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author | Adam Borowski <kilobyte@angband.pl> | 2011-05-17 20:47:55 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2011-05-17 21:23:15 +0200 |
commit | 9fdae32aae7b07e0d961c447d9589715bc7fdf20 (patch) | |
tree | bf59d9ede6345b6af53b22dacbfc178092705c2b /crawl-ref/source/state.h | |
parent | 0ce0d23ceaf4a325e7d1fa0964b548f9ac37818a (diff) | |
download | crawl-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.h | 5 |
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; |