extern struct char_data *create_elemental(struct char_data *ch, int type, int force, int idnum, int tradition); extern void circle_build(struct char_data *ch, char *type, int force); extern void lodge_build(struct char_data *ch, int force); extern bool conjuring_drain(struct char_data *ch, int force); extern void end_spirit_existance(struct char_data *ch, bool message); extern bool check_spirit_sector(rnum_t room, int type); extern bool spell_drain(struct char_data *ch, int type, int force, int damage); extern void totem_bonus(struct char_data *ch, int action, int type, int &target, int &skill); extern void mob_cast(struct char_data *ch, struct char_data *tch, struct obj_data *tobj, int spellnum, int level); extern void end_sustained_spell(struct char_data *ch, struct sustain_data *sust); extern void stop_spirit_power(struct char_data *spirit, int type); extern char_data *find_spirit_by_id(int spiritid, long playerid); extern void elemental_fulfilled_services(struct char_data *ch, struct char_data *mob, struct spirit_data *spirit); #define DAMOBJ_NONE 0 #define DAMOBJ_ACID 1 #define DAMOBJ_AIR 2 #define DAMOBJ_EARTH 3 #define DAMOBJ_FIRE 4 #define DAMOBJ_ICE 5 #define DAMOBJ_LIGHTNING 6 #define DAMOBJ_WATER 7 #define DAMOBJ_EXPLODE 8 #define DAMOBJ_PROJECTILE 9 #define DAMOBJ_CRUSH 10 #define DAMOBJ_SLASH 11 #define DAMOBJ_PIERCE 12 #define DAMOBJ_MANIPULATION 32 #define CONFUSION 0 #define ENGULF 1 #define CONCEAL 2 #define MOVEMENTUP 3 #define MOVEMENTDOWN 4 #define INIT_MAIN 0 #define INIT_META 1 #define INIT_GAES 2