Esempio n. 1
0
// Actual player death is mostly handled in game::is_game_over
void Character::die(Creature* nkiller)
{
    set_killer( nkiller );
    set_turn_died(int(calendar::turn));
    if( has_effect( "lightsnare" ) ) {
        inv.add_item( item( "string_36", 0 ) );
        inv.add_item( item( "snare_trigger", 0 ) );
    }
    if( has_effect( "heavysnare" ) ) {
        inv.add_item( item( "rope_6", 0 ) );
        inv.add_item( item( "snare_trigger", 0 ) );
    }
    if( has_effect( "beartrap" ) ) {
        inv.add_item( item( "beartrap", 0 ) );
    }
}
Esempio n. 2
0
// Actual player death is mostly handled in game::is_game_over
void Character::die(Creature* nkiller)
{
    set_killer( nkiller );
    set_turn_died(int(calendar::turn));
    if( has_effect( effect_lightsnare ) ) {
        inv.add_item( item( "string_36", 0 ) );
        inv.add_item( item( "snare_trigger", 0 ) );
    }
    if( has_effect( effect_heavysnare ) ) {
        inv.add_item( item( "rope_6", 0 ) );
        inv.add_item( item( "snare_trigger", 0 ) );
    }
    if( has_effect( effect_beartrap ) ) {
        inv.add_item( item( "beartrap", 0 ) );
    }
    mission::on_creature_death( *this );
}
Esempio n. 3
0
// Actual player death is mostly handled in game::is_game_over
void Character::die(Creature* nkiller)
{
    set_killer( nkiller );
    set_turn_died(int(calendar::turn));
}