Actually ue typedefs for obj_data, char_data and descriptor_data.

Some linting in a couple of files. Massive commit...
This commit is contained in:
welcor 2025-04-20 02:22:15 +02:00
parent b489a72c58
commit 0e110b93d5
100 changed files with 2055 additions and 2052 deletions

View file

@ -25,15 +25,15 @@
/* local file scope function prototypes */
static int mag_materials(struct char_data *ch, IDXTYPE item0, IDXTYPE item1, IDXTYPE item2, int extract, int verbose);
static void perform_mag_groups(int level, struct char_data *ch, struct char_data *tch, int spellnum, int savetype);
static int mag_materials(char_data *ch, IDXTYPE item0, IDXTYPE item1, IDXTYPE item2, int extract, int verbose);
static void perform_mag_groups(int level, char_data *ch, char_data *tch, int spellnum, int savetype);
/* 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)
int mag_savingthrow(char_data *ch, int type, int modifier)
{
/* NPCs use warrior tables according to some book */
int class_sav = CLASS_WARRIOR;
@ -58,7 +58,7 @@ int mag_savingthrow(struct char_data *ch, int type, int modifier)
void affect_update(void)
{
struct affected_type *af, *next;
struct char_data *i;
char_data *i;
for (i = character_list; i; i = i->next)
for (af = i->affected; af; af = next) {
@ -92,15 +92,15 @@ void affect_update(void)
* FALSE to send no in game messages from this function.
* @retval int TRUE if ch has all materials to cast the spell, FALSE if not.
*/
static int mag_materials(struct char_data *ch, IDXTYPE item0,
static int mag_materials(char_data *ch, IDXTYPE item0,
IDXTYPE item1, IDXTYPE item2, int extract, int verbose)
{
/* Begin Local variable definitions. */
/*------------------------------------------------------------------------*/
/* Used for object searches. */
struct obj_data *tobj = NULL;
obj_data *tobj = NULL;
/* Points to found reagents. */
struct obj_data *obj0 = NULL, *obj1 = NULL, *obj2 = NULL;
obj_data *obj0 = NULL, *obj1 = NULL, *obj2 = NULL;
/*------------------------------------------------------------------------*/
/* End Local variable definitions. */
@ -192,7 +192,7 @@ static int mag_materials(struct char_data *ch, IDXTYPE item0,
/* 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 mag_damage(int level, char_data *ch, char_data *victim,
int spellnum, int savetype)
{
int dam = 0;
@ -300,7 +300,7 @@ int mag_damage(int level, struct char_data *ch, struct char_data *victim,
* 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,
void mag_affects(int level, char_data *ch, char_data *victim,
int spellnum, int savetype)
{
struct affected_type af[MAX_SPELL_AFFECTS];
@ -552,8 +552,8 @@ void mag_affects(int level, struct char_data *ch, struct char_data *victim,
/* This function is used to provide services to mag_groups. This function is
* the one you should change to add new group spells. */
static void perform_mag_groups(int level, struct char_data *ch,
struct char_data *tch, int spellnum, int savetype)
static void perform_mag_groups(int level, char_data *ch,
char_data *tch, int spellnum, int savetype)
{
switch (spellnum) {
case SPELL_GROUP_HEAL:
@ -573,9 +573,9 @@ static void perform_mag_groups(int level, struct char_data *ch,
* 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)
void mag_groups(int level, char_data *ch, int spellnum, int savetype)
{
struct char_data *tch;
char_data *tch;
if (ch == NULL)
return;
@ -583,7 +583,7 @@ void mag_groups(int level, struct char_data *ch, int spellnum, int savetype)
if (!GROUP(ch))
return;
while ((tch = (struct char_data *) simple_list(GROUP(ch)->members)) != NULL) {
while ((tch = (char_data *) simple_list(GROUP(ch)->members)) != NULL) {
if (IN_ROOM(tch) != IN_ROOM(ch))
continue;
if (tch == ch)
@ -596,9 +596,9 @@ void mag_groups(int level, struct char_data *ch, int spellnum, int savetype)
/* 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)
void mag_masses(int level, char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *tch_next;
char_data *tch, *tch_next;
for (tch = world[IN_ROOM(ch)].people; tch; tch = tch_next) {
tch_next = tch->next_in_room;
@ -614,9 +614,9 @@ void mag_masses(int level, struct char_data *ch, int spellnum, int savetype)
* 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)
void mag_areas(int level, char_data *ch, int spellnum, int savetype)
{
struct char_data *tch, *next_tch;
char_data *tch, *next_tch;
const char *to_char = NULL, *to_room = NULL;
if (ch == NULL)
@ -702,11 +702,11 @@ static const char *mag_summon_fail_msgs[] = {
#define OBJ_CLONE 161 /**< vnum for clone material. */
#define MOB_ZOMBIE 11 /**< vnum for the zombie mob. */
void mag_summons(int level, struct char_data *ch, struct obj_data *obj,
void mag_summons(int level, char_data *ch, obj_data *obj,
int spellnum, int savetype)
{
struct char_data *mob = NULL;
struct obj_data *tobj, *next_obj;
char_data *mob = NULL;
obj_data *tobj, *next_obj;
int pfail = 0, msg = 0, fmsg = 0, num = 1, handle_corpse = FALSE, i;
mob_vnum mob_num;
@ -798,7 +798,7 @@ 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,
void mag_points(int level, char_data *ch, char_data *victim,
int spellnum, int savetype)
{
int healing = 0, move = 0;
@ -825,7 +825,7 @@ 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,
void mag_unaffects(int level, char_data *ch, char_data *victim,
int spellnum, int type)
{
int spell = 0, msg_not_affected = TRUE;
@ -872,7 +872,7 @@ void mag_unaffects(int level, struct char_data *ch, struct char_data *victim,
act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
void mag_alter_objs(int level, struct char_data *ch, struct obj_data *obj,
void mag_alter_objs(int level, char_data *ch, obj_data *obj,
int spellnum, int savetype)
{
const char *to_char = NULL, *to_room = NULL;
@ -939,9 +939,9 @@ void mag_alter_objs(int level, struct char_data *ch, struct obj_data *obj,
act(to_char, TRUE, ch, obj, 0, TO_ROOM);
}
void mag_creations(int level, struct char_data *ch, int spellnum)
void mag_creations(int level, char_data *ch, int spellnum)
{
struct obj_data *tobj;
obj_data *tobj;
obj_vnum z;
if (ch == NULL)
@ -969,7 +969,7 @@ void mag_creations(int level, struct char_data *ch, int spellnum)
load_otrigger(tobj);
}
void mag_rooms(int level, struct char_data *ch, int spellnum)
void mag_rooms(int level, char_data *ch, int spellnum)
{
room_rnum rnum;
int duration = 0;