/* * static char *rcsid_skills_h = * "$Id: skills.h,v 1.7 2006/09/01 17:16:47 elmex Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2003 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program 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 this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* 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. */ #define SK_LOCKPICKING 1 #define SK_HIDING 2 #define SK_SMITHERY 3 #define SK_BOWYER 4 #define SK_JEWELER 5 #define SK_ALCHEMY 6 #define SK_STEALING 7 #define SK_LITERACY 8 #define SK_BARGAINING 9 #define SK_JUMPING 10 #define SK_DET_MAGIC 11 #define SK_ORATORY 12 #define SK_SINGING 13 #define SK_DET_CURSE 14 #define SK_FIND_TRAPS 15 #define SK_MEDITATION 16 #define SK_PUNCHING 17 #define SK_FLAME_TOUCH 18 #define SK_KARATE 19 #define SK_CLIMBING 20 #define SK_WOODSMAN 21 #define SK_INSCRIPTION 22 #define SK_ONE_HANDED_WEAPON 23 #define SK_MISSILE_WEAPON 24 #define SK_THROWING 25 #define SK_USE_MAGIC_ITEM 26 #define SK_DISARM_TRAPS 27 #define SK_SET_TRAP 28 #define SK_THAUMATURGY 29 #define SK_PRAYING 30 #define SK_CLAWING 31 #define SK_LEVITATION 32 #define SK_SUMMONING 33 #define SK_PYROMANCY 34 #define SK_EVOCATION 35 #define SK_SORCERY 36 #define SK_TWO_HANDED_WEAPON 37 #define SK_SPARK_TOUCH 38 #define SK_SHIVER 39 #define SK_ACID_SPLASH 40 #define SK_POISON_NAIL 41 /* This is the highest number skill in the table +1 * This is used to store pointers to the actual skills - * to make life easier, we use the value above as index, * eg, SK_EVOCATION (35) will be in last_skills[35]. */ #define NUM_SKILLS 42 /* 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) \ ((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ (num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ (num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \ (num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \ (num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL)) /* Like IS_COMBAT_SKILL above, but instead this is used to determine * how many mana points the player has. */ #define IS_MANA_SKILL(num) \ ((num==SK_SORCERY) || (num==SK_EVOCATION) || \ (num==SK_PYROMANCY) || (num==SK_SUMMONING)) /* 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) \ (num==SK_PRAYING) extern const char *skill_names[NUM_SKILLS]; #ifdef WANT_UNARMED_SKILLS /* Table of unarmed attack skills. Terminated by -1. This * is also the list that we should try to use skills when * automatically applying one for the player. * Note it is hardcoded in the skill_util.c that dragons always * want clawing if possible. * included in a #ifdef so we don't get bunches of warnings about * unused values. it is located here instead of a .c file to make * updates easier and put it in a more central place - it shouldn't * change very often, but it make sense to have it with the enumerated * skill numbers above. */ static uint8 unarmed_skills[] = { SK_KARATE, SK_CLAWING, SK_FLAME_TOUCH, SK_PUNCHING, SK_SPARK_TOUCH, SK_SHIVER, SK_ACID_SPLASH, SK_POISON_NAIL, (uint8)-1 }; /* Just in case one file includes this more than once */ #undef WANT_UNARMED_SKILLS #endif