| Commit message (Collapse) | Author | Age | Files | Lines |
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Mostly this is so that decomposition can work on corpses the player is
standing on. Update the decomposition ability description accordingly.
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Vandal points out that SK_SLINGS was returning MI_STONE instead of sling
bullet, and also had some legacy code around for SK_CROSSBOWS, darts and
hand crossbows.
This commit fixes that, but does not fix the issue of being unable to (I
believe) acquire hand axes, dagger, javelins, throwing nets or large
rocks for people with throwing skill.
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Weapons: both type and brand is handled, separately. This means,
once you've seen any lajatang, there is no more any bonus to
get them -- you'll get 5 times as many quarterstaves, brand
repeat protection comes only within the type.
Armour: currently only brand is handled, type will have to be merged
with the old code which suffered from no information about stash.
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(Eronarn).
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Using Eronarn's proposed system. Rods get a baseline of 4 MP per 100
turns; every rod has an enchantment, which adds to this. On top of
that, you get the old Evocations bonus. At maxed Evocations with a
+9 rod, you gain 52 MP per 100 turns.
Unfortunately, all four of the multi-purpose fields were already used
for rods, so I had to spill enchantment into props.
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Instances where Darts skill was previously check (such as blow guns,
throwing of darts, etc), now check the throwing skill instead. This
causes a few problems:
* missile acquirement is possibly skewed now
* aptitudes are now wrong, and should be adjusted
This doesn't include code to compensate for large monsters that used to
have a good throwing skills and bad dart skills now using the lower
throwing skill, and vice versa, but it's a major start.
TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't
broken anything too major, but if so, the commit can be reverted.
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We now have much less duplication of logic, yay.
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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These probably don't have a huge gameplay effect, but it's closer to
the miscast noises.
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This _could_ be useful for the question "Which books can I expect to have
seen after N acquirements?"
However, when running the acquirement statistics I prefer a slightly
different question: "What are the chances of getting a certain book in
this precise situation?"
Don't know which of the two is the "correct" one, but I think it is annoying
if I have to recreate a character for my book acquirement statistics just
because the old one already "saw" all interesting spells, thus heavily
skewing the results.
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Also, the check for whether to do the corresponding effects has
been moved into effects.cc:handle_time.
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The fleeing/cornered/batty check whose purpose I didn't get is gone with
this.
After x turns (depends on intelligence), half of the monsters will have
forgotten about the player, and a quarter has gone to sleep. A given
monster has a 95% chance of forgetting the player after 4*x turns, and
going to sleep after 10*x turns.
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areas.cc is meant to collect all area effects like sanctuary,
silence, halo, pending future unification.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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They're the best weapon in the game for the races that can weild them,
it makes no sense to exclude them from acquirements.
Also give mundane items generated by acquirement enchantments and
artifact status.
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Fixes 2842516.
Also make them fill LOS properly.
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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A total of 53 have been converted; 39 left, of which some should
stay. Now at a net loss of lines of code for monster_iterator.
Occurrences of MAX_MONSTERS down to 65 from 116 in *.cc.
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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 might help the reported blood-covered deep water, though
I didn't see any obvious case that was a likely cause.
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Make allied spores consistently ignore 't' commands, also make them
wander unless they spot an enemy (instead of following you around until
they find an enemy).
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