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authorDracoOmega <draco_omega@live.com>2013-02-27 13:38:42 -0330
committerDracoOmega <draco_omega@live.com>2013-03-03 18:36:51 -0330
commit72f3d047aa9c895fba5a28db6dcd34d986baf12c (patch)
tree3978293d78a7579429abd9b579f61013d9ce07fa /crawl-ref/source/spl-other.h
parentbf0e94542fb4c2ba0df094e86d8b992edf4b5515 (diff)
downloadcrawl-ref-72f3d047aa9c895fba5a28db6dcd34d986baf12c.tar.gz
crawl-ref-72f3d047aa9c895fba5a28db6dcd34d986baf12c.zip
Change recall to be incremental instead of instant
Instead of gathering all corresponding allies and dumping them instantly on top of you, recall now recalls a single ally every 3-6 aut and continues until all appropriate allies have either been recalled, or recall was attempted on them and failed (possibly because there was no room). This should allow recall to still be a useful logistical tool for transporting your army around while weaking its ability to instantly snipe specific targets.
Diffstat (limited to 'crawl-ref/source/spl-other.h')
-rw-r--r--crawl-ref/source/spl-other.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/crawl-ref/source/spl-other.h b/crawl-ref/source/spl-other.h
index 69ddf17cc7..fd49bc63d9 100644
--- a/crawl-ref/source/spl-other.h
+++ b/crawl-ref/source/spl-other.h
@@ -9,6 +9,9 @@ spret_type cast_sublimation_of_blood(int pow, bool fail);
spret_type cast_death_channel(int pow, god_type god, bool fail);
spret_type cast_recall(bool fail);
bool recall(int type_recalled);
+void start_recall(int type);
+void do_recall(int time);
+void end_recall();
spret_type cast_phase_shift(int pow, bool fail = false);
spret_type cast_passwall(const coord_def& delta, int pow, bool fail);