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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#ifndef SPELLS_H |
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#define SPELLS_H |
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|
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#define PATH_NULL 0x00000000 /* 0 */ |
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#define PATH_PROT 0x00000001 /* 1 */ |
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#define PATH_FIRE 0x00000002 /* 2 */ |
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#define PATH_FROST 0x00000004 /* 4 */ |
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#define PATH_ELEC 0x00000008 /* 8 */ |
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#define PATH_MISSILE 0x00000010 /* 16 */ |
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#define PATH_SELF 0x00000020 /* 32 */ |
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#define PATH_SUMMON 0x00000040 /* 64 */ |
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#define PATH_ABJURE 0x00000080 /* 128 */ |
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#define PATH_RESTORE 0x00000100 /* 256 */ |
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#define PATH_DETONATE 0x00000200 /* 512 */ |
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#define PATH_MIND 0x00000400 /* 1024 */ |
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#define PATH_CREATE 0x00000800 /* 2048 */ |
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#define PATH_TELE 0x00001000 /* 4096 */ |
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#define PATH_INFO 0x00002000 /* 8192 */ |
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#define PATH_TRANSMUTE 0x00004000 /* 16384 */ |
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#define PATH_TRANSFER 0x00008000 /* 32768 */ |
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#define PATH_TURNING 0x00010000 /* 65536 */ |
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#define PATH_WOUNDING 0x00020000 /* 131072 */ |
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#define PATH_DEATH 0x00040000 /* 262144 */ |
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#define PATH_LIGHT 0x00080000 /* 524288 */ |
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|
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#define PATH_SP_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
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((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
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|
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#define NRSPELLPATHS 20 |
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extern const char* const spellpathnames[NRSPELLPATHS]; |
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|
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/* The only place this is really used is to allocate an array |
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* when printing out the spells the player knows. |
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*/ |
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#define NROFREALSPELLS 1024 |
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|
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/* this is passed to SP_level_spellpoint_cost to determine |
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* what to check. These values are also used in other places |
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* when we want to pass into a function if it is a cleric spell |
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* or a wizard (mana) spell. |
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*/ |
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#define SPELL_MANA 0x1 |
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#define SPELL_GRACE 0x2 |
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#define SPELL_HIGHEST 0x3 |
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|
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/* This is the subtype for the spells. Start at 1 so that |
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* it is easy to see 0 as an uninitialised value. |
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* Note that for some spells, subtype pretty accurately |
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* describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype |
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* may not really say much (eg, SP_BOLT), and it is other |
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* fields within the object which really determines its properties. |
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* No effort is made to match these new numbers with the old ones, |
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* and given there is not a 1:1 mapping, you can't do that anyways. |
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*/ |
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|
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#define SP_RAISE_DEAD 1 |
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#define SP_RUNE 2 |
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#define SP_MAKE_MARK 3 |
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#define SP_BOLT 4 |
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#define SP_BULLET 5 |
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#define SP_EXPLOSION 6 |
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#define SP_CONE 7 |
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#define SP_BOMB 8 |
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#define SP_WONDER 9 |
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#define SP_SMITE 10 |
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#define SP_MAGIC_MISSILE 11 |
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#define SP_SUMMON_GOLEM 12 |
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#define SP_DIMENSION_DOOR 13 |
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#define SP_MAGIC_MAPPING 14 |
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#define SP_MAGIC_WALL 15 |
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#define SP_DESTRUCTION 16 |
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#define SP_PERCEIVE_SELF 17 |
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#define SP_WORD_OF_RECALL 18 |
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#define SP_INVISIBLE 19 |
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#define SP_PROBE 20 |
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#define SP_HEALING 21 |
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#define SP_CREATE_FOOD 22 |
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#define SP_EARTH_TO_DUST 23 |
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#define SP_CHANGE_ABILITY 24 |
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#define SP_BLESS 25 |
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#define SP_CURSE 26 |
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#define SP_SUMMON_MONSTER 27 |
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#define SP_CHARGING 28 |
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#define SP_POLYMORPH 29 |
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#define SP_ALCHEMY 30 |
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#define SP_REMOVE_CURSE 31 |
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#define SP_IDENTIFY 32 |
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#define SP_DETECTION 33 |
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#define SP_MOOD_CHANGE 34 |
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#define SP_MOVING_BALL 35 |
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#define SP_SWARM 36 |
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#define SP_CHANGE_MANA 37 |
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#define SP_DISPEL_RUNE 38 |
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#define SP_CREATE_MISSILE 39 |
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#define SP_CONSECRATE 40 |
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#define SP_ANIMATE_WEAPON 41 |
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#define SP_LIGHT 42 |
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#define SP_CHANGE_MAP_LIGHT 43 |
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#define SP_FAERY_FIRE 44 |
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#define SP_CAUSE_DISEASE 45 |
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#define SP_AURA 46 |
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#define SP_TOWN_PORTAL 47 |
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#define SP_PARTY_SPELL 48 |
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|
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/* Potion subtypes */ |
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#define POT_SPELL 1 |
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#define POT_DUST 2 |
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#define POT_FIGURINE 3 |
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#define POT_BALM 4 |
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|
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/* This is for the force subtypes */ |
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#define FORCE_CONFUSION 1 |
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#define FORCE_CHANGE_ABILITY 2 |
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|
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#define PATH_TIME_MULT(op,spell) (((op->path_attuned & spell->path_attuned) ? 0.8 : 1) * \ |
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((op->path_repelled & spell->path_attuned) ? 1.25 : 1)) |
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|
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/* These are some hard coded values that are used within the code |
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* for spell failure effects or pieces of spells. Rather |
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* then hardcode the names, use defines so it is easier to |
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* update if necessary. |
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*/ |
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#define SP_MED_FIREBALL "spell_medium_fireball" |
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#define LOOSE_MANA "loose_magic" |
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#define SPELL_WONDER "spell_wonder" |
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#define GOD_POWER "god_power" |
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#define SPLINT "splint" /* for bombs */ |
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#define SWARM_SPELL "swarm_spell" |
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#define GENERIC_RUNE "generic_rune" |
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#define HOLY_POSSESSION "spell_holy_possession" |
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#define FORCE_NAME "force" /* instead of it being hardcoded */ |
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/* This is used for fumbles - this arch is all set up to do |
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* the right just by inserting it |
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*/ |
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#define EXPLODING_FIREBALL "exploding_fireball" |
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|
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#endif |