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/**
* @file
* @brief Misc function related to player transformations.
**/
#ifndef TRANSFOR_H
#define TRANSFOR_H
#include <set>
#include "enum.h"
#include "player.h"
bool form_can_wield(transformation_type form = you.form);
bool form_can_wear(transformation_type form = you.form);
bool form_can_fly(transformation_type form = you.form);
bool form_can_swim(transformation_type form = you.form);
bool form_likes_water(transformation_type form = you.form);
bool form_likes_lava(transformation_type form = you.form);
bool form_changed_physiology(transformation_type form = you.form);
bool form_can_bleed(transformation_type form = you.form);
bool form_can_use_wand(transformation_type form = you.form);
bool form_can_wear_item(const item_def& item,
transformation_type form = you.form);
// Does the form keep the benefits of resistance, scale, and aux mutations?
bool form_keeps_mutations(transformation_type form = you.form);
bool feat_dangerous_for_form(transformation_type which_trans,
dungeon_feature_type feat);
bool transform(int pow, transformation_type which_trans,
bool involuntary = false, bool just_check = false);
// skip_move: don't make player re-enter current cell
void untransform(bool skip_wielding = false, bool skip_move = false);
size_type transform_size(int psize = PSIZE_BODY,
transformation_type form = you.form);
void remove_one_equip(equipment_type eq, bool meld = true,
bool mutation = false);
void unmeld_one_equip(equipment_type eq);
monster_type transform_mons();
string blade_parts(bool terse = false);
monster_type dragon_form_dragon_type();
const char* transform_name(transformation_type form = you.form);
int form_hp_mod();
void emergency_untransform();
void merfolk_start_swimming(bool step = false);
void merfolk_stop_swimming();
#endif
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