forked from DIKUNIX/dikumud
-
Notifications
You must be signed in to change notification settings - Fork 0
/
spells1.c
302 lines (266 loc) · 8.36 KB
/
spells1.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
/* ************************************************************************
* 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 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_message("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_message("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_message("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_message("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_message("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_message("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_message("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_message("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_message("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_message("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_message("Serious screw-up in magic missile!");
break;
}
}