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d2magsys.h
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/**************************************************************************/
// 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