/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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. * ***************************************************************************/ /*************************************************************************** * 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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" #include "magic.h" extern char *target_name; void spell_web( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; act("You point your finger at $N and a web flies from your hand!",ch,NULL,victim,TO_CHAR); act("$n points $s finger at $N and a web flies from $s hand!",ch,NULL,victim,TO_NOTVICT); act("$n points $s finger at you and a web flies from $s hand!",ch,NULL,victim,TO_VICT); if ( IS_AFFECTED2(victim, AFF2_WEBBED) ) { send_to_char( "But they are already webbed!\n\r", ch ); return; } if ( is_safe(ch, victim)) return; if ((saves_spell( level, victim, DAM_OTHER ) && number_range(1,3)!=1) && victim->position >= POS_FIGHTING ) { send_to_char( "You dodge the web!\n\r", victim ); act("$n dodges the web!",victim,NULL,NULL,TO_ROOM); return; } af.where = TO_AFFECTS2; af.type = sn; af.location = APPLY_AC; af.modifier = 200; af.duration = number_range(50,60); af.bitvector = AFF2_WEBBED; affect_to_char( victim, &af ); // SET_BIT (ch->affected_by2, AFF2_WEBBED); send_to_char( "You are coated in a sticky web!\n\r", victim ); act("$n is coated in a sticky web!",victim,NULL,NULL,TO_ROOM); return; } /* Spellup spell a'la stone skin */ void spell_bark_skin( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("Your skin is already covered in bark.\n\r",ch); else act("$N's skin is already bark.",ch,NULL,victim,TO_CHAR); return; } 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 ); send_to_char( "Your skin becomes as tough as bark.\n\r", victim ); if ( ch != victim ) act("$N's skin becomes as tough as bark.",ch,NULL,victim,TO_CHAR); return; } void spell_animal_instinct( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) { if (victim == ch) send_to_char("You are already animalistic.\n\r",ch); else act("$N is already animalistic.",ch,NULL,victim,TO_CHAR); return; } 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 ); send_to_char( "You suddenly look like a wild beast!\n\r", victim ); if ( ch != victim ) act("$N suddenly grows fangs and claws!",ch,NULL,victim,TO_CHAR); return; } /* Quite strong area affect spell */ void spell_powerstorm( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *vch; CHAR_DATA *vch_next; act( "$n makes a firey blaze of magic engulf the room!", 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_safe_spell(ch,vch,TRUE)) damage( ch,vch,level / 3 * 2 + dice(20, 20), sn, DAM_FIRE,TRUE); continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "A blazing storm of energy rumbles through the area.\n\r", vch ); } return; } void spell_power_kill ( int sn, int level, CHAR_DATA *ch, void *vo , int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; act( "A stream of darkness from your finger surrounds $N.", ch, NULL, victim, TO_CHAR ); act( "A stream of darkness from $n's finger surrounds $N.", ch, NULL, victim, TO_NOTVICT ); act( "A stream of darkness from $N's finger surrounds you.", victim, NULL, ch, TO_CHAR); if (saves_spell(level,victim,DAM_MENTAL)) { dam = dice( level , 24 ) ; dam *= (ch->spellpower * 4); damage(ch, victim , dam , sn, DAM_MENTAL, TRUE); return; } send_to_char( "You have been KILLED!\n\r", victim ); act("$N has been killed!\n\r", ch, NULL, victim, TO_CHAR); act("$N has been killed!\n\r", ch, NULL, victim, TO_ROOM); raw_kill(victim); return; } void spell_power_stun ( int sn, int level, CHAR_DATA *ch, void *vo , int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED2(victim,sn ) || saves_spell( level, victim,DAM_OTHER) ) return; af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 90; af.location = APPLY_DEX; af.modifier = - 3; af.bitvector = AFF_STUN; affect_to_char( victim, &af ); send_to_char( "You are stunned.\n\r", victim ); act("$n is stunned.",victim,NULL,NULL,TO_ROOM); return; } void spell_investiture( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = ch->move; victim->mana = UMIN( victim->mana + heal, victim->max_mana ); victim->move = 0; update_pos( victim ); send_to_char( "{cThe forces of the earth fill you with energy!{x\n\r", victim ); act( "$n draws magic from the very earth!", ch, NULL, NULL, TO_ROOM ); } void spell_channel( int sn, int level, CHAR_DATA *ch, void *vo,int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; int heal; heal = dice(3, 3) + (level / 3) * 2; heal *= (ch->spellpower * 4); if (ch == victim) { send_to_char( "You cannot channel energy into yourself.\n\r", ch ); return; } victim->mana = UMIN( victim->mana + heal, victim->max_mana ); update_pos( victim ); send_to_char( "A swirling cloud of energy engulfs you!\n\r", victim ); if ( ch != victim ) send_to_char( "A swirling cloud of energy slips from your fingertips.\n\r", ch ); return; } void spell_farsight (int sn, int level, CHAR_DATA * ch, void *vo, int target) { if (IS_AFFECTED (ch, AFF_BLIND)) { send_to_char ("Maybe it would help if you could see?\n\r", ch); return; } do_function (ch, &do_scan, target_name); } void spell_portal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || 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) || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n\r", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n\r", ch); return; } 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); } void spell_nexus (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; ROOM_INDEX_DATA *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) || IS_SET (to_room->room_flags, ROOM_SAFE) || IS_SET (from_room->room_flags, ROOM_SAFE) || IS_SET (to_room->room_flags, ROOM_PRIVATE) || IS_SET (to_room->room_flags, ROOM_SOLITARY) || IS_SET (to_room->room_flags, ROOM_NO_RECALL) || IS_SET (from_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n\r", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n\r", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } /* portal one */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room (portal, from_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); /* no second portal if rooms are the same */ if (to_room == from_room) return; /* portal two */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room (portal, to_room); if (to_room->people != NULL) { act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_ROOM); act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_CHAR); } } void spell_forceshield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED2 (victim, AFF_FORCE_SHIELD)) { if (victim == ch) send_to_char ("You are already force-shielded.\n\r", ch); else act ("$N is already force-shielded.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 4; af.location = APPLY_AC; af.modifier = (ch->spellpower * 1.8); af.bitvector = AFF_FORCE_SHIELD; affect_to_char (victim, &af); act ("A sparkling force-shield encircles $n.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are encircled by a sparkling force-shield.\n\r", victim); return; } void spell_staticshield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED2 (victim,AFF_STATIC_SHIELD )) { if (victim == ch) send_to_char ("You are surrounded by static charge.\n\r", ch); else act ("$N is already surrounded by static charge.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS2; af.type = sn; af.level = level; af.duration = level / 3; af.location = APPLY_AC; af.modifier = (ch->spellpower * 1.8); af.bitvector = AFF_STATIC_SHIELD; affect_to_char (victim, &af); act ("$n is surrounded by a pulse of static charge.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a pulse of static charge.\n\r", victim); return; } void spell_flameshield (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED2(victim, AFF_FLAME_SHIELD)) { if (victim == ch) send_to_char ("You are already protected by fire.\n\r", ch); else act ("$N is already protected by fire.", ch, NULL, victim, TO_CHAR); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = (level / 10); af.location = APPLY_AC; af.modifier = (ch->spellpower * 1.8); af.bitvector = AFF_FLAME_SHIELD; affect_to_char (victim, &af); act ("$n is shielded by red walls of flame.", victim, NULL, NULL, TO_ROOM); send_to_char ("You are shielded by red walls of flame.\n\r", victim); return; } void spell_mental_knife( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { AFFECT_DATA af; CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (ch->level < 40) dam = dice(level,8); else if (ch->level < 65) dam = dice(level,11); else dam = dice(level,14); dam *= (ch->spellpower * 4); if (saves_spell(level,victim, DAM_MENTAL)) dam /= 2; damage(ch,victim,dam,sn,DAM_MENTAL, TRUE); if (!is_affected(victim,sn) && !saves_spell(level, victim, DAM_MENTAL)) { af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_INT; af.modifier = -7; af.bitvector = 0; affect_to_char(victim,&af); af.location = APPLY_WIS; affect_to_char(victim,&af); act("Your mental knife sears $N's mind!",ch,NULL,victim,TO_CHAR); act("$n's mental knife sears your mind!",ch,NULL,victim,TO_VICT); act("$n's mental knife sears $N's mind!",ch,NULL,victim,TO_NOTVICT); } } void spell_acetum_primus( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = dice( level, 8 ); dam *= (ch->spellpower * 4); if ( saves_spell( level, victim, DAM_ACID ) ) dam /= 2; act("A cloak of primal acid enshrouds $N, sparks form as it consumes all it touches. ", ch,NULL,victim,TO_NOTVICT); damage( ch, victim, dam, sn,DAM_ACID,TRUE); return; } void spell_acute_vision( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( CAN_DETECT(victim, ACUTE_VISION) ) { if (victim == ch) send_to_char("Your vision is already acute. \n\r",ch); else act("$N already sees acutely.",ch,NULL,victim,TO_CHAR); return; } af.where = TO_DETECTS; af.type = sn; af.level = level; af.duration = (ch->spellpower * 2); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = ACUTE_VISION; affect_to_char( victim, &af ); send_to_char( "Your vision sharpens.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_adamantite_golem( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *gch; CHAR_DATA *golem; AFFECT_DATA af; int i = 0; if (is_affected(ch,sn)) { send_to_char("You lack the power to create another golem right now.\n\r", ch); return; } send_to_char("You attempt to create an Adamantite golem.\n\r",ch); act("$n attempts to create an Adamantite golem.",ch,NULL,NULL,TO_ROOM); for (gch = char_list; gch != NULL; gch = gch->next) { if (IS_NPC(gch) && IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch && ( gch->pIndexData->vnum == MOB_VNUM_ADAMANTITE_GOLEM ) ) { send_to_char("More golems are more than you can control!\n\r",ch); return; } } golem = create_mobile( get_mob_index(MOB_VNUM_ADAMANTITE_GOLEM) ); for (i = 0; i < MAX_STATS; i ++) golem->perm_stat[i] = UMIN(25,15 + ch->level/10); golem->perm_stat[STAT_STR] += 3; golem->perm_stat[STAT_INT] -= 1; golem->perm_stat[STAT_CON] += 2; golem->max_hit = IS_NPC(ch)? URANGE(ch->max_hit,1 * ch->max_hit,30000) : UMIN( (10 * ch->pcdata->perm_hit) + 4000, 30000); golem->max_hit += (ch->spellpower * 10); golem->hit = golem->max_hit; golem->max_mana = IS_NPC(ch)? ch->max_mana : ch->pcdata->perm_mana; golem->mana = golem->max_mana; golem->level = ch->level; for (i=0; i < 3; i++) golem->armor[i] = interpolate(golem->level,100,-100); golem->armor[3] = interpolate(golem->level,100,0); golem->gold = 0; golem->timer = 0; golem->damage[DICE_NUMBER] = 13; golem->damage[DICE_TYPE] = 9; golem->damage[DICE_BONUS] = ch->level / 2 + 10; char_to_room(golem,ch->in_room); send_to_char("You created an Adamantite golem!\n\r",ch); act("$n creates an Adamantite golem!",ch,NULL,NULL,TO_ROOM); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = 24; af.bitvector = 0; af.modifier = 0; af.location = APPLY_NONE; affect_to_char(ch, &af); SET_BIT(golem->affected_by, AFF_CHARM); golem->master = golem->leader = ch; } void spell_scourge( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *tmp_vict; CHAR_DATA *tmp_next; char buf[MAX_STRING_LENGTH]; int dam; if (ch->level < 40) dam = dice(level,6); else if (ch->level < 65) dam = dice(level,9); else dam = dice(level,12); dam *= (ch->spellpower * 4); level += 120; for (tmp_vict = ch->in_room->people;tmp_vict != NULL; tmp_vict = tmp_next) { tmp_next = tmp_vict->next_in_room; if ( !is_safe_spell(ch,tmp_vict,TRUE)) { if (!IS_NPC(ch) && tmp_vict != ch && ch->fighting != tmp_vict && tmp_vict->fighting != ch && (IS_SET(tmp_vict->affected_by,AFF_CHARM) || !IS_NPC(tmp_vict))) { if (!can_see(tmp_vict, ch)) do_yell(tmp_vict, "Help someone is attacking me!"); else { sprintf(buf,"Die, %s, you sorcerous dog!", (is_affected(ch,gsn_doppelganger)&&!IS_IMMORTAL(tmp_vict))? ch->doppel->name : ch->name); do_yell(tmp_vict,buf); } } if (!is_affected(tmp_vict,sn)) { if (number_percent() < level) spell_poison(gsn_poison, level, ch, tmp_vict, TARGET_CHAR); if (number_percent() < level) spell_blindness(gsn_blindness,level,ch,tmp_vict, TARGET_CHAR); if (number_percent() < level) spell_weaken(gsn_weaken, level, ch, tmp_vict, TARGET_CHAR); if (saves_spell(level,tmp_vict, DAM_FIRE)) dam /= 2; damage( ch, tmp_vict, dam, sn, DAM_FIRE, TRUE ); } } } } void spell_doppelganger( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( (ch == victim) || (is_affected(ch, sn) && (ch->doppel == victim)) ) { act("You already look like $M.",ch,NULL,victim,TO_CHAR); return; } if (IS_NPC(victim)) { act("$N is too different from yourself to mimic.",ch,NULL,victim,TO_CHAR); return; } if (IS_IMMORTAL(victim)) { send_to_char("Yeah, sure. And I'm the Pope.\n\r",ch); return; } if (saves_spell(level,victim, DAM_CHARM)) { send_to_char("You failed.\n\r",ch); return; } act("You change form to look like $N.",ch,NULL,victim,TO_CHAR); act("$n changes form to look like YOU!",ch,NULL,victim,TO_VICT); act("$n changes form to look like $N!",ch,NULL,victim,TO_NOTVICT); af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = (2 * level)/3; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = 0; affect_to_char(ch,&af); ch->doppel = victim; } void spell_assist( int sn, int level, CHAR_DATA *ch, void *vo, int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) { send_to_char("This power is used too recently.\n\r",ch); return; } af.where = TO_AFFECTS; af.type = sn; af.level = level; af.duration = level / 50; af.location = 0; af.modifier = 0; af.bitvector = 0; affect_to_char( ch, &af ); // victim->hit += 100 + level * 5; victim->hit += (ch->spellpower * 10); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); act("$n looks better.", victim, NULL, NULL, TO_ROOM); if (ch != victim) send_to_char("Ok.\n\r",ch); return; } void spell_desert_fist( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( (ch->in_room->sector_type != SECT_HILLS) && (ch->in_room->sector_type != SECT_MOUNTAIN) && (ch->in_room->sector_type != SECT_DESERT) ) { send_to_char("You don't find any sand here to create a fist.\n\r",ch); ch->wait = 0; return; } act("An existing parcel of sand rises up and forms a fist and pummels $n.", victim,NULL,NULL,TO_ROOM); act("An existing parcel of sand rises up and forms a fist and pummels you.", victim,NULL,NULL,TO_CHAR); dam = dice( level , 14 ); dam *= (ch->spellpower * 4); damage(ch,victim,dam,sn,DAM_OTHER,TRUE); sand_effect(victim,level,dam,TARGET_CHAR); } /* travel via astral plains */ void spell_astral_walk( int sn, int level, CHAR_DATA *ch, void *vo,int target ) { CHAR_DATA *victim; bool gate_pet; char buf[512]; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || !can_see_room(ch,victim->in_room) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY) || victim->level >= level + 3 /* || (!IS_NPC(victim) && victim->level >= LEVEL_HERO) * NOT trust */ || saves_spell(level,victim,DAM_OTHER) || (IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->imm_flags,IMM_SUMMON)) || (!IS_NPC(victim) && is_safe_nomessage(ch, victim) && IS_SET(victim->act,PLR_NOSUMMON)) || (!IS_NPC(victim) && ch->in_room->area != victim->in_room->area ) || (IS_NPC(victim) && saves_spell( level, victim,DAM_OTHER) ) ) { send_to_char( "You failed.\n\r", ch ); return; } if (ch->pet != NULL && ch->in_room == ch->pet->in_room) gate_pet = TRUE; else gate_pet = FALSE; act("$n disappears in a flash of light!",ch,NULL,NULL,TO_ROOM); sprintf(buf,"You travel via astral planes and go to %s.\n\r",victim->name); send_to_char(buf,ch); char_from_room(ch); char_to_room(ch,victim->in_room); act("$n appears in a flash of light!",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); if (gate_pet) { act("$n disappears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM); send_to_char(buf,ch->pet); char_from_room(ch->pet); char_to_room(ch->pet,victim->in_room); act("$n appears in a flash of light!",ch->pet,NULL,NULL,TO_ROOM); do_look(ch->pet,"auto"); } } void spell_protection_negative ( int sn, int level, CHAR_DATA *ch, void *vo , int target) { AFFECT_DATA af; if (!is_affected(ch, sn)) { send_to_char("You are now immune to negative attacks.\n\r", ch); af.where = TO_IMMUNE; af.type = sn; af.duration = level / 4; af.level = ch->level; af.bitvector = IMM_NEGATIVE; af.location = 0; af.modifier = 0; affect_to_char(ch, &af); } else send_to_char("You are already immune to negative attacks.\n\r", ch); return; } void spell_iceshield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) // MAGIC ( spell_iceshield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_ICE ) ) { if ( victim == ch ) send_to_char ( "You are already surrounded by an {Cicy{x shield.\n\r", ch ); else act ( "$N is already surrounded by an {Cicy{x shield.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_NPC ( victim ) ) { send_to_char ( "You failed.\n\r", ch ); return; } /* if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT) && (victim->level < LEVEL_IMMORTAL) ) { send_to_char("You are surrounded by an {Cicy{x shield.\n\r", victim); act("$n is surrounded by an {Cicy{x shield.",victim, NULL,NULL,TO_ROOM); send_to_char("Your {Cicy{x shield quickly melts away.\n\r", victim); act("$n's {Cicy{x shield quickly melts away.",victim, NULL,NULL,TO_ROOM); return; } */ af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_ICE; affect_to_char ( victim, &af ); send_to_char ( "You are surrounded by an {Cicy{x shield.\n\r", victim ); act ( "$n is surrounded by an {Cicy{x shield.", victim, NULL, NULL, TO_ROOM ); return; } void spell_fireshield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) //MAGIC ( spell_fireshield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_FIRE ) ) { if ( victim == ch ) send_to_char ( "You are already surrounded by a {Rfirey{x shield.\r\n", ch ); else act ( "$N is already surrounded by a {Rfiery{x shield.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_NPC ( victim ) ) { send_to_char ( "You failed.\n\r", ch ); return; } /* if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT) && (victim->level < LEVEL_IMMORTAL) ) { send_to_char("You are surrounded by a {Rfiery{x shield.\n\r", victim); act("$n is surrounded by a {Rfiery{x shield.",victim, NULL,NULL,TO_ROOM); send_to_char("Your {Rfirey{x shield gutters out.\n\r", victim); act("$n's {Rfirey{x shield gutters out.",victim, NULL,NULL,TO_ROOM); return; } */ af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_FIRE; affect_to_char ( victim, &af ); send_to_char ( "You are surrounded by a {Rfiery{x shield.\n\r", victim ); act ( "$n is surrounded by a {Rfiery{x shield.", victim, NULL, NULL, TO_ROOM ); return; } void spell_shockshield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) // MAGIC ( spell_shockshield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_SHOCK ) ) { if ( victim == ch ) send_to_char ( "You are already surrounded in a {Bcrackling{x shield.\n\r", ch ); else act ( "$N is already surrounded by a {Bcrackling{x shield.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_NPC ( victim ) ) { send_to_char ( "You failed.\n\r", ch ); return; } /* if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT) && (victim->level < LEVEL_IMMORTAL) ) { send_to_char("You are surrounded by a {Bcrackling{x shield.\n\r", victim); act("$n is surrounded by a {Bcrackling{x shield.",victim, NULL,NULL,TO_ROOM); send_to_char("Your {Bcrackling{x shield sizzles and fades.\n\r", victim); act("$n's {Bcrackling{x shield sizzles and fades.",victim, NULL,NULL,TO_ROOM); return; } */ af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_SHOCK; affect_to_char ( victim, &af ); send_to_char ( "You are surrounded by a {Bcrackling{x field.\n\r", victim ); act ( "$n is surrounded by a {Bcrackling{x shield.", victim, NULL, NULL, TO_ROOM ); return; } void spell_acidshield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) // MAGIC ( spell_acidshield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_ACID ) ) { if ( victim == ch ) send_to_char ( "You are already surrounded in an {GA{gcidic{x shield.\n\r", ch ); else act ( "$N is already surrounded by an {GA{gcidic{x shield.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_NPC ( victim ) ) { send_to_char ( "You failed.\n\r", ch ); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_ACID; affect_to_char ( victim, &af ); send_to_char ( "You are surrounded by an {GA{gcidic{x field.\n\r", victim ); act ( "$n is surrounded by an {GA{gcidic{x shield.", victim, NULL, NULL, TO_ROOM ); return; } void spell_poisonshield( int sn, int level, CHAR_DATA *ch, void *vo, int target ) // MAGIC ( spell_poisonshield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_POISON ) ) { if ( victim == ch ) send_to_char ( "You are already surrounded in a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.\n\r", ch ); else act ( "$N is already surrounded by a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_NPC ( victim ) ) { send_to_char ( "You failed.\n\r", ch ); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_POISON; affect_to_char ( victim, &af ); send_to_char ( "You are surrounded by a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.\n\r", victim ); act ( "$n is surrounded by a {MP{moisonous{x {CC{cl{Co{cu{Cd{x.", victim, NULL, NULL, TO_ROOM ); return; } void spell_briarshield( int sn, int level, CHAR_DATA *ch, void *vo, int target) // MAGIC ( spell_briarshield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_BRIAR ) ) { if ( victim == ch ) send_to_char ( "You are already surrounded in a thorny shield.\n\r", ch ); else act ( "$N is already surrounded by a thorny shield.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_NPC ( victim ) ) { send_to_char ( "You failed.\n\r", ch ); return; } /* if ( (skill_table[sn].skill_level[victim->class] > LEVEL_ANCIENT) && (victim->level < LEVEL_IMMORTAL) ) { send_to_char("You are surrounded by a {Bcrackling{x shield.\n\r", victim); act("$n is surrounded by a {Bcrackling{x shield.",victim, NULL,NULL,TO_ROOM); send_to_char("Your {Bcrackling{x shield sizzles and fades.\n\r", victim); act("$n's {Bcrackling{x shield sizzles and fades.",victim, NULL,NULL,TO_ROOM); return; } */ af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_BRIAR; affect_to_char ( victim, &af ); send_to_char ( "You are surrounded by a thorny shield.\n\r", victim ); act ( "$n is surrounded by a thorny shield.", victim, NULL, NULL, TO_ROOM ); return; } /*original writer unkown, out of paradox codebase RoT1.4/1.5 diriv*/ void spell_mana_shield( int sn, int level, CHAR_DATA *ch, void *vo, int target) // MAGIC ( spell_mana_shield ) { CHAR_DATA *victim = ( CHAR_DATA * ) vo; AFFECT_DATA af; if ( IS_SHIELDED ( victim, SHD_MANA ) ) { if ( victim == ch ) send_to_char ( "You are already surrounded by a mana shield.\n\r", ch ); else act ( "$N is already surrounded by a mana shield.", ch, NULL, victim, TO_CHAR ); return; } if ( IS_NPC ( victim ) ) { send_to_char ( "You failed.\n\r", ch ); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level / 22; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_MANA; affect_to_char ( victim, &af ); send_to_char ( "You are surrounded by a mana shield.\n\r", victim ); act ( "$n is surrounded by a mana shield.", victim, NULL, NULL, TO_ROOM ); return; } void spell_ward( int sn, int level, CHAR_DATA *ch, void *vo, int target) // MAGIC ( spell_ward ) { AFFECT_DATA af; if ( is_affected ( ch, sn ) ) { send_to_char ( "You are already in a ward", ch ); return; } af.where = TO_SHIELDS; af.type = sn; af.level = level; af.duration = level / 5; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = SHD_WARD; affect_to_char ( ch, &af ); act ( "$n is warded.", ch, NULL, NULL, TO_ROOM ); send_to_char ( "You are warded.\n\r", ch ); return; }