Clean up some spell-related code
Add two helper functions and use those outside of spell.c, instead of iterating through all the spells.
This commit is contained in:
@@ -2536,6 +2536,8 @@ extern int tport_spell(int);
|
||||
extern void losespells(void);
|
||||
extern int dovspell(void);
|
||||
extern void initialspell(struct obj *);
|
||||
extern boolean known_spell(short);
|
||||
extern int spell_idx(short);
|
||||
|
||||
/* ### steal.c ### */
|
||||
|
||||
|
||||
11
src/apply.c
11
src/apply.c
@@ -1761,15 +1761,8 @@ jump(int magic) /* 0=Physical, otherwise skill level */
|
||||
coord cc;
|
||||
|
||||
/* attempt "jumping" spell if hero has no innate jumping ability */
|
||||
if (!magic && !Jumping) {
|
||||
int sp_no;
|
||||
|
||||
for (sp_no = 0; sp_no < MAXSPELL; ++sp_no)
|
||||
if (g.spl_book[sp_no].sp_id == NO_SPELL)
|
||||
break;
|
||||
else if (g.spl_book[sp_no].sp_id == SPE_JUMPING)
|
||||
return spelleffects(sp_no, FALSE);
|
||||
}
|
||||
if (!magic && !Jumping && known_spell(SPE_JUMPING))
|
||||
return spelleffects(spell_idx(SPE_JUMPING), FALSE);
|
||||
|
||||
if (!magic && (nolimbs(g.youmonst.data) || slithy(g.youmonst.data))) {
|
||||
/* normally (nolimbs || slithy) implies !Jumping,
|
||||
|
||||
34
src/pray.c
34
src/pray.c
@@ -760,7 +760,6 @@ gcrownu(void)
|
||||
struct obj *obj;
|
||||
boolean already_exists, in_hand;
|
||||
short class_gift;
|
||||
int sp_no;
|
||||
#define ok_wep(o) ((o) && ((o)->oclass == WEAPON_CLASS || is_weptool(o)))
|
||||
|
||||
HSee_invisible |= FROMOUTSIDE;
|
||||
@@ -829,12 +828,8 @@ gcrownu(void)
|
||||
u.ugifts++;
|
||||
/* when getting a new book for known spell, enhance
|
||||
currently wielded weapon rather than the book */
|
||||
for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
|
||||
if (g.spl_book[sp_no].sp_id == class_gift) {
|
||||
if (ok_wep(uwep))
|
||||
obj = uwep; /* to be blessed,&c */
|
||||
break;
|
||||
}
|
||||
if (known_spell(class_gift) && ok_wep(uwep))
|
||||
obj = uwep; /* to be blessed,&c */
|
||||
}
|
||||
|
||||
switch (u.ualign.type) {
|
||||
@@ -1189,17 +1184,14 @@ pleased(aligntyp g_align)
|
||||
/*FALLTHRU*/
|
||||
case 6: {
|
||||
struct obj *otmp;
|
||||
int sp_no, trycnt = u.ulevel + 1;
|
||||
int trycnt = u.ulevel + 1;
|
||||
|
||||
/* not yet known spells given preference over already known ones;
|
||||
also, try to grant a spell for which there is a skill slot */
|
||||
otmp = mkobj(SPBOOK_no_NOVEL, TRUE);
|
||||
while (--trycnt > 0) {
|
||||
if (otmp->otyp != SPE_BLANK_PAPER) {
|
||||
for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
|
||||
if (g.spl_book[sp_no].sp_id == otmp->otyp)
|
||||
break;
|
||||
if (sp_no == MAXSPELL
|
||||
if (!known_spell(otmp->otyp)
|
||||
&& !P_RESTRICTED(spell_skilltype(otmp->otyp)))
|
||||
break; /* usable, but not yet known */
|
||||
} else {
|
||||
@@ -2007,21 +1999,9 @@ doturn(void)
|
||||
int once, range, xlev;
|
||||
|
||||
if (!Role_if(PM_CLERIC) && !Role_if(PM_KNIGHT)) {
|
||||
/* Try to use the "turn undead" spell.
|
||||
*
|
||||
* This used to be based on whether hero knows the name of the
|
||||
* turn undead spellbook, but it's possible to know--and be able
|
||||
* to cast--the spell while having lost the book ID to amnesia.
|
||||
* (It also used to tell spelleffects() to cast at self?)
|
||||
*/
|
||||
int sp_no;
|
||||
|
||||
for (sp_no = 0; sp_no < MAXSPELL; ++sp_no) {
|
||||
if (g.spl_book[sp_no].sp_id == NO_SPELL)
|
||||
break;
|
||||
else if (g.spl_book[sp_no].sp_id == SPE_TURN_UNDEAD)
|
||||
return spelleffects(sp_no, FALSE);
|
||||
}
|
||||
/* Try to use the "turn undead" spell. */
|
||||
if (known_spell(SPE_TURN_UNDEAD))
|
||||
return spelleffects(spell_idx(SPE_TURN_UNDEAD), FALSE);
|
||||
You("don't know how to turn undead!");
|
||||
return ECMD_OK;
|
||||
}
|
||||
|
||||
26
src/spell.c
26
src/spell.c
@@ -915,7 +915,7 @@ spelleffects(int spell, boolean atme)
|
||||
* (There's no duplication of messages; when the rejection takes
|
||||
* place in getspell(), we don't get called.)
|
||||
*/
|
||||
if (rejectcasting()) {
|
||||
if ((spell < 0) || rejectcasting()) {
|
||||
return ECMD_OK; /* no time elapses */
|
||||
}
|
||||
|
||||
@@ -1923,4 +1923,28 @@ initialspell(struct obj* obj)
|
||||
return;
|
||||
}
|
||||
|
||||
/* return TRUE if hero knows spell otyp, FALSE otherwise */
|
||||
boolean
|
||||
known_spell(short otyp)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; (i < MAXSPELL) && (spellid(i) != NO_SPELL); i++)
|
||||
if (spellid(i) == otyp)
|
||||
return TRUE;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/* return index for spell otyp, or -1 if not found */
|
||||
int
|
||||
spell_idx(short otyp)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; (i < MAXSPELL) && (spellid(i) != NO_SPELL); i++)
|
||||
if (spellid(i) == otyp)
|
||||
return i;
|
||||
return -1;
|
||||
}
|
||||
|
||||
/*spell.c*/
|
||||
|
||||
@@ -701,19 +701,18 @@ dotele(
|
||||
}
|
||||
if (!trap && !break_the_rules) {
|
||||
boolean castit = FALSE;
|
||||
register int sp_no = 0, energy = 0;
|
||||
int energy = 0;
|
||||
|
||||
if (!Teleportation || (u.ulevel < (Role_if(PM_WIZARD) ? 8 : 12)
|
||||
&& !can_teleport(g.youmonst.data))) {
|
||||
/* Try to use teleport away spell. */
|
||||
for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
|
||||
if (g.spl_book[sp_no].sp_id == SPE_TELEPORT_AWAY)
|
||||
break;
|
||||
boolean knownsp = known_spell(SPE_TELEPORT_AWAY);
|
||||
|
||||
/* casting isn't inhibited by being Stunned (...it ought to be) */
|
||||
castit = (sp_no < MAXSPELL && !Confusion);
|
||||
castit = (knownsp && !Confusion);
|
||||
if (!castit && !break_the_rules) {
|
||||
You("%s.",
|
||||
!Teleportation ? ((sp_no < MAXSPELL)
|
||||
!Teleportation ? (knownsp
|
||||
? "can't cast that spell"
|
||||
: "don't know that spell")
|
||||
: "are not able to teleport at will");
|
||||
@@ -764,7 +763,7 @@ dotele(
|
||||
if (castit) {
|
||||
/* energy cost is deducted in spelleffects() */
|
||||
exercise(A_WIS, TRUE);
|
||||
if ((spelleffects(sp_no, TRUE) & ECMD_TIME))
|
||||
if ((spelleffects(spell_idx(SPE_TELEPORT_AWAY), TRUE) & ECMD_TIME))
|
||||
return 1;
|
||||
else if (!break_the_rules)
|
||||
return 0;
|
||||
|
||||
Reference in New Issue
Block a user