summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/spl-monench.h
diff options
context:
space:
mode:
authorRaphael Langella <raphael.langella@gmail.com>2011-07-21 12:44:28 +0000
committerRaphael Langella <raphael.langella@gmail.com>2011-07-21 22:25:43 +0200
commit17dfbce6f42ff75dfefd63ace016e51d9f493aa5 (patch)
tree3a2819a7823c305f8410711a984a46410cf4c8a7 /crawl-ref/source/spl-monench.h
parent6056fee300d2862993780b1bbbc1e9476ac70070 (diff)
downloadcrawl-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-monench.h')
-rw-r--r--crawl-ref/source/spl-monench.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/crawl-ref/source/spl-monench.h b/crawl-ref/source/spl-monench.h
index 2a27e36b2d..01fb344e0c 100644
--- a/crawl-ref/source/spl-monench.h
+++ b/crawl-ref/source/spl-monench.h
@@ -1,13 +1,15 @@
#ifndef SPL_MONENCH_H
#define SPL_MONENCH_H
-void cast_mass_sleep(int pow);
+#include "spl-cast.h"
+
+spret_type cast_mass_sleep(int pow, bool fail);
void cast_tame_beasts(int pow);
bool backlight_monsters(coord_def where, int pow, int garbage);
//returns true if it slowed the monster
bool do_slow_monster(monster* mon, const actor *agent);
-bool project_noise();
+spret_type project_noise(bool fail);
#endif