summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/mon-cast.cc
Commit message (Collapse)AuthorAgeFilesLines
...
* 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
* mon-cast: fix is_valid_mon_spell()Matthew Cline2009-11-061-7/+14
| | | | | is_valid_mon_spell() should now correctly return true for non-targetted monster spells.
* Generalize monster targeting of beneficial spells slightly.Charles Otto2009-11-061-1/+19
|
* Remove trailing whitespace.David Lawrence Ramsey2009-11-061-2/+2
|
* Replace global see_cell by observe_cell and disambiguate old uses.Robert Vollmert2009-11-061-2/+2
| | | | | | | Calls to plain see_cell(pos) were replaced with either observe_cell(pos) or you.see_cell(pos). observe_cell where related to drawing the interface and messaging, you.see_cell for game mechanics, and one or the other in less clear cases (targetting, say).
* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-7/+7
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Fix target/caster aligned attitude check for Haste Other.David Lawrence Ramsey2009-11-061-2/+2
|
* Simplify.David Lawrence Ramsey2009-11-061-2/+2
|
* Remove mons_friendly_real and mons_wont_attack_real.Vsevolod Kozlov2009-11-061-3/+3
| | | | | | They were the same as non-_real functions. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Full set of (monster) summon elemental spells (Mu).Jude Brown2009-11-061-1/+22
| | | | | It's somewhat hackish; the monster summon system could do with a bit of an overhaul, but that should wait until after the summoning nerf.
* Error for non-monster spells in monster specsMatthew Cline2009-11-051-1/+40
| | | | | | Give an error when parsing a monster spec if it lists a spell a monster can't cast, rather than causing an assertion when the monster tries to cast it.
* Add haste other as a monster spellCharles Otto2009-11-061-0/+52
|
* Replace mons_is_caught with monsters::caught.Vsevolod Kozlov2009-11-051-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Make many checks for monster (non)existence on squares use monster_at().David Lawrence Ramsey2009-11-051-4/+4
| | | | | | | Not all are changed yet, as there are several index checks still needed for debugging purposes. Also, make many checks for player/monster (non)existence use actor_at().
* Replace uses of player_is_swimming with you.swimming.Vsevolod Kozlov2009-11-051-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* New monster spell: Summon Eyeballs.Jude Brown2009-11-051-0/+25
| | | | | | | | | | Summons from a (weighted) selection of: giant eyeballs, eyes of draining, golden eyes, shining eyes, great orbs of eyes, and eyes of devastation. Does not summon giant orange brains, as those aren't really eyeballs. Currently programmed only as a monster spell, and the only monsters who can get it are Pan Lords.
* Sound overhaul: sound where spell hitsMatthew Cline2009-11-041-3/+8
| | | | | | | | | | Directed spells now do noise where they hit a monster/player, rather than where they're cast (enchantment spells have 0 noise when they hit); casting these spells generates a noise of loudness 1 where the spell caster is. The noise level is hard-coded in beam.cc's zap_data array (and setup by zapping()), and is constant regardless of the amount of damage done or the beam's power. Beam-ish spells generates a seperate sound event for each target hit. Spells which miss generate no noise.
* Split up view.cc.Robert Vollmert2009-11-041-0/+2
|
* Allow vaults to override monster spells with spells:<xyz>Darshan Shaligram2009-11-041-30/+14
| | | | | | | | | | Vaults can now override monster spell sets, or give non-casting monsters spells, and mark monsters as wizard or priest types. The M_ACTUAL_SPELLS, M_SPELLCASTER and M_PRIEST monster class flags are converted into MF_* flags at monster creation/polymorph time, and only the per-monster flags are checked when determining wizard/priestliness. See caveats in level_design.txt.
* Make Chain Lightning a monster spell, add an user of it (Nikola).Adam Borowski2009-11-031-0/+6
|
* Rename "Fling Icicle" to "Throw Icicle".David Ploog2009-11-031-1/+1
|
* Split up monstuff.ccMatthew Cline2009-11-011-0/+2357
A lot of monstuff.cc was moved into mon-abil.cc (monster abilities), mon-act.cc (the main monster loop), mon-behv.cc (monster behaviour) and mon-cast.cc (monster spells). mstuff2.cc was completely merged into other files.