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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-08-20 12:23:38 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2007-08-20 12:23:38 +0000 |
commit | 5b618acbca35621d699dc4ba3064f2a3228a5131 (patch) | |
tree | d5a68990291723d0252b29dd9193bce34929f50b /crawl-ref/source/items.cc | |
parent | 7ca7077ed3e60d71c79c22e07fd0d2491b861ca3 (diff) | |
download | crawl-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.cc | 13 |
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++) |