/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/ |
H A D | weapon.c | 60 "no skill", 82 give_may_advance_msg(skill) 83 int skill; 86 skill == P_NONE ? 88 skill <= P_LAST_WEAPON ? 90 skill <= P_LAST_SPELL ? 733 /* copy the skill level name into the given buffer */ 735 skill_level_name(skill, buf) 736 int skill; 741 switch (P_SKILL(skill)) { 1046 int skill; local 1100 int type, wep_type, skill, bonus = 0; local 1169 int type, wep_type, skill, bonus = 0; local 1240 int skmax, skill; local [all...] |
H A D | spell.c | 591 spelltypemnemonic(skill) 592 int skill; 594 switch (skill) { 610 impossible("Unknown spell skill, %d;", skill); 718 int skill, role_skill; local 814 * Find the skill the hero has in a spell type category. 817 skill = spell_skilltype(pseudo->otyp); 818 role_skill = P_SKILL(skill); 822 * At first spells act as expected. As the hero increases in skill 1141 int skill; local [all...] |
H A D | mthrowu.c | 490 schar skill; local 542 skill = objects[otmp->otyp].oc_skill; 547 if ((ammo_and_launcher(otmp, mwep) || skill == P_DAGGER || 548 skill == -P_DART || skill == -P_SHURIKEN) && !mtmp->mconf) { 558 if (skill == P_DAGGER) multishot++;
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H A D | dothrow.c | 43 schar skill; local 109 skill = objects[obj->otyp].oc_skill; 110 if ((ammo_and_launcher(obj, uwep) || skill == P_DAGGER || 111 skill == -P_DART || skill == -P_SHURIKEN) && 125 if (skill == P_DAGGER) multishot++; 322 * Using ``5f'' when the shooting skill (plus RNG) dictates launch
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H A D | u_init.c | 848 /* skills aren't initialized, so we use the role-specific skill lists */ 875 while (skills->skill != P_NONE) { 876 if (skills->skill == this_skill) return FALSE; 945 spells in restricted skill categories */
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H A D | zap.c | 2530 * Generate the to hit bonus for a spell. Based on the hero's skill in 2534 spell_hit_bonus(skill) 2535 int skill; 2540 switch (P_SKILL(spell_skilltype(skill))) {
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/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/ |
H A D | weapon.c | 60 "no skill", 82 give_may_advance_msg(skill) 83 int skill; 86 skill == P_NONE ? 88 skill <= P_LAST_WEAPON ? 90 skill <= P_LAST_SPELL ? 733 /* copy the skill level name into the given buffer */ 735 skill_level_name(skill, buf) 736 int skill; 741 switch (P_SKILL(skill)) { 1046 int skill; local 1100 int type, wep_type, skill, bonus = 0; local 1169 int type, wep_type, skill, bonus = 0; local 1240 int skmax, skill; local [all...] |
H A D | spell.c | 591 spelltypemnemonic(skill) 592 int skill; 594 switch (skill) { 610 impossible("Unknown spell skill, %d;", skill); 718 int skill, role_skill; local 814 * Find the skill the hero has in a spell type category. 817 skill = spell_skilltype(pseudo->otyp); 818 role_skill = P_SKILL(skill); 822 * At first spells act as expected. As the hero increases in skill 1141 int skill; local [all...] |
H A D | mthrowu.c | 490 schar skill; local 542 skill = objects[otmp->otyp].oc_skill; 547 if ((ammo_and_launcher(otmp, mwep) || skill == P_DAGGER || 548 skill == -P_DART || skill == -P_SHURIKEN) && !mtmp->mconf) { 558 if (skill == P_DAGGER) multishot++;
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H A D | dothrow.c | 43 schar skill; local 109 skill = objects[obj->otyp].oc_skill; 110 if ((ammo_and_launcher(obj, uwep) || skill == P_DAGGER || 111 skill == -P_DART || skill == -P_SHURIKEN) && 125 if (skill == P_DAGGER) multishot++; 322 * Using ``5f'' when the shooting skill (plus RNG) dictates launch
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H A D | u_init.c | 848 /* skills aren't initialized, so we use the role-specific skill lists */ 875 while (skills->skill != P_NONE) { 876 if (skills->skill == this_skill) return FALSE; 945 spells in restricted skill categories */
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H A D | zap.c | 2530 * Generate the to hit bonus for a spell. Based on the hero's skill in 2534 spell_hit_bonus(skill) 2535 int skill; 2540 switch (P_SKILL(spell_skilltype(skill))) {
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/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/ |
H A D | skills.h | 13 /* Code to denote that no skill is applicable */ 85 * These are the standard weapon skill levels. It is important that 86 * the lowest "valid" skill be be 1. The code calculates the 88 * with the current skill-1. To work out for the UNSKILLED case, 101 /* The hero's skill in various weapons. */ 103 xchar skill; member in struct:skills 108 #define P_SKILL(type) (u.weapon_skills[type].skill) 111 #define P_RESTRICTED(type) (u.weapon_skills[type].skill == P_ISRESTRICTED) 113 #define P_SKILL_LIMIT 60 /* Max number of skill advancements */ 115 /* Initial skill matri 117 xchar skill; member in struct:def_skill [all...] |
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/include/ |
H A D | skills.h | 13 /* Code to denote that no skill is applicable */ 85 * These are the standard weapon skill levels. It is important that 86 * the lowest "valid" skill be be 1. The code calculates the 88 * with the current skill-1. To work out for the UNSKILLED case, 101 /* The hero's skill in various weapons. */ 103 xchar skill; member in struct:skills 108 #define P_SKILL(type) (u.weapon_skills[type].skill) 111 #define P_RESTRICTED(type) (u.weapon_skills[type].skill == P_ISRESTRICTED) 113 #define P_SKILL_LIMIT 60 /* Max number of skill advancements */ 115 /* Initial skill matri 117 xchar skill; member in struct:def_skill [all...] |
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/doc/ |
H A D | Guidebook.tex | 1310 have the right equipment and skill. Convincing a wild beast to let 1320 Riding skill is managed by the `{\tt \#enhance}' command. See the section 1459 And if you have proficiency in the ``two weapon combat'' skill, you 1463 skill available. Even with that skill, using two weapons at once incurs 1515 relevant weapon skill (in bow skill if you're wielding one to 1516 shoot arrows, in crossbow skill if you're wielding one to shoot bolts, 1517 or in sling skill if you're wielding one to shoot stones). 1535 You will have varying degrees of skill i [all...] |
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/doc/ |
H A D | Guidebook.tex | 1310 have the right equipment and skill. Convincing a wild beast to let 1320 Riding skill is managed by the `{\tt \#enhance}' command. See the section 1459 And if you have proficiency in the ``two weapon combat'' skill, you 1463 skill available. Even with that skill, using two weapons at once incurs 1515 relevant weapon skill (in bow skill if you're wielding one to 1516 shoot arrows, in crossbow skill if you're wielding one to shoot bolts, 1517 or in sling skill if you're wielding one to shoot stones). 1535 You will have varying degrees of skill i [all...] |