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-rw-r--r--src/spells2.hpp142
1 files changed, 68 insertions, 74 deletions
diff --git a/src/spells2.hpp b/src/spells2.hpp
index 0eeb3f5b..87894bff 100644
--- a/src/spells2.hpp
+++ b/src/spells2.hpp
@@ -1,7 +1,6 @@
#pragma once
-#include "h-basic.h"
-#include "identify_mode.hpp"
+#include "h-basic.hpp"
#include "monster_race_flag_set.hpp"
#include "object_filter.hpp"
#include "object_type_fwd.hpp"
@@ -10,103 +9,98 @@ 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 hp_player(int num);
+void 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 do_dec_stat(int stat, int mode);
+bool do_res_stat(int stat, bool full);
+bool do_inc_stat(int stat);
+void identify_hooks(object_type *o_ptr);
+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 remove_curse();
+bool remove_all_curse();
+bool restore_level();
+bool lose_all_info();
+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);
+bool detect_monsters_normal(int rad);
+bool detect_monsters_invis(int rad);
void detect_monsters_orcs(int rad);
-bool_ detect_all(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 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 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 genocide();
+void mass_genocide();
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);
+bool banish_evil(int dist);
+void dispel_evil(int dam);
+void dispel_good(int dam);
+void dispel_undead(int dam);
+void 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 lite_area(int dam, int rad);
+void unlite_area(int dam, int rad);
+void fire_cloud(int typ, int dir, int dam, int rad, int time);
+void fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff);
+void fire_wall(int typ, int dir, int dam, int time);
+bool fire_ball(int typ, int dir, int dam, int rad);
+void fire_bolt(int typ, int dir, int dam);
+void 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 fire_bolt_or_beam(int prob, int typ, int dir, int dam);
+void lite_line(int dir);
+bool drain_life(int dir, int dam);
+void wall_to_mud(int dir);
+void wizard_lock(int dir);
+void slow_monster(int dir);
+void sleep_monster(int dir);
+void confuse_monster(int dir, int plev);
+void fear_monster(int dir, int plev);
+void poly_monster(int dir);
+void teleport_monster(int dir);
+void destroy_doors_touch();
+void sleep_monsters_touch();
+void 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 confuse_monsters(int dam);
+void charm_monsters(int dam);
+void charm_animals(int dam);
+void stun_monsters(int dam);
+void banish_monsters(int dist);
+void turn_monsters(int dam);
+void charm_monster(int dir, int plev);
+void control_one_undead(int dir, int plev);
+void charm_animal(int dir, int plev);
+void 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);
+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);
+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_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);