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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/fight.h | |
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/fight.h')
-rw-r--r-- | crawl-ref/source/fight.h | 7 |
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 |