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author | pubby <pubby8@gmail.com> | 2013-06-12 02:34:30 -0500 |
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committer | Neil Moore <neil@s-z.org> | 2013-08-25 00:12:25 -0400 |
commit | 2211e5ff2f25adfb931eb0ff32b274afa7eb7ed5 (patch) | |
tree | 4568295ed3a6c1bd2c0df4bc8db167db1809c043 /crawl-ref/source/delay.cc | |
parent | 9c1491e134d7c43d0ad2c4ebd444a3a2199b457b (diff) | |
download | crawl-ref-2211e5ff2f25adfb931eb0ff32b274afa7eb7ed5.tar.gz crawl-ref-2211e5ff2f25adfb931eb0ff32b274afa7eb7ed5.zip |
Create Formicid species and monsters.
Tavern post:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298
Wierdness & mutations:
- poison weakness
- retractable antennae (can wear headgear and ignore mutation)
- chitin skin (+3 AC)
- most weapons 1-handed, big weapons 2-handed
- permanent stasis
- ability to shaft self
- ability to dig
- Starts with 2 curing pots
3 monster versions of formicids were added:
formicid, a weak fighter
formicid drone, a stronger fighter
formicid venom mage, a magician with olgreb's and mass cure poison
[ Pushing to a branch for experimental playtesting on CSZO.
Also optimised the new tiles. -nfm ]
Diffstat (limited to 'crawl-ref/source/delay.cc')
-rw-r--r-- | crawl-ref/source/delay.cc | 27 |
1 files changed, 26 insertions, 1 deletions
diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc index ac4d835101..63cb187077 100644 --- a/crawl-ref/source/delay.cc +++ b/crawl-ref/source/delay.cc @@ -20,6 +20,7 @@ #include "delay.h" #include "describe.h" #include "directn.h" +#include "dungeon.h" #include "exercise.h" #include "enum.h" #include "fprop.h" @@ -58,6 +59,7 @@ #include "stuff.h" #include "env.h" #include "transform.h" +#include "traps.h" #include "travel.h" #include "hints.h" #include "view.h" @@ -384,6 +386,14 @@ void stop_delay(bool stop_stair_travel, bool force_unsafe) } break; + case DELAY_SHAFT_SELF: + if (stop_stair_travel) + { + mpr("You stop digging."); + _pop_delay(); + } + break; + case DELAY_WEAPON_SWAP: // one turn... too much trouble case DELAY_DROP_ITEM: // one turn... only used for easy armour drops case DELAY_JEWELLERY_ON: // one turn @@ -708,6 +718,10 @@ void handle_delay() case DELAY_PASSWALL: mpr("You begin to meditate on the wall.", MSGCH_MULTITURN_ACTION); break; + + case DELAY_SHAFT_SELF: + mpr("You begin to dig a shaft.", MSGCH_MULTITURN_ACTION); + break; case DELAY_RECITE: { @@ -924,6 +938,11 @@ void handle_delay() MSGCH_MULTITURN_ACTION); break; + case DELAY_SHAFT_SELF: + mpr("You continue digging a shaft.", + MSGCH_MULTITURN_ACTION); + break; + case DELAY_RECITE: { mprf(MSGCH_MULTITURN_ACTION, "\"%s\"", @@ -1173,6 +1192,12 @@ static void _finish_delay(const delay_queue_item &delay) break; } + case DELAY_SHAFT_SELF: + { + you.do_shaft_ability(); + break; + } + case DELAY_BUTCHER: case DELAY_BOTTLE_BLOOD: { @@ -1929,7 +1954,7 @@ static const char *delay_names[] = "jewellery_on", "memorise", "butcher", "bottle_blood", "weapon_swap", "passwall", "drop_item", "multidrop", "ascending_stairs", "descending_stairs", "recite", "run", "rest", "travel", "macro", - "macro_process_key", "interruptible", "uninterruptible" + "macro_process_key", "interruptible", "uninterruptible", "shaft self" }; // Gets a delay given its name. |