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authorSteve Melenchuk <smelenchuk@gmail.com>2014-04-16 21:08:32 -0600
committerSteve Melenchuk <smelenchuk@gmail.com>2014-04-27 17:02:33 -0600
commitfde016144d74dc363d43e65ef647e980391aeadc (patch)
tree49d3673f03e94bc9c7cd3d9e52233b11288cb366 /crawl-ref/source/actor.h
parentec5b00754ba4caf6cd637a454de3f9989dd7ea0f (diff)
downloadcrawl-ref-fde016144d74dc363d43e65ef647e980391aeadc.tar.gz
crawl-ref-fde016144d74dc363d43e65ef647e980391aeadc.zip
Ranged weapon delay.
Moves the delay calculations into player and monster respectively so that it can properly be done at the start of the ranged attack; it doesn't make sense to have them in attack or ranged_attack.
Diffstat (limited to 'crawl-ref/source/actor.h')
-rw-r--r--crawl-ref/source/actor.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/crawl-ref/source/actor.h b/crawl-ref/source/actor.h
index 4d18aa012e..aefd6a8a13 100644
--- a/crawl-ref/source/actor.h
+++ b/crawl-ref/source/actor.h
@@ -2,6 +2,7 @@
#define ACTOR_H
#include "itemprop-enum.h"
+#include "random-var.h"
enum ev_ignore_type
{
@@ -109,6 +110,10 @@ public:
{
return weapon(0);
}
+ virtual random_var attack_delay(item_def *weapon,
+ item_def *projectile = NULL,
+ bool random = true, bool scaled = true)
+ const = 0;
virtual int has_claws(bool allow_tran = true) const = 0;
virtual item_def *shield() const = 0;
virtual item_def *slot_item(equipment_type eq,