Source:SLASH'EM 0.0.7E7F2/skills.h
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Below is the full text to skills.h from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/skills.h#line123]], for example.
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1. /* SCCS Id: @(#)skills.h 3.4 1999/10/27 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #ifndef SKILLS_H 6. #define SKILLS_H 7. 8. /* KMH, balance patch -- Much of this code was taken from you.h */ 9. 10. /* Code to denote that no skill is being used */ 11. #define P_NONE 0 12. 13. /* Weapon Skills -- Stephen White 14. * Order matters and are used in macros. 15. * Positive values denote a wielded weapon or launcher. 16. * Negative values denote ammunition or missiles. 17. * Update weapon.c if you ammend any skills. 18. * Also used for oc_subtyp. 19. */ 20. #define P_DAGGER 1 21. #define P_KNIFE 2 22. #define P_AXE 3 23. #define P_PICK_AXE 4 24. #define P_SHORT_SWORD 5 25. #define P_BROAD_SWORD 6 26. #define P_LONG_SWORD 7 27. #define P_TWO_HANDED_SWORD 8 28. #define P_SCIMITAR 9 29. #define P_SABER 10 30. #define P_CLUB 11 /* Bludgeon with a heavy shaft */ 31. #define P_PADDLE 12 /* Bludgeon with a flattened shaft */ 32. #define P_MACE 13 /* Bludgeon with a spiked shaft? */ 33. #define P_MORNING_STAR 14 /* Spiked ball chained to stick */ 34. #define P_FLAIL 15 /* Two pieces hinged or chained together */ 35. #define P_HAMMER 16 /* Bludgeon with a heavy head on the end */ 36. #define P_QUARTERSTAFF 17 /* Bludgeon with a long shaft */ 37. #define P_POLEARMS 18 38. #define P_SPEAR 19 39. #define P_JAVELIN 20 40. #define P_TRIDENT 21 41. #define P_LANCE 22 42. #define P_BOW 23 43. #define P_SLING 24 44. #ifdef FIREARMS 45. #define P_FIREARM 25 /* KMH */ 46. #endif 47. #define P_CROSSBOW 26 48. #define P_DART 27 49. #define P_SHURIKEN 28 50. #define P_BOOMERANG 29 51. #define P_WHIP 30 52. #define P_UNICORN_HORN 31 53. #ifdef LIGHTSABERS 54. #define P_LIGHTSABER 32 /* last weapon */ 55. #endif 56. #define P_FIRST_WEAPON P_DAGGER 57. #ifdef LIGHTSABERS 58. #define P_LAST_WEAPON P_LIGHTSABER 59. #else 60. #define P_LAST_WEAPON P_UNICORN_HORN 61. #endif 62. 63. /* Spell skills -- Wizard Patch by Larry Stewart-Zerba */ 64. #define P_ATTACK_SPELL (P_LAST_WEAPON + 1) 65. #define P_HEALING_SPELL (P_LAST_WEAPON + 2) 66. #define P_DIVINATION_SPELL (P_LAST_WEAPON + 3) 67. #define P_ENCHANTMENT_SPELL (P_LAST_WEAPON + 4) 68. #define P_PROTECTION_SPELL (P_LAST_WEAPON + 5) 69. #define P_BODY_SPELL (P_LAST_WEAPON + 6) 70. #define P_MATTER_SPELL (P_LAST_WEAPON + 7) 71. #define P_FIRST_SPELL P_ATTACK_SPELL 72. #define P_LAST_SPELL P_MATTER_SPELL 73. 74. /* Other types of combat */ 75. #define P_BARE_HANDED_COMBAT (P_LAST_SPELL + 1) 76. #define P_MARTIAL_ARTS (P_LAST_SPELL + 2) /* WAC used to be role distinguishes */ 77. #define P_TWO_WEAPON_COMBAT (P_LAST_SPELL + 3) /* Finally implemented */ 78. #ifdef STEED 79. #define P_RIDING (P_LAST_SPELL + 4) /* How well you control your steed */ 80. #define P_LAST_H_TO_H P_RIDING 81. #else 82. #define P_LAST_H_TO_H P_TWO_WEAPON_COMBAT 83. #endif 84. #define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT 85. 86. #define P_NUM_SKILLS (P_LAST_H_TO_H+1) 87. 88. 89. /* 90. * These are the standard weapon skill levels. It is important that 91. * the lowest "valid" skill be be 1. The code calculates the 92. * previous amount to practice by calling practice_needed_to_advance() 93. * with the current skill-1. To work out for the UNSKILLED case, 94. * a value of 0 needed. 95. */ 96. #define P_ISRESTRICTED -1 97. #define P_UNSKILLED 1 98. #define P_BASIC 2 99. #define P_SKILLED 3 100. #define P_EXPERT 4 101. #define P_MASTER 5 102. #define P_GRAND_MASTER 6 103. #define P_LIMIT P_GRAND_MASTER 104. 105. #define practice_needed_to_advance(level,skill) \ 106. (P_SKILL(skill) == P_ISRESTRICTED ? 500 : \ 107. P_SKILL(skill) >= P_MAX_SKILL(skill) ? (level)*(level)*200 : \ 108. (level)*(level)*20) 109. 110. /* The hero's skill in various weapons. */ 111. struct skills { 112. xchar skill; 113. xchar max_skill; 114. unsigned short advance; 115. }; 116. 117. #define P_SKILL(type) (u.weapon_skills[type].skill) 118. #define P_MAX_SKILL(type) (u.weapon_skills[type].max_skill) 119. #define P_ADVANCE(type) (u.weapon_skills[type].advance) 120. #define P_RESTRICTED(type) (u.weapon_skills[type].skill == P_ISRESTRICTED) 121. 122. #define P_SKILL_LIMIT 60 /* max number of skill advancements */ 123. 124. /* initial skill matrix structure; used in u_init.c and weapon.c */ 125. struct def_skill { 126. xchar skill; 127. xchar skmax; 128. }; 129. 130. /* these roles qualify for a martial arts bonus */ 131. /* WAC - made this dependant on weapon skills if defined */ 132. 133. # define martial_bonus() (P_SKILL(P_MARTIAL_ARTS) >= P_BASIC) 134. /* 135. #else 136. # define martial_bonus() (Role_if(PM_SAMURAI) || Role_if(PM_PRIEST) || Role_if(PM_MONK)) 137. */ 138. 139. #endif /* SKILLS_H */