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authorStefan O'Rear <stefanor@cox.net>2009-10-24 22:12:10 -0700
committerStefan O'Rear <stefanor@cox.net>2009-10-24 22:38:26 -0700
commite5c35dd08e149f985c77be908cfc3e9c69f2d13e (patch)
tree67adba7b180a1908c7d960e97861740af162f8d3 /crawl-ref/source/mutation.h
parent5bae81aab842d440e045a1fa061a9553589d9616 (diff)
downloadcrawl-ref-e5c35dd08e149f985c77be908cfc3e9c69f2d13e.tar.gz
crawl-ref-e5c35dd08e149f985c77be908cfc3e9c69f2d13e.zip
Roll demonspawn mutations at the start of the game.
All demonspawn mutations are now stored in the player data, and are determined at the same time. This makes a lot of things a lot simpler. On the other hand, it means that the influence of skills and gods on demonspawn mutations is now broken.
Diffstat (limited to 'crawl-ref/source/mutation.h')
-rw-r--r--crawl-ref/source/mutation.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/mutation.h b/crawl-ref/source/mutation.h
index 12323215f1..75309bbcdd 100644
--- a/crawl-ref/source/mutation.h
+++ b/crawl-ref/source/mutation.h
@@ -53,7 +53,7 @@ std::string mutation_name(mutation_type which_mutat, int level = -1,
bool give_bad_mutation(bool failMsg = true, bool force_mutation = false,
bool non_fatal = false);
-void demonspawn();
+void roll_demonspawn_mutations();
bool perma_mutate(mutation_type which_mut, int how_much);
int how_mutated(bool all = false, bool levels = false);