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author | Steve Melenchuk <smelenchuk@gmail.com> | 2013-02-09 11:28:25 -0700 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2013-02-09 11:30:59 -0700 |
commit | 2e8dc685014c785fcd6b394a51de31db2a67d992 (patch) | |
tree | 989f07d5a585525d40872d1f0253ed9a5102539b /crawl-ref/source/spl-summoning.h | |
parent | 17e404e6b80b694f3b096e10566b82772db1c862 (diff) | |
download | crawl-ref-2e8dc685014c785fcd6b394a51de31db2a67d992.tar.gz crawl-ref-2e8dc685014c785fcd6b394a51de31db2a67d992.zip |
Get Battlesphere castable by monsters.
Right now, the extent of this is player ghosts, but it should make
fighting conjurer ghosts just a shade more interesting.
Currently battlespheres cast by monsters don't time out by elapsed time
(they still disappear due to expending charge). This could probably be
done in a few ways if necessary (a monster enchantment similar to the
player's duration setting, or using something to ENCH_SHORT_LIVED or
ENCH_SLOWLY_DYING on the battlesphere itself). This may not be necessary
(xref: monster IOOD not dissipating except in specific cases), besides
which it would be good to have any decay consistent between the monster
and player cases.
Diffstat (limited to 'crawl-ref/source/spl-summoning.h')
-rw-r--r-- | crawl-ref/source/spl-summoning.h | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/crawl-ref/source/spl-summoning.h b/crawl-ref/source/spl-summoning.h index 88df705fd9..741a186efc 100644 --- a/crawl-ref/source/spl-summoning.h +++ b/crawl-ref/source/spl-summoning.h @@ -82,10 +82,11 @@ spret_type cast_haunt(int pow, const coord_def& where, god_type god, bool fail); spret_type cast_abjuration(int pow, const coord_def& where, bool fail = false); spret_type cast_mass_abjuration(int pow, bool fail = false); -spret_type cast_battlesphere(int pow, god_type god, bool fail); -void end_battlesphere(bool killed); -bool aim_battlesphere(spell_type spell, int powc, bolt& beam); -bool trigger_battlesphere(bolt& beam); +monster* find_battlesphere(const actor* agent); +spret_type cast_battlesphere(actor* agent, int pow, god_type god, bool fail); +void end_battlesphere(monster* mons, bool killed); +bool aim_battlesphere(actor* agent, spell_type spell, int powc, bolt& beam); +bool trigger_battlesphere(actor* agent, bolt& beam); bool fire_battlesphere(monster* mons); void reset_battlesphere(monster* mons); |