| Commit message (Collapse) | Author | Age | Files | Lines |
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.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!
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As part of a wider scheme to make draining temporary.
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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.
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This fixes all the instances caught by unbrace.
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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
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I think it was a little odd that it did not, given that it not only
stacks duration against the player, but other effects like confusion
will stack duration against monsters just fine. Whereas trying to slow
a monster that was already slowed simply did nothing (though could be
resisted in a way that suggested that it WOULD do something if only
it could pass their MR)
Additionally, I think that the fact that it was impossible to extend
the duration if even 1 aut of slow remained was detrimental to effects
like Metabolic Englaciation, since the durations applied to monsters
was highly variable and recasting it to slow one monster would have
no effect at all on the other half-dozens monsters whose slow was just
about to expire.
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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Simplifies code in a number of places, and also fixes a few tree-moving bugs.
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Since one of corona's main benefits is being able to make invisible
things visible, it is rather odd that they can simply cast invisibility
again to dispel the corona. Now corona acts similarly to other backlight
effects (like sticky flame), making invisible things visible for as long
as it lasts. This commit also removes an odd special-casing that made
corona's duration against invisible things extremely brief and prevented
extending with upon recast.
Finally, this also gives more informative messages in some cases where
the player casts invisibility, but does not turn invisible due to being
backlit (this was only handled for magic contamination and not sticky
flame, and now is handled for both of these and corona additionally)
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Fauns, tengu conjurers, and tengu reavers now have multiple spell sets -
the former focusing on various low-level hexes and the latter two
getting various schools of conjuration magic. All of the above have had
empty spell slots assigned duplicate copies of spells so that more
spells are cast.
Pan can now also cast Metabolic Englaciation; thus, he can confuse and
slow entire bands of enemies! (Leave your orc horde at home, Beoghites!)
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A L2 spell that lets you get the rune from Tomb:3 without seeing a single
mummy there or lets you pick through the loot on a late Zig level at your
leisure... the idea of the spell is neat, but it is hugely overpowered in
certain places if you know how to use it (while being near-useless most of
the rest of the time) and I don't see much hope of balancing it.
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For way too paranoid and underinclusive values of "simple".
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These accumulate but never get removed; no wonder compilation times keep
rising.
The includes.sh script has lots of false negatives (and positives...), and
can't check .h files which cause the biggest slowdown, it'd be nice to run
multidelta on those somehow.
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It was especially grindable for Recite -- a number of entry vaults have
monsters behind glass or grates, and you could sit there for lots of free
XP.
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It's never really used, since sleeping multiple monsters at a time
is actually worse than doing it one at a time with EH (since when you
sleep lots of monsters at once they'll just all wake up together).
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This is a significant refactoring. All the spells now return a spret_type and
take a boolean which tells if the spell has actually failed.
Also some code clean up in _do_cast(). All spells have their own function now.
Also fix the following bugs:
* Properly abort fire storm if forced casting on a wall with '!'.
Also put a message for forced out of range casting (like cloud spells).
* Casting summon elemental on an invisible monster aborted with no cost.
* if a summoning spell aborts because create_monster fails, you don't lose a
turn. You still get a chance of miscast in this rare case.
* s2s, tukima and branding spells abort properly instead of consuming turn and
MP when player is not wielding appropriate object.
* s2s abort message when wielding a non-snakable.
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"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.
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This fixes Injury Mirror not working for delayed damage, kills done
by undead/demon allies not counting as such, damage tracking not handling
ench damage, etc.
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This affects the legendary Pain card, Slouch, Ignite Poison, Metabolic
Englaciation, and Alistair's Intoxication.
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* Bone Shards: 0 use both in 0.4 and 0.7 winner stats. Requires tedious
messing with components.
* Tame Beasts: 0 use, gives very weak pets for its level, with lots of
preparation can be abused ("Rupert farming").
* Portal: very little use, convoluted mechanics.
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Also, make monsters pay attention to it when deciding whether to cast
Corona or Invisibility, or whether to use wands of invisibility. This
fixes Mantis 2718.
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Merge spells2-4.cc into one file.
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