--- deliantra/server/include/skills.h 2006/02/03 07:12:50 1.1
+++ deliantra/server/include/skills.h 2007/11/08 19:43:25 1.22
@@ -1,31 +1,28 @@
/*
- * static char *rcsid_skills_h =
- * "$Id$";
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
+ *
+ * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
+ * Copyright (©) 1992,2007 Frank Tore Johansen
+ *
+ * Deliantra is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
+ *
+ * The authors can be reached via e-mail to
*/
-/*
- CrossFire, A Multiplayer game for X-windows
-
- Copyright (C) 2003 Mark Wedel & Crossfire Development Team
- Copyright (C) 1992 Frank Tore Johansen
-
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation; either version 2 of the License, or
- (at your option) any later version.
-
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
-
- You should have received a copy of the GNU General Public License
- along with this program; if not, write to the Free Software
- Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
- The authors can be reached via e-mail at crossfire-devel@real-time.com
-*/
-
+#ifndef SKILLS_H__
+#define SKILLS_H__
/* This list is just a subtype <-> skill (code wise) in the
* server translation. In theory, the processing of the different
@@ -34,52 +31,25 @@
* The order of this list has no special meaning. 0 is not used
* to denote improperly set objects.
*/
+enum {
+ SK_NONE = 0,
+# define def(uc, flags) SK_ ## uc,
+# include "skillinc.h"
+# undef def
+ NUM_SKILLS,
+};
-#define SK_LOCKPICKING 1
-#define SK_HIDING 2
-#define SK_SMITHERY 3
-#define SK_BOWYER 4
-#define SK_JEWELER 5
-#define SK_ALCHEMY 6
-#define SK_STEALING 7
-#define SK_LITERACY 8
-#define SK_BARGAINING 9
-#define SK_JUMPING 10
-#define SK_DET_MAGIC 11
-#define SK_ORATORY 12
-#define SK_SINGING 13
-#define SK_DET_CURSE 14
-#define SK_FIND_TRAPS 15
-#define SK_MEDITATION 16
-#define SK_PUNCHING 17
-#define SK_FLAME_TOUCH 18
-#define SK_KARATE 19
-#define SK_CLIMBING 20
-#define SK_WOODSMAN 21
-#define SK_INSCRIPTION 22
-#define SK_ONE_HANDED_WEAPON 23
-#define SK_MISSILE_WEAPON 24
-#define SK_THROWING 25
-#define SK_USE_MAGIC_ITEM 26
-#define SK_DISARM_TRAPS 27
-#define SK_SET_TRAP 28
-#define SK_THAUMATURGY 29
-#define SK_PRAYING 30
-#define SK_CLAWING 31
-#define SK_LEVITATION 32
-#define SK_SUMMONING 33
-#define SK_PYROMANCY 34
-#define SK_EVOCATION 35
-#define SK_SORCERY 36
-#define SK_TWO_HANDED_WEAPON 37
-
-/* This is the highest number skill in the table +1
- * This is used to store pointers to the actual skills -
- * to make life easier, we use the value above as index,
- * eg, SK_EVOCATION (35) will be in last_skills[35].
- */
-#define NUM_SKILLS 38
+enum {
+ SF_COMBAT = 0x01, // skill is used only in direct attack combat
+ SF_NEED_WEAPON = 0x02, // skill requires a weapon object
+ SF_RANGED = 0x04, // skill is only used for ranged attacks
+ SF_NEED_BOW = 0x08, // skill requires a bow object
+ SF_USE = 0x10, // skill can be used but is directionless
+ SF_APPLY = 0x20, // skill can be independently applied and is never a chosen skill
+ SF_MANA = 0x40, // skill requires a mana-consuming spell
+ SF_GRACE = 0x80, // skill can use a grace-consuming spell
+};
/* This is used in the exp functions - basically what to do if
* the player doesn't have the skill he should get exp in.
@@ -89,54 +59,28 @@
#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */
#define SK_EXP_NONE 2 /* Player gets nothing */
#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
+#define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */
#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
-/* This macro is used in fix_player() to define if this is a sill
+/* This macro is used in fix_player() to define if this is a skill
* that should be used to calculate wc's and the like.
*/
-#define IS_COMBAT_SKILL(num) \
- ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \
- (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
- (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON))
+#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT)
+#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED)
/* Like IS_COMBAT_SKILL above, but instead this is used to determine
* how many mana points the player has.
*/
-#define IS_MANA_SKILL(num) \
- ((num==SK_SORCERY) || (num==SK_EVOCATION) || \
- (num==SK_PYROMANCY) || (num==SK_SUMMONING))
+#define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA)
/* Currently only one of these, but put the define here to make
* it easier to expand it in the future */
-#define IS_GRACE_SKILL(num) \
- (num==SK_PRAYING)
+#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE)
-
-
-extern const char *skill_names[NUM_SKILLS];
-
-#ifdef WANT_UNARMED_SKILLS
-/* Table of unarmed attack skills. Terminated by -1. This
- * is also the list that we should try to use skills when
- * automatically applying one for the player.
- * Note it is hardcoded in the skill_util.c that dragons always
- * want clawing if possible.
- * included in a #ifdef so we don't get bunches of warnings about
- * unused values. it is located here instead of a .c file to make
- * updates easier and put it in a more central place - it shouldn't
- * change very often, but it make sense to have it with the enumerated
- * skill numbers above.
- */
-static uint8 unarmed_skills[] = {
-SK_KARATE,
-SK_CLAWING,
-SK_FLAME_TOUCH,
-SK_PUNCHING,
--1
-};
-
-/* Just in case one file includes this more than once */
-#undef WANT_UNARMED_SKILLS
+extern const uint8_t skill_flags[NUM_SKILLS];
+// defined in shstr.C for initialisation order
+extern shstr skill_names[NUM_SKILLS];
#endif
+