Renamed several functions to lower case and variable wovel to vowel. Removed oasis_delete.h and object type TRAP. --Rumble

This commit is contained in:
Rumble
2007-04-08 10:36:36 +00:00
parent 48a2738d6a
commit 4543522a7d
105 changed files with 1990 additions and 3403 deletions

View File

@@ -1,17 +1,15 @@
/* ************************************************************************
* File: magic.c Part of CircleMUD *
* Usage: low-level functions for magic; spell template code *
/**************************************************************************
* File: magic.c Part of tbaMUD *
* Usage: Low-level functions for magic; spell template code. *
* *
* All rights reserved. See license.doc for complete information. *
* All rights reserved. See license for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
**************************************************************************/
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
@@ -36,18 +34,10 @@ void perform_mag_groups(int level, struct char_data *ch, struct char_data *tch,
int mag_savingthrow(struct char_data *ch, int type, int modifier);
void affect_update(void);
/*
* Saving throws are now in class.c as of bpl13.
*/
/*
* Negative apply_saving_throw[] values make saving throws better!
* Then, so do negative modifiers. Though people may be used to
* the reverse of that. It's due to the code modifying the target
* saving throw instead of the random number of the character as
* in some other systems.
*/
/* Negative apply_saving_throw[] values make saving throws better! So do
* negative modifiers. Though people may be used to the reverse of that.
* It's due to the code modifying the target saving throw instead of the
* random number of the character as in some other systems. */
int mag_savingthrow(struct char_data *ch, int type, int modifier)
{
/* NPCs use warrior tables according to some book */
@@ -69,7 +59,6 @@ int mag_savingthrow(struct char_data *ch, int type, int modifier)
return (FALSE);
}
/* affect_update: called from comm.c (causes spells to wear off) */
void affect_update(void)
{
@@ -94,15 +83,10 @@ void affect_update(void)
}
}
/*
* mag_materials:
* Checks for up to 3 vnums (spell reagents) in the player's inventory.
*
* No spells implemented in Circle use mag_materials, but you can use
* it to implement your own spells which require ingredients (i.e., some
* heal spell which requires a rare herb or some such.)
*/
/* mag_materials: Checks for up to 3 vnums (spell reagents) in the player's
* inventory. No spells currently use mag_materials, but you can use it to
* implement your own spells which require ingredients (i.e. heal spells which
* requires a rare herb or some such.) */
int mag_materials(struct char_data *ch, int item0, int item1, int item2,
int extract, int verbose)
{
@@ -153,15 +137,9 @@ int mag_materials(struct char_data *ch, int item0, int item1, int item2,
}
/*
* Every spell that does damage comes through here. This calculates the
* amount of damage, adds in any modifiers, determines what the saves are,
* tests for save and calls damage().
*
* -1 = dead, otherwise the amount of damage done.
*/
/* Every spell that does damage comes through here. This calculates the amount
* of damage, adds in any modifiers, determines what the saves are, tests for
* save and calls damage(). -1 = dead, otherwise the amount of damage done. */
int mag_damage(int level, struct char_data *ch, struct char_data *victim,
int spellnum, int savetype)
{
@@ -265,14 +243,9 @@ int mag_damage(int level, struct char_data *ch, struct char_data *victim,
}
/*
* Every spell that does an affect comes through here. This determines
* the effect, whether it is added or replacement, whether it is legal or
* not, etc.
*
* affect_join(vict, aff, add_dur, avg_dur, add_mod, avg_mod)
*/
/* Every spell that does an affect comes through here. This determines the
* effect, whether it is added or replacement, whether it is legal or not, etc.
* affect_join(vict, aff, add_dur, avg_dur, add_mod, avg_mod) */
#define MAX_SPELL_AFFECTS 5 /* change if more needed */
void mag_affects(int level, struct char_data *ch, struct char_data *victim,
@@ -487,11 +460,9 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim,
break;
}
/*
* If this is a mob that has this affect set in its mob file, do not
* perform the affect. This prevents people from un-sancting mobs
* by sancting them and waiting for it to fade, for example.
*/
/* If this is a mob that has this affect set in its mob file, do not perform
* the affect. This prevents people from un-sancting mobs by sancting them
* and waiting for it to fade, for example. */
if (IS_NPC(victim) && !affected_by_spell(victim, spellnum))
for (i = 0; i < MAX_SPELL_AFFECTS; i++)
if (AFF_FLAGGED(victim, af[i].bitvector)) {
@@ -499,10 +470,8 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim,
return;
}
/*
* If the victim is already affected by this spell, and the spell does
* not have an accumulative effect, then fail the spell.
*/
/* If the victim is already affected by this spell, and the spell does not
* have an accumulative effect, then fail the spell. */
if (affected_by_spell(victim,spellnum) && !(accum_duration||accum_affect)) {
send_to_char(ch, "%s", CONFIG_NOEFFECT);
return;
@@ -518,11 +487,8 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim,
act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
/*
* This function is used to provide services to mag_groups. This function
* is the one you should change to add new group spells.
*/
/* This function is used to provide services to mag_groups. This function is
* the one you should change to add new group spells. */
void perform_mag_groups(int level, struct char_data *ch,
struct char_data *tch, int spellnum, int savetype)
{
@@ -539,18 +505,11 @@ void perform_mag_groups(int level, struct char_data *ch,
}
}
/*
* Every spell that affects the group should run through here
* perform_mag_groups contains the switch statement to send us to the right
* magic.
*
* group spells affect everyone grouped with the caster who is in the room,
* caster last.
*
* To add new group spells, you shouldn't have to change anything in
* mag_groups -- just add a new case to perform_mag_groups.
*/
/* Every spell that affects the group should run through here perform_mag_groups
* contains the switch statement to send us to the right magic. Group spells
* affect everyone grouped with the caster who is in the room, caster last. To
* add new group spells, you shouldn't have to change anything in mag_groups.
* Just add a new case to perform_mag_groups. */
void mag_groups(int level, struct char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *k;
@@ -582,12 +541,8 @@ void mag_groups(int level, struct char_data *ch, int spellnum, int savetype)
perform_mag_groups(level, ch, ch, spellnum, savetype);
}
/*
* mass spells affect every creature in the room except the caster.
*
* No spells of this class currently implemented.
*/
/* Mass spells affect every creature in the room except the caster. No spells
* of this class currently implemented. */
void mag_masses(int level, struct char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *tch_next;
@@ -602,15 +557,10 @@ void mag_masses(int level, struct char_data *ch, int spellnum, int savetype)
}
}
/*
* Every spell that affects an area (room) runs through here. These are
* generally offensive spells. This calls mag_damage to do the actual
* damage -- all spells listed here must also have a case in mag_damage()
* in order for them to work.
*
* area spells have limited targets within the room.
*/
/* Every spell that affects an area (room) runs through here. These are
* generally offensive spells. This calls mag_damage to do the actual damage.
* All spells listed here must also have a case in mag_damage() in order for
* them to work. Area spells have limited targets within the room. */
void mag_areas(int level, struct char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *next_tch;
@@ -619,10 +569,8 @@ void mag_areas(int level, struct char_data *ch, int spellnum, int savetype)
if (ch == NULL)
return;
/*
* to add spells to this fn, just add the message here plus an entry
* in mag_damage for the damaging part of the spell.
*/
/* to add spells just add the message here plus an entry in mag_damage for
* the damaging part of the spell. */
switch (spellnum) {
case SPELL_EARTHQUAKE:
to_char = "You gesture and the earth begins to shake all around you!";
@@ -639,13 +587,10 @@ void mag_areas(int level, struct char_data *ch, int spellnum, int savetype)
for (tch = world[IN_ROOM(ch)].people; tch; tch = next_tch) {
next_tch = tch->next_in_room;
/*
* The skips: 1: the caster
/* The skips: 1: the caster
* 2: immortals
* 3: if no pk on this mud, skips over all players
* 4: pets (charmed NPCs)
*/
* 4: pets (charmed NPCs) */
if (tch == ch)
continue;
if (!IS_NPC(tch) && GET_LEVEL(tch) >= LVL_IMMORT)
@@ -660,20 +605,8 @@ void mag_areas(int level, struct char_data *ch, int spellnum, int savetype)
}
}
/*
* Every spell which summons/gates/conjours a mob comes through here.
*
* None of these spells are currently implemented in CircleMUD; these
* were taken as examples from the JediMUD code. Summons can be used
* for spells like clone, ariel servant, etc.
*
* 10/15/97 (gg) - Implemented Animate Dead and Clone.
*/
/*
* These use act(), don't put the \r\n.
*/
/* Every spell which summons/gates/conjours a mob comes through here. */
/* These use act(), don't put the \r\n. */
const char *mag_summon_msgs[] = {
"\r\n",
"$n makes a strange magical gesture; you feel a strong breeze!",
@@ -690,9 +623,7 @@ const char *mag_summon_msgs[] = {
"$n animates a corpse!"
};
/*
* Keep the \r\n because these use send_to_char.
*/
/* Keep the \r\n because these use send_to_char. */
const char *mag_summon_fail_msgs[] = {
"\r\n",
"There are no such creatures.\r\n",
@@ -704,21 +635,12 @@ const char *mag_summon_fail_msgs[] = {
"There is no corpse!\r\n"
};
/* These mobiles do not exist. */
#define MOB_MONSUM_I 130
#define MOB_MONSUM_II 140
#define MOB_MONSUM_III 150
#define MOB_GATE_I 160
#define MOB_GATE_II 170
#define MOB_GATE_III 180
/* Defined mobiles. */
#define MOB_ELEMENTAL_BASE 20 /* Only one for now. */
#define MOB_ELEMENTAL_BASE 20
#define MOB_CLONE 10
#define MOB_ZOMBIE 11
#define MOB_AERIALSERVANT 19
void mag_summons(int level, struct char_data *ch, struct obj_data *obj,
int spellnum, int savetype)
{
@@ -790,7 +712,6 @@ void mag_summons(int level, struct char_data *ch, struct obj_data *obj,
}
}
void mag_points(int level, struct char_data *ch, struct char_data *victim,
int spellnum, int savetype)
{
@@ -818,7 +739,6 @@ void mag_points(int level, struct char_data *ch, struct char_data *victim,
update_pos(victim);
}
void mag_unaffects(int level, struct char_data *ch, struct char_data *victim,
int spellnum, int type)
{
@@ -830,10 +750,8 @@ void mag_unaffects(int level, struct char_data *ch, struct char_data *victim,
switch (spellnum) {
case SPELL_HEAL:
/*
* Heal also restores health, so don't give the "no effect" message
* if the target isn't afflicted by the 'blindness' spell.
*/
/* Heal also restores health, so don't give the "no effect" message if the
* target isn't afflicted by the 'blindness' spell. */
msg_not_affected = FALSE;
/* fall-through */
case SPELL_CURE_BLIND:
@@ -866,10 +784,8 @@ void mag_unaffects(int level, struct char_data *ch, struct char_data *victim,
act(to_vict, FALSE, victim, 0, ch, TO_CHAR);
if (to_room != NULL)
act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
void mag_alter_objs(int level, struct char_data *ch, struct obj_data *obj,
int spellnum, int savetype)
{
@@ -935,11 +851,8 @@ void mag_alter_objs(int level, struct char_data *ch, struct obj_data *obj,
act(to_room, TRUE, ch, obj, 0, TO_ROOM);
else if (to_char != NULL)
act(to_char, TRUE, ch, obj, 0, TO_ROOM);
}
void mag_creations(int level, struct char_data *ch, int spellnum)
{
struct obj_data *tobj;