/* * File: spells1.h * Summary: Implementations of some additional spells. * Written by: Linley Henzell */ #ifndef SPELLS1_H #define SPELLS1_H struct bolt; bool cast_sure_blade(int power); int cast_healing(int pow, bool divine_ability = false, const coord_def& where = coord_def(0, 0), bool not_self = false, targ_mode_type mode = TARG_NUM_MODES); void remove_divine_vigour(); bool cast_divine_vigour(); void remove_divine_stamina(); bool cast_vitalisation(); void big_cloud(cloud_type cl_type, kill_category whose, const coord_def& where, int pow, int size, int spread_rate = -1, int colour = -1, std::string name = "", std::string tile = ""); void big_cloud(cloud_type cl_type, killer_type killer, const coord_def& where, int pow, int size, int spread_rate = -1, int colour = -1, std::string name = "", std::string tile = ""); void big_cloud(cloud_type cl_type, kill_category whose, killer_type killer, const coord_def& where, int pow, int size, int spread_rate = -1, int colour = -1, std::string name = "", std::string tile = ""); int blink(int pow, bool high_level_controlled_blink, bool wizard_blink = false); int cast_big_c(int pow, cloud_type cty, kill_category whose, bolt &beam); void cast_confusing_touch(int power); void cast_cure_poison(int pow); int allowed_deaths_door_hp(void); void cast_deaths_door(int pow); void setup_fire_storm(const actor *source, int pow, bolt &beam); void cast_fire_storm(int pow, bolt &beam); bool cast_hellfire_burst(int pow, bolt &beam); void cast_chain_lightning(int pow, const actor *caster); bool cast_revivification(int pow); void cast_berserk(void); void cast_ring_of_flames(int power); bool conjure_flame(int pow, const coord_def& where); void extension(int pow); bool fireball(int pow, bolt &beam); bool stinking_cloud(int pow, bolt &beam); void abjuration(int pow); void cast_fly(int power); void cast_insulation(int power); void remove_regen(bool divine_ability = false); void cast_regen(int pow, bool divine_ability = false); void cast_resist_poison(int power); void cast_swiftness(int power); void cast_teleport_control(int power); void deflection(int pow); void ice_armour(int pow, bool extending); void missile_prot(int pow); void stone_scales(int pow); void antimagic(); void identify(int power, int item_slot = -1); void manage_fire_shield(int delay); void purification(void); void random_blink(bool, bool override_abyss = false); #endif