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[Refactor] #40414 Separated spells-pet.c/h from spells2.c/h
[hengband/hengband.git] / src / spell / spells2.h
1 #pragma once
2
3 #include "system/angband.h"
4
5 bool wall_stone(player_type *caster_ptr);
6 void call_chaos(player_type* caster_ptr);
7 bool hypodynamic_bolt(player_type* caster_ptr, DIRECTION dir, HIT_POINT dam);
8 bool death_ray(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
9 bool wall_to_mud(player_type* caster_ptr, DIRECTION dir, HIT_POINT dam);
10 bool destroy_door(player_type* caster_ptr, DIRECTION dir);
11 bool disarm_trap(player_type* caster_ptr, DIRECTION dir);
12 bool wizard_lock(player_type* caster_ptr, DIRECTION dir);
13 bool door_creation(player_type* caster_ptr, POSITION y, POSITION x);
14 bool trap_creation(player_type* caster_ptr, POSITION y, POSITION x);
15 bool tree_creation(player_type* caster_ptr, POSITION y, POSITION x);
16 bool glyph_creation(player_type* caster_ptr, POSITION y, POSITION x);
17 bool destroy_doors_touch(player_type* caster_ptr);
18 bool disarm_traps_touch(player_type* caster_ptr);
19 bool animate_dead(player_type* caster_ptr, MONSTER_IDX who, POSITION y, POSITION x);
20 bool sleep_monsters_touch(player_type* caster_ptr);
21 bool activate_ty_curse(player_type* target_ptr, bool stop_ty, int* count);
22 int activate_hi_summon(player_type* caster_ptr, POSITION y, POSITION x, bool can_pet);
23 void wall_breaker(player_type* caster_ptr);
24 bool charm_monster(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
25 bool control_one_undead(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
26 bool control_one_demon(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
27 bool charm_animal(player_type* caster_ptr, DIRECTION dir, PLAYER_LEVEL plev);
28 bool eat_magic(player_type* caster_ptr, int power);
29 void ring_of_power(player_type* caster_ptr, DIRECTION dir);
30 void wild_magic(player_type* caster_ptr, int spell);
31 void cast_meteor(player_type* caster_ptr, HIT_POINT dam, POSITION rad);
32 bool cast_wrath_of_the_god(player_type* caster_ptr, HIT_POINT dam, POSITION rad);
33 void cast_wonder(player_type* caster_ptr, DIRECTION dir);
34 void cast_invoke_spirits(player_type* caster_ptr, DIRECTION dir);
35 void cast_shuffle(player_type* caster_ptr);
36 bool vampirism(player_type* caster_ptr);
37 bool hit_and_away(player_type* caster_ptr);
38 bool android_inside_weapon(player_type* creature_ptr);
39 bool create_ration(player_type* crature_ptr);
40 void hayagake(player_type* creature_ptr);
41 bool double_attack(player_type* creature_ptr);
42 bool comvert_hp_to_mp(player_type* creature_ptr);
43 bool comvert_mp_to_hp(player_type* creature_ptr);
44 bool sword_dancing(player_type* creature_ptr);
45 bool clear_mind(player_type* creature_ptr);
46 bool vanish_dungeon(player_type* caster_ptr);