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* remove clouds if solid features are shifted onto them (8549)Jesse Luehrs2014-08-151-0/+2
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* Buff mutagenic cloudsNicholas Feinberg2014-08-111-16/+15
| | | | | | | They now give significantly more glow per turn, reaching yellow glow within 2-4 turns. Previously, they would on average give yellow glow at minimum 5 turns, average 9 turns, which was... not a meaningful danger.
* Simplify out a functiongammafunk2014-08-051-12/+0
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* Let Qazlalites disarm traps beneath their own clouds (#8758)Neil Moore2014-07-301-5/+5
| | | | | All the other player-relevant checks in actor_cloud_immune care only about the cloud type, so this isn't an information leak.
* Move canned_message() from stuff.cc to message.ccNicholas Feinberg2014-07-271-1/+1
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* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-3/+3
| | | | As part of a wider scheme to make draining temporary.
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+180
| | | | | | | | | 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.
* Simplify.Neil Moore2014-06-131-1/+1
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* Ghost crabs (PleasingFungus, floatingatoll).Shmuale Mark2014-06-131-1/+3
| | | | | | | | | | | | | | | | | | | They have stats similar to fire crabs but slightly stronger. Instead of fire clouds, they breathe clouds of ghostly flame, the spell that revenants have. I think that they combine two fairly unused monster mechanics -- the "big cloud" that crabs have and the otherwise-unused ghostly flame -- to create a monster that is fairly understandable based on previous ones but has interesting gameplay. Unlike revenants, they are not spellcasters, and the cloud is more about bringing fellow monsters to beat you up, since it does less damage, their HD being lower. They also contribute a few more non-undead to Crypt, which I think is good to have. I'm not certain about the spawn weight, but in tests they seemed to show up once or twice a level on Crypt:1 which seems about right. They simply replace mummies in Tar; this doesn't seem very controversial.
* Respect M_NO_GEN_DERIVED in a few more places.Neil Moore2014-06-131-1/+2
| | | | | Ghostly Flame spectrals, and Crypt level-gen zombies. For the latter, also respect M_NO_ZOMBIE just as we respect M_NO_SKELETON.
* Add method cloud_struct::agent().Neil Moore2014-06-111-9/+14
| | | | To refactor out the several calls to find_agent() in cloud.cc.
* Fix compilation.Neil Moore2014-06-111-2/+2
| | | | | | Given the comment in c95cc8d about distracted monsters, and that find_stab_type only returns STAB_DISTRACTED for player agents, pass the cloud's agent (rather than NULL) to res_holy_energy.
* Add whitespace fix.Shmuale Mark2014-06-111-1/+1
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* Clean up holy attacks slightly (#6071).Shmuale Mark2014-06-111-7/+13
| | | | | | | Mostly this just merges res_holy_energy and res_holy_flames, keeping Djinn's special-case immunity to the latter but not the former. The only gameplay change should be that (a) demons will take slightly more damage from holy flames and (b) distracted monsters will be immune to them.
* Make mutagenic fog give glow instead of bad mutations (#2466).Shmuale Mark2014-06-111-3/+4
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* Revert "Make random_choose_weighted() end on -1 weight"reaverb2014-06-101-1/+1
| | | | | | | 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 weightreaverb2014-06-101-1/+1
| | | | For consistency with random_choose().
* Don't place steam clouds on open sea.Neil Moore2014-06-061-0/+1
| | | | | See for example: http://dobrazupa.org/morgue/Sanddman/crash-Sanddman-20140606-181118.txt
* Fix an #ifdef (MarvinPA).Neil Moore2014-06-061-1/+1
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* Rename nuke_wall() destroy_wall()reaverb2014-06-051-1/+1
| | | | and also change a temporary variable name to avoid overshadowing
* Rework demonspawn mutation tiers involving conservationgammafunk2014-05-281-2/+2
| | | | | | | Since scroll/potion conservation is no longer relevant, I've split the flame/freezing cloud immunities that were part of icemail/fire blood into their own mutations. We now give these as the second mutation in both the tier-2 and tier-3 fire/ice mutation sets.
* Destroy item destructiongammafunk2014-05-281-1/+1
| | | | | | | | | | | | | | | | | | | 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.
* Reduce the base chance of applying corrosion, ignore item enchantment for ↵Chris Campbell2014-05-281-1/+1
| | | | | | | | | | | | | | | | resistance With temporary corrosion being more abstracted than permanent corrosion, having items resist individually was a little strange since an artefact or +9 weapon could still be "corroded" by swapping from something else to it, or by having your armour be the target of the acid. Corrosion now just looks at equipped/empty slots to determine the chance of applying the debuff and how much damage to do with the acid splash, and is less likely to apply the debuff (compared to low-enchantment items). Item enchantment (or artefact status, or crystal plate armour-ness) no longer has an effect. The debuff also now can't be applied multiple times from one acid splash.
* cloud.cc: remove misplaced string parameter to act->drain_exp() in ↵Richard Soderberg2014-05-141-1/+1
| | | | CLOUD_NEGATIVE_ENERGY
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Qazlal worshippers don't notice storm cloud noise (Grunt).elliptic2014-05-071-3/+4
| | | | | | | | | | | The message "Lightning arcs down from a storm cloud!" only indicates to the player that a loud noise just happened, and Q worshippers can just assume that loud noises are happening around them very frequently rather than be distracted by the message every few turns. This change can be justified by saying that Q worshippers are so used to being around a storm that they don't notice the thunder and lightning (unless lightning actually strikes a monster).
* Replace Q cloud displacement with cloud immunity (Bloax, elliptic).Steve Melenchuk2014-05-071-0/+7
| | | | | | | Because getting trampled into your own clouds is terrible. Also disables this when under penance, which was an oversight for the former.
* Don't let storm clouds leave rain.Steve Melenchuk2014-04-301-1/+1
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* Auto-id jewellery on equip.Shmuale Mark2014-04-271-4/+0
| | | | | | | | | | | | In the case of rings/amulets that identified themselves when they had an effect, the player would want to try to put themselves in a position where the item would identify, which was techincally optimal but quite annoying. There were a few items that never would identify, but on the whole it's not worth keeping around the behavior just for them. The ID code is pretty confusing and it's quite possible the implementation is not ideal or there are actual bugs.
* Make gods care about negative energy clouds properly (Lasty).Steve Melenchuk2014-04-121-1/+6
| | | | The conduct number here is consistent with poisonous clouds.
* Remove mangroves, make single trees block LOS.wheals2014-03-291-1/+0
| | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
* Some last tweaks to poison formulas for 0.14DracoOmega2014-03-291-1/+1
| | | | | | | | Raise the flat damage componant of venom weapons (which was overlooked in past adjustments and effectively much lower overall than 0.13 at the part of the game where it mattered), nudge minimum damage of poison clouds a little, slightly boost AF_POISON_STRONG damage, and make needle traps actually equal to poison needles.
* Don't treat storm clouds as harmless for many purposes (DracoOmega).Steve Melenchuk2014-03-281-1/+10
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* Don't let scrying preserve otherwise-out-of-LOS clouds (simm).Steve Melenchuk2014-03-261-1/+1
| | | | RIP secret tech.
* Some adjustments to poison damage formulasDracoOmega2014-03-201-1/+1
| | | | | | | | | | | | | | | This is aimed at addressing a couple places where current poison damage appears off (based largely on statistical data, augmented by playtesting). The scaling for AF_POISON is adjusted to make adders a bit less dangerous while making some later things a bit more dangerous. AF_POISON_STRONG in particular is boosted (redbacks seem to have fared much worse since the change - probably getting lethal poisoning during normal battles with them was not altogether uncommon in the old system, but simply masked by a less clear indicator and copious !curing). Poison needles are nudged up slightly, poison clouds a decent bit more, and the variance for venom ammo smoothed a little.
* Increase poison damage inflicted by most sources, reduce rate of damageDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | After several games' playtesting, I feel I was much too conservative with numbers in several places, given that only a small percentage of poisonous melee attacks will inflict poison at all. Also, the swift rate of action combined with small quantities meant that poison damage was often practically indistinguishable from the melee that applied it. A larger amount of moderately slower-acting poison (still quicker than old poison) should make the poison effect more visible where it does occur, as well as making preemptive !curing a more appealing tactical choice. I feel it may still be too mild on high HD creatures compared to other attack flavours, but that this is closer to the mark than before.
* Convert various other sources of player poison to the new systemDracoOmega2014-03-061-1/+1
| | | | | | | | | | This covers potions of (strong) poison, miscast effects, clouds, needle traps, missiles, and curare. Several of the less important ones have fairly arbitrary values that seemed roughly reasonable. A bit more care was used with some things whose poison damage could already be genuinely dangerous (such as early poison needles), but definitely needs testing in a real game.
* Fix up some TAG_MAJOR_VERSION > 34 issues.Steve Melenchuk2014-03-051-2/+2
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* Comment fixChris Campbell2014-03-051-2/+1
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* Reduce storm cloud spamminessChris Campbell2014-03-031-2/+1
| | | | | Greatly reduce their chance of triggering with no target, and don't make them spread further like rain clouds.
* Rod of frigid destruction -> Rod of clouds.Steve Melenchuk2014-02-261-10/+127
| | | | | | | | | | | Sprays clouds over a cone-shaped area in front of the caster. At low power it gives rain, mist, or noxious fumes; mid-tier gives flames, freezing vapour, or poison gas; high-tier gives one of three new cloud types - acidic fog, negative energy, or storm clouds. The targeter is from an experimental implementation of a spell called "Scattershot", hence the name and some of the functionality it provides which goes unused here.
* Dissipate player-created clouds faster outside LOS.Steve Melenchuk2014-02-251-0/+5
| | | | | | This is the oft-discussed and generally accepted solution to cloud spells being able to kill things too effectively out of LOS. Let's see how it works!
* Remove djinn.wheals2014-02-241-1/+4
| | | | | | | Djinn games can't be started (hopefully including using the rcfile), and djinn code should be removed on save-compat bump. Also, schedule a few SE things to be removed.
* Remove the unused Fumes mutationChris Campbell2014-01-311-12/+0
| | | | | | Just creating clouds at random times was problematic, and a more reasonable version of this now exists as a passive Dithmengos ability instead (emit smoke when taking damage).
* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-2/+2
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | With the forest dispersal work done, and with everything working up to the original designer's standards, this is ready for trunk. Conflicts: crawl-ref/source/beam.cc crawl-ref/source/dat/des/branches/pan.des crawl-ref/source/enum.h crawl-ref/source/hiscores.cc crawl-ref/source/melee_attack.cc crawl-ref/source/mgen_enum.h crawl-ref/source/mon-cast.cc crawl-ref/source/mon-data.h crawl-ref/source/mon-ench.cc crawl-ref/source/mon-info.cc crawl-ref/source/mon-info.h crawl-ref/source/mon-place.cc crawl-ref/source/mon-spll.h crawl-ref/source/mon-stuff.cc crawl-ref/source/mon-util.cc crawl-ref/source/mutation.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/spl-data.h crawl-ref/source/status.cc crawl-ref/source/wiz-you.cc
| * Adjust handling of enemy Icemail melting.Steve Melenchuk2014-01-231-2/+2
| | | | | | | | | | | | | | | | This moves the code to monster::expose_to_element() (where it should be) and adjust cloud code to also call that function for monsters (not just players). Still to fix: enhancer staves not exposing targets to elements.
* | Reduce extreme (buggy) steam spread rate from fire clouds over waterDracoOmega2014-01-281-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Not only are the absolutely massive explosions of steam created by flame clouds over water somewhat annoying to have to sit through whenever you (maybe inadvertently) cause them, but it looks like they were probably unintentional in the first place. The steam cloud's spread rate (in just this one context) is left unfilled at a default of -1. Of course, spread_rate is an unsigned 8-bit integer.... (it should be noted that steam's NORMAL spread rate is 22) If you use wizmode, you can see that even a single flame cloud can produce steam at up to 15 or so spaces away from the original source, which is rather insane. I have reduced the spread rate to normal (and increased the generation rate just a touch), which I think produces far less intrusive effects. I'm not fully sure of the numbers, which might need further adjusting, but combined with the last commit, I think it's a definite quality-of-life improvement in Swamp for both people being attacked by vapours and those using fire and lightning themselves.
* | Harshen piety hits for Dith firestarting; fix some edge cases.Steve Melenchuk2014-01-271-0/+3
|/ | | | | | | Forest fires, Conjure Flame, and Ring of Flames now incur piety hits properly, and the piety hits for everything else are much harsher (you're probably going to get penance for trying to do anything fire-related).
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Fix a newlineChris Campbell2013-12-051-4/+3
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