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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 1.24 by root, Sat Nov 17 23:40:01 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
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 25
29#ifndef SPELLS_H 26#ifndef SPELLS_H
30#define SPELLS_H 27#define SPELLS_H
31 28
32#define PATH_NULL 0x00000000 /* 0 */ 29#define PATH_NULL 0x00000000 /* 0 */
33#define PATH_PROT 0x00000001 /* 1 */ 30#define PATH_PROT 0x00000001 /* 1 */
34#define PATH_FIRE 0x00000002 /* 2 */ 31#define PATH_FIRE 0x00000002 /* 2 */
35#define PATH_FROST 0x00000004 /* 4 */ 32#define PATH_FROST 0x00000004 /* 4 */
36#define PATH_ELEC 0x00000008 /* 8 */ 33#define PATH_ELEC 0x00000008 /* 8 */
37#define PATH_MISSILE 0x00000010 /* 16 */ 34#define PATH_MISSILE 0x00000010 /* 16 */
38#define PATH_SELF 0x00000020 /* 32 */ 35#define PATH_SELF 0x00000020 /* 32 */
39#define PATH_SUMMON 0x00000040 /* 64 */ 36#define PATH_SUMMON 0x00000040 /* 64 */
40#define PATH_ABJURE 0x00000080 /* 128 */ 37#define PATH_ABJURE 0x00000080 /* 128 */
41#define PATH_RESTORE 0x00000100 /* 256 */ 38#define PATH_RESTORE 0x00000100 /* 256 */
42#define PATH_DETONATE 0x00000200 /* 512 */ 39#define PATH_DETONATE 0x00000200 /* 512 */
43#define PATH_MIND 0x00000400 /* 1024 */ 40#define PATH_MIND 0x00000400 /* 1024 */
44#define PATH_CREATE 0x00000800 /* 2048 */ 41#define PATH_CREATE 0x00000800 /* 2048 */
45#define PATH_TELE 0x00001000 /* 4096 */ 42#define PATH_TELE 0x00001000 /* 4096 */
46#define PATH_INFO 0x00002000 /* 8192 */ 43#define PATH_INFO 0x00002000 /* 8192 */
47#define PATH_TRANSMUTE 0x00004000 /* 16384 */ 44#define PATH_TRANSMUTE 0x00004000 /* 16384 */
48#define PATH_TRANSFER 0x00008000 /* 32768 */ 45#define PATH_TRANSFER 0x00008000 /* 32768 */
49#define PATH_TURNING 0x00010000 /* 65536 */ 46#define PATH_TURNING 0x00010000 /* 65536 */
50#define PATH_WOUNDING 0x00020000 /* 131072 */ 47#define PATH_WOUNDING 0x00020000 /* 131072 */
51#define PATH_DEATH 0x00040000 /* 262144 */ 48#define PATH_DEATH 0x00040000 /* 262144 */
52#define PATH_LIGHT 0x00080000 /* 524288 */ 49#define PATH_LIGHT 0x00080000 /* 524288 */
53 50
54#define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ 51#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)) 52 ((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
56 53
57#define NRSPELLPATHS 20 54#define NRSPELLPATHS 20
58extern const char* const spellpathnames[NRSPELLPATHS]; 55extern const char* const spellpathnames[NRSPELLPATHS];
59 56
60/* The only place this is really used is to allocate an array 57/* The only place this is really used is to allocate an array
61 * when printing out the spells the player knows. 58 * when printing out the spells the player knows.
62 */ 59 */
63#define NROFREALSPELLS 1024 60#define NROFREALSPELLS 1024
64 61
65/* this is passed to SP_level_spellpoint_cost to determine 62/* this is passed to SP_level_spellpoint_cost to determine
66 * what to check. These values are also used in other places 63 * what to check. These values are also used in other places
70#define SPELL_MANA 0x1 67#define SPELL_MANA 0x1
71#define SPELL_GRACE 0x2 68#define SPELL_GRACE 0x2
72#define SPELL_HIGHEST 0x3 69#define SPELL_HIGHEST 0x3
73 70
74/* This is the subtype for the spells. Start at 1 so that 71/* This is the subtype for the spells. Start at 1 so that
75 * it is easy to see 0 as an uninitialized value. 72 * it is easy to see 0 as an uninitialised value.
76 * Note that for some spells, subtype pretty accurately 73 * Note that for some spells, subtype pretty accurately
77 * describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype 74 * 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 75 * may not really say much (eg, SP_BOLT), and it is other
79 * fields within the object which really determines its properties. 76 * fields within the object which really determines its properties.
80 * No effort is made to match these new numbers with the old ones, 77 * No effort is made to match these new numbers with the old ones,
139/* This is for the force subtypes */ 136/* This is for the force subtypes */
140#define FORCE_CONFUSION 1 137#define FORCE_CONFUSION 1
141#define FORCE_CHANGE_ABILITY 2 138#define FORCE_CHANGE_ABILITY 2
142 139
143#define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ 140#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)) 141 ((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
145 142
146/* These are some hard coded values that are used within the code 143/* These are some hard coded values that are used within the code
147 * for spell failure effects or pieces of spells. Rather 144 * for spell failure effects or pieces of spells. Rather
148 * then hardcode the names, use defines so it is easier to 145 * then hardcode the names, use defines so it is easier to
149 * update if necessary. 146 * update if necessary.

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