#ifndef BOE_GAME_PARTY_H #define BOE_GAME_PARTY_H class cDialog; __declspec(deprecated) void init_party(short mode); __declspec(deprecated) void init_party_scen_data(); void make_boats(); bool create_pc(short spot,cDialog* parent_num); bool take_sp(short pc_num,short amt); void heal_pc(short pc_num,short amt); void heal_party(short amt); void cure_pc(short pc_num,short amt); void cure_party(short amt); void curse_pc(short which_pc,short how_much); void dumbfound_pc(short which_pc,short how_much); void disease_pc(short which_pc,short how_much); void sleep_pc(short which_pc,short how_much,eStatus what_type,short adjust); void slow_pc(short which_pc,short how_much); void web_pc(short which_pc,short how_much); void increase_light(short amt); void restore_sp_pc(short pc_num,short amt); void restore_sp_party(short amt); void award_party_xp(short amt); void award_xp(short pc_num,short amt); void drain_pc(short which_pc,short how_much); short check_party_stat(eSkill which_stat, short mode); bool poison_weapon( short pc_num, short how_much,short safe); bool is_weapon(short pc_num,short item); void cast_spell(eSkill type); bool repeat_cast_ok(eSkill type); void give_party_spell(short which); void do_mage_spell(short pc_num,eSpell spell_num); void do_priest_spell(short pc_num,eSpell spell_num); void cast_town_spell(location where); bool cast_spell_on_space(location where, eSpell spell); void crumble_wall(location where); void do_mindduel(short pc_num,cCreature *monst); void dispel_fields(short i,short j,short mode); bool pc_can_cast_spell(short pc_num,eSpell spell_num); bool pc_can_cast_spell(short pc_num,eSkill spell_num); eSpell pick_spell(short pc_num,eSkill type); short stat_adj(short pc_num,eSkill which); void start_town_targeting(eSpell s_num,short who_c,bool freebie = false); void do_alchemy(); short alch_choice(short pc_num); bool pick_pc_graphic(short pc_num,short mode,cDialog* parent_num); bool pick_pc_name(short pc_num,cDialog* parent) ; m_num_t pick_trapped_monst() ; bool flying() ; void acid_pc(short which_pc,short how_much); void poison_pc(short which_pc,short how_much); void poison_party(short how_much); void affect_pc(short which_pc,eStatus type,short how_much); void affect_party(eStatus type,short how_much); void void_sanctuary(short pc_num); void hit_party(short how_much,eDamageType damage_type); void slay_party(eMainStatus mode); bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eRace type_of_attacker, short sound_type); void kill_pc(short which_pc,eMainStatus type); void set_pc_moves(); void take_ap(short num); short trait_present(eTrait which_trait); short race_present(eRace which_race); short wilderness_lore_present(); void print_spell_cast(eSpell spell,eSkill which); void put_party_in_scen(std::string scen_name); short party_size(bool only_living); // This is defined in pc.editors.cpp since it is also used by the character editor bool spend_xp(short pc_num, short mode, cDialog* parent); #endif