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authorRobert Vollmert <rvollmert@gmx.net>2010-04-30 15:43:57 +0200
committerRobert Vollmert <rvollmert@gmx.net>2010-04-30 15:47:43 +0200
commit7401b9634798a329dbef28df262f4202f2866fc5 (patch)
tree09c745be8bdd2280131ce3354330d4b5608b1141 /crawl-ref/source/ouch.h
parent76a5c0c7ff5521c61203351543bf2099f0206406 (diff)
downloadcrawl-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.h3
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;