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/*
* 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
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