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#pragma once
#include "tag-version.h"
// [dshaligram] If you add a new skill, update skills.cc, specifically
// the skills[] array and skill_display_order[]. New skills must go at the
// end of the list or in the unused skill numbers. NEVER rearrange this enum or
// move existing skills to new numbers; save file compatibility depends on this
// order.
enum skill_type
{
SK_FIGHTING,
SK_FIRST_SKILL = SK_FIGHTING,
SK_SHORT_BLADES,
SK_FIRST_WEAPON = SK_SHORT_BLADES,
SK_LONG_BLADES,
SK_AXES,
SK_MACES_FLAILS,
SK_POLEARMS,
SK_STAVES,
SK_LAST_MELEE_WEAPON = SK_STAVES,
#if TAG_MAJOR_VERSION == 34
SK_SLINGS,
#endif
SK_RANGED_WEAPONS,
#if TAG_MAJOR_VERSION == 34
SK_CROSSBOWS,
SK_LAST_WEAPON = SK_CROSSBOWS,
#else
SK_LAST_WEAPON = SK_RANGED_WEAPONS,
#endif
SK_THROWING,
SK_ARMOUR,
SK_DODGING,
SK_STEALTH,
#if TAG_MAJOR_VERSION == 34
SK_STABBING,
#endif
SK_SHIELDS,
#if TAG_MAJOR_VERSION == 34
SK_TRAPS,
#endif
SK_UNARMED_COMBAT,
SK_LAST_MUNDANE = SK_UNARMED_COMBAT,
SK_SPELLCASTING,
SK_CONJURATIONS,
SK_FIRST_MAGIC_SCHOOL = SK_CONJURATIONS, // not SK_FIRST_MAGIC as no Spc
SK_HEXES,
#if TAG_MAJOR_VERSION == 34
SK_CHARMS,
#endif
SK_SUMMONINGS,
SK_NECROMANCY,
SK_TRANSLOCATIONS,
SK_FORGECRAFT,
SK_FIRE_MAGIC,
SK_ICE_MAGIC,
SK_AIR_MAGIC,
SK_EARTH_MAGIC,
SK_ALCHEMY,
SK_LAST_MAGIC = SK_ALCHEMY,
SK_INVOCATIONS,
SK_EVOCATIONS,
SK_SHAPESHIFTING,
SK_LAST_SKILL = SK_SHAPESHIFTING,
NUM_SKILLS, // must remain last regular member
SK_BLANK_LINE, // used for skill output
SK_COLUMN_BREAK, // used for skill output
SK_TITLE, // used for skill output
SK_NONE,
SK_WEAPON, // used in character generation
};
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