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authorJohanna Ploog <j-p-e-g@users.sourceforge.net>2009-12-09 21:31:02 +0100
committerJohanna Ploog <j-p-e-g@users.sourceforge.net>2009-12-09 21:31:02 +0100
commitb8f3c183df87ee55833ab561fa12ed324da5a913 (patch)
tree2be4120a6fc0053dc049ba066e68b1ebfe701a01 /crawl-ref/source/xom.h
parentf4efe0a7c1422dede865ea5f9d8e2d96978b2f9f (diff)
downloadcrawl-ref-b8f3c183df87ee55833ab561fa12ed324da5a913.tar.gz
crawl-ref-b8f3c183df87ee55833ab561fa12ed324da5a913.zip
Make Xom sometimes (< 5% chance) revive the player after death.
The chance of this happening depends strongly on tension and mood, as well as type of death. I also tried the normal protection from harm but I figure it's more interesting this way. :D
Diffstat (limited to 'crawl-ref/source/xom.h')
-rw-r--r--crawl-ref/source/xom.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/crawl-ref/source/xom.h b/crawl-ref/source/xom.h
index 25706fb1ab..7839987c9d 100644
--- a/crawl-ref/source/xom.h
+++ b/crawl-ref/source/xom.h
@@ -86,6 +86,10 @@ inline void xom_acts(int sever, int tension = -1)
void xom_check_lost_item(const item_def& item);
void xom_check_destroyed_item(const item_def& item, int cause = -1);
void xom_death_message(const kill_method_type killed_by);
+bool xom_saves_your_life(const int dam, const int death_source,
+ const kill_method_type death_type, const char *aux,
+ const bool see_source);
+
#ifdef WIZARD
void debug_xom_effects();
#endif