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authorManoj Srivastava <srivasta@debian.org>2020-05-23 00:33:19 -0700
committerManoj Srivastava <srivasta@debian.org>2020-05-23 00:33:19 -0700
commitd6b913d3ca2e84b75f3675fd6e9f5246c100cf27 (patch)
tree5fc28b7efc737bf2c79dc7d799e0a6013957fe11 /src/spells2.hpp
parentc42f029316c0c004a795ca170bdb50644a800534 (diff)
parent73a0259be1d44fdb2ab34266ae0ff63f0d8f0b60 (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.hpp213
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);