/** * @file * @brief Passive god effects. **/ #ifndef GODPASSIVE_H #define GODPASSIVE_H #include "enum.h" #include "player.h" class monster; enum jiyva_slurp_results { JS_NONE = 0, JS_FOOD = 1, JS_HP = 2, JS_MP = 4, }; int chei_stat_boost(int piety = you.piety); void jiyva_eat_offlevel_items(); void jiyva_slurp_bonus(int item_value, int *js); void jiyva_slurp_message(int js); void ash_init_bondage(player *y); void ash_check_bondage(bool msg = true); string ash_describe_bondage(int flags, bool level); bool god_id_item(item_def& item, bool silent = true); void ash_id_monster_equipment(monster* mon); int ash_detect_portals(bool all); monster_type ash_monster_tier(const monster *mon); int ash_skill_boost(skill_type sk, int scale); map ash_get_boosted_skills(eq_type type); int gozag_gold_in_los(actor* who); int qazlal_sh_boost(int piety = you.piety); void qazlal_storm_clouds(); void qazlal_element_adapt(beam_type flavour, int strength); #endif