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* Reorder acid effects (doy)Nicholas Feinberg2014-08-121-4/+4
| | | | For better messaging.
* Correctly offend Beogh when disintegrating an idol (PleasingFungus)Neil Moore2014-08-051-1/+1
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* Correctly handle elemental-coloured explosions (#8852)Neil Moore2014-08-041-1/+2
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* fix messages when invisible monsters are charmed or uncharmed (8819)Jesse Luehrs2014-08-021-0/+2
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* xom shouldn't be interested in accidentally helping out plantsJesse Luehrs2014-08-021-1/+1
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* Remove stuffNicholas Feinberg2014-07-291-1/+2
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Add a comment.Neil Moore2014-07-261-0/+2
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* Make Poison Arrow a ranged attackNicholas Feinberg2014-07-261-2/+2
| | | | | | | | | So that it does damage consistent with other spells against targets with negative resistances. (1.35x damage, instead of 1.7x.) Also makes BEAM_NEG count as ranged, if anyone or anything ever gets rN-.
* Initialize bolt::was_missile (#8820)argonaut2014-07-251-1/+1
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* Don't let blinkbolts hit the caster (#8791)Neil Moore2014-07-201-0/+3
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* Make orb of electricity explode in tracers.Neil Moore2014-07-201-2/+2
| | | | Ugh, please rewrite.
* Remove some vestiges of Ice Storm.Neil Moore2014-07-201-24/+1
| | | | zap_type isn't marshalled anywhere, so doesn't need save compat.
* Make explosive bolt tracers explode (#8810)Neil Moore2014-07-201-6/+12
| | | | | | There are likely to be similar problems with some of the other beam types that are checked by name (other than IMB and tree-affecting spells): see the pbolt.name = "unimportant"; in player_tracer().
* Use correct stats for reflected range attacks (#8794)Neil Moore2014-07-171-2/+2
| | | | | | This should make reflected needles work while preserving the old blaming behaviour (a player reflector gets kill credit but not god blame). Needs more thorough testing.
* Make blocked beams fall back to visible paths if possible (#8804).Neil Moore2014-07-171-3/+6
| | | | | | | | | | | | | | | | | In this position, you would be able to see the kobold, but trying to shoot it would say your line of fire is blocked by the wall: ..#@ K.8. If the statue weren't there the beam would avoid the wall perfectly well. Furthermore, the "Aim" prompt does in fact say "fire blocked by a granite statue", not "wall"; only the tracer and beam reported the opaque wall as the reason for losing LOF. When no LOS_SOLID_SEE ray is found for a beam, now we first try falling back to a LOS_DEFAULT ray; only if that too fails do we take the straight-path fallback.
* Switch backwards messages in beam.ccTanner Swett2014-07-151-2/+2
| | | | | | In _destroy_wall_msg in beam.cc, the message for a visible orcish idol did not describe its appearance, whereas the message for an invisible idol did describe its appearance. This swaps the two messages around.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-3/+3
| | | | As part of a wider scheme to make draining temporary.
* Improve sleep codeNicholas Feinberg2014-07-111-5/+2
| | | | | | Refactor put_to_sleep() and hibernate() together. Also improve messenging for resisting repeated sleep (by replacing a generic canned message).
* Don't try and identify the player's shield when reflecting an attackChris Campbell2014-07-091-1/+0
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* Fix magical shields being unable to block most ranged attacks (#8772)Chris Campbell2014-07-091-1/+1
| | | | | | | | They checked that the player either had a shield equipped or had the bone plates mutation, so TSO's divine shield, Qazlal shielding and Condensation shield could all never block ranged attacks (except for those from ranged weapons, since those now follow the same codepath as melee attacks!).
* Fix sticky flame duration depending on the HD of the target (Patashu)Chris Campbell2014-07-091-1/+1
| | | | | As far as I can tell, this was changed by 5e60d799077, and the duration previously depended on the initial damage dealt by the sticky flame.
* BraceNicholas Feinberg2014-07-071-0/+2
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* Clarify message when hitting a slowed monster with curare (#8765).Shmuale Mark2014-07-071-2/+4
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* Rename antimagic() -> debuff_player().Shmuale Mark2014-07-061-1/+1
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* Make Dazzling Spray scale more strongly with HDNicholas Feinberg2014-07-051-1/+1
| | | | | | | | | | | It's fine if it's strong early on, but a level 3 spell should not still be dominatingly powerful through endgame & extended. (It might be interesting to add a higher-level blinding effect at a later date.) Sample monsters: odds of dazzling an orc warrior go from 73% to 75%. Elephants go from 58% to 50%. Ice Fiends go from 31% to 5%.
* Remove unused parameters from umbra() and backlit().Neil Moore2014-07-051-4/+4
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* Let BLOOD finally have its place in the sunNicholas Feinberg2014-07-011-0/+1
| | | | | | ...by moving bloodspatter functions into their own file. Death to misc.cc! Long live the new file hierarchy!
* Have monsters check constriction before using knockback abilitiesgammafunk2014-07-021-12/+24
| | | | | | | | | | If a monster is constricting a victim, don't allow it to use a spell or ability that would knock the victim back, thus breaking the constriction. I made this commit when I was considering giving op crushers primal wave, an idea that I dropped, but the check should still be there, and this does move otherwise duplicated code to a single method.
* Remove the to-hit DEBUG_COOKIE.Neil Moore2014-07-011-4/+0
| | | | Fight sim handles sets the simulated flag directly now.
* Only Dithmenos can prevent forest fires! (#8624)Shmuale Mark2014-06-271-1/+5
| | | | | | | There doesn't seem to be a simple way to prevent the penance from coming around while still giving you XP for monsters killed, and also giving penance when you start a forest fire on purpose. This seems to be the simplest solution.
* Partially refactor cast_healing()Nicholas Feinberg2014-06-261-1/+1
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* The great mon-stuff migration.Shmuale Mark2014-06-221-2/+2
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Rename functions (|amethyst).Shmuale Mark2014-06-191-1/+1
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* Try to reduce duplication in Recite code.Shmuale Mark2014-06-191-1/+1
| | | | | | | | | | | | | | is_chaotic() and is_unclean() have been changed to return an int roughly equal to what would have been returned before by the Zin recite function. Some bool flags were added to the function to make it still work right for the other uses (e.g. silver). Prince Ribbit is no longer specially vulnerable to Recite, and insane/ sluggish uniques are unclean rather than chaotic, which seems more consistent with the other uses of the terms. The special case for nonliving and plant monsters to be unrecitable is removed.
* Remove pulsating lumps.Shmuale Mark2014-06-171-1/+0
| | | | Cigo's now has simple shapeshifters, which seem to work all right.
* Remove the unused BEAM_DEVOUR_FOODreaverb2014-06-111-1/+1
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* Make beams unable to hit monsters in wallsNicholas Feinberg2014-06-111-40/+6
| | | | Since there aren't any left, after all.
* Rename BEAM_NAPALM to BEAM_STICKY_FLAMEreaverb2014-06-111-4/+4
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* Don't ensnare monsters before they're hit by webbingNicholas Feinberg2014-06-101-1/+2
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* Revert "Make random_choose_weighted() end on -1 weight"reaverb2014-06-101-2/+2
| | | | | | | This reverts commit 7e81480cda18144ff185f5248639a072b654deff. Turns out I missed some calls to random_choose_weighted(), this change might not even be worth doing.
* Make random_choose_weighted() end on -1 weightreaverb2014-06-101-2/+2
| | | | For consistency with random_choose().
* Remove a mysterious metal orbNicholas Feinberg2014-06-081-12/+0
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* Don't pause the game for offscreen explosions.Neil Moore2014-06-081-11/+19
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* Don't blame the player for reflected jelly kills (#8648)Neil Moore2014-06-061-1/+5
| | | | | Use YOU_FAULTLESS as the killer, and furthermore check for that when deciding whether something is a bad_kill.
* Whitespace fixes (doh)Neil Moore2014-06-061-1/+1
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* Allow inner flaming allies.Neil Moore2014-06-061-0/+8
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* Rename BEAM_NUKE to BEAM_DEVASTATIONreaverb2014-06-051-6/+6
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* Rename nuke_wall() destroy_wall()reaverb2014-06-051-10/+10
| | | | and also change a temporary variable name to avoid overshadowing
* Destroy item destructiongammafunk2014-05-281-32/+5
| | | | | | | | | | | | | | | | | | | Now that inventory weight and player burden states are gone, item destruction doesn't serve one purpose it clearly accomplished: help prevent the player from being at or next to burden capacity at all times. Outright destruction of strategic consumables encourages more needless inventory management, so we'd like to exclude these from any form of destruction and possibly prevent them from taking up inventory space at all. Denial of tactical consumables, either temporarily or permanently, is something we're going to look into later on, possibly in the release after next, since it can create interesting and generally not frustrating gameplay if done correctly. Needless to say, item destruction wasn't a player favorite and may have a sparsely attended funeral. RIP in peace. For now we aren't adjusting the rate of consumable generation to compensate for no item destruction, but that balancing will happen after play-testing shows how much adjustment is necessary.