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Comparing deliantra/server/include/skills.h (file contents):
Revision 1.2 by pippijn, Sun Apr 30 12:07:47 2006 UTC vs.
Revision 1.6 by elmex, Sun Aug 13 17:16:02 2006 UTC

1/* 1/*
2 * static char *rcsid_skills_h = 2 * static char *rcsid_skills_h =
3 * "$Id: skills.h,v 1.2 2006/04/30 12:07:47 pippijn Exp $"; 3 * "$Id: skills.h,v 1.6 2006/08/13 17:16:02 elmex Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
71#define SK_PYROMANCY 34 71#define SK_PYROMANCY 34
72#define SK_EVOCATION 35 72#define SK_EVOCATION 35
73#define SK_SORCERY 36 73#define SK_SORCERY 36
74#define SK_TWO_HANDED_WEAPON 37 74#define SK_TWO_HANDED_WEAPON 37
75#define SK_SPARK_TOUCH 38 75#define SK_SPARK_TOUCH 38
76#define SK_FROST_TOUCH 39 76#define SK_SHIVER 39
77#define SK_ACID_TOUCH 40 77#define SK_ACID_SPLASH 40
78#define SK_POISON_TOUCH 41 78#define SK_POISON_NAIL 41
79 79
80/* This is the highest number skill in the table +1 80/* This is the highest number skill in the table +1
81 * This is used to store pointers to the actual skills - 81 * This is used to store pointers to the actual skills -
82 * to make life easier, we use the value above as index, 82 * to make life easier, we use the value above as index,
83 * eg, SK_EVOCATION (35) will be in last_skills[35]. 83 * eg, SK_EVOCATION (35) will be in last_skills[35].
94#define SK_EXP_NONE 2 /* Player gets nothing */ 94#define SK_EXP_NONE 2 /* Player gets nothing */
95#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ 95#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
96 96
97#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) 97#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
98 98
99/* This macro is used in fix_player() to define if this is a sill 99/* This macro is used in fix_player() to define if this is a skill
100 * that should be used to calculate wc's and the like. 100 * that should be used to calculate wc's and the like.
101 */ 101 */
102#define IS_COMBAT_SKILL(num) \ 102#define IS_COMBAT_SKILL(num) \
103 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ 103 ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \
104 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ 104 (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \
105 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \ 105 (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \
106 (num==SK_SPARK_TOUCH) || (num==SK_FROST_TOUCH) || \ 106 (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \
107 (num==SK_ACID_TOUCH) || (num==SK_POISON_TOUCH)) 107 (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL))
108 108
109/* Like IS_COMBAT_SKILL above, but instead this is used to determine 109/* Like IS_COMBAT_SKILL above, but instead this is used to determine
110 * how many mana points the player has. 110 * how many mana points the player has.
111 */ 111 */
112#define IS_MANA_SKILL(num) \ 112#define IS_MANA_SKILL(num) \
138SK_KARATE, 138SK_KARATE,
139SK_CLAWING, 139SK_CLAWING,
140SK_FLAME_TOUCH, 140SK_FLAME_TOUCH,
141SK_PUNCHING, 141SK_PUNCHING,
142SK_SPARK_TOUCH, 142SK_SPARK_TOUCH,
143SK_FROST_TOUCH, 143SK_SHIVER,
144SK_ACID_TOUCH, 144SK_ACID_SPLASH,
145SK_POISON_TOUCH, 145SK_POISON_NAIL,
146-1 146(uint8)-1
147}; 147};
148 148
149/* Just in case one file includes this more than once */ 149/* Just in case one file includes this more than once */
150#undef WANT_UNARMED_SKILLS 150#undef WANT_UNARMED_SKILLS
151 151

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