| Commit message (Collapse) | Author | Age | Files | Lines |
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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().
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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.
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It's now smite targetted with maximum 6d26 damage. Have fun.
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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.
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convenience function.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Based on FR 1801710
Bolt of Iron and Ice Bolt were both mechanically different from the other
"bolts" in that they didn't penetrate targets. In addition, Ice Bolt was
very easy to confuse with Bolt of Cold. So they got their names changed to
Iron Shot and Fling Icicle, respectively. This change is both external (in
the game output) and internal (how the code refers to the spells). This
commit also changes the names of the spells in the data files (ie. for
tiles) and the names of some data files themselves (tile images).
(See the file list.)
Note that Lemuel's comment about the concept (and tile art)of "bolt" not
fitting with the way the "bolt" spells behave is still valid, but that's
another issue. I think this stems from a confusion between lightning
"bolts" and crossbow "bolts."
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Change MONS_PROGRAM_BUG to MONS_NO_MONSTER when "no monster" is what was
meant. Now all instances of MONS_PROGRAM_BUG should indicated some sort
of failure or error.
Also, fixed some places which were still using -1 instead of
MONS_NO_MONSTER.
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The mutation comes in three levels and blocks 20%, 40%, or 60% (shown
to the user) of torments. Right now, you can cast Symbol of Torment
with it; I doubt this is too good. It is on the tier-1 list for
demonspawn mutations, and I expect it to be balanced appropriately.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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This means that capped spells continue getting easier to cast
after hitting the cap, which is probably how it should be.
Fixes 2881204.
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the tiles accordingly.
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that can summon multiple wraiths and ghosts (FR 2865657).
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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los.cc: basic raycasting algorithm; losight(), see_grid() etc.
ray.cc: ray_def implementation.
mon-los.cc: monster_los
This includes adding a bunch of #includes; there's probably some
obsolete includes of view.h now.
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TARG_ENEMY with TARG_HOSTILE.
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Rapid Deconstruction (SPELL_FRAGMENTATION) to the list.
Signed-off-by: evktalo <evktalo@users.sourceforge.net>
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Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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hunger descriptions.
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again, for the same amount as "Polymorph Other" when used on monsters.
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their being chaotic spells, as well as the original piety loss for
mutating, remove the unconditional penalty for even attempting to cast
them.
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or losing piety or penance, so that Invocations-based titles are handled
properly; don't display Zin's message about mutagenic glow if the player
isn't glowing; and have Zin treat all chaotic spells consistently.
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* 2856912: being turned into a pig while berserk complaining about being
"too berserk" when unequipping the weapon
* 2849963: shields working even when melded
* 2845355: melded equipment not being affected by remove curse
* 2836148: disallow toggle_with_I if you've got a spell on 'I'
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10671 c06c8d41-db1a-0410-9941-cceddc491573
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* patch 2849505 by weyrava: make submerged monsters use the correct colour
* patch 2857771 by caotto: another Feawn update
* patch 2838771 by camedo: add potions of brilliance/agility
* BR 2841651 by bookofjude: allow Merfolk to control-tele into deep water
Now we need tiles for the new potions!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10669 c06c8d41-db1a-0410-9941-cceddc491573
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the new tiles display (in the title, quantity, mouse-over description, and
right-click description).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10649 c06c8d41-db1a-0410-9941-cceddc491573
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clickable. '_' toggles between inventory and spell display.
Actual tiles are still missing, but everything works as it should.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10648 c06c8d41-db1a-0410-9941-cceddc491573
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Thanks!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10608 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10562 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10561 c06c8d41-db1a-0410-9941-cceddc491573
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same effect, but different name, description, and messages.
Also, See Invisible is now pure Ench, and has been moved into the Book
of Enchantments.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10548 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10546 c06c8d41-db1a-0410-9941-cceddc491573
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multischool spells.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10545 c06c8d41-db1a-0410-9941-cceddc491573
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Magic Mapping, and Identify. [*]
This leaves six spells in the Divinations school, of which Forescry and
See Invisible could easily be moved to other schools; Detect Secret
Doors could be removed; and Detect Traps/Items/Creatures should be moved
to some kind of misc. item with charges (whether rechargeable or not). I
didn't want to remove those until the replacement code is in.
I added a hack to make sure the probabilities of Xom "casting" magic
mapping remain the same. That will have to be repaired later,
preferrably by handling it together with Detect Items/Creatures as a
separate Xom effect.
Shifts spells in saves and bones files.
*) This is different from the recent addition of the scroll of silence
in that these four spells pose no risk whatsoever and can be spammed
safely, making even the food and magic costs negligible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10542 c06c8d41-db1a-0410-9941-cceddc491573
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or when zapping a known /teleportation at yourself if you know
you have a -TELE artefact equipped.
In the same situation, prompt when trying to evoke Blink or
cast one of the teleportation spells, in case the player
insists on training Evoc/Spellcasting/Translocations that way.
Also, automatically update the autoinscriptions when tweaking artefact
properties in wizard mode.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10532 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10460 c06c8d41-db1a-0410-9941-cceddc491573
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level.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10427 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10390 c06c8d41-db1a-0410-9941-cceddc491573
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