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/cvs/deliantra/server/include/spells.h
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Feb 22 18:01:59 2006 UTC (18 years, 3 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15, UPSTREAM_2006_02_22, difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.1.1.1: +2 -2 lines
Log Message:
cvs -z7 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_02_22

File Contents

# Content
1 /*
2 * static char *rcsid_spells_h =
3 * "$Id: spells.h,v 1.21 2006/02/10 23:59:26 akirschbaum Exp $";
4 */
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
29 #ifndef SPELLS_H
30 #define SPELLS_H
31
32 #define PATH_NULL 0x00000000 /* 0 */
33 #define PATH_PROT 0x00000001 /* 1 */
34 #define PATH_FIRE 0x00000002 /* 2 */
35 #define PATH_FROST 0x00000004 /* 4 */
36 #define PATH_ELEC 0x00000008 /* 8 */
37 #define PATH_MISSILE 0x00000010 /* 16 */
38 #define PATH_SELF 0x00000020 /* 32 */
39 #define PATH_SUMMON 0x00000040 /* 64 */
40 #define PATH_ABJURE 0x00000080 /* 128 */
41 #define PATH_RESTORE 0x00000100 /* 256 */
42 #define PATH_DETONATE 0x00000200 /* 512 */
43 #define PATH_MIND 0x00000400 /* 1024 */
44 #define PATH_CREATE 0x00000800 /* 2048 */
45 #define PATH_TELE 0x00001000 /* 4096 */
46 #define PATH_INFO 0x00002000 /* 8192 */
47 #define PATH_TRANSMUTE 0x00004000 /* 16384 */
48 #define PATH_TRANSFER 0x00008000 /* 32768 */
49 #define PATH_TURNING 0x00010000 /* 65536 */
50 #define PATH_WOUNDING 0x00020000 /* 131072 */
51 #define PATH_DEATH 0x00040000 /* 262144 */
52 #define PATH_LIGHT 0x00080000 /* 524288 */
53
54 #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))
56
57 #define NRSPELLPATHS 20
58 extern const char* const spellpathnames[NRSPELLPATHS];
59
60 /* The only place this is really used is to allocate an array
61 * when printing out the spells the player knows.
62 */
63 #define NROFREALSPELLS 1024
64
65 /* this is passed to SP_level_spellpoint_cost to determine
66 * what to check. These values are also used in other places
67 * when we want to pass into a function if it is a cleric spell
68 * or a wizard (mana) spell.
69 */
70 #define SPELL_MANA 0x1
71 #define SPELL_GRACE 0x2
72 #define SPELL_HIGHEST 0x3
73
74 /* This is the subtype for the spells. Start at 1 so that
75 * it is easy to see 0 as an uninitialized value.
76 * Note that for some spells, subtype pretty accurately
77 * 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
79 * fields within the object which really determines its properties.
80 * No effort is made to match these new numbers with the old ones,
81 * and given there is not a 1:1 mapping, you can't do that anyways.
82 */
83
84 #define SP_RAISE_DEAD 1
85 #define SP_RUNE 2
86 #define SP_MAKE_MARK 3
87 #define SP_BOLT 4
88 #define SP_BULLET 5
89 #define SP_EXPLOSION 6
90 #define SP_CONE 7
91 #define SP_BOMB 8
92 #define SP_WONDER 9
93 #define SP_SMITE 10
94 #define SP_MAGIC_MISSILE 11
95 #define SP_SUMMON_GOLEM 12
96 #define SP_DIMENSION_DOOR 13
97 #define SP_MAGIC_MAPPING 14
98 #define SP_MAGIC_WALL 15
99 #define SP_DESTRUCTION 16
100 #define SP_PERCEIVE_SELF 17
101 #define SP_WORD_OF_RECALL 18
102 #define SP_INVISIBLE 19
103 #define SP_PROBE 20
104 #define SP_HEALING 21
105 #define SP_CREATE_FOOD 22
106 #define SP_EARTH_TO_DUST 23
107 #define SP_CHANGE_ABILITY 24
108 #define SP_BLESS 25
109 #define SP_CURSE 26
110 #define SP_SUMMON_MONSTER 27
111 #define SP_CHARGING 28
112 #define SP_POLYMORPH 29
113 #define SP_ALCHEMY 30
114 #define SP_REMOVE_CURSE 31
115 #define SP_IDENTIFY 32
116 #define SP_DETECTION 33
117 #define SP_MOOD_CHANGE 34
118 #define SP_MOVING_BALL 35
119 #define SP_SWARM 36
120 #define SP_CHANGE_MANA 37
121 #define SP_DISPEL_RUNE 38
122 #define SP_CREATE_MISSILE 39
123 #define SP_CONSECRATE 40
124 #define SP_ANIMATE_WEAPON 41
125 #define SP_LIGHT 42
126 #define SP_CHANGE_MAP_LIGHT 43
127 #define SP_FAERY_FIRE 44
128 #define SP_CAUSE_DISEASE 45
129 #define SP_AURA 46
130 #define SP_TOWN_PORTAL 47
131 #define SP_PARTY_SPELL 48
132
133 /* Potion subtypes */
134 #define POT_SPELL 1
135 #define POT_DUST 2
136 #define POT_FIGURINE 3
137 #define POT_BALM 4
138
139 /* This is for the force subtypes */
140 #define FORCE_CONFUSION 1
141 #define FORCE_CHANGE_ABILITY 2
142
143 #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))
145
146 /* These are some hard coded values that are used within the code
147 * for spell failure effects or pieces of spells. Rather
148 * then hardcode the names, use defines so it is easier to
149 * update if necessary.
150 */
151 #define SP_MED_FIREBALL "spell_medium_fireball"
152 #define LOOSE_MANA "loose_magic"
153 #define SPELL_WONDER "spell_wonder"
154 #define GOD_POWER "god_power"
155 #define SPLINT "splint" /* for bombs */
156 #define SWARM_SPELL "swarm_spell"
157 #define GENERIC_RUNE "generic_rune"
158 #define HOLY_POSSESSION "spell_holy_possession"
159 #define FORCE_NAME "force" /* instead of it being hardcoded */
160 /* This is used for fumbles - this arch is all set up to do
161 * the right just by inserting it
162 */
163 #define EXPLODING_FIREBALL "exploding_fireball"
164
165 #endif