--- deliantra/server/include/skills.h 2007/01/15 21:06:19 1.13 +++ deliantra/server/include/skills.h 2007/05/01 05:48:20 1.15 @@ -34,12 +34,23 @@ */ enum { SK_NONE = 0, -# define def(uc) SK_ ## uc, +# define def(uc, flags) SK_ ## uc, # include "skillinc.h" # undef def NUM_SKILLS, }; +enum { + SF_COMBAT = 0x01, // skill is used only in direct attack combat + SF_RANGED = 0x02, // skill is only used for ranged attacks + SF_READY = 0x04, // skill can be used but is directionless + SF_NEED_WEAPON = 0x08, // skill requires a weapon object + SF_NEED_BOW = 0x10, // skill requires a bow object + SF_NEED_ITEM = 0x20, // skill requires a bow object + 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. */ @@ -55,25 +66,19 @@ /* 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) || \ - (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \ - (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL)) +#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 uint8_t skill_flags[NUM_SKILLS]; extern shstr skill_names[NUM_SKILLS]; #endif