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Comparing deliantra/server/include/skills.h (file contents):
Revision 1.10 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.20 by root, Sun Jul 1 05:00:18 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at crossfire.de 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#ifndef SKILLS_H__ 24#ifndef SKILLS_H__
25#define SKILLS_H__ 25#define SKILLS_H__
26 26
27/* This list is just a subtype <-> skill (code wise) in the 27/* This list is just a subtype <-> skill (code wise) in the
31 * The order of this list has no special meaning. 0 is not used 31 * The order of this list has no special meaning. 0 is not used
32 * to denote improperly set objects. 32 * to denote improperly set objects.
33 */ 33 */
34enum { 34enum {
35 SK_NONE = 0, 35 SK_NONE = 0,
36# define def(uc) SK_ ## uc, 36# define def(uc, flags) SK_ ## uc,
37# include "skillinc.h" 37# include "skillinc.h"
38# undef def 38# undef def
39 NUM_SKILLS, 39 NUM_SKILLS,
40};
41
42enum {
43 SF_COMBAT = 0x01, // skill is used only in direct attack combat
44 SF_NEED_WEAPON = 0x02, // skill requires a weapon object
45 SF_RANGED = 0x04, // skill is only used for ranged attacks
46 SF_NEED_BOW = 0x08, // skill requires a bow object
47 SF_USE = 0x10, // skill can be used but is directionless
48 SF_APPLY = 0x20, // skill can be independently applied and is never a chosen skill
49
50 SF_MANA = 0x40, // skill requires a mana-consuming spell
51 SF_GRACE = 0x80, // skill can use a grace-consuming spell
40}; 52};
41 53
42/* 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
43 * 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.
44 */ 56 */
52#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)
53 65
54/* 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
55 * that should be used to calculate wc's and the like. 67 * that should be used to calculate wc's and the like.
56 */ 68 */
57#define IS_COMBAT_SKILL(num) \ 69#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT)
58 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ 70#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED)
59 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
60 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \
61 (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \
62 (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL))
63 71
64/* 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
65 * how many mana points the player has. 73 * how many mana points the player has.
66 */ 74 */
67#define IS_MANA_SKILL(num) \ 75#define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA)
68 ((num==SK_SORCERY) || (num==SK_EVOCATION) || \
69 (num==SK_PYROMANCY) || (num==SK_SUMMONING))
70 76
71/* 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
72 * it easier to expand it in the future */ 78 * it easier to expand it in the future */
73#define IS_GRACE_SKILL(num) \ 79#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE)
74 (num==SK_PRAYING)
75 80
81extern const uint8_t skill_flags[NUM_SKILLS];
76extern shstr skill_names[NUM_SKILLS]; 82extern shstr skill_names[NUM_SKILLS];
77 83
78#endif 84#endif
79 85

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