/***************************************************************************
 *  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);
    }
}