5 #define hex_spelling_any(CREATURE_PTR) \
6 (((CREATURE_PTR)->realm1 == REALM_HEX) && ((CREATURE_PTR)->magic_num1[0]))
7 #define hex_spelling(X) \
8 ((p_ptr->realm1 == REALM_HEX) && (p_ptr->magic_num1[0] & (1L << (X))))
9 #define CASTING_HEX_FLAGS(P_PTR) ((P_PTR)->magic_num1[0])
10 #define CASTING_HEX_NUM(P_PTR) ((P_PTR)->magic_num2[0])
11 #define HEX_REVENGE_POWER(P_PTR) ((P_PTR)->magic_num1[2])
12 #define HEX_REVENGE_TURN(P_PTR) ((P_PTR)->magic_num2[2])
13 #define HEX_REVENGE_TYPE(P_PTR) ((P_PTR)->magic_num2[1])
17 #define HEX_CURE_LIGHT 1
18 #define HEX_DEMON_AURA 2
19 #define HEX_STINKING_MIST 3
20 #define HEX_XTRA_MIGHT 4
21 #define HEX_CURSE_WEAPON 5
22 #define HEX_DETECT_EVIL 6
23 #define HEX_PATIENCE 7
25 #define HEX_ICE_ARMOR 8
26 #define HEX_CURE_SERIOUS 9
28 #define HEX_VAMP_MIST 11
29 #define HEX_RUNESWORD 12
30 #define HEX_CONFUSION 13
31 #define HEX_BUILDING 14
32 #define HEX_ANTI_TELE 15
34 #define HEX_SHOCK_CLOAK 16
35 #define HEX_CURE_CRITICAL 17
36 #define HEX_RECHARGE 18
37 #define HEX_RAISE_DEAD 19
38 #define HEX_CURSE_ARMOUR 20
39 #define HEX_SHADOW_CLOAK 21
40 #define HEX_PAIN_TO_MANA 22
41 #define HEX_EYE_FOR_EYE 23
43 #define HEX_ANTI_MULTI 24
44 #define HEX_RESTORE 25
45 #define HEX_DRAIN_CURSE 26
46 #define HEX_VAMP_BLADE 27
47 #define HEX_STUN_MONSTERS 28
48 #define HEX_SHADOW_MOVE 29
49 #define HEX_ANTI_MAGIC 30
50 #define HEX_REVENGE 31
52 extern bool stop_hex_spell_all(player_type *caster_ptr);
53 extern bool stop_hex_spell(player_type *caster_ptr);
54 extern void check_hex(player_type *caster_ptr);
55 extern bool hex_spell_fully(player_type *caster_ptr);
56 extern void revenge_spell(player_type *caster_ptr);
57 extern void revenge_store(player_type *caster_ptr, HIT_POINT dam);
58 extern bool teleport_barrier(player_type *caster_ptr, MONSTER_IDX m_idx);
59 extern bool magic_barrier(player_type *target_ptr, MONSTER_IDX m_idx);
60 extern bool multiply_barrier(player_type *caster_ptr, MONSTER_IDX m_idx);
61 extern concptr do_hex_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode);