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/cvs/deliantra/server/include/spells.h
Revision: 1.5
Committed: Sat Sep 16 22:06:17 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +0 -5 lines
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File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24     #ifndef SPELLS_H
25     #define SPELLS_H
26    
27     #define PATH_NULL 0x00000000 /* 0 */
28     #define PATH_PROT 0x00000001 /* 1 */
29     #define PATH_FIRE 0x00000002 /* 2 */
30     #define PATH_FROST 0x00000004 /* 4 */
31     #define PATH_ELEC 0x00000008 /* 8 */
32     #define PATH_MISSILE 0x00000010 /* 16 */
33     #define PATH_SELF 0x00000020 /* 32 */
34     #define PATH_SUMMON 0x00000040 /* 64 */
35     #define PATH_ABJURE 0x00000080 /* 128 */
36     #define PATH_RESTORE 0x00000100 /* 256 */
37     #define PATH_DETONATE 0x00000200 /* 512 */
38     #define PATH_MIND 0x00000400 /* 1024 */
39     #define PATH_CREATE 0x00000800 /* 2048 */
40     #define PATH_TELE 0x00001000 /* 4096 */
41     #define PATH_INFO 0x00002000 /* 8192 */
42     #define PATH_TRANSMUTE 0x00004000 /* 16384 */
43     #define PATH_TRANSFER 0x00008000 /* 32768 */
44     #define PATH_TURNING 0x00010000 /* 65536 */
45     #define PATH_WOUNDING 0x00020000 /* 131072 */
46     #define PATH_DEATH 0x00040000 /* 262144 */
47     #define PATH_LIGHT 0x00080000 /* 524288 */
48    
49     #define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \
50 root 1.4 ((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
51 root 1.1
52     #define NRSPELLPATHS 20
53 elmex 1.2 extern const char* const spellpathnames[NRSPELLPATHS];
54 root 1.1
55     /* The only place this is really used is to allocate an array
56     * when printing out the spells the player knows.
57     */
58     #define NROFREALSPELLS 1024
59    
60     /* this is passed to SP_level_spellpoint_cost to determine
61     * what to check. These values are also used in other places
62     * when we want to pass into a function if it is a cleric spell
63     * or a wizard (mana) spell.
64     */
65     #define SPELL_MANA 0x1
66     #define SPELL_GRACE 0x2
67     #define SPELL_HIGHEST 0x3
68    
69     /* This is the subtype for the spells. Start at 1 so that
70     * it is easy to see 0 as an uninitialized value.
71     * Note that for some spells, subtype pretty accurately
72     * describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype
73     * may not really say much (eg, SP_BOLT), and it is other
74     * fields within the object which really determines its properties.
75     * No effort is made to match these new numbers with the old ones,
76     * and given there is not a 1:1 mapping, you can't do that anyways.
77     */
78    
79     #define SP_RAISE_DEAD 1
80     #define SP_RUNE 2
81     #define SP_MAKE_MARK 3
82     #define SP_BOLT 4
83     #define SP_BULLET 5
84     #define SP_EXPLOSION 6
85     #define SP_CONE 7
86     #define SP_BOMB 8
87     #define SP_WONDER 9
88     #define SP_SMITE 10
89     #define SP_MAGIC_MISSILE 11
90     #define SP_SUMMON_GOLEM 12
91     #define SP_DIMENSION_DOOR 13
92     #define SP_MAGIC_MAPPING 14
93     #define SP_MAGIC_WALL 15
94     #define SP_DESTRUCTION 16
95     #define SP_PERCEIVE_SELF 17
96     #define SP_WORD_OF_RECALL 18
97     #define SP_INVISIBLE 19
98     #define SP_PROBE 20
99     #define SP_HEALING 21
100     #define SP_CREATE_FOOD 22
101     #define SP_EARTH_TO_DUST 23
102     #define SP_CHANGE_ABILITY 24
103     #define SP_BLESS 25
104     #define SP_CURSE 26
105     #define SP_SUMMON_MONSTER 27
106     #define SP_CHARGING 28
107     #define SP_POLYMORPH 29
108     #define SP_ALCHEMY 30
109     #define SP_REMOVE_CURSE 31
110     #define SP_IDENTIFY 32
111     #define SP_DETECTION 33
112     #define SP_MOOD_CHANGE 34
113     #define SP_MOVING_BALL 35
114     #define SP_SWARM 36
115     #define SP_CHANGE_MANA 37
116     #define SP_DISPEL_RUNE 38
117     #define SP_CREATE_MISSILE 39
118     #define SP_CONSECRATE 40
119     #define SP_ANIMATE_WEAPON 41
120     #define SP_LIGHT 42
121     #define SP_CHANGE_MAP_LIGHT 43
122     #define SP_FAERY_FIRE 44
123     #define SP_CAUSE_DISEASE 45
124     #define SP_AURA 46
125     #define SP_TOWN_PORTAL 47
126     #define SP_PARTY_SPELL 48
127    
128     /* Potion subtypes */
129     #define POT_SPELL 1
130     #define POT_DUST 2
131     #define POT_FIGURINE 3
132     #define POT_BALM 4
133    
134     /* This is for the force subtypes */
135     #define FORCE_CONFUSION 1
136     #define FORCE_CHANGE_ABILITY 2
137    
138     #define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \
139 root 1.4 ((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
140 root 1.1
141     /* These are some hard coded values that are used within the code
142     * for spell failure effects or pieces of spells. Rather
143     * then hardcode the names, use defines so it is easier to
144     * update if necessary.
145     */
146     #define SP_MED_FIREBALL "spell_medium_fireball"
147     #define LOOSE_MANA "loose_magic"
148     #define SPELL_WONDER "spell_wonder"
149     #define GOD_POWER "god_power"
150     #define SPLINT "splint" /* for bombs */
151     #define SWARM_SPELL "swarm_spell"
152     #define GENERIC_RUNE "generic_rune"
153     #define HOLY_POSSESSION "spell_holy_possession"
154     #define FORCE_NAME "force" /* instead of it being hardcoded */
155     /* This is used for fumbles - this arch is all set up to do
156     * the right just by inserting it
157     */
158     #define EXPLODING_FIREBALL "exploding_fireball"
159    
160     #endif