Use enums for skills
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112
include/skills.h
112
include/skills.h
@@ -9,8 +9,9 @@
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* in a separate file so it can be included in objects.c.
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*/
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/* Code to denote that no skill is applicable */
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#define P_NONE 0
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enum p_skills {
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/* Code to denote that no skill is applicable */
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P_NONE = 0,
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/* Weapon Skills -- Stephen White
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* Order matters and are used in macros.
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@@ -19,58 +20,63 @@
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* Update weapon.c if you amend any skills.
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* Also used for oc_subtyp.
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*/
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#define P_DAGGER 1
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#define P_KNIFE 2
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#define P_AXE 3
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#define P_PICK_AXE 4
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#define P_SHORT_SWORD 5
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#define P_BROAD_SWORD 6
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#define P_LONG_SWORD 7
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#define P_TWO_HANDED_SWORD 8
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#define P_SCIMITAR 9
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#define P_SABER 10
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#define P_CLUB 11 /* Heavy-shafted bludgeon */
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#define P_MACE 12
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#define P_MORNING_STAR 13 /* Spiked bludgeon */
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#define P_FLAIL 14 /* Two pieces hinged or chained together */
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#define P_HAMMER 15 /* Heavy head on the end */
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#define P_QUARTERSTAFF 16 /* Long-shafted bludgeon */
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#define P_POLEARMS 17
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#define P_SPEAR 18 /* includes javelin */
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#define P_TRIDENT 19
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#define P_LANCE 20
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#define P_BOW 21
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#define P_SLING 22
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#define P_CROSSBOW 23
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#define P_DART 24
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#define P_SHURIKEN 25
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#define P_BOOMERANG 26
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#define P_WHIP 27
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#define P_UNICORN_HORN 28 /* last weapon */
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P_DAGGER,
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P_KNIFE,
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P_AXE,
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P_PICK_AXE,
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P_SHORT_SWORD,
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P_BROAD_SWORD,
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P_LONG_SWORD,
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P_TWO_HANDED_SWORD,
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P_SCIMITAR,
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P_SABER,
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P_CLUB, /* Heavy-shafted bludgeon */
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P_MACE,
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P_MORNING_STAR, /* Spiked bludgeon */
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P_FLAIL, /* Two pieces hinged or chained together */
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P_HAMMER, /* Heavy head on the end */
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P_QUARTERSTAFF, /* Long-shafted bludgeon */
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P_POLEARMS,
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P_SPEAR, /* includes javelin */
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P_TRIDENT,
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P_LANCE,
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P_BOW,
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P_SLING,
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P_CROSSBOW,
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P_DART,
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P_SHURIKEN,
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P_BOOMERANG,
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P_WHIP,
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P_UNICORN_HORN, /* last weapon */
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/* Spell Skills added by Larry Stewart-Zerba */
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P_ATTACK_SPELL,
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P_HEALING_SPELL,
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P_DIVINATION_SPELL,
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P_ENCHANTMENT_SPELL,
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P_CLERIC_SPELL,
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P_ESCAPE_SPELL,
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P_MATTER_SPELL,
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/* Other types of combat */
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P_BARE_HANDED_COMBAT, /* actually weaponless; gloves are ok */
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P_TWO_WEAPON_COMBAT,
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P_RIDING, /* How well you control your steed */
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P_NUM_SKILLS
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};
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#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
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#define P_FIRST_WEAPON P_DAGGER
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#define P_LAST_WEAPON P_UNICORN_HORN
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/* Spell Skills added by Larry Stewart-Zerba */
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#define P_ATTACK_SPELL 29
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#define P_HEALING_SPELL 30
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#define P_DIVINATION_SPELL 31
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#define P_ENCHANTMENT_SPELL 32
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#define P_CLERIC_SPELL 33
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#define P_ESCAPE_SPELL 34
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#define P_MATTER_SPELL 35
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#define P_FIRST_SPELL P_ATTACK_SPELL
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#define P_LAST_SPELL P_MATTER_SPELL
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/* Other types of combat */
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#define P_BARE_HANDED_COMBAT 36 /* actually weaponless; gloves are ok */
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#define P_MARTIAL_ARTS P_BARE_HANDED_COMBAT /* Role distinguishes */
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#define P_TWO_WEAPON_COMBAT 37 /* Finally implemented */
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#define P_RIDING 38 /* How well you control your steed */
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#define P_LAST_H_TO_H P_RIDING
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#define P_FIRST_H_TO_H P_BARE_HANDED_COMBAT
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#define P_NUM_SKILLS (P_LAST_H_TO_H + 1)
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/* These roles qualify for a martial arts bonus */
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#define martial_bonus() (Role_if(PM_SAMURAI) || Role_if(PM_MONK))
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@@ -81,13 +87,15 @@
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* with the current skill-1. To work out for the UNSKILLED case,
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* a value of 0 needed.
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*/
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#define P_ISRESTRICTED 0
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#define P_UNSKILLED 1
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#define P_BASIC 2
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#define P_SKILLED 3
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#define P_EXPERT 4
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#define P_MASTER 5 /* Unarmed combat/martial arts only */
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#define P_GRAND_MASTER 6 /* Unarmed combat/martial arts only */
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enum skill_levels {
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P_ISRESTRICTED = 0,
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P_UNSKILLED,
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P_BASIC,
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P_SKILLED,
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P_EXPERT,
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P_MASTER, /* Unarmed combat/martial arts only */
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P_GRAND_MASTER /* Unarmed combat/martial arts only */
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};
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#define practice_needed_to_advance(level) ((level) * (level) *20)
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