--- crossfire/include ---


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Machine:crossfire.cvs.sourceforge.net CVSROOT:/cvsroot/crossfire

Filename: spells.h
Revision 1.21akirschbaum 2006/02/10 17:59:26 +2 -2
Apply slightly modified patch #1428309 (code-cleanup: const, static) by
Stefan Huehner: add const/static to functions/variables. Remove some type
casts.
Show difference between Revision 1.20 and 1.21
Revision 1.20ryo_saeba 2005/07/10 16:12:14 +2 -1
Tentative party spell - needs to be really tested
Show difference between Revision 1.19 and 1.20
Revision 1.19mwedel 2003/09/13 00:01:34 +127 -189
Updated code for skill + spell code. skills and spells are now objects.
tuning these now means changing the archetypes. New spells can now
be added just by making a new archetype. Lots of code cleanup
also done.
MSW 2003-09-12
Show difference between Revision 1.18 and 1.19
Revision 1.18mwedel 2002/07/25 01:57:14 +5 -3
Various bug fixes, add glyph spell:
TODO: Updated
common/map.c: Fix change_map_light() - if darkness was reduced to zero,
it wouldn't properly notify the players or update the maps they are
on. Also, make it more robust to handle changes by more than one.
include/define.h: Increase NROFREALSPELLS
include/spellist.h: Add glyph spell.
include/spells.h: Add SP_GLYPH entry.
server/attack.c: Fix up kill_object() - it has had some many various
additions that it was difficult to follow the logic. It should also now
do better check on skill objects when awarding experience.
server/player.c: Add some checks/addition to properly deal with freeing the
name_pl in the player object. Fix it so that if you are braced, you
still won't attack friendly creatures.
server/rune.c: Add cast_generic_rune() to handle the glyph and rune spell.
server/spell_effect.c: Fix up some pointers in cast_cause_disease() -
needed so that it works properly when embedded in a glyph. Have it
return 1 even if no one caught anything - you still cast the spell, so
you should lose the grace for it.
server/spell_util.c: Fix some formatting. Break out the code dealing
with rune into cast_generic_rune()
socket/loop.c: Add flag to player command mapping, and update structure -
if flag is set, command can only be issued when player is in play,
and not when waiting at the quit or login prompt - fixes crashes where
players could wait for the map to get swapped out (after quitting), and
then looking at a space.
socket/request.c: Fix map2cmd so that invisible players are drawn.
MSW 2002-07-24
Show difference between Revision 1.17 and 1.18
Revision 1.17mwedel 2002/07/14 23:57:12 +4 -5
-- Start body commit notes --
Major commit. This adds body locations which is used for equipping items.
Equipment has information which body part it gets equipped to, and monsters
have information on how which body locations they can have.

As part of this work, I also did a lot of code cleanup.

To use this, you must use up to date archetypes - the ones included
in this commit are fine - just make sure you install them. If
you don't, players will not be able to equip items.

common/arch.c: Initialize body_used to be same as body_info for
archetypes - this way when monsters are created, they can
start equipping items right away.
common/exp.c: update new_exp() - some flags it checked for before no longer
exist or have new names.
common/info.c: describe_item() now takes second parameter - update
dump_abilities to use new calling convention.
common/item.c: Add table that describes the body_info locations and
their names. Add functions that calculate item power for objects
that don't have it set. Update display functions to show
item_power in items. Update describe_monster() - use_horn/wand/rod
merged into just use_range. Modify describe_item() to take second
paramater - who the item is being described for. Show item_power
in describe_item.
common/living.c: Pull out MAXLEVEL from being defined in this file -
define in in define.h, since other files use it. Add NUM_STATS
define - replace hard coded values of having just 7 stats with it.
Update change_abil to not display that the player has a new
attacktype when equipping a bow that has it - fix_player() ignores
the attacktype of the bow, so it was incorrect information.
fix_player(): Initialize player ranges structure to null -
will get filled in by code in function, updated to deal with
updating the body_used data from body_info in the objects.
Replace instances of last_heal with gen_sp_armour. Rearrange
some code to make function more readable.
common/loader.c, common/loader.l: Remove the variable_const information - no
longer needed and confusing for new people when adding in new object
elements. Add set_body_info() - parses the string from the load file and
sets the appropriate array element. Add check_loaded_object() - does
sanity checking for an object after finished loading - replaces need for
long processing directive in the actual rules by having seperate function.
Remove unused flags from load directives (apply_once, no_pretext,
can_apply), add some new ones (item_power, gen_sp_armour), update others
to can_use_range. Replace flag_links with simple array that contains the
name for each corresponding flag. Update get_ob_diff to not use the V_
values and just include the actual string name - all recent changes have
done this, just updated for old stuff. Update get_ob_diff to save new
values that have been added.
common/object.c: clear_object: Modify to use memset to clear
the structure to zero - this is less error prone than listing
all the specific values, and probably faster. Also, makes it
easier to add new elements - no need to update object.c in most
cases.
common/player.c: Remove get_player_ob routine - this is now merged
in with get_player_ob in server/player.c. Remove generate_ext_title -
not used.
common/readable.c: Update to pass second argument to describe_item.
common/treasure.c: Update to calculate item_power of generated items.
Clean up a lot of code formatting. Update add_abilities
to use gen_sp_armour values, not last heal (note, it appears
the last_heal values weren't being used before). Update
calls to describe item to take second parameter.
doc/Developers/objects: Update will_apply notes, add note about
item_power, body location.
include/define.h: Comment out unused flags (flag_apply_once, flag_paralyzed,
flag_no_pretext, flag_ready_rod, flag_read_horn). Add flag_use_shield.
rename flag_use_wand to flag_use_range. rename flag_ready_wand to
flag_ready_range. Add flag_ready_scroll. Update ARMOUR_SPELLS access
macro. Add AP_PRINT flag to apply flags. Add CAN_APPLY_.. return types
for can_apply_object function.
include/includes.h: add strftime, mktime checks to this file.
include/libproto.h: rebuilt.
include/living.h: Add NUM_STATS define, update extern declarations
to use it for sizing.
include/loader.h: remove the V_.. info and xbm_.. externs that were not
used.
include/newserver.h: Remove ext_tile information.
include/object.h: Add Body_Locations structure, NUM_BODY_LOCATIONS define.
Add definitions for WILL_APPLY values. Clean up object structure -
formatting is now consistent, ordering of values groups values
together more logically. Update all types to use the int8/int16/int32
types. Several unused fields removed.
include/player.h: Update rangetype enum. Add unapplymode enum.
Clean up player structure - type updates, unused fields removed,
formatting fixed up.
include/spells.h: remove range_name extern. Update SpellTypeFrom
field to combine wand/rod/horn into spellMisc - none of the
spell casting code was differentiating these.
include/sproto.h: rebuilt.
lib/Makefile.in: Add new help files (applymode, bind, brace)
lib/archetypes: rebuilt for body_info, gen_sp_armour, item_power,
can_use_shield information.
lib/artifacts: updated for item_poer and gen_sp_armour changes.
lib/treasures: remove unused _force for player treasure.
plugin/plugin_python.c: Change FLAG_USE_WAND to FLAG_USE_RANGE.
server/apply.c: Move stftime, mktime to include/includes.h. Remove
draw_find() - one line function can just as easly be in the
code itself. Update calls to long_desc to pass second parameter.
move gravestone_text() to player.c file. Add direction parameter to
apply_scroll() - in this way monsters can use it properly.
Remove dead code. Update apply_special function. Add
unapply_special(), get_item_from_body_location(), unapply_for_ob(),
and can_apply_object() functions.
server/attack.c: Remove SET_FLAG(op, FLAG_PARALYZED) line - no code
was ever checking status of FLAG_PARALYZED.
server/c_misc.c: add command_body() which dumps body information for
player. Update who as idle element in player structure removed -
was not being used by anything. Add command_applymode() to
set players prefered unapply method. Remove calls to unlock_player()
in various functions - unlock_player() has not done anything
meaningful for a while.
server/c_object.c: Modify long_desc to take a second parameter
which is who is examing the object. this is needed so that we
can pass it down to some of the lower level functions.
Update calls to describe_item to pass this second parameter.
remove FLAG_NO_PRETEXT code - no archetyps were using it. When
examining objects, also tell player where to put them on.
server/c_range.c: Update legal_range() - we now store the object that
is responsible for a range in the player object, so code is
much simpler. Update change_spell() to not destroy golem
just by readying another spell - we now let players regain control
of golems after switching to another range. Update change_spell
to use item name of object for range description.
server/c_wiz.c: remove reference to count_left from player object -
field removed from structure.
server/commands.c: add new commands (applymode, body) to command dispatch
table.
server/login.c: Remove unlock_player() and lock_player() and calls to it -
current checking of names at login should be sufficient to
prevent duplicates. Remove dead code from check_name. Update
load/save code for unapply mode value. Add set_flag(op,
FLAG_USE_SHIELD) if player is allowed to use armor - needed since
flag_use_shield is really a class feature and so is not automatically
updated for old player files.
server/main.c: Remove references to count_left. memset marker object to
NULL - seems to increase stability on metalforge server.
server/monster.c: Many updates related to the body info - monsters follow some
rules as players. Add monster_should_cast_spell function - monsters will
use this for all spellcasting related actions (abilities, scrolls, wands,
etc). Update for merged rod/horn/wand ranges. Update bow use by monsters
- they don't actually need to equip it to fire - this way we don't need to
constantly swap the monsters weapons between the bow and melee item. Use
fire_bow from player.c for most of the work. Modify scroll usage -
monster will use it when player is near, not when it first picks it up.
Add FLAG_READY_SCROLL to denote the monster has a scroll to use. Also,
monster now casts it in appropriate direciton. Merge the
monster_use_wand/rod/horn into monster_use_range. Modify
check_good_weapon and check_good_armour to just look at the stats of the
two items without needing the monster to apply it first.
server/player.c: Print motd in green so it is more noticable. Update
get_player function to do work it did before as well as that of
get_player_ob. Have get_player take a parameter which is the object of
the player if he has one. Modify to use memset to clear the player
structure - more sure fire than explicitly listing values to initialize.
Remove calls to unlock_player. Modify fire_bow so that monsters can also
use the function. Add fire_misc_object() to fire_wand/rod/horn - removes
code from fire(). Add gravesetone_text() to this file.
server/shop.c: Update to pass second parameter to describe_item().
server/skill_util.c: Update check_skill_to_fire since there are fewer
rangetypes now. change range_scroll name to range_golem, as that is
a bit more accurate for what it actually does. Modify show_skills()
to show player his item power and total of items he has equipped.
server/skills.c: Add second paramater to long_desc, remove references to
count_left.
server/spell_effect.c: Add second paramater to long_desc, remove references to
count_left. Update range_scroll to range_golem
server/spell_util.c: remove references to count_left. Update messages
if player trying to cast where he can't with new range names.
socket/info.c: Update range information and how we display what it is -
we will use the object name of the range if available. Remove
reference last_known_spell, last_shoot, last_spell, last_value
player structure fields.
socket/init.c: Remove ext_title information.
socket/request.c: Add element for life_stealing in the resistance array.
Remove references to idle, count_left in player structure. remove
ext2 title information.
MSW 2002-07-14
-- End body commit notes --
Show difference between Revision 1.16 and 1.17
Revision 1.16darth_bob 2001/11/05 19:33:33 +2 -2
CV: new disease, rabies
dnh 6/11/01
Show difference between Revision [Error_in_revnumber] and 1.16
Revision [Error_in_revnumber][Error_in_author] [Error_in_revdate]None
date: 2001/11/01 19:38:43; author: pcurrlin; state: Exp; lines: +3 -2
Added new spell: "missile swarm"
Basically, several magic missiles fired like a bullet swarm.

Philc - Nov 01, 2001
Revision 1.14michtoen 2001/06/13 07:52:07 +1 -1
Modified Files:
player.c loader.l loader.c init.c request.c newserver.h
Log Message:
Removed 2 compiler warning from Scriptfire patch in loader.l/loader.c
and script.c.

added a new setup cmd: "newanim"
a client giving the newanim cmd, will enable the new animation system.

The interface is open and not server controlled at this moment.
First using is to enable the player moving in 8 direction. Giving this option to a
server without changed arch will invoke broken player animations.
This will be changed in the future.

MT 2001-06-13
Show difference between Revision 1.13 and 1.14
Revision 1.13michtoen 2001/06/13 05:50:43 +5 -5
Modified Files:
aclocal.m4 configure. configure.in Makefile.in
crossfire32.dsw crossfire32.dsp INSTALL_WIN32.txt
common: arch.c loader.c treasure.c loader.l
crossedit: Attr.c
doc: README_EXTENSIONS README_SCRIPT
include: autoconf.h define.h global.h includes.h loader.h
object.h script.h spellist.h spells.h sproto.h
version.h
server: Makefile.in apply.c attack.c c_object.c gods.c init.c
main.c monster.c player.c script.c script_spells.c
script_types.c skills.c spell_effect.c spell_util.c
time.c
Log Message:
Adding Scriptfire 0b11 to Crossfire.
Massive changes. The facts are in the doc files.

MT 2001-06-13
Show difference between Revision 1.12 and 1.13
Revision 1.12peterm 2001/01/10 22:53:17 +2 -2
Implemented Wrathful Eye and gave it to Valriel.
Show difference between Revision 1.11 and 1.12
Revision 1.11peterm 2000/11/19 18:59:09 +4 -2
New spells added:

conflict
vitriol
ironwood skin.
Show difference between Revision 1.10 and 1.11
Revision 1.10peterm 2000/11/19 01:34:46 +2 -2
peterm: Implementation of:
1) sanctuary
2) holy rage
3) peace
4) forked lightning
5) flaming aura
6) spiderweb
Show difference between Revision 1.9 and 1.10
Revision 1.9peterm 2000/11/17 21:32:34 +10 -2
10 new spells skeleton added to spellist.h and spells.h:
SP_SANCTUARY, SP_PEACE, SP_SPIDERWEB SP_CONFLICT, SP_RAGE,
SP_FORKED_LIGHTING SP_POISON_FOG, SP_FLAME_AURA,
SP_VITRIOL

Of these, SP_SANCTUARY and SP_FLAME_AURA are partially
implemented. These two require archetypes yet.
Show difference between Revision 1.8 and 1.9
Revision 1.8peterm 2000/11/17 05:16:45 +2 -2
New spell added, Windstorm.
It pushes objects, mostly, and does a little damage.
define.h: NROFREALSPELLS++
spellist.h spells.h: "windstorm"
archetypes: new arch added for windstorm
disease.c: comment on new title parameter.
spell_effect.c, sproto.h spell*.c: implmenetation of windstorm.
Show difference between Revision 1.7 and 1.8
Revision 1.7peterm 2000/10/30 22:53:48 +3 -2
PeterM:
Divine shock spell added.
Show difference between Revision 1.6 and 1.7
Revision 1.6peterm 2000/10/20 01:39:26 +2 -2
New spell and modified spell paramters.
Show difference between Revision 1.5 and 1.6
Revision 1.5cvs 2000/06/21 00:03:47 +3 -2
Makefile.in: Update version to 0.95.6
include/patchlevel.h: Update to .6 for 0.95.6 release
common/porting.c, include/config.h, include/loader.h, include/skills.h,
include/spells.h, include/treasure.h, include/version.h, random_maps/style.c:
Update my mail address and copyright date. Mostly committed to sync
up my data with the CVS repository - MSW 6/20/2000
Show difference between Revision 1.4 and 1.5
Revision 1.4damn 1999/09/18 02:41:20 +15 -63
Moved everything back where it was, except materials. -- DAMN
Show difference between Revision 1.3 and 1.4
Revision 1.3damn 1999/09/17 14:31:01 +107 -56
- moved NROFREALSPELLS here and updated it
- now has the #defines for spell path nummbers
- added mana spells, Dancing Sword, and Animate Weapon --DAMN
Show difference between Revision 1.2 and 1.3
Revision 1.2cvs 1999/07/13 01:02:52 +0 -0

Global commit for 0.95.4 - most files have no changes but just have
differing headers between my local RCS and the CVS versions and need to
get synced up.
Show difference between Revision 1.1 and 1.2
Revision 1.1uid200 1999/04/02 13:10:04 None
Initial revision
First version
Revision 1.1.1.1uid200 1999/04/02 13:10:04 +0 -0
First CVS revsion: crossfire-0.95.3
Show difference between Revision 1.1 and 1.1.1.1


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