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* stationary monsters should also block passwall (2019)Jesse Luehrs2014-08-031-1/+2
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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .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!
* Improve a stoneskin messageNicholas Feinberg2014-07-241-1/+1
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* Make Stoneskin use spellpower instead of EarthNicholas Feinberg2014-07-241-8/+5
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* Make Condensation Shield use spellpower instead of IceNicholas Feinberg2014-07-241-0/+1
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* Make Passwall check spellpower instead of EarthNicholas Feinberg2014-07-241-3/+3
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* Improve some Death's door-related messagesChris Campbell2014-07-231-4/+1
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* Make Sublimation of Blood only effective when cast on the playerChris Campbell2014-07-231-80/+33
| | | | | | | | | | | Having a spell work in two completely different ways depending on context is unintuitive, and self-casting it is the much more interesting use. Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul, Mummy). Species that can't bleed get both level 1 spells from the first Kiku gift. Has some ugly duplication of lists of species that can't bleed, because using player::can_bleed won't correctly handle statue- or lich- formed players even with allow_tran = false, due to them changing the player's holiness.
* Separate 'permanent' and 'temporary' monster hit diceNicholas Feinberg2014-07-131-1/+1
| | | | As part of a wider scheme to make draining temporary.
* Remove some duplicate code.Neil Moore2014-07-131-11/+5
| | | | | | We had a template to compare pairs by their second member, and two separate classes to do the same thing for specific pair types. Remove the non-generic versions, and move the template to libutil.h.
* Improve messaging when failing to cast Condensation ShieldChris Campbell2014-07-091-1/+7
| | | | | Use the same message for Ozo's Armour when failing due to Ring of Flames being active.
* Move blood rotting into a new fileNicholas Feinberg2014-07-011-0/+1
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* Make on-level recall trigger trapsNicholas Feinberg2014-06-251-0/+3
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* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+2
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Double death channel duration.Sage2014-05-061-2/+2
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* Increase the poison scale again.elliptic2014-03-131-1/+1
| | | | 100 wasn't actually good enough for some changes that need to be made.
* Rescale DUR_POISONING from 4 times damage to 100 times damageDracoOmega2014-03-121-1/+1
| | | | | This is aimed at reducing some rounding errors for non-10 aut actions, and probably makes the scale clearer to read in any case.
* Convert Cure Poison and OTR to the new systemDracoOmega2014-03-061-1/+6
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* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-1/+1
| | | | | | | | | Also simplify quite a few cases. It turns out in >90% cases of non-literals the argument had .c_str(), which meant it was pointlessly malloc()ed and converted from and to std::string. I believe a sprintf is faster, so even the argument of miniscule speed-up doesn't apply.
* Replace `mprf(s)` with `mpr(s)`Chris Oelmueller2013-11-281-1/+1
| | | | Scripted, then manually reviewed.
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-1/+1
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* Axe a buttload of useless #includes.Adam Borowski2013-11-031-1/+0
| | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* A better fail message for self-Sublimation for bloodless races.Adam Borowski2013-11-011-5/+5
| | | | Also, don't allow using the spell in bloodless forms.
* Use cell_is_solid where appropriate.Neil Moore2013-11-011-1/+1
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* Rewrite monster_iterator.Adam Borowski2013-10-311-1/+1
| | | | | It degenerated to a simple loop over menv, hardly worth any syntactic sugar. I kept it for now, though.
* Rebase hunger values at 0 (from 100).Adam Borowski2013-10-271-1/+1
| | | | | | | | Also, get rid of a number (but not all) literal values, replacing them with defines. No compensation is given for proportional costs (Zin's wrath, hungry ghost melee).
* Use vector.empty() for emptiness tests.Adam Borowski2013-10-171-1/+1
| | | | | Unlike some other containers, it's unlikely it's faster than checking size() anywhere, but let's be consistent.
* Limit self-sublimation to 90% of current HP.Neil Moore2013-10-151-2/+4
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* Fix lots of typosChris Oelmueller2013-07-231-1/+1
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* Lava orc stoneskin fixes (#7130)Neil Moore2013-06-041-0/+8
| | | | | | | | | | | | | | | | Don't use a duration for it, since those time out, are dispellable, etc. This change does allow casting Ozocubu's armour at low temperatures; I'm not convinced it was intentionally prevented (it *is* intentionally prevented at higher temperatures). Furthermore, LO stoneskin now benefits only from XL, not from the higher of XL and Earth magic as before. This also applies to the statue form bonus, which now uses XL rather than Earth (again, for LO only). Arguably the statue form bonus should go away, since your stone skin is part of what is transformed. Finally, make the Helm card not grant additional stoneskin to LO: currently there is no message, but that could be changed.
* Merge branch 'forest_redux' into masterNeil Moore2013-05-291-1/+1
|\ | | | | | | | | Conflicts: crawl-ref/source/enum.h
| * More variety for Forest monster spell sets.Steve Melenchuk2013-05-281-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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!)
* | Merge branch 'master' into djinnAdam Borowski2013-05-291-0/+6
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| * New monster spell: Dimension AnchorDracoOmega2013-05-261-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | This is a resistable hex (though harder to resist than average) which prevents the target from teleporting or blinking while it lasts. It also cancels the effect of phase shift and prevents recasting it for the duration. Gameplay-wise, this seems less relevant, but when the spell talks of anchoring you in space, it seems that another spell which causes you to partially leave the plane you're on should also be blocked. I am not strongly attached to this facet of the spell if people consider it bad, though.
* | Djinn: the munchies make them glow.Adam Borowski2013-04-281-0/+2
|/ | | | | | Any magical food costs cause magic contamination instead; this includes invocations and evocations. Mundane and/or hunger-themed costs like vamp weapons are free, though.
* Unify the checks for monster and player recall to avoid code duplication.Raphael Langella2013-04-201-13/+1
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* Make Yred/Beogh's recall abilities prevent recalled dudes from running offSamuel Bronson2013-04-141-0/+21
| | | | | That is, make them follow you unless they were already attacking a monster you can see.
* Allow summoning/recalling fliers over deep waterDracoOmega2013-04-021-1/+1
| | | | | | | | | | | | | | | The routine which finds free space to place these monsters now uses monster_habitable_grid directly instead of its own logic (which ignored flying entirely). Spells which can summon both fliers and non-fliers (ie: call imp, summon greater demon, etc.) will make no attempt to respect the surrounding terrain when choosing a monster type (and so will sometimes attempt to summon a monster that cannot be placed at that terrain, and fail as previously), though it is arguably better if players cannot influence what things they summon by where they are standing. In either case, this is certainly much better than Haunt and Battlesphere failing when over deep water for no clear reason.
* Allow recall to move monsters in LoS closer to the casterDracoOmega2013-03-191-2/+5
| | | | | Rather than skip all allies you can see, it only skips those already within 2 spaces of you when their turn rolls around.
* Formatting fixes.Adam Borowski2013-03-091-4/+0
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* Recall allies in rough order of HD (with random jitter)DracoOmega2013-03-061-5/+27
| | | | | | | | | Fully random ordering had several problems when the player had a large number of allies, many of which were mostly worthless. Raising a bunch of green rat skeletons shouldn't make a Yred worshipper's effective recall power noticeably weaker, for example, nor should a Beogh follower gaining a large number of plain orcs to accompany their warlords.
* Make two _functions actually static.Adam Borowski2013-03-041-1/+1
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* Add formatting fixes.David Lawrence Ramsey2013-03-031-3/+7
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* Remove code for old version of recallDracoOmega2013-03-031-75/+0
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* Change recall to be incremental instead of instantDracoOmega2013-03-031-1/+111
| | | | | | | | | | | Instead of gathering all corresponding allies and dumping them instantly on top of you, recall now recalls a single ally every 3-6 aut and continues until all appropriate allies have either been recalled, or recall was attempted on them and failed (possibly because there was no room). This should allow recall to still be a useful logistical tool for transporting your army around while weaking its ability to instantly snipe specific targets.
* Don't recall companions into portals and other places you can't normally ↵DracoOmega2013-03-031-1/+2
| | | | take them
* Interlevel recall for Yred and BeoghDracoOmega2013-03-031-0/+8
| | | | | | | | | | | | | | | | | | | | | Allow the god-given recall abilities for Yred and Beogh to recall all god-associated permenant allies, regardless of where in the dungeon they reside. (Note that this only includes Yred gifts and not zombies; ie: things that could already follow you between levels) This is done by actively tracking all of these allies in a seperate list which is updated whenever a tracked ally is gained, dies, changes level, or the player changes level. The fact that permanent allies from these gods make interlevel travel unusable is one of the largest sources of tedium associated with those gods, and a major reason for their lack of popularity. Being able to recall from previous levels means you no longer have to manually herd and count allies at the top and bottom of every stair, sometimes having to make multiple trips if the terrain surrounding the stair is too confined. This should make these gods much more playable (and if their power level is now more obvious and considered too high, it can be adjusted in other ways than via tedium)
* Get rid of a lot of references to secret doors.Adam Borowski2013-01-061-1/+0
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* Indentation fixes.Adam Borowski2012-12-051-1/+1
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* Merge branch 'master' into glasnostAdam Borowski2012-08-311-159/+3
|\ | | | | | | Yay for conflicts galore (wax removal, std:: purge, tileidx changes).