--- 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