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authorJude Brown <bookofjude@users.sourceforge.net>2010-10-10 18:44:10 +1000
committerJude Brown <bookofjude@users.sourceforge.net>2010-10-10 18:47:06 +1000
commita0407e59af4037d5abdf7344ed1f7baebd2c1fbc (patch)
tree54119ae33b78695e570e983fa2397a8b4be89ad8 /crawl-ref/source/shopping.h
parent6773e1e76ba9602e6221d3227929189203f3885f (diff)
downloadcrawl-ref-a0407e59af4037d5abdf7344ed1f7baebd2c1fbc.tar.gz
crawl-ref-a0407e59af4037d5abdf7344ed1f7baebd2c1fbc.zip
Feature mimics!
Still to-do: * Tiles, properly. * Traps aren't randomised like shops currently are. * Generation should place door mimics instead of doors, sometimes. * Portal vault mimics don't have proper descriptions. * Use different types of fountains. * Use different types of stairs! Done: * Doors will snap closed at you when damaging. * Fountains will splash you when damaging. * Door mimics are "as big as a door", and so-on. Everything should, actually, in theory, work properly. I'm sure there's a lot of bugs, but I'm very happy by the "being chased by doors" thing. If you want to test these in wizmode, use &m521 through &m526 (door, portal, trap, stair, shop, fountain).
Diffstat (limited to 'crawl-ref/source/shopping.h')
-rw-r--r--crawl-ref/source/shopping.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/crawl-ref/source/shopping.h b/crawl-ref/source/shopping.h
index 8ae686d4e5..209232d854 100644
--- a/crawl-ref/source/shopping.h
+++ b/crawl-ref/source/shopping.h
@@ -22,6 +22,8 @@ shop_struct *get_shop(const coord_def& where);
void destroy_shop_at(coord_def p);
void destroy_shop(shop_struct *shop);
+std::string shop_type_name (shop_type type);
+std::string shop_type_suffix (shop_type type, const coord_def &where);
std::string shop_name(const coord_def& where);
std::string shop_name(const coord_def& where, bool add_stop);