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authorNicholas Feinberg <pleasingfung@gmail.com>2014-07-16 23:03:03 -0700
committerNicholas Feinberg <pleasingfung@gmail.com>2014-07-23 22:53:32 -0700
commitbc4cca05f1829bd4bb812008c01682b204ee4975 (patch)
tree51c83a2c6429ab4b2de55d416ea2ab293f16f8c4 /crawl-ref/source/ouch.h
parentb26780ba51a322670314796f630ee78383294f54 (diff)
downloadcrawl-ref-bc4cca05f1829bd4bb812008c01682b204ee4975.tar.gz
crawl-ref-bc4cca05f1829bd4bb812008c01682b204ee4975.zip
Put heavily drained players out of their misery
Draining is now limited, based on your level. If you get drained further when you're already very heavily drained, you take very sizeable amounts of damage. Hopefully this will kill you. The death messaging seems to work, but it's not ideal. Possibly someone can adjust that.
Diffstat (limited to 'crawl-ref/source/ouch.h')
-rw-r--r--crawl-ref/source/ouch.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/ouch.h b/crawl-ref/source/ouch.h
index 6835eab9d5..9bee5094e5 100644
--- a/crawl-ref/source/ouch.h
+++ b/crawl-ref/source/ouch.h
@@ -85,8 +85,9 @@ void ouch(int dam, int death_source, kill_method_type death_type,
const char *death_source_name = NULL, bool attacker_effects = true);
void lose_level(int death_source, const char* aux);
-bool drain_exp(bool announce_full = true, int power = 25,
- bool ignore_protection = false);
+bool drain_player(int power = 25, int death_source = -1,
+ const char* cause = NULL, bool announce_full = true,
+ bool ignore_protection = false);
void expose_player_to_element(beam_type flavour, int strength = 0,
bool slow_cold_blooded = true);