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/*
* File: zap-data.h
* Summary: Zap definitions. See zap_info struct in beam.cc.
*/
#ifndef ZAP_DATA_H
#define ZAP_DATA_H
{
ZAP_FLAME,
"puff of flame",
50,
new dicedef_calculator<2, 4, 1, 10>,
new tohit_calculator<8, 1, 10>,
RED,
false,
BEAM_FIRE,
DCHAR_FIRED_ZAP,
true,
false,
false,
2
},
{
ZAP_FROST,
"puff of frost",
50,
new dicedef_calculator<2, 4, 1, 10>,
new tohit_calculator<8, 1, 10>,
WHITE,
false,
BEAM_COLD,
DCHAR_FIRED_ZAP,
true,
false,
false,
2
},
{
ZAP_SLOWING,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_SLOW,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_HASTING,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_HASTE,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_MAGIC_DARTS,
"magic dart",
25,
new dicedef_calculator<1, 3, 1, 5>,
new tohit_calculator<AUTOMATIC_HIT>,
LIGHTMAGENTA,
false,
BEAM_MMISSILE,
DCHAR_FIRED_ZAP,
true,
false,
false,
1
},
{
ZAP_HEALING,
"",
100,
new dicedef_calculator<1, 7, 1, 3>,
NULL,
BLACK,
true,
BEAM_HEALING,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_PARALYSIS,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_PARALYSIS,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_FIRE,
"bolt of fire",
200,
new calcdice_calculator<6, 18, 2, 3>,
new tohit_calculator<10, 1, 25>,
RED,
false,
BEAM_FIRE,
DCHAR_FIRED_ZAP,
true,
true,
false,
6
},
{
ZAP_COLD,
"bolt of cold",
200,
new calcdice_calculator<6, 18, 2, 3>,
new tohit_calculator<10, 1, 25>,
WHITE,
false,
BEAM_COLD,
DCHAR_FIRED_ZAP,
true,
true,
false,
6
},
{
ZAP_PRIMAL_WAVE,
"great wave of water",
200,
new calcdice_calculator<4, 14, 3, 5>,
new tohit_calculator<10, 1, 25>,
LIGHTBLUE,
false,
BEAM_WATER,
DCHAR_WAVY,
true,
false,
false,
6
},
{
ZAP_CONFUSION,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_CONFUSION,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_INVISIBILITY,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_INVISIBILITY,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_DIGGING,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_DIGGING,
NUM_DCHAR_TYPES,
false,
true,
false,
0
},
{
ZAP_FIREBALL,
"fireball",
200,
new calcdice_calculator<3, 10, 1, 2>,
new tohit_calculator<40>,
RED,
false,
BEAM_FIRE,
DCHAR_FIRED_ZAP,
false,
false,
true,
0 // Noise comes from explosion
},
{
ZAP_TELEPORTATION,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_TELEPORT,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_LIGHTNING,
"bolt of lightning",
200,
new calcdice_calculator<1, 10, 3, 5>,
new tohit_calculator<7, 1, 40>,
LIGHTCYAN,
false,
BEAM_ELECTRICITY,
DCHAR_FIRED_ZAP,
true,
true,
false,
5 // XXX: Maybe louder?
},
{
ZAP_POLYMORPH_OTHER,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_POLYMORPH,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_VENOM_BOLT,
"bolt of poison",
200,
new calcdice_calculator<4, 15, 1, 2>,
new tohit_calculator<8, 1, 20>,
LIGHTGREEN,
false,
BEAM_POISON,
DCHAR_FIRED_ZAP,
true,
true,
false,
5 // XXX: Quieter because it's poison?
},
{
ZAP_NEGATIVE_ENERGY,
"bolt of negative energy",
200,
new calcdice_calculator<4, 15, 3, 5>,
new tohit_calculator<8, 1, 20>,
DARKGREY,
false,
BEAM_NEG,
DCHAR_FIRED_ZAP,
true,
true,
false,
0 // Draining is soundless
},
{
ZAP_CRYSTAL_SPEAR,
"crystal spear",
200,
new calcdice_calculator<10, 23, 1, 1>,
new tohit_calculator<10, 1, 15>,
WHITE,
false,
BEAM_MMISSILE,
DCHAR_FIRED_MISSILE,
true,
false,
false,
8
},
{
ZAP_BEAM_OF_ENERGY,
"narrow beam of energy",
1000,
new calcdice_calculator<12, 40, 3, 2>,
new tohit_calculator<1>,
YELLOW,
false,
BEAM_ENERGY,
DCHAR_FIRED_ZAP,
true,
true,
false,
3
},
{
ZAP_MYSTIC_BLAST,
"orb of energy",
100,
new calcdice_calculator<2, 15, 2, 5>,
new tohit_calculator<10, 1, 7>,
LIGHTMAGENTA,
false,
BEAM_MMISSILE,
DCHAR_FIRED_ZAP,
true,
false,
false,
4
},
{
ZAP_ENSLAVEMENT,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_CHARM,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_PAIN,
"",
100,
new dicedef_calculator<1, 4, 1,5>,
new tohit_calculator<0, 7, 2>,
BLACK,
true,
BEAM_PAIN,
NUM_DCHAR_TYPES,
false,
false,
false,
1 // XXX: Should this be soundless?
},
{
ZAP_STICKY_FLAME,
"sticky flame",
100,
new dicedef_calculator<2, 3, 1, 12>,
new tohit_calculator<11, 1, 10>,
RED,
false,
BEAM_FIRE,
DCHAR_FIRED_ZAP,
true,
false,
false,
4 // XXX: Would sticky flame really be this noisy?
},
{
ZAP_DISPEL_UNDEAD,
"",
100,
new calcdice_calculator<3, 20, 3, 4>,
new tohit_calculator<0, 3, 2>,
BLACK,
true,
BEAM_DISPEL_UNDEAD,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_BONE_SHARDS,
"spray of bone shards",
// Incoming power is highly dependent on mass (see spells3.cc).
// Basic function is power * 15 + mass... with the largest
// available mass (3000) we get a power of 4500 at a power
// level of 100 (for 3d29).
10000,
new dicedef_calculator<3, 4, 1, 180>,
new tohit_calculator<8, 1, 100>,
LIGHTGREY,
false,
BEAM_MAGIC,
DCHAR_FIRED_ZAP,
true,
true,
false,
3
},
{
ZAP_BANISHMENT,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_BANISH,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_DEGENERATION,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_DEGENERATE,
NUM_DCHAR_TYPES,
false,
false,
false,
0 // XXX: How loud should this be?
},
{
ZAP_STING,
"sting",
25,
new dicedef_calculator<1, 3, 1, 5>,
new tohit_calculator<8, 1, 5>,
GREEN,
false,
BEAM_POISON,
DCHAR_FIRED_ZAP,
true,
false,
false,
1 // XXX: Maybe silent because it's poison?
},
{
ZAP_HELLFIRE,
"hellfire",
200,
new calcdice_calculator<3, 8, 3, 5>,
new tohit_calculator<20, 1, 10>,
RED,
false,
BEAM_HELLFIRE,
DCHAR_FIRED_ZAP,
true,
false,
true,
9 // XXX: Even louder because it's hellish?
},
{
ZAP_IRON_SHOT,
"iron shot",
200,
new calcdice_calculator<9, 15, 3, 4>,
new tohit_calculator<7, 1, 15>,
LIGHTCYAN,
false,
BEAM_MMISSILE,
DCHAR_FIRED_MISSILE,
true,
false,
false,
6
},
{
ZAP_STRIKING,
"force bolt",
25,
new dicedef_calculator<1, 5, 0, 1>,
new tohit_calculator<8, 1, 10>,
BLACK,
false,
BEAM_MMISSILE,
NUM_DCHAR_TYPES,
true,
false,
false,
4 // XXX: this is just a guess.
},
{
ZAP_STONE_ARROW,
"stone arrow",
50,
new dicedef_calculator<2, 5, 1, 7>,
new tohit_calculator<8, 1, 10>,
LIGHTGREY,
false,
BEAM_MMISSILE,
DCHAR_FIRED_MISSILE,
true,
false,
false,
3
},
{
ZAP_ELECTRICITY,
"zap",
25,
new dicedef_calculator<1, 3, 1, 4>,
new tohit_calculator<8, 1, 7>,
LIGHTCYAN,
false,
BEAM_ELECTRICITY, // beams & reflects
DCHAR_FIRED_ZAP,
true,
true,
false,
1 // XXX: maybe electricity should be louder?
},
{
ZAP_ORB_OF_ELECTRICITY,
"orb of electricity",
200,
new calcdice_calculator<0, 15, 4, 5>,
new tohit_calculator<40>,
LIGHTBLUE,
false,
BEAM_ELECTRICITY,
DCHAR_FIRED_ZAP,
true,
false,
true,
6 // XXX: maybe electricity should be louder?
},
{
ZAP_SPIT_POISON,
"splash of poison",
50,
new dicedef_calculator<1, 4, 1, 2>,
new tohit_calculator<5, 1, 6>,
GREEN,
false,
BEAM_POISON,
DCHAR_FIRED_ZAP,
true,
false,
false,
1
},
{
ZAP_DEBUGGING_RAY,
"debugging ray",
10000,
new dicedef_calculator<AUTOMATIC_HIT, 1, 0, 1>,
new tohit_calculator<AUTOMATIC_HIT>,
WHITE,
false,
BEAM_MMISSILE,
DCHAR_FIRED_DEBUG,
false,
false,
false,
0
},
// XXX: How loud should breath be?
{
ZAP_BREATHE_FIRE,
"fiery breath",
50,
new dicedef_calculator<3, 4, 1, 3>,
new tohit_calculator<8, 1, 6>,
RED,
false,
BEAM_FIRE,
DCHAR_FIRED_ZAP,
true,
true,
false,
6
},
{
ZAP_BREATHE_FROST,
"freezing breath",
50,
new dicedef_calculator<3, 4, 1, 3>,
new tohit_calculator<8, 1, 6>,
WHITE,
false,
BEAM_COLD,
DCHAR_FIRED_ZAP,
true,
true,
false,
6
},
{
ZAP_BREATHE_ACID,
"acid",
50,
new dicedef_calculator<3, 3, 1, 3>,
new tohit_calculator<5, 1, 6>,
YELLOW,
false,
BEAM_ACID,
DCHAR_FIRED_ZAP,
true,
true,
false,
6
},
{
ZAP_BREATHE_POISON,
"poison gas",
50,
new dicedef_calculator<3, 2, 1, 6>,
new tohit_calculator<6, 1, 6>,
GREEN,
false,
BEAM_POISON,
DCHAR_FIRED_ZAP,
true,
true,
false,
0 // Explosion does the noise.
},
{
ZAP_BREATHE_POWER,
"bolt of energy",
50,
new dicedef_calculator<3, 3, 1, 3>,
new tohit_calculator<5, 1, 6>,
BLUE,
false,
BEAM_MMISSILE,
DCHAR_FIRED_ZAP,
true,
true,
false,
6
},
{
ZAP_ENSLAVE_UNDEAD,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_ENSLAVE_UNDEAD,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_ENSLAVE_SOUL,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_ENSLAVE_SOUL,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_AGONY,
"agony",
100,
NULL,
new tohit_calculator<0, 5, 1>,
BLACK,
true,
BEAM_PAIN,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_DISINTEGRATION,
"",
100,
new calcdice_calculator<3, 15, 3, 4>,
new tohit_calculator<0, 5, 2>,
BLACK,
true,
BEAM_DISINTEGRATION,
NUM_DCHAR_TYPES,
false,
true,
false,
6
},
{
ZAP_BREATHE_STEAM,
"ball of steam",
50,
new dicedef_calculator<3, 4, 1, 5>,
new tohit_calculator<10, 1, 10>,
LIGHTGREY,
false,
BEAM_STEAM,
DCHAR_FIRED_ZAP,
true,
true,
false,
0 // Explosion does the noise.
},
{
ZAP_CONTROL_DEMON,
"",
100,
NULL,
new tohit_calculator<0, 3, 2>,
BLACK,
true,
BEAM_ENSLAVE_DEMON,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_ORB_OF_FRAGMENTATION,
"metal orb",
200,
new calcdice_calculator<3, 30, 3, 4>,
new tohit_calculator<20>,
CYAN,
false,
BEAM_FRAG,
DCHAR_FIRED_ZAP,
false,
false,
true,
5 // XXX: Seems like it might be louder than this.
},
{
ZAP_THROW_ICICLE,
"shard of ice",
100,
new calcdice_calculator<3, 10, 1, 2>,
new tohit_calculator<9, 1, 12>,
WHITE,
false,
BEAM_ICE,
DCHAR_FIRED_ZAP,
false,
false,
false,
4
},
{ // ench_power controls radius
ZAP_ICE_STORM,
"great blast of cold",
200,
new calcdice_calculator<7, 22, 1, 1>,
new tohit_calculator<20, 1, 10>,
BLUE,
false,
BEAM_ICE,
DCHAR_FIRED_ZAP,
true,
false,
true,
9 // XXX: Should a storm be louder?
},
{
ZAP_CORONA,
"",
100,
NULL,
NULL,
BLUE,
true,
BEAM_CORONA,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_HIBERNATION,
"",
100, // power is capped to 50 in spl-zap.cc:spell_zap_power.
NULL,
NULL,
BLACK,
true,
BEAM_HIBERNATION,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_FLAME_TONGUE,
"flame",
25,
new dicedef_calculator<1, 8, 1, 4>,
new tohit_calculator<7, 1, 6>,
RED,
false,
BEAM_FIRE,
DCHAR_FIRED_BOLT,
true,
false,
false,
1
},
{
ZAP_SANDBLAST,
"rocky blast",
50,
new dicedef_calculator<2, 4, 1, 3>,
new tohit_calculator<13, 1, 10>,
BROWN,
false,
BEAM_FRAG,
DCHAR_FIRED_BOLT,
true,
false,
false,
2 // XXX: Sound 2 for level one spell?
},
{
ZAP_SMALL_SANDBLAST,
"blast of sand",
25,
new dicedef_calculator<1, 8, 1, 4>,
new tohit_calculator<8, 1, 5>,
BROWN,
false,
BEAM_FRAG,
DCHAR_FIRED_BOLT,
true,
false,
false,
1
},
{
ZAP_MAGMA,
"bolt of magma",
200,
new calcdice_calculator<4, 10, 3, 5>,
new tohit_calculator<8, 1, 25>,
RED,
false,
BEAM_LAVA,
DCHAR_FIRED_ZAP,
true,
true,
false,
5
},
{
ZAP_POISON_ARROW,
"poison arrow",
200,
new calcdice_calculator<4, 15, 1, 1>,
new tohit_calculator<5, 1, 10>,
LIGHTGREEN,
false,
BEAM_POISON_ARROW, // extra damage
DCHAR_FIRED_MISSILE,
true,
false,
false,
6 // XXX: Less noise because it's poison?
},
{
ZAP_PETRIFY,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_PETRIFY,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_PORKALATOR,
"porkalator",
100,
NULL,
NULL,
RED,
true,
BEAM_PORKALATOR,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_SLEEP,
"",
100,
NULL,
NULL,
BLACK,
true,
BEAM_SLEEP,
NUM_DCHAR_TYPES,
false,
false,
false,
0
},
{
ZAP_IOOD,
"",
200,
NULL,
new tohit_calculator<AUTOMATIC_HIT>,
WHITE,
false,
BEAM_NUKE,
NUM_DCHAR_TYPES, // no dchar, to get bolt.glyph == 0,
// hence invisible
true,
true,
false,
0
},
{
ZAP_SUNRAY,
"ray of light",
200,
new calcdice_calculator<4, 15, 1, 1>,
new tohit_calculator<5, 1, 20>,
ETC_HOLY,
false,
BEAM_LIGHT,
DCHAR_FIRED_BOLT,
true,
true,
false,
6 // XXX: Less noise because it's poison?
},
#endif
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