summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/spl-damage.h
diff options
context:
space:
mode:
authorSteve Melenchuk <smelenchuk@gmail.com>2013-01-20 18:35:59 -0700
committerSteve Melenchuk <smelenchuk@gmail.com>2013-01-20 18:35:59 -0700
commitb4b189bfd0645a11f2c25c6fb702732516f5bb33 (patch)
treec236089b3c9baad8dc48ac186a606665b8b2e148 /crawl-ref/source/spl-damage.h
parent02f53164f5cb80a7a646302f439313af001ffe82 (diff)
downloadcrawl-ref-b4b189bfd0645a11f2c25c6fb702732516f5bb33.tar.gz
crawl-ref-b4b189bfd0645a11f2c25c6fb702732516f5bb33.zip
Prune duplicate code for LOS attack spells.
This commit merges the handling for Drain Life, Ozocubu's Refrigeration, and Olgreb's Toxic Radiance, which shared a lot of duplicate code, into one code path. This includes the player and monster implementations of these spells. Yes, this means monsters can now cast OTR (watch out for rods of venom!); the tweaks to allow ghosts to do this are in place as well. This changes the signature of the dlua function spells.toxic_radiance; as far as I am aware this function is not currently used anywhere. (Now, who wants to start work on Olgreb's Toxic Radiator?)
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r--crawl-ref/source/spl-damage.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h
index 74d62e5d2c..913a205d78 100644
--- a/crawl-ref/source/spl-damage.h
+++ b/crawl-ref/source/spl-damage.h
@@ -14,9 +14,9 @@ spret_type cast_fire_storm(int pow, bolt &beam, bool fail);
bool cast_hellfire_burst(int pow, bolt &beam);
spret_type cast_chain_lightning(int pow, const actor *caster, bool fail = false);
-spret_type cast_toxic_radiance(int pow, bool non_player = false, bool fail = false);
-spret_type cast_refrigeration(int pow, bool non_player = false,
- bool freeze_potions = true, bool fail = false);
+spret_type cast_los_attack_spell(spell_type spell, int pow, actor* agent,
+ bool actual, bool added_effects = true,
+ bool fail = false);
void sonic_damage(bool scream);
bool mons_shatter(monster* caster, bool actual = true);
void shillelagh(actor *wielder, coord_def where, int pow);