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authorSteve Melenchuk <smelenchuk@gmail.com>2013-02-09 11:28:25 -0700
committerSteve Melenchuk <smelenchuk@gmail.com>2013-02-09 11:30:59 -0700
commit2e8dc685014c785fcd6b394a51de31db2a67d992 (patch)
tree989f07d5a585525d40872d1f0253ed9a5102539b /crawl-ref/source/spl-summoning.h
parent17e404e6b80b694f3b096e10566b82772db1c862 (diff)
downloadcrawl-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.h9
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);