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authorAdam Borowski <kilobyte@angband.pl>2011-07-18 02:07:32 +0200
committerAdam Borowski <kilobyte@angband.pl>2011-07-18 02:12:07 +0200
commit5aaa1d73326d1e7de71da91aa0afef330197c3fe (patch)
tree311344672471c4b64d1f45bd835ca19f5932bfa7 /crawl-ref/source/spl-damage.h
parent10e7cd3e721e34b3930e5b0274a9e0d28505f51a (diff)
downloadcrawl-ref-5aaa1d73326d1e7de71da91aa0afef330197c3fe.tar.gz
crawl-ref-5aaa1d73326d1e7de71da91aa0afef330197c3fe.zip
Fix teleportation moving Tornado with you.
It's hard to explain how the winds could follow you, especially as they don't do so between levels. Translocating within the radius doesn't cause an immediate abort, but there is a penalty steep enough that for practical purpose it does. Long distance teleports let you get out of cooldown, short ones don't.
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r--crawl-ref/source/spl-damage.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h
index 0d1965d00c..9c41aa0f61 100644
--- a/crawl-ref/source/spl-damage.h
+++ b/crawl-ref/source/spl-damage.h
@@ -29,7 +29,8 @@ int wielding_rocks();
bool cast_sandblast(int powc, bolt &beam);
bool cast_tornado(int powc);
void tornado_damage(actor *caster, int dur);
-void cancel_tornado();
+void cancel_tornado(bool tloc = false);
+void tornado_move(const coord_def &pos);
actor* forest_near_enemy(const actor *mon);
void forest_message(const coord_def pos, const std::string &msg,