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author | Adam Borowski <kilobyte@angband.pl> | 2010-12-25 22:52:22 +0100 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2010-12-26 12:52:29 +0100 |
commit | 0da678df97314b19afc1fc883fbc6173917326a9 (patch) | |
tree | 67d25713a3a088296ebd68f414a68004e1ba2045 /crawl-ref/source/spl-clouds.h | |
parent | 93ca19a0b9935ae57b3089b6b4f866ee9350885b (diff) | |
download | crawl-ref-0da678df97314b19afc1fc883fbc6173917326a9.tar.gz crawl-ref-0da678df97314b19afc1fc883fbc6173917326a9.zip |
Store the blame when clouds are placed.
The kill type and kill category are still needed only because we currently
lose blame data when the agent dies or moves off-level.
Diffstat (limited to 'crawl-ref/source/spl-clouds.h')
-rw-r--r-- | crawl-ref/source/spl-clouds.h | 13 |
1 files changed, 3 insertions, 10 deletions
diff --git a/crawl-ref/source/spl-clouds.h b/crawl-ref/source/spl-clouds.h index 0dc74ae0da..825b5e7cb6 100644 --- a/crawl-ref/source/spl-clouds.h +++ b/crawl-ref/source/spl-clouds.h @@ -6,17 +6,11 @@ struct bolt; bool conjure_flame(int pow, const coord_def& where); bool stinking_cloud(int pow, bolt &beam); -void big_cloud(cloud_type cl_type, kill_category whose, const coord_def& where, +void big_cloud(cloud_type cl_type, const actor *agent, const coord_def& where, int pow, int size, int spread_rate = -1, int colour = -1, std::string name = "", std::string tile = ""); -void big_cloud(cloud_type cl_type, killer_type killer, const coord_def& where, - int pow, int size, int spread_rate = -1, int colour = -1, - std::string name = "", std::string tile = ""); -void big_cloud(cloud_type cl_type, kill_category whose, killer_type killer, - const coord_def& where, int pow, int size, int spread_rate = -1, - int colour = -1, std::string name = "", std::string tile = ""); -int cast_big_c(int pow, cloud_type cty, kill_category whose, bolt &beam); +int cast_big_c(int pow, cloud_type cty, const actor *caster, bolt &beam); void cast_ring_of_flames(int power); void manage_fire_shield(int delay); @@ -24,8 +18,7 @@ void manage_fire_shield(int delay); void corpse_rot(actor* caster); int make_a_normal_cloud(coord_def where, int pow, int spread_rate, - cloud_type ctype, kill_category, - killer_type killer = KILL_NONE, int colour = -1, + cloud_type ctype, const actor *agent, int colour = -1, std::string name = "", std::string tile = ""); std::string get_evaporate_result_list(int potion); |