MAGIC.C
资源名称:mercwsrc.zip [点击查看]
上传用户:kesirui
上传日期:2007-01-07
资源大小:263k
文件大小:80k
源码类别:
Internet/网络编程
开发平台:
WINDOWS
- /***************************************************************************
- * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
- * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
- * *
- * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
- * Chastain, Michael Quan, and Mitchell Tse. *
- * *
- * In order to use any part of this Merc Diku Mud, you must comply with *
- * both the original Diku license in 'license.doc' as well the Merc *
- * license in 'license.txt'. In particular, you may not remove either of *
- * these copyright notices. *
- * *
- * Much time and thought has gone into this software and you are *
- * benefitting. We hope that you share your changes too. What goes *
- * around, comes around. *
- ***************************************************************************/
- #if defined(macintosh)
- #include <types.h>
- #else
- #include <sys/types.h>
- #endif
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <time.h>
- #include "merc.h"
- /*
- * Local functions.
- */
- void say_spell args( ( CHAR_DATA *ch, int sn ) );
- /*
- * Lookup a skill by name.
- */
- int skill_lookup( const char *name )
- {
- int sn;
- for ( sn = 0; sn < MAX_SKILL; sn++ )
- {
- if ( skill_table[sn].name == NULL )
- break;
- if ( LOWER(name[0]) == LOWER(skill_table[sn].name[0])
- && !str_prefix( name, skill_table[sn].name ) )
- return sn;
- }
- return -1;
- }
- /*
- * Lookup a skill by slot number.
- * Used for object loading.
- */
- int slot_lookup( int slot )
- {
- extern bool fBootDb;
- int sn;
- if ( slot <= 0 )
- return -1;
- for ( sn = 0; sn < MAX_SKILL; sn++ )
- {
- if ( slot == skill_table[sn].slot )
- return sn;
- }
- if ( fBootDb )
- {
- bug( "Slot_lookup: bad slot %d.", slot );
- abort( );
- }
- return -1;
- }
- /*
- * Utter mystical words for an sn.
- */
- void say_spell( CHAR_DATA *ch, int sn )
- {
- char buf [MAX_STRING_LENGTH];
- char buf2 [MAX_STRING_LENGTH];
- CHAR_DATA *rch;
- char *pName;
- int iSyl;
- int length;
- struct syl_type
- {
- char * old;
- char * new;
- };
- static const struct syl_type syl_table[] =
- {
- { " ", " " },
- { "ar", "abra" },
- { "au", "kada" },
- { "bless", "fido" },
- { "blind", "nose" },
- { "bur", "mosa" },
- { "cu", "judi" },
- { "de", "oculo" },
- { "en", "unso" },
- { "light", "dies" },
- { "lo", "hi" },
- { "mor", "zak" },
- { "move", "sido" },
- { "ness", "lacri" },
- { "ning", "illa" },
- { "per", "duda" },
- { "ra", "gru" },
- { "re", "candus" },
- { "son", "sabru" },
- { "tect", "infra" },
- { "tri", "cula" },
- { "ven", "nofo" },
- { "a", "a" }, { "b", "b" }, { "c", "q" }, { "d", "e" },
- { "e", "z" }, { "f", "y" }, { "g", "o" }, { "h", "p" },
- { "i", "u" }, { "j", "y" }, { "k", "t" }, { "l", "r" },
- { "m", "w" }, { "n", "i" }, { "o", "a" }, { "p", "s" },
- { "q", "d" }, { "r", "f" }, { "s", "g" }, { "t", "h" },
- { "u", "j" }, { "v", "z" }, { "w", "x" }, { "x", "n" },
- { "y", "l" }, { "z", "k" },
- { "", "" }
- };
- buf[0] = ' ';
- for ( pName = skill_table[sn].name; *pName != ' '; pName += length )
- {
- for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ )
- {
- if ( !str_prefix( syl_table[iSyl].old, pName ) )
- {
- strcat( buf, syl_table[iSyl].new );
- break;
- }
- }
- if ( length == 0 )
- length = 1;
- }
- sprintf( buf2, "$n utters the words, '%s'.", buf );
- sprintf( buf, "$n utters the words, '%s'.", skill_table[sn].name );
- for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
- {
- if ( rch != ch )
- act( ch->class==rch->class ? buf : buf2, ch, NULL, rch, TO_VICT );
- }
- return;
- }
- /*
- * Compute a saving throw.
- * Negative apply's make saving throw better.
- */
- bool saves_spell( int level, CHAR_DATA *victim )
- {
- int save;
- save = 50 + ( victim->level - level - victim->saving_throw ) * 5;
- save = URANGE( 5, save, 95 );
- 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;
- /*
- * Only MOBprogrammed mobs not charmed can cast spells
- * like PC's
- */
- if ( IS_NPC(ch)
- && ( !ch->pIndexData->progtypes
- || IS_AFFECTED( ch, AFF_CHARM ) ) )
- return;
- target_name = one_argument( argument, arg1 );
- one_argument( target_name, arg2 );
- if ( arg1[0] == ' ' )
- {
- send_to_char( "Cast which what where?nr", ch );
- return;
- }
- if ( ( sn = skill_lookup( arg1 ) ) < 0
- || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level[ch->class] ) )
- {
- send_to_char( "You can't do that.nr", ch );
- return;
- }
- if ( ch->position < skill_table[sn].minimum_position )
- {
- send_to_char( "You can't concentrate enough.nr", ch );
- return;
- }
- mana = MANA_COST(ch, sn);
- /*
- * Locate targets.
- */
- victim = NULL;
- obj = NULL;
- vo = NULL;
- switch ( skill_table[sn].target )
- {
- default:
- bug( "Do_cast: bad target for sn %d.", sn );
- return;
- case TAR_IGNORE:
- break;
- case TAR_CHAR_OFFENSIVE:
- if ( arg2[0] == ' ' )
- {
- if ( ( victim = ch->fighting ) == NULL )
- {
- send_to_char( "Cast the spell on whom?nr", ch );
- return;
- }
- }
- else
- {
- if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
- {
- send_to_char( "They aren't here.nr", ch );
- return;
- }
- }
- /* if ( !IS_NPC(ch) )
- {
- if ( !IS_NPC(victim) && ch != victim )
- {
- send_to_char( "You can't do that on a player.nr", ch );
- return;
- }
- if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
- {
- send_to_char( "You can't do that on your own follower.nr",
- ch );
- return;
- }
- }
- */
- vo = (void *) victim;
- break;
- case TAR_CHAR_DEFENSIVE:
- if ( arg2[0] == ' ' )
- {
- victim = ch;
- }
- else
- {
- if ( ( victim = get_char_room( ch, arg2 ) ) == NULL )
- {
- send_to_char( "They aren't here.nr", ch );
- return;
- }
- }
- vo = (void *) victim;
- break;
- case TAR_CHAR_SELF:
- if ( arg2[0] != ' ' && !is_name( arg2, ch->name ) )
- {
- send_to_char( "You cannot cast this spell on another.nr", ch );
- return;
- }
- vo = (void *) ch;
- break;
- case TAR_OBJ_INV:
- if ( arg2[0] == ' ' )
- {
- send_to_char( "What should the spell be cast upon?nr", ch );
- return;
- }
- if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL )
- {
- send_to_char( "You are not carrying that.nr", ch );
- return;
- }
- vo = (void *) obj;
- break;
- }
- if ( !IS_NPC(ch) && ch->mana < mana )
- {
- send_to_char( "You don't have enough mana.nr", 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.nr", ch );
- ch->mana -= mana / 2;
- }
- else
- {
- ch->mana -= mana;
- (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo );
- }
- if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE
- && victim->master != ch && victim != ch )
- {
- CHAR_DATA *vch;
- CHAR_DATA *vch_next;
- for ( vch = ch->in_room->people; vch; vch = vch_next )
- {
- vch_next = vch->next_in_room;
- if ( victim == vch && victim->fighting == NULL )
- {
- multi_hit( victim, ch, TYPE_UNDEFINED );
- break;
- }
- }
- }
- return;
- }
- /*
- * Cast spells at targets using a magical object.
- */
- void obj_cast_spell( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj )
- {
- void *vo;
- if ( sn <= 0 )
- return;
- if ( sn >= MAX_SKILL || skill_table[sn].spell_fun == 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 || !IS_NPC(victim) )
- {
- send_to_char( "You can't do that.nr", ch );
- return;
- }
- vo = (void *) victim;
- break;
- case TAR_CHAR_DEFENSIVE:
- if ( victim == NULL )
- victim = ch;
- vo = (void *) victim;
- break;
- case TAR_CHAR_SELF:
- vo = (void *) ch;
- break;
- case TAR_OBJ_INV:
- if ( obj == NULL )
- {
- send_to_char( "You can't do that.nr", ch );
- return;
- }
- vo = (void *) obj;
- break;
- }
- target_name = "";
- (*skill_table[sn].spell_fun) ( sn, level, ch, vo );
- if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->master != ch )
- {
- CHAR_DATA *vch;
- CHAR_DATA *vch_next;
- for ( vch = ch->in_room->people; vch; vch = vch_next )
- {
- vch_next = vch->next_in_room;
- if ( victim == vch && victim->fighting == NULL )
- {
- multi_hit( victim, ch, TYPE_UNDEFINED );
- break;
- }
- }
- }
- return;
- }
- /*
- * Spell functions.
- */
- void spell_acid_blast( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int dam;
- dam = dice( level, 6 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_armor( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) )
- return;
- af.type = sn;
- af.duration = 24;
- af.modifier = -20;
- af.location = APPLY_AC;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "You feel someone protecting you.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_bless( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( victim->position == POS_FIGHTING || is_affected( victim, sn ) )
- return;
- af.type = sn;
- af.duration = 6+level;
- af.location = APPLY_HITROLL;
- af.modifier = level / 8;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- af.location = APPLY_SAVING_SPELL;
- af.modifier = 0 - level / 8;
- affect_to_char( victim, &af );
- send_to_char( "You feel righteous.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED(victim, AFF_BLIND) || saves_spell( 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!nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_burning_hands( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const sh_int dam_each[] =
- {
- 0,
- 0, 0, 0, 0, 14, 17, 20, 23, 26, 29,
- 29, 29, 30, 30, 31, 31, 32, 32, 33, 33,
- 34, 34, 35, 35, 36, 36, 37, 37, 38, 38,
- 39, 39, 40, 40, 41, 41, 42, 42, 43, 43,
- 44, 44, 45, 45, 46, 46, 47, 47, 48, 48
- };
- int dam;
- level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
- level = UMAX(0, level);
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_call_lightning( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *vch;
- CHAR_DATA *vch_next;
- int dam;
- if ( !IS_OUTSIDE(ch) )
- {
- send_to_char( "You must be out of doors.nr", ch );
- return;
- }
- if ( weather_info.sky < SKY_RAINING )
- {
- send_to_char( "You need bad weather.nr", ch );
- return;
- }
- dam = dice(level/2, 8);
- send_to_char( "God's lightning strikes your foes!nr", ch );
- act( "$n calls God's lightning to strike $s foes!",
- ch, NULL, NULL, TO_ROOM );
- for ( vch = char_list; vch != NULL; vch = vch_next )
- {
- vch_next = vch->next;
- if ( vch->in_room == NULL )
- continue;
- if ( vch->in_room == ch->in_room )
- {
- if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
- damage( ch, vch, saves_spell( level, vch ) ? dam/2 : dam, sn );
- continue;
- }
- if ( vch->in_room->area == ch->in_room->area
- && IS_OUTSIDE(vch)
- && IS_AWAKE(vch) )
- send_to_char( "Lightning flashes in the sky.nr", vch );
- }
- return;
- }
- void spell_cause_light( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- damage( ch, (CHAR_DATA *) vo, dice(1, 8) + level / 3, sn );
- return;
- }
- void spell_cause_critical( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- damage( ch, (CHAR_DATA *) vo, dice(3, 8) + level - 6, sn );
- return;
- }
- void spell_cause_serious( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- damage( ch, (CHAR_DATA *) vo, dice(2, 8) + level / 2, sn );
- return;
- }
- void spell_change_sex( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) )
- return;
- af.type = sn;
- af.duration = 10 * level;
- af.location = APPLY_SEX;
- do
- {
- af.modifier = number_range( 0, 2 ) - victim->sex;
- }
- while ( af.modifier == 0 );
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "You feel different.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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!nr", 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 );
- 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 $n just so nice?", ch, NULL, victim, TO_VICT );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_chill_touch( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const sh_int dam_each[] =
- {
- 0,
- 0, 0, 6, 7, 8, 9, 12, 13, 13, 13,
- 14, 14, 14, 15, 15, 15, 16, 16, 16, 17,
- 17, 17, 18, 18, 18, 19, 19, 19, 20, 20,
- 20, 21, 21, 21, 22, 22, 22, 23, 23, 23,
- 24, 24, 24, 25, 25, 25, 26, 26, 26, 27
- };
- AFFECT_DATA af;
- int dam;
- level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
- level = UMAX(0, level);
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( !saves_spell( level, victim ) )
- {
- af.type = sn;
- af.duration = 6;
- af.location = APPLY_STR;
- af.modifier = -1;
- af.bitvector = 0;
- affect_join( victim, &af );
- }
- else
- {
- dam /= 2;
- }
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_colour_spray( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const sh_int dam_each[] =
- {
- 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 30, 35, 40, 45, 50, 55, 55, 55, 56, 57,
- 58, 58, 59, 60, 61, 61, 62, 63, 64, 64,
- 65, 66, 67, 67, 68, 69, 70, 70, 71, 72,
- 73, 73, 74, 75, 76, 76, 77, 78, 79, 79
- };
- int dam;
- level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
- level = UMAX(0, level);
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_continual_light( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *light;
- light = create_object( get_obj_index( OBJ_VNUM_LIGHT_BALL ), 0 );
- obj_to_room( light, ch->in_room );
- act( "$n twiddles $s thumbs and $p appears.", ch, light, NULL, TO_ROOM );
- act( "You twiddle your thumbs and $p appears.", ch, light, NULL, TO_CHAR );
- return;
- }
- void spell_control_weather( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- if ( !str_cmp( target_name, "better" ) )
- weather_info.change += dice( level / 3, 4 );
- else if ( !str_cmp( target_name, "worse" ) )
- weather_info.change -= dice( level / 3, 4 );
- else
- send_to_char ("Do you want it to get better or worse?nr", ch );
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_create_food( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *mushroom;
- mushroom = create_object( get_obj_index( OBJ_VNUM_MUSHROOM ), 0 );
- mushroom->value[0] = 5 + level;
- obj_to_room( mushroom, ch->in_room );
- act( "$p suddenly appears.", ch, mushroom, NULL, TO_ROOM );
- act( "$p suddenly appears.", ch, mushroom, NULL, TO_CHAR );
- return;
- }
- void spell_create_spring( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *spring;
- spring = create_object( get_obj_index( OBJ_VNUM_SPRING ), 0 );
- spring->timer = level;
- obj_to_room( spring, ch->in_room );
- act( "$p flows from the ground.", ch, spring, NULL, TO_ROOM );
- act( "$p flows from the ground.", ch, spring, NULL, TO_CHAR );
- return;
- }
- void spell_create_water( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *obj = (OBJ_DATA *) vo;
- int water;
- if ( obj->item_type != ITEM_DRINK_CON )
- {
- send_to_char( "It is unable to hold water.nr", ch );
- return;
- }
- if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
- {
- send_to_char( "It contains some other liquid.nr", ch );
- return;
- }
- water = UMIN(
- level * (weather_info.sky >= SKY_RAINING ? 4 : 2),
- obj->value[0] - obj->value[1]
- );
- if ( water > 0 )
- {
- obj->value[2] = LIQ_WATER;
- obj->value[1] += water;
- if ( !is_name( "water", obj->name ) )
- {
- char buf[MAX_STRING_LENGTH];
- sprintf( buf, "%s water", obj->name );
- free_string( obj->name );
- obj->name = str_dup( buf );
- }
- act( "$p is filled.", ch, obj, NULL, TO_CHAR );
- }
- return;
- }
- void spell_cure_blindness( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- if ( !is_affected( victim, gsn_blindness ) )
- return;
- affect_strip( victim, gsn_blindness );
- send_to_char( "Your vision returns!nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_cure_critical( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int heal;
- heal = dice(3, 8) + level - 6;
- victim->hit = UMIN( victim->hit + heal, victim->max_hit );
- update_pos( victim );
- send_to_char( "You feel better!nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_cure_light( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int heal;
- heal = dice(1, 8) + level / 3;
- victim->hit = UMIN( victim->hit + heal, victim->max_hit );
- update_pos( victim );
- send_to_char( "You feel better!nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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.nr", victim );
- send_to_char( "Ok.nr", ch );
- }
- return;
- }
- void spell_cure_serious( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int heal;
- heal = dice(2, 8) + level /2 ;
- victim->hit = UMIN( victim->hit + heal, victim->max_hit );
- update_pos( victim );
- send_to_char( "You feel better!nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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.nr", ch );
- else
- send_to_char( "It looks very delicious.nr", ch );
- }
- else
- {
- send_to_char( "It doesn't look poisoned.nr", ch );
- }
- return;
- }
- void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- send_to_char( "Sorry but this spell has been disabled.nr", 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_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!nr", ch );
- act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM );
- for ( vch = char_list; vch != NULL; vch = vch_next )
- {
- vch_next = vch->next;
- if ( vch->in_room == NULL )
- continue;
- if ( vch->in_room == ch->in_room )
- {
- if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) )
- damage( ch, vch, level + dice(2, 8), sn );
- continue;
- }
- if ( vch->in_room->area == ch->in_room->area )
- send_to_char( "The earth trembles and shivers.nr", vch );
- }
- return;
- }
- void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *obj = (OBJ_DATA *) vo;
- AFFECT_DATA *paf;
- if ( obj->item_type != ITEM_WEAPON
- || IS_OBJ_STAT(obj, ITEM_MAGIC)
- || obj->affected != NULL )
- return;
- if ( affect_free == NULL )
- {
- paf = alloc_perm( sizeof(*paf) );
- }
- else
- {
- paf = affect_free;
- affect_free = affect_free->next;
- }
- paf->type = sn;
- paf->duration = -1;
- paf->location = APPLY_HITROLL;
- paf->modifier = level / 5;
- paf->bitvector = 0;
- paf->next = obj->affected;
- obj->affected = paf;
- if ( affect_free == NULL )
- {
- paf = alloc_perm( sizeof(*paf) );
- }
- else
- {
- paf = affect_free;
- affect_free = affect_free->next;
- }
- paf->type = -1;
- paf->duration = -1;
- paf->location = APPLY_DAMROLL;
- paf->modifier = level / 10;
- paf->bitvector = 0;
- paf->next = obj->affected;
- obj->affected = paf;
- obj->level = number_fuzzy( ch->level - 5 );
- if ( IS_GOOD(ch) )
- {
- SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
- act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
- }
- else if ( IS_EVIL(ch) )
- {
- SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
- act( "$p glows red.", ch, obj, NULL, TO_CHAR );
- }
- else
- {
- SET_BIT(obj->extra_flags, ITEM_ANTI_EVIL);
- SET_BIT(obj->extra_flags, ITEM_ANTI_GOOD);
- act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
- }
- send_to_char( "Ok.nr", ch );
- return;
- }
- /* "make purse", { 37, 37, 37, 37 },
- spell_make_purse, TAR_OBJ_INV, POS_STANDING,
- NULL, SLOT(50), 100, 24,
- "", "!Make Purse!"*/
- void spell_make_purse( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- static char *headers[] = { "corpse of the ", "corpse of The ",
- "corpse of an ", "corpse of An ",
- "corpse of a ", "corpse of A ",
- "corpse of " }; // (This one must be last)
- OBJ_DATA *obj = (OBJ_DATA *) vo;
- char buf[MAX_STRING_LENGTH];
- int i;
- if ( obj->item_type != ITEM_CORPSE_NPC && obj->item_type != ITEM_CORPSE_PC)
- return;
- for (i = 0; i < 7; i++)
- {
- int len = strlen(headers[i]);
- if ( memcmp(obj->short_descr, headers[i], len) == 0 )
- {
- sprintf( buf, "purse %s", obj->short_descr+len );
- free_string( obj->name );
- obj->name = str_dup(buf);
- sprintf( buf, "A purse of fine %s hide catches your eye. ",
- obj->short_descr+len );
- free_string( obj->description );
- obj->description = str_dup( buf );
- sprintf( buf, "purse made from %s hide", obj->short_descr+len );
- free_string( obj->short_descr );
- obj->short_descr = str_dup( buf );
- break;
- }
- }
- obj->item_type = ITEM_CONTAINER;
- obj->wear_flags = ITEM_HOLD|ITEM_TAKE;
- obj->timer = 0;
- obj->weight = 5;
- obj->level = level/3;
- obj->cost = level * 50;
- obj->value[0] = level * 10; /* Weight capacity */
- obj->value[1] = 1; /* Closeable */
- obj->value[2] = -1; /* No key needed */
- obj->pIndexData = get_obj_index( 5660 ); /* So it's not a corpse */
- act( "Your new $p looks pretty snazzy.", ch, obj, NULL, TO_CHAR );
- act( "$n's new $p looks pretty snazzy.", ch, obj, NULL, TO_ROOM );
- send_to_char( "Ok.nr", ch );
- return;
- }
- /*
- * Drain XP, MANA, HP.
- * Caster gains HP.
- */
- void spell_energy_drain( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int dam;
- if ( saves_spell( level, victim ) )
- return;
- ch->alignment = UMAX(-1000, ch->alignment - 200);
- if ( victim->level <= 2 )
- {
- dam = ch->hit + 1;
- }
- else
- {
- gain_exp( victim, 0 - number_range( level / 2, 3 * level / 2 ) );
- victim->mana /= 2;
- victim->move /= 2;
- dam = dice(1, level);
- ch->hit += dam;
- }
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_fireball( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const sh_int dam_each[] =
- {
- 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 30, 35, 40, 45, 50, 55,
- 60, 65, 70, 75, 80, 82, 84, 86, 88, 90,
- 92, 94, 96, 98, 100, 102, 104, 106, 108, 110,
- 112, 114, 116, 118, 120, 122, 124, 126, 128, 130
- };
- int dam;
- level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
- level = UMAX(0, level);
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_flamestrike( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int dam;
- dam = dice(6, level);
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_faerie_fire( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED(victim, AFF_FAERIE_FIRE) )
- return;
- af.type = sn;
- af.duration = level;
- af.location = APPLY_AC;
- af.modifier = 2 * level;
- af.bitvector = AFF_FAERIE_FIRE;
- affect_to_char( victim, &af );
- send_to_char( "You are surrounded by a pink outline.nr", victim );
- act( "$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( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM );
- send_to_char( "You conjure a cloud of purple smoke.nr", ch );
- for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room )
- {
- if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) )
- continue;
- if ( ich == ch || saves_spell( level, ich ) )
- continue;
- affect_strip ( ich, gsn_invis );
- affect_strip ( ich, gsn_mass_invis );
- affect_strip ( ich, gsn_sneak );
- REMOVE_BIT ( ich->affected_by, AFF_HIDE );
- REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
- REMOVE_BIT ( ich->affected_by, AFF_SNEAK );
- act( "$n is revealed!", ich, NULL, NULL, TO_ROOM );
- send_to_char( "You are revealed!nr", ich );
- }
- return;
- }
- void spell_fly( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED(victim, AFF_FLYING) )
- return;
- af.type = sn;
- af.duration = level + 3;
- af.location = 0;
- af.modifier = 0;
- af.bitvector = AFF_FLYING;
- affect_to_char( victim, &af );
- send_to_char( "Your feet rise off the ground.nr", victim );
- act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
- return;
- }
- void spell_gate( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- char_to_room( create_mobile( get_mob_index(MOB_VNUM_VAMPIRE) ),
- ch->in_room );
- return;
- }
- /*
- * Spell for mega1.are from Glop/Erkenbrand.
- */
- void spell_general_purpose( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int dam;
- dam = number_range( 25, 100 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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_heal( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- victim->hit = UMIN( victim->hit + 100, victim->max_hit );
- update_pos( victim );
- send_to_char( "A warm feeling fills your body.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- /*
- * Spell for mega1.are from Glop/Erkenbrand.
- */
- void spell_high_explosive( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int dam;
- dam = number_range( 30, 120 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_identify( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *obj = (OBJ_DATA *) vo;
- char buf[MAX_STRING_LENGTH];
- AFFECT_DATA *paf;
- sprintf( buf,
- "Object '%s' is type %s, extra flags %s.nrWeight is %d, value is %d, level is %d.nr",
- obj->name,
- item_type_name( obj ),
- extra_bit_name( obj->extra_flags ),
- obj->weight,
- obj->cost,
- obj->level
- );
- send_to_char( buf, ch );
- switch ( obj->item_type )
- {
- case ITEM_SCROLL:
- case ITEM_POTION:
- case ITEM_PILL: // @@@
- 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( ".nr", 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( ".nr", ch );
- break;
- case ITEM_WEAPON:
- sprintf( buf, "Damage is %d to %d (average %d).nr",
- obj->value[1], obj->value[2],
- ( obj->value[1] + obj->value[2] ) / 2 );
- send_to_char( buf, ch );
- break;
- case ITEM_ARMOR:
- sprintf( buf, "Armor class is %d.nr", obj->value[0] );
- send_to_char( buf, ch );
- break;
- }
- for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
- {
- if ( paf->location != APPLY_NONE && paf->modifier != 0 )
- {
- sprintf( buf, "Affects %s by %d.nr",
- 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.nr",
- 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.nr", 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", 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( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM );
- af.type = sn;
- af.duration = 24;
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_INVISIBLE;
- affect_to_char( victim, &af );
- send_to_char( "You fade out of existence.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- char *msg;
- int ap;
- ap = victim->alignment;
- if ( ap > 700 ) msg = "$N has an aura as white as the driven snow.";
- else if ( ap > 350 ) msg = "$N is of excellent moral character.";
- else if ( ap > 100 ) msg = "$N is often kind and thoughtful.";
- else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment.";
- else if ( ap > -350 ) msg = "$N lies to $S friends.";
- else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!";
- else msg = "I'd rather just not say anything at all about $N.";
- act( msg, ch, NULL, victim, TO_CHAR );
- return;
- }
- void spell_lightning_bolt( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const sh_int dam_each[] =
- {
- 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 25, 28,
- 31, 34, 37, 40, 40, 41, 42, 42, 43, 44,
- 44, 45, 46, 46, 47, 48, 48, 49, 50, 50,
- 51, 52, 52, 53, 54, 54, 55, 56, 56, 57,
- 58, 58, 59, 60, 60, 61, 62, 62, 63, 64
- };
- int dam;
- level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
- level = UMAX(0, level);
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_locate_object( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- char buf[MAX_INPUT_LENGTH];
- char buf1[32768]; // @@@ This is the limit to the response length...
- OBJ_DATA *obj;
- OBJ_DATA *in_obj;
- bool found;
- buf1[0] = ' '; // @@@
- found = FALSE;
- for ( obj = object_list; obj != NULL; obj = obj->next )
- {
- if ( !can_see_obj( ch, obj ) || !is_name( target_name, obj->name ) )
- continue;
- found = TRUE;
- for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
- ;
- if ( in_obj->carried_by != NULL )
- {
- sprintf( buf, "%s carried by %s.nr",
- obj->short_descr, PERS(in_obj->carried_by, ch) );
- }
- else
- {
- sprintf( buf, "%s in %s.nr",
- 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 (strlen(buf1) + strlen(buf) >= sizeof buf1 - 2) // @@@
- break;
- strcat(buf1, buf); // @@@
- }
- if ( !found )
- send_to_char( "Nothing like that in hell, earth, or heaven.nr", ch );
- else // @@@
- send_to_char( buf1, ch ); // @@@
- return;
- }
- void spell_magic_missile( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const sh_int dam_each[] =
- {
- 0,
- 3, 3, 4, 4, 5, 6, 6, 6, 6, 6,
- 7, 7, 7, 7, 7, 8, 8, 8, 8, 8,
- 9, 9, 9, 9, 9, 10, 10, 10, 10, 10,
- 11, 11, 11, 11, 11, 12, 12, 12, 12, 12,
- 13, 13, 13, 13, 13, 14, 14, 14, 14, 14
- };
- int dam;
- level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
- level = UMAX(0, level);
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_mass_invis( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- AFFECT_DATA af;
- CHAR_DATA *gch;
- for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room )
- {
- if ( !is_same_group( gch, ch ) || IS_AFFECTED(gch, AFF_INVISIBLE) )
- continue;
- act( "$n slowly fades out of existence.", gch, NULL, NULL, TO_ROOM );
- send_to_char( "You slowly fade out of existence.nr", 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.nr", ch );
- return;
- }
- void spell_null( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- send_to_char( "That's not a spell!nr", 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( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
- send_to_char( "You turn translucent.nr", victim );
- return;
- }
- void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( saves_spell( level, victim ) )
- return;
- af.type = sn;
- af.duration = level;
- af.location = APPLY_STR;
- af.modifier = -2;
- af.bitvector = AFF_POISON;
- affect_join( victim, &af );
- send_to_char( "You feel very sick.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED(victim, AFF_PROTECT) )
- return;
- af.type = sn;
- af.duration = 24;
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_PROTECT;
- affect_to_char( victim, &af );
- send_to_char( "You feel protected.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- victim->move = UMIN( victim->move + level, victim->max_move );
- send_to_char( "You feel less tired.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_remove_curse( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- if ( is_affected( victim, gsn_curse ) )
- {
- affect_strip( victim, gsn_curse );
- send_to_char( "You feel better.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- }
- return;
- }
- void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED(victim, AFF_SANCTUARY) )
- return;
- af.type = sn;
- af.duration = number_fuzzy( level / 8 );
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_SANCTUARY;
- affect_to_char( victim, &af );
- act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
- send_to_char( "You are surrounded by a white aura.nr", 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( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM );
- send_to_char( "You are surrounded by a force shield.nr", victim );
- return;
- }
- void spell_shocking_grasp( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const int dam_each[] =
- {
- 0,
- 0, 0, 0, 0, 0, 0, 20, 25, 29, 33,
- 36, 39, 39, 39, 40, 40, 41, 41, 42, 42,
- 43, 43, 44, 44, 45, 45, 46, 46, 47, 47,
- 48, 48, 49, 49, 50, 50, 51, 51, 52, 52,
- 53, 53, 54, 54, 55, 55, 56, 56, 57, 57
- };
- int dam;
- level = UMIN(level, sizeof(dam_each)/sizeof(dam_each[0]) - 1);
- level = UMAX(0, level);
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_sleep( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED(victim, AFF_SLEEP)
- || level < victim->level
- || saves_spell( level, victim ) )
- return;
- af.type = sn;
- af.duration = 4 + level;
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_SLEEP;
- affect_join( victim, &af );
- if ( IS_AWAKE(victim) )
- {
- send_to_char( "You feel very sleepy ..... zzzzzz.nr", victim );
- act( "$n goes to sleep.", victim, NULL, NULL, TO_ROOM );
- victim->position = POS_SLEEPING;
- }
- return;
- }
- void spell_stone_skin( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( ch, sn ) )
- return;
- af.type = sn;
- af.duration = level;
- af.location = APPLY_AC;
- af.modifier = -40;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- act( "$n's skin turns to stone.", victim, NULL, NULL, TO_ROOM );
- send_to_char( "Your skin turns to stone.nr", victim );
- return;
- }
- void spell_summon( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim;
- if ( ( victim = get_char_world( ch, target_name ) ) == NULL
- || victim == ch
- || victim->in_room == NULL
- || IS_SET(victim->in_room->room_flags, ROOM_SAFE)
- || IS_SET(victim->in_room->room_flags, ROOM_PRIVATE)
- || IS_SET(victim->in_room->room_flags, ROOM_SOLITARY)
- || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
- || victim->level >= level + 3
- || victim->fighting != NULL
- || victim->in_room->area != ch->in_room->area
- || (IS_NPC(victim) && saves_spell( level, victim ) ) )
- {
- send_to_char( "You failed.nr", ch );
- return;
- }
- act( "$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!", ch, NULL, victim, TO_VICT );
- do_look( victim, "auto" );
- return;
- }
- void spell_teleport( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- ROOM_INDEX_DATA *pRoomIndex;
- if ( victim->in_room == NULL
- || IS_SET(victim->in_room->room_flags, ROOM_NO_RECALL)
- || ( !IS_NPC(ch) && victim->fighting != NULL )
- || ( victim != ch
- && ( saves_spell( level, victim ) || saves_spell( level, victim ) ) ) )
- {
- send_to_char( "You failed.nr", ch );
- return;
- }
- for ( ; ; )
- {
- pRoomIndex = get_room_index( number_range( 0, 65535 ) );
- if ( pRoomIndex != NULL )
- if ( !IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE)
- && !IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) )
- break;
- }
- act( "$n slowly fades out of existence.", victim, NULL, NULL, TO_ROOM );
- char_from_room( victim );
- char_to_room( victim, pRoomIndex );
- act( "$n slowly fades into existence.", victim, NULL, NULL, TO_ROOM );
- do_look( victim, "auto" );
- return;
- }
- void spell_ventriloquate( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- char buf1[MAX_STRING_LENGTH];
- char buf2[MAX_STRING_LENGTH];
- char speaker[MAX_INPUT_LENGTH];
- CHAR_DATA *vch;
- target_name = one_argument( target_name, speaker );
- sprintf( buf1, "%s says '%s'.nr", speaker, target_name );
- sprintf( buf2, "Someone makes %s say '%s'.nr", speaker, target_name );
- buf1[0] = UPPER(buf1[0]);
- for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
- {
- if ( !is_name( speaker, vch->name ) )
- send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch );
- }
- return;
- }
- void spell_weaken( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) || saves_spell( 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.nr", victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- return;
- }
- /*
- * This is for muds that _want_ scrolls of recall.
- * Ick.
- */
- void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- do_recall( (CHAR_DATA *) vo, "" );
- return;
- }
- /*
- * NPC spells.
- */
- void spell_acid_breath( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- OBJ_DATA *obj_lose;
- OBJ_DATA *obj_next;
- int dam;
- int hpch;
- if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
- {
- for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next )
- {
- int iWear;
- obj_next = obj_lose->next_content;
- if ( number_bits( 2 ) != 0 )
- continue;
- switch ( obj_lose->item_type )
- {
- case ITEM_ARMOR:
- if ( obj_lose->value[0] > 0 )
- {
- act( "$p is pitted and etched!",
- victim, obj_lose, NULL, TO_CHAR );
- if ( ( iWear = obj_lose->wear_loc ) != WEAR_NONE )
- victim->armor -= apply_ac( obj_lose, iWear );
- obj_lose->value[0] -= 1;
- obj_lose->cost = 0;
- if ( iWear != WEAR_NONE )
- victim->armor += apply_ac( obj_lose, iWear );
- }
- break;
- case ITEM_CONTAINER:
- act( "$p fumes and dissolves!",
- victim, obj_lose, NULL, TO_CHAR );
- extract_obj( obj_lose );
- break;
- }
- }
- }
- hpch = UMAX( 10, ch->hit );
- dam = number_range( hpch/16+1, hpch/8 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_fire_breath( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- OBJ_DATA *obj_lose;
- OBJ_DATA *obj_next;
- int dam;
- int hpch;
- if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
- {
- for ( obj_lose = victim->carrying; obj_lose != NULL;
- obj_lose = obj_next )
- {
- char *msg;
- obj_next = obj_lose->next_content;
- if ( number_bits( 2 ) != 0 )
- continue;
- switch ( obj_lose->item_type )
- {
- default: continue;
- case ITEM_CONTAINER: msg = "$p ignites and burns!"; break;
- case ITEM_POTION: msg = "$p bubbles and boils!"; break;
- case ITEM_SCROLL: msg = "$p crackles and burns!"; break;
- case ITEM_STAFF: msg = "$p smokes and chars!"; break;
- case ITEM_WAND: msg = "$p sparks and sputters!"; break;
- case ITEM_FOOD: msg = "$p blackens and crisps!"; break;
- case ITEM_PILL: msg = "$p melts and drips!"; break;
- }
- act( msg, victim, obj_lose, NULL, TO_CHAR );
- extract_obj( obj_lose );
- }
- }
- hpch = UMAX( 10, ch->hit );
- dam = number_range( hpch/16+1, hpch/8 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_frost_breath( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- OBJ_DATA *obj_lose;
- OBJ_DATA *obj_next;
- int dam;
- int hpch;
- if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
- {
- for ( obj_lose = victim->carrying; obj_lose != NULL;
- obj_lose = obj_next )
- {
- char *msg;
- obj_next = obj_lose->next_content;
- if ( number_bits( 2 ) != 0 )
- continue;
- switch ( obj_lose->item_type )
- {
- default: continue;
- case ITEM_CONTAINER:
- case ITEM_DRINK_CON:
- case ITEM_POTION: msg = "$p freezes and shatters!"; break;
- }
- act( msg, victim, obj_lose, NULL, TO_CHAR );
- extract_obj( obj_lose );
- }
- }
- hpch = UMAX( 10, ch->hit );
- dam = number_range( hpch/16+1, hpch/8 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_gas_breath( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *vch;
- CHAR_DATA *vch_next;
- int dam;
- int hpch;
- for ( vch = ch->in_room->people; vch != NULL; vch = vch_next )
- {
- vch_next = vch->next_in_room;
- if ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) )
- {
- hpch = UMAX( 10, ch->hit );
- dam = number_range( hpch/16+1, hpch/8 );
- if ( saves_spell( level, vch ) )
- dam /= 2;
- damage( ch, vch, dam, sn );
- }
- }
- return;
- }
- void spell_lightning_breath( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int dam;
- int hpch;
- hpch = UMAX( 10, ch->hit );
- dam = number_range( hpch/16+1, hpch/8 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- /*
- * Code for Psionicist spells/skills by Thelonius
- */
- void spell_adrenaline_control ( 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 - 5;
- af.location = APPLY_DEX;
- af.modifier = 2;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- af.location = APPLY_CON;
- affect_to_char( victim, &af );
- send_to_char( "You have given yourself an adrenaline rush!nr", ch );
- act( "$n has given $mself an adrenaline rush!", ch, NULL, NULL,
- TO_ROOM );
- return;
- }
- void spell_agitation ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const int dam_each [ ] =
- {
- 0,
- 0, 0, 0, 0, 0, 12, 15, 18, 21, 24,
- 24, 24, 25, 25, 26, 26, 26, 27, 27, 27,
- 28, 28, 28, 29, 29, 29, 30, 30, 30, 31,
- 31, 31, 32, 32, 32, 33, 33, 33, 34, 34,
- 34, 35, 35, 35, 36, 36, 36, 37, 37, 37
- };
- int dam;
- level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
- level = UMAX( 0, level );
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_aura_sight ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- char *msg;
- int ap;
- ap = victim->alignment;
- if ( ap > 700 ) msg = "$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 = "Don't bring $N home to meet your family.";
- else msg = "Uh, check please!";
- act( msg, ch, NULL, victim, TO_CHAR );
- }
- void spell_awe ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- if ( victim->fighting == ch && !saves_spell( level, victim ) )
- {
- stop_fighting ( victim, TRUE);
- act( "$N is in AWE of you!", ch, NULL, victim, TO_CHAR );
- act( "You are in AWE of $n!",ch, NULL, victim, TO_VICT );
- act( "$N is in AWE of $n!", ch, NULL, victim, TO_NOTVICT );
- }
- return;
- }
- void spell_ballistic_attack ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const int dam_each [ ] =
- {
- 0,
- 3, 4, 4, 5, 6, 6, 6, 7, 7, 7,
- 7, 7, 8, 8, 8, 9, 9, 9, 10, 10,
- 10, 11, 11, 11, 12, 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
- };
- 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;
- act( "You chuckle as a stone strikes $N.", ch, NULL, victim,
- TO_CHAR );
- damage( ch, victim, dam, sn);
- return;
- }
- void spell_biofeedback ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED( victim, AFF_SANCTUARY ) )
- return;
- af.type = sn;
- af.duration = number_fuzzy( level / 8 );
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_SANCTUARY;
- affect_to_char( victim, &af );
- send_to_char( "You are surrounded by a white aura.nr", victim );
- act( "$n is surrounded by a white aura.", victim, NULL, NULL, TO_ROOM );
- return;
- }
- void spell_cell_adjustment ( 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 );
- send_to_char( "A warm feeling runs through your body.nr", victim );
- act( "$N looks better.", ch, NULL, victim, TO_NOTVICT );
- }
- if ( is_affected( victim, gsn_curse ) )
- {
- affect_strip( victim, gsn_curse );
- send_to_char( "You feel better.nr", victim );
- }
- send_to_char( "Ok.nr", ch );
- return;
- }
- void spell_combat_mind ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) )
- {
- if ( victim == ch )
- send_to_char( "You already understand battle tactics.nr",
- victim );
- else
- act( "$N already understands battle tactics.",
- ch, NULL, victim, TO_CHAR );
- return;
- }
- af.type = sn;
- af.duration = level + 3;
- af.location = APPLY_HITROLL;
- af.modifier = level / 6;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- af.location = APPLY_AC;
- af.modifier = - level/2 - 5;
- affect_to_char( victim, &af );
- if ( victim != ch )
- send_to_char( "OK.nr", ch );
- send_to_char( "You gain a keen understanding of battle tactics.nr",
- victim );
- return;
- }
- void spell_complete_healing ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- victim->hit = victim->max_hit;
- update_pos( victim );
- if ( ch != victim )
- send_to_char( "Ok.nr", ch );
- send_to_char( "Ahhhhhh...You are completely healed!nr", victim );
- return;
- }
- void spell_control_flames ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const int dam_each [ ] =
- {
- 0,
- 0, 0, 0, 0, 0, 0, 0, 16, 20, 24,
- 28, 32, 35, 38, 40, 42, 44, 45, 45, 45,
- 46, 46, 46, 47, 47, 47, 48, 48, 48, 49,
- 49, 49, 50, 50, 50, 51, 51, 51, 52, 52,
- 52, 53, 53, 53, 54, 54, 54, 55, 55, 55
- };
- int dam;
- if ( !get_eq_char( ch, WEAR_LIGHT ) )
- {
- send_to_char( "You must be carrying a light source.nr", ch );
- 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 ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_create_sound ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *vch;
- char buf1 [ MAX_STRING_LENGTH ];
- char buf2 [ MAX_STRING_LENGTH ];
- char speaker [ MAX_INPUT_LENGTH ];
- target_name = one_argument( target_name, speaker );
- sprintf( buf1, "%s says '%s'.nr", speaker, target_name );
- sprintf( buf2, "Someone makes %s say '%s'.nr", speaker, target_name );
- buf1[0] = UPPER( buf1[0] );
- for ( vch = ch->in_room->people; vch; vch = vch->next_in_room )
- {
- if ( !is_name( speaker, vch->name ) )
- send_to_char( saves_spell( level, vch ) ? buf2 : buf1, vch );
- }
- return;
- }
- void spell_death_field ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *vch;
- CHAR_DATA *vch_next;
- int dam;
- int hpch;
- if ( !IS_EVIL( ch ) )
- {
- send_to_char( "You are not evil enough to do that!nr", ch);
- return;
- }
- send_to_char( "A black haze emanates from you!nr", ch );
- act ( "A black haze emanates from $n!", ch, NULL, ch, TO_ROOM );
- for ( vch = ch->in_room->people; vch; vch = vch_next )
- {
- vch_next = vch->next_in_room;
- //@@@ if ( vch->deleted )
- //@@@ continue;
- if ( !IS_NPC( ch ) ? IS_NPC( vch ) : IS_NPC( vch ) )
- {
- hpch = URANGE( 10, ch->hit, 999 );
- if ( !saves_spell( level, vch )
- && ( level <= vch->level + 5
- && level >= vch->level - 5 ) )
- {
- dam = 4; /* Enough to compensate for sanct. and prot. */
- vch->hit = 1;
- update_pos( vch );
- send_to_char( "The haze envelops you!nr", vch );
- act( "The haze envelops $N!", ch, NULL, vch, TO_ROOM );
- }
- else
- dam = number_range( hpch / 16 + 1, hpch / 8 );
- damage( ch, vch, dam, sn );
- }
- }
- return;
- }
- void spell_detonate ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const int dam_each [ ] =
- {
- 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 75,
- 80, 85, 90, 95, 100, 102, 104, 106, 108, 110,
- 112, 114, 116, 118, 120, 122, 124, 126, 128, 130,
- 132, 134, 136, 138, 140, 142, 144, 146, 148, 150
- };
- int dam;
- level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
- level = UMAX( 0, level );
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_disintegrate ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- OBJ_DATA *obj_lose;
- OBJ_DATA *obj_next;
- if ( number_percent( ) < 2 * level && !saves_spell( level, victim ) )
- for ( obj_lose = victim->carrying; obj_lose; obj_lose = obj_next )
- {
- obj_next = obj_lose->next_content;
- // if ( obj_lose->deleted )
- // continue;
- if ( number_bits( 2 ) != 0 )
- continue;
- act( "$p disintegrates!", victim, obj_lose, NULL, TO_CHAR );
- act( "$n's $p disintegrates!", victim, obj_lose, NULL, TO_ROOM );
- extract_obj( obj_lose ) ;
- }
- if ( !saves_spell( level, victim ) )
- /*
- * Disintegrate char, do not generate a corpse, do not
- * give experience for kill. Extract_char will take care
- * of items carried/wielded by victim. Needless to say,
- * it would be bad to be a target of this spell!
- * --- Thelonius (Monk)
- */
- {
- act( "You have DISINTEGRATED $N!", ch, NULL, victim, TO_CHAR );
- act( "You have been DISINTEGRATED by $n!", ch, NULL, victim, TO_VICT );
- act( "$n's spell DISINTEGRATES $N!", ch, NULL, victim, TO_ROOM );
- if ( IS_NPC( victim ) )
- extract_char( victim, TRUE );
- else
- extract_char( victim, FALSE );
- }
- return;
- }
- void spell_displacement ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) )
- return;
- af.type = sn;
- af.duration = level - 4;
- af.location = APPLY_AC;
- af.modifier = 4 - level;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "Your form shimmers, and you appear displaced.nr",
- victim );
- act( "$N shimmers and appears in a different location.",
- ch, NULL, victim, TO_NOTVICT );
- return;
- }
- void spell_domination ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( victim == ch )
- {
- send_to_char( "Dominate yourself? You're weird.nr", 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 );
- add_follower( victim, ch );
- af.type = sn;
- af.duration = number_fuzzy( level / 4 );
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_CHARM;
- affect_to_char( victim, &af );
- act( "Your will dominates $N!", ch, NULL, victim, TO_CHAR );
- act( "Your will is dominated by $n!", ch, NULL, victim, TO_VICT );
- return;
- }
- void spell_ectoplasmic_form ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED( victim, AFF_PASS_DOOR ) )
- return;
- af.type = sn;
- af.duration = number_fuzzy( level / 4 );
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_PASS_DOOR;
- affect_to_char( victim, &af );
- send_to_char( "You turn translucent.nr", victim );
- act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM );
- return;
- }
- void spell_ego_whip ( 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;
- af.location = APPLY_HITROLL;
- af.modifier = -2;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- af.location = APPLY_SAVING_SPELL;
- af.modifier = 2;
- affect_to_char( victim, &af );
- af.location = APPLY_AC;
- af.modifier = level / 2;
- affect_to_char( victim, &af );
- act( "You ridicule $N about $S childhood.", ch, NULL, victim, TO_CHAR );
- send_to_char( "Your ego takes a beating.nr", victim );
- act( "$N's ego is crushed by $n!", ch, NULL, victim, TO_NOTVICT );
- return;
- }
- void spell_energy_containment ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) )
- return;
- af.type = sn;
- af.duration = level / 2 + 7;
- af.modifier = -level / 5;
- af.location = APPLY_SAVING_SPELL;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "You can now absorb some forms of energy.nr", ch );
- return;
- }
- void spell_enhance_armor (int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *obj = (OBJ_DATA *) vo;
- AFFECT_DATA *paf;
- if ( obj->item_type != ITEM_ARMOR
- || IS_OBJ_STAT( obj, ITEM_MAGIC )
- || obj->affected )
- {
- send_to_char( "That item cannot be enhanced.nr", ch );
- return;
- }
- if ( !affect_free )
- {
- paf = alloc_perm( sizeof( *paf ) );
- }
- else
- {
- paf = affect_free;
- affect_free = affect_free->next;
- }
- paf->type = sn;
- paf->duration = -1;
- paf->location = APPLY_AC;
- paf->bitvector = 0;
- paf->next = obj->affected;
- obj->affected = paf;
- if ( number_percent() < ch->pcdata->learned[sn]/2
- + 3 * ( ch->level - obj->level ) )
- /* Good enhancement */
- {
- paf->modifier = -level / 8;
- if ( IS_GOOD( ch ) )
- {
- SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
- act( "$p glows blue.", ch, obj, NULL, TO_CHAR );
- }
- else if ( IS_EVIL( ch ) )
- {
- SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
- act( "$p glows red.", ch, obj, NULL, TO_CHAR );
- }
- else
- {
- SET_BIT( obj->extra_flags, ITEM_ANTI_EVIL );
- SET_BIT( obj->extra_flags, ITEM_ANTI_GOOD );
- act( "$p glows yellow.", ch, obj, NULL, TO_CHAR );
- }
- send_to_char( "Ok.nr", ch );
- }
- else
- /* Bad Enhancement ... opps! :) */
- {
- paf->modifier = level / 8;
- obj->cost = 0;
- SET_BIT( obj->extra_flags, ITEM_NODROP );
- act( "$p turns black.", ch, obj, NULL, TO_CHAR );
- }
- return;
- }
- void spell_enhanced_strength ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) )
- return;
- af.type = sn;
- af.duration = level;
- af.location = APPLY_STR;
- af.modifier = 1 + ( level >= 15 ) + ( level >= 25 );
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "You are HUGE!nr", victim );
- return;
- }
- void spell_flesh_armor ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( is_affected( victim, sn ) )
- return;
- af.type = sn;
- af.duration = level;
- af.location = APPLY_AC;
- af.modifier = -40;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "Your flesh turns to steel.nr", victim );
- act( "$N's flesh turns to steel.", ch, NULL, victim, TO_NOTVICT);
- return;
- }
- void spell_inertial_barrier ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *gch;
- AFFECT_DATA af;
- for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
- {
- if ( !is_same_group( gch, ch ) || IS_AFFECTED( gch, AFF_PROTECT ) )
- continue;
- act( "An inertial barrier forms around $n.", gch, NULL, NULL,
- TO_ROOM );
- send_to_char( "An inertial barrier forms around you.nr", gch );
- af.type = sn;
- af.duration = 24;
- af.modifier = 0;
- af.location = APPLY_NONE;
- af.bitvector = AFF_PROTECT;
- affect_to_char( gch, &af );
- }
- return;
- }
- void spell_inflict_pain ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- damage( ch, (CHAR_DATA *) vo, dice( 2, 10 ) + level / 2, sn );
- return;
- }
- void spell_intellect_fortress ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *gch;
- AFFECT_DATA af;
- for ( gch = ch->in_room->people; gch; gch = gch->next_in_room )
- {
- if ( !is_same_group( gch, ch ) || is_affected( gch, sn ) )
- continue;
- send_to_char( "A virtual fortress forms around you.nr", gch );
- act( "A virtual fortress forms around $N.", gch, NULL, gch, TO_ROOM );
- af.type = sn;
- af.duration = 24;
- af.location = APPLY_AC;
- af.modifier = -40;
- af.bitvector = 0;
- affect_to_char( gch, &af );
- }
- return;
- }
- void spell_lend_health ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int hpch;
- if ( ch == victim )
- {
- send_to_char( "Lend health to yourself? What a weirdo.nr", ch );
- return;
- }
- hpch = UMIN( 50, victim->max_hit - victim->hit );
- if ( hpch == 0 )
- {
- act( "Nice thought, but $N doesn't need healing.", ch, NULL,
- victim, TO_CHAR );
- return;
- }
- if ( ch->hit-hpch < 50 )
- {
- send_to_char( "You aren't healthy enough yourself!nr", ch );
- return;
- }
- victim->hit += hpch;
- ch->hit -= hpch;
- update_pos( victim );
- update_pos( ch );
- act( "You lend some of your health to $N.", ch, NULL, victim, TO_CHAR );
- act( "$n lends you some of $s health.", ch, NULL, victim, TO_VICT );
- return;
- }
- void spell_levitation ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( IS_AFFECTED( victim, AFF_FLYING ) )
- return;
- af.type = sn;
- af.duration = level + 3;
- af.location = APPLY_NONE;
- af.modifier = 0;
- af.bitvector = AFF_FLYING;
- affect_to_char( victim, &af );
- send_to_char( "Your feet rise off the ground.nr", victim );
- act( "$n's feet rise off the ground.", victim, NULL, NULL, TO_ROOM );
- return;
- }
- void spell_mental_barrier ( 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.location = APPLY_AC;
- af.modifier = -20;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "You erect a mental barrier around yourself.nr",
- victim );
- return;
- }
- void spell_mind_thrust ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- damage( ch, (CHAR_DATA *) vo, dice( 1, 10 ) + level / 2, sn );
- return;
- }
- void spell_project_force ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- damage( ch, (CHAR_DATA *) vo, dice( 4, 6 ) + level, sn );
- return;
- }
- void spell_psionic_blast ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- static const int dam_each [ ] =
- {
- 0,
- 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 0, 0, 0, 45, 50, 55, 60,
- 64, 68, 72, 76, 80, 82, 84, 86, 88, 90,
- 92, 94, 96, 98, 100, 102, 104, 106, 108, 100,
- 112, 114, 116, 118, 120, 122, 124, 126, 128, 130
- };
- int dam;
- level = UMIN( level, sizeof( dam_each ) / sizeof( dam_each[0] ) - 1 );
- level = UMAX( 0, level );
- dam = number_range( dam_each[level] / 2, dam_each[level] * 2 );
- if ( saves_spell( level, victim ) )
- dam /= 2;
- damage( ch, victim, dam, sn );
- return;
- }
- void spell_psychic_crush ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- damage( ch, (CHAR_DATA *) vo, dice( 3, 5 ) + level, sn );
- return;
- }
- void spell_psychic_drain ( 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 = -1 - ( level >= 10 ) - ( level >= 20 ) - ( level >= 30 );
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "You feel drained.nr", victim );
- act( "$n appears drained of strength.", victim, NULL, NULL, TO_ROOM );
- return;
- }
- void spell_psychic_healing ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- int heal;
- heal = dice( 3, 6 ) + 2 * level / 3 ;
- victim->hit = UMIN( victim->hit + heal, victim->max_hit );
- update_pos( victim );
- send_to_char( "You feel better!nr", victim );
- return;
- }
- void spell_share_strength ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *victim = (CHAR_DATA *) vo;
- AFFECT_DATA af;
- if ( victim == ch )
- {
- send_to_char( "You can't share strength with yourself.nr", ch );
- return;
- }
- if ( is_affected( victim, sn ) )
- {
- act( "$N already shares someone's strength.", ch, NULL, victim,
- TO_CHAR );
- return;
- }
- if ( get_curr_str( ch ) <= 5 )
- {
- send_to_char( "You are too weak to share your strength.nr", ch );
- return;
- }
- af.type = sn;
- af.duration = level;
- af.location = APPLY_STR;
- af.modifier = 1 + ( level >= 20 ) + ( level >= 30 );
- af.bitvector = 0;
- affect_to_char( victim, &af );
- af.modifier = -1 - ( level >= 20 ) - ( level >= 30 );
- affect_to_char( ch, &af );
- act( "You share your strength with $N.", ch, NULL, victim, TO_CHAR );
- act( "$n shares $s strength with you.", ch, NULL, victim, TO_VICT );
- return;
- }
- void spell_thought_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 = level;
- af.location = APPLY_AC;
- af.modifier = -20;
- af.bitvector = 0;
- affect_to_char( victim, &af );
- send_to_char( "You have created a shield around yourself.nr", ch );
- return;
- }
- void spell_ultrablast ( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- CHAR_DATA *vch;
- CHAR_DATA *vch_next;
- int dam;
- int hpch;
- for ( vch = ch->in_room->people; vch; vch = vch_next )
- {
- vch_next = vch->next_in_room;
- // if ( vch->deleted )
- // continue;
- if ( IS_NPC( ch ) ? !IS_NPC( vch ) : IS_NPC( vch ) )
- {
- hpch = UMAX( 10, ch->hit );
- dam = number_range( hpch / 8+1, hpch / 4 );
- if ( saves_spell( level, vch ) )
- dam /= 2;
- damage( ch, vch, dam, sn );
- }
- }
- return;
- }
- void spell_animate_dead( int sn, int level, CHAR_DATA *ch, void *vo )
- {
- OBJ_DATA *vobj, *vobj_next;
- char buf[MAX_STRING_LENGTH];
- bool f = TRUE;
- for ( vobj = ch->in_room->contents; vobj; vobj = vobj_next )
- {
- vobj_next = vobj->next_content;
- /* Is the item a corpse? (Note: This may not be the best way to
- check... This picks up all NPC corpses, including ones that reset
- on the zones... */
- if (vobj->item_type == ITEM_CORPSE_NPC)
- {
- /* Create a corpse mobile from a template */
- CHAR_DATA *undead = create_mobile(
- get_mob_index(MOB_VNUM_WALKING_DEAD) );
- /* Customize it */
- free_string( undead->short_descr );
- undead->short_descr = str_dup( vobj->short_descr );
- sprintf(buf, "%s slowly stumbles forward.nr", vobj->short_descr);
- free_string( undead->long_descr);
- undead->long_descr = str_dup( buf );
- /* (At this point, it looks like an undead corpse, and it would be
- possible to set the level of the corpse, it's HPs, etc., based
- on the caster.)
- */
- /* The original corpse is no more. */
- extract_obj( vobj );
- /* Place the fully formed corpse in the room */
- char_to_room( undead , ch->in_room );
- act("$p staggers to its feet.", undead, vobj, NULL, TO_ROOM);
- /* Try to charm it */
- spell_charm_person( sn, level, ch, undead );
- /* Yes, there was a corpse in this room */
- f = FALSE;
- }
- }
- /* Did we not even try to raise the dead? */
- if (f)
- act( "You carefully draw a pentagram around nothing, and nothing happens.",
- ch, NULL, NULL, TO_CHAR );
- }