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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-08-20 12:23:38 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2007-08-20 12:23:38 +0000
commit5b618acbca35621d699dc4ba3064f2a3228a5131 (patch)
treed5a68990291723d0252b29dd9193bce34929f50b /crawl-ref/source/items.cc
parent7ca7077ed3e60d71c79c22e07fd0d2491b861ca3 (diff)
downloadcrawl-ref-5b618acbca35621d699dc4ba3064f2a3228a5131.tar.gz
crawl-ref-5b618acbca35621d699dc4ba3064f2a3228a5131.zip
Added throwing nets. These still need work, and thus
are not for 0.3. Obviously. Summary: New item type MI_THROWING_NET. The enchantment of a net describes its state, i.e. whether it's brand-new or almost falling apart (happens at -8). New attribute ATTR_CAUGHT (for monsters ENCH_CAUGHT) that means the victim cannot move and instead struggles against the net until it manages to wriggle out of it (takes a while depending on size) or it is destroyed. Monsters can still use items and spells when trapped. New trap type TRAP_NET that currently is the only source of throwing nets, though Gladiators (and some types of hunters maybe?) should start with a few, and David suggested also allowing the creation of nets for shops. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2020 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/items.cc')
-rw-r--r--crawl-ref/source/items.cc13
1 files changed, 12 insertions, 1 deletions
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc
index 7b1f6f46eb..a33c1a41dc 100644
--- a/crawl-ref/source/items.cc
+++ b/crawl-ref/source/items.cc
@@ -547,7 +547,9 @@ static void item_list_on_square( std::vector<const item_def*>& items,
while ( obj != NON_ITEM ) {
/* add them to the items list if they qualify */
if ( !have_nonsquelched || !invisible_to_player(mitm[obj]) )
+ {
items.push_back( &mitm[obj] );
+ }
obj = mitm[obj].link;
}
}
@@ -1299,6 +1301,15 @@ int find_free_slot(const item_def &i)
// the player's inventory is full.
int move_item_to_player( int obj, int quant_got, bool quiet )
{
+ if (you.attribute[ATTR_CAUGHT] && mitm[obj].base_type == OBJ_MISSILES
+ && mitm[obj].sub_type == MI_THROWING_NET)
+ {
+ quant_got--;
+ mpr("You cannot pick up the net that traps you!");
+ if (!quant_got)
+ return (1);
+ }
+
int retval = quant_got;
// Gold has no mass, so we handle it first.
@@ -1340,7 +1351,7 @@ int move_item_to_player( int obj, int quant_got, bool quiet )
retval = part;
}
-
+
if (is_stackable_item( mitm[obj] ))
{
for (int m = 0; m < ENDOFPACK; m++)