Source:NetHack 3.6.1/include/skills.h

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Below is the full text to skills.h from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/include/skills.h#line123]], for example.

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 /* 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. */
 /*-Copyright (c) Pasi Kallinen, 2017. */
 /* 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.
  */
 
 enum p_skills {
     /* Code to denote that no skill is applicable */
     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.
  */
     P_DAGGER,
     P_KNIFE,
     P_AXE,
     P_PICK_AXE,
     P_SHORT_SWORD,
     P_BROAD_SWORD,
     P_LONG_SWORD,
     P_TWO_HANDED_SWORD,
     P_SCIMITAR,
     P_SABER,
     P_CLUB, /* Heavy-shafted bludgeon */
     P_MACE,
     P_MORNING_STAR, /* Spiked bludgeon */
     P_FLAIL,        /* Two pieces hinged or chained together */
     P_HAMMER,       /* Heavy head on the end */
     P_QUARTERSTAFF, /* Long-shafted bludgeon */
     P_POLEARMS,
     P_SPEAR, /* includes javelin */
     P_TRIDENT,
     P_LANCE,
     P_BOW,
     P_SLING,
     P_CROSSBOW,
     P_DART,
     P_SHURIKEN,
     P_BOOMERANG,
     P_WHIP,
     P_UNICORN_HORN, /* last weapon */
 
     /* Spell Skills added by Larry Stewart-Zerba */
     P_ATTACK_SPELL,
     P_HEALING_SPELL,
     P_DIVINATION_SPELL,
     P_ENCHANTMENT_SPELL,
     P_CLERIC_SPELL,
     P_ESCAPE_SPELL,
     P_MATTER_SPELL,
 
     /* Other types of combat */
     P_BARE_HANDED_COMBAT, /* actually weaponless; gloves are ok */
     P_TWO_WEAPON_COMBAT,
     P_RIDING,             /* How well you control your steed */
 
     P_NUM_SKILLS
 };
 
 #define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
 
 #define P_FIRST_WEAPON P_DAGGER
 #define P_LAST_WEAPON P_UNICORN_HORN
 
 #define P_FIRST_SPELL P_ATTACK_SPELL
 #define P_LAST_SPELL P_MATTER_SPELL
 
 #define P_LAST_H_TO_H P_RIDING
 #define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT
 
 /* 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.
  */
 enum skill_levels {
     P_ISRESTRICTED = 0,
     P_UNSKILLED,
     P_BASIC,
     P_SKILLED,
     P_EXPERT,
     P_MASTER,       /* Unarmed combat/martial arts only */
     P_GRAND_MASTER  /* 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 */