| Commit message (Collapse) | Author | Age | Files | Lines |
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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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SPWPN_CONFUSE is what confusing touch uses to inflict confusion. The
SPWPN_CONFUSE case in melee_attack::apply_damage_brand isn't set up to
work on the player, and when that case came up with the player
defending an assertion failure was triggered.
I made the case in apply_damage_brand do nothing if used on the player.
The case could be made more general, but it might make sense to
implement a confuse brand specifically for chaose weapons since the
HD check used for confusing touch isn't consistent with how the other
chaos-weapon-caused status effects work.
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blink frogs and Prince Ribbit in blink frog form consistent (i.e., so if
Prince Ribbit is polymorphed into another form, he'll no longer
erroneously act like a blink frog in some cases).
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.
env.map has been renamed to env.map_knowledge. It should really
be moved into player.
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Very rough draft of "make noise when fighting". Needs extensive
play-testing and tuning. Noise scales linearly with damage done, and
also linearly with noise_factor, which is determined by weapon type
(clubs make more noise than dagger) or monster attack type (tail slaps
make more noise than stinging). Plus, a litle extra noise is added on
for the flaming and electrocution brands.
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They are now wieldable by mummies and ghouls, but no healing effect. Vampires get nourished per hit.
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Replace mons_is_shapeshifter(const monsters *m) in mon-util.cc with is_shapeshifter() in monster.cc
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Calls to plain see_cell(pos) were replaced with either observe_cell(pos)
or you.see_cell(pos). observe_cell where related to drawing the
interface and messaging, you.see_cell for game mechanics, and
one or the other in less clear cases (targetting, say).
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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They were the same as non-_real functions.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Also, mention that daggers do awesome stab damage.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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A lot of monstuff.cc was moved into mon-abil.cc (monster abilities),
mon-act.cc (the main monster loop), mon-behv.cc (monster behaviour) and
mon-cast.cc (monster spells). mstuff2.cc was completely merged into
other files.
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convenience function.
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shadows or chaos) as a good god worshipper, ensure that the "turns into
a zombie" message always comes before the "enraged by your holy aura"
message.
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Based on FR 1801710
Bolt of Iron and Ice Bolt were both mechanically different from the other
"bolts" in that they didn't penetrate targets. In addition, Ice Bolt was
very easy to confuse with Bolt of Cold. So they got their names changed to
Iron Shot and Fling Icicle, respectively. This change is both external (in
the game output) and internal (how the code refers to the spells). This
commit also changes the names of the spells in the data files (ie. for
tiles) and the names of some data files themselves (tile images).
(See the file list.)
Note that Lemuel's comment about the concept (and tile art)of "bolt" not
fitting with the way the "bolt" spells behave is still valid, but that's
another issue. I think this stems from a confusion between lightning
"bolts" and crossbow "bolts."
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This was preventing _mons_check_set_foe from choosing targets
in the arena.
Also some checks to avoid setting MHITYOU and you.pet_target
to fail triggering arena asserts.
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The basics of a wish-list/shopping-list. While in a shop the
shopping-list can be modified, and the player is notified as soon as
they have enough money to buy things on the shopping-list.
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Weapons of electrocution now discharge in water, if the target is
touching the water and not rElec, hitting all adjacent
water-touching non-rElec creatures for about half the normal
electrocution damage.
Particularly notable new code is the implementation of an
area-of-effect callback for beams, as well as a function and
structure for weapon effects that should only happen after the
target would have died, if it was going to die, and therefore
cannot safely make use of its data.
Issues that still need to be decided:
- How doe Xom feel about this? (eg. If creatures hurt themselves
this way.)
- Should it ask you if you want to attack when you know the
discharge will hit yourself?
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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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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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Make use of actor::visible_to. Also fix player::visible_to to make
the player invisible to himself when not seeing invisible.
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ssh://zelgadis@crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref
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A monster making noise was causing an ME_DISTURB behaviour_event() for
itself, possibly causing it to get a new foe, which could cause strange
results if it switched foes during the middle of spell-casting when it
made noise from chanting. Now noisy() can accept a "who" parameter, in
which case the monster which caused the noise will ignore the noise.
This is done in all cases except for when a monster of animal or lower
intelligence sets off an alarm trap or does a spell miscast.
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using weapons of speed and boots of running.
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The game would crash if a monster wielding an unrandart with a special
melee function could do an armed an unarmed attack in the same round.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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