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authorRaphael Langella <raphael.langella@gmail.com>2012-09-15 23:24:07 +0200
committerRaphael Langella <raphael.langella@gmail.com>2012-09-15 23:24:29 +0200
commitd66b1aea3f269e2140d79b5d32f7174694f5fb92 (patch)
tree5b514bbd4dda3974dbcf66607a5a662c628be36e /crawl-ref/source/fight.h
parent3fab5e45499609b4aeb6150ad2dda39305a740fe (diff)
downloadcrawl-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/fight.h')
-rw-r--r--crawl-ref/source/fight.h7
1 files changed, 7 insertions, 0 deletions
diff --git a/crawl-ref/source/fight.h b/crawl-ref/source/fight.h
index 88e2dfea1f..03078d001d 100644
--- a/crawl-ref/source/fight.h
+++ b/crawl-ref/source/fight.h
@@ -6,6 +6,8 @@
#ifndef FIGHT_H
#define FIGHT_H
+#include <list>
+
#include "melee_attack.h"
#include "mon-enum.h"
#include "random-var.h"
@@ -43,5 +45,10 @@ unchivalric_attack_type is_unchivalric_attack(const actor *attacker,
void chaos_affect_actor(actor *victim);
int player_weapon_str_weight();
int player_weapon_dex_weight();
+void get_cleave_targets(coord_def atk, coord_def def, int dir,
+ list<actor*> &targets);
+void attack_cleave_targets(actor* attacker, list<actor*> &targets,
+ int attack_number = 0,
+ int effective_attack_number = 0);
#endif