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* Use correct stats for reflected range attacks (#8794)Neil Moore2014-07-171-1/+1
| | | | | | This should make reflected needles work while preserving the old blaming behaviour (a player reflector gets kill credit but not god blame). Needs more thorough testing.
* Make needles of sleep do something again (bmfx).Steve Melenchuk2014-05-211-0/+1
| | | | | | They were alerting the attacker on the impact, making the effect completely useless; thus successfully hitting something with a needle of sleep does not alert them.
* Fix reflection brand for ranged combat.Steve Melenchuk2014-05-031-0/+1
| | | | Oops.
* Adjust scaling of throwing damage with throwing skill.Steve Melenchuk2014-05-011-0/+1
| | | | | | Namely, weapons smaller than large rocks have their bonus nerfed. No darting Elf:3 to death.
* Let stabbing with blowgun attacks extend effect duration (elliptic).Steve Melenchuk2014-04-271-0/+1
| | | | | | | | | | | | Poisoned needles deal more poison damage; curare has its effect amplified; duration-based needles have their durations extended (except frenzy, possibly for now). The needle of paralysis hits the stone giant in a vulnerable spot!!!! This code might have some side effects based on the dur paramater of enchant_monster_with_flavour being meaningful for the duration-base needle enchantment types; if so, that'll need fixing.
* Disable ranged stabbing.Steve Melenchuk2014-04-271-0/+1
| | | | | There are a couple of ideas for what could use this, but for now nothing should do so.
* Give M_ARCHER monsters their acc/dam bonuses back.Steve Melenchuk2014-04-271-0/+1
| | | | | | | | | | Sort of similar to how M_FIGHTER gets a melee accuracy bonus, I think this has a place here. The numbers are a bit complicated; the old code gave an ammoHitBonus of random2avg(HD * 4 / 3, 2) to the beam hit which is later added to the damage bonus. Since the randomisation here works differently the 4/3 is straight-up added to the to_hit and randomised when added to the damage.
* Ranged attack brands!Steve Melenchuk2014-04-271-1/+5
| | | | | | | | | | | Launchers use the equivalent melee brand effects if the missile isn't an elemental brand (or the attacker is Nessos). Missiles have their own set of effects; flame, frost, and poison use effects basically identical to weapon brands, and everything else has its old effect back. The lajatang of Order works again. Hooray!
* Basic ranged attack functionality.Steve Melenchuk2014-04-271-8/+19
| | | | | | | | | | Moves a lot of code from melee_attack to attack to be shared with ranged weapons. Handles the entire basic attack process - checks to-hit, calculates damage, prints messages as necessary. TODO: attack delay, brands.
* Hook up ranged_attack to the beam code.Steve Melenchuk2014-04-271-0/+7
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* A skeleton ranged_attack class, derived from attack.Steve Melenchuk2014-04-271-0/+35
TODO: tie this up to the beam code; move shared code between melee and ranged to plain attack; write ranged-specific code.