Source:NetHack 3.6.0/include/skills.h

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Below is the full text to skills.h from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/include/skills.h#line123]], for example.

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.

 /* NetHack 3.6	skills.h	$NHDT-Date: 1432512778 2015/05/25 00:12:58 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #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 amend 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 /* includes javelin */
 #define P_TRIDENT 19
 #define P_LANCE 20
 #define P_BOW 21
 #define P_SLING 22
 #define P_CROSSBOW 23
 #define P_DART 24
 #define P_SHURIKEN 25
 #define P_BOOMERANG 26
 #define P_WHIP 27
 #define P_UNICORN_HORN 28 /* 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 29
 #define P_HEALING_SPELL 30
 #define P_DIVINATION_SPELL 31
 #define P_ENCHANTMENT_SPELL 32
 #define P_CLERIC_SPELL 33
 #define P_ESCAPE_SPELL 34
 #define P_MATTER_SPELL 35
 #define P_FIRST_SPELL P_ATTACK_SPELL
 #define P_LAST_SPELL P_MATTER_SPELL
 
 /* Other types of combat */
 #define P_BARE_HANDED_COMBAT 36 /* actually weaponless; gloves are ok */
 #define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
 #define P_TWO_WEAPON_COMBAT 37              /* Finally implemented */
 #define P_RIDING 38 /* How well you control your steed */
 #define P_LAST_H_TO_H P_RIDING
 #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 */