/* * File: spells3.h * Summary: Implementations of some additional spells. * Written by: Linley Henzell */ #ifndef SPELLS3_H #define SPELLS3_H #include "itemprop-enum.h" class dist; struct bolt; bool allow_control_teleport(bool quiet = false); int airstrike(int power, dist &beam); bool cast_bone_shards(int power, bolt &); bool cast_selective_amnesia(bool force); bool cast_smiting(int power, const coord_def& where); bool cast_sanctuary(const int power); bool project_noise(); bool detect_curse(bool suppress_msg); bool entomb(int powc); int portal(); bool recall(char type_recalled); bool remove_curse(bool suppress_msg); bool cast_sublimation_of_blood(int pow); bool cast_call_imp(int pow, god_type god = GOD_NO_GOD); bool summon_lesser_demon(int pow, god_type god = GOD_NO_GOD, int spell = 0, bool quiet = false); bool summon_common_demon(int pow, god_type god = GOD_NO_GOD, int spell = 0, bool quiet = false); bool summon_greater_demon(int pow, god_type god = GOD_NO_GOD, int spell = 0, bool quiet = false); bool summon_demon_type(monster_type mon, int pow, god_type god = GOD_NO_GOD, int spell = 0); bool cast_summon_demon(int pow, god_type god = GOD_NO_GOD); bool cast_demonic_horde(int pow, god_type god = GOD_NO_GOD); bool cast_summon_greater_demon(int pow, god_type god = GOD_NO_GOD); bool cast_shadow_creatures(god_type god = GOD_NO_GOD); bool cast_summon_horrible_things(int pow, god_type god = GOD_NO_GOD); bool receive_corpses(int pow, coord_def where); void equip_undead(const coord_def &a, int corps, int monster, int monnum); int animate_remains(const coord_def &a, corpse_type class_allowed, beh_type beha, unsigned short hitting, actor *as = NULL, std::string nas = "", god_type god = GOD_NO_GOD, bool actual = true, bool quiet = false, bool force_beh = false, int* mon_index = NULL); int animate_dead(actor *caster, int pow, beh_type beha, unsigned short hitting, actor *as = NULL, std::string nas = "", god_type god = GOD_NO_GOD, bool actual = true); bool cast_simulacrum(int pow, god_type god = GOD_NO_GOD); bool cast_twisted_resurrection(int pow, god_type god = GOD_NO_GOD); bool cast_haunt(int pow, const coord_def& where, god_type god = GOD_NO_GOD); bool cast_death_channel(int pow, god_type god = GOD_NO_GOD); void you_teleport(); void you_teleport_now(bool allow_control, bool new_abyss_area = false, bool wizard_tele = false); bool you_teleport_to(const coord_def where, bool move_monsters = false); #endif