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* Remove 2 more parameters from items()reaverb2014-08-081-1/+1
| | | | | They were only used in one place, and the relevant code was moved to that one place in the previous commit.
* Handle Esc properly for &_ and zotdef aL.Neil Moore2014-08-071-2/+3
| | | | | | This does remove the "doesn't seem to be taking followers" message when misspelling a god name, but keeps it when trying to choose Fedhas. More importantly, it makes wizmode &_<esc> not abandon one's god.
* make &_ join the religion directly instead of going through an altarJesse Luehrs2014-08-071-23/+9
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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!
* Refactor god and spell search using templates.Neil Moore2014-07-111-21/+12
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* Improve a comment.Neil Moore2014-07-101-2/+1
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* Fix matching in zotdef/wizmode altar placement.Neil Moore2014-07-101-3/+9
| | | | | | Now find the god with the earliest match to the input string, rather than the first god that has a match. Now &_a will give you Ashenzari, not Kikubaaqudgha.
* Reformat.Neil Moore2014-07-051-3/+1
| | | | | Mostly by joining short lines in places where that would let us remove braces.
* Remove an unused argument from the items() functiongammafunk2014-06-291-4/+2
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* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+0
| | | | | | | | | 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.
* Remove giant fireflies.Shmuale Mark2014-06-091-1/+1
| | | | | | | | | Outside of vaults, they existed only from spriggan rider death, and as a fairly rare spawn in Swamp. Their stats were overall very similar to 'spider,' and their special ability was not too noticeable. Spriggan riders now ride vampire mosquitoes instead, as a more swampy substitute.
* Remove Hall of Bladesreaverb2014-06-071-5/+0
| | | | | | The complaints against the branch are well documented, mostly stating Dancing Weapons are awful enemies and the Hall of Blades is filled with them.
* Fix some more TAG_MAJOR_VERSION > 34 hiccups.Steve Melenchuk2014-05-141-1/+1
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Remove the Sage effectChris Campbell2014-05-091-44/+0
| | | | Since the card was removed and it only remained as a Zotdef effect.
* Remove decks of dungeons and a number of now-unused cardsChris Campbell2014-05-091-0/+58
| | | | | | | Decks of dungeons were no longer gifted and only generated very rarely. Most of the cards in it (as well as some cards just removed from wonders) were either uninteresting or problematic for various reasons. The removed cards are Experience, Sage, Water, Glass, Trowel, Minefield.
* Remove grizzly bears.Shmuale Mark2014-04-291-4/+3
| | | | | | They were almost identical to polar bears, which at least had the distinguishing (from black bears) to swim and be at home in an ice cave.
* Finish up vault/etc removals of stone, clay, (most) iron golemstenofswords2014-03-281-2/+3
| | | | | | | | | | | | | | | | The golem archetype - slow, omni-resistant, melee-only, and with titanic defenses and health - hardly needs to be around as much, as exaggerated as it is, or with as many different types as it currently has. This forms the last push of vault revisions on vaults containing stone, clay, or (some) iron golems. The last of these is preserved for the flavour and function for Dis, where it can have enough ambient support to work; the other two have been phased out by appropiate other earth-themed monsters. Earth elementals are still based off of the golem archetype, but already serve purposes beyond vault placement, and have much less extreme health; for the most part, they've replaced many of the earth and clay golem uses, alongside the revamped and equally flimsy gargoyles. (Also, adjust crystal golem speech and banish iron elementals back to Sprint.)
* Purge some references to Forest.Shmuale Mark2014-03-031-2/+0
| | | | In particular, ctrl-O should no longer mention the branch.
* Remove giant centipedesChris Campbell2014-02-261-1/+1
| | | | | Replaced with various combinations of adders, worker ants and giant mites in the places that used them.
* Remove grey ratsChris Campbell2014-02-231-3/+2
| | | | | | They were barely distinct from plain rats and green rats, and only really used in sewers. Replaced them with various arbitrary weightings of rat and green rat.
* Crystal golem -> Crystal guardian (Grunt, tenofswords).tenofswords2014-02-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implementer's notes (Grunt): The spell Crystal Bolt is player-castable for possible future use with the "rod of bolts" (reworked rod of destruction), and crystal golems have been replaced 1:1 in vaults that used them. --- Designer's notes (tenofswords): Not every golem can be cut without scarring many a vault, and golems are very strongly themed to the point of reluctance with complete cuts. Still, they're golems, slow melee-only monsters with extreme defenses and excellent melee that thus encourage annoying tactics due to being unable to kill patient players but also being very difficult to kill. We certainly don't need nearly versions of this sort of monster as we currently do (goliath beetle, slugs and snails, golems, iron trolls, iron imp/devil, earth elemental); the only time this really works is in Dis, where there are hell effects and very nasty company to make sure that there's no time to use the slow strategies of avoiding being hurt much by golems. This serves as another change to a slow, melee-only monster for preserving some themes and flavours without outright cutting into the monsters available. These new crystal guardians once more have good defense and even better resists in exchange for bad health and zero EV, appear in numbers in most vaults, are boosted (to normal) speed, and get a ranged option; in this case, a bolt of fire or cold that happens to bounce off all walls, rather than just crystal, easily resisted by the caster in ricchoets. This is modelled off the decent-enough edits on minmay_guarded_unrand_dyrovepreva, and the name originates from there, too. Between crystal guardians and war gargoyles as less terrible material, I've got plans to edit out stone golems, clay golems, and iron golems out from basically everywhere but Dis:7 vaults, which should pave the way for essentially removing these three and dealing a decent blow to the multitudes of slow, melee-only, very difficult to destroy encounters in sheer differences of monsters, though mostly by changing vault-specific mediocre monsters rather than significantly impacting overall monster sets. For now, the patch has a near 1:1 replacement use with crystal golems, aside from most importantly adjusting (and upping) their use as rare D:12-16 OODs. Needs a new tile.
* Update ZotDef branch distribution.Adam Borowski2014-01-181-25/+24
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* Slightly refactor.Adam Borowski2014-01-181-62/+51
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* Deindent.Adam Borowski2014-01-181-57/+57
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* Drop some useless parentheses around comparisons.Adam Borowski2014-01-101-1/+1
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* Take away xmas.Adam Borowski2013-12-271-4/+4
| | | | | | This reverts commit b0c9531a8997436f0bddfa218105d2e67c16f2ce. This reverts commit 054e7ae2f5fb42c12dc169898259e58f2dc5a77b, reversing changes made to 1ddc8957bd848179aac795187f07496f02932644.
* Yak -> reindeer, death yak -> red-nosed reindeer.Adam Borowski2013-12-241-4/+4
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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.
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-2/+2
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* Rename "dragon" to "fire dragon"Chris Oelmueller2013-11-081-1/+1
| | | | | | | | | | | | | | | DRAGON now genus-only. Brief discussion history in 4d5c11a304968c3635d8b60075a0ab9b39d71d43. Summary of current brainstorm session: "Dragon" means "fire-breathing dragon" in European mythology because the other kinds never existed. In the world of Crawl however, there are many kinds of dragons - so it seems that people would have given the fire-breathing one a more distinctive name. Producing "fire dragon armour" from "fire dragon hide" also means less player confusion if a "fire dragon" dropped that hide. Red draconians and fire drakes also both get a fire-y qualifier.
* Shorten branch enums.Adam Borowski2013-11-031-15/+15
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.
* Rewrite (x*y)/z as x*y/zAdam Borowski2013-10-261-3/+3
| | | | Also, simplify an expression such removal of parentheses revealed.
* Allow the bot to disable checkpoint saves on newarea shifts.Adam Borowski2013-08-271-1/+2
| | | | | | | | | Restarting from such a save would reset the random seed, while the first run had a random generator hold a different state. This doesn't handle real level transition (ie, the initial banishment and being thrown deeper into the Abyss). That's doable if we would inhibit the commit somehow, but for now, I don't care much about those 5000 turns.
* Bump up wolf stats to match war dogs, replace war dogs with wolvesDracoOmega2013-06-241-1/+1
| | | | | | | | | | | | | | | | | | | | | Wolves were sort of in an awkward position of being very similar to other canine monsters in a similar depth range, yet being less notable than either war dogs or wargs, and also rarely appearing. Yet, in discussion in ##crawl-dev, it was generally agreed that wolves were far more thematic in ice caves (one of the only places they occur commonly) than war dogs would be, and also that war dogs primarily occuring wild (ie: in Lair), despite their description indicating otherwise was itself a little odd. Following that discussion, in merging the monsters together I have elected to keep wolves, but promoted them to the more notable war dog stats. Hopefully this won't cause player confusion for too long. Wolves replace war dogs in all places the latter could previously spawn. Vaults that previously placed wolves now sometimes place fewer of them than before, or at a lower weight. Call Canine Familiar now summons wargs in place of old wolves (which it sometimes already did).
* A monster flag M_CANT_SPAWN, to mark dummy monsters.Adam Borowski2013-05-261-1/+1
| | | | | | | Genus-only, recolouring, etc. Not for "dummies" which are valid monsters otherwise. This is mostly redundant with M_NO_POLY_TO which it implies, for now.
* Comment fix.David Lawrence Ramsey2013-03-231-1/+1
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* Make simulacra cooler.Adam Borowski2013-03-211-1/+1
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* Merge branch 'mon-pick'Adam Borowski2013-03-211-22/+20
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The behaviour should be preserved exactly or almost exactly, only the code changes from totally, utterly unreadable to merely hard to read. Actual differences: * strong OODs in shallow branches would degenerate into picking a monster randomly from the whole branch, now they pick from the bottom level (or so-called OOD cap of Elf:7, Tomb:5, D:31 and Vaults:15). * Zot no longer replaces requests for Zot:5 by Zot:4, and proper hells, $(HELL):4-7 by $(HELL):3. * this means hell monster sets need fixing! * zombie size doesn't affect their spawning * zombie selection obeys the depth passed * which makes zombie sets pretty limited -- needs review/redesign? The new format is: { 9, 19, 826, SEMI, MONS_YAK }, which means: yaks can spawn on D:9-19, with _linear_ rarity 826 in the middle of the range. A "SEMI" distribution means that at the edges, D:9 and D:19, the effective rarity is half that, 413. Distributions: FLAT 100% 100% 100% SEMI 50% 100% 50% PEAK 0% 100% 0% UP 0% 50% 100% DOWN 100% 50% 0% That "0%" doesn't mean the monster won't spawn on the top/bottom level (D:9 and D:19 for yaks), the range is fudged so D:8 receives 0% chance, D:9 16.6%, linearly up to 100% on D:14. Yes, this sounds and is complex, but at least the complexity is not strewn around obscure code anymore, and a number of limitations have been lifted. ZotDef still uses the old code via an emulation layer.
| * Remove the small/large zombie distinction.Adam Borowski2013-03-211-6/+2
| | | | | | | | | | | | | | It leads to no end of problems, and its only purpose was showing 'z'/'Z' glyphs. Note: custom monster glyphs on the main screen are broken since af76f80.
| * Merge branch 'master' into mon-pickAdam Borowski2013-02-241-2/+2
| |\ | | | | | | | | | Sorry for merge commits, but rerere is pretty limited.
| * \ Merge branch 'master' into mon-pickAdam Borowski2012-11-041-11/+14
| |\ \ | | | | | | | | | | | | | | | | Merge commits instead of rerere suck, but not being able to comfortably use the test rig sucks even more.
| * | | Get rid of mgen_data.power, use place for that.Adam Borowski2012-11-041-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | There's still a lot of use of monster_level inside monster selection, but at least the external interface should be free of it. ZotDef is handled by a hack, might be wrong -- beware.
| * | | Rename mons_level() to mons_depth().Adam Borowski2012-09-051-4/+4
| | | | | | | | | | | | | | | | Rationale: http://www.giantitp.com/comics/oots0012.html
| * | | Avoid a pointless loop in ZotDef monster selection.Adam Borowski2012-08-271-10/+9
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| * | | Don't pretend mons_{rarity,level}() use anything but place.branch.Adam Borowski2012-08-271-2/+3
| | | | | | | | | | | | | | | | | | | | We'd want them to, but that code is getting overhauled anyway, so let's not cloud things.
| * | | Don't special-case pan lord power in zotdef.Adam Borowski2012-08-261-3/+0
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* | | | Comment nitpick in zotdef.ccSamuel Bronson2013-03-081-1/+1
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* | | Chop down wood golems.Steve Melenchuk2013-02-131-1/+1
| | | | | | | | | | | | | | | This is the first step in removing a large number of overly similar and not very interesting monsters.
* | | Axe rock trolls.Steve Melenchuk2013-02-131-1/+1
| |/ |/| | | | | | | | | | | | | | | | | They were insufficiently distinguished from their brethren, particularly the single deep trolls which replace them. This also replaces randomly generated rock trolls with single deep trolls. Deep troll bands are now generated by specifying one of the professionals, which come with bands; thus a deep troll band is going to have at least one professional.