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authorSteve Melenchuk <smelenchuk@gmail.com>2012-07-06 12:32:45 -0600
committerNeil Moore <neil@s-z.org>2012-07-06 16:42:07 -0400
commit71fa800bc45cb893c1a3c5de2a2723d9895ab4b6 (patch)
tree3bf474396bbf410605047abf3d898b5617673b3d /crawl-ref/source/spl-damage.h
parent1999034cde46cf2d91178cd9cd31ebe0bd955616 (diff)
downloadcrawl-ref-71fa800bc45cb893c1a3c5de2a2723d9895ab4b6.tar.gz
crawl-ref-71fa800bc45cb893c1a3c5de2a2723d9895ab4b6.zip
Improve player LRD targetting.
This borrows some code from the monster implementation of LRD, particularly the split of LRD beam setup from the actual casting of the spell. It shows the expected area of effect of the spell (a la the cloud or storm spells), and warns the player against inadvisable (e.g. friendly or unaware) targets.
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r--crawl-ref/source/spl-damage.h9
1 files changed, 8 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h
index af32ac474e..37589204c4 100644
--- a/crawl-ref/source/spl-damage.h
+++ b/crawl-ref/source/spl-damage.h
@@ -3,6 +3,7 @@
#include "enum.h"
#include "spl-cast.h"
+#include "act-iter.h"
struct bolt;
class dist;
@@ -27,7 +28,13 @@ 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);
spret_type cast_dispersal(int pow, bool fail = false);
-spret_type cast_fragmentation(int powc, const dist& spd, bool fail);
+bool setup_fragmentation_beam(bolt &beam, int pow, const actor *caster,
+ const coord_def target, bool allow_random,
+ bool get_max_distance, bool quiet,
+ const char **what,
+ bool &destroy_wall, bool &hole);
+spret_type cast_fragmentation(int powc, const actor *caster,
+ const coord_def target, bool fail);
int wielding_rocks();
spret_type cast_sandblast(int powc, bolt &beam, bool fail);
spret_type cast_tornado(int powc, bool fail);