00001 #ifndef SPL_CLOUDS_H 00002 #define SPL_CLOUDS_H 00003 00004 struct bolt; 00005 00006 bool conjure_flame(int pow, const coord_def& where); 00007 bool stinking_cloud(int pow, bolt &beam); 00008 00009 void big_cloud(cloud_type cl_type, const actor *agent, const coord_def& where, 00010 int pow, int size, int spread_rate = -1, int colour = -1, 00011 std::string name = "", std::string tile = ""); 00012 00013 int cast_big_c(int pow, cloud_type cty, const actor *caster, bolt &beam); 00014 00015 void cast_ring_of_flames(int power); 00016 void manage_fire_shield(int delay); 00017 00018 void corpse_rot(actor* caster); 00019 00020 int make_a_normal_cloud(coord_def where, int pow, int spread_rate, 00021 cloud_type ctype, const actor *agent, int colour = -1, 00022 std::string name = "", std::string tile = ""); 00023 00024 std::string get_evaporate_result_list(int potion); 00025 bool cast_evaporate(int pow, bolt& beem, int potion); 00026 00027 int holy_flames(monster* caster, actor* defender); 00028 #endif