1 | /* |
1 | /* |
2 | * static char *rcsid_spells_h = |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * "$Id: spells.h,v 1.1 2006/02/03 07:12:51 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
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5 | * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
4 | */ |
22 | */ |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
23 | |
29 | #ifndef SPELLS_H |
24 | #ifndef SPELLS_H |
30 | #define SPELLS_H |
25 | #define SPELLS_H |
31 | |
26 | |
32 | #define PATH_NULL 0x00000000 /* 0 */ |
27 | #define PATH_NULL 0x00000000 /* 0 */ |
… | |
… | |
50 | #define PATH_WOUNDING 0x00020000 /* 131072 */ |
45 | #define PATH_WOUNDING 0x00020000 /* 131072 */ |
51 | #define PATH_DEATH 0x00040000 /* 262144 */ |
46 | #define PATH_DEATH 0x00040000 /* 262144 */ |
52 | #define PATH_LIGHT 0x00080000 /* 524288 */ |
47 | #define PATH_LIGHT 0x00080000 /* 524288 */ |
53 | |
48 | |
54 | #define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
49 | #define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
55 | ((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
50 | ((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
56 | |
51 | |
57 | #define NRSPELLPATHS 20 |
52 | #define NRSPELLPATHS 20 |
58 | extern char *spellpathnames[NRSPELLPATHS]; |
53 | extern const char* const spellpathnames[NRSPELLPATHS]; |
59 | |
54 | |
60 | /* The only place this is really used is to allocate an array |
55 | /* The only place this is really used is to allocate an array |
61 | * when printing out the spells the player knows. |
56 | * when printing out the spells the player knows. |
62 | */ |
57 | */ |
63 | #define NROFREALSPELLS 1024 |
58 | #define NROFREALSPELLS 1024 |
… | |
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70 | #define SPELL_MANA 0x1 |
65 | #define SPELL_MANA 0x1 |
71 | #define SPELL_GRACE 0x2 |
66 | #define SPELL_GRACE 0x2 |
72 | #define SPELL_HIGHEST 0x3 |
67 | #define SPELL_HIGHEST 0x3 |
73 | |
68 | |
74 | /* This is the subtype for the spells. Start at 1 so that |
69 | /* This is the subtype for the spells. Start at 1 so that |
75 | * it is easy to see 0 as an uninitialized value. |
70 | * it is easy to see 0 as an uninitialised value. |
76 | * Note that for some spells, subtype pretty accurately |
71 | * Note that for some spells, subtype pretty accurately |
77 | * describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype |
72 | * describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype |
78 | * may not really say much (eg, SP_BOLT), and it is other |
73 | * may not really say much (eg, SP_BOLT), and it is other |
79 | * fields within the object which really determines its properties. |
74 | * fields within the object which really determines its properties. |
80 | * No effort is made to match these new numbers with the old ones, |
75 | * No effort is made to match these new numbers with the old ones, |
… | |
… | |
139 | /* This is for the force subtypes */ |
134 | /* This is for the force subtypes */ |
140 | #define FORCE_CONFUSION 1 |
135 | #define FORCE_CONFUSION 1 |
141 | #define FORCE_CHANGE_ABILITY 2 |
136 | #define FORCE_CHANGE_ABILITY 2 |
142 | |
137 | |
143 | #define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
138 | #define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
144 | ((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
139 | ((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
145 | |
140 | |
146 | /* These are some hard coded values that are used within the code |
141 | /* These are some hard coded values that are used within the code |
147 | * for spell failure effects or pieces of spells. Rather |
142 | * for spell failure effects or pieces of spells. Rather |
148 | * then hardcode the names, use defines so it is easier to |
143 | * then hardcode the names, use defines so it is easier to |
149 | * update if necessary. |
144 | * update if necessary. |