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/**
* @file
* @brief Functions related to special abilities.
**/
#ifndef ABLSHOW_H
#define ABLSHOW_H
#include "enum.h"
#include <string>
#include <vector>
struct generic_cost
{
int base, add, rolls;
generic_cost(int num)
: base(num), add(num == 0 ? 0 : (num + 1) / 2 + 1), rolls(1)
{
}
generic_cost(int num, int _add, int _rolls = 1)
: base(num), add(_add), rolls(_rolls)
{
}
static generic_cost fixed(int fixed)
{
return generic_cost(fixed, 0, 1);
}
static generic_cost range(int low, int high, int _rolls = 1)
{
return generic_cost(low, high - low + 1, _rolls);
}
int cost() const PURE;
operator bool () const { return base > 0 || add > 0; }
};
struct scaling_cost
{
int value;
scaling_cost(int permille) : value(permille) {}
static scaling_cost fixed(int fixed)
{
return scaling_cost(-fixed);
}
int cost(int max) const;
operator bool () const { return value != 0; }
};
// Structure for representing an ability:
struct ability_def
{
ability_type ability;
const char * name;
unsigned int mp_cost; // magic cost of ability
scaling_cost hp_cost; // hit point cost of ability
unsigned int food_cost; // + rand2avg(food_cost, 2)
generic_cost piety_cost; // + random2((piety_cost + 1) / 2 + 1)
unsigned int zp_cost; // zot point cost of ability
unsigned int flags; // used for additional cost notices
};
struct talent
{
ability_type which;
int hotkey;
int fail;
bool is_invocation;
bool is_zotdef;
};
int get_gold_cost(ability_type ability);
const string make_cost_description(ability_type ability);
const ability_def& get_ability_def(ability_type abil);
talent get_talent(ability_type ability, bool check_confused);
const char* ability_name(ability_type ability);
vector<const char*> get_ability_names();
string get_ability_desc(const ability_type ability);
int choose_ability_menu(const vector<talent>& talents);
string describe_talent(const talent& tal);
void no_ability_msg();
bool activate_ability();
bool check_ability_possible(const ability_type ability, bool hungerCheck = true,
bool quiet = false);
bool activate_talent(const talent& tal);
vector<talent> your_talents(bool check_confused, bool include_unusable = false);
bool string_matches_ability_name(const string& key);
string print_abilities();
void set_god_ability_slots();
vector<ability_type> get_god_abilities(bool include_unusable = false,
bool ignore_piety = false);
#endif
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