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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 1.37 by root, Sat Nov 17 23:40:01 2018 UTC

1/* 1/*
2 * static char *rcsid_skills_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skills.h,v 1.1.1.1 2006/02/03 07:12:50 root Exp $"; 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 24 */
5 25
6/* 26#ifndef SKILLS_H__
7 CrossFire, A Multiplayer game for X-windows 27#define SKILLS_H__
8 28
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
30/* This list is just a subtype <-> skill (code wise) in the 29/* This list is just a subtype <-> skill (code wise) in the
31 * server translation. In theory, the processing of the different 30 * server translation. In theory, the processing of the different
32 * skills could be done via strncmp 31 * skills could be done via strncmp
33 * This list doesn't really try to identify what the skills do. 32 * 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 33 * The order of this list has no special meaning. 0 is not used
35 * to denote improperly set objects. 34 * to denote improperly set objects.
36 */ 35 */
36enum
37{
38 SK_NONE = 0,
39# define def(uc, flags) SK_ ## uc,
40# include "skillinc.h"
41# undef def
42 NUM_SKILLS,
43};
37 44
38#define SK_LOCKPICKING 1 45enum
39#define SK_HIDING 2 46{
40#define SK_SMITHERY 3 47 SF_COMBAT = 0x01, // skill can be used in direct attack combat (hth or weapon-based, not ranged)
41#define SK_BOWYER 4 48 SF_RANGED = 0x02, // skill can be used for ranged attacks (not combat)
42#define SK_JEWELER 5
43#define SK_ALCHEMY 6
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 49
76/* This is the highest number skill in the table +1 50 SF_USE = 0x04, // skill can be used directly, directionless
77 * This is used to store pointers to the actual skills - 51 SF_NEED_ITEM = 0x08, // skill *requires* some object in the weapon slot
78 * to make life easier, we use the value above as index, 52 SF_AUTARK = 0x20, // skill is independent, cannot be readied or used by items, no chosen skill
79 * eg, SK_EVOCATION (35) will be in last_skills[35].
80 */
81#define NUM_SKILLS 38
82 53
54 SF_MANA = 0x40, // skill requires a mana-consuming spell, but cannot be readied on its own
55 SF_GRACE = 0x80, // skill can use a grace-consuming spell, or can be used on its own
56};
83 57
84/* This is used in the exp functions - basically what to do if 58/* 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. 59 * the player doesn't have the skill he should get exp in.
86 */ 60 */
87 61
88#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ 62#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */
89#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ 63#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */
90#define SK_EXP_NONE 2 /* Player gets nothing */ 64#define SK_EXP_NONE 2 /* Player gets nothing */
91#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ 65#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
66#define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */
92 67
93#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) 68#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
94 69
95/* This macro is used in fix_player() to define if this is a sill 70#define IS_COMBAT_SKILL(num) (skill_flags [num] & SF_COMBAT)
96 * that should be used to calculate wc's and the like. 71#define IS_RANGED_SKILL(num) (skill_flags [num] & SF_RANGED)
97 */
98#define IS_COMBAT_SKILL(num) \
99 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \
100 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
101 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON))
102 72
103/* Like IS_COMBAT_SKILL above, but instead this is used to determine 73/* Like IS_COMBAT_SKILL above, but instead this is used to determine
104 * how many mana points the player has. 74 * how many mana points the player has.
105 */ 75 */
106#define IS_MANA_SKILL(num) \ 76#define IS_MANA_SKILL(num) (skill_flags [num] & SF_MANA)
107 ((num==SK_SORCERY) || (num==SK_EVOCATION) || \
108 (num==SK_PYROMANCY) || (num==SK_SUMMONING))
109 77
110/* Currently only one of these, but put the define here to make 78/* Currently only one of these, but put the define here to make
111 * it easier to expand it in the future */ 79 * it easier to expand it in the future */
112#define IS_GRACE_SKILL(num) \ 80#define IS_GRACE_SKILL(num) (skill_flags [num] & SF_GRACE)
113 (num==SK_PRAYING)
114 81
82extern const uint8_t skill_flags[NUM_SKILLS];
115 83
116 84// would like to use object_vector here...
117extern const char *skill_names[NUM_SKILLS]; 85extern vector<object_ptr> skillvec;
118 86void add_skill_archetype (object *o);
119#ifdef WANT_UNARMED_SKILLS 87#define SKILL_INDEX(o) (o)->arch->cached_sp
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 88
142#endif 89#endif
90

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