summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/areas.h
Commit message (Collapse)AuthorAgeFilesLines
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+4
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+4
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Use consistent spelling of "liquefied".Adam Borowski2013-12-091-1/+1
|
* Remove moths of suppressionChris Campbell2013-11-111-3/+0
| | | | | | | | | | | Suppression is a hugely complicated and inconsistent mechanic. Its original purpose was to be a way of overriding rPois in Spider but there are now plenty of monsters that do this effectively (and much more simply). [1KB: I moved this to trunk, as it made an already extremely hard to review branch massively more so. There's nothing but a single enum to preserve, so compat break doesn't make this removal any easier or harder.]
* Drop "soul auras".Adam Borowski2013-11-051-3/+0
| | | | | | | | They costed us complex bookkeeping every turn if there were any lost souls on the level. Instead, just check the "hard way" (faster than one turn worth of aura processing) whenever a monster dies. No functional changes.
* Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-0/+3
|\
| * New monster: lost soulsDracoOmega2013-05-261-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | These are wandering confluxes of necromantic power that have no offense of their own, but can sacrifice themselves to 'revive' allied monsters near them at the moment they are killed. If a non-zombified undead is killed while in LoS of an allied lost soul, the soul will die instead and the undead will be restored to full hp (and have its status effects reset). If a zombifiable living creature dies while in LoS of an allied lost soul, instead the soul will assume its likeness, turning into a spellcasting spectral of the same type with 'fake' (as with shadow creatures) copies of the original's gear. Lost souls move quickly and attempt to maintain range, but are otherwise fragile. If they find themselves near foes but no allies they could aid, they will flicker out of the living world and reappearing near some other ally elsewhere in the level (and temporarily submerge into the air there). Tactically, they can serve to augment singular threats and also create situations where the player might rather choose to ignore the most threatening creatures so as to force the lost soul to sacrifice itself for a harmless one, or to kill the soul directly.
* | Give lava orcs a heat halo that causes fire damage to nearby enemies.Eronarn Palazzo2013-01-081-0/+4
|/
* DisjunctionBrendan Hickey2012-11-181-0/+4
| | | | | | | | | Level 8 translocation spell. Blinks away everything with diminishing probability with: P(~blink) = 0.8^(1/(dist+1)/(dist-1)) Over 10 ticks, a monster adjacent to the caster will blink with probability 0.9. Monsters may be blinked repeatedly.
* QUAD DAMAGE emits an Orb-style glow while in effect.Steve Melenchuk2012-08-151-0/+4
| | | | It's the same radius, only all blue instead of mutagenic.
* Moth of Suppression, preliminary codingBen Striegel2012-03-211-0/+3
|
* s/antihalo/umbra/g in the code as well, to match the new user-visible name.Adam Borowski2011-09-071-3/+3
|
* Eronarn's profane servitors and antihaloesChris Campbell2011-09-031-0/+5
| | | | | | | | | | | | | | | | | | | | 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/+3
| | | | | No tiles yet, fixed radius and an ugly random colour scheme. Pushing so we can play with variants.
* New spell: Leda's Liquefaction.Jude Brown2010-12-281-0/+14
| | | | | | | | | | | | | | | | | | | | | | | | | 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. :-)
* Don't recalculate the agrid when it's known there are no areas.Adam Borowski2010-07-041-1/+1
|
* Invalidate global LOS where appropriate.Robert Vollmert2010-03-221-1/+1
| | | | Also move the call to areas_actor_moved to actor::set_position.
* Invalidate area grid whenever relevant things change.Robert Vollmert2010-03-211-0/+3
| | | | | That includes monsters moving (those with halo or silence), LOS changing, TSO piety changing, silence durations changing.
* New halo and silence handling.Robert Vollmert2010-03-211-3/+2
| | | | | | Haloed and silenced squares are now tracked in an array _agrid in areas.cc, which is recalculated on demand and will be invalidated when relevant things change.
* Disable holy monster haloes.Robert Vollmert2010-01-261-0/+3
| | | | | | | | Also (re?) introduce bool haloed(p) that just checks the player halo when drawing the map. The naive implementation of monster haloes was a little too expensive.
* Fix newlines at end of file.Adam Borowski2010-01-211-1/+0
|
* Merge halo.cc into areas.cc.Robert Vollmert2009-11-211-0/+3
|
* Move silenced(pos) to areas.cc.Robert Vollmert2009-11-211-0/+2
|
* Create areas.cc and move sanctuary code there.Robert Vollmert2009-11-211-0/+9
areas.cc is meant to collect all area effects like sanctuary, silence, halo, pending future unification.