dbsc/clans/
dbsc/deity/
dbsc/houses/
dbsc/player/a/
dbsc/space/
/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
 * Chastain, Michael Quan, and Mitchell Tse.                                *
 * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
 * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
 * ------------------------------------------------------------------------ *
 *			     Spell handling module			    *
 ****************************************************************************/

#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#ifdef sun
  #include <strings.h>
#endif
#include <time.h>
#include "mud.h"


/*
 * Local functions.
 */
void	say_spell	args( ( CHAR_DATA *ch, int sn ) );
/*
CHAR_DATA *make_poly_mob args( (CHAR_DATA *ch, int vnum) );
*/
ch_ret	spell_affect	args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
ch_ret	spell_affectchar args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
int dispel_casting(AFFECT_DATA *paf,CHAR_DATA *ch,CHAR_DATA*victim,int affect,bool dispel);
bool can_charm ( CHAR_DATA *ch );

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

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

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

    return -1;
}

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

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

/*
 * Lookup a personal skill
 * Unused for now.  In place to allow a player to have a custom spell/skill.
 * When this is put in make sure you put in cleanup code if you do any
 * sort of allocating memory in free_char --Shaddai
 */
int personal_lookup( CHAR_DATA *ch, const char *name )
{
    int sn;

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

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

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

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

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

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

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

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

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

    return (sn == -1) ? bsearch_skill_prefix(name, first, top) : sn;
}

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

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

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

int ch_bsearch_skill_exact( CHAR_DATA *ch, const char *name, int first, int top )
{
    int sn;

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

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

int ch_bsearch_skill( CHAR_DATA *ch, const char *name, int first, int top )
{
    int sn = ch_bsearch_skill_exact(ch, name, first, top);

    return (sn == -1) ? ch_bsearch_skill_prefix(ch, name, first, top) : sn;
}

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

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

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

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


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

    if ( slot <= 0 )
	return -1;

    for ( sn = 0; sn < top_sn; sn++ )
	if ( slot == skill_table[sn]->slot )
	    return sn;

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

    return -1;
}

/*
 * Handler to tell the victim which spell is being affected.
 * Shaddai
 */
int
dispel_casting (AFFECT_DATA *paf,CHAR_DATA *ch,CHAR_DATA *victim,int affect, bool dispel)
{
        char      buf[MAX_STRING_LENGTH];
        char      *spell;
        SKILLTYPE *sktmp;
        bool is_mage = FALSE, has_detect = FALSE;
	EXT_BV ext_bv = meb(affect);

        if ( IS_NPC ( ch ) )
                is_mage = TRUE;
        if ( IS_AFFECTED (ch, AFF_DETECT_MAGIC) )
                has_detect = TRUE;

        if ( paf )
        {
                if ((sktmp = get_skilltype (paf->type)) == NULL)
                        return 0;
                spell = sktmp->name;
        }
        else
                spell = affect_bit_name ( &ext_bv );

        set_char_color ( AT_MAGIC, ch );
        set_char_color ( AT_HITME, victim );

        if ( !can_see ( ch, victim ) )
           strcpy( buf, "Someone" );
        else
        {
           strcpy(buf,(IS_NPC(victim)?victim->short_descr:victim->name));
           buf[0] = toupper( buf[0] );
        }

        if ( dispel )
        {
                ch_printf (victim, "Your %s vanishes.\n\r", spell );
                if ( is_mage && has_detect )
                        ch_printf ( ch, "%s's %s vanishes.\n\r",
                            buf, spell );
                else
                    return 0; /* So we give the default Ok. Message */
        }
        else
        {
                if ( is_mage && has_detect )
                        ch_printf (ch, "%s's %s wavers but holds.\n\r",
                            buf, spell );
                else
                   return 0; /* The wonderful Failed. Message */
        }
        return 1;
}

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

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

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

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

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

    if ( ch && ch != victim )
    {
	if ( skill->miss_char && skill->miss_char[0] != '\0' )
	{
	    if ( str_cmp(skill->miss_char, SPELL_SILENT_MARKER) )
		act( AT_COLORIZE, skill->miss_char, ch, obj, victim, TO_CHAR );
	}
	else
	if ( skill->type == SKILL_SPELL )
            act( chitme, "You failed.", ch, NULL, NULL, TO_CHAR );
    }
    if ( ch && skill->miss_room && skill->miss_room[0] != '\0' &&
         str_cmp(skill->miss_room, SPELL_SILENT_MARKER)  &&
         str_cmp(skill->miss_room, "supress") ) /* Back Compat -- Alty */
	act( AT_COLORIZE, skill->miss_room, ch, obj, victim, TO_NOTVICT );
    if ( ch && victim && skill->miss_vict && skill->miss_vict[0] != '\0' )
    {
	if ( str_cmp(skill->miss_vict, SPELL_SILENT_MARKER) )
	{
	    if ( ch != victim )
		act( AT_COLORIZE, skill->miss_vict, ch, obj, victim, TO_VICT );
	    else
		act( AT_COLORIZE, skill->miss_vict, ch, obj, victim, TO_CHAR );
	}
    }
    else
    if ( ch && ch == victim )
    {
	if ( skill->miss_char && skill->miss_char[0] != '\0' )
	{
	    if ( str_cmp(skill->miss_char, SPELL_SILENT_MARKER) )
		act( AT_COLORIZE, skill->miss_char, ch, obj, victim, TO_CHAR );
	}
	else
	if ( skill->type == SKILL_SPELL )
	    act( chitme, "You failed.", ch, NULL, NULL, TO_CHAR );
    }
}

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

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

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


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

    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"		},
	{ "polymorph",  "iaddahs"	},
	{ "ra",		"gru"		},
	{ "re",		"candus"	},
	{ "son",	"sabru"		},
	{ "tect",	"infra"		},
	{ "tri",	"cula"		},
	{ "ven",	"nofo"		},
	{ "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
	{ "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
	{ "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
	{ "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
	{ "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
	{ "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
	{ "y", "l" }, { "z", "k" },
	{ "", "" }
    };

    buf[0]	= '\0';
    for ( pName = skill->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->name );

    for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
    {
	if ( rch != ch )
	act( AT_MAGIC, ch->class==rch->class ? buf : buf2,
	     ch, NULL, rch, TO_VICT );
    }

    return;
}


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

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


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

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

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

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

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

    /* work it out */
    total = rd_parse(ch, level, sexp[0]);
    switch(operation)
    {
	case '-':		total -= rd_parse(ch, level, sexp[1]);	break;
	case '+':		total += rd_parse(ch, level, sexp[1]);	break;
	case '*':		total *= rd_parse(ch, level, sexp[1]);	break;
	case '/':		total /= rd_parse(ch, level, sexp[1]);	break;
	case '%':		total %= rd_parse(ch, level, sexp[1]);	break;
	case 'd': case 'D':	total = dice( total, rd_parse(ch, level, sexp[1]) );	break;
	case '<':		total = (total < rd_parse(ch, level, sexp[1]));		break;
	case '>':		total = (total > rd_parse(ch, level, sexp[1]));		break;
	case '=':		total = (total == rd_parse(ch, level, sexp[1]));	break;
	case '{':		total = UMIN( total, rd_parse(ch, level, sexp[1]) );	break;
	case '}':		total = UMAX( total, rd_parse(ch, level, sexp[1]) );	break;

	case '^':
	{
	    int y = rd_parse(ch, level, sexp[1]), z = total;

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

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

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

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

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

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

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

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

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

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

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


/*
 * Process the spell's required components, if any		-Thoric
 * -----------------------------------------------
 * T###		check for item of type ###
 * V#####	check for item of vnum #####
 * Kword	check for item with keyword 'word'
 * G#####	check if player has ##### amount of gold
 * H####	check if player has #### amount of hitpoints
 *
 * Special operators:
 * ! spell fails if player has this
 * + don't consume this component
 * @ decrease component's value[0], and extract if it reaches 0
 * # decrease component's value[1], and extract if it reaches 0
 * $ decrease component's value[2], and extract if it reaches 0
 * % decrease component's value[3], and extract if it reaches 0
 * ^ decrease component's value[4], and extract if it reaches 0
 * & decrease component's value[5], and extract if it reaches 0
 */
bool process_spell_components( CHAR_DATA *ch, int sn )
{
     SKILLTYPE *skill	= get_skilltype(sn);
     char *comp		= skill->components;
     char *check;
     char arg[MAX_INPUT_LENGTH];
     bool consume, fail, found;
     int  val, value;
     OBJ_DATA *obj;

     /* if no components necessary, then everything is cool */
     if ( !comp || comp[0] == '\0' )
	return TRUE;

     while ( comp[0] != '\0' )
     {
	comp = one_argument( comp, arg );
	consume = TRUE;
	fail = found = FALSE;
	val = -1;
	switch( arg[1] )
	{
	    default:	check = arg+1;				break;
	    case '!':	check = arg+2;	fail = TRUE;		break;
	    case '+':	check = arg+2;	consume = FALSE;	break;
	    case '@':	check = arg+2;	val = 0;		break;
	    case '#':	check = arg+2;	val = 1;		break;
	    case '$':	check = arg+2;	val = 2;		break;
	    case '%':	check = arg+2;	val = 3;		break;
	    case '^':	check = arg+2;	val = 4;		break;
	    case '&':	check = arg+2;	val = 5;		break;
	    /*   reserve '*', '(' and ')' for v6, v7 and v8   */
	}
	value = atoi(check);
	obj = NULL;
	switch( UPPER(arg[0]) )
	{
	    case 'T':
		for ( obj = ch->first_carrying; obj; obj = obj->next_content )
		   if ( obj->item_type == value )
		   {
			if ( fail )
			{
			  send_to_char( "Something disrupts the casting of this spell...\n\r", ch );
			  return FALSE;
			}
			found = TRUE;
			break;
		   }
		break;
	    case 'V':
		for ( obj = ch->first_carrying; obj; obj = obj->next_content )
		   if ( obj->pIndexData->vnum == value )
		   {
			if ( fail )
			{
			  send_to_char( "Something disrupts the casting of this spell...\n\r", ch );
			  return FALSE;
			}
			found = TRUE;
			break;
		   }
		break;
	    case 'K':
		for ( obj = ch->first_carrying; obj; obj = obj->next_content )
		   if ( nifty_is_name( check, obj->name ) )
		   {
			if ( fail )
			{
			  send_to_char( "Something disrupts the casting of this spell...\n\r", ch );
			  return FALSE;
			}
			found = TRUE;
			break;
		   }
		break;
	    case 'G':
	    	if ( ch->gold >= value ) {
		  if ( fail ) 
		  {
		    send_to_char( "Something disrupts the casting of this spell...\n\r", ch );
		    return FALSE;
		  }
		  else
		  {
		    if ( consume )
		    {
			set_char_color( AT_GOLD, ch );
			send_to_char( "You feel a little lighter...\n\r", ch );
		 	ch->gold -= value;
		    }
		    continue;
		  }
		  }
	    	break;
	    case 'H':
		if ( ch->hit >= value ) {
		  if ( fail )
		  {
		    send_to_char( "Something disrupts the casting of this spell...\n\r", ch );
		    return FALSE;
		  }
		  else
		  {
		    if ( consume )
		    {
			set_char_color( AT_BLOOD, ch );
			send_to_char( "You feel a little weaker...\n\r", ch );
			ch->hit -= value;
			update_pos( ch );
		    }
		    continue;
		  }
		  }
		break;
	}
	/* having this component would make the spell fail... if we get
	   here, then the caster didn't have that component */
	if ( fail )
	    continue;
	if ( !found )
	{
	    send_to_char( "Something is missing...\n\r", ch );
	    return FALSE;
	}
	if ( obj )
	{
	    if ( val >=0 && val < 6 )
	    {
		separate_obj(obj);
		if ( obj->value[val] <= 0 )
		{
		    act( AT_MAGIC, "$p disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
		    act( AT_MAGIC, "$p disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
		    extract_obj( obj );
		    return FALSE;
		}
		else
		if ( --obj->value[val] == 0 )
		{
		    act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
		    act( AT_MAGIC, "$p glows briefly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
		    extract_obj( obj );
		}
		else
		    act( AT_MAGIC, "$p glows briefly and a whisp of smoke rises from it.", ch, obj, NULL, TO_CHAR );
	    }
	    else
	    if ( consume )
	    {
		separate_obj(obj);
		act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_CHAR );
		act( AT_MAGIC, "$p glows brightly, then disappears in a puff of smoke!", ch, obj, NULL, TO_ROOM );
		extract_obj( obj );
	    }
	    else
	    {
		int count = obj->count;

		obj->count = 1;
		act( AT_MAGIC, "$p glows briefly.", ch, obj, NULL, TO_CHAR );
		obj->count = count;
	    }
	}
     }
     return TRUE;
}




int pAbort;

/*
 * Locate targets.
 */
/* Turn off annoying message and just abort if needed */
bool silence_locate_targets;

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

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

	case TAR_IGNORE:
	  break;

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

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

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

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

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

		    if ( get_timer( *victim, TIMER_PKILLED ) > 0 )
		    {
			if (!silence_locate_targets)
			    send_to_char( "This player has been killed in the last 5 minutes.\n\r", ch );
			return &pAbort;
		    }	
		    if ( xIS_SET(ch->act, PLR_NICE) && ch != *victim )
		    {
			if (!silence_locate_targets)
			    send_to_char("You are too nice to attack another player.\n\r", ch );
			return &pAbort;
		    } 
		    if ( *victim != ch)
		    {
			if (!silence_locate_targets)
		            send_to_char( "You really shouldn't do this to another player...\n\r", ch );
		        else if (who_fighting(*victim) != ch)
		        {
		            /* Only auto-attack those that are hitting you. */
		            return &pAbort;
		        }
		    }
		}

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

	  check_illegal_pk( ch, *victim );
	  vo = (void *) *victim;
	  break;

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

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

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

	  if ( ch == *victim && 
			SPELL_FLAG(get_skilltype(sn), SF_NOSELF))
	  {
	    if (!silence_locate_targets)
	      send_to_char( "You can't cast this on yourself!\n\r", ch);
	    return &pAbort;
	  }

	  vo = (void *) *victim;
	  break;

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

	  vo = (void *) ch;
	  break;

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

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

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

    return vo;
}



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


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

    retcode = rNONE;

    switch( ch->substate )
    {
      default:
	/* no ordering charmed mobs to cast spells */

	if ( IS_NPC(ch) 
	&& ( IS_AFFECTED( ch, AFF_CHARM ) || IS_AFFECTED( ch, AFF_POSSESS ) ) )
	{
	    send_to_char( "You can't seem to do that right now...\n\r", ch );
	    return;
	}

	if ( xIS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
	{
	    set_char_color( AT_MAGIC, ch );
	    send_to_char( "You failed.\n\r", ch );
	    return;
	}

	target_name = one_argument( argument, arg1 );
	one_argument( target_name, arg2 );
	if ( ranged_target_name )
		DISPOSE( ranged_target_name );
	ranged_target_name = str_dup( target_name );

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

	/* Regular mortal spell casting */
	if ( get_trust(ch) < LEVEL_GOD )
	{
	    if ( ( sn = find_spell( ch, arg1, TRUE ) ) < 0
	    || ( !IS_NPC(ch) && ch->level < skill_table[sn]->skill_level[ch->class] ) )
	    {
		send_to_char( "You can't do that.\n\r", ch );
		return;
	    }
	    if ( (skill=get_skilltype(sn)) == NULL )
	    {
		send_to_char( "You can't do that right now...\n\r", ch );
		return;
	    }
	}
	else
	/*
	 * Godly "spell builder" spell casting with debugging messages
	 */
	{
	    if ( (sn=skill_lookup(arg1)) < 0 )
	    {
		send_to_char( "We didn't create that yet...\n\r", ch );
		return;
	    }
	    if ( sn >= MAX_SKILL )
	    {
		send_to_char( "Hmm... that might hurt.\n\r", ch );
		return;
	    }
	    if ( (skill=get_skilltype(sn)) == NULL )
	    {
		send_to_char( "Something is severely wrong with that one...\n\r", ch );
		return;
	    }
	    if ( skill->type != SKILL_SPELL )
	    {
		send_to_char( "That isn't a spell.\n\r", ch );
		return;
	    }
	    if ( !skill->spell_fun )
	    {
		send_to_char( "We didn't finish that one yet...\n\r", ch );
		return;
	    }
	}

	/*
	 * Something else removed by Merc			-Thoric
	 */
	/* Band-aid alert!  !IS_NPC check -- Blod */
	if ( ch->position < skill->minimum_position && !IS_NPC(ch) )
	{
	    switch( ch->position )
	    {
	      default:
		send_to_char( "You can't concentrate enough.\n\r", ch );
		break;
	      case POS_SITTING:
		send_to_char( "You can't summon enough energy sitting down.\n\r", ch );
		break;
	      case POS_RESTING:
		send_to_char( "You're too relaxed to cast that spell.\n\r", ch );
		break;
	      case POS_FIGHTING:
		if(skill->minimum_position<=POS_EVASIVE){
		  send_to_char( "This fighting style is too demanding for that!\n\r", ch);
		} else {
		  send_to_char( "No way!  You are still fighting!\n\r", ch);
		}
                break;
	      case POS_DEFENSIVE:
		if(skill->minimum_position<=POS_EVASIVE){
		  send_to_char( "This fighting style is too demanding for that!\n\r", ch);
		} else {
		  send_to_char( "No way!  You are still fighting!\n\r", ch);
		}
                break;
	      case POS_AGGRESSIVE:
		if(skill->minimum_position<=POS_EVASIVE){
		  send_to_char( "This fighting style is too demanding for that!\n\r", ch);
		} else {
		  send_to_char( "No way!  You are still fighting!\n\r", ch);
		}
                break;
	      case POS_BERSERK:
		if(skill->minimum_position<=POS_EVASIVE){
		  send_to_char( "This fighting style is too demanding for that!\n\r", ch);
		} else {
		  send_to_char( "No way!  You are still fighting!\n\r", ch);
		}
                break;
	      case POS_EVASIVE:
		send_to_char( "No way!  You are still fighting!\n\r", ch);
		break;
	      case POS_SLEEPING:
		send_to_char( "You dream about great feats of magic.\n\r", ch );
		break;
	    }
	    return;
	}

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

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

	if ( !IS_NPC(ch)			/* fixed by Thoric */
	&&   !IS_IMMORTAL(ch) 
	&&    skill->guild != CLASS_NONE 
	&&  (!ch->pcdata->clan
	|| skill->guild != ch->pcdata->clan->class) )
	{
	    send_to_char( "That is only available to members of a certain guild.\n\r", ch);
	    return;
	}

	/* Mystaric, 980908 - Added checks for spell sector type */
	if ( !ch->in_room || ( skill->spell_sector && 
	     !IS_SET( skill->spell_sector, (1<<ch->in_room->sector_type))))
   	{
     	  send_to_char("You can not cast that here.\n\r", ch );
     	  return;
   	}

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

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

	if ( !IS_NPC( ch ) && victim && !IS_NPC( victim ) 
	&&    CAN_PKILL( victim ) && !CAN_PKILL( ch )
	&&   !in_arena( ch ) && !in_arena( victim ) )
	{
	    set_char_color( AT_MAGIC, ch );
	    send_to_char( "The gods will not permit you to cast spells on that character.\n\r", ch );
	    return;
	}


	if ( !IS_NPC(ch) && ch->mana < mana )
	{
	    send_to_char( "You don't have enough mana.\n\r", ch );
	    return;
	}

	if ( skill->participants <= 1 )
	   break;

	/* multi-participant spells			-Thoric */
	add_timer( ch, TIMER_DO_FUN, UMIN(skill->beats / 10, 3),
		do_cast, 1 );
	act( AT_MAGIC, "You begin to chant...", ch, NULL, NULL, TO_CHAR );
	act( AT_MAGIC, "$n begins to chant...", ch, NULL, NULL, TO_ROOM );
	sprintf( staticbuf, "%s %s", arg2, target_name );
	ch->alloc_ptr = str_dup( staticbuf );
	ch->tempnum = sn;
	return;	
      case SUB_TIMER_DO_ABORT:
        DISPOSE( ch->alloc_ptr );
	if ( IS_VALID_SN((sn = ch->tempnum)) )
	{
	    if ( (skill=get_skilltype(sn)) == NULL )
	    {
		send_to_char( "Something went wrong...\n\r", ch );
		bug( "do_cast: SUB_TIMER_DO_ABORT: bad sn %d", sn );
		return;
	    }
	    mana = IS_NPC(ch) ? 0 : UMAX(skill->min_mana,
	       100 / ( 2 + ch->level - skill->skill_level[ch->class] ) );
	    if (ch->level < LEVEL_IMMORTAL)    /* so imms dont lose mana */
	      ch->mana -= mana / 3;
	}
	set_char_color( AT_MAGIC, ch );
	send_to_char( "You stop chanting...\n\r", ch );
	/* should add chance of backfire here */
        return;
      case 1:
	sn = ch->tempnum;
	if ( (skill=get_skilltype(sn)) == NULL )
	{
	    send_to_char( "Something went wrong...\n\r", ch );
	    bug( "do_cast: substate 1: bad sn %d", sn );
	    return;
	}
	if ( !ch->alloc_ptr || !IS_VALID_SN(sn) || skill->type != SKILL_SPELL )
	{
	    send_to_char( "Something cancels out the spell!\n\r", ch );
	    bug( "do_cast: ch->alloc_ptr NULL or bad sn (%d)", sn );
	    return;
	}
	mana = IS_NPC(ch) ? 0 : UMAX(skill->min_mana,
	   100 / ( 2 + ch->level - skill->skill_level[ch->class] ) );
	strcpy( staticbuf, ch->alloc_ptr );
	target_name = one_argument(staticbuf, arg2);
	DISPOSE( ch->alloc_ptr );
	ch->substate = SUB_NONE;
	if ( skill->participants > 1 )
	{
	    int cnt = 1;
	    CHAR_DATA *tmp;
	    TIMER *t;

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

    /* uttering those magic words unless casting "ventriloquate" */
    if ( str_cmp( skill->name, "ventriloquate" ) )
	say_spell( ch, sn );

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

    /*
     * Getting ready to cast... check for spell components	-Thoric
     */
    if ( !process_spell_components( ch, sn ) )
    {
	if (ch->level < LEVEL_IMMORTAL)    /* so imms dont lose mana */
	  ch->mana -= mana / 2;
	learn_from_failure( ch, sn );
	return;
    }

    if ( !IS_NPC(ch)
    &&   (number_percent( ) + skill->difficulty * 5) > ch->pcdata->learned[sn] )
    {
	/* Some more interesting loss of concentration messages  -Thoric */
	switch( number_bits(2) )
	{
	    case 0:	/* too busy */
		if ( ch->fighting )
		  send_to_char( "This round of battle is too hectic to concentrate properly.\n\r", ch );
		else
		  send_to_char( "You lost your concentration.\n\r", ch );
		break;
	    case 1:	/* irritation */
		if ( number_bits(2) == 0 )
		{
		  switch( number_bits(2) )
		  {
		     case 0: send_to_char( "A tickle in your nose prevents you from keeping your concentration.\n\r", ch ); break;
		     case 1: send_to_char( "An itch on your leg keeps you from properly casting your spell.\n\r", ch ); break;
		     case 2: send_to_char( "Something in your throat prevents you from uttering the proper phrase.\n\r", ch ); break;
		     case 3: send_to_char( "A twitch in your eye disrupts your concentration for a moment.\n\r", ch ); break;
		  }
		}
		else
		  send_to_char( "Something distracts you, and you lose your concentration.\n\r", ch );
		break;
	    case 2:	/* not enough time */
		if ( ch->fighting )
		  send_to_char( "There wasn't enough time this round to complete the casting.\n\r", ch );
		else
		  send_to_char( "You lost your concentration.\n\r", ch );
		break;
	    case 3:
		send_to_char( "You get a mental block mid-way through the casting.\n\r", ch );
		break;
	}
	if (ch->level < LEVEL_IMMORTAL)    /* so imms dont lose mana */
	  ch->mana -= mana / 2;
	learn_from_failure( ch, sn );
	return;
    }
    else
    {
	  ch->mana -= mana;

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

    if ( ch->in_room && IS_SET( ch->in_room->area->flags, AFLAG_SPELLLIMIT ) )
    	ch->in_room->area->curr_spell_count++;

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

    /* learning */
    if ( retcode != rSPELL_FAILED )
	learn_from_success( ch, sn );
    else
	learn_from_failure( ch, sn );


    /* favor adjustments */
    if ( victim && victim != ch && !IS_NPC(victim)
    &&   skill->target == TAR_CHAR_DEFENSIVE )
	adjust_favor( ch, 7, 1 );

    if ( victim && victim != ch && !IS_NPC(ch)
    &&   skill->target == TAR_CHAR_DEFENSIVE )
	adjust_favor( victim, 13, 1 );

    if ( victim && victim != ch && !IS_NPC(ch)
    &&   skill->target == TAR_CHAR_OFFENSIVE )
	adjust_favor( ch, 4, 1 );

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


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

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

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

    if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) && 
	 skill->target == TAR_CHAR_OFFENSIVE)
    {
	set_char_color( AT_MAGIC, ch );
	send_to_char( "Nothing seems to happen...\n\r", ch );
	return rNONE;
    }

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

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

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

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

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

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

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

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

    if ( retcode == rSPELL_FAILED )
	        retcode = rNONE;

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

    if ( char_died(ch) )
	return rCHAR_DIED;

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

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

    return retcode;
}



/*
 * Spell functions.
 */


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

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

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

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

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

    if ( saved && SPELL_SAVE(skill) == SE_NEGATE )
    {
	failed_casting( skill, ch, victim, NULL );
	return rSPELL_FAILED;
    }
    if ( skill->dice )
	dam = UMAX( 0, dice_parse( ch, level, skill->dice ) );
    else
	dam = dice( 1, level/2 );
    if ( saved )
    {
	switch( SPELL_SAVE(skill) )
	{
	    case SE_3QTRDAM:	dam = (dam * 3) / 4;	break;
	    case SE_HALFDAM:	dam >>= 1;		break;
	    case SE_QUARTERDAM:	dam >>= 2;		break;
	    case SE_EIGHTHDAM:	dam >>= 3;		break;

	    case SE_ABSORB:	/* victim absorbs spell for hp's */
		act( AT_MAGIC, "$N absorbs your $t!", ch, skill->noun_damage, victim, TO_CHAR );
		act( AT_MAGIC, "You absorb $N's $t!", victim, skill->noun_damage, ch, TO_CHAR );
		act( AT_MAGIC, "$N absorbs $n's $t!", ch, skill->noun_damage, victim, TO_NOTVICT );
		victim->hit = URANGE( 0, victim->hit + dam, victim->max_hit );
		update_pos( victim );
		if ( (dam > 0 && ch->fighting && ch->fighting->who == victim)
		||   (dam > 0 && victim->fighting && victim->fighting->who == ch) )
		{
		    int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp;
		    int xp_gain = (int) (xp * dam * 2) / victim->max_hit;

		    gain_exp( ch, 0 - xp_gain );
		}
		if ( skill->affects )
		    retcode = spell_affectchar( sn, level, ch, victim );
		return retcode;

	    case SE_REFLECT:	/* reflect the spell to the caster */
	    	return spell_attack( sn, level, victim, ch );
	}
    }
    dam = get_attmod(ch, victim) * dam;
    retcode = damage( ch, victim, dam, sn );
    if ( retcode == rNONE && skill->affects
    &&  !char_died(ch) && !char_died(victim)
    && (!is_affected(victim, sn)
    ||  SPELL_FLAG(skill, SF_ACCUMULATIVE)
    ||  SPELL_FLAG(skill, SF_RECASTABLE)) )
	retcode = spell_affectchar( sn, level, ch, victim );
    return retcode;
}

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

    if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
    {
	failed_casting( skill, ch, NULL, NULL );
	return rSPELL_FAILED;
    }

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

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

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

        if ( vch == ch )
	   continue;

        if ( is_safe( ch, vch, FALSE) )
	   continue;

	if ( !IS_NPC(ch) && !IS_NPC(vch) && !in_arena(ch) && ( !IS_PKILL( ch ) 
		|| !IS_PKILL( vch ) ) )
	   continue;

	saved = check_save( sn, level, ch, vch );
	if ( saved && SPELL_SAVE(skill) == SE_NEGATE )
	{
	    failed_casting( skill, ch, vch, NULL );
	    continue;
	}
	else
	if ( skill->dice )
	    dam = dice_parse(ch, level, skill->dice);
	else
	    dam = dice( 1, level/2 );
	if ( saved )
	{
	    switch( SPELL_SAVE(skill) )
	    {
		case SE_3QTRDAM:	dam = (dam * 3) / 4;	break;
		case SE_HALFDAM:	dam >>= 1;		break;
		case SE_QUARTERDAM:	dam >>= 2;		break;
		case SE_EIGHTHDAM:	dam >>= 3;		break;

		case SE_ABSORB:	/* victim absorbs spell for hp's */
		    act( AT_MAGIC, "$N absorbs your $t!", ch, skill->noun_damage, vch, TO_CHAR );
		    act( AT_MAGIC, "You absorb $N's $t!", vch, skill->noun_damage, ch, TO_CHAR );
		    act( AT_MAGIC, "$N absorbs $n's $t!", ch, skill->noun_damage, vch, TO_NOTVICT );
		    vch->hit = URANGE( 0, vch->hit + dam, vch->max_hit );
		    update_pos( vch );
		    if ( (dam > 0 && ch->fighting && ch->fighting->who == vch)
		    ||   (dam > 0 && vch->fighting && vch->fighting->who == ch) )
		    {
			int xp = ch->fighting ? ch->fighting->xp : vch->fighting->xp;
			int xp_gain = (int) (xp * dam * 2) / vch->max_hit;

			gain_exp( ch, 0 - xp_gain );
		     }
		     continue;

		case SE_REFLECT:	/* reflect the spell to the caster */
	    	    retcode = spell_attack( sn, level, vch, ch );
		    if ( char_died(ch) )
		    {
			ch_died = TRUE;
			break;
		    }
		    continue;
	    }
	}
    dam = get_attmod(ch, vch) * dam;
	retcode = damage( ch, vch, dam, sn );
	if ( retcode == rNONE && affects && !char_died(ch) && !char_died(vch)
	&& (!is_affected(vch, sn)
	||  SPELL_FLAG(skill, SF_ACCUMULATIVE)
	||  SPELL_FLAG(skill, SF_RECASTABLE)) )
	    retcode = spell_affectchar( sn, level, ch, vch );
	if ( retcode == rCHAR_DIED || char_died(ch) )
	{
	    ch_died = TRUE;
	    break;
	}
    }
    return retcode;
}


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

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


	if ( af.duration == 0 )
	{
	    int xp_gain;

	    switch( af.location )
	    {
		case APPLY_HIT:
		    victim->hit = URANGE( 0, victim->hit + af.modifier, victim->max_hit );
		    update_pos( victim );
		    if ( (af.modifier > 0 && ch->fighting && ch->fighting->who == victim)
		    ||   (af.modifier > 0 && victim->fighting && victim->fighting->who == ch) )
		    {
			int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp;

			xp_gain = (int) (xp * af.modifier*2) / victim->max_hit;
			gain_exp( ch, 0 - xp_gain );
		    }
		    if ( IS_NPC(victim) && victim->hit <= 0 )
		    	damage( ch, victim, 5, TYPE_UNDEFINED );
		    break;
		case APPLY_MANA:
		    victim->mana = URANGE( 0, victim->mana + af.modifier, victim->max_mana );
		    update_pos( victim );
		    break;
		case APPLY_MOVE:
		    victim->max_move = af.modifier;
		    update_pos( victim );
		    break;
		default:
		    affect_modify( victim, &af, TRUE );
		    break;
	    }
	}
	else
	if ( SPELL_FLAG( skill, SF_ACCUMULATIVE ) )
	    affect_join( victim, &af );
	else
	    affect_to_char( victim, &af );
    }
    update_pos( victim );
    return retcode;
}


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	    if ( water > 0 )
	    {
		separate_obj(obj);
		obj->value[2] = LIQ_WATER;
		obj->value[1] += water;
		if ( !is_name( "water", obj->name ) )
		{
		    char buf[MAX_STRING_LENGTH];

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

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

	case SA_DESTROY:
	case SA_RESIST:
	case SA_SUSCEPT:
	case SA_DIVINATE:
	  if ( SPELL_DAMAGE(skill) == SD_POISON ) /* detect poison */
	  {
	     if ( obj->item_type == ITEM_DRINK_CON
	     ||   obj->item_type == ITEM_FOOD 
	     ||   obj->item_type == ITEM_COOK )
	     {
		if ( obj->item_type == ITEM_COOK && obj->value[2] == 0)
		    send_to_char("It looks undercooked.\n\r", ch );
		else if ( obj->value[3] != 0 )
		    send_to_char( "You smell poisonous fumes.\n\r", ch );
		else
		    send_to_char( "It looks very delicious.\n\r", ch );
	     }
	     else
		send_to_char( "It doesn't look poisoned.\n\r", ch );
	     return rNONE;
	  }
	  return rNONE;
	case SA_OBSCURE:			/* make obj invis */
	  if ( IS_OBJ_STAT(obj, ITEM_INVIS) 
	  ||   chance(ch, skill->dice ? dice_parse(ch, level, skill->dice) : 20))
          {
	     failed_casting( skill, ch, NULL, NULL );
     	     return rSPELL_FAILED;
	  }
	  successful_casting( skill, ch, NULL, obj );
	  xSET_BIT(obj->extra_flags, ITEM_INVIS);
	  return rNONE;

	case SA_CHANGE:
	  return rNONE;
    }
    return rNONE;
}

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

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

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

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

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

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

    /*
     * Add predetermined mobiles here
     */
    if ( vnum == 0 )
    {
	if ( !str_cmp( target_name, "cityguard" ) )
	  vnum = MOB_VNUM_CITYGUARD;
	if ( !str_cmp( target_name, "vampire" ) )
	  vnum = MOB_VNUM_VAMPIRE;
    }

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

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

ch_ret ranged_attack( CHAR_DATA *, char *, OBJ_DATA *, OBJ_DATA *, sh_int, sh_int );

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

    /* Put this check in to prevent crashes from this getting a bad skill */

    if ( !skill )
    {
//    	bug ( "spell_smaug: Called with a null skill for sn %d", sn );
	return rERROR;
    }

    switch( skill->target )
    {
	case TAR_IGNORE:

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

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

	  /* affect a distant player */
	  if ( SPELL_FLAG(skill, SF_DISTANT)
          &&  (victim = get_char_world( ch, target_name))
	  &&  !xIS_SET( victim->in_room->room_flags, ROOM_NO_ASTRAL)
	  &&   SPELL_FLAG(skill, SF_CHARACTER) )
		return spell_affect(sn, level, ch, get_char_world( ch, target_name ));

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

	  if ( skill->range > 0 && (
	   		(SPELL_ACTION(skill) == SA_DESTROY
			&& SPELL_CLASS(skill) == SC_LIFE)
			|| (SPELL_ACTION(skill) == SA_CREATE
			&& SPELL_CLASS(skill) == SC_DEATH) ) )
	     return ranged_attack(ch, ranged_target_name, NULL, NULL, sn, skill->range );
	  /* will fail, or be an area/group affect */
	  return spell_affect( sn, level, ch, vo );

	case TAR_CHAR_OFFENSIVE:

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

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

	case TAR_CHAR_DEFENSIVE:
	case TAR_CHAR_SELF:
          if ( SPELL_FLAG(skill, SF_NOFIGHT ) &&
               ( ch->position == POS_FIGHTING
               || ch->position ==  POS_EVASIVE
               || ch->position ==  POS_DEFENSIVE
               || ch->position ==  POS_AGGRESSIVE
               || ch->position ==  POS_BERSERK ) )
          {
              send_to_char( "You can't concentrate enough for that!\n\r", ch );
              return rNONE;
          }

	  if ( vo && SPELL_ACTION(skill) == SA_DESTROY )
	  {
		CHAR_DATA *victim = (CHAR_DATA *) vo;

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

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

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

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