/* * File: spells4.h * Summary: Yet More Spell Function Declarations * Written by: Josh Fishman */ #ifndef SPELLS4_H #define SPELLS4_H #include "externs.h" class dist; struct bolt; bool backlight_monsters(coord_def where, int pow, int garbage); int make_a_normal_cloud(coord_def where, int pow, int spread_rate, cloud_type ctype, kill_category, killer_type killer = KILL_NONE, int colour = -1, std::string name = "", std::string tile = ""); int disperse_monsters(coord_def where, int pow); void remove_condensation_shield(); void cast_condensation_shield(int pow); void remove_divine_shield(); void cast_divine_shield(); void cast_detect_secret_doors(int pow); void cast_discharge(int pow); bool cast_evaporate(int pow, bolt& beem, int potion); void cast_fulsome_distillation(int pow); void cast_phase_shift(int pow); bool cast_fragmentation(int powc, const dist& spd); bool cast_apportation(int powc, const coord_def& where); void cast_ignite_poison(int pow); void cast_intoxicate(int pow); void cast_mass_sleep(int pow); bool cast_passwall(const coord_def& delta, int pow); bool wielding_rocks(); bool cast_sandblast(int powc, bolt &beam); void cast_see_invisible(int pow); void cast_shatter(int pow); void cast_silence(int pow); void cast_tame_beasts(int pow); void cast_dispersal(int pow); void cast_stoneskin(int pow); int cast_semi_controlled_blink(int pow); bool cast_portal_projectile(int pow); //returns true if it slowed the monster bool do_slow_monster(monsters* mon, kill_category whose_kill); #endif