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authorAdam Borowski <kilobyte@angband.pl>2010-01-12 14:28:32 +0100
committerAdam Borowski <kilobyte@angband.pl>2010-01-12 14:28:32 +0100
commit29824143fa8ccd75d8e92d27647b547a00ee0a37 (patch)
treecd6e1346adda830f8e9ca1c3643a967d470702d0 /crawl-ref/source/beam.cc
parent4368944db52459b6bdd9b17628b96ebe8e642c02 (diff)
downloadcrawl-ref-29824143fa8ccd75d8e92d27647b547a00ee0a37.tar.gz
crawl-ref-29824143fa8ccd75d8e92d27647b547a00ee0a37.zip
Allow disintegrating trees.
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc15
1 files changed, 15 insertions, 0 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 14edb27806..fdf6d05f96 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -1928,6 +1928,21 @@ void bolt::nuke_wall_effect()
obvious_effect = true;
}
+ else if (feat == DNGN_TREES)
+ {
+ grd(pos()) = DNGN_FLOOR;
+
+ // Blood does not transfer onto floor.
+ if (is_bloodcovered(pos()))
+ env.pgrid(pos()) &= ~(FPROP_BLOODY);
+
+ if (you.see_cell(pos()))
+ mpr("The tree breaks and falls down!");
+ else if (player_can_hear(pos()))
+ mpr("You hear timber falling.", MSGCH_SOUND);
+
+ obvious_effect = true;
+ }
finish_beam();
}