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Comparing deliantra/server/include/skills.h (file contents):
Revision 1.13 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.17 by root, Thu May 17 00:33:29 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
32 * 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
33 * to denote improperly set objects. 33 * to denote improperly set objects.
34 */ 34 */
35enum { 35enum {
36 SK_NONE = 0, 36 SK_NONE = 0,
37# define def(uc) SK_ ## uc, 37# define def(uc, flags) SK_ ## uc,
38# include "skillinc.h" 38# include "skillinc.h"
39# undef def 39# undef def
40 NUM_SKILLS, 40 NUM_SKILLS,
41};
42
43enum {
44 SF_COMBAT = 0x01, // skill is used only in direct attack combat
45 SF_RANGED = 0x02, // skill is only used for ranged attacks
46 SF_READY = 0x04, // skill can be used but is directionless
47 SF_NEED_WEAPON = 0x08, // skill requires a weapon object
48 SF_NEED_BOW = 0x10, // skill requires a bow object
49
50 SF_MANA = 0x40, // skill requires a mana-consuming spell
51 SF_GRACE = 0x80, // skill can use a grace-consuming spell
41}; 52};
42 53
43/* This is used in the exp functions - basically what to do if 54/* This is used in the exp functions - basically what to do if
44 * the player doesn't have the skill he should get exp in. 55 * the player doesn't have the skill he should get exp in.
45 */ 56 */
53#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) 64#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
54 65
55/* This macro is used in fix_player() to define if this is a skill 66/* This macro is used in fix_player() to define if this is a skill
56 * that should be used to calculate wc's and the like. 67 * that should be used to calculate wc's and the like.
57 */ 68 */
58#define IS_COMBAT_SKILL(num) \ 69#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT)
59 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ 70#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED)
60 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_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))
64 71
65/* Like IS_COMBAT_SKILL above, but instead this is used to determine 72/* Like IS_COMBAT_SKILL above, but instead this is used to determine
66 * how many mana points the player has. 73 * how many mana points the player has.
67 */ 74 */
68#define IS_MANA_SKILL(num) \ 75#define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA)
69 ((num==SK_SORCERY) || (num==SK_EVOCATION) || \
70 (num==SK_PYROMANCY) || (num==SK_SUMMONING))
71 76
72/* Currently only one of these, but put the define here to make 77/* Currently only one of these, but put the define here to make
73 * it easier to expand it in the future */ 78 * it easier to expand it in the future */
74#define IS_GRACE_SKILL(num) \ 79#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE)
75 (num==SK_PRAYING)
76 80
81extern const uint8_t skill_flags[NUM_SKILLS];
77extern shstr skill_names[NUM_SKILLS]; 82extern shstr skill_names[NUM_SKILLS];
78 83
79#endif 84#endif
80 85

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