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* Trim unnecessary #includes.Adam Borowski2010-01-131-1/+0
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* Various cleanups, use you.weapon() more often, fix a note in README.txt.Haran Pilpel2010-01-131-2/+2
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* Disallow intrinsic reaching attacks (turtles) from reach-attacking at full ↵Darshan Shaligram2010-01-111-0/+10
| | | | diagonals (2,2).
* Make harpies also steal food from the ground at the player's position.Johanna Ploog2010-01-081-4/+16
| | | | | | Previously, players could (and did!) drop all their food before engaging in combat with harpies. As long as they didn't step off the grid, their stash of food was safe. This is now no longer the case.
* Add snapping turtles, alligator snapping turtles and sea snakes to the ↵Darshan Shaligram2010-01-081-3/+8
| | | | | | Shoals, remove yaktaurs, centaurs and stone giants. Snapping turtles get reaching attacks. Sea snakes get strong venom.
* 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
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* Fix javelineers and master archers producing warnings about not using attack ↵Darshan Shaligram2010-01-041-16/+22
| | | | energy when they attack in melee (due, kilobyte).
* Rods function in melee as a +x/+x club (#300)Stefan O'Rear2010-01-021-5/+14
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* Merge branch 'master' into ioodAdam Borowski2009-12-301-1/+11
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| * Merge branch 'shoals++'Darshan Shaligram2009-12-291-0/+7
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| | * Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-0/+7
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| * | Give tier 3 (= long blade) stabbing bonuses to all 1-handed polearms.Adam Borowski2009-12-291-1/+4
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* | Merge branch 'master' into ioodAdam Borowski2009-12-271-3/+6
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| * Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-2/+2
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| * Make auto-travel killing toadstools saner.Jude Brown2009-12-251-1/+4
| | | | | | | | | | | | | | | | | | Use wielded_weapon_check, though in this instance do not print a prompt. This means that if you have previously been asked about your weapon and say yes, it will kill toadstools while autoexploring. This means no more "Really attack while wielding your bow?" prompts, and it also should obey no-attack/etc inscriptions.
* | Use dprf().Adam Borowski2009-12-201-27/+8
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| * Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-27/+8
| | | | | | | | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* | Iskenderun's Orb of DestructionAdam Borowski2009-12-201-1/+2
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* Fix mummies being unable to use vampiric weapons (in line with the FRAdam Borowski2009-12-201-1/+1
| | | | and former behaviour).
* Rename grey snakes to anacondas. Give them constriction, message-only for now.Adam Borowski2009-12-161-1/+10
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* Prevent Maurice from stealing something when confused.Johanna Ploog2009-12-141-0/+11
| | | | Also add some appropriate messages for this case.
* Give whips a third damage verb (Mantis 0000143).Adam Borowski2009-12-111-1/+15
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* Use AT_ not AF_ for WEAP_ONLY, so statues won't use bows like a cudgel.Adam Borowski2009-12-111-1/+10
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* Reduce dependency on travel.hMatthew Cline2009-11-291-0/+1
| | | | | | | | Removed inclusion of travel.h from most .h files to reduce the number of .cc files dependant on it. This involved moving the level_pos declaration to externs.h, moving the flood_find template to it's own header file, and moving two typedefs from travel.h to travel_defs.h because typedefs can't be forward declared (argh).
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+4
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* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
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* Un-underpopulate '4's by adding sixfirhy: elec theme, unorthodox timings.Adam Borowski2009-11-261-15/+16
| | | | | | | | | | | | | | | Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12. They also get a bonus to moving compared to other actions (move cost 60%). Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers only look small. Also, electricity heals them! It won't bring the back from over the edge if physical part of damage got them to 0 hp or less, in this case, they'll explode instead. Keeping with the long tradition of Crawl's demon names, the credit for this one goes to timecircuits' cat.
* Implement reaping as a melee brand.Adam Borowski2009-11-251-2/+9
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* Rebalance distracted stabs (FR 2902035).Robert Vollmert2009-11-221-10/+13
| | | | | | | | | | | | | | For any of the stab attempts with a roll, the chance to stab is increased by a factor 3/2 (now around dex+stab in 100 instead of dex+stab in 150), and damge bonus is halved. This may still improve damage output of highly-developed stabbers if they still do enough to kill most monsters in one hit, but I think it's ok. For the record, such a stabber will know do around 80-90 damage per hit against a confused monster, less against a distracted one.
* 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.
* 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.
* Auto-pickup things which that dirty son-of-a-hobbit Maurice got his grubby ↵Adam Borowski2009-11-191-0/+4
| | | | paws on.
* Fix stunning message capitalization.Robert Vollmert2009-11-171-1/+1
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* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+2
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Move tutorial state out of Options.Robert Vollmert2009-11-161-2/+2
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* Update delay for exhaustion, confusing touch, and sure bladeCharles Otto2009-11-151-3/+5
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* Fix an issue with noise generation in melee combatCharles Otto2009-11-141-7/+12
| | | | | | | | | | | | | | | Noise generated by attacking in melee range is handled by melee_attack::handle_noise. handle_noise was using defender->pos() as the point of origin for the noise, but defender->pos() is not reliable in some situations, if a monster is killed its position is reset to zero. I added a coord_def parameter to handle_noise to use as the point of origin instead of trying to use defender->pos and made all calls to handle_monster store the defender's position prior to damage being applied. Aside from creating noise in the wrong area calling noisy with a position of (0, 0) can cause an assertion failure at mon-behv.cc, line 1609 in some situations.
* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-4/+0
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* Cut vorpal to 12.5% average (FR 2883704)Stefan O'Rear2009-11-131-1/+1
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* Allow auto-travel/explore to kill toadstoolsCharles Otto2009-11-131-1/+2
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* Let unrandart shields have a melee_effect func, called on successful block.Adam Borowski2009-11-131-1/+1
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* Remove obsoleted los.h includes.Robert Vollmert2009-11-131-1/+0
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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-4/+4
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* Add summoner and non_actor_summoner to mgen_dataStefan O'Rear2009-11-121-5/+7
| | | | | Monsters now know who summoned them. This will be important later. Probably breaks something; saves are not one of them.
* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-2/+2
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Replace actor::is_unholy() with actor::undead_or_demonic().David Lawrence Ramsey2009-11-101-1/+1
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* Remove trailing whitespace.David Lawrence Ramsey2009-11-101-2/+2
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* Make actor::heal return bool; move heal_monster to monsters::heal.Vsevolod Kozlov2009-11-101-1/+1
| | | | | | | | monsters::heal and heal_monster used to have slightly different logic for increasing maximum HP. Now the heal_monster logic is used everywhere. player::heal always returns true at the moment, but since its return value is never checked, that does not affect anything.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.