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author | Matthew Cline <zelgadis@sourceforge.net> | 2009-11-08 00:22:58 -0800 |
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committer | Matthew Cline <zelgadis@sourceforge.net> | 2009-11-08 00:25:51 -0800 |
commit | d0b1ebb446d3eebb41824161d7160b24d3e7cceb (patch) | |
tree | 94b72d5c4019e578abc330002fa1c00f84a87605 /crawl-ref/source/fight.h | |
parent | 5bbad271f48030ebb570045a82e17889cf6ea395 (diff) | |
download | crawl-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.h | 5 |
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(); |