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Comparing deliantra/server/include/spells.h (file contents):
Revision 1.1.1.2 by elmex, Wed Feb 22 18:01:59 2006 UTC vs.
Revision 1.15 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * static char *rcsid_spells_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spells.h,v 1.1.1.2 2006/02/22 18:01:59 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 22 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
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 */
33#define PATH_PROT 0x00000001 /* 1 */ 28#define PATH_PROT 0x00000001 /* 1 */
34#define PATH_FIRE 0x00000002 /* 2 */ 29#define PATH_FIRE 0x00000002 /* 2 */
35#define PATH_FROST 0x00000004 /* 4 */ 30#define PATH_FROST 0x00000004 /* 4 */
36#define PATH_ELEC 0x00000008 /* 8 */ 31#define PATH_ELEC 0x00000008 /* 8 */
37#define PATH_MISSILE 0x00000010 /* 16 */ 32#define PATH_MISSILE 0x00000010 /* 16 */
38#define PATH_SELF 0x00000020 /* 32 */ 33#define PATH_SELF 0x00000020 /* 32 */
39#define PATH_SUMMON 0x00000040 /* 64 */ 34#define PATH_SUMMON 0x00000040 /* 64 */
40#define PATH_ABJURE 0x00000080 /* 128 */ 35#define PATH_ABJURE 0x00000080 /* 128 */
41#define PATH_RESTORE 0x00000100 /* 256 */ 36#define PATH_RESTORE 0x00000100 /* 256 */
42#define PATH_DETONATE 0x00000200 /* 512 */ 37#define PATH_DETONATE 0x00000200 /* 512 */
43#define PATH_MIND 0x00000400 /* 1024 */ 38#define PATH_MIND 0x00000400 /* 1024 */
44#define PATH_CREATE 0x00000800 /* 2048 */ 39#define PATH_CREATE 0x00000800 /* 2048 */
45#define PATH_TELE 0x00001000 /* 4096 */ 40#define PATH_TELE 0x00001000 /* 4096 */
46#define PATH_INFO 0x00002000 /* 8192 */ 41#define PATH_INFO 0x00002000 /* 8192 */
47#define PATH_TRANSMUTE 0x00004000 /* 16384 */ 42#define PATH_TRANSMUTE 0x00004000 /* 16384 */
48#define PATH_TRANSFER 0x00008000 /* 32768 */ 43#define PATH_TRANSFER 0x00008000 /* 32768 */
49#define PATH_TURNING 0x00010000 /* 65536 */ 44#define PATH_TURNING 0x00010000 /* 65536 */
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
58extern const char* const spellpathnames[NRSPELLPATHS]; 53extern 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
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.

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