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* Remove stuffNicholas Feinberg2014-07-291-1/+2
| | | | | | | .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!
* Remove a vestigial commentNicholas Feinberg2014-07-231-4/+0
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* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-66/+71
| | | | As part of a wider scheme to make draining temporary.
* Remove Davy Jones' Locker (let monster undead drown)Nicholas Feinberg2014-07-101-51/+49
| | | | | | | | | | | Previously they'd sink to the bottom of deep water & lurk forever. Thematic, but extremely unintuitive and not really accomplishing much. It'd be cool to let them move slowly through deep water, maybe, but hiding at the bottom was clearly the wrong answer. Also touch up player drowning messages a little bit, and fix one that would never show up.
* Check genus in deporkalation.Neil Moore2014-07-051-5/+1
| | | | Rather than listing all the porcine monster types.
* Combine key names, symbolise.Shmuale Mark2014-07-041-2/+2
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* Let BLOOD finally have its place in the sunNicholas Feinberg2014-07-011-0/+1
| | | | | | ...by moving bloodspatter functions into their own file. Death to misc.cc! Long live the new file hierarchy!
* Split butchering/bottling into a new fileNicholas Feinberg2014-07-011-0/+1
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* Move blood rotting into a new fileNicholas Feinberg2014-07-011-0/+1
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* Rename bless.{cc,h} -> godblessing.{cc,h}.Shmuale Mark2014-06-291-1/+1
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* Make living lost soul revival more like the undead one.Shmuale Mark2014-06-261-11/+3
| | | | | | | | | | | | 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.
* Split blessing functions into a new fileNicholas Feinberg2014-06-221-0/+1
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* Duvessa and Dowan cleanup.Mikko Vepsalainen2014-06-221-24/+24
| | | | | | | | | Avoid some code duplication, minor cleanup. Functional change: Dowan will haste even when invisible, if he's near when Duvessa dies (consistent with Duvessa's berserking). [Committer's note: Exported some properties to mon-death.h & added an attempt at save-compat... such as it is.]
* Upgrade Duvessa or Dowan even when the other twin dies out of sight. Fixes ↵Mikko Vepsalainen2014-06-221-2/+2
| | | | #7211.
* Dowan's updated spellbook after her sister's death is now shown in ↵Mikko Vepsalainen2014-06-221-0/+3
| | | | description. Fixes #8401.
* The great mon-stuff migration.Shmuale Mark2014-06-221-68/+56
| | | | | | | | | 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.
* Rename functions (|amethyst).Shmuale Mark2014-06-191-6/+6
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* Try to reduce duplication in Recite code.Shmuale Mark2014-06-191-6/+6
| | | | | | | | | | | | | | is_chaotic() and is_unclean() have been changed to return an int roughly equal to what would have been returned before by the Zin recite function. Some bool flags were added to the function to make it still work right for the other uses (e.g. silver). Prince Ribbit is no longer specially vulnerable to Recite, and insane/ sluggish uniques are unclean rather than chaotic, which seems more consistent with the other uses of the terms. The special case for nonliving and plant monsters to be unrecitable is removed.
* Make mummies killed by summons curse the player.Shmuale Mark2014-06-151-0/+4
| | | | | It hardly stretches the imagination, given that enemy zot trap triggers always hit the player, and it's an indisputable improvement in gameplay.
* Try to clean up some mummy death curse code and fix #2624.Shmuale Mark2014-06-151-17/+8
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* Be more picky about awarding Song of Slaying bonus (Kramin)Neil Moore2014-06-131-3/+6
| | | | | | | Don't give the bonus for monsters that wouldn't give XP: those created friendly, those that were neutral, and those with ENCH_ABJ or ENCH_FAKE_ABJ, even if not summoned (opponents' spectral weapons, for example).
* Fix whitespace.Neil Moore2014-06-131-1/+1
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* Make spriggan riders ride wasps instead of mosquitosChris Campbell2014-06-131-1/+1
| | | | Since mixing holinesses on a single monster has some weird results.
* Remove giant fireflies.Shmuale Mark2014-06-091-1/+1
| | | | | | | | | 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.
* Remove the amulet of rage's (very low) chance to extend berserk durationChris Campbell2014-06-071-12/+2
| | | | | | As it existed it wasn't noticeable at all, and making it more noticeable would be treading on Trog's more significant extension (and Bloodlust's unrand effect).
* Don't credit the player for ally CBL kills (#8640)Neil Moore2014-06-061-0/+3
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* Don't blame the player for reflected jelly kills (#8648)Neil Moore2014-06-061-2/+3
| | | | | Use YOU_FAULTLESS as the killer, and furthermore check for that when deciding whether something is a bad_kill.
* Make Doxygen @returns "@return" for consistancy.reaverb2014-06-051-5/+5
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* Don't trigger PbD on gold corpsesChris Campbell2014-05-231-2/+4
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* Remove plague shamblers.Shmuale Mark2014-05-141-17/+0
| | | | | | | | | The idea behind the miasma death explosion is interesting, but in general miasma can be extremely annoying and the cloud rather easy to avoid. This is especially true in the layout of Crypt, which is the only place they show up outside of vaults. The retching attack gave a rare special case that very rarely mattered and didn't help to distinguish them all that much.
* Remove Shedureaverb2014-05-131-204/+1
| | | | | They never really worked as enemies - their only unique aspect, partner resurrection, was just annoying.
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+6
| | | | This fixes all the instances caught by unbrace.
* Redraw AC/EV/SH when gaining or losing Gozag's gold skill bonusChris Campbell2014-05-071-0/+4
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* Don't goldify vault corpses.Steve Melenchuk2014-05-071-1/+1
| | | | Causes crashes when trying to place skeletons.
* Drop a now-unused argument to place_monster_corpse.Steve Melenchuk2014-05-071-4/+2
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* Don't crash when killing monsters over liquids with Gozag.Steve Melenchuk2014-05-071-1/+1
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* Generate gold from all corpses under GozagChris Campbell2014-05-071-1/+1
| | | | | Don't drop corpses in weird edge cases like monsters being accidentally killed by other monsters.
* Reinstate collateral Qazlal kill piety.Steve Melenchuk2014-05-071-0/+1
| | | | Oops.
* Spray gold instead of buggy chunks for Gozag disint kills.Steve Melenchuk2014-05-071-10/+24
| | | | | | | | The gold doesn't give the gold lust bonus, since it's very easy for it to spawn multiple piles, and stacking bonuses like that is a bad idea. Other possibilities: give the bonus for *one* pile; just leave the gold where the monster was killed and give the bonus for it.
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+3
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Gozag: goldify corpses of defeated enemies.Steve Melenchuk2014-05-071-2/+14
| | | | Ally kills will also goldify corpses.
* Remove phoenixesreaverb2014-05-061-185/+1
| | | | | They were so annoying they were removed from holy zigs, reducing their appearnces to just a few vaults.
* Give the player credit for inner flame kills from ?immolationChris Campbell2014-05-011-3/+1
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* Don't give piety under evil gods for killing created-friendly/neutral monstersChris Campbell2014-04-291-8/+1
| | | | | Such as Pikel's slaves, friendly mercenaries and similar things that give no experience.
* Remove a special case for plague shambler corpses.Shmuale Mark2014-04-241-3/+0
| | | | Presumably around from the time that they were rotting hulks.
* Don't allow getting a hide from a polymorphed monster.Shmuale Mark2014-04-241-0/+2
| | | | | It was prone to spoilery (HD is not told to the player in-game), somewhat scummy behavior.
* Remove an unused variable (floatingatoll).Neil Moore2014-04-231-46/+45
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* Don't let Natasha revive when pacified (#8381)Chris Campbell2014-04-161-1/+1
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* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-2/+2929
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Make enslaved Natasha not revive as a permanent friendly (#8223)gammafunk2014-03-061-3/+5
| | | | Set her revived behavior explicitly to hostile if she's charmed.