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authorAdam Borowski <kilobyte@angband.pl>2011-05-17 20:47:55 +0200
committerAdam Borowski <kilobyte@angband.pl>2011-05-17 21:23:15 +0200
commit9fdae32aae7b07e0d961c447d9589715bc7fdf20 (patch)
treebf59d9ede6345b6af53b22dacbfc178092705c2b /crawl-ref/source/state.h
parent0ce0d23ceaf4a325e7d1fa0964b548f9ac37818a (diff)
downloadcrawl-ref-9fdae32aae7b07e0d961c447d9589715bc7fdf20.tar.gz
crawl-ref-9fdae32aae7b07e0d961c447d9589715bc7fdf20.zip
Fix incorrect darkening of range when a new-style targetter is used.
Old (beam) ranges use targetter_smite which is almost the same: it will mark scryed places as invalid. We can make it smarter (auto-hit beams, etc) later. Also, what's the reason Fedhas' spawn spores darkens view before showing the spores that will appear? It doesn't mark them differently from existing ones, it doesn't seem to do anything but hiding floor details. I did not migrate that behaviour to the new code -- should I?
Diffstat (limited to 'crawl-ref/source/state.h')
-rw-r--r--crawl-ref/source/state.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/state.h b/crawl-ref/source/state.h
index 02c43f6bcf..7727715f4a 100644
--- a/crawl-ref/source/state.h
+++ b/crawl-ref/source/state.h
@@ -11,6 +11,7 @@
class monster;
class mon_acting;
+class targetter;
struct god_act_state
{
@@ -95,8 +96,8 @@ struct game_state
bool title_screen;
#endif
- // Range beyond which view should be darkend, -1 == disabled.
- int darken_range;
+ // Area beyond which view should be darkened, 0 = disabled.
+ targetter *darken_range;
// Any changes to macros that need to be changed?
bool unsaved_macros;