circle-2.01/circle/
circle-2.01/circle/lib/boards/
circle-2.01/circle/lib/misc/
circle-2.01/circle/lib/plrobjs/
circle-2.01/circle/lib/text/
circle-2.01/circle/lib/world/shp/
/* ************************************************************************
*  Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */

                      OUT OF DATE I THINK (MS)



Description of affected_type structure:

struct affected_type
{
  byte type;           /* The type of spell that caused this      */
  byte duration;       /* For how long its effects will last      */
  byte modifier;       /* This is added to apropriate ability     */
  byte location;       /* Tells which ability to change(APPLY_XXX)*/
  long bitvector;      /* Tells which bits to set (AFF_XXX)       */

  struct affected_type *next;
};

The type is set to the constants defined in spells.h. These are any of
SPELL_XXX, ei. SPELL_ARMOR.

Duration will be decreased at each time update.

Location is determined by the APPLY_XXX, ei. APPLY_STR to change strength.

Modifier will be added to the apropriate APPLY_XXX

Bitvector will set bits in the char_data->char_special_data.affected_by

---------------------------------

Description of handler.c routines:


void affect_location_apply ( struct char_data *ch,
		 struct affected_type *af, int type);

/* This procedure will (depending on type) Apply or Remove a characters */
/* special bonus to abilities, which have been gained by spells         */

When Type is 1, Modifier will be added to an ability, and Bitvector will
set bits in the "char_data->char_special_data.affected_by" bitvector. When
Type == 0, Modifier is subtracted, and bits are removed.



void affect_to_char( struct char_data *ch, struct affected_type *af )

This procedure allocates new memory for an affected_type structure, and 
inserts a copy of "*af" in the char_data->affected linked list. After
insertion, the "affect_location_apply" is called, with type == 1.




void affect_remove( struct char_data *ch, struct affected_type *af )

This procedure is the reverse of affect_to_char. Upon calling "af" MUST
point to the structure(element) in the linked list that is to be removed.
If not, the program will do an "exit()". Memory used is released, and
"affect_location_apply" is called, with type == 0.
BEWARE! Some spells may have several structures, since they must change
more than one attribute! Calling affect_from_char does not mean that you
have removed every occurence of a certain spell. But you can be sure that
bits are masked out! Use affect_from_char below.
---------------------------------



void affect_from_char( struct char_data *ch, byte skill )

This fixes the warning above, by calling affect_remove with every
structure that has same spelltype set as skill.




bool affected_by_spell( struct char_data *ch, byte skill )

This procedure will check if a character is affected by a spell (the
SPELL_XXX constants are used). Returns FALSE if not, otherwise TRUE.