skills2.h File Reference

#include <queue>
#include "enum.h"
#include "menu.h"
#include "player.h"

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Classes

class  SkillMenuEntry
class  SkillMenu

Enumerations

enum  skill_menu_flags {
  SKMF_NONE = 0, SKMF_DO_PRACTISE = 0x001, SKMF_DO_SHOW_DESC = 0x002, SKMF_DO_RESKILL_FROM = 0x004,
  SKMF_DO_RESKILL_TO = 0x008, SKMF_ACTION_MASK = 0x00F, SKMF_DISP_PROGRESS = 0x010, SKMF_DISP_RESKILL = 0x020,
  SKMF_DISP_NEW_LEVEL = 0x040, SKMF_DISP_POINTS = 0x080, SKMF_DISP_MASK = 0x0F0, SKMF_DISP_ALL = 0x100,
  SKMF_DISP_APTITUDE = 0x200, SKMF_RESKILLING = 0x400, SKMF_SKILL_ICONS = 0x800
}

Functions

int get_skill_percentage (const skill_type x)
const char * skill_name (skill_type which_skill)
skill_type str_to_skill (const std::string &skill)
std::string skill_title (skill_type best_skill, uint8_t skill_lev, int species=-1, int str=-1, int dex=-1, int god=-1)
std::string skill_title_by_rank (skill_type best_skill, uint8_t skill_rank, int species=-1, int str=-1, int dex=-1, int god=-1)
unsigned get_skill_rank (unsigned skill_lev)
std::string player_title ()
skill_type best_skill (skill_type min_skill, skill_type max_skill, skill_type excl_skill=SK_NONE)
void init_skill_order ()
void calc_mp ()
void calc_hp ()
int species_apt (skill_type skill, species_type species=you.species)
float species_apt_factor (skill_type sk, species_type sp=you.species)
unsigned int skill_exp_needed (int lev)
unsigned int skill_exp_needed (int lev, skill_type sk, species_type sp=you.species)
float crosstrain_bonus (skill_type sk)
bool crosstrain_other (skill_type sk, bool show_zero)
bool is_antitrained (skill_type sk)
bool antitrain_other (skill_type sk, bool show_zero)
void skill_menu (bool reskilling=false)
void wield_warning (bool newWeapon=true)
bool is_invalid_skill (skill_type skill)
void dump_skills (std::string &text)
int skill_transfer_amount (skill_type sk)
int transfer_skill_points (skill_type fsk, skill_type tsk, int skp_max, bool simu)

Variables

const int MAX_SKILL_ORDER = 100


Enumeration Type Documentation

Enumerator:
SKMF_NONE 
SKMF_DO_PRACTISE 
SKMF_DO_SHOW_DESC 
SKMF_DO_RESKILL_FROM 
SKMF_DO_RESKILL_TO 
SKMF_ACTION_MASK 
SKMF_DISP_PROGRESS 
SKMF_DISP_RESKILL 
SKMF_DISP_NEW_LEVEL 
SKMF_DISP_POINTS 
SKMF_DISP_MASK 
SKMF_DISP_ALL 
SKMF_DISP_APTITUDE 
SKMF_RESKILLING 
SKMF_SKILL_ICONS 


Function Documentation

bool antitrain_other ( skill_type  sk,
bool  show_zero 
)

skill_type best_skill ( skill_type  min_skill,
skill_type  max_skill,
skill_type  excl_skill = SK_NONE 
)

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void calc_hp (  ) 

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void calc_mp (  ) 

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float crosstrain_bonus ( skill_type  sk  ) 

bool crosstrain_other ( skill_type  sk,
bool  show_zero 
)

void dump_skills ( std::string text  ) 

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int get_skill_percentage ( const skill_type  x  ) 

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unsigned get_skill_rank ( unsigned  skill_lev  ) 

void init_skill_order (  ) 

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bool is_antitrained ( skill_type  sk  ) 

bool is_invalid_skill ( skill_type  skill  ) 

std::string player_title (  ) 

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unsigned int skill_exp_needed ( int  lev,
skill_type  sk,
species_type  sp = you.species 
)

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unsigned int skill_exp_needed ( int  lev  ) 

void skill_menu ( bool  reskilling = false  ) 

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const char* skill_name ( skill_type  which_skill  ) 

std::string skill_title ( skill_type  best_skill,
uint8_t  skill_lev,
int  species = -1,
int  str = -1,
int  dex = -1,
int  god = -1 
)

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std::string skill_title_by_rank ( skill_type  best_skill,
uint8_t  skill_rank,
int  species = -1,
int  str = -1,
int  dex = -1,
int  god = -1 
)

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int skill_transfer_amount ( skill_type  sk  ) 

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int species_apt ( skill_type  skill,
species_type  species = you.species 
)

float species_apt_factor ( skill_type  sk,
species_type  sp = you.species 
)

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skill_type str_to_skill ( const std::string skill  ) 

int transfer_skill_points ( skill_type  fsk,
skill_type  tsk,
int  skp_max,
bool  simu 
)

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void wield_warning ( bool  newWeapon = true  ) 

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Variable Documentation

const int MAX_SKILL_ORDER = 100


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