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* Trim unnecessary #includes.Adam Borowski2010-01-131-1/+0
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* Amulet of stasis, first cut.Darshan Shaligram2010-01-111-2/+5
| | | | | | | | | | | | | | | Amulets of stasis blocks: - Teleport self - Blink in all forms - Slowing - Hasting - Paralysis - Petrify - Berserker rage The amulet auto-ids the first time it triggers. The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
* Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-2/+2
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* Don't show normal teleport messages on wizard teleports.Vsevolod Kozlov2009-12-271-3/+5
| | | | | | The "You may choose your destination..." and "Expect minor deviation" messages are lost due to the absence of the more prompt on wizard teleports, and arrive after the teleport, which is more annoying than not at all.
* Replace long debug message calls with dprf(), except for cases where a dumb ↵Adam Borowski2009-12-201-23/+7
| | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string.
* Give a thematic message when Summon Horrible Things drains int. (Eronarn)Adam Borowski2009-12-161-4/+6
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* Tidy up bracket placement according to our coding conventions.Johanna Ploog2009-12-101-7/+11
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* Don't assume a square is safe if there are a monster there.Jude Brown2009-12-031-5/+16
| | | | Could be a lava snake, swamp worm, etc.
* Teleport code refactor, you_teleport_to.Jude Brown2009-12-031-39/+104
| | | | | | | | | Move the post-teleport update to its own function so that it can be called from other functions. Provide a new function that accepts a coord_def; try hard to move the player here, moving monsters if allowed, but return false if we weren't able to. Lua wrappers for you_teleport_to.
* Move teleport location checks into their own function.Jude Brown2009-12-021-6/+28
| | | | | Should be exactly the same as the previous incarnation, but considerably more flexible.
* Don't prompt for cancelling Wizard teleport.Jude Brown2009-12-021-4/+5
| | | | Also ignore beholders.
* Rename "wizard" to "wizard_tele" so it doesn't shadow player::wizard.Jude Brown2009-12-021-9/+10
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* Wizard-mode controlled teleport (Ctrl-B).Jude Brown2009-12-021-16/+31
| | | | | Instantaneous, non-contaminating controlled teleport. Bypasses FPROP_NO_CTELE_INTO as well as -TELE artefacts.
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+3
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* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
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* receive_corpses(): don't crash if no items availMatthew Cline2009-11-231-0/+3
| | | | If there aren't any floor item slots available, don't crash.
* Tiny teleports don't throw monster off trackMatthew Cline2009-11-231-11/+13
| | | | | If a teleport moves the player so little it's more like a blink, then monsters which are tracking the player won't lose the scent.
* On player teleport, reset mon->foe_memoryMatthew Cline2009-11-221-0/+14
| | | | | This should fix the problem of monsters tracking the player knowing where the player teleports to.
* Counterpart fprop for NO_RTELE_INTO: NO_CTELE_INTO.Jude Brown2009-11-231-0/+6
| | | | | | | | | | | | NO_CTELE_INTO causes grid-cells marked as such to reject controlled teleport into them, with the message: "A strong magical force throws you back!". NO_TELE_INTO combines both of these flags (NO_RTELE_INTO and NO_CTELE_INTO) to prevent both controlled and random teleports into a specific cell. Also document both of these.
* Replace uses of disease_player with player::sicken.Vsevolod Kozlov2009-11-221-1/+1
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* Move silenced(pos) to areas.cc.Robert Vollmert2009-11-211-0/+1
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* Create areas.cc and move sanctuary code there.Robert Vollmert2009-11-211-232/+1
| | | | | areas.cc is meant to collect all area effects like sanctuary, silence, halo, pending future unification.
* 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.
* Make some viewwindow show update requirements explicit, remove others.Robert Vollmert2009-11-161-1/+1
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* Wrap view flashing in flash_view.Robert Vollmert2009-11-161-2/+1
| | | | This also removes env.show updates when flashing.
* Rename a variable for clarity.David Lawrence Ramsey2009-11-151-9/+7
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* On second thought abstract increasing/setting durations a little.Charles Otto2009-11-151-9/+5
| | | | Add (and use) player methods for setting/increasing durations.
* Delay adjustment for death channelCharles Otto2009-11-151-4/+6
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* Make teleportation delay based on total delay not turnsCharles Otto2009-11-151-1/+2
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* Kikubaaqdgha finetuning.Alex MacDonald2009-11-161-17/+18
| | | | | | | | | | | Kiku corpse invocation now costs less piety and hunger. Kiku accepts all forms of killing, now including demons. Kiku wrath buffed severely; player can expect miasma, titan zombies, and necromantic miscasts. Casting necromantic spells will also incur miscast effects (but not cause the spell to fail). Kiku '?/G' flavor text updated. Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Fix compilation.David Lawrence Ramsey2009-11-151-1/+0
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* Move brand_ammo() to spells2.{cc,h}, right after brand_weapon().David Lawrence Ramsey2009-11-151-128/+0
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* Rename cast_brand_ammo() to brand_ammo(), for consistency.David Lawrence Ramsey2009-11-151-11/+10
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* Fix a few whitespace errors.Adam Borowski2009-11-151-2/+2
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* Warper Overhaul - Renamed to Arcane Marksmanjohnny shelley2009-11-141-14/+111
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Missile Changes -- electricity missiles are now an option - they are always destroyed reaping / dispersal ammo is now always destroyed as it can be created by players poison ammo can again affect rocks / bullets etc - still no nets. Apparently this is a contact poison, but mainly it's to close the gap between sling users and archers. SKILLS -- Ranged weapon 3 Dodging 2 Spellcasting 2 Enchantments OR Translocations 3 EQUIPMENT -- Robe Ration Scroll of blink Some ranged weapon options as Hunter No melee weapon! Either book of elemental missiles or warped missiles The book of Elemental Missiles Spells Type Level a - Corona Enchantment 1 b - Swiftness Enchantment/Air 2 c - Repel Missiles Enchantment/Air 2 d - Flame Ammunition Enchantment/Fire 3 e - Frost Ammunition Enchantment/Ice 3 f - Poison Ammunition Enchantment/Poison 4 The book of Warped Missiles Spells Type Level a - Apportation Translocation 1 b - Portal Projectile Translocation 2 c - Repel Missiles Enchantment/Air 2 d - Blink Translocation 2 e - Returning Ammunition Enchantment/Translocation 3 f - Warp Ammunition Enchantment/Translocation 5 The book of Devastating Missiles Spells Type Level a - Poison Ammunition Enchantment/Poison 4 b - Warp Ammunition Enchantment/Translocation 5 c - Shocking Ammunition Enchantment/Air 5 d - Haste Enchantment 6 e - Deflect Missiles Enchantment/Air 6 f - Exploding Ammunition Enchantment/Fire/Air 7 g - Reaping Ammunition Enchantment/Necromancy 7 Signed-off-by: Stefan O'Rear <stefanor@cox.net>
* Convert a bunch of coordinate loops to new radius_iterator.Robert Vollmert2009-11-131-9/+9
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* Remove obsoleted los.h includes.Robert Vollmert2009-11-131-1/+0
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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-8/+8
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* Replace monster_index with monsters::mindex.Vsevolod Kozlov2009-11-131-1/+1
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* Add summoner and non_actor_summoner to mgen_dataStefan O'Rear2009-11-121-19/+22
| | | | | Monsters now know who summoned them. This will be important later. Probably breaks something; saves are not one of them.
* 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 Vollmert2009-11-111-6/+3
| | | | | | | 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.
* Corpse names for unusally named monstersMatthew Cline2009-11-101-1/+7
| | | | | Fix corpse names (and zombie names) for monsters which are named with name_adjective, name_suffix or name_replace.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.
* Remove inside_level_bounds.Robert Vollmert2009-11-101-2/+2
| | | | | This was a weird mix of in_bounds and map_bounds (exclusive top-left, inclusive top-right). Replaced with in_bounds.
* 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 Vollmert2009-11-091-2/+2
| | | | | | The only use was just removed. Also move the draw check closer to where it's used.
* Replace mons_wont_attack with monsters::wont_attack.Vsevolod Kozlov2009-11-091-1/+1
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* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-7/+1
| | | | Also collect actor/player LOS code in actor-los.cc.
* Add opc_no_trans and use that for see_cell_no_trans.Robert Vollmert2009-11-081-1/+1
| | | | | | | | | The difference between no_trans and solid is whether granite statues are considered opaque. Granite statues are somewhat weird in that they behave completely differently from other statues: You can't shoot missiles at or past them, no items can be in their cell, etc.