diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-08-20 12:23:38 +0000 |
---|---|---|
committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-08-20 12:23:38 +0000 |
commit | 5b618acbca35621d699dc4ba3064f2a3228a5131 (patch) | |
tree | d5a68990291723d0252b29dd9193bce34929f50b /crawl-ref/source/beam.cc | |
parent | 7ca7077ed3e60d71c79c22e07fd0d2491b861ca3 (diff) | |
download | crawl-ref-5b618acbca35621d699dc4ba3064f2a3228a5131.tar.gz crawl-ref-5b618acbca35621d699dc4ba3064f2a3228a5131.zip |
Added throwing nets. These still need work, and thus
are not for 0.3. Obviously.
Summary:
New item type MI_THROWING_NET.
The enchantment of a net describes its state, i.e.
whether it's brand-new or almost falling apart
(happens at -8).
New attribute ATTR_CAUGHT (for monsters ENCH_CAUGHT)
that means the victim cannot move and instead
struggles against the net until it manages to wriggle
out of it (takes a while depending on size) or it
is destroyed.
Monsters can still use items and spells when trapped.
New trap type TRAP_NET that currently is the only
source of throwing nets, though Gladiators (and some
types of hunters maybe?) should start with a few, and
David suggested also allowing the creation of nets
for shops.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2020 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r-- | crawl-ref/source/beam.cc | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc index df3c1dd027..6cc016e777 100644 --- a/crawl-ref/source/beam.cc +++ b/crawl-ref/source/beam.cc @@ -2389,6 +2389,13 @@ void beam_drop_object( bolt &beam, item_def *item, int x, int y ) return; } + // doesn't get destroyed by throwing + if (item->sub_type == MI_THROWING_NET) + { + copy_item_to_grid( *item, x, y, 1 ); + return; + } + if (YOU_KILL(beam.thrower)) // you threw it { int chance; @@ -3342,6 +3349,9 @@ static int affect_player( bolt &beam ) poison_player( 1 + random2(3) ); } } + + if (beam.name.find("throwing net") != std::string::npos) + player_caught_in_net(); if (beam.name.find("curare") != std::string::npos) { @@ -3695,6 +3705,9 @@ static int affect_monster(bolt &beam, monsters *mon) mprf(MSGCH_SOUND, "The %s hits something.", beam.name.c_str()); } + if (beam.name.find("throwing net") != std::string::npos) + monster_caught_in_net(mon); + // note that hurt_final was calculated above, so we don't need it again. // just need to apply flavoured specials (since we called with // doFlavouredEffects = false above) |