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* Remove stuffNicholas Feinberg2014-07-291-0/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Refactor & document _lugonu_retribution()Nicholas Feinberg2014-07-221-30/+67
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* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-2/+2
| | | | As part of a wider scheme to make draining temporary.
* Rename antimagic() -> debuff_player().Shmuale Mark2014-07-061-1/+1
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* ConstifyNicholas Feinberg2014-07-051-1/+1
| | | | | Guarantee the invariance of various item pickup functions; move gozag gold aura removal to dec_mitm.
* BraceNicholas Feinberg2014-07-041-0/+2
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* Refactor gozag wrath out of move_item_to_player()Nicholas Feinberg2014-07-041-0/+48
| | | | | And also fix gozag wrath taking no time if all the items in the stack were goldified.
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+1
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Remove brown oozes.Shmuale Mark2014-06-171-1/+0
| | | | | | | | | | | The idea behind them seems to be a simple upgrade to a jelly, rather than getting one of the more complicated and harder monsters like acid blobs/death oozes/azure jellies. The thing is, they generate only in Slime, outside vaults, and by then they're not very different from jellies, being mostly just "weak things that corrode." Even in the Slime entrance with 4 of them, which is all of them most games will see, they're already pretty weak. Slime itself has plenty of enemy variety and can stand the removal.
* Plus2: Make weapons only generate with one plusChris Oelmueller2014-06-141-8/+2
| | | | [Committer's note: Merged a few commits into this.]
* Remove Holy monsters' death cursesreaverb2014-06-121-85/+1
| | | | | | Death curses generally don't work because they discourage directly killing enemies or add additional waiting after combat. This also applies to mummies but is easier to remove for holies.
* Remove random amnesia from Sif wrath.elliptic2014-05-151-4/+0
| | | | | It rarely did anything more interesting than cause the player to ctrl-F for the spell and relearn it.
* Fix "if(" and friends.Neil Moore2014-05-121-3/+3
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* New monster spell: Drain Magic.Steve Melenchuk2014-05-101-3/+3
| | | | | | | | It's an antimagic enchantment, borrowing the code from melee antimagic (which now internally refers to the new beam type). I have a vague notion that this might remove antimagic effects from the caster at some point, but that's for later.
* Qazlal wrath.Steve Melenchuk2014-05-071-0/+112
| | | | | | | | | | | | | Three variants: 1) throw some elementals at you, with their HD equal to your XL. 2) Temporarily create lava around you (intended to limit your movement). 3) Temporarily mutate an elemental vulnerability (rF--, rC--, rElec-, or deformed body i.e. AC-). More elemental terrain changes could be nice, but this suffices for now.
* Gozag wrath: counter-bribe.Steve Melenchuk2014-05-071-0/+49
| | | | | When you spot monsters, Gozag can incite them against you, granting them one of a handful of beneficial effects.
* Gozag wrath: the Curse of Gozag.Steve Melenchuk2014-05-071-0/+1
| | | | | | Trying to pick up a consumable while under Gozag penance occasionally turns the consumable to a small amount of gold - more likely with higher value items.
* Fix some instances of abilities failing when not useful (#8386).Steve Melenchuk2014-05-061-1/+1
| | | | | | | 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.
* Treat Dith's shadow creature wrath like Weave Shadows.Steve Melenchuk2014-02-281-3/+7
| | | | | That is, the summons are picked from D:<XL + 5>, similar to the scaling of the rod of shadows with XL (only out-of-depth like a 9).
* Glaciate.Steve Melenchuk2014-02-251-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice around a specified target. The minimum range of the cone is 3, and the maximum is LOS at maximum spellpower; damage within a minimum-range cone is equivalent to Ice Storm, and falls off with the square of the distance for larger cones. Leaves freezing clouds over the affected area, like Ice Storm; they dissipate really quickly over large areas, though. Targets hit with Glaciate are flash-frozen; they are subject to slow movement for three turns. Targets killed with Glaciate have a 3/5 chance of becoming a block of ice (similar to a pillar of salt). Also contains a monster-castable version of the spell. Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster version. Large chunks of this either originate from a patch from Keanan Smith (Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or from the following discussion on Tavern: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
* Remove djinn.wheals2014-02-241-1/+5
| | | | | | | Djinn games can't be started (hopefully including using the rcfile), and djinn code should be removed on save-compat bump. Also, schedule a few SE things to be removed.
* Don't generate racial weapons or launchersChris Campbell2014-02-241-1/+0
| | | | | | | | | | | | The effects of racial weapons were very minimal and unlikely to be noticed. Even if they were made significant, they would only apply to a very small subset of races. The only somewhat notable effect was Beogh's slight slaying bonus (and even that was very minor), this could be compensated for in some other way if necessary. Racial armour has slightly more noticeable effects and currently still remains, but could probably be removed too (potentially replacing the racial effects with armour egos instead).
* Don't trigger Elyvilon weakness wrath on every apis killChris Campbell2014-02-181-18/+25
| | | | | But use a slightly higher chance to trigger than TSO's cleansing flame wrath.
* Tinker with Kiku's active wrath.Steve Melenchuk2014-02-161-13/+13
| | | | | | 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.
* Tinker with Yred wrath.Steve Melenchuk2014-02-161-10/+21
| | | | | | | | | | | | The servants and zombies generated by the summoning part now scale with XL, and the severity of the miscast part has been toned down (it's really unlikely to get a reaper or soul eater thrown at you at low XLs now). The chance of either happening is a flat 50% across XLs (though this might need to be revised). Some points in Kiku wrath using the same miscast severity as Yred's miscasts did now use the new miscast severity too; properly fixing up Kiku's wrath is for another time, though.
* Don't let Jiyva create hostile slimes while under penanceChris Campbell2014-02-171-2/+5
| | | | Since killing them will just result in more penance.
* Extremely minor whitespace fix.Steve Melenchuk2014-02-161-1/+1
| | | | It bothered me.
* Scale Trog's berserker wrath monsters better with XL.Steve Melenchuk2014-02-161-2/+5
| | | | | | | | | If you abandon Trog *really* early, you might still get overwhelmed with berserk bears, but other than that you can probably expect to only see berserkers of various sorts shortly before you'd expect to encounter them in their normal non-berserk versions. This should make Trog wrath considerably more survivable early on.
* Scale Okawaru's wrath forces with XL; expand list of warriors.Steve Melenchuk2014-02-161-12/+37
| | | | | | | The list might need to be adjusted further - there are some questionable things lurking there right now, and it might not be scaled exceptionally accurately in terms of difficulty versus XL. Time will tell, and/or someone with more design sense than I do.
* Makhleb wrath rework.Steve Melenchuk2014-02-161-39/+107
| | | | | | | | | | | | 50% of the time you get Destruction hurled at you - Minor Destruction early on, Major Destruction in the mid-game, and Legendary Destruction in the late game. This borrows code from the implementation of Vehumet hurling conjurations at you to do this. The other 50% of the time you get servants - the size of the horde scales with XL and can include greater servants at higher XLs. This should be more interesting and threatening than it was before.
* Vehumet wrath: employ actual conjurations, not just miscasts.Steve Melenchuk2014-02-161-4/+91
| | | | | This hijacks the Dith shadow mimic code to fling monster conjurations at the player, scaling with XL.
* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-8/+8
| | | | | 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.
* Give the shadow god a non-placeholder name: Dithmengos.Steve Melenchuk2014-01-101-8/+8
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* Shadow god - Mark as a wrath effect (Lasty).Steve Melenchuk2014-01-101-1/+6
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* Shadow god wrath.Steve Melenchuk2014-01-101-0/+72
| | | | | | | | | | Three options here: - summon hostile shadows; at higher XLs this gives way to occasional shadow demons and Shadow Fiends (heh). - summon hostile Shadow Creatures (natch). - put the player to sleep (???). I'm open to further suggestions here.
* Don't credit the player for Kiku wrath corpse rot (#7878)Neil Moore2013-12-181-1/+1
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* Coding styleChris Oelmueller2013-12-091-4/+4
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* Indentation fixes.Adam Borowski2013-12-041-20/+20
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* Don't let statdrain from god wrath bypass sustain abilityChris Campbell2013-11-291-2/+2
| | | | Similar to confusion+clarity.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-9/+8
| | | | | | | | | Also simplify quite a few cases. It turns out in >90% cases of non-literals the argument had .c_str(), which meant it was pointlessly malloc()ed and converted from and to std::string. I believe a sprintf is faster, so even the argument of miniscule speed-up doesn't apply.
* Don't let some sources confuse you through clarity.Adam Borowski2013-11-241-3/+3
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* Revert "Make confusion from overwhelming wrath irresistible"Adam Borowski2013-11-241-1/+1
| | | | | | | Cases ignoring clarity are compatibility with what appears to be old unintentional behaviour, that has somehow been kept over a refactoring. This reverts commit 00c39a0b14c22ffd8c94ac43178b715eac614cc8.
* Make confusion from overwhelming wrath irresistibleChris Campbell2013-11-241-1/+1
| | | | | Lots of existing wrath confusion effects already ignore clarity, so it seems reasonable that overwhelming wrath effects would do also.
* Get rid of one remaining use of get_los().Adam Borowski2013-11-051-2/+1
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* 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.
* monster_near_iteratorAdam Borowski2013-10-311-2/+2
| | | | | | | | | | | | Does the "in view" part of functionality of monster_iterator, is simpler, allows using los models other than LOS_DEFAULT, and gets rid of a lot of uses of get_los(). The code is nearly identical as actor_near_iterator, but the old delegation used more code than either of those. Still, perhaps templating could work? This commit also fixes a buttload of ignoring invis / see invis / sense invis (ie, visible_to()) and act-through-glass bugs.
* Reformat multi-line array literals.Adam Borowski2013-10-051-7/+15
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* Use a finer scale for magic contamination.Raphael Langella2013-08-161-1/+1
| | | | | | | | | | | | It's now updated every turn instead of every 20 turns and it's almost deterministic (only the time scaling use randomized rounding). The bad effects still happen every 20 turns though (just like hell effects and other stuff). It has been scaled by 1000. I tried with 100, but I still had some significant rounding issues, especially with scaling to time_taken. It shouldn't be possible anymore to gain yellow glow from a single cast of invisibility even at max power. Although, in theory, it has a slight chance of putting you just 1 point short of yellow (4999).
* Refactor 'you.religion' checks.Brendan Hickey2013-07-281-7/+7
| | | | | Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO). This change is part of a large plan to clean up religion.
* Remove the orc slaying brandChris Campbell2013-07-101-19/+3
| | | | | It only ever generates on artefacts and is very unlikely to be relevant even when it does.