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

@@ -1,12 +1,12 @@
/* ************************************************************************
* File: spells.h Part of CircleMUD *
* Usage: header file: constants and fn prototypes for spell system *
/**************************************************************************
* File: spells.h Part of tbaMUD *
* Usage: Header file: constants and fn prototypes for spell system. *
* *
* 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. *
************************************************************************ */
**************************************************************************/
#define DEFAULT_STAFF_LVL 12
#define DEFAULT_WAND_LVL 12
@@ -30,12 +30,10 @@
#define MAG_CREATIONS (1 << 9)
#define MAG_MANUAL (1 << 10)
#define TYPE_UNDEFINED (-1)
#define SPELL_RESERVED_DBC 0 /* SKILL NUMBER ZERO -- RESERVED */
/* PLAYER SPELLS -- Numbered from 1 to MAX_SPELLS */
#define SPELL_ARMOR 1 /* Reserved Skill[] DO NOT CHANGE */
#define SPELL_TELEPORT 2 /* Reserved Skill[] DO NOT CHANGE */
#define SPELL_BLESS 3 /* Reserved Skill[] DO NOT CHANGE */
@@ -103,15 +101,11 @@
#define SKILL_TRACK 140 /* Reserved Skill[] DO NOT CHANGE */
/* New skills may be added here up to MAX_SKILLS (200) */
/*
* NON-PLAYER AND OBJECT SPELLS AND SKILLS
* The practice levels for the spells and skills below are _not_ recorded
* in the players file; therefore, the intended use is for spells and skills
* associated with objects (such as SPELL_IDENTIFY used with scrolls of
* identify) or non-players (such as NPC-only spells).
*/
/* NON-PLAYER AND OBJECT SPELLS AND SKILLS: The practice levels for the spells
* and skills below are _not_ recorded in the players file; therefore, the
* intended use is for spells and skills associated with objects (such as
* SPELL_IDENTIFY used with scrolls of identify) or non-players (such as NPC
* only spells). */
#define SPELL_IDENTIFY 201
#define SPELL_FIRE_BREATH 202
#define SPELL_GAS_BREATH 203
@@ -119,17 +113,14 @@
#define SPELL_ACID_BREATH 205
#define SPELL_LIGHTNING_BREATH 206
/* To make an affect induced by dg_affect look correct on 'stat' we need to
* define it with a 'spellname'. */
#define SPELL_DG_AFFECT 298
#define SPELL_DG_AFFECT 298 /* to make an affect induced by dg_affect
* look correct on 'stat' we need to define
* it with a 'spellname'.
*/
#define TOP_SPELL_DEFINE 299
/* NEW NPC/OBJECT SPELLS can be inserted here up to 299 */
/* WEAPON ATTACK TYPES */
#define TYPE_HIT 300
#define TYPE_STING 301
#define TYPE_WHIP 302
@@ -149,15 +140,12 @@
/* new attack types can be added here - up to TYPE_SUFFERING */
#define TYPE_SUFFERING 399
#define SAVING_PARA 0
#define SAVING_ROD 1
#define SAVING_PETRI 2
#define SAVING_BREATH 3
#define SAVING_SPELL 4
#define TAR_IGNORE (1 << 0)
#define TAR_CHAR_ROOM (1 << 1)
#define TAR_CHAR_WORLD (1 << 2)
@@ -185,7 +173,6 @@ struct spell_info_type {
};
/* Possible Targets:
bit 0 : IGNORE TARGET
bit 1 : PC/NPC in room
bit 2 : PC/NPC in world
@@ -195,25 +182,19 @@ struct spell_info_type {
bit 6 : Object in world
bit 7 : If fighting, and no argument, select tar_char as self
bit 8 : If fighting, and no argument, select tar_char as victim (fighting)
bit 9 : If no argument, select self, if argument check that it IS self.
*/
bit 9 : If no argument, select self, if argument check that it IS self. */
#define SPELL_TYPE_SPELL 0
#define SPELL_TYPE_POTION 1
#define SPELL_TYPE_WAND 2
#define SPELL_TYPE_STAFF 3
#define SPELL_TYPE_SCROLL 4
/* Attacktypes with grammar */
struct attack_hit_type {
const char *singular;
const char *plural;
};
#define ASPELL(spellname) \
void spellname(int level, struct char_data *ch, \
struct char_data *victim, struct obj_data *obj)
@@ -270,7 +251,6 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
int cast_spell(struct char_data *ch, struct char_data *tch,
struct obj_data *tobj, int spellnum);
/* other prototypes */
void spell_level(int spell, int chclass, int level);
void init_spell_levels(void);