273 lines
11 KiB
C
273 lines
11 KiB
C
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/* ************************************************************************
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* File: spells.h Part of CircleMUD *
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* Usage: header file: constants and fn prototypes for spell system *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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************************************************************************ */
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#define DEFAULT_STAFF_LVL 12
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#define DEFAULT_WAND_LVL 12
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#define CAST_UNDEFINED (-1)
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#define CAST_SPELL 0
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#define CAST_POTION 1
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#define CAST_WAND 2
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#define CAST_STAFF 3
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#define CAST_SCROLL 4
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#define MAG_DAMAGE (1 << 0)
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#define MAG_AFFECTS (1 << 1)
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#define MAG_UNAFFECTS (1 << 2)
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#define MAG_POINTS (1 << 3)
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#define MAG_ALTER_OBJS (1 << 4)
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#define MAG_GROUPS (1 << 5)
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#define MAG_MASSES (1 << 6)
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#define MAG_AREAS (1 << 7)
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#define MAG_SUMMONS (1 << 8)
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#define MAG_CREATIONS (1 << 9)
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#define MAG_MANUAL (1 << 10)
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#define TYPE_UNDEFINED (-1)
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#define SPELL_RESERVED_DBC 0 /* SKILL NUMBER ZERO -- RESERVED */
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/* PLAYER SPELLS -- Numbered from 1 to MAX_SPELLS */
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#define SPELL_ARMOR 1 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_TELEPORT 2 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_BLESS 3 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_BLINDNESS 4 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_BURNING_HANDS 5 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CALL_LIGHTNING 6 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CHARM 7 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CHILL_TOUCH 8 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CLONE 9 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_COLOR_SPRAY 10 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CONTROL_WEATHER 11 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CREATE_FOOD 12 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CREATE_WATER 13 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CURE_BLIND 14 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CURE_CRITIC 15 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CURE_LIGHT 16 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_CURSE 17 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_DETECT_ALIGN 18 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_DETECT_INVIS 19 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_DETECT_MAGIC 20 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_DETECT_POISON 21 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_DISPEL_EVIL 22 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_EARTHQUAKE 23 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_ENCHANT_WEAPON 24 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_ENERGY_DRAIN 25 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_FIREBALL 26 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_HARM 27 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_HEAL 28 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_INVISIBLE 29 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_LIGHTNING_BOLT 30 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_LOCATE_OBJECT 31 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_MAGIC_MISSILE 32 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_POISON 33 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_PROT_FROM_EVIL 34 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_REMOVE_CURSE 35 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_SANCTUARY 36 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_SHOCKING_GRASP 37 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_SLEEP 38 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_STRENGTH 39 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_SUMMON 40 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_VENTRILOQUATE 41 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_WORD_OF_RECALL 42 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_REMOVE_POISON 43 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_SENSE_LIFE 44 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_ANIMATE_DEAD 45 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_DISPEL_GOOD 46 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_GROUP_ARMOR 47 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_GROUP_HEAL 48 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_GROUP_RECALL 49 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_INFRAVISION 50 /* Reserved Skill[] DO NOT CHANGE */
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#define SPELL_WATERWALK 51 /* Reserved Skill[] DO NOT CHANGE */
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/* Insert new spells here, up to MAX_SPELLS */
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#define MAX_SPELLS 130
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/* PLAYER SKILLS - Numbered from MAX_SPELLS+1 to MAX_SKILLS */
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#define SKILL_BACKSTAB 131 /* Reserved Skill[] DO NOT CHANGE */
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#define SKILL_BASH 132 /* Reserved Skill[] DO NOT CHANGE */
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#define SKILL_HIDE 133 /* Reserved Skill[] DO NOT CHANGE */
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#define SKILL_KICK 134 /* Reserved Skill[] DO NOT CHANGE */
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#define SKILL_PICK_LOCK 135 /* Reserved Skill[] DO NOT CHANGE */
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/* Undefined 136 */
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#define SKILL_RESCUE 137 /* Reserved Skill[] DO NOT CHANGE */
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#define SKILL_SNEAK 138 /* Reserved Skill[] DO NOT CHANGE */
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#define SKILL_STEAL 139 /* Reserved Skill[] DO NOT CHANGE */
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#define SKILL_TRACK 140 /* Reserved Skill[] DO NOT CHANGE */
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/* New skills may be added here up to MAX_SKILLS (200) */
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/*
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* NON-PLAYER AND OBJECT SPELLS AND SKILLS
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* The practice levels for the spells and skills below are _not_ recorded
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* in the playerfile; therefore, the intended use is for spells and skills
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* associated with objects (such as SPELL_IDENTIFY used with scrolls of
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* identify) or non-players (such as NPC-only spells).
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*/
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#define SPELL_IDENTIFY 201
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#define SPELL_FIRE_BREATH 202
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#define SPELL_GAS_BREATH 203
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#define SPELL_FROST_BREATH 204
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#define SPELL_ACID_BREATH 205
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#define SPELL_LIGHTNING_BREATH 206
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#define TOP_SPELL_DEFINE 299
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/* NEW NPC/OBJECT SPELLS can be inserted here up to 299 */
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/* WEAPON ATTACK TYPES */
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#define TYPE_HIT 300
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#define TYPE_STING 301
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#define TYPE_WHIP 302
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#define TYPE_SLASH 303
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#define TYPE_BITE 304
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#define TYPE_BLUDGEON 305
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#define TYPE_CRUSH 306
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#define TYPE_POUND 307
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#define TYPE_CLAW 308
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#define TYPE_MAUL 309
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#define TYPE_THRASH 310
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#define TYPE_PIERCE 311
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#define TYPE_BLAST 312
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#define TYPE_PUNCH 313
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#define TYPE_STAB 314
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/* new attack types can be added here - up to TYPE_SUFFERING */
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#define TYPE_SUFFERING 399
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#define SAVING_PARA 0
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#define SAVING_ROD 1
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#define SAVING_PETRI 2
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#define SAVING_BREATH 3
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#define SAVING_SPELL 4
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#define TAR_IGNORE (1 << 0)
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#define TAR_CHAR_ROOM (1 << 1)
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#define TAR_CHAR_WORLD (1 << 2)
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#define TAR_FIGHT_SELF (1 << 3)
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#define TAR_FIGHT_VICT (1 << 4)
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#define TAR_SELF_ONLY (1 << 5) /* Only a check, use with i.e. TAR_CHAR_ROOM */
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#define TAR_NOT_SELF (1 << 6) /* Only a check, use with i.e. TAR_CHAR_ROOM */
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#define TAR_OBJ_INV (1 << 7)
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#define TAR_OBJ_ROOM (1 << 8)
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#define TAR_OBJ_WORLD (1 << 9)
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#define TAR_OBJ_EQUIP (1 << 10)
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struct spell_info_type {
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byte min_position; /* Position for caster */
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int mana_min; /* Min amount of mana used by a spell (highest lev) */
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int mana_max; /* Max amount of mana used by a spell (lowest lev) */
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int mana_change; /* Change in mana used by spell from lev to lev */
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int min_level[NUM_CLASSES];
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int routines;
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byte violent;
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int targets; /* See below for use with TAR_XXX */
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const char *name; /* Input size not limited. Originates from string constants. */
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const char *wear_off_msg; /* Input size not limited. Originates from string constants. */
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};
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/* Possible Targets:
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bit 0 : IGNORE TARGET
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bit 1 : PC/NPC in room
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bit 2 : PC/NPC in world
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bit 3 : Object held
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bit 4 : Object in inventory
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bit 5 : Object in room
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bit 6 : Object in world
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bit 7 : If fighting, and no argument, select tar_char as self
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bit 8 : If fighting, and no argument, select tar_char as victim (fighting)
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bit 9 : If no argument, select self, if argument check that it IS self.
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*/
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#define SPELL_TYPE_SPELL 0
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#define SPELL_TYPE_POTION 1
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#define SPELL_TYPE_WAND 2
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#define SPELL_TYPE_STAFF 3
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#define SPELL_TYPE_SCROLL 4
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/* Attacktypes with grammar */
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struct attack_hit_type {
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const char *singular;
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const char *plural;
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};
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#define ASPELL(spellname) \
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void spellname(int level, struct char_data *ch, \
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struct char_data *victim, struct obj_data *obj)
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#define MANUAL_SPELL(spellname) spellname(level, caster, cvict, ovict);
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ASPELL(spell_create_water);
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ASPELL(spell_recall);
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ASPELL(spell_teleport);
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ASPELL(spell_summon);
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ASPELL(spell_locate_object);
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ASPELL(spell_charm);
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ASPELL(spell_information);
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ASPELL(spell_identify);
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ASPELL(spell_enchant_weapon);
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ASPELL(spell_detect_poison);
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/* basic magic calling functions */
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int find_skill_num(char *name);
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int mag_damage(int level, struct char_data *ch, struct char_data *victim,
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int spellnum, int savetype);
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void mag_affects(int level, struct char_data *ch, struct char_data *victim,
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int spellnum, int savetype);
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void mag_groups(int level, struct char_data *ch, int spellnum, int savetype);
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void mag_masses(int level, struct char_data *ch, int spellnum, int savetype);
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void mag_areas(int level, struct char_data *ch, int spellnum, int savetype);
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void mag_summons(int level, struct char_data *ch, struct obj_data *obj,
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int spellnum, int savetype);
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void mag_points(int level, struct char_data *ch, struct char_data *victim,
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int spellnum, int savetype);
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void mag_unaffects(int level, struct char_data *ch, struct char_data *victim,
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int spellnum, int type);
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void mag_alter_objs(int level, struct char_data *ch, struct obj_data *obj,
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int spellnum, int type);
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void mag_creations(int level, struct char_data *ch, int spellnum);
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int call_magic(struct char_data *caster, struct char_data *cvict,
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struct obj_data *ovict, int spellnum, int level, int casttype);
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void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
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char *argument);
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int cast_spell(struct char_data *ch, struct char_data *tch,
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struct obj_data *tobj, int spellnum);
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/* other prototypes */
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void spell_level(int spell, int chclass, int level);
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void init_spell_levels(void);
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const char *skill_name(int num);
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