/***************************************************************************
 *  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?\r\n", 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.\r\n", ch );
      return;
   }

   if( ch->position < skill_table[sn].minimum_position )
   {
      send_to_char( "You can't concentrate enough.\r\n", 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?\r\n", ch );
               return;
            }
         }
         else
         {
            if( ( victim = get_char_room( ch, arg2 ) ) == NULL )
            {
               send_to_char( "They aren't here.\r\n", ch );
               return;
            }
         }

/*	if ( !IS_NPC(ch) )
	{
	    if ( !IS_NPC(victim) && ch != victim )
	    {
		send_to_char( "You can't do that on a player.\r\n", ch );
		return;
	    }

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

         vo = ( void * )ch;
         break;

      case TAR_OBJ_INV:
         if( arg2[0] == '\0' )
         {
            send_to_char( "What should the spell be cast upon?\r\n", ch );
            return;
         }

         if( ( obj = get_obj_carry( ch, arg2 ) ) == NULL )
         {
            send_to_char( "You are not carrying that.\r\n", ch );
            return;
         }

         vo = ( void * )obj;
         break;
   }

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



void spell_burning_hands( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short 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.\r\n", ch );
      return;
   }

   if( weather_info.sky < SKY_RAINING )
   {
      send_to_char( "You need bad weather.\r\n", ch );
      return;
   }

   dam = dice( level / 2, 8 );

   send_to_char( "God's lightning strikes your foes!\r\n", 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.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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!\r\n", 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.\r\n", ch );
   return;
}



void spell_chill_touch( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short 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 short 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?\r\n", ch );

   send_to_char( "Ok.\r\n", 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.\r\n", ch );
      return;
   }

   if( obj->value[2] != LIQ_WATER && obj->value[1] != 0 )
   {
      send_to_char( "It contains some other liquid.\r\n", 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!\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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!\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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!\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
      send_to_char( "Ok.\r\n", 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!\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", ch );
      else
         send_to_char( "It looks very delicious.\r\n", ch );
   }
   else
   {
      send_to_char( "It doesn't look poisoned.\r\n", 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.\r\n", 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!\r\n", 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.\r\n", 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.\r\n", 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 short 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.\r\n", 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.\r\n", 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!\r\n", 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.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\nWeight is %d, value is %d, level is %d.\r\n",
            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:
         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( ".\r\n", 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( ".\r\n", ch );
         break;

      case ITEM_WEAPON:
         sprintf( buf, "Damage is %d to %d (average %d).\r\n",
                  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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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 short 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];
   OBJ_DATA *obj;
   OBJ_DATA *in_obj;
   bool found;

   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.\r\n", obj->short_descr, PERS( in_obj->carried_by, ch ) );
      }
      else
      {
         sprintf( buf, "%s in %s.\r\n", 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( !found )
      send_to_char( "Nothing like that in hell, earth, or heaven.\r\n", ch );

   return;
}



void spell_magic_missile( int sn, int level, CHAR_DATA * ch, void *vo )
{
   CHAR_DATA *victim = ( CHAR_DATA * ) vo;
   static const short 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.\r\n", 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.\r\n", ch );

   return;
}



void spell_null( int sn, int level, CHAR_DATA * ch, void *vo )
{
   send_to_char( "That's not a spell!\r\n", 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.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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.\r\n", victim );
      if( ch != victim )
         send_to_char( "Ok.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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.\r\n", 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'.\r\n", speaker, target_name );
   sprintf( buf2, "Someone makes %s say '%s'.\r\n", 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.\r\n", victim );
   if( ch != victim )
      send_to_char( "Ok.\r\n", 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;
}
