summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/beam.cc
Commit message (Collapse)AuthorAgeFilesLines
* Burning trees in Swamp produces shallow water. Fire clouds adjacent to ↵Darshan Shaligram2010-01-171-1/+1
| | | | watery squares now produce steam.
* Allow disintegrating trees.Adam Borowski2010-01-121-0/+15
|
* Trees don't reflect electricity; for bolts of lightning they ignite instead.Adam Borowski2010-01-121-2/+22
|
* New type of cloud: thick gloom.Jude Brown2010-01-101-0/+1
| | | | | | | | | | | | | | | It's a fast-moving, long-lasting cloud that clumps together. It will dissipate very quickly unless it is near other clouds. It is opaque, and blocks line of sight with two or more clouds, but unlike other clouds, it does not actually use the '#' glyph. Instead, it colours the ground underneath it magenta. It's currently unused, and while it's an interesting visual effect that will have some great potential in portal vaults and specific branches, should probably be used very rarely. Also includes a tile for these, though I'm not too happy with the effect.
* Make Fedhas' shoot through plants more lenientCharles Otto2010-01-091-35/+14
| | | | | | Allow players to fire through neutral (as well as friendly) plants and let explosion spells (fireball etc.) pass through plants although the explosion from those spells still affects plants.
* Don't reduce the EV of a halo's source (angels/daevas/player) (Mantis 323)Adam Borowski2010-01-071-2/+2
| | | | | | This has about no effect on heavy armour users, and makes dodgy chars use TSO just for the starting blade or weapon blessing. Stealth is of course still nuked.
* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
|
* Move BEAM_WATER out of the random range used by BEAM_RANDOM, since the game ↵Darshan Shaligram2010-01-071-2/+2
| | | | crashes if BEAM_RANDOM picks water (kilobyte).
* Fix chaos beams causing "software bugs nibble at your feet" (Darshan)Jude Brown2010-01-041-0/+10
| | | | | This was caused by a switch statement not handling BEAM_BERSERK and BEAM_MIGHT.
* Fix put_to_sleep, implement for monsters.Jude Brown2010-01-031-6/+5
|
* Give player-zapped wand bolts the "friendly" attitude. Fixes bug 0000244Johanna Ploog2010-01-021-2/+1
| | | | (Xom being amused by the player zapping beneficial wands at himself.)
* IOOD vs shields: blocks (boo!) and reflection (yay!)Adam Borowski2009-12-311-8/+2
|
* Merge branch 'master' into ioodAdam Borowski2009-12-301-33/+168
|\
| * Give move/copy_item_to_grid responsibility for hazardous terrainStefan O'Rear2009-12-291-3/+7
| | | | | | | | We now have much less duplication of logic, yay.
| * Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-30/+161
| |
* | Merge branch 'master' into ioodAdam Borowski2009-12-271-39/+23
|\|
| * Customisable clouds!Jude Brown2009-12-281-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | cloud_struct now has members for colour, name, and tile; colour will be used instead of the default colour of the cloud type, and will be used to recolour the tile of the cloud (if it exists). Name will be used to rebrand the cloud's description, and also alter the message generate while standing in a cloud. Finally, tile can be used to completely customise the tile used for the cloud. The value is stored as a string in order to maintain save compatibility across ASCII and tiles. A random tile (found using tile_main_count) from that set will also be used, however, no duration effects will be applied. Recoloured cloud tiles using just the colour code should be possible, though aren't yet fully tested. This commit bumps TAG_MAJOR_VERSION: changing marshalling of the FogMachine Lua code causes nasty crashes on reloading saved games. Otherwise, I don't think I broke anything else. :-)
| * Revert beams to not affect the source cell.Robert Vollmert2009-12-261-36/+14
| | | | | | | | | | | | | | | | The change was originally done to allow hostile oklobs to target the player if he happens to be standing in the same cell, but they appear to do that successfully regardless. Fixes issue #133, issue #246.
| * Rename a shadowed variable.Jude Brown2009-12-261-3/+3
| |
| * Credit player with kills by reflection.Robert Vollmert2009-12-251-1/+6
| | | | | | | | | | | | | | | | The player now gains experience both for player-thrown beams that are reflected by monsters, and monster-thrown beams reflected by the player. I assume not giving experience wasn't by design.
* | Use dprf().Adam Borowski2009-12-201-34/+10
|\|
| * Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-34/+10
| | | | | | | | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* | Stop tracers from complaining about the previous orb.Adam Borowski2009-12-201-0/+6
| | | | | | | | Also, make them imprevious to disintegration -- should we explode instead?
* | Iskenderun's Orb of DestructionAdam Borowski2009-12-201-1/+17
|/
* Allow beams to bounce on the map border.Robert Vollmert2009-12-171-4/+4
|
* Fix crash when targetting the map boundary.Robert Vollmert2009-12-171-3/+3
| | | | Fixes bug #151.
* Tidy up bracket placement according to our coding conventions.Johanna Ploog2009-12-101-2/+5
|
* Large rocks mulch into a pile of stones and make noise when they do so.Johanna Ploog2009-12-091-0/+20
|
* Comment fixes.David Lawrence Ramsey2009-11-271-3/+3
|
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+2
|
* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
|
* Re-add Purple Smoke cloud type (sorear).Jude Brown2009-11-281-0/+6
| | | | | This is visually identical to translocational energy, but will have uses in portal vaults (specifically, wizlabs).
* If you die to disintegration, say "blown up" not "killed".Adam Borowski2009-11-231-0/+2
|
* Add formatting fixes.David Lawrence Ramsey2009-11-211-2/+2
| | | | This mostly puts && and || on the proper lines, per the style guide.
* Create areas.cc and move sanctuary code there.Robert Vollmert2009-11-211-0/+1
| | | | | areas.cc is meant to collect all area effects like sanctuary, silence, halo, pending future unification.
* Fix bugs 2900276 and 2901145, monster beams hitting their throwerCharles Otto2009-11-201-2/+10
| | | | | | | | Switch to the YOU_KILL and MON_KILL macros for determining whether a beam was fired by a monster or the player (used to decide whether a beam can hit a monster or the player at its point of origin). This fixes manticores not using their ability, and also stops electric eels (and electric eel pallet swaps) from shooting themselves.
* ammo mulch changesjohnny shelley2009-11-201-1/+1
| | | | | | | | | | fire / frost / electric / reaping are not auto mulch flame has chance to save reduced by 2 frost has chance to save reduced by 1 reaping has chance to save reduced by 3 electric has standard chance as it only procs 1 in 3 added was_missile to beam properties in order to not auto mulch other beam types than BEAM_MISSILE Signed-off-by: Matthew Cline <zelgadis@sourceforge.net>
* Split chaotic things into unclean and chaotic things.David Lawrence Ramsey2009-11-191-1/+1
| | | | | | | | | | Chaotic things are now shapeshifters, mutators, etc., while unclean things are diseasing things, rotting things, etc. Zin still hates both. As good gods treat both unholy and evil monsters as evil, he'll treat both unclean and chaotic monsters as chaotic. Note that silver will only do extra damage to chaotics, as before.
* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Allow Corona to work in ranged combatStefan O'Rear2009-11-151-0/+6
| | | | | This also means that centaurs will have a much easier time shooting at paladins. Could become a problem.
* Rename 'blink * closer' to 'blink * close'.Robert Vollmert2009-11-141-6/+6
|
* Add "blink closer" enchantment beam flavour to beam.cc.Robert Vollmert2009-11-141-0/+14
|
* Use switch statement in enchantment beam colouring.Robert Vollmert2009-11-141-10/+27
|
* Revert "Convert monster spell BLINK_OTHER to blink victim closer to caster."Robert Vollmert2009-11-141-2/+1
| | | | This reverts commit 2100de921196354c2e4187646a9c2c8d29792fb0.
* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-5/+0
|
* Move player_can_smell to player::can_smell.Vsevolod Kozlov2009-11-141-3/+3
|
* beam: new member source_nameMatthew Cline2009-11-131-15/+30
| | | | | | | New bolt class member source_name, which is automatically set if the monster which created the beam kills itself. Currently only used when Fire Storm places fire vortexes, so that they'll have a monster name for summon blaming.
* Remove redundant did_god_conduct() parameter.David Lawrence Ramsey2009-11-131-3/+3
|
* Convert monster spell BLINK_OTHER to blink victim closer to caster.Robert Vollmert2009-11-141-1/+2
| | | | | This is meant for Roxanne, but the other users also got this for now.
* Let unrandart shields have a melee_effect func, called on successful block.Adam Borowski2009-11-131-2/+2
|