/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments 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          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "merc.h"



/*
 * Local functions.
 */
void	say_spell	args( ( CHAR_DATA *ch, int sn ) );



/*
 * Lookup a skill by name.
 */
int skill_lookup( const char *name )
{
    int sn;

    for ( sn = 0; sn < MAX_SKILL; sn++ )
    {
	if ( skill_table[sn].name == NULL )
	    break;
	if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
	&&   !str_prefix( name, skill_table[sn].name ) )
	    return sn;
    }

    return -1;
}



/*
 * Lookup a skill by slot number.
 * Used for object loading.
 */
int slot_lookup( int slot )
{
    extern bool fBootDb;
    int sn;

    if ( slot <= 0 )
	return -1;

    for ( sn = 0; sn < MAX_SKILL; sn++ )
    {
	if ( slot == skill_table[sn].slot )
	    return sn;
    }

    if ( fBootDb )
    {
	bug( "Slot_lookup: bad slot %d.", slot );
	abort( );
    }

    return -1;
}



/*
 * Utter mystical words for an sn.
 */
void say_spell( CHAR_DATA *ch, int sn )
{
    char buf  [MAX_STRING_LENGTH];
    char buf2 [MAX_STRING_LENGTH];
    CHAR_DATA *rch;
    char *pName;
    int iSyl;
    int length;

    struct syl_type
    {
	char *	old;
	char *	new;
    };

    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"		},
	{ "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].new );
		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->people; rch; rch = rch->next_in_room )
    {
	if ( rch != ch )
	    act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT );
    }

    return;
}



/*
 * Compute a saving throw.
 * Negative apply's make saving throw better.
 */
bool saves_spell( CHAR_DATA *ch, CHAR_DATA *victim )
{
    int save;

    save = 50 + ( victim->level - ch->level - victim->saving_throw ) * 5;
    save = URANGE( 5, save, 95 );
    return save > number_percent( );
}



/*
 * The kludgy global is for spells who want more stuff from command line.
 */
char *target_name;

void do_cast( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    void *vo;
    int mana;
    int sn;

    /*
     * Switched NPC's can cast spells, but others can't.
     */
    if ( IS_NPC(ch) && ch->desc == NULL )
	return;

    target_name = one_argument( argument, arg1 );
    one_argument( target_name, arg2 );

    if ( arg1[0] == '\0' )
    {
	send_to_char( "Cast which what where?\n\r", ch );
	return;
    }

    if ( ( sn = skill_lookup( arg1 ) ) < 0
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level[ch->class] ) )
    {
	send_to_char( "You can't do that.\n\r", ch );
	return;
    }
  
    if ( ch->position < skill_table[sn].minimum_position )
    {
	send_to_char( "You can't concentrate enough.\n\r", ch );
	return;
    }

    mana = IS_NPC(ch) ? 0 : UMAX(
	skill_table[sn].min_mana,
	100 / ( 2 + ch->level - skill_table[sn].skill_level[ch->class] ) );

    /*
     * Locate targets.
     */
    victim	= NULL;
    obj		= NULL;
    vo		= NULL;
      
    switch ( skill_table[sn].target )
    {
    default:
	bug( "Do_cast: bad target for sn %d.", sn );
	return;

    case TAR_IGNORE:
	break;

    case TAR_CHAR_OFFENSIVE:
	if ( arg2[0] == '\0' )
	{
	    if ( ( victim = ch->fighting ) == NULL )
	    {
		send_to_char( "Cast the spell on whom?\n\r", ch );
		return;
	    }
	}
	else
	{
	    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	    {
		send_to_char( "They aren't here.\n\r", ch );
		return;
	    }
	}

	if ( !IS_NPC(ch) )
	{
	    if ( ch == victim )
	    {
		send_to_char( "You can't do that to yourself.\n\r", ch );
		return;
	    }

	    if ( !IS_NPC(victim) )
	    {
		send_to_char( "You can't do that on a player.\n\r", ch );
		return;
	    }

	    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
	    {
		send_to_char( "You can't do that on your own follower.\n\r",
		    ch );
		return;
	    }
	}

	vo = (void *) victim;
	break;

    case TAR_CHAR_DEFENSIVE:
	if ( arg2[0] == '\0' )
	{
	    victim = ch;
	}
	else
	{
	    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
	    {
		send_to_char( "They aren't here.\n\r", ch );
		return;
	    }
	}

	vo = (void *) victim;
	break;

    case TAR_CHAR_SELF:
	if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) )
	{
	    send_to_char( "You cannot cast this spell on another.\n\r", ch );
	    return;
	}

	vo = (void *) ch;
	break;

    case TAR_OBJ_INV:
	if ( arg2[0] == '\0' )
	{
	    send_to_char( "What should the spell be cast upon?\n\r", ch );
	    return;
	}

	if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL )
	{
	    send_to_char( "You are not carrying that.\n\r", ch );
	    return;
	}

	vo = (void *) obj;
	break;
    }
	    
    if ( !IS_NPC(ch) && ch->mana < mana )
    {
	send_to_char( "You don't have enough mana.\n\r", ch );
	return;
    }
      
    if ( str_cmp( skill_table[sn].name, "ventriloquate" ) )
	say_spell( ch, sn );
      
    WAIT_STATE( ch, skill_table[sn].beats );
      
    if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] )
    {
	send_to_char( "You lost your concentration.\n\r", ch );
	ch->mana -= mana / 2;
    }
    else
    {
	ch->mana -= mana;
	(*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
    }

    if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->master != ch )
    {
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;

	for ( vch = ch->in_room->people; vch; vch = vch_next )
	{
	    vch_next = vch->next_in_room;
	    if ( victim == vch && victim->fighting == NULL )
	    {
		multi_hit( victim, ch, TYPE_UNDEFINED );
		break;
	    }
	}
    }

    return;
}



/*
 * Cast spells at targets using a magical object.
 */
void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
    void *vo;

    if ( sn <= 0 )
	return;

    if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == NULL )
    {
	bug( "Obj_cast_spell: bad sn %d.", sn );
	return;
    }

    switch ( skill_table[sn].target )
    {
    default:
	bug( "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 || !IS_NPC(victim) )
	{
	    send_to_char( "You can't do that.\n\r", ch );
	    return;
	}
	vo = (void *) victim;
	break;

    case TAR_CHAR_DEFENSIVE:
	if ( victim == NULL )
	    victim = ch;
	vo = (void *) victim;
	break;

    case TAR_CHAR_SELF:
	vo = (void *) ch;
	break;

    case TAR_OBJ_INV:
	if ( obj == NULL )
	{
	    send_to_char( "You can't do that.\n\r", ch );
	    return;
	}
	vo = (void *) obj;
	break;
    }

    target_name = "";
    (*skill_table[sn].spell_fun) ( sn, level, ch, vo );

    if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->master != ch )
    {
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;

	for ( vch = ch->in_room->people; vch; vch = vch_next )
	{
	    vch_next = vch->next_in_room;
	    if ( victim == vch && victim->fighting == NULL )
	    {
		multi_hit( victim, ch, TYPE_UNDEFINED );
		break;
	    }
	}
    }

    return;
}



/*
 * Spell functions.
 */
void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;

    dam = dice( level, 6 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = 24;
    af.modifier  = -20;
    af.location  = APPLY_AC;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel someone protecting you.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
	return;
    af.type      = sn;
    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 );
    send_to_char( "You feel righteous.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( ch, victim ) )
	return;

    af.type      = sn;
    af.location  = APPLY_HITROLL;
    af.modifier  = -4;
    af.duration  = 1+level;
    af.bitvector = AFF_BLIND;
    affect_to_char( victim, &af );
    send_to_char( "You are blinded!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	 0,
	 0,  0,  0,  0,	14,	17, 20, 23, 26, 29,
	29, 29, 30, 30,	31,	31, 32, 32, 33, 33,
	34, 34, 35, 35,	36,	36, 37, 37, 38, 38,
	39, 39, 40, 40,	41,	41, 42, 42, 43, 43,
	44, 44, 45, 45,	46,	46, 47, 47, 48, 48
    };
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    int dam;

    if ( !IS_OUTSIDE(ch) )
    {
	send_to_char( "You must be out of doors.\n\r", ch );
	return;
    }

    if ( weather_info.sky < SKY_RAINING )
    {
	send_to_char( "You need bad weather.\n\r", ch );
	return;
    }

    dam = dice(level/2, 8);

    send_to_char( "God's lightning strikes your foes!\n\r", ch );
    act( "$n calls God's lightning to strike $s foes!",
	ch, NULL, NULL, TO_ROOM );

    for ( vch = char_list; vch != NULL; vch = vch_next )
    {
	vch_next	= vch->next;
	if ( vch->in_room == NULL )
	    continue;
	if ( vch->in_room == ch->in_room )
	{
	    if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
		damage( ch, vch, saves_spell( ch, vch ) ? dam / 2 : dam, sn );
	    continue;
	}

	if ( vch->in_room->area == ch->in_room->area
	&&   IS_OUTSIDE(vch)
	&&   IS_AWAKE(vch) )
	    send_to_char( "Lightning flashes in the sky.\n\r", vch );
    }

    return;
}




void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
    damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn );
    return;
}



void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
    damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn );
    return;
}



void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
    damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn );
    return;
}



void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = 10 * 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 );
    send_to_char( "You feel different.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( victim == ch )
    {
	send_to_char( "You like yourself even better!\n\r", ch );
	return;
    }

    if ( IS_AFFECTED(victim, AFF_CHARM)
    ||   IS_AFFECTED(ch, AFF_CHARM)
    ||   level < victim->level
    ||   saves_spell( ch, victim ) )
	return;

    if ( victim->master )
	stop_follower( victim );
    add_follower( victim, ch );
    af.type      = sn;
    af.duration  = number_fuzzy( level / 4 );
    af.location  = 0;
    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 )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	 0,
	 0,  0,  0,  7,  8,	 9, 12, 13, 13, 13,
	14, 14, 14, 15, 15,	15, 16, 16, 16, 17,
	17, 17, 18, 18, 18,	19, 19, 19, 20, 20,
	20, 21, 21, 21, 22,	22, 22, 23, 23, 23,
	24, 24, 24, 25, 25,	25, 26, 26, 26, 27
    };
    AFFECT_DATA af;
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( !saves_spell( ch, victim ) )
    {
	af.type      = sn;
	af.duration  = 6;
	af.location  = APPLY_STR;
	af.modifier  = -1;
	af.bitvector = 0;
	affect_join( victim, &af );
    }
    else
    {
	dam /= 2;
    }

    damage( ch, victim, dam, sn );
    return;
}



void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	 0,
	 0,  0,  0,  0,  0,	 0,  0,  0,  0,  0,
	30, 35, 40, 45, 50,	55, 55, 55, 56, 57,
	58, 58, 59, 60, 61,	61, 62, 63, 64, 64,
	65, 66, 67, 67, 68,	69, 70, 70, 71, 72,
	73, 73, 74, 75, 76,	76, 77, 78, 79, 79
    };
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2,  dam_each[level] * 2 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;

    damage( ch, victim, dam, sn );
    return;
}



void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *light;

    light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), level );
    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;
}



void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo )
{
    if ( !str_cmp( target_name, "better" ) )
	weather_info.change += dice( level / 3, 4 );
    else if ( !str_cmp( target_name, "worse" ) )
	weather_info.change -= dice( level / 3, 4 );
    else
	send_to_char ("Do you want it to get better or worse?\n\r", ch );

    send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *mushroom;

    mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
    mushroom->value[0] = 5 + 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;
}



void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *spring;

    spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
    spring->timer = level;
    obj_to_room( spring, ch->in_room );
    act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
    act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
    return;
}



void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    int water;

    if ( obj->item_type != ITEM_DRINK_CON )
    {
	send_to_char( "It is unable to hold water.\n\r", ch );
	return;
    }

    if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
    {
	send_to_char( "It contains some other liquid.\n\r", ch );
	return;
    }

    water = UMIN(
		level * (weather_info.sky >= SKY_RAINING ? 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 );
	    free_string( obj->name );
	    obj->name = str_dup( buf );
	}
	act( "$p is filled.", ch, obj, NULL, TO_CHAR );
    }

    return;
}



void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( !is_affected( victim, gsn_blindness ) )
	return;
    affect_strip( victim, gsn_blindness );
    send_to_char( "Your vision returns!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int heal;

    heal = dice(3, 8) + level - 6;
    victim->hit = UMIN( victim->hit + heal, victim->max_hit );
    update_pos( victim );
    send_to_char( "You feel better!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int heal;

    heal = dice(1, 8) + level / 3;
    victim->hit = UMIN( victim->hit + heal, victim->max_hit );
    update_pos( victim );
    send_to_char( "You feel better!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( is_affected( victim, gsn_poison ) )
    {
	affect_strip( victim, gsn_poison );
	act( "$N looks better.", ch, NULL, victim, TO_NOTVICT );
	send_to_char( "A warm feeling runs through your body.\n\r", victim );
	send_to_char( "Ok.\n\r", ch );
    }
    return;
}



void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int heal;

    heal = dice(2, 8) + level /2 ;
    victim->hit = UMIN( victim->hit + heal, victim->max_hit );
    update_pos( victim );
    send_to_char( "You feel better!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( ch, victim ) )
	return;
    af.type      = sn;
    af.duration  = 4*level;
    af.location  = APPLY_HITROLL;
    af.modifier  = -1;
    af.bitvector = AFF_CURSE;
    affect_to_char( victim, &af );

    af.location  = APPLY_SAVING_SPELL;
    af.modifier  = 1;
    affect_to_char( victim, &af );

    send_to_char( "You feel unclean.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_EVIL;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_DETECT_HIDDEN;
    affect_to_char( victim, &af );
    send_to_char( "Your awareness improves.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_INVIS;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.modifier  = 0;
    af.location  = APPLY_NONE;
    af.bitvector = AFF_DETECT_MAGIC;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes tingle.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;

    if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD )
    {
	if ( obj->value[3] != 0 )
	    send_to_char( "You smell poisonous fumes.\n\r", ch );
	else
	    send_to_char( "It looks very delicious.\n\r", ch );
    }
    else
    {
	send_to_char( "It doesn't look poisoned.\n\r", ch );
    }

    return;
}



void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;
  
    if ( !IS_NPC(ch) && IS_EVIL(ch) )
	victim = ch;
  
    if ( IS_GOOD(victim) )
    {
	act( "God protects $N.", ch, NULL, victim, TO_ROOM );
	return;
    }

    if ( IS_NEUTRAL(victim) )
    {
	act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR );
	return;
    }

    dam = dice( level, 4 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int affected_by;

    if ( victim->affected_by == 0
    ||   level < victim->level
    ||   saves_spell( ch, victim ) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    for ( ;; )
    {
	affected_by = 1 << number_bits( 5 );
	if ( IS_SET(victim->affected_by, affected_by) )
	    break;
    }
    REMOVE_BIT(victim->affected_by, affected_by);
    send_to_char( "Ok.\n\r", ch );

    return;
}



void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;

    send_to_char( "The earth trembles beneath your feet!\n\r", ch );
    act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );

    for ( vch = char_list; vch != NULL; vch = vch_next )
    {
	vch_next	= vch->next;
	if ( vch->in_room == NULL )
	    continue;
	if ( vch->in_room == ch->in_room )
	{
	    if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
		damage( ch, vch, level + dice(2, 8), sn );
	    continue;
	}

	if ( vch->in_room->area == ch->in_room->area )
	    send_to_char( "The earth trembles and shivers.\n\r", vch );
    }

    return;
}



void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    AFFECT_DATA *paf;

    if ( obj->item_type != ITEM_WEAPON
    ||   IS_OBJ_STAT(obj, ITEM_MAGIC)
    ||   obj->affected != NULL )
	return;

    if ( affect_free == NULL )
    {
	paf		= alloc_perm( sizeof(*paf) );
    }
    else
    {
	paf		= affect_free;
	affect_free	= affect_free->next;
    }

    paf->type		= -1;
    paf->duration	= -1;
    paf->location	= APPLY_HITROLL;
    paf->modifier	= level / 5;
    paf->bitvector	= 0;
    paf->next		= obj->affected;
    obj->affected	= paf;

    if ( affect_free == NULL )
    {
	paf		= alloc_perm( sizeof(*paf) );
    }
    else
    {
	paf		= affect_free;
	affect_free	= affect_free->next;
    }

    paf->type		= -1;
    paf->duration	= -1;
    paf->location	= APPLY_DAMROLL;
    paf->modifier	= level / 10;
    paf->bitvector	= 0;
    paf->next		= obj->affected;
    obj->affected	= paf;

    if ( IS_GOOD(ch) )
    {
	SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
	act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
    }
    else if ( IS_EVIL(ch) )
    {
	SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
	act( "$p glows red.", ch, obj, NULL, TO_CHAR );
    }
    else
    {
	SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
	SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
	act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
    }

    send_to_char( "Ok.\n\r", ch );
    return;
}



/*
 * Drain XP, MANA, HP.
 * Caster gains HP.
 */
void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;

    if ( saves_spell( ch, victim ) )
	return;

    ch->alignment = UMAX(-1000, ch->alignment - 200);
    if ( victim->level <= 2 )
    {
	dam		 = ch->hit + 1;
    }
    else
    {
	gain_exp( victim, 0 - 10 * number_range( level, 2 * level ) );
	victim->mana	/= 2;
	victim->move	/= 2;
	dam		 = dice(1, level);
	ch->hit		+= dam;
    }

    damage( ch, victim, dam, sn );

    return;
}



void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	  0,
	  0,   0,   0,   0,   0,	  0,   0,   0,   0,   0,
	  0,   0,   0,   0,  30,	 35,  40,  45,  50,  55,
	 60,  65,  70,  75,  80,	 82,  84,  86,  88,  90,
	 92,  94,  96,  98, 100,	102, 104, 106, 108, 110,
	112, 114, 116, 118, 120,	122, 124, 126, 128, 130
    };
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;

    dam = dice(6, 8);
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_AC;
    af.modifier  = 2 * level;
    af.bitvector = AFF_FAERIE_FIRE;
    affect_to_char( victim, &af );
    send_to_char( "You are surrounded by a pink outline.\n\r", victim );
    act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM );
    return;
}



void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *ich;

    act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
    send_to_char( "You conjure a cloud of purple smoke.\n\r", ch );

    for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
    {
	if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) )
	    continue;

	if ( ich == ch || saves_spell( ch, ich ) )
	    continue;

	affect_strip ( ich, gsn_invis			);
	affect_strip ( ich, gsn_mass_invis		);
	affect_strip ( ich, gsn_sneak			);
	REMOVE_BIT   ( ich->affected_by, AFF_HIDE	);
	REMOVE_BIT   ( ich->affected_by, AFF_INVISIBLE	);
	REMOVE_BIT   ( ich->affected_by, AFF_SNEAK	);
	act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
	send_to_char( "You are revealed!\n\r", ich );
    }

    return;
}



void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_FLYING) )
	return;
    af.type      = sn;
    af.duration  = level + 3;
    af.location  = 0;
    af.modifier  = 0;
    af.bitvector = AFF_FLYING;
    affect_to_char( victim, &af );
    send_to_char( "Your feet rise off the ground.\n\r", victim );
    act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
    return;
}



void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char_to_room( create_mobile( get_mob_index(MOB_VNUM_VAMPIRE) ),
	ch->in_room );
    return;
}



void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_STR;
    af.modifier  = 1 + (level >= 18) + (level >= 25);
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel stronger.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;

    dam = UMAX(  20, victim->hit - dice(1,4) );
    if ( saves_spell( ch, victim ) )
	dam = UMIN( 50, dam / 4 );
    dam = UMIN( 100, dam );
    damage( ch, victim, dam, sn );
    return;
}



void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    victim->hit = UMIN( victim->hit + 100, victim->max_hit );
    update_pos( victim );
    send_to_char( "A warm feeling fills your body.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    char buf[MAX_STRING_LENGTH];
    AFFECT_DATA *paf;

    sprintf( buf,
	"Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d, level is %d.\n\r",

	obj->name,
	item_type_name( obj ),
	extra_bit_name( obj->extra_flags ),
	obj->weight,
	obj->cost,
	obj->level
	);
    send_to_char( buf, ch );

    switch ( obj->item_type )
    {
    case ITEM_SCROLL: 
    case ITEM_POTION:
	sprintf( buf, "Level %d spells of:", obj->value[0] );
	send_to_char( buf, ch );

	if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[1]].name, ch );
	    send_to_char( "'", ch );
	}

	if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[2]].name, ch );
	    send_to_char( "'", ch );
	}

	if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[3]].name, ch );
	    send_to_char( "'", ch );
	}

	send_to_char( ".\n\r", ch );
	break;

    case ITEM_WAND: 
    case ITEM_STAFF: 
	sprintf( buf, "Has %d(%d) charges of level %d",
	    obj->value[1], obj->value[2], obj->value[0] );
	send_to_char( buf, ch );
      
	if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL )
	{
	    send_to_char( " '", ch );
	    send_to_char( skill_table[obj->value[3]].name, ch );
	    send_to_char( "'", ch );
	}

	send_to_char( ".\n\r", ch );
	break;
      
    case ITEM_WEAPON:
	sprintf( buf, "Damage is %d to %d (average %d).\n\r",
	    obj->value[1], obj->value[2],
	    ( obj->value[1] + obj->value[2] ) / 2 );
	send_to_char( buf, ch );
	break;

    case ITEM_ARMOR:
	sprintf( buf, "Armor class is %d.\n\r", obj->value[0] );
	send_to_char( buf, ch );
	break;
    }

    for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
    {
	if ( paf->location != APPLY_NONE && paf->modifier != 0 )
	{
	    sprintf( buf, "Affects %s by %d.\n\r",
		affect_loc_name( paf->location ), paf->modifier );
	    send_to_char( buf, ch );
	}
    }

    for ( paf = obj->affected; paf != NULL; paf = paf->next )
    {
	if ( paf->location != APPLY_NONE && paf->modifier != 0 )
	{
	    sprintf( buf, "Affects %s by %d.\n\r",
		affect_loc_name( paf->location ), paf->modifier );
	    send_to_char( buf, ch );
	}
    }

    return;
}



void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_INFRARED) )
	return;
    act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM );
    af.type      = sn;
    af.duration  = 2 * level;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_INFRARED;
    affect_to_char( victim, &af );
    send_to_char( "Your eyes glow red.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_INVISIBLE) )
	return;

    act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
    af.type      = sn;
    af.duration  = 24;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_INVISIBLE;
    affect_to_char( victim, &af );
    send_to_char( "You fade out of existence.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    char *msg;
    int ap;

    ap = victim->alignment;

         if ( ap >  700 ) msg = "$N has an aura as white as the driven snow.";
    else if ( ap >  350 ) msg = "$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's slash DISEMBOWELS you!";
    else msg = "I'd rather just not say anything at all about $N.";

    act( msg, ch, NULL, victim, TO_CHAR );
    return;
}



void spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	 0,
	 0,  0,  0,  0,  0,	 0,  0,  0, 25, 28,
	31, 34, 37, 40, 40,	41, 42, 42, 43, 44,
	44, 45, 46, 46, 47,	48, 48, 49, 50, 50,
	51, 52, 52, 53, 54,	54, 55, 56, 56, 57,
	58, 58, 59, 60, 60,	61, 62, 62, 63, 64
    };
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char buf[MAX_INPUT_LENGTH];
    OBJ_DATA *obj;
    OBJ_DATA *in_obj;
    bool found;

    found = FALSE;
    for ( obj = object_list; obj != NULL; obj = obj->next )
    {
	if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) )
	    continue;

	found = TRUE;

	for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
	    ;

	if ( in_obj->carried_by != NULL )
	{
	    sprintf( buf, "%s carried by %s.\n\r",
		obj->short_descr, PERS(in_obj->carried_by, ch) );
	}
	else
	{
	    sprintf( buf, "%s in %s.\n\r",
		obj->short_descr, in_obj->in_room == NULL
		    ? "somewhere" : in_obj->in_room->name );
	}

	buf[0] = UPPER(buf[0]);
	send_to_char( buf, ch );
    }

    if ( !found )
	send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch );

    return;
}



void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] = 
    {
	 0,
	 3,  3,  4,  4,  5,	 6,  6,  6,  6,  6,
	 7,  7,  7,  7,  7,	 8,  8,  8,  8,  8,
	 9,  9,  9,  9,  9,	10, 10, 10, 10, 10,
	11, 11, 11, 11, 11,	12, 12, 12, 12, 12,
	13, 13, 13, 13, 13,	14, 14, 14, 14, 14
    };
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
    AFFECT_DATA af;
    CHAR_DATA *gch;

    for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
    {
	if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) )
	    continue;
	act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
	send_to_char( "You slowly fade out of existence.\n\r", gch );
	af.type      = sn;
	af.duration  = 24;
	af.location  = APPLY_NONE;
	af.modifier  = 0;
	af.bitvector = AFF_INVISIBLE;
	affect_to_char( gch, &af );
    }
    send_to_char( "Ok.\n\r", ch );

    return;
}



void spell_null( int sn, int level, CHAR_DATA *ch, void *vo )
{
    send_to_char( "That's not a spell!\n\r", ch );
    return;
}



void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_PASS_DOOR) )
	return;
    af.type      = sn;
    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 );
    send_to_char( "You turn translucent.\n\r", victim );
    return;
}



void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( saves_spell( ch, victim ) )
	return;
    af.type      = sn;
    af.duration  = level;
    af.location  = APPLY_STR;
    af.modifier  = -2;
    af.bitvector = AFF_POISON;
    affect_join( victim, &af );
    send_to_char( "You feel very sick.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_PROTECT) )
	return;
    af.type      = sn;
    af.duration  = 24;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_PROTECT;
    affect_to_char( victim, &af );
    send_to_char( "You feel protected.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    victim->move = UMIN( victim->move + level, victim->max_move );
    send_to_char( "You feel less tired.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    if ( is_affected( victim, gsn_curse ) )
    {
	affect_strip( victim, gsn_curse );
	send_to_char( "You feel better.\n\r", victim );
	if ( ch != victim )
	    send_to_char( "Ok.\n\r", ch );
    }

    return;
}



void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
	return;
    af.type      = sn;
    af.duration  = number_fuzzy( level / 8 );
    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 );
    send_to_char( "You are surrounded by a white aura.\n\r", victim );
    return;
}



void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( is_affected( victim, sn ) )
	return;
    af.type      = sn;
    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 );
    send_to_char( "You are surrounded by a force shield.\n\r", victim );
    return;
}



void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const int dam_each[] = 
    {
	 0,
	 0,  0,  0,  0,  0,	 0, 20, 25, 29, 33,
	36, 39, 39, 39, 40,	40, 41, 41, 42, 42,
	43, 43, 44, 44, 45,	45, 46, 46, 47, 47,
	48, 48, 49, 49, 50,	50, 51, 51, 52, 52,
	53, 53, 54, 54, 55,	55, 56, 56, 57, 57
    };
    int dam;

    level	= UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level	= UMAX(0, level);
    dam		= number_range( dam_each[level] / 2, dam_each[level] * 2 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
  
    if ( IS_AFFECTED(victim, AFF_SLEEP)
    ||   level < victim->level
    ||   saves_spell( ch, victim ) )
	return;

    af.type      = sn;
    af.duration  = 4 + level;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_SLEEP;
    affect_join( victim, &af );

    if ( IS_AWAKE(victim) )
    {
	send_to_char( "You feel very sleepy ..... zzzzzz.\n\r", victim );
	act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
	victim->position = POS_SLEEPING;
    }

    return;
}



void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( is_affected( ch, sn ) )
	return;
    af.type      = sn;
    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 );
    send_to_char( "Your skin turns to stone.\n\r", victim );
    return;
}



void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim;

    if ( ( victim = get_char_world( ch, target_name ) ) == NULL
    ||   victim == ch
    ||   victim->in_room == NULL
    ||   IS_SET(victim->in_room->room_flags, ROOM_SAFE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
    ||   IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
    ||   victim->level >= level + 3
    ||   victim->fighting != NULL
    ||   victim->in_room->area != ch->in_room->area
    ||   (IS_NPC(victim) && saves_spell( ch, victim ) ) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM );
    char_from_room( victim );
    char_to_room( victim, ch->in_room );
    act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM );
    act( "$N has summoned you!", victim, NULL, ch,   TO_VICT );
    do_look( victim, "auto" );
    return;
}



void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    ROOM_INDEX_DATA *pRoomIndex;

    if ( victim->in_room == NULL
    ||   IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
    || ( !IS_NPC(ch) && victim->fighting != NULL )
    || ( victim != ch
    && ( saves_spell( ch, victim ) || saves_spell( ch, victim ) ) ) )
    {
	send_to_char( "You failed.\n\r", ch );
	return;
    }

    for ( ; ; )
    {
	pRoomIndex = get_room_index( number_range( 0, 65535 ) );
	if ( pRoomIndex != NULL )
	if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
	&&   !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) )
	    break;
    }

    act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
    char_from_room( victim );
    char_to_room( victim, pRoomIndex );
    act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
    do_look( victim, "auto" );
    return;
}



void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo )
{
    char buf1[MAX_STRING_LENGTH];
    char buf2[MAX_STRING_LENGTH];
    char speaker[MAX_INPUT_LENGTH];
    CHAR_DATA *vch;

    target_name = one_argument( target_name, speaker );

    sprintf( buf1, "%s says '%s'.\n\r",              speaker, target_name );
    sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name );
    buf1[0] = UPPER(buf1[0]);

    for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
    {
	if ( !is_name( speaker, vch->name ) )
	    send_to_char( saves_spell( ch, vch ) ? buf2 : buf1, vch );
    }

    return;
}



void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;

    if ( is_affected( victim, sn ) || saves_spell( ch, victim ) )
	return;
    af.type      = sn;
    af.duration  = level / 2;
    af.location  = APPLY_STR;
    af.modifier  = -2;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    send_to_char( "You feel weaker.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return;
}



/*
 * This is for muds that _want_ scrolls of recall.
 * Ick.
 */
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
{
    do_recall( (CHAR_DATA *) vo, "" );
    return;
}



/*
 * NPC spells.
 */
void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    OBJ_DATA *obj_lose;
    OBJ_DATA *obj_next;
    int dam;
    int hpch;

    if ( number_percent( ) < 2 * level && !saves_spell( ch, victim ) )
    {
	for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next )
	{
	    int iWear;

	    obj_next = obj_lose->next_content;

	    if ( number_bits( 2 ) != 0 )
		continue;

	    switch ( obj_lose->item_type )
	    {
	    case ITEM_ARMOR:
		if ( obj_lose->value[0] > 0 )
		{
		    act( "$p is pitted and etched!",
			victim, obj_lose, NULL, TO_CHAR );
		    if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
			victim->armor -= apply_ac( obj_lose, iWear );
		    obj_lose->value[0] -= 1;
		    obj_lose->cost      = 0;
		    if ( iWear != WEAR_NONE )
			victim->armor += apply_ac( obj_lose, iWear );
		}
		break;

	    case ITEM_CONTAINER:
		act( "$p fumes and dissolves!",
		    victim, obj_lose, NULL, TO_CHAR );
		extract_obj( obj_lose );
		break;
	    }
	}
    }

    hpch = UMAX( 10, ch->hit );
    dam  = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    OBJ_DATA *obj_lose;
    OBJ_DATA *obj_next;
    int dam;
    int hpch;

    if ( number_percent( ) < 2 * level && !saves_spell( ch, victim ) )
    {
	for ( obj_lose = victim->carrying; obj_lose != NULL;
	obj_lose = obj_next )
	{
	    char *msg;

	    obj_next = obj_lose->next_content;
	    if ( number_bits( 2 ) != 0 )
		continue;

	    switch ( obj_lose->item_type )
	    {
	    default:             continue;
	    case ITEM_CONTAINER: msg = "$p ignites and burns!";   break;
	    case ITEM_POTION:    msg = "$p bubbles and boils!";   break;
	    case ITEM_SCROLL:    msg = "$p crackles and burns!";  break;
	    case ITEM_STAFF:     msg = "$p smokes and chars!";    break;
	    case ITEM_WAND:      msg = "$p sparks and sputters!"; break;
	    case ITEM_FOOD:      msg = "$p blackens and crisps!"; break;
	    case ITEM_PILL:      msg = "$p melts and drips!";     break;
	    }

	    act( msg, victim, obj_lose, NULL, TO_CHAR );
	    extract_obj( obj_lose );
	}
    }

    hpch = UMAX( 10, ch->hit );
    dam  = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    OBJ_DATA *obj_lose;
    OBJ_DATA *obj_next;
    int dam;
    int hpch;

    if ( number_percent( ) < 2 * level && !saves_spell( ch, victim ) )
    {
	for ( obj_lose = victim->carrying; obj_lose != NULL;
	obj_lose = obj_next )
	{
	    char *msg;

	    obj_next = obj_lose->next_content;
	    if ( number_bits( 2 ) != 0 )
		continue;

	    switch ( obj_lose->item_type )
	    {
	    default:            continue;
	    case ITEM_CONTAINER:
	    case ITEM_DRINK_CON:
	    case ITEM_POTION:   msg = "$p freezes and shatters!"; break;
	    }

	    act( msg, victim, obj_lose, NULL, TO_CHAR );
	    extract_obj( obj_lose );
	}
    }

    hpch = UMAX( 10, ch->hit );
    dam  = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}



void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    int dam;
    int hpch;

    for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
    {
	vch_next = vch->next_in_room;
	if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
	{
	    hpch = UMAX( 10, ch->hit );
	    dam  = number_range( hpch/16+1, hpch/8 );
	    if ( saves_spell( ch, vch ) )
		dam /= 2;
	    damage( ch, vch, dam, sn );
	}
    }
    return;
}



void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int dam;
    int hpch;

    hpch = UMAX( 10, ch->hit );
    dam = number_range( hpch/16+1, hpch/8 );
    if ( saves_spell( ch, victim ) )
	dam /= 2;
    damage( ch, victim, dam, sn );
    return;
}