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* Use reflexive in one more place.Neil Moore2014-08-071-1/+1
| | | | Was "The goblin hits the goblin but does no damage."
* Tweak defender_name method and use it more.Neil Moore2014-08-071-21/+21
| | | | | Have it take a parameter indicating whether reflexive is allowed, and replace existing calls to defender_name() and def_name(DESC_THE).
* Use reflexive in a few currently impossible cases.Neil Moore2014-08-071-5/+5
| | | | | Hydras chopping their own heads off, and AF_PURE_FIRE creatures burning themselves in melee.
* Hide a hack better.Shmuale Mark2014-08-031-2/+1
| | | | | | | Ideally, we wouldn't be using special for unrands totally different from how items of the same type do, but that's less trivial than this commit. A centralised place to check for being an unrand should at least make such a change easier.
* Avoid a few more incorrect reflexives.Neil Moore2014-07-301-1/+1
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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .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!
* Move move_stairs() from misc.cc to melee_attack.ccNicholas Feinberg2014-07-271-1/+30
| | | | The only place it was used.
* Make rPois a bit more consistent (for players)Nicholas Feinberg2014-07-261-9/+21
| | | | | | | | | | | | Direct damage resistance from 50% to 66%. Chance of preventing poison from 90% to 66%. Chance of preventing curare from 80% to 66%. AF_STRONG_POISON (eg redbacks) no longer pierces rPois for players. Wasps (AF_PARALYSE) now have their effects downgraded one level by rPois (para -> slow, slow -> nothing) instead of outright negated. rPois should be a helpful resist to have, not a binary pass-fail check for certain areas & enemies.
* Refactor attacker_sustain_passive_damage()Nicholas Feinberg2014-07-261-31/+31
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* Remove (grey) draconic tramplingNicholas Feinberg2014-07-161-7/+0
| | | | | | | | Apparently, for the last four years, grey draconians had trampling when and only when attacking from deep water into a water tile. Who knew?
* Remove a strange and unused case from AF_DRAIN_XPNicholas Feinberg2014-07-131-5/+1
| | | | | | | | It would only apply if a monster had a 0-damage AF_DRAIN_XP attack specification, which, as far as I can tell, can't happen? (The only way it could occur was if a creature with a 0-damage attack got spectralized... but I don't think we especially care about giving those an extra-high drain chance?)
* Partially refactor tendril_disarm()Nicholas Feinberg2014-07-131-20/+38
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* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-27/+29
| | | | As part of a wider scheme to make draining temporary.
* Clean up more door/fountain mimic code (Zaba, |amethyst)Nicholas Feinberg2014-07-131-0/+2
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* Remove support for door-snapping attacksNicholas Feinberg2014-07-131-9/+0
| | | | Now that door & fountain mimics are no more.
* Make boots block the effects of hooves.Neil Moore2014-07-121-5/+4
| | | | | But not centaur bardings, since those don't cover the feet. This applies to both the kick attack and the stealth penalty.
* Simplify (tswett)Neil Moore2014-07-091-4/+1
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* Fix magical staves always doing 0 damage (#8771)Policarpo Caballero2014-07-091-1/+2
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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!
* Decontaminate all chunks.Shmuale Mark2014-06-271-5/+2
| | | | | | | | | | | | "This chunk gives you less nutrition" is not a very interesting effects, and most of the time the only real effect is that you have to press 'e' a few more times. If chunks on the whole are too common (which in the current food environment is very hard to define) monsters in general can give fewer chunks, or chunks can be less nutritious; no reason to make some monsters special. A good deal of code is still around because of the other less-nutrition case, non-ghoul saprovores eating rotten chunks.
* Correct an article.Neil Moore2014-06-261-1/+1
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* Simplify spiny code, and ignore player armour.Shmuale Mark2014-06-231-10/+6
| | | | | | | | | | | | | | | | | The fact that lower-evp armour was better is nowhere obvious to the player, and the spiny mutation is rare and low-impact enough that most likely the player would never figure it out on their own. The player now effectively wears ring mail all the time for trigger chance, and a robe for damage. There seemed to be an intention to make monster spines (only) ignore half of AC, but since the argument was passed to the wrong place it instead doubled the effective GDR; both are extremely marginal effects and not worth keeping. There was also a chance for monster spines to fail based on attacker AC, in addition to checking AC normally for the damage; the chance now depends only on the degree of monster spininess.
* Let a special case for staff of air float away (minqmay).Shmuale Mark2014-06-231-3/+0
| | | | | | It's been around since pre-DCSS times so I don't know the reason for it existing, but if it's that rElec is rarer than other resistances, that doesn't really seem to be the case.
* The great mon-stuff migration.Shmuale Mark2014-06-221-3/+3
| | | | | | | | | 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.
* Two new hit messages for LANG_GRUNT (#8348, reaverb).Shmuale Mark2014-06-181-1/+9
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* Unbreak compilation.Shmuale Mark2014-06-171-1/+1
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* Make a hit message less buggy.Shmuale Mark2014-06-171-11/+4
| | | | | | We're fairly consistent about saying 'bug' to the user meaning there's something buggy going on. It's not an ironclad rule but I don't think there's much of a cost to changing it.
* Make profane servitors ignore holy wrath, like holy energy (#7089).Shmuale Mark2014-06-171-1/+1
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* Rename "vampiricism" to "vampirism" (ChrisOelmueller, #8435)reaverb2014-06-151-4/+4
| | | | | | | Chris Oelmueller made an excellent patch for this, but unfortunately it was rather rotted by the time somebody decided to look at it. It was easier to recreate than update. I've also added some tiles stuff which was missed in the original patch.
* Combine plus/plus2 for rings of slaying, and Acc+/Dam+ on artefactsChris Oelmueller2014-06-131-1/+1
| | | | | | | | | | Phase out ARTP_ACCURACY, rename ARTP_DAMAGE to ARTP_SLAYING which now combines both Acc+ and Dam+ bonuses. Bracers of archery are +4 now instead of +5,+3. [Committer's note: fixed a description and cleaned up various other small issues.]
* Improve grammar (TR_Muscateer)Neil Moore2014-06-121-2/+5
| | | | The message is still somewhat awkward and could probably be improved.
* Rename AF_NAPALM to AF_STICKY_FLAMEreaverb2014-06-111-1/+1
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* Fix Confusing Touch's damage reductionNicholas Feinberg2014-06-011-0/+3
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* Correct a comment I screwed up.Neil Moore2014-05-291-1/+1
| | | | And update another comment to match it.
* Correct some doxygen blocks.Neil Moore2014-05-291-2/+3
| | | | | Some of them were missing the /** (or /*!) that makes doxygen consider the comment in the first place.
* Destroy item destructiongammafunk2014-05-281-6/+6
| | | | | | | | | | | | | | | | | | | 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 Campbell2014-05-281-5/+8
| | | | | | | | | | | | | | | | 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.
* Condense three functions into one.Steve Melenchuk2014-05-191-14/+14
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* Remove AF_DISEASE.Shmuale Mark2014-05-141-4/+0
| | | | | | Sickness does not work very well on melee attacks, and is hard to make interesting at all. Purple ugly things get bonus melee damage over their relatives to keep them distinguished.
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+4
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Remove plague shamblers.Shmuale Mark2014-05-141-22/+0
| | | | | | | | | The idea behind the miasma death explosion is interesting, but in general miasma can be extremely annoying and the cloud rather easy to avoid. This is especially true in the layout of Crypt, which is the only place they show up outside of vaults. The retching attack gave a rare special case that very rarely mattered and didn't help to distinguish them all that much.
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+4
| | | | This fixes all the instances caught by unbrace.
* Fix "if(" and friends.Neil Moore2014-05-121-2/+2
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* Remove an apparently useless bit of code duplication.Shmuale Mark2014-05-121-25/+0
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* Remove various references to use-IDing jewellery that now identifies on equipChris Campbell2014-05-121-9/+0
| | | | There's probably a bunch more obsolete code for this still lying around.
* New monster spell: Drain Magic.Steve Melenchuk2014-05-101-4/+4
| | | | | | | | It's an antimagic enchantment, borrowing the code from melee antimagic (which now internally refers to the new beam type). I have a vague notion that this might remove antimagic effects from the caster at some point, but that's for later.
* Remove an odd use of !x_chance_in_y()reaverb2014-05-101-21/+21
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* Qazlal: Elemental Adaptation.Steve Melenchuk2014-05-071-0/+4
| | | | | | | | | Taking damage from an elemental attack sometimes causes you to gain a temporary point of resistance in that element (overriding the other temporary resistances). This includes "earth attacks", i.e. physical damage, which give you a 3 AC boost. Thanks again to mikee for initially suggesting this idea.
* Balance cleaving order better when no walls are adjacent to the attacker.elliptic2014-05-071-2/+3
| | | | | Previously it would always attack the square directly opposite the target first, now it targets that either first or last.
* Remove Red Wasp chain paralysisreaverb2014-05-071-2/+3
| | | | | | | Before, Red Wasps specifically could paralyze players during paralysis or the cooldown after. This was unlikely to have any significant effect on the game. Red Wasp paralysis/slow now lasts 1 more turn to compensate.