| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
If Pan returns, we will have to find another fix.
|
|
|
|
|
|
| |
Make it static, store const char *s rather than strings, add a compile
check on the array size, use a local enum to identify the columns,
add a run-time assertion that we weren't passed NUM_BATTLECRIES.
|
|
|
|
|
|
|
| |
Correct probabilities in a comment, refactor code to make those
probabilities more obvious, use a const char * instead of a string,
factor out some duplicate-but-for-parameters lines, adjust a few
comments, and reorder a logical expression for better indentation.
|
| |
|
|
|
|
|
|
|
| |
.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!
|
|
|
|
|
|
|
| |
Invisible mermaids/sirens can't mesmerize the player, so I've
made them sing half as often, matching their odds of singing
when not targeting the player. This let me remove a hacky special
case later in the code.
|
|
|
|
|
|
|
| |
Also make sirens print a message every time they sing, even when
invisible & the player can't behold them, since that actually
does something! (Possibly their action choice logic should be
changed...)
|
|
|
|
|
|
|
| |
When being sung to invisible mermaids/sirens (!).
Flavour is nice, but it's really bad to actively mislead players
about mechanics!
|
| |
|
|
|
|
|
|
| |
Also change message printing behaviour slightly; it's now
possible to get "a ballistomycete grows in the wake of something",
which is strange, but not necessarily wrong.
|
|
|
|
|
|
|
| |
Or after they die, etc.
Also no longer require the torpor snail to be visible, thus
preventing powerful /invis secret tech. rip :(
|
|
|
|
| |
As part of a wider scheme to make draining temporary.
|
|
|
|
|
|
| |
We had a template to compare pairs by their second member, and two
separate classes to do the same thing for specific pair types. Remove
the non-generic versions, and move the template to libutil.h.
|
|
|
|
|
|
|
|
|
| |
Don't print messages for living creatures which are resurrected
to an out-of-sight location. Make it a fun surprise! (Also avoid
the game claiming that a creature was resurrected, but having
that creature be nowhere to be seen.)
Also, refactoring.
|
|
|
|
|
|
| |
They'll now print a message and turn the killed creature into
a ghost even if the lost soul performing the spectralization
was offscreen/invisible at the time.
|
|
|
|
|
|
| |
...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
|
|
|
|
|
| |
Don't count firewood monsters like plants and fungi towards the
landing site score.
|
| |
|
|
|
|
|
|
| |
Disables the aura entirely, since it'd be hilariously
abusable otherwise. (As long as the Enslave spell
remains in the game...)
|
| |
|
|
|
|
| |
There's no need for this complexity when there is no flavor problem with Chei allowing their followers to be further slowed.
|
|
|
|
|
|
|
|
|
|
|
|
| |
Turning the monster into a spectre is a really cool effect and causes
some useful things automatically, like making it evil, but has interface
problems (with showing the base monster type, not just the species) and
also monster-monster consistency ones (in general, spectral things can't
cast spells).
There are minor gameplay differences, mostly in that the new monster
will not have any of the resistances/vulnerabities of being undead,
but in general it should play similarly to how it already does.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
To avoid certain issues with re-using durations in unexpected
ways (-swift prevented casting Swiftness & gave a bad @ desc),
and also allow the effect to straightforwardly be applied to
player allies. (Answering the question, "wait, why does this
only affect the player?)
Their hd, ac, and damage have been shifted slightly downwards,
and their xp multiplier has been shifted dramatically upward,
in an attempt to avoid making them *too* much stronger.
|
|
|
|
| |
Cigo's now has simple shapeshifters, which seem to work all right.
|
| |
|
|
|
|
|
| |
And change the effect to use LOS_DEFAULT,
so they can unswift you through glass.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
They have stats similar to fire crabs but slightly stronger. Instead
of fire clouds, they breathe clouds of ghostly flame, the spell that
revenants have.
I think that they combine two fairly unused monster mechanics -- the
"big cloud" that crabs have and the otherwise-unused ghostly flame --
to create a monster that is fairly understandable based on previous
ones but has interesting gameplay. Unlike revenants, they are not
spellcasters, and the cloud is more about bringing fellow monsters
to beat you up, since it does less damage, their HD being lower. They
also contribute a few more non-undead to Crypt, which I think is good
to have.
I'm not certain about the spawn weight, but in tests they seemed to show
up once or twice a level on Crypt:1 which seems about right. They simply
replace mummies in Tar; this doesn't seem very controversial.
|
|
|
|
|
| |
There was a missing set of parentheses; rather than add them, I
simplified. The 3/7 comes from 1/7 + (6/7 * 1/3)
|
|
|
|
|
|
|
|
|
| |
Outside of vaults, they existed only from spriggan rider death,
and as a fairly rare spawn in Swamp. Their stats were overall very
similar to 'spider,' and their special ability was not too noticeable.
Spriggan riders now ride vampire mosquitoes instead, as a more swampy
substitute.
|
|
|
|
|
|
| |
This also adds a line to the description of monsters with the M_BLINKER
flag. It reuses the spot that M_VIGILANT was at, but I don't think
that should cause any problems.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Hopefully acutally letting Cherubs use their special ability will show
if they should be removed or not.
|
|
|
|
| |
Jellies still make splattering sounds.
|
|
|
|
| |
And remove a redundant check, since asleep implies cannot_act.
|
|
|
|
| |
It's fairly spammy and doesn't do anything interesting.
|
|
|
|
| |
This fixes all the instances caught by unbrace.
|
| |
|
|
|
|
| |
To be reimplemented more normally.
|
|
|
|
|
|
|
|
| |
Don't worry; the whole point of this set of commits is to fix the problems
with them and their companion statues.
This partially reverts commit b4c3b502143418fb4fdb3faaa29a2ef6e9eabce5.
This reverts commit e1156a91a6a0b1bb26c7e7ee63710c3eefbd2739.
|
|
|
|
|
|
|
| |
They have all the usual problems of summoners, stationary monsters,
and special-cased interactions (with disintegration). Almost every
single vault that had them was "OCS / silver statue / ice statue"
or something like that, so fairly few actual changes had to be made.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd.
Conflicts:
crawl-ref/source/main.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/shout.cc
crawl-ref/source/status.cc
crawl-ref/source/status.h
crawl-ref/source/terrain.cc
crawl-ref/source/transform.cc
Minor, prerequesite reverts:
b0d520741c8e9a26e7a786a34285f7a9412d8d10
Trival removal of clinging from the Boots of the Spider
3e0928f93c3f8a78ac6327c26986b406f7d7f603
(conflict in crawl-ref/source/item_use.cc)
Thanks to gammafunk for removing the last bits of clinging code!
To do: Decide what to do about the boots of the spider.
|
|
|
|
|
|
| |
Has anyone ever noticed one running out in an actual game? Now that
they even have something else to be their defining characteristic,
it just seems weird.
|
|
|
|
|
|
|
| |
Lost souls also now ignore worshippers of good gods, though legal targets
would only be generated by vault definitions.
This should help spectralized death knights using pain mirror make more sense.
|
| |
|