ur/
ur/boards/
ur/clans/
ur/councils/
ur/homes/
ur/planets/
/***************************************************************************
*                           STAR WARS REALITY 1.0                          *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code         *
* copyright (c) 1997 by Sean Cooper                                        *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd.                 *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider                           *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,                    *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops                *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*			     Spell handling module			   *
****************************************************************************/

#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"

/*
 * Local functions.
 */
#define	CD	CHAR_DATA
CD *	find_keeper	args( ( CHAR_DATA *ch ) );
void	say_spell	args( ( CHAR_DATA *ch, int sn ) );
ch_ret	spell_affect	args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
ch_ret	spell_affectchar args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
bool can_charm ( CHAR_DATA *ch );

/*
 * Is immune to a damage type
 */
bool is_immune( CHAR_DATA *ch, sh_int damtype )
{
    switch( damtype )
    {
	case SD_FIRE:	     if (IS_SET(ch->immune, RIS_FIRE))	 return TRUE;
	case SD_COLD:	     if (IS_SET(ch->immune, RIS_COLD))	 return TRUE;
	case SD_ELECTRICITY: if (IS_SET(ch->immune, RIS_ELECTRICITY)) return TRUE;
	case SD_ENERGY:	     if (IS_SET(ch->immune, RIS_ENERGY)) return TRUE;
	case SD_ACID:	     if (IS_SET(ch->immune, RIS_ACID))	 return TRUE;
	case SD_POISON:	     if (IS_SET(ch->immune, RIS_POISON)) return TRUE;
	case SD_DRAIN:	     if (IS_SET(ch->immune, RIS_DRAIN))	 return TRUE;
    }
    return FALSE;
}

/*
 * Lookup a skill by name, only stopping at skills the player has.
 */
int ch_slookup( CHAR_DATA *ch, const char *name )
{
    int sn;

    if ( IS_NPC(ch) )
	return skill_lookup( name );
    for ( sn = 0; sn < top_sn; sn++ )
    {
	if ( !skill_table[sn]->name )
	    break;
	if (  ch->pcdata->learned[sn] > 0
	&&    LOWER(name[0]) == LOWER(skill_table[sn]->name[0])
	&&   !str_prefix( name, skill_table[sn]->name ) )
	    return sn;
    }

    return -1;
}

/*
 * Lookup an herb by name.
 */
int herb_lookup( const char *name )
{
    int sn;

    for ( sn = 0; sn < top_herb; sn++ )
    {
	if ( !herb_table[sn] || !herb_table[sn]->name )
	    return -1;
	if ( LOWER(name[0]) == LOWER(herb_table[sn]->name[0])
	&&  !str_prefix( name, herb_table[sn]->name ) )
	    return sn;
    }
    return -1;
}

/*
 * Lookup a personal skill
 */
int personal_lookup( CHAR_DATA *ch, const char *name )
{
    return -1;
}

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

    if ( (sn=bsearch_skill(name, gsn_first_spell, gsn_first_skill-1)) == -1 )
      if ( (sn=bsearch_skill(name, gsn_first_skill, gsn_first_weapon-1)) == -1 )
	if ( (sn=bsearch_skill(name, gsn_first_weapon, gsn_first_tongue-1)) == -1 )
	  if ( (sn=bsearch_skill(name, gsn_first_tongue, gsn_top_sn-1)) == -1
	  &&    gsn_top_sn < top_sn )
	  {
	      for ( sn = gsn_top_sn; sn < top_sn; sn++ )
	      {
		  if ( !skill_table[sn] || !skill_table[sn]->name )
		    return -1;
		  if ( LOWER(name[0]) == LOWER(skill_table[sn]->name[0])
		  &&  !str_prefix( name, skill_table[sn]->name ) )
		    return sn;
	      }
	      return -1;
	  }
    return sn;
}

/*
 * Return a skilltype pointer based on sn			-Thoric
 * Returns NULL if bad, unused or personal sn.
 */
SKILLTYPE *get_skilltype( int sn )
{
    if ( sn >= TYPE_PERSONAL )
	return NULL;
    if ( sn >= TYPE_HERB )
	return IS_VALID_HERB(sn-TYPE_HERB) ? herb_table[sn-TYPE_HERB] : NULL;
    if ( sn >= TYPE_HIT )
	return NULL;
    return IS_VALID_SN(sn) ? skill_table[sn] : NULL;
}

/*
 * Perform a binary search on a section of the skill table	-Thoric
 * Each different section of the skill table is sorted alphabetically
 */
int bsearch_skill( const char *name, int first, int top )
{
    int sn;

    for (;;)
    {
	sn = (first + top) >> 1;

	if ( LOWER(name[0]) == LOWER(skill_table[sn]->name[0])
	&&  !str_prefix(name, skill_table[sn]->name) )
	    return sn;
	if (first >= top)
	    return -1;
    	if (strcmp(name, skill_table[sn]->name) < 1)
	    top = sn - 1;
    	else
	    first = sn + 1;
    }
    return -1;
}

/*
 * Perform a binary search on a section of the skill table	-Thoric
 * Each different section of the skill table is sorted alphabetically
 * Check for exact matches only
 */
int bsearch_skill_exact( const char *name, int first, int top )
{
    int sn;

    for (;;)
    {
	sn = (first + top) >> 1;
	if ( !str_prefix(name, skill_table[sn]->name) )
	    return sn;
	if (first >= top)
	    return -1;
    	if (strcmp(name, skill_table[sn]->name) < 1)
	    top = sn - 1;
    	else
	    first = sn + 1;
    }
    return -1;
}

/*
 * Perform a binary search on a section of the skill table
 * Each different section of the skill table is sorted alphabetically
 * Only match skills player knows				-Thoric
 */
int ch_bsearch_skill( CHAR_DATA *ch, const char *name, int first, int top )
{
    int sn;

    for (;;)
    {
	sn = (first + top) >> 1;

	if ( LOWER(name[0]) == LOWER(skill_table[sn]->name[0])
	&&  !str_prefix(name, skill_table[sn]->name)
	&&   ch->pcdata->learned[sn] > 0 )
		return sn;
	if (first >= top)
	    return -1;
    	if (strcmp( name, skill_table[sn]->name) < 1)
	    top = sn - 1;
    	else
	    first = sn + 1;
    }
    return -1;
}


int find_spell( CHAR_DATA *ch, const char *name, bool know )
{
    if ( IS_NPC(ch) || !know )
	return bsearch_skill( name, gsn_first_spell, gsn_first_skill-1 );
    else
	return ch_bsearch_skill( ch, name, gsn_first_spell, gsn_first_skill-1 );
}

int find_skill( CHAR_DATA *ch, const char *name, bool know )
{
    if ( IS_NPC(ch) || !know )
	return bsearch_skill( name, gsn_first_skill, gsn_first_weapon-1 );
    else
	return ch_bsearch_skill( ch, name, gsn_first_skill, gsn_first_weapon-1 );
}

int find_weapon( CHAR_DATA *ch, const char *name, bool know )
{
    if ( IS_NPC(ch) || !know )
	return bsearch_skill( name, gsn_first_weapon, gsn_first_tongue-1 );
    else
	return ch_bsearch_skill( ch, name, gsn_first_weapon, gsn_first_tongue-1 );
}

int find_tongue( CHAR_DATA *ch, const char *name, bool know )
{
    if ( IS_NPC(ch) || !know )
	return bsearch_skill( name, gsn_first_tongue, gsn_top_sn-1 );
    else
	return ch_bsearch_skill( ch, name, gsn_first_tongue, gsn_top_sn-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 < top_sn; sn++ )
	if ( slot == skill_table[sn]->slot )
	    return sn;

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

    return -1;
}

/*
 * Fancy message handling for a successful casting		-Thoric
 */
void successful_casting( SKILLTYPE *skill, CHAR_DATA *ch,
			 CHAR_DATA *victim, OBJ_DATA *obj )
{
    sh_int chitroom = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION);
    sh_int chit	    = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT);
    sh_int chitme   = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME);

    if ( skill->target != TAR_CHAR_OFFENSIVE )
    {
	chit = chitroom;
	chitme = chitroom;
    }

    if ( ch && ch != victim )
    {
	if ( skill->hit_char && skill->hit_char[0] != '\0' )
	  act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
	else
	if ( skill->type == SKILL_SPELL )
          act( chit, "Ok.", ch, NULL, NULL, TO_CHAR );
    }
    if ( ch && skill->hit_room && skill->hit_room[0] != '\0' )
      act( chitroom, skill->hit_room, ch, obj, victim, TO_NOTVICT );
    if ( ch && victim && skill->hit_vict && skill->hit_vict[0] != '\0' )
    {
	if ( ch != victim )
	  act( chitme, skill->hit_vict, ch, obj, victim, TO_VICT );
	else
	  act( chitme, skill->hit_vict, ch, obj, victim, TO_CHAR );
    }
    else
    if ( ch && ch == victim && skill->type == SKILL_SPELL )
      act( chitme, "Ok.", ch, NULL, NULL, TO_CHAR );
}

/*
 * Fancy message handling for a failed casting			-Thoric
 */
void failed_casting( SKILLTYPE *skill, CHAR_DATA *ch,
		     CHAR_DATA *victim, OBJ_DATA *obj )
{         
    sh_int chitroom = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION);
    sh_int chit	    = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT);
    sh_int chitme   = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME);

    if ( skill->target != TAR_CHAR_OFFENSIVE )
    {
	chit = chitroom;
	chitme = chitroom;
    }

    if ( ch && ch != victim )
    {
	if ( skill->miss_char && skill->miss_char[0] != '\0' )
	  act( chit, skill->miss_char, ch, obj, victim, TO_CHAR );
	else
	if ( skill->type == SKILL_SPELL )
          act( chit, "You failed.", ch, NULL, NULL, TO_CHAR );
    }
    if ( ch && skill->miss_room && skill->miss_room[0] != '\0' )
      act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
    if ( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' )
    {
	if ( ch != victim )
	  act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT );
	else
	  act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR );
    }
    else
    if ( ch && ch == victim )
    {
	if ( skill->miss_char && skill->miss_char[0] != '\0' )
	  act( chitme, skill->miss_char, ch, obj, victim, TO_CHAR );
	else
	if ( skill->type == SKILL_SPELL )
          act( chitme, "You failed.", ch, NULL, NULL, TO_CHAR );
    }
}

/*
 * Fancy message handling for being immune to something		-Thoric
 */
void immune_casting( SKILLTYPE *skill, CHAR_DATA *ch,
		     CHAR_DATA *victim, OBJ_DATA *obj )
{
    sh_int chitroom = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_ACTION);
    sh_int chit	    = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HIT);
    sh_int chitme   = (skill->type == SKILL_SPELL ? AT_MAGIC : AT_HITME);

    if ( skill->target != TAR_CHAR_OFFENSIVE )
    {
	chit = chitroom;
	chitme = chitroom;
    }

    if ( ch && ch != victim )
    {
	if ( skill->imm_char && skill->imm_char[0] != '\0' )
	  act( chit, skill->imm_char, ch, obj, victim, TO_CHAR );
	else
	if ( skill->miss_char && skill->miss_char[0] != '\0' )
	  act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
	else
	if ( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
          act( chit, "That appears to have no effect.", ch, NULL, NULL, TO_CHAR );
    }
    if ( ch && skill->imm_room && skill->imm_room[0] != '\0' )
      act( chitroom, skill->imm_room, ch, obj, victim, TO_NOTVICT );
    else
    if ( ch && skill->miss_room && skill->miss_room[0] != '\0' )
      act( chitroom, skill->miss_room, ch, obj, victim, TO_NOTVICT );
    if ( ch && victim && skill->imm_vict && skill->imm_vict[0] != '\0' )
    {
	if ( ch != victim )
	  act( chitme, skill->imm_vict, ch, obj, victim, TO_VICT );
	else
	  act( chitme, skill->imm_vict, ch, obj, victim, TO_CHAR );
    }
    else
    if ( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' )
    {
	if ( ch != victim )
	  act( chitme, skill->miss_vict, ch, obj, victim, TO_VICT );
	else
	  act( chitme, skill->miss_vict, ch, obj, victim, TO_CHAR );
    }
    else
    if ( ch && ch == victim )
    {
	if ( skill->imm_char && skill->imm_char[0] != '\0' )
	  act( chit, skill->imm_char, ch, obj, victim, TO_CHAR );
	else
	if ( skill->miss_char && skill->miss_char[0] != '\0' )
	  act( chit, skill->hit_char, ch, obj, victim, TO_CHAR );
	else
	if ( skill->type == SKILL_SPELL || skill->type == SKILL_SKILL )
          act( chit, "That appears to have no affect.", ch, NULL, NULL, TO_CHAR );
    }
}


/*
 * Utter mystical words for an sn.
 */
void say_spell( CHAR_DATA *ch, int sn )
{
    CHAR_DATA *rch;

    for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
    {
         if ( rch != ch )
         act( AT_MAGIC, "$n pauses and concentrates for a moment.",
         ch, NULL, rch, TO_VICT );
    }
                                         
    return;
}


/*
 * Make adjustments to saving throw based in RIS		-Thoric
 */
int ris_save( CHAR_DATA *ch, int chance, int ris )
{
   sh_int modifier;

   modifier = 10;
   if ( IS_SET(ch->immune, ris ) )
     modifier -= 10;
   if ( IS_SET(ch->resistant, ris ) )
     modifier -= 2;
   if ( IS_SET(ch->susceptible, ris ) )
     modifier += 2;
   if ( modifier <= 0 )
     return 1000;
   if ( modifier == 10 )
     return chance;
   return (chance * modifier) / 10;
}


/*								    -Thoric
 * Fancy dice expression parsing complete with order of operations,
 * simple exponent support, dice support as well as a few extra
 * variables: L = level, H = hp, M = mana, V = move, S = str, X = dex
 *            I = int, W = wis, C = con, A = cha, U = luck, A = age
 *
 * Used for spell dice parsing, ie: 3d8+L-6
 *
 */
int rd_parse(CHAR_DATA *ch, int level, char *exp)
{
  int x, lop = 0, gop = 0, eop = 0;
  char operation;
  char *sexp[2];
  int total = 0, len = 0;

  /* take care of nulls coming in */
  if (!exp || !strlen(exp))
    return 0;

  /* get rid of brackets if they surround the entire expresion */
  if ((*exp == '(') && !index(exp+1,'(') && exp[strlen(exp)-1] == ')')
  {
    exp[strlen(exp)-1] = '\0';
    exp++;
  }

  /* check if the expresion is just a number */
  len = strlen(exp);
  if ( len == 1 && isalpha(exp[0]) )
    switch(exp[0]) {
	case 'L': case 'l':	return level;
	case 'H': case 'h':	return ch->hit;
	case 'M': case 'm':	return ch->mana;
	case 'V': case 'v':	return ch->move;
	case 'S': case 's':	return get_curr_str(ch);
	case 'I': case 'i':	return get_curr_int(ch);
	case 'W': case 'w':	return get_curr_wis(ch);
	case 'X': case 'x':	return get_curr_dex(ch);
	case 'C': case 'c':	return get_curr_con(ch);
	case 'A': case 'a':	return get_curr_cha(ch);
	case 'U': case 'u':	return get_curr_lck(ch);
	case 'Y': case 'y':	return get_age(ch);
    }

  for (x = 0; x < len; ++x)
    if (!isdigit(exp[x]) && !isspace(exp[x]))
      break;
  if (x == len) return(atoi(exp));
  
  /* break it into 2 parts */
  for (x = 0; x < strlen(exp); ++x)
    switch(exp[x]) {
    case '^':
      if (!total)
	eop = x;
      break;
    case '-': case '+':
      if (!total) 
	lop = x;
      break;
    case '*': case '/': case '%': case 'd': case 'D':
      if (!total) 
	gop =  x;
      break;
    case '(':
      ++total;
      break;
    case ')':
      --total;
      break;
    }
  if (lop) x = lop;
  else
  if (gop) x = gop;
  else
  x = eop;
  operation = exp[x];
  exp[x] = '\0';
  sexp[0] = exp;
  sexp[1] = (char *)(exp+x+1);

  /* work it out */
  total = rd_parse(ch, level, sexp[0]);
  switch(operation) {
  case '-':		total -= rd_parse(ch, level, sexp[1]);	break;
  case '+':		total += rd_parse(ch, level, sexp[1]);	break;
  case '*':		total *= rd_parse(ch, level, sexp[1]);	break;
  case '/':		total /= rd_parse(ch, level, sexp[1]);	break;
  case '%':		total %= rd_parse(ch, level, sexp[1]);	break;
  case 'd': case 'D':	total = dice( total, rd_parse(ch, level, sexp[1]) );	break;
  case '^':
      {
        int y = rd_parse(ch, level, sexp[1]), z = total;

        for (x = 1; x < y; ++x, z *= total);
        total = z;
        break;
      }
  }
  return total;
}

/* wrapper function so as not to destroy exp */
int dice_parse(CHAR_DATA *ch, int level, char *exp)
{
    char buf[MAX_INPUT_LENGTH];

    strcpy( buf, exp );
    return rd_parse(ch, level, buf);
}

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

    save = 50 + ( victim->top_level - level - victim->saving_poison_death ) * 2;
    save = URANGE( 5, save, 95 );
    return chance( victim, save );
}
bool saves_wands( int level, CHAR_DATA *victim )
{
    int save;

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
      return TRUE;

    save = 50 + ( victim->top_level - level - victim->saving_wand ) * 2;
    save = URANGE( 5, save, 95 );
    return chance( victim, save );
}
bool saves_para_petri( int level, CHAR_DATA *victim )
{
    int save;

    save = 50 + ( victim->top_level - level - victim->saving_para_petri ) * 2;
    save = URANGE( 5, save, 95 );
    return chance( victim, save );
}
bool saves_breath( int level, CHAR_DATA *victim )
{
    int save;

    save = 50 + ( victim->top_level - level - victim->saving_breath ) * 2;
    save = URANGE( 5, save, 95 );
    return chance( victim, save );
}
bool saves_spell_staff( int level, CHAR_DATA *victim )
{
    int save;

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
      return TRUE;

    if ( IS_NPC( victim ) && level > 10 )
      level -= 5;
    save = 50 + ( victim->top_level - level - victim->saving_spell_staff ) * 2;
    save = URANGE( 5, save, 95 );
    return chance( victim, save );
}


int pAbort;

/*
 * Locate targets.
 */
void *locate_targets( CHAR_DATA *ch, char *arg, int sn,
		      CHAR_DATA **victim, OBJ_DATA **obj )
{
    SKILLTYPE *skill = get_skilltype( sn );
    void *vo	= NULL;

    *victim	= NULL;
    *obj	= NULL;
      
    switch ( skill->target )
    {
	default:
	  bug( "Do_cast: bad target for sn %d.", sn );
	  return &pAbort;

	case TAR_IGNORE:
	  break;

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

	  /* Offensive spells will choose the ch up to 92% of the time
	   * if the nuisance flag is set -- Shaddai 
	   */
	  if ( !IS_NPC(ch) && ch->pcdata->nuisance && 
			ch->pcdata->nuisance->flags > 5
		&& number_percent() < (((ch->pcdata->nuisance->flags-5)*8)+
		ch->pcdata->nuisance->power*6))
		*victim = ch;

	  if ( is_safe( ch, *victim ) )
		return &pAbort;

	  if ( ch == *victim )
	  {
		send_to_char( "Cast this on yourself?  Okay...\n\r", ch );
		/*
		send_to_char( "You can't do that to yourself.\n\r", ch );
		return &pAbort;
		*/
	  }

	  if ( !IS_NPC(ch) )
	  {
		if ( !IS_NPC(*victim) )
		{
		    /*  Sheesh! can't do anything
		    send_to_char( "You can't do that on a player.\n\r", ch );
		    return &pAbort;
	            */	

		    if ( get_timer( ch, TIMER_PKILLED ) > 0 )
		    {
			send_to_char( "You have been killed in the last 5 minutes.\n\r", ch);
			return &pAbort;
		    }

		    if ( get_timer( *victim, TIMER_PKILLED ) > 0 )
		    {
			send_to_char( "This player has been killed in the last 5 minutes.\n\r", ch );
			return &pAbort;
		    }	

		}

		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 &pAbort;
		}
	  }

	  vo = (void *) *victim;
	  break;

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

	  /* Nuisance flag will pick who you are fighting for defensive
	   * spells up to 36% of the time -- Shaddai
	   */

	  if ( !IS_NPC(ch) && ch->fighting && ch->pcdata->nuisance &&
		ch->pcdata->nuisance->flags > 5
		&& number_percent() < (((ch->pcdata->nuisance->flags-5)*8) +
		6*ch->pcdata->nuisance->power))
		*victim = who_fighting( ch );
	  vo = (void *) *victim;
	  break;

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

	  vo = (void *) ch;
	  break;

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

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

	  vo = (void *) *obj;
	  break;
    }

    return vo;
}


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


/*
 * Cast a spell.  Multi-caster and component support by Thoric
 */
void do_cast( CHAR_DATA *ch, char *argument )
{
    char arg1[MAX_INPUT_LENGTH];
    char arg2[MAX_INPUT_LENGTH];
    static char staticbuf[MAX_INPUT_LENGTH];
    CHAR_DATA *victim;
    OBJ_DATA *obj;
    void *vo;
    int mana;
    int sn;
    ch_ret retcode;
    bool dont_wait = FALSE;
    SKILLTYPE *skill = NULL;
    struct timeval time_used;

    retcode = rNONE;

    switch( ch->substate )
    {
      default:
	/* no ordering charmed mobs to cast spells */
	if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) )
	{
	    send_to_char( "You can't seem to do that right now...\n\r", ch );
	    return;
	}

	if ( xIS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
	{
	    set_char_color( AT_MAGIC, ch );
	    send_to_char( "You failed.\n\r", ch );
	    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 ( get_trust(ch) < LEVEL_GOD )
	{
	    if ( ( sn = find_spell( ch, arg1, TRUE ) ) < 0
	    || ( !IS_NPC(ch) &&  ch->pcdata->learned[sn] <= 0  ) )
	    {
		send_to_char( "You can't do that.\n\r", ch );
		return;
	    }
	    if ( (skill=get_skilltype(sn)) == NULL )
	    {
		send_to_char( "You can't do that right now...\n\r", ch );
		return;
	    }
	}
	else
	{
	    if ( (sn=skill_lookup(arg1)) < 0 )
	    {
		send_to_char( "We didn't create that yet...\n\r", ch );
		return;
	    }
	    if ( sn >= MAX_SKILL )
	    {
		send_to_char( "Hmm... that might hurt.\n\r", ch );
		return;
	    }
	    if ( (skill=get_skilltype(sn)) == NULL )
	    {
		send_to_char( "Somethis is severely wrong with that one...\n\r", ch );
		return;
	    }
	    if ( skill->type != SKILL_SPELL )
	    {
		send_to_char( "That isn't a force power.\n\r", ch );
		return;
	    }
	    if ( !skill->spell_fun )
	    {
		send_to_char( "We didn't finish that one yet...\n\r", ch );
		return;
	    }
	}

	/*
	 * Something else removed by Merc			-Thoric
	 */
	if ( ch->position < skill->minimum_position )
	{
	    switch( ch->position )
	    {
	      default:
		send_to_char( "You can't concentrate enough.\n\r", ch );
		break;
	      case POS_SITTING:
		send_to_char( "You can't summon enough energy sitting down.\n\r", ch );
		break;
	      case POS_RESTING:
		send_to_char( "You're too relaxed to cast that spell.\n\r", ch );
		break;
	      case POS_FIGHTING:
		send_to_char( "You can't concentrate enough while fighting!\n\r", ch );
		break;
	      case POS_SLEEPING:
		send_to_char( "You dream about great feats of magic.\n\r", ch );
		break;
	    }
	    return;
	}

	if ( skill->spell_fun == spell_null )
	{
	    send_to_char( "That's not a spell!\n\r", ch );
	    return;
	}

	if ( !skill->spell_fun )
	{
	    send_to_char( "You cannot cast that... yet.\n\r", ch );
	    return;
	}

	mana = IS_NPC(ch) ? 0 : skill->min_mana;

	/*
	 * Locate targets.
	 */
	vo = locate_targets( ch, arg2, sn, &victim, &obj );
	if ( vo == &pAbort )
	  return;



	/* Should be checked elsewhere 

	if  ( is_safe(ch, victim) )
	{
          set_char_color( AT_MAGIC, ch );
          send_to_char( "You cannot do that to them.\n\r", ch );
          return;
	}



  */

	
	if ( !IS_NPC(ch) && ch->mana < mana )
	{
	    send_to_char( "The force is not strong enough within you.\n\r", ch );
	    return;
	}
	if ( skill->participants <= 1 )
	   break;
	/* multi-participant spells			-Thoric */
	add_timer( ch, TIMER_DO_FUN, UMIN(skill->beats / 10, 3),
		do_cast, 1 );
	act( AT_MAGIC, "You begin to feel the force in yourself and those around you...", ch, NULL, NULL, TO_CHAR );
	act( AT_MAGIC, "$n reaches out with the force to those around...", ch, NULL, NULL, TO_ROOM );
	sprintf( staticbuf, "%s %s", arg2, target_name );
	ch->dest_buf = str_dup( staticbuf );
	ch->tempnum = sn;
	return;	
      case SUB_TIMER_DO_ABORT:
        DISPOSE( ch->dest_buf );
	if ( IS_VALID_SN((sn = ch->tempnum)) )
	{
	    if ( (skill=get_skilltype(sn)) == NULL )
	    {
		send_to_char( "Something went wrong...\n\r", ch );
		bug( "do_cast: SUB_TIMER_DO_ABORT: bad sn %d", sn );
		return;
	    }
        	mana = IS_NPC(ch) ? 0 : skill->min_mana;
	    
	    if ( get_trust(ch) < LEVEL_IMMORTAL)    /* so imms dont lose mana */
	      ch->mana -= mana / 3;
	}
	set_char_color( AT_MAGIC, ch );
	send_to_char( "You stop your concentration\n\r", ch );
	/* should add chance of backfire here */
        return;
      case 1:
	sn = ch->tempnum;
	if ( (skill=get_skilltype(sn)) == NULL )
	{
	    send_to_char( "Something went wrong...\n\r", ch );
	    bug( "do_cast: substate 1: bad sn %d", sn );
	    return;
	}
	if ( !ch->dest_buf || !IS_VALID_SN(sn) || skill->type != SKILL_SPELL )
	{
	    send_to_char( "Something negates the powers of the force.\n\r", ch );
	    bug( "do_cast: ch->dest_buf NULL or bad sn (%d)", sn );
	    return;
	}
        	mana = IS_NPC(ch) ? 0 : skill->min_mana;
	strcpy( staticbuf, ch->dest_buf );
	target_name = one_argument(staticbuf, arg2);
	DISPOSE( ch->dest_buf );
	ch->substate = SUB_NONE;
	if ( skill->participants > 1 )
	{
	    int cnt = 1;
	    CHAR_DATA *tmp;
	    TIMER *t;

	    for ( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
		if (  tmp != ch
		&&   (t = get_timerptr( tmp, TIMER_DO_FUN )) != NULL
		&&    t->count >= 1 && t->do_fun == do_cast
		&&    tmp->tempnum == sn && tmp->dest_buf
		&&   !str_cmp( tmp->dest_buf, staticbuf ) )
		  ++cnt;
	    if ( cnt >= skill->participants )
	    {
		for ( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
		    if (  tmp != ch
		    &&   (t = get_timerptr( tmp, TIMER_DO_FUN )) != NULL
		    &&    t->count >= 1 && t->do_fun == do_cast
		    &&    tmp->tempnum == sn && tmp->dest_buf
		    &&   !str_cmp( tmp->dest_buf, staticbuf ) )
		{
		    extract_timer( tmp, t );
		    act( AT_MAGIC, "Channeling your energy into $n, you help direct the force", ch, NULL, tmp, TO_VICT );
		    act( AT_MAGIC, "$N channels $S energy into you!", ch, NULL, tmp, TO_CHAR );
		    act( AT_MAGIC, "$N channels $S energy into $n!", ch, NULL, tmp, TO_NOTVICT );
		    learn_from_success( tmp, sn );
		    
			tmp->mana -= mana;
		    tmp->substate = SUB_NONE;
		    tmp->tempnum = -1;
		    DISPOSE( tmp->dest_buf );
		}
		dont_wait = TRUE;
		send_to_char( "You concentrate all the energy into a burst of force!\n\r", ch );
		vo = locate_targets( ch, arg2, sn, &victim, &obj );
		if ( vo == &pAbort )
		  return;
	    }
	    else
	    {
		set_char_color( AT_MAGIC, ch );
		send_to_char( "There was not enough power for that to succeed...\n\r", ch );
		
		if (get_trust(ch)  < LEVEL_IMMORTAL)    /* so imms dont lose mana */
		  ch->mana -= mana / 2;
		learn_from_failure( ch, sn );
		return;
	    }
	}
    }

    if ( str_cmp( skill->name, "ventriloquate" ) )
	say_spell( ch, sn );

    if ( !dont_wait )
	WAIT_STATE( ch, skill->beats );

    if ( !IS_NPC(ch) && abs(ch->alignment - skill->alignment) > 1010 )
    { 
      if ( ch->alignment > skill->alignment  )
      {
          send_to_char( "You do not have enough anger in you.\n\r", ch );
	  if (get_trust(ch)  < LEVEL_IMMORTAL)    /* so imms dont lose mana */
	        ch->mana -= mana / 2;
	  return;	
      }
      if (  ch->alignment < skill->alignment )
      {
          send_to_char( "Your anger and hatred prevent you from focusing.\n\r", ch );
	  if (get_trust(ch)  < LEVEL_IMMORTAL)    /* so imms dont lose mana */
	        ch->mana -= mana / 2;
	  return;	
      }
    }    
    if ( !IS_NPC(ch)
    &&   (number_percent( )) > ch->pcdata->learned[sn] )
    {
	/* Some more interesting loss of concentration messages  -Thoric */
	switch( number_bits(2) )
	{
	    case 0:	/* too busy */
		if ( ch->fighting )
		  send_to_char( "This round of battle is too hectic to concentrate properly.\n\r", ch );
		else
		  send_to_char( "You lost your concentration.\n\r", ch );
		break;
	    case 1:	/* irritation */
		if ( number_bits(2) == 0 )
		{
		  switch( number_bits(2) )
		  {
		     case 0: send_to_char( "A tickle in your nose prevents you from keeping your concentration.\n\r", ch ); break;
		     case 1: send_to_char( "An itch on your leg keeps you from properly using the force.\n\r", ch ); break;
		     case 2: send_to_char( "A nagging though prevents you from focusing on the force.\n\r", ch ); break;
		     case 3: send_to_char( "A twitch in your eye disrupts your concentration for a moment.\n\r", ch ); break;
		  }
		}
		else
		  send_to_char( "Something distracts you, and you lose your concentration.\n\r", ch );
		break;
	    case 2:	/* not enough time */
		if ( ch->fighting )
		  send_to_char( "There wasn't enough time this round to complete your concentration.\n\r", ch );
		else
		  send_to_char( "You lost your concentration.\n\r", ch );
		break;
	    case 3:
		send_to_char( "A disturbance in the force muddles your concentration.\n\r", ch );
		break;
	}
	
	if (get_trust(ch)  < LEVEL_IMMORTAL)    /* so imms dont lose mana */
	  ch->mana -= mana / 2;
	learn_from_failure( ch, sn );
	return;
    }
    else
    {
	
	  ch->mana -= mana;

	/*
	 * check for immunity to magic if victim is known...
	 * and it is a TAR_CHAR_DEFENSIVE/SELF spell
	 * otherwise spells will have to check themselves
	 */
	if ( (skill->target == TAR_CHAR_DEFENSIVE
	||    skill->target == TAR_CHAR_SELF)
	&&    victim && IS_SET(victim->immune, RIS_MAGIC) )
	{
	   immune_casting( skill, ch, victim, NULL );
	   retcode = rSPELL_FAILED;
	}
	else
	{
	   start_timer(&time_used);
	   retcode = (*skill->spell_fun) ( sn, 1 /*ch->skill_level[FORCE_ABILITY]*/, ch, vo );
	   end_timer(&time_used);
	   update_userec(&time_used, &skill->userec);
	}
    }

    if ( retcode == rCHAR_DIED || retcode == rERROR || char_died(ch) )
	return;
    if ( retcode != rSPELL_FAILED )
    {
/*        int force_exp;
        
        force_exp = skill->min_level*skill->min_level*10;
        force_exp = URANGE( 0 , force_exp, ( exp_level(ch->skill_level[FORCE_ABILITY]+1 )-exp_level(ch->skill_level[FORCE_ABILITY] ) )/35 );
	if( !ch->fighting  )
	  ch_printf( ch, "You gain %d force experience.\n\r" , force_exp );
	gain_exp(ch, force_exp, FORCE_ABILITY );*/
        learn_from_success( ch, sn );
    }
    else
	learn_from_failure( ch, sn );

    /*
     * Fixed up a weird mess here, and added double safeguards	-Thoric
     */
    if ( skill->target == TAR_CHAR_OFFENSIVE
    &&   victim
    &&  !char_died(victim)
    &&	 victim != ch )
    {
	CHAR_DATA *vch, *vch_next;
	
	for ( vch = ch->in_room->first_person; vch; vch = vch_next )
	{
    	   vch_next = vch->next_in_room;
    	   
    	   if ( vch == victim )
    	   {
		if ( victim->master != ch
		&&  !victim->fighting )
    		  retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
		break;
	   }
	}
    }
    
    return;
}


/*
 * Cast spells at targets using a magical object.
 */
ch_ret obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
{
    void *vo;
    ch_ret retcode = rNONE;
    int levdiff = ch->top_level - level;
    SKILLTYPE *skill = get_skilltype( sn );
    struct timeval time_used;

    if ( sn == -1 )
	return retcode;
    if ( !skill || !skill->spell_fun )
    {
	bug( "Obj_cast_spell: bad sn %d.", sn );
	return rERROR;
    }

    if ( xIS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
    {
	set_char_color( AT_MAGIC, ch );
	send_to_char( "Nothing seems to happen...\n\r", ch );
	return rNONE;
    }

    /*
     * Basically this was added to cut down on level 5 players using level
     * 40 scrolls in battle too often ;)		-Thoric
     */
    if ( (skill->target == TAR_CHAR_OFFENSIVE
    ||    number_bits(7) == 1)	/* 1/128 chance if non-offensive */
    &&    skill->type != SKILL_HERB
    &&   !chance( ch, 95 + levdiff ) )
    {
	switch( number_bits(2) )
	{
	   case 0: failed_casting( skill, ch, victim, NULL );	break;
	   case 1:
		act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim, TO_CHAR );
		if ( victim )
		  act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_VICT );
		act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_NOTVICT );
		return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED );
	   case 2: failed_casting( skill, ch, victim, NULL );	break;
	   case 3:
		act( AT_MAGIC, "The $t backfires!", ch, skill->name, victim, TO_CHAR );
		if ( victim )
		  act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_VICT );
		act( AT_MAGIC, "$n's $t backfires!", ch, skill->name, victim, TO_NOTVICT );
		return damage( ch, ch, number_range( 1, level ), TYPE_UNDEFINED );
	}
	return rNONE;
    }

    target_name = "";
    switch ( skill->target )
    {
    default:
	bug( "Obj_cast_spell: bad target for sn %d.", sn );
	return rERROR;

    case TAR_IGNORE:
	vo = NULL;
	if ( victim )
	  target_name = victim->name;
	else
	if ( obj )
	  target_name = obj->name;
	break;

    case TAR_CHAR_OFFENSIVE:
	if ( victim != ch )
	{
	  if ( !victim )
	      victim = who_fighting( ch );
	  if ( !victim || !IS_NPC(victim) )
	  {
	      send_to_char( "You can't do that.\n\r", ch );
	      return rNONE;
	  }
	}
	if ( ch != victim && is_safe( ch, victim ) )
	  return rNONE;
	vo = (void *) victim;
	break;

    case TAR_CHAR_DEFENSIVE:
	if ( victim == NULL )
	    victim = ch;
	vo = (void *) victim;
	if ( skill->type != SKILL_HERB
	&&   IS_SET(victim->immune, RIS_MAGIC ) )
	{
	    immune_casting( skill, ch, victim, NULL );
	    return rNONE;
	}
	break;

    case TAR_CHAR_SELF:
	vo = (void *) ch;
	if ( skill->type != SKILL_HERB
	&&   IS_SET(ch->immune, RIS_MAGIC ) )
	{
	    immune_casting( skill, ch, victim, NULL );
	    return rNONE;
	}
	break;

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

    start_timer(&time_used);
    retcode = (*skill->spell_fun) ( sn, level, ch, vo );
    end_timer(&time_used);
    update_userec(&time_used, &skill->userec);

    if ( retcode == rSPELL_FAILED )
      retcode = rNONE;

    if ( retcode == rCHAR_DIED || retcode == rERROR )
      return retcode;

    if ( char_died(ch) )
      return rCHAR_DIED;

    if ( skill->target == TAR_CHAR_OFFENSIVE
    &&   victim != ch
    &&  !char_died(victim) )
    {
	CHAR_DATA *vch;
	CHAR_DATA *vch_next;

	for ( vch = ch->in_room->first_person; vch; vch = vch_next )
	{
	    vch_next = vch->next_in_room;
	    if ( victim == vch && !victim->fighting && victim->master != ch )
	    {
		retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
		break;
	    }
	}
    }

    return retcode;
}



/*
 * Spell functions.
 */

ch_ret spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
    int tmp;
    SKILLTYPE *skill = get_skilltype(sn);

    if ( SPELL_FLAG(skill, SF_PKSENSITIVE)
    &&  !IS_NPC(ch) && !IS_NPC(victim) )
	tmp = level;
    else
	tmp = level;

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }
    if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell_staff( tmp, victim ) )
    {
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    af.type      = sn;
    af.location  = APPLY_HITROLL;
    af.modifier  = -4;
    af.duration  = (1 + (level / 3)) * DUR_CONV;
    af.bitvector = AFF_BLIND;
    affect_to_char( victim, &af );
    set_char_color( AT_MAGIC, victim );
    send_to_char( "You are blinded!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return rNONE;
}

ch_ret spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo )
{
    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 50;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    
    return damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn );
}



ch_ret spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo )
{
    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 70;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    
    return damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level, sn );
}



ch_ret spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo )
{
    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 90;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    
    return damage( ch, (CHAR_DATA *) vo, dice(level, 2) , sn );
}

bool can_charm( CHAR_DATA *ch )
{
  if ( IS_NPC(ch) || IS_IMMORTAL(ch) )
  	return TRUE;
  if ( ((get_curr_cha(ch)/3)+1) > ch->pcdata->charmies )
  	return TRUE;
  return FALSE;
}

ch_ret spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
    int chance;
    char buf[MAX_STRING_LENGTH];
    SKILLTYPE *skill = get_skilltype(sn);
	CHAR_DATA *keeper;

    if ( victim == ch )
    {
	send_to_char( "You like yourself even better!\n\r", ch );
	return rSPELL_FAILED;
    }
	if ( ( keeper = find_keeper( victim ) ) != NULL )
	{
		send_to_char( "You Can't Charm A Shop Keeper",ch);
	    return rSPELL_FAILED;
	}

    if ( IS_SET( victim->immune, RIS_MAGIC )
    ||   IS_SET( victim->immune, RIS_CHARM ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( !IS_NPC( victim ) && !IS_NPC( ch ) )
    {
	send_to_char( "I don't think so...\n\r", ch );
	send_to_char( "You feel as if someone tried to enter your mind but failed..\n\r", victim );
	return rSPELL_FAILED;
    }

    chance = ris_save( victim, level, RIS_CHARM );

    if ( IS_AFFECTED(victim, AFF_CHARM)
    ||   chance == 1000
    ||   IS_AFFECTED(ch, AFF_CHARM)
    ||   level < victim->top_level
    ||	 circle_follow( victim, ch )
	||   !can_charm( ch )
    ||   saves_spell_staff( chance, victim ) )
    {
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( victim->master )
	stop_follower( victim );
    add_follower( victim, ch );
    af.type      = sn;
    af.duration  = (number_fuzzy( (level + 1) / 3 ) + 1) * DUR_CONV;
    af.location  = 0;
    af.modifier  = 0;
    af.bitvector = AFF_CHARM;
    affect_to_char( victim, &af );
    act( AT_MAGIC, "Isn't $n just so nice?", ch, NULL, victim, TO_VICT );
    act( AT_MAGIC, "$N's eyes glaze over...", ch, NULL, victim, TO_ROOM );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );

    sprintf( buf, "%s has charmed %s.", ch->name, victim->name);
    log_string_plus( buf, LOG_NORMAL, ch->top_level );
	if ( !IS_NPC(ch) )
    	ch->pcdata->charmies++;
    if ( IS_NPC( victim ) )
    {
      start_hating( victim, ch );
      start_hunting( victim, ch );
    }
/*
    to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->top_level ) );
*/
    return rNONE; 
}

ch_ret spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    SKILLTYPE *skill = get_skilltype(sn);

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( !is_affected( victim, gsn_blindness ) )
	return rSPELL_FAILED;

    affect_strip( victim, gsn_blindness );
    set_char_color( AT_MAGIC, victim);
    send_to_char( "Your vision returns!\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return rNONE;
}


ch_ret spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    SKILLTYPE *skill = get_skilltype(sn);

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( is_affected( victim, gsn_poison ) )
    {
                                        
	affect_strip( victim, gsn_poison );
	act( AT_MAGIC, "$N looks better.", ch, NULL, victim, TO_NOTVICT );
	set_char_color( AT_MAGIC, victim);
	send_to_char( "A warm feeling runs through your body.\n\r", victim );
	victim->mental_state = URANGE( -100, victim->mental_state, -10 );
	send_to_char( "Ok.\n\r", ch );
	return rNONE;
    }
    else
	return rSPELL_FAILED;
}

ch_ret spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int affected_by, cnt;
    SKILLTYPE *skill = get_skilltype(sn);

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( victim->affected_by && ch == victim )
    {
	set_char_color( AT_MAGIC, ch );
	send_to_char( "You pass your hands around your body...\n\r", ch );
	while ( victim->first_affect )
	   affect_remove( victim, victim->first_affect );
	victim->affected_by = race_table[victim->race]->affected;
	return rNONE;
    }
    else
    if ( victim->affected_by == race_table[victim->race]->affected
    ||   level < victim->top_level
    ||   saves_spell_staff( level, victim ) )
    {
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

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

    cnt = 0;
    for ( ;; )
    {
	affected_by = 1 << number_bits( 5 );
	if ( IS_SET(victim->affected_by, affected_by) )
	    break;
	if ( cnt++ > 30 )
	{
	    failed_casting( skill, ch, victim, NULL );
	    return rNONE;
	}
    }
    REMOVE_BIT(victim->affected_by, affected_by);
    successful_casting( skill, ch, victim, NULL );

    return rNONE;
}

ch_ret spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *vch;
    CHAR_DATA *vch_next;
    bool ch_died;
    ch_ret retcode;
    SKILLTYPE *skill = get_skilltype(sn);

    ch_died = FALSE;
    retcode = rNONE;
    
    if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
    {
	failed_casting( skill, ch, NULL, NULL );
	return rSPELL_FAILED;
    }

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    

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

    for ( vch = first_char; vch; vch = vch_next )
    {
	vch_next	= vch->next;
	if ( !vch->in_room )
	    continue;
	if ( vch->in_room == ch->in_room )
	{
            if ( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS )
                 && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
              continue;
            
           if ( IS_AFFECTED(vch, AFF_FLOATING) || IS_AFFECTED(vch, AFF_FLYING) )
              continue;
              
           if  (ch == vch )
              continue;                       
            
	    retcode = damage( ch, vch, level + dice(2, 8), sn );
	    if ( retcode == rCHAR_DIED || char_died(ch) )
	    {
		ch_died = TRUE;
		continue;
	    }
	    if ( char_died(vch) )
	    	continue;
	}

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

    if ( ch_died )
      return rCHAR_DIED;
    else
      return rNONE;
}

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

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 200;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    

    chance = ris_save( victim, victim->top_level, RIS_DRAIN );
    if ( chance == 1000 || saves_spell_staff( chance, victim ) ) 
    {
	failed_casting( skill, ch, victim, NULL ); /* SB */    
	return rSPELL_FAILED;
    }

    if ( victim->top_level <= 2 )
	dam		 = ch->hit + 1;
    else
    {
	victim->mana	/= 2;
	victim->move	/= 2;
	dam		 = dice(1, level);
	ch->hit		+= dam;
    }

    if ( ch->hit > ch->max_hit )
      ch->hit = ch->max_hit;
    return damage( ch, victim, dam, sn );
}

ch_ret spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
	 1,
	 1,  4,  7, 10, 13,	16, 19, 22, 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,
    64, 65, 65, 66, 66, 67, 68, 68, 69, 69,
    70, 71, 71, 72, 72, 73, 73, 74, 75, 75
    };
    int dam;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    

    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_staff( level, victim ) )
	dam /= 2;
    return damage( ch, victim, dam, sn );
}

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

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    
    dam = dice(6, 8);
    if ( saves_spell_staff( level, victim ) )
	dam /= 2;
    return damage( ch, victim, dam, sn );
}


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

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    

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

ch_ret spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
{
/* Modified by Scryn to work on mobs/players/objs */
    OBJ_DATA *obj;
    CHAR_DATA *victim;
    AFFECT_DATA *paf;
    SKILLTYPE *sktmp;
    SKILLTYPE *skill = get_skilltype(sn);

    if ( target_name[0] == '\0' )
    {
      send_to_char( "What would you like identified?\n\r", ch );
      return rSPELL_FAILED;
    }

    if ( ( obj = get_obj_carry( ch, target_name ) ) != NULL )
    {
	set_char_color( AT_LBLUE, ch );
	ch_printf( ch,
	"Object '%s' is %s, special properties: %s %s.\n\rIts weight is %d, value is %d.\n\r",
	obj->name,
	aoran( item_type_name( obj ) ),
	extra_bit_name( obj->extra_flags ),
	magic_bit_name( obj->magic_flags ),
	obj->weight,
	obj->cost
	);
	set_char_color( AT_MAGIC, ch );

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

	if ( obj->value[1] >= 0 && (sktmp=get_skilltype(obj->value[1])) != NULL )
	{
	    send_to_char( " '", ch );
	    send_to_char( sktmp->name, ch );
	    send_to_char( "'", ch );
	}

	if ( obj->value[2] >= 0 && (sktmp=get_skilltype(obj->value[2])) != NULL )
	{
	    send_to_char( " '", ch );
	    send_to_char( sktmp->name, ch );
	    send_to_char( "'", ch );
	}

	if ( obj->value[3] >= 0 && (sktmp=get_skilltype(obj->value[3])) != NULL )
	{
	    send_to_char( " '", ch );
	    send_to_char( sktmp->name, ch );
	    send_to_char( "'", ch );
	}

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

    case ITEM_DEVICE:
	ch_printf( ch, "Has %d(%d) charges of level %d",
	    obj->value[1], obj->value[2], obj->value[0] );

	if ( obj->value[3] >= 0 && (sktmp=get_skilltype(obj->value[3])) != NULL )
	{
	    send_to_char( " '", ch );
	    send_to_char( sktmp->name, ch );
	    send_to_char( "'", ch );
	}

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

    case ITEM_WEAPON:
	ch_printf( ch, "Damage is %d to %d (average %d).\n\r",
	    obj->value[1], obj->value[2],
	    ( obj->value[1] + obj->value[2] ) / 2 );
	if ( obj->value[3] == WEAPON_BLASTER )
	{
	  if (obj->blaster_setting == BLASTER_FULL)
	    ch_printf( ch, "It is set on FULL power.\n\r");
	  else if (obj->blaster_setting == BLASTER_HIGH)
	    ch_printf( ch, "It is set on HIGH power.\n\r");
	  else if (obj->blaster_setting == BLASTER_NORMAL)
	    ch_printf( ch, "It is set on NORMAL power.\n\r");
	  else if (obj->blaster_setting == BLASTER_HALF)
	    ch_printf( ch, "It is set on HALF power.\n\r");
	  else if (obj->blaster_setting == BLASTER_LOW)
	    ch_printf( ch, "It is set on LOW power.\n\r");
	  else if (obj->blaster_setting == BLASTER_STUN)
	    ch_printf( ch, "It is set on STUN.\n\r");
	  ch_printf( ch, "It has %d out of %d charges.\n\r",
	    obj->value[4], obj->value[5] );
	}
	else if ( obj->value[3] == WEAPON_LIGHTSABER ||
	          obj->value[3] == WEAPON_VIBRO_BLADE ||
	          obj->value[3] == WEAPON_FORCE_PIKE)
	{
	   ch_printf( ch, "It has %d out of %d units of charge remaining.\n\r",
	     obj->value[4], obj->value[5] );
	}
	else if ( obj->value[3] == WEAPON_BOWCASTER )
	{
	   ch_printf( ch, "It has %d out of %d energy bolts remaining.\n\r",
	     obj->value[4], obj->value[5] );
	}
	break;
    
    case ITEM_AMMO:
        ch_printf( ch, "It has %d charges.\n\r",
	    obj->value[0] );
	break;
    
    case ITEM_BOLT:
        ch_printf( ch, "It has %d energy bolts.\n\r",
	    obj->value[0] );
	break;
    
    case ITEM_BATTERY:
        ch_printf( ch, "It has %d units of charge.\n\r",
	    obj->value[0] );
	break;
    
    case ITEM_ARMOR:
	ch_printf( ch, "Current armor class is %d. ( based on current condition )\n\r", obj->value[0] );
	ch_printf( ch, "Maximum armor class is %d. ( based on top condition )\n\r", obj->value[1] );
	ch_printf( ch, "Applied armor class is %d. ( based condition and location worn )\n\r", apply_ac(obj, obj->wear_loc) );
	break;
    }

    for ( paf = obj->pIndexData->first_affect; paf; paf = paf->next )
	showaffect( ch, paf );

    for ( paf = obj->first_affect; paf; paf = paf->next )
	showaffect( ch, paf );

    return rNONE;
    }

    else if ( ( victim = get_char_room( ch, target_name ) ) != NULL )
    {

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( IS_NPC(victim) )
    {
      ch_printf(ch, "%s appears to be between level %d and %d.\n\r",
 	victim->name,
	victim->top_level - (victim->top_level % 5), 
        victim->top_level - (victim->top_level % 5) + 5);
    }
    else
    {
      ch_printf(ch, "%s appears to be level %d.\n\r", victim->name, victim->top_level);
    }

    ch_printf(ch, "%s looks like %s.\n\r", 
            victim->name, aoran(get_race(victim)));

    if ( (chance(ch, 50) && ch->top_level >= victim->top_level + 10 )
    ||    IS_IMMORTAL(ch) )
    {
    ch_printf(ch, "%s appears to be affected by: ", victim->name);

    if (!victim->first_affect)
    {
      send_to_char( "nothing.\n\r", ch );
      return rNONE;
    }

      for ( paf = victim->first_affect; paf; paf = paf->next )
      {
        if (victim->first_affect != victim->last_affect)
        {
          if( paf != victim->last_affect && (sktmp=get_skilltype(paf->type)) != NULL )
            ch_printf( ch, "%s, ", sktmp->name );

	  if( paf == victim->last_affect && (sktmp=get_skilltype(paf->type)) != NULL )
	  {
	    ch_printf( ch, "and %s.\n\r", sktmp->name );
	    return rNONE;
	  }
        }
        else
	{
	  if ( (sktmp=get_skilltype(paf->type)) != NULL )
	    ch_printf( ch, "%s.\n\r", sktmp->name );
	  else
	    send_to_char( "\n\r", ch );
	  return rNONE;
	}
      }
    }
  }
  
  else
  {
    ch_printf(ch, "You can't find %s!\n\r", target_name );
    return rSPELL_FAILED;
  }
  return rNONE;
}

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

    if ( !victim )
    {
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    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( AT_MAGIC, msg, ch, NULL, victim, TO_CHAR );
    return rNONE;
}


ch_ret spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
	  1,
	  2,   4,   6,   8,  10,	 12,  14,  16,  18,  20,
	 22,  24,  26,  28,  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,
    132, 134, 136, 138, 140,    142, 144, 146, 148, 150,
    152, 154, 156, 158, 160,    162, 164, 166, 168, 170
    };
    
    int dam;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    
    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_staff( level, victim ) )
	dam /= 2;
    return damage( ch, victim, dam, sn );
}

ch_ret spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    AFFECT_DATA af;
    int chance;
    bool first = TRUE;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    
    chance = ris_save( victim, level, RIS_POISON );
    if ( chance == 1000 || saves_poison_death( chance, victim ) )
	return rSPELL_FAILED;
    if ( IS_AFFECTED( victim, AFF_POISON ) )
	first = FALSE;
    af.type      = sn;
    af.duration  = level * DUR_CONV;
    af.location  = APPLY_STR;
    af.modifier  = -2;
    af.bitvector = AFF_POISON;
    affect_join( victim, &af );
    set_char_color( AT_MAGIC, victim );
    send_to_char( "You feel very sick.\n\r", victim );
    victim->mental_state = URANGE( 20, victim->mental_state
			 + (first ? 5 : 0), 100 );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return rNONE;
}

ch_ret spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const int dam_each[] =
    {
	 1,
	 2,  4,  6,  8, 10,	15, 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,
    58, 58, 59, 59, 60, 60, 61, 61, 62, 62,
    63, 63, 64, 64, 65, 65, 66, 66, 67, 67
    };
    int dam;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
        ch->alignment = ch->alignment - 100;
            ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                    

    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_staff( level, victim ) )
	dam /= 2;
    return damage( ch, victim, dam, sn );
}

ch_ret spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
{
    AFFECT_DATA af;
    int retcode;
    int chance;
    int tmp;
    CHAR_DATA *victim;
    SKILLTYPE *skill = get_skilltype(sn);

    if ( ( victim = get_char_room( ch, target_name ) ) == NULL )
    {
	send_to_char( "They aren't here.\n\r", ch );
	return rSPELL_FAILED;
    }

    if ( !IS_NPC(victim) && victim->fighting )
    {
	send_to_char( "You cannot sleep a fighting player.\n\r", ch );
	return rSPELL_FAILED;
    }

    if ( is_safe(ch, victim) )
        return rSPELL_FAILED;

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    if ( SPELL_FLAG(skill, SF_PKSENSITIVE)
    &&  !IS_NPC(ch) && !IS_NPC(victim) )
	tmp = level;
    else
	tmp = level;

    if ( IS_AFFECTED(victim, AFF_SLEEP)
    ||	(chance=ris_save(victim, tmp, RIS_SLEEP)) == 1000
    ||   level < victim->top_level
    ||  (victim != ch && xIS_SET(victim->in_room->room_flags, ROOM_SAFE))
    ||   saves_spell_staff( chance, victim ) )
    {
	failed_casting( skill, ch, victim, NULL );
	if ( ch == victim )
	  return rSPELL_FAILED;
	if ( !victim->fighting )
	{
	  retcode = multi_hit( victim, ch, TYPE_UNDEFINED );
	  if ( retcode == rNONE )
	    retcode = rSPELL_FAILED;
	  return retcode;
	}
    }
    af.type      = sn;
    af.duration  = (4 + level) * DUR_CONV;
    af.location  = APPLY_NONE;
    af.modifier  = 0;
    af.bitvector = AFF_SLEEP;
    affect_join( victim, &af );

    /* Added by Narn at the request of Dominus. */
    if ( !IS_NPC( victim ) )
    {
	sprintf( log_buf, "%s has cast sleep on %s.", ch->name, victim->name );
	log_string_plus( log_buf, LOG_NORMAL, ch->top_level );
	to_channel( log_buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->top_level ) );
    }

    if ( IS_AWAKE(victim) )
    {
	act( AT_MAGIC, "You feel very sleepy ..... zzzzzz.", victim, NULL, NULL, TO_CHAR );
	act( AT_MAGIC, "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
	victim->position = POS_SLEEPING;
    }
    if ( IS_NPC( victim ) )
      start_hating( victim, ch );

    return rNONE;
}

ch_ret 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->first_person; vch; vch = vch->next_in_room )
    {
	if ( !is_name( speaker, vch->name ) ) {
	    set_char_color( AT_SAY, vch );
	    send_to_char( saves_spell_staff( level, vch ) ? buf2 : buf1, vch );
	}
    }

    return rNONE;
}

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

    if ( IS_SET( victim->immune, RIS_MAGIC ) )
    {
	immune_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }
    if ( is_affected( victim, sn ) || saves_wands( level, victim ) )
	return rSPELL_FAILED;
    af.type      = sn;
    af.duration  = level / 2 * DUR_CONV;
    af.location  = APPLY_STR;
    af.modifier  = -2;
    af.bitvector = 0;
    affect_to_char( victim, &af );
    set_char_color( AT_MAGIC, victim );
    send_to_char( "You feel weaker.\n\r", victim );
    if ( ch != victim )
	send_to_char( "Ok.\n\r", ch );
    return rNONE;
}

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

/* don't remove, may look redundant, but is important */
ch_ret spell_notfound( int sn, int level, CHAR_DATA *ch, void *vo )
{
    send_to_char( "That's not a spell!\n\r", ch );
    return rNONE;
}


ch_ret spell_farsight( int sn, int level, CHAR_DATA *ch, void *vo )
{
    ROOM_INDEX_DATA *location;
    ROOM_INDEX_DATA *original;
    CHAR_DATA *victim;
    SKILLTYPE *skill = get_skilltype(sn);

    /* The spell fails if the victim isn't playing, the victim is the caster,
       the target room has private, solitary, noastral, death or proto flags,
       the caster's room is norecall, the victim is too high in level, the 
       victim is a proto mob, the victim makes the saving throw or the pkill 
       flag on the caster is not the same as on the victim.  Got it?
    */
    if ( ( victim = get_char_world( ch, target_name ) ) == NULL
    ||   victim == ch
    ||   !victim->in_room
    ||   xIS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
    ||   xIS_SET(victim->in_room->room_flags, ROOM_PROTOTYPE)
    ||   victim->top_level >= level + 15
    ||	(IS_NPC(victim) && IS_SET(victim->act, ACT_PROTOTYPE))
    ||  (IS_NPC(victim) && saves_spell_staff( level, victim ))  )
    {
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    location = victim->in_room;
    if (!location)
    {
        failed_casting( skill, ch, victim, NULL );
        return rSPELL_FAILED;
    }
    successful_casting( skill, ch, victim, NULL );
    original = ch->in_room;
    char_from_room( ch );
    char_to_room( ch, location );
    do_look( ch, "auto" );
    char_from_room( ch );
    char_to_room( ch, original );
    return rNONE;
}

/* Scryn 2/2/96 */
ch_ret spell_remove_invis( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj;
    SKILLTYPE *skill = get_skilltype(sn);

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

    obj = get_obj_carry( ch, target_name );

    if ( obj )
    {
      if ( !IS_OBJ_STAT(obj, ITEM_INVIS) )
  	return rSPELL_FAILED;

      REMOVE_BIT(obj->extra_flags, ITEM_INVIS);
      act( AT_MAGIC, "$p becomes visible again.", ch, obj, NULL, TO_CHAR );
    
      send_to_char( "Ok.\n\r", ch );
      return rNONE;
    }
    else
    {
      CHAR_DATA *victim;

      victim = get_char_room(ch, target_name);

      if (victim)
      {
	if(!can_see(ch, victim))
	{
	  ch_printf(ch, "You don't see %s!\n\r", target_name);
	  return rSPELL_FAILED;
	}
	
	if ( victim->race == RACE_DEFEL )
	  return rSPELL_FAILED;
	  
	if(!IS_AFFECTED(victim, AFF_INVISIBLE))
	{
	  send_to_char("They are not invisible!\n\r", ch);
	  return rSPELL_FAILED;
	}

	if( is_safe(ch, victim) )
	{
	  failed_casting( skill, ch, victim, NULL );
	  return rSPELL_FAILED;
	}

	if ( IS_SET( victim->immune, RIS_MAGIC ) )
	{
	    immune_casting( skill, ch, victim, NULL );
	    return rSPELL_FAILED;
	}
	if( !IS_NPC(victim) )
	{
		if( chance(ch, 50) && (IS_IMMORTAL(ch) ? ch->top_level : 1) < victim->top_level )
	  {
	     failed_casting( skill, ch, victim, NULL );
	     return rSPELL_FAILED;
	  }
	  
	}  	    
        else
	{
	  if( chance(ch, 50) && (IS_IMMORTAL(ch) ? ch->top_level : 1) + 15 < victim->top_level )
	  {
	     failed_casting( skill, ch, victim, NULL );
	     return rSPELL_FAILED;
	  }
	}

        affect_strip ( victim, gsn_invis                        );
    	affect_strip ( victim, gsn_mass_invis                   );
    	REMOVE_BIT   ( victim->affected_by, AFF_INVISIBLE       );
    	send_to_char( "Ok.\n\r", ch );
    	return rNONE;
	}

      ch_printf(ch, "You can't find %s!\n\r", target_name);
      return rSPELL_FAILED;
      }	   
}	

/* Tells to sleepers in are. -- Altrag 17/2/96 */
ch_ret spell_dream( int sn, int level, CHAR_DATA *ch, void *vo )
{
  CHAR_DATA *victim;
  char arg[MAX_INPUT_LENGTH];
  
  target_name = one_argument(target_name, arg);
  set_char_color(AT_MAGIC, ch);
  if ( !(victim = get_char_world(ch, arg)) )
  {
    send_to_char("They aren't here.\n\r", ch);
    return rSPELL_FAILED;
  }
  if ( victim->position != POS_SLEEPING )
  {
    send_to_char("They aren't asleep.\n\r", ch);
    return rSPELL_FAILED;
  }
  if ( !target_name )
  {
    send_to_char("What do you want them to dream about?\n\r", ch );
    return rSPELL_FAILED;
  }

  set_char_color(AT_TELL, victim);
  ch_printf(victim, "You have dreams about %s telling you '%s'.\n\r",
	 PERS(ch, victim), target_name);
  send_to_char("Ok.\n\r", ch);
  return rNONE;
}

ch_ret spell_scorching_surge( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    static const sh_int dam_each[] =
    {
          1,
          1,   2,   3,   4,   5,          6,   8,  10,  12,  14,
         16,  18,  20,  25,  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,  
   	 132, 134, 136, 138, 140,  	142, 144, 146, 148, 150,
   	 152, 154, 156, 158, 160,   	162, 164, 166, 168, 170
    };
    int dam;
 
     send_to_char("You feel the hatred grow within you!\n\r", ch);
         ch->alignment = ch->alignment - 100;
             ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                     
    level       = UMIN(level/2, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
    level       = UMAX(0, level);
    dam         = number_range( dam_each[level] , dam_each[level] * 10 );
    if ( saves_spell_staff( level, victim ) )
    dam /= 2;
    act( AT_MAGIC, "A fiery current lashes through $n's body!",  
        ch, NULL, NULL, TO_ROOM );
    act( AT_MAGIC, "A fiery current lashes through your body!",
        ch, NULL, NULL, TO_CHAR );   
    return damage( ch, victim, (dam*1.4), sn );
}
 

	/*******************************************************
	 * Everything after this point is part of SMAUG SPELLS *
	 *******************************************************/

/*
 * saving throw check						-Thoric
 */
bool check_save( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim )
{
    SKILLTYPE *skill = get_skilltype(sn);
    bool saved = FALSE;

    if ( SPELL_FLAG(skill, SF_PKSENSITIVE)
    &&  !IS_NPC(ch) && !IS_NPC(victim) )
	level /= 2;

    if ( skill->saves )
	switch( skill->saves )
	{
	  case SS_POISON_DEATH:
	    saved = saves_poison_death(level, victim);	break;
	  case SS_ROD_WANDS:
	    saved = saves_wands(level, victim);		break;
	  case SS_PARA_PETRI:
	    saved = saves_para_petri(level, victim);	break;
	  case SS_BREATH:
	    saved = saves_breath(level, victim);	break;
	  case SS_SPELL_STAFF:
	    saved = saves_spell_staff(level, victim);	break;
 	}
    return saved;
}

/*
 * Generic offensive spell damage attack			-Thoric
 */
ch_ret spell_attack( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    SKILLTYPE *skill = get_skilltype(sn);
    bool saved = check_save( sn, level, ch, victim );
    int dam;
    ch_ret retcode;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
    ch->alignment = ch->alignment - 100;
    ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                                        
    if ( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
    {
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }
    if ( skill->dice )
	dam = UMAX( 0, dice_parse( ch, level, skill->dice ) );
    else
	dam = dice( 1, level );
    if ( saved )
      dam /= 2;
    retcode = damage( ch, victim, dam, sn );
    if ( retcode == rNONE && skill->affects
    &&  !char_died(ch) && !char_died(victim) )
	retcode = spell_affectchar( sn, level, ch, victim );                     
    return retcode;
}

/*
 * Generic area attack						-Thoric
 */
ch_ret spell_area_attack( int sn, int level, CHAR_DATA *ch, void *vo )
{
    CHAR_DATA *vch, *vch_next;
    SKILLTYPE *skill = get_skilltype(sn);
    bool saved;
    bool affects;
    int dam;
    bool ch_died = FALSE;
    ch_ret retcode;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
                 ch->alignment = ch->alignment - 100;
                ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                        
    if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
    {
	failed_casting( skill, ch, NULL, NULL );
	return rSPELL_FAILED;
    }

    affects = (skill->affects ? TRUE : FALSE);
    if ( skill->hit_char && skill->hit_char[0] != '\0' )
	act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR );
    if ( skill->hit_room && skill->hit_room[0] != '\0' )
	act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM );

    for ( vch = ch->in_room->first_person; vch; vch = vch_next )
    {
	vch_next = vch->next_in_room;

	if ( !IS_NPC( vch ) && IS_SET( vch->act, PLR_WIZINVIS )
	&& vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
	   continue;

	if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
	{
		saved = check_save( sn, level, ch, vch );
		if ( saved && !SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
		{
		    failed_casting( skill, ch, vch, NULL );
		    dam = 0;
		}
		else
		if ( skill->dice )
		    dam = dice_parse(ch, level, skill->dice);
		else
		    dam = dice( 1, level );
		if ( saved && SPELL_FLAG( skill, SF_SAVE_HALF_DAMAGE ) )
		    dam /= 2;
		retcode = damage( ch, vch, dam, sn );
    	}
	if ( retcode == rNONE && affects && !char_died(ch) && !char_died(vch) )
	    retcode = spell_affectchar( sn, level, ch, vch );
	if ( retcode == rCHAR_DIED || char_died(ch) )
	{
	    ch_died = TRUE;
	    break;
	}
    }
    return retcode;
}


ch_ret spell_affectchar( int sn, int level, CHAR_DATA *ch, void *vo )
{
    AFFECT_DATA af;
    SMAUG_AFF *saf;
    SKILLTYPE *skill = get_skilltype(sn);
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    int chance;
    ch_ret retcode = rNONE;

    if ( SPELL_FLAG( skill, SF_RECASTABLE ) )
	affect_strip( victim, sn );
    for ( saf = skill->affects; saf; saf = saf->next )
    {
	if ( saf->location >= REVERSE_APPLY )
	    victim = ch;
	else
	    victim = (CHAR_DATA *) vo;
	/* Check if char has this bitvector already */
	if ( (af.bitvector=saf->bitvector) != 0
	&&    IS_AFFECTED( victim, af.bitvector )
	&&   !SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
	   continue;
        /*
         * necessary for affect_strip to work properly...
         */
        switch ( af.bitvector )
        {
	    default:		af.type = sn;			break;
	    case AFF_POISON:	af.type = gsn_poison;
               
               send_to_char("You feel the hatred grow within you!\n\r", ch);
                ch->alignment = ch->alignment - 100;
                ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                        
		chance = ris_save( victim, level, RIS_POISON );
		if ( chance == 1000 )
		{
		    retcode = rVICT_IMMUNE;
		    if ( SPELL_FLAG(skill, SF_STOPONFAIL) )
			return retcode;
		    continue;
		}
		if ( saves_poison_death( chance, victim ) )
		{
		    if ( SPELL_FLAG(skill, SF_STOPONFAIL) )
			return retcode;
		    continue;
		}
		victim->mental_state = URANGE( 30, victim->mental_state + 2, 100 );
		break;
	    case AFF_BLIND:	af.type = gsn_blindness;	break;
	    case AFF_INVISIBLE:	af.type = gsn_invis;		break;
	    case AFF_SLEEP:	af.type = gsn_sleep;
		chance = ris_save( victim, level, RIS_SLEEP );
		if ( chance == 1000 )
		{
		    retcode = rVICT_IMMUNE;
		    if ( SPELL_FLAG(skill, SF_STOPONFAIL) )
			return retcode;
		    continue;
		}
		break;
	    case AFF_CHARM:		af.type = gsn_charm_person;
		chance = ris_save( victim, level, RIS_CHARM );
		if ( chance == 1000 )
		{
		    retcode = rVICT_IMMUNE;
		    if ( SPELL_FLAG(skill, SF_STOPONFAIL) )
			return retcode;
		    continue;
		}
		break;
	    case AFF_POSSESS:	af.type = gsn_possess;		break;
	}
	af.duration  = dice_parse(ch, level, saf->duration);
	af.modifier  = dice_parse(ch, level, saf->modifier);
	af.location  = saf->location % REVERSE_APPLY;
	if ( af.duration == 0 )
	{

	    switch( af.location )
	    {
		case APPLY_HIT:
                    if  ( af.modifier > 0 && victim->hit >= victim->max_hit )
                    {
                        return rSPELL_FAILED; 
                    }                   
		    victim->hit = URANGE( 0, victim->hit + af.modifier, victim->max_hit );
		    update_pos( victim );
		    break;
		case APPLY_MOVE:
		    if  ( af.modifier > 0 && victim->move >= victim->max_move )
                    {
                        return rSPELL_FAILED; 
                    }                   
		    victim->move = URANGE( 0, victim->move + af.modifier, victim->max_move );
		    update_pos( victim );
		    break;
		default:
		    affect_modify( victim, &af, TRUE );
		    break;
	    }
	}
	else
	if ( SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
	    affect_join( victim, &af );
	else
	    affect_to_char( victim, &af );
    }
    update_pos( victim );
    return retcode;
}


/*
 * Generic spell affect						-Thoric
 */
ch_ret spell_affect( int sn, int level, CHAR_DATA *ch, void *vo )
{
    SMAUG_AFF *saf;
    SKILLTYPE *skill = get_skilltype(sn);
    CHAR_DATA *victim = (CHAR_DATA *) vo;
    bool groupsp;
    bool areasp;
    bool hitchar, hitroom, hitvict = FALSE;
    ch_ret retcode;

    if ( !skill->affects )
    {
	bug( "spell_affect has no affects sn %d", sn );
	return rNONE;
    }
    if ( SPELL_FLAG(skill, SF_GROUPSPELL) )
	groupsp = TRUE;
    else
	groupsp = FALSE;

    if ( SPELL_FLAG(skill, SF_AREA ) )
	areasp = TRUE;
    else
	areasp = FALSE;
    if ( !groupsp && !areasp )
    {
	/* Can't find a victim */
	if ( !victim )
	{
	    failed_casting( skill, ch, victim, NULL );
	    return rSPELL_FAILED;
	}

	if ( (skill->type != SKILL_HERB
	&&    IS_SET( victim->immune, RIS_MAGIC ))
	||    is_immune( victim, SPELL_DAMAGE(skill) ) )
	{
	    immune_casting( skill, ch, victim, NULL );
	    return rSPELL_FAILED;
	}

	/* Spell is already on this guy */
	if ( is_affected( victim, sn )
	&&  !SPELL_FLAG( skill, SF_ACCUMULATIVE )
	&&  !SPELL_FLAG( skill, SF_RECASTABLE ) )
	{
	    failed_casting( skill, ch, victim, NULL );
	    return rSPELL_FAILED;
	}

	if ( (saf = skill->affects) && !saf->next
	&&    saf->location == APPLY_STRIPSN
	&&   !is_affected( victim, dice_parse(ch, level, saf->modifier) ) )
	{
	    failed_casting( skill, ch, victim, NULL );
	    return rSPELL_FAILED;
	}

	if ( check_save( sn, level, ch, victim ) )
	{
	    failed_casting( skill, ch, victim, NULL );
	    return rSPELL_FAILED;
	}
    }
    else
    {
	if ( skill->hit_char && skill->hit_char[0] != '\0' )
	{
	    if ( strstr(skill->hit_char, "$N") )
		hitchar = TRUE;
	    else
		act( AT_MAGIC, skill->hit_char, ch, NULL, NULL, TO_CHAR );
	}
	if ( skill->hit_room && skill->hit_room[0] != '\0' )
	{
	    if ( strstr(skill->hit_room, "$N") )
		hitroom = TRUE;
	    else
		act( AT_MAGIC, skill->hit_room, ch, NULL, NULL, TO_ROOM );
	}
	if ( skill->hit_vict && skill->hit_vict[0] != '\0' )
	    hitvict = TRUE;
	if ( victim )
	  victim = victim->in_room->first_person;
	else
	  victim = ch->in_room->first_person;
    }
    if ( !victim )
    {
	bug( "spell_affect: could not find victim: sn %d", sn );
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }

    for ( ; victim; victim = victim->next_in_room )
    {
	if ( groupsp || areasp )
	{
	    if ((groupsp && !is_same_group( victim, ch ))
	    ||	 IS_SET( victim->immune, RIS_MAGIC )
	    ||   is_immune( victim, SPELL_DAMAGE(skill) )
	    ||   check_save(sn, level, ch, victim)
	    || (!SPELL_FLAG(skill, SF_RECASTABLE) && is_affected(victim, sn)))
		continue;

	    if ( hitvict && ch != victim )
	    {
		act( AT_MAGIC, skill->hit_vict, ch, NULL, victim, TO_VICT );
		if ( hitroom )
		{
		   act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_NOTVICT );
		   act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_CHAR );
		}
	    }
	    else
	    if ( hitroom )
		act( AT_MAGIC, skill->hit_room, ch, NULL, victim, TO_ROOM );
	    if ( ch == victim )
	    {
		if ( hitvict )
		  act( AT_MAGIC, skill->hit_vict, ch, NULL, ch, TO_CHAR );
		else
		if ( hitchar )
		  act( AT_MAGIC, skill->hit_char, ch, NULL, ch, TO_CHAR );
	    }
	    else
	    if ( hitchar )
		act( AT_MAGIC, skill->hit_char, ch, NULL, victim, TO_CHAR );
	}
	retcode = spell_affectchar( sn, level, ch, victim );
	if ( !groupsp && !areasp )
	{
	    if ( retcode == rSPELL_FAILED )
	    {
	       failed_casting( skill, ch, victim, NULL );
	       return rSPELL_FAILED;
	    }
	    if ( retcode == rVICT_IMMUNE )
		immune_casting( skill, ch, victim, NULL );
	    else
		successful_casting( skill, ch, victim, NULL );
	    break;
	}
    }
    return rNONE;
}

/*
 * Generic inventory object spell				-Thoric
 */
ch_ret spell_obj_inv( int sn, int level, CHAR_DATA *ch, void *vo )
{
    OBJ_DATA *obj = (OBJ_DATA *) vo;
    SKILLTYPE *skill = get_skilltype(sn);

    if ( !obj )
    {
	failed_casting( skill, ch, NULL, NULL );
	return rNONE;
    }

    switch( SPELL_ACTION(skill) )
    {
	default:
	case SA_NONE:
	  return rNONE;

	case SA_CREATE:
	  if ( SPELL_FLAG(skill, SF_WATER) )	/* create water */
	  {
	    int water;
	    WEATHER_DATA *weath = ch->in_room->area->weather;

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

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

	    water = UMIN( (skill->dice ? dice_parse(ch, level, skill->dice) : level)
		       * (weath->precip >= 0 ? 2 : 1),
			obj->value[0] - obj->value[1] );

	    if ( water > 0 )
	    {
		separate_obj(obj);
		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 );
		    STRFREE( obj->name );
		    obj->name = STRALLOC( buf );
		}
	     }
	     successful_casting( skill, ch, NULL, obj );
	     return rNONE;
	  }
	  if ( SPELL_DAMAGE(skill) == SD_FIRE )	/* burn object */
	  {
	     /* return rNONE; */
	  }
	  if ( SPELL_DAMAGE(skill) == SD_POISON	/* poison object */
	  ||   SPELL_CLASS(skill)  == SC_DEATH )
	  {
	     switch( obj->item_type )
	     {
		default:
		  failed_casting( skill, ch, NULL, obj );
		  break;
		case ITEM_FOOD:
		case ITEM_DRINK_CON:
		  separate_obj(obj);
		  obj->value[3] = 1;
		  successful_casting( skill, ch, NULL, obj );
		  break;
	     }
	     return rNONE;
	  }
	  if ( SPELL_CLASS(skill) == SC_LIFE	/* purify food/water */
	  &&  (obj->item_type == ITEM_FOOD || obj->item_type == ITEM_DRINK_CON ) )
	  {
	     switch( obj->item_type )
	     {
		default:
		  failed_casting( skill, ch, NULL, obj );
		  break;
		case ITEM_FOOD:
		case ITEM_DRINK_CON:
		  separate_obj(obj);
		  obj->value[3] = 0;
		  successful_casting( skill, ch, NULL, obj );
		  break;
	     }
	     return rNONE;
	  }
	  
	  if ( SPELL_CLASS(skill) != SC_NONE )
	  {
	     failed_casting( skill, ch, NULL, obj );
	     return rNONE;
	  }
	  switch( SPELL_POWER(skill) )		/* clone object */
	  {
	     OBJ_DATA *clone;

	     default:
	     case SP_NONE:
		if ( ch->top_level - obj->level < 10
		||   obj->cost > ch->top_level * get_curr_int(ch) * get_curr_wis(ch) )
		{
		   failed_casting( skill, ch, NULL, obj );
		   return rNONE;
		}
		break;
	     case SP_MINOR:
		if ( ch->top_level - obj->level < 20
		||   obj->cost > ch->top_level * get_curr_int(ch) / 5 )
		{
		   failed_casting( skill, ch, NULL, obj );
		   return rNONE;
		}
		break;
	     case SP_GREATER:
		if ( ch->top_level - obj->level < 5
		||   obj->cost > ch->top_level * 10 * get_curr_int(ch) * get_curr_wis(ch) )
		{
		   failed_casting( skill, ch, NULL, obj );
		   return rNONE;
		}
		break;
	     case SP_MAJOR:
		if ( ch->top_level - obj->level < 0
		||   obj->cost > ch->top_level * 50 * get_curr_int(ch) * get_curr_wis(ch) )
		{
		   failed_casting( skill, ch, NULL, obj );
		   return rNONE;
		}
		break;
	     clone = clone_object(obj);
	     clone->timer = skill->dice ? dice_parse(ch, level, skill->dice) : 0;
	     obj_to_char( clone, ch );
	     successful_casting( skill, ch, NULL, obj );
	  }
	  return rNONE;

	case SA_DESTROY:
	case SA_RESIST:
	case SA_SUSCEPT:
	case SA_DIVINATE:
	  if ( SPELL_DAMAGE(skill) == SD_POISON ) /* detect poison */
	  {
	     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 rNONE;
	  }
	  return rNONE;
	case SA_OBSCURE:			/* make obj invis */
	  if ( IS_OBJ_STAT(obj, ITEM_INVIS) 
	  ||   chance(ch, skill->dice ? dice_parse(ch, level, skill->dice) : 20))
          {
	     failed_casting( skill, ch, NULL, NULL );
     	     return rSPELL_FAILED;
	  }
	  successful_casting( skill, ch, NULL, obj );
	  SET_BIT(obj->extra_flags, ITEM_INVIS);
	  return rNONE;

	case SA_CHANGE:
	  return rNONE;
    }
    return rNONE;
}


/*
 * Generic object creating spell				-Thoric
 */
ch_ret spell_create_obj( int sn, int level, CHAR_DATA *ch, void *vo )
{
    SKILLTYPE *skill = get_skilltype(sn);
    int lvl;
    int vnum = skill->value;
    OBJ_DATA *obj;
    OBJ_INDEX_DATA *oi;

    switch( SPELL_POWER(skill) )
    {
	default:
	case SP_NONE:	 lvl = 10;	break;
	case SP_MINOR:	 lvl = 0;	break;
	case SP_GREATER: lvl = level/2; break;
	case SP_MAJOR:	 lvl = level;	break;
    }

    /*
     * Add predetermined objects here
     */
    if ( vnum == 0 )
    {
	if ( !str_cmp( target_name, "sword" ) )
	  vnum = OBJ_VNUM_SCHOOL_SWORD;
	if ( !str_cmp( target_name, "shield" ) )
	  vnum = OBJ_VNUM_SCHOOL_SHIELD;
    }

    if ( (oi=get_obj_index(vnum)) == NULL
    ||   (obj=create_object(oi, lvl)) == NULL )
    {
	failed_casting( skill, ch, NULL, NULL );
	return rNONE;
    }
    obj->timer = skill->dice ? dice_parse( ch, level, skill->dice ) : 0;
    successful_casting( skill, ch, NULL, obj );
    if ( CAN_WEAR(obj, ITEM_TAKE) )
      obj_to_char( obj, ch );
    else
      obj_to_room( obj, ch->in_room );
    return rNONE;
}

/*
 * Generic mob creating spell					-Thoric
 */
ch_ret spell_create_mob( int sn, int level, CHAR_DATA *ch, void *vo )
{
    SKILLTYPE *skill = get_skilltype(sn);
    int lvl;
    int vnum = skill->value;
    CHAR_DATA *mob;
    MOB_INDEX_DATA *mi;
    AFFECT_DATA af;

    /* set maximum mob level */
    switch( SPELL_POWER(skill) )
    {
	default:
	case SP_NONE:	 lvl = 20;	break;
	case SP_MINOR:	 lvl = 5;	break;
	case SP_GREATER: lvl = level/2; break;
	case SP_MAJOR:	 lvl = level;	break;
    }

    /*
     * Add predetermined mobiles here
     */
    if ( vnum == 0 )
    {
	return rNONE;
    }

    if ( (mi=get_mob_index(vnum)) == NULL
    ||   (mob=create_mobile(mi)) == NULL )
    {
	failed_casting( skill, ch, NULL, NULL );
	return rNONE;
    }
    mob->top_level   = UMIN( lvl, skill->dice ? dice_parse(ch, level, skill->dice) : mob->top_level );
    mob->armor	 = interpolate( mob->top_level, 100, -100 );

    mob->max_hit = mob->top_level * 8 + number_range(
				mob->top_level * mob->top_level / 4,
				mob->top_level * mob->top_level );
    mob->hit	 = mob->max_hit;
    mob->gold	 = 0;
    successful_casting( skill, ch, mob, NULL );
    char_to_room( mob, ch->in_room );
    add_follower( mob, ch );
    af.type      = sn;
    af.duration  = (number_fuzzy( (level + 1) / 3 ) + 1) * DUR_CONV;
    af.location  = 0;
    af.modifier  = 0;
    af.bitvector = AFF_CHARM;
    affect_to_char( mob, &af );
    return rNONE;
}

/*
 * Generic handler for new "SMAUG" spells			-Thoric
 */
ch_ret spell_smaug( int sn, int level, CHAR_DATA *ch, void *vo )
{
    struct skill_type *skill = get_skilltype(sn);

    switch( skill->target )
    {
	case TAR_IGNORE:

	  /* offensive area spell */
	  if ( SPELL_FLAG(skill, SF_AREA)
	  && ((SPELL_ACTION(skill) == SA_DESTROY
	  &&   SPELL_CLASS(skill) == SC_LIFE)
	  ||  (SPELL_ACTION(skill) == SA_CREATE
	  &&   SPELL_CLASS(skill) == SC_DEATH)))
		return spell_area_attack( sn, level, ch, vo );

	  if ( SPELL_ACTION(skill) == SA_CREATE )
	  {
		if ( SPELL_FLAG(skill, SF_OBJECT) )	/* create object */
		  return spell_create_obj( sn, level, ch,  vo );
		if ( SPELL_CLASS(skill) == SC_LIFE )	/* create mob */
		  return spell_create_mob( sn, level, ch,  vo );
	  }

	  /* affect a distant player */
	  if ( SPELL_FLAG(skill, SF_DISTANT)
	  &&   SPELL_FLAG(skill, SF_CHARACTER))
		return spell_affect(sn, level, ch, get_char_world( ch, target_name ));

	  /* affect a player in this room (should have been TAR_CHAR_XXX) */
	  if ( SPELL_FLAG(skill, SF_CHARACTER) )
		return spell_affect(sn, level, ch, get_char_room( ch, target_name ));

	  /* will fail, or be an area/group affect */
	  return spell_affect( sn, level, ch, vo );

	case TAR_CHAR_OFFENSIVE:
	  /* a regular damage inflicting spell attack */
	  if ((SPELL_ACTION(skill) == SA_DESTROY
	  &&   SPELL_CLASS(skill) == SC_LIFE)
	  ||  (SPELL_ACTION(skill) == SA_CREATE
	  &&   SPELL_CLASS(skill) == SC_DEATH)  )
		return spell_attack( sn, level, ch, vo );

	  /* a nasty spell affect */
	  return spell_affect( sn, level, ch, vo );

	case TAR_CHAR_DEFENSIVE:
                       
	case TAR_CHAR_SELF:
	  if ( vo && SPELL_ACTION(skill) == SA_DESTROY )
	  {
		CHAR_DATA *victim = (CHAR_DATA *) vo;

		/* cure poison */
		if ( SPELL_DAMAGE(skill) == SD_POISON )
		{
		   if ( is_affected( victim, gsn_poison ) )
		   {
			affect_strip( victim, gsn_poison );
			victim->mental_state = URANGE( -100, victim->mental_state, -10 );
			successful_casting( skill, ch, victim, NULL );
			return rNONE;
		   }
		   failed_casting( skill, ch, victim, NULL );
		   return rSPELL_FAILED;
		}
		/* cure blindness */
		if ( SPELL_CLASS(skill) == SC_ILLUSION )
		{
		    if ( is_affected( victim, gsn_blindness ) )
		    {
			affect_strip( victim, gsn_blindness );
			successful_casting( skill, ch, victim, NULL );
			return rNONE;
		   }
		   failed_casting( skill, ch, victim, NULL );
		   return rSPELL_FAILED;
		}
	  }
	  return spell_affect( sn, level, ch, vo );

	case TAR_OBJ_INV:
	  return spell_obj_inv( sn, level, ch, vo );
    }
    return rNONE;
}

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

    level       = UMAX(0, level);
    dam         = level*number_range( 1, 7 )+9;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
          ch->alignment = ch->alignment - 100;
                ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                        

    if ( saves_spell_staff( level, victim ) )
	dam = 0;
    act( AT_MAGIC, "$N is grasped by an incomprehensible hand of darkness!"
                   , ch, NULL,
	 	   victim, TO_NOTVICT );
    return damage( ch, victim, dam, sn );
}

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

    dam         = 100;

    send_to_char("You feel the hatred grow within you!\n\r", ch);
    ch->alignment = ch->alignment - 100;
    ch->alignment = URANGE( -1000, ch->alignment, 1000 );
                        
    act( AT_BLUE, "Bolts of electricity shoot from the fingers of $n, sending $N into a fit of painful spasms."
                   , ch, NULL, victim, TO_NOTVICT );
    act( AT_BLUE, "Bolts of electricity shoot from your fingertips, sending $N into a fit of painful spasms."
                   , ch, NULL, victim, TO_CHAR );
    act( AT_BLUE, "Intense pain spreads through your body as bolts of electricity from $N assault you."
                   , victim, NULL, ch, TO_CHAR );
    
    if ( saves_poison_death( level, victim ) )
      return damage( ch, victim, dam, sn );
    else
    {
      damage( ch, victim, dam, sn ); 
      if ( char_died(victim) )
         return rCHAR_DIED;
      if ( spell_black_lightning( sn, level, ch, vo ) == rCHAR_DIED )
         return rCHAR_DIED;
      return rNONE;
    }
}