- Note: Petrification from higher-level monsters is now harder to resist! - AFFECT_DEADNESS special node now has an additional option to allow PCs a saving throw (based on things like luck and items with life-saving ability) when killing them, and to specify the difficulty of resisting when petrifying monsters or PCs - AFFECT_DEADNESS special node now triggers monster death specials when petrifying them (in addition to when killing them), and substitutes ash for the normal sfx when turning them to dust
75 lines
3.0 KiB
C++
75 lines
3.0 KiB
C++
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#ifndef BOE_GAME_PARTY_H
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#define BOE_GAME_PARTY_H
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class cDialog;
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__declspec(deprecated) void init_party(short mode);
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__declspec(deprecated) void init_party_scen_data();
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void make_boats();
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bool create_pc(short spot,cDialog* parent_num);
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bool take_sp(short pc_num,short amt);
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void heal_pc(short pc_num,short amt);
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void heal_party(short amt);
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void cure_pc(short pc_num,short amt);
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void cure_party(short amt);
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void curse_pc(short which_pc,short how_much);
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void dumbfound_pc(short which_pc,short how_much);
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void disease_pc(short which_pc,short how_much);
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void sleep_pc(short which_pc,short how_much,eStatus what_type,short adjust);
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void slow_pc(short which_pc,short how_much);
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void web_pc(short which_pc,short how_much);
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void increase_light(short amt);
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void restore_sp_pc(short pc_num,short amt);
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void restore_sp_party(short amt);
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void award_party_xp(short amt);
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void award_xp(short pc_num,short amt);
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void drain_pc(short which_pc,short how_much);
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short check_party_stat(eSkill which_stat, short mode);
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bool poison_weapon( short pc_num, short how_much,short safe);
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bool is_weapon(short pc_num,short item);
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void cast_spell(eSkill type);
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bool repeat_cast_ok(eSkill type);
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void give_party_spell(short which);
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void do_mage_spell(short pc_num,eSpell spell_num);
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void do_priest_spell(short pc_num,eSpell spell_num);
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void cast_town_spell(location where);
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bool cast_spell_on_space(location where, eSpell spell);
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void crumble_wall(location where);
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void do_mindduel(short pc_num,cCreature *monst);
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void dispel_fields(short i,short j,short mode);
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bool pc_can_cast_spell(short pc_num,eSpell spell_num);
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bool pc_can_cast_spell(short pc_num,eSkill spell_num);
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eSpell pick_spell(short pc_num,eSkill type);
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short stat_adj(short pc_num,eSkill which);
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void start_town_targeting(eSpell s_num,short who_c,bool freebie = false);
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void do_alchemy();
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short alch_choice(short pc_num);
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bool pick_pc_graphic(short pc_num,short mode,cDialog* parent_num);
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bool pick_pc_name(short pc_num,cDialog* parent) ;
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m_num_t pick_trapped_monst() ;
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bool flying() ;
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void acid_pc(short which_pc,short how_much);
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void poison_pc(short which_pc,short how_much);
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void poison_party(short how_much);
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void affect_pc(short which_pc,eStatus type,short how_much);
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void affect_party(eStatus type,short how_much);
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void void_sanctuary(short pc_num);
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void hit_party(short how_much,eDamageType damage_type);
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void slay_party(eMainStatus mode);
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bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eRace type_of_attacker, short sound_type);
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void kill_pc(short which_pc,eMainStatus type);
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void petrify_pc(short which_pc, short strength);
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void set_pc_moves();
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void take_ap(short num);
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short trait_present(eTrait which_trait);
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short race_present(eRace which_race);
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short wilderness_lore_present();
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void print_spell_cast(eSpell spell,eSkill which);
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void put_party_in_scen(std::string scen_name);
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short party_size(bool only_living);
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// This is defined in pc.editors.cpp since it is also used by the character editor
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bool spend_xp(short pc_num, short mode, cDialog* parent);
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#endif
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