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* Merge Firing and Aim lines, per dcss:messagespam.Haran Pilpel2010-01-151-3/+0
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* Merfolk (water/ice) elementalists join the Shoals guard.Darshan Shaligram2009-12-291-0/+2
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* Customisable clouds!Jude Brown2009-12-281-7/+12
| | | | | | | | | | | | | | | | | | | | | cloud_struct now has members for colour, name, and tile; colour will be used instead of the default colour of the cloud type, and will be used to recolour the tile of the cloud (if it exists). Name will be used to rebrand the cloud's description, and also alter the message generate while standing in a cloud. Finally, tile can be used to completely customise the tile used for the cloud. The value is stored as a string in order to maintain save compatibility across ASCII and tiles. A random tile (found using tile_main_count) from that set will also be used, however, no duration effects will be applied. Recoloured cloud tiles using just the colour code should be possible, though aren't yet fully tested. This commit bumps TAG_MAJOR_VERSION: changing marshalling of the FogMachine Lua code causes nasty crashes on reloading saved games. Otherwise, I don't think I broke anything else. :-)
* Make passwall use standard targetting system.Robert Vollmert2009-12-011-6/+1
| | | | This means it's properly abortable now.
* Remove unnecessary header-header includes.Robert Vollmert2009-11-271-0/+1
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* zap_type_to_spell(): get spell which causes zapMatthew Cline2009-11-181-0/+48
| | | | | | Go backwards from a zap_type to the spell which caused it (or would have caused it if it were a spell). Currently only handles zap types which wands use.
* Rename acr.cc to main.cc.Robert Vollmert2009-11-151-1/+1
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* Remove the Divinations school.Adam Borowski2009-11-151-28/+1
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* Remove #include <conio.h> from all over the place. Convert COLORS to an enum.Adam Borowski2009-11-141-4/+0
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* Remove duplicated #include from spl-util.cc.Vsevolod Kozlov2009-11-141-1/+0
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* Remove a few obsolete includes.Robert Vollmert2009-11-101-2/+1
| | | | Also add a few previously indirect includes.
* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-1/+1
| | | | Also collect actor/player LOS code in actor-los.cc.
* Replace uses of spelltype_name with spelltype_long_name.Vsevolod Kozlov2009-11-081-35/+0
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* Combine player_knows_spell, player_has_spell into player::has_spell.Vsevolod Kozlov2009-11-051-2/+2
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Split up monstuff.ccMatthew Cline2009-11-011-0/+1
| | | | | | | 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.
* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+1
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Yank some god invocations from religion.cc into godabil.ccAdam Borowski2009-10-221-0/+1
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* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Naming consistency.Robert Vollmert2009-10-171-1/+1
| | | | | Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
* Globally replace see_grid by see_cell.Robert Vollmert2009-10-171-1/+1
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* fix 'DEBUG' macro usage consistencySteven Noonan2009-10-131-1/+1
| | | | | | | | | | | | | Sometimes we were doing #if DEBUG and others we were doing #ifdef DEBUG. If we mix both, we have problems: If the DEBUG macro isn't defined, the statement '#if DEBUG' doesn't really make sense logically, because 'DEBUG' has no value. And if we '#define DEBUG 0', then the '#ifdef DEBUG's become true statements. The easiest fix is to swap out the #ifs with #ifdefs. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* project-wide: implement use of platform.h detection macrosSteven Noonan2009-10-101-1/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Remove a lot of unneccessary includes.Robert Vollmert2009-10-091-3/+0
| | | | | | | 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.
* Remove unnecessary includes of view.h.Robert Vollmert2009-10-091-1/+0
| | | | | Compilation of console crawl on Linux succeeds; please complain if other platforms break.
* Split LOS code from view.cc.Robert Vollmert2009-10-081-0/+1
| | | | | | | | | 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.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Don't let Vehumet increase range for spells with no range (-1).Robert Vollmert2009-10-061-0/+4
| | | | Should fix BR 2873158, 2872867.
* Add minor cosmetic fixes.David Lawrence Ramsey2009-09-301-6/+6
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* Added Sandblast to the list of Vehumet-boosted spells. Tweaked int ↵evktalo2009-09-301-17/+8
| | | | | | spell_range accordingly. (thanks amacleod) Also forgot to thank rob for co-hacking the Vehumet check. Signed-off-by: evktalo <evktalo@users.sourceforge.net>
* Clean up includes a bit.David Lawrence Ramsey2009-09-301-7/+7
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* Generalize the check for Vehumet supported spells. Add Shatter and Lee's ↵evktalo2009-09-301-2/+2
| | | | | | Rapid Deconstruction (SPELL_FRAGMENTATION) to the list. Signed-off-by: evktalo <evktalo@users.sourceforge.net>
* Vehumet modifications. Remove the warding effect, replace it with extended ↵Charles Otto2009-09-301-3/+26
| | | | | | | | range for conjurations spells. Starting at **** piety reduce the cost of high level (>=5) conjurations and summonings spells by 1. (Additional wording tweaks by Eino) Signed-off-by: evktalo <evktalo@users.sourceforge.net>
* Add more spelling fixes.David Lawrence Ramsey2009-09-241-3/+3
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* Apply kotk's minor fixes patch in [2827129], with minor tweaks.dolorous2009-07-251-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10409 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 2815574: Venom card not waking monsters.j-p-e-g2009-07-041-3/+2
| | | | | | | | | | | | | Fix 2815185: Not updating wield display for rotting chunks. Fix 2812496: Wrong message when attempting to chop with unwieldable weapons. (Small patch by rafalmaj.) Fix 2811476: Turn autopickup back on when gaining see invisible (mutation, ring, artefact, spell). Fix 2806314: Remove coinflip() for Sandblast range. Wielding rocks now guarantees range of 2. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10096 c06c8d41-db1a-0410-9941-cceddc491573
* Add new unique gnoll Grum, courtesy of Eino's patch. Thanks!j-p-e-g2009-06-281-1/+1
| | | | | | | Also added a preliminary tile. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10070 c06c8d41-db1a-0410-9941-cceddc491573
* Run some sanity checks when loading ghosts. If anything seems fishyj-p-e-g2009-05-261-1/+0
| | | | | | | | | | | | | | | | | | | | * don't load the ghost(s) * print an error message mentioning the bones file * don't delete the bones file, so players can attach it to a bug report The last point means that the player (or admin, in the case of the servers) has to delete a buggy bones file themselves, but the benefits of making tracking down bugs easier should outweigh that inconvenience. Add a new wizmode command that calls debug_stethoscope even if the game is not compiled in debugging mode. Also, Stone Soup 0.5 bones files are now officially incompatible with 0.4. (The changes to the spell ids cause ghosts casting spells to crash the game.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9832 c06c8d41-db1a-0410-9941-cceddc491573
* * Fix wizmode targetting commands not flushing messages correctly.j-p-e-g2009-03-071-1/+3
| | | | | | | | | | | | | * Fix Sif Muna's randart book gifts never containing the Vehumet/Kiku special spells, as was originally intended. (Books found elsewhere will never contain the spells.) * In the highly unlikely case the player already has seen all spells don't crash when attempting to gift a book. Instead, simply make the acquirement fail, but be quiet about "the demon of the infinite void" if it was instigated by Sif Muna. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9368 c06c8d41-db1a-0410-9941-cceddc491573
* Change Transmutation -> Transmutations for consistency withj-p-e-g2009-02-221-2/+2
| | | | | | | Translocations and because it sounds a bit better. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9150 c06c8d41-db1a-0410-9941-cceddc491573
* Overhaul book acquirement.j-p-e-g2009-02-151-2/+6
| | | | | | | | | | | | | | | 1. Do a skill check to decide on manual vs. spellbook (except for Xom and Sif Muna who never gift manuals). 2. If a spellbook, pick randart or normal books with fixed chances. 3. Make randart themes dependant on actual skills, not aptitudes. 4. For normal spellbooks, pick the book randomly with weights favouring books with many unknown spells of schools you're highly skilled in. (Bye-bye, fixed book acquirement order!) Formulas (as suggested by David) may need tweaking, feedback welcome! git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9093 c06c8d41-db1a-0410-9941-cceddc491573
* Remove a great many cases where mgrd is accessed directly in favourharanp2009-02-131-1/+1
| | | | | | | | | | | of monster_at(). The hope is to eventually remove mgrd completely (in favour of scanning through the monster list, or a different datastructure which gets updated automatically when monsters move), and thus fix all the mgrd-out-of-sync bugs in one fell swoop. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9056 c06c8d41-db1a-0410-9941-cceddc491573
* Take range information from the beam if applicable in spell_direction().haranp2009-02-041-0/+3
| | | | | | | Implements [2553289]. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8889 c06c8d41-db1a-0410-9941-cceddc491573
* Expand effect applicator functions to take an actor parameter, and use dolorous2009-01-191-24/+29
| | | | | | | | it for holy word in order to generalize it. This way, monsters as well as players may be able to use it in the future. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8598 c06c8d41-db1a-0410-9941-cceddc491573
* Rename Transmigration -> Transmutation.j-p-e-g2009-01-111-7/+7
| | | | | | | | Move randart spellbook tiles into subfolder /artefact, like for other artefacts. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8415 c06c8d41-db1a-0410-9941-cceddc491573
* Adding REVISION() macro to all source files.ennewalker2009-01-041-0/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
* Sandblast now has a range of 1 when not wielding rocks, and a range of 1-2haranp2009-01-011-0/+18
| | | | | | | (50% each) when wielding rocks. Fixes [2364044]. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8079 c06c8d41-db1a-0410-9941-cceddc491573
* If a beam has range == -1 then set it to LOS_RADIUS and, in debug builds,zelgadis2008-12-271-1/+28
| | | | | | | | | | | | | | | complain about it. Eventually turn this into an ASSERT when all code that makes this assumption is caught and fixed. If beam.chose_ray is true and source is still the default then change source to ray.pos() Fix Banishment and Dig having range -1. Sanity check spell definitions at startup in init_spell_descs() git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7996 c06c8d41-db1a-0410-9941-cceddc491573
* Change the spell_type enumerations so that SPELL_NO_SPELL is 0 and the firstzelgadis2008-12-211-5/+6
| | | | | | | | valid spell (Identify) is 1. This way any bug that causes a spell_type variable to be 0 will be recognized as an invalid spell. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7892 c06c8d41-db1a-0410-9941-cceddc491573
* Remove spells from randart books that don't fit at least one of primaryj-p-e-g2008-12-181-1/+1
| | | | | | | | and secondary spell type. Move definite articles in spell type synonyms in front of the adjective when one is used. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7862 c06c8d41-db1a-0410-9941-cceddc491573
* First draft of the spell noisyness system: spells cast by the player and byzelgadis2008-12-131-0/+44
| | | | | | | | | | | | | | | | | | | | | | | wizard/priest monsters now make noise, with the loudness depending upon level and spell disciplines: conjuration spells have a loudness equal to their level, spells containing only air and/or poison equal to 50% of their level (rounded up), and everything else to 75% of the level (rounded up). This undoudedtly needs rebalancing, and a better level+disciplines -> loudness formula. Also, each spell can have it's loudness tweaked from the default via the noise_mod field of the spell_desc field in spl-data.h, for those spells whose desired loudness don't quite fit into whatever formula is used. The messages used to announce a spell have been moved out to source/dat/database/monspell.txt, which uses the same format and conventions as monspeak.txt. So far this has just been used to make invisible wizard/priest monsters give a message to the player if the player can hear them cast, and also to make curse skulls and Murray not "gesture wildly". However, it could be used to give a greater variety of spell announcement messages based upon the spell used or the monster's type/species/genus, and/or to give multi-part messages. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7820 c06c8d41-db1a-0410-9941-cceddc491573