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* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-27/+27
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* Remove spaces between function identifiers and arguments lists.Adam Borowski2012-06-211-2/+2
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* Let Sunlight linger for a while, don't track monsters with spotlights.Adam Borowski2012-06-051-0/+7
| | | | | | | | | | | | | It was strange that the light would magically follow everyone who was in the initial spot for a duration -- with five independent spotlights no less. Sunlight now creates a stationary halo instead. Evaporating water is no longer instant, but the area potentially evaporated is bigger, to compensate. The old cross-shaped area is guaranteed, the rest of haloed stuff (ie, corners of the 3x3 space) have a 50% chance. Also, the 1/100 chance to spawn a plant per evaporated square of shallow water is no more, it was too obscure.
* Don't suppress the Mace of Brilliance's aura.Neil Moore2012-05-191-1/+3
| | | | | | | | | | suppressed() calls _update_agrid(), which calls halo_radius2(), which indirectly called suppressed(). Reading a scroll of silence with nothing else around would crash the game. Not to say that it shouldn't be suppressed, but it will be tricky to do so properly (without crashing and without using a half-updated agrid).
* Suppression: new function: player_equip_unrand_effectBen Striegel2012-05-181-1/+1
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* Fix minor bug in both silence and suppressionBen Striegel2012-05-181-2/+2
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* Mindexicide: behaviour_event().Adam Borowski2012-04-211-1/+1
| | | | | This also reveals how bad the beam blaming code is, need to rewrite that soon -- mostly because of problems with reflection.
* Remove some code for dealing with orb drops.Adam Borowski2012-04-011-1/+3
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* Moth of Suppression, preliminary codingBen Striegel2012-03-211-1/+46
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* Revert "Simplify."David Lawrence Ramsey2012-03-191-1/+3
| | | | | | The check is supposed to work for either, not both (oops). This reverts commit 481fcd091885b300bd5d64fa3b64e10bc5b3816a.
* Simplify.David Lawrence Ramsey2012-03-181-3/+1
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* Fix apparent typo.David Lawrence Ramsey2012-03-181-1/+1
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* Fix punctuation.David Lawrence Ramsey2012-03-041-4/+4
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* Don't redundantly regenerate agrid at the wrong time.Adam Borowski2012-02-061-12/+0
| | | | This reverts commit 1fea46646227a73c906d5d425c8482207f9d6cca.
* Consistently use a space after flow control statements.Adam Borowski2011-12-021-1/+1
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* Turn seraphs into real monsters, they were broken by cherub changes.Adam Borowski2011-12-011-0/+2
| | | | Not meant to spawn anywhere else than the Pan level though.
* s/antihalo/umbra/g in the code as well, to match the new user-visible name.Adam Borowski2011-09-071-17/+19
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* Item mimics use the new generation algorithm too.Raphael Langella2011-09-051-19/+7
| | | | | | | Also remove the teleport and change behaviour. Speed is reduced to 8 so they are still easy to escape. They start being generated at dungeon level 7. Any item has 1 chance in 500 of being a mimic.
* New feature mimic implementation.Raphael Langella2011-09-051-0/+4
| | | | | | | | | | | Only for doors now. The mimic is a fully functional feature (monsters can open door mimics) until it is replaced by a monster mimic when revealed. When walking into it (or trying to open or close it), the mimic is revealed and attacks first. For gameplay reasons, the mimic isn't revealed by ranged attacks and spells (or else, the player tediously check every feature by throwing stones). Only passive abilities (antennae) and ones with a strategical cost (sanctuary) can reveal mimics at range.
* Eronarn's profane servitors and antihaloesChris Campbell2011-09-031-3/+59
| | | | | | | | | | | | | | | | | | | | Profane servitor: An angel twisted into an undead monster by Yredelemnul. He gifts these as a new tier above bone dragons. They are in Yred's elemental colors, generated wielding a demon whip, probably slightly better than a bone dragon in melee, and have res holy instead of holy vuln like most undead. It also generates an umbra. Only Yred gifts spawn them currently though they'd be great for some vaults. umbra: An 'antihalo' composed of flickering darkness, which is the opposite of a halo. Creatures in an umbra are harder to hit with both ranged/melee, but get a stealth bonus. Currently only profane servitors generate an umbra. Demons, undead, and worshipers of Yredelemnul (at **+ for players, but all monsters) aren't harmed by an umbra but still get the stealth boost. The patch also changes the "Glow" status light to "Contam", and displays "Glow" when actually backlit (for whatever reason: halo, sticky flame, corona).
* First stab at Orb glow.Adam Borowski2011-08-251-0/+27
| | | | | No tiles yet, fixed radius and an ugly random colour scheme. Pushing so we can play with variants.
* cppcheck: fix inefficient checking for emptiness.Adam Borowski2011-07-051-1/+1
| | | | | On some STL structures size() is slow. I did not bother limitting sed, so innocent bystanders got pulled into the machine, but there's no loss.
* Halo effect for the mace of brillianceShayne Halvorson2011-06-181-5/+18
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* Add formatting fix.David Lawrence Ramsey2011-06-071-2/+2
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* Allow porkalating holy beings.Adam Borowski2011-04-131-0/+2
| | | | | | | With a tile! Since they are nothing but holy demons, it is wrong for them to have different resistances where TSO is not concerned.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+5
| | | | | | | "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.
* Cancel Leda's is player isn't standing on solid ground.Raphael Langella2011-02-241-1/+1
| | | | Also, fix shallow water being treated as solid ground.
* Don't liquefy water.Raphael Langella2011-02-241-0/+3
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* Reroll of Zin recite patch.Eronarn Palazzo2011-01-231-0/+1
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* Rename holy dragon to pearl dragon (OG17).Jude Brown2011-01-081-1/+1
| | | | | | | | | "Pearl" has some interesting religious connotations and it sounds infinitely better than "holy dragon". The latter is much like <a randomly generate adjective> + "dragon", whereas the former sounds different and has thought put into it. Thanks, OG17!
* Resolve agrid not being regenerated upon loading game.Jude Brown2011-01-021-0/+12
| | | | | | | | | | | | | | | | | Previously loading a save while under the silence effect (or any effect that uses the agrid; silent spectres, liquefaction) did not have the agrid properly initialised. Thus, until either you move, or another monster with relevant agrid came onto the screen, even if you had the "Sil" effect, silence (or liquefaction, etc) was not actually in effect. This made it possible to use silence offensively and still cast spells. I'm not sure if it was every *used* like this, but the possibility was there for abuse. Finally, it was also extremely odd for a TSO worshipper or when fighting holy monsters (where I first noticed it when testing ophan).
* Tweak Leda's Liquefaction (OG17, others); fixes #3086.Jude Brown2010-12-301-3/+3
| | | | | | | Liquefaction can now be cast and now affects all features that have solid floors; it also recolours anything with a solid floor, rather than just individual floor tiles. Reasoning: as it affects all solid features, it should give visual indication of this effect.
* Correct whitespace errors using checkwhite.Vsevolod Kozlov2010-12-291-2/+0
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* New spell: Leda's Liquefaction.Jude Brown2010-12-281-5/+144
| | | | | | | | | | | | | | | | | | | | | | | | | This one's gone through a couple of iterations during discussions. Finally, though, we have this: an area of effect slowing. It's a circle around you that slows you and anyone not insubstantial and not flying who crosses into that circle. The slowing effect is implemented as though it were ponderousness (well, slightly more than ponderousness), rather than as ENCH_SLOW. For monsters, when cast by the player, it counts as a slightly less speed malus than standard ENCH_SLOW. Reasoning: the monster casting it has more stability for being at the centre of the effect. Currently, I've stolen the colouring from KiloByte's _etc_tornado. It's implemented using areas, which I've written some additional code for that finds the "centre" of an area from a coordinate within that area. Greensnark had a quick look over it for me earlier, but I'd appreciate further checks for quickness, saneness, etc. It appears in the Book of the Earth. Finally: no tile (yet). I attempted to do one up, spent an hour or so tweaking it, and then compared it to our current spell tiles and decided that I can't make spell tiles. :-)
* Get rid of some more insidious longs.Adam Borowski2010-10-041-1/+2
| | | | | | | | | | Especially constructs like: long foo = x.props[].get_int() can get you by surprise on 32 bit arches -- even worse now that most devs are on amd64. Item flags I typedeffed as iflags_t, as it's likely we'll have to extend it soon, yet defining it as uint64_t now would be misleading since there are so many places it's used in a 32 bit manner.
* Partially implement spirits, though not fully.Jude Brown2010-09-161-1/+1
| | | | | | | | | | | | They still need to summon a top-tier holy monster when they day, and need better indications of how far along they are to actually carking it; currently their message shifts from "fading away" to "mostly faded away" when they're less than 20 or so turns from completely going. They're implemented as constantly fleeing, but are quite slow. You can't actually corner them ever, which may be a problem from an interface point of view. It's not necessarily the best implementation, but it did the trick... might have to change. :)
* Fix a rounding error to make TSO halo look better.Adam Borowski2010-09-141-2/+4
| | | | | | The radius was restricted to squares of full integers, producing a "bloated diamond", looking worse than X^2+1 we use in other places. This version allows intermediate radii, reducing sudden jumps.
* Merge branch 'master' into holyhaulAdam Borowski2010-09-061-4/+7
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| * Rename class "monsters" to "monster".Robert Vollmert2010-09-051-4/+4
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| * Silent spectres.Adam Borowski2010-08-231-0/+3
| | | | | | | | | | They radiate silence in a large radius, and spawn in the Crypt (pretty often), Tartarus and the Abyss (rarely).
* | Differentiate the halo size for celestial species.Adam Borowski2010-07-071-4/+33
|/ | | | | They are all a lot bigger than the old angel/daeva halo, not sure how big we want them.
* Don't recalculate the agrid when it's known there are no areas.Adam Borowski2010-07-041-2/+20
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* Move the call to _update_agrid() for easier inlining and profiling.Adam Borowski2010-07-041-5/+4
| | | | | Any benefits from better inlining are infinitessimally small here, but with profiling, we can see how many times the actual run was needed.
* Bring sanity to enums by making them diffable/patchable.Adam Borowski2010-06-081-1/+1
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* Properly make Zin's sanctuary violation a separate conduct.David Lawrence Ramsey2010-04-151-1/+1
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* And make Zin care about sanctuary violation again.David Lawrence Ramsey2010-04-151-1/+1
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* Fix arena with global LOS.Robert Vollmert2010-03-221-1/+5
| | | | | | | | For one, fix several crash bugs related to the player being outside LOS. These are prevented by checking against actor->alive() to check actor validity, and having you.alive() return false in the arena. Then, make sure LOS is actually invalidated for the arena, since that doesn't go through the usual level initialization path.
* Update actor::get_los to use global LOS.Robert Vollmert2010-03-221-1/+1
| | | | | | | | | | | | This is all not very nice. los_base is now an abstract base class for both los_def and los_glob (global LOS-backed los_def variant), and interators now take a *los_base. actor::update_los is gone. Arena LOS is quite probably broken again at the moment.
* Invalidate global LOS where appropriate.Robert Vollmert2010-03-221-2/+6
| | | | Also move the call to areas_actor_moved to actor::set_position.
* Allow monsters to use Silence.Nathaniel Rook2010-03-211-1/+7
| | | | Monsters can now cast Silence, though none (other than player ghosts) have it.