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authordshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2008-01-09 14:24:11 +0000
committerdshaligram <dshaligram@c06c8d41-db1a-0410-9941-cceddc491573>2008-01-09 14:24:11 +0000
commitf2a95ba0d453ba6685ed29201beda8a2f703ab79 (patch)
treee7201beb995472236921334a363644e5782d648b /crawl-ref/source/beam.cc
parent447bc8ac9d8557be01da02c40349e4301f42c089 (diff)
downloadcrawl-ref-f2a95ba0d453ba6685ed29201beda8a2f703ab79.tar.gz
crawl-ref-f2a95ba0d453ba6685ed29201beda8a2f703ab79.zip
Monsters get multilevel resists (incomplete). Monster data needs to be
adjusted per monster to hand out the right resists. The current MR_RES_FIRE gives one level of resistance only. Added a real ghost structure, discarded the old ghost values array. Adjusted bones file format so bones will work out-of-the-box with Hearse. Breaks bones format, older bones will be rejected. Fixed some maps with bad DEPTHs. Added more safe answers in Y/N prompts, added a check to make it less likely that Crawl will spin in a tight loop reading input from a closed tty. (Experimental) !a will override existing foe of friendlies in LOS. Blademasters no longer pick up stuff to throw (Erik). Zombies of swimming things are also swimming things. Currently applies only to zombies explicitly placed in .des files, since fish zombies cannot be generated otherwise (can of worms). Morgue is now saved before showing the inventory and other boring end-of-game stuff. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3231 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc75
1 files changed, 35 insertions, 40 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 15d3f68a85..29719a3886 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -39,6 +39,7 @@
#include "delay.h"
#include "effects.h"
#include "enum.h"
+#include "fight.h"
#include "item_use.h"
#include "it_use2.h"
#include "items.h"
@@ -1591,28 +1592,28 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
// if we're not doing flavored effects, must be preliminary
// damage check only; do not print messages or apply any side
// effects!
- int resist;
+ int resist = 0;
+ int original = hurted;
switch (pbolt.flavour)
{
case BEAM_FIRE:
case BEAM_STEAM:
- resist = mons_res_fire(monster);
- if (resist > 1)
+ hurted = resist_adjust_damage(monster,
+ monster->res_fire(),
+ hurted,
+ true);
+ if (!hurted)
{
if (doFlavouredEffects)
simple_monster_message(monster, " appears unharmed.");
-
- hurted = 0;
}
- else if (resist == 1)
+ else if (original > hurted)
{
if (doFlavouredEffects)
simple_monster_message(monster, " resists.");
-
- hurted /= 3;
}
- else if (resist < 0)
+ else if (original < hurted)
{
if (mons_is_icy(monster))
{
@@ -1624,75 +1625,70 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
if (doFlavouredEffects)
simple_monster_message(monster, " is burned terribly!");
}
-
- hurted *= 15;
- hurted /= 10;
}
break;
-
case BEAM_COLD:
- resist = mons_res_cold(monster);
- if (resist > 1)
+ hurted = resist_adjust_damage(monster, monster->res_cold(),
+ hurted, true);
+ if (!hurted)
{
if (doFlavouredEffects)
simple_monster_message(monster, " appears unharmed.");
-
- hurted = 0;
}
- else if (resist == 1)
+ else if (original > hurted)
{
if (doFlavouredEffects)
simple_monster_message(monster, " resists.");
-
- hurted /= 3;
}
- else if (resist < 0)
+ else if (original < hurted)
{
if (doFlavouredEffects)
simple_monster_message(monster, " is frozen!");
-
- hurted *= 15;
- hurted /= 10;
}
break;
case BEAM_ELECTRICITY:
- if (mons_res_elec(monster) > 0)
+ hurted = resist_adjust_damage(monster, monster->res_elec(),
+ hurted, true);
+ if (!hurted)
{
if (doFlavouredEffects)
simple_monster_message(monster, " appears unharmed.");
-
- hurted = 0;
}
break;
case BEAM_ACID:
- if (mons_res_acid(monster))
+ hurted = resist_adjust_damage(monster, mons_res_acid(monster),
+ hurted, true);
+ if (!hurted)
{
if (doFlavouredEffects)
simple_monster_message(monster, " appears unharmed.");
-
- hurted = 0;
}
break;
case BEAM_POISON:
- if (mons_res_poison(monster) > 0)
+ {
+ int res = mons_res_poison(monster);
+ hurted = resist_adjust_damage(monster, res, hurted, true);
+ if (!hurted)
{
if (doFlavouredEffects)
simple_monster_message( monster, " appears unharmed." );
-
- hurted = 0;
}
- else if (doFlavouredEffects && !one_chance_in(3))
+ else if (res <= 0 && doFlavouredEffects && !one_chance_in(3))
{
poison_monster( monster, whose_kill(pbolt) );
}
break;
+ }
case BEAM_POISON_ARROW:
- if (mons_res_poison(monster) > 0)
+ hurted = resist_adjust_damage(monster,
+ std::min(mons_res_poison(monster), 1),
+ hurted);
+ if (hurted < original)
{
if (doFlavouredEffects)
{
@@ -1703,8 +1699,6 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
if (mons_has_lifeforce(monster))
poison_monster( monster, whose_kill(pbolt), 2, true );
}
-
- hurted /= 2;
}
else if (doFlavouredEffects)
{
@@ -1730,7 +1724,8 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
pbolt.obvious_effect = true;
if (YOU_KILL(pbolt.thrower))
- did_god_conduct(DID_NECROMANCY, 2 + random2(3), pbolt.effect_known);
+ did_god_conduct(DID_NECROMANCY, 2 + random2(3),
+ pbolt.effect_known);
if (one_chance_in(5))
{
@@ -2237,12 +2232,12 @@ void sticky_flame_monster( int mn, kill_category who, int levels )
if (!monster->alive())
return;
- if (mons_res_fire(monster) > 0)
+ if (mons_res_sticky_flame(monster))
return;
if (monster->add_ench(mon_enchant(ENCH_STICKY_FLAME, levels, who)))
simple_monster_message(monster, " is covered in liquid fire!");
-} // end sticky_flame_monster
+}
/*
* Used by monsters in "planning" which spell to cast. Fires off a "tracer"