| Commit message (Collapse) | Author | Age | Files | Lines |
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Boost kraken and tentacle damage. Force the tentacles to stay close to the body of the kraken to make the creature look more like a unit.
Tentacles are now amphibious and can reach out onto land, although they cannot stray too far from the main body.
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cloud_struct now has members for colour, name, and tile; colour will be
used instead of the default colour of the cloud type, and will be used
to recolour the tile of the cloud (if it exists). Name will be used to
rebrand the cloud's description, and also alter the message generate
while standing in a cloud.
Finally, tile can be used to completely customise the tile used for the
cloud. The value is stored as a string in order to maintain save
compatibility across ASCII and tiles. A random tile (found using
tile_main_count) from that set will also be used, however, no duration
effects will be applied.
Recoloured cloud tiles using just the colour code should be possible,
though aren't yet fully tested.
This commit bumps TAG_MAJOR_VERSION: changing marshalling of the
FogMachine Lua code causes nasty crashes on reloading saved games.
Otherwise, I don't think I broke anything else. :-)
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This commit creates a new specifier for vaults: "TILE". Used much in the
same way as COLOUR, it can apply any specific tile to a feature. Example
syntax is specified in the syntax file, but copied here for clarity:
TILE: x = wall_flesh
Identical to FTILE and RTILE in syntax, but closer to COLOUR in
functionality. Instead of replacing the floor or relevant rock
tiles, this can be used to replace the tile used for any specific
feature.
This can be used in combination with FTILE and RTILE to change
the appearance of features. It can only be used with previously
specified tiles, however.
Like COLOUR and FTILE, this should be used sparingly and to good
effect.
Please, feel free to update vaults to use this! We want to ensure that
tiles players get the same experience as ASCII players do. This is only
the first stage in a push for greater flexibiltiy through tiles, but
hopefully it'll have a good impact.
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Removed inclusion of travel.h from most .h files to reduce the number
of .cc files dependant on it. This involved moving the level_pos
declaration to externs.h, moving the flood_find template to it's own
header file, and moving two typedefs from travel.h to travel_defs.h
because typedefs can't be forward declared (argh).
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Also fix tiles giving more information than console version.
There's now mons_detected_base, which assigns a base monster
type to every monster type based on the default displayed
glyph. It just takes the first entry for a given glyph
based on the mon-data.h order, so this may need tweaking
in some cases.
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It's also called los_grid, and is a SquareArray of boolean since it
doesn't need to store "objects" any more.
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The forward declaration of the monsters class wasn't early enough in the
file.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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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.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Change MONS_PROGRAM_BUG to MONS_NO_MONSTER when "no monster" is what was
meant. Now all instances of MONS_PROGRAM_BUG should indicated some sort
of failure or error.
Also, fixed some places which were still using -1 instead of
MONS_NO_MONSTER.
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crawl_view. (This was manifesting as weird artifacts or crashes.)
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moves be different than the delay between the moves of other types of
travel. By default (explore_delay == -1) the auto-explore delay is the
same as travel_delay, preserving the old behaviour.
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file parsing error/warning messages.
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Use TARGET_COMPILER_VC instead, unless you need to find
the Visual C++ version information.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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There's still the issue of glyph choice, and cutting them down with an
axe is not coded yet.
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and are much easier to set on fire than trees.
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wrath, allow uncancelable transformations as part of it, and adjust his
Slimify power.
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two-headed ogres, ettins, deep elf blademasters, tentacled monstrosities and electric golems. (Thanks, ##crawl!)
Signed-off-by: evktalo <evktalo@users.sourceforge.net>
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consistency
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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consistency
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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on negative energy resistance, but on rotting resistance.
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player attacks on the same (aside from tentacle attacks, which only
monsters can currently have and which work on all submerged monsters).
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asphyxiated or not.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10742 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10740 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10734 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10720 c06c8d41-db1a-0410-9941-cceddc491573
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mutate into (very) ugly things of a different color. Also,
shapeshifters can no longer take their forms, and they can no longer be
made shapeshifters themselves.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10718 c06c8d41-db1a-0410-9941-cceddc491573
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types/flavors for ugly things. They now use the ghost_demon struct,
expanded to account for these characteristics.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10709 c06c8d41-db1a-0410-9941-cceddc491573
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display as for spellcasting. Also force a redraw() if the player clicked
on a spell.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10661 c06c8d41-db1a-0410-9941-cceddc491573
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clickable. '_' toggles between inventory and spell display.
Actual tiles are still missing, but everything works as it should.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10648 c06c8d41-db1a-0410-9941-cceddc491573
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properly generalize the checks for item-eating monsters.
Currently, monsters' eating abilities are restricted to items (jelly
types) and corpses (necrophagi, ghouls, and hungry ghosts; the last can
eat corpses in some legends). It should probably be extended to harpies
at some point, too.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10628 c06c8d41-db1a-0410-9941-cceddc491573
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Also fix potions of porridge's menu colour being yellow for Mummies.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10355 c06c8d41-db1a-0410-9941-cceddc491573
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generated if the royal jelly is dead, you don't worship Jiyva, and
you're not under penance from Jiyva; don't destroy Jiyva's altars if the
royal jelly dies after you start worshipping him or go under penance
from him; and clean up the alternate method for unlocking the Slime
Pits.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10332 c06c8d41-db1a-0410-9941-cceddc491573
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* Add tiles for Zot entrance (both closed and open).
* Apply zebez' patch 2823787 to make Magic Mapping show altars/gates.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10303 c06c8d41-db1a-0410-9941-cceddc491573
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