/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ void say_spell args( ( CHAR_DATA *ch, int sn ) ); void improve_spl args( ( CHAR_DATA *ch, int dtype, int sn ) ); /* * Improve ability at a certain spell type. KaVir. */ void improve_spl( CHAR_DATA *ch, int dtype, int sn ) { char buf[MAX_INPUT_LENGTH]; char bufskill[MAX_INPUT_LENGTH]; char buftype[MAX_INPUT_LENGTH]; int dice1; int dice2; dice1 = number_percent(); dice2 = number_percent(); if (IS_NPC(ch)) return; if (dtype == 0 ) sprintf(buftype,"purple"); else if (dtype == 1 ) sprintf(buftype,"red"); else if (dtype == 2 ) sprintf(buftype,"blue"); else if (dtype == 3 ) sprintf(buftype,"green"); else if (dtype == 4 ) sprintf(buftype,"yellow"); else if (dtype == 5 ) sprintf(buftype,"orange"); else if (dtype == 6 ) sprintf(buftype,"indigo"); else if (dtype == 7 ) sprintf(buftype,"violet"); else return; if (ch->spl[dtype] >= 200) return; if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100)) ch->spl[dtype] += 1; else return; if (ch->spl[dtype] == 1 ) sprintf(bufskill,"an apprentice of"); else if (ch->spl[dtype] == 26 ) sprintf(bufskill,"a student at"); else if (ch->spl[dtype] == 51 ) sprintf(bufskill,"a scholar at"); else if (ch->spl[dtype] == 76 ) sprintf(bufskill,"a magus at"); else if (ch->spl[dtype] == 101) sprintf(bufskill,"an adept at"); else if (ch->spl[dtype] == 126) sprintf(bufskill,"a mage at"); else if (ch->spl[dtype] == 151) sprintf(bufskill,"a warlock at"); else if (ch->spl[dtype] == 176) sprintf(bufskill,"a master wizard at"); else if (ch->spl[dtype] == 200) sprintf(bufskill,"a grand sorcerer at"); else return; sprintf(buf,"#GYou are now %s %s magic.\n\r#n",bufskill,buftype); send_to_char(buf,ch); return; } bool is_obj( CHAR_DATA *ch ) { OBJ_DATA *obj; if ( ( obj = ch->pcdata->chobj ) == NULL ) { send_to_char("Huh?\n\r",ch); return FALSE; } if ( obj->chobj == NULL || obj->chobj != ch ) { send_to_char("Huh?\n\r",ch); return FALSE; } return TRUE; } /* * Lookup a skill by name. */ int skill_lookup( const char *name ) { int sn; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( skill_table[sn].name == NULL ) break; if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0]) && !str_prefix( name, skill_table[sn].name ) ) return sn; } return -1; } /* * Lookup a skill by slot number. * Used for object loading. */ int slot_lookup( int slot ) { extern bool fBootDb; int sn; if ( slot <= 0 ) return -1; for ( sn = 0; sn < MAX_SKILL; sn++ ) { if ( slot == skill_table[sn].slot ) return sn; } if ( fBootDb ) { bug( "Slot_lookup: bad slot %d.", slot ); abort( ); } return -1; } /* * Utter mystical words for an sn. */ void say_spell( CHAR_DATA *ch, int sn ) { char buf [MAX_STRING_LENGTH]; char buf2 [MAX_STRING_LENGTH]; char colour [MAX_STRING_LENGTH]; char *pName; int iSyl; int length; struct syl_type { char * old; char * new; }; static const struct syl_type syl_table[] = { { " ", " " }, { "ar", "abra" }, { "au", "kada" }, { "bless", "fido" }, { "blind", "nose" }, { "bur", "mosa" }, { "cu", "judi" }, { "de", "oculo" }, { "en", "unso" }, { "light", "dies" }, { "lo", "hi" }, { "mor", "zak" }, { "move", "sido" }, { "ness", "lacri" }, { "ning", "illa" }, { "per", "duda" }, { "ra", "gru" }, { "re", "candus" }, { "son", "sabru" }, { "tect", "infra" }, { "tri", "cula" }, { "ven", "nofo" }, { "a", "c" }, { "b", "b" }, { "c", "q" }, { "d", "e" }, { "e", "z" }, { "f", "m" }, { "g", "o" }, { "h", "p" }, { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" }, { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" }, { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" }, { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" }, { "y", "l" }, { "z", "k" }, { "", "" } }; buf[0] = '\0'; for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) { for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ ) { if ( !str_prefix( syl_table[iSyl].old, pName ) ) { strcat( buf, syl_table[iSyl].new ); break; } } if ( length == 0 ) length = 1; } sprintf( buf2, "$n utters the words, '%s'.", buf ); sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name ); if ( skill_table[sn].target == 0 ) { sprintf(colour,"$n's eyes glow bright purple for a moment."); ADD_COLOUR(ch,colour,MAGENTA); act(colour,ch,NULL,NULL,TO_ROOM); sprintf(colour,"Your eyes glow bright purple for a moment."); ADD_COLOUR(ch,colour,MAGENTA); act(colour,ch,NULL,NULL,TO_CHAR); } else if ( skill_table[sn].target == 1 ) { sprintf(colour,"$n's eyes glow bright red for a moment."); ADD_COLOUR(ch,colour,L_RED); act(colour,ch,NULL,NULL,TO_ROOM); sprintf(colour,"Your eyes glow bright red for a moment."); ADD_COLOUR(ch,colour,L_RED); act(colour,ch,NULL,NULL,TO_CHAR); } else if ( skill_table[sn].target == 2 ) { sprintf(colour,"$n's eyes glow bright blue for a moment."); ADD_COLOUR(ch,colour,L_BLUE); act(colour,ch,NULL,NULL,TO_ROOM); sprintf(colour,"Your eyes glow bright blue for a moment."); ADD_COLOUR(ch,colour,L_BLUE); act(colour,ch,NULL,NULL,TO_CHAR); } else if ( skill_table[sn].target == 3 ) { sprintf(colour,"$n's eyes glow bright green for a moment."); ADD_COLOUR(ch,colour,L_GREEN); act(colour,ch,NULL,NULL,TO_ROOM); sprintf(colour,"Your eyes glow bright green for a moment."); ADD_COLOUR(ch,colour,L_GREEN); act(colour,ch,NULL,NULL,TO_CHAR); } else if ( skill_table[sn].target == 4 ) { sprintf(colour,"$n's eyes glow bright yellow for a moment."); ADD_COLOUR(ch,colour,YELLOW); act(colour,ch,NULL,NULL,TO_ROOM); sprintf(colour,"Your eyes glow bright yellow for a moment."); ADD_COLOUR(ch,colour,YELLOW); act(colour,ch,NULL,NULL,TO_CHAR); } return; } /* * Compute a saving throw. * Negative apply's make saving throw better. */ bool saves_spell( int level, CHAR_DATA *victim ) { int save; int tsave; if (!IS_NPC(victim)) { tsave = ( victim->spl[0]+victim->spl[1]+victim->spl[2]+ victim->spl[3]+victim->spl[4] ) * 0.05; save = 50 + ( tsave - level - victim->saving_throw ) * 5; } else save = 50 + ( victim->level - level - victim->saving_throw ) * 5; save = URANGE( 15, save, 85 ); return number_percent( ) < save; } /* * The kludgy global is for spells who want more stuff from command line. */ char *target_name; void do_cast( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *obj; void *vo; int mana; int sn; /* * Switched NPC's can cast spells, but others can't. */ if ( IS_NPC(ch) && ch->desc == NULL ) return; /* Polymorphed players cannot cast spells */ if (!IS_NPC(ch) && IS_AFFECTED(ch, AFF_POLYMORPH)) { if ( !is_obj(ch) ) { send_to_char( "You cannot cast spells in this form.\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 ( ( sn = skill_lookup( arg1 ) ) < 0 || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->position < skill_table[sn].minimum_position ) { if ( ch->move < 50 ) { send_to_char( "You can't concentrate enough.\n\r", ch ); return; } ch->move = ch->move - 50; } mana = IS_NPC(ch) ? 0 : UMAX( skill_table[sn].min_mana, 100 / ( 2 + (ch->level*12) - skill_table[sn].skill_level) ); /* * Locate targets. */ victim = NULL; obj = NULL; vo = NULL; switch ( skill_table[sn].target ) { default: bug( "Do_cast: bad target for sn %d.", sn ); return; case TAR_IGNORE: send_purplespell(ch); break; case TAR_CHAR_OFFENSIVE: if ( arg2[0] == '\0' ) { if ( ( victim = ch->fighting ) == NULL ) { send_to_char( "Cast the spell on whom?\n\r", ch ); return; } } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } if (IS_AFFECTED(victim, AFF_PEACE)) { stc("You are unable to cast on that person.\n\r",ch); return; } send_redspell(ch); if (victim != ch) send_redspell(victim); if (is_safe(ch,victim) && ch!=victim) return; if ( ch == victim ) send_to_char( "Cast this on yourself? Ok...\n\r", ch ); if (!IS_NPC(victim) && (!CAN_PK(ch)||!CAN_PK(victim)) && (ch != victim)) { send_to_char( "You are unable to affect them.\n\r", ch ); return; } if ( !IS_NPC(ch) ) { if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { send_to_char( "You can't do that on your own follower.\n\r", ch ); return; } } vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( arg2[0] == '\0' ) { victim = ch; } else { if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } } send_bluespell(ch); if (victim != ch) send_bluespell(victim); vo = (void *) victim; break; case TAR_CHAR_SELF: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) { send_to_char( "You cannot cast this spell on another.\n\r", ch ); return; } send_greenspell(ch); vo = (void *) ch; break; case TAR_OBJ_INV: if ( arg2[0] == '\0' ) { send_to_char( "What should the spell be cast upon?\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } send_yellowspell(ch); vo = (void *) obj; break; } if ( !IS_NPC(ch) && ch->mana < mana ) { send_to_char( "You don't have enough mana.\n\r", ch ); return; } if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) say_spell( ch, sn ); WAIT_STATE( ch, skill_table[sn].beats); if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] ) { send_to_char( "You lost your concentration.\n\r", ch ); ch->mana -= mana / 2; improve_spl(ch,skill_table[sn].target,sn); } else { ch->mana -= mana; /* Check players ability at spell type for spell power...KaVir */ if (IS_NPC(ch)) (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo ); else { (*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*.5),ch, vo ); improve_spl(ch,skill_table[sn].target,sn); } } if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim != ch && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Cast spells at targets using a magical object. */ void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) { void *vo; if ( sn <= 0 ) return; if (IS_NPC(ch)) return; if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 0 ) { bug( "Obj_cast_spell: bad sn %d.", sn ); return; } switch ( skill_table[sn].target ) { default: bug( "Obj_cast_spell: bad target for sn %d.", sn ); return; case TAR_IGNORE: vo = NULL; break; case TAR_CHAR_OFFENSIVE: if ( victim == NULL ) victim = ch->fighting; if ( victim == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } if (is_safe(ch,victim) && ch!=victim) return; vo = (void *) victim; break; case TAR_CHAR_DEFENSIVE: if ( victim == NULL ) victim = ch; vo = (void *) victim; break; case TAR_CHAR_SELF: vo = (void *) ch; break; case TAR_OBJ_INV: if ( obj == NULL ) { send_to_char( "You can't do that.\n\r", ch ); return; } vo = (void *) obj; break; } target_name = ""; (*skill_table[sn].spell_fun) ( sn, level, ch, vo ); if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim != ch && victim->master != ch ) { CHAR_DATA *vch; CHAR_DATA *vch_next; for ( vch = ch->in_room->people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( victim == vch && victim->fighting == NULL ) { multi_hit( victim, ch, TYPE_UNDEFINED ); break; } } } return; } /* * Spell functions. */ void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 24; af.modifier = -20; af.location = APPLY_AC; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is shrouded in a suit of translucent glowing armor.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are shrouded in a suit of translucent glowing armor.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_godbless( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 150; af.location = APPLY_HITROLL; af.modifier = 150; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - 150; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = 150; affect_to_char( victim, &af ); act( "$n is filled with God's Blessing.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are filled with God's Blessing.\n\r", victim ); return; } void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 6+level; af.location = APPLY_HITROLL; af.modifier = level / 8; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); act( "$n is blessed.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You feel righteous.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_drowfire( int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af1; AFFECT_DATA af2; AFFECT_DATA af3; act("You chant some arcane words on $N.",ch,NULL,victim,TO_CHAR); act("$n chants some arcane words on $N.",ch,NULL,victim,TO_NOTVICT); act("$n chants some arcane words on you.",ch,NULL,victim,TO_VICT); if (IS_AFFECTED(victim, AFF_DROWFIRE)) { send_to_char("They are already affected by drowfire.\n\r",ch); return;} if (is_safe(ch, victim)) return; af1.type = sn; af1.location = APPLY_AC; af1.modifier = 200; af1.duration = 2; af1.bitvector = AFF_DROWFIRE; affect_to_char(victim, &af1); af2.type = sn; af2.location = APPLY_STR; af2.modifier = -2; af2.duration = 2; af2.bitvector = AFF_CURSE; affect_to_char(victim, &af2); af3.type = sn; af3.location = APPLY_HITROLL; af3.modifier = -10; af3.duration = 2; af3.bitvector = AFF_BLIND; affect_to_char(victim, &af3); send_to_char("You are engulfed in drowfire!\n\r", victim); act("$n is engulfed in drowfire!",victim,NULL,NULL,TO_ROOM); return; } void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; char buf [MAX_INPUT_LENGTH]; if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( level, victim)) return; af.type = sn; af.location = APPLY_HITROLL; af.modifier = -4; af.duration = 1+level; af.bitvector = AFF_BLIND; affect_to_char( victim, &af ); send_to_char( "You are blinded!\n\r", victim ); if (!IS_NPC(victim)) sprintf(buf,"%s is blinded!\n\r",victim->name); else sprintf(buf,"%s is blinded!\n\r",victim->short_descr); send_to_char(buf,ch); return; } void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( victim == ch ) { send_to_char( "You like yourself even better!\n\r", ch ); return; } if ( !IS_NPC(victim) && IS_IMMUNE(victim, IMM_CHARM) ) { send_to_char( "You failed.\n\r", ch ); return; } /* I don't want people charming ghosts and stuff - KaVir */ if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) ) { send_to_char( "You failed.\n\r", ch ); return; } if (IS_IMMORTAL( victim )) { send_to_char( "You cannot cast puny mortal magic on immortals!\n\r",ch); return; } if ( IS_AFFECTED(victim, AFF_CHARM) || IS_AFFECTED(ch, AFF_CHARM) || level < victim->level || saves_spell( level, victim ) ) return; if ( victim->master ) stop_follower( victim, FALSE ); add_follower( victim, ch ); af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = 0; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); act( "Isn't $n just so nice?", ch, NULL, victim, TO_VICT ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo ) { bool no_dam = FALSE; CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27, 30, 40, 50, 60, 70, 80, 90,100,110,120 }; AFFECT_DATA af; int dam; int hp; if ( is_affected( victim, sn ) ) return; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_COLD)) no_dam = TRUE; if ( !no_dam && (!saves_spell( level, victim ) || IS_NPC(victim))) { af.type = sn; af.duration = 6; af.location = APPLY_STR; af.modifier = -1; af.bitvector = 0; affect_join( victim, &af ); } else { dam /= 2; } if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1; hp = victim->hit; if (dam==0) return; damage( ch, victim, dam, sn ); if (no_dam) victim->hit = hp; return; } void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( !is_affected( victim, gsn_blindness ) ) return; affect_strip( victim, gsn_blindness ); send_to_char( "Your vision returns!\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( is_affected( victim, gsn_poison ) ) { affect_strip( victim, gsn_poison ); act( "$N looks better.", ch, NULL, victim, TO_NOTVICT ); send_to_char( "A warm feeling runs through your body.\n\r", victim ); send_to_char( "Ok.\n\r", ch ); } return; } void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) ) return; af.type = sn; af.duration = 4*level; af.location = APPLY_HITROLL; af.modifier = -1; af.bitvector = AFF_CURSE; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 1; affect_to_char( victim, &af ); send_to_char( "You feel unclean.\n\r", victim ); if ( ch != victim ) send_to_char( "You give them the evil eye.\n\r", ch ); return; } void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) return; af.type = sn; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_EVIL; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) ) return; af.type = sn; af.duration = level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_HIDDEN; affect_to_char( victim, &af ); send_to_char( "Your awareness improves.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) return; af.type = sn; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_INVIS; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) return; af.type = sn; af.duration = level; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_DETECT_MAGIC; affect_to_char( victim, &af ); send_to_char( "Your eyes tingle.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) { if ( obj->value[3] != 0 ) send_to_char( "You smell poisonous fumes.\n\r", ch ); else send_to_char( "It looks very delicious.\n\r", ch ); } else { send_to_char( "It doesn't look poisoned.\n\r", ch ); } return; } void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if ( !IS_NPC(ch) && IS_EVIL(ch) ) victim = ch; if ( IS_GOOD(victim) ) { act( "God protects $N.", ch, NULL, victim, TO_ROOM ); return; } if ( IS_NEUTRAL(victim) ) { act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); return; } dam = dice( level, 4 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; bool dark = FALSE; if ( victim != ch && (saves_spell( level, victim ) || level < victim->level) ) { send_to_char( "You failed.\n\r", ch ); return; } if ( !(victim->affected) && !IS_SET(victim->flag2, AFF_TOTALBLIND)) { send_to_char( "Nothing happens.\n\r", ch ); return; } while (victim->affected) affect_remove(victim,victim->affected); if (dark == TRUE) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); if ( ch == victim ) { act("You remove all magical affects from yourself.",ch,NULL,NULL,TO_CHAR); act("$n has removed all magical affects from $mself.",ch,NULL,NULL,TO_ROOM); if ( IS_SET(victim->flag2, AFF_TOTALBLIND) ) { REMOVE_BIT(victim->flag2, AFF_TOTALBLIND); stc("The searing blindness leaves your eyes.\n\r",victim); } } else { act("You remove all magical affects from $N.",ch,NULL,victim,TO_CHAR); act("$n has removed all magical affects from $N.",ch,NULL,victim,TO_NOTVICT); act("$n has removed all magical affects from you.",ch,NULL,victim,TO_VICT); if ( IS_SET(victim->flag2, AFF_TOTALBLIND) ) { REMOVE_BIT(victim->flag2, AFF_TOTALBLIND); stc("The searing blindness leaves your eyes.\n\r",victim); } } return; } void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *vch; CHAR_DATA *vch_next; send_to_char( "The earth trembles beneath your feet!\n\r", ch ); act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); for ( vch = char_list; vch != NULL; vch = vch_next ) { vch_next = vch->next; if ( vch->in_room == NULL || !can_see(ch, vch)) continue; if ( vch->in_room == ch->in_room ) { if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) ) damage( ch, vch, level + dice(2, 8), sn ); continue; } if ( vch->in_room->area == ch->in_room->area ) send_to_char( "The earth trembles and shivers.\n\r", vch ); } return; } void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; AFFECT_DATA *paf; if ( obj->item_type != ITEM_WEAPON || IS_SET(obj->quest, QUEST_ENCHANTED) || IS_SET(obj->quest, QUEST_ARTIFACT) || obj->chobj != NULL ) { send_to_char("You are unable to enchant this weapon.\n\r",ch); return; } if ( affect_free == NULL ) { paf = alloc_perm( sizeof(*paf) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->duration = -1; paf->location = APPLY_HITROLL; paf->modifier = level / 5; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; if ( affect_free == NULL ) { paf = alloc_perm( sizeof(*paf) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = sn; paf->duration = -1; paf->location = APPLY_DAMROLL; paf->modifier = level / 10; paf->bitvector = 0; paf->next = obj->affected; obj->affected = paf; if ( IS_GOOD(ch) ) { SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL); SET_BIT(obj->quest, QUEST_ENCHANTED); act( "$p glows blue.", ch, obj, NULL, TO_CHAR ); act( "$p glows blue.", ch, obj, NULL, TO_ROOM ); } else if ( IS_EVIL(ch) ) { SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD); SET_BIT(obj->quest, QUEST_ENCHANTED); act( "$p glows red.", ch, obj, NULL, TO_CHAR ); act( "$p glows red.", ch, obj, NULL, TO_ROOM ); } else { SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL); SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD); SET_BIT(obj->quest, QUEST_ENCHANTED); act( "$p glows yellow.", ch, obj, NULL, TO_CHAR ); act( "$p glows yellow.", ch, obj, NULL, TO_ROOM ); } return; } /* * Drain XP, MANA, HP. * Caster gains HP. */ void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int hp; if ( saves_spell( level, victim ) ) return; if ( !IS_HERO(ch)) ch->alignment = UMAX(-1000, ch->alignment - 200); if ( victim->level <= 2 ) { dam = ch->hit + 1; } else { dam = dice(1, level); if (IS_NPC(victim) || !IS_IMMUNE(victim, IMM_DRAIN) ) { victim->mana /= 2; victim->move /= 2; ch->hit += dam; if (ch->hit > (2*ch->max_hit)) ch->hit = (2 * ch->max_hit); } } hp = victim->hit; damage( ch, victim, dam, sn ); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_DRAIN) ) victim->hit = hp; return; } void spell_desanct( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) REMOVE_BIT(victim->affected_by, AFF_SANCTUARY); send_to_char("Your white aura fades.\n\r",victim); send_to_char("#sDESANCT!!!! #yMuhahahaha.\n\r#n",ch); return; } void spell_imp_heal( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int random = number_range(1000,1500); victim->hit = UMIN( victim->hit + random, victim->max_hit ); if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100; update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if (ch == victim) act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM ); else act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT ); if ( ch != victim ) send_to_char( "#sSUPER HEAL!!!.\n\r#n", ch ); return; } void spell_imp_fireball( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = number_range( 1500, 3000 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); return; } void spell_imp_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return; af.type = sn; af.duration = level; af.location = APPLY_HITROLL; af.modifier = -level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a glowing pink outline.\n\r", victim ); act( "$n is surrounded by a glowing pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_imp_teleport( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *mount; ROOM_INDEX_DATA *pRoomIndex; int to_room; if ( victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT) || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) ) { send_to_char( "You failed the #sTELEPORT#n spell.\n\r", ch ); return; } for ( ; ; ) { to_room = number_range( 0, 65535 ); pRoomIndex = get_room_index( to_room ); if ( pRoomIndex != NULL ) if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT) && to_room != 30008 && to_room != 30002 ) break; } act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); if ( (mount = ch->mount) == NULL ) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 20, 20, 20, 20, 20, 20, 25, 25, 25, 25, 25, 30, 30, 30, 30, 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, 150, 200, 250, 300, 400, 500, 650, 750, 850,1000 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1; if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)) dam =0; if (dam == 0) return; damage( ch, victim, dam, sn ); return; } void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) ) return; af.type = sn; af.duration = level; af.location = APPLY_AC; af.modifier = 2 * level; af.bitvector = AFF_FAERIE_FIRE; affect_to_char( victim, &af ); send_to_char( "You are surrounded by a pink outline.\n\r", victim ); act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); return; } void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *ich; act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if (ich==ch || ich->trust > 6) continue; affect_strip ( ich, gsn_invis ); affect_strip ( ich, gsn_mass_invis ); affect_strip ( ich, gsn_sneak ); REMOVE_BIT(ich->affected_by, AFF_HIDE); REMOVE_BIT(ich->affected_by, AFF_INVISIBLE); REMOVE_BIT(ich->affected_by, AFF_SNEAK); REMOVE_BIT(ich->act, PLR_WIZINVIS); REMOVE_BIT(ich->act, AFF_HIDE); REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE); REMOVE_BIT(ich->affected_by, AFF_ETHEREAL); act( "$n is revealed!", ich, NULL, NULL, TO_ROOM ); send_to_char( "You are revealed!\n\r", ich ); } REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); return; } void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_FLYING) ) return; af.type = sn; af.duration = level + 3; af.location = 0; af.modifier = 0; af.bitvector = AFF_FLYING; affect_to_char( victim, &af ); send_to_char( "You rise up off the ground.\n\r", victim ); act( "$n rises up off the ground.", victim, NULL, NULL, TO_ROOM ); return; } void spell_giant_strength( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = 1 + (level >= 18) + (level >= 25); af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel stronger.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; dam = UMAX( 20, victim->hit - dice(1,4) ); if ( saves_spell( level, victim ) ) dam = UMIN( 50, dam / 4 ); dam = UMIN( 100, dam ); damage( ch, victim, dam, sn ); return; } void spell_group_heal( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *ich; for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) { if (is_same_group( ich, ch )) { ich->hit += number_range(150,250); if (ich->hit > ich->max_hit) ich->hit=ich->max_hit; send_to_char("You feel healed.\n\r",ich); } } return; } /* * Gate spell, used for creating permanent portals. */ void spell_gate(int sn, int level, CHAR_DATA *ch, void *vo) { OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; if (IS_NPC(ch)) return; if (!ch->in_room) { send_to_char("Fizzle.\n\r", ch); return; } if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { send_to_char("This room is not connected to the astral sphere.\n\r", ch); return; } if (ch->pcdata->quest < 50) { send_to_char("The spell fizzles due to lack of questpoints.\n\r", ch); return; } if ((pObjIndex = get_obj_index(OBJ_VNUM_PROTOPLASM)) == NULL) { send_to_char( "Error...missing object, please inform an immortal.\n\r", ch); return; } ch->pcdata->quest -= 50; obj = create_object(pObjIndex, 25); obj->weight = 1; obj->cost = 1000; obj->item_type = ITEM_PORTAL; obj->value[0] = ch->in_room->vnum; if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->pcdata->switchname); if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(ch->pcdata->switchname); if (obj->short_descr != NULL) free_string(obj->short_descr); obj->short_descr = str_dup("A shimmering gateway"); if (obj->description != NULL) free_string(obj->description); obj->description = str_dup("A shimmering gateway stands here."); if (obj->name != NULL) free_string(obj->name); obj->name = str_dup("gateway shimmering"); obj->ownerid = ch->pcdata->playerid; act("$p appears in $n's hands.", ch, obj, NULL, TO_ROOM); act("$p appears in your hands.", ch, obj, NULL, TO_CHAR); obj_to_char(obj, ch); return; } void spell_heal( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (!IS_NPC(victim) && ch->level < 3 && victim->level > 2) { send_to_char("You don't want to do that.\n\r", ch); return; } victim->hit = UMIN( victim->hit + 100, victim->max_hit ); if( IS_NPC(victim) && victim->hit >= victim->max_hit) victim->hit = victim->max_hit-100; update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if (ch == victim) act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM ); else act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_heal2( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->hit = UMIN( victim->hit + number_range(1000, 3000), victim->max_hit ); update_pos( victim ); send_to_char( "A warm feeling fills your body.\n\r", victim ); if (ch == victim) act( "$n heals $mself.", ch, NULL, NULL, TO_ROOM ); else act( "$n heals $N.", ch, NULL, victim, TO_NOTVICT ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_holyaura(int sn, int level, CHAR_DATA * ch, void *vo) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if (IS_AFFECTED(victim, AFF_HOLYAURA)) return; af.type = sn; af.duration = number_fuzzy(level / 8); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_HOLYAURA; affect_to_char(victim, &af); act("$n is surrounded by a holy aura.", victim, NULL, NULL, TO_ROOM); send_to_char("You are surrounded by a holy aura.\n\r", victim); return; } void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; int itemtype; act("You examine $p carefully.",ch,obj,NULL,TO_CHAR); act("$n examines $p carefully.",ch,obj,NULL,TO_ROOM); sprintf( buf, "Object '%s' is type %s, extra flags %s.\n\rWeight is %d, value is %d.\n\r", obj->name, item_type_name( obj ), extra_bit_name( obj->extra_flags ), obj->weight, obj->cost ); send_to_char( buf, ch ); if (obj->points > 0 && obj->item_type != ITEM_QUEST) { sprintf( buf, "Quest point value is %d.\n\r", obj->points ); send_to_char( buf, ch ); } if (obj->questmaker != NULL && strlen(obj->questmaker) > 1 && obj->questowner != NULL && strlen(obj->questowner) > 1) { sprintf( buf, "This object was created by %s, and is owned by %s.\n\r", obj->questmaker,obj->questowner ); send_to_char( buf, ch ); } else if (obj->questmaker != NULL && strlen(obj->questmaker) > 1) { sprintf( buf, "This object was created by %s.\n\r", obj->questmaker ); send_to_char( buf, ch ); } else if (obj->questowner != NULL && strlen(obj->questowner) > 1) { sprintf( buf, "This object is owned by %s.\n\r", obj->questowner ); send_to_char( buf, ch ); } if (IS_SET(obj->quest, QUEST_ENCHANTED)) send_to_char( "This item has been enchanted.\n\r", ch ); if (IS_SET(obj->quest, QUEST_SPELLPROOF)) send_to_char( "This item is resistant to offensive spells.\n\r", ch ); switch ( obj->item_type ) { case ITEM_PILL: case ITEM_SCROLL: case ITEM_POTION: sprintf( buf, "Level %d spells of:", obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[1] >= 0 && obj->value[1] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[1]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[2] >= 0 && obj->value[2] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[2]].name, ch ); send_to_char( "'", ch ); } if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_QUEST: sprintf( buf, "Quest point value is %d.\n\r", obj->value[0] ); send_to_char( buf, ch ); break; case ITEM_GRENADE: if (obj->value[2] < 2) sprintf(buf, "This is a minor explosive device.\n\r"); else if (obj->value[2] < 5) sprintf(buf, "This is an explosive device.\n\r"); else sprintf(buf, "This is a powerful explosive device.\n\r"); send_to_char(buf, ch); break; case ITEM_WAND: case ITEM_STAFF: sprintf( buf, "Has %d(%d) charges of level %d", obj->value[1], obj->value[2], obj->value[0] ); send_to_char( buf, ch ); if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) { send_to_char( " '", ch ); send_to_char( skill_table[obj->value[3]].name, ch ); send_to_char( "'", ch ); } send_to_char( ".\n\r", ch ); break; case ITEM_WEAPON: sprintf(buf, "Weapon is of type %s.\n\r", flag_string(weapon_flags, obj->value[3])); send_to_char(buf, ch); sprintf( buf, "Damage is %d to %d (average %d).\n\r", obj->value[1], obj->value[1] * obj->value[2] , (obj->value[1] * obj->value[2]) / 2); send_to_char( buf, ch ); if (obj->value[0] >= 1000) itemtype = obj->value[0] - ((obj->value[0] / 1000) * 1000); else itemtype = obj->value[0]; if (itemtype > 0) { if (obj->level < 10) sprintf(buf,"%s is a minor spell weapon.\n\r",capitalize(obj->short_descr)); else if (obj->level < 20) sprintf(buf,"%s is a lesser spell weapon.\n\r",capitalize(obj->short_descr)); else if (obj->level < 30) sprintf(buf,"%s is an average spell weapon.\n\r",capitalize(obj->short_descr)); else if (obj->level < 40) sprintf(buf,"%s is a greater spell weapon.\n\r",capitalize(obj->short_descr)); else if (obj->level < 50) sprintf(buf,"%s is a major spell weapon.\n\r",capitalize(obj->short_descr)); else if (obj->level > 50) sprintf(buf,"%s is an ultimate spell weapon.\n\r",capitalize(obj->short_descr)); else sprintf(buf,"%s is a supreme spell weapon.\n\r",capitalize(obj->short_descr)); send_to_char(buf,ch); } if (itemtype > 0) { sprintf (buf, "This weapon has been imbued with the power of %s.\n\r",skill_table[itemtype].name); send_to_char( buf, ch ); } if (obj->value[0] >= 1000) itemtype = obj->value[0] / 1000; else break; if (itemtype == 1) sprintf (buf, "This weapon radiates an aura of darkness.\n\r"); else if (itemtype == 2) sprintf (buf, "This weapon allows the wielder to see invisible things.\n\r"); else if (itemtype == 3) sprintf (buf, "This weapon grants the power of flight.\n\r"); else if (itemtype == 4) sprintf (buf, "This weapon allows the wielder to see in the dark.\n\r"); else if (itemtype == 5) sprintf (buf, "This weapon renders the wielder invisible to the human eye.\n\r"); else if (itemtype == 6) sprintf (buf, "This weapon allows the wielder to walk through solid doors.\n\r"); else if (itemtype == 7) sprintf (buf, "This holy weapon protects the wielder from evil.\n\r"); else if (itemtype == 8) sprintf (buf, "This unholy weapon protects the wielder from good.\n\r"); else if (itemtype == 9) sprintf (buf, "This ancient weapon protects the wielder in combat.\n\r"); else if (itemtype == 10) sprintf (buf, "This ancient weapon allows the wielder to detect things hidden.\n\r"); else if (itemtype == 11) sprintf (buf, "This crafty weapon allows the wielder to walk in complete silence.\n\r"); else if (itemtype == 12) sprintf (buf, "This ancient weapon surrounds its wielder with a shield of chaos.\n\r"); else if (itemtype == 13) sprintf (buf, "This ancient weapon regenerates the wounds of its wielder.\n\r"); else if (itemtype == 14) sprintf (buf, "This ancient weapon allows its wielder to move at supernatural speed.\n\r"); else if (itemtype == 15) sprintf (buf, "This razor sharp weapon can slice through armour without difficulty.\n\r"); else if (itemtype == 16) sprintf (buf, "This ancient weapon grants superior protection to its wielder.\n\r"); else if (itemtype == 17) sprintf (buf, "This ancient weapon grants its wielder supernatural vision.\n\r"); else if (itemtype == 18) sprintf (buf, "This ancient weapon makes its wielder fleet-footed.\n\r"); else if (itemtype == 19) sprintf (buf, "This ancient weapon conceals its wielder from sight.\n\r"); else sprintf (buf, "This item is bugged...please report it.\n\r"); if (itemtype > 0) send_to_char( buf, ch ); break; case ITEM_ARMOR: sprintf( buf, "Armor class is %d.\n\r", obj->value[0] ); send_to_char( buf, ch ); if (obj->value[3] < 1) break; if (obj->value[3] == 1) sprintf (buf, "This object radiates an aura of darkness.\n\r"); else if (obj->value[3] == 2) sprintf (buf, "This item allows the wearer to see invisible things.\n\r"); else if (obj->value[3] == 3) sprintf (buf, "This object grants the power of flight.\n\r"); else if (obj->value[3] == 4) sprintf (buf, "This item allows the wearer to see in the dark.\n\r"); else if (obj->value[3] == 5) sprintf (buf, "This object renders the wearer invisible to the human eye.\n\r"); else if (obj->value[3] == 6) sprintf (buf, "This object allows the wearer to walk through solid doors.\n\r"); else if (obj->value[3] == 7) sprintf (buf, "This holy relic protects the wearer from evil.\n\r"); else if (obj->value[3] == 8) sprintf (buf, "This unholy relic protects the wearer from good.\n\r"); else if (obj->value[3] == 9) sprintf (buf, "This ancient relic protects the wearer in combat.\n\r"); else if (obj->value[3] == 10) sprintf (buf, "This ancient relic allows the wearer to detect hidden things.\n\r"); else if (obj->value[3] == 11) sprintf (buf, "This crafty item allows the wearer to walk in complete silence.\n\r"); else if (obj->value[3] == 12) sprintf (buf, "This ancient item surrounds its wearer with a shield of chaos.\n\r"); else if (obj->value[3] == 13) sprintf (buf, "This ancient item regenerates the wounds of its wearer.\n\r"); else if (obj->value[3] == 14) sprintf (buf, "This ancient item allows its wearer to move at supernatural speed.\n\r"); else if (obj->value[3] == 15) sprintf (buf, "This powerful item allows its wearer to shear through armour without difficulty.\n\r"); else if (obj->value[3] == 16) sprintf (buf, "This ancient item grants superior protection to its wearer.\n\r"); else if (obj->value[3] == 17) sprintf (buf, "This ancient item grants its wearer supernatural vision.\n\r"); else if (obj->value[3] == 18) sprintf (buf, "This ancient item makes its wearer fleet-footed.\n\r"); else if (obj->value[3] == 19) sprintf (buf, "This ancient item conceals its wearer from sight.\n\r"); else sprintf (buf, "This item is bugged...please report it.\n\r"); if (obj->value[3] > 0) send_to_char( buf, ch ); break; } for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->location != APPLY_NONE && paf->modifier != 0 ) { sprintf( buf, "Affects %s by %d.\n\r", affect_loc_name( paf->location ), paf->modifier ); send_to_char( buf, ch ); } } return; } void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INFRARED) ) return; act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = 2 * level; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INFRARED; affect_to_char( victim, &af ); send_to_char( "Your eyes glow red.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_INVISIBLE) ) return; act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( victim, &af ); send_to_char( "You fade out of existence.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char *msg; int ap; ap = victim->alignment; if ( ap > 700 ) msg = "$N has an aura as white as the driven snow."; else if ( ap > 350 ) msg = "$N is of excellent moral character."; else if ( ap > 100 ) msg = "$N is often kind and thoughtful."; else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; else if ( ap > -350 ) msg = "$N lies to $S friends."; else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!"; else msg = "I'd rather just not say anything at all about $N."; act( msg, ch, NULL, victim, TO_CHAR ); return; } void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo ) { char buf[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *in_obj; bool found = FALSE; int count = 1; int start_number; target_name = one_argument(target_name, arg1); one_argument(target_name, arg2); start_number = UMAX(1, atoi(arg2)); for ( obj = object_list; obj != NULL; obj = obj->next ) { if (!can_see_obj( ch, obj ) || !is_name(arg1, obj->name)) continue; if (count < start_number) { count++; continue; } found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ); if ( in_obj->carried_by != NULL ) sprintf(buf, "%2d. %s carried by %s.\n\r", count, obj->short_descr, PERS(in_obj->carried_by, ch) ); else sprintf(buf, "%2d. %s in %s.\n\r", count, obj->short_descr, in_obj->in_room == NULL ? "somewhere" : in_obj->in_room->name); buf[0] = UPPER(buf[0]); send_to_char( buf, ch ); if (count - start_number > 42) break; else count++; } if ( !found ) send_to_char( "Nothing like that in hell, earth, or heaven.\n\r", ch ); return; } void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; static const sh_int dam_each[] = { 0, 3, 3, 4, 4, 5, 6, 6, 6, 6, 6, 7, 7, 7, 7, 7, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 20, 25, 30, 35, 40, 45, 55, 65, 75 }; int dam; level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1); level = UMAX(0, level); dam = number_range( dam_each[level] / 2, dam_each[level] * 2 ); if ( saves_spell( level, victim ) ) dam /= 2; damage( ch, victim, dam, sn ); if (number_range(1, 3) != 2) (*skill_table[sn].spell_fun) (sn, level, ch, victim); return; } void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo ) { AFFECT_DATA af; CHAR_DATA *gch; for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) { if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) ) continue; act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade out of existence.\n\r", gch ); af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_INVISIBLE; affect_to_char( gch, &af ); } send_to_char( "Ok.\n\r", ch ); return; } void spell_null( int sn, int level, CHAR_DATA *ch, void *vo ) { send_to_char( "That's not a spell!\n\r", ch ); return; } void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) return; af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PASS_DOOR; affect_to_char( victim, &af ); act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You turn translucent.\n\r", victim ); return; } void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; char buf [MAX_INPUT_LENGTH]; /* Ghosts cannot be poisoned - KaVir */ if ( IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) ) return; if ( saves_spell( level, victim ) ) return; af.type = sn; af.duration = level; af.location = APPLY_STR; af.modifier = 0 - number_range(1,3); af.bitvector = AFF_POISON; affect_join( victim, &af ); send_to_char( "You feel very sick.\n\r", victim ); if ( ch == victim ) return; if (!IS_NPC(victim)) sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->name); else sprintf(buf,"%s looks very sick as your poison takes affect.\n\r",victim->short_descr); send_to_char(buf,ch); return; } void spell_readaura(int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; char buf [MAX_INPUT_LENGTH]; act("$n examines $N intently.",ch,NULL,victim,TO_NOTVICT); act("$n examines you intently.",ch,NULL,victim,TO_VICT); if (IS_NPC(victim)) sprintf(buf, "%s is an NPC.\n\r",victim->short_descr); else { if (victim->level == 12) sprintf(buf, "%s is an Implementor.\n\r", victim->name); else if (victim->level == 11) sprintf(buf, "%s is a High Judge.\n\r", victim->name); else if (victim->level == 10) sprintf(buf, "%s is a Judge.\n\r", victim->name); else if (victim->level == 9 ) sprintf(buf, "%s is an Enforcer.\n\r", victim->name); else if (victim->level == 8 ) sprintf(buf, "%s is a Quest Maker.\n\r", victim->name); else if (victim->level == 7 ) sprintf(buf, "%s is a Builder.\n\r", victim->name); else if (victim->level >= 3 ) sprintf(buf, "%s is an Avatar.\n\r", victim->name); else sprintf(buf, "%s is a Mortal.\n\r", victim->name); } send_to_char(buf,ch); if (!IS_NPC(victim)) { sprintf(buf,"Str:%d, Int:%d, Wis:%d, Dex:%d, Con:%d.\n\r",get_curr_str(victim),get_curr_int(victim), get_curr_wis(victim),get_curr_dex(victim),get_curr_con(victim)); send_to_char(buf,ch); } sprintf(buf,"Hp:%d/%d, Mana:%d/%d, Move:%d/%d.\n\r",victim->hit,victim->max_hit,victim->mana,victim->max_mana, victim->move,victim->max_move); send_to_char(buf,ch); if (!IS_NPC(victim)) sprintf(buf,"Hitroll:%d, Damroll:%d, AC:%d.\n\r",char_hitroll(victim),char_damroll(victim), char_ac(victim)); else sprintf(buf,"AC:%d.\n\r",char_ac(victim)); send_to_char(buf,ch); sprintf(buf,"Alignment:%d.\n\r",victim->alignment); send_to_char(buf,ch); if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && ch->sex == SEX_FEMALE) act("$N is pregnant.",ch,NULL,victim,TO_CHAR); return; } void spell_protection_vs_good( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT_GOOD) ) return; if (!IS_EVIL(victim)) { send_to_char("The spell fails.\n\r",ch); return; } af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PROTECT_GOOD; affect_to_char( victim, &af ); send_to_char( "You feel protected.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_PROTECT) ) return; if (!IS_GOOD(victim)) { send_to_char("The spell fails.\n\r",ch); return; } af.type = sn; af.duration = 24; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_PROTECT; affect_to_char( victim, &af ); send_to_char( "You feel protected.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->move = UMIN( victim->move + level * 3, victim->max_move ); act("$n looks less tired.",victim,NULL,NULL,TO_ROOM); send_to_char( "You feel less tired.\n\r", victim ); if (!IS_NPC(victim) && victim->sex == SEX_MALE && victim->pcdata->stage[0] < 1 && victim->pcdata->stage[2] > 0) victim->pcdata->stage[2] = 0; return; } void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim; OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; one_argument( target_name, arg ); if ( arg[0] == '\0') { send_to_char( "Remove curse on what?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, target_name ) ) != NULL ) { if ( is_affected( victim, gsn_curse ) ) { affect_strip( victim, gsn_curse ); send_to_char( "You feel better.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); } return; } if ( ( obj = get_obj_carry( ch, arg ) ) != NULL ) { if ( IS_SET(obj->extra_flags, ITEM_NOREMOVE) ) { REMOVE_BIT(obj->extra_flags, ITEM_NOREMOVE); act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR ); } else if ( IS_SET(obj->extra_flags, ITEM_NODROP) ) { REMOVE_BIT(obj->extra_flags, ITEM_NODROP); act( "$p flickers with energy.", ch, obj, NULL, TO_CHAR ); } return; } send_to_char( "No such creature or object to remove curse on.\n\r", ch ); return; } void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) return; af.type = sn; af.duration = number_fuzzy( level / 4 ); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SANCTUARY; affect_to_char( victim, &af ); act( "$n is surrounded in a white aura.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a white aura!\n\r", victim ); return; } void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 8 + level; af.location = APPLY_AC; af.modifier = -20; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are surrounded by a force shield.\n\r", victim ); return; } void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( ch, sn ) ) return; af.type = sn; af.duration = level/10; af.location = APPLY_AC; af.modifier = -40; af.bitvector = 0; affect_to_char( victim, &af ); act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM ); send_to_char( "Your skin turns to stone.\n\r", victim ); return; } void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim; CHAR_DATA *mount; if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || victim->fighting != NULL || victim->in_room->area != ch->in_room->area || (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) ) || (IS_NPC(victim) && IS_AFFECTED(victim, AFF_ETHEREAL) ) || (IS_NPC(victim) && saves_spell( level, victim ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); act( "$N has summoned you!", victim, NULL, ch, TO_CHAR ); do_look( victim, "auto" ); if ( (mount = victim->mount) == NULL ) return; char_from_room( mount ); char_to_room( mount, get_room_index(victim->in_room->vnum) ); do_look( mount, "auto" ); return; } void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; CHAR_DATA *mount; ROOM_INDEX_DATA *pRoomIndex; int to_room; if ( victim->in_room == NULL || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || IS_SET(victim->in_room->room_flags, ROOM_NO_TELEPORT) || ( !IS_NPC(ch) && victim->fighting != NULL ) || ( !IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) ) || ( victim != ch && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) ) { send_to_char( "You failed.\n\r", ch ); return; } for ( ; ; ) { to_room = number_range( 0, 65535 ); pRoomIndex = get_room_index( to_room ); if ( pRoomIndex != NULL ) if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && !IS_SET(pRoomIndex->room_flags, ROOM_NO_TELEPORT)) break; } act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, pRoomIndex ); act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM ); do_look( victim, "auto" ); if ( (mount = ch->mount) == NULL ) return; char_from_room( mount ); char_to_room( mount, ch->in_room ); do_look( mount, "auto" ); return; } void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) || saves_spell( level, victim ) ) return; af.type = sn; af.duration = level / 2; af.location = APPLY_STR; af.modifier = -2; af.bitvector = 0; affect_to_char( victim, &af ); send_to_char( "You feel weaker.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; } /* * This is for muds that _want_ scrolls of recall. * Ick. */ void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo ) { do_recall( (CHAR_DATA *) vo, "" ); return; } void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; int hpch; hpch = UMAX( 10, ch->hit ); dam = number_range( hpch/16+1, hpch/8 ); if ( saves_spell( level, victim ) ) dam /= 2; dam = cap_dam(ch,victim,dam); if (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_HEAT)) dam = 0; damage( ch, victim, dam, sn ); return; } void spell_soulblade( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; char buf [MAX_STRING_LENGTH]; char wpnname [MAX_INPUT_LENGTH]; int weapontype = 3; obj = create_object( get_obj_index( OBJ_VNUM_SOULBLADE ), 0 ); if (ch->wpn[1] > ch->wpn[weapontype]) {weapontype = 1;sprintf(wpnname,"blade");} if (ch->wpn[2] > ch->wpn[weapontype]) {weapontype = 2;sprintf(wpnname,"blade");} if (ch->wpn[4] > ch->wpn[weapontype]) {weapontype = 4;sprintf(wpnname,"whip");} if (ch->wpn[5] > ch->wpn[weapontype]) {weapontype = 5;sprintf(wpnname,"claw");} if (ch->wpn[6] > ch->wpn[weapontype]) {weapontype = 6;sprintf(wpnname,"blaster");} if (ch->wpn[7] > ch->wpn[weapontype]) {weapontype = 7;sprintf(wpnname,"mace");} if (ch->wpn[8] > ch->wpn[weapontype]) {weapontype = 8;sprintf(wpnname,"mace");} if (ch->wpn[9] > ch->wpn[weapontype]) {weapontype = 9;sprintf(wpnname,"grepper");} if (ch->wpn[10] > ch->wpn[weapontype]) {weapontype = 10;sprintf(wpnname,"fang");} if (ch->wpn[11] > ch->wpn[weapontype]) {weapontype = 11;sprintf(wpnname,"blade");} if (ch->wpn[12] > ch->wpn[weapontype]) {weapontype = 12;sprintf(wpnname,"sucker");} if (weapontype == 3) sprintf(wpnname,"blade"); /* First we name the weapon */ free_string(obj->name); sprintf(buf,"%s soul %s",ch->name,wpnname); obj->name=str_dup(buf); free_string(obj->short_descr); if (IS_NPC(ch)) sprintf(buf,"%s's soul %s",ch->short_descr,wpnname); else sprintf(buf,"%s's soul %s",ch->pcdata->switchname,wpnname); buf[0] = UPPER(buf[0]); obj->short_descr=str_dup(buf); free_string(obj->description); if (IS_NPC(ch)) sprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname); else sprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname); buf[0] = UPPER(buf[0]); obj->description=str_dup(buf); if (IS_NPC(ch)) obj->level = ch->level; else if (ch->spl[2] > 4) obj->level = ch->spl[2]/4; else obj->level = 1; if (obj->level > 60) obj->level = 60; obj->value[0] = 13034; obj->value[1] = 10; obj->value[2] = 20; obj->value[3] = weapontype; if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); if (!IS_NPC(ch)) { if (obj->questowner != NULL) free_string(obj->questowner); obj->questowner = str_dup(ch->pcdata->switchname); } obj->ownerid = ch->pcdata->playerid; obj_to_char(obj,ch); act("$p fades into existance in your hand.", ch, obj, NULL, TO_CHAR); act("$p fades into existance in $n's hand.", ch, obj, NULL, TO_ROOM); return; } void spell_mana( int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *victim = (CHAR_DATA *) vo; if ( ch->move < 50 ) { send_to_char( "You are too exhausted to do that.\n\r", ch ); return; } ch->move = ch->move - 50; victim->mana = UMIN( victim->mana + level + 10, victim->max_mana); update_pos(ch); update_pos(victim); if (ch == victim) { send_to_char("You draw in energy from your surrounding area.\n\r", ch); act("$n draws in energy from $s surrounding area.", ch, NULL, NULL, TO_ROOM); return; } act("You draw in energy from around you and channel it into $N.", ch, NULL, victim, TO_CHAR); act("$n draws in energy and channels it into $N.", ch, NULL, victim, TO_NOTVICT); act("$n draws in energy and channels it into you.", ch, NULL, victim, TO_VICT); return; } void spell_frenzy( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn )) return; af.type = sn; af.duration = 1 + level / 10; af.location = APPLY_HITROLL; af.modifier = level / 5; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = level / 5; affect_to_char( victim, &af ); af.location = APPLY_AC; af.modifier = level / 2; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); act( "$n is consumed with rage.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are consumed with rage!\n\r", victim ); return; } void spell_darkblessing( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = level / 2; af.location = APPLY_HITROLL; af.modifier = 1 + level / 14; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_DAMROLL; af.modifier = 1 + level / 14; affect_to_char( victim, &af ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); act( "$n looks wicked.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You feel wicked.\n\r", victim ); return; } void spell_portal( int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *victim; OBJ_DATA *obj; char arg [MAX_INPUT_LENGTH]; int duration; one_argument( target_name, arg ); if ( arg[0] == '\0') { send_to_char( "Who do you wish to create a portal to?\n\r", ch ); return; } victim = get_char_world( ch, arg ); if ( ( victim = get_char_world( ch, target_name ) ) == NULL || victim == ch || victim->in_room == NULL || IS_NPC(ch) || IS_NPC(victim) || (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_SUMMON) && victim->fight_timer == 0) || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE) || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL) || IS_SET(victim->in_room->room_flags, ROOM_ASTRAL) || IS_SET(victim->in_room->room_flags, ROOM_SAFE) || victim->in_room->vnum == ch->in_room->vnum) { send_to_char( "You failed.\n\r", ch ); return; } if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your room is not connected to the astral plane.\n\r",ch); return; } duration = number_range(2,3); obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); obj->value[0] = victim->in_room->vnum; obj->value[3] = ch->in_room->vnum; obj->timer = duration; if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room( obj, ch->in_room ); obj = create_object( get_obj_index( OBJ_VNUM_PORTAL ), 0 ); obj->value[0] = ch->in_room->vnum; obj->value[3] = victim->in_room->vnum; obj->timer = duration; if (IS_AFFECTED(victim,AFF_SHADOWPLANE)) obj->extra_flags = ITEM_SHADOWPLANE; obj_to_room( obj, victim->in_room ); send_portal(victim); act( "$p appears in front of $n.", ch, obj, NULL, TO_ROOM ); act( "$p appears in front of you.", ch, obj, NULL, TO_CHAR ); act( "$p appears in front of $n.", victim, obj, NULL, TO_ROOM ); act( "$p appears in front of you.", ch, obj, victim, TO_VICT ); return; } /* This spell is designed for potions */ void spell_energyflux( int sn, int level, CHAR_DATA *ch, void *vo) { CHAR_DATA *victim = (CHAR_DATA *) vo; victim->mana = UMIN( victim->mana + 50, victim->max_mana); update_pos(victim); send_to_char("You feel mana channel into your body.\n\r",victim); return; } void spell_transport( int sn, int level, CHAR_DATA *ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; target_name = one_argument( target_name, arg1 ); target_name = one_argument( target_name, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Transport which object?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { send_to_char( "Transport who whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that item.\n\r", ch ); return; } if (IS_SET(obj->quest, QUEST_ARTIFACT)) { send_to_char("You can't transport that.\n\r", ch ); return;} if (victim->shop_fun) { send_to_char("They don't want it.\n\r", ch); return; } if( IS_SET(victim->in_room->room_flags, ROOM_ASTRAL)) { stc( "You can't find it's room.\n\r",ch); return; } if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) { stc( "Your room is not connected to the astral plane.\n\r",ch); return; } if (!IS_NPC(victim) && !IS_IMMUNE(victim, IMM_TRANSPORT)) { send_to_char( "You are unable to transport anything to them.\n\r", ch ); return; } act("$p vanishes from your hands in an swirl of smoke.",ch,obj,NULL,TO_CHAR); act("$p vanishes from $n's hands in a swirl of smoke.",ch,obj,NULL,TO_ROOM); obj_from_char(obj); obj_to_char(obj,victim); act("$p appears in your hands in an swirl of smoke.",victim,obj,NULL,TO_CHAR); act("$p appears in $n's hands in an swirl of smoke.",victim,obj,NULL,TO_ROOM); do_autosave(ch,""); do_autosave(victim,""); return; } void spell_regenerate( int sn, int level, CHAR_DATA *ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; CHAR_DATA *victim; int teeth = 0; target_name = one_argument( target_name, arg1 ); target_name = one_argument( target_name, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Which body part?\n\r", ch ); return; } if ( arg2[0] == '\0' ) { send_to_char( "Regenerate which person?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if (victim->loc_hp[6] > 0) { send_to_char( "You cannot regenerate someone who is still bleeding.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that item.\n\r", ch ); return; } if (IS_HEAD(victim,LOST_TOOTH_1 )) teeth += 1; if (IS_HEAD(victim,LOST_TOOTH_2 )) teeth += 2; if (IS_HEAD(victim,LOST_TOOTH_4 )) teeth += 4; if (IS_HEAD(victim,LOST_TOOTH_8 )) teeth += 8; if (IS_HEAD(victim,LOST_TOOTH_16 )) teeth += 16; if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM) { if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_ARM)) {send_to_char("They don't need an arm.\n\r",ch); return;} if (IS_ARM_L(victim,LOST_ARM)) REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_ARM); else if (IS_ARM_R(victim,LOST_ARM)) REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_ARM); act("You press $p onto the stump of $N's shoulder.",ch,obj,victim,TO_CHAR); act("$n presses $p onto the stump of $N's shoulder.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto the stump of your shoulder.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG) { if (!IS_LEG_L(victim,LOST_LEG) && !IS_LEG_R(victim,LOST_LEG)) {send_to_char("They don't need a leg.\n\r",ch); return;} if (IS_LEG_L(victim,LOST_LEG)) REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_LEG); else if (IS_LEG_R(victim,LOST_LEG)) REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_LEG); act("You press $p onto the stump of $N's hip.",ch,obj,victim,TO_CHAR); act("$n presses $p onto the stump of $N's hip.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto the stump of your hip.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL) { if (!IS_HEAD(victim,LOST_EYE_L) && !IS_HEAD(victim,LOST_EYE_R)) {send_to_char("They don't need an eye.\n\r",ch); return;} if (IS_HEAD(victim,LOST_EYE_L)) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_L); else if (IS_HEAD(victim,LOST_EYE_R)) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EYE_R); act("You press $p into $N's empty eye socket.",ch,obj,victim,TO_CHAR); act("$n presses $p into $N's empty eye socket.",ch,obj,victim,TO_NOTVICT); act("$n presses $p into your empty eye socket.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR) { if (!IS_HEAD(victim,LOST_EAR_L) && !IS_HEAD(victim,LOST_EAR_R)) {send_to_char("They don't need an ear.\n\r",ch); return;} if (IS_HEAD(victim,LOST_EAR_L)) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_L); else if (IS_HEAD(victim,LOST_EAR_R)) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_EAR_R); act("You press $p onto the side of $N's head.",ch,obj,victim,TO_CHAR); act("$n presses $p onto the side of $N's head.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto the side of your head.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE) { if (!IS_HEAD(victim,LOST_NOSE)) {send_to_char("They don't need a nose.\n\r",ch); return;} REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_NOSE); act("You press $p onto the front of $N's face.",ch,obj,victim,TO_CHAR); act("$n presses $p onto the front of $N's face.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto the front of your face.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND) { if (!IS_ARM_L(victim,LOST_ARM) && IS_ARM_L(victim,LOST_HAND)) REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_HAND); else if (!IS_ARM_R(victim,LOST_ARM) && IS_ARM_R(victim,LOST_HAND)) REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_HAND); else { send_to_char("They don't need a hand.\n\r",ch); return; } act("You press $p onto the stump of $N's wrist.",ch,obj,victim,TO_CHAR); act("$n presses $p onto the stump of $N's wrist.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto the stump of your wrist.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT) { if (!IS_LEG_L(victim,LOST_LEG) && IS_LEG_L(victim,LOST_FOOT)) REMOVE_BIT(victim->loc_hp[LOC_LEG_L],LOST_FOOT); else if (!IS_LEG_R(victim,LOST_LEG) && IS_LEG_R(victim,LOST_FOOT)) REMOVE_BIT(victim->loc_hp[LOC_LEG_R],LOST_FOOT); else { send_to_char("They don't need a foot.\n\r",ch); return; } act("You press $p onto the stump of $N's ankle.",ch,obj,victim,TO_CHAR); act("$n presses $p onto the stump of $N's ankle.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto the stump of your ankle.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB) { if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && IS_ARM_L(victim,LOST_THUMB)) REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_THUMB); else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && IS_ARM_R(victim,LOST_THUMB)) REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_THUMB); else { send_to_char("They don't need a thumb.\n\r",ch); return; } act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR); act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX) { if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && IS_ARM_L(victim,LOST_FINGER_I)) REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_I); else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && IS_ARM_R(victim,LOST_FINGER_I)) REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_I); else { send_to_char("They don't need an index finger.\n\r",ch); return; } act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR); act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE) { if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && IS_ARM_L(victim,LOST_FINGER_M)) REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_M); else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && IS_ARM_R(victim,LOST_FINGER_M)) REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_M); else { send_to_char("They don't need a middle finger.\n\r",ch); return; } act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR); act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING) { if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && IS_ARM_L(victim,LOST_FINGER_R)) REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_R); else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && IS_ARM_R(victim,LOST_FINGER_R)) REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_R); else { send_to_char("They don't need a ring finger.\n\r",ch); return; } act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR); act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE) { if (!IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && IS_ARM_L(victim,LOST_FINGER_L)) REMOVE_BIT(victim->loc_hp[LOC_ARM_L],LOST_FINGER_L); else if (!IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && IS_ARM_R(victim,LOST_FINGER_L)) REMOVE_BIT(victim->loc_hp[LOC_ARM_R],LOST_FINGER_L); else { send_to_char("They don't need a little finger.\n\r",ch); return; } act("You press $p onto $N's hand.",ch,obj,victim,TO_CHAR); act("$n presses $p onto $N's hand.",ch,obj,victim,TO_NOTVICT); act("$n presses $p onto your hand.",ch,obj,victim,TO_VICT); extract_obj(obj); return; } else if (teeth > 0) { if (IS_HEAD(victim,LOST_TOOTH_1 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1); if (IS_HEAD(victim,LOST_TOOTH_2 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2); if (IS_HEAD(victim,LOST_TOOTH_4 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4); if (IS_HEAD(victim,LOST_TOOTH_8 )) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8); if (IS_HEAD(victim,LOST_TOOTH_16)) REMOVE_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16); teeth -= 1; if (teeth >= 16) {teeth -= 16; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_16);} if (teeth >= 8 ) {teeth -= 8; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_8);} if (teeth >= 4 ) {teeth -= 4; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_4);} if (teeth >= 2 ) {teeth -= 2; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_2);} if (teeth >= 1 ) {teeth -= 1; SET_BIT(victim->loc_hp[LOC_HEAD],LOST_TOOTH_1);} act("You press $p into $N's mouth.",ch,obj,victim,TO_CHAR); act("$n presses $p into $N's mouth.",ch,obj,victim,TO_NOTVICT); act("$n presses $p into your mouth.",ch,obj,victim,TO_VICT); extract_obj(obj); } else { act("There is nowhere to stick $p on $N.",ch,obj,victim,TO_CHAR); return; } return; } void spell_clot( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; if (IS_BLEEDING(victim,BLEEDING_HEAD)) { act("$n's head stops bleeding.",victim,NULL,NULL,TO_ROOM); act("Your head stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_HEAD); } else if (IS_BLEEDING(victim,BLEEDING_THROAT)) { act("$n's throat stops bleeding.",victim,NULL,NULL,TO_ROOM); act("Your throat stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_THROAT); } else if (IS_BLEEDING(victim,BLEEDING_ARM_L)) { act("The stump of $n's left arm stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left arm stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_L); } else if (IS_BLEEDING(victim,BLEEDING_ARM_R)) { act("The stump of $n's right arm stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right arm stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_ARM_R); } else if (IS_BLEEDING(victim,BLEEDING_LEG_L)) { act("The stump of $n's left leg stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left leg stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_L); } else if (IS_BLEEDING(victim,BLEEDING_LEG_R)) { act("The stump of $n's right leg stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right leg stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_LEG_R); } else if (IS_BLEEDING(victim,BLEEDING_HAND_L)) { act("The stump of $n's left wrist stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left wrist stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_L); } else if (IS_BLEEDING(victim,BLEEDING_HAND_R)) { act("The stump of $n's right wrist stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right wrist stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_HAND_R); } else if (IS_BLEEDING(victim,BLEEDING_FOOT_L)) { act("The stump of $n's left ankle stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your left ankle stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_L); } else if (IS_BLEEDING(victim,BLEEDING_FOOT_R)) { act("The stump of $n's right ankle stops bleeding.",victim,NULL,NULL,TO_ROOM); act("The stump of your right ankle stops bleeding.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[6],BLEEDING_FOOT_R); } else send_to_char("They have no wounds to clot.\n\r",ch); return; } void spell_mend( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int ribs = 0; if (IS_BODY(victim,BROKEN_RIBS_1 )) ribs += 1; if (IS_BODY(victim,BROKEN_RIBS_2 )) ribs += 2; if (IS_BODY(victim,BROKEN_RIBS_4 )) ribs += 4; if (IS_BODY(victim,BROKEN_RIBS_8 )) ribs += 8; if (IS_BODY(victim,BROKEN_RIBS_16)) ribs += 16; if (ribs > 0) { if (IS_BODY(victim,BROKEN_RIBS_1 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_1); if (IS_BODY(victim,BROKEN_RIBS_2 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_2); if (IS_BODY(victim,BROKEN_RIBS_4 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_4); if (IS_BODY(victim,BROKEN_RIBS_8 )) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_8); if (IS_BODY(victim,BROKEN_RIBS_16)) REMOVE_BIT(victim->loc_hp[1],BROKEN_RIBS_16); ribs -= 1; if (ribs >= 16) {ribs -= 16; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_16);} if (ribs >= 8 ) {ribs -= 8; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_8);} if (ribs >= 4 ) {ribs -= 4; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_4);} if (ribs >= 2 ) {ribs -= 2; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_2);} if (ribs >= 1 ) {ribs -= 1; SET_BIT(victim->loc_hp[1],BROKEN_RIBS_1);} act("One of $n's ribs snap back into place.",victim,NULL,NULL,TO_ROOM); act("One of your ribs snap back into place.",victim,NULL,NULL,TO_CHAR); } else if (IS_HEAD(victim,BROKEN_NOSE) && !IS_HEAD(victim,LOST_NOSE)) { act("$n's nose snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your nose snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_NOSE); } else if (IS_HEAD(victim,BROKEN_JAW)) { act("$n's jaw snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your jaw snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_JAW); } else if (IS_HEAD(victim,BROKEN_SKULL)) { act("$n's skull knits itself back together.",victim,NULL,NULL,TO_ROOM); act("Your skull knits itself back together.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_HEAD],BROKEN_SKULL); } else if (IS_BODY(victim,BROKEN_SPINE)) { act("$n's spine knits itself back together.",victim,NULL,NULL,TO_ROOM); act("Your spine knits itself back together.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_SPINE); } else if (IS_BODY(victim,BROKEN_NECK)) { act("$n's neck snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your neck snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_BODY],BROKEN_NECK); } else if (IS_ARM_L(victim,BROKEN_ARM) && !IS_ARM_L(victim,LOST_ARM)) { act("$n's left arm snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left arm snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_ARM); } else if (IS_ARM_R(victim,BROKEN_ARM) && !IS_ARM_R(victim,LOST_ARM)) { act("$n's right arm snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right arm snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_ARM); } else if (IS_LEG_L(victim,BROKEN_LEG) && !IS_LEG_L(victim,LOST_LEG)) { act("$n's left leg snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left leg snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_LEG_L],BROKEN_LEG); } else if (IS_LEG_R(victim,BROKEN_LEG) && !IS_LEG_R(victim,LOST_LEG)) { act("$n's right leg snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right leg snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_LEG_R],BROKEN_LEG); } else if (IS_ARM_L(victim,BROKEN_THUMB) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_THUMB)) { act("$n's left thumb snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left thumb snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_THUMB); } else if (IS_ARM_L(victim,BROKEN_FINGER_I) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_I)) { act("$n's left index finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left index finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); } else if (IS_ARM_L(victim,BROKEN_FINGER_M) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_M)) { act("$n's left middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); } else if (IS_ARM_L(victim,BROKEN_FINGER_R) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_R)) { act("$n's left ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); } else if (IS_ARM_L(victim,BROKEN_FINGER_L) && !IS_ARM_L(victim,LOST_ARM) && !IS_ARM_L(victim,LOST_HAND) && !IS_ARM_L(victim,LOST_FINGER_L)) { act("$n's left little finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your left little finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); } else if (IS_ARM_R(victim,BROKEN_THUMB) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_THUMB)) { act("$n's right thumb snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right thumb snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_THUMB); } else if (IS_ARM_R(victim,BROKEN_FINGER_I) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_I)) { act("$n's right index finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right index finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); } else if (IS_ARM_R(victim,BROKEN_FINGER_M) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_M)) { act("$n's right middle finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right middle finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); } else if (IS_ARM_R(victim,BROKEN_FINGER_R) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_R)) { act("$n's right ring finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right ring finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); } else if (IS_ARM_R(victim,BROKEN_FINGER_L) && !IS_ARM_R(victim,LOST_ARM) && !IS_ARM_R(victim,LOST_HAND) && !IS_ARM_R(victim,LOST_FINGER_L)) { act("$n's right little finger snaps back into place.",victim,NULL,NULL,TO_ROOM); act("Your right little finger snaps back into place.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); } else if (IS_BODY(victim,CUT_THROAT)) { if (IS_SET(victim->loc_hp[6], BLEEDING_THROAT)) { send_to_char( "But their throat is still bleeding!\n\r", ch ); return; } act("The wound in $n's throat closes up.",victim,NULL,NULL,TO_ROOM); act("The wound in your throat closes up.",victim,NULL,NULL,TO_CHAR); REMOVE_BIT(victim->loc_hp[LOC_BODY],CUT_THROAT); } else send_to_char("They have no bones to mend.\n\r",ch); return; } void spell_minor_creation( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char itemkind[10]; int itemtype; if (ch->carry_weight >= can_carry_w( ch ) ) { send_to_char("The spell fizzles.\n\r", ch); return; } target_name = one_argument( target_name, arg ); if (!str_cmp(arg,"potion")) {itemtype = ITEM_POTION;sprintf(itemkind,"potion");} else if (!str_cmp(arg,"scroll")) {itemtype = ITEM_SCROLL;sprintf(itemkind,"scroll");} else if (!str_cmp(arg,"wand" )) {itemtype = ITEM_WAND;sprintf(itemkind,"wand");} else if (!str_cmp(arg,"staff" )) {itemtype = ITEM_STAFF;sprintf(itemkind,"staff");} else if (!str_cmp(arg,"pill" )) {itemtype = ITEM_PILL;sprintf(itemkind,"pill");} else { send_to_char( "Item can be one of: Potion, Scroll, Wand, Staff or Pill.\n\r", ch ); return; } obj = create_object( get_obj_index( OBJ_VNUM_PROTOPLASM ), 0 ); obj->item_type = itemtype; sprintf(buf,"%s %s",ch->name,itemkind); free_string(obj->name); obj->name=str_dup(buf); sprintf(buf,"%s's %s",ch->name, itemkind); free_string(obj->short_descr); obj->short_descr=str_dup(buf); sprintf(buf,"%s's %s lies here.",ch->name,itemkind); free_string(obj->description); obj->description=str_dup(buf); obj->weight = 10; if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker=str_dup(ch->name); obj_to_char( obj, ch ); act( "$p suddenly appears in your hands.", ch, obj, NULL, TO_CHAR ); act( "$p suddenly appears in $n's hands.", ch, obj, NULL, TO_ROOM ); return; } void spell_brew( int sn, int level, CHAR_DATA *ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char col[10]; OBJ_DATA *obj; target_name = one_argument( target_name, arg1 ); target_name = one_argument( target_name, arg2 ); if (IS_NPC(ch)) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "What spell do you wish to brew, and on what?\n\r", ch ); return; } if ( ( sn = skill_lookup( arg2 ) ) < 0 || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->pcdata->learned[sn] < 100 ) { send_to_char( "You are not adept at that spell.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } if ( obj->item_type != ITEM_POTION ) { send_to_char( "That is not a potion.\n\r", ch ); return; } if ( obj->value[0] != 0 || obj->value[1] != 0 || obj->value[2] != 0 || obj->value[3] != 0 ) { send_to_char( "You need an empty potion bottle.\n\r", ch ); return; } if ( skill_table[sn].target == 0 ) {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} else if ( skill_table[sn].target == 1 ) {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} else if ( skill_table[sn].target == 2 ) {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} else if ( skill_table[sn].target == 3 ) {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} else if ( skill_table[sn].target == 4 ) {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} else { send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch ); return; } obj->value[1] = sn; if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1; if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1; free_string(obj->name); sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name); obj->name=str_dup(buf); free_string(obj->short_descr); sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name); obj->short_descr=str_dup(buf); free_string(obj->description); sprintf(buf,"A %s potion is lying here.",col); obj->description=str_dup(buf); act("You brew $p.",ch,obj,NULL,TO_CHAR); act("$n brews $p.",ch,obj,NULL,TO_ROOM); return; } void spell_scribe( int sn, int level, CHAR_DATA *ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char col[10]; OBJ_DATA *obj; target_name = one_argument( target_name, arg1 ); target_name = one_argument( target_name, arg2 ); if (IS_NPC(ch)) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "What spell do you wish to scribe, and on what?\n\r", ch ); return; } if ( ( sn = skill_lookup( arg2 ) ) < 0 || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->pcdata->learned[sn] < 100 ) { send_to_char( "You are not adept at that spell.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } if ( obj->item_type != ITEM_SCROLL ) { send_to_char( "That is not a scroll.\n\r", ch ); return; } if ( obj->value[0] != 0 || obj->value[1] != 0 || obj->value[2] != 0 || obj->value[3] != 0 ) { send_to_char( "You need an empty scroll parchment.\n\r", ch ); return; } if ( skill_table[sn].target == 0 ) {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} else if ( skill_table[sn].target == 1 ) {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} else if ( skill_table[sn].target == 2 ) {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} else if ( skill_table[sn].target == 3 ) {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} else if ( skill_table[sn].target == 4 ) {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} else { send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch ); return; } obj->value[1] = sn; if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1; if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1; free_string(obj->name); sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name); obj->name=str_dup(buf); free_string(obj->short_descr); sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name); obj->short_descr=str_dup(buf); free_string(obj->description); sprintf(buf,"A %s scroll is lying here.",col); obj->description=str_dup(buf); act("You scribe $p.",ch,obj,NULL,TO_CHAR); act("$n scribes $p.",ch,obj,NULL,TO_ROOM); return; } void spell_carve( int sn, int level, CHAR_DATA *ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char col[10]; OBJ_DATA *obj; target_name = one_argument( target_name, arg1 ); target_name = one_argument( target_name, arg2 ); if (IS_NPC(ch)) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "What spell do you wish to carve, and on what?\n\r", ch ); return; } if ( ( sn = skill_lookup( arg2 ) ) < 0 || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->pcdata->learned[sn] < 100 ) { send_to_char( "You are not adept at that spell.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } if ( obj->item_type != ITEM_WAND ) { send_to_char( "That is not a wand.\n\r", ch ); return; } if ( obj->value[0] != 0 || obj->value[1] != 0 || obj->value[2] != 0 || obj->value[3] != 0 ) { send_to_char( "You need an unenchanted wand.\n\r", ch ); return; } if ( skill_table[sn].target == 0 ) {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} else if ( skill_table[sn].target == 1 ) {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} else if ( skill_table[sn].target == 2 ) {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} else if ( skill_table[sn].target == 3 ) {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} else if ( skill_table[sn].target == 4 ) {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} else { send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch ); return; } obj->value[1] = (obj->value[0] / 5) + 1; obj->value[2] = (obj->value[0] / 5) + 1; obj->value[3] = sn; free_string(obj->name); sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name); obj->name=str_dup(buf); free_string(obj->short_descr); sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name); obj->short_descr=str_dup(buf); free_string(obj->description); sprintf(buf,"A %s wand is lying here.",col); obj->description=str_dup(buf); obj->wear_flags = ITEM_TAKE + ITEM_HOLD; act("You carve $p.",ch,obj,NULL,TO_CHAR); act("$n carves $p.",ch,obj,NULL,TO_ROOM); return; } void spell_engrave( int sn, int level, CHAR_DATA *ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char col[10]; OBJ_DATA *obj; target_name = one_argument( target_name, arg1 ); target_name = one_argument( target_name, arg2 ); if (IS_NPC(ch)) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "What spell do you wish to engrave, and on what?\n\r", ch ); return; } if ( ( sn = skill_lookup( arg2 ) ) < 0 || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->pcdata->learned[sn] < 100 ) { send_to_char( "You are not adept at that spell.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } if ( obj->item_type != ITEM_STAFF ) { send_to_char( "That is not a staff.\n\r", ch ); return; } if ( obj->value[0] != 0 || obj->value[1] != 0 || obj->value[2] != 0 || obj->value[3] != 0 ) { send_to_char( "You need an unenchanted staff.\n\r", ch ); return; } if (skill_table[sn].target == 1 ) {obj->value[0] = (ch->spl[1]+1)/4;sprintf(col,"red");} else if ( skill_table[sn].target == 2 ) {obj->value[0] = (ch->spl[2]+1)/4;sprintf(col,"blue");} else { send_to_char("You cannot engrave that spell type.\n\r", ch); return; } obj->value[1] = (obj->value[0] / 10) + 1; obj->value[2] = (obj->value[0] / 10) + 1; obj->value[3] = sn; free_string(obj->name); sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name); obj->name=str_dup(buf); free_string(obj->short_descr); sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name); obj->short_descr=str_dup(buf); free_string(obj->description); sprintf(buf,"A %s staff is lying here.",col); obj->description=str_dup(buf); obj->wear_flags = ITEM_TAKE + ITEM_HOLD; act("You engrave $p.",ch,obj,NULL,TO_CHAR); act("$n engraves $p.",ch,obj,NULL,TO_ROOM); return; } void spell_bake( int sn, int level, CHAR_DATA *ch, void *vo ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; char col[10]; OBJ_DATA *obj; target_name = one_argument( target_name, arg1 ); target_name = one_argument( target_name, arg2 ); if (IS_NPC(ch)) return; if ( arg1[0] == '\0' || arg2[0] == '\0' ) { send_to_char( "What spell do you wish to bake, and on what?\n\r", ch ); return; } if ( ( sn = skill_lookup( arg2 ) ) < 0 || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) ) { send_to_char( "You can't do that.\n\r", ch ); return; } if ( ch->pcdata->learned[sn] < 100 ) { send_to_char( "You are not adept at that spell.\n\r", ch ); return; } if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You are not carrying that.\n\r", ch ); return; } if ( obj->item_type != ITEM_PILL ) { send_to_char( "That is not a pill.\n\r", ch ); return; } if ( obj->value[0] != 0 || obj->value[1] != 0 || obj->value[2] != 0 || obj->value[3] != 0 ) { send_to_char( "You need an unused pill.\n\r", ch ); return; } if ( skill_table[sn].target == 0 ) {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} else if ( skill_table[sn].target == 1 ) {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} else if ( skill_table[sn].target == 2 ) {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} else if ( skill_table[sn].target == 3 ) {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} else if ( skill_table[sn].target == 4 ) {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} else { send_to_char( "Oh dear...big bug...please inform KaVir.\n\r", ch ); return; } obj->value[1] = sn; if (obj->value[0] >= 25) obj->value[2] = sn; else obj->value[2] = -1; if (obj->value[0] >= 50) obj->value[3] = sn; else obj->value[3] = -1; free_string(obj->name); sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name); obj->name=str_dup(buf); free_string(obj->short_descr); sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name); obj->short_descr=str_dup(buf); free_string(obj->description); sprintf(buf,"A %s pill is lying here.",col); obj->description=str_dup(buf); act("You bake $p.",ch,obj,NULL,TO_CHAR); act("$n bakes $p.",ch,obj,NULL,TO_ROOM); return; } void spell_mount( int sn, int level, CHAR_DATA *ch, void *vo ) { char buf[MAX_INPUT_LENGTH]; CHAR_DATA *victim; if (IS_NPC(ch)) return; if (ch->pcdata->followers > 4) { send_to_char("Nothing happens.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( MOB_VNUM_MOUNT ) ); victim->level = level; victim->armor = 0 - (2*level); victim->hitroll = level; victim->damroll = level; victim->hit = 100*level; victim->max_hit = 100*level; SET_BIT(victim->affected_by,AFF_FLYING); SET_BIT(victim->act, ACT_NOEXP); if (IS_GOOD(ch)) { free_string(victim->name); victim->name = str_dup("mount white horse pegasus"); sprintf(buf,"%s's white pegasus",ch->name); free_string(victim->short_descr); victim->short_descr = str_dup(buf); free_string(victim->long_descr); victim->long_descr = str_dup("A beautiful white pegasus stands here.\n\r"); } else if (IS_NEUTRAL(ch)) { free_string(victim->name); victim->name = str_dup("mount griffin"); sprintf(buf,"%s's griffin",ch->name); free_string(victim->short_descr); victim->short_descr = str_dup(buf); free_string(victim->long_descr); victim->long_descr = str_dup("A vicious looking griffin stands here.\n\r"); } else { free_string(victim->name); victim->name = str_dup("mount black horse nightmare"); sprintf(buf,"%s's black nightmare",ch->name); free_string(victim->short_descr); victim->short_descr = str_dup(buf); free_string(victim->long_descr); victim->long_descr = str_dup("A large black demonic horse stands here.\n\r"); } char_to_room( victim, ch->in_room ); act( "$N fades into existance.", ch, NULL, victim, TO_CHAR ); act( "$N fades into existance.", ch, NULL, victim, TO_ROOM ); return; } void spell_scan( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj; OBJ_DATA *obj_next; bool found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->condition < 100 && can_see_obj( ch, obj ) ) { found = TRUE; act("$p needs repairing.",ch,obj,NULL,TO_CHAR); } } if ( !found ) { send_to_char( "None of your equipment needs repairing.\n\r", ch ); return; } return; } void spell_repair( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj; OBJ_DATA *obj_next; bool found = FALSE; for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if ( obj->condition < 100 && can_see_obj( ch, obj ) ) { found = TRUE; obj->condition = 100; act("$p magically repairs itself.",ch,obj,NULL,TO_CHAR); act("$p magically repairs itself.",ch,obj,NULL,TO_ROOM); } } if ( !found ) { send_to_char( "None of your equipment needs repairing.\n\r", ch ); return; } return; } void spell_spellproof( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->chobj != NULL ) { send_to_char("Your spell has no affect.\n\r",ch); return; } if ( IS_SET(obj->quest, QUEST_SPELLPROOF) ) { send_to_char( "That item is already resistance to spells.\n\r", ch ); return; } SET_BIT(obj->quest, QUEST_SPELLPROOF); act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR); act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM); return; } void spell_preserve( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; if (IS_OBJ_STAT(obj, ITEM_NOLOCATE)) { send_to_char("You cannot preserve quest items.\n\r", ch); return; } if ( obj->timer < 1 ) { send_to_char( "That item doesn't require preserving.\n\r", ch ); return; } if ( obj->chobj != NULL ) { send_to_char( "You cannot preserve that.\n\r", ch ); return; } obj->timer = -1; act("$p shimmers for a moment.",ch,obj,NULL,TO_CHAR); act("$p shimmers for a moment.",ch,obj,NULL,TO_ROOM); return; } void spell_chaos_blast( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; int dam; if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD)) return; dam = dice( level, 150 ); if ( saves_spell( level, victim ) ) dam *= 0.5; if (IS_AFFECTED(ch, AFF_SANCTUARY) ) dam *= 0.5; if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD)) dam *= 0.75; if (!IS_NPC(ch)) dam *= 0.5; if (IS_NPC(victim) && dam >= victim->hit) dam = victim->hit-1; if (dam==0) return; damage( ch, victim, dam, sn ); return; } void spell_resistance( int sn, int level, CHAR_DATA *ch, void *vo ) { OBJ_DATA *obj = (OBJ_DATA *) vo; if ( obj->chobj != NULL ) { send_to_char("Your spell has no affect.\n\r",ch); return; } if ( IS_SET(obj->quest, QUEST_ARTIFACT) ) { send_to_char( "Not on artifacts.\n\r", ch ); return; } if ( obj->resistance <= 10 ) { send_to_char( "You cannot make that item any more resistant.\n\r", ch ); return; } obj->resistance = 10; act("$p sparkles for a moment.",ch,obj,NULL,TO_CHAR); act("$p sparkles for a moment.",ch,obj,NULL,TO_ROOM); return; } void spell_spiritkiss( int sn, int level, CHAR_DATA *ch, void *vo ) { CHAR_DATA *victim = (CHAR_DATA *) vo; AFFECT_DATA af; if ( is_affected( victim, sn ) ) return; af.type = sn; af.duration = 2*level; af.location = APPLY_HITROLL; af.modifier = level; af.bitvector = 0; affect_to_char( victim, &af ); af.type = sn; af.duration = 2*level; af.location = APPLY_DAMROLL; af.modifier = level; af.bitvector = 0; affect_to_char( victim, &af ); af.location = APPLY_SAVING_SPELL; af.modifier = 0 - level / 8; affect_to_char( victim, &af ); act( "$n is filled with spiritual power.", victim, NULL, NULL, TO_ROOM ); send_to_char( "You are blessed by the spirits.\n\r", victim ); if ( ch != victim ) send_to_char( "Ok.\n\r", ch ); return; }