Source:NetHack 3.4.3/include/skills.h

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Below is the full text to include/skills.h from NetHack 3.4.3. To link to a particular line, write [[skills.h#line123]], for example.

/*	SCCS Id: @(#)skills.h	3.4	1999/10/27	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */
/* NetHack may be freely redistributed.  See license for details. */

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

#ifndef SKILLS_H
#define SKILLS_H

/* Much of this code was taken from you.h.  It is now
* in a separate file so it can be included in objects.c.
*/


/* Code to denote that no skill is applicable */
#define P_NONE				0

/* Weapon Skills -- Stephen White
* Order matters and are used in macros.
* Positive values denote hand-to-hand weapons or launchers.
* Negative values denote ammunition or missiles.
* Update weapon.c if you ammend any skills.
* Also used for oc_subtyp.
*/
#define P_DAGGER             1
#define P_KNIFE              2
#define P_AXE                3
#define P_PICK_AXE           4
#define P_SHORT_SWORD        5
#define P_BROAD_SWORD        6
#define P_LONG_SWORD         7
#define P_TWO_HANDED_SWORD   8
#define P_SCIMITAR           9
#define P_SABER             10
#define P_CLUB              11	/* Heavy-shafted bludgeon */
#define P_MACE              12	
#define P_MORNING_STAR      13	/* Spiked bludgeon */
#define P_FLAIL             14	/* Two pieces hinged or chained together */
#define P_HAMMER            15	/* Heavy head on the end */
#define P_QUARTERSTAFF      16	/* Long-shafted bludgeon */
#define P_POLEARMS          17
#define P_SPEAR             18
#define P_JAVELIN           19
#define P_TRIDENT           20
#define P_LANCE             21
#define P_BOW               22
#define P_SLING             23
#define P_CROSSBOW          24
#define P_DART              25
#define P_SHURIKEN          26
#define P_BOOMERANG         27
#define P_WHIP              28
#define P_UNICORN_HORN      29	/* last weapon */
#define P_FIRST_WEAPON      P_DAGGER
#define P_LAST_WEAPON       P_UNICORN_HORN

/* Spell Skills added by Larry Stewart-Zerba */
#define P_ATTACK_SPELL      30
#define P_HEALING_SPELL     31
#define P_DIVINATION_SPELL  32
#define P_ENCHANTMENT_SPELL 33
#define P_CLERIC_SPELL      34
#define P_ESCAPE_SPELL      35
#define P_MATTER_SPELL      36
#define P_FIRST_SPELL		P_ATTACK_SPELL
#define P_LAST_SPELL		P_MATTER_SPELL

/* Other types of combat */
#define P_BARE_HANDED_COMBAT	37
#define P_MARTIAL_ARTS		P_BARE_HANDED_COMBAT	/* Role distinguishes */
#define P_TWO_WEAPON_COMBAT	38	/* Finally implemented */
#ifdef STEED
#define P_RIDING		39	/* How well you control your steed */
#define P_LAST_H_TO_H		P_RIDING
#else
#define P_LAST_H_TO_H		P_TWO_WEAPON_COMBAT
#endif
#define P_FIRST_H_TO_H		P_BARE_HANDED_COMBAT

#define P_NUM_SKILLS		(P_LAST_H_TO_H+1)

/* These roles qualify for a martial arts bonus */
#define martial_bonus()	(Role_if(PM_SAMURAI) || Role_if(PM_MONK))


/*
* These are the standard weapon skill levels.  It is important that
* the lowest "valid" skill be be 1.  The code calculates the
* previous amount to practice by calling  practice_needed_to_advance()
* with the current skill-1.  To work out for the UNSKILLED case,
* a value of 0 needed.
*/
#define P_ISRESTRICTED	0
#define P_UNSKILLED		1
#define P_BASIC			2
#define P_SKILLED		3
#define P_EXPERT		4
#define P_MASTER		5	/* Unarmed combat/martial arts only */
#define P_GRAND_MASTER	6	/* Unarmed combat/martial arts only */

#define practice_needed_to_advance(level) ((level)*(level)*20)

/* The hero's skill in various weapons. */
struct skills {
	xchar skill;
	xchar max_skill;
	unsigned short advance;
};

#define P_SKILL(type)		(u.weapon_skills[type].skill)
#define P_MAX_SKILL(type)	(u.weapon_skills[type].max_skill)
#define P_ADVANCE(type)		(u.weapon_skills[type].advance)
#define P_RESTRICTED(type)	(u.weapon_skills[type].skill == P_ISRESTRICTED)

#define P_SKILL_LIMIT 60	/* Max number of skill advancements */

/* Initial skill matrix structure; used in u_init.c and weapon.c */
struct def_skill {
	xchar skill;
	xchar skmax;
};

#endif  /* SKILLS_H */