_NPC(victim) && saves_spell(level, victim, DAM_OTHER))) { chprintln(ch, "You failed."); return; } act("$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_function(victim, &do_look, "auto"); return; } MAGIC(spell_teleport) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *pRoomIndex; if (victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || (victim != ch && IS_SET(victim->imm_flags, IMM_SUMMON)) || (!IS_NPC(ch) && victim->fighting != NULL) || (victim != ch && (saves_spell (level - 5, victim, DAM_OTHER)))) { chprintln(ch, "You failed."); return; } pRoomIndex = get_random_room(victim); if (victim != ch) chprintln(victim, "You have been teleported!"); 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_function(victim, &do_look, "auto"); return; } MAGIC(spell_ventriloquate) { char buf1[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char speaker[MAX_INPUT_LENGTH]; CHAR_DATA *vch; target_name = one_argument(target_name, speaker); sprintf(buf1, "%s says '%s'.\n\r", speaker, target_name); sprintf(buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name); buf1[0] = UPPER(buf1[0]); for (vch = ch->in_room->first_person; vch != NULL; vch = vch->next_in_room) { if (!is_exact_name(speaker, vch->name) && IS_AWAKE(vch)) chprint(vch, saves_spell(level, vch, DAM_OTHER) ? buf2 : buf1); } return; } MAGIC(spell_weaken) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (is_affected(victim, sn) || saves_spell(level, victim, DAM_OTHER)) return; af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -1 * (level / 5); af.bitvector = AFF_WEAKEN; affect_to_char(victim, &af); chprintln(victim, "You feel your strength slip away."); act("$n looks tired and weak.", victim, NULL, NULL, TO_ROOM); return; } /* RT recall spell is back */ MAGIC(spell_word_of_recall) { CHAR_DATA *victim = (CHAR_DATA *) vo; ROOM_INDEX_DATA *location; if (IS_NPC(victim)) return; if ((location = get_room_index(ROOM_VNUM_TEMPLE)) == NULL) { chprintln(victim, "You are completely lost."); return; } if (IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(victim, AFF_CURSE)) { chprintln(victim, "Spell failed."); return; } if (victim->fighting != NULL) stop_fighting(victim, TRUE); ch->move /= 2; act("$n disappears.", victim, NULL, NULL, TO_ROOM); char_from_room(victim); char_to_room(victim, location); act("$n appears in the room.", victim, NULL, NULL, TO_ROOM); do_function(victim, &do_look, "auto"); } /* * NPC spells. */ MAGIC(spell_acid_breath) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n spits acid at $N.", ch, NULL, victim, TO_NOTVICT); act("$n spits a stream of corrosive acid at you.", ch, NULL, victim, TO_VICT); act("You spit acid at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 11 + 1, hpch / 6); dice_dam = dice(level, 16); dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); if (saves_spell(level, victim, DAM_ACID)) { acid_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_ACID, TRUE); } else { acid_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_ACID, TRUE); } } MAGIC(spell_fire_breath) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam; int hpch; act("$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT); act("You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 9 + 1, hpch / 5); dice_dam = dice(level, 20); dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); fire_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->first_person; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if (saves_spell(level, vch, DAM_FIRE)) { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_FIRE, TRUE); } } else /* partial damage */ { if (saves_spell(level - 2, vch, DAM_FIRE)) { fire_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_FIRE, TRUE); } else { fire_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_FIRE, TRUE); } } } } MAGIC(spell_frost_breath) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *vch, *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a freezing cone of frost!", ch, NULL, victim, TO_NOTVICT); act("$n breathes a freezing cone of frost over you!", ch, NULL, victim, TO_VICT); act("You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(12, ch->hit); hp_dam = number_range(hpch / 11 + 1, hpch / 6); dice_dam = dice(level, 16); dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); cold_effect(victim->in_room, level, dam / 2, TARGET_ROOM); for (vch = victim->in_room->first_person; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_safe_spell(ch, vch, TRUE) || (IS_NPC(vch) && IS_NPC(ch) && (ch->fighting != vch || vch->fighting != ch))) continue; if (vch == victim) /* full damage */ { if (saves_spell(level, vch, DAM_COLD)) { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_COLD, TRUE); } } else { if (saves_spell(level - 2, vch, DAM_COLD)) { cold_effect(vch, level / 4, dam / 8, TARGET_CHAR); damage(ch, vch, dam / 4, sn, DAM_COLD, TRUE); } else { cold_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_COLD, TRUE); } } } } MAGIC(spell_gas_breath) { CHAR_DATA *vch; CHAR_DATA *vch_next; int dam, hp_dam, dice_dam, hpch; act("$n breathes out a cloud of poisonous gas!", ch, NULL, NULL, TO_ROOM); act("You breath out a cloud of poisonous gas.", ch, NULL, NULL, TO_CHAR); hpch = UMAX(16, ch->hit); hp_dam = number_range(hpch / 15 + 1, 8); dice_dam = dice(level, 12); dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); poison_effect(ch->in_room, level, dam, TARGET_ROOM); for (vch = ch->in_room->first_person; 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 (saves_spell(level, vch, DAM_POISON)) { poison_effect(vch, level / 2, dam / 4, TARGET_CHAR); damage(ch, vch, dam / 2, sn, DAM_POISON, TRUE); } else { poison_effect(vch, level, dam, TARGET_CHAR); damage(ch, vch, dam, sn, DAM_POISON, TRUE); } } } MAGIC(spell_lightning_breath) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam, hp_dam, dice_dam, hpch; act("$n breathes a bolt of lightning at $N.", ch, NULL, victim, TO_NOTVICT); act("$n breathes a bolt of lightning at you!", ch, NULL, victim, TO_VICT); act("You breathe a bolt of lightning at $N.", ch, NULL, victim, TO_CHAR); hpch = UMAX(10, ch->hit); hp_dam = number_range(hpch / 9 + 1, hpch / 5); dice_dam = dice(level, 20); dam = UMAX(hp_dam + dice_dam / 10, dice_dam + hp_dam / 10); if (saves_spell(level, victim, DAM_LIGHTNING)) { shock_effect(victim, level / 2, dam / 4, TARGET_CHAR); damage(ch, victim, dam / 2, sn, DAM_LIGHTNING, TRUE); } else { shock_effect(victim, level, dam, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_LIGHTNING, TRUE); } } /* * Spells for mega1.are from Glop/Erkenbrand. */ MAGIC(spell_general_purpose) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range(25, 100); if (saves_spell(level, victim, DAM_PIERCE)) dam /= 2; damage(ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } MAGIC(spell_high_explosive) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range(30, 120); if (saves_spell(level, victim, DAM_PIERCE)) dam /= 2; damage(ch, victim, dam, sn, DAM_PIERCE, TRUE); return; } /* add to trivia pill object */ MAGIC(spell_trivia_pill) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (victim == NULL) victim = ch; if (IS_NPC(victim)) return; victim->pcdata->trivia++; chprintln(victim, "You've gained a Trivia Point!"); if (ch != victim) chprintln(ch, "Ok."); return; }