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root |
1.1 |
/* |
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* static char *rcsid_skills_h = |
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pippijn |
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* "$Id$"; |
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root |
1.1 |
*/ |
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/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2003 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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/* This list is just a subtype <-> skill (code wise) in the |
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* server translation. In theory, the processing of the different |
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* skills could be done via strncmp |
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* This list doesn't really try to identify what the skills do. |
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* The order of this list has no special meaning. 0 is not used |
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* to denote improperly set objects. |
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*/ |
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#define SK_LOCKPICKING 1 |
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#define SK_HIDING 2 |
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#define SK_SMITHERY 3 |
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#define SK_BOWYER 4 |
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#define SK_JEWELER 5 |
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#define SK_ALCHEMY 6 |
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#define SK_STEALING 7 |
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#define SK_LITERACY 8 |
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#define SK_BARGAINING 9 |
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#define SK_JUMPING 10 |
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#define SK_DET_MAGIC 11 |
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#define SK_ORATORY 12 |
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#define SK_SINGING 13 |
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#define SK_DET_CURSE 14 |
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#define SK_FIND_TRAPS 15 |
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#define SK_MEDITATION 16 |
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#define SK_PUNCHING 17 |
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#define SK_FLAME_TOUCH 18 |
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#define SK_KARATE 19 |
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#define SK_CLIMBING 20 |
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#define SK_WOODSMAN 21 |
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#define SK_INSCRIPTION 22 |
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#define SK_ONE_HANDED_WEAPON 23 |
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#define SK_MISSILE_WEAPON 24 |
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#define SK_THROWING 25 |
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#define SK_USE_MAGIC_ITEM 26 |
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#define SK_DISARM_TRAPS 27 |
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#define SK_SET_TRAP 28 |
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#define SK_THAUMATURGY 29 |
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#define SK_PRAYING 30 |
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#define SK_CLAWING 31 |
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#define SK_LEVITATION 32 |
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#define SK_SUMMONING 33 |
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#define SK_PYROMANCY 34 |
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#define SK_EVOCATION 35 |
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#define SK_SORCERY 36 |
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#define SK_TWO_HANDED_WEAPON 37 |
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pippijn |
1.4 |
#define SK_SPARK_TOUCH 38 |
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pippijn |
1.3 |
#define SK_SHIVER 39 |
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#define SK_ACID_SPLASH 40 |
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#define SK_POISON_NAIL 41 |
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root |
1.1 |
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/* This is the highest number skill in the table +1 |
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* This is used to store pointers to the actual skills - |
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* to make life easier, we use the value above as index, |
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* eg, SK_EVOCATION (35) will be in last_skills[35]. |
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*/ |
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pippijn |
1.2 |
#define NUM_SKILLS 42 |
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root |
1.1 |
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/* This is used in the exp functions - basically what to do if |
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* the player doesn't have the skill he should get exp in. |
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*/ |
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#define SK_EXP_ADD_SKILL 0 /* Give the player the skill */ |
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#define SK_EXP_TOTAL 1 /* Give player exp to total, no skill */ |
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#define SK_EXP_NONE 2 /* Player gets nothing */ |
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#define SK_SUBTRACT_SKILL_EXP 3 /* Used when removing exp */ |
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elmex |
1.7 |
#define SK_EXP_SKILL_ONLY 4 /* Player gets only skill experience */ |
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root |
1.1 |
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#define USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
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root |
1.5 |
/* This macro is used in fix_player() to define if this is a skill |
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root |
1.1 |
* that should be used to calculate wc's and the like. |
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*/ |
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#define IS_COMBAT_SKILL(num) \ |
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((num==SK_PUNCHING) || (num==SK_FLAME_TOUCH) || (num==SK_KARATE) || \ |
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(num==SK_ONE_HANDED_WEAPON) || (num==SK_MISSILE_WEAPON) || \ |
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pippijn |
1.2 |
(num==SK_THROWING) || (num==SK_CLAWING) || (num==SK_TWO_HANDED_WEAPON) || \ |
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pippijn |
1.3 |
(num==SK_SPARK_TOUCH) || (num==SK_SHIVER) || \ |
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(num==SK_ACID_SPLASH) || (num==SK_POISON_NAIL)) |
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root |
1.1 |
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/* Like IS_COMBAT_SKILL above, but instead this is used to determine |
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* how many mana points the player has. |
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*/ |
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#define IS_MANA_SKILL(num) \ |
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((num==SK_SORCERY) || (num==SK_EVOCATION) || \ |
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(num==SK_PYROMANCY) || (num==SK_SUMMONING)) |
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/* Currently only one of these, but put the define here to make |
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* it easier to expand it in the future */ |
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#define IS_GRACE_SKILL(num) \ |
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(num==SK_PRAYING) |
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root |
1.8 |
extern shstr skill_names[NUM_SKILLS]; |
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root |
1.1 |
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#ifdef WANT_UNARMED_SKILLS |
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/* Table of unarmed attack skills. Terminated by -1. This |
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* is also the list that we should try to use skills when |
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* automatically applying one for the player. |
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* Note it is hardcoded in the skill_util.c that dragons always |
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* want clawing if possible. |
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* included in a #ifdef so we don't get bunches of warnings about |
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* unused values. it is located here instead of a .c file to make |
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* updates easier and put it in a more central place - it shouldn't |
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* change very often, but it make sense to have it with the enumerated |
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* skill numbers above. |
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*/ |
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static uint8 unarmed_skills[] = { |
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SK_KARATE, |
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SK_CLAWING, |
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SK_FLAME_TOUCH, |
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SK_PUNCHING, |
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pippijn |
1.2 |
SK_SPARK_TOUCH, |
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pippijn |
1.3 |
SK_SHIVER, |
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SK_ACID_SPLASH, |
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SK_POISON_NAIL, |
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elmex |
1.6 |
(uint8)-1 |
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root |
1.1 |
}; |
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/* Just in case one file includes this more than once */ |
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#undef WANT_UNARMED_SKILLS |
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#endif |