3 #include "effect/attribute-types.h"
4 #include "system/angband.h"
7 class CapturedMonsterType;
9 bool fire_ball(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, int dam, POSITION rad, std::optional<CapturedMonsterType *> cap_mon_ptr = std::nullopt);
10 bool fire_breath(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, int dam, POSITION rad);
11 bool fire_rocket(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, int dam, POSITION rad);
12 bool fire_ball_hide(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, int dam, POSITION rad);
13 bool fire_meteor(PlayerType *player_ptr, MONSTER_IDX who, AttributeType typ, POSITION x, POSITION y, int dam, POSITION rad);
14 bool fire_bolt(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, int dam);
15 bool fire_blast(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
16 bool fire_beam(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, int dam);
17 bool fire_bolt_or_beam(PlayerType *player_ptr, PERCENTAGE prob, AttributeType typ, DIRECTION dir, int dam);
18 bool project_hook(PlayerType *player_ptr, AttributeType typ, DIRECTION dir, int dam, BIT_FLAGS flg);