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authorzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-14 12:00:48 +0000
committerzelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573>2009-01-14 12:00:48 +0000
commit85e11d2d3c892c2ffcd53b0bf55c0e83ce13fb9d (patch)
treec3a0a555a4e2e046ac138f75f1c3bfd76c4357f9 /crawl-ref/source/itemprop.cc
parentb83cbbcaed12c8df8422b0fda6465189757ce1c9 (diff)
downloadcrawl-ref-85e11d2d3c892c2ffcd53b0bf55c0e83ce13fb9d.tar.gz
crawl-ref-85e11d2d3c892c2ffcd53b0bf55c0e83ce13fb9d.zip
Implented some ranged brands from FR #2006917 and #1891231: shadow and
penetration (not phasing) for launchers and shadow, penetration, dispersal, exploding, steel and silver for ammo. Never randomly generated. If a launcher of venom is used to launch flame or ice ammo then the resulting bolt will be poisoned, just like poisoned ammo launched from a launcer of flame or frost. Put missile beam setup code that's common to monsters and the player in setup_missile_beam(). Removed mons_thrown_object_destroyed(), thrown_object_destroyed() is now used for both monsters and the player. The bolt struct has several new callback fields that can be set to alter the beam's behaviour; currently only used by the brands implemented in this commit, but they should be general enough to be used by anything. The bolt struct has the new field "special_explosion" which can be used to cause an explosion with flavour and/or damage dice different than the rest of the beam. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8449 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/itemprop.cc')
-rw-r--r--crawl-ref/source/itemprop.cc8
1 files changed, 8 insertions, 0 deletions
diff --git a/crawl-ref/source/itemprop.cc b/crawl-ref/source/itemprop.cc
index ac3411bc0f..f441b8e089 100644
--- a/crawl-ref/source/itemprop.cc
+++ b/crawl-ref/source/itemprop.cc
@@ -2566,8 +2566,16 @@ int item_mass( const item_def &item )
break;
case OBJ_MISSILES:
+ {
unit_mass = Missile_prop[ Missile_index[item.sub_type] ].mass;
+ int brand = get_ammo_brand(item);
+
+ if (brand == SPMSL_SILVER)
+ unit_mass *= 2;
+ else if(brand == SPMSL_STEEL)
+ unit_mass *= 3;
break;
+ }
case OBJ_FOOD:
unit_mass = Food_prop[ Food_index[item.sub_type] ].mass;