/* ************************************************************************ * file: spells.h , Implementation of magic spells. Part of DIKUMUD * * Usage : Spells * ************************************************************************* */ #define MAX_BUF_LENGTH 240 #define TYPE_UNDEFINED -1 #define SPELL_RESERVED_DBC 0 /* SKILL NUMBER ZERO */ #define SPELL_ARMOR 1 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_TELEPORT 2 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_BLESS 3 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_BLINDNESS 4 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_BURNING_HANDS 5 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CALL_LIGHTNING 6 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CHARM_PERSON 7 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CHILL_TOUCH 8 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CLONE 9 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_COLOUR_SPRAY 10 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CONTROL_WEATHER 11 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CREATE_FOOD 12 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CREATE_WATER 13 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CURE_BLIND 14 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CURE_CRITIC 15 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CURE_LIGHT 16 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_CURSE 17 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_DETECT_EVIL 18 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_DETECT_INVISIBLE 19 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_DETECT_MAGIC 20 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_DETECT_POISON 21 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_DISPEL_EVIL 22 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_EARTHQUAKE 23 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_ENCHANT_WEAPON 24 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_ENERGY_DRAIN 25 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_FIREBALL 26 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_HARM 27 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_HEAL 28 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_INVISIBLE 29 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_LIGHTNING_BOLT 30 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_LOCATE_OBJECT 31 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_MAGIC_MISSILE 32 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_POISON 33 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_PROTECT_FROM_EVIL 34 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_REMOVE_CURSE 35 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_SANCTUARY 36 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_SHOCKING_GRASP 37 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_SLEEP 38 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_STRENGTH 39 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_SUMMON 40 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_VENTRILOQUATE 41 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_WORD_OF_RECALL 42 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_REMOVE_POISON 43 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_SENSE_LIFE 44 /* Reserved Skill[] DO NOT CHANGE */ /* types of attacks and skills must NOT use same numbers as spells! */ #define SKILL_SNEAK 45 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_HIDE 46 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_STEAL 47 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_BACKSTAB 48 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_PICK_LOCK 49 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_KICK 50 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_BASH 51 /* Reserved Skill[] DO NOT CHANGE */ #define SKILL_RESCUE 52 /* MAXIMUM SKILL NUMBER */ /* END OF SKILL RESERVED "NO TOUCH" NUMBERS */ /* NEW SPELLS are to be inserted here */ #define SPELL_IDENTIFY 53 #define SPELL_INFRAVISION 54 #define SPELL_CAUSE_LIGHT 55 #define SPELL_CAUSE_CRITICAL 56 #define SPELL_FLAMESTRIKE 57 #define SPELL_DISPEL_GOOD 58 #define SPELL_WEAKNESS 59 #define SPELL_DISPEL_MAGIC 60 #define SPELL_KNOCK 61 #define SPELL_KNOW_ALIGNMENT 62 #define SPELL_ANIMATE_DEAD 63 #define SPELL_PARALYSIS 64 #define SPELL_REMOVE_PARALYSIS 65 #define SPELL_FEAR 66 #define SPELL_ACID_BLAST 67 #define SPELL_WATER_BREATH 68 #define SPELL_FLY 69 #define SPELL_CONE_OF_COLD 70 #define SPELL_METEOR_SWARM 71 #define SPELL_ICE_STORM 72 #define SPELL_SHIELD 73 #define SPELL_MON_SUM_1 74 /* done */ #define SPELL_MON_SUM_2 75 #define SPELL_MON_SUM_3 76 #define SPELL_MON_SUM_4 77 #define SPELL_MON_SUM_5 78 #define SPELL_MON_SUM_6 79 #define SPELL_MON_SUM_7 80 /* done */ #define SPELL_FIRESHIELD 81 #define SPELL_CHARM_MONSTER 82 #define SPELL_CURE_SERIOUS 83 #define SPELL_CAUSE_SERIOUS 84 #define SPELL_REFRESH 85 #define SPELL_SECOND_WIND 86 #define SPELL_TURN 87 #define SPELL_SUCCOR 88 #define SPELL_LIGHT 89 #define SPELL_CONT_LIGHT 90 #define SPELL_CALM 91 #define SPELL_STONE_SKIN 92 #define SPELL_CONJURE_ELEMENTAL 93 #define SPELL_TRUE_SIGHT 94 #define SPELL_MINOR_CREATE 95 #define SPELL_FAERIE_FIRE 96 #define SPELL_FAERIE_FOG 97 #define SPELL_CACAODEMON 98 #define SPELL_POLY_SELF 99 #define MAX_EXIST_SPELL 98 /* move this and change it */ #define SPELL_MANA 100 #define SPELL_ASTRAL_WALK 101 #define SPELL_PWORD_KILL 101 #define SPELL_PWORD_BLIND 102 #define SPELL_SUMMON_OBJ 103 #define SPELL_FAMILIAR 104 #define SPELL_CHAIN_LIGHTNING 105 #define SPELL_SCARE 106 #define SPELL_SENDING 107 #define SPELL_HOLY_WORD 108 #define SPELL_UNHOLY_WORD 109 #define SPELL_AID 110 #define SPELL_GOLEM 111 #define SPELL_COMMAND 112 /* MAX_SKILL is 200! */ /* No more than 200 spells!!!!!! */ /* Ooh! What a limitation! */ /* temporary until i find a better place to put them. */ #define SKILL_HUNT 180 #define SKILL_FIND_TRAP 181 #define SKILL_SET_TRAP 182 #define SKILL_DISARM 183 #define SKILL_READ_MAGIC 184 #define SPELL_DRAGON_BREATH 105 #define SPELL_GREEN_SLIME 199 #define FIRST_BREATH_WEAPON 200 #define SPELL_GEYSER 200 #define SPELL_FIRE_BREATH 201 #define SPELL_GAS_BREATH 202 #define SPELL_FROST_BREATH 203 #define SPELL_ACID_BREATH 204 #define SPELL_LIGHTNING_BREATH 205 #define LAST_BREATH_WEAPON 205 #define TYPE_HIT 206 #define TYPE_BLUDGEON 207 #define TYPE_PIERCE 208 #define TYPE_SLASH 209 #define TYPE_WHIP 210 /* EXAMPLE */ #define TYPE_CLAW 211 /* NO MESSAGES WRITTEN YET! */ #define TYPE_BITE 212 /* NO MESSAGES WRITTEN YET! */ #define TYPE_STING 213 /* NO MESSAGES WRITTEN YET! */ #define TYPE_CRUSH 214 /* NO MESSAGES WRITTEN YET! */ #define TYPE_CLEAVE 215 #define TYPE_STAB 216 #define TYPE_SMASH 217 #define TYPE_SMITE 218 #define TYPE_SUFFERING 220 /* More anything but spells and weapontypes can be insterted here! */ #define MAX_TYPES 70 #define SAVING_PARA 0 #define SAVING_ROD 1 #define SAVING_PETRI 2 #define SAVING_BREATH 3 #define SAVING_SPELL 4 #define MAX_SPL_LIST 215 #define TAR_IGNORE (1<< 0) #define TAR_CHAR_ROOM (1<< 1) #define TAR_CHAR_WORLD (1<< 2) #define TAR_FIGHT_SELF (1<< 3) #define TAR_FIGHT_VICT (1<< 4) #define TAR_SELF_ONLY (1<< 5) /* Only a check, use with ei. TAR_CHAR_ROOM */ #define TAR_SELF_NONO (1<< 6) /* Only a check, use with ei. TAR_CHAR_ROOM */ #define TAR_OBJ_INV (1<< 7) #define TAR_OBJ_ROOM (1<< 8) #define TAR_OBJ_WORLD (1<< 9) #define TAR_OBJ_EQUIP (1<<10) #define TAR_NAME (1<<11) #define TAR_VIOLENT (1<<12) struct spell_info_type { void (*spell_pointer) (byte level, struct char_data *ch, char *arg, int type, struct char_data *tar_ch, struct obj_data *tar_obj); byte minimum_position; /* Position for caster */ ubyte min_usesmana; /* Amount of mana used by a spell */ byte beats; /* Heartbeats until ready for next */ byte min_level_cleric; /* Level required for cleric */ byte min_level_magic; /* Level required for magic user */ sh_int targets; /* See below for use with TAR_XXX */ }; /* Possible Targets: bit 0 : IGNORE TARGET bit 1 : PC/NPC in room bit 2 : PC/NPC in world bit 3 : Object held bit 4 : Object in inventory bit 5 : Object in room bit 6 : Object in world bit 7 : If fighting, and no argument, select tar_char as self bit 8 : If fighting, and no argument, select tar_char as victim (fighting) bit 9 : If no argument, select self, if argument check that it IS self. */ #define SPELL_TYPE_SPELL 0 #define SPELL_TYPE_POTION 1 #define SPELL_TYPE_WAND 2 #define SPELL_TYPE_STAFF 3 #define SPELL_TYPE_SCROLL 4 /* Attacktypes with grammar */ struct attack_hit_type { char *singular; char *plural; };