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authorwheals <shm.mark@gmail.com>2013-12-27 12:14:08 -0500
committerNeil Moore <neil@s-z.org>2013-12-27 12:35:14 -0500
commit28267cdae20584e51bdfb2ddca6da68d04facc96 (patch)
tree40cebe308d824a6a19fab5996268e244a91613fb /crawl-ref/source/fight.h
parenta75cc6c941a3d4d8eedd9fe4b67b52ba5c60f603 (diff)
downloadcrawl-ref-28267cdae20584e51bdfb2ddca6da68d04facc96.tar.gz
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Display minimum delay in a weapon's description.
It could be easily calculated, and it was usually considered extremely important while only being mentioned in passing in the manual. Thus, all three important delays are visible now: mindelay, current delay (by swinging your weapon), and base delay. Like other things on the screen, it's a base property of the weapon, so there is no reason not to show it. The screen had to be condensed a little to fit in 80 chars, but even the dark maul made it.
Diffstat (limited to 'crawl-ref/source/fight.h')
-rw-r--r--crawl-ref/source/fight.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/fight.h b/crawl-ref/source/fight.h
index 4cfae60f84..4b89564175 100644
--- a/crawl-ref/source/fight.h
+++ b/crawl-ref/source/fight.h
@@ -51,6 +51,7 @@ void attack_cleave_targets(actor* attacker, list<actor*> &targets,
int attack_number = 0,
int effective_attack_number = 0);
+int weapon_min_delay(const item_def &weapon);
int finesse_adjust_delay(int delay);
bool conduction_affected(const coord_def &pos);