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author | Robert Vollmert <rvollmert@gmx.net> | 2010-04-30 15:43:57 +0200 |
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committer | Robert Vollmert <rvollmert@gmx.net> | 2010-04-30 15:47:43 +0200 |
commit | 7401b9634798a329dbef28df262f4202f2866fc5 (patch) | |
tree | 09c745be8bdd2280131ce3354330d4b5608b1141 /crawl-ref/source/ouch.h | |
parent | 76a5c0c7ff5521c61203351543bf2099f0206406 (diff) | |
download | crawl-ref-7401b9634798a329dbef28df262f4202f2866fc5.tar.gz crawl-ref-7401b9634798a329dbef28df262f4202f2866fc5.zip |
Slimy walls.
There's a new dungeon_feature_type DNGN_SLIMY_WALL that behaves
like DNGN_ROCK_WALL in most ways (I'm sure I missed some things).
The player and non-slime monsters are damaged proportionally to
the number of walls they're next to.
This currently goes through splash_with_acid for the player,
which means they're immune if fully equipped, which is suboptimal.
No item corrosion at the moment.
For monsters, the damage doesn't take equipment into account, and
is roughly the same as player damage.
But this is easy to adjust: Just edit effects.cc:slime_wall_damage.
Diffstat (limited to 'crawl-ref/source/ouch.h')
-rw-r--r-- | crawl-ref/source/ouch.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/ouch.h b/crawl-ref/source/ouch.h index fa99bd41d9..c9dbe6265e 100644 --- a/crawl-ref/source/ouch.h +++ b/crawl-ref/source/ouch.h @@ -58,7 +58,8 @@ enum kill_method_type int check_your_resists(int hurted, beam_type flavour, std::string source, bolt *beam = 0); -void splash_with_acid(int acid_strength, bool corrode_items = true); +void splash_with_acid(int acid_strength, bool corrode_items = true, + std::string hurt_msg = ""); void weapon_acid(int acid_strength); class actor; |