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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-01-09 14:15:43 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-01-09 14:15:43 +0000 |
commit | 447bc8ac9d8557be01da02c40349e4301f42c089 (patch) | |
tree | 70d8049ee1391103b657e1473bda0aa15c3bc491 /crawl-ref/source/direct.cc | |
parent | 88f39cd2d9a9c0c337988e24deca86267da5bb30 (diff) | |
download | crawl-ref-447bc8ac9d8557be01da02c40349e4301f42c089.tar.gz crawl-ref-447bc8ac9d8557be01da02c40349e4301f42c089.zip |
Add gore and splatter to Crawl - in the form of Jarmo's
(strongly modified, I admit) blood patch.
Whenever the player or a monster capable of bleeding suffers
damage (currently only in melee) or when you dissect a corpse
there's a chance (depending on damage/corpse weight) that the
square will turn bloody and be coloured red, with a much
lower chance of additionally spattering some of the
surrounding squares. These chances are probably still a bit
too high for later values of possible damage dealt.
Also, ranged and some of the magic attacks (earth-based,
mostly) should also be able to send blood flying. :p
For now, this is flavour only, but it shouldn't be too
difficult to introduce relations to Necromancy or evil gods.
Also consider dragons to be warm-blooded, like dinosaurs.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3230 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/direct.cc')
-rw-r--r-- | crawl-ref/source/direct.cc | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/crawl-ref/source/direct.cc b/crawl-ref/source/direct.cc index 36925ca8df..8430d326fb 100644 --- a/crawl-ref/source/direct.cc +++ b/crawl-ref/source/direct.cc @@ -2148,6 +2148,9 @@ static void describe_cell(int mx, int my) if (Options.tutorial_left && tutorial_feat_interesting(grd[mx][my])) { feature_desc += " (Press <w>v<lightgray> for more information.)"; + if (is_bloodcovered(mx, my)) + feature_desc += EOL "It is spattered with blood."; + print_formatted_paragraph(feature_desc, get_number_of_cols()); } else @@ -2157,9 +2160,16 @@ static void describe_cell(int mx, int my) if (interesting_feature(feat)) feature_desc += " (Press 'v' for more information.)"; + bool bloody = false; + if (is_bloodcovered(mx, my)) + { + feature_desc += EOL "It is spattered with blood."; + bloody = true; + } + // Suppress "Floor." if there's something on that square that we've // already described. - if ((feat == DNGN_FLOOR || feat == DNGN_FLOOR_SPECIAL) + if ((feat == DNGN_FLOOR || feat == DNGN_FLOOR_SPECIAL) && !bloody && (monster_described || item_described || cloud_described)) return; |