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/**
* @file
* @brief Brand/ench/etc effects that might alter something in an
* unexpected way.
**/
#pragma once
#include <string>
#include "beh-type.h"
#include "daction-type.h"
#include "god-type.h"
#include "killer-type.h"
#include "monster-type.h"
#include "spell-type.h"
class actor;
struct bolt;
struct coord_def;
struct item_def;
struct mgen_data;
class mon_enchant;
class monster;
enum explosion_fineff_type : int {
EXPLOSION_FINEFF_GENERIC,
EXPLOSION_FINEFF_INNER_FLAME,
EXPLOSION_FINEFF_CONCUSSION,
EXPLOSION_FINEFF_PYROMANIA,
};
void schedule_mirror_damage_fineff(const actor* attack, const actor* defend,
int dam);
void schedule_anguish_fineff(const actor* attack, int dam);
void schedule_ru_retribution_fineff(const actor* attack, const actor* defend,
int dam);
void schedule_trample_follow_fineff(const actor* attack, const coord_def& pos);
void schedule_blink_fineff(const actor* blinker, const actor* other = nullptr);
void schedule_teleport_fineff(const actor* defend);
void schedule_trj_spawn_fineff(const actor* attack, const actor* defend,
const coord_def& pos, int dam);
void schedule_blood_fineff(const actor* defend, const coord_def& pos,
int blood_amount);
void schedule_deferred_damage_fineff(const actor* attack, const actor* defend,
int dam, bool attacker_effects,
bool fatal = true);
void schedule_starcursed_merge_fineff(const actor* merger);
void schedule_shock_discharge_fineff(const actor* discharger, actor& oppressor,
coord_def pos, int pow,
string shock_source);
void schedule_explosion_fineff(bolt& beam, string boom, string sanct,
explosion_fineff_type typ,
const actor* flame_agent,
string poof);
void schedule_splinterfrost_fragment_fineff(bolt& beam, string msg);
void schedule_delayed_action_fineff(daction_type action,
const string& final_msg);
void schedule_kirke_death_fineff(const string& final_msg);
void schedule_rakshasa_clone_fineff(const actor* defend, const coord_def& pos);
void schedule_bennu_revive_fineff(const monster* bennu);
void schedule_avoided_death_fineff(monster* mons);
void schedule_infestation_death_fineff(coord_def pos, const string& name);
void schedule_make_derived_undead_fineff(coord_def pos, mgen_data mg, int xl,
const string& agent,
const string& msg,
bool act_immediately = false);
void schedule_mummy_death_curse_fineff(const actor* attack,
const monster* dead_mummy,
killer_type killer, int pow);
void schedule_summon_dismissal_fineff(const actor* _defender);
void schedule_spectral_weapon_fineff(const actor& attack, const actor& defend,
item_def* weapon);
void schedule_lugonu_meddle_fineff();
void schedule_jinxbite_fineff(const actor* defend);
void schedule_beogh_resurrection_fineff(bool end_ostracism_only = false);
void schedule_dismiss_divine_allies_fineff(const god_type god);
void schedule_death_spawn_fineff(monster_type mon_type, coord_def pos, int dur,
int summon_type = SPELL_NO_SPELL);
void schedule_death_spawn_fineff(mgen_data mg);
void schedule_detonation_fineff(const coord_def& pos, const item_def* wpn);
void schedule_stardust_fineff(actor* agent, int power, int max_stars,
bool is_star_jelly = false);
void schedule_pyromania_fineff();
void schedule_celebrant_bloodrite_fineff();
void schedule_eeljolt_fineff();
void fire_final_effects();
void clear_final_effects();
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