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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-08-20 12:23:38 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-08-20 12:23:38 +0000
commit5b618acbca35621d699dc4ba3064f2a3228a5131 (patch)
treed5a68990291723d0252b29dd9193bce34929f50b /crawl-ref/source/beam.cc
parent7ca7077ed3e60d71c79c22e07fd0d2491b861ca3 (diff)
downloadcrawl-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.cc13
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)