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* Split M_SHADOW from M_GLOWS_LIGHT.Neil Moore2014-03-041-1/+1
| | | | | | | | | | | | | | | | | | | | | | | Historically, M_GLOWS_LIGHT was originally a hardcoded list of monsters that can't be backlit: the list was mostly glowing creatures, but also some inherently shadowy ones. When the use of the flag was subsequently expanded, it be Now shadowy creatures: * Can go invisible (even more shadowy) * Have a stealth bonus, not malus. * Are described as "wreathed in shadows" rather than "outlined in light". Give the flag to shadow fiend, shadow dragon, phantasmal warrior, spectral weapon, and shadow fiend. Don't give it to spectral things, which are explicitly described as glowing. (cherry picked from commit c9348eb8f6c4cd4f327a8e0eba418e53d0be50d5) Conflicts: crawl-ref/source/mon-flags.h
* Don't equate frenzy with berserk; let non-natural monsters frenzy.Steve Melenchuk2013-07-151-1/+1
| | | | | | | This removes the implicit haste, might, and HP boost associated with frenzy. Frenzying a natural monster also hastes and mights them; frenzying a non-natural monster will simply make them attack nearby monsters indiscriminately without any combat enhancements.
* Make invis berserking/insane monsters lose their stealth (Reaver)Adam Borowski2013-06-011-0/+3
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* Restore bad stealth for large zombies.Adam Borowski2013-03-211-2/+4
| | | | | | This is the only gameplay effect left, and only effect in tiles at all. I'm unsure about whether this is worth keeping, feel free to revert.
* Remove the small/large zombie distinction.Adam Borowski2013-03-211-5/+1
| | | | | | | It leads to no end of problems, and its only purpose was showing 'z'/'Z' glyphs. Note: custom monster glyphs on the main screen are broken since af76f80.
* Drop a lot of unnecessary braces.Adam Borowski2012-10-241-2/+0
| | | | | The perl one-liner I use for this had a bug where it didn't match "else" at the end of a line (ie, most of the time).
* Use std namespace.Raphael Langella2012-08-261-1/+1
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Drop a bunch of useless uses of this->Adam Borowski2012-07-101-1/+1
| | | | | I left a few cases where it helps disambiguate between global and object functions by the same name (formatted_string::cprintf(), etc).
* Some more return deparenthesization.Adam Borowski2012-07-051-1/+1
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* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-2/+2
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* Remove spaces between function identifiers and arguments lists.Adam Borowski2012-06-211-1/+1
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* Drop pointless braces after else/else if as well.Adam Borowski2012-04-201-2/+0
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* Drop pointless braces after if/for/while everywhere.Adam Borowski2012-04-201-2/+0
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* s/antihalo/umbra/g in the code as well, to match the new user-visible name.Adam Borowski2011-09-071-2/+2
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* Eronarn's profane servitors and antihaloesChris Campbell2011-09-031-0/+4
| | | | | | | | | | | | | | | | | | | | Profane servitor: An angel twisted into an undead monster by Yredelemnul. He gifts these as a new tier above bone dragons. They are in Yred's elemental colors, generated wielding a demon whip, probably slightly better than a bone dragon in melee, and have res holy instead of holy vuln like most undead. It also generates an umbra. Only Yred gifts spawn them currently though they'd be great for some vaults. umbra: An 'antihalo' composed of flickering darkness, which is the opposite of a halo. Creatures in an umbra are harder to hit with both ranged/melee, but get a stealth bonus. Currently only profane servitors generate an umbra. Demons, undead, and worshipers of Yredelemnul (at **+ for players, but all monsters) aren't harmed by an umbra but still get the stealth boost. The patch also changes the "Glow" status light to "Contam", and displays "Glow" when actually backlit (for whatever reason: halo, sticky flame, corona).
* 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.
* Fix monster stealth, report when generate monster stats in WizMode.Jude Brown2011-01-231-2/+17
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* Calculate a stealth value between -3 and 3 for monsters.Jude Brown2011-01-221-0/+63
This could be used for a variety of things, but the initial implementation will be for monster invisibility: the stealthier a monster, the less likely that it will trail around coloured {s.