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/*
* File: spl-book.h
* Summary: Some spellbook related functions.
* Written by: Josh Fishman
*/
#ifndef SPL_BOOK_H
#define SPL_BOOK_H
#include "externs.h"
#define SPELLBOOK_SIZE 8
class formatted_string;
enum read_book_action_type
{
RBOOK_USE_STAFF,
RBOOK_READ_SPELL
};
int book_rarity(unsigned char which_book);
int spell_rarity(spell_type which_spell);
void init_spell_rarities();
bool is_valid_spell_in_book( const item_def &book, int spell );
bool is_valid_spell_in_book( int splbook, int spell );
void mark_had_book(const item_def &book);
void mark_had_book(int booktype);
int read_book( item_def &item, read_book_action_type action );
bool player_can_memorise(const item_def &book);
bool can_learn_spell(bool silent = false);
bool learn_spell();
bool learn_spell(spell_type spell, int book = NUM_BOOKS,
bool is_safest_book = true);
bool player_can_read_spellbook( const item_def &book );
spell_type which_spell_in_book(const item_def &book, int spl);
spell_type which_spell_in_book(int sbook_type, int spl);
// returns amount practised (or -1 for abort)
int staff_spell( int zap_device_2 );
bool is_memorised(spell_type spell);
bool you_cannot_memorise(spell_type spell);
bool has_spells_to_memorise(bool silent = true,
int current_spell = SPELL_NO_SPELL);
std::vector<spell_type> get_mem_spell_list(std::vector<int> &books);
int spellbook_contents( item_def &book, read_book_action_type action,
formatted_string *fs = NULL );
int count_staff_spells(const item_def &item, bool need_id);
bool make_book_level_randart(item_def &book, int level = -1,
int num_spells = -1, std::string owner = "");
bool make_book_theme_randart(item_def &book,
int disc1 = 0, int disc2 = 0,
int num_spells = -1, int max_levels = -1,
spell_type incl_spell = SPELL_NO_SPELL,
std::string owner = "");
void make_book_Roxanne_special(item_def *book);
bool book_has_title(const item_def &book);
bool is_dangerous_spellbook(const item_def &book);
bool is_dangerous_spellbook(const int book_type);
#endif
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