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* Add pseudocommand CMD_NO_CMD_DEFAULT for overriding the vi keys.Johanna Ploog2010-01-161-0/+1
| | | | | | | | CMD_NO_CMD is handled specially in many different ways, but the new command's sole purpose is to allow key bindings involving invalid commands, so as to override the vi keys for players who don't need them, don't want to replace them with other keys, but are worried about typos making their character walk into a fatal ambush.
* Make Wayne a dwarf once again.Adam Borowski2010-01-151-3/+3
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* Remove some dedicated butchery conduct code.Eino Keskitalo2010-01-141-1/+1
| | | | | | It's not used anymore, and since the corpse offering mechanism has changed, is unlikely to be used again. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Make merged slime creatures light green, acid blobs light cyan.Adam Borowski2010-01-131-1/+1
| | | | | | You can override that, both the colour and the glyph. The code is exceedingly hairy (the check is tripled!), thanks to glyphs sometimes stored as character:colour, sometimes as type:colour.
* Add new killer_type KILL_MISCAST whose clouds don't autoexclude.Johanna Ploog2010-01-121-1/+2
| | | | | | | Not to be confused with KILL_MISC, which is used, among other for the flamethrower vaults. Aside from spell miscasts, KILL_MISCAST also applies to Zot traps and Xom effects.
* New type of cloud: thick gloom.Jude Brown2010-01-101-1/+3
| | | | | | | | | | | | | | | It's a fast-moving, long-lasting cloud that clumps together. It will dissipate very quickly unless it is near other clouds. It is opaque, and blocks line of sight with two or more clouds, but unlike other clouds, it does not actually use the '#' glyph. Instead, it colours the ground underneath it magenta. It's currently unused, and while it's an interesting visual effect that will have some great potential in portal vaults and specific branches, should probably be used very rarely. Also includes a tile for these, though I'm not too happy with the effect.
* Add snapping turtles, alligator snapping turtles and sea snakes to the ↵Darshan Shaligram2010-01-081-0/+4
| | | | | | Shoals, remove yaktaurs, centaurs and stone giants. Snapping turtles get reaching attacks. Sea snakes get strong venom.
* Move BEAM_WATER out of the random range used by BEAM_RANDOM, since the game ↵Darshan Shaligram2010-01-071-1/+1
| | | | crashes if BEAM_RANDOM picks water (kilobyte).
* Change "wrath" needles to "frenzy".Jude Brown2010-01-071-0/+1
| | | | | | | | | This introduces a new monster enchantment: ENCH_INSANE (or frenzy), sends the monster neutral and berserk at the same time. The needle now has the effect of causing this enchantment, instead of just sending monsters berserk. It now actually has some use, even if it is slightly risky.
* New minimap colour option for peaceful monsters, by default same as friendly.Johanna Ploog2010-01-071-7/+8
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* Fix skills order issue with Sage card. (sorear)Jude Brown2010-01-041-2/+1
| | | | This commit bumps TAG_MAJOR_VERSION.
* Continuation of the range combat overhaul: branding spells.Jude Brown2010-01-011-13/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As outlined in dpeg's ranged combat overhaul, branding spells should no longer be permanant, nor apply directly to the ammunition. This commit removes all previous "<X> Ammunition" spells, including the original "Poison Ammunition" spell. Instead, branding ammunition is now done via the launcher and the currently existent weapon branding spells. Currently, those that can be applied to a launcher are: Fire Brand, Freezing Aura and Poison Weapon. There is the capacity of Excruciating Wounds to also be applied, but this would require the addition of the Pain ego for missiles, of which the mechanics would need to be decided upon first. Like temporary brands on weapons currently, these brands on launchers are permanantly affixable by using a scroll of vorpalise weapon. This commit also overhauls the Arcane Marksman class. It began by removing the non-existent ammunition spells; this left Devastating Missiles with two spells: haste and deflect missiles. On reflection, I decided to delete the book instead. The Book of Elemental Missiles was easily adjusted by replacing the three branding spells by the existent (and aforementioned) branding spells. As there are no (according to the 0.6 ranged combat overhaul spec) spells intended for use with translocation effects on missiles, this left The Book of Warped Missiles rather empty. Attempts were made (with discussion with Eronarn on IRC) to work out something else to fill up the Book of Warped Missiles with, but I made the decision to get rid it instead, as the only good suggestions basically made it the Book of Spatial Translocations, and in that case, the player may as well select the warper class. We also discussed whether or not to remove Poison Weapon from the Elemental starting book; I decided it was best to leave it now, but increase its level from 2 to 3, to give the book more of a range of levels (starting a Spriggan Arcane Marksman had all the spells listed as "excellent" or "very good"; more on this shortly). I also decided that Repel Missiles is over-used in this context, and upon Eronarn's suggestion and sorear's agreement, have replaced it with Cause Fear. I think this will provide for interesting game play, and that the level of the spell is suitably high enough for it to not be abused. I also made the executive decision that "Elemental Missiles" was no longer an appropriate title, as it didn't contain any ammunition-specific spells any longer, and have renamed the book to the "Book of Brands". It is now: Book of Brands Level 1, Corona Level 2, Swiftness Level 2, Fire Brand Level 2, Freezing Aura Level 3, Poison Weapon Level 5, Cause Fear As the Arcane Marksmen class is now launcher-specific, rather than ammunition-specific, I have adjusted it to no longer give Hill Orcs, Sludge Elves and Merfolk javelins and throwing nets (they get bows like everyone else), and made the decision to ban Trolls and Ogres from the class altogether. The reasoning here is that they have bad launcher aptitudes, and as they are described as "marksmen", it makes no sense to give them a book full of launcher-specific spells and some large rocks and throwing nets. This change could, of course, be reverted, and they could simply be given bows, crossbows or slings as relevant, in line with all other races being given launchers and ammunition. I have adjusted the starting skill levels for enchantments, spell- casting and dodging to that of Crusaders. I have also removed Poison Ammunition from the Book of Envenomations, and replaced it with Poison Weapon instead. Finally, I have increased TAG_MAJOR_VERSION to 14.
* Merge branch 'iood'Adam Borowski2009-12-311-2/+5
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| * A new cloud type: magical condensation trails, used by IOOD.Adam Borowski2009-12-301-0/+1
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| * Merge branch 'master' into ioodAdam Borowski2009-12-301-10/+22
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| * \ Merge branch 'master' into ioodAdam Borowski2009-12-271-2/+11
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| * | | Iskenderun's Orb of DestructionAdam Borowski2009-12-201-2/+4
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* | | | Subsume Darts skill into Throwing.Jude Brown2009-12-311-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Instances where Darts skill was previously check (such as blow guns, throwing of darts, etc), now check the throwing skill instead. This causes a few problems: * missile acquirement is possibly skewed now * aptitudes are now wrong, and should be adjusted This doesn't include code to compensate for large monsters that used to have a good throwing skills and bad dart skills now using the lower throwing skill, and vice versa, but it's a major start. TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't broken anything too major, but if so, the commit can be reverted.
* | | | Remove hand crossbows.Jude Brown2009-12-311-11/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* | | | Push ZAP_PRIMAL_WAVE to end so it doesn't get used by wands of random ↵Darshan Shaligram2009-12-311-1/+1
| |_|/ |/| | | | | | | | effects (due).
* | | Merge branch 'shoals++'Darshan Shaligram2009-12-291-8/+20
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| * | | Boost Ilsuiw stats and give her Call Tide, which strongly boosts the tide in ↵Darshan Shaligram2009-12-291-0/+2
| | | | | | | | | | | | | | | | Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
| * | | Add merfolk javelineers to the Shoals, add descriptions for the three new ↵Darshan Shaligram2009-12-291-0/+1
| | | | | | | | | | | | | | | | merfolk types.
| * | | s/merfolk gladiator/merfolk impaler/Darshan Shaligram2009-12-291-1/+1
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| * | | s/merfolk elementalist/merfolk aquamancer/ (sorear).Darshan Shaligram2009-12-291-2/+2
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| * | | Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-8/+13
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| * | | Merfolk gladiators join the Shoals party.Darshan Shaligram2009-12-291-0/+4
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* | | | Switch the order of trees and deep sea in enum.h, makes more sense.Johanna Ploog2009-12-291-1/+1
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* | / Rename MF_CREATED_FRIENDLY to MF_NO_REWARD, since that's all it's used for ↵Stefan O'Rear2009-12-281-1/+1
| |/ |/| | | | | these days.
* | Add new inventory menu type for item knowledge.Robert Vollmert2009-12-251-2/+2
| | | | | | | | | | | | | | This means the knowledge menu is not affected by the main inventory sort options. In particular, this fixes item knowledge sort order breaking down once you know a lot of items of a given type.
* | New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+9
|/ | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* A wizard command "x,", to bring a mon down to 1hp.Adam Borowski2009-12-181-0/+1
| | | | | It could be made to ask for a specific number, but I'm too lazy to code that right now.
* Rename grey snakes to anacondas. Give them constriction, message-only for now.Adam Borowski2009-12-161-1/+1
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* Remove code duplication by making artifacts use SPARM_SPIRIT_SHIELD.Adam Borowski2009-12-151-1/+0
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* Revert "Allow worshippers of good gods to kill hostile-neutral beings."Adam Borowski2009-12-141-1/+1
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* Allow worshippers of good gods to kill hostile-neutral beings.Adam Borowski2009-12-131-1/+1
| | | | | This is still an unchivalric act for TSO since they don't seek you out as aggressively as normal hostiles.
* Rename ENCH_NEUTRAL to ENCH_TEMP_PACIF since it's what it does.Adam Borowski2009-12-131-1/+1
| | | | | | Also, keep afflicted monsters from attacking the player. It's bad if they just got "impressed by your words" yet they hunt you and you can't even fight back.
* Rename guardian nagas to guardian serpents.Adam Borowski2009-12-111-2/+2
| | | | The tile is left untouched for now.
* A blank "statue" monster, to be redefined by vaults.Adam Borowski2009-12-111-0/+1
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* New monster: giant leech (Eronarn).Jude Brown2009-12-021-0/+1
| | | | | | | | | A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp worms, but will follow you onto dry land. It has a tile, but after a quick play through of Swamp and using wizard mode to create some, it's quite difficult to see. Hopefully someone can improve the tile for me!
* Rename "firedrake" to "fire drake".Jude Brown2009-12-021-1/+1
| | | | | | This brings it in line with all the other "drake" monsters: "swamp drake", "death drake", etc. I don't believe this change is contentious, and I hopefully haven't broken tiles build.
* Re-add Purple Smoke cloud type (sorear).Jude Brown2009-11-281-0/+2
| | | | | This is visually identical to translocational energy, but will have uses in portal vaults (specifically, wizlabs).
* Give Harold and Executioners their own spell books.Jude Brown2009-11-261-0/+2
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* Fix comment.David Lawrence Ramsey2009-11-251-2/+2
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* Un-underpopulate '4's by adding sixfirhy: elec theme, unorthodox timings.Adam Borowski2009-11-261-1/+1
| | | | | | | | | | | | | | | Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12. They also get a bonus to moving compared to other actions (move cost 60%). Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers only look small. Also, electricity heals them! It won't bring the back from over the edge if physical part of damage got them to 0 hp or less, in this case, they'll explode instead. Keeping with the long tradition of Crawl's demon names, the credit for this one goes to timecircuits' cat.
* Add ternary logic type maybe_bool.Robert Vollmert2009-11-241-0/+7
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* Remove multi-purpose Options.mlist_targetting.Robert Vollmert2009-11-231-9/+0
| | | | | | | | The option is now just a boolean option, and whether we're actively targetting with the mlist is stored in crawl_state.mlist_targetting. Also remove some duplication of mlist logic from direction().
* Properly mark blessed whips as TSO gifts (Scourges instead of Blades).David Lawrence Ramsey2009-11-191-1/+1
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* Split the kill-natural-unholy/evil and kill-unclean/chaotic conducts.David Lawrence Ramsey2009-11-191-0/+3
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* Add comments to properly document certain god-specific conducts.David Lawrence Ramsey2009-11-191-25/+25
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