dsII/extra/wolfpaw/
dsII/lib/cmds/admins/
dsII/lib/cmds/common/
dsII/lib/cmds/creators/include/
dsII/lib/cmds/creators/include/SCCS/
dsII/lib/daemon/services/
dsII/lib/doc/
dsII/lib/domains/Ylsrim/
dsII/lib/domains/Ylsrim/adm/
dsII/lib/domains/Ylsrim/armor/
dsII/lib/domains/Ylsrim/broken/
dsII/lib/domains/Ylsrim/fish/
dsII/lib/domains/Ylsrim/meal/
dsII/lib/domains/Ylsrim/npc/
dsII/lib/domains/Ylsrim/virtual/
dsII/lib/domains/Ylsrim/weapon/
dsII/lib/domains/campus/adm/
dsII/lib/domains/campus/etc/
dsII/lib/domains/campus/meals/
dsII/lib/domains/campus/npc/
dsII/lib/domains/campus/txt/
dsII/lib/domains/campus/txt/ai/charles/
dsII/lib/domains/campus/txt/ai/charles/bak2/
dsII/lib/domains/campus/txt/ai/charles/bak2/bak1/
dsII/lib/domains/campus/txt/ai/charly/
dsII/lib/domains/campus/txt/ai/charly/bak/
dsII/lib/domains/campus/txt/jenny/
dsII/lib/domains/default/creator/
dsII/lib/domains/default/doors/
dsII/lib/domains/default/etc/
dsII/lib/domains/default/weap/
dsII/lib/domains/town/doors/
dsII/lib/domains/town/txt/
dsII/lib/domains/town/virtual/
dsII/lib/lib/comp/
dsII/lib/lib/lvs/
dsII/lib/lib/user/
dsII/lib/lib/virtual/
dsII/lib/log/archive/
dsII/lib/log/chan/
dsII/lib/log/errors/
dsII/lib/log/open/
dsII/lib/obj/book_source/
dsII/lib/obj/include/
dsII/lib/realms/template/
dsII/lib/realms/template/area/armor/
dsII/lib/realms/template/area/npc/
dsII/lib/realms/template/area/obj/
dsII/lib/realms/template/area/room/
dsII/lib/realms/template/area/weap/
dsII/lib/realms/template/bak/
dsII/lib/realms/template/cmds/
dsII/lib/save/
dsII/lib/save/kills/o/
dsII/lib/secure/cfg/
dsII/lib/secure/cfg/classes/
dsII/lib/secure/cfg/races/SCCS/
dsII/lib/secure/cmds/creators/include/
dsII/lib/secure/cmds/players/
dsII/lib/secure/cmds/players/include/
dsII/lib/secure/daemon/include/
dsII/lib/secure/lib/
dsII/lib/secure/lib/include/
dsII/lib/secure/lib/net/
dsII/lib/secure/lib/net/include/
dsII/lib/secure/lib/std/
dsII/lib/secure/modules/
dsII/lib/secure/npc/
dsII/lib/secure/obj/include/
dsII/lib/secure/room/
dsII/lib/secure/save/boards/
dsII/lib/secure/save/postal/c/cratylus/
dsII/lib/secure/save/votes/
dsII/lib/secure/tmp/
dsII/lib/secure/verbs/creators/
dsII/lib/shadows/
dsII/lib/spells/
dsII/lib/tmp/
dsII/lib/verbs/admins/include/
dsII/lib/verbs/common/
dsII/lib/verbs/common/include/
dsII/lib/verbs/creators/include/
dsII/lib/verbs/players/include/SCCS/
dsII/lib/verbs/rooms/
dsII/lib/verbs/rooms/include/
dsII/lib/www/
dsII/v22.2b14/
dsII/v22.2b14/Win32/
dsII/v22.2b14/compat/
dsII/v22.2b14/compat/simuls/
dsII/v22.2b14/testsuite/
dsII/v22.2b14/testsuite/clone/
dsII/v22.2b14/testsuite/command/
dsII/v22.2b14/testsuite/data/
dsII/v22.2b14/testsuite/etc/
dsII/v22.2b14/testsuite/include/
dsII/v22.2b14/testsuite/inherit/
dsII/v22.2b14/testsuite/inherit/master/
dsII/v22.2b14/testsuite/log/
dsII/v22.2b14/testsuite/single/
dsII/v22.2b14/testsuite/single/tests/compiler/
dsII/v22.2b14/testsuite/single/tests/efuns/
dsII/v22.2b14/testsuite/single/tests/operators/
dsII/v22.2b14/testsuite/u/
dsII/v22.2b14/tmp/
dsII/win32/
/*    /spells/buffer.c
 *    From Dead Souls LPMud
 *    Created by Blitz 
 *    Converted to new spell system by BillGates 961119
 *    Version: @(#) buffer.c 1.6@(#)
 *    Last modified: 96/11/10
 */

#include <lib.h>
#include <magic.h>
#include <damage_types.h>
#include <magic_protection.h>

inherit LIB_SPELL;

int hitCallback(object who, object agent, int x, class MagicProtection cl);
void endCallback(object who);

static void create() {
    spell::create();
    SetSpell("buffer");
    SetRules("", "LIV");
    SetSpellType(SPELL_DEFENSE);
    SetRequiredMagic(50);
    SetSkills(([ "magic defense" : 1 ]));
    SetMagicCost(40, 40);
    SetDifficulty(50);
    SetMorality(10);
    SetHelp("Syntax: <cast buffer>\n"
      "	     <cast buffer on LIV>\n\n"
      "A magical defense spell that allows the caster to create "
      "a glowing shield around the LIVing object named.\n\n");
}

int eventCast(object who, int level, string race, object array targets) {
    class MagicProtection protection;
    object target = targets[0];
    int prot_level, skill, wis;

    wis = who->GetStatLevel("wisdom");
    skill = who->GetSkillLevel("magic defense");
    prot_level = level;
    prot_level *= (random(skill/10) + 1);
    prot_level += random(wis/2);

    protection = new(class MagicProtection);
    protection->bits = BLUNT | BLADE | KNIFE | MAGIC;
    protection->caster = who;
    protection->absorb = 2*prot_level;
    protection->args = level;
    protection->hit = (: hitCallback :);
    protection->end = (: endCallback :);
    target->AddMagicProtection(protection);
    if( target == who ) {
	send_messages("", "A %^BOLD%^CYAN%^translucent magical shield%^RESET%^ "
	  "suddenly appears around $agent_possessive_noun body.", who, 0,
	  environment(target));
    }
    else {
	send_messages("", "A %^BOLD%^CYAN%^translucent magical shield%^RESET%^ "
	  "suddenly appears around $target_possessive_noun body.", who,
	  target, environment(target));
    }
    return 1;
}

int hitCallback(object who, object agent, int x, class MagicProtection cl) {
    string str;
    object Caster = cl->caster;

    if( (int)agent->GetUndead() ) return 0;
    str = (string)agent->GetName() || (string)agent->GetShort();
    if( who == Caster ) {
	who->eventTrainSkill("magic defense",cl->args,x,1);
    }
    else if( Caster && playerp(who) && Caster != who ) {
	Caster->eventTrainSkill("magic defense",cl->args,0,1);
    } 

    send_messages("", "The %^YELLOW%^magical shield%^RESET%^ around "
      "$agent_name wavers as $target_name strikes it.",
      who, agent, environment(who));
    return x;
}

void endCallback(object who) {
    if( who ) {
	send_messages("", "The %^BOLD%^CYAN%^magical shield%^RESET%^ around "
	  "$agent_name shatters into nothingness.", who, 0, environment(who));
    }
}