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* 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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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Move held_status() from stuff.cc to traps.ccNicholas Feinberg2014-07-271-0/+17
| | | | | Also add some comments to stuff.h, categorizing functions for later removal.
* Make rPois a bit more consistent (for players)Nicholas Feinberg2014-07-261-1/+1
| | | | | | | | | | | | Direct damage resistance from 50% to 66%. Chance of preventing poison from 90% to 66%. Chance of preventing curare from 80% to 66%. AF_STRONG_POISON (eg redbacks) no longer pierces rPois for players. Wasps (AF_PARALYSE) now have their effects downgraded one level by rPois (para -> slow, slow -> nothing) instead of outright negated. rPois should be a helpful resist to have, not a binary pass-fail check for certain areas & enemies.
* Add messaging for nets bouncing off giant monstersNicholas Feinberg2014-07-101-0/+6
| | | | | The phrasing isn't ideal, but now at least players will have some idea what's going on.
* Remove dart(ing out from under net)sNicholas Feinberg2014-07-101-12/+0
| | | | | | | It was a weird legacy special case that didn't really make any sense. If we wanted to give flying monsters or the player extra EV, we could do so! (Also, it might mislead players into thinking that fliers were still completely immune to being netted; bad UI.)
* Move a little more code out of misc.ccNicholas Feinberg2014-07-021-5/+55
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* Let BLOOD finally have its place in the sunNicholas Feinberg2014-07-011-0/+1
| | | | | | ...by moving bloodspatter functions into their own file. Death to misc.cc! Long live the new file hierarchy!
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+12
| | | | | | | | | 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.
* Add braces.Neil Moore2014-06-191-0/+4
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* Take the 'trap' out of web traps!Nicholas Feinberg2014-06-181-9/+11
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* Brace.Nicholas Feinberg2014-06-171-0/+2
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* Replace randomly-generate teleport traps with 1-shot versionsNicholas Feinberg2014-06-171-4/+7
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* Remove pulsating lumps.Shmuale Mark2014-06-171-3/+2
| | | | Cigo's now has simple shapeshifters, which seem to work all right.
* Tidy up some web/net behaviourNicholas Feinberg2014-06-131-9/+23
| | | | | | | | | | Monsters should now try to escape from Arachne's ensnare immediately (on whatever incredibly rare occasions that is relevant), and shouldn't try to break out of net traps on the turn they get netted. This technically breaks save compat with the old newly_webbed prop, but in a harmless way.
* Don't let monsters get free turns when escapingNicholas Feinberg2014-06-101-0/+4
| | | | From nets & webs.
* Make Doxygen @returns "@return" for consistancy.reaverb2014-06-051-2/+2
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* Avoid a crash when escaping nets.Neil Moore2014-06-011-0/+5
| | | | | | Update the net in the stash tracker when either you or a monster escapes the net, so a later ctrl-x (etc.) doesn't try and fail to find the held actor.
* Remove dart traps.Shmuale Mark2014-05-301-15/+12
| | | | | | They had minimal damage and mechanical traps hardly generate anywhere anyway. In ossuaries (the only vaults with them, thank god), they've been mostly replaced with arrow traps or the floor.
* Correct some doxygen blocks.Neil Moore2014-05-291-2/+2
| | | | | Some of them were missing the /** (or /*!) that makes doxygen consider the comment in the first place.
* Make corpses and skeletons stationary items (minmay)gammafunk2014-05-261-7/+20
| | | | | | | | | Moving corpses and skeletons to other levels or to other locations within a level is tedious but may be optimal for corpse rot and god abilities like Kiku's corpse prayer. This commit prevents the player from picking up or apporting carrion. It generalizes the code used for nets being stationary, and cleans up and documents various bits of related item pickup code.
* Don't use inventory weight for the chance of activating a shaft trapgammafunk2014-05-261-1/+1
| | | | | | | Shaft traps previously considered the actor's total inventory weight in addition to body weight, but the player burden calculation code isn't worth keeping for this consideration alone. The chance of a shaft trap activating now depends only on the actor's body weight.
* Remove a check for drowning netted playersChris Campbell2014-05-231-10/+0
| | | | It was unused, and monsters don't drown in this way any more either.
* Clean-up shaft_known() (MarvinPA)reaverb2014-05-151-13/+0
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Make monsters not fall into liquids due to status effectsreaverb2014-05-081-10/+0
| | | | | | | Paralysis, petrification, and being caught in nets. monster::apply_location_effects() is the only caller of mons_check_pool() now, so maybe it should be deleted/moved?
* Make throwing nets do something on hit again.Steve Melenchuk2014-04-271-8/+7
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* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-1/+2
| | | | | | | 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.)
* Fix some warningsChris Campbell2014-04-091-4/+0
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* Adjust some trap disarming messagesChris Campbell2014-04-091-4/+6
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* Remove some now-unused handling for web placementChris Campbell2014-04-091-19/+10
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* Make mechanical traps not drop ammoChris Campbell2014-04-091-8/+1
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* Make a web message more genericChris Campbell2014-04-061-6/+1
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* Remove scrambling.Shmuale Mark2014-04-061-2/+2
| | | | | | | 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.
* Simplify and document a functiongammafunk2014-03-301-8/+12
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* Clarify a fall-through (gammafunk)Neil Moore2014-03-301-0/+1
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* Some last tweaks to poison formulas for 0.14DracoOmega2014-03-291-1/+1
| | | | | | | | Raise the flat damage componant of venom weapons (which was overlooked in past adjustments and effectively much lower overall than 0.13 at the part of the game where it mattered), nudge minimum damage of poison clouds a little, slightly boost AF_POISON_STRONG damage, and make needle traps actually equal to poison needles.
* Update a commentChris Campbell2014-03-141-1/+1
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* Remove player blood/web sense of out-of-sight monstersChris Campbell2014-03-141-2/+0
| | | | | | | It was very unlikely to ever trigger - caused by a monster somehow being made to bleed just out of your LOS in the blood sense case, or a monster being caught in a web while you are in spider form in the web sense case, and even less likely to actually be useful if it did somehow trigger.
* Remove throwing net degradation, instead mulch probabilisticallyDracoOmega2014-03-121-3/+20
| | | | | | | | | | | | | | Instead of throwing nets accumulating persistent damage as monsters struggled against them (and then becoming impossible to stack in your inventory afterward), they are either outright destroyed by the struggle or remain in normal condition. This should make them a little less cumbersome to use. This commit doesn't actually touch any of the escape formulas (which are an impressive snarl that could definitely use tending to), since probably they would need rewriting from scratch and I didn't want to undertake that so close to 0.14, with various other things still in the air.
* Increase poison damage inflicted by most sources, reduce rate of damageDracoOmega2014-03-061-1/+1
| | | | | | | | | | | | | | | 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/+1
| | | | | | | | | | 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.
* Don't making flying creatures/monsters completely immune to being nettedDracoOmega2014-01-211-2/+2
| | | | | | | | | | | | Not only does this seem rather unintuitive, there's actually specific code to handle what happens when flying creatures get netted, except that can never actually happen normally. (Well, they CAN get netted if confused, but even then sometimes 'dart out from beneath the net') The logic looked to me like it might have meant to give them a CHANCE to evade due to flight, unless confused, rather than always evade due to flight and sometimes do it even WHEN confused. At any rate, I don't think it never working against flying things is very clear or a good idea.
* More formatting fixes for return (...);Neil Moore2013-11-151-8/+8
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-6/+6
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* Transform the lower half of D into a new branch: the Depths.Steve Melenchuk2013-11-121-5/+0
| | | | | | | | | | | | D is now 16 levels (the unsealed part was 14 levels previously), and the Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell, and Pan portals are available for the entire length of the branch. Right now the monster set is identical to Vaults except for the absence of Vaults-specific humans. D's monster set has also been truncated, mainly on the out-of-depth front. It's my intent that this serve as a starting point for figuring out what monsters we want to split between the two branches.
* Don't shaft stationary nets (#7714)Neil Moore2013-11-081-14/+10
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* Revert "Allow D:14 shafts, make them known; try to always place one."Raphael Langella2013-11-051-6/+2
| | | | | | | This reverts commit 3c177f47aa1bbf47db5dea54bdaa4f770a0220b4. This reverts commit e1004a1d0131a735b2b9be1c87b1fd27e09bf81f. This reverts commit 930d8ed00efae890e3899670ae87cfdc07eda236. This reverts commit 637089748731402da6c33483b30118d2eebdcc73.
* Shorten branch enums.Adam Borowski2013-11-031-7/+7
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.