| Commit message (Collapse) | Author | Age | Files | Lines |
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Some classes were erroneously referred to as 'struct' in forward
declarations, and vice versa.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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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.
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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>
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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.
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If a wall stopped an item beam, and there was an actor right in front of
the wall, then the beam would try to hit the actor with the item, even
if the beam had already missed.
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Also fix a bug where Kirke's DMsl was incorrect for bolts.
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Directed spells now do noise where they hit a monster/player, rather
than where they're cast (enchantment spells have 0 noise when they hit);
casting these spells generates a noise of loudness 1 where the spell
caster is. The noise level is hard-coded in beam.cc's zap_data array
(and setup by zapping()), and is constant regardless of the amount of
damage done or the beam's power. Beam-ish spells generates a seperate
sound event for each target hit. Spells which miss generate no noise.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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If a beam is not, old behavior is default.
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Weapons of electrocution now discharge in water, if the target is
touching the water and not rElec, hitting all adjacent
water-touching non-rElec creatures for about half the normal
electrocution damage.
Particularly notable new code is the implementation of an
area-of-effect callback for beams, as well as a function and
structure for weapon effects that should only happen after the
target would have died, if it was going to die, and therefore
cannot safely make use of its data.
Issues that still need to be decided:
- How doe Xom feel about this? (eg. If creatures hurt themselves
this way.)
- Should it ask you if you want to attack when you know the
discharge will hit yourself?
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There's now a spell-specific _lightning_los which may require
some fine-tuning -- I'm not quite sure of the intention of the
original check.
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on negative energy resistance, but on rotting resistance.
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* patch 2849505 by weyrava: make submerged monsters use the correct colour
* patch 2857771 by caotto: another Feawn update
* patch 2838771 by camedo: add potions of brilliance/agility
* BR 2841651 by bookofjude: allow Merfolk to control-tele into deep water
Now we need tiles for the new potions!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10669 c06c8d41-db1a-0410-9941-cceddc491573
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cleanups added by me.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10442 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9984 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9977 c06c8d41-db1a-0410-9941-cceddc491573
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* Don't autopickup chunks if starving.
(Yes, I died because of that. Xom was very much amused...)
* Some spacing fixes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9668 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8954 c06c8d41-db1a-0410-9941-cceddc491573
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penetration (not phasing) for launchers and shadow, penetration, dispersal,
exploding, steel and silver for ammo. Never randomly generated.
If a launcher of venom is used to launch flame or ice ammo then the resulting
bolt will be poisoned, just like poisoned ammo launched from a launcer of flame
or frost.
Put missile beam setup code that's common to monsters and the player in
setup_missile_beam().
Removed mons_thrown_object_destroyed(), thrown_object_destroyed() is now used
for both monsters and the player.
The bolt struct has several new callback fields that can be set to alter the
beam's behaviour; currently only used by the brands implemented in this commit,
but they should be general enough to be used by anything.
The bolt struct has the new field "special_explosion" which can be used to
cause an explosion with flavour and/or damage dice different than the rest of
the beam.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8449 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8446 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8113 c06c8d41-db1a-0410-9941-cceddc491573
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the beam took.
In mons_cast_noise(), if the spell's target isn't a dead-on hit for anything,
then fire a tracer to figure out who it *looks* like the spell is aimed at.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8074 c06c8d41-db1a-0410-9941-cceddc491573
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statues to attack monsters as they attack the player. Also fix clouds not being cleared on level reset in dungeon.cc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8017 c06c8d41-db1a-0410-9941-cceddc491573
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However, there might be quite a few bugs lurking in this rewrite. Sorry.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7975 c06c8d41-db1a-0410-9941-cceddc491573
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re-arranges all stairs on the level, but now is just used to test the code used
to move stairs in LOS away or towards the player.
Added beam flavour BEAM_VISUAL for animating someting moving in a line which
doesn't have any effects on its own, and removed BEAM_LINE_OF_SIGHT, which was
no longer being used. Added bolt structure field "delay", which can be used to
change the delay between animating each square in a beam from the default of 15
msec.
For eventual use as a Xom effect added the stairs-are-avoiding-you durations
DUR_REPEL_STAIRS_MOVE and DUR_REPEL_STAIRS_CLIMB. If DUR_REPEL_STAIRS_MOVE
alone is set then stepping onto a stairs/portal/etc has a 50% chance of making
it move away in a random direction. If DUR_REPEL_STAIRS_CLIMB alone is set
then attempting to climb a stairs/etc has a 50% chance of making it move away
before you can get through it (and ending your turn in the process). If both
are set then moving onto it and attempting to climb each have a 29% chance of
making it move, for a combined chance of 49.59% of a move-and-climb making the
stairs move away. Once a stair is successfully taken there's a 50% chance of
the stair on the other end moving away from the player, and then both durations
are reset to 0.
These can be tested by drawing The Stairs card ("&c stair"), which will set
DUR_REPEL_STAIRS_CLIMB if you're on top of a stair or DUR_REPEL_STAIRS_MOVE if
your'e not.
Added a few wizard targetting command placeholders.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7865 c06c8d41-db1a-0410-9941-cceddc491573
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@target@." instead of merely "breathes."
If an invisible monster on a square visible to the player fires a visible
beam then give a message to the player about it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7829 c06c8d41-db1a-0410-9941-cceddc491573
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chooses a different, random beam flavour (which undoudtedly needs to have their
relative weights changed after playtesting) for each square it passes through,
but in the future it might do things like bounce off walls at weird angles or
animate weapons left laying on the ground.
Added CLOUD_CHAOS, though it doesn't do anything yet.
Monsters which are marked summoned or otherwise given ENCH_ABJ can also be
marked with the type of summoning that happened, which is stored in the
until-now-unused ENCH_SUMMON. This is useful for figuring out if a monster has
ENCH_ABJ but isn't really summoned (like fire vortices created by Fire Storm or
dancing weapons created by Tukima's Dance) so that they won't be affected by
abjuration. It's also currently used to do a different "dissapears in a puff
of smoke" messages for summoned monsters based on the summoning type, so that
monsters summoned by Shadow Creature "dissolve into shadows" and don't leave
behind any clouds, and temporary god gift monsters from good gods "dissolve
into sparkling lights". In the future it might be used to do temporarily
animated corpses, which turn back into a corpse when killed or when the
animation runs out.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7778 c06c8d41-db1a-0410-9941-cceddc491573
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valuation is shopping.cc. It currently only reflects missiles that are blocked
with the shield. They could also reflect the brand effects of blocked melee
weapons, but I'm not sure if that's a good idea.
drop_item and the item to be dropped have been moved from fire_beam()'s
parameters into the bolt structure, along with the beam's remaining range.
Seems to work fine, but it might still lead to some buggyness.
The game now distinguishes between killing yourself by hitting yourself with a
beam bounced off a wall versus other forms of self targeting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7705 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7449 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7409 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7400 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7200 c06c8d41-db1a-0410-9941-cceddc491573
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call monster_die(). (This behaviour can be overriden.)
Minor code cleanups elsewhere, removal of dead code from bolt.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7123 c06c8d41-db1a-0410-9941-cceddc491573
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Almost all ranges are now capped by LOS. There are still some things
missing, most noticeably randomizing ranges for the range-1-to-2
spells (e.g. Flame Tongue.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6984 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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several tweaks: its resistances are the inverse of the freezing
wraith's, but with sticky flame resistance added, and its console
character is a lightred 'z'. As specified, it uses a sticky flame melee
attack: AF_NAPALM. Note that it needs a tile.
Also, expand the list of servants that Yredelemnul can send, as
specified by Lemuel awhile ago (including the flaming corpse). This
expansion allows the sending of more than one creature per instance,
currently only used for Yred's flying skulls.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6873 c06c8d41-db1a-0410-9941-cceddc491573
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the floor.
* List new amount of charges when recharging identified wands.
* Tweak some checks for travel_path to be on the safe side.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6834 c06c8d41-db1a-0410-9941-cceddc491573
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This might have introduced some bugs: I now get intermittent crashes
on startup (this might have to do with the changes to special_room.)
Sorry about that - committing before I need to do any more big conflict
resolutions. Fixes coming later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6732 c06c8d41-db1a-0410-9941-cceddc491573
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most likely broken in some places and might break tiles. Will fix in the
near future.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6636 c06c8d41-db1a-0410-9941-cceddc491573
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Allow monsters (including player ghosts) to use fire storm and ice storm, give Lom Lobon ice storm and Cerebov fire storm. Lom Lobon also gets conjure ball lightning.
Mnoleg gets Summon Horrible Things instead of polymorph/shadow creatures.
Gloorx gets symbol of torment instead of summon demon.
Hellion hellfire burst now behaves the same way for both hellion vs player and hellion vs monster.
Merged monster vs player and m vs m handling for direct spell effects such as smiting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6621 c06c8d41-db1a-0410-9941-cceddc491573
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a new prompt now, but don't prompt a second time if you already
confirmed another one before.)
Fix some issues when creating items in the Abyss during GDT_GAME_START.
This may or may not have played a role in 2008976.
Lower spawning rate in the Abyss during GDT_GAME_START (10% spawning
chance instead of guaranteed spawning per 5 turns).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6434 c06c8d41-db1a-0410-9941-cceddc491573
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on...?") wouldn't really cancel the attack. Also, s/beam_stopped/beam_cancelled/ for clarity.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6409 c06c8d41-db1a-0410-9941-cceddc491573
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friends, to check for attacking foes while in sanctuary. The way it's
done means that if you or an enemy is in sanctuary and the beam also passes
through an ally then it will prompt you twice, once for the first friend and
once for the first foe, but that shouldn't be too much of a problem.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6287 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5985 c06c8d41-db1a-0410-9941-cceddc491573
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worshipping an appropriate god. I'm simply reusing dolorous unchivalric
methods here. :)
Also, don't prompt for harmless beams.
Still TODO:
Make the message differentiate between target and obstacles, and clean
up the code a bit.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5193 c06c8d41-db1a-0410-9941-cceddc491573
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