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/* |
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* CrossFire, A Multiplayer game |
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pippijn |
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* |
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* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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* Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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* Copyright (C) 1992 Frank Tore Johansen |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; if not, write to the Free Software |
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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* |
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* The authors can be reached via e-mail at crossfire@schmorp.de |
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*/ |
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1.1 |
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1.9 |
#ifndef SKILLS_H__ |
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#define SKILLS_H__ |
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1.1 |
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/* This list is just a subtype <-> skill (code wise) in the |
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* server translation. In theory, the processing of the different |
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* skills could be done via strncmp |
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* This list doesn't really try to identify what the skills do. |
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* The order of this list has no special meaning. 0 is not used |
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* to denote improperly set objects. |
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*/ |
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1.9 |
enum { |
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SK_NONE = 0, |
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# define def(uc, flags) SK_ ## uc, |
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1.9 |
# include "skillinc.h" |
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# undef def |
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NUM_SKILLS, |
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}; |
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1.1 |
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1.14 |
enum { |
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SF_COMBAT = 0x01, // skill is used only in direct attack combat |
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SF_RANGED = 0x02, // skill is only used for ranged attacks |
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SF_READY = 0x04, // skill can be used but is directionless |
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SF_NEED_WEAPON = 0x08, // skill requires a weapon object |
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SF_NEED_BOW = 0x10, // skill requires a bow object |
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1.17 |
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1.14 |
SF_MANA = 0x40, // skill requires a mana-consuming spell |
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SF_GRACE = 0x80, // skill can use a grace-consuming spell |
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}; |
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/* This is used in the exp functions - basically what to do if |
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* the player doesn't have the skill he should get exp in. |
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*/ |
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#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ |
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#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ |
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#define SK_EXP_NONE 2 /* Player gets nothing */ |
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#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ |
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#define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */ |
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1.1 |
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#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
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1.5 |
/* This macro is used in fix_player() to define if this is a skill |
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* that should be used to calculate wc's and the like. |
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*/ |
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1.14 |
#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT) |
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1.15 |
#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED) |
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/* Like IS_COMBAT_SKILL above, but instead this is used to determine |
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* how many mana points the player has. |
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*/ |
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1.14 |
#define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA) |
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1.1 |
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/* Currently only one of these, but put the define here to make |
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* it easier to expand it in the future */ |
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1.14 |
#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE) |
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1.1 |
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1.14 |
extern const uint8_t skill_flags[NUM_SKILLS]; |
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1.8 |
extern shstr skill_names[NUM_SKILLS]; |
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1.1 |
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1.9 |
#endif |
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1.1 |
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