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author | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-01-14 12:00:48 +0000 |
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committer | zelgadis <zelgadis@c06c8d41-db1a-0410-9941-cceddc491573> | 2009-01-14 12:00:48 +0000 |
commit | 85e11d2d3c892c2ffcd53b0bf55c0e83ce13fb9d (patch) | |
tree | c3a0a555a4e2e046ac138f75f1c3bfd76c4357f9 /crawl-ref/source/itemprop.cc | |
parent | b83cbbcaed12c8df8422b0fda6465189757ce1c9 (diff) | |
download | crawl-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.cc | 8 |
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; |