| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
.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!
|
| |
|
|
|
|
| |
As part of a wider scheme to make draining temporary.
|
| |
|
|
|
|
|
| |
Guarantee the invariance of various item pickup functions;
move gozag gold aura removal to dec_mitm.
|
| |
|
|
|
|
|
| |
And also fix gozag wrath taking no time if all the items
in the stack were goldified.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
[Committer's note: Merged a few commits into this.]
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
It rarely did anything more interesting than cause the player to ctrl-F for
the spell and relearn it.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
When you spot monsters, Gozag can incite them against you, granting them
one of a handful of beneficial effects.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
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).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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).
|
|
|
|
|
| |
But use a slightly higher chance to trigger than TSO's cleansing flame
wrath.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Since killing them will just result in more penance.
|
|
|
|
| |
It bothered me.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
This hijacks the Dith shadow mimic code to fling monster conjurations at
the player, scaling with XL.
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
| |
Similar to confusion+clarity.
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Lots of existing wrath confusion effects already ignore clarity, so it
seems reasonable that overwhelming wrath effects would do also.
|
| |
|
|
|
|
|
| |
This also fixes a bunch of "act through glass" or "doesn't obey nightstalker/
lantern of shadows" bugs.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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).
|
|
|
|
|
| |
Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
|
|
|
|
|
| |
It only ever generates on artefacts and is very unlikely to be relevant
even when it does.
|