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actions.h
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actions.h
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/**
* @file actions.h
* Header file for the Luminari Action System, based roughly on D20 actions.
*/
#ifndef _ACTIONS_H_
#define _ACTIONS_H_
/* Defines for attack actions */
#define AA_TRIP 0
#define AA_CHARGE 1
#define AA_SMITE_EVIL 2
#define AA_STUNNINGFIST 3
#define AA_HEADBUTT 4
#define AA_KICK 5
#define AA_SHIELDPUNCH 6
#define AA_QUIVERINGPALM 7
#define AA_SURPRISE_ACCURACY 8
#define AA_POWERFUL_BLOW 9
#define AA_COME_AND_GET_ME 10
#define AA_DISARM 11
#define AA_SMITE_GOOD 12
#define AA_SMITE_DESTRUCTION 13
#define AA_SEEKER_ARROW 14
#define AA_DEATH_ARROW 15
#define AA_ARROW_SWARM 16
#define AA_FAERIE_FIRE 17
#define AA_FEINT 18
#define AA_IMPROMPT 19
/**/
#define NUM_ATTACK_ACTIONS 20
/**************************/
#define USE_STANDARD_ACTION(ch) start_action_cooldown(ch, atSTANDARD, 6 RL_SEC)
#define USE_MOVE_ACTION(ch) (is_action_available(ch, atMOVE, FALSE) ? start_action_cooldown(ch, atMOVE, 6 RL_SEC) : start_action_cooldown(ch, atSTANDARD, 6 RL_SEC))
#define USE_SWIFT_ACTION(ch) start_action_cooldown(ch, atSWIFT, 6 RL_SEC)
#define USE_FULL_ROUND_ACTION(ch) \
USE_STANDARD_ACTION(ch); \
USE_MOVE_ACTION(ch)
extern void (*attack_actions[NUM_ATTACK_ACTIONS])(struct char_data *ch,
const char *argument,
int cmd,
int subcmd);
/* Prototype for the event function. */
EVENTFUNC(event_action_recover);
/* - Cooldown utilities --------------- */
bool is_action_available(struct char_data *ch, action_type act_type, bool msg_to_char);
void start_cmd_cooldown(struct char_data *ch, int cmd);
//void start_skill_cooldown(struct char_data *ch, int skill, int weapon);
void start_action_cooldown(struct char_data *ch, action_type act_type, int duration);
// Send action data to MSDP.
void update_msdp_actions(struct char_data *ch);
#endif /* _ACTIONS_H_ */