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* Replace mons_is_pacified with monsters::pacified.Vsevolod Kozlov2009-11-091-1/+1
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* Reorder the parameters in mgen_data::hostile_at() to be closer to theDavid Lawrence Ramsey2009-11-081-1/+1
| | | | | order used in mgen_data(), and allow the former to specify the base monster, as the latter does.
* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-5/+4
| | | | Also collect actor/player LOS code in actor-los.cc.
* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-14/+15
| | | | | | | | map_cell no longer has the field "properties", which has been replaced by the unsigned long array env.pgrid. env.map has been renamed to env.map_knowledge. It should really be moved into player.
* Replace global see_cell by observe_cell and disambiguate old uses.Robert Vollmert2009-11-061-4/+4
| | | | | | | Calls to plain see_cell(pos) were replaced with either observe_cell(pos) or you.see_cell(pos). observe_cell where related to drawing the interface and messaging, you.see_cell for game mechanics, and one or the other in less clear cases (targetting, say).
* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-11/+8
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* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-2/+2
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Make some passed references const.Robert Vollmert2009-11-061-7/+7
| | | | | | A couple of the Feawn functions were passed read-only arguments (coordinate center, etc.) as non-const references, which leaked out to require you.pos() to be non-const.
* Remove mons_friendly_real and mons_wont_attack_real.Vsevolod Kozlov2009-11-061-2/+2
| | | | | | They were the same as non-_real functions. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-4/+4
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Replace mons_is_caught with monsters::caught.Vsevolod Kozlov2009-11-051-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Replace mons_is_paralysed with monsters::paralysed.Vsevolod Kozlov2009-11-051-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Clean up random coordinate usage a bit.David Lawrence Ramsey2009-11-051-4/+1
| | | | | | | | Specifically, use random_in_bounds() in a few places instead of random ranges involving X_BOUND and Y_BOUND values. The former won't return any coordinates in the dungeon's map border (which acts as a wall), but the latter will, and all the changed places are looking for empty dungeon squares, so this should make these operations more efficient.
* Split up view.cc.Robert Vollmert2009-11-041-0/+2
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* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
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* Some tweaks to decompositionCharles Otto2009-11-021-5/+9
| | | | | | | Make toadstools created via decomposition friendly, exempt toadstools from the allies dying conduct. Increase decomposition toadstool base duration.
* Split up monstuff.ccMatthew Cline2009-11-011-1/+2
| | | | | | | A lot of monstuff.cc was moved into mon-abil.cc (monster abilities), mon-act.cc (the main monster loop), mon-behv.cc (monster behaviour) and mon-cast.cc (monster spells). mstuff2.cc was completely merged into other files.
* Merge mons_holiness() into monster::holiness(), and add an is_unholy()David Lawrence Ramsey2009-10-311-3/+3
| | | | convenience function.
* Combine mons_res_foo(monsters *m) into monsters::res_foo()abrahamwl2009-10-311-1/+1
| | | | | | | | | | ...and replace all references to mons_res_foo() with res_foo(). Where "foo" is one of the many different things monsters can resist that happened to have a function of that format. TGfR! (Thank God for Regex!) Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Add more minor cosmetic fixes.David Lawrence Ramsey2009-10-311-6/+6
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* After some thought, allow mundane items to be artefacts again, but moreDavid Lawrence Ramsey2009-10-311-7/+7
| | | | | rarely than non-mundane items. After all, there are some unrandarts made from mundane items, so there's precedent for it.
* Combine mons_is_sleeping(monsters *m) into monsters::asleep()abrahamwl2009-10-301-1/+1
| | | | ...and replace all references to mons_is_sleeping with asleep.
* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+1
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Add minor cosmetic fixes.David Lawrence Ramsey2009-10-301-6/+8
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* Beams can be assigned custom hit verbs nowabrahamwl2009-10-281-4/+3
| | | | If a beam is not, old behavior is default.
* Electrocution discharge in water ala FR 1637214abrahamwl2009-10-281-0/+59
| | | | | | | | | | | | | | | | | | | Weapons of electrocution now discharge in water, if the target is touching the water and not rElec, hitting all adjacent water-touching non-rElec creatures for about half the normal electrocution damage. Particularly notable new code is the implementation of an area-of-effect callback for beams, as well as a function and structure for weapon effects that should only happen after the target would have died, if it was going to die, and therefore cannot safely make use of its data. Issues that still need to be decided: - How doe Xom feel about this? (eg. If creatures hurt themselves this way.) - Should it ask you if you want to attack when you know the discharge will hit yourself?
* (MONS_PROGRAM_BUG || -1) --> MONS_NO_MONSTERMatthew Cline2009-10-271-3/+3
| | | | | | | | | Change MONS_PROGRAM_BUG to MONS_NO_MONSTER when "no monster" is what was meant. Now all instances of MONS_PROGRAM_BUG should indicated some sort of failure or error. Also, fixed some places which were still using -1 instead of MONS_NO_MONSTER.
* Add stochastic torment resistance per dpegStefan O'Rear2009-10-261-3/+2
| | | | | | | | | The mutation comes in three levels and blocks 20%, 40%, or 60% (shown to the user) of torments. Right now, you can cast Symbol of Torment with it; I doubt this is too good. It is on the tier-1 list for demonspawn mutations, and I expect it to be balanced appropriately. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* Factor the shields skill while determining handedness during weapon ↵Adam Borowski2009-10-251-1/+13
| | | | acquirement [FR 2885568]
* Make it possible for demigods to get the hard books [BR 2883646] (sorear)Adam Borowski2009-10-241-3/+8
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* Extract newgame character restrictions from newgame.cc.Robert Vollmert2009-10-241-1/+1
| | | | | | | | | | | | | | | | | The functions in the new ng-restr.cc are "pure": They don't access global state; data is passed in via the new and incomplete newgame_def. Eventually, new_game should be split into something like newgame_def choose_game(); that doesn't access "you", and void setup_game(newgame_def); that sets up the player. Also get rid of player_size in favour of player::body_size. Rename player_size_type to size_part_type since it's not really player-specific (used in actor::body_size). Move parts of player_genus, player::has_claws, body_size out into species.cc.
* Make Cb's Slow Biology and Time Bend available one piety breakpoint earlier.Adam Borowski2009-10-231-1/+1
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* Sync Cb's Slow Biology effects with announcements.Adam Borowski2009-10-231-1/+1
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* Rename Chronos to Cheibriados. (Jude Brown)David Ploog2009-10-231-2/+2
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* gods: added "Chronos", the slow godSteven Noonan2009-10-201-1/+6
| | | | | Signed-off-by: Brendan Hickey <brendan@bhickey.net> Acked-by: Steven Noonan <steven@uplinklabs.net>
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Naming consistency.Robert Vollmert2009-10-171-22/+22
| | | | | Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
* Globally replace see_grid by see_cell.Robert Vollmert2009-10-171-5/+5
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* Get rid of los_param outside of los.cc/losparam.cc.Robert Vollmert2009-10-161-1/+1
| | | | | | | | | | | The nicer interface to losight is now void losight(env_show_grid& sh, const coord_def& center, const opacity_func &opc = opc_default, const bounds_func &bds = bds_default); bounds_func provides the LOS boundary (usually just a circle with radius the current LOS radius). opacity_func is a mapping of grid coordinates to opacity values.
* Rename Summon Wraiths to Haunt everywhere, for consistency, and adjustDavid Lawrence Ramsey2009-10-131-1/+1
| | | | the tiles accordingly.
* Rename Summon Wraiths to Haunt, make it a targetted spell, necro only,Adam Borowski2009-10-141-0/+9
| | | | that can summon multiple wraiths and ghosts (FR 2865657).
* project-wide: fix msvc compile breakageSteven Noonan2009-10-121-1/+1
| | | | | | MSVC is like a chimp with Down's syndrome. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Properly indicate the source of Kiku's torment.David Lawrence Ramsey2009-10-111-5/+11
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* Remove a lot of unneccessary includes.Robert Vollmert2009-10-091-2/+0
| | | | | | | The console version still compiles on Linux; both console and tiles version compile in OS X. I haven't been able to test the DOS and Windows compiles -- please fix or tell me about any errors that show up.
* Convert remaining uses of losight to los_param-style.Robert Vollmert2009-10-081-2/+2
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* Split LOS code from view.cc.Robert Vollmert2009-10-081-0/+1
| | | | | | | | | los.cc: basic raycasting algorithm; losight(), see_grid() etc. ray.cc: ray_def implementation. mon-los.cc: monster_los This includes adding a bunch of #includes; there's probably some obsolete includes of view.h now.
* Implement FR 2872334 'don't auto-target neutrals' by replacing most uses of ↵Charles Otto2009-10-061-1/+1
| | | | TARG_ENEMY with TARG_HOSTILE.
* Convert varius occurrences of LOS_RADIUS * LOS_RADIUS.Robert Vollmert2009-10-061-1/+1
| | | | | LOS actually goes to LOS_RADIUS * LOS_RADIUS + 1. None of the occurrences are likely to have had a big effect, however.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Applying Kiku patch by Alex MacDonald (timecircuits). Kiku now has an ↵evktalo2009-10-021-0/+24
| | | | | | | | invocation to provide corpses, provides (partial) torment resistance, provides torment when butchering while praying, and gifts Necromancy books. As the final gift, the player can choose between blessing the wielded weapon with Pain brand, or Necronomicon. Flavour and help texts haven't been altered yet. Signed-off-by: evktalo <evktalo@users.sourceforge.net>