#define OBJECT( obj, bits, prp, sym, prob, dly, wt, cost, sdam, ldam, oc1, oc2, nut, color )
#define WEAPON( name, app, kn, mg, bi, prob, wt, cost, sdam, ldam, hitbon, typ, sub, metal, color )
#define PROJECTILE( name, app, kn, prob, wt, cost, sdam, ldam, hitbon, metal, sub, color )
#define BOW( name, app, kn, prob, wt, cost, hitbon, metal, sub, color )
#define P PIERCE
#define S SLASH
#define B WHACK
#define ARMOR( name, desc, kn, mgc, blk, power, prob, delay, wt, cost, ac, can, sub, metal, c )
#define HELM( name, desc, kn, mgc, power, prob, delay, wt, cost, ac, can, metal, c )
#define CLOAK( name, desc, kn, mgc, power, prob, delay, wt, cost, ac, can, metal, c )
#define SHIELD( name, desc, kn, mgc, blk, power, prob, delay, wt, cost, ac, can, metal, c )
#define GLOVES( name, desc, kn, mgc, power, prob, delay, wt, cost, ac, can, metal, c )
#define BOOTS( name, desc, kn, mgc, power, prob, delay, wt, cost, ac, can, metal, c )
#define DRGN_ARMR( name, power, cost, ac, color )
#define RING( name, power, stone, cost, mgc, spec, mohs, metal, color )
#define AMULET( name, desc, power, prob )
#define TOOL( name, desc, kn, mrg, mgc, chg, prob, wt, cost, mat, color )
#define CONTAINER( name, desc, kn, mgc, chg, prob, wt, cost, mat, color )
#define WEPTOOL( name, desc, kn, mgc, bi, prob, wt, cost, sdam, ldam, hitbon, sub, mat, clr )
#define FOOD( name, prob, delay, wt, unk, tin, nutrition, color )
#define POTION( name, desc, mgc, power, prob, cost, color )
#define SCROLL( name, text, mgc, prob, cost )
#define SPELL( name, desc, sub, prob, delay, level, mgc, dir, color )
#define WAND( name, typ, prob, cost, mgc, dir, metal, color )
#define COIN( name, prob, metal )
#define GEM( name, desc, prob, wt, gval, nutr, mohs, glass, color )
#define ROCK( name, desc, kn, prob, wt, gval, sdam, ldam, mgc, nutr, mohs, glass, color )
| struct monst | |
| { | |
| struct monst* dummy; | |
| } |
| Prototyped in: | src/objects.c | |
| Called by: | moveloop() | src/allmain.c |