// $Id: spells2.h,v 1.2.2.7 2000/06/28 02:07:33 aasen Exp $ // $Revision: 1.2.2.7 $ $Author: aasen $ $Date: 2000/06/28 02:07:33 $ // //ScryMUD Server Code //Copyright (C) 1998 Ben Greear // //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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // // To contact the Author, Ben Greear: greear@cyberhighway.net, (preferred) // greearb@agcs.com // ///************************ Spells2.h *****************************/// /* These spells are of a kindly nature, no battle will be started. */ #ifndef Spells2Include #define Spells2Include #include "const.h" #include <string2.h> #include "classes.h" #define BIND_WOUND_EFFECT 5 /* +5 to hp regen */ #define CURSE_STR_EFFECT -2 #define CURSE_MA_REGEN_EFFECT -10 #define DIVINE_PROTECTION_EFFECT -35 /* to AC */ #define STONE_SKIN_EFFECT_DRM -25 /* to dam_rec_mod */ #define STONE_SKIN_EFFECT_DEX -1 #define SANCTUARY_EFFECT_DRM -35 /* to dam_rec_mod */ #define PRISMATIC_GLOBE_EFFECT_AC -100 #define PRISMATIC_GLOBE_EFFECT_MOV -50 #define MAGIC_SHIELD_AC_EFFECT -10 #define MAGIC_SHIELD_SAC_EFFECT -50 /* spell resistance */ void cast_blindness(int i_th, const String* dr, critter& agg); void do_cast_blindness(critter& targ, critter& pc, int is_canned, int lvl); void cast_cure_blind(int i_th, const String* dr, critter& agg); void do_cast_cure_blind(critter& targ, critter& pc, int is_canned, int lvl); void cast_remove_poison(int i_th, const String* dr, critter& agg); void do_cast_remove_poison(critter& targ, critter& pc, int is_canned, int lvl); void do_locate_object(object &obj, const String* targ, critter& pc, int rm_num, int sanity, int spell_level); void do_locate_object(critter& crit, const String* targ, critter& pc, int rm_num, int sanity, int spell_level); void cast_wizard_eye(int i_th, const String* vict, critter& pc); void do_cast_wizard_eye(object& obj, critter& pc, int is_canned, int lvl); void cast_locate(const String* vict, critter& agg); void do_cast_locate(const String* targ, critter& pc, int is_canned, int lvl); void cast_armor(int i_th, const String* vict, critter& agg); void do_cast_armor(critter& vict, critter& agg, int is_canned, int lvl); void cast_magic_shield(int i_th, const String* vict, critter& agg); void do_cast_magic_shield(critter& vict, critter& agg, int is_canned, int lvl); void cast_absorb_blows(critter& agg); void do_cast_absorb_blows(critter& vict, critter& agg, int is_canned, int lvl); void cast_prismatic_globe(int i_th, const String* vict, critter& agg); void do_cast_prismatic_globe(critter& vict, critter& agg, int is_canned, int lvl); void cast_sanctuary(int i_th, const String* vict, critter& agg); void do_cast_sanctuary(critter& vict, critter& agg, int is_canned, int lvl); void cast_divine_protection(int i_th, const String* vict, critter& agg); void do_cast_divine_protection(critter& vict, critter& agg, int is_canned, int lvl); void cast_identify(int i_th, const String* vict, critter& agg); void do_cast_identify(object& vict, critter& agg, int is_canned, int lvl); void cast_shadows_blessing(int i_th, const String* vict, critter& agg); void do_cast_shadows_blessing(critter& vict, critter& agg, int is_canned, int lvl); void cast_bind_wound(int i_th, const String* vict, critter& agg); void do_cast_bind_wound(critter& vict, critter& agg, int is_canned, int lvl); void cast_weaken(int i_th, const String* vict, critter& agg); void do_cast_weaken(critter& vict, critter& agg, int is_canned, int lvl); void cast_remove_curse(int i_th, const String* vict, critter& agg); void do_cast_remove_curse(critter& vict, critter& agg, int is_canned, int lvl); void do_cast_remove_curse(critter& vict, object& agg, int is_canned, int lvl); void cast_curse(int i_th, const String* vict, critter& agg); void do_cast_curse(object& vict, critter& agg, int is_canned, int lvl); void do_cast_curse(critter& vict, critter& agg, int is_canned, int lvl); void cast_strength(int i_th, const String* vict, critter& agg); void do_cast_strength(critter& vict, critter& agg, int is_canned, int lvl); void do_cast_flesh_to_stone(critter& vict, critter& agg, int is_canned, int lvl); void cast_flesh_to_stone(int i_th, const String* victim, critter& pc); void cast_sleep(int i_th, const String* vict, critter& agg); void do_cast_sleep(critter& vict, critter& agg, int is_canned, int lvl); void cast_fly(int i_th, const String* vict, critter& agg); void do_cast_fly(critter& vict, critter& agg, int is_canned, int lvl); void cast_recharge(int i_th, const String* vict, critter& agg); void do_cast_recharge(critter& vict, critter& agg, int is_canned, int lvl); void cast_fireproof(int i_th, const String* vict, critter& agg); void do_cast_fireproof(critter& vict, critter& agg, int is_canned, int lvl); void cast_haste(int i_th, const String* vict, critter& agg); void do_cast_haste(critter& vict, critter& agg, int is_canned, int lvl); void cast_dispel_magic(int i_th, const String* vict, critter& agg); void do_cast_dispel_magic(critter& vict, critter& agg, int is_canned, int lvl); void do_cast_dispel_magic(object& vict, critter& agg, int is_canned, int lvl); void cast_stone_skin(int i_th, const String* vict, critter& agg); void do_cast_stone_skin(critter& vict, critter& agg, int is_canned, int lvl); void cast_sober(int i_th, const String* vict, critter& agg); void do_cast_sober(critter& vict, critter& agg, int is_canned, int lvl); ///************** auxillary functions *************/// #endif