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authorDracoOmega <draco_omega@live.com>2014-01-26 17:28:59 -0330
committerDracoOmega <draco_omega@live.com>2014-01-28 03:06:43 -0330
commitfa889232a6361324f113756cda467dda18cfc6e6 (patch)
tree92b61b8d6e801a9cb5bf201427eba5603115b517 /crawl-ref/source/spl-damage.h
parent8d9c36ec037e204a88726b6036cd8a4cd6a54ebb (diff)
downloadcrawl-ref-fa889232a6361324f113756cda467dda18cfc6e6.tar.gz
crawl-ref-fa889232a6361324f113756cda467dda18cfc6e6.zip
Make Ignite Poison properly useable by monsters, overhaul effect on players
This finishes some of the generalization made previously to this code to make it less player-centric and adds tracer-like checks to allow monsters to guess when it's worth casting (ie: will do more to their enemies than their allies). A lot of the player damage code left over from when it could hurt the caster wasn't really suitable for a monster effect and so has been removed or changed. It can no longer destroy items in your inventory (including 100% of all poison ammo carried!) nor create flame clouds based on this. Damage for higher levels of poisoning has been greatly stepped down and poisoning no longer stacks with naturally poisonous physiology (ie: being a naga or kobold) in terms of damage inflicted on players. I don't actually have a home in mind for this code directly, but I plan to use it as the base for a single-targeted version of this effect, and maybe it would be okay on player ghosts?
Diffstat (limited to 'crawl-ref/source/spl-damage.h')
-rw-r--r--crawl-ref/source/spl-damage.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-damage.h b/crawl-ref/source/spl-damage.h
index 7a6ecf58c4..54e5dbe4b1 100644
--- a/crawl-ref/source/spl-damage.h
+++ b/crawl-ref/source/spl-damage.h
@@ -23,7 +23,7 @@ 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_ignite_poison(actor *agent, int pow, bool fail, bool mon_tracer = false);
int discharge_monsters(coord_def where, int pow, int, actor *agent);
spret_type cast_discharge(int pow, bool fail);
int disperse_monsters(coord_def where, int pow);