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/cvs/deliantra/server/include/skills.h
Revision: 1.1
Committed: Fri Feb 3 07:12:50 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# Content
1 /*
2 * static char *rcsid_skills_h =
3 * "$Id: skills.h,v 1.11 2005/08/12 13:46:34 ryo_saeba Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
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
31 * server translation. In theory, the processing of the different
32 * skills could be done via strncmp
33 * 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
35 * to denote improperly set objects.
36 */
37
38 #define SK_LOCKPICKING 1
39 #define SK_HIDING 2
40 #define SK_SMITHERY 3
41 #define SK_BOWYER 4
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
76 /* This is the highest number skill in the table +1
77 * This is used to store pointers to the actual skills -
78 * to make life easier, we use the value above as index,
79 * eg, SK_EVOCATION (35) will be in last_skills[35].
80 */
81 #define NUM_SKILLS 38
82
83
84 /* 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.
86 */
87
88 #define SK_EXP_ADD_SKILL 0 /* Give the player the skill */
89 #define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */
90 #define SK_EXP_NONE 2 /* Player gets nothing */
91 #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */
92
93 #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill)
94
95 /* This macro is used in fix_player() to define if this is a sill
96 * that should be used to calculate wc's and the like.
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
103 /* Like IS_COMBAT_SKILL above, but instead this is used to determine
104 * how many mana points the player has.
105 */
106 #define IS_MANA_SKILL(num) \
107 ((num==SK_SORCERY) || (num==SK_EVOCATION) || \
108 (num==SK_PYROMANCY) || (num==SK_SUMMONING))
109
110 /* Currently only one of these, but put the define here to make
111 * it easier to expand it in the future */
112 #define IS_GRACE_SKILL(num) \
113 (num==SK_PRAYING)
114
115
116
117 extern const char *skill_names[NUM_SKILLS];
118
119 #ifdef WANT_UNARMED_SKILLS
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 */
131 static uint8 unarmed_skills[] = {
132 SK_KARATE,
133 SK_CLAWING,
134 SK_FLAME_TOUCH,
135 SK_PUNCHING,
136 -1
137 };
138
139 /* Just in case one file includes this more than once */
140 #undef WANT_UNARMED_SKILLS
141
142 #endif