1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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22 | */ |
22 | */ |
23 | |
23 | |
24 | #ifndef SKILLS_H__ |
24 | #ifndef SKILLS_H__ |
25 | #define SKILLS_H__ |
25 | #define SKILLS_H__ |
26 | |
26 | |
27 | /* This list is just a subtype <-> skill (code wise) in the |
27 | /* This list is just a subtype <-> skill (code wise) in the |
… | |
… | |
31 | * The order of this list has no special meaning. 0 is not used |
31 | * The order of this list has no special meaning. 0 is not used |
32 | * to denote improperly set objects. |
32 | * to denote improperly set objects. |
33 | */ |
33 | */ |
34 | enum { |
34 | enum { |
35 | SK_NONE = 0, |
35 | SK_NONE = 0, |
36 | # define def(uc) SK_ ## uc, |
36 | # define def(uc, flags) SK_ ## uc, |
37 | # include "skillinc.h" |
37 | # include "skillinc.h" |
38 | # undef def |
38 | # undef def |
39 | NUM_SKILLS, |
39 | NUM_SKILLS, |
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40 | }; |
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41 | |
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42 | enum { |
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43 | SF_COMBAT = 0x01, // skill is used only in direct attack combat |
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44 | SF_NEED_WEAPON = 0x02, // skill requires a weapon object |
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45 | SF_RANGED = 0x04, // skill is only used for ranged attacks |
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46 | SF_NEED_BOW = 0x08, // skill requires a bow object |
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47 | SF_USE = 0x10, // skill can be used but is directionless |
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48 | SF_APPLY = 0x20, // skill can be independently applied and is never a chosen skill |
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49 | |
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50 | SF_MANA = 0x40, // skill requires a mana-consuming spell |
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51 | SF_GRACE = 0x80, // skill can use a grace-consuming spell |
40 | }; |
52 | }; |
41 | |
53 | |
42 | /* This is used in the exp functions - basically what to do if |
54 | /* This is used in the exp functions - basically what to do if |
43 | * the player doesn't have the skill he should get exp in. |
55 | * the player doesn't have the skill he should get exp in. |
44 | */ |
56 | */ |
… | |
… | |
52 | #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
64 | #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
53 | |
65 | |
54 | /* This macro is used in fix_player() to define if this is a skill |
66 | /* This macro is used in fix_player() to define if this is a skill |
55 | * that should be used to calculate wc's and the like. |
67 | * that should be used to calculate wc's and the like. |
56 | */ |
68 | */ |
57 | #define IS_COMBAT_SKILL(num) \ |
69 | #define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT) |
58 | ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ |
70 | #define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED) |
59 | (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ |
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60 | (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \ |
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61 | (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \ |
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62 | (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL)) |
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63 | |
71 | |
64 | /* 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 |
65 | * how many mana points the player has. |
73 | * how many mana points the player has. |
66 | */ |
74 | */ |
67 | #define IS_MANA_SKILL(num) \ |
75 | #define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA) |
68 | ((num==SK_SORCERY) || (num==SK_EVOCATION) || \ |
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69 | (num==SK_PYROMANCY) || (num==SK_SUMMONING)) |
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70 | |
76 | |
71 | /* 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 |
72 | * it easier to expand it in the future */ |
78 | * it easier to expand it in the future */ |
73 | #define IS_GRACE_SKILL(num) \ |
79 | #define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE) |
74 | (num==SK_PRAYING) |
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75 | |
80 | |
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81 | extern const uint8_t skill_flags[NUM_SKILLS]; |
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82 | // defined in shstr.C for initialisation order |
76 | extern shstr skill_names[NUM_SKILLS]; |
83 | extern shstr skill_names[NUM_SKILLS]; |
77 | |
84 | |
78 | #endif |
85 | #endif |
79 | |
86 | |