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* Remove two four-year-old function declarations.Shmuale Mark2014-06-301-2/+0
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* Use the correct skill in variable-range rod spells (#8307)Neil Moore2014-05-311-1/+1
| | | | | For the purposes of the hostile-in-range check and darken_beyond_range, we were computing power using the spell schools rather than Evocations.
* Chance function(void) to function()reaverb2014-05-241-1/+1
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* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Fix spelling of "targeting" (#7837)Chris Campbell2013-12-101-1/+1
| | | | See Mantis for discussion.
* Fix lots of typosChris Oelmueller2013-07-231-1/+1
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* 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!)
* Remove unnecessary includes from header files.Jay3.14152012-10-231-1/+1
| | | | | | | | | | For most header files, this only saves on having to recompile a small number of source files, but there are also a few headers where small changes would now take significantly less time. This is most obvious for the Tiles build for which the dependencies have been greatly reduced, so that the only additional includes when compared to console are strictly library or tile related.
* Use std namespace.Raphael Langella2012-08-261-4/+4
| | | | | | | | | | | | | 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.
* Make "visible monster in range" spell check more sophisticated.Steve Melenchuk2012-07-301-1/+1
| | | | | | | | | | | | | | | The old system merely added a bonus range square for certain spells, which led to issues in some edge cases. The new check employs tracers to see if targetting anything within range will actually harm an enemy. Cloud spells (other than Mephitic Cloud, which is more akin to a Fireball in its implementation) aren't handled by either the new or the old system, but they probably could be worked in with some additional effort. Fixes #2068.
* Make a bunch of functions static or gone.Adam Borowski2012-06-231-2/+0
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* Remove an unused and misleading argument.Adam Borowski2012-06-221-2/+1
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* Remove spaces between function identifiers and arguments lists.Adam Borowski2012-06-211-1/+1
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* Remove the Holy spell school.Adam Borowski2012-03-081-4/+3
| | | | | It has been gone for players since forever, has no effect on monsters except for a redundant check, needs to be kludged around to exclude.
* Confirm cancelling semi-controlled blink, slightly simplify.Adam Borowski2012-02-201-2/+0
| | | | | Too bad, the blinking code needs to be nuked from the orbit and rewritten, it's too much work to do proper aborts here.
* Get rid of USisms in spelling of -ll- and -tt-.Adam Borowski2012-01-251-1/+1
| | | | | This mostly reverts 78d8ab06 which replaced Commonwealth "targetting" with US "targeting", although there's also "cancelLing", "levelLing", "travelLing".
* Stop Shatter+permarock abuse.Adam Borowski2011-12-071-4/+0
| | | | You can hit someone only after you've shattered the walls in between.
* Don't let Recite, Slouch, Ignite Poison and Alistair's work through glass.Adam Borowski2011-12-061-3/+1
| | | | | | 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.
* Don't use default arguments in function types, clang++ chokes on them.Adam Borowski2011-11-151-1/+1
| | | | | Per C++11 8.3.6.3 [dcl.fct.default], clang is allowed to do so, GCC is nicer to us but that functionality is not required by the standard.
* Make a bunch of functions static, delete some unused junk.Adam Borowski2011-11-111-8/+0
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* Allow specification of cloud exclusion radius, also via Lua; cloud traps.Jude Brown2011-11-021-2/+3
| | | | | | | | | | | | | | | | | | | | | | | All new clouds are created with an exclusion radius of -1, which means that they will not create an exclusion. That's the default, and is what is provided to all functions which create clouds. Specifying any non -1 value will result in the coud not being considered "temporary", and view.cc will create an exclusion for that cloud. By default, the excluson radius of damaging clouds created by vaults is 1 (set by lm_fog.lua). You can specify any radius that you'd like, and it'll use that. For steam clouds, it will change the radius to zero if the radius is at the default 1; otherwise, it will use whatever radius to have specified. This might have some unwanted effects: any clouds which are loaded from an old save file will all be considered temporary, so until they properly decay, they won't be considered for exclusion. This will be tempoary until the next wave of clouds is created. Finally, this fixes cloud traps: they'll no longer create exclusions. Hooray!
* Print mindless in monster status only when using the healing ability.Raphael Langella2011-07-111-1/+2
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* Purge some comments about "new" stuff.Adam Borowski2011-06-041-3/+3
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* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
| | | | | | | "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.
* New targetting code; for now for reaching and Fire Storm.Adam Borowski2011-03-071-1/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | directn.cc tried to assume everything is a beam, this make it impossible to properly visualise spells/effects with different rules, like reaching, clouds, IOOD, shotgun-targetted spells, cones, etc. This interface lets every spell come with an object that answers the question: if I aim at X, will location Y be affected? There are three levels of aiming effect now: * tracer only * might be affected * will be affected unless you miss This means we can show spells that have randomized area: Freezing Cloud, Fire Storm's radius, etc. TODO: display in tiles. The old targetter has a great number of special cases, I did not replace it yet since it would be a large amount of work. The new code allows for showing explosions and bounces, but I'd start with clouds and such first. Fire Storm is a good sample. Also, this commit fixes the targetter not allowing you to reach sqrt(8) via 'f' or '.'; you had to use '!' to do that. A number of places in the code assumed that, with a special distinction for two modes of reaching.
* Tiles: casting with ctrl+click defaults to last spell if appropriate.Raphael Langella2011-02-191-0/+1
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* Make apply_area_visible not affect scryed squares by defaultChris Campbell2011-02-061-1/+2
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* Merge branch 'master' into ench-splitAdam Borowski2011-01-051-4/+3
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| * Store the blame when clouds are placed.Adam Borowski2010-12-261-4/+3
| | | | | | | | | | The kill type and kill category are still needed only because we currently lose blame data when the agent dies or moves off-level.
* | Merge branch 'master' into ench-splitAdam Borowski2010-12-021-0/+1
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| * Don't destroy the spellbook if forgetting the spell failedRaphael Langella2010-11-221-0/+1
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* | Split the Enchantments school.Adam Borowski2010-10-311-16/+17
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* Replace int by skill_type whenever possibleRaphael Langella2010-10-271-1/+1
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* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-14/+14
| | | | | | I did review it manually to find places where they made sense (like some tables), but for a massive sed job like this there might be places that I missed.
* Forget spell from bookRaphael Langella2010-10-021-0/+1
| | | | | Add a (F)orget this spell line when reading the spell description of a known spell, from a book. Forgetting the spell destroys the book.
* fix display of spells from rodRaphael Langella2010-09-291-1/+1
| | | | | | | Remove schools and spell success (irrelevant for rods) Real hunger cost is displayed Average power is displayed (5+2*evoc) but real power is still randomized Range use average power
* Fix dispersal and Lugonu's bend space blinking monsters more than once. (#2434)Robert Vollmert2010-09-151-0/+4
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* Fix highlighting of (un)memorized spells in book display. (#1101)Robert Vollmert2010-07-041-1/+1
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* Remove unused spell_is_{useful,risky}.Robert Vollmert2010-07-041-2/+0
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* Nerf Extension by allowing extending only spells you know.Adam Borowski2010-06-211-1/+0
| | | | | | | | | Extending a spell with cast chance <50% may fail. This stops the abuse of getting Lich Form or Dragon Form from a card or from Xom and extending it indefinitely. Also, there are no Might, Brilliance and Agility spells.
* Bring sanity to enums by making them diffable/patchable.Adam Borowski2010-06-081-3/+2
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* Fix #1064, conjurations in rods being highlighted for Vehumet.Jude Brown2010-03-141-1/+2
| | | | | | This adds a parameter to the spell highlighting utility that ignores all flags except for useless and god-forbidden for rods. It has no impact on normal spell books.
* Reverse known/unknown spell colors when reading booksCharles Otto2010-02-201-1/+1
| | | | | For consistency with previous versions color memorized spells gray, and color unmemorized spells blue when reading books.
* amend spell highlightsDMBrownrigg2010-02-191-8/+18
| | | | | | | | | | | Amends and corrects spell highlighting brands. more brands are now recognised internally, which should both improve the correctness of branding, and make it more flexible wrt future changes. branding colors have been changed to be more consistant with colors used elsewhere in the interface, hopefully making the highlights more intuative to the player.
* Improve useless/useful identification of spellDMBrownrigg2010-02-111-2/+3
| | | | | | | | | Improved useful/useless indentfication of spells, note that there is an an outstanding issue with detection of "oStasis, it can't reliably determine if they have been Identified, and acts as if they haven't been. Signed-off-by: Charles Otto <ottochar@gmail.com>
* RC1 of spell highlightingDMBrownrigg2010-02-111-2/+13
| | | | Signed-off-by: Charles Otto <ottochar@gmail.com>
* Continuing with Due's cleaned up version of splColor-patchDMBrownrigg2010-02-111-0/+5
| | | | | | | | | Submitted patch was vetted and cleaned by due, but ultimately rejected due to flaws in highlighting. Continuing with Due's cleaned version of the prevous patch. Signed-off-by: Charles Otto <ottochar@gmail.com>
* s/targett/target/David Ploog2010-02-081-1/+1
| | | | | And take care of capital letters. This seems to be problematic, bit I learned that it's "targeting" from Darshan :)
* Many more changes to direction().Haran Pilpel2010-01-251-1/+3
| | | | | | | | | | | | 1. 't' is gone. 'f' now means 'fire at target'. 2. Spells now show their name when zapping. The prompt could be improved. 3. Better messaging while 'x'ing. 4. Better 'Aim:' line. 5. Object-targetted items will show items. Object-cycling (say with ';') will display information about items, once. 6. CMD_TARGET_SHOW_PROMPT now meaningless. Should be removed soon. 7. Better top prompt for some commands (e.g. Sunlight, ordering allies to attack.)
* headers: fix inconsistent struct/class forward declarationsSteven Noonan2009-12-291-1/+1
| | | | | | | Some classes were erroneously referred to as 'struct' in forward declarations, and vice versa. Signed-off-by: Steven Noonan <steven@uplinklabs.net>