/**************************************************************************
* 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 "recycle.h"
#include "tables.h"
#include "olc.h"
#include "vnums.h"
Proto (void say_spell, (CharData *, int));
Proto (bool remove_obj, (CharData *, wloc_t, bool));
Lookup_Fun (skill_lookup)
{
int sn;
for (sn = 0; sn < top_skill; sn++)
{
if (skill_table[sn].name == NULL)
break;
if (tolower (name[0]) == tolower (skill_table[sn].name[0]) &&
!str_prefix (name, skill_table[sn].name))
return sn;
}
return -1;
}
int
spell_lookup (Spell_F * fun)
{
int sn;
for (sn = 0; sn < top_skill; sn++)
{
if (skill_table[sn].spell_fun == NULL)
continue;
if (skill_table[sn].spell_fun == fun)
return sn;
}
return -1;
}
int
find_spell (CharData * ch, const char *name)
{
int sn, found = -1;
if (IsNPC (ch))
return skill_lookup (name);
for (sn = 0; sn < top_skill; sn++)
{
if (skill_table[sn].name == NULL)
break;
if (tolower (name[0]) == tolower (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;
}
void
say_spell (CharData * ch, int sn)
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
CharData *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->person_first; rch; rch = rch->next_in_room)
{
if (rch != ch)
act ((!IsNPC (rch) && is_same_class (ch, rch)) ? buf : buf2,
ch, NULL, rch, TO_VICT);
}
return;
}
bool
saves_spell (int level, CharData * victim, dam_class dam_type)
{
int save;
save = 50 + (victim->level - level) * 5 - victim->saving_throw * 2;
if (IsAffected (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;
default:
break;
}
if (!IsNPC (victim) && has_spells (victim))
save = 9 * save / 10;
save = Range (5, save, 95);
return number_percent () < save;
}
bool
saves_dispel (int dis_level, int spell_level, int duration)
{
int save;
if (duration == -1)
spell_level += 5;
save = 50 + (spell_level - dis_level) * 5;
save = Range (5, save, 95);
return number_percent () < save;
}
bool
check_dispel (int dis_level, CharData * victim, int sn)
{
AffectData *af;
if (is_affected (victim, sn))
{
for (af = victim->affect_first; 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;
}
int
mana_cost (CharData * ch, int min_mana, int level)
{
if (ch->level + 2 == level)
return 1000;
return Max (min_mana, (100 / (2 + ch->level - level)));
}
const char *target_name;
Do_Fun (do_cast)
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
CharData *victim;
ObjData *obj;
void *vo;
int mana;
int sn;
int target;
if (IsNPC (ch) && ch->desc == NULL)
return;
target_name = one_argument (argument, arg1);
one_argument (target_name, arg2);
if (NullStr (arg1))
{
chprintln (ch, "Cast which what where?");
return;
}
if ((sn = find_spell (ch, arg1)) < 1 ||
skill_table[sn].spell_fun == spell_null || (!IsNPC (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 =
Max (skill_table[sn].min_mana,
100 / (2 + ch->level - skill_level (ch, sn)));
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 (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 (!IsNPC (ch))
{
if (is_safe (ch, victim) && victim != ch)
{
chprintln (ch, "Not on that target.");
return;
}
check_killer (ch, victim);
}
if (IsAffected (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 (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 (!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 (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 (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)
{
if (is_safe_spell (ch, victim, false) && victim != ch)
{
chprintln (ch, "Not on that target.");
return;
}
if (IsAffected (ch, AFF_CHARM) && ch->master == victim)
{
chprintln (ch, "You can't do that on your own follower.");
return;
}
if (!IsNPC (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 (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 (!IsNPC (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);
WaitState (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
{
bool ret;
ch->mana -= mana;
if (IsNPC (ch) || has_spells (ch))
ret = (*skill_table[sn].spell_fun) (sn, ch->level, ch, vo, target);
else
ret =
(*skill_table[sn].spell_fun) (sn, 3 * ch->level / 4, ch, vo,
target);
check_improve (ch, sn, ret, 1);
if (ret && skill_table[sn].sound)
act_sound (skill_table[sn].sound, ch, vo,
skill_table[sn].sound->to, POS_RESTING);
}
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE ||
(skill_table[sn].target == TAR_OBJ_CHAR_OFF &&
target == TARGET_CHAR)) && victim != ch && victim->master != ch)
{
CharData *vch;
CharData *vch_next;
for (vch = ch->in_room->person_first; 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;
}
void
obj_cast_spell (int sn, int level, CharData * ch, CharData * victim,
ObjData * obj)
{
void *vo;
int target = TARGET_NONE;
bool ret;
if (sn <= 0)
return;
if (sn >= top_skill || 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 = "";
ret = (*skill_table[sn].spell_fun) (sn, level, ch, vo, target);
if (ret && skill_table[sn].sound)
act_sound (skill_table[sn].sound, ch, vo, skill_table[sn].sound->to,
POS_RESTING);
if ((skill_table[sn].target == TAR_CHAR_OFFENSIVE ||
(skill_table[sn].target == TAR_OBJ_CHAR_OFF &&
target == TARGET_CHAR)) && victim != ch && victim->master != ch)
{
CharData *vch;
CharData *vch_next;
for (vch = ch->in_room->person_first; 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_Fun (spell_acid_blast)
{
CharData *victim = (CharData *) vo;
int dam;
dam = dice (level, 12);
if (saves_spell (level, victim, DAM_ACID))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_ACID, true);
}
Spell_Fun (spell_armor)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn))
{
if (victim == ch)
chprintln (ch, "You are already armored.");
else
act ("$N is already armored.", ch, NULL, victim, TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char (victim, &af);
chprintln (victim, "You feel someone protecting you.");
if (ch != victim)
act ("$N is protected by your magic.", ch, NULL, victim, TO_CHAR);
return true;
}
Spell_Fun (spell_bless)
{
CharData *victim;
ObjData *obj;
AffectData af;
if (target == TARGET_OBJ)
{
obj = (ObjData *) vo;
if (IsObjStat (obj, ITEM_BLESS))
{
act ("$p is already blessed.", ch, obj, NULL, TO_CHAR);
return false;
}
if (IsObjStat (obj, ITEM_EVIL))
{
AffectData *paf;
paf = affect_find (obj->affect_first, gsn_curse);
if (!saves_dispel (level, paf != NULL ? paf->level : obj->level, 0))
{
if (paf != NULL)
affect_remove_obj (obj, paf);
act ("$p glows a pale blue.", ch, obj, NULL, TO_ALL);
RemBit (obj->extra_flags, ITEM_EVIL);
return true;
}
else
{
act ("The evil of $p is too powerful for you to overcome.",
ch, obj, NULL, TO_CHAR);
return false;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 6 + level;
af.location = APPLY_SAVES;
af.modifier = -1;
af.bitvector = ITEM_BLESS;
affect_to_obj (obj, &af);
act ("$p glows with a holy aura.", ch, obj, NULL, TO_ALL);
if (obj->wear_loc != WEAR_NONE)
ch->saving_throw -= 1;
return true;
}
victim = (CharData *) 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 false;
}
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 $N the favor of your god.", ch, NULL, victim, TO_CHAR);
return true;
}
Spell_Fun (spell_blindness)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_BLIND)
|| saves_spell (level, victim, DAM_OTHER))
{
chprintln (ch, "You failed.");
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.location = APPLY_HITROLL;
af.modifier = -4;
af.duration = 1 + level;
af.bitvector = AFF_BLIND;
affect_to_char (victim, &af);
chprintln (victim, "You are blinded!");
act ("$n appears to be blinded.", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_burning_hands)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range ((level | 50) / 2, (level | 50) * 2);
if (saves_spell (level, victim, DAM_FIRE))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_FIRE, true);
}
Spell_Fun (spell_call_lightning)
{
CharData *vch;
CharData *vch_next;
int dam;
if (!IsOutside (ch))
{
chprintln (ch, "You must be out of doors.");
return false;
}
if (ch->in_room->area->weather.precip <= 0)
{
chprintln (ch, "You need bad weather.");
return false;
}
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 && (IsNPC (ch) ? !IsNPC (vch) : IsNPC (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 && IsOutside (vch) &&
IsAwake (vch))
chprintln (vch, "Lightning flashes in the sky.");
}
return true;
}
Spell_Fun (spell_calm)
{
CharData *vch;
int mlevel = 0;
int count = 0;
int high_level = 0;
int chance;
AffectData af;
bool found = false;
for (vch = ch->in_room->person_first; vch != NULL; vch = vch->next_in_room)
{
if (vch->position == POS_FIGHTING)
{
count++;
if (IsNPC (vch))
mlevel += vch->level;
else
mlevel += vch->level / 2;
high_level = Max (high_level, vch->level);
}
}
chance = 4 * level - high_level + 2 * count;
if (IsImmortal (ch))
mlevel = 0;
if (number_range (0, chance) >= mlevel)
{
for (vch = ch->in_room->person_first; vch != NULL;
vch = vch->next_in_room)
{
if (IsNPC (vch) &&
(IsSet (vch->imm_flags, IMM_MAGIC) ||
IsSet (vch->act, ACT_UNDEAD)))
break;
if (IsAffected (vch, AFF_CALM) ||
IsAffected (vch, AFF_BERSERK) ||
is_affected (vch, skill_lookup ("frenzy")))
break;
found = true;
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 (!IsNPC (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);
}
}
return found;
}
Spell_Fun (spell_cancellation)
{
CharData *victim = (CharData *) vo;
bool found = false;
level += 2;
if ((!IsNPC (ch) && IsNPC (victim) &&
!(IsAffected (ch, AFF_CHARM) && ch->master == victim)) ||
(IsNPC (ch) && !IsNPC (victim)))
{
chprintln (ch, "You failed, try dispel magic.");
return false;
}
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 (check_dispel (level, victim, skill_lookup ("force shield")))
{
act ("The force-shield encircling $n fades.", victim, NULL, NULL,
TO_ROOM);
found = true;
}
if (check_dispel (level, victim, skill_lookup ("static shield")))
{
act ("The static energy surrounding $n dissipates.", victim, NULL,
NULL, TO_ROOM);
found = true;
}
if (check_dispel (level, victim, skill_lookup ("flame shield")))
{
act ("The flames protecting $n sputter and die.", victim, NULL, NULL,
TO_ROOM);
found = true;
}
if (found)
chprintln (ch, "Ok.");
else
chprintln (ch, "Spell failed.");
return found;
}
Spell_Fun (spell_cause_light)
{
return damage (ch, (CharData *) vo, dice (1, 8) + level / 3, sn,
DAM_HARM, true);
}
Spell_Fun (spell_cause_critical)
{
return damage (ch, (CharData *) vo, dice (3, 8) + level - 6, sn,
DAM_HARM, true);
}
Spell_Fun (spell_cause_serious)
{
return damage (ch, (CharData *) vo, dice (2, 8) + level / 2, sn,
DAM_HARM, true);
}
Spell_Fun (spell_chain_lightning)
{
CharData *victim = (CharData *) vo;
CharData *tmp_vict, *last_vict, *next_vict;
bool found = false;
int dam;
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;
while (level > 0)
{
found = false;
for (tmp_vict = ch->in_room->person_first; 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;
}
}
if (!found)
{
if (ch == NULL)
return false;
if (last_vict == ch)
{
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 false;
}
last_vict = ch;
act ("The bolt arcs to $n...whoops!", ch, NULL, NULL, TO_ROOM);
chprintln (ch, "You are struck by your own lightning!");
dam = dice (level, 6);
if (saves_spell (level, ch, DAM_LIGHTNING))
dam /= 3;
damage (ch, ch, dam, sn, DAM_LIGHTNING, true);
level -= 4;
if (ch == NULL)
return false;
}
}
return found;
}
Spell_Fun (spell_change_sex)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn))
{
if (victim == ch)
chprintln (ch, "You've already been changed.");
else
act ("$N has already had $s(?) sex changed.", ch, NULL,
victim, TO_CHAR);
return false;
}
if (saves_spell (level, victim, DAM_OTHER))
return false;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SEX;
do
{
af.modifier = number_range (0, 2) - victim->sex;
}
while (af.modifier == 0);
af.bitvector = 0;
affect_to_char (victim, &af);
chprintln (victim, "You feel different.");
act ("$n doesn't look like $mself anymore...", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_charm_person)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_safe (ch, victim))
return false;
if (victim == ch)
{
chprintln (ch, "You like yourself even better!");
return false;
}
if (IsAffected (victim, AFF_CHARM) || IsAffected (ch, AFF_CHARM) ||
level < victim->level || IsSet (victim->imm_flags, IMM_CHARM) ||
saves_spell (level, victim, DAM_CHARM))
return false;
if (IsSet (victim->in_room->room_flags, ROOM_LAW))
{
chprintln (ch, "The mayor does not allow charming in the city limits.");
return false;
}
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 true;
}
Spell_Fun (spell_chill_touch)
{
CharData *victim = (CharData *) vo;
AffectData af;
int dam;
dam = number_range ((level | 50) / 2, (level | 50) * 2);
if (!saves_spell (level, victim, DAM_COLD))
{
act ("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -1;
af.bitvector = 0;
affect_join (victim, &af);
}
else
{
dam /= 2;
}
return damage (ch, victim, dam, sn, DAM_COLD, true);
}
Spell_Fun (spell_color_spray)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range ((level | 50) / 2, (level | 50) * 2);
if (saves_spell (level, victim, DAM_LIGHT))
dam /= 2;
else
spell_blindness (skill_lookup ("blindness"), level / 2, ch,
(void *) victim, TARGET_CHAR);
return damage (ch, victim, dam, sn, DAM_LIGHT, true);
}
Spell_Fun (spell_continual_light)
{
ObjData *light;
if (!NullStr (target_name))
{
light = get_obj_carry (ch, target_name, ch);
if (light == NULL)
{
chprintln (ch, "You don't see that here.");
return false;
}
if (IsObjStat (light, ITEM_GLOW))
{
act ("$p is already glowing.", ch, light, NULL, TO_CHAR);
return false;
}
SetBit (light->extra_flags, ITEM_GLOW);
act ("$p glows with a white light.", ch, light, NULL, TO_ALL);
return true;
}
light = create_object (get_obj_index (OBJ_VNUM_LIGHT_BALL), 0);
obj_to_room (light, ch->in_room);
act ("$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM);
act ("You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR);
return true;
}
Spell_Fun (spell_control_weather)
{
WeatherData *weath;
int change;
weath = &ch->in_room->area->weather;
change = number_range (-mud_info.rand_factor, mud_info.rand_factor) +
(ch->level * 3) / (2 * mud_info.max_vector);
if (!str_cmp (target_name, "warmer"))
weath->temp_vector += change;
else if (!str_cmp (target_name, "colder"))
weath->temp_vector -= change;
else if (!str_cmp (target_name, "wetter"))
weath->precip_vector += change;
else if (!str_cmp (target_name, "drier"))
weath->precip_vector -= change;
else if (!str_cmp (target_name, "windier"))
weath->wind_vector += change;
else if (!str_cmp (target_name, "calmer"))
weath->wind_vector -= change;
else
{
chprintln (ch, "Do you want it to get warmer, colder, wetter, "
"drier, windier, or calmer?");
return false;
}
weath->temp_vector = Range (-mud_info.max_vector,
weath->temp_vector, mud_info.max_vector);
weath->precip_vector = Range (-mud_info.max_vector,
weath->precip_vector, mud_info.max_vector);
weath->wind_vector =
Range (-mud_info.max_vector, weath->wind_vector, mud_info.max_vector);
chprintln (ch, "The weather is altered by your magic.");
return true;
}
Spell_Fun (spell_create_food)
{
ObjData *mushroom;
mushroom = create_object (get_obj_index (OBJ_VNUM_MUSHROOM), 0);
mushroom->value[0] = level / 2;
mushroom->value[1] = level;
obj_to_room (mushroom, ch->in_room);
act ("$p suddenly appears.", ch, mushroom, NULL, TO_ROOM);
act ("$p suddenly appears.", ch, mushroom, NULL, TO_CHAR);
return true;
}
Spell_Fun (spell_create_rose)
{
ObjData *rose;
rose = create_object (get_obj_index (OBJ_VNUM_ROSE), 0);
act ("$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 true;
}
Spell_Fun (spell_create_spring)
{
ObjData *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 true;
}
Spell_Fun (spell_create_water)
{
ObjData *obj = (ObjData *) vo;
int water;
WeatherData *weath;
if (obj->item_type != ITEM_DRINK_CON)
{
chprintln (ch, "It is unable to hold water.");
return false;
}
if (obj->value[2] != LIQ_WATER && obj->value[1] != 0)
{
chprintln (ch, "It contains some other liquid.");
return false;
}
weath = &ch->in_room->area->weather;
water = Min (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_str (&obj->name, buf);
}
act ("$p is filled.", ch, obj, NULL, TO_CHAR);
}
return true;
}
Spell_Fun (spell_cure_blindness)
{
CharData *victim = (CharData *) vo;
if (!is_affected (victim, gsn_blindness))
{
if (victim == ch)
chprintln (ch, "You aren't blind.");
else
act ("$N doesn't appear to be blinded.", ch, NULL, victim, TO_CHAR);
return false;
}
if (check_dispel (level, victim, gsn_blindness))
{
chprintln (victim, "Your vision returns!");
act ("$n is no longer blinded.", victim, NULL, NULL, TO_ROOM);
return true;
}
else
{
chprintln (ch, "Spell failed.");
return false;
}
}
Spell_Fun (spell_cure_critical)
{
CharData *victim = (CharData *) vo;
int heal;
heal = dice (3, 8) + level - 6;
victim->hit = Min (victim->hit + heal, victim->max_hit);
update_pos (victim);
chprintln (victim, "You feel better!");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_cure_disease)
{
CharData *victim = (CharData *) vo;
if (!is_affected (victim, gsn_plague))
{
if (victim == ch)
chprintln (ch, "You aren't ill.");
else
act ("$N doesn't appear to be diseased.", ch, NULL, victim, TO_CHAR);
return false;
}
if (check_dispel (level, victim, gsn_plague))
{
chprintln (victim, "Your sores vanish.");
act ("$n looks relieved as $s sores vanish.", victim, NULL, NULL,
TO_ROOM);
return true;
}
else
{
chprintln (ch, "Spell failed.");
return false;
}
}
Spell_Fun (spell_cure_light)
{
CharData *victim = (CharData *) vo;
int heal;
heal = dice (1, 8) + level / 3;
victim->hit = Min (victim->hit + heal, victim->max_hit);
update_pos (victim);
chprintln (victim, "You feel better!");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_cure_poison)
{
CharData *victim = (CharData *) vo;
if (!is_affected (victim, gsn_poison))
{
if (victim == ch)
chprintln (ch, "You aren't poisoned.");
else
act ("$N doesn't appear to be poisoned.", ch, NULL, victim, TO_CHAR);
return false;
}
if (check_dispel (level, victim, gsn_poison))
{
chprintln (victim, "A warm feeling runs through your body.");
act ("$n looks much better.", victim, NULL, NULL, TO_ROOM);
return true;
}
else
{
chprintln (ch, "Spell failed.");
return false;
}
}
Spell_Fun (spell_cure_serious)
{
CharData *victim = (CharData *) vo;
int heal;
heal = dice (2, 8) + level / 2;
victim->hit = Min (victim->hit + heal, victim->max_hit);
update_pos (victim);
chprintln (victim, "You feel better!");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_curse)
{
CharData *victim;
ObjData *obj;
AffectData af;
if (target == TARGET_OBJ)
{
obj = (ObjData *) vo;
if (IsObjStat (obj, ITEM_EVIL))
{
act ("$p is already filled with evil.", ch, obj, NULL, TO_CHAR);
return false;
}
if (IsObjStat (obj, ITEM_BLESS))
{
AffectData *paf;
paf = affect_find (obj->affect_first, 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);
RemBit (obj->extra_flags, ITEM_BLESS);
return true;
}
else
{
act
("The holy aura of $p is too powerful for you to overcome.",
ch, obj, NULL, TO_CHAR);
return false;
}
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = 2 * level;
af.location = APPLY_SAVES;
af.modifier = +1;
af.bitvector = ITEM_EVIL;
affect_to_obj (obj, &af);
act ("$p glows with a malevolent aura.", ch, obj, NULL, TO_ALL);
if (obj->wear_loc != WEAR_NONE)
ch->saving_throw += 1;
return true;
}
victim = (CharData *) vo;
if (IsAffected (victim, AFF_CURSE) ||
saves_spell (level, victim, DAM_NEGATIVE))
return false;
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 ("$N looks very uncomfortable.", ch, NULL, victim, TO_CHAR);
return true;
}
Spell_Fun (spell_demonfire)
{
CharData *victim = (CharData *) vo;
int dam;
bool ret;
if (!IsNPC (ch) && !IsEvil (ch))
{
victim = ch;
chprintln (ch, "The demons turn upon you!");
}
ch->alignment = Max (-1000, ch->alignment - 50);
if (victim != ch)
{
act ("$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;
ret =
spell_curse (gsn_curse, 3 * level / 4, ch, (void *) victim, TARGET_CHAR);
return ret || damage (ch, victim, dam, sn, DAM_NEGATIVE, true);
}
Spell_Fun (spell_detect_evil)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_DETECT_EVIL))
{
if (victim == ch)
chprintln (ch, "You can already sense evil.");
else
act ("$N can already detect evil.", ch, NULL, victim, TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char (victim, &af);
chprintln (victim, "Your eyes tingle.");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_detect_good)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_DETECT_GOOD))
{
if (victim == ch)
chprintln (ch, "You can already sense good.");
else
act ("$N can already detect good.", ch, NULL, victim, TO_CHAR);
return false;
}
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 true;
}
Spell_Fun (spell_detect_hidden)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_DETECT_HIDDEN))
{
if (victim == ch)
chprintln (ch, "You are already as alert as you can be. ");
else
act ("$N can already sense hidden lifeforms.", ch, NULL,
victim, TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char (victim, &af);
chprintln (victim, "Your awareness improves.");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_detect_invis)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_DETECT_INVIS))
{
if (victim == ch)
chprintln (ch, "You can already see invisible.");
else
act ("$N can already see invisible things.", ch, NULL, victim,
TO_CHAR);
return false;
}
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 true;
}
Spell_Fun (spell_detect_magic)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_DETECT_MAGIC))
{
if (victim == ch)
chprintln (ch, "You can already sense magical auras.");
else
act ("$N can already detect magic.", ch, NULL, victim, TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char (victim, &af);
chprintln (victim, "Your eyes tingle.");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_detect_poison)
{
ObjData *obj = (ObjData *) vo;
if (obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD)
{
if (obj->value[3] != 0)
chprintln (ch, "You smell poisonous fumes.");
else
chprintln (ch, "It looks delicious.");
}
else
{
chprintln (ch, "It doesn't look poisoned.");
}
return true;
}
Spell_Fun (spell_dispel_evil)
{
CharData *victim = (CharData *) vo;
int dam;
if (!IsNPC (ch) && IsEvil (ch))
victim = ch;
if (IsGood (victim))
{
act ("$G protects $N.", ch, NULL, victim, TO_ROOM);
return false;
}
if (IsNeutral (victim))
{
act ("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
return false;
}
if (victim->hit > (ch->level * 4))
dam = dice (level, 4);
else
dam = Max (victim->hit, dice (level, 4));
if (saves_spell (level, victim, DAM_HOLY))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_HOLY, true);
}
Spell_Fun (spell_dispel_good)
{
CharData *victim = (CharData *) vo;
int dam;
if (!IsNPC (ch) && IsGood (ch))
victim = ch;
if (IsEvil (victim))
{
act ("$N is protected by $S evil.", ch, NULL, victim, TO_ROOM);
return false;
}
if (IsNeutral (victim))
{
act ("$N does not seem to be affected.", ch, NULL, victim, TO_CHAR);
return false;
}
if (victim->hit > (ch->level * 4))
dam = dice (level, 4);
else
dam = Max (victim->hit, dice (level, 4));
if (saves_spell (level, victim, DAM_NEGATIVE))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_NEGATIVE, true);
}
Spell_Fun (spell_dispel_magic)
{
CharData *victim = (CharData *) vo;
bool found = false;
if (saves_spell (level, victim, DAM_OTHER))
{
chprintln (victim, "You feel a brief tingling sensation.");
chprintln (ch, "You failed.");
return false;
}
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 (IsAffected (victim, AFF_SANCTUARY) &&
!saves_dispel (level, victim->level, -1) &&
!is_affected (victim, skill_lookup ("sanctuary")))
{
RemBit (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 (check_dispel (level, victim, skill_lookup ("force shield")))
{
act ("The force-shield encircling $n fades.", victim, NULL, NULL,
TO_ROOM);
found = true;
}
if (check_dispel (level, victim, skill_lookup ("static shield")))
{
act ("The static energy surrounding $n dissipates.", victim, NULL,
NULL, TO_ROOM);
found = true;
}
if (check_dispel (level, victim, skill_lookup ("flame shield")))
{
act ("The flames protecting $n sputter and die.", victim, NULL, NULL,
TO_ROOM);
found = true;
}
if (found)
chprintln (ch, "Ok.");
else
chprintln (ch, "Spell failed.");
return found;
}
Spell_Fun (spell_earthquake)
{
CharData *vch;
CharData *vch_next;
chprintln (ch, "The earth trembles beneath your feet!");
act ("$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 (IsAffected (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 true;
}
Spell_Fun (spell_enchant_armor)
{
ObjData *obj = (ObjData *) vo;
AffectData *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 false;
}
if (obj->wear_loc != WEAR_NONE)
{
chprintln (ch, "The item must be carried to be enchanted.");
return false;
}
if (IsObjStat (obj, ITEM_QUEST))
{
chprintln (ch, "You can't enchant quest items.");
return false;
}
ac_bonus = 0;
fail = 25;
if (!obj->enchanted)
for (paf = obj->pIndexData->affect_first; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
ac_bonus = paf->modifier;
ac_found = true;
fail += 5 * (ac_bonus * ac_bonus);
}
else
fail += 20;
}
for (paf = obj->affect_first; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
ac_bonus = paf->modifier;
ac_found = true;
fail += 5 * (ac_bonus * ac_bonus);
}
else
fail += 20;
}
fail -= level;
if (IsObjStat (obj, ITEM_BLESS))
fail -= 15;
if (IsObjStat (obj, ITEM_GLOW))
fail -= 5;
fail = Range (5, fail, 85);
result = number_percent ();
if (result < (fail / 5))
{
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 false;
}
if (result < (fail / 3))
{
AffectData *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;
for (paf = obj->affect_first; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect (paf);
}
obj->affect_first = NULL;
obj->extra_flags = 0;
return false;
}
if (result <= fail)
{
chprintln (ch, "Nothing seemed to happen.");
return false;
}
if (!obj->enchanted)
{
AffectData *af_new;
obj->enchanted = true;
for (paf = obj->pIndexData->affect_first; paf != NULL; paf = paf->next)
{
af_new = new_affect ();
Link (af_new, obj->affect, next, prev);
af_new->where = paf->where;
af_new->type = Max (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))
{
act ("$p shimmers with a gold aura.", ch, obj, NULL, TO_CHAR);
act ("$p shimmers with a gold aura.", ch, obj, NULL, TO_ROOM);
SetBit (obj->extra_flags, ITEM_MAGIC);
added = -1;
}
else
{
act ("$p glows a brillant gold!", ch, obj, NULL, TO_CHAR);
act ("$p glows a brillant gold!", ch, obj, NULL, TO_ROOM);
SetBit (obj->extra_flags, ITEM_MAGIC);
SetBit (obj->extra_flags, ITEM_GLOW);
added = -2;
}
if (obj->level < MAX_MORTAL_LEVEL)
obj->level = Min (MAX_MORTAL_LEVEL - 1, obj->level + 1);
if (ac_found)
{
for (paf = obj->affect_first; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_AC)
{
paf->type = sn;
paf->modifier += added;
paf->level = Max (paf->level, level);
}
}
}
else
{
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->affect, next, prev);
}
return true;
}
Spell_Fun (spell_enchant_weapon)
{
ObjData *obj = (ObjData *) vo;
AffectData *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 false;
}
if (obj->wear_loc != WEAR_NONE)
{
chprintln (ch, "The item must be carried to be enchanted.");
return false;
}
if (IsObjStat (obj, ITEM_QUEST))
{
chprintln (ch, "You can't enchant quest items.");
return false;
}
hit_bonus = 0;
dam_bonus = 0;
fail = 25;
if (!obj->enchanted)
for (paf = obj->pIndexData->affect_first; 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
fail += 25;
}
for (paf = obj->affect_first; 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
fail += 25;
}
fail -= 3 * level / 2;
if (IsObjStat (obj, ITEM_BLESS))
fail -= 15;
if (IsObjStat (obj, ITEM_GLOW))
fail -= 5;
fail = Range (5, fail, 95);
result = number_percent ();
if (result < (fail / 5))
{
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 false;
}
if (result < (fail / 2))
{
AffectData *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;
for (paf = obj->affect_first; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
free_affect (paf);
}
obj->affect_first = NULL;
obj->extra_flags = 0;
return false;
}
if (result <= fail)
{
chprintln (ch, "Nothing seemed to happen.");
return false;
}
if (!obj->enchanted)
{
AffectData *af_new;
obj->enchanted = true;
for (paf = obj->pIndexData->affect_first; paf != NULL; paf = paf->next)
{
af_new = new_affect ();
Link (af_new, obj->affect, next, prev);
af_new->where = paf->where;
af_new->type = Max (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))
{
act ("$p glows blue.", ch, obj, NULL, TO_CHAR);
act ("$p glows blue.", ch, obj, NULL, TO_ROOM);
SetBit (obj->extra_flags, ITEM_MAGIC);
added = 1;
}
else
{
act ("$p glows a brillant blue!", ch, obj, NULL, TO_CHAR);
act ("$p glows a brillant blue!", ch, obj, NULL, TO_ROOM);
SetBit (obj->extra_flags, ITEM_MAGIC);
SetBit (obj->extra_flags, ITEM_GLOW);
added = 2;
}
if (obj->level < MAX_MORTAL_LEVEL - 1)
obj->level = Min (MAX_MORTAL_LEVEL - 1, obj->level + 1);
if (dam_found)
{
for (paf = obj->affect_first; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_DAMROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = Max (paf->level, level);
if (paf->modifier > 4)
SetBit (obj->extra_flags, ITEM_HUM);
}
}
}
else
{
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->affect, next, prev);
}
if (hit_found)
{
for (paf = obj->affect_first; paf != NULL; paf = paf->next)
{
if (paf->location == APPLY_HITROLL)
{
paf->type = sn;
paf->modifier += added;
paf->level = Max (paf->level, level);
if (paf->modifier > 4)
SetBit (obj->extra_flags, ITEM_HUM);
}
}
}
else
{
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->affect, next, prev);
}
return true;
}
Spell_Fun (spell_energy_drain)
{
CharData *victim = (CharData *) vo;
int dam;
if (victim != ch)
ch->alignment = Max (-1000, ch->alignment - 50);
if (saves_spell (level, victim, DAM_NEGATIVE))
{
chprintln (victim, "You feel a momentary chill.");
return false;
}
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 true;
}
Spell_Fun (spell_fireball)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range ((level | 50) / 2, (level | 50) * 2);
if (saves_spell (level, victim, DAM_FIRE))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_FIRE, true);
}
Spell_Fun (spell_fireproof)
{
ObjData *obj = (ObjData *) vo;
AffectData af;
if (IsObjStat (obj, ITEM_BURN_PROOF))
{
act ("$p is already protected from burning.", ch, obj, NULL, TO_CHAR);
return false;
}
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);
return true;
}
Spell_Fun (spell_flamestrike)
{
CharData *victim = (CharData *) vo;
int dam;
dam = dice (6 + level / 2, 8);
if (saves_spell (level, victim, DAM_FIRE))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_FIRE, true);
}
Spell_Fun (spell_faerie_fire)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_FAERIE_FIRE))
return false;
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 ("$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_faerie_fog)
{
CharData *ich;
bool found = false;
act ("$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->person_first; 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);
RemBit (ich->affected_by, AFF_HIDE);
RemBit (ich->affected_by, AFF_INVISIBLE);
RemBit (ich->affected_by, AFF_SNEAK);
act ("$n is revealed!", ich, NULL, NULL, TO_ROOM);
chprintln (ich, "You are revealed!");
found = true;
}
return found;
}
Spell_Fun (spell_floating_disc)
{
ObjData *disc, *floating;
floating = get_eq_char (ch, WEAR_FLOAT);
if (floating != NULL && IsObjStat (floating, ITEM_NOREMOVE))
{
act ("You can't remove $p.", ch, floating, NULL, TO_CHAR);
return false;
}
disc = create_object (get_obj_index (OBJ_VNUM_DISC), 0);
disc->value[0] = ch->level * 10;
disc->value[3] = ch->level * 5;
disc->timer = ch->level * 2 - number_range (0, level / 2);
act ("$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 true;
}
Spell_Fun (spell_fly)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_FLYING))
{
if (victim == ch)
chprintln (ch, "You are already airborne.");
else
act ("$N doesn't need your help to fly.", ch, NULL, victim, TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 3;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_FLYING;
affect_to_char (victim, &af);
chprintln (victim, "Your feet rise off the ground.");
act ("$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_frenzy)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn) || IsAffected (victim, AFF_BERSERK))
{
if (victim == ch)
chprintln (ch, "You are already in a frenzy.");
else
act ("$N is already in a frenzy.", ch, NULL, victim, TO_CHAR);
return false;
}
if (is_affected (victim, skill_lookup ("calm")))
{
if (victim == ch)
chprintln (ch, "Why don't you just relax for a while?");
else
act ("$N doesn't look like $e wants to fight anymore.", ch,
NULL, victim, TO_CHAR);
return false;
}
if ((IsGood (ch) && !IsGood (victim)) ||
(IsNeutral (ch) && !IsNeutral (victim)) || (IsEvil (ch)
&& !IsEvil (victim)))
{
act ("Your god doesn't seem to like $N", ch, NULL, victim, TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level / 3;
af.modifier = level / 6;
af.bitvector = 0;
af.location = APPLY_HITROLL;
affect_to_char (victim, &af);
af.location = APPLY_DAMROLL;
affect_to_char (victim, &af);
af.modifier = 10 * (level / 12);
af.location = APPLY_AC;
affect_to_char (victim, &af);
chprintln (victim, "You are filled with holy wrath!");
act ("$n gets a wild look in $s eyes!", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_gate)
{
CharData *victim;
bool gate_pet;
if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch
|| victim->in_room == NULL || !can_see_room (ch, victim->in_room)
|| IsSet (victim->in_room->room_flags, ROOM_SAFE)
|| IsSet (victim->in_room->room_flags, ROOM_ARENA)
|| IsSet (ch->in_room->room_flags, ROOM_ARENA)
|| IsSet (victim->in_room->room_flags, ROOM_PRIVATE)
|| IsSet (victim->in_room->room_flags, ROOM_SOLITARY)
|| IsSet (victim->in_room->room_flags, ROOM_NO_RECALL)
|| IsSet (ch->in_room->room_flags, ROOM_NO_RECALL) || (IsNPC (victim)
&&
is_gqmob (NULL,
victim->
pIndexData->
vnum)
!= -1)
|| (IsNPC (victim) && IsQuester (ch) && ch->pcdata->quest.mob == victim)
|| victim->level >= level + 3 || (is_clan (victim)
&& !is_same_clan (ch, victim))
|| (!IsNPC (victim) && victim->level >= MAX_MORTAL_LEVEL)
|| (IsNPC (victim) && IsSet (victim->imm_flags, IMM_SUMMON))
|| (IsNPC (victim) && saves_spell (level, victim, DAM_OTHER)))
{
chprintln (ch, "You failed.");
return false;
}
if (ch->pet != NULL && ch->in_room == ch->pet->in_room)
gate_pet = true;
else
gate_pet = false;
act ("$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 ("$n has arrived through a gate.", ch->pet, NULL, NULL, TO_ROOM);
do_function (ch->pet, &do_look, "auto");
}
return true;
}
Spell_Fun (spell_giant_strength)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn))
{
if (victim == ch)
chprintln (ch, "You are already as strong as you can get!");
else
act ("$N can't get any stronger.", ch, NULL, victim, TO_CHAR);
return false;
}
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 ("$n's muscles surge with heightened power.", victim, NULL, NULL,
TO_ROOM);
return true;
}
Spell_Fun (spell_harm)
{
CharData *victim = (CharData *) vo;
int dam;
dam = Max (20, victim->hit - dice (1, 4));
if (saves_spell (level, victim, DAM_HARM))
dam = Min (50, dam / 2);
dam = Min (100, dam);
return damage (ch, victim, dam, sn, DAM_HARM, true);
}
Spell_Fun (spell_haste)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn) || IsAffected (victim, AFF_HASTE) ||
IsSet (victim->off_flags, OFF_FAST))
{
if (victim == ch)
chprintln (ch, "You can't move any faster!");
else
act ("$N is already moving as fast as $E can.", ch, NULL,
victim, TO_CHAR);
return false;
}
if (IsAffected (victim, AFF_SLOW))
{
if (!check_dispel (level, victim, skill_lookup ("slow")))
{
if (victim != ch)
chprintln (ch, "Spell failed.");
chprintln (victim, "You feel momentarily faster.");
return false;
}
act ("$n is moving less slowly.", victim, NULL, NULL, TO_ROOM);
return false;
}
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 ("$n is moving more quickly.", victim, NULL, NULL, TO_ROOM);
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_heal)
{
CharData *victim = (CharData *) vo;
victim->hit = Min (victim->hit + 100, victim->max_hit);
update_pos (victim);
chprintln (victim, "A warm feeling fills your body.");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}
Spell_Fun (spell_heat_metal)
{
CharData *victim = (CharData *) vo;
ObjData *obj_lose, *obj_next;
int dam = 0;
bool fail = true;
if (!saves_spell (level + 2, victim, DAM_FIRE) &&
!IsSet (victim->imm_flags, IMM_FIRE))
{
for (obj_lose = victim->carrying_first; obj_lose != NULL;
obj_lose = obj_next)
{
obj_next = obj_lose->next_content;
if (number_range (1, 2 * level) > obj_lose->level &&
!saves_spell (level, victim, DAM_FIRE) &&
!IsObjStat (obj_lose, ITEM_NONMETAL) &&
!IsObjStat (obj_lose, ITEM_BURN_PROOF))
{
switch (obj_lose->item_type)
{
case ITEM_ARMOR:
if (obj_lose->wear_loc != WEAR_NONE)
{
if (can_drop_obj (victim, obj_lose)
&& (obj_lose->weight / 10) <
number_range (1,
2 *
get_curr_stat
(victim,
STAT_DEX))
&& remove_obj (victim, obj_lose->wear_loc, true))
{
act ("$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
{
act ("Your skin is seared by $p!",
victim, obj_lose, NULL, TO_CHAR);
dam += (number_range (1, obj_lose->level));
fail = false;
}
}
else
{
if (can_drop_obj (victim, obj_lose))
{
act ("$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
{
act ("Your skin is seared by $p!",
victim, obj_lose, NULL, TO_CHAR);
dam += (number_range (1, obj_lose->level) / 2);
fail = false;
}
}
break;
case ITEM_WEAPON:
if (obj_lose->wear_loc != WEAR_NONE)
{
if (IsWeaponStat (obj_lose, WEAPON_FLAMING))
continue;
if (can_drop_obj (victim, obj_lose)
&& remove_obj (victim, obj_lose->wear_loc, true))
{
act
("$n is burned by $p, and throws it to the ground.",
victim, obj_lose, NULL, TO_ROOM);
chprintln (victim,
"You throw your red-hot weapon to the ground!");
dam += 1;
obj_from_char (obj_lose);
obj_to_room (obj_lose, victim->in_room);
fail = false;
}
else
{
chprintln (victim, "Your weapon sears your flesh!");
dam += number_range (1, obj_lose->level);
fail = false;
}
}
else
{
if (can_drop_obj (victim, obj_lose))
{
act
("$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
{
act ("Your skin is seared by $p!",
victim, obj_lose, NULL, TO_CHAR);
dam += (number_range (1, obj_lose->level) / 2);
fail = false;
}
}
break;
default:
break;
}
}
}
}
if (fail)
{
chprintln (ch, "Your spell had no effect.");
chprintln (victim, "You feel momentarily warmer.");
return false;
}
else
{
if (saves_spell (level, victim, DAM_FIRE))
dam = 2 * dam / 3;
damage (ch, victim, dam, sn, DAM_FIRE, true);
return true;
}
}
Spell_Fun (spell_holy_word)
{
CharData *vch;
CharData *vch_next;
int dam;
int bless_num, curse_num, frenzy_num;
bless_num = skill_lookup ("bless");
curse_num = skill_lookup ("curse");
frenzy_num = skill_lookup ("frenzy");
act ("$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->person_first; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if ((IsGood (ch) && IsGood (vch)) ||
(IsEvil (ch) && IsEvil (vch)) || (IsNeutral (ch)
&& IsNeutral (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 ((IsGood (ch) && IsEvil (vch)) || (IsEvil (ch) && IsGood (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 (IsNeutral (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;
return true;
}
Spell_Fun (spell_identify)
{
ObjData *obj = (ObjData *) vo;
char buf[MAX_STRING_LENGTH];
AffectData *paf;
chprintlnf (ch,
"Object '%s' is type %s, extra flags %s." NEWLINE
"Weight is %d, value is %ld, level is %d.",
obj->name, flag_string (type_flags, obj->item_type),
flag_string (extra_flags, obj->extra_flags),
obj->weight / 10, obj->cost, obj->level);
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] < top_skill)
{
chprint (ch, " '");
chprint (ch, skill_table[obj->value[1]].name);
chprint (ch, "'");
}
if (obj->value[2] >= 0 && obj->value[2] < top_skill)
{
chprint (ch, " '");
chprint (ch, skill_table[obj->value[2]].name);
chprint (ch, "'");
}
if (obj->value[3] >= 0 && obj->value[3] < top_skill)
{
chprint (ch, " '");
chprint (ch, skill_table[obj->value[3]].name);
chprint (ch, "'");
}
if (obj->value[4] >= 0 && obj->value[4] < top_skill)
{
chprint (ch, " '");
chprint (ch, skill_table[obj->value[4]].name);
chprint (ch, "'");
}
chprintln (ch, ".");
break;
case ITEM_WAND:
case ITEM_STAFF:
chprintf (ch, "Has %ld charges of level %ld", obj->value[2],
obj->value[0]);
if (obj->value[3] >= 0 && obj->value[3] < top_skill)
{
chprint (ch, " '");
chprint (ch, skill_table[obj->value[3]].name);
chprint (ch, "'");
}
chprintln (ch, ".");
break;
case ITEM_DRINK_CON:
chprintlnf (ch, "It holds %s-colored %s.",
liq_table[obj->value[2]].liq_color,
liq_table[obj->value[2]].liq_name);
break;
case ITEM_CONTAINER:
chprintlnf (ch,
"Capacity: %ld# Maximum weight: %ld# flags: %s",
obj->value[0], obj->value[3],
flag_string (container_flags, obj->value[1]));
if (obj->value[4] != 100)
{
chprintlnf (ch, "Weight multiplier: %ld%%", obj->value[4]);
}
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)
chprintlnf (ch, "Damage is %ldd%ld (average %ld).",
obj->value[1], obj->value[2],
(1 + obj->value[2]) * obj->value[1] / 2);
else
chprintlnf (ch, "Damage is %ld to %ld (average %ld).",
obj->value[1], obj->value[2],
(obj->value[1] + obj->value[2]) / 2);
if (obj->value[4])
{
chprintlnf (ch, "Weapons flags: %s",
flag_string (weapon_flags, obj->value[4]));
}
break;
case ITEM_ARMOR:
chprintlnf (ch,
"Armor class is %ld pierce, %ld bash, %ld slash, and %ld vs. magic.",
obj->value[0], obj->value[1], obj->value[2], obj->value[3]);
break;
default:
break;
}
if (!obj->enchanted)
for (paf = obj->pIndexData->affect_first; paf != NULL; paf = paf->next)
{
if (paf->location != APPLY_NONE && paf->modifier != 0)
{
chprintlnf (ch, "Affects %s by %d.",
flag_string (apply_types, paf->location),
paf->modifier);
if (paf->bitvector)
{
switch (paf->where)
{
case TO_AFFECTS:
chprintlnf (ch, "Adds %s affect.",
flag_string (affect_flags, paf->bitvector));
break;
case TO_OBJECT:
chprintlnf (ch,
"Adds %s object flag.",
flag_string (extra_flags, paf->bitvector));
break;
case TO_IMMUNE:
chprintlnf (ch,
"Adds immunity to %s.",
flag_string (imm_flags, paf->bitvector));
break;
case TO_RESIST:
chprintlnf (ch,
"Adds resistance to %s.",
flag_string (imm_flags, paf->bitvector));
break;
case TO_VULN:
chprintlnf (ch,
"Adds vulnerability to %s.",
flag_string (imm_flags, paf->bitvector));
break;
default:
chprintlnf (ch, "Unknown bit %d.", paf->where);
break;
}
}
}
}
for (paf = obj->affect_first; paf != NULL; paf = paf->next)
{
if (paf->location != APPLY_NONE && paf->modifier != 0)
{
chprintf (ch, "Affects %s by %d",
flag_string (apply_types, paf->location), paf->modifier);
if (paf->duration > -1)
chprintlnf (ch, ", %d hours.", paf->duration);
else
chprintln (ch, ".");
if (paf->bitvector)
{
switch (paf->where)
{
case TO_AFFECTS:
chprintlnf (ch, "Adds %s affect.",
flag_string (affect_flags, paf->bitvector));
break;
case TO_OBJECT:
chprintlnf (ch, "Adds %s object flag.",
flag_string (extra_flags, paf->bitvector));
break;
case TO_WEAPON:
chprintlnf (ch, "Adds %s weapon flags.",
flag_string (weapon_flags, paf->bitvector));
break;
case TO_IMMUNE:
chprintlnf (ch, "Adds immunity to %s.",
flag_string (imm_flags, paf->bitvector));
break;
case TO_RESIST:
chprintlnf (ch,
"Adds resistance to %s.",
flag_string (imm_flags, paf->bitvector));
break;
case TO_VULN:
chprintlnf (ch,
"Adds vulnerability to %s.",
flag_string (imm_flags, paf->bitvector));
break;
default:
chprintlnf (ch, "Unknown bit %d.", paf->where);
break;
}
}
}
}
return true;
}
Spell_Fun (spell_infravision)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_INFRARED))
{
if (victim == ch)
chprintln (ch, "You can already see in the dark.");
else
act ("$N already has infravision.", ch, NULL, victim, TO_CHAR);
return false;
}
act ("$n's eyes glow red.", 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 true;
}
Spell_Fun (spell_invis)
{
CharData *victim;
ObjData *obj;
AffectData af;
if (target == TARGET_OBJ)
{
obj = (ObjData *) vo;
if (IsObjStat (obj, ITEM_INVIS))
{
act ("$p is already invisible.", ch, obj, NULL, TO_CHAR);
return false;
}
af.where = TO_OBJECT;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = ITEM_INVIS;
affect_to_obj (obj, &af);
act ("$p fades out of sight.", ch, obj, NULL, TO_ALL);
return true;
}
victim = (CharData *) vo;
if (IsAffected (victim, AFF_INVISIBLE))
return false;
act ("$n fades out of existence.", victim, NULL, NULL, TO_ROOM);
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = level + 12;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_INVISIBLE;
affect_to_char (victim, &af);
chprintln (victim, "You fade out of existence.");
return true;
}
Spell_Fun (spell_know_alignment)
{
CharData *victim = (CharData *) vo;
char *msg;
int ap;
ap = victim->alignment;
if (ap > 700)
msg = "$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 true;
}
Spell_Fun (spell_lightning_bolt)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range ((level | 50) / 2, (level | 50) * 2);
if (saves_spell (level, victim, DAM_LIGHTNING))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_LIGHTNING, true);
}
Spell_Fun (spell_locate_object)
{
Buffer *buffer;
ObjData *obj;
ObjData *in_obj;
bool found;
int number = 0, max_found;
found = false;
number = 0;
max_found = IsImmortal (ch) ? 200 : 2 * level;
buffer = new_buf ();
for (obj = obj_first; obj != NULL; obj = obj->next)
{
if (!can_see_obj (ch, obj) || !is_name (target_name, obj->name)
|| IsObjStat (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 (IsImmortal (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 found;
}
Spell_Fun (spell_magic_missile)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range ((level | 50) / 2, (level | 50) * 2);
if (saves_spell (level, victim, DAM_ENERGY))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_ENERGY, true);
}
Spell_Fun (spell_mass_healing)
{
CharData *gch;
int heal_num, refresh_num;
heal_num = skill_lookup ("heal");
refresh_num = skill_lookup ("refresh");
for (gch = ch->in_room->person_first; gch != NULL; gch = gch->next_in_room)
{
if ((IsNPC (ch) && IsNPC (gch)) || (!IsNPC (ch) && !IsNPC (gch)))
{
spell_heal (heal_num, level, ch, (void *) gch, TARGET_CHAR);
spell_refresh (refresh_num, level, ch, (void *) gch, TARGET_CHAR);
}
}
return true;
}
Spell_Fun (spell_mass_invis)
{
AffectData af;
CharData *gch;
for (gch = ch->in_room->person_first; gch != NULL; gch = gch->next_in_room)
{
if (!is_same_group (gch, ch) || IsAffected (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 true;
}
Spell_Fun (spell_null)
{
chprintln (ch, "That's not a spell!");
return false;
}
Spell_Fun (spell_pass_door)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_PASS_DOOR))
{
if (victim == ch)
chprintln (ch, "You are already out of phase.");
else
act ("$N is already shifted out of phase.", ch, NULL, victim,
TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = number_fuzzy (level / 4);
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_PASS_DOOR;
affect_to_char (victim, &af);
act ("$n turns translucent.", victim, NULL, NULL, TO_ROOM);
chprintln (victim, "You turn translucent.");
return true;
}
Spell_Fun (spell_plague)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (saves_spell (level, victim, DAM_DISEASE) ||
(IsNPC (victim) && IsSet (victim->act, ACT_UNDEAD)))
{
if (ch == victim)
chprintln (ch, "You feel momentarily ill, but it passes.");
else
act ("$N seems to be unaffected.", ch, NULL, victim, TO_CHAR);
return false;
}
af.where = TO_AFFECTS;
af.type = sn;
af.level = level * 3 / 4;
af.duration = level;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
affect_join (victim, &af);
chprintln (victim,
"You scream in agony as plague sores erupt from your skin.");
act ("$n screams in agony as plague sores erupt from $s skin.", victim,
NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_poison)
{
CharData *victim;
ObjData *obj;
AffectData af;
if (target == TARGET_OBJ)
{
obj = (ObjData *) vo;
if (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON)
{
if (IsObjStat (obj, ITEM_BLESS) || IsObjStat (obj, ITEM_BURN_PROOF))
{
act ("Your spell fails to corrupt $p.", ch, obj, NULL, TO_CHAR);
return false;
}
obj->value[3] = 1;
act ("$p is infused with poisonous vapors.", ch, obj, NULL, TO_ALL);
return false;
}
if (obj->item_type == ITEM_WEAPON)
{
if (IsWeaponStat (obj, WEAPON_FLAMING) ||
IsWeaponStat (obj, WEAPON_FROST) ||
IsWeaponStat (obj, WEAPON_VAMPIRIC) ||
IsWeaponStat (obj, WEAPON_SHARP) ||
IsWeaponStat (obj, WEAPON_VORPAL) ||
IsWeaponStat (obj, WEAPON_SHOCKING) ||
IsObjStat (obj, ITEM_BLESS) || IsObjStat (obj, ITEM_BURN_PROOF))
{
act ("You can't seem to envenom $p.", ch, obj, NULL, TO_CHAR);
return false;
}
if (IsWeaponStat (obj, WEAPON_POISON))
{
act ("$p is already envenomed.", ch, obj, NULL, TO_CHAR);
return false;
}
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 true;
}
act ("You can't poison $p.", ch, obj, NULL, TO_CHAR);
return false;
}
victim = (CharData *) vo;
if (saves_spell (level, victim, DAM_POISON))
{
act ("$n turns slightly green, but it passes.", victim, NULL,
NULL, TO_ROOM);
chprintln (victim, "You feel momentarily ill, but it passes.");
return false;
}
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 ("$n looks very ill.", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_protection_evil)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_PROTECT_EVIL) ||
IsAffected (victim, AFF_PROTECT_GOOD))
{
if (victim == ch)
chprintln (ch, "You are already protected.");
else
act ("$N is already protected.", ch, NULL, victim, TO_CHAR);
return false;
}
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 ("$N is protected from evil.", ch, NULL, victim, TO_CHAR);
return true;
}
Spell_Fun (spell_protection_good)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_PROTECT_GOOD) ||
IsAffected (victim, AFF_PROTECT_EVIL))
{
if (victim == ch)
chprintln (ch, "You are already protected.");
else
act ("$N is already protected.", ch, NULL, victim, TO_CHAR);
return false;
}
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 ("$N is protected from good.", ch, NULL, victim, TO_CHAR);
return true;
}
Spell_Fun (spell_ray_of_truth)
{
CharData *victim = (CharData *) vo;
int dam, align;
bool ret;
if (IsEvil (ch))
{
victim = ch;
chprintln (ch, "The energy explodes inside you!");
}
if (victim != ch)
{
act ("$n raises $s hand, and a blinding ray of light shoots forth!",
ch, NULL, NULL, TO_ROOM);
chprintln (ch,
"You raise your hand and a blinding ray of light shoots forth!");
}
if (IsGood (victim))
{
act ("$n seems unharmed by the light.", victim, NULL, victim, TO_ROOM);
chprintln (victim, "The light seems powerless to affect you.");
return false;
}
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;
ret = damage (ch, victim, dam, sn, DAM_HOLY, true);
return ret
|| spell_blindness (gsn_blindness, 3 * level / 4, ch,
(void *) victim, TARGET_CHAR);
}
Spell_Fun (spell_recharge)
{
ObjData *obj = (ObjData *) vo;
int chance, percent;
if (obj->item_type != ITEM_WAND && obj->item_type != ITEM_STAFF)
{
chprintln (ch, "That item does not carry charges.");
return false;
}
if (obj->value[3] >= 3 * level / 2)
{
chprintln (ch, "Your skills are not great enough for that.");
return false;
}
if (obj->value[1] == 0)
{
chprintln (ch, "That item has already been recharged once.");
return false;
}
chance = 40 + 2 * level;
chance -= obj->value[3];
chance -= (obj->value[1] - obj->value[2]) * (obj->value[1] - obj->value[2]);
chance = Max (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] = Max (obj->value[1], obj->value[2]);
obj->value[1] = 0;
return true;
}
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 = Max (1, chargemax * percent / 100);
else
chargeback = 0;
obj->value[2] += chargeback;
obj->value[1] = 0;
return true;
}
else if (percent <= Min (95, 3 * chance / 2))
{
chprintln (ch, "Nothing seems to happen.");
if (obj->value[1] > 1)
obj->value[1]--;
return false;
}
else
{
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);
return false;
}
}
Spell_Fun (spell_refresh)
{
CharData *victim = (CharData *) vo;
victim->move = Min (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 true;
}
Spell_Fun (spell_remove_curse)
{
CharData *victim;
ObjData *obj;
bool found = false;
if (target == TARGET_OBJ)
{
obj = (ObjData *) vo;
if (IsObjStat (obj, ITEM_NODROP) || IsObjStat (obj, ITEM_NOREMOVE))
{
if (!IsObjStat (obj, ITEM_NOUNCURSE) &&
!saves_dispel (level + 2, obj->level, 0))
{
RemBit (obj->extra_flags, ITEM_NODROP);
RemBit (obj->extra_flags, ITEM_NOREMOVE);
act ("$p glows blue.", ch, obj, NULL, TO_ALL);
return true;
}
act ("The curse on $p is beyond your power.", ch, obj,
NULL, TO_CHAR);
return false;
}
act ("There doesn't seem to be a curse on $p.", ch, obj, NULL, TO_CHAR);
return false;
}
victim = (CharData *) vo;
if (check_dispel (level, victim, gsn_curse))
{
chprintln (victim, "You feel better.");
act ("$n looks more relaxed.", victim, NULL, NULL, TO_ROOM);
}
for (obj = victim->carrying_first; (obj != NULL && !found);
obj = obj->next_content)
{
if ((IsObjStat (obj, ITEM_NODROP)
|| IsObjStat (obj, ITEM_NOREMOVE))
&& !IsObjStat (obj, ITEM_NOUNCURSE))
{
if (!saves_dispel (level, obj->level, 0))
{
found = true;
RemBit (obj->extra_flags, ITEM_NODROP);
RemBit (obj->extra_flags, ITEM_NOREMOVE);
act ("Your $p glows blue.", victim, obj, NULL, TO_CHAR);
act ("$n's $p glows blue.", victim, obj, NULL, TO_ROOM);
}
}
}
return found;
}
Spell_Fun (spell_sanctuary)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_SANCTUARY))
{
if (victim == ch)
chprintln (ch, "You are already in sanctuary.");
else
act ("$N is already in sanctuary.", ch, NULL, victim, TO_CHAR);
return false;
}
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 ("$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM);
chprintln (victim, "You are surrounded by a white aura.");
return true;
}
Spell_Fun (spell_shield)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn))
{
if (victim == ch)
chprintln (ch, "You are already shielded from harm.");
else
act ("$N is already protected by a shield.", ch, NULL, victim,
TO_CHAR);
return false;
}
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 ("$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM);
chprintln (victim, "You are surrounded by a force shield.");
return true;
}
Spell_Fun (spell_shocking_grasp)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range ((level | 50) / 2, (level | 50) * 2);
if (saves_spell (level, victim, DAM_LIGHTNING))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_LIGHTNING, true);
}
Spell_Fun (spell_sleep)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (IsAffected (victim, AFF_SLEEP) ||
(IsNPC (victim) && IsSet (victim->act, ACT_UNDEAD)) ||
(level + 2) < victim->level ||
saves_spell (level - 4, victim, DAM_CHARM))
return false;
af.where = TO_AFFECTS;
af.type = sn;
af.level = level;
af.duration = 4 + level;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SLEEP;
affect_join (victim, &af);
if (IsAwake (victim))
{
chprintln (victim, "You feel very sleepy ..... zzzzzz.");
act ("$n goes to sleep.", victim, NULL, NULL, TO_ROOM);
victim->position = POS_SLEEPING;
}
return true;
}
Spell_Fun (spell_slow)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn) || IsAffected (victim, AFF_SLOW))
{
if (victim == ch)
chprintln (ch, "You can't move any slower!");
else
act ("$N can't get any slower than that.", ch, NULL, victim, TO_CHAR);
return false;
}
if (saves_spell (level, victim, DAM_OTHER) ||
IsSet (victim->imm_flags, IMM_MAGIC))
{
if (victim != ch)
chprintln (ch, "Nothing seemed to happen.");
chprintln (victim, "You feel momentarily lethargic.");
return false;
}
if (IsAffected (victim, AFF_HASTE))
{
if (!check_dispel (level, victim, skill_lookup ("haste")))
{
if (victim != ch)
chprintln (ch, "Spell failed.");
chprintln (victim, "You feel momentarily slower.");
return false;
}
act ("$n is moving less quickly.", victim, NULL, NULL, TO_ROOM);
return true;
}
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 ("$n starts to move in slow motion.", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_stone_skin)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (ch, sn))
{
if (victim == ch)
chprintln (ch, "Your skin is already as hard as a rock.");
else
act ("$N is already as hard as can be.", ch, NULL, victim, TO_CHAR);
return false;
}
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 ("$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM);
chprintln (victim, "Your skin turns to stone.");
return true;
}
Spell_Fun (spell_summon)
{
CharData *victim;
if ((victim = get_char_world (ch, target_name)) == NULL ||
victim == ch || victim->in_room == NULL ||
IsSet (ch->in_room->room_flags, ROOM_SAFE) ||
IsSet (victim->in_room->room_flags, ROOM_SAFE) ||
IsSet (victim->in_room->room_flags, ROOM_PRIVATE) ||
IsSet (victim->in_room->room_flags, ROOM_SOLITARY) ||
IsSet (victim->in_room->room_flags, ROOM_NO_RECALL)
|| IsSet (victim->in_room->area->area_flags, AREA_CLOSED)
|| IsSet (victim->in_room->room_flags, ROOM_ARENA)
|| IsSet (ch->in_room->room_flags, ROOM_ARENA)
|| (IsNPC (victim)
&& is_gqmob (NULL, victim->pIndexData->vnum) != -1)
|| (IsNPC (victim) && IsQuester (ch)
&& ch->pcdata->quest.mob == victim)
|| (IsNPC (victim) && IsSet (victim->act, ACT_AGGRESSIVE))
|| victim->level >= level + 3 || (!IsNPC (victim)
&& victim->level >=
LEVEL_IMMORTAL)
|| victim->fighting != NULL || (IsNPC (victim)
&& IsSet (victim->imm_flags,
IMM_SUMMON))
|| (IsNPC (victim) && victim->pIndexData->pShop != NULL)
|| (!IsNPC (victim) && IsSet (victim->act, PLR_NOSUMMON))
|| (IsNPC (victim) && saves_spell (level, victim, DAM_OTHER)))
{
chprintln (ch, "You failed.");
return false;
}
act ("$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 true;
}
Spell_Fun (spell_teleport)
{
CharData *victim = (CharData *) vo;
RoomIndex *pRoomIndex;
if (victim->in_room == NULL ||
IsSet (victim->in_room->room_flags, ROOM_NO_RECALL) ||
(victim != ch && IsSet (victim->imm_flags, IMM_SUMMON)) ||
(!IsNPC (ch) && victim->fighting != NULL) || (victim != ch &&
(saves_spell
(level - 5,
victim, DAM_OTHER))))
{
chprintln (ch, "You failed.");
return false;
}
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 true;
}
Spell_Fun (spell_ventriloquate)
{
char buf1[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
char speaker[MAX_INPUT_LENGTH];
CharData *vch;
bool found = false;
target_name = one_argument (target_name, speaker);
sprintf (buf1, "%s says '%s'.", speaker, target_name);
sprintf (buf2, "Someone makes %s say '%s'.", speaker, target_name);
buf1[skipcol (buf1)] = toupper (buf1[skipcol (buf1)]);
for (vch = ch->in_room->person_first; vch != NULL; vch = vch->next_in_room)
{
if (is_name (speaker, vch->name) && IsAwake (vch))
{
chprintln (vch, saves_spell (level, vch, DAM_OTHER) ? buf2 : buf1);
found = true;
}
}
return found;
}
Spell_Fun (spell_weaken)
{
CharData *victim = (CharData *) vo;
AffectData af;
if (is_affected (victim, sn) || saves_spell (level, victim, DAM_OTHER))
return false;
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 ("$n looks tired and weak.", victim, NULL, NULL, TO_ROOM);
return true;
}
Spell_Fun (spell_word_of_recall)
{
CharData *victim = (CharData *) vo;
RoomIndex *location;
if (IsNPC (victim))
return false;
location = get_room_index (ROOM_VNUM_TEMPLE);
perform_recall (victim, location, "recall");
return true;
}
Spell_Fun (spell_acid_breath)
{
CharData *victim = (CharData *) vo;
int dam, hp_dam, dice_dam, hpch;
act ("$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 $N.", ch, NULL, victim, TO_CHAR);
hpch = Max (12, ch->hit);
hp_dam = number_range (hpch / 11 + 1, hpch / 6);
dice_dam = dice (level, 16);
dam = Max (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
if (saves_spell (level, victim, DAM_ACID))
{
acid_effect (victim, level / 2, dam / 4, TARGET_CHAR);
damage (ch, victim, dam / 2, sn, DAM_ACID, true);
}
else
{
acid_effect (victim, level, dam, TARGET_CHAR);
damage (ch, victim, dam, sn, DAM_ACID, true);
}
return true;
}
Spell_Fun (spell_fire_breath)
{
CharData *victim = (CharData *) vo;
CharData *vch, *vch_next;
int dam, hp_dam, dice_dam;
int hpch;
bool found = false;
act ("$n breathes forth a cone of fire.", ch, NULL, victim, TO_NOTVICT);
act ("$n breathes a cone of hot fire over you!", ch, NULL, victim, TO_VICT);
act ("You breath forth a cone of fire.", ch, NULL, NULL, TO_CHAR);
hpch = Max (10, ch->hit);
hp_dam = number_range (hpch / 9 + 1, hpch / 5);
dice_dam = dice (level, 20);
dam = Max (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
fire_effect (victim->in_room, level, dam / 2, TARGET_ROOM);
for (vch = victim->in_room->person_first; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell (ch, vch, true) ||
(IsNPC (vch) && IsNPC (ch) &&
(ch->fighting != vch || vch->fighting != ch)))
continue;
found = true;
if (vch == victim)
{
if (saves_spell (level, vch, DAM_FIRE))
{
fire_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_FIRE, true);
}
else
{
fire_effect (vch, level, dam, TARGET_CHAR);
damage (ch, vch, dam, sn, DAM_FIRE, true);
}
}
else
{
if (saves_spell (level - 2, vch, DAM_FIRE))
{
fire_effect (vch, level / 4, dam / 8, TARGET_CHAR);
damage (ch, vch, dam / 4, sn, DAM_FIRE, true);
}
else
{
fire_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_FIRE, true);
}
}
}
return found;
}
Spell_Fun (spell_frost_breath)
{
CharData *victim = (CharData *) vo;
CharData *vch, *vch_next;
int dam, hp_dam, dice_dam, hpch;
bool found = false;
act ("$n breathes out a freezing cone of frost!", ch, NULL, victim,
TO_NOTVICT);
act ("$n breathes a freezing cone of frost over you!", ch, NULL, victim,
TO_VICT);
act ("You breath out a cone of frost.", ch, NULL, NULL, TO_CHAR);
hpch = Max (12, ch->hit);
hp_dam = number_range (hpch / 11 + 1, hpch / 6);
dice_dam = dice (level, 16);
dam = Max (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
cold_effect (victim->in_room, level, dam / 2, TARGET_ROOM);
for (vch = victim->in_room->person_first; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell (ch, vch, true) ||
(IsNPC (vch) && IsNPC (ch) &&
(ch->fighting != vch || vch->fighting != ch)))
continue;
found = true;
if (vch == victim)
{
if (saves_spell (level, vch, DAM_COLD))
{
cold_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_COLD, true);
}
else
{
cold_effect (vch, level, dam, TARGET_CHAR);
damage (ch, vch, dam, sn, DAM_COLD, true);
}
}
else
{
if (saves_spell (level - 2, vch, DAM_COLD))
{
cold_effect (vch, level / 4, dam / 8, TARGET_CHAR);
damage (ch, vch, dam / 4, sn, DAM_COLD, true);
}
else
{
cold_effect (vch, level / 2, dam / 4, TARGET_CHAR);
damage (ch, vch, dam / 2, sn, DAM_COLD, true);
}
}
}
return found;
}
Spell_Fun (spell_gas_breath)
{
CharData *vch;
CharData *vch_next;
int dam, hp_dam, dice_dam, hpch;
bool found = false;
act ("$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 = Max (16, ch->hit);
hp_dam = number_range (hpch / 15 + 1, 8);
dice_dam = dice (level, 12);
dam = Max (hp_dam + dice_dam / 10, dice_dam + hp_dam / 10);
poison_effect (ch->in_room, level, dam, TARGET_ROOM);
for (vch = ch->in_room->person_first; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_safe_spell (ch, vch, true) ||
(IsNPC (ch) && IsNPC (vch) &&
(ch->fighting == vch || vch->fighting == ch)))
continue;
found = true;
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);
}
}
return found;
}
Spell_Fun (spell_lightning_breath)
{
CharData *victim = (CharData *) 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 = Max (10, ch->hit);
hp_dam = number_range (hpch / 9 + 1, hpch / 5);
dice_dam = dice (level, 20);
dam = Max (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);
}
return true;
}
Spell_Fun (spell_general_purpose)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range (25, 100);
if (saves_spell (level, victim, DAM_PIERCE))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_PIERCE, true);
}
Spell_Fun (spell_high_explosive)
{
CharData *victim = (CharData *) vo;
int dam;
dam = number_range (30, 120);
if (saves_spell (level, victim, DAM_PIERCE))
dam /= 2;
return damage (ch, victim, dam, sn, DAM_PIERCE, true);
}
Spell_Fun (spell_trivia_pill)
{
CharData *victim = (CharData *) vo;
if (victim == NULL)
victim = ch;
if (IsNPC (victim))
return false;
victim->pcdata->trivia++;
chprintln (victim, "You've gained a Trivia Point!");
if (ch != victim)
chprintln (ch, "Ok.");
return true;
}