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* Change wording for magically/awkwardly throwingTanner Swett2014-08-111-6/+8
| | | | | | | Portal Projectile was producing messages like "Magically, the naga sharpshooter shoots an arrow". Change this to "The naga sharpshooter magically shoots an arrow". At the same time, replace "awkwardly throw" with "toss away".
* 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 redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Move letter <-> index from stuff.cc to prompt.cc (wheals)Nicholas Feinberg2014-07-281-0/+1
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* Move held_status() from stuff.cc to traps.ccNicholas Feinberg2014-07-271-0/+1
| | | | | Also add some comments to stuff.h, categorizing functions for later removal.
* Use AUTOMATIC_HIT for a ranged tracerNicholas Feinberg2014-07-151-1/+1
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* Rebalance crossbowsNicholas Feinberg2014-07-131-1/+9
| | | | | | | | | | | | | | | | | | | | | | Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
* Partially refactor mulchingNicholas Feinberg2014-07-101-50/+17
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* Remove an unused variableNicholas Feinberg2014-07-101-2/+0
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* Rebalance slingsNicholas Feinberg2014-07-091-1/+5
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* Remove ISFLAG_DROPPED_BY_ALLY.Neil Moore2014-07-061-2/+0
| | | | | Since the removal of ally pickup modes, the flag has still been tracked but never actually read.
* Move blood rotting into a new fileNicholas Feinberg2014-07-011-0/+1
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* Remove the to-hit DEBUG_COOKIE.Neil Moore2014-07-011-3/+2
| | | | Fight sim handles sets the simulated flag directly now.
* Let portal projectile work with non-quiver items (#8749)Neil Moore2014-07-011-17/+17
| | | | | | | It was possible to fire normal shots (saving MP, using penetration, etc) with F. I don't think this was intentional, and if that is desired there should be a toggle so the user doesn't have to tediously go through item selection every time.
* Frost ammo no longer causes Dithmenos penanceNicholas Feinberg2014-06-061-3/+0
| | | | | | | When fired from a flame launcher, or vice versa. If someone else wants to refactor the throw.cc code to check brands at launch-time, feel free!
* Don't shadow copy awkward throws.Neil Moore2014-06-011-0/+1
| | | | | | Though we check that the thrown object is a missile, avoiding most awkward throws, there's still the possibility of throwing an arrow etc. without a launcher.
* Make dith shadows throw the correct item (#8623)Neil Moore2014-06-011-1/+1
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* Remove darts.Shmuale Mark2014-05-301-0/+2
| | | | | | | | | | They don't have much use outside the first level of D (possibly also the second): popping spores, killing slow things, waking up sleeping monsters, etc. are all served just as well by stones, and anybody who really wants to do damage with throwing would be better served with tomahawks before they find javelins. For one case where they could be useful (dispersal), tomahawks have been given a chance at the dispersal brand.
* Adjust mulch rates for large rocks and tomahawksgammafunk2014-05-261-2/+2
| | | | | | | Large rocks now have a higher mulch rate (from 1/50 to 1/30) as modest balance tweak to account for being able to carry an unlimited number. Tomahawks are common items that don't need to have such a low mulch rate (increased to 1/20, same as javelins).
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-1/+1
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Don't let portalled returning projectiles return.Steve Melenchuk2014-05-031-0/+3
| | | | Oops.
* Fix returning (78291).Steve Melenchuk2014-05-011-3/+6
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* Don't count Finesse twice for ranged attacks.Steve Melenchuk2014-05-011-2/+1
| | | | It's already calculated in attack_delay.
* Make ranged attacks play a bit nicer with fsim.Steve Melenchuk2014-04-281-1/+4
| | | | | Report accuracy correctly; don't let some effects like blood splatter and distortion trigger (as with old melee attacks).
* Handle action counts and exercise properly for ranged (78291).Steve Melenchuk2014-04-281-0/+25
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* Ranged weapon delay.Steve Melenchuk2014-04-271-1/+13
| | | | | | Moves the delay calculations into player and monster respectively so that it can properly be done at the start of the ranged attack; it doesn't make sense to have them in attack or ranged_attack.
* Basic ranged attack functionality.Steve Melenchuk2014-04-271-15/+0
| | | | | | | | | | 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.
* Gut most of the core of ranged attacks.Steve Melenchuk2014-04-271-1323/+11
| | | | | | | | | | | | | | We're going to start fresh with something that makes sense. Things that are left intact: explosion effects (this is better handled as a function of the beam, since the ranged attack functionality won't know when the bolt stops, and explosions should happen even if the projectile doesn't hit anything); returning efffects (purely a beam function as well). Things that are disabled: warning for ranged weapon slowdowns and the lajatang of Order's silver brand. At least the latter will need to be re-enabled at some point; the former might be completely unnecessary.
* Auto-id jewellery on equip.Shmuale Mark2014-04-271-3/+0
| | | | | | | | | | | | In the case of rings/amulets that identified themselves when they had an effect, the player would want to try to put themselves in a position where the item would identify, which was techincally optimal but quite annoying. There were a few items that never would identify, but on the whole it's not worth keeping around the behavior just for them. The ID code is pretty confusing and it's quite possible the implementation is not ideal or there are actual bugs.
* Remove scrambling.Shmuale Mark2014-04-061-1/+1
| | | | | | | It was something that was almost never relevant but that cluttered up the code regardless. If it were to be more relevant that would not really be a good thing since a chance for instadeath is rather bad design.
* Some adjustments to poison damage formulasDracoOmega2014-03-201-2/+2
| | | | | | | | | | | | | | | This is aimed at addressing a couple places where current poison damage appears off (based largely on statistical data, augmented by playtesting). The scaling for AF_POISON is adjusted to make adders a bit less dangerous while making some later things a bit more dangerous. AF_POISON_STRONG in particular is boosted (redbacks seem to have fared much worse since the change - probably getting lethal poisoning during normal battles with them was not altogether uncommon in the old system, but simply masked by a less clear indicator and copious !curing). Poison needles are nudged up slightly, poison clouds a decent bit more, and the variance for venom ammo smoothed a little.
* Remove misleadingly non-functional AT_SHOOT attacksDracoOmega2014-03-091-12/+3
| | | | | | | | | | | | | | | | | | | | | | | | AT_SHOOT was intended to provide a damage bonus to selected M_ARCHER monsters, but due to a mistake in the code, this never actually functioned. Since the monsters which used it are already plenty dangerous as-is (eg: deep elf master archers), rather than fixing it to actually provide the 'intended' bonus, I am simply removing the misleading attacks, and AT_SHOOT itself. The one case where AT_SHOOT did actually function was providing an accuracy bonus to thrown weapons when used by an M_ARCHER (this applied to merfolk javelineers). This same bonus now applies to any M_ARCHER, regardless of the presence of an AT_SHOOT attack. In practice, this just means that javelineers didn't get nerfed, and nothing else should be noticably affected. AT_WEAP_ONLY now translates to AT_NONE for enemies using missile weapons, which is functionally the same as before. I'm inclined to think that the save compat code here is not actually necessary, since I don't believe attack_type values this high were ever persisted anywhere (no ghost_demons seem to use them), but I'm choosing to err on the side of caution.
* Don't crash on semicontrolled blink (#8236).Steve Melenchuk2014-03-061-2/+2
| | | | Broken by a5274fd.
* Increase poison damage inflicted by most sources, reduce rate of damageDracoOmega2014-03-061-2/+2
| | | | | | | | | | | | | | | After several games' playtesting, I feel I was much too conservative with numbers in several places, given that only a small percentage of poisonous melee attacks will inflict poison at all. Also, the swift rate of action combined with small quantities meant that poison damage was often practically indistinguishable from the melee that applied it. A larger amount of moderately slower-acting poison (still quicker than old poison) should make the poison effect more visible where it does occur, as well as making preemptive !curing a more appealing tactical choice. I feel it may still be too mild on high HD creatures compared to other attack flavours, but that this is closer to the mark than before.
* Convert various other sources of player poison to the new systemDracoOmega2014-03-061-1/+2
| | | | | | | | | | This covers potions of (strong) poison, miscast effects, clouds, needle traps, missiles, and curare. Several of the less important ones have fairly arbitrary values that seemed roughly reasonable. A bit more care was used with some things whose poison damage could already be genuinely dangerous (such as early poison needles), but definitely needs testing in a real game.
* Apply Weakness damage reduction also to ranged weapons, improve a messageDracoOmega2014-03-061-0/+3
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* Remove some leftover references to racial equipmentChris Campbell2014-03-061-2/+1
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* Refactored random_near_space(); fixed bugsNicholas Feinberg2014-03-051-26/+3
| | | | | | | | | | Cleaned up bugs in random_near_space(). Monsters can no longer blink through walls, or into lava/deep water. Ball lightning can be summoned over lava/deep water. [Committer's note: cleaned up a bit of code formatting and comments.] Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
* s/x_chance_in_y(1,/one_chance_in(/reaver2014-03-011-2/+2
| | | | | | This is a pure name change, with no functional changes. I did not change the cases where x_chance_in_y was called through Lua, presumming that a macro would be unusuable in Lua.
* The +7,+7 lajatang of Order {silver, rMut}wheals2014-02-261-3/+3
| | | | The code is mostly based off of Grunt's lajatang of the Silver Moon patch.
* Don't generate racial weapons or launchersChris Campbell2014-02-241-21/+0
| | | | | | | | | | | | The effects of racial weapons were very minimal and unlikely to be noticed. Even if they were made significant, they would only apply to a very small subset of races. The only somewhat notable effect was Beogh's slight slaying bonus (and even that was very minor), this could be compensated for in some other way if necessary. Racial armour has slightly more noticeable effects and currently still remains, but could probably be removed too (potentially replacing the racial effects with armour egos instead).
* Remove -10% pre-AC damage for speed launchers; remove instance of blatant ↵elliptic2014-02-211-17/+4
| | | | | | | | | | | monster cheating. This is for consistency with melee speed brand; they are now both just 2/3 delay and nothing else. Speed launchers only exist as artefacts and were already only barely better than vorpal (if at all), so this buff seems fine. Monsters got 1/2 delay instead of 2/3 delay with speed launchers; good thing they were incredibly unlikely to use one unless given one by a vault...
* Revert "Make Large Rocks penetrating"Chris Campbell2014-02-151-11/+3
| | | | | | | | The stated aim of this was to make monsters that used large rocks stronger, but it has very little effect there for the most part, while having a relatively large effect on players that can use large rocks. This reverts commit 02ff187.
* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-2/+2
| | | | | At least three devs are probably waiting for this to be pushed if they're not about to push it themselves. So now it's done.
* Turn Portal Projectile into a durationChris Campbell2014-02-091-3/+17
| | | | While active, all shots are portalled at the cost of 1MP per shot.
* Don't arc electricity when attacking with an elec weapon in waterChris Campbell2014-02-091-3/+0
| | | | | | The main thing it did was cause annoying prompts when you could hit yourself or an ally with the arc. It was rarely relevant other than that, and just made elec brand a bit more complicated unnecessarily.
* Fix double "Okey, then." when canceling a throwPekka Lampila2014-01-301-1/+0
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* Confirm Portal Projectile attacks against allies etc.blackcustard2014-01-301-24/+45
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* Merge branch 'demonspawn-enemies'Steve Melenchuk2014-01-281-0/+12
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | With the forest dispersal work done, and with everything working up to the original designer's standards, this is ready for trunk. Conflicts: crawl-ref/source/beam.cc crawl-ref/source/dat/des/branches/pan.des crawl-ref/source/enum.h crawl-ref/source/hiscores.cc crawl-ref/source/melee_attack.cc crawl-ref/source/mgen_enum.h crawl-ref/source/mon-cast.cc crawl-ref/source/mon-data.h crawl-ref/source/mon-ench.cc crawl-ref/source/mon-info.cc crawl-ref/source/mon-info.h crawl-ref/source/mon-place.cc crawl-ref/source/mon-spll.h crawl-ref/source/mon-stuff.cc crawl-ref/source/mon-util.cc crawl-ref/source/mutation.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/spl-data.h crawl-ref/source/status.cc crawl-ref/source/wiz-you.cc
| * Trigger grand avatar on ranged attacks (tenofswords).Steve Melenchuk2014-01-221-0/+12
| | | | | | | | Also contains some merging of duplicate code.