/* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ #ifndef ATTACK_H #define ATTACK_H /* These are default values for converting from simple protected/immune/vuln * to thre partial resistances */ #define RESIST_IMMUNE 100 #define RESIST_PROT 30 #define RESIST_VULN -100 /* * Attacktypes: * ATNR_... is the attack number that is indexed into the * the resist array in the object structure. */ #define NROFATTACKS 26 #define NROFATTACKMESS 20 #define MAXATTACKMESS 20 /* attack message numbers must be less than NROFATTACKMESS */ #define ATM_ARROW 0 #define ATM_DRAIN 1 #define ATM_ELEC 2 #define ATM_COLD 3 #define ATM_FIRE 4 #define ATM_BASIC 5 #define ATM_KARATE 6 #define ATM_CLAW 7 #define ATM_PUNCH 8 #define ATM_SLASH 9 #define ATM_PIERCE 10 #define ATM_CLEAVE 11 #define ATM_SLICE 12 #define ATM_STAB 13 #define ATM_WHIP 14 #define ATM_CRUSH 15 #define ATM_BLUD 16 #define ATM_DOOR 17 #define ATM_SUFFER 18 /* Note that the last ATNR_ should be one less than NROFATTACKS above * since the ATNR starts counting at zero. * For compatible loading, these MUST correspond to the same value * as the bitmasks below. */ #define ATNR_PHYSICAL 0 #define ATNR_MAGIC 1 #define ATNR_FIRE 2 #define ATNR_ELECTRICITY 3 #define ATNR_COLD 4 #define ATNR_CONFUSION 5 #define ATNR_ACID 6 #define ATNR_DRAIN 7 #define ATNR_WEAPONMAGIC 8 #define ATNR_GHOSTHIT 9 #define ATNR_POISON 10 #define ATNR_SLOW 11 #define ATNR_PARALYZE 12 #define ATNR_TURN_UNDEAD 13 #define ATNR_FEAR 14 #define ATNR_CANCELLATION 15 #define ATNR_DEPLETE 16 #define ATNR_DEATH 17 #define ATNR_CHAOS 18 #define ATNR_COUNTERSPELL 19 #define ATNR_GODPOWER 20 #define ATNR_HOLYWORD 21 #define ATNR_BLIND 22 #define ATNR_INTERNAL 23 #define ATNR_LIFE_STEALING 24 #define ATNR_DISEASE 25 #define AT_PHYSICAL 0x00000001 /* 1 */ #define AT_MAGIC 0x00000002 /* 2 */ #define AT_FIRE 0x00000004 /* 4 */ #define AT_ELECTRICITY 0x00000008 /* 8 */ #define AT_COLD 0x00000010 /* 16 */ #define AT_CONFUSION 0x00000020 /* 32 The spell will use this one */ #define AT_ACID 0x00000040 /* 64 Things might corrode when hit */ #define AT_DRAIN 0x00000080 /* 128 */ #define AT_WEAPONMAGIC 0x00000100 /* 256 Very special, use with care */ #define AT_GHOSTHIT 0x00000200 /* 512 Attacker dissolves */ #define AT_POISON 0x00000400 /* 1024 */ #define AT_SLOW 0x00000800 /* 2048 */ #define AT_PARALYZE 0x00001000 /* 4096 */ #define AT_TURN_UNDEAD 0x00002000 /* 8192 */ #define AT_FEAR 0x00004000 /* 16384 */ #define AT_CANCELLATION 0x00008000 /* 32768 ylitalo@student.docs.uu.se */ #define AT_DEPLETE 0x00010000 /* 65536 vick@bern.docs.uu.se */ #define AT_DEATH 0x00020000 /* 131072 peterm@soda.berkeley.edu */ #define AT_CHAOS 0x00040000 /* 262144 peterm@soda.berkeley.edu*/ #define AT_COUNTERSPELL 0x00080000 /* 524288 peterm@soda.berkeley.edu*/ #define AT_GODPOWER 0x00100000 /* 1048576 peterm@soda.berkeley.edu */ #define AT_HOLYWORD 0x00200000 /* 2097152 race selective attack thomas@astro.psu.edu */ #define AT_BLIND 0x00400000 /* 4194304 thomas@astro.psu.edu */ #define AT_INTERNAL 0x00800000 /* Only used for internal calculations */ #define AT_LIFE_STEALING \ 0x01000000 /* 16777216 for hp drain */ #define AT_DISEASE 0x02000000 /* 33554432 disease attacktypes */ /* attacktypes_load is suffixed to resist_ when saving objects. * (so the line may be 'resist_fire' 20 for example). These are never * seen by the player. loader.l uses the same names, but it doesn't look * like you can use these values, so in that function they are hard coded. */ /* Note that internal should not ever be referanced in the last two * tables. however, other resisttypes may be added, and if through some * bug these do get used somehow, might as well make it more easier to notice * and not have mystery values appear. */ /* attack messages structure */ typedef struct attackmess { int level; char *buf1; char *buf2; char *buf3; } attackmess_t; EXTERN attackmess_t attack_mess[NROFATTACKMESS][MAXATTACKMESS]; #ifdef INIT_C extern const keyword resist_save[NROFATTACKS] = { KW_resist_physical, KW_resist_magic, KW_resist_fire, KW_resist_electricity, KW_resist_cold, KW_resist_confusion, KW_resist_acid, KW_resist_drain, KW_resist_weaponmagic, KW_resist_ghosthit, KW_resist_poison, KW_resist_slow, KW_resist_paralyze, KW_resist_turn_undead, KW_resist_fear, KW_resist_cancellation, KW_resist_deplete, KW_resist_death, KW_resist_chaos, KW_resist_counterspell, KW_resist_godpower, KW_resist_holyword, KW_resist_blind , KW_resist_internal, KW_resist_life_stealing, KW_resist_disease, }; extern const char* const attacktype_desc[NROFATTACKS] = { "physical", "magic", "fire", "electricity", "cold", "confusion", "acid", "drain", "weapon magic", "ghost hit", "poison", "slow", "paralyze", "turn undead", "fear", "cancellation", "deplete", "death", "chaos", "counterspell", "god power", "holy word", "blind" , "internal", "life stealing", "disease" }; extern const char* const resist_plus[NROFATTACKS] = { "armour", "resist magic", "resist fire", "resist electricity", "resist cold", "resist confusion", "resist acid", "resist drain", "resist weaponmagic", "resist ghosthit", "resist poison", "resist slow", "resist paralyzation", "resist turn undead", "resist fear", "resist cancellation", "resist depletion", "resist death", "resist chaos", "resist counterspell", "resist god power", "resist holy word", "resist blindness" , "resist internal", "resist life stealing", "resist diseases" }; extern const char* const change_resist_msg[NROFATTACKS] = { "physical", "magic", "fire", "electricity", "cold", "confusion", "acid", "draining", "weapon magic", "ghosts", "poison", "slow", "paralyze", "turn undead", "fear", "cancellation", "depletion", "death attacks", "chaos", "counterspell", "god power", "holy word", "blinding attacks", "internal", "life stealing", "disease" }; extern int resist_table[NROFATTACKS] = {ATNR_PHYSICAL, ATNR_MAGIC, ATNR_FIRE, ATNR_ELECTRICITY,ATNR_COLD, ATNR_CONFUSION, ATNR_ACID, ATNR_DRAIN, ATNR_GHOSTHIT, ATNR_POISON, ATNR_SLOW, ATNR_PARALYZE, ATNR_TURN_UNDEAD, ATNR_FEAR, ATNR_DEPLETE, ATNR_DEATH, ATNR_HOLYWORD, ATNR_BLIND, ATNR_LIFE_STEALING, ATNR_DISEASE}; #else extern const keyword resist_save[NROFATTACKS]; /* Short description of names of the attacktypes */ extern const char* const attacktype_desc[NROFATTACKS]; /* This is the array that is what the player sees. */ extern const char* const resist_plus[NROFATTACKS]; /* These are the descriptions of the resistances displayed when a * player puts on/takes off an item. See change_abil() in living.c. */ extern const char* const change_resist_msg[NROFATTACKS]; /* If you want to weight things so certain resistances show up more often than * others, just add more entries in the table for the protections you want to * show up. */ extern int resist_table[NROFATTACKS]; #endif #define num_resist_table 19 #endif