#ifndef SKILL_T_HPP
#define SKILL_T_HPP
#include <cstdint>
#include "../common/utils2.hpp"
// TODO remove most of these as their corresponding SkillIDs get deleted.
enum class StatusChange : uint16_t
{
// indices into (map_session_data).status_change
SC_SENDMAX = 256,
#define SC_SENDMAX StatusChange::SC_SENDMAX
// sometimes means "none", sometimes not
NEGATIVE1 = 0xffff,
ANY_BAD = NEGATIVE1,
// these ones are used by clif_status_change,
// e.g. by the magic system
ZERO = 0,
ATTACK_ICON_GENERIC = 2000,
ATTACK_ICON_SHEARING = 2001,
CART = 0x0c,
CLIF_OPTION_SC_INVISIBILITY = 0x1000,
#define CLIF_OPTION_SC_INVISIBILITY StatusChange::CLIF_OPTION_SC_INVISIBILITY
CLIF_OPTION_SC_SCRIBE = 0x1001,
#define CLIF_OPTION_SC_SCRIBE StatusChange::CLIF_OPTION_SC_SCRIBE
// the rest are the normal effects
SC_HIDING = 4, // ? (opt) ?bad
#define SC_HIDING StatusChange::SC_HIDING
SC_SLOWPOISON = 14, // item script
#define SC_SLOWPOISON StatusChange::SC_SLOWPOISON
SC_BROKNARMOR = 32, // ?
#define SC_BROKNARMOR StatusChange::SC_BROKNARMOR
SC_BROKNWEAPON = 33, // ?
#define SC_BROKNWEAPON StatusChange::SC_BROKNWEAPON
SC_WEIGHT50 = 35, // ? sort of used
#define SC_WEIGHT50 StatusChange::SC_WEIGHT50
SC_WEIGHT90 = 36, // definitely used
#define SC_WEIGHT90 StatusChange::SC_WEIGHT90
SC_SPEEDPOTION0 = 37, // item script
#define SC_SPEEDPOTION0 StatusChange::SC_SPEEDPOTION0
SC_HEALING = 70, // item script
#define SC_HEALING StatusChange::SC_HEALING
SC_STONE = 128, // ?bad
#define SC_STONE StatusChange::SC_STONE
SC_FREEZE = 129, // ?bad
#define SC_FREEZE StatusChange::SC_FREEZE
SC_STAN = 130, // ?bad
#define SC_STAN StatusChange::SC_STAN
SC_SLEEP = 131, // ?bad
#define SC_SLEEP StatusChange::SC_SLEEP
SC_POISON = 132, // bad; actually used
#define SC_POISON StatusChange::SC_POISON
SC_CURSE = 133, // ?bad
#define SC_CURSE StatusChange::SC_CURSE
SC_SILENCE = 134, // ?bad
#define SC_SILENCE StatusChange::SC_SILENCE
SC_CONFUSION = 135, // ?bad
#define SC_CONFUSION StatusChange::SC_CONFUSION
SC_BLIND = 136, // ?bad
#define SC_BLIND StatusChange::SC_BLIND
SC_SAFETYWALL = 140, // ?skill.cpp skill_unit thingies
#define SC_SAFETYWALL StatusChange::SC_SAFETYWALL
SC_PNEUMA = 141, // ?skill.cpp skill_unit thingies
#define SC_PNEUMA StatusChange::SC_PNEUMA
SC_ANKLE = 143, // ?skill.cpp skill_unit thingies
#define SC_ANKLE StatusChange::SC_ANKLE
SC_SIGHT = 150, // ?unbad
#define SC_SIGHT StatusChange::SC_SIGHT
SC_ATKPOT = 185, // item script
#define SC_ATKPOT StatusChange::SC_ATKPOT
SC_MATKPOT = 186, // unused, but kept for parallel
#define SC_MATKPOT StatusChange::SC_MATKPOT
SC_NOCHAT = 188, // ? something with manner
#define SC_NOCHAT StatusChange::SC_NOCHAT
SC_SELFDESTRUCTION = 190, // see table - maybe used, maybe not
#define SC_SELFDESTRUCTION StatusChange::SC_SELFDESTRUCTION
// Added for Fate's spells
SC_HIDE = 194, // Hide from `detect' magic (PCs only)
#define SC_HIDE StatusChange::SC_HIDE
SC_SHEARED = 194, // Has been sheared (mobs only)
#define SC_SHEARED StatusChange::SC_SHEARED
SC_HALT_REGENERATE = 195, // Suspend regeneration
#define SC_HALT_REGENERATE StatusChange::SC_HALT_REGENERATE
SC_FLYING_BACKPACK = 196, // Flying backpack
#define SC_FLYING_BACKPACK StatusChange::SC_FLYING_BACKPACK
SC_MBARRIER = 197, // Magical barrier, magic resistance (val1 : power (%))
#define SC_MBARRIER StatusChange::SC_MBARRIER
SC_HASTE = 198, // `Haste' spell (val1 : power)
#define SC_HASTE StatusChange::SC_HASTE
SC_PHYS_SHIELD = 199, // `Protect' spell, reduce damage (val1: power)
#define SC_PHYS_SHIELD StatusChange::SC_PHYS_SHIELD
MAX_STATUSCHANGE = 200,
#define MAX_STATUSCHANGE StatusChange::MAX_STATUSCHANGE
};
constexpr
StatusChange MAJOR_STATUS_EFFECTS[] =
{
SC_STONE,
SC_FREEZE,
SC_STAN,
SC_SLEEP,
SC_POISON,
SC_CURSE,
SC_SILENCE,
SC_CONFUSION,
SC_BLIND,
};
constexpr
StatusChange MAJOR_STATUS_EFFECTS_1[] =
{
SC_STONE,
SC_FREEZE,
SC_STAN,
SC_SLEEP,
};
// needed to work around some subtractative indexing
// I think it *might* be able to be totally removed.
enum class BadSC
{
STONE = 0,
FREEZE = 1,
STAN = 2,
SLEEP = 3,
POISON = 4,
CURSE = 5,
SILENCE = 6,
CONFUSION = 7,
BLIND = 8,
COUNT = 9, // formerly 10,
};
constexpr
StatusChange BadSC_to_SC(BadSC bsc)
{
return StatusChange(uint16_t(SC_STONE) + int(bsc));
}
constexpr
BadSC BadSC_from_SC(StatusChange sc)
{
return BadSC(uint16_t(sc) - uint16_t(SC_STONE));
}
// TODO remove most of these
enum class SkillID : uint16_t
{
// TODO: Remove these!
NEGATIVE = 0xffff,
ZERO = 0x0000,
ONE = 0x0001,
// Basic skills.
// These should probably be made unconditional.
NV_EMOTE = 1, //
#define NV_EMOTE SkillID::NV_EMOTE
NV_TRADE = 2, //
#define NV_TRADE SkillID::NV_TRADE
NV_PARTY = 3, //
#define NV_PARTY SkillID::NV_PARTY
AC_OWL = 45, // Mallard's Eye
#define AC_OWL SkillID::AC_OWL
NPC_SELFDESTRUCTION = 175, //
#define NPC_SELFDESTRUCTION SkillID::NPC_SELFDESTRUCTION
NPC_POISON = 178, //
#define NPC_POISON SkillID::NPC_POISON
NPC_SUMMONSLAVE = 198, //
#define NPC_SUMMONSLAVE SkillID::NPC_SUMMONSLAVE
NPC_EMOTION = 199, //
#define NPC_EMOTION SkillID::NPC_EMOTION
TMW_SKILLPOOL = 339, // skill pool size
#define TMW_SKILLPOOL SkillID::TMW_SKILLPOOL
// magic skills
TMW_MAGIC = 340, //
#define TMW_MAGIC SkillID::TMW_MAGIC
TMW_MAGIC_LIFE = 341, //
#define TMW_MAGIC_LIFE SkillID::TMW_MAGIC_LIFE
TMW_MAGIC_WAR = 342, //
#define TMW_MAGIC_WAR SkillID::TMW_MAGIC_WAR
TMW_MAGIC_TRANSMUTE = 343, //
#define TMW_MAGIC_TRANSMUTE SkillID::TMW_MAGIC_TRANSMUTE
TMW_MAGIC_NATURE = 344, //
#define TMW_MAGIC_NATURE SkillID::TMW_MAGIC_NATURE
TMW_MAGIC_ETHER = 345, //
#define TMW_MAGIC_ETHER SkillID::TMW_MAGIC_ETHER
TMW_MAGIC_DARK = 346, //
#define TMW_MAGIC_DARK SkillID::TMW_MAGIC_DARK
TMW_MAGIC_LIGHT = 347, //
#define TMW_MAGIC_LIGHT SkillID::TMW_MAGIC_LIGHT
// focusable skills
TMW_BRAWLING = 350, //
#define TMW_BRAWLING SkillID::TMW_BRAWLING
TMW_LUCKY_COUNTER = 351, //
#define TMW_LUCKY_COUNTER SkillID::TMW_LUCKY_COUNTER
TMW_SPEED = 352, //
#define TMW_SPEED SkillID::TMW_SPEED
TMW_RESIST_POISON = 353, //
#define TMW_RESIST_POISON SkillID::TMW_RESIST_POISON
TMW_ASTRAL_SOUL = 354, //
#define TMW_ASTRAL_SOUL SkillID::TMW_ASTRAL_SOUL
TMW_RAGING = 355, //
#define TMW_RAGING SkillID::TMW_RAGING
// Note: this value is also hard-coded in common/mmo.hpp
MAX_SKILL_DB = 474, // not 450
#define MAX_SKILL_DB SkillID::MAX_SKILL_DB
};
namespace e
{
enum class SkillFlags : uint16_t
{
ZERO = 0x00,
// is a pool skill
FLAG = 0x01,
#define SKILL_POOL_FLAG SkillFlags::FLAG
// is an active pool skill
ACTIVE = 0x02,
#define SKILL_POOL_ACTIVE SkillFlags::ACTIVE
// pool skill has been activated (used for clif)
ACTIVATED = 0x04,
#define SKILL_POOL_ACTIVATED SkillFlags::ACTIVATED
};
ENUM_BITWISE_OPERATORS(SkillFlags)
}
using e::SkillFlags;
#endif // SKILL_T_HPP