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Comparing deliantra/server/include/skills.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:50 2006 UTC vs.
Revision 1.13 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1/* 1/*
2 * static char *rcsid_skills_h = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: skills.h,v 1.1 2006/02/03 07:12:50 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de
4 */ 23 */
5 24
6/* 25#ifndef SKILLS_H__
7 CrossFire, A Multiplayer game for X-windows 26#define SKILLS_H__
8
9 Copyright (C) 2003 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/
28
29 27
30/* This list is just a subtype <-> skill (code wise) in the 28/* This list is just a subtype <-> skill (code wise) in the
31 * server translation. In theory, the processing of the different 29 * server translation. In theory, the processing of the different
32 * skills could be done via strncmp 30 * skills could be done via strncmp
33 * This list doesn't really try to identify what the skills do. 31 * 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 32 * The order of this list has no special meaning. 0 is not used
35 * to denote improperly set objects. 33 * to denote improperly set objects.
36 */ 34 */
37 35enum {
38#define SK_LOCKPICKING 1 36 SK_NONE = 0,
39#define SK_HIDING 2 37# define def(uc) SK_ ## uc,
40#define SK_SMITHERY 3 38# include "skillinc.h"
41#define SK_BOWYER 4 39# undef def
42#define SK_JEWELER 5 40 NUM_SKILLS,
43#define SK_ALCHEMY 6 41};
44#define SK_STEALING 7
45#define SK_LITERACY 8
46#define SK_BARGAINING 9
47#define SK_JUMPING 10
48#define SK_DET_MAGIC 11
49#define SK_ORATORY 12
50#define SK_SINGING 13
51#define SK_DET_CURSE 14
52#define SK_FIND_TRAPS 15
53#define SK_MEDITATION 16
54#define SK_PUNCHING 17
55#define SK_FLAME_TOUCH 18
56#define SK_KARATE 19
57#define SK_CLIMBING 20
58#define SK_WOODSMAN 21
59#define SK_INSCRIPTION 22
60#define SK_ONE_HANDED_WEAPON 23
61#define SK_MISSILE_WEAPON 24
62#define SK_THROWING 25
63#define SK_USE_MAGIC_ITEM 26
64#define SK_DISARM_TRAPS 27
65#define SK_SET_TRAP 28
66#define SK_THAUMATURGY 29
67#define SK_PRAYING 30
68#define SK_CLAWING 31
69#define SK_LEVITATION 32
70#define SK_SUMMONING 33
71#define SK_PYROMANCY 34
72#define SK_EVOCATION 35
73#define SK_SORCERY 36
74#define SK_TWO_HANDED_WEAPON 37
75
76/* This is the highest number skill in the table +1
77 * This is used to store pointers to the actual skills -
78 * to make life easier, we use the value above as index,
79 * eg, SK_EVOCATION (35) will be in last_skills[35].
80 */
81#define NUM_SKILLS 38
82
83 42
84/* This is used in the exp functions - basically what to do if 43/* 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. 44 * the player doesn't have the skill he should get exp in.
86 */ 45 */
87 46
88#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ 47#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */
89#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ 48#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */
90#define SK_EXP_NONE 2 /* Player gets nothing */ 49#define SK_EXP_NONE 2 /* Player gets nothing */
91#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ 50#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
51#define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */
92 52
93#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) 53#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
94 54
95/* This macro is used in fix_player() to define if this is a sill 55/* 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. 56 * that should be used to calculate wc's and the like.
97 */ 57 */
98#define IS_COMBAT_SKILL(num) \ 58#define IS_COMBAT_SKILL(num) \
99 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ 59 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \
100 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ 60 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
101 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON)) 61 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \
62 (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \
63 (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL))
102 64
103/* Like IS_COMBAT_SKILL above, but instead this is used to determine 65/* Like IS_COMBAT_SKILL above, but instead this is used to determine
104 * how many mana points the player has. 66 * how many mana points the player has.
105 */ 67 */
106#define IS_MANA_SKILL(num) \ 68#define IS_MANA_SKILL(num) \
110/* Currently only one of these, but put the define here to make 72/* Currently only one of these, but put the define here to make
111 * it easier to expand it in the future */ 73 * it easier to expand it in the future */
112#define IS_GRACE_SKILL(num) \ 74#define IS_GRACE_SKILL(num) \
113 (num==SK_PRAYING) 75 (num==SK_PRAYING)
114 76
115
116
117extern const char *skill_names[NUM_SKILLS]; 77extern shstr skill_names[NUM_SKILLS];
118
119#ifdef WANT_UNARMED_SKILLS
120/* Table of unarmed attack skills. Terminated by -1. This
121 * is also the list that we should try to use skills when
122 * automatically applying one for the player.
123 * Note it is hardcoded in the skill_util.c that dragons always
124 * want clawing if possible.
125 * included in a #ifdef so we don't get bunches of warnings about
126 * unused values. it is located here instead of a .c file to make
127 * updates easier and put it in a more central place - it shouldn't
128 * change very often, but it make sense to have it with the enumerated
129 * skill numbers above.
130 */
131static uint8 unarmed_skills[] = {
132SK_KARATE,
133SK_CLAWING,
134SK_FLAME_TOUCH,
135SK_PUNCHING,
136-1
137};
138
139/* Just in case one file includes this more than once */
140#undef WANT_UNARMED_SKILLS
141 78
142#endif 79#endif
80

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