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/* 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 13/* Code to denote that no skill is applicable */ 14#define P_NONE 0 15 16/* Weapon Skills -- Stephen White 17 * Order matters and are used in macros. 18 * Positive values denote hand-to-hand weapons or launchers. 19 * Negative values denote ammunition or missiles. 20 * Update weapon.c if you ammend any skills. 21 * Also used for oc_subtyp. 22 */ 23#define P_DAGGER 1 24#define P_KNIFE 2 25#define P_AXE 3 26#define P_PICK_AXE 4 27#define P_SHORT_SWORD 5 28#define P_BROAD_SWORD 6 29#define P_LONG_SWORD 7 30#define P_TWO_HANDED_SWORD 8 31#define P_SCIMITAR 9 32#define P_SABER 10 33#define P_CLUB 11 /* Heavy-shafted bludgeon */ 34#define P_MACE 12 35#define P_MORNING_STAR 13 /* Spiked bludgeon */ 36#define P_FLAIL 14 /* Two pieces hinged or chained together */ 37#define P_HAMMER 15 /* Heavy head on the end */ 38#define P_QUARTERSTAFF 16 /* Long-shafted bludgeon */ 39#define P_POLEARMS 17 40#define P_SPEAR 18 41#define P_JAVELIN 19 42#define P_TRIDENT 20 43#define P_LANCE 21 44#define P_BOW 22 45#define P_SLING 23 46#define P_CROSSBOW 24 47#define P_DART 25 48#define P_SHURIKEN 26 49#define P_BOOMERANG 27 50#define P_WHIP 28 51#define P_UNICORN_HORN 29 /* last weapon */ 52#define P_FIRST_WEAPON P_DAGGER 53#define P_LAST_WEAPON P_UNICORN_HORN 54 55/* Spell Skills added by Larry Stewart-Zerba */ 56#define P_ATTACK_SPELL 30 57#define P_HEALING_SPELL 31 58#define P_DIVINATION_SPELL 32 59#define P_ENCHANTMENT_SPELL 33 60#define P_CLERIC_SPELL 34 61#define P_ESCAPE_SPELL 35 62#define P_MATTER_SPELL 36 63#define P_FIRST_SPELL P_ATTACK_SPELL 64#define P_LAST_SPELL P_MATTER_SPELL 65 66/* Other types of combat */ 67#define P_BARE_HANDED_COMBAT 37 68#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */ 69#define P_TWO_WEAPON_COMBAT 38 /* Finally implemented */ 70#ifdef STEED 71#define P_RIDING 39 /* How well you control your steed */ 72#define P_LAST_H_TO_H P_RIDING 73#else 74#define P_LAST_H_TO_H P_TWO_WEAPON_COMBAT 75#endif 76#define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT 77 78#define P_NUM_SKILLS (P_LAST_H_TO_H+1) 79 80/* These roles qualify for a martial arts bonus */ 81#define martial_bonus() (Role_if(PM_SAMURAI) || Role_if(PM_MONK)) 82 83 84/* 85 * These are the standard weapon skill levels. It is important that 86 * the lowest "valid" skill be be 1. The code calculates the 87 * previous amount to practice by calling practice_needed_to_advance() 88 * with the current skill-1. To work out for the UNSKILLED case, 89 * a value of 0 needed. 90 */ 91#define P_ISRESTRICTED 0 92#define P_UNSKILLED 1 93#define P_BASIC 2 94#define P_SKILLED 3 95#define P_EXPERT 4 96#define P_MASTER 5 /* Unarmed combat/martial arts only */ 97#define P_GRAND_MASTER 6 /* Unarmed combat/martial arts only */ 98 99#define practice_needed_to_advance(level) ((level)*(level)*20) 100 101/* The hero's skill in various weapons. */ 102struct skills { 103 xchar skill; 104 xchar max_skill; 105 unsigned short advance; 106}; 107 108#define P_SKILL(type) (u.weapon_skills[type].skill) 109#define P_MAX_SKILL(type) (u.weapon_skills[type].max_skill) 110#define P_ADVANCE(type) (u.weapon_skills[type].advance) 111#define P_RESTRICTED(type) (u.weapon_skills[type].skill == P_ISRESTRICTED) 112 113#define P_SKILL_LIMIT 60 /* Max number of skill advancements */ 114 115/* Initial skill matrix structure; used in u_init.c and weapon.c */ 116struct def_skill { 117 xchar skill; 118 xchar skmax; 119}; 120 121#endif /* SKILLS_H */ 122