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/* File: spells.pkg */
/*
* Purpose: Lua interface defitions for spells.
* To be processed by tolua to generate C source code.
*/
$#include "angband.h"
$#include "lua.h"
/** @typedef *mcptr
* @note String
*/
typedef char *mcptr;
/** @typedef cptr
* @note String
*/
typedef const char* cptr;
/** @typedef errr
* @note Number
*/
typedef int errr;
/** @typedef bool
* @note Boolean
*/
typedef unsigned char bool;
/** @typedef byte
* @note Number
*/
typedef unsigned char byte;
/** @typedef s16b
* @note Number
*/
typedef signed short s16b;
/** @typedef u16b
* @note Number
*/
typedef unsigned short u16b;
/** @typedef s32b
* @note Number
*/
typedef signed int s32b;
/** @typedef u32b
* @note Number
*/
typedef unsigned int u32b;
/** @def DEFAULT_RADIUS */
#define DEFAULT_RADIUS 25
/** @name Spell Damage Types
* @brief Type of damage caused by spell
* @{ */
/** @def GF_ELEC */
#define GF_ELEC 1
/** @def GF_POIS */
#define GF_POIS 2
/** @def GF_ACID */
#define GF_ACID 3
/** @def GF_COLD */
#define GF_COLD 4
/** @def GF_FIRE */
#define GF_FIRE 5
/** @def GF_UNBREATH */
#define GF_UNBREATH 6
/** @def GF_CORPSE_EXPL */
#define GF_CORPSE_EXPL 7
/** @def GF_MISSILE */
#define GF_MISSILE 10
/** @def GF_ARROW */
#define GF_ARROW 11
/** @def GF_PLASMA */
#define GF_PLASMA 12
/** @def GF_WAVE */
#define GF_WAVE 13
/** @def GF_WATER */
#define GF_WATER 14
/** @def GF_LITE */
#define GF_LITE 15
/** @def GF_DARK */
#define GF_DARK 16
/** @def GF_LITE_WEAK */
#define GF_LITE_WEAK 17
/** @def GF_DARK_WEAK */
#define GF_DARK_WEAK 18
/** @def GF_SHARDS */
#define GF_SHARDS 20
/** @def GF_SOUND */
#define GF_SOUND 21
/** @def GF_CONFUSION */
#define GF_CONFUSION 22
/** @def GF_FORCE */
#define GF_FORCE 23
/** @def GF_INERTIA */
#define GF_INERTIA 24
/** @def GF_MANA */
#define GF_MANA 26
/** @def GF_METEOR */
#define GF_METEOR 27
/** @def GF_ICE */
#define GF_ICE 28
/** @def GF_CHAOS */
#define GF_CHAOS 30
/** @def GF_NETHER */
#define GF_NETHER 31
/** @def GF_DISENCHANT */
#define GF_DISENCHANT 32
/** @def GF_NEXUS */
#define GF_NEXUS 33
/** @def GF_TIME */
#define GF_TIME 34
/** @def GF_GRAVITY */
#define GF_GRAVITY 35
/** @def GF_KILL_WALL */
#define GF_KILL_WALL 40
/** @def GF_KILL_DOOR */
#define GF_KILL_DOOR 41
/** @def GF_KILL_TRAP */
#define GF_KILL_TRAP 42
/** @def GF_MAKE_WALL */
#define GF_MAKE_WALL 45
/** @def GF_MAKE_DOOR */
#define GF_MAKE_DOOR 46
/** @def GF_MAKE_TRAP */
#define GF_MAKE_TRAP 47
/** @def GF_OLD_CLONE */
#define GF_OLD_CLONE 51
/** @def GF_OLD_POLY */
#define GF_OLD_POLY 52
/** @def GF_OLD_HEAL */
#define GF_OLD_HEAL 53
/** @def GF_OLD_SPEED */
#define GF_OLD_SPEED 54
/** @def GF_OLD_SLOW */
#define GF_OLD_SLOW 55
/** @def GF_OLD_CONF */
#define GF_OLD_CONF 56
/** @def GF_OLD_SLEEP */
#define GF_OLD_SLEEP 57
/** @def GF_OLD_DRAIN */
#define GF_OLD_DRAIN 58
/** @def GF_AWAY_UNDEAD */
#define GF_AWAY_UNDEAD 61
/** @def GF_AWAY_EVIL */
#define GF_AWAY_EVIL 62
/** @def GF_AWAY_ALL */
#define GF_AWAY_ALL 63
/** @def GF_TURN_UNDEAD */
#define GF_TURN_UNDEAD 64
/** @def GF_TURN_EVIL */
#define GF_TURN_EVIL 65
/** @def GF_TURN_ALL */
#define GF_TURN_ALL 66
/** @def GF_DISP_UNDEAD */
#define GF_DISP_UNDEAD 67
/** @def GF_DISP_EVIL */
#define GF_DISP_EVIL 68
/** @def GF_DISP_ALL */
#define GF_DISP_ALL 69
/* New types for Zangband begin here... */
/** @def GF_DISP_DEMON */
#define GF_DISP_DEMON 70
/** @def GF_DISP_LIVING */
#define GF_DISP_LIVING 71
/** @def GF_ROCKET */
#define GF_ROCKET 72
/** @def GF_NUKE */
#define GF_NUKE 73
/** @def GF_MAKE_GLYPH */
#define GF_MAKE_GLYPH 74
/** @def GF_STASIS */
#define GF_STASIS 75
/** @def GF_STONE_WALL */
#define GF_STONE_WALL 76
/** @def GF_DEATH_RAY */
#define GF_DEATH_RAY 77
/** @def GF_STUN */
#define GF_STUN 78
/** @def GF_HOLY_FIRE */
#define GF_HOLY_FIRE 79
/** @def GF_HELL_FIRE */
#define GF_HELL_FIRE 80
/** @def GF_DISINTEGRATE */
#define GF_DISINTEGRATE 81
/** @def GF_CHARM */
#define GF_CHARM 82
/** @def GF_CONTROL_UNDEAD */
#define GF_CONTROL_UNDEAD 83
/** @def GF_CONTROL_ANIMAL */
#define GF_CONTROL_ANIMAL 84
/** @def GF_PSI */
#define GF_PSI 85
/** @def GF_PSI_DRAIN */
#define GF_PSI_DRAIN 86
/** @def GF_TELEKINESIS */
#define GF_TELEKINESIS 87
/** @def GF_JAM_DOOR */
#define GF_JAM_DOOR 88
/** @def GF_DOMINATION */
#define GF_DOMINATION 89
/** @def GF_DISP_GOOD */
#define GF_DISP_GOOD 90
/** @def GF_IDENTIFY */
#define GF_IDENTIFY 91
/** @def GF_RAISE */
#define GF_RAISE 92
/** @def GF_STAR_IDENTIFY */
#define GF_STAR_IDENTIFY 93
/** @def GF_DESTRUCTION */
#define GF_DESTRUCTION 94
/** @def GF_STUN_CONF */
#define GF_STUN_CONF 95
/** @def GF_STUN_DAM */
#define GF_STUN_DAM 96
/** @def GF_CONF_DAM */
#define GF_CONF_DAM 98
/** @def GF_STAR_CHARM */
#define GF_STAR_CHARM 99
/** @def GF_IMPLOSION */
#define GF_IMPLOSION 100
/** @def GF_LAVA_FLOW */
#define GF_LAVA_FLOW 101
/** @def GF_FEAR */
#define GF_FEAR 102
/** @def GF_BETWEEN_GATE */
#define GF_BETWEEN_GATE 103
/** @def GF_WINDS_MANA */
#define GF_WINDS_MANA 104
/** @def GF_DEATH */
#define GF_DEATH 105
/** @def GF_CONTROL_DEMON */
#define GF_CONTROL_DEMON 106
/** @def GF_RAISE_DEMON */
#define GF_RAISE_DEMON 107
/** @def GF_TRAP_DEMONSOUL */
#define GF_TRAP_DEMONSOUL 108
/** @def GF_ATTACK */
#define GF_ATTACK 109
/** @def GF_CHARM_UNMOVING */
#define GF_CHARM_UNMOVING 110
/** @def MAX_GF */
#define MAX_GF 111
/** @} */
/** @name Spell Projection Flags
* @brief Area affected by spell
* @{ */
/** @def PROJECT_JUMP
* @note Jump directly to the target location (this is a hack)
*/
#define PROJECT_JUMP 0x00000001
/** @def PROJECT_BEAM
* @note Work as a beam weapon (affect every grid passed through)
*/
#define PROJECT_BEAM 0x00000002
/** @def PROJECT_THRU
* @note Continue "through" the target (used for "bolts"/"beams")
*/
#define PROJECT_THRU 0x00000004
/** @def PROJECT_STOP
* @note Stop as soon as we hit a monster (used for "bolts")
*/
#define PROJECT_STOP 0x00000008
/** @def PROJECT_GRID
* @note Affect each grid in the "blast area" in some way
*/
#define PROJECT_GRID 0x00000010
/** @def PROJECT_ITEM
* @note Affect each object in the "blast area" in some way
*/
#define PROJECT_ITEM 0x00000020
/** @def PROJECT_KILL
* @note Affect each monster in the "blast area" in some way
*/
#define PROJECT_KILL 0x00000040
/** @def PROJECT_HIDE
* @note Hack -- disable "visual" feedback from projection
*/
#define PROJECT_HIDE 0x00000080
/** @def PROJECT_VIEWABLE
* @note Affect monsters in LOS
*/
#define PROJECT_VIEWABLE 0x00000100
/** @def PROJECT_METEOR_SHOWER
* @note Affect random grids
*/
#define PROJECT_METEOR_SHOWER 0x00000200
/** @def PROJECT_BLAST
* @note Like Mega_blast, but will only affect viewable grids
*/
#define PROJECT_BLAST 0x00000400
/** @def PROJECT_PANEL
* @note Affect everything in the panel.
*/
#define PROJECT_PANEL 0x00000800
/** @def PROJECT_ALL
* @note Affect every single grid.
*/
#define PROJECT_ALL 0x00001000
/** @def PROJECT_WALL
* @note Continue "through" the walls
*/
#define PROJECT_WALL 0x00002000
/** @def PROJECT_MANA_PATH
* @note Follow a mana path.
*/
#define PROJECT_MANA_PATH 0x00004000
/** @def PROJECT_ABSORB_MANA
* @note The spell increase in power as it absord grid's mana.
*/
#define PROJECT_ABSORB_MANA 0x00008000
/** @def PROJECT_STAY */
#define PROJECT_STAY 0x00010000
/** @} */
/** @var project_time
* @brief Number
* @note The length of time a spell effect exists.
*/
extern int project_time;
/** @fn teleport_player_directed(int rad, int dir)
* @brief Teleport a player up to "rad" grids away roughly in "dir"
* direction.\n
* @param rad Number \n rad must not exceed 200. The distance teleported is
* at least a quarter of rad.
* @brief Distance
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @note
* Teleport player, using a distance and a direction as a rough guide.\n\n
* This function is not at all obsessive about correctness.\n
* This function allows teleporting into vaults (!)
* @note (see file spells1.c)
*/
extern void teleport_player_directed(int rad, int dir);
/** @fn teleport_away(int m_idx, int dis)
* @brief Teleport monster indicated by "m_idx" up to "dis" grids away.\n
* @param m_idx Number \n m_idx is the index of the monster in m_list[].
* @brief Monster index
* @param dis Number \n dis must not exceed 200. The distance teleported
* is a minimum of a quarter of "dis".
* @brief Distance
* @note
* Teleport a monster, normally up to "dis" grids away.\n\n
* Attempt to move the monster at least "dis/2" grids away.\n\n
* But allow variation to prevent infinite loops.
* @note (see file spells1.c)
*/
extern void teleport_away(int m_idx, int dis);
/** @fn teleport_player(int dis)
* @brief Teleport player up to "dis" grids away.\n
* @param dis Number \n dis must not exceed 200. The distance teleported
* is a minimum of a quarter of dis.
* @brief Distance
* @note
* Teleport the player to a location up to "dis" grids away.\n\n
* If no such spaces are readily available, the distance may increase.\n
* Try very hard to move the player at least a quarter that distance.
* @note (see file spells1.c)
*/
extern void teleport_player(int dis);
/** @fn teleport_player_to(int ny, int nx)
* @brief Teleport player to a grid near coordinate ("ny", "nx").\n
* @param ny Number \n ny is the y co-ordinate of the location.
* @brief Y coordinate
* @param nx Number \n nx is the x co-ordinate of the location.
* @brief X coordinate
* @note
* Teleport player to a grid near the given location\n\n
* This function is slightly obsessive about correctness.\n
* This function allows teleporting into vaults (!)\n\n
* If the location is empty, the player goes there, otherwise they go to
* a grid as close as possible to the location.
* @note (see file spells1.c)
*/
extern void teleport_player_to(int ny, int nx);
/** @fn teleport_monster_to(int m_idx, int ny, int nx)
* @brief Teleport monster indicated by "m_idx" to a grid near coordinate
* ("ny", "nx").\n
* @param m_idx Number \n m_idx is the index of the monster in m_list[].
* @brief Monster index
* @param ny Number \n ny is the y co-ordinate of the location.
* @brief Y coordinate
* @param nx Number \n nx is the x co-ordinate of the location.
* @brief X coordinate
* @note
* Teleport a monster to a grid near the given location\n\n
* This function is slightly obsessive about correctness.\n\n
* If the location is empty, the monster goes there, otherwise they go to
* a grid as close as possible to the location.
* @note (see file spells1.c)
*/
extern void teleport_monster_to(int m_idx, int ny, int nx);
/** @fn teleport_monster(int dir)
* @brief Teleport away all monsters in direction "dir".\n
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* All monsters in direction "dir" are teleported away and sustain
* MAX_SIGHT (20) x 5 damage.\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool teleport_monster(int dir);
/** @fn teleport_player_level(void)
* @brief Teleport the player one level up or down at random.
* @note
* Teleport the player one level up or down (random when legal)
* @note (see file spells1.c)
*/
extern void teleport_player_level(void);
/** @fn fetch(int dir, int wgt, bool require_los)
* @brief Fetch an item in direction "dir" with weight "wgt" possibly not in
* line of sight.\n
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param wgt Number \n maximum weight of object.
* @brief Weight
* @param require_los Boolean \n TRUE if line of sight is required, otherwise
* FALSE.
* @brief Require-line-of-sight flag
* @note
* Fetch an item (teleport it right underneath the caster)\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* Fetch will fail if player is standing on something, or if the object is
* too far away, or if require_los is TRUE and player does not have line
* of sight to the object, or the object is too heavy. Otherwise the
* object appears at the player's feet (same grid as player).
* @note (see file cmd5.c)
*/
extern void fetch(int dir, int wgt, bool require_los);
/** @fn recall_player(int d, int f)
* @brief Recall the player to town (if in dungeon) or dungeon (if in town).\n
* @param d Number \n Random time interval
* @brief Dice
* @param f Number \n Fixed time interval
* @brief Fixed
* @note (see file spells1.c)
*/
extern void recall_player(int d, int f);
/** @fn take_hit(int damage, cptr kb_str)
* @brief Reduce player hit points by "damage" inflicted by "kb_str".\n
* @param damage Number \n damage is the number of hit points of damage.
* @brief Damage
* @param kb_str String \n kb_str describes what killed the player
* (in the event the player dies)
* @brief Killed by
* @note
* Decreases players hit points and sets death flag if necessary\n\n
* XXX XXX XXX Invulnerability needs to be changed into a "shield"\n\n
* XXX XXX XXX Hack -- this function allows the user to save (or quit)
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
* @note (see file spells1.c)
*/
extern void take_hit(int damage, cptr kb_str);
/** @fn take_sanity_hit(int damage, cptr hit_from)
* @brief Reduce player sanity points by "damage" inflicted by "hit_from".\n
* @param damage Number \n damage is the number of sanity points of damage.
* @brief Damage
* @param hit_from String \n hit_from describes what caused the damage.
* @brief Hit from
* @note
* Decrease player's sanity. This is a copy of the function above.\n\n
* Reduce the player's current sanity points by "damage" points. If the
* player dies, "hit_from" is used to record what the player was killed
* by (see high-score table).
* @note (see file spells1.c)
*/
extern void take_sanity_hit(int damage, cptr hit_from);
/** @fn project(int who, int rad, int y, int x, int dam, int typ, int flg)
* @brief Generate a beam/bolt/ball with properties "flg" starting from "who"
* with a radius of "rad" at target grid "y,x" for "dam" points of "typ"
* damage.\n
* @param who Number \n who is > 0 (index of monster in m_list[]), < 0 and
* not -100 or -101 (player), -100 or -101 (trap).
* @brief Source
* @param rad Number \n rad is 0 for a beam/bolt and 1-9 for a ball.
* @brief Radius
* @param y Number \n y is the y coordinate of the target grid.
* @brief Y-coordinate
* @param x Number \n x is the x co-ordinate of the target grid.
* @brief X-coordinate
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param flg Number \n flg is the projection effect (PROJECT field).
* @brief Properties flag
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Generic "beam"/"bolt"/"ball" projection routine.\n\n
* Input:\n
* who: Index of "source" monster (negative for "player")\n
* jk -- -2 for traps, only used with project_jump\n
* rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball)\n
* y,x: Target location (or location to travel "towards")\n
* dam: Base damage roll to apply to affected monsters (or player)\n
* typ: Type of damage to apply to monsters (and objects)\n
* flg: Extra bit flags (see PROJECT_xxxx in "defines.h")\n\n
* Return:\n
* TRUE if any "effects" of the projection were observed, else FALSE\n\n
* Allows a monster (or player) to project a beam/bolt/ball of a given kind
* towards a given location (optionally passing over the heads of interposing
* monsters), and have it do a given amount of damage to the monsters (and
* optionally objects) within the given radius of the final location.\n\n
* A "bolt" travels from source to target and affects only the target grid.\n
* A "beam" travels from source to target, affecting all grids passed through.\n
* A "ball" travels from source to the target, exploding at the target, and
* affecting everything within the given radius of the target location.\n\n
* Traditionally, a "bolt" does not affect anything on the ground, and does
* not pass over the heads of interposing monsters, much like a traditional
* missile, and will "stop" abruptly at the "target" even if no monster is
* positioned there, while a "ball", on the other hand, passes over the heads
* of monsters between the source and target, and affects everything except
* the source monster which lies within the final radius, while a "beam"
* affects every monster between the source and target, except for the casting
* monster (or player), and rarely affects things on the ground.\n\n
* Two special flags allow us to use this function in special ways, the
* "PROJECT_HIDE" flag allows us to perform "invisible" projections, while
* the "PROJECT_JUMP" flag allows us to affect a specific grid, without
* actually projecting from the source monster (or player).\n\n
* The player will only get "experience" for monsters killed by himself
* Unique monsters can only be destroyed by attacks from the player\n\n
* Only 256 grids can be affected per projection, limiting the effective
* "radius" of standard ball attacks to nine units (diameter nineteen).\n\n
* One can project in a given "direction" by combining PROJECT_THRU with small
* offsets to the initial location (see "line_spell()"), or by calculating
* "virtual targets" far away from the player.\n\n
* One can also use PROJECT_THRU to send a beam/bolt along an angled path,
* continuing until it actually hits something (useful for "stone to mud").\n\n
* Bolts and Beams explode INSIDE walls, so that they can destroy doors.\n\n
* Balls must explode BEFORE hitting walls, or they would affect monsters
* on both sides of a wall. Some bug reports indicate that this is still
* happening in 2.7.8 for Windows, though it appears to be impossible.\n\n
* We "pre-calculate" the blast area only in part for efficiency.
* More importantly, this lets us do "explosions" from the "inside" out.
* This results in a more logical distribution of "blast" treasure.
* It also produces a better (in my opinion) animation of the explosion.
* It could be (but is not) used to have the treasure dropped by monsters
* in the middle of the explosion fall "outwards", and then be damaged by
* the blast as it spreads outwards towards the treasure drop location.\n\n
* Walls and doors are included in the blast area, so that they can be
* "burned" or "melted" in later versions.\n\n
* This algorithm is intended to maximise simplicity, not necessarily
* efficiency, since this function is not a bottleneck in the code.\n\n
* We apply the blast effect from ground zero outwards, in several passes,
* first affecting features, then objects, then monsters, then the player.
* This allows walls to be removed before checking the object or monster
* in the wall, and protects objects which are dropped by monsters killed
* in the blast, and allows the player to see all affects before he is
* killed or teleported away. The semantics of this method are open to
* various interpretations, but they seem to work well in practice.\n\n
* We process the blast area from ground-zero outwards to allow for better
* distribution of treasure dropped by monsters, and because it provides a
* pleasing visual effect at low cost.\n\n
* Note that the damage done by "ball" explosions decreases with distance.
* This decrease is rapid, grids at radius "dist" take "1/dist" damage.\n\n
* Notice the "napalm" effect of "beam" weapons. First they "project" to
* the target, and then the damage "flows" along this beam of destruction.
* The damage at every grid is the same as at the "centre" of a "ball"
* explosion, since the "beam" grids are treated as if they ARE at the
* centre of a "ball" explosion.\n\n
* Currently, specifying "beam" plus "ball" means that locations which are
* covered by the initial "beam", and also covered by the final "ball", except
* for the final grid (the epicentre of the ball), will be "hit twice", once
* by the initial beam, and once by the exploding ball. For the grid right
* next to the epicentre, this results in 150% damage being done. The centre
* does not have this problem, for the same reason the final grid in a "beam"
* plus "bolt" does not -- it is explicitly removed. Simply removing "beam"
* grids which are covered by the "ball" will NOT work, as then they will
* receive LESS damage than they should. Do not combine "beam" with "ball".\n\n
* The array "gy[],gx[]" with current size "grids" is used to hold the
* collected locations of all grids in the "blast area" plus "beam path".\n\n
* Note the rather complex usage of the "gm[]" array. First, gm[0] is always
* zero. Second, for N>1, gm[N] is always the index (in gy[],gx[]) of the
* first blast grid (see above) with radius "N" from the blast centre. Note
* that only the first gm[1] grids in the blast area thus take full damage.
* Also, note that gm[rad+1] is always equal to "grids", which is the total
* number of blast grids.\n\n
* Note that once the projection is complete, (y2,x2) holds the final location
* of bolts/beams, and the "epicentre" of balls.\n\n
* Note also that "rad" specifies the "inclusive" radius of projection blast,
* so that a "rad" of "one" actually covers 5 or 9 grids, depending on the
* implementation of the "distance" function. Also, a bolt can be properly
* viewed as a "ball" with a "rad" of "zero".\n\n
* Note that if no "target" is reached before the beam/bolt/ball travels the
* maximum distance allowed (MAX_RANGE), no "blast" will be induced. This
* may be relevant even for bolts, since they have a "1x1" mini-blast.\n\n
* Note that for consistency, we "pretend" that the bolt actually takes "time"
* to move from point A to point B, even if the player cannot see part of the
* projection path. Note that in general, the player will *always* see part
* of the path, since it either starts at the player or ends on the player.\n\n
* Hack -- we assume that every "projection" is "self-illuminating".\n\n
* Hack -- when only a single monster is affected, we automatically track
* (and recall) that monster, unless "PROJECT_JUMP" is used.\n\n
* Note that all projections now "explode" at their final destination, even
* if they were being projected at a more distant destination. This means
* that "ball" spells will *always* explode.\n\n
* Note that we must call "handle_stuff()" after affecting terrain features
* in the blast radius, in case the "illumination" of the grid was changed,
* and "update_view()" and "update_monsters()" need to be called.
* @note (see file spells1.c)
*/
extern bool project(int who, int rad, int y, int x, int dam, int typ, int flg);
/** @fn corrupt_player(void)
* @brief Swap two of the player's stats at random.
* @note (see file spells1.c)
*/
extern void corrupt_player(void);
/** @fn grow_things(s16b type, int rad)
* @brief Grow "type" things within "rad" distance of the player.\n
* @param type Number \n type of thing to grow (FEAT field).
* @brief Type
* @param rad Number \n rad is the radius of the area where things may grow.
* @brief Radius
* @note
* Grow things\n\n
* Up to (rad * (rad + 11)) things can be grown around the player. The
* grids must support growth.
* @note (see file spells2.c)
*/
extern void grow_things(s16b type, int rad);
/** @fn grow_grass(int rad)
* @brief Grow grass within "rad" distance of the player.\n
* @param rad Number \n rad is the radius of the area where grass may grow.
* @brief Radius
* @note
* Grow grass\n\n
* Up to (rad * (rad + 11)) grass can be grown around the player. The
* grids must support growth.
* @note (see file spells2.c)
*/
extern void grow_grass(int rad);
/** @fn grow_trees(int rad)
* @brief Grow trees within "rad" distance of the player.\n
* @param rad Number \n rad is the radius of the area where trees may grow.
* @brief Radius
* @note
* Grow trees\n\n
* Up to (rad * (rad + 11)) trees can be grown around the player. The
* grids must support growth.
* @note (see file spells2.c)
*/
extern void grow_trees(int rad);
/** @fn hp_player(int num)
* @brief Add "num" points to the player's current hit points.\n
* @param num Number \n num is the number of points to add.
* @brief Number
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Increase players hit points, notice effects\n\n
* The total can not exceed the maximum.
* @note (see file spells2.c)
*/
extern bool hp_player(int num);
/** @fn heal_insanity(int val)
* @brief Add "val" points to the player's current sanity points.\n
* @param val Number \n val is the number of points to add.
* @brief Value
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Heal insanity.\n\n
* The total can not exceed the maximum.
* @note (see file spells2.c)
*/
extern bool heal_insanity(int val);
/** @fn warding_glyph(void)
* @brief Place a glyph at the player's location.
* @note
* Leave a "glyph of warding" which prevents monster movement\n\n
* The location must be bare.
* @note (see file spells2.c)
*/
extern void warding_glyph(void);
/** @fn explosive_rune(void)
* @brief Place a minor glyph (explosive rune) at the player's location.
* @note
* The location must be bare.
* @note (see file spells2.c)
*/
extern void explosive_rune(void);
/** @fn do_dec_stat(int stat, int mode)
* @brief Attempt to reduce the player's "stat" statistic by a point.\n
* @param stat Number \n stat is the statistic
* @brief Statistic
* @param mode Number \n mode is the type of decrease: temporary, normal,
* or permanent
* @brief Mode
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Lose a "point"
* @note (see file spells2.c)
*/
extern bool do_dec_stat(int stat, int mode);
/** @fn do_res_stat(int stat, bool full)
* @brief Restore the player's "stat" statistic.\n
* @param stat Number \n stat is the statistic.
* @brief Statistic
* @param full Boolean \n TRUE if full restore is required, otherwise FALSE.
* @brief Full restore flag
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Restore lost "points" in a stat
* @note (see file spells2.c)
*/
extern bool do_res_stat(int stat, bool full);
/** @fn do_inc_stat(int stat)
* @brief Increase the player's "stat" statistic by a point.\n
* @param stat Number \n stat is the statistic.
* @brief Statistic
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Gain a "point" in a stat
* @note (see file spells2.c)
*/
extern bool do_inc_stat(int stat);
/** @fn identify_pack(void)
* @brief Identify all items in the inventory.
* @note
* Identify everything being carried.\n
* Done by a potion of "self knowledge".
* @note (see file spells2.c)
*/
extern void identify_pack(void);
/** @fn remove_curse(void)
* @brief Remove all curses except for heavy curses.
* @return Boolean \n TRUE if at least one item was uncursed, otherwise FALSE.
* @note
* Remove most curses\n\n
* There is a 1 in (55 - level) chance of reversing the curse effects for
* items which are not artifacts. For example, a Ring of Damage (-15) will
* become a Ring of Damage (+15).
* @note (see file spells2.c)
*/
extern bool remove_curse(void);
/** @fn remove_all_curse(void)
* @brief Remove all curses including heavy curses.
* @return Boolean \n TRUE if at least one item was uncursed, otherwise FALSE.
* @note
* Remove all curses\n\n
* There is a 1 in (55 - level) chance of reversing the curse effects for
* items which are not artifacts. For example, a Ring of Damage (-15) will
* become a Ring of Damage (+15).
* @note (see file spells2.c)
*/
extern bool remove_all_curse(void);
/** @fn restore_level(void)
* @brief Restore all drained experience points (if any).
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Restores any drained experience
* @note (see file spells2.c)
*/
extern bool restore_level(void);
/** @fn self_knowledge(FILE *fff=NULL)
* @brief Show all attributes including racial powers, mutations, and
* equipment effects.\n
* @param *fff FILE \n write info to screen if fff is NULL,
* otherwise write info to file fff.
* @brief Output file
* @note
* self-knowledge... idea from nethack. Useful for determining powers and
* resistances of items. It saves the screen, clears it, then starts listing
* attributes, a screenful at a time. (There are a LOT of attributes to
* list. It will probably take 2 or 3 screens for a powerful character whose
* using several artifacts...) -CFT\n\n
* It is now a lot more efficient. -BEN-\n\n
* See also "identify_fully()".\n\n
* XXX XXX XXX Use the "show_file()" method, perhaps.
* @note (see file spells2.c)
*/
extern void self_knowledge(FILE *fff=NULL);
/** @fn lose_all_info(void)
* @brief Forget about objects and the map.
* @return Boolean \n TRUE (always).
* @note
* Forget everything
* @note (see file spells2.c)
*/
extern bool lose_all_info(void);
/** @fn detect_traps(int rad)
* @brief Detect all traps within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE (always).
* @note
* All grids within the radius are searched.\n
* A message is displayed if traps are detected.
* @note (see file spells2.c)
*/
extern bool detect_traps(int rad);
/** @fn detect_doors(int rad)
* @brief Detect all doors within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if doors were detected, otherwise FALSE.
* @note
* All grids within the radius are searched.\n
* A message is displayed if doors are detected.
* @note (see file spells2.c)
*/
extern bool detect_doors(int rad);
/** @fn detect_stairs(int rad)
* @brief Detect all exits within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if exits were detected, otherwise FALSE.
* @note
* All grids within the radius are searched.\n
* A message is displayed if exits are detected. Exits can be stairs,
* shafts, and ways out.
* @note (see file spells2.c)
*/
extern bool detect_stairs(int rad);
/** @fn detect_treasure(int rad)
* @brief Detect all buried treasure within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if buried treasure was detected, otherwise FALSE.
* @note
* All grids within the radius are searched.\n
* A message is displayed if buried treasure is detected. Treasure can be
* buried in magma, quartz, or sandwall.
* @note (see file spells2.c)
*/
extern bool detect_treasure(int rad);
/** @var hack_no_detect_message
* @brief Boolean
* @note Suppress messages generated by "detect" spells?
*/
extern bool hack_no_detect_message;
/** @fn detect_objects_gold(int rad)
* @brief Detect all gold within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if gold was detected, otherwise FALSE.
* @note
* All grids within the radius are searched.\n
* A message is displayed if gold is detected. Gold can be coins or mimics.
* Monsters of type "$" are detected but not shown or reported.
* @note (see file spells2.c)
*/
extern bool detect_objects_gold(int rad);
/** @fn detect_objects_normal(int rad)
* @brief Detect all normal (not gold) items within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if normal items were detected, otherwise FALSE.
* @note
* All grids within the radius are searched.\n
* A message is displayed if normal items are detected. Items include mimics.
* Monsters of type "!=?|" are detected but not shown or reported.
* @note (see file spells2.c)
*/
extern bool detect_objects_normal(int rad);
/** @fn detect_objects_magic(int rad)
* @brief Detect all magic (not gold) items within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if magic items were detected, otherwise FALSE.
* @note
* This will light up all spaces with "magic" items, including artifacts,
* ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
* and "enchanted" items of the "good" variety.\n\n
* It can probably be argued that this function is now too powerful.\n\n
* All grids within the radius are searched.\n
* A message is displayed if magic items are detected. Items include mimics.
* @note (see file spells2.c)
*/
extern bool detect_objects_magic(int rad);
/** @fn detect_monsters_normal(int rad)
* @brief Detect all non-invisible monsters within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if non-invisible monsters were detected,
* otherwise FALSE.
* @note
* A non-invisible monster is one which is visible, or one which is invisible
* but the player can see invisible monsters.
* @note (see file spells2.c)
*/
extern bool detect_monsters_normal(int rad);
/** @fn detect_monsters_invis(int rad)
* @brief Detect all invisible monsters within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if invisible monsters were detected,
* otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool detect_monsters_invis(int rad);
/** @fn detect_monsters_evil(int rad)
* @brief Detect all evil monsters within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if evil monsters were detected, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool detect_monsters_evil(int rad);
/** @fn detect_monsters_good(int rad)
* @brief Detect all good monsters within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if good monsters were detected, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool detect_monsters_good(int rad);
/** @fn detect_monsters_xxx(u32b match_flag, int rad)
* @brief Detect all monsters with flag "match_flag" within radius "rad" of the
* player.\n
* @param match_flag Number \n match_flag is the type of monster. It must be
* a RF3_ flag (see defines.h).
* @brief Match flag
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if monsters were detected, otherwise FALSE.
* @note
* A "generic" detect monsters routine, tagged to flags3\n\n
* This routine will work with ANY RF3 flag, but messages will only be
* printed if the following monsters are detected: demon, undead, good.
* @note (see file spells2.c)
*/
extern bool detect_monsters_xxx(u32b match_flag, int rad);
/** @fn detect_monsters_string(cptr chars, int rad)
* @brief Detect all monsters whose monster symbol is in "chars" within
* radius "rad" of the player.\n
* @param chars String \n chars is the string of monster types. For
* available characters, see the "symbol" field of the graphics (G)
* line of r_info.txt.
* @brief Symbols
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if monsters were detected, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool detect_monsters_string(cptr chars, int rad);
/** @fn detect_monsters_nonliving(int rad)
* @brief Detect all nonliving monsters within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if nonliving monsters were detected,
* otherwise FALSE.
* @note
* Detect all "nonliving", "undead" or "demonic" monsters on current panel\n\n
* Nonliving monsters are either RF3_NONLIVING, RF3_UNDEAD, or RF3_DEMON.
* @note (see file spells2.c)
*/
extern bool detect_monsters_nonliving(int rad);
/** @fn detect_all(int rad)
* @brief Detect everything within radius "rad" of the player.\n
* @param rad Number \n rad is the radius of circle of detection.
* @brief Radius
* @return Boolean \n TRUE if something was detected, otherwise FALSE.
* @note
* Detect everything\n\n
* Detects traps, doors, stairs, treasure, gold objects, normal objects,
* invisible monsters, non-invisible monsters.
*/
extern bool detect_all(int rad);
/** @fn stair_creation(void)
* @brief Create stairs at the player location
* @note
* This is not allowed if the grid is not empty, the player is not in a
* dungeon, the player is on a special level, the player is in an arena
* or quest. If the player is in the town or wilderness the stairs will
* go down. If the player is on a quest level or at the bottom of a
* dungeon, the stairs will go up. Otherwise there is an even chance the
* stairs will go up or down.
*/
extern void stair_creation(void);
/** @fn tgt_pt (int *x=0, int *y=0)
* @brief Set a target point\n
* @param *x Number
* @brief X-coordinate
* @param *y Number
* @brief Y-coordinate
* @return *x Number \n X-coordinate of target.
* @return *y Number \n Y-coordinate of target.
* @return Boolean \n True if a target was selected, otherwise FALSE.
* @note
* Allow the user to move the cursor around the screen to select a target.
* The user must press the space key to set the target.
* @note (see file xtra2.c)
*/
extern bool tgt_pt (int *x=0, int *y=0);
/** @fn wall_stone(int y, int x)
* @brief Create a stone wall at dungeon grid ("y", "x").\n
* @param y Number \n Y-coordinate of dungeon grid.
* @brief Y-coordinate
* @param x Number \n X-coordinate of dungeon grid.
* @brief X-coordinate
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool wall_stone(int y, int x);
/** @fn create_artifact(object_type *o_ptr, bool a_scroll, bool get_name)
* @brief Create an artifact from object "o_ptr".\n
* @param *o_ptr object_type \n object to become an artifact
* @brief Object
* @param a_scroll Boolean \n Is a scroll used to create the artifact?\n
* TRUE if the artifact is created by reading a scroll.
* @brief Use scroll?
* @param get_name Boolean \n Get a name for the artifact?\n
* TRUE if the artifact is to be named by the player (if a_scroll is true) or
* created randomly (a_scroll is false), or FALSE if an inscription is used.
* @brief Get name?
* @return *o_ptr object_type \n The artifact.
* @return Boolean \n TRUE (always).
* @note (see file randart.c)
*/
extern bool create_artifact(object_type *o_ptr, bool a_scroll, bool get_name);
/** @fn wall_to_mud(int dir)
* @brief Cast a wall-to-mud spell in direction "dir".\n
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool wall_to_mud(int dir);
/** @fn ident_spell(void)
* @brief Identify an object in the inventory (or on the floor).
* @return Boolean \n TRUE if object is identified, otherwise FALSE.
* @note
* Identify an object in the inventory (or on the floor).
* This routine does *not* automatically combine objects.
* @note (see file spells2.c)
*/
extern bool ident_spell(void);
/** @fn identify_fully(void)
* @brief Fully "identify" an object in the inventory (or on the floor).
* @return Boolean \n TRUE if object is identified, otherwise FALSE.
* @note
* Fully "identify" an object in the inventory -BEN-
* @note (see file spells2.c)
*/
extern bool identify_fully(void);
/** @fn recharge(int num)
* @brief Recharge an object in the inventory (or on the floor) with "num"
* power.\n
* @param num Number \n num is the power used in recharging. It is compared
* to the object's level to determine whether the item is recharged
* successfully or destroyed. If it is recharged, it also determines
* how many charges are added, or how much recharge time is reduced.
* @brief Power
* @return Boolean \n TRUE if something was recharged, otherwise FALSE.
* @note
* Recharge a wand/staff/rod from the pack or on the floor.\n
* This function has been rewritten in Oangband. -LM-\n\n
* Mage -- Recharge I --> recharge(90)\n
* Mage -- Recharge II --> recharge(150)\n
* Mage -- Recharge III --> recharge(220)\n\n
* Priest or Necromancer -- Recharge --> recharge(140)\n
* Scroll of recharging --> recharge(130)\n
* Scroll of *recharging* --> recharge(200)\n\n
* It is harder to recharge high level, and highly charged wands,
* staffs, and rods. The more wands in a stack, the more easily and
* strongly they recharge. Staffs, however, each get fewer charges if
* stacked.\n\n
* XXX XXX XXX Beware of "sliding index errors".
* @note (see file spells2.c)
*/
extern bool recharge(int num);
/** @fn aggravate_monsters(int who)
* @brief Aggravate monsters, originating from "who".\n
* @param who Number \n who is the index of monster in m_list[]
* (1 if it is the player) which triggers the aggravation.
* @brief Source
* @note
* Wake up all monsters, and speed up "los" monsters.
* @note (see file spells2.c)
*/
extern void aggravate_monsters(int who);
/** @fn genocide_aux(bool player_cast, char typ)
* @brief Genocide a monster race.\n
* @param player_cast Boolean \n player_cast is true if the player cast the
* spell so the player can take damage.
* @param typ Char \n typ is the letetr of the genocided monsters
* @return Boolean \n TRUE if genocide was cast, otherwise FALSE.
* @note
* Genocide will not work on DF2_NO_GENO dungeon levels, or on "fated to
* die" levels.
* The player gets 4 points of damage per monster genocided.
* @note (see file spells2.c)
*/
extern bool genocide_aux(bool player_cast, char typ);
/** @fn genocide(bool player_cast)
* @brief Genocide a monster race.\n
* @param player_cast Boolean \n player_cast is true if the player cast the
* spell so the player can take damage.
* @brief Player cast spell?
* @return Boolean \n TRUE if genocide was cast, otherwise FALSE.
* @note
* Genocide will not work on DF2_NO_GENO dungeon levels, or on "fated to
* die" levels.
* The player gets 4 points of damage per monster genocided.
* @note (see file spells2.c)
*/
extern bool genocide(bool player_cast);
/** @fn mass_genocide(bool player_cast)
* @brief Delete all nearby (non-unique) monsters.\n
* @param player_cast Boolean \n player_cast is true if the player cast the
* spell so the player can take damage.
* @brief Player cast spell?
* @return Boolean \n TRUE (always).
* @note
* Genocide will not work on DF2_NO_GENO dungeon levels, or on "fated to
* die" levels.\n
* The player gets 3 points of damage per monster genocided.
* @note (see file spells2.c)
*/
extern bool mass_genocide(bool player_cast);
/** @fn probing(void)
* @brief Probe all nearby monsters.
* @return Boolean \n TRUE if probe was successful, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool probing(void);
/** @fn banish_evil(int dist)
* @brief Banish nearby evil monsters doing "dist" points of GF_AWAY_EVIL
* damage.\n
* @param dist Number \n dist is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool banish_evil(int dist);
/** @fn dispel_evil(int dam)
* @brief Dispel nearby evil monsters doing "dam" points of GF_DISP_EVIL
* damage.\n
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool dispel_evil(int dam);
/** @fn dispel_good(int dam)
* @brief Dispel nearby good monsters doing "dam" points of GF_DISP_GOOD
* damage.\n
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool dispel_good(int dam);
/** @fn dispel_undead(int dam)
* @brief Dispel nearby undead monsters doing "dam" points of GF_DISP_UNDEAD
* damage.\n
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool dispel_undead(int dam);
/** @fn dispel_monsters(int dam)
* @brief Dispel all nearby monsters doing "dam" points of GF_DISP_ALL
* damage.\n
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool dispel_monsters(int dam);
/** @fn dispel_living(int dam)
* @brief Dispel nearby living monsters doing "dam" points of GF_DISP_LIVING
* damage.\n
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool dispel_living(int dam);
/** @fn dispel_demons(int dam)
* @brief Dispel nearby demon monsters doing "dam" points of GF_DISP_DEMON
* damage.\n
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool dispel_demons(int dam);
/** @fn turn_undead(void)
* @brief Turn nearby undead monsters doing a point of GF_TURN_UNDEAD damage
* for each player level.
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool turn_undead(void);
/** @fn door_creation(void)
* @brief Create doors in all grids adjacent to the player.
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool door_creation(void);
/** @fn trap_creation(void)
* @brief Create traps in all grids adjacent to the player.
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool trap_creation(void);
/** @fn glyph_creation(void)
* @brief Create glyphs in all grids adjacent to the player.
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool glyph_creation(void);
/** @fn wipe(int y1, int x1, int r)
* @brief Delete monsters and objects from an area of the dungeon centred at
* grid "y1,x1" for a radius "r".\n
* @param y1 Number \n Y-coordinate of dungeon grid.
* @brief Y-coordinate
* @param x1 Number \n X-coordinate of dungeon grid.
* @brief X-coordinate
* @param r Number \n rad is the radius of circle of detection.
* @brief Radius
* @note
* Wipe -- Empties a part of the dungeon\n\n
* This does not work on special levels or quests. The player may become
* blinded. The player forgets the affected area and it becomes dark.
* All grids become floor.
* @note (see file spells2.c)
*/
extern void wipe(int y1, int x1, int r);
/** @fn destroy_area(int y1, int x1, int r, bool full, bool bypass)
* @brief Delete monsters and objects from an area of the dungeon centred at
* grid "y1,x1" for a radius "r".\n
* @param y1 Number \n Y-coordinate of dungeon grid.
* @brief Y-coordinate
* @param x1 Number \n X-coordinate of dungeon grid.
* @brief X-coordinate
* @param r Number \n rad is the radius of circle of detection.
* @brief Radius
* @param full Boolean \n unused
* @brief *Unused*
* @param bypass Boolean \n TRUE if quest levels are not destroyed, otherwise
* FALSE.
* @brief Exempt quest levels?
* @note
* The spell of destruction\n\n
* This spell "deletes" monsters (instead of "killing" them).\n\n
* Later we may use one function for both "destruction" and
* "earthquake" by using the "full" to select "destruction".\n\n
* This does not work on special levels. This does not work on quests if the
* bypass flag is set. The epicentre is NOT affected. The player may become
* blinded. The player forgets the affected area and it becomes dark. The
* grids can become granite, quartz, magma, or floor.
* @note (see file spells2.c)
*/
extern void destroy_area(int y1, int x1, int r, bool full, bool bypass);
/** @fn earthquake(int cy, int cx, int r)
* @brief Create an earthquake centred on grid "cy,cx" with a radius of "r".\n
* @param cy Number \n Y-coordinate of dungeon grid.
* @brief Y-coordinate
* @param cx Number \n X-coordinate of dungeon grid.
* @brief X-coordinate
* @param r Number \n rad is the radius of circle of detection.
* @brief Radius
* @note
* Induce an "earthquake" of the given radius at the given location.\n\n
* This will turn some walls into floors and some floors into walls.\n\n
* The player will take damage and "jump" into a safe grid if possible,
* otherwise, he will "tunnel" through the rubble instantaneously.\n\n
* Monsters will take damage, and "jump" into a safe grid if possible,
* otherwise they will be "buried" in the rubble, disappearing from
* the level in the same way that they do when genocided.\n\n
* Note that thus the player and monsters (except eaters of walls and
* passers through walls) will never occupy the same grid as a wall.
* Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
* for a single turn, unless that monster can pass_walls or kill_walls.
* This has allowed massive simplification of the "monster" code.\n\n
* This does not work on quest levels. The epicentre is NOT affected.
* Only about 15% of the grids are affected. The player takes 300 points
* of damage if they can't be moved to a safe grid, otherwise damage is
* from 10 to 40 points. The player forgets the affected area and it
* becomes dark. The grids can become granite, quartz, magma, or floor.
* @note (see file spells2.c)
*/
extern void earthquake(int cy, int cx, int r);
/** @fn lite_room(int y1, int x1)
* @brief Lite room containing grid "y1,x1".\n
* @param y1 Number \n Y-coordinate of dungeon grid.
* @brief Y-coordinate
* @param x1 Number \n X-coordinate of dungeon grid.
* @brief X-coordinate
* @note
* Illuminate any room containing the given location.
* @note (see file spells2.c)
*/
extern void lite_room(int y1, int x1);
/** @fn unlite_room(int y1, int x1)
* @brief Unlite room containing grid "y1,x1".\n
* @param y1 Number \n Y-coordinate of dungeon grid.
* @brief Y-coordinate
* @param x1 Number \n X-coordinate of dungeon grid.
* @brief X-coordinate
* @note
* Darken all rooms containing the given location.
* @note (see file spells2.c)
*/
extern void unlite_room(int y1, int x1);
/** @fn lite_area(int dam, int rad)
* @brief Lite area around player of radius "rad" causing "dam" points of
* damage to monsters.
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param rad Number \n rad is the radius of circle of lite.
* @brief Radius
* @return Boolean \n TRUE (always).
* @note
* Hack -- call light around the player\n
* Affect all monsters in the projection radius\n\n
* Generate a ball of spell type GF_LITE_WEAK.\n
* @note (see file spells2.c)
*/
extern bool lite_area(int dam, int rad);
/** @fn unlite_area(int dam, int rad)
* @brief Unlite area around player of radius "rad" causing "dam" points of
* damage to monsters.
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param rad Number \n rad is the radius of circle of lite.
* @brief Radius
* @return Boolean \n TRUE (always).
* @note
* Hack -- call darkness around the player\n
* Affect all monsters in the projection radius\n\n
* Generate a ball of spell type GF_DARK_WEAK.\n
* @note (see file spells2.c)
*/
extern bool unlite_area(int dam, int rad);
/** @fn fire_ball_beam(int typ, int dir, int dam, int rad)
* @brief Generate a ball spell of type "typ" with radius "rad" aimed in
* direction "dir" for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param rad Number \n rad is 0 for a beam/bolt and 1-16 for a ball.
* @brief Radius
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a ball-beamed spell\n
* Stop if we hit a monster, act as a "ball"\n
* Allow "target" mode to pass over monsters\n
* Affect grids, objects, and monsters\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".\n\n
* Any radius >16 is treated as 16.
* @note (see file spells2.c)
*/
extern bool fire_ball_beam(int typ, int dir, int dam, int rad);
/** @fn make_wish(void)
* @brief Allow the player to make a wish.
* @note (see file xtra2.c)
*/
extern void make_wish(void);
/** @fn fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff)
* @brief Generate a ball spell of type "typ" with radius "rad" and effect
* "eff" lasting "time" turns aimed in direction "dir" for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param rad Number \n rad is 0 for a beam/bolt and 1-16 for a ball.
* @brief Radius
* @param time Number \n time is the number of turns the spell lasts.
* @brief Duration
* @param eff Number \n eff is the spell effect (EFF field)
* @brief Effect
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a wave spell\n
* Stop if we hit a monster, act as a "ball"\n
* Allow "target" mode to pass over monsters\n
* Affect grids, objects, and monsters\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".\n\n
* Any radius >16 is treated as 16.
* @note (see file spells2.c)
*/
extern bool fire_wave(int typ, int dir, int dam, int rad, int time, s32b eff);
/** @name Spell Effect Flags
* @brief Effect of spell
* @{ */
/** @def EFF_WAVE
* @note A circle whose radius increase
*/
#define EFF_WAVE 0x00000001
/** @def EFF_LAST
* @note The wave lasts
*/
#define EFF_LAST 0x00000002
/** @def EFF_STORM
* @note the effect follows the player
*/
#define EFF_STORM 0x00000004
/** @name Spell Effect Direction Flags
* @brief Direction of the spell
* @{ */
#define EFF_DIR1 0x00000008 /* Directed effect */
#define EFF_DIR2 0x00000010 /* Directed effect */
#define EFF_DIR3 0x00000020 /* Directed effect */
#define EFF_DIR4 0x00000040 /* Directed effect */
#define EFF_DIR6 0x00000080 /* Directed effect */
#define EFF_DIR7 0x00000100 /* Directed effect */
#define EFF_DIR8 0x00000200 /* Directed effect */
#define EFF_DIR9 0x00000400 /* Directed effect */
/** @} */
/** @} */
/** @fn fire_cloud(int typ, int dir, int dam, int rad, int time)
* @brief Generate a ball spell of type "typ" with radius "rad" lasting
* "time" turns aimed in direction "dir" for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param rad Number \n rad is 0 for a beam/bolt and 1-16 for a ball.
* @brief Radius
* @param time Number \n time is the number of turns the spell lasts.
* @brief Duration
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a cloud spell\n
* Stop if we hit a monster, act as a "ball"\n
* Allow "target" mode to pass over monsters\n
* Affect grids, objects, and monsters\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".\n\n
* Any radius >16 is treated as 16.
* @note (see file spells2.c)
*/
extern bool fire_cloud(int typ, int dir, int dam, int rad, int time);
/** @fn fire_wall(int typ, int dir, int dam, int time)
* @brief Generate a beam spell of type "typ" lasting "time" turns aimed in
* direction "dir" for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param time Number \n time is the number of turns the spell lasts.
* @brief Duration
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a persistant beam spell\n
* Pass through monsters, as a "beam"\n
* Affect monsters (not grids or objects)\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool fire_wall(int typ, int dir, int dam, int time);
/** @fn fire_ball(int typ, int dir, int dam, int rad)
* @brief Generate a ball spell of type "typ" with radius "rad" aimed in
* direction "dir" for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param rad Number \n rad is 0 for a beam/bolt and 1-16 for a ball.
* @brief Radius
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a ball spell\n
* Stop if we hit a monster, act as a "ball"\n
* Allow "target" mode to pass over monsters\n
* Affect grids, objects, and monsters\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool fire_ball(int typ, int dir, int dam, int rad);
/** @fn fire_bolt(int typ, int dir, int dam)
* @brief Generate a bolt spell of type "typ" aimed in direction "dir"
* for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a bolt spell\n
* Stop if we hit a monster, as a "bolt"\n
* Affect monsters (not grids or objects)\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool fire_bolt(int typ, int dir, int dam);
/** @fn fire_beam(int typ, int dir, int dam)
* @brief Generate a beam spell of type "typ" aimed in direction "dir"
* for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a beam spell\n
* Pass through monsters, as a "beam"\n
* Affect monsters (not grids or objects)\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool fire_beam(int typ, int dir, int dam);
/** @fn fire_druid_ball(int typ, int dir, int dam, int rad)
* @brief Generate a druid ball spell of type "typ" with radius "rad" aimed in
* direction "dir" for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param rad Number \n rad is 0 for a beam/bolt and 1-16 for a ball.
* @brief Radius
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a druidistic ball spell\n
* Stop if we hit a monster, act as a "ball"\n
* Allow "target" mode to pass over monsters\n
* Affect grids, objects, and monsters\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".\n\n
* The spells follows a mana path\n\n
* WARNING: This routine has been deprecated.
* @note (see file spells2.c)
*/
extern bool fire_druid_ball(int typ, int dir, int dam, int rad);
/** @fn fire_druid_bolt(int typ, int dir, int dam)
* @brief Generate a druid bolt spell of type "typ" aimed in direction "dir"
* for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a druidistic bolt spell\n
* Stop if we hit a monster, as a "bolt"\n
* Affect monsters (not grids or objects)\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".\n\n
* The spells follows a mana path\n\n
* WARNING: This routine has been deprecated.
* @note (see file spells2.c)
*/
extern bool fire_druid_bolt(int typ, int dir, int dam);
/** @fn fire_druid_beam(int typ, int dir, int dam)
* @brief Generate a druid beam spell of type "typ" aimed in direction "dir"
* for "dam" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a druidistic beam spell\n
* Pass through monsters, as a "beam"\n
* Affect monsters (not grids or objects)\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".\n\n
* The spells follows a mana path\n\n
* WARNING: This routine has been deprecated.
* @note (see file spells2.c)
*/
extern bool fire_druid_beam(int typ, int dir, int dam);
/** @fn fire_bolt_or_beam(int prob, int typ, int dir, int dam)
* @brief Generate a bolt spell of type "typ" aimed in direction "dir"
* for "dam" damage with "prob" percent chance of a beam.\n
* @param prob Number \n prob is the percentage chance the spell will be a
* beam instead of a bolt.
* @brief Beam probability percentage
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Cast a bolt spell, or rarely, a beam spell\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".\n\n
* @note (see file spells2.c)
*/
extern bool fire_bolt_or_beam(int prob, int typ, int dir, int dam);
/** @fn alchemy(void)
* @brief Turns an object into gold, gain some of its value in a shop
* @return Boolean \n TRUE if object turns to gold, otherwise FALSE.
* @note
* The player selects an object (and quantity if it applies) from the
* inventory or the floor and attempts to turn it into gold. If the
* price of the item is < 0 then the player gains nothing (fool's gold),
* otherwise the player gets a third of the price in gold. Artifacts are
* not affected.
* @note (see file spells2.c)
*/
extern bool alchemy(void);
/** @fn alter_reality(void)
* @brief The player leaves the level immediately.
* @note (see file spells2.c)
*/
extern void alter_reality(void);
/** @fn swap_position(int lty, int ltx)
* @brief Swap the position of the player with whatever is in grid "lty,ltx".\n
* @param lty Number \n Y-coordinate of target location.
* @brief Y-coordinate
* @param ltx Number \n X-coordinate of target location.
* @brief X-coordinate
* @note
* Player moves to target location. If there is a monster at the target
* location, it is moved to the player location. This is not allowed if
* the space-time continuum can not be disrupted.
* @note (see file spells2.c)
*/
extern void swap_position(int lty, int ltx);
/** @fn teleport_swap(int dir)
* @brief Player swaps places with target in direction "dir".\n
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @note
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, the target is the grid adjacent to the player in direction
* "dir".\n\n
* The target must be a monster. It will not work if the space-time continuum
* can not be disrupted or if the monster resists teleportation.
* @note (see file spells2.c)
*/
extern void teleport_swap(int dir);
/** @fn project_meteor(int radius, int typ, int dam, u32b flg)
* @brief Generate from "radius" to ("radius" x2) ball spells with properties
* "flg" of type "typ" for "dam" damage.\n
* @param radius Number \n rad is the minimum number of balls created.
* rad + randint("rad") balls are created.
* @brief Balls
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param flg Number \n flg is the projection effect (PROJECT field).
* @brief Properties flag
* @note
* Apply a "project()" a la meteor shower\n\n
* Each ball has a radius of 2 grids. Each target grid is within 5 grids of
* the player.
* @note (see file spells2.c)
*/
extern void project_meteor(int radius, int typ, int dam, u32b flg);
/** @fn passwall(int dir, bool safe)
* @brief Move the player through walls in direction "dir", to a "safe"
* location.\n
* @param dir Number \n dir must be a value from 0 to 9. It can not be 5.
* @brief Direction
* @param safe Boolean \n TRUE if location must be a safe one, otherwise FALSE.
* @brief Safe location?
* @return Boolean \n TRUE if move was successful, otherwise FALSE.
* @note
* Send the player shooting through walls in the given direction until
* they reach a non-wall space, or a monster, or a permanent wall.\n\n
* If the player ends up in a wall, they take 10d8 damage and the wall is
* replaced by a floor.\n\n
* This does not work in the wilderness, on quest levels, or if teleport is
* not allowed. Stopping on monsters or inside vaults is not allowed.
* @note (see file spells2.c)
*/
extern bool passwall(int dir, bool safe);
/** @fn project_hook(int typ, int dir, int dam, int flg)
* @brief Generate a bolt/beam with properties "flg" in direction "dir" for
* "dam" points of "typ" damage.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @param flg Number \n flg is the projection effect (PROJECT field).
* @brief Properties flag
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Hack -- apply a "projection()" in a direction (or at the target)\n\n
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool project_hook(int typ, int dir, int dam, int flg);
/** @fn wizard_lock(int dir)
* @brief Cast a wizard_lock spell in direction "dir".\n
* @param dir Number \n dir must be a value from 0 to 9.
* @brief Direction
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* If direction is 5 and a target has been selected, then the target is used.
* Otherwise, a target is calculated based on a distance of 999 grids away
* from the player in direction "dir".
* @note (see file spells2.c)
*/
extern bool wizard_lock(int dir);
/** @fn reset_recall(bool no_trepas_max_depth)
* @brief Ask the user to set a recall level in a dungeon, possibly no
* deeper than maximum dungeon depth.\n
* @param no_trepas_max_depth Boolean \n TRUE if user can select maximum
* dungeon depth, FALSE if user can select up to player's maximum depth
* in the dungeon so far.
* @brief Allow maximum dungeon depth?
* @return Boolean \n TRUE of recall level was reset, otherwise FALSE.
* @note
* Ask the user for a dungeon and appropriate level within the dungeon.\n
* The user can not specify a dungeon the player has not gone to yet.\n
* If the depth is <1, reset fails. If depth is 99 or 100, the level is set
* to 98.
* @note (see file spells2.c)
*/
extern bool reset_recall(bool no_trepas_max_depth);
/** @fn get_aim_dir(int *dp=0)
* @brief Get an aiming direction from the user and store it in "dp".\n
* @param *dp Number
* @brief Direction
* @return *dp Number \n Aiming direction.
* @return Boolean \n TRUE if a valid direction was returned, otherwise FALSE.
* @note
* Get an "aiming direction" from the user.\n\n
* The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
* "0" for "current target", and "-1" for "entry aborted".\n\n
* Note that "Force Target", if set, will pre-empt user interaction,
* if there is a usable target already set.\n\n
* Note that confusion over-rides any (explicit?) user choice.
* @note (see file xtra2.c)
*/
extern bool get_aim_dir(int *dp=0);
/** @fn get_rep_dir(int *dp=0)
* @brief Get a movement direction from the user and store it in "dp".\n
* @param *dp Number
* @brief Direction
* @return *dp Number \n Movement direction.
* @return Boolean \n TRUE if a valid direction was returned, otherwise FALSE.
* @note
* Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
* and place it into "command_dir", unless we already have one.\n\n
* This function should be used for all "repeatable" commands, such as
* run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
* as all commands which must reference a grid adjacent to the player,
* and which may not reference the grid under the player. Note that,
* for example, it is no longer possible to "disarm" or "open" chests
* in the same grid as the player.\n\n
* Direction "5" is illegal and will (cleanly) abort the command.\n\n
* This function tracks and uses the "global direction", and uses
* that as the "desired direction", to which "confusion" is applied.
* @note (see file xtra2.c)
*/
extern bool get_rep_dir(int *dp=0);
/** @fn project_los(int typ, int dam);
* @brief Generate a bolt/beam for "dam" points of "typ" damage to all
* viewable monsters in line of sight.\n
* @param typ Number \n typ is the type of damage (GF field).
* @brief Type
* @param dam Number \n dam is the number of hit points of damage.
* @brief Damage
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note
* Apply a "project()" directly to all viewable monsters\n\n
* Note that affected monsters are NOT auto-tracked by this usage.
* @note (see file spells2.c)
*/
extern bool project_hack @ project_los(int typ, int dam);
/** @fn map_area(void)
* @brief Map current area.
* @note
* Hack -- map the current panel (plus some) ala "magic mapping"\n\n
* Up to 10 grids above and below, and up to 20 grids either side of the
* panel are mapped.
* @note (see file cave.c)
*/
extern void map_area(void);
/** @fn wiz_lite(void)
* @brief Lite level using "clairvoyance".
* @note
* This function "illuminates" every grid in the dungeon, memorizes all
* "objects", memorizes all grids as with magic mapping, and, under the
* standard option settings (view_perma_grids but not view_torch_grids)
* memorizes all floor grids too.\n\n
* Note that if "view_perma_grids" is not set, we do not memorize floor
* grids, since this would defeat the purpose of "view_perma_grids", not
* that anyone seems to play without this option.\n\n
* Note that if "view_torch_grids" is set, we do not memorize floor grids,
* since this would prevent the use of "view_torch_grids" as a method to
* keep track of what grids have been observed directly.
* @note (see file cave.c)
*/
extern void wiz_lite(void);
/** @fn wiz_lite_extra(void)
* @brief Lite and memorize level.
* @note (see file cave.c)
*/
extern void wiz_lite_extra(void);
/** @fn wiz_dark(void)
* @brief Forget all grids and objects.
* @note
* Forget the dungeon map (ala "Thinking of Maud...").
* @note (see file cave.c)
*/
extern void wiz_dark(void);
/** @fn create_between_gate(int dist, int y, int x)
* @brief Create a between gate at grid "y,x" or at a target grid within
* distance "dist" of the player.\n
* @param dist Number \n dist is the maximum distance from the player of the
* between gate.
* @brief Distance
* @param y Number \n Y-coordinate of dungeon grid.
* @brief Y-coordinate
* @param x Number \n X-coordinate of dungeon grid.
* @brief X-coordinate
* @note
* Creates a between gate\n\n
* This will fail if teleporting is not allowed on the level.\n\n
* If the coordinates are given, a between gate is created under the player
* and at the given coordinate.\n\n
* If there are no coordinates, a target is selected. The gate will not be
* created if the grid is not empty, or the grid is in a vault, or the grid
* is too far away. There is always a chance (1 in (Conveyance Skill *
* Conveyance Skill / 2)) the gate will not be created.
* @note (see file spells2.c)
*/
extern void create_between_gate(int dist, int y, int x);
/** @fn destroy_doors_touch(void)
* @brief Destroy all doors adjacent to the player.
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool destroy_doors_touch(void);
/** @fn destroy_traps_touch(void)
* @brief Destroy all traps adjacent to the player.
* @return Boolean \n TRUE if player notices, otherwise FALSE.
* @note (see file spells2.c)
*/
extern bool destroy_traps_touch(void);
/** @struct magic_power
* @brief Innate powers
*/
struct magic_power
{
/** @structvar min_lev
* @brief Number
*/
int min_lev;
/** @structvar mana_cost
* @brief Number
*/
int mana_cost;
/** @structvar fail
* @brief Number
*/
int fail;
/** @structvar name
* @brief String
*/
cptr name;
/** @structvar desc
* @brief String
*/
cptr desc;
};
/** @fn get_magic_power(magic_power *m_ptr, int num);
* @dgonly
* @brief Get magic power number "num" from array "m_ptr" of magic powers.\n
* @param *m_ptr magic_power \n m_ptr is the array of magic powers.
* @brief Powers
* @param num Number \n num is the index to the array.
* @brief Index
* @return magic_power \n A magic power.
* @note
* Note: do not call this function.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern magic_power *grab_magic_power @ get_magic_power(magic_power *m_ptr, int num);
/** @fn magic_power_sucess(magic_power *spell, int stat, char *oups_fct=NULL);
* @dgonly
* @brief Determine if using a magic power succeeds.\n
* @param *spell magic_power \n Spell is the magic power the player is using.
* @brief Power (spell)
* @param stat Number \n stat is the required casting statistic (INT or WIS).
* @brief Casting statistic
* @param *oups_fct String \n oups_fct is the message displayed when the power
* fails.
* @brief Fail message
* @return Boolean \n TRUE if spell succeeds, otherwise FALSE.
* @note
* The chance of using a power is adjusted for player magic skill, casting
* statistic, player mana points, and stunning. There is always at least a
* 5% chance the power works.\n\n
* Note: do not call this function.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern bool lua_spell_success @ magic_power_sucess(magic_power *spell, int stat, char *oups_fct=NULL);
/** @fn add_new_power(cptr name, cptr desc, cptr gain, cptr lose, byte level, byte cost, byte stat, byte diff)
* @dgonly
* @brief Add a new power to the array of magic powers.\n
* @param name String \n name is the name of the power.
* @brief Name
* @param desc String \n desc is the description of the power.
* @brief Description
* @param gain String \n gain describes the effect when the power starts
* working.
* @brief Gain message
* @param lose String \n loss describes the effect when the power stops
* working.
* @brief Lose message
* @param level Number \n level is the magic skill level a player needs to
* use the power.
* @brief Level
* @param cost Number \n cost is the number of mana points required to use the
* power.
* @brief Mana cost
* @param stat Number \n stat is the required casting statistic (INT or WIS).
* @brief Casting statistic
* @param diff Number \n diff is the difficulty.
* @brief Difficulty
* @return Number \n The index of the new power in the magic power array.
* @note
* Note: do not call this function.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
s16b add_new_power(cptr name, cptr desc, cptr gain, cptr lose, byte level, byte cost, byte stat, byte diff);
/** @var power_max
* @brief Number
* @note Maximum number of innate powers.
*/
extern s16b power_max;
/* Schools */
/** @struct school_spell_type
* @brief Spell
* @note The spell function must provide the desc
*/
struct spell_type@school_spell_type
{
/** @structvar name
* @brief String
*/
cptr name;
/** @structvar skill_level
* @brief Number
* @note Required level (to learn)
*/
byte skill_level;
/** @structvar mana
* @brief Number
* @note Required mana at lvl 1
*/
byte mana;
/** @structvar mana_max
* @brief Number
* @note Required mana at max lvl
*/
byte mana_max;
/** @structvar fail
* @brief Number
* @note Minimum chance of failure
*/
s16b fail;
/** @structvar level
* @brief Number
* @note Spell level(0 = not learnt)
*/
s16b level;
};
/** @struct school_type
* @brief Spell school
*/
struct school_type
{
/** @structvar name
* @brief String
* @note Name
*/
cptr name;
/** @structvar skill
* @brief Number
* @note Skil used for that school
*/
s16b skill;
};
/** @fn new_school(int i, cptr name, s16b skill)
* @dgonly
* @brief Add school to array of schools.\n
* @param i Number \n i is index of school array where school is added.
* There is no range checking.
* @brief Index
* @param name String \n name is the name of the school.
* @brief Name
* @param skill Number \n skill is the skill of the school.
* @brief Skill
* @return Number \ The index parameter.
* @note
* Note: do not call this function directly.\n
* Please use add_school() in s_aux.lua instead.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern s16b new_school(int i, cptr name, s16b skill);
/** @fn new_spell(int i, cptr name)
* @dgonly
* @brief Add spell to array of spells for a school.\n
* @param i Number \n i is index of school spell array where spell is added.
* There is no range checking.
* @brief Index
* @param name String \n name is the name of the spell.
* @brief Name
* @return Number \ The index parameter.
* @note
* Spell level is set to zero.\n\n
* Note: do not call this function directly.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern s16b new_spell(int i, cptr name);
/** @fn spell(s16b num);
* @dgonly
* @brief Get spell "num" from array of spells for a school.\n
* @param num Number \n num is the index of the spell.
* There is no range checking.
* @brief Index
* @return spell_type \n The spell.
* @note
* Note: do not call this function directly.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern spell_type *grab_spell_type @ spell(s16b num);
/** @fn school(s16b num);
* @dgonly
* @brief Get school "num" from array of schools.\n
* @param num Number \n num is the index of the school.
* There is no range checking.
* @brief Index
* @return school_type \n The school.
* @note
* Note: do not call this function directly.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern school_type *grab_school_type @ school(s16b num);
/** @fn lua_get_level(s32b s, s32b lvl, s32b max, s32b min, s32b bonus)
* @dgonly
* @brief Get the casting level of school spell "s".\n
* @param s Number \n s is the index of the spell in array of school spells.
* There is no range checking.
* @brief Spell index
* @param lvl Number \n lvl represents the level of player skill.
* @brief Player skill level
* @param max Number \n max is the maximum level for the spell.
* @brief Maximum spell level
* @param min Number \n min is the minimum level for the spell.
* @brief Minimum spell level
* @param bonus Number \n bonus is any bonus to final level.
* @brief Bonus
* @return Number \n Casting level.
* @note
* Note: do not call this function directly.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern s32b lua_get_level(s32b s, s32b lvl, s32b max, s32b min, s32b bonus);
/** @fn lua_spell_chance(s32b chance, int level, int skill_level, int mana, int cur_mana, int stat)
* @dgonly
* @brief Get the chance a spell will fail.\n
* @param chance Number \n chance is the inital chance a spell will work.
* @brief Initial chance
* @param level Number \n level represents the level of player skill.
* @brief Player skill level
* @param skill_level Number \n *unused*.
* @brief *Unused*
* @param mana Number \n mana is the mana required by the spell.
* @brief Spell mana
* @param cur_mana Number \n cur_mana is the player's current mana.
* @brief Player mana
* @param stat Number \n stat is the required casting statistic (INT or WIS).
* @brief Casting statistic
* @return Number \n Chance of failure.
* @note
* Note: do not call this function directly.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern s32b lua_spell_chance(s32b chance, int level, int skill_level, int mana, int cur_mana, int stat);
/** @fn lua_spell_device_chance(s32b chance, int level, int base_level)
* @dgonly
* @brief Get the chance a device will fail.\n
* @param chance Number \n chance is the inital chance a spell will work.
* @brief Initial chance
* @param level Number \n level represents the level of player skill.
* @brief Player skill level
* @param base_level Number \n *unused*
* @brief *Unused*
* @return Number \n Chance of failure.
* @note
* Note: do not call this function directly.\n
* By order of DG.
* @note (see file lua_bind.c)
*/
extern s32b lua_spell_device_chance(s32b chance, int level, int base_level);
/** @fn get_school_spell(cptr do_what, cptr check_fct, s16b force_book)
* @brief Get a spell from a book.\n
* @param do_what String \n what the player wants to do with the spell,
* for example "cast" or "copy".
* @brief Action
* @param check_fct String \n check_fct is the name of a function which checks
* if the player has access to the spell.
* @brief Check function
* @param force_book Number \n If it is different from 0 it for'ces the use of
* a spellbook, bypassing spellbook selection
* @brief Bypass book selection
* @return Number \n Spell number.
* @note
* Get a spell from a book\n\n
* The player must have a book to select a spell. When a book is chosen, the
* player is given a choice of spells to select. The player must be able to
* access the spell.\n\n
* If no spell is chosen, -1 is returned.
* @note (see file cmd5.c)
*/
extern s32b get_school_spell(cptr do_what, cptr check_fct, s16b force_book);
/** @name Last Teleportation
* @brief Coordinates of last successful teleportation
* @{ */
/** @var last_teleportation_y
* @brief Number
* @note y-coordinate of last successful teleportation
*/
extern s16b last_teleportation_y;
/** @var last_teleportation_x
* @brief Number
* @note x-coordinate of last successful teleportation
*/
extern s16b last_teleportation_x;
/** @} */
/** @fn get_pos_player(int dis, int *ny=0, int *nx=0)
* @brief Get a grid near the player.\n
* @param dis Number \n is the maximum distance away from the player.
* This is limited to 200.
* @brief Distance from player
* @return y Number \n Y-coordinate of grid.
* @return x Number \n X-coordinate of grid.
* @note
* This function is slightly obsessive about correctness.\n\n
* Minimum distance is half the maximum distance. The function attempts to
* find a valid grid up to 500 times. If no valid grid is found, the maximum
* distance is doubled (though no more than 200) and the minimum distance is
* halved. The function does this 100 times.
* @note (see file spells1.c)
*/
extern void get_pos_player(int dis, int *ny=0, int *nx=0);
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