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/**
* @file
* @brief Functions for using some of the wackier inventory items.
**/
#pragma once
#include <vector>
using std::vector;
struct dice_def;
string manual_skill_names(bool short_text=false);
void wind_blast(actor* agent, int pow, coord_def target);
string cannot_evoke_item_reason(const item_def *item=nullptr,
bool temp=true, bool ident=true);
bool item_currently_evokable(const item_def *item);
bool item_ever_evokable(const item_def &item);
bool evoke_item(item_def &item, dist *target=nullptr);
int wand_mp_cost();
int wand_power(spell_type spell);
void zap_wand(int slot = -1, dist *target=nullptr);
int tremorstone_count(int pow);
string target_evoke_desc(const monster_info& mi, const item_def& item);
string evoke_damage_string(const item_def& item);
string evoke_noise_string(const item_def& item);
dice_def pyromania_damage(bool random = true, bool max = false);
int pyromania_trigger_chance(bool max = false);
int mesmerism_orb_radius(bool max = false);
int stardust_orb_max(bool max = false);
int stardust_orb_power(int mp_spent, bool max_evo = false);
void stardust_orb_trigger(int mp_spent);
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