1 | /* |
1 | /* |
2 | * static char *rcsid_spells_h = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: spells.h,v 1.3 2006/08/27 13:02:03 root Exp $"; |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
|
|
5 | * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team |
|
|
6 | * Copyright (©) 1992 Frank Tore Johansen |
|
|
7 | * |
|
|
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
|
|
9 | * the terms of the Affero GNU General Public License as published by the |
|
|
10 | * Free Software Foundation, either version 3 of the License, or (at your |
|
|
11 | * 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 Affero GNU General Public License |
|
|
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
|
|
21 | * |
|
|
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
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 | |
24 | |
29 | #ifndef SPELLS_H |
25 | #ifndef SPELLS_H |
30 | #define SPELLS_H |
26 | #define SPELLS_H |
31 | |
27 | |
32 | #define PATH_NULL 0x00000000 /* 0 */ |
28 | #define PATH_NULL 0x00000000 /* 0 */ |
33 | #define PATH_PROT 0x00000001 /* 1 */ |
29 | #define PATH_PROT 0x00000001 /* 1 */ |
34 | #define PATH_FIRE 0x00000002 /* 2 */ |
30 | #define PATH_FIRE 0x00000002 /* 2 */ |
35 | #define PATH_FROST 0x00000004 /* 4 */ |
31 | #define PATH_FROST 0x00000004 /* 4 */ |
36 | #define PATH_ELEC 0x00000008 /* 8 */ |
32 | #define PATH_ELEC 0x00000008 /* 8 */ |
37 | #define PATH_MISSILE 0x00000010 /* 16 */ |
33 | #define PATH_MISSILE 0x00000010 /* 16 */ |
38 | #define PATH_SELF 0x00000020 /* 32 */ |
34 | #define PATH_SELF 0x00000020 /* 32 */ |
39 | #define PATH_SUMMON 0x00000040 /* 64 */ |
35 | #define PATH_SUMMON 0x00000040 /* 64 */ |
40 | #define PATH_ABJURE 0x00000080 /* 128 */ |
36 | #define PATH_ABJURE 0x00000080 /* 128 */ |
41 | #define PATH_RESTORE 0x00000100 /* 256 */ |
37 | #define PATH_RESTORE 0x00000100 /* 256 */ |
42 | #define PATH_DETONATE 0x00000200 /* 512 */ |
38 | #define PATH_DETONATE 0x00000200 /* 512 */ |
43 | #define PATH_MIND 0x00000400 /* 1024 */ |
39 | #define PATH_MIND 0x00000400 /* 1024 */ |
44 | #define PATH_CREATE 0x00000800 /* 2048 */ |
40 | #define PATH_CREATE 0x00000800 /* 2048 */ |
45 | #define PATH_TELE 0x00001000 /* 4096 */ |
41 | #define PATH_TELE 0x00001000 /* 4096 */ |
46 | #define PATH_INFO 0x00002000 /* 8192 */ |
42 | #define PATH_INFO 0x00002000 /* 8192 */ |
47 | #define PATH_TRANSMUTE 0x00004000 /* 16384 */ |
43 | #define PATH_TRANSMUTE 0x00004000 /* 16384 */ |
48 | #define PATH_TRANSFER 0x00008000 /* 32768 */ |
44 | #define PATH_TRANSFER 0x00008000 /* 32768 */ |
49 | #define PATH_TURNING 0x00010000 /* 65536 */ |
45 | #define PATH_TURNING 0x00010000 /* 65536 */ |
50 | #define PATH_WOUNDING 0x00020000 /* 131072 */ |
46 | #define PATH_WOUNDING 0x00020000 /* 131072 */ |
51 | #define PATH_DEATH 0x00040000 /* 262144 */ |
47 | #define PATH_DEATH 0x00040000 /* 262144 */ |
52 | #define PATH_LIGHT 0x00080000 /* 524288 */ |
48 | #define PATH_LIGHT 0x00080000 /* 524288 */ |
53 | |
49 | |
54 | #define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
50 | #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)) |
51 | ((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
56 | |
52 | |
57 | #define NRSPELLPATHS 20 |
53 | #define NRSPELLPATHS 20 |
58 | extern const char* const spellpathnames[NRSPELLPATHS]; |
54 | extern const char* const spellpathnames[NRSPELLPATHS]; |
59 | |
55 | |
60 | /* The only place this is really used is to allocate an array |
56 | /* The only place this is really used is to allocate an array |
… | |
… | |
70 | #define SPELL_MANA 0x1 |
66 | #define SPELL_MANA 0x1 |
71 | #define SPELL_GRACE 0x2 |
67 | #define SPELL_GRACE 0x2 |
72 | #define SPELL_HIGHEST 0x3 |
68 | #define SPELL_HIGHEST 0x3 |
73 | |
69 | |
74 | /* This is the subtype for the spells. Start at 1 so that |
70 | /* This is the subtype for the spells. Start at 1 so that |
75 | * it is easy to see 0 as an uninitialized value. |
71 | * it is easy to see 0 as an uninitialised value. |
76 | * Note that for some spells, subtype pretty accurately |
72 | * Note that for some spells, subtype pretty accurately |
77 | * describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype |
73 | * 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 |
74 | * may not really say much (eg, SP_BOLT), and it is other |
79 | * fields within the object which really determines its properties. |
75 | * fields within the object which really determines its properties. |
80 | * No effort is made to match these new numbers with the old ones, |
76 | * No effort is made to match these new numbers with the old ones, |
… | |
… | |
139 | /* This is for the force subtypes */ |
135 | /* This is for the force subtypes */ |
140 | #define FORCE_CONFUSION 1 |
136 | #define FORCE_CONFUSION 1 |
141 | #define FORCE_CHANGE_ABILITY 2 |
137 | #define FORCE_CHANGE_ABILITY 2 |
142 | |
138 | |
143 | #define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
139 | #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)) |
140 | ((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
145 | |
141 | |
146 | /* These are some hard coded values that are used within the code |
142 | /* These are some hard coded values that are used within the code |
147 | * for spell failure effects or pieces of spells. Rather |
143 | * for spell failure effects or pieces of spells. Rather |
148 | * then hardcode the names, use defines so it is easier to |
144 | * then hardcode the names, use defines so it is easier to |
149 | * update if necessary. |
145 | * update if necessary. |