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* Duvessa and Dowan cleanup.Mikko Vepsalainen2014-06-221-0/+6
| | | | | | | | | 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.]
* The great mon-stuff migration.Shmuale Mark2014-06-221-0/+14
| | | | | | | | | 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.
* Remove Shedureaverb2014-05-131-7/+0
| | | | | They never really worked as enemies - their only unique aspect, partner resurrection, was just annoying.
* Drop a now-unused argument to place_monster_corpse.Steve Melenchuk2014-05-071-2/+1
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* Gozag: goldify corpses of defeated enemies.Steve Melenchuk2014-05-071-1/+1
| | | | Ally kills will also goldify corpses.
* Remove phoenixesreaverb2014-05-061-4/+0
| | | | | They were so annoying they were removed from holy zigs, reducing their appearnces to just a few vaults.
* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-1/+41
| | | | | | | 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.)
* Let non-Natasha monster felids revive as well.Steve Melenchuk2014-02-081-2/+3
| | | | | | | | | | Contains handling to make sure they revive exactly twice (three lives in total). This is intended to be on hand for if one of the suggested uses of monster felids goes through. The code for this will need updating if/when we get other enemy felids.
* A felid unique, Natasha.wheals2014-02-021-0/+3
| | | | | | | She is the familiar of a lost mage (Boris) who wandered into the dungeon in search of the orb. She's effectively a XL3 FeWz, though I'm not sure if one could actually get all the spell slots she does. As you might guess, she comes back to life after she dies, losing 1 HD each time (blame Grunt for that idea).
* Ghostbusterize the holy spirit.Adam Borowski2013-07-101-2/+0
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* Add spacing fixes.David Lawrence Ramsey2013-02-131-3/+1
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* Remove unnecessary includes from header files.Jay3.14152012-10-231-2/+0
| | | | | | | | | | For most header files, this only saves on having to recompile a small number of source files, but there are also a few headers where small changes would now take significantly less time. This is most obvious for the Tiles build for which the dependencies have been greatly reduced, so that the only additional includes when compared to console are strictly library or tile related.
* Remove spaces between function identifiers and arguments lists.Adam Borowski2012-06-211-2/+2
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* Make some more functions static/gone.Adam Borowski2012-03-251-9/+8
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* Finish Phoenixes!Jude Brown2011-11-101-0/+9
| | | | | | They'll now resurrect themselves. Hopefully, there aren't too many bugs, but it at least seems to work all of the time now, rather than just simply when in LOS.
* Don't "partially break" Pikel's spell when he follows stairs.Adam Borowski2011-06-161-1/+1
| | | | | | This led to inconsistencies when slaves that changed levels on their own didn't get freed, yet if it was Pikel who moved, slaves on the old level did. To free them, you now need to actually kill or enslave Pikel.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-4/+4
| | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Doxygen: add documentation for mon-death.cc.Jude Brown2011-01-231-1/+0
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* Add #ifndef/#define MONDEATH_H to mon-death.h.Vsevolod Kozlov2010-12-291-0/+4
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* Finally complete shedu!Jude Brown2010-12-291-0/+8
| | | | | | | | | | | | | | They now generate in a band of two. If one dies, the other one will attempt to resurrect it. This resurrection will succeed as long as the corpse is still in existance. Butchering or otherwise destroying the corpse will cause it to fail. Picking it up or standing on it will have no further effect. You will only get EXP when you've killed the two of them. I can't see anything else that needs to be done for these monsters; so long as they are placed as a band, there shouldn't be any issues.
* Use mons_is_elven_twin() to handle polymorphed D&D. (due)Adam Borowski2010-09-171-3/+3
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* Partially implement spirits, though not fully.Jude Brown2010-09-161-0/+2
| | | | | | | | | | | | They still need to summon a top-tier holy monster when they day, and need better indications of how far along they are to actually carking it; currently their message shifts from "fading away" to "mostly faded away" when they're less than 20 or so turns from completely going. They're implemented as constantly fleeing, but are quite slow. You can't actually corner them ever, which may be a problem from an interface point of view. It's not necessarily the best implementation, but it did the trick... might have to change. :)
* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-8/+8
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* Clean up monster death effects, elven twin death effects, mon-death.cc.Jude Brown2010-02-151-0/+17
This commit moves the monster "death effects" (primarily for uniques) out of mon-stuff.cc, and into mon-death.cc. This includes Kirke's hogs_to_humans(), Pikel's band neutralisation, and Dowan and Duvessa's death effects. Introduce some new functions which should condense checks to monster->type and monster->propes["original_name"]: mons_is_dowan, mons_is_duvessa, mons_is_pikel, mons_is_kirke. This means that death effects should trigger and affect monsters even through multiple polymorphs. It also with #797, pacification effects: pacifying one pacifies the other, and experience and piety gain for Elyvilon are similar. This should work for all forms of pacification (but not necessarily all forms of neutrality). Attacking one of them while pacified will cause both of them to turn hostile. Finally, this commit introduces code and flavour speech for instances where one of them accidentally kills the other (enslavement wands, frenzy needles). Still need to be looked at: turning hostile if friendly when killing a twin, both confused when dying (#459), and stabbing when neutral (doens't give a chance for the behaviour code to trigger).