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* Oops! Ugly things are supposed to be fast at moving, not attacking ↵Stefan O'Rear2010-01-021-1/+1
| | | | (dolorous caught)
* Fix comment.David Lawrence Ramsey2010-01-021-1/+1
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* Give ugly things fixed speed (Eronarn)Stefan O'Rear2010-01-021-2/+2
| | | | | | | | | | | 18:58 < Eronarn> All of these are "weird creature with random described attacks" 18:58 < Eronarn> Chaos spawn get a random brand, abominations get random speed, ugly things get the color thing. This is good differentiation 18:58 < Eronarn> Making ugly things able to have random speed too just blurs them together I agree with this line of reasoning. Also, it prevents using speed differences to separate packs.
* Merge branch 'iood'Adam Borowski2009-12-311-3/+3
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| * Add Orb of Destruction to allowed spells for pan lords and player ghosts.Adam Borowski2009-12-271-3/+3
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* | [Mantis 270] Fix excessive ghosts on early levels.Darshan Shaligram2009-12-301-1/+1
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* Add Summon Swarm to the ghost spells, too.David Lawrence Ramsey2009-11-181-1/+2
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* Add Chain Lightning to the ghost spells.David Lawrence Ramsey2009-11-181-2/+3
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* Move mtransit to mon-transit.Vsevolod Kozlov2009-11-141-1/+1
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* Implement monster swiftness, and give it to GastronokStefan O'Rear2009-11-121-0/+1
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* Rename SPELL_BACKLIGHT -> SPELL_CORONA, and relevant ZAP/BEAM/DUR.Jude Brown2009-11-121-2/+2
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* Rename SPELL_SLEEP -> SPELL_HIBERNATE, and relevant ZAP/BEAM.Jude Brown2009-11-121-1/+1
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* Convert another 45 monster loops to monster_iterator.Robert Vollmert2009-11-111-7/+5
| | | | | | | A total of 53 have been converted; 39 left, of which some should stay. Now at a net loss of lines of code for monster_iterator. Occurrences of MAX_MONSTERS down to 65 from 116 in *.cc.
* Reformat comments for modified Tukima spell.David Ploog2009-11-111-18/+19
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* Fix a few more ghost_demon struct issues with dancing weapons.David Lawrence Ramsey2009-11-081-1/+4
| | | | | | Remove unneeded reset() in the initialization function, and set resistances properly to avoid crashes when e.g. checking poison resistance when trying to place them in poison clouds.
* Remove redundant setting of ghost parameters for dancing weapons.David Lawrence Ramsey2009-11-081-2/+0
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* Replace uses of player_AC with player::armour_class.Vsevolod Kozlov2009-11-081-1/+1
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* Remove an unnecessary header env.h include.Robert Vollmert2009-11-081-0/+1
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* Reduce Tukima power requirementStefan O'Rear2009-11-061-8/+8
| | | | | | | On testing, power levels near 200 are actually impossible to achieve under realistic circumstances (a robe of the archmagi, max skills, and 72 int gets you 199 power). So reduce the max power to 150, and rescale appropriately.
* Combine player_knows_spell, player_has_spell into player::has_spell.Vsevolod Kozlov2009-11-051-7/+7
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* New monster spell: Summon Eyeballs.Jude Brown2009-11-051-0/+2
| | | | | | | | | | Summons from a (weighted) selection of: giant eyeballs, eyes of draining, golden eyes, shining eyes, great orbs of eyes, and eyes of devastation. Does not summon giant orange brains, as those aren't really eyeballs. Currently programmed only as a monster spell, and the only monsters who can get it are Pan Lords.
* Rebalance dancing weapon statsStefan O'Rear2009-11-041-15/+55
| | | | | They now depend a great deal on the weapon and your skill; see the comments for details.
* Allow each dancing weapon to have its own statsStefan O'Rear2009-11-041-0/+29
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* Rename "Fling Icicle" to "Throw Icicle".David Ploog2009-11-031-1/+1
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* Implement [2889948]: In the console version, make (very) ugly thingDavid Lawrence Ramsey2009-10-311-10/+1
| | | | | corpses randomly cycle through all their available colors instead of always being (light)red.
* Splitting up stuff.cc.Robert Vollmert2009-10-301-1/+3
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Bolt of Iron->Iron Shot, Ice Bolt->Fling Icicleabrahamwl2009-10-291-2/+2
| | | | | | | | | | | | | | | | | | | | Based on FR 1801710 Bolt of Iron and Ice Bolt were both mechanically different from the other "bolts" in that they didn't penetrate targets. In addition, Ice Bolt was very easy to confuse with Bolt of Cold. So they got their names changed to Iron Shot and Fling Icicle, respectively. This change is both external (in the game output) and internal (how the code refers to the spells). This commit also changes the names of the spells in the data files (ie. for tiles) and the names of some data files themselves (tile images). (See the file list.) Note that Lemuel's comment about the concept (and tile art)of "bolt" not fitting with the way the "bolt" spells behave is still valid, but that's another issue. I think this stems from a confusion between lightning "bolts" and crossbow "bolts." Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Add more minor cosmetic fixes.David Lawrence Ramsey2009-10-241-31/+30
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* Simplify.David Lawrence Ramsey2009-10-241-9/+2
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* Move opening_screen and name reading routines to ng-input.cc.Robert Vollmert2009-10-241-1/+1
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* Convert player::your_name to std::string.Robert Vollmert2009-10-241-1/+1
| | | | Doesn't seem to break anything...
* Renumber species_type starting from 0.Robert Vollmert2009-10-231-1/+1
| | | | | It now behaves like the other enums (e.g. job_type). I hope I got all places where SP_HUMAN == 1 was assumed.
* Move player_see_invis into player class.Robert Vollmert2009-10-221-1/+1
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* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Revert radiance and refrigeration patches for the moment.Robert Vollmert2009-10-161-3/+1
| | | | | | | | | | There's a couple of issues with these that were missed. This reverts commits 70c41610927b7f9adfc3a0fd6c72c7af6756427e dce44e60507ec723f3cf94cdeadc6762ee492786 6525d257d208e990f5d62213adf6a062943e6626 6d9b6f226847487b3fd9e2ff408d7c0f42361c93.
* ghost.cc: typo fix for spell enumerationMatthew Cline2009-10-161-1/+1
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* Make Toxic Radiance and Refrigeration monster castable.Jude Brown2009-10-161-1/+3
| | | | | | Allow player ghosts and random pandemonium lords to also cast it. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Rename Summon Wraiths to Haunt everywhere, for consistency, and adjustDavid Lawrence Ramsey2009-10-131-1/+1
| | | | the tiles accordingly.
* Remove unnecessary includes of view.h.Robert Vollmert2009-10-091-1/+0
| | | | | Compilation of console crawl on Linux succeeds; please complain if other platforms break.
* Reorganize (very) ugly things' colors again so that red is the firstDavid Lawrence Ramsey2009-10-081-27/+27
| | | | one, as in the tiles version.
* List (very) ugly thing colors in the proper order.David Lawrence Ramsey2009-10-081-17/+17
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* Fix resistances for very ugly things created from leveled-up ugly thingsDavid Lawrence Ramsey2009-10-061-3/+6
| | | | again.
* Rename very ugly things' attack flavor upgrade function to make its useDavid Lawrence Ramsey2009-10-061-2/+2
| | | | clearer.
* Simplify and display resistances for (very) ugly things.David Lawrence Ramsey2009-10-061-69/+48
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* Make sure that all (very) ugly things in a band start with the sameDavid Lawrence Ramsey2009-10-061-6/+19
| | | | colour.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Give green ugly things AF_POISON_NASTY instead of AF_POISON, as it'sDavid Lawrence Ramsey2009-09-291-2/+2
| | | | more fitting given their hit dice.
* Simplify several random array selections by using RANDOM_ELEMENT().David Lawrence Ramsey2009-09-291-2/+2
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* For flavor, add "peck" and "headbutt" attack types. The former is nowDavid Lawrence Ramsey2009-09-241-2/+2
| | | | | | | used by some birdlike monsters as an alternative to "claw". The latter is currently used only by chaos spawns and (very) ugly things, although it could be useful if non-draconian monks are added. Also, rename AT_BUTT to AT_GORE, as it's described as "gore" anyway.
* Add another sanity check for player ghosts.David Lawrence Ramsey2009-09-241-0/+5
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