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authorpubby <pubby8@gmail.com>2013-08-31 16:40:44 -0500
committerpubby <pubby8@gmail.com>2013-08-31 16:49:50 -0500
commit65c58ed6ccd53a9a080255ee37e131123ac65e96 (patch)
treed4a3d59267fa5c14ae7573b91f7dac9b66955159 /crawl-ref/source/actor.h
parentc4b51221cd6f40f90127768df0e2e1ad7ed7310e (diff)
parent70ca29ee15926336c0ab2369cb25743a9e510e08 (diff)
downloadcrawl-ref-65c58ed6ccd53a9a080255ee37e131123ac65e96.tar.gz
crawl-ref-65c58ed6ccd53a9a080255ee37e131123ac65e96.zip
Merge branch 'master' into dwants
Conflicts: crawl-ref/docs/crawl_manual.reST crawl-ref/source/abl-show.cc crawl-ref/source/dat/descript/ability.txt crawl-ref/source/delay.cc crawl-ref/source/enum.h crawl-ref/source/main.cc crawl-ref/source/mon-cast.cc crawl-ref/source/mon-gear.cc crawl-ref/source/mon-spll.h crawl-ref/source/mutation-data.h crawl-ref/source/mutation.cc crawl-ref/source/ng-restr.cc crawl-ref/source/ng-setup.cc crawl-ref/source/output.cc crawl-ref/source/player-act.cc crawl-ref/source/player.cc crawl-ref/source/species.cc crawl-ref/source/spl-data.h crawl-ref/source/wiz-you.cc
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r--crawl-ref/source/actor.h14
1 files changed, 8 insertions, 6 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index 890879d33c..4a5dba7775 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -111,7 +111,7 @@ public:
return weapon(0);
}
virtual int has_claws(bool allow_tran = true) const = 0;
- virtual item_def *shield() = 0;
+ virtual item_def *shield() const = 0;
virtual item_def *slot_item(equipment_type eq,
bool include_melded=false) const = 0;
virtual int wearing(equipment_type slot, int sub_type,
@@ -173,6 +173,7 @@ public:
virtual bool can_see_invisible() const = 0;
virtual bool invisible() const = 0;
virtual bool nightvision() const = 0;
+ virtual reach_type reach_range() const = 0;
// Would looker be able to see the actor when in LOS?
virtual bool visible_to(const actor *looker) const = 0;
@@ -201,13 +202,13 @@ public:
virtual bool can_bleed(bool allow_tran = true) const = 0;
virtual bool malmutate(const string &reason) = 0;
virtual bool polymorph(int pow) = 0;
- virtual bool drain_exp(actor *agent, const char *aux = NULL,
- bool quiet = false, int pow = 3) = 0;
+ virtual bool drain_exp(actor *agent, bool quiet = false, int pow = 15) = 0;
virtual bool rot(actor *agent, int amount, int immediate = 0,
bool quiet = false) = 0;
virtual int hurt(const actor *attacker, int amount,
beam_type flavour = BEAM_MISSILE,
- bool cleanup_dead = true) = 0;
+ bool cleanup_dead = true,
+ bool attacker_effects = true) = 0;
virtual bool heal(int amount, bool max_too = false) = 0;
virtual void banish(actor *agent, const string &who = "") = 0;
virtual void blink(bool allow_partial_control = true) = 0;
@@ -345,8 +346,7 @@ public:
// halo you're not affected by others' halos for this
// purpose)
virtual bool backlit(bool check_haloed = true,
- bool self_halo = true,
- bool check_corona = true) const = 0;
+ bool self_halo = true) const = 0;
virtual bool umbra(bool check_haloed = true,
bool self_halo = true) const = 0;
// Within any actor's halo?
@@ -401,6 +401,8 @@ public:
CrawlHashTable props;
+ int shield_blocks; // Count of shield blocks this round.
+
// Constriction stuff:
// What is holding us? Not necessarily a monster.