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authorRaphael Langella <raphael.langella@gmail.com>2011-08-18 01:41:03 +0200
committerRaphael Langella <raphael.langella@gmail.com>2011-09-05 23:20:15 +0200
commit5f32674c87b37df0f12d2b17c617ed0274e0541c (patch)
treeebf09d66a60cd6376762c2dfb0559c2c28fdf7a4 /crawl-ref/source/wiz-dgn.h
parent659a44c6003b4ffc0dc33ea30538e76d383b387f (diff)
downloadcrawl-ref-5f32674c87b37df0f12d2b17c617ed0274e0541c.tar.gz
crawl-ref-5f32674c87b37df0f12d2b17c617ed0274e0541c.zip
Apply the new feature mimic implementation to all types.
Starting from D:10, any door, stairs, escape hatch, shop fountain and portal has one chance in 100 of being a mimic. Branch entry vaults can be placed with a branch entry mimic. No mimics in the temple and the vestibule. For now, those are the only excluded places.
Diffstat (limited to 'crawl-ref/source/wiz-dgn.h')
-rw-r--r--crawl-ref/source/wiz-dgn.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/crawl-ref/source/wiz-dgn.h b/crawl-ref/source/wiz-dgn.h
index 1db7deb6aa..2440141b44 100644
--- a/crawl-ref/source/wiz-dgn.h
+++ b/crawl-ref/source/wiz-dgn.h
@@ -8,7 +8,9 @@
#include <string>
-void wizard_create_portal();
+#include "player.h"
+
+void wizard_create_portal(const coord_def& pos = you.pos());
void wizard_create_feature();
void wizard_list_branches();
void wizard_reveal_traps();
@@ -20,7 +22,7 @@ void wizard_interlevel_travel();
void wizard_list_levels();
void wizard_recreate_level();
void debug_make_trap(void);
-void debug_make_shop(void);
+void debug_make_shop(const coord_def& pos = you.pos());
void debug_place_map();
void debug_test_explore();