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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2003 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#ifndef SKILLS_H__ |
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#define SKILLS_H__ |
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|
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/* This list is just a subtype <-> skill (code wise) in the |
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* server translation. In theory, the processing of the different |
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* skills could be done via strncmp |
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* This list doesn't really try to identify what the skills do. |
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* The order of this list has no special meaning. 0 is not used |
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* to denote improperly set objects. |
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*/ |
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enum |
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{ |
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SK_NONE = 0, |
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# define def(uc, flags) SK_ ## uc, |
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# include "skillinc.h" |
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# undef def |
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NUM_SKILLS, |
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}; |
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|
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enum |
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{ |
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SF_COMBAT = 0x01, // skill can be used in direct attack combat (hth or weapon-based, not ranged) |
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SF_RANGED = 0x02, // skill can be used for ranged attacks (not combat) |
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|
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SF_USE = 0x04, // skill can be used directly, directionless |
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SF_NEED_ITEM = 0x08, // skill *requires* some object in the weapon slot |
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SF_AUTARK = 0x20, // skill is independent, cannot be readied or used by items, no chosen skill |
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|
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SF_MANA = 0x40, // skill requires a mana-consuming spell, but cannot be readied on its own |
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SF_GRACE = 0x80, // skill can use a grace-consuming spell, or can be used on its own |
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}; |
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|
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/* This is used in the exp functions - basically what to do if |
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* the player doesn't have the skill he should get exp in. |
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*/ |
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|
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#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ |
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#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ |
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#define SK_EXP_NONE 2 /* Player gets nothing */ |
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#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ |
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#define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */ |
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|
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#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
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|
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#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT) |
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#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED) |
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|
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/* Like IS_COMBAT_SKILL above, but instead this is used to determine |
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* how many mana points the player has. |
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*/ |
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#define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA) |
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|
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/* Currently only one of these, but put the define here to make |
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* it easier to expand it in the future */ |
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#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE) |
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|
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extern const uint8_t skill_flags[NUM_SKILLS]; |
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|
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// would like to use object_vector here... |
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extern vector<object_ptr> skillvec; |
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void add_skill_archetype (object *o); |
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#define SKILL_INDEX(o) (o)->arch->cached_sp |
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|
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#endif |
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|