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* Improve beogh gift-giving UINicholas Feinberg2014-06-291-0/+1
| | | | | | | | Allow iteration with +-, and auto-abort if there are no valid targets in LOS. It'd be nice if this still included the "valid target" highlight that the last version had...
* Make Qazlal's Upheaval not fail before targetingNicholas Feinberg2014-06-261-1/+2
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* Make Fedhas Sunlight not fail before targetingNicholas Feinberg2014-06-261-1/+2
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* #define a propNicholas Feinberg2014-06-191-0/+4
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* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-0/+1
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Add a "Give item to follower" invocation for Beogh (evilmike).Shmuale Mark2014-05-281-0/+1
| | | | | | | | | | | | | | It can only be used once per monster, and only on named followers. This should hopefully replicate some of the fun of equipping your friends while not having micromanagement or the problems with letting them pick up whatever off the ground.
* | Show branch bribability on ^^ screen (dpeg).Steve Melenchuk2014-06-031-0/+2
| | | | | | | | | | | | | | | | | | There's just enough room here right now to show all of the bribable branches in a game where you have both Snake and Shoals. Hooray. Lair branches only turn up in the display if you know they exist. An alternative is to always display them, or display them only if you don't know they don't exist if they don't.
* | Make dith shadows throw the correct item (#8623)Neil Moore2014-06-011-1/+1
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* Show usability of Bribe Branch properly in local tiles.Steve Melenchuk2014-05-111-0/+1
| | | | | | The split here is a bit messy, and it's a good thing the ability does not have a fail chance as there are still abort conditions after the fail check right now. Oh well.
* Don't spam some "unable to use ability" messages in local tiles (#8524).Steve Melenchuk2014-05-111-4/+4
| | | | Whoops.
* Remove choosing a book for Recite.Keanan Smith2014-05-081-3/+2
| | | | | Each monster is affected by exactly one book currently. This commit changes it so each monster is individually affect by that one book.
* Gozag ability tweaks and interface improvements.elliptic2014-05-081-0/+2
| | | | | | | | | | | | | | | | 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.
* Use uncancels for Gozag abilities.Steve Melenchuk2014-05-071-0/+2
| | | | | Includes properly splitting the usability checks out of the function itself.
* Qazlal: Disaster Area.Steve Melenchuk2014-05-071-0/+1
| | | | Effectively a wide-area Upheaval.
* Qazlal: Elemental Force.Steve Melenchuk2014-05-071-0/+1
| | | | | | | Causes clouds arounds you to coalesce into elementals, with friendliness depending on the source of the cloud. Thanks to dpeg for suggesting this be an active ability.
* Qazlal: Upheaval.Steve Melenchuk2014-05-071-0/+2
| | | | | | Smite-targeted attack; blasts a small area with magma, ice, wind, or rubble. Magma can temporarily create lava; ice flash-freezes enemies; wind creates storm clouds; rubble can destroy walls.
* Gozag wrath: counter-bribe.Steve Melenchuk2014-05-071-1/+1
| | | | | When you spot monsters, Gozag can incite them against you, granting them one of a handful of beneficial effects.
* Gozag: prelimiary implementation of Bribe Branch.Steve Melenchuk2014-05-071-0/+4
| | | | | | | | | | Spend 3000 gold for a chance of temporarily turning some of the inhabitants of a branch good neutral, or possibly even friendly. Bribes are only effective against newly generated monsters (i.e. on level creation or monsters that spawn afterwards); the fund times out over time and more quickly with the number of enemies affected, upon which neutral enemies turn hostile again; friendly followers will continue to follow the player subject to occasional follow-up payments.
* Gozag: Call Merchant.Steve Melenchuk2014-05-071-0/+1
| | | | | | | | | 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.
* Gozag: Potion Petition.Steve Melenchuk2014-05-071-0/+2
| | | | | | | | | Buy a set of potion effects from one of four random lists. The set of pairs and triples could use some improvement. Also adjusts ability selection so that Gozag's abilities are all always available and shown on the ^ screen.
* Fix some instances of abilities failing when not useful (#8386).Steve Melenchuk2014-05-061-3/+4
| | | | | | | Fixed: Fedhas' Reproduction (as in the Mantis issue) and Evolution. Not fixed: Fedhas' Growth and anything that needs a target (Makhleb destructions, breath weapons); that will require more thought.
* Tinker with Kiku's active wrath.Steve Melenchuk2014-02-161-0/+2
| | | | | | If there aren't any corpses in LOS, Kiku will always send corpses to reanimate (thus active wrath always does *something*); the chance of getting tormented or getting a miscast effect goes up with XL.
* Vehumet wrath: employ actual conjurations, not just miscasts.Steve Melenchuk2014-02-161-0/+2
| | | | | This hijacks the Dith shadow mimic code to fling monster conjurations at the player, scaling with XL.
* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-4/+4
| | | | | At least three devs are probably waiting for this to be pushed if they're not about to push it themselves. So now it's done.
* Don't directly shadow mimic conjurations; use shadow spells.Steve Melenchuk2014-02-101-1/+1
| | | | | | | For beams, you get Shadow Bolt; for non-beams, you get Shadow Shard. There are a couple of weird cases with this that should go away with the next commit.
* Give the shadow god a non-placeholder name: Dithmengos.Steve Melenchuk2014-01-101-4/+4
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* Shadow god: Shadow Mimic.Steve Melenchuk2014-01-101-0/+3
| | | | | | | | | | | At a 10% chance at 4* piety up to 50% at 200 piety, you get an extra "shadow action" on melee, ranged attacks, or spells, where a shadow of your species and HD equal to your XL attacks with a +0 plain version of the relevant weapon or casts the relevant targeted spell. Having the full-powered version of the spell get cast here probably should be toned down somehow; it's significantly better than the other possible mimicked actions.
* Shadow god: Shadow Step.Steve Melenchuk2014-01-101-0/+2
| | | | | | | | | | | | | Within a piety-dependent range (3 at 2* up to LOS at 6*), you can move into the shadow of a nearby creature assuming it has a shadow (i.e. not invisible and one other condition) and that it's sufficiently still for you to target it - i.e. the target is immobile in one form or another. This is basically a jump attack without the attack and additional conditions, and apes a lot of the code thereof. Cost is currently 4 MP and 4 piety (piety cost is the same as Finesse, Imprison, and Rain amongst other abilities).
* Give Trog's Hand its own duration.pubby2013-11-101-0/+2
| | | | | | | | | | | | Trog's hand was using DUR_REGENERAITON, and setting ATTR_DIVINE_REGENERATION to true to specify it was the god ability and not the spell. This was silly, so this commit gives trog's hand its own duration: DUR_TROGS_HAND. This also fixes a very minor bug: previously if you had trog's hand active and you tried to cast regen, you got penance but the spell was immediately canceled. Other duration spells were not canceled.
* Get rid of all external uses of get_los().Adam Borowski2013-11-051-1/+1
| | | | | This also fixes a bunch of "act through glass" or "doesn't obey nightstalker/ lantern of shadows" bugs.
* Turn Recite into a duration instead of a delay.Steve Melenchuk2013-07-161-1/+2
| | | | | | | | It triggers three times over 30 aut, just as the current implementation does, only the player can otherwise act during that time. Reading a scroll or casting a spell interrupts the recitation - you can't pronounce two things at once, after all.
* Give every orc priest a portable altar.Adam Borowski2013-06-011-0/+3
| | | | | | | | | | You also get to pacify one orc band per game: the band you surrender to will let you live. Obviously, abandoning and reconversion doesn't work (even if you're still allowed to repent). Unlike HOPr only, this allow to play more interesting combos with Beogh. Converting when you (maybe!) get that Orc:4 altar is way too late to get much use of Beogh.
* Round two of duplicate code pruning for LOS attack spells.Steve Melenchuk2013-05-061-1/+0
| | | | | | | | | | | | | | | | | | As a reminder for those of you that don't remember b4b189b, this merges handling for player and monster casting of Drain Life, Ozocubu's Refrigeration, and Olgreb's Toxic Radiance so as to prune a lot of duplicate handling between the three spells/abilities; it was reverted because the previous version of this cleanup exhibited problems when several of the same type of monster were in sight (#6566). The new version of the code splits player-as-target and monster-as-target code into their own functions (another concern raised with the original version of this code). Probably this can be cleaned up more, but it's better than either the original version or the first version of the pruned code! This reverts commit bd9d7a8fecc46bef40d884854d0cc567ce64d912.
* Properly use mons_make_god_gift() for friendly Fedhas-created plant ally spawns.David Lawrence Ramsey2013-03-281-1/+1
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* Add formatting fixes.David Lawrence Ramsey2013-03-281-2/+2
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* Revert "Prune duplicate code for LOS attack spells."Steve Melenchuk2013-01-241-0/+1
| | | | | | | | | | | | | The new version of the code isn't particularly well written (though, apparently, better off than the code it replaces), exhibits problematic behaviour (#6566), and the original motivation for doing so (having monsters cast OTR) isn't as pressing due to the lack of monster designs that use it (there's still the rod of venom, but that can wait for someone to give this issue the attention it deserves). Fixes #6566. This reverts commit b4b189bfd0645a11f2c25c6fb702732516f5bb33.
* Prune duplicate code for LOS attack spells.Steve Melenchuk2013-01-201-1/+0
| | | | | | | | | | | | | | This commit merges the handling for Drain Life, Ozocubu's Refrigeration, and Olgreb's Toxic Radiance, which shared a lot of duplicate code, into one code path. This includes the player and monster implementations of these spells. Yes, this means monsters can now cast OTR (watch out for rods of venom!); the tweaks to allow ghosts to do this are in place as well. This changes the signature of the dlua function spells.toxic_radiance; as far as I am aware this function is not currently used anywhere. (Now, who wants to start work on Olgreb's Toxic Radiator?)
* Remove unnecessary includes from header files.Jay3.14152012-10-231-1/+0
| | | | | | | | | | For most header files, this only saves on having to recompile a small number of source files, but there are also a few headers where small changes would now take significantly less time. This is most obvious for the Tiles build for which the dependencies have been greatly reduced, so that the only additional includes when compared to console are strictly library or tile related.
* Convert Jiyva's jelly prayer into an abilityChris Campbell2012-09-061-1/+0
| | | | Could do with better messages than just the prayer messages, possibly.
* Use std namespace.Raphael Langella2012-08-261-3/+2
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Abilities tab for local tiles, using the fancy new abilities tiles.Steve Melenchuk2012-08-111-1/+1
| | | | | This works like the spell tab, but with intrinsic/evocable abilities, invocations, and ZotDef abilities.
* Let Sunlight linger for a while, don't track monsters with spotlights.Adam Borowski2012-06-051-0/+1
| | | | | | | | | | | | | It was strange that the light would magically follow everyone who was in the initial spot for a duration -- with five independent spotlights no less. Sunlight now creates a stationary halo instead. Evaporating water is no longer instant, but the area potentially evaporated is bigger, to compensate. The old cross-shaped area is guaranteed, the rest of haloed stuff (ie, corners of the 3x3 space) have a 50% chance. Also, the 1/100 chance to spawn a plant per evaporated square of shallow water is no more, it was too obscure.
* Temporal Distortion: a new Chei ability to help against ranged attackersChris Campbell2011-10-301-0/+1
| | | | | | | | | | | It's essentially just a very low duration step from time, with the result that monsters will approach the player, possibly bringing them into range for Bend Time and allowing the player to spend less turns being pelted by missiles. Probably needs lots of testing and tweaking! Additional changes: Bend Time moved to the 1* piety level, bonus resistances removed (now Chei worshippers can wear randarts there's not as much justification for them).
* Warn the player if Slouch would hit no one.Adam Borowski2011-10-171-1/+1
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* Changes for Zin's Vitalise ability.Evan James2011-10-021-1/+0
| | | | | | | | | | | | | | | | | Vitalise now simultaneously cures and restores all statuses that it could affect, rather than removing 1 bad status at a time. While Vitalise is active, the player is protected from the bad statuses that Vitalise could cure. In many cases this replaces Zin's previous passive protection against a status. Vitalise now grants food rather than costing food, replacing Zin's prayer for sustenance when starving. The amount of food granted is small and only takes effect if the player is not already full. The stat boost from Vitalise can no longer be stacked and scales by the player's Invocations skill. The previous possible maximum of +9 to all stats is attainable with 27 Invocations.
* Make Cheibriados' slowness passive.Adam Borowski2011-09-161-2/+0
| | | | | | | | | | | | | | | | | This deals with problems with races with few or no slots that can be ponderified, removes the problem of Octopodes shedding all their slowness in 20 aut, and fixes the issue of losing +5 to all stats just to bad luck hunting for that glove or hat. There's a buff in that Cheibriadites may now use randarts, and nerf in that they can no longer disrobe to gain speed. Items ponderified with the ability is reverted to their normal state (enchantable, corrodeable, ...), ponderousness goes back to its old status of a very bad platemail brand / unrand property. You may at most use it for a miniscule speed-up in gaining Chei's piety -- and even that I consider to be bad. After all, a lazy person would do anything but exercise wearing overencumbering armour.
* Make some more functions static.Adam Borowski2011-08-261-1/+0
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* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-4/+4
| | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Revert "Give Ashenzari a butcher ability."Raphael Langella2011-03-281-1/+0
| | | | This reverts commit 431acdf161c16cc92e8222d04b9b6966a97d274d.
* Give Ashenzari a butcher ability.Raphael Langella2011-03-241-0/+1
| | | | | It's unthematic, but I think it will help balance the god while we look for a better solution.