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 */
122