--- deliantra/server/include/skills.h 2006/12/15 20:07:02 1.10
+++ deliantra/server/include/skills.h 2010/04/15 00:36:51 1.31
@@ -1,25 +1,26 @@
/*
- 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.de
-*/
+ * 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 (©) 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
+ */
#ifndef SKILLS_H__
#define SKILLS_H__
@@ -31,14 +32,28 @@
* 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) SK_ ## uc,
+# define def(uc, flags) SK_ ## uc,
# include "skillinc.h"
# undef def
NUM_SKILLS,
};
+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
* the player doesn't have the skill he should get exp in.
*/
@@ -51,29 +66,24 @@
#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) \
- ((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];
+// 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