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* Add end.ccNicholas Feinberg2014-07-281-1/+0
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* Revert "Put heavily drained players out of their misery"Chris Campbell2014-07-251-2/+1
| | | | | | | | | | | Heavy draining already recovers quickly, such that it should be possible to recover even when killing low-XP monsters. If very heavy draining is still problematic, it might be better to scale down draining when already heavily drained, rather than making it behave in a different way entirely past a certain point. This reverts commit bc4cca05f1829bd4bb812008c01682b204ee4975 and commit 1c0d6e64a9a9.
* Put heavily drained players out of their miseryNicholas Feinberg2014-07-231-2/+3
| | | | | | | | | Draining is now limited, based on your level. If you get drained further when you're already very heavily drained, you take very sizeable amounts of damage. Hopefully this will kill you. The death messaging seems to work, but it's not ideal. Possibly someone can adjust that.
* Make Ring of Flames melt ice armour while activeChris Campbell2014-07-091-0/+1
| | | | | Since it claims that it will do so and prevents casting Ozo's Armour and Condensation Shield.
* Destroy item destructiongammafunk2014-05-281-3/+2
| | | | | | | | | | | | | | | | | | | 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.
* Mark a couple of functions as NORETURN (floatingatoll)Neil Moore2014-05-141-1/+1
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* Use a symbolic rather than string properties key.Neil Moore2014-03-281-0/+7
| | | | To catch typos at compile time.
* Octopode Crusher: An octopode warrior that throws your weight around.gammafunk2014-03-061-1/+1
| | | | | | | | | | | | | | | | | This a late-game octopode monster with a new throw ability as well as throw icicle. It's meant to be a bit tougher than the late-shoals merfolk it can spawn with in the Depths water population (it replaces ordinary octopodes there). New ability: Throw. A 2 in 5 chance to hurl a victim that's currently being constricted by the crusher for undodgable, AC-checking damage, preferably "into" (i.e. adjacent to) a solid feature for 50% increased damage. The base throw damage is currently HD * 3. The landing site must be at distance of at least 4 from the thrower, is always habitable for the victim, and the feature site must be visible to the thrower if the damage increase is to apply. If no landing site adjacent to a solid feature can be found, any habitable landing site in LOS is used, but then only the base damage applies.
* Revamp manticoresDracoOmega2014-01-281-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | These were a fairly unnotable monster, especially so in Shoals (though usually barely worth noticing in D, either). They now fly (which one might expect from the wings, and helps them become stranded less frequently in Shoals), move at speed 8 instead of 7 and act at normal speed. Their melee is considerably improved, as well as the accuracy of their spikes. The spikes get a new effect. When they hit the player and inflict damage, the barbed spikes become embedded in your body and will cause further damage with every step you move. Resting for a few turns will remove the spikes, but other actions will not (nor will thet wear off while asleep/ paralyzed/etc.). Moving will eventually cause them to snap off, but this is much less quick than resting (and incurs non-trivial damage during that length of time). The idea is to create an impairment that limits the player primarily via damage and is overwise inobtrusive. If you are in no danger, then you can simply charge the manticore and accept the extra damage. But in more dicey situations, it makes running away not so automatically a correct answer and could hopefully cause tension between flight and standing your ground. Numbers are provisional and will likely need further adjustment following playtesting.
* Shadow god: Shadow Form.Steve Melenchuk2014-01-101-1/+2
| | | | | | | | For 9 MP, 10 piety, and skill drain, you transform into a swirling mass of dark shadows with immunity to poison, draining, torment, and hostile enchantments as well as 50% damage reduction and a transformation of your bled smoke into miasma (guaranteed on hit). However, you also only deal 50% melee damage and suffer a double-strength spell anti-enhancer.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-2/+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 spelling of "targeting" (#7837)Chris Campbell2013-12-101-1/+1
| | | | See Mantis for discussion.
* Restrict mpr() to literals only.Adam Borowski2013-11-291-1/+1
| | | | | The translation project is stalled, but this makes all of such static strings trivially gatherable without any extra work.
* Kill the player upon gaining frail / losing robust / etc mutations.Adam Borowski2013-10-271-0/+1
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* Make ground item destruction an unthing.Adam Borowski2013-10-081-2/+0
| | | | | | | Unlike in-inventory destruction, which, controversially, causes meaningful decisions (have consumables that can save your life with you or not), on-ground destruction merely requires paying constant attention if you use spells that can do so.
* Revamp player xp drainingDracoOmega2013-07-061-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of permanently reducing player xp (and xl), draining attacks now inflict a temporary reduction in all skill levels (similar to Ash wrath) which is worked off by gaining xp. The xp used to overcome the penalty is not actually deducted, so draining does not reduce long-term xp totals. Draining causes both a flat and (smaller) percentile reduction (meaning that higher level skills are somewhat more strongly affected than low ones). The amount of draining inflicted by an attack scales with the damage taken, meaning that low EV, high AC characters will be less proportionately vulnerable to draining than their inverse counterparts, at least compared to the present situation. The xp cost of removing a point of draining decreases the more heavily drained the player is, so that it is a bit easier to dig yourself out of a deep hole if you manage to end up in one. The numbers are provisional, but should hopefully be fairly sane. Ideally, I think it would be good if draining had a noticable enough impact to encourage wearing rN more often than is presently done, as a counter to it, but let's see how it plays. For the time-being, draining still works the same against monsters as it always has.
* Fixed some effects being applied twice to damage.Ed Gonzalez2013-06-291-1/+1
| | | | | | | | | | | | | | When a deferred_damage_fineff is used, ::hurt is called twice. Once for the original target, and a second time for the shared target. Both calls would apply effects such as weakening from wretched and QUAD DAMAGE. While SIXTEEN TIMES damage is funny, the attacker's effects should only be applied once. Now ouch/hurt functions and the deferred_damage_fineff have an 'attacker_effects' parameter, which defaults to true. If false, then damage effects from the attacker are assumed to have already been applied. All existing uses of deferred_damage_fineff have been appropriately updated. Also applied to spectral weapon damage sharing.
* Track deaths by spinesChris Campbell2013-06-171-0/+1
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* Properly attribute draining and sticky flame deaths.Steve Melenchuk2013-05-061-3/+4
| | | | Inspired by the recent change to acid death attribution.
* Try to attribute acid deaths to the monster that caused it (if there was one).elliptic2013-05-061-2/+2
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* Merge branch 'bad_forms'Adam Borowski2013-02-131-1/+0
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | It's not 100% ready, but should be functional enough, and 0.12 coming soon, let's test it at least a bit. The numbers are probably totally out of whack, but that's what trunk players are for. At least the code should be sound. This does include the jelly form that I'm strongly inclined to remove, yet it's easy to axe without affecting save compat (as no player can be in that form currently). All the code can be found by grepping for TRAN_JELLY, except for one commit that's not bad to have (some refactoring of eating). Generally, the jelly suffers from being abusable for nutrition, would need some code for item [non-]use, and would make the player screwed as it can neither take/deal damage (tree), avoid it (wisp) or run away (wisp, pig, bat, porcupine).
| * Rework and unify passive acid code, give it (and active acid) to jelly form.Adam Borowski2013-01-071-1/+0
| | | | | | | | | | | | | | This makes monsters suffer acid when attacking a monster jelly, too. I removed the message when an item resists acid: it was given in some cases but not others.
* | Give mirror damage its own kill_method_typeChris Campbell2013-01-171-0/+1
|/ | | | | KILLED_BY_REFLECTION was intended for shields of reflection, and produced awkward messages for mirror damage deaths.
* Make player draconians cold-blooded.Adam Borowski2012-12-191-1/+2
| | | | Like with monsters, negated by any positive rC.
* Use std namespace.Raphael Langella2012-08-261-4/+4
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Make being rolled over by a boulder beetle a separate ktyp.Adam Borowski2012-07-181-0/+1
| | | | | This allows us to make the obituary have a reasonable wording: beams are all about hitting stuff from afar, rolling boulders not so.
* Refactored _morgue_name(t_time) to morgue_name(std::string, t_time) and made ↵Thomas Holmes2012-04-191-0/+2
| | | | it public facing so that high scores could get the morgue file name rather than rebuilding it itself.
* Get rid of USisms in spelling of -ll- and -tt-.Adam Borowski2012-01-251-1/+1
| | | | | This mostly reverts 78d8ab06 which replaced Commonwealth "targetting" with US "targeting", although there's also "cancelLing", "levelLing", "travelLing".
* Scale constriction damage with time.Raphael Langella2012-01-051-0/+1
| | | | | | | | | Use the time scaling code which was used for clouds. Should fix #5168, at least for player constriction. I'm not sure if it's right for monsters. It doesn't check the actual energy used, just the base monster speed. It should bring back anaconda to a more reasonable threat level. It does raise slightly the damage for nagas.
* Retaliation from monster minotaurs.Adam Borowski2011-12-011-0/+1
| | | | | | This makes an already very dangerous monster even more deadly though, encouraging kiting. We may want to investigate this. This commit provides consistency with players, though.
* Revert removal of KILLED_BY_PETRIFICATION, old score files need that.Adam Borowski2011-11-111-0/+3
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* Abort passwall if a wall appears on the target place.Adam Borowski2011-11-101-1/+0
| | | | | | | | | The instadeath thing was an ugly remnant of the times when trying to walk into lava would kill you, etc. Passwall is still buggy, though: it assumes nothing changes. If the wall disappears, turns into metal, lava or feathers, you'll happily passwall to the original destination.
* Fire reduce icy shield and armour duration instead of destroying them.Raphael Langella2011-04-151-1/+2
| | | | | Duration is reduced by damage * 10. When casting fire spells, duration is reduced by spell_power * 3. Those numbers probably need to be adjusted.
* 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.
* Add code to make leaving the tutorial trigger an end of game screen.Johanna Ploog2011-01-121-0/+1
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* Allow checking adjusted damage without applying effects/giving messages.Adam Borowski2011-01-041-1/+1
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* Track cumulative damage per turn and death source.Robert Vollmert2010-09-041-0/+1
| | | | This adds fields "sdam" and "tdam" to the score file.
* allow to pass death_source_name directly to a scoreboard entryxale2010-06-031-1/+2
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Slimy walls.Robert Vollmert2010-04-301-1/+2
| | | | | | | | | | | | | | | | | There's a new dungeon_feature_type DNGN_SLIMY_WALL that behaves like DNGN_ROCK_WALL in most ways (I'm sure I missed some things). The player and non-slime monsters are damaged proportionally to the number of walls they're next to. This currently goes through splash_with_acid for the player, which means they're immune if fully equipped, which is suboptimal. No item corrosion at the moment. For monsters, the damage doesn't take equipment into account, and is roughly the same as player damage. But this is easy to adjust: Just edit effects.cc:slime_wall_damage.
* Track the source of poison, for death messages.Adam Borowski2010-03-091-1/+3
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* s/targett/target/David Ploog2010-02-081-1/+1
| | | | | And take care of capital letters. This seems to be problematic, bit I learned that it's "targeting" from Darshan :)
* If you die to disintegration, say "blown up" not "killed".Adam Borowski2009-11-231-0/+1
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* Clean up death reasons.Adam Borowski2009-11-131-14/+9
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* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Apply zebez' patch to differentiate gates some more from stairs.j-p-e-g2009-07-251-0/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10403 c06c8d41-db1a-0410-9941-cceddc491573
* * For flavour, let Xom laugh himself silly whenever a follower dies.j-p-e-g2009-03-191-0/+1
| | | | | | | | | | | | * Fix Xom being amused about rotten corpses being butchered. (As opposed to clean corpses becoming rotten while butchered, which is how it was originally intended.) * Xom no longer is amused if you deliberately hit yourself with a missile/wand/spell in safe surroundings. (Identifying wands that way or zapping /random effects is still considered amusing.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9519 c06c8d41-db1a-0410-9941-cceddc491573
* Add minor cosmetic fixes.dolorous2009-03-101-1/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9407 c06c8d41-db1a-0410-9941-cceddc491573
* Consolidate the player and monster draining functions in fight.cc, make dolorous2009-01-181-1/+1
| | | | | | | | | monster draining take multiple levels of negative energy resistance into account, and only set the necromancy conduct if draining actually took place, as with draining beams. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8551 c06c8d41-db1a-0410-9941-cceddc491573
* Some code cleanup, inspired by [2483180].haranp2009-01-081-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8324 c06c8d41-db1a-0410-9941-cceddc491573