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author | Darshan Shaligram <dshaligram@users.sourceforge.net> | 2010-12-20 20:59:17 +0530 |
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committer | Darshan Shaligram <dshaligram@users.sourceforge.net> | 2010-12-21 08:05:59 +0530 |
commit | 44694af91e4c739eec20c05d0852e168543e2402 (patch) | |
tree | 74dbc16a71c971bbdaa83f49eb92b6ce449f3136 /crawl-ref/source/cloud.h | |
parent | e63b6e7162492c6bc9f333c65cbd329afb633e31 (diff) | |
download | crawl-ref-44694af91e4c739eec20c05d0852e168543e2402.tar.gz crawl-ref-44694af91e4c739eec20c05d0852e168543e2402.zip |
[3010] Unify cloud damage routines for player and monsters.
This is not an exact translation of the old code; in the interest of
compactness I've tossed some minor details like elemental cloud vulnerability
damage rolls being independent of the base damage rolls (resist scaling is now
applied through the standard resist_adjust_damage)
This also fixes Mantis 3010: AC was being applied to cloud damage only if you
did not have the appropriate elemental resistance.
Diffstat (limited to 'crawl-ref/source/cloud.h')
-rw-r--r-- | crawl-ref/source/cloud.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/cloud.h b/crawl-ref/source/cloud.h index ea532b285b..65a78529e0 100644 --- a/crawl-ref/source/cloud.h +++ b/crawl-ref/source/cloud.h @@ -72,8 +72,8 @@ cloud_type beam2cloud(beam_type flavour); beam_type cloud2beam(cloud_type flavour); int resist_fraction(int resist, int bonus_res = 0); -int max_cloud_damage(cloud_type cl_type, int power = -1); -void in_a_cloud(void); +int max_cloud_damage(cloud_type cl_type, int power = -1); +int actor_apply_cloud(actor *act); std::string cloud_name_at_index(int cloudno); std::string cloud_type_name(cloud_type type, bool terse = true); |