/* * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. * * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team * Copyright (©) 1992,2007 Frank Tore Johansen * * Crossfire TRT 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 Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * The authors can be reached via e-mail to */ #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 * skills could be done via strncmp * This list doesn't really try to identify what the skills do. * 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, }; enum { SF_COMBAT = 0x01, // skill is used only in direct attack combat SF_NEED_WEAPON = 0x02, // skill requires a weapon object SF_RANGED = 0x04, // skill is only used for ranged attacks SF_NEED_BOW = 0x08, // skill requires a bow object SF_USE = 0x10, // skill can be used but is directionless SF_APPLY = 0x20, // skill can be independently applied and is never a chosen skill SF_MANA = 0x40, // skill requires a mana-consuming spell SF_GRACE = 0x80, // 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. */ #define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ #define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ #define SK_EXP_NONE 2 /* Player gets nothing */ #define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ #define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */ #define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) /* 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) (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) (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) (skill_flags [num] & SF_GRACE) extern const uint8_t skill_flags[NUM_SKILLS]; extern shstr skill_names[NUM_SKILLS]; #endif