123 lines
3.3 KiB
C
123 lines
3.3 KiB
C
/* NetHack 3.6 skills.h $NHDT-Date: 1432512778 2015/05/25 00:12:58 $ $NHDT-Branch: master $:$NHDT-Revision: 1.11 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985-1999. */
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/* NetHack may be freely redistributed. See license for details. */
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#ifndef SKILLS_H
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#define SKILLS_H
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/* Much of this code was taken from you.h. It is now
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* in a separate file so it can be included in objects.c.
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*/
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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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* Positive values denote hand-to-hand weapons or launchers.
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* Negative values denote ammunition or missiles.
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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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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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#define P_FIRST_SPELL P_ATTACK_SPELL
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#define P_LAST_SPELL P_MATTER_SPELL
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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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/* 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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/*
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* These are the standard weapon skill levels. It is important that
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* the lowest "valid" skill be be 1. The code calculates the
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* previous amount to practice by calling practice_needed_to_advance()
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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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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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/* The hero's skill in various weapons. */
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struct skills {
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xchar skill;
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xchar max_skill;
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unsigned short advance;
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};
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#define P_SKILL(type) (u.weapon_skills[type].skill)
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#define P_MAX_SKILL(type) (u.weapon_skills[type].max_skill)
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#define P_ADVANCE(type) (u.weapon_skills[type].advance)
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#define P_RESTRICTED(type) (u.weapon_skills[type].skill == P_ISRESTRICTED)
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#define P_SKILL_LIMIT 60 /* Max number of skill advancements */
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/* Initial skill matrix structure; used in u_init.c and weapon.c */
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struct def_skill {
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xchar skill;
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xchar skmax;
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};
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#endif /* SKILLS_H */
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