summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/spl-damage.cc
Commit message (Collapse)AuthorAgeFilesLines
* "Maras are frozen" -> "The Maras are frozen" (5054)Jesse Luehrs2014-08-141-1/+1
|
* Recolour fragments of recoloured monsters.Neil Moore2014-08-061-1/+1
| | | | | Including ugly things, which were exploding with (per-cell) random colours because their monster class uses BLACK.
* Remove stuffNicholas Feinberg2014-07-291-1/+3
| | | | | | | .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!
* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
|
* Make Shatter LOS-rangedNicholas Feinberg2014-07-241-7/+3
| | | | | It usually was, and the game communicated very poorly when it wasn't (that is, there wasn't any indication at all).
* Make Shatter use spellpower instead of EarthNicholas Feinberg2014-07-241-2/+2
|
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-6/+6
| | | | As part of a wider scheme to make draining temporary.
* Fix hellfire burst being a different colour to hellfire zapChris Campbell2014-07-081-1/+1
| | | | | Hellfire was changed from red to lightred to distinguish it from normal fire in 3c4ea9ef4, but hellfire burst was unchanged and still red.
* Remove potions of strong poison.Shmuale Mark2014-07-061-4/+0
| | | | | | | | | | | | Their peculiar depth restriction meant that when you found them, they were quite harmless. Even if the restriction were removed, they would be basically the same as potions of poison, since when they might be harmful the player would have little enough HP that the weaker potion could kill them. Their weight is distributed evenly among all other potions -- a very slight buff seems like a fine thing to do, especially since potion generation at D:2-10 isn't considered too good.
* Split butchering/bottling into a new fileNicholas Feinberg2014-07-011-0/+1
|
* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-1/+1
|
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+1
| | | | | | | | | 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.
* Don't let the Singing Sword scream while in a sanctuaryChris Campbell2014-06-141-1/+4
| | | | | If you leave the sanctuary but a monster remains inside it somehow, it can still break the sanctuary that way.
* Rename nuke_wall() destroy_wall()reaverb2014-06-051-12/+14
| | | | and also change a temporary variable name to avoid overshadowing
* Future-proof some shatter codeNicholas Feinberg2014-06-031-21/+21
|
* Make shatter actually actually do 1.5x dam vs iceNicholas Feinberg2014-06-031-1/+1
|
* Make wisp form immune to shatterNicholas Feinberg2014-06-031-2/+10
|
* Make shatter actually do 1.5x dam vs iceNicholas Feinberg2014-06-031-1/+1
|
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+6
| | | | This fixes all the instances caught by unbrace.
* Revert "Remove silver statues."Steve Melenchuk2014-05-101-1/+8
| | | | | | | | Don't worry; the whole point of this set of commits is to fix the problems with them and their companion statues. This partially reverts commit b4c3b502143418fb4fdb3faaa29a2ef6e9eabce5. This reverts commit e1156a91a6a0b1bb26c7e7ee63710c3eefbd2739.
* Remove silver statues.Shmuale Mark2014-05-091-8/+1
| | | | | | | They have all the usual problems of summoners, stationary monsters, and special-cased interactions (with disintegration). Almost every single vault that had them was "OCS / silver statue / ice statue" or something like that, so fairly few actual changes had to be made.
* Replace a goto call with an else ifreaverb2014-05-061-5/+1
| | | | | Ideally the other goto here would also be removed, but that bit of logical structure is more tangled.
* Change Ozocubu's Refrigeration.Sage2014-04-231-5/+10
| | | | | | Instead of shattering potions, player-cast refrigeration prevents potion use for 7-15 turns, with duration of repeated casts capped to 15 turns. Monster refrigeration is unaffected.
* Improve some targeting failure messagesChris Campbell2014-04-161-1/+2
|
* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Give several area(-ish) spells tracers.Steve Melenchuk2014-04-111-1/+5
| | | | | | | | | | | | | | | | | So that they can be cast without being in LOS of the player under appropriate circumstances; thus a check for being in LOS of the player for these and a few other spells are gone. The major candidate here is Symbol of Torment, which can now be used against your allies even if you're torment-immune or you're not in LOS; spells which previously didn't have a tracer of some sort that do now are Chain Lightning and Chain of Chaos (for whatever good it does), and spells that can now be cast anywhere are Ozocubu's Refrigeration, Tornado, and Shatter. Related is a fix for getting a more if Chain Lightning is cast anywhere by anyone regardless of if you saw it or not (now you only get the more if you saw the lightning arc at all).
* Remove mangroves, make single trees block LOS.wheals2014-03-291-1/+0
| | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
* Remove unneeded references to axed monsters and move related tilesgammafunk2014-03-291-8/+0
| | | | | | Remove code references to removed monsters, except where needed for save compatibility, as well as quotes/descriptions references, and move the related tiles to UNUSED. RIP gnomes.
* Remove some residual clay and stone golem references.Steve Melenchuk2014-03-291-0/+4
|
* Buff rods of (fiery) destruction a bitDracoOmega2014-03-221-1/+1
| | | | | | | | Both destruction and fiery destruction felt rather underwhelming in practice, particularly compared to the traditionally good rods. This lowers the level of random bolt from 5 to 4 (letting you get more than 3 shots from a full-capacity rod) and raises the damage on both (moreso for fiery than non-fiery destruction).
* Fix various tracer issues with the Rod of DestructionDracoOmega2014-03-221-0/+24
| | | | | | | | | | | | | | | | | | | | | | | | Tracer attack prompts were being printed for the actual beam the rod produced, rather than the range of beams the rod COULD produce. For example, if you tried to fire it at a friendly iron golem, you would get a warning prompt only for quicksilver bolt (which would then let you abort without spending time or mp, allowing you to reroll a new beam type from the rod). This was similarly true with bouncing beams prompting for self-harm in confined spaces and letting you cancel to make sure you got something else. Now the tracer should consider the beam both irresistable and bouncing (since it can be either), independant of whether the type you actually roll ends up being so (and thus no more free beam rerolls). The method to do this feels slightly involved, but I'm not sure a simpler way, given that no existing damage type both bounces and is irresistable. (It will also still technically prompt you for harming rF+++ rC+++ rElec+++ allies you could hit only if the bolt bounced, which is a situation that can never occur, but this seems a far less important problem than the one being fixed here - and rather hard to resolve).
* Fix some issues with monster dazzling spray tracersDracoOmega2014-03-211-2/+1
| | | | | For a couple of reasons, monsters would fail to fire them at other monsters (only players).
* Some tweaks to monster OTRDracoOmega2014-03-201-12/+4
| | | | | | | Make monster OTR last longer, but prevent monsters from refreshing it while active (which should make them a bit more effective, and also flash the screen much less). Increase the amount of poison damage inflicted by it upon players.
* Increase the poison scale again.elliptic2014-03-131-1/+1
| | | | 100 wasn't actually good enough for some changes that need to be made.
* Rescale DUR_POISONING from 4 times damage to 100 times damageDracoOmega2014-03-121-1/+1
| | | | | This is aimed at reducing some rounding errors for non-10 aut actions, and probably makes the scale clearer to read in any case.
* Increase Glaciate's max range and slightly lessen its falloff.Steve Melenchuk2014-03-061-1/+1
| | | | So that it still does 50% damage at maximum range.
* Use old monster Ice Storm damage figures for monster Glaciate damage.Steve Melenchuk2014-03-061-1/+4
| | | | | That is, at or within range 3 it's equivalent to their old Ice Storm damage.
* Allow ghost casting of dazzling spray (Grunt).gammafunk2014-03-061-18/+10
| | | | | | | | | Player ghosts can now have dazzling spray, which sets confusion based on an XL check that's the same as used when blinding monsters. This commit is mostly based on Grunt's commit 0d12a004 in the glaciate-testing branch and cleaned up some for trunk, with some aspects reorganized.
* Change the end of poison message to "You are no longer poisoned."Steve Melenchuk2014-03-061-1/+1
| | | | As agreed upon on IRC.
* Rescale Ignite Poison versus players to new poison systemDracoOmega2014-03-061-1/+1
|
* Convert Cure Poison and OTR to the new systemDracoOmega2014-03-061-7/+4
|
* A couple of Static Discharge fixes related to monster casting.Steve Melenchuk2014-03-051-8/+14
| | | | | | The power was a lot lower than intended, and the player always benefited from reduced damage no matter who was casting it - now the caster gets the benefit of the reduced damage.
* Make Glaciate damage fall off linearly, not with square of distance.Steve Melenchuk2014-03-011-6/+6
| | | | | With wider playtesting, damage at range has been suggested to be underwhelming; this should help address that.
* Make arena_delay available outside of arena as view_delay.Steve Melenchuk2014-02-271-17/+3
| | | | | | | | | | So, if you're running a bot or you're generally annoyed by ranged/magical animations, you can set this to an appropriately low value. This also condenses a lot of code duplication related to arena_delay; a new function called scaled_delay is used for functions that should be impacted by this.
* Blast "blasted by (static electricity)" with static electricity.Steve Melenchuk2014-02-261-2/+4
| | | | | | | | You now get terse "blasted by themself (static electricity)" and verbose "Killed by their own static electricity". This also adjusts the self-LRD death source to "you" to employ this new handling.
* Speed up Glaciate animation (gammafunk).Steve Melenchuk2014-02-251-1/+1
|
* Fancy animations for Glaciate.Steve Melenchuk2014-02-251-30/+49
|
* Glaciate.Steve Melenchuk2014-02-251-0/+77
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice around a specified target. The minimum range of the cone is 3, and the maximum is LOS at maximum spellpower; damage within a minimum-range cone is equivalent to Ice Storm, and falls off with the square of the distance for larger cones. Leaves freezing clouds over the affected area, like Ice Storm; they dissipate really quickly over large areas, though. Targets hit with Glaciate are flash-frozen; they are subject to slow movement for three turns. Targets killed with Glaciate have a 3/5 chance of becoming a block of ice (similar to a pillar of salt). Also contains a monster-castable version of the spell. Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster version. Large chunks of this either originate from a patch from Keanan Smith (Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or from the following discussion on Tavern: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
* Adjust Thunderbolt flash delay properly in arena mode.Steve Melenchuk2014-02-251-1/+9
| | | | | | | As with all other beams. Perhaps a function to do this should exist somewhere? (If I can figure out *where*, that's easy enough.)
* Remove jellyfish.wheals2014-02-181-1/+0
| | | | | | They're nice decoration, sure, but their main effect is one of two things - poison or drain strength. Both of those are rather annoying effects without much real effect.