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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-16 03:29:31 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-16 03:29:31 +0000
commit01301efb3f166e5b9ce4d856b910f63493b56b08 (patch)
tree355fb08b70454e264554842e972a3e5a4e75c4f8 /crawl-ref/source/spells3.h
parentf3e9c1a0989f0c755360ec40d0ae642eedacf268 (diff)
downloadcrawl-ref-01301efb3f166e5b9ce4d856b910f63493b56b08.tar.gz
crawl-ref-01301efb3f166e5b9ce4d856b910f63493b56b08.zip
Implement TSO's halo. It applies backlight to the player and all
monsters within the (circular) halo, and then keeps the duration of that backlight from running out. You currently lose it if you go under penance. Also, there are no visual effects yet, other than the usual backlight effects. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3669 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells3.h')
-rw-r--r--crawl-ref/source/spells3.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/crawl-ref/source/spells3.h b/crawl-ref/source/spells3.h
index 8972658739..508993da42 100644
--- a/crawl-ref/source/spells3.h
+++ b/crawl-ref/source/spells3.h
@@ -67,7 +67,10 @@ bool cast_selective_amnesia(bool force);
int cast_smiting(int power, dist &);
bool remove_sanctuary(bool did_attack = false);
void decrease_sanctuary_radius(void);
-bool cast_sanctuary(int power);
+bool cast_sanctuary(const int power);
+int halo_radius(void);
+void manage_halo(void);
+bool mons_inside_halo(int posx, int posy);
// updated 24may2000 {dlb}
/* ***********************************************************************