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* The great mon-stuff migration.Shmuale Mark2014-06-221-0/+5
| | | | | | | | | 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.
* Don't crash on semicontrolled blink (#8236).Steve Melenchuk2014-03-061-1/+2
| | | | Broken by a5274fd.
* Refactored random_near_space(); fixed bugsNicholas Feinberg2014-03-051-3/+6
| | | | | | | | | | Cleaned up bugs in random_near_space(). Monsters can no longer blink through walls, or into lava/deep water. Ball lightning can be summoned over lava/deep water. [Committer's note: cleaned up a bit of code formatting and comments.] Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
* Handle jumping spider jumpiness slightly betterPete Hurst2013-06-231-3/+2
| | | | | | | | This solves a strange case where using disjunction on a jumping spider would still cause it to jump, and where a humanoid-jumping spider hybrid could read a blink scroll which would cause them to jump. The jump check is moved into its own function on the monster class.
* Remove enum left in accidentallyPete Hurst2013-05-261-6/+0
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* Make jumping spiders jump instead of blinkPete Hurst2013-05-261-1/+8
| | | | | | | | | | | | | | | - Because they blinked they could go through grates (Mantis #5590) which didn't make sense for physical movement - Verb was wrong and purple clouds appeared despite some special- casing to prevent this; because crawl_state.which_mon_acting() actually returns an inaccurately null value during monster spellcasting and some other contexts. That function is only designed for use in handling "comes into view" messages properly and needs fixing to be fit for any general purpose. - "Appears out of nowhere" message was inaccurate, this would only have been seen rarely, but "leaps into view" is better
* Player is not the Bugblatter Beast. Fixes disjunction not working against ↵Pete Hurst2013-03-141-1/+1
| | | | monsters that can't see you.
* DisjunctionBrendan Hickey2012-11-181-0/+1
| | | | | | | | | 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.
* Make fleeing monster blink_away when reading the scroll.Raphael Langella2012-02-281-1/+1
| | | | Instead of doing a random blink.
* Don't prevent blink from putting you in dangerous clouds.Raphael Langella2011-02-181-1/+1
| | | | | | It can put you in the middle of monsters so there's no reason why it's so nice with clouds. And it prevents players from using clouds to control the direction of their blink, or to fill a corridor with a cloud and blink away.
* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-4/+4
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* Fix newlines at end of file.Adam Borowski2010-01-211-1/+0
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* Implement spell "blink close".Robert Vollmert2009-11-141-0/+1
| | | | This allows a monster to blink close to its target.
* Rename 'blink * closer' to 'blink * close'.Robert Vollmert2009-11-141-1/+1
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* Implement blink_range and blink_away.Robert Vollmert2009-11-141-0/+5
| | | | | | | This is done by generalizing random_close_space to random_space weighted. Also tweak the weights a little. These might still need work.
* Generalise blink_closer to arbitrary victims.Robert Vollmert2009-11-141-1/+1
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* Implement function to blink an actor closer to another actor.Robert Vollmert2009-11-141-0/+2
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* Move random_near_space into new teleport.cc.Robert Vollmert2009-11-021-0/+10