1 | /* |
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2 | * static char *rcsid_skills_h = |
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3 | * "$Id: skills.h,v 1.8 2006/09/03 00:18:41 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
27 | */ |
22 | */ |
28 | |
23 | |
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24 | #ifndef SKILLS_H__ |
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25 | #define SKILLS_H__ |
29 | |
26 | |
30 | /* This list is just a subtype <-> skill (code wise) in the |
27 | /* This list is just a subtype <-> skill (code wise) in the |
31 | * server translation. In theory, the processing of the different |
28 | * server translation. In theory, the processing of the different |
32 | * skills could be done via strncmp |
29 | * skills could be done via strncmp |
33 | * This list doesn't really try to identify what the skills do. |
30 | * This list doesn't really try to identify what the skills do. |
34 | * 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 |
35 | * to denote improperly set objects. |
32 | * to denote improperly set objects. |
36 | */ |
33 | */ |
37 | |
34 | enum { |
38 | #define SK_LOCKPICKING 1 |
35 | SK_NONE = 0, |
39 | #define SK_HIDING 2 |
36 | # define def(uc) SK_ ## uc, |
40 | #define SK_SMITHERY 3 |
37 | # include "skillinc.h" |
41 | #define SK_BOWYER 4 |
38 | # undef def |
42 | #define SK_JEWELER 5 |
39 | NUM_SKILLS, |
43 | #define SK_ALCHEMY 6 |
40 | }; |
44 | #define SK_STEALING 7 |
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45 | #define SK_LITERACY 8 |
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46 | #define SK_BARGAINING 9 |
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47 | #define SK_JUMPING 10 |
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48 | #define SK_DET_MAGIC 11 |
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49 | #define SK_ORATORY 12 |
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50 | #define SK_SINGING 13 |
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51 | #define SK_DET_CURSE 14 |
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52 | #define SK_FIND_TRAPS 15 |
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53 | #define SK_MEDITATION 16 |
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54 | #define SK_PUNCHING 17 |
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55 | #define SK_FLAME_TOUCH 18 |
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56 | #define SK_KARATE 19 |
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57 | #define SK_CLIMBING 20 |
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58 | #define SK_WOODSMAN 21 |
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59 | #define SK_INSCRIPTION 22 |
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60 | #define SK_ONE_HANDED_WEAPON 23 |
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61 | #define SK_MISSILE_WEAPON 24 |
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62 | #define SK_THROWING 25 |
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63 | #define SK_USE_MAGIC_ITEM 26 |
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64 | #define SK_DISARM_TRAPS 27 |
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65 | #define SK_SET_TRAP 28 |
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66 | #define SK_THAUMATURGY 29 |
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67 | #define SK_PRAYING 30 |
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68 | #define SK_CLAWING 31 |
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69 | #define SK_LEVITATION 32 |
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70 | #define SK_SUMMONING 33 |
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71 | #define SK_PYROMANCY 34 |
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72 | #define SK_EVOCATION 35 |
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73 | #define SK_SORCERY 36 |
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74 | #define SK_TWO_HANDED_WEAPON 37 |
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75 | #define SK_SPARK_TOUCH 38 |
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76 | #define SK_SHIVER 39 |
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77 | #define SK_ACID_SPLASH 40 |
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78 | #define SK_POISON_NAIL 41 |
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79 | |
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80 | /* This is the highest number skill in the table +1 |
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81 | * This is used to store pointers to the actual skills - |
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82 | * to make life easier, we use the value above as index, |
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83 | * eg, SK_EVOCATION (35) will be in last_skills[35]. |
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84 | */ |
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85 | #define NUM_SKILLS 42 |
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86 | |
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87 | |
41 | |
88 | /* This is used in the exp functions - basically what to do if |
42 | /* This is used in the exp functions - basically what to do if |
89 | * the player doesn't have the skill he should get exp in. |
43 | * the player doesn't have the skill he should get exp in. |
90 | */ |
44 | */ |
91 | |
45 | |
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119 | #define IS_GRACE_SKILL(num) \ |
73 | #define IS_GRACE_SKILL(num) \ |
120 | (num==SK_PRAYING) |
74 | (num==SK_PRAYING) |
121 | |
75 | |
122 | extern shstr skill_names[NUM_SKILLS]; |
76 | extern shstr skill_names[NUM_SKILLS]; |
123 | |
77 | |
124 | #ifdef WANT_UNARMED_SKILLS |
78 | #endif |
125 | /* Table of unarmed attack skills. Terminated by -1. This |
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126 | * is also the list that we should try to use skills when |
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127 | * automatically applying one for the player. |
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128 | * Note it is hardcoded in the skill_util.c that dragons always |
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129 | * want clawing if possible. |
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130 | * included in a #ifdef so we don't get bunches of warnings about |
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131 | * unused values. it is located here instead of a .c file to make |
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132 | * updates easier and put it in a more central place - it shouldn't |
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133 | * change very often, but it make sense to have it with the enumerated |
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134 | * skill numbers above. |
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135 | */ |
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136 | static uint8 unarmed_skills[] = { |
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137 | SK_KARATE, |
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138 | SK_CLAWING, |
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139 | SK_FLAME_TOUCH, |
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140 | SK_PUNCHING, |
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141 | SK_SPARK_TOUCH, |
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142 | SK_SHIVER, |
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143 | SK_ACID_SPLASH, |
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144 | SK_POISON_NAIL, |
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145 | (uint8)-1 |
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146 | }; |
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147 | |
79 | |
148 | /* Just in case one file includes this more than once */ |
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149 | #undef WANT_UNARMED_SKILLS |
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150 | |
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151 | #endif |
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