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-/* File: player_c.pkg */
-
-/*
- * Purpose: Lua interface defitions for player classes.
- * To be processed by tolua to generate C source code.
- */
-
-$#include "angband.h"
-
-/** @typedef cptr
- * @note String
- */
-typedef char* cptr;
-/** @typedef errr
- * @note Number
- */
-typedef int errr;
-/** @typedef bool
- * @note Boolean
- */
-typedef unsigned char bool;
-/** @typedef byte
- * @note Number
- */
-typedef unsigned char byte;
-/** @typedef s16b
- * @note Number
- */
-typedef signed short s16b;
-/** @typedef u16b
- * @note Number
- */
-typedef unsigned short u16b;
-/** @typedef s32b
- * @note Number
- */
-typedef signed int s32b;
-/** @typedef u32b
- * @note Number
- */
-typedef unsigned int u32b;
-
-/** @struct player_class
- * @brief Player class
- */
-struct player_class
-{
- /** @structvar title
- * @brief Number
- * @note Type of class
- */
- s32b title;
- /** @structvar desc
- * @brief Number
- * @note Small desc of the class
- */
- s32b desc;
- /** @structvar titles[10]
- * @brief Number
- */
- s32b titles[10];
-
- /** @structvar c_adj[6]
- * @brief Number
- * @note Class stat modifier
- */
- s16b c_adj[6];
-
- /** @structvar c_dis
- * @brief Number
- * @note class disarming
- */
- s16b c_dis;
- /** @structvar c_dev
- * @brief Number
- * @note class magic devices
- */
- s16b c_dev;
- /** @structvar c_sav
- * @brief Number
- * @note class saving throws
- */
- s16b c_sav;
- /** @structvar c_stl
- * @brief Number
- * @note class stealth
- */
- s16b c_stl;
- /** @structvar c_srh
- * @brief Number
- * @note class searching ability
- */
- s16b c_srh;
- /** @structvar c_fos
- * @brief Number
- * @note class searching frequency
- */
- s16b c_fos;
- /** @structvar c_thn
- * @brief Number
- * @note class to hit (normal)
- */
- s16b c_thn;
- /** @structvar c_thb
- * @brief Number
- * @note class to hit (bows)
- */
- s16b c_thb;
-
- /** @structvar x_dis
- * @brief Number
- * @note extra disarming
- */
- s16b x_dis;
- /** @structvar x_dev
- * @brief Number
- * @note extra magic devices
- */
- s16b x_dev;
- /** @structvar x_sav
- * @brief Number
- * @note extra saving throws
- */
- s16b x_sav;
- /** @structvar x_stl
- * @brief Number
- * @note extra stealth
- */
- s16b x_stl;
- /** @structvar x_srh
- * @brief Number
- * @note extra searching ability
- */
- s16b x_srh;
- /** @structvar x_fos
- * @brief Number
- * @note extra searching frequency
- */
- s16b x_fos;
- /** @structvar x_thn
- * @brief Number
- * @note extra to hit (normal)
- */
- s16b x_thn;
- /** @structvar x_thb
- * @brief Number
- * @note extra to hit (bows)
- */
- s16b x_thb;
-
- /** @structvar c_mhp
- * @brief Number
- * @note Class hit-dice adjustment
- */
- s16b c_mhp;
- /** @structvar c_exp
- * @brief Number
- * @note Class experience factor
- */
- s16b c_exp;
-
- /** @structvar powers[4]
- * @brief Number
- * @note Powers of the class
- */
- s16b powers[4];
-
- /** @structvar spell_book
- * @brief Number
- * @note Tval of spell books (if any)
- */
- s16b spell_book;
- /** @structvar spell_stat
- * @brief Number
- * @note Stat for spells (if any)
- */
- s16b spell_stat;
- /** @structvar spell_lev
- * @brief Number
- * @note The higher it is the higher the spells level are
- */
- s16b spell_lev;
- /** @structvar spell_fail
- * @brief Number
- * @note The higher it is the higher the spells failure are
- */
- s16b spell_fail;
- /** @structvar spell_mana
- * @brief Number
- * @note The higher it is the higher the spells mana are
- */
- s16b spell_mana;
- /** @structvar spell_first
- * @brief Number
- * @note Level of first spell
- */
- s16b spell_first;
- /** @structvar spell_weight
- * @brief Number
- * @note Weight that hurts spells
- */
- s16b spell_weight;
- /** @structvar max_spell_level
- * @brief Number
- * @note Maximun spell level
- */
- byte max_spell_level;
- /** @structvar magic_max_spell
- * @brief Number
- * @note Maximun numbner of spells one can learn by natural means
- */
- byte magic_max_spell;
-
- /** @structvar flags1
- * @brief Number
- * @note flags
- */
- s32b flags1;
-
- /** @structvar mana
- * @brief Number
- */
- s16b mana;
- /** @structvar blow_num
- * @brief Number
- */
- s16b blow_num;
- /** @structvar blow_wgt
- * @brief Number
- */
- s16b blow_wgt;
- /** @structvar blow_mul
- * @brief Number
- */
- s16b blow_mul;
- /** @structvar extra_blows
- * @brief Number
- */
- s16b extra_blows;
-
- /** @structvar sense_base
- * @brief Number
- */
- s32b sense_base;
- /** @structvar sense_pl
- * @brief Number
- */
- s32b sense_pl;
- /** @structvar sense_plus
- * @brief Number
- */
- s32b sense_plus;
- /** @structvar sense_heavy
- * @brief Number
- */
- byte sense_heavy;
- /** @structvar sense_heavy_magic
- * @brief Number
- */
- byte sense_heavy_magic;
-};
-
-/** @var *cp_ptr
- * @brief player_class
- * @note Player class information
- */
-extern player_class *cp_ptr;
-
-
-
-/** @struct skill_type
- * @brief Skills
- */
-struct skill_type
-{
- /** @structvar name
- * @brief Number
- * @note Name
- */
- u32b name;
- /** @structvar desc
- * @brief Number
- * @note Description
- */
- u32b desc;
- /** @structvar action_desc
- * @brief Number
- * @note Action Description
- */
- u32b action_desc;
-
- /** @structvar action_mkey
- * @brief Number
- * @note Action do to
- */
- s16b action_mkey;
-
- /** @structvar i_value
- * @brief Number
- * @note Actual value
- */
- u32b i_value;
- /** @structvar i_mod
- * @brief Number
- * @note Modifier(1 skill point = modifier skill)
- */
- u16b i_mod;
-
- /** @structvar value
- * @brief Number
- * @note Actual value
- */
- u32b value;
- /** @structvar mod
- * @brief Number
- * @note Modifier(1 skill point = modifier skill)
- */
- u16b mod;
- /** @structvar rate
- * @brief Number
- * @note Modifier decreasing rate
- */
- s16b rate;
-
- /** @structvar uses
- * @brief Number
- * @note Number of times used
- */
- u32b uses;
-
- /** @structvar action[9999]
- * @brief Number
- * @note List of actions against other skills
- */
- s16b action[9999];
-
- /** @structvar father
- * @brief Number
- * @note Father in the skill tree
- */
- s16b father;
- /** @structvar dev
- * @brief Boolean
- * @note Is the branch developped ?
- */
- bool dev;
- /** @structvar order
- * @brief Number
- * @note Order in the tree
- */
- s16b order;
- /** @structvar hidden
- * @brief Boolean
- * @note Innactive
- */
- bool hidden;
-};
-
-/** @def MAX_SKILLS
- * @brief Maximum number of skills
- */
-#define MAX_SKILLS 100
-
-
-$static cptr get_skill_name(int i) { return s_name + s_info[i].name; }
-/** @fn get_skill_name(int i)
- * @brief Return name of skill with index "i" in skill array.\n
- * @param i Number \n the index of skill in skill array.
- * @brief Skill index
- * @return String \n The name of the skill with index "i" in the skill array.
- * @note (see file w_play_c.c)
- */
-static cptr get_skill_name(int i);
-
-/** @var old_max_s_idx
- * @brief Number
- * @note Previous maximum skill index
- */
-extern u16b old_max_s_idx;
-/** @var max_s_idx
- * @brief Number
- * @note Current maximum skill index
- */
-extern u16b max_s_idx;
-/** @var s_info[MAX_SKILLS]
- * @brief skill_type
- * @note Array of player skills
- */
-skill_type s_info[MAX_SKILLS];
-
-/** @name Skills
- * @{ */
-/** @def SKILL_CONVEYANCE
- * @brief Conveyance
- * @note
- * Ability to learn and use spells from the Conveyance school
- */
-#define SKILL_CONVEYANCE 1
-
-/** @def SKILL_MANA
- * @brief Mana
- * @note
- * Ability to learn and use spells from the Mana school
- */
-#define SKILL_MANA 2
-
-/** @def SKILL_FIRE
- * @brief Fire
- * @note
- * Ability to learn and use spells from the Fire school
- */
-#define SKILL_FIRE 3
-
-/** @def SKILL_AIR
- * @brief Air
- * @note
- * Ability to learn and use spells from the Air school
- */
-#define SKILL_AIR 4
-
-/** @def SKILL_WATER
- * @brief Water
- * @note
- * Ability to learn and use spells from the Water school
- */
-#define SKILL_WATER 5
-
-/** @def SKILL_NATURE
- * @brief Nature
- * @note
- * Ability to learn and use spells from the Nature school
- */
-#define SKILL_NATURE 6
-
-/** @def SKILL_EARTH
- * @brief Earth
- * @note
- * Ability to learn and use spells from the Earth school
- */
-#define SKILL_EARTH 7
-
-/** @def SKILL_SYMBIOTIC
- * @brief Symbiosis
- * @note
- * Ability to enter in symbiosis with monsters unable to move by themselves
- */
-#define SKILL_SYMBIOTIC 8
-
-/** @def SKILL_MUSIC
- * @brief Music
- * @note
- * Ability to learn and sing songs
- */
-#define SKILL_MUSIC 9
-
-/** @def SKILL_DIVINATION
- * @brief Divination
- * @note
- * Ability to learn and use spells from the Divination school
- */
-#define SKILL_DIVINATION 10
-
-/** @def SKILL_TEMPORAL
- * @brief Temporal
- * @note
- * Ability to learn and use spells from the Temporal school
- */
-#define SKILL_TEMPORAL 11
-
-/** @def SKILL_DRUID
- * @brief Druidistic
- * @note
- * Ability to learn and use prayers from the Druidistic realm
- */
-#define SKILL_DRUID 12
-
-/** @def SKILL_DAEMON
- * @brief Demonology
- * @note
- * Ability to use incantations from the Demonblades
- */
-#define SKILL_DAEMON 13
-
-/** @def SKILL_META
- * @brief Meta
- * @note
- * Ability to learn and use spells from the Meta school
- */
-#define SKILL_META 14
-
-/** @def SKILL_MAGIC
- * @brief Magic
- * @note
- * General ability to do magic, also affect mana reserves and
- * magic device ability. Helps pseudo-id of magic objects
- */
-#define SKILL_MAGIC 15
-
-/** @def SKILL_COMBAT
- * @brief Combat
- * @note
- * General ability to fight and to pseudo-id armours and weapons.
- * It also allows to use heavier armours without penalties
- */
-#define SKILL_COMBAT 16
-
-/** @def SKILL_MASTERY
- * @brief Weaponmastery
- * @note
- * General ability to use melee weapons
- */
-#define SKILL_MASTERY 17
-
-/** @def SKILL_SWORD
- * @brief Sword-mastery
- * @note
- * Ability to use swords
- */
-#define SKILL_SWORD 18
-
-/** @def SKILL_AXE
- * @brief Axe-mastery
- * @note
- * Ability to use axes
- */
-#define SKILL_AXE 19
-
-/** @def SKILL_POLEARM
- * @brief Polearm-mastery
- * @note
- * Ability to use polearms
- */
-#define SKILL_POLEARM 20
-
-/** @def SKILL_HAFTED
- * @brief Hafted-mastery
- * @note
- * Ability to use hafted weapons
- */
-#define SKILL_HAFTED 21
-
-/** @def SKILL_BACKSTAB
- * @brief Backstab
- * @note
- * Ability to backstab fleeing and sleeping monsters to increase damage
- */
-#define SKILL_BACKSTAB 22
-
-/** @def SKILL_ARCHERY
- * @brief Archery
- * @note
- * General ability to use ranged weapons
- */
-#define SKILL_ARCHERY 23
-
-/** @def SKILL_SLING
- * @brief Sling-mastery
- * @note
- * Ability to use slings
- */
-#define SKILL_SLING 24
-
-/** @def SKILL_BOW
- * @brief Bow-mastery
- * @note
- * Ability to use bows
- */
-#define SKILL_BOW 25
-
-/** @def SKILL_XBOW
- * @brief Crossbow-mastery
- * @note
- * Ability to use crossbows
- */
-#define SKILL_XBOW 26
-
-/** @def SKILL_BOOMERANG
- * @brief Boomerang-mastery
- * @note
- * Ability to use boomerangs
- */
-#define SKILL_BOOMERANG 27
-
-/** @def SKILL_SPIRITUALITY
- * @brief Spirituality
- * @note
- * General ability to use spiritual skills and also influence Saving Throw
- */
-#define SKILL_SPIRITUALITY 28
-
-/** @def SKILL_MINDCRAFT
- * @brief Mindcraft
- * @note
- * Ability to focus the powers of the mind
- */
-#define SKILL_MINDCRAFT 29
-
-/** @def SKILL_MISC
- * @brief Misc
- * @note
- * Not a real skill, it is only used to regroup some skills
- */
-#define SKILL_MISC 30
-
-/** @def SKILL_NECROMANCY
- * @brief Necromancy
- * @note
- * Ability to harness the powers of the dead
- */
-#define SKILL_NECROMANCY 31
-
-/** @def SKILL_MIMICRY
- * @brief Mimicry
- * @note
- * Ability to use cloaks of mimicry to change form
- */
-#define SKILL_MIMICRY 32
-
-/** @def SKILL_ANTIMAGIC
- * @brief Antimagic
- * @note
- * Ability to generates an antimagic field
- */
-#define SKILL_ANTIMAGIC 33
-
-/** @def SKILL_RUNECRAFT
- * @brief Runecraft
- * @note
- * Ability to combine magic runes to create your own spells
- */
-#define SKILL_RUNECRAFT 34
-
-/** @def SKILL_SNEAK
- * @brief Sneakiness
- * @note
- * General ability at the sneakiness skills
- */
-#define SKILL_SNEAK 35
-
-/** @def SKILL_STEALTH
- * @brief Stealth
- * @note
- * Ability to move unnoticed, silently
- */
-#define SKILL_STEALTH 36
-
-/** @def SKILL_DISARMING
- * @brief Disarming
- * @note
- * Ability to disarm the various traps
- */
-#define SKILL_DISARMING 37
-
-/* XXX */
-
-/** @def SKILL_ALCHEMY
- * @brief Alchemy
- * @note
- * Ability to use essences to modify/create magic items
- */
-#define SKILL_ALCHEMY 39
-
-/** @def SKILL_STEALING
- * @brief Stealing
- * @note
- * Ability to steal objects
- */
-#define SKILL_STEALING 40
-
-/** @def SKILL_SORCERY
- * @brief Sorcery
- * @note
- * Ability to use all the magic schools as if their skill was sorcery
- */
-#define SKILL_SORCERY 41
-
-/** @def SKILL_HAND
- * @brief Barehand-combat
- * @note
- * Ability to fight barehanded
- */
-#define SKILL_HAND 42
-
-/** @def SKILL_THAUMATURGY
- * @brief Thaumaturgy
- * @note
- * Ability to gain and cast innate spells
- */
-#define SKILL_THAUMATURGY 43
-
-/** @def SKILL_SUMMON
- * @brief Summoning
- * @note
- * Ability to create totems from monsters and use them to summon monsters
- */
-#define SKILL_SUMMON 44
-
-/** @def SKILL_SPELL
- * @brief Spell-power
- * @note
- * Ability to increase the power of spells
- */
-#define SKILL_SPELL 45
-
-/** @def SKILL_DODGE
- * @brief Dodging
- * @note
- * Ability to dodge blows and bolts
- */
-#define SKILL_DODGE 46
-
-/** @def SKILL_BEAR
- * @brief Bearform-combat
- * @note
- * Ability to fight in bear form
- */
-#define SKILL_BEAR 47
-
-/** @def SKILL_LORE
- * @brief Monster-lore
- * @note
- * General ability at the monster related skills, ability to gain experience
- * from friendly kills. It also affects the number of companions the player
- * can have
- */
-#define SKILL_LORE 48
-
-/** @def SKILL_PRESERVATION
- * @brief Corpse-preservation
- * @note
- * Ability to not destroy the monster corpse when killing them
- */
-#define SKILL_PRESERVATION 49
-
-/** @def SKILL_POSSESSION
- * @brief Possession
- * @note
- * Ability to incarnate into monsters
- */
-#define SKILL_POSSESSION 50
-
-/** @def SKILL_MIND
- * @brief Mind
- * @note
- * Ability to learn and use spells from the Mind school
- */
-#define SKILL_MIND 51
-
-/** @def SKILL_CRITS
- * @brief Critical-hits
- * @note
- * Ability to deal critical hits with swords < 5lb
- */
-#define SKILL_CRITS 52
-
-/** @def SKILL_PRAY
- * @brief Prayer
- * @note
- * Ability to learn and use spells from the gods schools
- */
-#define SKILL_PRAY 53
-
-/** @def SKILL_LEARN
- * @brief Spell-learning
- * @note
- * You should not see that ! that is a BUG!
- */
-#define SKILL_LEARN 54
-
-/** @def SKILL_UDUN
- * @brief Udun
- * @note
- * Ability to learn and use spells from the Udun school
- */
-#define SKILL_UDUN 55
-
-/** @def SKILL_DEVICE
- * @brief Magic-Device
- * @note
- * Ease the use of magical devices, such as wands, staves and rods.
- * It also helps pseudo-id of magic objects
- */
-#define SKILL_DEVICE 56
-
-/** @def SKILL_STUN
- * @brief Stunning-blows
- * @note
- * Ability to stun opponents when doing critical hits with hafted weapons > 5lb
- */
-#define SKILL_STUN 57
-
-/** @def SKILL_BOULDER
- * @brief Boulder-throwing
- * @note
- * Ability to make and throw boulders
- */
-#define SKILL_BOULDER 58
-
-/** @def SKILL_GEOMANCY
- * @brief Geomancy
- * @note
- * Ability to understand the raw elemental forces of nature and use
- * them to advantage. Most spells need Fire/Water/Earth/Air skills
- */
-#define SKILL_GEOMANCY 59
-
-
-/** @def SKILL_MAX
- * @note Maximun skill value
- */
-#define SKILL_MAX 50000
-/** @def SKILL_STEP
- * @note 1 skill point
- */
-#define SKILL_STEP 1000
-
-/** @} */
-
-/** @fn get_skill(int skill)
- * @brief Return the value of skill with index "skill" in skill array.\n
- * @param skill Number \n the index of skill in skill array.
- * @brief Skill index
- * @return Number \n The value of the skill with index "skill" in the skill
- * array.
- * @note (see file skills.c)
- */
-extern s16b get_skill(int skill);
-
-/** @fn get_skill_scale(int skill, u32b scale)
- * @brief Return the value of skill with index "skill" in skill array rescaled
- * to a maximum of "scale".\n
- * @param skill Number \n the index of skill in skill array.
- * @brief Skill index
- * @param scale Number \n the maximum rescaled skill value.
- * @brief Scaled maximum
- * @return Number \n The rescaled value of the skill with index "skill" in the
- * skill array.
- * @note (see file skills.c)
- */
-extern s16b get_skill_scale(int skill, u32b scale);
-
-/** @fn do_get_new_skill()
- * @brief Player select one of four new skills.
- * @note (see file skills.c)
- */
-extern void do_get_new_skill();
-
-/** @fn get_melee_skills()
- * @brief Return the number of melee skills the player has.
- * @return Number \n The number of melee skills.
- * @note
- * A skill is counted if the value > 0 and the skill is not hidden.
- * @note (see file skills.c)
- */
-extern s16b get_melee_skills();
-
-/** @fn find_skill(cptr name)
- * @brief Return the index of skill with name "name".\n
- * @param name String \n the name of the skill.
- * @brief Skill name
- * @return Number \n The index of the skill with name "name" in the skill
- * array.
- * @note
- * The search is case sensitive.\n
- * If no skills match the name, -1 is returned.
- * @note (see file skills.c)
- */
-extern s16b find_skill(cptr name);
-
-/** @fn find_skill_i(cptr name)
- * @brief Return the index of skill with name "name".\n
- * @param name String \n the name of the skill.
- * @brief Skill name
- * @return Number \n The index of the skill with name "name" in the skill
- * array.
- * @note
- * The search ignores case.\n
- * If no skills match the name, -1 is returned.
- * @note (see file skills.c)
- */
-extern s16b find_skill_i(cptr name);
-
-$static char *get_class_name() {return spp_ptr->title + c_name;}
-/** @fn *get_class_name()
- * @brief Return the player's class.
- * @return String \n The player's type of class + class name
- * @note (see file w_play_c.c)
- */
-char *get_class_name();
-
-$static char *get_race_name() {return rp_ptr->title + rp_name;}
-/** @fn *get_race_name()
- * @brief Return the player's race.
- * @return String \n The player's type of race + race name
- * @note (see file w_play_c.c)
- */
-char *get_race_name();
-
-$static char *get_subrace_name() {return rmp_ptr->title + rmp_name;}
-/** @fn *get_subrace_name()
- * @brief Return the player's subrace.
- * @return String \n The player's type of subrace + subrace name
- * @note (see file w_play_c.c)
- */
-char *get_subrace_name();
-
-/** @struct ability_type
- * @brief Abilities
- */
-struct ability_type
-{
- /** @structvar action_mkey
- * @brief Number
- * @note Action do to
- */
- s16b action_mkey;
-
- /** @structvar cost
- * @brief Number
- * @note Skill points cost
- */
- s16b cost;
-
- /** @structvar acquired
- * @brief Boolean
- * @note Do the player actualylg ot it ?
- */
- bool acquired;
-};
-
-/** @fn find_ability(cptr name)
- * @brief Return the index of ability with name "name".\n
- * @param name String \n the name of the ability.
- * @brief Ability name
- * @return Number \n The index of the ability with name "name" in the ability
- * array.
- * @note
- * The search is case sensitive.\n
- * If no abilities match the name, -1 is returned.
- * @note (see file skills.c)
- */
-extern s16b find_ability(cptr name);
-
-/** @fn do_cmd_ability()
- * @brief Allow the user to interact with abilities.
- * @note
- * This screen is typically used to view abilities, and increase them.
- * @note (see file skills.c)
- */
-extern void do_cmd_ability();
-
-/** @fn has_ability(int ab)
- * @brief Does the player have ability "ab"?
- * @param ab Number \n the index of ability in ability array.
- * @brief Ability index
- * @return Boolean \n TRUE if player has the ability, otherwise FALSE.
- * @note (see file skills.c)
- */
-extern bool has_ability(int ab);
-
-/** @var max_ab_idx
- * @brief Number
- * @note Maximum ability index
- */
-extern s16b max_ab_idx;
-/** @var ab_info[max_ab_idx]
- * @brief ability_type
- * @note Array of player abilities
- */
-extern ability_type ab_info[max_ab_idx];
-
-/** @name Abilities
- * @{ */
-/** @def AB_SPREAD_BLOWS
- * @brief Spread blows
- * @note
- * If a monster dies to an attack but the player still has blows left
- * they won't lose the full turn, allowing them to attack some other
- * monster in the same turn.
- */
-#define AB_SPREAD_BLOWS 0
-
-/** @def AB_TREE_WALK
- * @brief Tree walking
- * @note
- * Allows player to walk in dense forest.
- */
-#define AB_TREE_WALK 1
-
-/** @def AB_PERFECT_CASTING
- * @brief Perfect casting
- * @note
- * Allows player to reach 0% failure rate on spells.
- */
-#define AB_PERFECT_CASTING 2
-
-/** @def AB_MAX_BLOW1
- * @brief Extra Max Blow(1)
- * @note
- * Increases player "maximum possible blows" number by 1.
- */
-#define AB_MAX_BLOW1 3
-
-/** @def AB_MAX_BLOW2
- * @brief Extra Max Blow(2)
- * @note
- * Increases player "maximum possible blows" number by 1
- * (Cumulative with Extra Max Blow(1)).
- */
-#define AB_MAX_BLOW2 4
-
-/** @def AB_AMMO_CREATION
- * @brief Ammo creation
- * @note
- * Allows player to create shots, arrows and bolts from various materials.
- */
-#define AB_AMMO_CREATION 5
-
-/** @def AB_DEATH_TOUCH
- * @brief Touch of death
- * @note
- * Player melee blows can insta-kill, but they only receive 1/3 of the
- * experience for that kill.
- */
-#define AB_DEATH_TOUCH 6
-
-/** @def AB_CREATE_ART
- * @brief Artifact creation
- * @note
- * In combination with a high alchemy skill this ability will let the player
- * design their very own artifacts.
- */
-#define AB_CREATE_ART 7
-
-/** @def AB_FAR_REACHING
- * @brief Far reaching attack
- * @note
- * The player can attack an enemy one square far using a polearm.
- * At high levels of polearm skill, they can even hit two enemies at once.
- */
-#define AB_FAR_REACHING 8
-
-/** @def AB_TRAPPING
- * @brief Trapping
- * @note
- * Enables player to set traps which harm monsters.
- */
-#define AB_TRAPPING 9
-
-/** @def AB_UNDEAD_FORM
- * @brief Undead form
- * @note
- * Ability to turn into a weak undead being when you "die".
- * You must then kill enough monsters to absorb enough life energy
- * to come back to life.
- */
-#define AB_UNDEAD_FORM 10
-
-/** @} */
-