/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #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" #include "interp.h" #include "magic.h" extern char *target_name; void spell_farsight (int sn, int level, CHAR_DATA * ch, void *vo, int target) { if (IS_AFFECTED (ch, AFF_BLIND)) { send_to_char ("Maybe it would help if you could see?\n\r", ch); return; } do_function (ch, &do_scan, target_name); } void spell_portal (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || victim->in_room == NULL || !can_see_room (ch, victim->in_room) || 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) || IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n\r", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n\r", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 2 + level / 25; portal->value[3] = victim->in_room->vnum; obj_to_room (portal, ch->in_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); } void spell_nexus (int sn, int level, CHAR_DATA * ch, void *vo, int target) { CHAR_DATA *victim; OBJ_DATA *portal, *stone; ROOM_INDEX_DATA *to_room, *from_room; from_room = ch->in_room; if ((victim = get_char_world (ch, target_name)) == NULL || victim == ch || (to_room = victim->in_room) == NULL || !can_see_room (ch, to_room) || !can_see_room (ch, from_room) || IS_SET (to_room->room_flags, ROOM_SAFE) || IS_SET (from_room->room_flags, ROOM_SAFE) || IS_SET (to_room->room_flags, ROOM_PRIVATE) || IS_SET (to_room->room_flags, ROOM_SOLITARY) || IS_SET (to_room->room_flags, ROOM_NO_RECALL) || IS_SET (from_room->room_flags, ROOM_NO_RECALL) || victim->level >= level + 3 || (!IS_NPC (victim) && victim->level >= LEVEL_HERO) /* NOT trust */ || (IS_NPC (victim) && IS_SET (victim->imm_flags, IMM_SUMMON)) || (IS_NPC (victim) && saves_spell (level, victim, DAM_NONE)) || (is_clan (victim) && !is_same_clan (ch, victim))) { send_to_char ("You failed.\n\r", ch); return; } stone = get_eq_char (ch, WEAR_HOLD); if (!IS_IMMORTAL (ch) && (stone == NULL || stone->item_type != ITEM_WARP_STONE)) { send_to_char ("You lack the proper component for this spell.\n\r", ch); return; } if (stone != NULL && stone->item_type == ITEM_WARP_STONE) { act ("You draw upon the power of $p.", ch, stone, NULL, TO_CHAR); act ("It flares brightly and vanishes!", ch, stone, NULL, TO_CHAR); extract_obj (stone); } /* portal one */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = to_room->vnum; obj_to_room (portal, from_room); act ("$p rises up from the ground.", ch, portal, NULL, TO_ROOM); act ("$p rises up before you.", ch, portal, NULL, TO_CHAR); /* no second portal if rooms are the same */ if (to_room == from_room) return; /* portal two */ portal = create_object (get_obj_index (OBJ_VNUM_PORTAL), 0); portal->timer = 1 + level / 10; portal->value[3] = from_room->vnum; obj_to_room (portal, to_room); if (to_room->people != NULL) { act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_ROOM); act ("$p rises up from the ground.", to_room->people, portal, NULL, TO_CHAR); } }