/*
* 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__
/* This list is just a subtype <-> skill (code wise) in the
* server translation. In theory, the processing of the different
* skills could be done via strncmp
* This list doesn't really try to identify what the skills do.
* The order of this list has no special meaning. 0 is not used
* to denote improperly set objects.
*/
enum
{
SK_NONE = 0,
# 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.
*/
#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */
#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */
#define SK_EXP_NONE 2 /* Player gets nothing */
#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
#define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */
#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
#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) (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) (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];
#endif