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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-01-09 14:15:43 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-01-09 14:15:43 +0000 |
commit | 447bc8ac9d8557be01da02c40349e4301f42c089 (patch) | |
tree | 70d8049ee1391103b657e1473bda0aa15c3bc491 /crawl-ref/source/traps.cc | |
parent | 88f39cd2d9a9c0c337988e24deca86267da5bb30 (diff) | |
download | crawl-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.cc | 6 |
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; |