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authorAdam Borowski <kilobyte@angband.pl>2012-06-21 01:09:42 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-06-21 01:18:38 +0200
commit61a277ac1a150891dabf4432f18909a199e81996 (patch)
tree186b60adda5af844a040fee794b8ea9c43472072 /crawl-ref/source/trap_def.h
parent03a6cd18151a15228da165d4849bce55e663f877 (diff)
downloadcrawl-ref-61a277ac1a150891dabf4432f18909a199e81996.tar.gz
crawl-ref-61a277ac1a150891dabf4432f18909a199e81996.zip
Unscale trap to-hit and disarm chance.
Nothing after level generation is supposed to depend on depth. A foo trap is a foo trap, no matter where you find it. This and previous changes make Sprint in particular more deadly: before, all traps did almost no damage, having depth of D:1.
Diffstat (limited to 'crawl-ref/source/trap_def.h')
-rw-r--r--crawl-ref/source/trap_def.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/trap_def.h b/crawl-ref/source/trap_def.h
index 673d5f392a..559b7c279a 100644
--- a/crawl-ref/source/trap_def.h
+++ b/crawl-ref/source/trap_def.h
@@ -21,6 +21,7 @@ struct trap_def
bool active() const;
bool defined() const { return active(); }
int max_damage(const actor& act);
+ int difficulty();
private:
void shoot_ammo(actor& act, bool was_known);