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author | Matthew Cline <zelgadis@sourceforge.net> | 2009-11-04 17:29:34 -0800 |
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committer | Matthew Cline <zelgadis@sourceforge.net> | 2009-11-04 17:29:34 -0800 |
commit | ebce0ae5a24d6af41ebb888c50cb14b770d22f89 (patch) | |
tree | c78fecb68056e7914babd29a2da7a8d12f627dd6 /crawl-ref/source/beam.h | |
parent | 984882ad632106c8611ceabe9a584d3da400c2c5 (diff) | |
download | crawl-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.h | 4 |
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. |