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* Remove the to-hit DEBUG_COOKIE.Neil Moore2014-07-011-3/+0
| | | | Fight sim handles sets the simulated flag directly now.
* Remove two more references to missile enchantmentChris Oelmueller2014-06-141-1/+0
| | | | | No longer handle reading enchant weapon on ammo stacks. This has not been possible for a while: 0.11-a0-1800-gec45d1d
* Remove more antitraining.Neil Moore2014-06-101-2/+0
| | | | | Including skill descriptions, the skill menu flag, the penalty multiplier constant, and a comment.
* Refactor / remove some less important / unnecessary Gozag code.Steve Melenchuk2014-05-111-2/+0
| | | | | | | | | | | | | | In particular, the potion and shop lists don't need to be generated in advance of using the ability altogether; they only last as long as the ability menu is present (thus they're still stored, as if you get a HUP in the middle of it we want to present the same choices). Since shop prices no longer depend on the generated shops, item generation for the shops is left to the shops. (If we want to preserve their item quality, we'll need a level_number paramter in shop specs, but I doubt players will notice the difference at all.) RIP item_def::to_spec; you will not be missed.
* Gozag ability tweaks and interface improvements.elliptic2014-05-081-2/+3
| | | | | | | | | | | | | | | | This commit has the following effects, which are sufficiently interconnected that separating this into multiple commits seemed hard: * Don't allow players to invoke potion petition unless they have enough gold for the guaranteed porridge/blood potion. * Don't allow players to invoke call merchant unless they have enough gold to pay for any shop that might be offered. * Tweak the formula for shop prices; now it really doesn't depend on the shop type at all, and the maximum price will always be a nice round number. * Display gold requirements in the ability screen. These numbers are slightly misleading because the actual gold cost for potion petition or call merchant will be a bit different from the displayed cost, but these numbers give the player a way to tell whether an ability can be used without committing to using it.
* Nudge Gozag bribe chances up again.Steve Melenchuk2014-05-071-1/+1
| | | | | You get a more than 50% chance of bribing some enemies now; I hope this is enough.
* Increase the chances of Gozag bribing enemies.Steve Melenchuk2014-05-071-1/+1
| | | | This should make the ability a bit more useful.
* Handling for attacking bribed creatures.Steve Melenchuk2014-05-071-0/+1
| | | | | | They become un-bribed, and other bribed creatures that can see them also become un-bribed; a permabribe increment for the creature is deducted against the branch bribe score for this action.
* Gozag: Don't let bribes take effect until the player spots the monster.Steve Melenchuk2014-05-071-0/+3
| | | | | Prevents abuses like clearing out the Orc:$ end entirely offscreen; also gives the opportunity for some nice dialogue.
* Gozag: interactions with amulet of faith.Steve Melenchuk2014-05-071-0/+15
| | | | | Prices are 2/3 what they would be otherwise, and removing the amulet counts as two uses of the relevant ability for price purposes.
* Gozag wrath: counter-bribe.Steve Melenchuk2014-05-071-0/+2
| | | | | When you spot monsters, Gozag can incite them against you, granting them one of a handful of beneficial effects.
* Gozag: Call Merchant.Steve Melenchuk2014-05-071-0/+3
| | | | | | | | | Pay half the value of items in one of three randomly generated shops to generate that shop on a level that can generate shops that you haven't visited yet. This shop appears on the Overview screen with a darkened level name so you know exactly where it appeared, and is announced (and its location marked) when you arrive on the level so long as you are still following Gozag at the time.
* Rework the icemail mutation.Shmuale Mark2014-03-251-1/+1
| | | | | | | | | | | | | | | | It's been said that the main effect is to turn your AC permanently red. Although in a branch without fire attacks this wouldn't be as true, the fact remained that it made optimal play waiting around for 300 (!) turns after dissipation, the only cost being hunger. Icemail is now binary, turning off when hit by fire, and after 300 aut (a reasonable rest time after a fight) coming back again with all 10 AC. While active, it turns the AC display blue, and when dissipated, normal; displaying like that seems to work well for Lava Orcs. Casting fire spells will not disrupt it, or Condensation Shield or Ozocubu's Armour; for the latter two, having to train both fire and ice is enough of a deterrent to make it not a "no-brainer" (as the comment called it).
* Make arena_delay available outside of arena as view_delay.Steve Melenchuk2014-02-271-0/+2
| | | | | | | | | | 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.
* Demonspawn warmongers: Grand Avatar.Steve Melenchuk2014-01-211-0/+2
| | | | | | | | | | Listed in the proposal as Icon of Greatness. A grand avatar behaves similarly to both a spectral weapon and a battlesphere in that it attacks targets the caster and its nearby allies either attack in melee or by battlesphere-triggered conjurations; it is only guaranteed to attack if the triggerer does at least 15 damage, though it may trigger randomly below that threshold.
* Powered by Pain for torturous demonspawn.Steve Melenchuk2014-01-211-0/+2
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* Make room for more unrands.Neil Moore2013-11-291-1/+1
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* Transform the lower half of D into a new branch: the Depths.Steve Melenchuk2013-11-121-1/+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.
* Give Formicids normal antennaeChris Campbell2013-11-061-2/+0
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* Merge branch 'dwants'. Bring some Raid.Adam Borowski2013-11-061-0/+2
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| * Merge branch 'master' into dwantsAdam Borowski2013-11-011-0/+2
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| * | Create Formicid species and monsters.pubby2013-08-251-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Tavern post: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298 Wierdness & mutations: - poison weakness - retractable antennae (can wear headgear and ignore mutation) - chitin skin (+3 AC) - most weapons 1-handed, big weapons 2-handed - permanent stasis - ability to shaft self - ability to dig - Starts with 2 curing pots 3 monster versions of formicids were added: formicid, a weak fighter formicid drone, a stronger fighter formicid venom mage, a magician with olgreb's and mass cure poison [ Pushing to a branch for experimental playtesting on CSZO. Also optimised the new tiles. -nfm ]
* | | Prune and simplify Pan monster generation logic.Steve Melenchuk2013-11-051-0/+1
| |/ |/| | | | | | | | | There's not much preventing normal monster generation algorithms from being used here, so they're used now; this has the benefit of simplifying some vault syntax as well.
* | Rune lock.Raphael Langella2013-10-311-0/+1
| | | | | | | | | | You need a rune to go to D:15. Downstairs of D:14 could be recoloured or replaced by a portal (maybe more consistent with D:27 zot portal).
* | Don't impose TSO penance for reflecting poison/draining (you still get xp).Adam Borowski2013-10-281-0/+1
|/ | | | This introduces a new pseudo-agent, akin to ANON_FRIENDLY_MONSTER.
* Djinn: their life is magic.Adam Borowski2013-04-281-0/+1
| | | | | | | | | | | | | | HP and MP are unified as "essence". Per elliptic's suggestion, 1MP=2EP, to avoid chain-casting 30 Fire Storms (15 is still pretty good...). If that's not enough, the rate can be modified easily. The display looks iffy with a two-line bar, having it in one line would require shifting the HUD -- and that would require massive changes to HUD code (long overdue, though). Balancing the healer god (and I'm not talking about Elyvilon) is another issue. If messing with glow is not enough, perhaps MP gains should give EP at 1:1 rather than 1:2?
* Vehumet spell gifting changes.elliptic2013-02-171-1/+0
| | | | | | | | | | | | | | Now no L8/9 spells are gifted for the first 12 gifts, and then the final three spells are gifted at the same time and are all L8/9. This addresses issues with being "forced" to memorize L8/9 spells when they are quite uncastable, since the final spells offered never time out. In addition, this should make the final gift feel more special than it did. Also, gift timing was tweaked a little and gifts try harder not to repeat earlier gifts now. The part of this commit enabling multigifting was partially written by elliott.
* Merge branch 'vehumet'Chris Campbell2013-01-201-0/+1
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| * Let Vehumet spell offerings repeat closer together.elliptic2013-01-181-1/+1
| | | | | | | | | | This way if you reject a spell because you don't have the slots, you have at least some chance of being offered it again.
| * Merge branch 'master' into vehumetChris Campbell2012-09-131-17/+9
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| * | Use a list instead of an array to store Vehumet's recent gifts.Raphael Langella2012-06-121-1/+1
| | | | | | | | | | | | | | | Also, use it as a queue and drop older entries when max size is reach (10) instead of aging the queue manually.
| * | Merge branch 'master' into vehumetRaphael Langella2012-06-111-11/+7
| |\ \ | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/dat/descript/ability.txt crawl-ref/source/dat/descript/gods.txt crawl-ref/source/religion.cc
| * | | vehumet implemented with a duration and a slightly better spell choosing ↵ldierk2012-04-031-0/+1
| | | | | | | | | | | | | | | | algorithm. still no saving, and a lot of other // TODO: 's
* | | | Split MOUSE_MODE_MORE into versions for prompts, to give the Webtiles client ↵Florian Diebold2012-11-231-0/+2
| |_|/ |/| | | | | | | | more information.
* | | Prefix ZotDef-only constants.Adam Borowski2012-07-281-5/+5
| | | | | | | | | | | | Their names were somewhat too generic.
* | | Remove an unused constant.Adam Borowski2012-07-281-3/+0
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* | | Use mid rather than mindex for constriction.Neil Moore2012-07-041-2/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | actor::constricting is now a pointer to a map from mids to durations; if the actor is not constricting anything, we use a NULL pointer rather than an empty map to save memory. Save compatibility: Because constrictees might be loaded after constrictors (and vice versa), we cannot convert the old constriction arrays (which use mindex) until all the monsters have been loaded. Instead, save the constriction data temporarily, and create the maps at the end of tag_read_level_monsters().
* | | Remove #define LOS_MAX_RADIUSAdam Borowski2012-06-241-6/+3
| | | | | | | | | | | | | | | | | | | | | Having both it and LOS_RADIUS is misleading, especially as they're arbitrarily used. This distinction doesn't make sense anyway, as any LOS changes need to be done at runtime, only the max matters during compilation.
* | | Fix crashes when seeing scourges or trishulas.Adam Borowski2012-06-131-1/+1
| |/ |/| | | | | | | | | That new autopickup menu blindly assumed a fixed number of 50 item types, only because any item class with globally identifiable types has less than 50 of them. which is not true for weapons (53).
* | Fix Jiyva crashing ZotDef.Adam Borowski2012-05-061-0/+2
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* | Allow running Crawl on a 79x25 terminal.Adam Borowski2012-05-051-1/+1
| | | | | | | | | | | | | | | | | | | | On osso-xterm, there's a huge jump in readability between this font size and the next smaller, and I find myself developing on N900 way too much to stand constant switches. I wonder what the tinyterm crowd will do now that 80x24 is not the smallest possible anymore. They'll have to declare that "hugeterm" and skip all old games, probably.
* | Give branches explicit base absdepth, instead of using distance to D:1.Adam Borowski2012-04-261-2/+0
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* | Merge branch 'master' into portal_branchesAdam Borowski2012-04-251-5/+1
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| * | Halve the number of item mimics.Raphael Langella2012-04-201-1/+1
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| * | Remove depth restrictions for mimics.Raphael Langella2012-04-121-4/+0
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* | | Get rid of DEPTH_ABYSS/DEPTH_PAN, use relative depths for monster selection.Adam Borowski2012-04-121-3/+0
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Per discussion on ##crawl-dev, setting the equivalent of the former two to 24 (was whenever you were banished from, or which Pan portal you took). Thus, if you wanted easiest Abyss, you could unwield distortion on D:1, or for Pan, enter the shallowest portal (nearly everyone unknowingly did the latter). It didn't change much (deeper water, more lava; more traps, more damage from traps, harder to find them; better items, especially on monsters; misc stuff here and there) but it was still a difference. Items in the Abyss were the only thing that actually used DEPTH_ABYSS as a number rather than as a magic cookie. In Pandemonium, most of good loot comes from '|' in vaults rather than floor spawns. Thus, you were basically always better off entering either of these places from as small LEVEL_DUNGEON depth as possible. As for monster selection in general: this commit merely changes the interface, calculations inside are still overwhelmingly done using absdepth.
* / Don't let claws cut off hydra heads with claws < 3.Adam Borowski2012-04-101-0/+3
|/ | | | | | If even a dagger is too short to cut them off, regular claws are certainly way too short to do more than surface damage. This may be enough to, say, rip a hole in the throat, but not to cut off a head outright.
* Allow item mimics in the abyss.Raphael Langella2012-03-301-0/+15
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* Declare an explicit type for colours.Adam Borowski2012-03-131-0/+4
| | | | | | | | | | An imperial buttload of places assumes these to be 8 bits, which makes it impossible to add support for 256 (or more!) colours. This commit tries to allow expanding it in the future; sadly, it is badly incomplete. At least, new code can use the new type. Also, beware of "branded" colours which use bits above 8 for inverse, underline, etc.
* Replace a hardcoded constant in an (approximately) million places.Adam Borowski2011-12-271-0/+2
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