#ifndef MON_CLONE_H #define MON_CLONE_H #define CLONE_MASTER_KEY "mcloneorig" #define CLONE_SLAVE_KEY "mclonedupe" // Formerly in mon-stuff: bool mons_clonable(const monster* orig, bool needs_adjacent = true); monster *clone_mons(const monster* orig, bool quiet = false, bool* obvious = NULL, coord_def pos = coord_def(0, 0)); void mons_summon_illusion_from(monster* mons, actor *foe, spell_type spell_cast = SPELL_NO_SPELL, int card_power = -1); bool actor_is_illusion_cloneable(actor *target); #endif