This is currently purely cosmetical, but there are a lot of ideas out there how to make blood have an effect.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3910 c06c8d41-db1a-0410-9941-cceddc491573
7X3KS2DYACYTMNRE47MZSXC3RYRYUYDC5SOPRVWOIH6MQCHMEU7QC X4OVIUAVNYPQYIL5WU6F263TZZL22Z22LHAFJJLOGOPXWCCT7LMQC 2WVP47RBNL5OVYMAZH7TKRYD7F2TGSZ5X74PWVGAYCQP26G3JUHQC MJWFTUS66PTCNEYXEJA3CUJFXNWXIKDD6H3V24PW7HK64NSVOFSAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC R22TTMI6WXWULC7ODKFF3QCB7MOTETQQ6IR4BUCUPOCQKQNCTT5AC CQ24AVAI6SW3AHTIDMLPSTRRBEU6FHRF5I5FD6G5QIYE6PO4BQMQC GQL5SIGBHLU3FMCE54XVGLRY5AZHRM6DUEB722REA2DPLGJSN6EQC SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC VCG3BRIYRTNNWYC3LOXD6KFGXOX37HAFW2HNV7WXVG2V7EUHLDZQC }static int _modify_blood_amount(const int damage, const int dam_type){int factor = 0; // DVORP_NONEswitch (dam_type){case DVORP_CRUSHING: // flails, also unarmedfactor = 2;break;case DVORP_SLASHING: // whipsfactor = 4;break;case DVORP_PIERCING: // pole-armsfactor = 5;break;case DVORP_STABBING: // knives, daggersfactor = 8;break;case DVORP_SLICING: // other short/long blades, also blade handsfactor = 10;break;case DVORP_CHOPPING: // axesfactor = 17;break;case DVORP_CLAWING: // unarmed, clawsfactor = 24;break;}return (damage * factor / 10);