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Comparing deliantra/server/include/spells.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:51 2006 UTC vs.
Revision 1.7 by root, Fri Dec 15 20:08:45 2006 UTC

1/*
2 * static char *rcsid_spells_h =
3 * "$Id: spells.h,v 1.1 2006/02/03 07:12:51 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29#ifndef SPELLS_H 24#ifndef SPELLS_H
30#define SPELLS_H 25#define SPELLS_H
31 26
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 char *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
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
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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