summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/spells1.cc
diff options
context:
space:
mode:
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/spells1.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/spells1.cc')
-rw-r--r--crawl-ref/source/spells1.cc6
1 files changed, 6 insertions, 0 deletions
diff --git a/crawl-ref/source/spells1.cc b/crawl-ref/source/spells1.cc
index 85107a9165..2ff342aa70 100644
--- a/crawl-ref/source/spells1.cc
+++ b/crawl-ref/source/spells1.cc
@@ -117,6 +117,9 @@ int blink(int pow, bool high_level_controlled_blink)
}
else
{
+ if (you.attribute[ATTR_CAUGHT])
+ you.attribute[ATTR_CAUGHT] = 0;
+
move_player_to_grid(beam.tx, beam.ty, false, true, true);
// controlling teleport contaminates the player -- bwr
@@ -164,6 +167,9 @@ void random_blink(bool allow_partial_control, bool override_abyss)
else
{
mpr("You blink.");
+
+ if (you.attribute[ATTR_CAUGHT])
+ you.attribute[ATTR_CAUGHT] = 0;
succ = true;
you.moveto(tx, ty);