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author | Raphael Langella <raphael.langella@gmail.com> | 2011-07-21 12:44:28 +0000 |
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committer | Raphael Langella <raphael.langella@gmail.com> | 2011-07-21 22:25:43 +0200 |
commit | 17dfbce6f42ff75dfefd63ace016e51d9f493aa5 (patch) | |
tree | 3a2819a7823c305f8410711a984a46410cf4c8a7 /crawl-ref/source/spl-damage.h | |
parent | 6056fee300d2862993780b1bbbc1e9476ac70070 (diff) | |
download | crawl-ref-17dfbce6f42ff75dfefd63ace016e51d9f493aa5.tar.gz crawl-ref-17dfbce6f42ff75dfefd63ace016e51d9f493aa5.zip |
Don't miscast when the spell can still be aborted (#4281).
This is a significant refactoring. All the spells now return a spret_type and
take a boolean which tells if the spell has actually failed.
Also some code clean up in _do_cast(). All spells have their own function now.
Also fix the following bugs:
* Properly abort fire storm if forced casting on a wall with '!'.
Also put a message for forced out of range casting (like cloud spells).
* Casting summon elemental on an invisible monster aborted with no cost.
* if a summoning spell aborts because create_monster fails, you don't lose a
turn. You still get a chance of miscast in this rare case.
* s2s, tukima and branding spells abort properly instead of consuming turn and
MP when player is not wielding appropriate object.
* s2s abort message when wielding a non-snakable.
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r-- | crawl-ref/source/spl-damage.h | 34 |
1 files changed, 18 insertions, 16 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h index 9c41aa0f61..c04dbbe59e 100644 --- a/crawl-ref/source/spl-damage.h +++ b/crawl-ref/source/spl-damage.h @@ -2,32 +2,34 @@ #define SPL_DAMAGE_H #include "enum.h" +#include "spl-cast.h" struct bolt; class dist; -bool fireball(int pow, bolt &beam); +spret_type fireball(int pow, bolt &beam, bool fail = false); +spret_type cast_delayed_fireball(bool fail); void setup_fire_storm(const actor *source, int pow, bolt &beam); -bool cast_fire_storm(int pow, bolt &beam); +spret_type cast_fire_storm(int pow, bolt &beam, bool fail); bool cast_hellfire_burst(int pow, bolt &beam); -void cast_chain_lightning(int pow, const actor *caster); +spret_type cast_chain_lightning(int pow, const actor *caster, bool fail = false); -void cast_toxic_radiance(bool non_player = false); -void cast_refrigeration(int pow, bool non_player = false, - bool freeze_potions = true); +spret_type cast_toxic_radiance(bool non_player = false, bool fail = false); +spret_type cast_refrigeration(int pow, bool non_player = false, + bool freeze_potions = true, bool fail = false); void sonic_damage(bool scream); -bool vampiric_drain(int pow, monster* mons); -bool cast_freeze(int pow, monster* mons); -bool cast_airstrike(int pow, const dist &beam); -void cast_shatter(int pow); -void cast_ignite_poison(int pow); -void cast_discharge(int pow); +spret_type vampiric_drain(int pow, monster* mons, bool fail); +spret_type cast_freeze(int pow, monster* mons, bool fail); +spret_type cast_airstrike(int pow, const dist &beam, bool fail); +spret_type cast_shatter(int pow, bool fail); +spret_type cast_ignite_poison(int pow, bool fail); +spret_type cast_discharge(int pow, bool fail); int disperse_monsters(coord_def where, int pow); -void cast_dispersal(int pow); -bool cast_fragmentation(int powc, const dist& spd); +spret_type cast_dispersal(int pow, bool fail = false); +spret_type cast_fragmentation(int powc, const dist& spd, bool fail); int wielding_rocks(); -bool cast_sandblast(int powc, bolt &beam); -bool cast_tornado(int powc); +spret_type cast_sandblast(int powc, bolt &beam, bool fail); +spret_type cast_tornado(int powc, bool fail); void tornado_damage(actor *caster, int dur); void cancel_tornado(bool tloc = false); void tornado_move(const coord_def &pos); |