Searched refs:skill (Results 1 - 16 of 16) sorted by relevance

/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/src/
H A Dweapon.c60 "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 Dspell.c591 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 Dmthrowu.c490 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++;
H A Ddothrow.c43 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
H A Du_init.c848 /* 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 */
H A Dzap.c2530 * 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))) {
/seL4-refos-master/apps/nethack/src/nethack-3.4.3/src/
H A Dweapon.c60 "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 Dspell.c591 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 Dmthrowu.c490 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++;
H A Ddothrow.c43 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
H A Du_init.c848 /* 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 */
H A Dzap.c2530 * 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))) {
/seL4-refos-master/projects/refos/impl/apps/nethack/src/nethack-3.4.3/include/
H A Dskills.h13 /* 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 Dskills.h13 /* 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 DGuidebook.tex1310 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 DGuidebook.tex1310 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...]

Completed in 127 milliseconds