Stop snooping at do_quit, added afk to prompt, g++ compiler cleanup (thanks Rhade), fixed locate object (thanks JamDog), and renamed immort_level_ok to no_mort_to_immort --Rumble

This commit is contained in:
Rumble 2007-03-18 16:10:10 +00:00
parent 86568f9d4d
commit 1f74a71456
18 changed files with 445 additions and 949 deletions

View file

@ -11,8 +11,6 @@
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "interpreter.h"
@ -26,6 +24,7 @@
/* local globals */
struct spell_info_type spell_info[TOP_SPELL_DEFINE + 1];
char cast_arg2[MAX_INPUT_LENGTH];
/* local functions */
void say_spell(struct char_data *ch, int spellnum, struct char_data *tch, struct obj_data *tobj);
@ -35,19 +34,16 @@ ACMD(do_cast);
void unused_spell(int spl);
void mag_assign_spells(void);
/*
* This arrangement is pretty stupid, but the number of skills is limited by
/* This arrangement is pretty stupid, but the number of skills is limited by
* the playerfile. We can arbitrarily increase the number of skills by
* increasing the space in the playerfile. Meanwhile, 200 should provide
* ample slots for skills.
*/
* ample slots for skills. */
struct syllable {
const char *org;
const char *news;
};
struct syllable syls[] = {
{" ", " "},
{"ar", "abra"},
@ -84,7 +80,6 @@ struct syllable syls[] = {
};
const char *unused_spellname = "!UNUSED!"; /* So we can get &unused_spellname */
int mag_manacost(struct char_data *ch, int spellnum)
{
return MAX(SINFO.mana_max - (SINFO.mana_change *
@ -92,7 +87,6 @@ int mag_manacost(struct char_data *ch, int spellnum)
SINFO.mana_min);
}
void say_spell(struct char_data *ch, int spellnum, struct char_data *tch,
struct obj_data *tobj)
{
@ -150,11 +144,9 @@ void say_spell(struct char_data *ch, int spellnum, struct char_data *tch,
}
}
/*
* This function should be used anytime you are not 100% sure that you have
/* This function should be used anytime you are not 100% sure that you have
* a valid spell/skill number. A typical for() loop would not need to use
* this because you can guarantee > 0 and <= TOP_SPELL_DEFINE.
*/
* this because you can guarantee > 0 and <= TOP_SPELL_DEFINE. */
const char *skill_name(int num)
{
if (num > 0 && num <= TOP_SPELL_DEFINE)
@ -165,7 +157,6 @@ const char *skill_name(int num)
return ("UNDEFINED");
}
int find_skill_num(char *name)
{
int skindex, ok;
@ -194,15 +185,12 @@ int find_skill_num(char *name)
return (-1);
}
/*
* This function is the very heart of the entire magic system. All
* invocations of all types of magic -- objects, spoken and unspoken PC
* and NPC spells, the works -- all come through this function eventually.
* This is also the entry point for non-spoken or unrestricted spells.
* Spellnum 0 is legal but silently ignored here, to make callers simpler.
*/
* This function is the very heart of the entire magic system. All invocations
* of all types of magic -- objects, spoken and unspoken PC and NPC spells, the
* works -- all come through this function eventually. This is also the entry
* point for non-spoken or unrestricted spells. Spellnum 0 is legal but silently
* ignored here, to make callers simpler. */
int call_magic(struct char_data *caster, struct char_data *cvict,
struct obj_data *ovict, int spellnum, int level, int casttype)
{
@ -245,7 +233,6 @@ int call_magic(struct char_data *caster, struct char_data *cvict,
break;
}
if (IS_SET(SINFO.routines, MAG_DAMAGE))
if (mag_damage(level, caster, cvict, spellnum, savetype) == -1)
return (-1); /* Successful and target died, don't cast again. */
@ -293,20 +280,15 @@ int call_magic(struct char_data *caster, struct char_data *cvict,
return (1);
}
/*
* mag_objectmagic: This is the entry-point for all magic items. This should
/* mag_objectmagic: This is the entry-point for all magic items. This should
* only be called by the 'quaff', 'use', 'recite', etc. routines.
*
* For reference, object values 0-3:
* staff - [0] level [1] max charges [2] num charges [3] spell num
* wand - [0] level [1] max charges [2] num charges [3] spell num
* scroll - [0] level [1] spell num [2] spell num [3] spell num
* potion - [0] level [1] spell num [2] spell num [3] spell num
*
* Staves and wands will default to level 14 if the level is not specified;
* the DikuMUD format did not specify staff and wand levels in the world
* files (this is a CircleMUD enhancement).
*/
* Staves and wands will default to level 14 if the level is not specified; the
* DikuMUD format did not specify staff and wand levels in the world files */
void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
char *argument)
{
@ -337,12 +319,8 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
/* Level to cast spell at. */
k = GET_OBJ_VAL(obj, 0) ? GET_OBJ_VAL(obj, 0) : DEFAULT_STAFF_LVL;
/*
* Problem : Area/mass spells on staves can cause crashes.
* Solution: Remove the special nature of area/mass spells on staves.
* Problem : People like that behavior.
* Solution: We special case the area/mass spells here.
*/
/* Area/mass spells on staves can cause crashes. So we use special cases
* for those spells spells here. */
if (HAS_SPELL_ROUTINE(GET_OBJ_VAL(obj, 3), MAG_MASSES | MAG_AREAS)) {
for (i = 0, tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
i++;
@ -451,15 +429,10 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
}
}
/*
* cast_spell is used generically to cast any spoken spell, assuming we
* already have the target char/obj and spell number. It checks all
* restrictions, etc., prints the words, etc.
*
* Entry point for NPC casts. Recommended entry point for spells cast
* by NPCs via specprocs.
*/
/* cast_spell is used generically to cast any spoken spell, assuming we already
* have the target char/obj and spell number. It checks all restrictions,
* prints the words, etc. Entry point for NPC casts. Recommended entry point
* for spells cast by NPCs via specprocs. */
int cast_spell(struct char_data *ch, struct char_data *tch,
struct obj_data *tobj, int spellnum)
{
@ -512,12 +485,10 @@ int cast_spell(struct char_data *ch, struct char_data *tch,
}
/*
* do_cast is the entry point for PC-casted spells. It parses the arguments,
/* do_cast is the entry point for PC-casted spells. It parses the arguments,
* determines the spell number and finds a target, throws the die to see if
* the spell can be cast, checks for sufficient mana and subtracts it, and
* passes control to cast_spell().
*/
* passes control to cast_spell(). */
ACMD(do_cast)
{
struct char_data *tch = NULL;
@ -566,6 +537,9 @@ ACMD(do_cast)
strlcpy(arg, t, sizeof(arg));
one_argument(arg, t);
skip_spaces(&t);
/* Copy target to global cast_arg2, for use in spells like locate object */
strcpy(cast_arg2, t);
}
if (IS_SET(SINFO.targets, TAR_IGNORE)) {
target = TRUE;
@ -653,8 +627,6 @@ ACMD(do_cast)
}
}
void spell_level(int spell, int chclass, int level)
{
int bad = 0;
@ -700,7 +672,6 @@ void spello(int spl, const char *name, int max_mana, int min_mana,
spell_info[spl].wear_off_msg = wearoff;
}
void unused_spell(int spl)
{
int i;
@ -718,52 +689,30 @@ void unused_spell(int spl)
}
#define skillo(skill, name) spello(skill, name, 0, 0, 0, 0, 0, 0, 0, NULL);
/*
* Arguments for spello calls:
*
/* Arguments for spello calls:
* spellnum, maxmana, minmana, manachng, minpos, targets, violent?, routines.
*
* spellnum: Number of the spell. Usually the symbolic name as defined in
* spells.h (such as SPELL_HEAL).
*
* spells.h (such as SPELL_HEAL).
* spellname: The name of the spell.
*
* maxmana : The maximum mana this spell will take (i.e., the mana it
* will take when the player first gets the spell).
*
* will take when the player first gets the spell).
* minmana : The minimum mana this spell will take, no matter how high
* level the caster is.
*
* level the caster is.
* manachng: The change in mana for the spell from level to level. This
* number should be positive, but represents the reduction in mana cost as
* the caster's level increases.
*
* number should be positive, but represents the reduction in mana cost as
* the caster's level increases.
* minpos : Minimum position the caster must be in for the spell to work
* (usually fighting or standing). targets : A "list" of the valid targets
* for the spell, joined with bitwise OR ('|').
*
* (usually fighting or standing). targets : A "list" of the valid targets
* for the spell, joined with bitwise OR ('|').
* violent : TRUE or FALSE, depending on if this is considered a violent
* spell and should not be cast in PEACEFUL rooms or on yourself. Should be
* set on any spell that inflicts damage, is considered aggressive (i.e.
* charm, curse), or is otherwise nasty.
*
* spell and should not be cast in PEACEFUL rooms or on yourself. Should be
* set on any spell that inflicts damage, is considered aggressive (i.e.
* charm, curse), or is otherwise nasty.
* routines: A list of magic routines which are associated with this spell
* if the spell uses spell templates. Also joined with bitwise OR ('|').
*
* See the CircleMUD documentation for a more detailed description of these
* fields.
*/
/*
* NOTE: SPELL LEVELS ARE NO LONGER ASSIGNED HERE AS OF Circle 3.0 bpl9.
* In order to make this cleaner, as well as to make adding new classes
* much easier, spell levels are now assigned in class.c. You only need
* a spello() call to define a new spell; to decide who gets to use a spell
* or skill, look in class.c. -JE 5 Feb 1996
*/
* if the spell uses spell templates. Also joined with bitwise OR ('|').
* See the documentation for a more detailed description of these fields. You
* only need a spello() call to define a new spell; to decide who gets to use
* a spell or skill, look in class.c. -JE */
void mag_assign_spells(void)
{
int i;
@ -978,10 +927,8 @@ void mag_assign_spells(void)
TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL,
NULL);
/*
* These spells are currently not used, not implemented, and not castable.
* Values for the 'breath' spells are filled in assuming a dragon's breath.
*/
/* These spells are currently not used, not implemented, and not castable.
* Values for the 'breath' spells are filled in assuming a dragon's breath. */
spello(SPELL_FIRE_BREATH, "fire breath", 0, 0, 0, POS_SITTING,
TAR_IGNORE, TRUE, 0,
@ -1008,12 +955,9 @@ void mag_assign_spells(void)
TAR_IGNORE, TRUE, 0,
NULL);
/*
* Declaration of skills - this actually doesn't do anything except
* set it up so that immortals can use these skills by default. The
* min level to use the skill for other classes is set up in class.c.
*/
/* Declaration of skills - this actually doesn't do anything except set it up
* so that immortals can use these skills by default. The min level to use
* the skill for other classes is set up in class.c. */
skillo(SKILL_BACKSTAB, "backstab");
skillo(SKILL_BASH, "bash");
skillo(SKILL_HIDE, "hide");