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/*
* File: spl-util.h
* Summary: data handlers for player spell list
* Written by: don brodale <dbrodale@bigfootinteractive.com>
*
* Changelog(most recent first):
*
* 24jun2000 jmf simplified structures
* <00> 12jun2000 dlb created after much thought
*/
#ifndef SPL_UTIL_H
#define SPL_UTIL_H
#include "enum.h" // just for NUM_SPELL_TYPES and TARG_ENEMY
#include "direct.h" // just for DIR_NONE
struct playerspell
{
int id;
const char *title;
unsigned int disciplines; // bitfield
unsigned int flags; // bitfield
unsigned int level;
};
//* * called from: acr
void init_playerspells(void);
int get_spell_slot_by_letter( char letter );
int get_spell_by_letter( char letter );
bool add_spell_to_memory( int spell );
bool del_spell_from_memory_by_slot( int slot );
// * called from: spell
int spell_hunger(int which_spell);
// * called from: it_use3 - spell - spells3
int spell_mana(int which_spell);
// * called from: chardump - it_use3 - player - spell - spl-book -
// * spells0 - spells3
int spell_difficulty(int which_spell);
int spell_levels_required(int which_spell);
unsigned int get_spell_flags( int which_spell );
// * called from: chardump - spell - spl-book - spells0
bool spell_typematch(int which_spell, unsigned int which_discipline);
unsigned int spell_type( int which_spell ); //jmf: simplification of above
int count_bits( unsigned int bits );
// * called from: chardump - command - debug - spl-book - spells0
const char *spell_title(int which_spell);
//int spell_restriction(int which_spell, int which_restriction);
int apply_area_visible(int (*func) (int, int, int, int), int power);
int apply_area_square(int (*func) (int, int, int, int),
int cx, int cy, int power);
int apply_area_around_square( int (*func) (int, int, int, int),
int targ_x, int targ_y, int power );
int apply_random_around_square( int (*func) (int, int, int, int),
int targ_x, int targ_y, bool hole_in_middle,
int power, int max_targs );
int apply_one_neighbouring_square(int (*func) (int, int, int, int),
int power);
int apply_area_within_radius(int (*func) (int, int, int, int),
int x, int y, int pow, int radius, int ctype);
char spell_direction( struct dist &spelld, struct bolt &pbolt,
int restrict = DIR_NONE, int mode = TARG_ENEMY );
void apply_area_cloud(int (*func) (int, int, int, int), int x, int y,
int pow, int number, int ctype);
const char *spelltype_name(unsigned int which_spelltype);
int spell_type2skill (unsigned int which_spelltype);
#endif
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