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/*
* File: spl-util.h
* Summary: data handlers for player spell list
* Written by: don brodale <dbrodale@bigfootinteractive.com>
*/
#ifndef SPL_UTIL_H
#define SPL_UTIL_H
#include "enum.h"
enum spschool_flag_type
{
SPTYP_NONE = 0, // "0" is reserved for no type at all {dlb}
SPTYP_CONJURATION = 1, // was 11, but only for old typematch routine {dlb}
SPTYP_ENCHANTMENT = 1<<1,
SPTYP_FIRE = 1<<2,
SPTYP_ICE = 1<<3,
SPTYP_TRANSMUTATION = 1<<4,
SPTYP_NECROMANCY = 1<<5,
SPTYP_SUMMONING = 1<<6,
SPTYP_DIVINATION = 1<<7,
SPTYP_TRANSLOCATION = 1<<8,
SPTYP_POISON = 1<<9,
SPTYP_EARTH = 1<<10,
SPTYP_AIR = 1<<11,
SPTYP_HOLY = 1<<12, //jmf: moved to accommodate "random" miscast f/x
SPTYP_LAST_EXPONENT = 12, //jmf: ``NUM_SPELL_TYPES'' kinda useless
NUM_SPELL_TYPES = 14,
SPTYP_RANDOM = 1<<14
};
struct bolt;
class dist;
bool is_valid_spell(spell_type spell);
void init_spell_descs(void);
void init_spell_name_cache();
spell_type spell_by_name(std::string name, bool partial_match = false);
spschool_flag_type school_by_name(std::string name);
int get_spell_slot_by_letter( char letter );
spell_type get_spell_by_letter( char letter );
bool add_spell_to_memory( spell_type spell );
bool del_spell_from_memory_by_slot( int slot );
int spell_hunger(spell_type which_spell);
int spell_mana(spell_type which_spell);
int spell_difficulty(spell_type which_spell);
int spell_power_cap(spell_type spell);
int spell_range(spell_type spell, int pow, bool real_cast,
bool player_spell=true);
int spell_noise(spell_type spell);
int spell_noise(unsigned int disciplines, int level);
const char *get_spell_target_prompt( spell_type which_spell );
bool spell_needs_tracer(spell_type spell);
bool spell_is_direct_explosion(spell_type spell);
bool spell_needs_foe(spell_type spell);
bool spell_harms_target(spell_type spell);
bool spell_harms_area(spell_type spell);
bool spell_sanctuary_castable(spell_type spell);
int spell_levels_required(spell_type which_spell);
unsigned int get_spell_flags( spell_type which_spell );
bool spell_typematch(spell_type which_spell, unsigned int which_discipline);
unsigned int get_spell_disciplines( spell_type which_spell );
bool disciplines_conflict(unsigned int disc1, unsigned int disc2);
int count_bits( unsigned int bits );
const char *spell_title(spell_type which_spell);
const char* spelltype_short_name( int which_spelltype );
const char* spelltype_long_name( int which_spelltype );
typedef int cell_func(coord_def where, int pow, int aux, actor *agent);
typedef int cloud_func(coord_def where, int pow, int spreadrate,
cloud_type type, kill_category whose,
killer_type killer, int colour, std::string name,
std::string tile);
int apply_area_visible(cell_func cf, int power,
bool pass_through_trans = false, actor *agent = NULL);
int apply_area_square(cell_func cf, const coord_def& where, int power,
actor *agent = NULL);
int apply_area_around_square(cell_func cf, const coord_def& where, int power,
actor *agent = NULL);
int apply_random_around_square(cell_func cf, const coord_def& where,
bool hole_in_middle, int power, int max_targs,
actor *agent = NULL);
int apply_one_neighbouring_square(cell_func cf, int power, actor *agent = NULL);
int apply_area_within_radius(cell_func cf, const coord_def& where,
int pow, int radius, int ctype,
actor *agent = NULL);
void apply_area_cloud(cloud_func func, const coord_def& where,
int pow, int number, cloud_type ctype,
kill_category kc, killer_type killer,
int spread_rate = -1, int colour = -1,
std::string name = "", std::string tile = "");
bool spell_direction( dist &spelld, bolt &pbolt,
targetting_type restrict = DIR_NONE,
targ_mode_type mode = TARG_HOSTILE,
// pbolt.range if applicable, otherwise LOS_RADIUS
int range = 0,
bool needs_path = true, bool may_target_monster = true,
bool may_target_self = false, const char *prompt = NULL,
bool cancel_at_self = false );
int spell_type2skill (unsigned int which_spelltype);
spell_type zap_type_to_spell(zap_type zap);
#endif
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