--- deliantra/server/include/skills.h 2010/03/26 20:17:48 1.27
+++ deliantra/server/include/skills.h 2016/11/16 23:42:01 1.35
@@ -1,24 +1,24 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ *
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2003 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
- *
+ *
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero 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 Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
@@ -32,7 +32,8 @@
* The order of this list has no special meaning. 0 is not used
* to denote improperly set objects.
*/
-enum {
+enum
+{
SK_NONE = 0,
# define def(uc, flags) SK_ ## uc,
# include "skillinc.h"
@@ -40,15 +41,17 @@
NUM_SKILLS,
};
-enum {
- SF_COMBAT = 0x01, // skill can be used in direct attack combat (not ranged)
- SF_RANGED = 0x04, // skill can be used for ranged attacks (not combat)
- SF_USE = 0x10, // skill can be used directly, directionless
- SF_APPLY = 0x20, // skill can be independently applied (ranged) and is never a chosen skill
-
- SF_NEED_ITEM = 0x20, // skill *requires* some object in the weapon slot
- SF_MANA = 0x40, // skill requires a mana-consuming spell
- SF_GRACE = 0x80, // skill can use a grace-consuming spell
+enum
+{
+ SF_COMBAT = 0x01, // skill can be used in direct attack combat (hth or weapon-based, not ranged)
+ SF_RANGED = 0x02, // skill can be used for ranged attacks (not combat)
+
+ SF_USE = 0x04, // skill can be used directly, directionless
+ SF_NEED_ITEM = 0x08, // skill *requires* some object in the weapon slot
+ SF_AUTARK = 0x20, // skill is independent, cannot be readied or used by items, no chosen skill
+
+ SF_MANA = 0x40, // skill requires a mana-consuming spell, but cannot be readied on its own
+ SF_GRACE = 0x80, // skill can use a grace-consuming spell, or can be used on its own
};
/* This is used in the exp functions - basically what to do if
@@ -63,9 +66,6 @@
#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 skill
- * that should be used to calculate wc's and the like.
- */
#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT)
#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED)
@@ -79,8 +79,11 @@
#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE)
extern const uint8_t skill_flags[NUM_SKILLS];
-// defined in shstr.C for initialisation order
-extern shstr skill_names[NUM_SKILLS];
+
+// would like to use object_vector here...
+extern vector skillvec;
+void add_skill_archetype (object *o);
+#define SKILL_INDEX(o) (o)->arch->cached_sp
#endif