Skip to content

HTTPS clone URL

Subversion checkout URL

You can clone with HTTPS or Subversion.

Download ZIP
branch: master
Fetching contributors…

Cannot retrieve contributors at this time

122 lines (104 sloc) 3.887 kb
/* 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. */
#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 */
Jump to Line
Something went wrong with that request. Please try again.