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/**
* @file
* @brief Misc stuff.
**/
#ifndef EFFECTS_H
#define EFFECTS_H
struct bolt;
class monster;
struct item_def;
void banished(const string &who = "");
int mushroom_prob(item_def & corpse);
bool mushroom_spawn_message(int seen_targets, int seen_corpses);
int spawn_corpse_mushrooms(item_def& corpse,
int target_count,
int& seen_targets,
beh_type toadstool_behavior = BEH_HOSTILE,
bool distance_as_time = false);
struct mgen_data;
int place_ring(vector<coord_def>& ring_points,
const coord_def& origin,
mgen_data prototype,
int n_arcs,
int arc_occupancy,
int& seen_count);
// Collect lists of points that are within LOS, unoccupied, and not solid
// (walls/statues).
void collect_radius_points(vector<vector<coord_def> > &radius_points,
const coord_def &origin, los_type los);
void random_uselessness(int scroll_slot = -1);
int recharge_wand(bool known = true, string *pre_msg = NULL);
void direct_effect(monster* src, spell_type spl, bolt &pbolt, actor *defender);
void yell(const actor* mon = NULL);
void holy_word(int pow, holy_word_source_type source, const coord_def& where,
bool silent = false, actor *attacker = NULL);
void holy_word_monsters(coord_def where, int pow, holy_word_source_type source,
actor *attacker = NULL);
int torment(actor *attacker, int taux, const coord_def& where);
int torment_player(actor *attacker, int taux);
int torment_monsters(coord_def where, actor *attacker, int taux);
void cleansing_flame(int pow, int caster, coord_def where,
actor *attacker = NULL);
void change_labyrinth(bool msg = false);
bool vitrify_area(int radius);
void update_level(int elapsedTime);
void handle_time();
void recharge_rods(int aut, bool floor_only);
void recharge_xp_evokers(int exp);
void corrode_actor(actor *act);
void slime_wall_damage(actor* act, int delay);
#endif
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