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author | Raphael Langella <raphael.langella@gmail.com> | 2012-09-15 23:24:07 +0200 |
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committer | Raphael Langella <raphael.langella@gmail.com> | 2012-09-15 23:24:29 +0200 |
commit | d66b1aea3f269e2140d79b5d32f7174694f5fb92 (patch) | |
tree | 5b514bbd4dda3974dbcf66607a5a662c628be36e /crawl-ref/source/coord.cc | |
parent | 3fab5e45499609b4aeb6150ad2dda39305a740fe (diff) | |
download | crawl-ref-d66b1aea3f269e2140d79b5d32f7174694f5fb92.tar.gz crawl-ref-d66b1aea3f269e2140d79b5d32f7174694f5fb92.zip |
Cleave effect for Axes.
* Additional targets are acquired by rotating from the main target in both
directions but no more than 3 cells. Solid features block cleaving. On
open grounds, it attacks 7 cells (all but the opposite one from the main
target).
A single wall on the side can block one or two targets since it doesn't go
all around.
* Additional attacks do 75% damage. Main target still takes full damage.
* Allies don't block cleaving and are not harmed by it unless attacker
is confused.
* Monsters wielding axes get cleaving too.
* Broad axe, battleaxe and executioner's axe base damage is reduced by 1.
More nerfing might be needed for the latter 2.
* Cleaving works when attacking empty spaces (useful against invisible
monsters)
* Monsters dual wielding axes should work.
Thanks to LexAckson for helping with this implementation
(especially rotate_adjacent).
Diffstat (limited to 'crawl-ref/source/coord.cc')
-rw-r--r-- | crawl-ref/source/coord.cc | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/crawl-ref/source/coord.cc b/crawl-ref/source/coord.cc index dfd6c20645..144420e6c2 100644 --- a/crawl-ref/source/coord.cc +++ b/crawl-ref/source/coord.cc @@ -80,3 +80,16 @@ coord_def grid2player(const coord_def &gc) { return (gc - you.pos()); } + +//rotates a coord_def that points to an adjacent square +//clockwise (direction > 0), or counter-clockwise (direction < 0) +coord_def rotate_adjacent(coord_def vector, int direction) +{ + int xn, yn; + + xn = vector.x - sgn(direction) * vector.y; + yn = sgn(direction) * vector.x + vector.y; + vector.x = xn; + vector.y = yn; + return vector.sgn(); +} |