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Source:NetHack 3.3.0/skills.h

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Below is the full text to skills.h from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/skills.h#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)skills.h	3.3	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. */
102.  struct 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 */
116.  struct def_skill {
117.  	xchar skill;
118.  	xchar skmax;
119.  };
120.  
121.  #endif  /* SKILLS_H */

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