/************************************************************************** * 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) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "magic.h" #include "vnums.h" EXTERN const char *target_name; Spell_Fun(spell_farsight) { if (IsAffected(ch, AFF_BLIND)) { chprintln(ch, "Maybe it would help if you could see?"); return false; } do_function(ch, &do_scan, target_name); return true; } Spell_Fun(spell_portal) { CharData *victim; ObjData *portal, *stone; if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch, victim->in_room) || IsSet(victim->in_room->room_flags, ROOM_SAFE) || IsSet(victim->in_room->room_flags, ROOM_PRIVATE) || IsSet(victim->in_room->room_flags, ROOM_SOLITARY) || IsSet(victim->in_room->area->area_flags, AREA_CLOSED) || IsSet(victim->in_room->room_flags, ROOM_ARENA) || IsSet(ch->in_room->room_flags, ROOM_ARENA) || IsSet(victim->in_room->room_flags, ROOM_NO_RECALL) || IsSet(ch->in_room->room_flags, ROOM_NO_RECALL) || (IsNPC(victim) && is_gqmob(NULL, victim-> pIndexData-> vnum) != -1) || (IsNPC(victim) && IsQuester(ch) && ch->pcdata->quest.mob == victim) || victim->level >= level + 3 || (!IsNPC(victim) && victim->level >= MAX_MORTAL_LEVEL) || (IsNPC(victim) && IsSet (victim->imm_flags, IMM_SUMMON)) || (IsNPC(victim) && saves_spell(level, victim, DAM_NONE)) || (is_clan(victim) && !is_same_clan(ch, victim))) { chprintln(ch, "You failed."); return false; } stone = get_eq_char(ch, WEAR_HOLD); if (!IsImmortal(ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { chprintln(ch, "You lack the proper component for this spell."); return false; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj(stone); } portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room(portal, ch->in_room); act("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act("$p rises up before you.", ch, portal, NULL, TO_CHAR); return true; } Spell_Fun(spell_nexus) { CharData *victim; ObjData *portal, *stone; RoomIndex *to_room, *from_room; from_room = ch->in_room; if ((victim = get_char_world(ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room(ch, to_room) || !can_see_room(ch, from_room) || IsSet(to_room->room_flags, ROOM_SAFE) || IsSet(from_room->room_flags, ROOM_SAFE) || IsSet(to_room->room_flags, ROOM_PRIVATE) || IsSet(to_room->room_flags, ROOM_SOLITARY) || IsSet(to_room->room_flags, ROOM_NO_RECALL) || IsSet(from_room->room_flags, ROOM_NO_RECALL) || IsSet(to_room->area->area_flags, AREA_CLOSED) || IsSet(to_room->room_flags, ROOM_ARENA) || IsSet(from_room->room_flags, ROOM_ARENA) || (IsNPC(victim) && is_gqmob(NULL, victim-> pIndexData-> vnum) != -1) || (IsQuester(ch) && ch-> pcdata->quest. mob == victim) || victim->level >= level + 3 || (!IsNPC(victim) && victim->level >= MAX_MORTAL_LEVEL) || (IsNPC(victim) && IsSet (victim->imm_flags, IMM_SUMMON)) || (IsNPC(victim) && saves_spell(level, victim, DAM_NONE)) || (is_clan(victim) && !is_same_clan(ch, victim))) { chprintln(ch, "You failed."); return false; } stone = get_eq_char(ch, WEAR_HOLD); if (!IsImmortal(ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { chprintln(ch, "You lack the proper component for this spell."); return false; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj(stone); } portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room(portal, from_room); act("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act("$p rises up before you.", ch, portal, NULL, TO_CHAR); if (to_room == from_room) return true; portal = create_object(get_obj_index(OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room(portal, to_room); if (to_room->person_first != NULL) { act("$p rises up from the ground.", to_room->person_first, portal, NULL, TO_ROOM); act("$p rises up from the ground.", to_room->person_first, portal, NULL, TO_CHAR); } return true; } Spell_Fun(spell_forceshield) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already force-shielded."); else act("$N is already force-shielded.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_AC; af.modifier = (level / 5) * -1; af.bitvector = AFF_FORCE_SHIELD; affect_to_char(victim, &af); act("A sparkling force-shield encircles $n.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "You are encircled by a sparkling force-shield."); return true; } Spell_Fun(spell_staticshield) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are surrounded by static charge."); else act("$N is already surrounded by static charge.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_AC; af.modifier = (level / 4) * -1; af.bitvector = AFF_STATIC_SHIELD; affect_to_char(victim, &af); act("$n is surrounded by a pulse of static charge.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "You are surrounded by a pulse of static charge."); return true; } Spell_Fun(spell_flameshield) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already protected by fire."); else act("$N is already protected by fire.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = (level / 10); af.location = APPLY_AC; af.modifier = (level / 2) * -1; af.bitvector = AFF_FLAME_SHIELD; affect_to_char(victim, &af); act("$n is shielded by red walls of flame.", victim, NULL, NULL, TO_ROOM); chprintln(victim, "You are shielded by red walls of flame."); return true; } Spell_Fun(spell_channel) { CharData *victim = (CharData *) vo; int heal; heal = dice(3, 3) + (level / 3) * 2; if (ch == victim) { chprintln(ch, "You cannot channel energy into yourself."); return false; } victim->mana = Min(victim->mana + heal, victim->max_mana); update_pos(victim); chprintln(victim, "A swirling cloud of energy engulfs you!"); if (ch != victim) chprintln(ch, "A swirling cloud of energy slips from your fingertips."); return true; } Spell_Fun(spell_investiture) { CharData *victim = (CharData *) vo; int heal; heal = ch->move; victim->mana = Min(victim->mana + heal, victim->max_mana); victim->move = 0; update_pos(victim); chprintln(victim, "{cThe forces of the earth fill you with energy!{x"); act("$n draws magic from the very earth!", ch, NULL, NULL, TO_ROOM); return true; } Spell_Fun(spell_powerstorm) { CharData *vch; CharData *vch_next; bool found = false; act("$n makes a firey blaze of magic engulf the room!", ch, NULL, NULL, TO_ROOM); for (vch = char_first; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && !is_safe_spell(ch, vch, true)) { damage(ch, vch, level / 3 * 2 + dice(20, 20), sn, DAM_FIRE, true); found = true; } continue; } if (vch->in_room->area == ch->in_room->area) found = true; chprintln(vch, "A blazing storm of energy rumbles through the area."); } return found; } Spell_Fun(spell_mana_burn) { CharData *victim = (CharData *) vo; int dam; dam = dice(level, 13); if (saves_spell(level, victim, DAM_FIRE)) dam /= 2; fire_effect(victim, level / 2, dam / 10, TARGET_CHAR); damage(ch, victim, dam, sn, DAM_FIRE, true); return true; } Spell_Fun(spell_bark_skin) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "Your skin is already covered in bark."); else act("$N's skin is already bark.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = -30 - level / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "Your skin becomes as tough as bark."); if (ch != victim) act("$N's skin becomes as tough as bark.", ch, NULL, victim, TO_CHAR); return true; } Spell_Fun(spell_spell_mantle) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already protected against magic."); else act("$N is already protected.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = 1 - level / 6; af.location = APPLY_SAVES; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You are surrounded by a glowing spell mantle."); if (ch != victim) act("$N is surrounded by a glowing spell mantle.", ch, NULL, victim, TO_CHAR); return true; } Spell_Fun(spell_animal_instinct) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already animalistic."); else act("$N is already animalistic.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.modifier = level / 25; af.location = APPLY_STR; af.bitvector = 0; affect_to_char(victim, &af); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.modifier = level / 20; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You suddenly look like a wild beast!"); if (ch != victim) act("$N suddenly grows fangs and claws!", ch, NULL, victim, TO_CHAR); return true; } Spell_Fun(spell_chaos_flare) { CharData *victim = (CharData *) vo; AffectData af; int rnum; if (is_affected(victim, sn)) { if (victim == ch) chprintln(ch, "You are already touched by chaos."); else act("$N's skin is already touched by chaos.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; rnum = number_percent(); if (rnum <= 5) { af.modifier = -30 - level / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "Glinting scales form over your skin!"); if (ch != victim) act("$N's skin is suddenly covered with metallic scales.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 15) { af.modifier = level / 20; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "Sharp spikes jut out of your skin!"); if (ch != victim) act("$N's skin is suddenly covered with jagged spikes.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 25) { af.modifier = level / 20; af.location = APPLY_HITROLL; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "Your eyes gleam."); if (ch != victim) act("$N's eyes gleam.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 35) { af.modifier = level * 2; af.location = APPLY_MOVE; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You suddenly grow an extra set of legs!"); if (ch != victim) act("$N suddenly grows an extra set of legs! Yipes!", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 45) { af.modifier = level / 20; af.location = APPLY_CON; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You grow much tougher!"); if (ch != victim) act("$N seems much tougher all of a sudden.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 50) { af.modifier = level / 4; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "{YA blaze of light surrounds you!{x"); if (ch != victim) act("{YA blazing halo surrounds $N!{x", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 65) { af.modifier = 1 - level / 20; af.location = APPLY_DEX; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "One of your arms suddenly turns into a flipper."); if (ch != victim) act("One of $N's arms turns into a.. dolphin flipper.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 75) { af.modifier = 1 - level / 20; af.location = APPLY_INT; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "Me say wah? You suddenly feel very stoopid."); if (ch != victim) act("$N is suddenly looking very stupid.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 85) { af.modifier = level * 3; af.location = APPLY_HIT; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You grow two sizes bigger!"); if (ch != victim) act("$N suddenly gets bigger.. and bigger.. and bigger.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 95) { af.modifier = 1 + level * 2; af.location = APPLY_AC; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "You suddenly feel quite vulnerable. They're all out to get you!"); if (ch != victim) act("$N looks might paranoid all of a sudden.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 100) { af.modifier = 1 - level; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char(victim, &af); chprintln(victim, "{cAck! You turn into an oozing gelatinous blob!"); if (ch != victim) act("{c$N's been turned into a green oozing blob!{c", ch, NULL, victim, TO_ROOM); return true; } return true; } Spell_Fun(spell_wild_magic) { CharData *victim = (CharData *) vo; int dam; int numba; dam = dice(level * 3 / 2, 14); numba = number_percent(); if (numba <= 10) { if (saves_spell(level, victim, DAM_ACID)) dam /= 2; damage(ch, victim, dam, sn, DAM_ACID, true); acid_effect(victim, level, dam, TARGET_CHAR); return true; } if (numba <= 20) { if (saves_spell(level, victim, DAM_FIRE)) dam /= 2; damage(ch, victim, dam, sn, DAM_FIRE, true); fire_effect(victim, level, dam, TARGET_CHAR); return true; } if (numba <= 30) { if (saves_spell(level, victim, DAM_LIGHTNING)) dam /= 2; damage(ch, victim, dam, sn, DAM_LIGHTNING, true); shock_effect(victim, level, dam, TARGET_CHAR); return true; } if (numba <= 40) { if (saves_spell(level, victim, DAM_COLD)) dam /= 2; damage(ch, victim, dam, sn, DAM_COLD, true); cold_effect(victim, level, dam, TARGET_CHAR); return true; } if (numba <= 50) { if (saves_spell(level, victim, DAM_HOLY)) dam /= 2; damage(ch, victim, dam, sn, DAM_HOLY, true); return true; } if (numba <= 60) { if (saves_spell(level, victim, DAM_LIGHT)) dam /= 2; damage(ch, victim, dam, sn, DAM_LIGHT, true); return true; } if (numba <= 70) { if (saves_spell(level, victim, DAM_DROWNING)) dam /= 2; damage(ch, victim, dam, sn, DAM_DROWNING, true); return true; } if (numba <= 80) { if (saves_spell(level, victim, DAM_DISEASE)) dam /= 2; damage(ch, victim, dam, sn, DAM_DISEASE, true); return true; } if (numba <= 90) { if (saves_spell(level, victim, DAM_SLASH)) dam /= 2; damage(ch, victim, dam, sn, DAM_SLASH, true); return true; } if (numba <= 100) { if (saves_spell(level, victim, DAM_NEGATIVE)) dam /= 2; dam /= 5; damage(ch, victim, dam, sn, DAM_NEGATIVE, true); acid_effect(victim, level, dam, TARGET_CHAR); fire_effect(victim, level, dam, TARGET_CHAR); cold_effect(victim, level, dam, TARGET_CHAR); shock_effect(victim, level, dam, TARGET_CHAR); return true; } return true; }