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authorJude Brown <bookofjude@users.sourceforge.net>2009-11-03 20:09:52 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2009-11-03 20:13:57 +1000
commitae6a056743b365cc611a6a5a5b4031cfeb281407 (patch)
tree389af94415f7e3e0540bca4de7ac49c29a51faae /crawl-ref/source/spl-data.h
parent41878a6a0e11f6b7c782e67e68ec04d1b3347df7 (diff)
downloadcrawl-ref-ae6a056743b365cc611a6a5a5b4031cfeb281407.tar.gz
crawl-ref-ae6a056743b365cc611a6a5a5b4031cfeb281407.zip
Moved historical notes in spl-data.h to their own file.
As noted in the spl-data.h header, a lot of the comments are obsolete. They are still interesting to read and should be kept regardless, so I've moved them to a new folder in docs/: "historical". Other comments could also be moved here in future.
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/*
- XXX: Some of these notes are obsolete now!
-
- In case anyone ever wants to add new spells, or just understand my reasons
- for putting a particular spell into a particular type, read on:
-
- Guidelines for typing spells
-
- Conjuration
- This type has a near monopoly on effective and relatively risk-free combat
- spells. All other types of combat spells are either indirect (enchantments),
- risky/detrimental/not versatile (necromancy) or just plain crappy (burn and
- freeze), although smiting is not too bad.
- Conjuration spells all involve the magical creation of matter and/or energy
- (which are the same thing anyway, right?). They are distinguished from
- summoning spells in that they do not involve the summoning of an entire
- creature from another place.
-
- Enchantment
- These spells mostly cause some kind of durational effect, which lasts only
- until the magic wears off. Enchantments are distinguished from
- transmutations in that the latter cause a permanent alteration in something
- which persists even after the magic has faded, while the effects of the
- former last only so long as the magic does. Sometimes enchantments may take
- advantage of the more powerful aspects of transmutation to induce some
- kind of radical change (eg polymorph).
- Some enchantments would also fall under the description of 'meta-magic'
- spells, like Selective Amnesia and Remove Curse (and if I ever implement
- Dispel Magic, it will be an enchantment).
- It is possible that some divinations could be retyped as
- divination/enchantment, as they appear to be primarily concerned with
- detecting enchantments. Detect Curse and Identify are what I'm thinking
- of here.
-
- Fire and Ice
- These are quite obvious. I'm trying to keep these two balanced with each
- other, but it can be difficult. I have to weigh up some useful fire spells,
- like Sticky Flame, Fireball, Ring of Flames and Firestorm, and the fact that
- Fire wizards have an advantage when summoning fire elementals by either
- spell or device, with the also quite useful Refrigeration, Ice Armour and
- Freezing Cloud. Ice wizards don't have a corresponding advantage with
- water elementals, because water and ice are two different things (ice is not
- necessarily water ice, for example).
- Generally, Fire spells tend towards chaos, disorder and entropy, while
- Ice spells tend towards order and stasis. But these trends are rather
- underdeveloped at the moment.
- Note that just about the only reason one would ever choose an ice or fire
- wizard over a conjurer would be the resistance gained at level 12.
- Especially because having a fire specialisation basically removes any chance
- of ever using ice spells effectively, and vice versa.
-
- Transmutation
- See enchantments.
-
- Necromancy
- This is the fun stuff. Necromancy is a mixed bag of many and various
- different kinds of spells, with a few common themes:
- -Differentiation of living, dead and undead. Some necromancy affects only
- the living (pain, vampiric draining, etc.), some affects only the dead
- (animate dead, twisted resurrection, etc.), and some affects only undead
- (dispel and control undead).
- -Actual or potential harm: eg risk in Death's Door, hp loss with Pain,
- disease with summon greater undead, etc. Also loss of potential experience
- gain with bolt of draining and degeneration.
- -Material components are central to many of the spells.
- -Some spells duplicate effects of other types, but do so in a different
- (neither superior or inferior) way. Eg bone shards is a very powerful spell
- for only 3 magic points, but requires preparation. Also, necromantic
- healing spells are different and more idiosyncratic than holy healing.
- Although regeneration is usually less useful than lesser healing and is
- level 3 instead of 2, it can be cast before combat (when 1 turn spent
- casting is less important), and is affected by extension.
- -Generally unholy theme of spells (I mean, Twisted Resurrection?).
-
- Holy
- The Holy type is also fairly various, but is rather less interesting than
- necromancy (after all, priests are better at fighting than necromancers).
- Holy spells do things like driving off undead and healing. Note that I
- consider item stickycursing to be more of an issue for enchantments rather
- than holy magic, which is why remove curse is enchantment.
-
- Summoning
- These spells involve bringing a creature from somewhere else (possibly on
- another plane of existence) to this world to do battle for the caster. Some
- future summonings could potentially be combination conjuration/summoning
- spells, eg the ball lightning spell I keep planning to implement.
- Also, potential exists for some risky high-level spells, maybe demon
- summoning?
-
- Divination
- These spells provide information to the caster. A diviner class would be
- possible (and having detect curse and identify would be very handy), but
- would be extremely difficult to play - there is no potential in this type
- for combat spells.
-
- Translocation
- Translocation spells deal with teleportation etc, also interplanar travel
- (eg Banishment, and the planned Gate spell).
- It is possible that I may give summoners some special access to trans-
- locations due to the obvious similarities.
-
- Poison
- These spells all involve poison. Most are also conjurations.
- I don't plan to implement a 'Poisoner' class, as it would become unplayable
- deep in the dungeon where most monsters are poison resistant.
-
- Your skill for a spell is effectively the average of all schools used in it.
-*/
-
-/*
- * When adding enchantments, must add them to extension as well!
- *
- * spells to do:
- * Contingency?
- * Trigger contingency
- * Preserve Corpses
- * Permanency
- * Explosive rune?
- * Fennel wands
- * More summonings!
+ * File: spl-data.h
+ * Summary: Spell definitions and descriptions. See spell_desc struct in
+ * spl-util.cc.
+ * Written by: Linley Henzell
*/
#ifndef SPLDATA_H