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authorMatthew Cline <zelgadis@sourceforge.net>2009-11-08 00:22:58 -0800
committerMatthew Cline <zelgadis@sourceforge.net>2009-11-08 00:25:51 -0800
commitd0b1ebb446d3eebb41824161d7160b24d3e7cceb (patch)
tree94b72d5c4019e578abc330002fa1c00f84a87605 /crawl-ref/source/fight.h
parent5bbad271f48030ebb570045a82e17889cf6ea395 (diff)
downloadcrawl-ref-d0b1ebb446d3eebb41824161d7160b24d3e7cceb.tar.gz
crawl-ref-d0b1ebb446d3eebb41824161d7160b24d3e7cceb.zip
fight: Generate noise on fighting
Very rough draft of "make noise when fighting". Needs extensive play-testing and tuning. Noise scales linearly with damage done, and also linearly with noise_factor, which is determined by weapon type (clubs make more noise than dagger) or monster attack type (tail slaps make more noise than stinging). Plus, a litle extra noise is added on for the flaming and electrocution brands.
Diffstat (limited to 'crawl-ref/source/fight.h')
-rw-r--r--crawl-ref/source/fight.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/crawl-ref/source/fight.h b/crawl-ref/source/fight.h
index 46033a0b2f..3dd95ddf93 100644
--- a/crawl-ref/source/fight.h
+++ b/crawl-ref/source/fight.h
@@ -106,6 +106,9 @@ public:
int min_delay;
int final_attack_delay;
+ int noise_factor;
+ int extra_noise;
+
// Attacker's damage output potential:
item_def *weapon;
@@ -207,6 +210,8 @@ private:
std::vector<attack_final_effect> final_effects;
+ void handle_noise();
+
private:
// Monster-attack specific stuff
bool mons_attack_you();