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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-01-09 14:15:43 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-01-09 14:15:43 +0000
commit447bc8ac9d8557be01da02c40349e4301f42c089 (patch)
tree70d8049ee1391103b657e1473bda0aa15c3bc491 /crawl-ref/source/traps.cc
parent88f39cd2d9a9c0c337988e24deca86267da5bb30 (diff)
downloadcrawl-ref-447bc8ac9d8557be01da02c40349e4301f42c089.tar.gz
crawl-ref-447bc8ac9d8557be01da02c40349e4301f42c089.zip
Add gore and splatter to Crawl - in the form of Jarmo's
(strongly modified, I admit) blood patch. Whenever the player or a monster capable of bleeding suffers damage (currently only in melee) or when you dissect a corpse there's a chance (depending on damage/corpse weight) that the square will turn bloody and be coloured red, with a much lower chance of additionally spattering some of the surrounding squares. These chances are probably still a bit too high for later values of possible damage dealt. Also, ranged and some of the magic attacks (earth-based, mostly) should also be able to send blood flying. :p For now, this is flavour only, but it shouldn't be too difficult to introduce relations to Necromancy or evil gods. Also consider dragons to be warm-blooded, like dinosaurs. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3230 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/traps.cc')
-rw-r--r--crawl-ref/source/traps.cc6
1 files changed, 4 insertions, 2 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc
index 00d5793963..35b7880c8e 100644
--- a/crawl-ref/source/traps.cc
+++ b/crawl-ref/source/traps.cc
@@ -384,8 +384,10 @@ void handle_traps(trap_type trt, int i, bool trap_known)
else
{
mpr("A huge blade swings out and slices into you!");
- ouch( (you.your_level * 2) + random2avg(29, 2)
- - random2(1 + player_AC()), 0, KILLED_BY_TRAP, " blade" );
+ int damage = (you.your_level * 2) + random2avg(29, 2)
+ - random2(1 + player_AC());
+ ouch( damage, 0, KILLED_BY_TRAP, " blade" );
+ bleed_onto_floor(you.x_pos, you.y_pos, -1, damage, true);
}
break;