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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-02 12:48:15 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-07-02 12:48:15 +0000
commit445895d95df53255dd570691f1ebb3eb538348d0 (patch)
tree2d840a26c0f7a44b50c3d88a48038a5c13a5c24c /crawl-ref/source/item_use.cc
parente6584efd5c0dfe8d24d07ceca6db2d563d2b9cd9 (diff)
downloadcrawl-ref-445895d95df53255dd570691f1ebb3eb538348d0.tar.gz
crawl-ref-445895d95df53255dd570691f1ebb3eb538348d0.zip
Revert the change on ammo handling for Tiles, and replace it with a more
generic logic that uses item tiles for BEAM_MISSILE, else bolts according to flavour. Identify monster fired ammunition ego if the launcher ego is known, not that it has much of an effect because plain ammo gets no special description. In the message list the fired item as it will look to the player (i.e. "arrow of ice" for a plain arrow fired off a bow of frost), even though the item actually dropped will still be a plain one. I hope this isn't too confusing. (And if it is, it should be easy to revert. :p) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6331 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/item_use.cc')
-rw-r--r--crawl-ref/source/item_use.cc118
1 files changed, 57 insertions, 61 deletions
diff --git a/crawl-ref/source/item_use.cc b/crawl-ref/source/item_use.cc
index b13cb3aa24..d8a59d1aa1 100644
--- a/crawl-ref/source/item_use.cc
+++ b/crawl-ref/source/item_use.cc
@@ -364,10 +364,10 @@ static const char *shield_base_name(const item_def *shield)
static const char *shield_impact_degree(int impact)
{
- return (impact > 160? "severely " :
- impact > 130? "significantly " :
- impact > 110? "" :
- NULL);
+ return (impact > 160 ? "severely " :
+ impact > 130 ? "significantly " :
+ impact > 110 ? ""
+ : NULL);
}
static void warn_rod_shield_interference(const item_def &)
@@ -605,7 +605,7 @@ void wield_effects(int item_wield_2, bool showMsgs)
break;
case SPWPN_FLAME:
- mpr("It glows red for a moment.");
+ mpr("It bursts into flame!");
break;
case SPWPN_FROST:
@@ -1719,12 +1719,14 @@ int launcher_final_speed(const item_def &launcher, const item_def *shield)
// Determines if the end result of the combined launcher + ammo brands a
// fire/frost beam.
+// positive: frost, negative: flame, zero: neither
bool elemental_missile_beam(int launcher_brand, int ammo_brand)
{
- int element = (launcher_brand == SPWPN_FROST)
- + (ammo_brand == SPMSL_ICE)
- - (launcher_brand == SPWPN_FLAME)
- - (ammo_brand == SPMSL_FLAME);
+ int element = (launcher_brand == SPWPN_FROST
+ + ammo_brand == SPMSL_ICE
+ - launcher_brand == SPWPN_FLAME
+ - ammo_brand == SPMSL_FLAME);
+
return (element);
}
@@ -2008,7 +2010,7 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
if (projected == LRET_LAUNCHED)
{
const item_def &launcher = you.inv[you.equip[EQ_WEAPON]];
- const int bow_brand = get_weapon_brand( launcher );
+ const int bow_brand = get_weapon_brand( launcher );
const int ammo_brand = get_ammo_brand( item );
bool poisoned = (ammo_brand == SPMSL_POISONED);
@@ -2234,66 +2236,42 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
}
// Note that bow_brand is known since the bow is equipped.
- if (bow_brand == SPWPN_FLAME || ammo_brand == SPMSL_FLAME)
+ if ((bow_brand == SPWPN_FLAME || ammo_brand == SPMSL_FLAME)
+ && ammo_brand != SPMSL_ICE && bow_brand != SPWPN_FROST)
{
- if (ammo_brand != SPMSL_ICE && bow_brand != SPWPN_FROST)
- {
-#ifdef USE_TILE
- // Mark brand for tile output.
- if (ammo_brand != SPMSL_FLAME)
- set_item_ego_type( item, OBJ_MISSILES, SPMSL_FLAME );
-#endif
-
- // [dshaligram] Branded arrows are much stronger.
- dice_mult = (dice_mult * 150) / 100;
+ // [dshaligram] Branded arrows are much stronger.
+ dice_mult = (dice_mult * 150) / 100;
- pbolt.flavour = BEAM_FIRE;
- pbolt.name = "bolt of ";
+ pbolt.flavour = BEAM_FIRE;
+ pbolt.name = "bolt of ";
- if (poisoned)
- pbolt.name += "poison ";
+ if (poisoned)
+ pbolt.name += "poison ";
- pbolt.name += "flame";
- pbolt.colour = RED;
- pbolt.type = dchar_glyph(DCHAR_FIRED_BOLT);
- pbolt.thrower = KILL_YOU_MISSILE;
- pbolt.aux_source.clear();
- }
-#ifdef USE_TILE
- else
- set_item_ego_type( item, OBJ_MISSILES, SPMSL_NORMAL );
-#endif
+ pbolt.name += "flame";
+ pbolt.colour = RED;
+ pbolt.type = dchar_glyph(DCHAR_FIRED_BOLT);
+ pbolt.thrower = KILL_YOU_MISSILE;
+ pbolt.aux_source.clear();
}
- if (bow_brand == SPWPN_FROST || ammo_brand == SPMSL_ICE)
+ if ((bow_brand == SPWPN_FROST || ammo_brand == SPMSL_ICE)
+ && ammo_brand != SPMSL_FLAME && bow_brand != SPWPN_FLAME)
{
- if (ammo_brand != SPMSL_FLAME && bow_brand != SPWPN_FLAME)
- {
-#ifdef USE_TILE
- // Mark brand for tile output.
- if (ammo_brand != SPMSL_ICE)
- set_item_ego_type( item, OBJ_MISSILES, SPMSL_ICE );
-#endif
+ // [dshaligram] Branded arrows are much stronger.
+ dice_mult = (dice_mult * 150) / 100;
- // [dshaligram] Branded arrows are much stronger.
- dice_mult = (dice_mult * 150) / 100;
+ pbolt.flavour = BEAM_COLD;
+ pbolt.name = "bolt of ";
- pbolt.flavour = BEAM_COLD;
- pbolt.name = "bolt of ";
+ if (poisoned)
+ pbolt.name += "poison ";
- if (poisoned)
- pbolt.name += "poison ";
-
- pbolt.name += "frost";
- pbolt.colour = WHITE;
- pbolt.type = dchar_glyph(DCHAR_FIRED_BOLT);
- pbolt.thrower = KILL_YOU_MISSILE;
- pbolt.aux_source.clear();
- }
-#ifdef USE_TILE
- else
- set_item_ego_type( item, OBJ_MISSILES, SPMSL_NORMAL );
-#endif
+ pbolt.name += "frost";
+ pbolt.colour = WHITE;
+ pbolt.type = dchar_glyph(DCHAR_FIRED_BOLT);
+ pbolt.thrower = KILL_YOU_MISSILE;
+ pbolt.aux_source.clear();
}
// The chief advantage here is the extra damage this does
@@ -2565,12 +2543,30 @@ bool throw_it(bolt &pbolt, int throw_2, bool teleport, int acc_bonus,
pbolt.hit, pbolt.damage.num, pbolt.damage.size );
#endif
+ // Print type of item as influenced by launcher.
+ item_def ammo = item;
+ if (pbolt.flavour == BEAM_FIRE)
+ {
+ if (ammo.special != SPMSL_FLAME)
+ ammo.special = SPMSL_FLAME;
+ }
+ else if (pbolt.flavour == BEAM_COLD)
+ {
+ if (ammo.special != SPMSL_ICE)
+ ammo.special = SPMSL_ICE;
+ }
+ else
+ {
+ if (ammo.special != SPMSL_NORMAL && ammo.special != SPMSL_POISONED)
+ ammo.special = SPMSL_NORMAL;
+ }
+
// Create message.
mprf( "%s %s%s %s.",
teleport ? "Magically, you" : "You",
projected ? "" : "awkwardly ",
projected == LRET_LAUNCHED ? "shoot" : "throw",
- item.name(DESC_NOCAP_A).c_str() );
+ ammo.name(DESC_NOCAP_A).c_str() );
// Ensure we're firing a 'missile'-type beam.
pbolt.is_beam = false;