| Commit message (Collapse) | Author | Age | Files | Lines |
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I'm just building the bikeshed - somebody else needs to paint this stupid thing.
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Instantaneous, non-contaminating controlled teleport. Bypasses
FPROP_NO_CTELE_INTO as well as -TELE artefacts.
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shaft traps (i.e. using them intentionally) will improve the chances of the player landing fewer levels away. Shaft traps also now randomly determine their destination. Monsters cannot follow the player through shaft traps.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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This reflects the fact that these functions are currently only used to
player and monster ensorcelled hibernation/metabolic englaciation, and
thus both check monster's cold resistance.
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monsters::heal and heal_monster used to have slightly different logic for
increasing maximum HP. Now the heal_monster logic is used everywhere.
player::heal always returns true at the moment, but since its return value is
never checked, that does not affect anything.
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This is consistent with similar functions in that it checks not only for
MH_HOLY holiness, but whether the monster is a priest of a good god
(currently, there are none) and whether it uses holy spells (currently,
there are none after the changes described below).
Minor and Major Healing are now enchantments rather than holy spells.
The beam code treats them as such; wands of healing aren't holy items
the way e.g. wands of draining are evil items; and unholy monsters
(among others, Lom Lobon!) can cast these spells.
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Also collect actor/player LOS code in actor-los.cc.
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This may not always be what is meant.
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Also convert the TSO halo to use this. actor::haloed() is still
specific to the player TSO halo.
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This just relies on actor::visible_to and actor::see_cell. An arena
special case was removed.
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This should be used instead of setting position directly.
actor::position could be made "protected" except for the arena's
unwind_var(you.position), which is too difficult for me to fix.
The reason behind this change is that actors should get their
own LOS, whose origin should be synchronized with the actor's
position.
This change also removes the non-const "coord_def& actor::pos()" (yuk).
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Currently, only unholy monsters are marked as evil this way.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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convenience function in the actor interface.
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convenience function.
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There's a whole lot of places that pass monster_type as int, often
with varying meanings for the value -1. This moves some of these
to monster_type, introducing MONS_NO_MONSTER and MONS_PLAYER as
new invalid special values.
Also improve on the autoexclude descriptions.
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The functions in the new ng-restr.cc are "pure": They don't
access global state; data is passed in via the new and
incomplete newgame_def.
Eventually, new_game should be split into something like
newgame_def choose_game();
that doesn't access "you", and
void setup_game(newgame_def);
that sets up the player.
Also get rid of player_size in favour of player::body_size. Rename
player_size_type to size_part_type since it's not really
player-specific (used in actor::body_size). Move parts of
player_genus, player::has_claws, body_size out into species.cc.
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This should reduce potential for confusion -- compare mon->visible() and
mon->invisible(). The uses of actor::visible for messaging are replaced by
actor::observable, others by you.can_see(...) or actor::visible_to(&you).
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Implemented using the existing LOS functions for now. In particular,
monster-monster visibility still uses num_feats_between.
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