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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-22 15:53:37 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-22 15:53:37 +0000
commit2a73bdc6a3be5efa46dfdf32bb86edfcf5d0bd4c (patch)
tree8f0fc9dad7bcda05c27e23aca77ec987ed21c8c5 /crawl-ref/source/beam.h
parent9a1e7565ec8802a38a9649744920923fc262dff7 (diff)
downloadcrawl-ref-2a73bdc6a3be5efa46dfdf32bb86edfcf5d0bd4c.tar.gz
crawl-ref-2a73bdc6a3be5efa46dfdf32bb86edfcf5d0bd4c.zip
Improve player beam tracer for firing through friendlies:
* name the monster you're firing through ("your goblin zombie") * use maximum possible range * make it work for spells and abilities, as well Still todo: * apply the same logic to firing missiles * don't prompt for monsters that wouldn't be harmed (e.g. living allies for Dispel Undead, etc.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5177 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.h')
-rw-r--r--crawl-ref/source/beam.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/crawl-ref/source/beam.h b/crawl-ref/source/beam.h
index 77c0a9eb99..02fa3c106c 100644
--- a/crawl-ref/source/beam.h
+++ b/crawl-ref/source/beam.h
@@ -238,7 +238,11 @@ bool check_line_of_sight( int sx, int sy, int tx, int ty );
void mimic_alert( monsters *mimic );
-bool zapping( zap_type ztype, int power, struct bolt &pbolt );
+bool zapping( zap_type ztype, int power, struct bolt &pbolt,
+ bool needs_tracer = false, std::string msg = "" );
+
+bool player_tracer( zap_type ztype, int power, struct bolt &pbolt,
+ int range = 0 );
int affect(bolt &beam, int x, int y, item_def *item = NULL);