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