| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
| |
Fedhas' evolution ability now uses (only) piety to upgrade fungi and
only fruit to upgrade plants. UI was changed to only affect monsters
adjacent to the player.
|
|
|
|
|
|
| |
Don't prompt the user to specify the amount of plants to create if they
can't create any due to having no fruit or no empty adjacent squares
to put plants on.
|
|
|
|
|
| |
The bonus is proportional to the user's invocations skill, parameters
may need adjustment.
|
|
|
|
|
| |
Prompt the user to enter the total number of fruit to use instead of
an inventory slot.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It's a fast-moving, long-lasting cloud that clumps together. It will
dissipate very quickly unless it is near other clouds. It is opaque, and
blocks line of sight with two or more clouds, but unlike other clouds,
it does not actually use the '#' glyph. Instead, it colours the ground
underneath it magenta.
It's currently unused, and while it's an interesting visual effect that
will have some great potential in portal vaults and specific branches,
should probably be used very rarely.
Also includes a tile for these, though I'm not too happy with the
effect.
|
|
|
|
|
|
| |
Allow players to fire through neutral (as well as friendly) plants and
let explosion spells (fireball etc.) pass through plants although the
explosion from those spells still affects plants.
|
|
|
|
| |
Restrict sunlight to only have a chance of making plants when it evaporates water
|
|
|
|
|
| |
Give the player exp. if aquatic monsters die due to ENCH_AQUATIC_LAND
caused by the player evaporating the water they were in with sunlight.
|
|\ |
|
| |
| |
| |
| | |
these days.
|
|\| |
|
| | |
|
|/
|
|
| |
projectiles as non-monsters.
|
|
|
|
|
|
| |
compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
|
| |
|
| |
|
| |
|
|
|
|
| |
Fix an overrun caused by incrementing the wrong variable in a loop.
|
| |
|
|
|
|
| |
Other headers now don't need to include all of itemprop.h.
|
|
|
|
|
|
| |
This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
|
| |
|
| |
|
|
|
|
| |
This also removes env.show updates when flashing.
|
| |
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
New status: if a ballistomycete or giant spore dies any ballistos on
the level get +1 to a counter. Ballistos with a count higher than zero
get spore production on a short (~150 turn) timer. When a spore is
spawned (by a ballisto) the count of all ballistos on the level is
decreased by 1.
|
| |
| |
| |
| |
| | |
Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
|
| |
| |
| |
| |
| | |
I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
|
|/
|
|
|
|
|
| |
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.
|
|
|
|
| |
Also add a few previously indirect includes.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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).
|
| |
|
|
|
|
|
|
| |
The only use was just removed.
Also move the draw check closer to where it's used.
|
|
|
|
|
| |
In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
|
|
|
|
|
|
|
|
|
| |
adjacent_iterator had a default center of you.pos(), which is now
gone (also the uses of).
I was running into circular header dependencies with actor.h
including los_def.h including coordit.h including player.h including
actor.h.
|
|
|
|
|
|
|
| |
Use dungeon_terrain_changed in rain and sunlight, inflict and remove
ENCH_AQUATIC_LAND solely in monsters::apply_location_effects.
Make sunlight alert monsters it affects.
|
| |
|
|
|
|
| |
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
| |
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
| |
|
| |
|
|
|
|
|
| |
Experimentally set the movement delay for walking on plants to
1.5 * normal movement delay. Maybe it should be higher?
|
|
|
|
|
|
|
| |
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.
|