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* Clean up ?blinkNicholas Feinberg2014-07-061-1/+1
| | | | | | | Make it only prompt for cancellation when that would actually waste the scroll, and remove some archaic checks to avoid iding -tele equipment for free (since that's all auto-id'd now anyway!)
* Make all abyss teleports shift the Abyss (minmay).Shmuale Mark2014-03-081-1/+0
| | | | | | | | | | | | | | | | Partly this is to (somewhat) make the Abyss a little easier. Teleports still take longer than orbrun teleports to kick in on average, and in general letting the player know what an action will do is a good thing. But the main reason is that, due to maprot, same-area abyss teleports are a pretty awful interface screw. You are prevented from remembering what monsters were around (this was quite annoying when being marked was more common in the abyss), and though you can see for one second what direction you came from, immediately after the screen refreshes and you can't anymore. Possibly this could lead to improving/removing altogether maprot.
* End teleport control duration after a controlled blink or teleportChris Campbell2013-04-091-0/+1
| | | | | For blinking this prevents cheap chaining of semicontrolled blinks. For teleportation it won't have so much of an effect but is consistent.
* Fix teleporter vault trapping players.Adam Borowski2013-03-271-2/+1
| | | | | | | | | | | | | | | | | | Or, robbing them of XP and items unless they're spoiled (Nemelex's Gamble). In other cases, it's a matter of disrobing just to go through, which is a mere inconvenience except for zigsprint, where it was special-cased (yay consistency). It was also inconsistent with all other fixed means of teleportation, such as Passage of Golubria, portal vaults, hell portals, abyss portals, etc, which all are not swayed by mere -TELE. In the first discussion that happened, the only reasoning for the change was similarity of names between "teleporter" and "-TELE", rather than gameplay reasons. So let's deal with that instead. This reverts commit 7f0416492553db52d7613d506b8ab584b7819904.
* Fix teleporters ignoring stasis, add failure messages for some vaultsChris Campbell2012-12-241-1/+2
| | | | | Except for Zigsprint teleporters, Maxwell's users should be encouraged at all costs.
* Make levels 1 and 2 of teleportitis dislocate you only a limited distance.Adam Borowski2012-11-211-1/+2
| | | | | | | | | | Not sure what the values should be. The current values are those of portal timer messages. The problem is, range 30 covers the map nearly edge-to-edge from the center, but you'd need over 100 if you want to get from one corner to the other. This doesn't affect controlled teleports; not wasting time now because of the ongoing discussion about cTele.
* DisjunctionBrendan Hickey2012-11-181-0/+2
| | | | | | | | | Level 8 translocation spell. Blinks away everything with diminishing probability with: P(~blink) = 0.8^(1/(dist+1)/(dist-1)) Over 10 ticks, a monster adjacent to the caster will blink with probability 0.9. Monsters may be blinked repeatedly.
* 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.
* Confirm cancelling semi-controlled blink, slightly simplify.Adam Borowski2012-02-201-1/+2
| | | | | Too bad, the blinking code needs to be nuked from the orbit and rewritten, it's too much work to do proper aborts here.
* Don't let stasis block Abyss shifts or Lugonu's bend spaceChris Campbell2011-11-151-1/+1
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* Passage of Golubria changes.elliptic2011-10-291-1/+0
| | | | | | The spell now creates two portals per cast (one near you and one near the target square), and there is no limit on the number of portals that can be open at once (you exit out a random portal each time).
* Don't miscast when the spell can still be aborted (#4281).Raphael Langella2011-07-211-3/+8
| | | | | | | | | | | | | | | | 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.
* Allow cancelling some scrolls without consuming themArxale2011-01-261-1/+2
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* Heavily nerf orb apportation.Jude Brown2011-01-221-1/+3
| | | | | | | | | | | | | | | | | | | | | | | This is a multi-phase nerf: 1. The distance the orb travel depends on your spell power and the maximum distance. Most caster's only have a spell power of around 50 or so. For instance, if you have to apport the orb six squares, and your spell power is fifty, it will only move four (50/10-1). 2. There is a flat one-in-six chance that the orb will "become a dead weight" and straight out resist apportation. 3. Regardless of success, attempting to apport the orb results in it shrieking noisily (with a power of 30). This is a better solution than straight out preventing apportation or otherwise blocking the orb chamber by filling it with furniture, in my opinion. To prevent spoilrs, etc, I've updated the spell description to state that the Orb of Zot will actively resist its pull. This might be too much, but I don't personally think it such.
* Thin spellbooks somewhat.Adam Borowski2010-12-101-1/+0
| | | | | | | | * 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.
* better error when casting with a passage already openJesse Luehrs2010-09-091-0/+1
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* initial sketch of a new spellJesse Luehrs2010-09-091-0/+1
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* Move Translocation spells into a file of their own.Johanna Ploog2010-08-211-0/+20
Again, I grouped the spells according to shared functionality rather than actual spell schools, so e.g. Dispersal and Phase Shift are not included.