diff options
Diffstat (limited to 'src/spells2.hpp')
-rw-r--r-- | src/spells2.hpp | 142 |
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); |