Data Structures | Defines

skills.h File Reference

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Data Structures

struct  skills
struct  def_skill

Defines

#define P_NONE   0
#define P_DAGGER   1
#define P_KNIFE   2
#define P_AXE   3
#define P_PICK_AXE   4
#define P_SHORT_SWORD   5
#define P_BROAD_SWORD   6
#define P_LONG_SWORD   7
#define P_TWO_HANDED_SWORD   8
#define P_SCIMITAR   9
#define P_SABER   10
#define P_CLUB   11
#define P_MACE   12
#define P_MORNING_STAR   13
#define P_FLAIL   14
#define P_HAMMER   15
#define P_QUARTERSTAFF   16
#define P_POLEARMS   17
#define P_SPEAR   18
#define P_JAVELIN   19
#define P_TRIDENT   20
#define P_LANCE   21
#define P_BOW   22
#define P_SLING   23
#define P_CROSSBOW   24
#define P_DART   25
#define P_SHURIKEN   26
#define P_BOOMERANG   27
#define P_WHIP   28
#define P_UNICORN_HORN   29
#define P_FIRST_WEAPON   P_DAGGER
#define P_LAST_WEAPON   P_UNICORN_HORN
#define P_ATTACK_SPELL   30
#define P_HEALING_SPELL   31
#define P_DIVINATION_SPELL   32
#define P_ENCHANTMENT_SPELL   33
#define P_CLERIC_SPELL   34
#define P_ESCAPE_SPELL   35
#define P_MATTER_SPELL   36
#define P_FIRST_SPELL   P_ATTACK_SPELL
#define P_LAST_SPELL   P_MATTER_SPELL
#define P_BARE_HANDED_COMBAT   37
#define P_MARTIAL_ARTS   P_BARE_HANDED_COMBAT
#define P_TWO_WEAPON_COMBAT   38
#define P_LAST_H_TO_H   P_TWO_WEAPON_COMBAT
#define P_FIRST_H_TO_H   P_BARE_HANDED_COMBAT
#define P_NUM_SKILLS   (P_LAST_H_TO_H+1)
#define martial_bonus()   (Role_if(PM_SAMURAI) || Role_if(PM_MONK))
#define P_ISRESTRICTED   0
#define P_UNSKILLED   1
#define P_BASIC   2
#define P_SKILLED   3
#define P_EXPERT   4
#define P_MASTER   5
#define P_GRAND_MASTER   6
#define practice_needed_to_advance(level)   ((1 << (level-1))*100)
#define P_SKILL(type)   (u.weapon_skills[type].skill)
#define P_MAX_SKILL(type)   (u.weapon_skills[type].max_skill)
#define P_ADVANCE(type)   (u.weapon_skills[type].advance)
#define P_RESTRICTED(type)   (u.weapon_skills[type].skill == P_ISRESTRICTED)
#define P_SKILL_LIMIT   60

Define Documentation

#define martial_bonus (  )    (Role_if(PM_SAMURAI) || Role_if(PM_MONK))
#define P_ADVANCE (   type )    (u.weapon_skills[type].advance)
#define P_ATTACK_SPELL   30

Referenced by skill_init(), and spelltypemnemonic().

#define P_AXE   3
#define P_BARE_HANDED_COMBAT   37
#define P_BASIC   2
#define P_BOOMERANG   27

Referenced by thitmonst().

#define P_BOW   22
#define P_BROAD_SWORD   6
#define P_CLERIC_SPELL   34

Referenced by skill_init(), and spelltypemnemonic().

#define P_CLUB   11
#define P_CROSSBOW   24

Referenced by hits_bars(), and select_rwep().

#define P_DAGGER   1

Referenced by autoquiver(), doforce(), throw_obj(), and thrwmu().

#define P_DART   25

Referenced by hits_bars(), throw_obj(), and thrwmu().

#define P_DIVINATION_SPELL   32

Referenced by spelltypemnemonic().

#define P_ENCHANTMENT_SPELL   33

Referenced by skill_init(), and spelltypemnemonic().

#define P_ESCAPE_SPELL   35

Referenced by spelltypemnemonic().

#define P_EXPERT   4
#define P_FIRST_H_TO_H   P_BARE_HANDED_COMBAT
#define P_FIRST_SPELL   P_ATTACK_SPELL
#define P_FIRST_WEAPON   P_DAGGER
#define P_FLAIL   14
#define P_GRAND_MASTER   6

Referenced by skill_level_name().

#define P_HAMMER   15
#define P_HEALING_SPELL   31

Referenced by skill_init(), and spelltypemnemonic().

#define P_ISRESTRICTED   0
#define P_JAVELIN   19

Referenced by hits_bars().

#define P_KNIFE   2

Referenced by hits_bars(), and noisy_hit().

#define P_LANCE   21

Referenced by doforce(), and hmon_hitmon().

#define P_LAST_H_TO_H   P_TWO_WEAPON_COMBAT
#define P_LAST_SPELL   P_MATTER_SPELL

Referenced by give_may_advance_msg().

#define P_LAST_WEAPON   P_UNICORN_HORN
#define P_LONG_SWORD   7
#define P_MACE   12
#define P_MARTIAL_ARTS   P_BARE_HANDED_COMBAT

Referenced by kickdmg().

#define P_MASTER   5

Referenced by skill_level_name().

#define P_MATTER_SPELL   36

Referenced by spelltypemnemonic().

#define P_MAX_SKILL (   type )    (u.weapon_skills[type].max_skill)
#define P_MORNING_STAR   13
#define P_NONE   0
#define P_NUM_SKILLS   (P_LAST_H_TO_H+1)
#define P_PICK_AXE   4
#define P_POLEARMS   17
#define P_QUARTERSTAFF   16
#define P_RESTRICTED (   type )    (u.weapon_skills[type].skill == P_ISRESTRICTED)
#define P_SABER   10
#define P_SCIMITAR   9
#define P_SHORT_SWORD   5
#define P_SHURIKEN   26

Referenced by hits_bars(), throw_obj(), and thrwmu().

#define P_SKILL (   type )    (u.weapon_skills[type].skill)
#define P_SKILL_LIMIT   60

Referenced by can_advance(), and could_advance().

#define P_SKILLED   3
#define P_SLING   23

Referenced by dowieldquiver(), and select_rwep().

#define P_SPEAR   18

Referenced by hits_bars().

#define P_TRIDENT   20
#define P_TWO_HANDED_SWORD   8
#define P_TWO_WEAPON_COMBAT   38
#define P_UNICORN_HORN   29
#define P_UNSKILLED   1
#define P_WHIP   28
#define practice_needed_to_advance (   level )    ((1 << (level-1))*100)

Too reach the specified skill level: P_UNSKILLED 0 P_BASIC 100 P_SKILLED 200 P_EXPERT 400 P_MASTER 800 P_GRAND_MASTER 1600

Referenced by can_advance(), could_advance(), enhance_skill(), peaked_skill(), and skill_init().