www.pudn.com > mercwsrc.zip > MAGIC.C, change:1994-11-21,size:82066b


/*************************************************************************** 
 *  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]	= '\0'; 
    for ( pName = skill_table[sn].name; *pName != '\0'; pName += length ) 
    { 
	for ( iSyl = 0; (length = strlen(syl_table[iSyl].old)) != 0; iSyl++ ) 
	{ 
	    if ( !str_prefix( syl_table[iSyl].old, pName ) ) 
	    { 
		strcat( buf, syl_table[iSyl].new ); 
		break; 
	    } 
	} 
 
	if ( length == 0 ) 
	    length = 1; 
    } 
 
    sprintf( buf2, "$n utters the words, '%s'.", buf ); 
    sprintf( buf,  "$n utters the words, '%s'.", skill_table[sn].name ); 
 
    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] == '\0' ) 
    { 
	send_to_char( "Cast which what where?\n\r", ch ); 
	return; 
    } 
 
    if ( ( sn = skill_lookup( arg1 ) ) < 0 
    || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level[ch->class] ) ) 
    { 
	send_to_char( "You can't do that.\n\r", ch ); 
	return; 
    } 
   
    if ( ch->position < skill_table[sn].minimum_position ) 
    { 
	send_to_char( "You can't concentrate enough.\n\r", 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] == '\0' ) 
	{ 
	    if ( ( victim = ch->fighting ) == NULL ) 
	    { 
		send_to_char( "Cast the spell on whom?\n\r", ch ); 
		return; 
	    } 
	} 
	else 
	{ 
	    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) 
	    { 
		send_to_char( "They aren't here.\n\r", ch ); 
		return; 
	    } 
	} 
 
/*	if ( !IS_NPC(ch) ) 
	{ 
	    if ( !IS_NPC(victim) && ch != victim ) 
	    { 
		send_to_char( "You can't do that on a player.\n\r", ch ); 
		return; 
	    } 
 
	    if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) 
	    { 
		send_to_char( "You can't do that on your own follower.\n\r", 
		    ch ); 
		return; 
	    } 
	} 
*/ 
	vo = (void *) victim; 
	break; 
 
    case TAR_CHAR_DEFENSIVE: 
	if ( arg2[0] == '\0' ) 
	{ 
	    victim = ch; 
	} 
	else 
	{ 
	    if ( ( victim = get_char_room( ch, arg2 ) ) == NULL ) 
	    { 
		send_to_char( "They aren't here.\n\r", ch ); 
		return; 
	    } 
	} 
 
	vo = (void *) victim; 
	break; 
 
    case TAR_CHAR_SELF: 
	if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) 
	{ 
	    send_to_char( "You cannot cast this spell on another.\n\r", ch ); 
	    return; 
	} 
 
	vo = (void *) ch; 
	break; 
 
    case TAR_OBJ_INV: 
	if ( arg2[0] == '\0' ) 
	{ 
	    send_to_char( "What should the spell be cast upon?\n\r", ch ); 
	    return; 
	} 
 
	if ( ( obj = get_obj_carry( ch, arg2 ) ) == NULL ) 
	{ 
	    send_to_char( "You are not carrying that.\n\r", ch ); 
	    return; 
	} 
 
	vo = (void *) obj; 
	break; 
    } 
	     
    if ( !IS_NPC(ch) && ch->mana < mana ) 
    { 
	send_to_char( "You don't have enough mana.\n\r", ch ); 
	return; 
    } 
       
    if ( str_cmp( skill_table[sn].name, "ventriloquate" ) ) 
	say_spell( ch, sn ); 
       
    WAIT_STATE( ch, skill_table[sn].beats ); 
       
    if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] ) 
    { 
	send_to_char( "You lost your concentration.\n\r", ch ); 
	ch->mana -= mana / 2; 
    } 
    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.\n\r", 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.\n\r", ch ); 
	    return; 
	} 
	vo = (void *) obj; 
	break; 
    } 
 
    target_name = ""; 
    (*skill_table[sn].spell_fun) ( sn, level, ch, vo ); 
 
    if ( skill_table[sn].target == TAR_CHAR_OFFENSIVE && victim->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.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", 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.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", 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!\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", 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.\n\r", ch ); 
	return; 
    } 
 
    if ( weather_info.sky < SKY_RAINING ) 
    { 
	send_to_char( "You need bad weather.\n\r", ch ); 
	return; 
    } 
 
    dam = dice(level/2, 8); 
 
    send_to_char( "God's lightning strikes your foes!\n\r", 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.\n\r", 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.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_charm_person( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( victim == ch ) 
    { 
	send_to_char( "You like yourself even better!\n\r", ch ); 
	return; 
    } 
 
    if ( IS_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.\n\r", 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?\n\r", ch ); 
 
    send_to_char( "Ok.\n\r", 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.\n\r", ch ); 
	return; 
    } 
 
    if ( obj->value[2] != LIQ_WATER && obj->value[1] != 0 ) 
    { 
	send_to_char( "It contains some other liquid.\n\r", 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!\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", 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!\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", 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!\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_cure_poison( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    if ( is_affected( victim, gsn_poison ) ) 
    { 
	affect_strip( victim, gsn_poison ); 
	act( "$N looks better.", ch, NULL, victim, TO_NOTVICT ); 
	send_to_char( "A warm feeling runs through your body.\n\r", victim ); 
	send_to_char( "Ok.\n\r", ch ); 
    } 
    return; 
} 
 
 
 
void spell_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!\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_curse( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_CURSE) || saves_spell( level, victim ) ) 
	return; 
    af.type      = sn; 
    af.duration  = 4*level; 
    af.location  = APPLY_HITROLL; 
    af.modifier  = -1; 
    af.bitvector = AFF_CURSE; 
    affect_to_char( victim, &af ); 
 
    af.location  = APPLY_SAVING_SPELL; 
    af.modifier  = 1; 
    affect_to_char( victim, &af ); 
 
    send_to_char( "You feel unclean.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_detect_evil( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_DETECT_EVIL) ) 
	return; 
    af.type      = sn; 
    af.duration  = level; 
    af.modifier  = 0; 
    af.location  = APPLY_NONE; 
    af.bitvector = AFF_DETECT_EVIL; 
    affect_to_char( victim, &af ); 
    send_to_char( "Your eyes tingle.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_detect_hidden( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_DETECT_HIDDEN) ) 
	return; 
    af.type      = sn; 
    af.duration  = level; 
    af.location  = APPLY_NONE; 
    af.modifier  = 0; 
    af.bitvector = AFF_DETECT_HIDDEN; 
    affect_to_char( victim, &af ); 
    send_to_char( "Your awareness improves.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_detect_invis( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_DETECT_INVIS) ) 
	return; 
    af.type      = sn; 
    af.duration  = level; 
    af.modifier  = 0; 
    af.location  = APPLY_NONE; 
    af.bitvector = AFF_DETECT_INVIS; 
    affect_to_char( victim, &af ); 
    send_to_char( "Your eyes tingle.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_detect_magic( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_DETECT_MAGIC) ) 
	return; 
    af.type      = sn; 
    af.duration  = level; 
    af.modifier  = 0; 
    af.location  = APPLY_NONE; 
    af.bitvector = AFF_DETECT_MAGIC; 
    affect_to_char( victim, &af ); 
    send_to_char( "Your eyes tingle.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_detect_poison( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    OBJ_DATA *obj = (OBJ_DATA *) vo; 
 
    if ( obj->item_type == ITEM_DRINK_CON || obj->item_type == ITEM_FOOD ) 
    { 
	if ( obj->value[3] != 0 ) 
	    send_to_char( "You smell poisonous fumes.\n\r", ch ); 
	else 
	    send_to_char( "It looks very delicious.\n\r", ch ); 
    } 
    else 
    { 
	send_to_char( "It doesn't look poisoned.\n\r", ch ); 
    } 
 
    return; 
} 
 
 
void spell_dispel_magic( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
 
    send_to_char( "Sorry but this spell has been disabled.\n\r", ch ); 
    return; 
 
} 
 
 
void spell_dispel_evil( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    int dam; 
   
    if ( !IS_NPC(ch) && IS_EVIL(ch) ) 
	victim = ch; 
   
    if ( IS_GOOD(victim) ) 
    { 
	act( "God protects $N.", ch, NULL, victim, TO_ROOM ); 
	return; 
    } 
 
    if ( IS_NEUTRAL(victim) ) 
    { 
	act( "$N does not seem to be affected.", ch, NULL, victim, TO_CHAR ); 
	return; 
    } 
 
    dam = dice( level, 4 ); 
    if ( saves_spell( level, victim ) ) 
	dam /= 2; 
    damage( ch, victim, dam, sn ); 
    return; 
} 
 
 
 
void spell_earthquake( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *vch; 
    CHAR_DATA *vch_next; 
 
    send_to_char( "The earth trembles beneath your feet!\n\r", ch ); 
    act( "$n makes the earth tremble and shiver.", ch, NULL, NULL, TO_ROOM ); 
 
    for ( vch = char_list; vch != NULL; vch = vch_next ) 
    { 
	vch_next	= vch->next; 
	if ( vch->in_room == NULL ) 
	    continue; 
	if ( vch->in_room == ch->in_room ) 
	{ 
	    if ( vch != ch && ( IS_NPC(ch) ? !IS_NPC(vch) : IS_NPC(vch) ) ) 
		damage( ch, vch, level + dice(2, 8), sn ); 
	    continue; 
	} 
 
	if ( vch->in_room->area == ch->in_room->area ) 
	    send_to_char( "The earth trembles and shivers.\n\r", vch ); 
    } 
 
    return; 
} 
 
 
 
void spell_enchant_weapon( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    OBJ_DATA *obj = (OBJ_DATA *) vo; 
    AFFECT_DATA *paf; 
 
    if ( obj->item_type != ITEM_WEAPON 
    ||   IS_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.\n\r", 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.\n\r", 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.\n\r", victim ); 
    act( "$n is surrounded by a pink outline.", victim, NULL, NULL, TO_ROOM ); 
    return; 
} 
 
 
 
void spell_faerie_fog( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *ich; 
 
    act( "$n conjures a cloud of purple smoke.", ch, NULL, NULL, TO_ROOM ); 
    send_to_char( "You conjure a cloud of purple smoke.\n\r", ch ); 
 
    for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) 
    { 
	if ( !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!\n\r", 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.\n\r", 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.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_harm( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    int dam; 
 
    dam = UMAX(  20, victim->hit - dice(1,4) ); 
    if ( saves_spell( level, victim ) ) 
	dam = UMIN( 50, dam / 4 ); 
    dam = UMIN( 100, dam ); 
    damage( ch, victim, dam, sn ); 
    return; 
} 
 
 
 
void spell_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.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", 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.\n\rWeight is %d, value is %d, level is %d.\n\r", 
 
	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( ".\n\r", ch ); 
	break; 
 
    case ITEM_WAND:  
    case ITEM_STAFF:  
	sprintf( buf, "Has %d(%d) charges of level %d", 
	    obj->value[1], obj->value[2], obj->value[0] ); 
	send_to_char( buf, ch ); 
       
	if ( obj->value[3] >= 0 && obj->value[3] < MAX_SKILL ) 
	{ 
	    send_to_char( " '", ch ); 
	    send_to_char( skill_table[obj->value[3]].name, ch ); 
	    send_to_char( "'", ch ); 
	} 
 
	send_to_char( ".\n\r", ch ); 
	break; 
       
    case ITEM_WEAPON: 
	sprintf( buf, "Damage is %d to %d (average %d).\n\r", 
	    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.\n\r", 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.\n\r", 
		affect_loc_name( paf->location ), paf->modifier ); 
	    send_to_char( buf, ch ); 
	} 
    } 
 
    for ( paf = obj->affected; paf != NULL; paf = paf->next ) 
    { 
	if ( paf->location != APPLY_NONE && paf->modifier != 0 ) 
	{ 
	    sprintf( buf, "Affects %s by %d.\n\r", 
		affect_loc_name( paf->location ), paf->modifier ); 
	    send_to_char( buf, ch ); 
	} 
    } 
 
    return; 
} 
 
 
 
void spell_infravision( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_INFRARED) ) 
	return; 
    act( "$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM ); 
    af.type      = sn; 
    af.duration  = 2 * level; 
    af.location  = APPLY_NONE; 
    af.modifier  = 0; 
    af.bitvector = AFF_INFRARED; 
    affect_to_char( victim, &af ); 
    send_to_char( "Your eyes glow red.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_invis( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_INVISIBLE) ) 
	return; 
 
    act( "$n fades out of existence.", victim, NULL, NULL, TO_ROOM ); 
    af.type      = sn; 
    af.duration  = 24; 
    af.location  = APPLY_NONE; 
    af.modifier  = 0; 
    af.bitvector = AFF_INVISIBLE; 
    affect_to_char( victim, &af ); 
    send_to_char( "You fade out of existence.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_know_alignment( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    char *msg; 
    int ap; 
 
    ap = victim->alignment; 
 
         if ( ap >  700 ) msg = "$N has an aura as white as the driven snow."; 
    else if ( ap >  350 ) msg = "$N is of excellent moral character."; 
    else if ( ap >  100 ) msg = "$N is often kind and thoughtful."; 
    else if ( ap > -100 ) msg = "$N doesn't have a firm moral commitment."; 
    else if ( ap > -350 ) msg = "$N lies to $S friends."; 
    else if ( ap > -700 ) msg = "$N's slash DISEMBOWELS you!"; 
    else msg = "I'd rather just not say anything at all about $N."; 
 
    act( msg, ch, NULL, victim, TO_CHAR ); 
    return; 
} 
 
 
 
void spell_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] = '\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.\n\r", 
		obj->short_descr, PERS(in_obj->carried_by, ch) ); 
	} 
	else 
	{ 
	    sprintf( buf, "%s in %s.\n\r", 
		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.\n\r", 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.\n\r", gch ); 
	af.type      = sn; 
	af.duration  = 24; 
	af.location  = APPLY_NONE; 
	af.modifier  = 0; 
	af.bitvector = AFF_INVISIBLE; 
	affect_to_char( gch, &af ); 
    } 
    send_to_char( "Ok.\n\r", ch ); 
 
    return; 
} 
 
 
 
void spell_null( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    send_to_char( "That's not a spell!\n\r", ch ); 
    return; 
} 
 
 
 
void spell_pass_door( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_PASS_DOOR) ) 
	return; 
    af.type      = sn; 
    af.duration  = number_fuzzy( level / 4 ); 
    af.location  = APPLY_NONE; 
    af.modifier  = 0; 
    af.bitvector = AFF_PASS_DOOR; 
    affect_to_char( victim, &af ); 
    act( "$n turns translucent.", victim, NULL, NULL, TO_ROOM ); 
    send_to_char( "You turn translucent.\n\r", victim ); 
    return; 
} 
 
 
 
void spell_poison( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    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.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_protection( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_PROTECT) ) 
	return; 
    af.type      = sn; 
    af.duration  = 24; 
    af.location  = APPLY_NONE; 
    af.modifier  = 0; 
    af.bitvector = AFF_PROTECT; 
    affect_to_char( victim, &af ); 
    send_to_char( "You feel protected.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
void spell_refresh( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    victim->move = UMIN( victim->move + level, victim->max_move ); 
    send_to_char( "You feel less tired.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", 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.\n\r", victim ); 
	if ( ch != victim ) 
	    send_to_char( "Ok.\n\r", ch ); 
    } 
 
    return; 
} 
 
 
 
void spell_sanctuary( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( IS_AFFECTED(victim, AFF_SANCTUARY) ) 
	return; 
    af.type      = sn; 
    af.duration  = number_fuzzy( level / 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.\n\r", victim ); 
    return; 
} 
 
 
 
void spell_shield( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    CHAR_DATA *victim = (CHAR_DATA *) vo; 
    AFFECT_DATA af; 
 
    if ( is_affected( victim, sn ) ) 
	return; 
    af.type      = sn; 
    af.duration  = 8 + level; 
    af.location  = APPLY_AC; 
    af.modifier  = -20; 
    af.bitvector = 0; 
    affect_to_char( victim, &af ); 
    act( "$n is surrounded by a force shield.", victim, NULL, NULL, TO_ROOM ); 
    send_to_char( "You are surrounded by a force shield.\n\r", victim ); 
    return; 
} 
 
 
 
void spell_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.\n\r", 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.\n\r", 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.\n\r", ch ); 
	return; 
    } 
 
    act( "$n disappears suddenly.", victim, NULL, NULL, TO_ROOM ); 
    char_from_room( victim ); 
    char_to_room( victim, ch->in_room ); 
    act( "$n arrives suddenly.", victim, NULL, NULL, TO_ROOM ); 
    act( "$N has summoned you!", 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.\n\r", 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'.\n\r",              speaker, target_name ); 
    sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); 
    buf1[0] = UPPER(buf1[0]); 
 
    for ( vch = ch->in_room->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.\n\r", victim ); 
    if ( ch != victim ) 
	send_to_char( "Ok.\n\r", ch ); 
    return; 
} 
 
 
 
/* 
 * This is for muds that _want_ scrolls of recall. 
 * Ick. 
 */ 
void spell_word_of_recall( int sn, int level, CHAR_DATA *ch, void *vo ) 
{ 
    do_recall( (CHAR_DATA *) vo, "" ); 
    return; 
} 
 
 
 
/* 
 * 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!\n\r", 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.\n\r", 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.\n\r", 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.\n\r", victim ); 
    }	 
    send_to_char( "Ok.\n\r", 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.\n\r", 
		       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.\n\r", ch ); 
    send_to_char( "You gain a keen understanding of battle tactics.\n\r", 
		 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.\n\r", ch ); 
    send_to_char( "Ahhhhhh...You are completely healed!\n\r", 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.\n\r", 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'.\n\r", speaker, target_name ); 
    sprintf( buf2, "Someone makes %s say '%s'.\n\r", speaker, target_name ); 
    buf1[0] = UPPER( buf1[0] ); 
 
    for ( vch = ch->in_room->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!\n\r", ch); 
	return; 
    } 
 
    send_to_char( "A black haze emanates from you!\n\r", 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!\n\r", 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.\n\r", 
		 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.\n\r", ch ); 
	return; 
    } 
 
    if (   IS_AFFECTED( victim, AFF_CHARM ) 
	|| IS_AFFECTED( ch,     AFF_CHARM ) 
	|| level < victim->level 
	|| saves_spell( level, victim ) ) 
        return; 
 
    if ( victim->master ) 
        stop_follower( victim ); 
    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.\n\r", 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 $S childhood.", ch, NULL, victim, TO_CHAR    ); 
    send_to_char( "Your ego takes a beating.\n\r", victim ); 
    act( "$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.\n\r", 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.\n\r", 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.\n\r", 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!\n\r", 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.\n\r", 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.\n\r", 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.\n\r", 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.\n\r", 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!\n\r", 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.\n\r", 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.\n\r", 
		 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.\n\r", 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!\n\r", 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.\n\r", 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.\n\r", 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.\n\r", 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.\n\r", 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 ); 
}