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spells1.c
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spells1.c
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/* ************************************************************************
* file: spells1.c , handling of magic. Part of DIKUMUD *
* Usage : Procedures handling all offensive magic. *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
#include <stdio.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "db.h"
#include "interpreter.h"
#include "spells.h"
#include "handler.h"
/* Global data */
extern struct room_data *world;
extern struct char_data *character_list;
/* Extern functions */
void spell_burning_hands(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_call_lightning(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_chill_touch(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_shocking_grasp(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_colour_spray(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_earthquake(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_energy_drain(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_fireball(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_harm(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_lightning_bolt(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void spell_magic_missile(byte level, struct char_data *ch,
struct char_data *victim, struct obj_data *obj);
void log(char *str);
void cast_burning_hands( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_burning_hands(level, ch, victim, 0);
break;
default :
log("Serious screw-up in burning hands!");
break;
}
}
void cast_call_lightning( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
extern struct weather_data weather_info;
switch (type) {
case SPELL_TYPE_SPELL:
if (OUTSIDE(ch) && (weather_info.sky>=SKY_RAINING)) {
spell_call_lightning(level, ch, victim, 0);
} else {
send_to_char("You fail to call upon the lightning from the sky!\n\r", ch);
}
break;
case SPELL_TYPE_POTION:
if (OUTSIDE(ch) && (weather_info.sky>=SKY_RAINING)) {
spell_call_lightning(level, ch, ch, 0);
}
break;
case SPELL_TYPE_SCROLL:
if (OUTSIDE(ch) && (weather_info.sky>=SKY_RAINING)) {
if(victim)
spell_call_lightning(level, ch, victim, 0);
else if(!tar_obj) spell_call_lightning(level, ch, ch, 0);
}
break;
case SPELL_TYPE_STAFF:
if (OUTSIDE(ch) && (weather_info.sky>=SKY_RAINING)) {
for (victim = world[ch->in_room].people ;
victim ; victim = victim->next_in_room )
if(victim != ch)
spell_call_lightning(level, ch, victim, 0);
}
break;
default :
log("Serious screw-up in call lightning!");
break;
}
}
void cast_chill_touch( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_chill_touch(level, ch, victim, 0);
break;
default :
log("Serious screw-up in chill touch!");
break;
}
}
void cast_shocking_grasp( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_shocking_grasp(level, ch, victim, 0);
break;
default :
log("Serious screw-up in shocking grasp!");
break;
}
}
void cast_colour_spray( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_colour_spray(level, ch, victim, 0);
break;
case SPELL_TYPE_SCROLL:
if(victim)
spell_colour_spray(level, ch, victim, 0);
else if (!tar_obj)
spell_colour_spray(level, ch, ch, 0);
break;
case SPELL_TYPE_WAND:
if(victim)
spell_colour_spray(level, ch, victim, 0);
break;
default :
log("Serious screw-up in colour spray!");
break;
}
}
void cast_earthquake( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
case SPELL_TYPE_SCROLL:
case SPELL_TYPE_STAFF:
spell_earthquake(level, ch, 0, 0);
break;
default :
log("Serious screw-up in earthquake!");
break;
}
}
void cast_energy_drain( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_energy_drain(level, ch, victim, 0);
break;
case SPELL_TYPE_POTION:
spell_energy_drain(level, ch, ch, 0);
break;
case SPELL_TYPE_SCROLL:
if(victim)
spell_energy_drain(level, ch, victim, 0);
else if(!tar_obj)
spell_energy_drain(level, ch, ch, 0);
break;
case SPELL_TYPE_WAND:
if(victim)
spell_energy_drain(level, ch, victim, 0);
break;
case SPELL_TYPE_STAFF:
for (victim = world[ch->in_room].people ;
victim ; victim = victim->next_in_room )
if(victim != ch)
spell_energy_drain(level, ch, victim, 0);
break;
default :
log("Serious screw-up in energy drain!");
break;
}
}
void cast_fireball( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_fireball(level, ch, victim, 0);
break;
case SPELL_TYPE_SCROLL:
if(victim)
spell_fireball(level, ch, victim, 0);
else if(!tar_obj)
spell_fireball(level, ch, ch, 0);
break;
case SPELL_TYPE_WAND:
if(victim)
spell_fireball(level, ch, victim, 0);
break;
default :
log("Serious screw-up in fireball!");
break;
}
}
void cast_harm( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_harm(level, ch, victim, 0);
break;
case SPELL_TYPE_POTION:
spell_harm(level, ch, ch, 0);
break;
case SPELL_TYPE_STAFF:
for (victim = world[ch->in_room].people ;
victim ; victim = victim->next_in_room )
if(victim != ch)
spell_harm(level, ch, victim, 0);
break;
default :
log("Serious screw-up in harm!");
break;
}
}
void cast_lightning_bolt( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_lightning_bolt(level, ch, victim, 0);
break;
case SPELL_TYPE_SCROLL:
if(victim)
spell_lightning_bolt(level, ch, victim, 0);
else if(!tar_obj)
spell_lightning_bolt(level, ch, ch, 0);
break;
case SPELL_TYPE_WAND:
if(victim)
spell_lightning_bolt(level, ch, victim, 0);
break;
default :
log("Serious screw-up in lightning bolt!");
break;
}
}
void cast_magic_missile( byte level, struct char_data *ch, char *arg, int type,
struct char_data *victim, struct obj_data *tar_obj )
{
switch (type) {
case SPELL_TYPE_SPELL:
spell_magic_missile(level, ch, victim, 0);
break;
case SPELL_TYPE_SCROLL:
if(victim)
spell_magic_missile(level, ch, victim, 0);
else if(!tar_obj)
spell_magic_missile(level, ch, ch, 0);
break;
case SPELL_TYPE_WAND:
if(victim)
spell_magic_missile(level, ch, victim, 0);
break;
default :
log("Serious screw-up in magic missile!");
break;
}
}