summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/mon-project.h
Commit message (Collapse)AuthorAgeFilesLines
* Get rid of massive code duplication between iood and boulder beetles.Adam Borowski2012-07-181-3/+1
|
* Rebase boulder_beetles onto master.Pete Hurst2012-03-201-0/+3
| | | | | | | | A couple of test boulder trap vaults Partially implemented rolling boulder beetle Rolling boulder mostly working, some small issues Increase likelihood of rolling. Continue rolling when victim is killed. Fixed sign error for flee mode of boulder
* Don't miscast when the spell can still be aborted (#4281).Raphael Langella2011-07-211-2/+4
| | | | | | | | | | | | | | | | This is a significant refactoring. All the spells now return a spret_type and take a boolean which tells if the spell has actually failed. Also some code clean up in _do_cast(). All spells have their own function now. Also fix the following bugs: * Properly abort fire storm if forced casting on a wall with '!'. Also put a message for forced out of range casting (like cloud spells). * Casting summon elemental on an invisible monster aborted with no cost. * if a summoning spell aborts because create_monster fails, you don't lose a turn. You still get a chance of miscast in this rare case. * s2s, tukima and branding spells abort properly instead of consuming turn and MP when player is not wielding appropriate object. * s2s abort message when wielding a non-snakable.
* A new card: the Orb. Not balanced yet!Adam Borowski2011-06-021-1/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | Power 0: orb of energy. Power 1: orb of destruction. Power 2: several orbs of destruction in a star burst. The orb burst: * in closed areas: * single opponent, adjacent: immature IOOD, weak damage * single opponent, far away: most likely not hit at all * multiple opponents, adjacent: immature IOODs * in 100% open: * single opponent, adjacent: immature IOOD(s), returning orbs can score multiple full hits -- more likely to hit you rather than the foe! * single mobile opponent, far away: hit by 1 or 2 orbs, returning orbs pretty unpredictable, without dodging more dangerous to you than foe * single immobile opponent, edge of LOS: foe utterly annihilated as all orbs have time to lock in onto target and turn around. * multiple opponents, sparsely spread: joy, good damage and with enough care avoiding the orbs is quite easy Please test the mechanics, the fireworks are exquisite. The numbers are way, way off: an easy but lame solution would be to cut the spell power by a lot. If it turns out impossible to balance, we can always use this goodness for a separate spell.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
| | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-2/+2
|
* Update IOOD specially in _catchup_monster_moves.Robert Vollmert2010-06-051-0/+1
| | | | | | | It gets to move straight for a number of turns, dissipating when encountering a solid feature or a monster. Should fix issue #1680.
* Make the "killing friend" conduct, slouch and swapping place treat ↵Adam Borowski2009-12-201-2/+0
| | | | projectiles as non-monsters.
* Tloc smoke trail. Doesn't look good IMO, I'd replace it with normal ↵Adam Borowski2009-12-201-1/+1
| | | | transparent smoke.
* Iskenderun's Orb of DestructionAdam Borowski2009-12-201-0/+17