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notnotdnethack/include/zap.h
demogorgon22 cc263791d4 Merge branch 'devel-3.22.1' of https://github.com/Chris-plus-alphanumericgibberish/dNAO
Needs a lot of work still reconciling some changes, but it runs.
2024-01-14 13:19:59 -05:00

40 lines
1.5 KiB
C

/* SCCS Id: @(#)zap.h 3.4 1997/05/01 */
/* Copyright (c) Izchak Miller, 1989. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef ZAP_H
#define ZAP_H
struct zapdata {
int adtyp; /* damage type (AD_type) */
Bitfield(ztyp, 3); /* originator of zap (ZAP_type) */
#define ZAP_WAND 1
#define ZAP_SPELL 2
#define ZAP_BREATH 3
#define ZAP_RAYGUN 4
#define ZAP_FLAMETHROWER 5
int damn; /* number of dice */
int damd; /* size of dice */
int bonus;
int flat; /* alternative to damn and damd -- flat damage to deal */
Bitfield(always_hits, 1); /* cannot miss */
Bitfield(phase_armor, 1); /* ignore defender's worn armor when rolling To-Hit vs AC*/
Bitfield(unreflectable, 2); /* zap is harder/impossible to reflect */
#define ZAP_REFL_ADVANCED 0x1
#define ZAP_REFL_NEVER 0x2
#define enhanced_zap(zapdat) ((zapdat)->unreflectable & ZAP_REFL_ADVANCED)
#define noreflect_zap(zapdat) ((zapdat)->unreflectable & ZAP_REFL_NEVER)
Bitfield(single_target, 1); /* stops on first target hit */
Bitfield(explosive, 1); /* causes a standard explosion at end of range */
Bitfield(splashing, 1); /* causes a splash at end of range */
Bitfield(directly_hits, 1); /* actually hits monsters. Usually TRUE, but often FALSE if explosive or splashing. */
Bitfield(affects_floor, 1); /* does zap-over-floor effects */
Bitfield(no_bounce, 1); /* does not bounce off of walls */
Bitfield(no_hit_wall, 1); /* stops just short of walls */
Bitfield(leaves_clouds, 1); /* leaves a trail of adtyp-appropriate clouds */
};
#endif /* ZAP_H */