--- deliantra/server/include/skills.h 2006/09/01 17:16:47 1.7 +++ deliantra/server/include/skills.h 2010/04/02 03:41:24 1.28 @@ -1,31 +1,29 @@ /* - * static char *rcsid_skills_h = - * "$Id$"; + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2003 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to */ -/* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2003 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ - +#ifndef SKILLS_H__ +#define SKILLS_H__ /* This list is just a subtype <-> skill (code wise) in the * server translation. In theory, the processing of the different @@ -34,56 +32,25 @@ * The order of this list has no special meaning. 0 is not used * to denote improperly set objects. */ +enum { + SK_NONE = 0, +# define def(uc, flags) SK_ ## uc, +# include "skillinc.h" +# undef def + NUM_SKILLS, +}; -#define SK_LOCKPICKING 1 -#define SK_HIDING 2 -#define SK_SMITHERY 3 -#define SK_BOWYER 4 -#define SK_JEWELER 5 -#define SK_ALCHEMY 6 -#define SK_STEALING 7 -#define SK_LITERACY 8 -#define SK_BARGAINING 9 -#define SK_JUMPING 10 -#define SK_DET_MAGIC 11 -#define SK_ORATORY 12 -#define SK_SINGING 13 -#define SK_DET_CURSE 14 -#define SK_FIND_TRAPS 15 -#define SK_MEDITATION 16 -#define SK_PUNCHING 17 -#define SK_FLAME_TOUCH 18 -#define SK_KARATE 19 -#define SK_CLIMBING 20 -#define SK_WOODSMAN 21 -#define SK_INSCRIPTION 22 -#define SK_ONE_HANDED_WEAPON 23 -#define SK_MISSILE_WEAPON 24 -#define SK_THROWING 25 -#define SK_USE_MAGIC_ITEM 26 -#define SK_DISARM_TRAPS 27 -#define SK_SET_TRAP 28 -#define SK_THAUMATURGY 29 -#define SK_PRAYING 30 -#define SK_CLAWING 31 -#define SK_LEVITATION 32 -#define SK_SUMMONING 33 -#define SK_PYROMANCY 34 -#define SK_EVOCATION 35 -#define SK_SORCERY 36 -#define SK_TWO_HANDED_WEAPON 37 -#define SK_SPARK_TOUCH 38 -#define SK_SHIVER 39 -#define SK_ACID_SPLASH 40 -#define SK_POISON_NAIL 41 - -/* This is the highest number skill in the table +1 - * This is used to store pointers to the actual skills - - * to make life easier, we use the value above as index, - * eg, SK_EVOCATION (35) will be in last_skills[35]. - */ -#define NUM_SKILLS 42 - +enum { + SF_COMBAT = 0x01, // skill can be used in direct attack combat (not ranged) + SF_RANGED = 0x02, // skill can be used for ranged attacks (not combat) + + SF_USE = 0x04, // skill can be used directly, directionless + SF_APPLY = 0x08, // skill can be independently applied (ranged) and is never a chosen skill + + SF_NEED_ITEM = 0x10, // skill *requires* some object in the weapon slot + SF_MANA = 0x20, // skill requires a mana-consuming spell + SF_GRACE = 0x40, // skill can use a grace-consuming spell +}; /* This is used in the exp functions - basically what to do if * the player doesn't have the skill he should get exp in. @@ -100,54 +67,21 @@ /* This macro is used in fix_player() to define if this is a skill * that should be used to calculate wc's and the like. */ -#define IS_COMBAT_SKILL(num) \ - ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ - (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ - (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \ - (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \ - (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL)) +#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT) +#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED) /* Like IS_COMBAT_SKILL above, but instead this is used to determine * how many mana points the player has. */ -#define IS_MANA_SKILL(num) \ - ((num==SK_SORCERY) || (num==SK_EVOCATION) || \ - (num==SK_PYROMANCY) || (num==SK_SUMMONING)) +#define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA) /* Currently only one of these, but put the define here to make * it easier to expand it in the future */ -#define IS_GRACE_SKILL(num) \ - (num==SK_PRAYING) - - - -extern const char *skill_names[NUM_SKILLS]; +#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE) -#ifdef WANT_UNARMED_SKILLS -/* Table of unarmed attack skills. Terminated by -1. This - * is also the list that we should try to use skills when - * automatically applying one for the player. - * Note it is hardcoded in the skill_util.c that dragons always - * want clawing if possible. - * included in a #ifdef so we don't get bunches of warnings about - * unused values. it is located here instead of a .c file to make - * updates easier and put it in a more central place - it shouldn't - * change very often, but it make sense to have it with the enumerated - * skill numbers above. - */ -static uint8 unarmed_skills[] = { -SK_KARATE, -SK_CLAWING, -SK_FLAME_TOUCH, -SK_PUNCHING, -SK_SPARK_TOUCH, -SK_SHIVER, -SK_ACID_SPLASH, -SK_POISON_NAIL, -(uint8)-1 -}; - -/* Just in case one file includes this more than once */ -#undef WANT_UNARMED_SKILLS +extern const uint8_t skill_flags[NUM_SKILLS]; +// defined in shstr.C for initialisation order +extern shstr skill_names[NUM_SKILLS]; #endif +