/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
* Deliantra 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 3 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, see .
*
* The authors can be reached via e-mail to
*/
#ifndef SPELLS_H
#define SPELLS_H
#define PATH_NULL 0x00000000 /* 0 */
#define PATH_PROT 0x00000001 /* 1 */
#define PATH_FIRE 0x00000002 /* 2 */
#define PATH_FROST 0x00000004 /* 4 */
#define PATH_ELEC 0x00000008 /* 8 */
#define PATH_MISSILE 0x00000010 /* 16 */
#define PATH_SELF 0x00000020 /* 32 */
#define PATH_SUMMON 0x00000040 /* 64 */
#define PATH_ABJURE 0x00000080 /* 128 */
#define PATH_RESTORE 0x00000100 /* 256 */
#define PATH_DETONATE 0x00000200 /* 512 */
#define PATH_MIND 0x00000400 /* 1024 */
#define PATH_CREATE 0x00000800 /* 2048 */
#define PATH_TELE 0x00001000 /* 4096 */
#define PATH_INFO 0x00002000 /* 8192 */
#define PATH_TRANSMUTE 0x00004000 /* 16384 */
#define PATH_TRANSFER 0x00008000 /* 32768 */
#define PATH_TURNING 0x00010000 /* 65536 */
#define PATH_WOUNDING 0x00020000 /* 131072 */
#define PATH_DEATH 0x00040000 /* 262144 */
#define PATH_LIGHT 0x00080000 /* 524288 */
#define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \
((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
#define NRSPELLPATHS 20
extern const char* const spellpathnames[NRSPELLPATHS];
/* The only place this is really used is to allocate an array
* when printing out the spells the player knows.
*/
#define NROFREALSPELLS 1024
/* this is passed to SP_level_spellpoint_cost to determine
* what to check. These values are also used in other places
* when we want to pass into a function if it is a cleric spell
* or a wizard (mana) spell.
*/
#define SPELL_MANA 0x1
#define SPELL_GRACE 0x2
#define SPELL_HIGHEST 0x3
/* This is the subtype for the spells. Start at 1 so that
* it is easy to see 0 as an uninitialised value.
* Note that for some spells, subtype pretty accurately
* describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype
* may not really say much (eg, SP_BOLT), and it is other
* fields within the object which really determines its properties.
* No effort is made to match these new numbers with the old ones,
* and given there is not a 1:1 mapping, you can't do that anyways.
*/
#define SP_RAISE_DEAD 1
#define SP_RUNE 2
#define SP_MAKE_MARK 3
#define SP_BOLT 4
#define SP_BULLET 5
#define SP_EXPLOSION 6
#define SP_CONE 7
#define SP_BOMB 8
#define SP_WONDER 9
#define SP_SMITE 10
#define SP_MAGIC_MISSILE 11
#define SP_SUMMON_GOLEM 12
#define SP_DIMENSION_DOOR 13
#define SP_MAGIC_MAPPING 14
#define SP_MAGIC_WALL 15
#define SP_DESTRUCTION 16
#define SP_PERCEIVE_SELF 17
#define SP_WORD_OF_RECALL 18
#define SP_INVISIBLE 19
#define SP_PROBE 20
#define SP_HEALING 21
#define SP_CREATE_FOOD 22
#define SP_EARTH_TO_DUST 23
#define SP_CHANGE_ABILITY 24
#define SP_BLESS 25
#define SP_CURSE 26
#define SP_SUMMON_MONSTER 27
#define SP_CHARGING 28
#define SP_POLYMORPH 29
#define SP_ALCHEMY 30
#define SP_REMOVE_CURSE 31
#define SP_IDENTIFY 32
#define SP_DETECTION 33
#define SP_MOOD_CHANGE 34
#define SP_MOVING_BALL 35
#define SP_SWARM 36
#define SP_CHANGE_MANA 37
#define SP_DISPEL_RUNE 38
#define SP_CREATE_MISSILE 39
#define SP_CONSECRATE 40
#define SP_ANIMATE_WEAPON 41
#define SP_LIGHT 42
#define SP_CHANGE_MAP_LIGHT 43
#define SP_FAERY_FIRE 44
#define SP_CAUSE_DISEASE 45
#define SP_AURA 46
#define SP_TOWN_PORTAL 47
#define SP_PARTY_SPELL 48
/* Potion subtypes */
#define POT_SPELL 1
#define POT_DUST 2
#define POT_FIGURINE 3
#define POT_BALM 4
/* This is for the force subtypes */
#define FORCE_CONFUSION 1
#define FORCE_CHANGE_ABILITY 2
#define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \
((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
/* These are some hard coded values that are used within the code
* for spell failure effects or pieces of spells. Rather
* then hardcode the names, use defines so it is easier to
* update if necessary.
*/
#define SP_MED_FIREBALL "spell_medium_fireball"
#define LOOSE_MANA "loose_magic"
#define SPELL_WONDER "spell_wonder"
#define GOD_POWER "god_power"
#define SPLINT "splint" /* for bombs */
#define SWARM_SPELL "swarm_spell"
#define GENERIC_RUNE "generic_rune"
#define HOLY_POSSESSION "spell_holy_possession"
#define FORCE_NAME "force" /* instead of it being hardcoded */
/* This is used for fumbles - this arch is all set up to do
* the right just by inserting it
*/
#define EXPLODING_FIREBALL "exploding_fireball"
#endif