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/cvs/deliantra/server/include/spells.h
Revision: 1.7
Committed: Fri Dec 15 20:08:45 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +1 -1 lines
Log Message:
I goofed.

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire@schmorp.de
22 */
23
24 #ifndef SPELLS_H
25 #define SPELLS_H
26
27 #define PATH_NULL 0x00000000 /* 0 */
28 #define PATH_PROT 0x00000001 /* 1 */
29 #define PATH_FIRE 0x00000002 /* 2 */
30 #define PATH_FROST 0x00000004 /* 4 */
31 #define PATH_ELEC 0x00000008 /* 8 */
32 #define PATH_MISSILE 0x00000010 /* 16 */
33 #define PATH_SELF 0x00000020 /* 32 */
34 #define PATH_SUMMON 0x00000040 /* 64 */
35 #define PATH_ABJURE 0x00000080 /* 128 */
36 #define PATH_RESTORE 0x00000100 /* 256 */
37 #define PATH_DETONATE 0x00000200 /* 512 */
38 #define PATH_MIND 0x00000400 /* 1024 */
39 #define PATH_CREATE 0x00000800 /* 2048 */
40 #define PATH_TELE 0x00001000 /* 4096 */
41 #define PATH_INFO 0x00002000 /* 8192 */
42 #define PATH_TRANSMUTE 0x00004000 /* 16384 */
43 #define PATH_TRANSFER 0x00008000 /* 32768 */
44 #define PATH_TURNING 0x00010000 /* 65536 */
45 #define PATH_WOUNDING 0x00020000 /* 131072 */
46 #define PATH_DEATH 0x00040000 /* 262144 */
47 #define PATH_LIGHT 0x00080000 /* 524288 */
48
49 #define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \
50 ((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
51
52 #define NRSPELLPATHS 20
53 extern const char* const spellpathnames[NRSPELLPATHS];
54
55 /* The only place this is really used is to allocate an array
56 * when printing out the spells the player knows.
57 */
58 #define NROFREALSPELLS 1024
59
60 /* this is passed to SP_level_spellpoint_cost to determine
61 * what to check. These values are also used in other places
62 * when we want to pass into a function if it is a cleric spell
63 * or a wizard (mana) spell.
64 */
65 #define SPELL_MANA 0x1
66 #define SPELL_GRACE 0x2
67 #define SPELL_HIGHEST 0x3
68
69 /* This is the subtype for the spells. Start at 1 so that
70 * it is easy to see 0 as an uninitialized value.
71 * Note that for some spells, subtype pretty accurately
72 * describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype
73 * may not really say much (eg, SP_BOLT), and it is other
74 * fields within the object which really determines its properties.
75 * No effort is made to match these new numbers with the old ones,
76 * and given there is not a 1:1 mapping, you can't do that anyways.
77 */
78
79 #define SP_RAISE_DEAD 1
80 #define SP_RUNE 2
81 #define SP_MAKE_MARK 3
82 #define SP_BOLT 4
83 #define SP_BULLET 5
84 #define SP_EXPLOSION 6
85 #define SP_CONE 7
86 #define SP_BOMB 8
87 #define SP_WONDER 9
88 #define SP_SMITE 10
89 #define SP_MAGIC_MISSILE 11
90 #define SP_SUMMON_GOLEM 12
91 #define SP_DIMENSION_DOOR 13
92 #define SP_MAGIC_MAPPING 14
93 #define SP_MAGIC_WALL 15
94 #define SP_DESTRUCTION 16
95 #define SP_PERCEIVE_SELF 17
96 #define SP_WORD_OF_RECALL 18
97 #define SP_INVISIBLE 19
98 #define SP_PROBE 20
99 #define SP_HEALING 21
100 #define SP_CREATE_FOOD 22
101 #define SP_EARTH_TO_DUST 23
102 #define SP_CHANGE_ABILITY 24
103 #define SP_BLESS 25
104 #define SP_CURSE 26
105 #define SP_SUMMON_MONSTER 27
106 #define SP_CHARGING 28
107 #define SP_POLYMORPH 29
108 #define SP_ALCHEMY 30
109 #define SP_REMOVE_CURSE 31
110 #define SP_IDENTIFY 32
111 #define SP_DETECTION 33
112 #define SP_MOOD_CHANGE 34
113 #define SP_MOVING_BALL 35
114 #define SP_SWARM 36
115 #define SP_CHANGE_MANA 37
116 #define SP_DISPEL_RUNE 38
117 #define SP_CREATE_MISSILE 39
118 #define SP_CONSECRATE 40
119 #define SP_ANIMATE_WEAPON 41
120 #define SP_LIGHT 42
121 #define SP_CHANGE_MAP_LIGHT 43
122 #define SP_FAERY_FIRE 44
123 #define SP_CAUSE_DISEASE 45
124 #define SP_AURA 46
125 #define SP_TOWN_PORTAL 47
126 #define SP_PARTY_SPELL 48
127
128 /* Potion subtypes */
129 #define POT_SPELL 1
130 #define POT_DUST 2
131 #define POT_FIGURINE 3
132 #define POT_BALM 4
133
134 /* This is for the force subtypes */
135 #define FORCE_CONFUSION 1
136 #define FORCE_CHANGE_ABILITY 2
137
138 #define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \
139 ((op->path_repelled & spell->path_attuned) ? 1.25 : 1))
140
141 /* These are some hard coded values that are used within the code
142 * for spell failure effects or pieces of spells. Rather
143 * then hardcode the names, use defines so it is easier to
144 * update if necessary.
145 */
146 #define SP_MED_FIREBALL "spell_medium_fireball"
147 #define LOOSE_MANA "loose_magic"
148 #define SPELL_WONDER "spell_wonder"
149 #define GOD_POWER "god_power"
150 #define SPLINT "splint" /* for bombs */
151 #define SWARM_SPELL "swarm_spell"
152 #define GENERIC_RUNE "generic_rune"
153 #define HOLY_POSSESSION "spell_holy_possession"
154 #define FORCE_NAME "force" /* instead of it being hardcoded */
155 /* This is used for fumbles - this arch is all set up to do
156 * the right just by inserting it
157 */
158 #define EXPLODING_FIREBALL "exploding_fireball"
159
160 #endif