/* * File: spells1.h * Summary: Implementations of some additional spells. * Written by: Linley Henzell * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * * <1> -/--/-- LRH Created */ #ifndef SPELLS1_H #define SPELLS1_H #include "externs.h" #include "directn.h" struct bolt; // last updated 24may2000 {dlb} /* *********************************************************************** * called from: spell * *********************************************************************** */ bool cast_sure_blade(int power); // last updated 24may2000 {dlb} /* *********************************************************************** * called from: ability - spell * *********************************************************************** */ int cast_healing(int pow, const coord_def& where = coord_def(-1,1)); void vitalisation_chain(int amount); void reduce_vitalisation_chain(int amount); void remove_divine_robustness(); void remove_divine_stamina(); int cast_vitalisation(int pow); void big_cloud(cloud_type cl_type, kill_category whose, const coord_def& where, int pow, int size, int spread_rate = -1); void big_cloud(cloud_type cl_type, killer_type killer, const coord_def& where, int pow, int size, int spread_rate = -1); 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 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 mabil); 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); void cast_chain_lightning(int pow); bool cast_revivification(int pow); void cast_berserk(void); void cast_ring_of_flames(int power); bool conjure_flame(int pow); 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 cast_regen(int pow); 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(void); void purification(void); void random_blink(bool, bool override_abyss = false); #endif