Angband
obj-power.h
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1 
20 #ifndef OBJECT_POWER_H
21 #define OBJECT_POWER_H
22 
37 #define NONWEAP_DAMAGE 15 /* fudge to boost extra blows */
38 #define WEAP_DAMAGE 12 /* and for off-weapon combat flags */
39 #define BASE_JEWELRY_POWER 4
40 #define BASE_ARMOUR_POWER 1
41 #define DAMAGE_POWER 5 /* i.e. 2.5 */
42 #define TO_HIT_POWER 3 /* i.e. 1.5 */
43 #define BASE_AC_POWER 2 /* i.e. 1 */
44 #define TO_AC_POWER 2 /* i.e. 1 */
45 #define MAX_BLOWS 5
46 
53 #define INHIBIT_POWER 20000
54 #define INHIBIT_BLOWS 3
55 #define INHIBIT_MIGHT 4
56 #define INHIBIT_SHOTS 3
57 #define HIGH_TO_AC 26
58 #define VERYHIGH_TO_AC 36
59 #define INHIBIT_AC 56
60 #define HIGH_TO_HIT 16
61 #define VERYHIGH_TO_HIT 26
62 #define HIGH_TO_DAM 16
63 #define VERYHIGH_TO_DAM 26
64 #define AMMO_RESCALER 20 /* this value is also used for torches */
65 
66 /*** Functions ***/
67 
69  bool known);
70 s32b object_value_real(const object_type *o_ptr, int qty, int verbose,
71  bool known);
72 s32b object_value(const object_type *o_ptr, int qty, int verbose);
73 
74 
75 #endif /* OBJECT_POWER_H */