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https://github.com/tbamud/tbamud.git
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Renamed several functions to lower case and variable wovel to vowel. Removed oasis_delete.h and object type TRAP. --Rumble
This commit is contained in:
48
src/spells.h
48
src/spells.h
@@ -1,12 +1,12 @@
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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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* File: spells.h Part of tbaMUD *
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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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* All rights reserved. See license 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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**************************************************************************/
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#define DEFAULT_STAFF_LVL 12
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#define DEFAULT_WAND_LVL 12
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@@ -30,12 +30,10 @@
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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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@@ -103,15 +101,11 @@
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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 players file; 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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/* NON-PLAYER AND OBJECT SPELLS AND SKILLS: The practice levels for the spells
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* and skills below are _not_ recorded in the players file; therefore, the
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* intended use is for spells and skills associated with objects (such as
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* SPELL_IDENTIFY used with scrolls of identify) or non-players (such as NPC
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* only spells). */
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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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@@ -119,17 +113,14 @@
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#define SPELL_ACID_BREATH 205
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#define SPELL_LIGHTNING_BREATH 206
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/* To make an affect induced by dg_affect look correct on 'stat' we need to
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* define it with a 'spellname'. */
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#define SPELL_DG_AFFECT 298
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#define SPELL_DG_AFFECT 298 /* to make an affect induced by dg_affect
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* look correct on 'stat' we need to define
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* it with a 'spellname'.
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*/
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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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@@ -149,15 +140,12 @@
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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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@@ -185,7 +173,6 @@ struct spell_info_type {
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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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@@ -195,25 +182,19 @@ struct spell_info_type {
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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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bit 9 : If no argument, select self, if argument check that it IS self. */
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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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@@ -270,7 +251,6 @@ void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
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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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