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