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author | Steve Melenchuk <smelenchuk@gmail.com> | 2014-04-17 19:21:53 -0600 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-04-27 17:02:33 -0600 |
commit | 51a3c3daa54985a74a5024480c4b9819e9c41da9 (patch) | |
tree | 97046b335838c43d593a58def219ca0e43fb6c22 /crawl-ref/source/melee_attack.h | |
parent | fde016144d74dc363d43e65ef647e980391aeadc (diff) | |
download | crawl-ref-51a3c3daa54985a74a5024480c4b9819e9c41da9.tar.gz crawl-ref-51a3c3daa54985a74a5024480c4b9819e9c41da9.zip |
Ranged attack brands!
Launchers use the equivalent melee brand effects if the missile isn't an
elemental brand (or the attacker is Nessos).
Missiles have their own set of effects; flame, frost, and poison use
effects basically identical to weapon brands, and everything else has
its old effect back.
The lajatang of Order works again. Hooray!
Diffstat (limited to 'crawl-ref/source/melee_attack.h')
-rw-r--r-- | crawl-ref/source/melee_attack.h | 19 |
1 files changed, 0 insertions, 19 deletions
diff --git a/crawl-ref/source/melee_attack.h b/crawl-ref/source/melee_attack.h index 82f0b07473..a1e1e75753 100644 --- a/crawl-ref/source/melee_attack.h +++ b/crawl-ref/source/melee_attack.h @@ -33,8 +33,6 @@ public: int attack_number; int effective_attack_number; - bool fake_chaos_attack; - bool can_cleave; list<actor*> cleave_targets; bool cleaving; // additional attack from cleaving @@ -42,12 +40,6 @@ public: bool jump_blocked; coord_def attack_position; - // Miscast to cause after special damage is done. If miscast_level == 0 - // the miscast is discarded if special_damage_message isn't empty. - int miscast_level; - int miscast_type; - actor* miscast_target; - bool simu; public: @@ -87,7 +79,6 @@ private: bool check_unrand_effects(); bool attack_ignores_shield(bool verbose); - bool apply_damage_brand(); void rot_defender(int amount, int immediate = 0); void splash_defender_with_acid(int strength); @@ -110,17 +101,9 @@ private: void do_minotaur_retaliation(); /* Brand / Attack Effects */ - // Returns true if the defender is banished. - bool distortion_affects_defender(); - void antimagic_affects_defender(int pow); - void pain_affects_defender(); - void chaos_affects_defender(); void chaos_affects_attacker(); - brand_type random_chaos_brand(); - void do_miscast(); bool do_knockback(bool trample = true); bool attack_warded_off(); - void drain_defender(); /* Output methods */ void adjust_noise(); @@ -140,8 +123,6 @@ private: void mons_do_napalm(); void mons_do_eyeball_confusion(); void apply_black_mark_effects(); - - attack_flavour random_chaos_attack_flavour(); private: // Player-attack specific stuff // Auxiliary unarmed attacks. |