#pragma once #include "h-basic.h" #include "identify_mode.hpp" #include "monster_race_flag_set.hpp" #include "object_filter.hpp" #include "object_type_fwd.hpp" 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); void explosive_rune(void); 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); void identify_pack_fully(void); bool_ remove_curse(void); bool_ remove_all_curse(void); bool_ restore_level(void); bool_ lose_all_info(void); 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(void); 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(void); bool_ ident_all(void); bool_ identify_fully(void); 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(void); 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(void); 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(void); bool_ destroy_doors_touch(void); bool_ destroy_traps_touch(void); bool_ sleep_monsters_touch(void); bool_ alchemy(void); void activate_ty_curse(void); void activate_dg_curse(void); void summon_cyber(void); 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); void report_magics(void); 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);