/* * File: spells4.h * Summary: Yet More Spell Function Declarations * Written by: Josh Fishman * * Modified for Crawl Reference by $Author$ on $Date$ * * Change History (most recent first): * <2> 12jul2000 jmf Fixed random (undocumented) damage * <1> 07jan2000 jmf Created */ #ifndef SPELLS4_H #define SPELLS4_H #include "externs.h" struct bolt; bool backlight_monsters(int x, int y, int pow, int garbage); int make_a_normal_cloud(int x, int y, int pow, int spread_rate, cloud_type ctype, kill_category); int disperse_monsters(int x, int y, int pow, int message); void cast_bend(int pow); void cast_condensation_shield(int pow); void remove_divine_shield(void); void cast_divine_shield(void); 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 powc); void cast_forescry(int pow); void cast_fragmentation(int powc); void cast_twist(int powc); void cast_far_strike(int powc); void cast_swap(int powc); int cast_apportation(int powc); void cast_ignite_poison(int pow); void cast_intoxicate(int pow); void cast_mass_sleep(int pow); void cast_passwall(int pow); void cast_rotting(int pow); 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_snake_charm(int pow); void cast_stoneskin(int pow); int cast_semi_controlled_blink(int pow); bool cast_portal_projectile(int pow); #endif