diff options
author | Manoj Srivastava <srivasta@debian.org> | 2020-05-23 00:33:19 -0700 |
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committer | Manoj Srivastava <srivasta@debian.org> | 2020-05-23 00:33:19 -0700 |
commit | d6b913d3ca2e84b75f3675fd6e9f5246c100cf27 (patch) | |
tree | 5fc28b7efc737bf2c79dc7d799e0a6013957fe11 /src/spells2.hpp | |
parent | c42f029316c0c004a795ca170bdb50644a800534 (diff) | |
parent | 73a0259be1d44fdb2ab34266ae0ff63f0d8f0b60 (diff) |
Merge branch 'master' into dgit/siddebian/2.4.0-ah-1archive/debian/2.4.0-ah-1
Diffstat (limited to 'src/spells2.hpp')
-rw-r--r-- | src/spells2.hpp | 213 |
1 files changed, 105 insertions, 108 deletions
diff --git a/src/spells2.hpp b/src/spells2.hpp index bffc4a2c..0eeb3f5b 100644 --- a/src/spells2.hpp +++ b/src/spells2.hpp @@ -2,114 +2,111 @@ #include "h-basic.h" #include "identify_mode.hpp" +#include "monster_race_flag_set.hpp" #include "object_filter.hpp" #include "object_type_fwd.hpp" -extern void curse_artifact(object_type * o_ptr); -extern void grow_things(s16b type, int rad); -extern void grow_grass(int rad); -extern void grow_trees(int rad); -extern bool_ hp_player(int num); -extern bool_ heal_insanity(int val); -extern void warding_glyph(void); -extern void explosive_rune(void); -extern bool_ do_dec_stat(int stat, int mode); -extern bool_ do_res_stat(int stat, bool_ full); -extern bool_ do_inc_stat(int stat); -extern void identify_hooks(int i, object_type *o_ptr, identify_mode type); -extern bool_ identify_pack(void); -extern void identify_pack_fully(void); -extern bool_ remove_curse(void); -extern bool_ remove_all_curse(void); -extern bool_ restore_level(void); -extern void self_knowledge(FILE *fff); -extern bool_ lose_all_info(void); -extern bool_ detect_traps(int rad); -extern bool_ detect_doors(int rad); -extern bool_ detect_stairs(int rad); -extern bool_ detect_treasure(int rad); -extern bool detect_objects_gold(int rad); -extern bool detect_objects_normal(int rad); -extern bool_ detect_monsters_normal(int rad); -extern bool_ detect_monsters_invis(int rad); -extern bool_ detect_monsters_xxx(u32b match_flag, int rad); -extern bool_ detect_all(int rad); -extern void stair_creation(void); -extern bool_ wall_stone(int y, int x); -extern bool_ enchant(object_type *o_ptr, int n, int eflag); -extern bool_ enchant_spell(int num_hit, int num_dam, int num_ac, int num_pval); -extern bool_ ident_spell(void); -extern bool_ ident_all(void); -extern bool_ identify_fully(void); -extern bool_ recharge(int num); -extern void aggravate_monsters(int who); -extern bool_ genocide_aux(bool_ player_cast, char typ); -extern bool_ genocide(bool_ player_cast); -extern bool_ mass_genocide(bool_ player_cast); -extern void do_probe(int m_idx); -extern bool_ probing(void); -extern void change_wild_mode(void); -extern bool_ banish_evil(int dist); -extern bool_ dispel_evil(int dam); -extern bool_ dispel_good(int dam); -extern bool_ dispel_undead(int dam); -extern bool_ dispel_monsters(int dam); -extern void destroy_area(int y1, int x1, int r); -extern void earthquake(int cy, int cx, int r); -extern void lite_room(int y1, int x1); -extern void unlite_room(int y1, int x1); -extern bool_ lite_area(int dam, int rad); -extern bool_ unlite_area(int dam, int rad); -extern bool_ fire_cloud(int typ, int dir, int dam, int rad, int time); -extern bool_ fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff); -extern bool_ fire_wall(int typ, int dir, int dam, int time); -extern bool_ fire_ball(int typ, int dir, int dam, int rad); -extern bool_ fire_bolt(int typ, int dir, int dam); -extern bool_ fire_beam(int typ, int dir, int dam); -extern void call_chaos(void); -extern bool_ fire_bolt_or_beam(int prob, int typ, int dir, int dam); -extern bool_ lite_line(int dir); -extern bool_ drain_life(int dir, int dam); -extern bool_ wall_to_mud(int dir); -extern bool_ disarm_trap(int dir); -extern bool_ wizard_lock(int dir); -extern bool_ slow_monster(int dir); -extern bool_ sleep_monster(int dir); -extern bool_ confuse_monster(int dir, int plev); -extern bool_ fear_monster(int dir, int plev); -extern bool_ poly_monster(int dir); -extern bool_ teleport_monster(int dir); -extern bool_ trap_creation(void); -extern bool_ destroy_doors_touch(void); -extern bool_ destroy_traps_touch(void); -extern bool_ sleep_monsters_touch(void); -extern bool_ alchemy(void); -extern void activate_ty_curse(void); -extern void activate_dg_curse(void); -extern void summon_cyber(void); -extern bool_ confuse_monsters(int dam); -extern bool_ charm_monsters(int dam); -extern bool_ charm_animals(int dam); -extern bool_ stun_monsters(int dam); -extern bool_ banish_monsters(int dist); -extern bool_ turn_monsters(int dam); -extern bool_ charm_monster(int dir, int plev); -extern bool_ control_one_undead(int dir, int plev); -extern bool_ charm_animal(int dir, int plev); -extern bool_ mindblast_monsters(int dam); -extern void alter_reality(void); -extern void report_magics(void); -extern void teleport_swap(int dir); -extern void swap_position(int lty, int ltx); -extern object_filter_t const &item_tester_hook_recharge(); -extern bool_ project_hack(int typ, int dam); -extern void project_meteor(int radius, int typ, int dam, u32b flg); -extern object_filter_t const &item_tester_hook_artifactable(); -extern bool_ passwall(int dir, bool_ safe); -extern bool_ project_hook(int typ, int dir, int dam, int flg); -extern bool_ reset_recall(bool_ no_trepas_max_depth); -extern void geomancy_random_wall(int y, int x); -extern void geomancy_random_floor(int y, int x, bool_ kill_wall); -extern void geomancy_dig(int oy, int ox, int dir, int length); -extern void channel_the_elements(int y, int x, int level); -extern void random_resistance (object_type * o_ptr, bool_ is_scroll, int specific); +void curse_artifact(object_type * o_ptr); +void grow_things(s16b type, int rad); +void grow_grass(int rad); +void grow_trees(int rad); +bool_ hp_player(int num); +bool_ heal_insanity(int val); +void warding_glyph(); +void explosive_rune(); +bool_ do_dec_stat(int stat, int mode); +bool_ do_res_stat(int stat, bool_ full); +bool_ do_inc_stat(int stat); +void identify_hooks(int i, object_type *o_ptr, identify_mode type); +bool_ identify_pack(); +void identify_pack_fully(); +bool_ remove_curse(); +bool_ remove_all_curse(); +bool_ restore_level(); +bool_ lose_all_info(); +bool_ detect_traps(int rad); +bool_ detect_doors(int rad); +bool_ detect_stairs(int rad); +bool_ detect_treasure(int rad); +bool detect_objects_gold(int rad); +bool detect_objects_normal(int rad); +bool_ detect_monsters_normal(int rad); +bool_ detect_monsters_invis(int rad); +void detect_monsters_orcs(int rad); +bool_ detect_all(int rad); +void stair_creation(); +bool_ wall_stone(int y, int x); +bool_ enchant(object_type *o_ptr, int n, int eflag); +bool_ enchant_spell(int num_hit, int num_dam, int num_ac, int num_pval); +bool_ ident_spell(); +bool_ ident_all(); +bool_ identify_fully(); +bool_ recharge(int num); +void aggravate_monsters(int who); +bool_ genocide_aux(bool_ player_cast, char typ); +bool_ genocide(bool_ player_cast); +bool_ mass_genocide(bool_ player_cast); +void change_wild_mode(); +bool_ banish_evil(int dist); +bool_ dispel_evil(int dam); +bool_ dispel_good(int dam); +bool_ dispel_undead(int dam); +bool_ dispel_monsters(int dam); +void destroy_area(int y1, int x1, int r); +void earthquake(int cy, int cx, int r); +void lite_room(int y1, int x1); +void unlite_room(int y1, int x1); +bool_ lite_area(int dam, int rad); +bool_ unlite_area(int dam, int rad); +bool_ fire_cloud(int typ, int dir, int dam, int rad, int time); +bool_ fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff); +bool_ fire_wall(int typ, int dir, int dam, int time); +bool_ fire_ball(int typ, int dir, int dam, int rad); +bool_ fire_bolt(int typ, int dir, int dam); +bool_ fire_beam(int typ, int dir, int dam); +void call_chaos(); +bool_ fire_bolt_or_beam(int prob, int typ, int dir, int dam); +bool_ lite_line(int dir); +bool_ drain_life(int dir, int dam); +bool_ wall_to_mud(int dir); +bool_ wizard_lock(int dir); +bool_ slow_monster(int dir); +bool_ sleep_monster(int dir); +bool_ confuse_monster(int dir, int plev); +bool_ fear_monster(int dir, int plev); +bool_ poly_monster(int dir); +bool_ teleport_monster(int dir); +bool_ trap_creation(); +bool_ destroy_doors_touch(); +bool_ destroy_traps_touch(); +bool_ sleep_monsters_touch(); +bool_ alchemy(); +void activate_ty_curse(); +void activate_dg_curse(); +void summon_cyber(); +bool_ confuse_monsters(int dam); +bool_ charm_monsters(int dam); +bool_ charm_animals(int dam); +bool_ stun_monsters(int dam); +bool_ banish_monsters(int dist); +bool_ turn_monsters(int dam); +bool_ charm_monster(int dir, int plev); +bool_ control_one_undead(int dir, int plev); +bool_ charm_animal(int dir, int plev); +bool_ mindblast_monsters(int dam); +void alter_reality(); +void report_magics(); +void teleport_swap(int dir); +void swap_position(int lty, int ltx); +object_filter_t const &item_tester_hook_recharge(); +bool_ project_hack(int typ, int dam); +void project_meteor(int radius, int typ, int dam, u32b flg); +object_filter_t const &item_tester_hook_artifactable(); +bool_ passwall(int dir, bool_ safe); +bool_ project_hook(int typ, int dir, int dam, int flg); +bool_ reset_recall(bool_ no_trepas_max_depth); +void geomancy_random_wall(int y, int x); +void geomancy_random_floor(int y, int x, bool_ kill_wall); +void geomancy_dig(int oy, int ox, int dir, int length); +void channel_the_elements(int y, int x, int level); +void random_resistance(object_type *o_ptr, int specific); |