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/cvs/deliantra/server/include/skills.h
Revision: 1.1
Committed: Fri Feb 3 07:12:50 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_skills_h =
3     * "$Id: skills.h,v 1.11 2005/08/12 13:46:34 ryo_saeba Exp $";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29    
30     /* This list is just a subtype <-> skill (code wise) in the
31     * server translation. In theory, the processing of the different
32     * skills could be done via strncmp
33     * This list doesn't really try to identify what the skills do.
34     * The order of this list has no special meaning. 0 is not used
35     * to denote improperly set objects.
36     */
37    
38     #define SK_LOCKPICKING 1
39     #define SK_HIDING 2
40     #define SK_SMITHERY 3
41     #define SK_BOWYER 4
42     #define SK_JEWELER 5
43     #define SK_ALCHEMY 6
44     #define SK_STEALING 7
45     #define SK_LITERACY 8
46     #define SK_BARGAINING 9
47     #define SK_JUMPING 10
48     #define SK_DET_MAGIC 11
49     #define SK_ORATORY 12
50     #define SK_SINGING 13
51     #define SK_DET_CURSE 14
52     #define SK_FIND_TRAPS 15
53     #define SK_MEDITATION 16
54     #define SK_PUNCHING 17
55     #define SK_FLAME_TOUCH 18
56     #define SK_KARATE 19
57     #define SK_CLIMBING 20
58     #define SK_WOODSMAN 21
59     #define SK_INSCRIPTION 22
60     #define SK_ONE_HANDED_WEAPON 23
61     #define SK_MISSILE_WEAPON 24
62     #define SK_THROWING 25
63     #define SK_USE_MAGIC_ITEM 26
64     #define SK_DISARM_TRAPS 27
65     #define SK_SET_TRAP 28
66     #define SK_THAUMATURGY 29
67     #define SK_PRAYING 30
68     #define SK_CLAWING 31
69     #define SK_LEVITATION 32
70     #define SK_SUMMONING 33
71     #define SK_PYROMANCY 34
72     #define SK_EVOCATION 35
73     #define SK_SORCERY 36
74     #define SK_TWO_HANDED_WEAPON 37
75    
76     /* This is the highest number skill in the table +1
77     * This is used to store pointers to the actual skills -
78     * to make life easier, we use the value above as index,
79     * eg, SK_EVOCATION (35) will be in last_skills[35].
80     */
81     #define NUM_SKILLS 38
82    
83    
84     /* This is used in the exp functions - basically what to do if
85     * the player doesn't have the skill he should get exp in.
86     */
87    
88     #define SK_EXP_ADD_SKILL 0 /* Give the player the skill */
89     #define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */
90     #define SK_EXP_NONE 2 /* Player gets nothing */
91     #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
92    
93     #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
94    
95     /* This macro is used in fix_player() to define if this is a sill
96     * that should be used to calculate wc's and the like.
97     */
98     #define IS_COMBAT_SKILL(num) \
99     ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \
100     (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
101     (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON))
102    
103     /* Like IS_COMBAT_SKILL above, but instead this is used to determine
104     * how many mana points the player has.
105     */
106     #define IS_MANA_SKILL(num) \
107     ((num==SK_SORCERY) || (num==SK_EVOCATION) || \
108     (num==SK_PYROMANCY) || (num==SK_SUMMONING))
109    
110     /* Currently only one of these, but put the define here to make
111     * it easier to expand it in the future */
112     #define IS_GRACE_SKILL(num) \
113     (num==SK_PRAYING)
114    
115    
116    
117     extern const char *skill_names[NUM_SKILLS];
118    
119     #ifdef WANT_UNARMED_SKILLS
120     /* Table of unarmed attack skills. Terminated by -1. This
121     * is also the list that we should try to use skills when
122     * automatically applying one for the player.
123     * Note it is hardcoded in the skill_util.c that dragons always
124     * want clawing if possible.
125     * included in a #ifdef so we don't get bunches of warnings about
126     * unused values. it is located here instead of a .c file to make
127     * updates easier and put it in a more central place - it shouldn't
128     * change very often, but it make sense to have it with the enumerated
129     * skill numbers above.
130     */
131     static uint8 unarmed_skills[] = {
132     SK_KARATE,
133     SK_CLAWING,
134     SK_FLAME_TOUCH,
135     SK_PUNCHING,
136     -1
137     };
138    
139     /* Just in case one file includes this more than once */
140     #undef WANT_UNARMED_SKILLS
141    
142     #endif