Crossfire Server, Trunk
R21041
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Go to the source code of this file.
Macros | |
#define | IS_COMBAT_SKILL(num) |
#define | IS_GRACE_SKILL(num) (num == SK_PRAYING) |
#define | IS_MANA_SKILL(num) |
#define | NUM_SKILLS 44 |
#define | SK_EXP_ADD_SKILL 0 |
#define | SK_EXP_NONE 2 |
#define | SK_EXP_TOTAL 1 |
#define | SK_SUBTRACT_SKILL_EXP 3 |
#define | USING_SKILL(op, skill) ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
Enumerations | |
enum | SK { SK_LOCKPICKING = 1, SK_HIDING = 2, SK_SMITHERY = 3, SK_BOWYER = 4, SK_JEWELER = 5, SK_ALCHEMY = 6, SK_STEALING = 7, SK_LITERACY = 8, SK_BARGAINING = 9, SK_JUMPING = 10, SK_DET_MAGIC = 11, SK_ORATORY = 12, SK_SINGING = 13, SK_DET_CURSE = 14, SK_FIND_TRAPS = 15, SK_MEDITATION = 16, SK_PUNCHING = 17, SK_FLAME_TOUCH = 18, SK_KARATE = 19, SK_CLIMBING = 20, SK_WOODSMAN = 21, SK_INSCRIPTION = 22, SK_ONE_HANDED_WEAPON = 23, SK_MISSILE_WEAPON = 24, SK_THROWING = 25, SK_USE_MAGIC_ITEM = 26, SK_DISARM_TRAPS = 27, SK_SET_TRAP = 28, SK_THAUMATURGY = 29, SK_PRAYING = 30, SK_CLAWING = 31, SK_LEVITATION = 32, SK_SUMMONING = 33, SK_PYROMANCY = 34, SK_EVOCATION = 35, SK_SORCERY = 36, SK_TWO_HANDED_WEAPON = 37, SK_WRAITH_FEED = 38, SK_HARVESTING = 39, SK_AIR_MAGIC = 40, SK_EARTH_MAGIC = 41, SK_WATER_MAGIC = 42, SK_FIRE_MAGIC = 43 } |
Variables | |
int | skill_faces [NUM_SKILLS] |
const char * | skill_names [NUM_SKILLS] |
Skill-related defines, including subtypes.
Definition in file skills.h.
#define IS_COMBAT_SKILL | ( | num | ) |
This macro is used in fix_object() to define if this is a sill that should be used to calculate wc's and the like.
Definition at line 92 of file skills.h.
Referenced by fix_object(), and CREMainWindow::onReportPlayer().
#define IS_GRACE_SKILL | ( | num | ) | (num == SK_PRAYING) |
Currently only one of these, but put the define here to make it easier to expand it in the future
Definition at line 121 of file skills.h.
Referenced by fix_object().
#define IS_MANA_SKILL | ( | num | ) |
Like IS_COMBAT_SKILL above, but instead this is used to determine how many mana points the player has.
Definition at line 107 of file skills.h.
Referenced by fix_object().
#define NUM_SKILLS 44 |
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].
Definition at line 71 of file skills.h.
Referenced by add_player_exp(), append_spell(), caster_level(), check_spells(), esrv_update_stats(), find_skill_by_name(), find_skill_by_number(), get_player(), init_skills(), kill_object(), link_player_skills(), send_skill_info(), and show_skills().
#define USING_SKILL | ( | op, | |
skill | |||
) | ((op)->chosen_skill && (op)->chosen_skill->subtype == skill) |
True if op is using skill, false else.
Definition at line 86 of file skills.h.
Referenced by attack_message().
enum SK |
Skill subtypes
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.
int skill_faces[NUM_SKILLS] |
Will contain the face numbers for the skills, initialized by init_skill().
Definition at line 61 of file skill_util.c.
Referenced by init_skills(), and send_skill_info().
const char* skill_names[NUM_SKILLS] |
Will contain a number-name mapping for skills, initialized by init_skills().
Definition at line 57 of file skill_util.c.
Referenced by append_spell(), check_spells(), command_disarm(), command_search(), command_throw(), find_skill_by_name(), init_skills(), scroll_type_apply(), and send_skill_info().