/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefiting. We hope that you share your changes too. What goes * * around, comes around. * *************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * *************************************************************************** * 1stMud ROM Derivative (c) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "magic.h" #include "vnums.h" EXTERN const char *target_name; Spell_Fun (spell_farsight) { if (IsAffected (ch, AFF_BLIND)) { chprintln (ch, "Maybe it would help if you could see?"); return false; } do_function (ch, &do_scan, target_name); return true; } Spell_Fun (spell_portal) { CharData *victim; ObjData *portal, *stone; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || IsSet (victim->in_room->room_flags, ROOM_SAFE) || IsSet (victim->in_room->room_flags, ROOM_PRIVATE) || IsSet (victim->in_room->room_flags, ROOM_SOLITARY) || IsSet (victim->in_room->area->area_flags, AREA_CLOSED) || IsSet (victim->in_room->room_flags, ROOM_ARENA) || IsSet (ch->in_room->room_flags, ROOM_ARENA) || IsSet (victim->in_room->room_flags, ROOM_NO_RECALL) || IsSet (ch->in_room->room_flags, ROOM_NO_RECALL) || (IsNPC (victim) && is_gqmob (NULL, victim-> pIndexData-> vnum) != -1) || (IsNPC (victim) && IsQuester (ch) && ch->pcdata->quest.mob == victim) || victim->level >= level + 3 || (!IsNPC (victim) && victim->level >= MAX_MORTAL_LEVEL) || (IsNPC (victim) && IsSet (victim->imm_flags, IMM_SUMMON)) || (IsNPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { chprintln (ch, "You failed."); return false; } stone = get_eq_char (ch, WEAR_HOLD); if (!IsImmortal (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { chprintln (ch, "You lack the proper component for this spell."); return false; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room (portal, ch->in_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); return true; } Spell_Fun (spell_nexus) { CharData *victim; ObjData *portal, *stone; RoomIndex *to_room, *from_room; from_room = ch->in_room; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room (ch, to_room) || !can_see_room (ch, from_room) || IsSet (to_room->room_flags, ROOM_SAFE) || IsSet (from_room->room_flags, ROOM_SAFE) || IsSet (to_room->room_flags, ROOM_PRIVATE) || IsSet (to_room->room_flags, ROOM_SOLITARY) || IsSet (to_room->room_flags, ROOM_NO_RECALL) || IsSet (from_room->room_flags, ROOM_NO_RECALL) || IsSet (to_room->area->area_flags, AREA_CLOSED) || IsSet (to_room->room_flags, ROOM_ARENA) || IsSet (from_room->room_flags, ROOM_ARENA) || (IsNPC (victim) && is_gqmob (NULL, victim-> pIndexData-> vnum) != -1) || (IsQuester (ch) && ch->pcdata-> quest.mob == victim) || victim->level >= level + 3 || (!IsNPC (victim) && victim->level >= MAX_MORTAL_LEVEL) || (IsNPC (victim) && IsSet (victim->imm_flags, IMM_SUMMON)) || (IsNPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { chprintln (ch, "You failed."); return false; } stone = get_eq_char (ch, WEAR_HOLD); if (!IsImmortal (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { chprintln (ch, "You lack the proper component for this spell."); return false; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room (portal, from_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); if (to_room == from_room) return true; portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room (portal, to_room); if (to_room->person_first != NULL) { act ("$p rises up from the ground.", to_room->person_first, portal, NULL, TO_ROOM); act ("$p rises up from the ground.", to_room->person_first, portal, NULL, TO_CHAR); } return true; } Spell_Fun (spell_forceshield) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected (victim, sn)) { if (victim == ch) chprintln (ch, "You are already force-shielded."); else act ("$N is already force-shielded.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_AC; af.modifier = (level / 5) * -1; af.bitvector = AFF_FORCE_SHIELD; affect_to_char (victim, &af); act ("A sparkling force-shield encircles $n.", victim, NULL, NULL, TO_ROOM); chprintln (victim, "You are encircled by a sparkling force-shield."); return true; } Spell_Fun (spell_staticshield) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected (victim, sn)) { if (victim == ch) chprintln (ch, "You are surrounded by static charge."); else act ("$N is already surrounded by static charge.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_AC; af.modifier = (level / 4) * -1; af.bitvector = AFF_STATIC_SHIELD; affect_to_char (victim, &af); act ("$n is surrounded by a pulse of static charge.", victim, NULL, NULL, TO_ROOM); chprintln (victim, "You are surrounded by a pulse of static charge."); return true; } Spell_Fun (spell_flameshield) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected (victim, sn)) { if (victim == ch) chprintln (ch, "You are already protected by fire."); else act ("$N is already protected by fire.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = (level / 10); af.location = APPLY_AC; af.modifier = (level / 2) * -1; af.bitvector = AFF_FLAME_SHIELD; affect_to_char (victim, &af); act ("$n is shielded by red walls of flame.", victim, NULL, NULL, TO_ROOM); chprintln (victim, "You are shielded by red walls of flame."); return true; } Spell_Fun (spell_channel) { CharData *victim = (CharData *) vo; int heal; heal = dice (3, 3) + (level / 3) * 2; if (ch == victim) { chprintln (ch, "You cannot channel energy into yourself."); return false; } victim->mana = Min (victim->mana + heal, victim->max_mana); update_pos (victim); chprintln (victim, "A swirling cloud of energy engulfs you!"); if (ch != victim) chprintln (ch, "A swirling cloud of energy slips from your fingertips."); return true; } Spell_Fun (spell_investiture) { CharData *victim = (CharData *) vo; int heal; heal = ch->move; victim->mana = Min (victim->mana + heal, victim->max_mana); victim->move = 0; update_pos (victim); chprintln (victim, "{cThe forces of the earth fill you with energy!{x"); act ("$n draws magic from the very earth!", ch, NULL, NULL, TO_ROOM); return true; } Spell_Fun (spell_powerstorm) { CharData *vch; CharData *vch_next; bool found = false; act ("$n makes a firey blaze of magic engulf the room!", ch, NULL, NULL, TO_ROOM); for (vch = char_first; vch != NULL; vch = vch_next) { vch_next = vch->next; if (vch->in_room == NULL) continue; if (vch->in_room == ch->in_room) { if (vch != ch && !is_safe_spell (ch, vch, true)) { damage (ch, vch, level / 3 * 2 + dice (20, 20), sn, DAM_FIRE, true); found = true; } continue; } if (vch->in_room->area == ch->in_room->area) found = true; chprintln (vch, "A blazing storm of energy rumbles through the area."); } return found; } Spell_Fun (spell_mana_burn) { CharData *victim = (CharData *) vo; int dam; dam = dice (level, 13); if (saves_spell (level, victim, DAM_FIRE)) dam /= 2; fire_effect (victim, level / 2, dam / 10, TARGET_CHAR); damage (ch, victim, dam, sn, DAM_FIRE, true); return true; } Spell_Fun (spell_bark_skin) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected (victim, sn)) { if (victim == ch) chprintln (ch, "Your skin is already covered in bark."); else act ("$N's skin is already bark.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = -30 - level / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "Your skin becomes as tough as bark."); if (ch != victim) act ("$N's skin becomes as tough as bark.", ch, NULL, victim, TO_CHAR); return true; } Spell_Fun (spell_spell_mantle) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected (victim, sn)) { if (victim == ch) chprintln (ch, "You are already protected against magic."); else act ("$N is already protected.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; af.modifier = 1 - level / 6; af.location = APPLY_SAVES; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "You are surrounded by a glowing spell mantle."); if (ch != victim) act ("$N is surrounded by a glowing spell mantle.", ch, NULL, victim, TO_CHAR); return true; } Spell_Fun (spell_animal_instinct) { CharData *victim = (CharData *) vo; AffectData af; if (is_affected (victim, sn)) { if (victim == ch) chprintln (ch, "You are already animalistic."); else act ("$N is already animalistic.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.modifier = level / 25; af.location = APPLY_STR; af.bitvector = 0; affect_to_char (victim, &af); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 2; af.modifier = level / 20; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "You suddenly look like a wild beast!"); if (ch != victim) act ("$N suddenly grows fangs and claws!", ch, NULL, victim, TO_CHAR); return true; } Spell_Fun (spell_chaos_flare) { CharData *victim = (CharData *) vo; AffectData af; int rnum; if (is_affected (victim, sn)) { if (victim == ch) chprintln (ch, "You are already touched by chaos."); else act ("$N's skin is already touched by chaos.", ch, NULL, victim, TO_CHAR); return false; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 3; rnum = number_percent (); if (rnum <= 5) { af.modifier = -30 - level / 5; af.location = APPLY_AC; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "Glinting scales form over your skin!"); if (ch != victim) act ("$N's skin is suddenly covered with metallic scales.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 15) { af.modifier = level / 20; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "Sharp spikes jut out of your skin!"); if (ch != victim) act ("$N's skin is suddenly covered with jagged spikes.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 25) { af.modifier = level / 20; af.location = APPLY_HITROLL; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "Your eyes gleam."); if (ch != victim) act ("$N's eyes gleam.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 35) { af.modifier = level * 2; af.location = APPLY_MOVE; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "You suddenly grow an extra set of legs!"); if (ch != victim) act ("$N suddenly grows an extra set of legs! Yipes!", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 45) { af.modifier = level / 20; af.location = APPLY_CON; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "You grow much tougher!"); if (ch != victim) act ("$N seems much tougher all of a sudden.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 50) { af.modifier = level / 4; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "{YA blaze of light surrounds you!{x"); if (ch != victim) act ("{YA blazing halo surrounds $N!{x", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 65) { af.modifier = 1 - level / 20; af.location = APPLY_DEX; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "One of your arms suddenly turns into a flipper."); if (ch != victim) act ("One of $N's arms turns into a.. dolphin flipper.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 75) { af.modifier = 1 - level / 20; af.location = APPLY_INT; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "Me say wah? You suddenly feel very stoopid."); if (ch != victim) act ("$N is suddenly looking very stupid.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 85) { af.modifier = level * 3; af.location = APPLY_HIT; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "You grow two sizes bigger!"); if (ch != victim) act ("$N suddenly gets bigger.. and bigger.. and bigger.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 95) { af.modifier = 1 + level * 2; af.location = APPLY_AC; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "You suddenly feel quite vulnerable. They're all out to get you!"); if (ch != victim) act ("$N looks might paranoid all of a sudden.", ch, NULL, victim, TO_CHAR); return true; } if (rnum <= 100) { af.modifier = 1 - level; af.location = APPLY_DAMROLL; af.bitvector = 0; affect_to_char (victim, &af); chprintln (victim, "{cAck! You turn into an oozing gelatinous blob!"); if (ch != victim) act ("{c$N's been turned into a green oozing blob!{c", ch, NULL, victim, TO_ROOM); return true; } return true; } Spell_Fun (spell_wild_magic) { CharData *victim = (CharData *) vo; int dam; int numba; dam = dice (level * 3 / 2, 14); numba = number_percent (); if (numba <= 10) { if (saves_spell (level, victim, DAM_ACID)) dam /= 2; damage (ch, victim, dam, sn, DAM_ACID, true); acid_effect (victim, level, dam, TARGET_CHAR); return true; } if (numba <= 20) { if (saves_spell (level, victim, DAM_FIRE)) dam /= 2; damage (ch, victim, dam, sn, DAM_FIRE, true); fire_effect (victim, level, dam, TARGET_CHAR); return true; } if (numba <= 30) { if (saves_spell (level, victim, DAM_LIGHTNING)) dam /= 2; damage (ch, victim, dam, sn, DAM_LIGHTNING, true); shock_effect (victim, level, dam, TARGET_CHAR); return true; } if (numba <= 40) { if (saves_spell (level, victim, DAM_COLD)) dam /= 2; damage (ch, victim, dam, sn, DAM_COLD, true); cold_effect (victim, level, dam, TARGET_CHAR); return true; } if (numba <= 50) { if (saves_spell (level, victim, DAM_HOLY)) dam /= 2; damage (ch, victim, dam, sn, DAM_HOLY, true); return true; } if (numba <= 60) { if (saves_spell (level, victim, DAM_LIGHT)) dam /= 2; damage (ch, victim, dam, sn, DAM_LIGHT, true); return true; } if (numba <= 70) { if (saves_spell (level, victim, DAM_DROWNING)) dam /= 2; damage (ch, victim, dam, sn, DAM_DROWNING, true); return true; } if (numba <= 80) { if (saves_spell (level, victim, DAM_DISEASE)) dam /= 2; damage (ch, victim, dam, sn, DAM_DISEASE, true); return true; } if (numba <= 90) { if (saves_spell (level, victim, DAM_SLASH)) dam /= 2; damage (ch, victim, dam, sn, DAM_SLASH, true); return true; } if (numba <= 100) { if (saves_spell (level, victim, DAM_NEGATIVE)) dam /= 2; dam /= 5; damage (ch, victim, dam, sn, DAM_NEGATIVE, true); acid_effect (victim, level, dam, TARGET_CHAR); fire_effect (victim, level, dam, TARGET_CHAR); cold_effect (victim, level, dam, TARGET_CHAR); shock_effect (victim, level, dam, TARGET_CHAR); return true; } return true; }