1 | /* |
1 | /* |
2 | * static char *rcsid_skills_h = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: skills.h,v 1.5 2006/05/17 21:35:43 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
25 | #ifndef SKILLS_H__ |
7 | CrossFire, A Multiplayer game for X-windows |
26 | #define SKILLS_H__ |
8 | |
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9 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | |
27 | |
30 | /* This list is just a subtype <-> skill (code wise) in the |
28 | /* This list is just a subtype <-> skill (code wise) in the |
31 | * server translation. In theory, the processing of the different |
29 | * server translation. In theory, the processing of the different |
32 | * skills could be done via strncmp |
30 | * skills could be done via strncmp |
33 | * This list doesn't really try to identify what the skills do. |
31 | * 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 |
32 | * The order of this list has no special meaning. 0 is not used |
35 | * to denote improperly set objects. |
33 | * to denote improperly set objects. |
36 | */ |
34 | */ |
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35 | enum |
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36 | { |
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37 | SK_NONE = 0, |
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38 | # define def(uc, flags) SK_ ## uc, |
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39 | # include "skillinc.h" |
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40 | # undef def |
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41 | NUM_SKILLS, |
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42 | }; |
37 | |
43 | |
38 | #define SK_LOCKPICKING 1 |
44 | enum |
39 | #define SK_HIDING 2 |
45 | { |
40 | #define SK_SMITHERY 3 |
46 | SF_COMBAT = 0x01, // skill can be used in direct attack combat (hth or weapon-based, not ranged) |
41 | #define SK_BOWYER 4 |
47 | SF_RANGED = 0x02, // skill can be used for ranged attacks (not combat) |
42 | #define SK_JEWELER 5 |
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43 | #define SK_ALCHEMY 6 |
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44 | #define SK_STEALING 7 |
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45 | #define SK_LITERACY 8 |
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46 | #define SK_BARGAINING 9 |
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47 | #define SK_JUMPING 10 |
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48 | #define SK_DET_MAGIC 11 |
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49 | #define SK_ORATORY 12 |
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50 | #define SK_SINGING 13 |
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51 | #define SK_DET_CURSE 14 |
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52 | #define SK_FIND_TRAPS 15 |
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53 | #define SK_MEDITATION 16 |
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54 | #define SK_PUNCHING 17 |
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55 | #define SK_FLAME_TOUCH 18 |
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56 | #define SK_KARATE 19 |
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57 | #define SK_CLIMBING 20 |
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58 | #define SK_WOODSMAN 21 |
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59 | #define SK_INSCRIPTION 22 |
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60 | #define SK_ONE_HANDED_WEAPON 23 |
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61 | #define SK_MISSILE_WEAPON 24 |
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62 | #define SK_THROWING 25 |
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63 | #define SK_USE_MAGIC_ITEM 26 |
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64 | #define SK_DISARM_TRAPS 27 |
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65 | #define SK_SET_TRAP 28 |
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66 | #define SK_THAUMATURGY 29 |
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67 | #define SK_PRAYING 30 |
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68 | #define SK_CLAWING 31 |
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69 | #define SK_LEVITATION 32 |
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70 | #define SK_SUMMONING 33 |
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71 | #define SK_PYROMANCY 34 |
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72 | #define SK_EVOCATION 35 |
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73 | #define SK_SORCERY 36 |
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74 | #define SK_TWO_HANDED_WEAPON 37 |
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75 | #define SK_SPARK_TOUCH 38 |
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76 | #define SK_SHIVER 39 |
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77 | #define SK_ACID_SPLASH 40 |
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78 | #define SK_POISON_NAIL 41 |
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79 | |
48 | |
80 | /* This is the highest number skill in the table +1 |
49 | SF_USE = 0x04, // skill can be used directly, directionless |
81 | * This is used to store pointers to the actual skills - |
50 | SF_NEED_ITEM = 0x08, // skill *requires* some object in the weapon slot |
82 | * to make life easier, we use the value above as index, |
51 | SF_AUTARK = 0x20, // skill is independent, cannot be readied or used by items, no chosen skill |
83 | * eg, SK_EVOCATION (35) will be in last_skills[35]. |
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84 | */ |
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85 | #define NUM_SKILLS 42 |
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86 | |
52 | |
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53 | SF_MANA = 0x40, // skill requires a mana-consuming spell, but cannot be readied on its own |
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54 | SF_GRACE = 0x80, // skill can use a grace-consuming spell, or can be used on its own |
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55 | }; |
87 | |
56 | |
88 | /* This is used in the exp functions - basically what to do if |
57 | /* 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. |
58 | * the player doesn't have the skill he should get exp in. |
90 | */ |
59 | */ |
91 | |
60 | |
92 | #define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ |
61 | #define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ |
93 | #define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ |
62 | #define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ |
94 | #define SK_EXP_NONE 2 /* Player gets nothing */ |
63 | #define SK_EXP_NONE 2 /* Player gets nothing */ |
95 | #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ |
64 | #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ |
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65 | #define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */ |
96 | |
66 | |
97 | #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
67 | #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
98 | |
68 | |
99 | /* This macro is used in fix_player() to define if this is a skill |
69 | #define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT) |
100 | * that should be used to calculate wc's and the like. |
70 | #define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED) |
101 | */ |
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102 | #define IS_COMBAT_SKILL(num) \ |
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103 | ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ |
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104 | (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ |
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105 | (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \ |
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106 | (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \ |
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107 | (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL)) |
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108 | |
71 | |
109 | /* Like IS_COMBAT_SKILL above, but instead this is used to determine |
72 | /* Like IS_COMBAT_SKILL above, but instead this is used to determine |
110 | * how many mana points the player has. |
73 | * how many mana points the player has. |
111 | */ |
74 | */ |
112 | #define IS_MANA_SKILL(num) \ |
75 | #define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA) |
113 | ((num==SK_SORCERY) || (num==SK_EVOCATION) || \ |
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114 | (num==SK_PYROMANCY) || (num==SK_SUMMONING)) |
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115 | |
76 | |
116 | /* Currently only one of these, but put the define here to make |
77 | /* Currently only one of these, but put the define here to make |
117 | * it easier to expand it in the future */ |
78 | * it easier to expand it in the future */ |
118 | #define IS_GRACE_SKILL(num) \ |
79 | #define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE) |
119 | (num==SK_PRAYING) |
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120 | |
80 | |
121 | |
81 | extern const uint8_t skill_flags[NUM_SKILLS]; |
122 | |
82 | // defined in shstr.C for initialisation order |
123 | extern const char *skill_names[NUM_SKILLS]; |
83 | extern shstr skill_names[NUM_SKILLS]; |
124 | |
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125 | #ifdef WANT_UNARMED_SKILLS |
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126 | /* Table of unarmed attack skills. Terminated by -1. This |
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127 | * is also the list that we should try to use skills when |
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128 | * automatically applying one for the player. |
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129 | * Note it is hardcoded in the skill_util.c that dragons always |
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130 | * want clawing if possible. |
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131 | * included in a #ifdef so we don't get bunches of warnings about |
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132 | * unused values. it is located here instead of a .c file to make |
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133 | * updates easier and put it in a more central place - it shouldn't |
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134 | * change very often, but it make sense to have it with the enumerated |
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135 | * skill numbers above. |
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136 | */ |
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137 | static uint8 unarmed_skills[] = { |
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138 | SK_KARATE, |
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139 | SK_CLAWING, |
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140 | SK_FLAME_TOUCH, |
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141 | SK_PUNCHING, |
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142 | SK_SPARK_TOUCH, |
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143 | SK_SHIVER, |
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144 | SK_ACID_SPLASH, |
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145 | SK_POISON_NAIL, |
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146 | -1 |
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147 | }; |
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148 | |
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149 | /* Just in case one file includes this more than once */ |
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150 | #undef WANT_UNARMED_SKILLS |
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151 | |
84 | |
152 | #endif |
85 | #endif |
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86 | |