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magic.c
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1991-03-01
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/* ************************************************************************
* file: magic.c , Implementation of spells. Part of DIKUMUD *
* Usage : The actual effect of magic. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
#include <stdio.h>
#include <assert.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "spells.h"
#include "handler.h"
#include "limits.h"
/* Extern structures */
extern struct room_data *world;
extern struct obj_data *object_list;
extern struct char_data *character_list;
/* Extern procedures */
void damage(struct char_data *ch, struct char_data *victim,
int damage, int weapontype);
bool saves_spell(struct char_data *ch, sh_int spell);
void weight_change_object(struct obj_data *obj, int weight);
char *strdup(char *source);
int dice(int number, int size);
/* Offensive Spells */
void spell_magic_missile(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 3,3,4,4,5, 6,6,6,6,6, 6,6,6,6,6, 6,6,6,6,6,
6,6,6,6,6, 6,6,6,6,6};
assert(victim && ch);
assert((level >= 1) && (level <= 30));
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_MAGIC_MISSILE);
}
void spell_chill_touch(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
int dam;
int dam_each[] =
{0, 0,0,8,7,9, 9,12,13,13,13, 13,13,13,13,13, 13,13,13,13,13,
13,13,13,13,13, 13,13,13,13,13};
assert(victim && ch);
assert((level >= 3) && (level <= 30));
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( !saves_spell(victim, SAVING_SPELL) )
{
af.type = SPELL_CHILL_TOUCH;
af.duration = 6;
af.modifier = -1;
af.location = APPLY_STR;
af.bitvector = 0;
affect_join(victim, &af, TRUE, FALSE);
} else {
dam >>= 1;
}
damage(ch, victim, dam, SPELL_CHILL_TOUCH);
}
void spell_burning_hands(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,19, 17,20,19,19,19, 19,19,19,19,19, 19,19,19,19,19,
19,19,19,19,19, 19,19,19,19,19};
assert(victim && ch);
assert((level >= 5) && (level <= 30));
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_BURNING_HANDS);
}
void spell_shocking_grasp(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,0, 0,41,33,29,27, 25,25,25,25,25, 25,25,25,25,25,
25,25,25,25,25, 25,25,25,25,25};
assert(victim && ch);
assert((level >= 7) && (level <= 30));
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_SHOCKING_GRASP);
}
void spell_lightning_bolt(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,0, 0,0,0,59,46, 39,35,38,36,36, 36,36,36,36,36,
36,36,36,36,36, 36,36,36,36,36};
assert(victim && ch);
assert((level >= 9) && (level <= 30));
dam = number(dam_each[level]>>1, dam_each[level]<<1);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_LIGHTNING_BOLT);
}
void spell_colour_spray(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,0, 0,0,0,0,0, 79,60,57,51,47, 44,44,44,44,44,
44,44,44,44,44, 44,44,44,44,44};
assert(victim && ch);
assert((level >= 11) && (level <= 30));
dam = number(dam_each[level]-20, dam_each[level]+20);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_COLOUR_SPRAY);
}
/* Drain XP, MANA, HP - caster gains HP and MANA */
void spell_energy_drain(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam, xp, mana;
void set_title(struct char_data *ch);
void gain_exp(struct char_data *ch, int gain);
assert(victim && ch);
assert((level >= 13) && (level <= 30));
if ( !saves_spell(victim, SAVING_SPELL) ) {
GET_ALIGNMENT(ch) = MIN(-1000, GET_ALIGNMENT(ch)-200);
if (GET_LEVEL(victim) <= 2) {
damage(ch, victim, 100, SPELL_ENERGY_DRAIN); /* Kill the sucker */
} else {
xp = number(level>>1,level)*1000;
gain_exp(victim, -xp);
dam = dice(1,10);
mana = GET_MANA(victim)>>1;
GET_MOVE(victim) >>= 1;
GET_MANA(victim) = mana;
GET_MANA(ch) += mana>>1;
GET_HIT(ch) += dam;
send_to_char("Your life energy is drained!\n\r", victim);
damage(ch, victim, dam, SPELL_ENERGY_DRAIN);
}
} else {
damage(ch, victim, 0, SPELL_ENERGY_DRAIN); /* Miss */
}
}
void spell_fireball(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int dam_each[] =
{0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,143, 105,88,77,71,71,
71,71,71,71,71, 71,71,71,71,71};
assert(victim && ch);
assert((level >= 15) && (level <= 30));
dam = number(dam_each[level]-20, dam_each[level]+20);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_FIREBALL);
}
void spell_earthquake(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
struct char_data *tmp_victim, *temp;
assert(ch);
assert((level >= 7) && (level <= 30));
dam = dice(1,8)+level;
send_to_char("The earth trembles beneath your feet!\n\r", ch);
act("$n makes the earth tremble and shiver\n\rYou fall, and hit yourself!",
FALSE, ch, 0, 0, TO_ROOM);
for(tmp_victim = character_list; tmp_victim; tmp_victim = temp)
{
temp = tmp_victim->next;
if ( (ch->in_room == tmp_victim->in_room) && (ch != tmp_victim) ) {
damage(ch, tmp_victim, dam, SPELL_EARTHQUAKE);
} else
if (world[ch->in_room].zone == world[tmp_victim->in_room].zone)
send_to_char("The earth trembles and shiver", tmp_victim);
}
}
void spell_dispel_evil(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
assert(ch && victim);
assert((level >= 10) && (level<=30));
if (IS_EVIL(ch))
victim = ch;
else
if (IS_GOOD(victim)) {
act("God protects $N.", FALSE, ch, 0, victim, TO_CHAR);
return;
}
if ((GET_LEVEL(victim) < level) || (victim == ch))
dam = 100;
else {
dam = dice(level,4);
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
}
damage(ch, victim, dam, SPELL_DISPEL_EVIL);
}
void spell_call_lightning(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
extern struct weather_data weather_info;
assert(victim && ch);
assert((level >= 12) && (level <= 30));
dam = dice(MIN(level,15), 8);
if (OUTSIDE(ch) && (weather_info.sky>=SKY_RAINING)) {
if ( saves_spell(victim, SAVING_SPELL) )
dam >>= 1;
damage(ch, victim, dam, SPELL_CALL_LIGHTNING);
}
}
void spell_harm(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
assert(victim && ch);
assert((level >= 15) && (level <= 30));
dam = GET_HIT(victim) - dice(1,4);
if (dam < 0)
dam = 0; /* Kill the suffering bastard */
else {
if ( saves_spell(victim, SAVING_SPELL) )
dam = MIN(50, dam/2);
}
damage(ch, victim, dam, SPELL_HARM);
}
/* spells2.c - Not directly offensive spells */
void spell_armor(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert((level >= 0) && (level <= 30));
if (!affected_by_spell(victim, SPELL_ARMOR)) {
af.type = SPELL_ARMOR;
af.duration = 24;
af.modifier = -20;
af.location = APPLY_AC;
af.bitvector = 0;
affect_to_char(victim, &af);
send_to_char("You feel someone protecting you.\n\r", victim);
}
}
void spell_teleport(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int to_room;
extern int top_of_world; /* ref to the top element of world */
assert(ch);
do {
to_room = number(0, top_of_world);
} while (IS_SET(world[to_room].room_flags, PRIVATE));
act("$n slowly fade out of existence.", FALSE, ch,0,0,TO_ROOM);
char_from_room(ch);
char_to_room(ch, to_room);
act("$n slowly fade in to existence.", FALSE, ch,0,0,TO_ROOM);
do_look(ch, "", 0);
if (IS_SET(world[to_room].room_flags, DEATH) && GET_LEVEL(ch) < 21) {
death_cry(ch);
extract_char(ch);
}
}
void spell_bless(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(ch && (victim || obj));
assert((level >= 0) && (level <= 30));
if (obj) {
if ( (5*GET_LEVEL(ch) > GET_OBJ_WEIGHT(obj)) &&
(GET_POS(ch) != POSITION_FIGHTING) &&
!IS_OBJ_STAT(obj, ITEM_EVIL)) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_BLESS);
act("$p briefly glows.",FALSE,ch,obj,0,TO_CHAR);
}
} else {
if ((GET_POS(victim) != POSITION_FIGHTING) &&
(!affected_by_spell(victim, SPELL_BLESS))) {
send_to_char("You feel righteous.\n\r", victim);
af.type = SPELL_BLESS;
af.duration = 6;
af.modifier = 1;
af.location = APPLY_HITROLL;
af.bitvector = 0;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_SPELL;
af.modifier = -1; /* Make better */
affect_to_char(victim, &af);
}
}
}
void spell_blindness(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(ch && victim);
assert((level >= 0) && (level <= 30));
if (saves_spell(victim, SAVING_SPELL) ||
affected_by_spell(victim, SPELL_BLINDNESS))
return;
act("$n seems to be blinded!", TRUE, victim, 0, 0, TO_ROOM);
send_to_char("You have been blinded!\n\r", victim);
af.type = SPELL_BLINDNESS;
af.location = APPLY_HITROLL;
af.modifier = -4; /* Make hitroll worse */
af.duration = 1;
af.bitvector = AFF_BLIND;
affect_to_char(victim, &af);
af.location = APPLY_AC;
af.modifier = +40; /* Make AC Worse! */
affect_to_char(victim, &af);
}
void spell_clone(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(ch && (victim || obj));
assert((level >= 0) && (level <= 30));
send_to_char("Clone is not ready yet.", ch);
if (obj) {
} else {
/* clone_char(victim); */
}
}
void spell_control_weather(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
/* Control Weather is not possible here!!! */
/* Better/Worse can not be transferred */
}
void spell_create_food(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct obj_data *tmp_obj;
assert(ch);
assert((level >= 0) && (level <= 30));
CREATE(tmp_obj, struct obj_data, 1);
clear_object(tmp_obj);
tmp_obj->name = strdup("mushroom");
tmp_obj->short_description = strdup("A Magic Mushroom");
tmp_obj->description = strdup("A really delicious looking magic mushroom lies here.");
tmp_obj->obj_flags.type_flag = ITEM_FOOD;
tmp_obj->obj_flags.wear_flags = ITEM_TAKE | ITEM_HOLD;
tmp_obj->obj_flags.value[0] = 5+level;
tmp_obj->obj_flags.weight = 1;
tmp_obj->obj_flags.cost = 10;
tmp_obj->obj_flags.cost_per_day = 1;
tmp_obj->next = object_list;
object_list = tmp_obj;
obj_to_room(tmp_obj,ch->in_room);
tmp_obj->item_number = -1;
act("$p suddenly appears.",TRUE,ch,tmp_obj,0,TO_ROOM);
act("$p suddenly appears.",TRUE,ch,tmp_obj,0,TO_CHAR);
}
void spell_create_water(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int water;
extern struct weather_data weather_info;
void name_to_drinkcon(struct obj_data *obj,int type);
void name_from_drinkcon(struct obj_data *obj);
assert(ch && obj);
if (GET_ITEM_TYPE(obj) == ITEM_DRINKCON) {
if ((obj->obj_flags.value[2] != LIQ_WATER)
&& (obj->obj_flags.value[1] != 0)) {
name_from_drinkcon(obj);
obj->obj_flags.value[2] = LIQ_SLIME;
name_to_drinkcon(obj, LIQ_SLIME);
} else {
water = 2*level * ((weather_info.sky >= SKY_RAINING) ? 2 : 1);
/* Calculate water it can contain, or water created */
water = MIN(obj->obj_flags.value[0]-obj->obj_flags.value[1], water);
if (water > 0) {
obj->obj_flags.value[2] = LIQ_WATER;
obj->obj_flags.value[1] += water;
weight_change_object(obj, water);
name_from_drinkcon(obj);
name_to_drinkcon(obj, LIQ_WATER);
act("$p is filled.", FALSE, ch,obj,0,TO_CHAR);
}
}
}
}
void spell_cure_blind(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(victim);
assert((level >= 0) && (level <= 30));
if (affected_by_spell(victim, SPELL_BLINDNESS)) {
affect_from_char(victim, SPELL_BLINDNESS);
send_to_char("Your vision returns!\n\r", victim);
}
}
void spell_cure_critic(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int healpoints;
assert(victim);
assert((level >= 0) && (level <= 30));
healpoints = dice(3,8)+3;
if ( (healpoints + GET_HIT(victim)) > hit_limit(victim) )
GET_HIT(victim) = hit_limit(victim);
else
GET_HIT(victim) += healpoints;
send_to_char("You feel better!\n\r", victim);
update_pos(victim);
}
void spell_cure_light(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int healpoints;
assert(ch && victim);
assert((level >= 0) && (level <= 30));
healpoints = dice(1,8);
if ( (healpoints+GET_HIT(victim)) > hit_limit(victim) )
GET_HIT(victim) = hit_limit(victim);
else
GET_HIT(victim) += healpoints;
update_pos( victim );
send_to_char("You feel better!\n\r", victim);
}
void spell_curse(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim || obj);
assert((level >= 0) && (level <= 30));
if (obj) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_EVIL);
SET_BIT(obj->obj_flags.extra_flags, ITEM_NODROP);
/* LOWER ATTACK DICE BY -1 */
if(obj->obj_flags.type_flag == ITEM_WEAPON)
obj->obj_flags.value[2]--;
act("$p glows red.", FALSE, ch, obj, 0, TO_CHAR);
} else {
if ( saves_spell(victim, SAVING_SPELL) ||
affected_by_spell(victim, SPELL_CURSE))
return;
af.type = SPELL_CURSE;
af.duration = 24*7; /* 7 Days */
af.modifier = -1;
af.location = APPLY_HITROLL;
af.bitvector = AFF_CURSE;
affect_to_char(victim, &af);
af.location = APPLY_SAVING_PARA;
af.modifier = 1; /* Make worse */
affect_to_char(victim, &af);
act("$n briefly reveal a red aura!", FALSE, victim, 0, 0, TO_ROOM);
act("You feel very uncomfortable.",FALSE,victim,0,0,TO_CHAR);
}
}
void spell_detect_evil(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert((level >= 0) && (level <= 30));
if ( affected_by_spell(victim, SPELL_DETECT_EVIL) )
return;
af.type = SPELL_DETECT_EVIL;
af.duration = level*5;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_EVIL;
affect_to_char(victim, &af);
send_to_char("Your eyes tingle.\n\r", victim);
}
void spell_detect_invisibility(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert((level >= 0) && (level <= 30));
if ( affected_by_spell(victim, SPELL_DETECT_INVISIBLE) )
return;
af.type = SPELL_DETECT_INVISIBLE;
af.duration = level*5;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_INVISIBLE;
affect_to_char(victim, &af);
send_to_char("Your eyes tingle.\n\r", victim);
}
void spell_detect_magic(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
assert((level >= 0) && (level <= 30));
if ( affected_by_spell(victim, SPELL_DETECT_MAGIC) )
return;
af.type = SPELL_DETECT_MAGIC;
af.duration = level*5;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_DETECT_MAGIC;
affect_to_char(victim, &af);
send_to_char("Your eyes tingle.\n\r", victim);
}
void spell_detect_poison(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(ch && (victim || obj));
if (victim) {
if (victim == ch)
if (IS_AFFECTED(victim, AFF_POISON))
send_to_char("You can sense poison in your blood.\n\r", ch);
else
send_to_char("You feel healthy.\n\r", ch);
else
if (IS_AFFECTED(victim, AFF_POISON)) {
act("You sense that $E is poisoned.",FALSE,ch,0,victim,TO_CHAR);
} else {
act("You sense that $E is healthy.",FALSE,ch,0,victim,TO_CHAR);
}
} else { /* It's an object */
if ((obj->obj_flags.type_flag == ITEM_DRINKCON) ||
(obj->obj_flags.type_flag == ITEM_FOOD)) {
if (obj->obj_flags.value[3])
act("Poisonous fumes are revealed.",FALSE, ch, 0, 0, TO_CHAR);
else
send_to_char("It looks very delicious.\n\r", ch);
}
}
}
void spell_enchant_weapon(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int i;
assert(ch && obj);
assert(MAX_OBJ_AFFECT >= 2);
if ((GET_ITEM_TYPE(obj) == ITEM_WEAPON) &&
!IS_SET(obj->obj_flags.extra_flags, ITEM_MAGIC)) {
for (i=0; i < MAX_OBJ_AFFECT; i++)
if (obj->affected[i].location != APPLY_NONE)
return;
SET_BIT(obj->obj_flags.extra_flags, ITEM_MAGIC);
obj->affected[0].location = APPLY_HITROLL;
obj->affected[0].modifier = 1 + (level >= 18);
obj->affected[1].location = APPLY_DAMROLL;
obj->affected[1].modifier = 1 + (level >= 20);
if (IS_GOOD(ch)) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_ANTI_EVIL);
act("$p glows blue.",FALSE,ch,obj,0,TO_CHAR);
} else if (IS_EVIL(ch)) {
SET_BIT(obj->obj_flags.extra_flags, ITEM_ANTI_GOOD);
act("$p glows red.",FALSE,ch,obj,0,TO_CHAR);
} else {
act("$p glows yellow.",FALSE,ch,obj,0,TO_CHAR);
}
}
}
void spell_heal(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(victim);
spell_cure_blind(level, ch, victim, obj);
GET_HIT(victim) += 100;
if (GET_HIT(victim) >= hit_limit(victim))
GET_HIT(victim) = hit_limit(victim)-dice(1,4);
update_pos( victim );
send_to_char("A warm feeling fills your body.\n\r", victim);
}
void spell_invisibility(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert((ch && obj) || victim);
if (obj) {
if ( !IS_SET(obj->obj_flags.extra_flags, ITEM_INVISIBLE) ) {
act("$p turns invisible.",FALSE,ch,obj,0,TO_CHAR);
act("$p turns invisible.",TRUE,ch,obj,0,TO_ROOM);
SET_BIT(obj->obj_flags.extra_flags, ITEM_INVISIBLE);
}
} else { /* Then it is a PC | NPC */
if (!affected_by_spell(victim, SPELL_INVISIBLE)) {
act("$n slowly fade out of existence.", TRUE, victim,0,0,TO_ROOM);
send_to_char("You vanish.\n\r", victim);
af.type = SPELL_INVISIBLE;
af.duration = 24;
af.modifier = -40;
af.location = APPLY_AC;
af.bitvector = AFF_INVISIBLE;
affect_to_char(victim, &af);
}
}
}
void spell_locate_object(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct obj_data *i;
char name[256];
char buf[MAX_STRING_LENGTH];
int j;
assert(ch);
strcpy(name, fname(obj->name));
j=level>>1;
for (i = object_list; i && (j>0); i = i->next)
if (isname(name, i->name)) {
if(i->carried_by) {
sprintf(buf,"%s carried by %s.\n\r",
i->short_description,PERS(i->carried_by,ch));
send_to_char(buf,ch);
} else if (i->in_obj) {
sprintf(buf,"%s in %s.\n\r",i->short_description,
i->in_obj->short_description);
send_to_char(buf,ch);
} else {
sprintf(buf,"%s in %s.\n\r",i->short_description,
(i->in_room == NOWHERE ? "Used but uncertain." : world[i->in_room].name));
send_to_char(buf,ch);
j--;
}
}
if(j==0)
send_to_char("You are very confused.\n\r",ch);
if(j==level>>1)
send_to_char("No such object.\n\r",ch);
}
void spell_poison(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim || obj);
if (victim) {
if(!saves_spell(victim, SAVING_PARA))
{
af.type = SPELL_POISON;
af.duration = level*2;
af.modifier = -2;
af.location = APPLY_STR;
af.bitvector = AFF_POISON;
affect_join(victim, &af, FALSE, FALSE);
send_to_char("You feel very sick.\n\r", victim);
}
} else { /* Object poison */
if ((obj->obj_flags.type_flag == ITEM_DRINKCON) ||
(obj->obj_flags.type_flag == ITEM_FOOD)) {
obj->obj_flags.value[3] = 1;
}
}
}
void spell_protection_from_evil(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
if (!affected_by_spell(victim, SPELL_PROTECT_FROM_EVIL) ) {
af.type = SPELL_PROTECT_FROM_EVIL;
af.duration = 24;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_PROTECT_EVIL;
affect_to_char(victim, &af);
send_to_char("You have a righteous feeling!\n\r", victim);
}
}
void spell_remove_curse(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(ch && (victim || obj));
if (obj) {
if ( IS_SET(obj->obj_flags.extra_flags, ITEM_EVIL) ||
IS_SET(obj->obj_flags.extra_flags, ITEM_NODROP)) {
act("$p briefly glows blue.", TRUE, ch, obj, 0, TO_CHAR);
REMOVE_BIT(obj->obj_flags.extra_flags, ITEM_EVIL);
REMOVE_BIT(obj->obj_flags.extra_flags, ITEM_NODROP);
}
} else { /* Then it is a PC | NPC */
if (affected_by_spell(victim, SPELL_CURSE) ) {
act("$n briefly glows red, then blue.",FALSE,victim,0,0,TO_ROOM);
act("You feel better.",FALSE,victim,0,0,TO_CHAR);
affect_from_char(victim, SPELL_CURSE);
}
}
}
void spell_remove_poison(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
assert(ch && (victim || obj));
if (victim) {
if(affected_by_spell(victim,SPELL_POISON)) {
affect_from_char(victim,SPELL_POISON);
act("A warm feeling runs through your body.",FALSE,victim,0,0,TO_CHAR);
act("$N looks better.",FALSE,ch,0,victim,TO_ROOM);
}
} else {
if ((obj->obj_flags.type_flag == ITEM_DRINKCON) ||
(obj->obj_flags.type_flag == ITEM_FOOD)) {
obj->obj_flags.value[3] = 0;
act("The $p steams briefly.",FALSE,ch,obj,0,TO_CHAR);
}
}
}
void spell_sanctuary(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
if (!affected_by_spell(victim, SPELL_SANCTUARY) ) {
act("$n is surrounded by a white aura.",TRUE,victim,0,0,TO_ROOM);
act("You start glowing.",TRUE,victim,0,0,TO_CHAR);
af.type = SPELL_SANCTUARY;
af.duration = (level<21) ? 3 : level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SANCTUARY;
affect_to_char(victim, &af);
}
}
void spell_sleep(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
if ( !saves_spell(victim, SAVING_SPELL) )
{
af.type = SPELL_SLEEP;
af.duration = 4+level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SLEEP;
affect_join(victim, &af, FALSE, FALSE);
if (GET_POS(victim)>POSITION_SLEEPING)
{
act("You feel very sleepy ..... zzzzzz",FALSE,victim,0,0,TO_CHAR);
act("$n go to sleep.",TRUE,victim,0,0,TO_ROOM);
GET_POS(victim)=POSITION_SLEEPING;
}
return;
}
}
void spell_strength(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
act("You feel stronger.", FALSE, victim,0,0,TO_CHAR);
af.type = SPELL_STRENGTH;
af.duration = level;
af.modifier = 1+(level>18);
af.location = APPLY_STR;
af.bitvector = 0;
affect_join(victim, &af, TRUE, FALSE);
}
void spell_ventriloquate(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
/* Not possible!! No argument! */
}
void spell_word_of_recall(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
extern int top_of_world;
int loc_nr,location;
bool found = FALSE;
void do_look(struct char_data *ch, char *argument, int cmd);
assert(victim);
if (IS_NPC(victim))
return;
/* loc_nr = GET_HOME(ch); */
loc_nr = 3001;
for (location = 0; location <= top_of_world; location++)
if (world[location].number == loc_nr) {
found = TRUE;
break;
}
if ((location == top_of_world) || !found)
{
send_to_char("You are completely lost.\n\r", victim);
return;
}
/* a location has been found. */
act("$n disappears.", TRUE, victim, 0, 0, TO_ROOM);
char_from_room(victim);
char_to_room(victim, location);
act("$n appears in the middle of the room.", TRUE, victim, 0, 0, TO_ROOM);
do_look(victim, "",15);
}
void spell_summon(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
sh_int target;
assert(ch && victim);
if (GET_LEVEL(victim) > MIN(20,level+3)) {
send_to_char("You failed.\n\r",ch);
return;
}
if (IS_NPC(victim) && saves_spell(victim, SAVING_SPELL) ) {
send_to_char("You failed.\n\r", ch);
return;
}
act("$n disappears suddenly.",TRUE,victim,0,0,TO_ROOM);
target = ch->in_room;
char_from_room(victim);
char_to_room(victim,target);
act("$n arrives suddenly.",TRUE,victim,0,0,TO_ROOM);
act("$n has summoned you!",FALSE,ch,0,victim,TO_VICT);
do_look(victim,"",15);
}
void spell_charm_person(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
void add_follower(struct char_data *ch, struct char_data *leader);
bool circle_follow(struct char_data *ch, struct char_data *victim);
void stop_follower(struct char_data *ch);
assert(ch && victim);
/* By testing for IS_AFFECTED we avoid ei. Mordenkainens sword to be */
/* abel to be "recharmed" with duration */
if (victim == ch) {
send_to_char("You like yourself even better!\n\r", ch);
return;
}
if (!IS_AFFECTED(victim, AFF_CHARM) && !IS_AFFECTED(ch, AFF_CHARM) &&
(level >= GET_LEVEL(victim))) {
if (circle_follow(victim, ch)) {
send_to_char("Sorry, following in circles can not be allowed.\n\r", ch);
return;
}
if (saves_spell(victim, SAVING_PARA))
return;
if (victim->master)
stop_follower(victim);
add_follower(victim, ch);
af.type = SPELL_CHARM_PERSON;
if (GET_INT(victim))
af.duration = 24*18/GET_INT(victim);
else
af.duration = 24*18;
af.modifier = 0;
af.location = 0;
af.bitvector = AFF_CHARM;
affect_to_char(victim, &af);
act("Isn't $n just such a nice fellow?",FALSE,ch,0,victim,TO_VICT);
}
}
void spell_sense_life(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
struct affected_type af;
assert(victim);
if (!affected_by_spell(victim, SPELL_SENSE_LIFE)) {
send_to_char("Your feel your awareness improve.\n\r", ch);
af.type = SPELL_SENSE_LIFE;
af.duration = 5*level;
af.modifier = 0;
af.location = APPLY_NONE;
af.bitvector = AFF_SENSE_LIFE;
affect_to_char(victim, &af);
}
}
/* ***************************************************************************
* Not cast-able spells *
* ************************************************************************* */
void spell_identify(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
char buf[256], buf2[256];
int i;
bool found;
struct time_info_data age(struct char_data *ch);
/* Spell Names */
extern char *spells[];
/* For Objects */
extern char *item_types[];
extern char *extra_bits[];
extern char *apply_types[];
extern char *affected_bits[];
assert(ch && (obj || victim));
if (obj) {
send_to_char("You feel informed:\n\r", ch);
sprintf(buf, "Object '%s', Item type: ", obj->name);
sprinttype(GET_ITEM_TYPE(obj),item_types,buf2);
strcat(buf,buf2); strcat(buf,"\n\r");
send_to_char(buf, ch);
if (obj->obj_flags.bitvector) {
send_to_char("Item will give you following abilities: ", ch);
sprintbit(obj->obj_flags.bitvector,affected_bits,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
send_to_char("Item is: ", ch);
sprintbit(obj->obj_flags.extra_flags,extra_bits,buf);
strcat(buf,"\n\r");
send_to_char(buf,ch);
sprintf(buf,"Weight: %d, Value: %d\n\r",
obj->obj_flags.weight, obj->obj_flags.cost);
send_to_char(buf, ch);
switch (GET_ITEM_TYPE(obj)) {
case ITEM_SCROLL :
case ITEM_POTION :
sprintf(buf, "Level %d spells of:\n\r", obj->obj_flags.value[0]);
send_to_char(buf, ch);
if (obj->obj_flags.value[1] >= 1) {
sprinttype(obj->obj_flags.value[1]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
if (obj->obj_flags.value[2] >= 1) {
sprinttype(obj->obj_flags.value[2]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
if (obj->obj_flags.value[3] >= 1) {
sprinttype(obj->obj_flags.value[3]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
break;
case ITEM_WAND :
case ITEM_STAFF :
sprintf(buf, "Has %d chages, with %d charges left.\n\r",
obj->obj_flags.value[1],
obj->obj_flags.value[2]);
send_to_char(buf, ch);
sprintf(buf, "Level %d spell of:\n\r", obj->obj_flags.value[0]);
send_to_char(buf, ch);
if (obj->obj_flags.value[3] >= 1) {
sprinttype(obj->obj_flags.value[3]-1,spells,buf);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
break;
case ITEM_WEAPON :
sprintf(buf, "Damage Dice is '%dD%d'\n\r",
obj->obj_flags.value[1],
obj->obj_flags.value[2]);
send_to_char(buf, ch);
break;
case ITEM_ARMOR :
sprintf(buf, "AC-apply is %d\n\r",
obj->obj_flags.value[0]);
send_to_char(buf, ch);
break;
}
found = FALSE;
for (i=0;i<MAX_OBJ_AFFECT;i++) {
if ((obj->affected[i].location != APPLY_NONE) &&
(obj->affected[i].modifier != 0)) {
if (!found) {
send_to_char("Can affect you as :\n\r", ch);
found = TRUE;
}
sprinttype(obj->affected[i].location,apply_types,buf2);
sprintf(buf," Affects : %s By %d\n\r", buf2,obj->affected[i].modifier);
send_to_char(buf, ch);
}
}
} else { /* victim */
if (!IS_NPC(victim)) {
sprintf(buf,"%d Years, %d Months, %d Days, %d Hours old.\n\r",
age(victim).year, age(victim).month,
age(victim).day, age(victim).hours);
send_to_char(buf,ch);
sprintf(buf,"Height %dcm Weight %dpounds \n\r",
GET_HEIGHT(victim), GET_WEIGHT(victim));
send_to_char(buf,ch);
/*
sprintf(buf,"Str %d/%d, Int %d, Wis %d, Dex %d, Con %d\n\r",
GET_STR(victim), GET_ADD(victim),
GET_INT(victim),
GET_WIS(victim),
GET_DEX(victim),
GET_CON(victim) );
send_to_char(buf,ch);
*/
} else {
send_to_char("You learn nothing new.\n\r", ch);
}
}
}
/* ***************************************************************************
* NPC spells.. *
* ************************************************************************* */
void spell_fire_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
struct obj_data *burn;
assert(victim && ch);
assert((level >= 1) && (level <= 30));
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_FIRE_BREATH);
/* And now for the damage on inventory */
if(number(0,30)<GET_LEVEL(ch))
{
if (!saves_spell(victim, SAVING_BREATH) )
{
for(burn=victim->carrying ;
burn && (burn->obj_flags.type_flag!=ITEM_SCROLL) &&
(burn->obj_flags.type_flag!=ITEM_WAND) &&
(burn->obj_flags.type_flag!=ITEM_STAFF) &&
(burn->obj_flags.type_flag!=ITEM_NOTE) &&
(number(0,2)==0) ;
burn=burn->next_content);
if(burn)
{
act("$o burns",0,victim,burn,0,TO_CHAR);
extract_obj(burn);
}
}
}
}
void spell_frost_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
struct obj_data *frozen;
assert(victim && ch);
assert((level >= 1) && (level <= 30));
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_FROST_BREATH);
/* And now for the damage on inventory */
if(number(0,30)<GET_LEVEL(ch))
{
if (!saves_spell(victim, SAVING_BREATH) )
{
for(frozen=victim->carrying ;
frozen && (frozen->obj_flags.type_flag!=ITEM_DRINKCON) &&
(frozen->obj_flags.type_flag!=ITEM_FOOD) &&
(frozen->obj_flags.type_flag!=ITEM_POTION) &&
(number(0,2)==0) ;
frozen=frozen->next_content);
if(frozen)
{
act("$o breaks.",0,victim,frozen,0,TO_CHAR);
extract_obj(frozen);
}
}
}
}
void spell_acid_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
int damaged;
int apply_ac(struct char_data *ch, int eq_pos);
assert(victim && ch);
assert((level >= 1) && (level <= 30));
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_ACID_BREATH);
/* And now for the damage on equipment */
if(number(0,30)<GET_LEVEL(ch))
{
if (!saves_spell(victim, SAVING_BREATH) )
{
for(damaged = 0; damaged<MAX_WEAR &&
(victim->equipment[damaged]) &&
(victim->equipment[damaged]->obj_flags.type_flag!=ITEM_ARMOR) &&
(victim->equipment[damaged]->obj_flags.value[0]>0) &&
(number(0,2)==0) ; damaged++);
if(damaged<MAX_WEAR)
{
act("$o is damaged.",0,victim,victim->equipment[damaged],0,TO_CHAR);
GET_AC(victim)-=apply_ac(victim,damaged);
ch->equipment[damaged]->obj_flags.value[0]-=number(1,7);
GET_AC(victim)+=apply_ac(victim,damaged);
ch->equipment[damaged]->obj_flags.cost = 0;
}
}
}
}
void spell_gas_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
assert(victim && ch);
assert((level >= 1) && (level <= 30));
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_GAS_BREATH);
}
void spell_lightning_breath(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj)
{
int dam;
int hpch;
assert(victim && ch);
assert((level >= 1) && (level <= 30));
hpch = GET_HIT(ch);
if(hpch<10) hpch=10;
dam = number(0,hpch>>2);
if ( saves_spell(victim, SAVING_BREATH) )
dam >>= 1;
damage(ch, victim, dam, SPELL_LIGHTNING_BREATH);
}