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Comparing deliantra/server/include/skills.h (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.5 by root, Wed May 17 21:35:43 2006 UTC

1/* 1/*
2 * static char *rcsid_skills_h = 2 * static char *rcsid_skills_h =
3 * "$Id: skills.h,v 1.1.1.1 2006/02/03 07:12:50 root Exp $"; 3 * "$Id: skills.h,v 1.5 2006/05/17 21:35:43 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
70#define SK_SUMMONING 33 70#define SK_SUMMONING 33
71#define SK_PYROMANCY 34 71#define SK_PYROMANCY 34
72#define SK_EVOCATION 35 72#define SK_EVOCATION 35
73#define SK_SORCERY 36 73#define SK_SORCERY 36
74#define SK_TWO_HANDED_WEAPON 37 74#define SK_TWO_HANDED_WEAPON 37
75#define SK_SPARK_TOUCH 38
76#define SK_SHIVER 39
77#define SK_ACID_SPLASH 40
78#define SK_POISON_NAIL 41
75 79
76/* This is the highest number skill in the table +1 80/* This is the highest number skill in the table +1
77 * This is used to store pointers to the actual skills - 81 * This is used to store pointers to the actual skills -
78 * to make life easier, we use the value above as index, 82 * to make life easier, we use the value above as index,
79 * eg, SK_EVOCATION (35) will be in last_skills[35]. 83 * eg, SK_EVOCATION (35) will be in last_skills[35].
80 */ 84 */
81#define NUM_SKILLS 38 85#define NUM_SKILLS 42
82 86
83 87
84/* This is used in the exp functions - basically what to do if 88/* This is used in the exp functions - basically what to do if
85 * the player doesn't have the skill he should get exp in. 89 * the player doesn't have the skill he should get exp in.
86 */ 90 */
90#define SK_EXP_NONE 2 /* Player gets nothing */ 94#define SK_EXP_NONE 2 /* Player gets nothing */
91#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ 95#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
92 96
93#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) 97#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
94 98
95/* This macro is used in fix_player() to define if this is a sill 99/* This macro is used in fix_player() to define if this is a skill
96 * that should be used to calculate wc's and the like. 100 * that should be used to calculate wc's and the like.
97 */ 101 */
98#define IS_COMBAT_SKILL(num) \ 102#define IS_COMBAT_SKILL(num) \
99 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ 103 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \
100 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ 104 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
101 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON)) 105 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \
106 (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \
107 (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL))
102 108
103/* Like IS_COMBAT_SKILL above, but instead this is used to determine 109/* Like IS_COMBAT_SKILL above, but instead this is used to determine
104 * how many mana points the player has. 110 * how many mana points the player has.
105 */ 111 */
106#define IS_MANA_SKILL(num) \ 112#define IS_MANA_SKILL(num) \
131static uint8 unarmed_skills[] = { 137static uint8 unarmed_skills[] = {
132SK_KARATE, 138SK_KARATE,
133SK_CLAWING, 139SK_CLAWING,
134SK_FLAME_TOUCH, 140SK_FLAME_TOUCH,
135SK_PUNCHING, 141SK_PUNCHING,
142SK_SPARK_TOUCH,
143SK_SHIVER,
144SK_ACID_SPLASH,
145SK_POISON_NAIL,
136-1 146-1
137}; 147};
138 148
139/* Just in case one file includes this more than once */ 149/* Just in case one file includes this more than once */
140#undef WANT_UNARMED_SKILLS 150#undef WANT_UNARMED_SKILLS

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