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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/monstuff.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/monstuff.cc')
-rw-r--r-- | crawl-ref/source/monstuff.cc | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc index 49f03b28f0..e787b38f4b 100644 --- a/crawl-ref/source/monstuff.cc +++ b/crawl-ref/source/monstuff.cc @@ -1010,11 +1010,11 @@ void _monster_die_cloud(const monsters* monster, bool corpse, bool silent, } } -void monster_die(monsters *monster, killer_type killer, - int killer_index, bool silent, bool wizard) +int monster_die(monsters *monster, killer_type killer, + int killer_index, bool silent, bool wizard) { if (invalid_monster(monster)) - return; + return (-1); // If a monster was banished to the Abyss and then killed there, // then its death wasn't a banishment. @@ -1022,7 +1022,7 @@ void monster_die(monsters *monster, killer_type killer, monster->flags &= ~MF_BANISHED; if (!silent && _monster_avoided_death(monster, killer, killer_index)) - return; + return (-1); mons_clear_trapping_net(monster); @@ -1659,6 +1659,8 @@ void monster_die(monsters *monster, killer_type killer, view_update_at(mwhere); update_screen(); } + + return (corpse); } void monster_cleanup(monsters *monster) |