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author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-01-14 12:00:48 +0000 |
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committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-01-14 12:00:48 +0000 |
commit | 85e11d2d3c892c2ffcd53b0bf55c0e83ce13fb9d (patch) | |
tree | c3a0a555a4e2e046ac138f75f1c3bfd76c4357f9 /crawl-ref/source/beam.h | |
parent | b83cbbcaed12c8df8422b0fda6465189757ce1c9 (diff) | |
download | crawl-ref-85e11d2d3c892c2ffcd53b0bf55c0e83ce13fb9d.tar.gz crawl-ref-85e11d2d3c892c2ffcd53b0bf55c0e83ce13fb9d.zip |
Implented some ranged brands from FR #2006917 and #1891231: shadow and
penetration (not phasing) for launchers and shadow, penetration, dispersal,
exploding, steel and silver for ammo. Never randomly generated.
If a launcher of venom is used to launch flame or ice ammo then the resulting
bolt will be poisoned, just like poisoned ammo launched from a launcer of flame
or frost.
Put missile beam setup code that's common to monsters and the player in
setup_missile_beam().
Removed mons_thrown_object_destroyed(), thrown_object_destroyed() is now used
for both monsters and the player.
The bolt struct has several new callback fields that can be set to alter the
beam's behaviour; currently only used by the brands implemented in this commit,
but they should be general enough to be used by anything.
The bolt struct has the new field "special_explosion" which can be used to
cause an explosion with flavour and/or damage dice different than the rest of
the beam.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8449 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.h')
-rw-r--r-- | crawl-ref/source/beam.h | 29 |
1 files changed, 27 insertions, 2 deletions
diff --git a/crawl-ref/source/beam.h b/crawl-ref/source/beam.h index 924e1cd7c4..48e77b0dd4 100644 --- a/crawl-ref/source/beam.h +++ b/crawl-ref/source/beam.h @@ -46,8 +46,19 @@ struct tracer_info tracer_info(); void reset(); + + const tracer_info &operator += (const tracer_info &other); }; +struct bolt; + +typedef bool (*range_used_func)(const bolt& beam, const actor* victim, + int &used); +typedef bool (*beam_damage_func)(bolt& beam, actor* victim, int &dmg, + std::string &dmg_msg); +typedef bool (*beam_hit_func)(bolt& beam, actor* victim, int dmg, + int corpse); + struct bolt { // INPUT parameters set by caller @@ -82,6 +93,15 @@ struct bolt int draw_delay; // delay used when drawing beam. + bolt* special_explosion; // For exploding with a different + // flavour/damage/etc than the beam + // itself. + + // Various callbacks. + std::vector<range_used_func> range_funcs; + std::vector<beam_damage_func> damage_funcs; + std::vector<beam_hit_func> hit_funcs; + // OUTPUT parameters (tracing, ID) bool obvious_effect; // did an 'obvious' effect happen? @@ -173,7 +193,7 @@ private: bool found_player() const; int beam_source_as_target() const; - int range_used_on_hit() const; + int range_used_on_hit(const actor* victim) const; std::string zapper() const; @@ -182,6 +202,10 @@ private: void step(); void hit_wall(); + bool apply_hit_funcs(actor* victim, int dmg, int corpse = -1); + bool apply_dmg_funcs(actor* victim, int &dmg, + std::vector<std::string> &messages); + // Functions which handle actually affecting things. They all // operate on the beam's current position (i.e., whatever pos() // returns.) @@ -209,7 +233,8 @@ public: void update_hurt_or_helped(monsters *mon); bool attempt_block(monsters* mon); void handle_stop_attack_prompt(monsters* mon); - bool determine_damage(monsters* mon, int& preac, int& postac, int& final); + bool determine_damage(monsters* mon, int& preac, int& postac, int& final, + std::vector<std::string> &messages); void monster_post_hit(monsters* mon, int dmg); bool misses_player(); |