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/*
* File: spells4.h
* Summary: Yet More Spell Function Declarations
* Written by: Josh Fishman
*
* Modified for Crawl Reference by $Author$ on $Date$
*/
#ifndef SPELLS4_H
#define SPELLS4_H
#include "externs.h"
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 disperse_monsters(coord_def where, int pow, int message);
void cast_bend(int pow);
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 powc);
void cast_forescry(int pow);
bool cast_fragmentation(int powc, const dist& spd);
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
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