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authorMatthew Cline <zelgadis@sourceforge.net>2009-11-04 17:29:34 -0800
committerMatthew Cline <zelgadis@sourceforge.net>2009-11-04 17:29:34 -0800
commitebce0ae5a24d6af41ebb888c50cb14b770d22f89 (patch)
treec78fecb68056e7914babd29a2da7a8d12f627dd6 /crawl-ref/source/beam.h
parent984882ad632106c8611ceabe9a584d3da400c2c5 (diff)
downloadcrawl-ref-ebce0ae5a24d6af41ebb888c50cb14b770d22f89.tar.gz
crawl-ref-ebce0ae5a24d6af41ebb888c50cb14b770d22f89.zip
Sound overhaul: sound where spell hits
Directed spells now do noise where they hit a monster/player, rather than where they're cast (enchantment spells have 0 noise when they hit); casting these spells generates a noise of loudness 1 where the spell caster is. The noise level is hard-coded in beam.cc's zap_data array (and setup by zapping()), and is constant regardless of the amount of damage done or the beam's power. Beam-ish spells generates a seperate sound event for each target hit. Spells which miss generate no noise.
Diffstat (limited to 'crawl-ref/source/beam.h')
-rw-r--r--crawl-ref/source/beam.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/crawl-ref/source/beam.h b/crawl-ref/source/beam.h
index 8b976c3492..ccb4d0fb10 100644
--- a/crawl-ref/source/beam.h
+++ b/crawl-ref/source/beam.h
@@ -88,6 +88,9 @@ struct bolt
// something. If not set, will use
// "engulfs" if an explosion or cloud
// and "hits" otherwise.
+ int loudness; // Noise level on hitting or exploding.
+ std::string noise_msg; // Message to give player if the hit
+ // or explosion isn't in view.
bool is_beam; // beam? (can hit multiple targets?)
bool is_explosion;
bool is_big_cloud; // expands into big_cloud at endpoint
@@ -117,6 +120,7 @@ struct bolt
bool obvious_effect; // did an 'obvious' effect happen?
bool seen; // Has player seen the beam?
+ bool heard; // Has the player heard the beam?
std::vector<coord_def> path_taken; // Path beam took.