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authorabrahamwl <abrahamwl@gmail.com>2009-10-27 22:04:57 -0700
committerAdam Borowski <kilobyte@angband.pl>2009-10-28 14:54:38 +0100
commit1cd5f5996970da48788b3bdc615652ed66763b70 (patch)
tree29022993b49c92c1c5070b4f9ecc02331f3688c3 /crawl-ref/source/effects.h
parent67ab2ff904da3b6a3f426ee6d6a6b8e4116f199a (diff)
downloadcrawl-ref-1cd5f5996970da48788b3bdc615652ed66763b70.tar.gz
crawl-ref-1cd5f5996970da48788b3bdc615652ed66763b70.zip
Electrocution discharge in water ala FR 1637214
Weapons of electrocution now discharge in water, if the target is touching the water and not rElec, hitting all adjacent water-touching non-rElec creatures for about half the normal electrocution damage. Particularly notable new code is the implementation of an area-of-effect callback for beams, as well as a function and structure for weapon effects that should only happen after the target would have died, if it was going to die, and therefore cannot safely make use of its data. Issues that still need to be decided: - How doe Xom feel about this? (eg. If creatures hurt themselves this way.) - Should it ask you if you want to attack when you know the discharge will hit yourself?
Diffstat (limited to 'crawl-ref/source/effects.h')
-rw-r--r--crawl-ref/source/effects.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/effects.h b/crawl-ref/source/effects.h
index 9cc9be9072..0dcf371f89 100644
--- a/crawl-ref/source/effects.h
+++ b/crawl-ref/source/effects.h
@@ -144,6 +144,8 @@ int torment_monsters(coord_def where, int pow, int caster,
void immolation(int pow, int caster, coord_def where, bool known = false,
actor *attacker = NULL);
+void conduct_electricity(coord_def where, actor *attacker);
+
void cleansing_flame(int pow, int caster, coord_def where,
actor *attacker = NULL);