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authorRobert Vollmert <rvollmert@gmx.net>2009-11-10 14:34:37 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-10 14:34:37 +0100
commit672df2f6a49ff8683255e5bad316674d16285f0c (patch)
treea3d04761b18fce07545c67f08f6c4471d31cd659 /crawl-ref/source/misc.h
parentd2b8c2a72d975b9bf6a3f8ea41cff136adf8cb0a (diff)
downloadcrawl-ref-672df2f6a49ff8683255e5bad316674d16285f0c.tar.gz
crawl-ref-672df2f6a49ff8683255e5bad316674d16285f0c.zip
Add conditional bloodifying function and use it in some places.
This might help the reported blood-covered deep water, though I didn't see any obvious case that was a likely cause.
Diffstat (limited to 'crawl-ref/source/misc.h')
-rw-r--r--crawl-ref/source/misc.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/crawl-ref/source/misc.h b/crawl-ref/source/misc.h
index 83d6791d62..3a6aad81f1 100644
--- a/crawl-ref/source/misc.h
+++ b/crawl-ref/source/misc.h
@@ -44,6 +44,9 @@ void bleed_onto_floor(const coord_def& where, monster_type mon, int damage,
bool spatter = false, bool smell_alert = true);
void generate_random_blood_spatter_on_level();
+// Set FPROP_BLOODY after checking bleedability.
+bool maybe_bloodify_square(const coord_def& where);
+
bool check_annotation_exclusion_warning();
void up_stairs(dungeon_feature_type force_stair = DNGN_UNSEEN,
entry_cause_type entry_cause = EC_UNKNOWN);