summaryrefslogtreecommitdiffstats
path: root/crawl-ref
Commit message (Collapse)AuthorAgeFilesLines
* Move rot_player() to player::rot() (Zaba)Adam Borowski2009-11-054-35/+23
|
* Merge monsters,player::check_res_magic() (Zaba)Adam Borowski2009-11-056-60/+37
|
* Put lots of actor:: methods where they belong (Zaba)Adam Borowski2009-11-052-70/+64
|
* Another couple of yous busted (Zaba)Adam Borowski2009-11-051-2/+2
|
* Let clubs (small ordinary ones only) stun back-coshed targets for 1-3 turns.Adam Borowski2009-11-051-0/+13
|
* Give middling backstab bonus to ordinary clubs and spears.Adam Borowski2009-11-052-0/+9
| | | | Also, mention that daggers do awesome stab damage.
* Give OgEn, OgTh, OgAs, OgSt clubs instead of short swords.Adam Borowski2009-11-051-5/+14
| | | | | Same with trolls of these professions. Both races have abysmal aptitudes with short blades but are good with M&F.
* Convert all instances of "you" to "this" in player member functions.Vsevolod Kozlov2009-11-051-54/+54
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Move player_res_asphyx/rotting to player::res_asphyx/rotting.Vsevolod Kozlov2009-11-055-48/+30
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Combine player_knows_spell, player_has_spell into player::has_spell.Vsevolod Kozlov2009-11-059-40/+22
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* New monster spell: Summon Eyeballs.Jude Brown2009-11-055-4/+45
| | | | | | | | | | Summons from a (weighted) selection of: giant eyeballs, eyes of draining, golden eyes, shining eyes, great orbs of eyes, and eyes of devastation. Does not summon giant orange brains, as those aren't really eyeballs. Currently programmed only as a monster spell, and the only monsters who can get it are Pan Lords.
* Move *_res(ist)_magic to relevant classes, provide actor interface.Vsevolod Kozlov2009-11-0515-197/+190
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* New monsters: golden eyes, with a confuse ability.Jude Brown2009-11-051-10/+0
| | | | | | | Small, blinking, and fast, these eyes come in packs and are found natively in Slime (though somewhat rarely). Their confusion ability does check MR before passing, however, and can be completely avoided by having Clarity.
* New monsters: golden eyes.Jude Brown2009-11-0510-13/+90
| | | | | | | Small, blinking, and fast, these eyes come in packs and are found natively in Slime (though somewhat rarely). Their confusion ability does check MR before passing, however, and can be completely avoided by having Clarity.
* view.cc: viewwindow() don't always update mon gridMatthew Cline2009-11-051-1/+1
| | | | | viewwindow() was always calling monster_grid() with "do_updates == true".
* And propagate power from Tukima / the Dance.Stefan O'Rear2009-11-042-1/+17
|
* Rebalance dancing weapon statsStefan O'Rear2009-11-043-17/+60
| | | | | They now depend a great deal on the weapon and your skill; see the comments for details.
* lm_trig.lua: do_trigger(): simplifyMatthew Cline2009-11-041-20/+4
|
* Make merging slime creatures lose at most 1 turn after the merge.Charles Otto2009-11-051-12/+25
| | | | | If two (or more I guess) slime merge onto a third slime in one turn make the merged slime only lose 1 turn.
* Let Feawn worshipers travel/run through plants they can pass through.Charles Otto2009-11-054-415/+423
|
* show.cc: Fix show_def::init() arena crash.Matthew Cline2009-11-041-2/+15
|
* Slave/master handling in the Triggerable classMatthew Cline2009-11-044-20/+128
| | | | | The Triggerable class can now handle master/slave marker logic. See dis_mu in hells.des for an example.
* Allow each dancing weapon to have its own statsStefan O'Rear2009-11-046-1/+57
|
* test/bounce.lua: Turn beam range into a variable.Matthew Cline2009-11-041-8/+9
|
* New Vaults vault: the Teleporter.Jude Brown2009-11-051-0/+58
| | | | | | | | Fight your way through the monsters, and then get to the (hidden) loot chamber. The walls are unbreakable (even with shatter), although the player could, theoretically, randomly or controlled teleport in. However, the room has no internal entrances or exits, so it shouldn't show up on magic mapping.
* Fix up MDEFN closures, add random monster teleport wrapper.Jude Brown2009-11-051-1/+18
| | | | | | MDEFN was currently hardcoded to wrap l_mons_do_dismiss, fixed (greensnark). Provide a wrapper for instant random teleport of monsters (restricted to dlua).
* Give Jelly rooms the chance of having a Jiyva altar.Jude Brown2009-11-051-1/+14
| | | | | | Current chance is 1-in-30 per square. The larger the room (and thus, the more jellies), the higher the chance of getting an altar. Shouldn't leave behind erroneous altars when vetoed.
* Sound overhaul: sound where spell hitsMatthew Cline2009-11-044-98/+194
| | | | | | | | | | Directed spells now do noise where they hit a monster/player, rather than where they're cast (enchantment spells have 0 noise when they hit); casting these spells generates a noise of loudness 1 where the spell caster is. The noise level is hard-coded in beam.cc's zap_data array (and setup by zapping()), and is constant regardless of the amount of damage done or the beam's power. Beam-ish spells generates a seperate sound event for each target hit. Spells which miss generate no noise.
* Fixing exclusions and tiles after level veto.Enne Walker2009-11-041-0/+9
| | | | | | Prior to this, exclusions and tiles from vaults would continue to exist, even though the level their vault was placed on was vetoed. This was causing weird visual anomalies.
* Fix mingw compilationCharles Otto2009-11-042-0/+3
| | | | Add some includes missed during recent file splits.
* Fix an assert crash when a monster picks up missiles that merge into his stack.Adam Borowski2009-11-051-1/+2
|
* Make tests compile with DEBUG_TESTS.Matthew Cline2009-11-043-2/+6
|
* Fix test failure: need to clear the item before rerolling a randart.Adam Borowski2009-11-041-2/+9
|
* Run tests of brand validness on "./crawl -test".Adam Borowski2009-11-043-5/+68
|
* Making an item randart can fail _and_ return true. Cope with that.Adam Borowski2009-11-041-4/+4
|
* Fix is_armour_brand_ok: helmets can be int, only them can be see invis.Adam Borowski2009-11-041-3/+3
|
* Split up view.cc.Robert Vollmert2009-11-0473-2352/+2555
|
* Buff passive mapping, esp. at low levels.Stefan O'Rear2009-11-041-1/+1
|
* Remove a few placeholders from enum.hStefan O'Rear2009-11-045-168/+150
|
* [ and ] respect dungeon topology (by)Stefan O'Rear2009-11-047-71/+17
|
* show: Quiet Valgrind warningsMatthew Cline2009-11-042-5/+12
|
* Simplify by reusing commin brand vetoing code.Adam Borowski2009-11-041-23/+5
|
* Allow specifying "any weapon ego:XXX", "... missile", "... armour".Adam Borowski2009-11-044-20/+169
| | | | | This will select an item type that can have brand XXX. This requires a large list of allowable type/brand combinations in the code :(
* Add minor cosmetic fixes.David Lawrence Ramsey2009-11-041-5/+8
|
* Fix inconsistencies in checks for monsters' being slime creatures.David Lawrence Ramsey2009-11-043-7/+7
|
* Fix warning.David Lawrence Ramsey2009-11-041-0/+3
|
* Remove obsolete comment.David Lawrence Ramsey2009-11-041-1/+0
|
* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-0439-921/+1016
| | | | | | | | | | | | | env.show is now a class show_def that stores tagged unions of type show_type. For the moment, there's also env.show_los for use in LOS determination, but that should become an array of boolean at some point. This breaks save compatibility. Tiles and console version build and appear to work fine, but this kind of change is likely to have some side-effects.
* Allow vaults to override monster spells with spells:<xyz>Darshan Shaligram2009-11-0417-133/+289
| | | | | | | | | | Vaults can now override monster spell sets, or give non-casting monsters spells, and mark monsters as wizard or priest types. The M_ACTUAL_SPELLS, M_SPELLCASTER and M_PRIEST monster class flags are converted into MF_* flags at monster creation/polymorph time, and only the per-monster flags are checked when determining wizard/priestliness. See caveats in level_design.txt.
* Remove some hardcoded monster flags.David Lawrence Ramsey2009-11-042-20/+17
| | | | | | Since insubstantial monsters all resist sticky flame, move the check for insubstantiality into monsters::res_sticky_flame(), and remove the MR_RES_STICKY_FLAME flag from such monsters.