/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 */ #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 can be used in direct attack combat (hth or weapon-based, not ranged) SF_RANGED = 0x02, // skill can be used for ranged attacks (not combat) SF_USE = 0x04, // skill can be used directly, directionless SF_NEED_ITEM = 0x08, // skill *requires* some object in the weapon slot SF_AUTARK = 0x20, // skill is independent, cannot be readied or used by items, no chosen skill SF_MANA = 0x40, // skill requires a mana-consuming spell, but cannot be readied on its own SF_GRACE = 0x80, // skill can use a grace-consuming spell, or can be used on its own }; /* 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) #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]; // would like to use object_vector here... extern vector skillvec; void add_skill_archetype (object *o); #define SKILL_INDEX(o) (o)->arch->cached_sp #endif