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* Trim unnecessary #includes.Adam Borowski2010-01-131-1/+0
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* Don't allow spellcasters to throw items at you.Johanna Ploog2010-01-131-1/+5
| | | | | | | | | I had two orc priests throw their spears at me instead of smiting me. Monsters with a ranged attack were prevented from picking up missiles but not from throwing their melee weapons. If we want e.g. mermaids to be able to throw stuff at the player, we will have to tweak the check to ignore some los abilities.
* Disallow intrinsic reaching attacks (turtles) from reach-attacking at full ↵Darshan Shaligram2010-01-111-39/+31
| | | | diagonals (2,2).
* New type of cloud: thick gloom.Jude Brown2010-01-101-0/+8
| | | | | | | | | | | | | | | It's a fast-moving, long-lasting cloud that clumps together. It will dissipate very quickly unless it is near other clouds. It is opaque, and blocks line of sight with two or more clouds, but unlike other clouds, it does not actually use the '#' glyph. Instead, it colours the ground underneath it magenta. It's currently unused, and while it's an interesting visual effect that will have some great potential in portal vaults and specific branches, should probably be used very rarely. Also includes a tile for these, though I'm not too happy with the effect.
* Add snapping turtles, alligator snapping turtles and sea snakes to the ↵Darshan Shaligram2010-01-081-4/+6
| | | | | | Shoals, remove yaktaurs, centaurs and stone giants. Snapping turtles get reaching attacks. Sea snakes get strong venom.
* Merge branch 'iood'Adam Borowski2009-12-311-0/+9
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| * Merge branch 'master' into ioodAdam Borowski2009-12-301-5/+37
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| * | Tloc smoke trail. Doesn't look good IMO, I'd replace it with normal ↵Adam Borowski2009-12-201-7/+0
| | | | | | | | | | | | transparent smoke.
| * | Iskenderun's Orb of DestructionAdam Borowski2009-12-201-0/+16
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* | | Remove hand crossbows.Jude Brown2009-12-311-5/+0
| |/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* | Implement fish corpses and kraken zombies.Stefan O'Rear2009-12-301-1/+1
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* | Ignore obscured items in the UIStefan O'Rear2009-12-301-0/+9
| | | | | | | | I probably missed a few spots.
* | Give move/copy_item_to_grid responsibility for hazardous terrainStefan O'Rear2009-12-291-1/+1
| | | | | | | | We now have much less duplication of logic, yay.
* | Add merfolk javelineers to the Shoals, add descriptions for the three new ↵Darshan Shaligram2009-12-291-1/+6
| | | | | | | | merfolk types.
* | Experimental kraken adjustments.Darshan Shaligram2009-12-291-2/+20
|/ | | | | | Boost kraken and tentacle damage. Force the tentacles to stay close to the body of the kraken to make the creature look more like a unit. Tentacles are now amphibious and can reach out onto land, although they cannot stray too far from the main body.
* Replace static snprintf() with make_sprintf() where the result is ↵Adam Borowski2009-12-171-5/+2
| | | | | | immediately cast to std::string.
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+3
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* Remove unnecessary header-header includes.Robert Vollmert2009-11-271-0/+1
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* Bug #35: auto-exlcusions from monster cloudsMatthew Cline2009-11-251-3/+6
| | | | | | Monsters leaving behind trails of clouds (like fire elementals) or leaving clouds on death (like simulacrums) were causing auto-exclusions to be placed, as if they were generated by fog machines; fixed.
* Un-underpopulate '4's by adding sixfirhy: elec theme, unorthodox timings.Adam Borowski2009-11-261-1/+3
| | | | | | | | | | | | | | | Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12. They also get a bonus to moving compared to other actions (move cost 60%). Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers only look small. Also, electricity heals them! It won't bring the back from over the edge if physical part of damage got them to 0 hp or less, in this case, they'll explode instead. Keeping with the long tradition of Crawl's demon names, the credit for this one goes to timecircuits' cat.
* Message for seen jelly eating door.Matthew Cline2009-11-241-0/+2
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* Move silenced(pos) to areas.cc.Robert Vollmert2009-11-211-0/+1
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* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Move tutorial state out of Options.Robert Vollmert2009-11-161-1/+1
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* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-4/+0
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* Improve Fedhas' interaction with auto-exclusionsCharles Otto2009-11-131-0/+3
| | | | | | | | | Make neutralization work on monsters that are out of sight, also make it clear auto-exclusions for e.g. oklobs that previously got auto-ann. but are now out of sight. Make the monster_hostile stuff put auto-exclusions on oklobs you have already seen (if it turns them hostile).
* Remove arena AI forcing option.Robert Vollmert2009-11-131-24/+0
| | | | | | | It's not strictly necessary anymore to have sensible fights with recent AI changes, and could easily be restored if required. Better to improve non-arena AI, however.
* Replace calc_show_los by you.update_los.Robert Vollmert2009-11-131-1/+1
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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-5/+5
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* Replace monster_index with monsters::mindex.Vsevolod Kozlov2009-11-131-7/+7
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* Merge spore experiments branch.Charles Otto2009-11-131-0/+4
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| * Give giant spores a chance of spawning ballistos while wanderingCharles Otto2009-11-111-0/+4
| | | | | | | | | | | | Give giant spores a chance of creating a ballistomycete when they move while wandering. This ability is on a timer, so they can't create more than 1 ballisto per 20 turns. Numbers may need tweaking.
* | Add summoner and non_actor_summoner to mgen_dataStefan O'Rear2009-11-121-1/+2
| | | | | | | | | | Monsters now know who summoned them. This will be important later. Probably breaks something; saves are not one of them.
* | Use get_free_monster in other places.Robert Vollmert2009-11-121-12/+4
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* | Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-2/+2
| | | | | | | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* | Convert another 45 monster loops to monster_iterator.Robert Vollmert2009-11-111-9/+8
|/ | | | | | | 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.
* Tomb of Doroklohe: delete clouds at the walls; proper message if the tomb is ↵Adam Borowski2009-11-111-1/+4
| | | | visible while being dropped.
* Make actor::heal return bool; move heal_monster to monsters::heal.Vsevolod Kozlov2009-11-101-1/+1
| | | | | | | | monsters::heal and heal_monster used to have slightly different logic for increasing maximum HP. Now the heal_monster logic is used everywhere. player::heal always returns true at the moment, but since its return value is never checked, that does not affect anything.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Remove option draw_it from viewwindow.Robert Vollmert2009-11-091-4/+4
| | | | | | The only use was just removed. Also move the draw check closer to where it's used.
* Add an is_holy() function to the actor interface.David Lawrence Ramsey2009-11-091-1/+1
| | | | | | | | | | | | This is consistent with similar functions in that it checks not only for MH_HOLY holiness, but whether the monster is a priest of a good god (currently, there are none) and whether it uses holy spells (currently, there are none after the changes described below). Minor and Major Healing are now enchantments rather than holy spells. The beam code treats them as such; wands of healing aren't holy items the way e.g. wands of draining are evil items; and unholy monsters (among others, Lom Lobon!) can cast these spells.
* Replace mons_is_pacified with monsters::pacified.Vsevolod Kozlov2009-11-091-4/+4
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* Replace mons_wont_attack with monsters::wont_attack.Vsevolod Kozlov2009-11-091-13/+13
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* Death oozes leave clouds of miasma upon eating corpses and chunks (dpeg).Jude Brown2009-11-091-0/+13
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* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-1/+1
| | | | Also collect actor/player LOS code in actor-los.cc.
* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-1/+2
| | | | | | | | map_cell no longer has the field "properties", which has been replaced by the unsigned long array env.pgrid. env.map has been renamed to env.map_knowledge. It should really be moved into player.
* Replace mons_cannot_act with monsters::cannot_act.Vsevolod Kozlov2009-11-081-1/+1
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* Replace mons_cannot_move with monsters::cannot_move.Vsevolod Kozlov2009-11-081-2/+2
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* Enable proper monster LOS.Robert Vollmert2009-11-081-0/+1
| | | | | | | monsters::see_cell replaced by actor::see_cell. monsters::update_los called once per turn in handle_monsters -- this might not suffice. There's still monsters::mon_see_cell etc. waiting to be converted.
* Merge from chaotic_experiment branch:Eino Keskitalo2009-11-071-1/+1
| | | | Replace mons_is_shapeshifter(const monsters *m) in mon-util.cc with is_shapeshifter() in monster.cc