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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/view.h | |
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/view.h')
-rw-r--r-- | crawl-ref/source/view.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/view.h b/crawl-ref/source/view.h index fec4d5805f..cf3490fc9b 100644 --- a/crawl-ref/source/view.h +++ b/crawl-ref/source/view.h @@ -166,6 +166,7 @@ void set_envmap_col( int x, int y, int colour, int flags ); void set_envmap_col( int x, int y, int colour ); void set_envmap_prop( int x, int y, int prop ); bool is_sanctuary( int x, int y ); +bool is_bloodcovered( int x, int y ); bool is_envmap_detected_item(int x, int y); bool is_envmap_detected_mons(int x, int y); |