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/cvs/deliantra/server/include/skills.h
Revision: 1.5
Committed: Wed May 17 21:35:43 2006 UTC (18 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: LAST_C_VERSION, difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.4: +1 -1 lines
Log Message:
typo

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_skills_h =
3 pippijn 1.2 * "$Id$";
4 root 1.1 */
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 pippijn 1.4 #define SK_SPARK_TOUCH 38
76 pippijn 1.3 #define SK_SHIVER 39
77     #define SK_ACID_SPLASH 40
78     #define SK_POISON_NAIL 41
79 root 1.1
80     /* This is the highest number skill in the table +1
81     * This is used to store pointers to the actual skills -
82     * to make life easier, we use the value above as index,
83     * eg, SK_EVOCATION (35) will be in last_skills[35].
84     */
85 pippijn 1.2 #define NUM_SKILLS 42
86 root 1.1
87    
88     /* This is used in the exp functions - basically what to do if
89     * the player doesn't have the skill he should get exp in.
90     */
91    
92     #define SK_EXP_ADD_SKILL 0 /* Give the player the skill */
93     #define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */
94     #define SK_EXP_NONE 2 /* Player gets nothing */
95     #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
96    
97     #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
98    
99 root 1.5 /* This macro is used in fix_player() to define if this is a skill
100 root 1.1 * that should be used to calculate wc's and the like.
101     */
102     #define IS_COMBAT_SKILL(num) \
103     ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \
104     (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
105 pippijn 1.2 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \
106 pippijn 1.3 (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \
107     (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL))
108 root 1.1
109     /* Like IS_COMBAT_SKILL above, but instead this is used to determine
110     * how many mana points the player has.
111     */
112     #define IS_MANA_SKILL(num) \
113     ((num==SK_SORCERY) || (num==SK_EVOCATION) || \
114     (num==SK_PYROMANCY) || (num==SK_SUMMONING))
115    
116     /* Currently only one of these, but put the define here to make
117     * it easier to expand it in the future */
118     #define IS_GRACE_SKILL(num) \
119     (num==SK_PRAYING)
120    
121    
122    
123     extern const char *skill_names[NUM_SKILLS];
124    
125     #ifdef WANT_UNARMED_SKILLS
126     /* Table of unarmed attack skills. Terminated by -1. This
127     * is also the list that we should try to use skills when
128     * automatically applying one for the player.
129     * Note it is hardcoded in the skill_util.c that dragons always
130     * want clawing if possible.
131     * included in a #ifdef so we don't get bunches of warnings about
132     * unused values. it is located here instead of a .c file to make
133     * updates easier and put it in a more central place - it shouldn't
134     * change very often, but it make sense to have it with the enumerated
135     * skill numbers above.
136     */
137     static uint8 unarmed_skills[] = {
138     SK_KARATE,
139     SK_CLAWING,
140     SK_FLAME_TOUCH,
141     SK_PUNCHING,
142 pippijn 1.2 SK_SPARK_TOUCH,
143 pippijn 1.3 SK_SHIVER,
144     SK_ACID_SPLASH,
145     SK_POISON_NAIL,
146 root 1.1 -1
147     };
148    
149     /* Just in case one file includes this more than once */
150     #undef WANT_UNARMED_SKILLS
151    
152     #endif