/**************************************************************************/ // d2magsys.h - dawn magic system /*************************************************************************** * The Dawn of Time v1.69r (c)1997-2004 Michael Garratt * * >> A number of people have contributed to the Dawn codebase, with the * * majority of code written by Michael Garratt - www.dawnoftime.org * * >> To use this source code, you must fully comply with the dawn license * * in licenses.txt... In particular, you may not remove this copyright * * notice. * **************************************************************************/ #ifndef D2MAGSYS_H #define D2MAGSYS_H void set_char_magic_bits(char_data * ch); // mage realms #define REALM_ABJURATION (A) #define REALM_ALTERATION (B) #define REALM_CHARM (C) #define REALM_CONJURATION (D) #define REALM_ENCHANTMENT (E) #define REALM_EVOCATION (F) #define REALM_ESSENCE (G) #define REALM_FORETELLING (H) #define REALM_ILLUSION (I) #define REALM_NECROMANCY (J) #define REALM_PHANTASM (K) #define REALM_SUMMONING (L) #define REALM_WILD (M) // cleric spheres #define SPHERE_BODY (A) #define SPHERE_COMBAT (B) #define SPHERE_CONVOCATION (C) #define SPHERE_CREATION (D) #define SPHERE_DEATH (E) #define SPHERE_DIVINATION (F) #define SPHERE_ELEMENTAL (G) #define SPHERE_HEALING (H) #define SPHERE_MIND (I) #define SPHERE_NATURE (J) #define SPHERE_PROTECTION (K) #define SPHERE_TIME (L) #define SPHERE_WEATHER (M) // druid related seasons or elements #define ELEMENT_AIR (A) #define ELEMENT_ANIMAL (B) #define ELEMENT_EARTH (C) #define ELEMENT_FIRE (D) #define ELEMENT_LAND (E) #define ELEMENT_MOON (F) #define ELEMENT_PLANT (G) #define ELEMENT_SUN (H) #define ELEMENT_WATER (I) #define SEASON_AUTUMN (J) #define SEASON_SPRING (K) #define SEASON_SUMMER (L) #define SEASON_WINTER (M) // bard related #define COMPOSITION_BEGUILING (A) #define COMPOSITION_CEREMONIAL (B) #define COMPOSITION_EPIC (C) #define COMPOSITION_ESOTERIC (D) #define COMPOSITION_ETHEREAL (E) #define COMPOSITION_REQUIEM (F) #define COMPOSITION_HOLISTIC (G) // Spell groupings #define SPELL_GROUP_SKINS (A) #define SPELL_GROUP_FIRE_SHIELD (B) #define SPELL_GROUP_ICE_SHIELD (C) #define SPELL_GROUP_WIND_SHIELD (D) #define SPELL_GROUP_STRENGTH (E) #define SPELL_GROUP_BLESSES (F) #define SPELL_GROUP_MENTAL (G) // Misc stuff #define MAX_REALMS 4 // how many different types we have #endif // D2MAGSYS_H