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.

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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.

  1.  /* NetHack 3.6	skills.h	$NHDT-Date: 1432512778 2015/05/25 00:12:58 $  $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */
  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.  /* Much of this code was taken from you.h.  It is now
  9.   * in a separate file so it can be included in objects.c.
  10.   */
  11.  
  12.  /* Code to denote that no skill is applicable */
  13.  #define P_NONE 0
  14.  
  15.  /* Weapon Skills -- Stephen White
  16.   * Order matters and are used in macros.
  17.   * Positive values denote hand-to-hand weapons or launchers.
  18.   * Negative values denote ammunition or missiles.
  19.   * Update weapon.c if you amend any skills.
  20.   * Also used for oc_subtyp.
  21.   */
  22.  #define P_DAGGER 1
  23.  #define P_KNIFE 2
  24.  #define P_AXE 3
  25.  #define P_PICK_AXE 4
  26.  #define P_SHORT_SWORD 5
  27.  #define P_BROAD_SWORD 6
  28.  #define P_LONG_SWORD 7
  29.  #define P_TWO_HANDED_SWORD 8
  30.  #define P_SCIMITAR 9
  31.  #define P_SABER 10
  32.  #define P_CLUB 11 /* Heavy-shafted bludgeon */
  33.  #define P_MACE 12
  34.  #define P_MORNING_STAR 13 /* Spiked bludgeon */
  35.  #define P_FLAIL 14        /* Two pieces hinged or chained together */
  36.  #define P_HAMMER 15       /* Heavy head on the end */
  37.  #define P_QUARTERSTAFF 16 /* Long-shafted bludgeon */
  38.  #define P_POLEARMS 17
  39.  #define P_SPEAR 18 /* includes javelin */
  40.  #define P_TRIDENT 19
  41.  #define P_LANCE 20
  42.  #define P_BOW 21
  43.  #define P_SLING 22
  44.  #define P_CROSSBOW 23
  45.  #define P_DART 24
  46.  #define P_SHURIKEN 25
  47.  #define P_BOOMERANG 26
  48.  #define P_WHIP 27
  49.  #define P_UNICORN_HORN 28 /* last weapon */
  50.  #define P_FIRST_WEAPON P_DAGGER
  51.  #define P_LAST_WEAPON P_UNICORN_HORN
  52.  
  53.  /* Spell Skills added by Larry Stewart-Zerba */
  54.  #define P_ATTACK_SPELL 29
  55.  #define P_HEALING_SPELL 30
  56.  #define P_DIVINATION_SPELL 31
  57.  #define P_ENCHANTMENT_SPELL 32
  58.  #define P_CLERIC_SPELL 33
  59.  #define P_ESCAPE_SPELL 34
  60.  #define P_MATTER_SPELL 35
  61.  #define P_FIRST_SPELL P_ATTACK_SPELL
  62.  #define P_LAST_SPELL P_MATTER_SPELL
  63.  
  64.  /* Other types of combat */
  65.  #define P_BARE_HANDED_COMBAT 36 /* actually weaponless; gloves are ok */
  66.  #define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
  67.  #define P_TWO_WEAPON_COMBAT 37              /* Finally implemented */
  68.  #define P_RIDING 38 /* How well you control your steed */
  69.  #define P_LAST_H_TO_H P_RIDING
  70.  #define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT
  71.  
  72.  #define P_NUM_SKILLS (P_LAST_H_TO_H + 1)
  73.  
  74.  /* These roles qualify for a martial arts bonus */
  75.  #define martial_bonus() (Role_if(PM_SAMURAI) || Role_if(PM_MONK))
  76.  
  77.  /*
  78.   * These are the standard weapon skill levels.  It is important that
  79.   * the lowest "valid" skill be be 1.  The code calculates the
  80.   * previous amount to practice by calling  practice_needed_to_advance()
  81.   * with the current skill-1.  To work out for the UNSKILLED case,
  82.   * a value of 0 needed.
  83.   */
  84.  #define P_ISRESTRICTED 0
  85.  #define P_UNSKILLED 1
  86.  #define P_BASIC 2
  87.  #define P_SKILLED 3
  88.  #define P_EXPERT 4
  89.  #define P_MASTER 5       /* Unarmed combat/martial arts only */
  90.  #define P_GRAND_MASTER 6 /* Unarmed combat/martial arts only */
  91.  
  92.  #define practice_needed_to_advance(level) ((level) * (level) *20)
  93.  
  94.  /* The hero's skill in various weapons. */
  95.  struct skills {
  96.      xchar skill;
  97.      xchar max_skill;
  98.      unsigned short advance;
  99.  };
  100.  
  101.  #define P_SKILL(type) (u.weapon_skills[type].skill)
  102.  #define P_MAX_SKILL(type) (u.weapon_skills[type].max_skill)
  103.  #define P_ADVANCE(type) (u.weapon_skills[type].advance)
  104.  #define P_RESTRICTED(type) (u.weapon_skills[type].skill == P_ISRESTRICTED)
  105.  
  106.  #define P_SKILL_LIMIT 60 /* Max number of skill advancements */
  107.  
  108.  /* Initial skill matrix structure; used in u_init.c and weapon.c */
  109.  struct def_skill {
  110.      xchar skill;
  111.      xchar skmax;
  112.  };
  113.  
  114.  #endif /* SKILLS_H */