server-1.12/include/spells.h

205 lines
6.5 KiB
C

/*
* static char *rcsid_spells_h =
* "$Id: spells.h 11578 2009-02-23 22:02:27Z lalo $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/**
* @file
* Spell-related defines: spellpath, subtypes, ...
*/
#ifndef SPELLS_H
#define SPELLS_H
/**
* @defgroup PATH_xxx Spell path
*/
/*@{*/
#define PATH_PROT 0x00000001 /* 1 */
#define PATH_FIRE 0x00000002 /* 2 */
#define PATH_FROST 0x00000004 /* 4 */
#define PATH_ELEC 0x00000008 /* 8 */
#define PATH_MISSILE 0x00000010 /* 16 */
#define PATH_SELF 0x00000020 /* 32 */
#define PATH_SUMMON 0x00000040 /* 64 */
#define PATH_ABJURE 0x00000080 /* 128 */
#define PATH_RESTORE 0x00000100 /* 256 */
#define PATH_DETONATE 0x00000200 /* 512 */
#define PATH_MIND 0x00000400 /* 1024 */
#define PATH_CREATE 0x00000800 /* 2048 */
#define PATH_TELE 0x00001000 /* 4096 */
#define PATH_INFO 0x00002000 /* 8192 */
#define PATH_TRANSMUTE 0x00004000 /* 16384 */
#define PATH_TRANSFER 0x00008000 /* 32768 */
#define PATH_TURNING 0x00010000 /* 65536 */
#define PATH_WOUNDING 0x00020000 /* 131072 */
#define PATH_DEATH 0x00040000 /* 262144 */
#define PATH_LIGHT 0x00080000 /* 524288 */
/*@}*/
/** Multiplier for spell points / grace based on the attenuation. */
#define PATH_SP_MULT(op, spell) (((op->path_attuned&spell->path_attuned) ? 0.8 : 1)* \
((op->path_repelled&spell->path_attuned) ? 1.25 : 1))
/** Number of spell paths. */
#define NRSPELLPATHS 20
extern const char *const spellpathnames[NRSPELLPATHS];
/**
* Number of spells.
* The only place this is really used is to allocate an array
* when printing out the spells the player knows.
*/
#define NROFREALSPELLS 1024
/**
* @defgroup SPELL_xxx Spell/grace points
* This is passed to SP_level_spellpoint_cost() to determine
* what to check. These values are also used in other places
* when we want to pass into a function if it is a cleric spell
* or a wizard (mana) spell.
*/
/*@{*/
#define SPELL_MANA 0x1
#define SPELL_GRACE 0x2
#define SPELL_HIGHEST 0x3
/*@}*/
/**
* @defgroup SP_xxx Spell subtypes
* This is the subtype for the ::SPELL type. Start at 1 so that
* it is easy to see 0 as an uninitialized value.
* Note that for some spells, subtype pretty accurately
* describes the entire spell (SP_DETECT_MAGIC). But for other, the subtype
* may not really say much (eg, SP_BOLT), and it is other
* fields within the object which really determines its properties.
* No effort is made to match these new numbers with the old ones,
* and given there is not a 1:1 mapping, you can't do that anyways.
*/
/*@{*/
#define SP_RAISE_DEAD 1
#define SP_RUNE 2
#define SP_MAKE_MARK 3
#define SP_BOLT 4
#define SP_BULLET 5
#define SP_EXPLOSION 6
#define SP_CONE 7
#define SP_BOMB 8
#define SP_WONDER 9
#define SP_SMITE 10
#define SP_MAGIC_MISSILE 11
#define SP_SUMMON_GOLEM 12
#define SP_DIMENSION_DOOR 13
#define SP_MAGIC_MAPPING 14
#define SP_MAGIC_WALL 15
#define SP_DESTRUCTION 16
#define SP_PERCEIVE_SELF 17
#define SP_WORD_OF_RECALL 18
#define SP_INVISIBLE 19
#define SP_PROBE 20
#define SP_HEALING 21
#define SP_CREATE_FOOD 22
#define SP_EARTH_TO_DUST 23
#define SP_CHANGE_ABILITY 24
#define SP_BLESS 25
#define SP_CURSE 26
#define SP_SUMMON_MONSTER 27
#define SP_CHARGING 28
#define SP_POLYMORPH 29
#define SP_ALCHEMY 30
#define SP_REMOVE_CURSE 31
#define SP_IDENTIFY 32
#define SP_DETECTION 33
#define SP_MOOD_CHANGE 34
#define SP_MOVING_BALL 35
#define SP_SWARM 36
#define SP_CHANGE_MANA 37
#define SP_DISPEL_RUNE 38
#define SP_CREATE_MISSILE 39
#define SP_CONSECRATE 40
#define SP_ANIMATE_WEAPON 41
#define SP_LIGHT 42
#define SP_CHANGE_MAP_LIGHT 43
#define SP_FAERY_FIRE 44
#define SP_CAUSE_DISEASE 45
#define SP_AURA 46
#define SP_TOWN_PORTAL 47
/*#define SP_PARTY_SPELL 48*/
#define SP_ITEM_CURSE_BLESS 49
/*@}*/
/**
* @defgroup POT_xxx Potion subtypes.
* Subtypes for ::POTION.
*/
/*@{*/
#define POT_SPELL 1
#define POT_DUST 2
#define POT_FIGURINE 3
#define POT_BALM 4
#define POT_THROW 5
/*@}*/
/**
* @defgroup FORCE_xxx Force subtypes
*
* This is for the ::FORCE subtypes.
*/
/*@{*/
#define FORCE_CONFUSION 1
#define FORCE_CHANGE_ABILITY 2
#define FORCE_TRANSFORMED_ITEM 3
/*@}*/
/**
* Multiplier for the casting time based on path attenuation.
*/
#define PATH_TIME_MULT(op, spell) (((op->path_attuned&spell->path_attuned) ? 0.8 : 1)* \
((op->path_repelled&spell->path_attuned) ? 1.25 : 1))
/**
* These are some hard coded values that are used within the code
* for spell failure effects or pieces of spells. Rather
* then hardcode the names, use defines so it is easier to
* update if necessary.
*/
#define SP_MED_FIREBALL "spell_medium_fireball"
#define LOOSE_MANA "loose_magic"
#define SPELL_WONDER "spell_wonder"
#define GOD_POWER "god_power"
#define SPLINT "splint" /* for bombs */
#define SWARM_SPELL "swarm_spell"
#define GENERIC_RUNE "generic_rune"
#define HOLY_POSSESSION "spell_holy_possession"
#define FORCE_NAME "force" /* instead of it being hardcoded */
/**
* This is used for fumbles - this arch is all set up to do
* the right just by inserting it
*/
#define EXPLODING_FIREBALL "exploding_fireball"
#endif /* SPELLS_H */