| Commit message (Collapse) | Author | Age | Files | Lines |
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Wizmode &( now accepts fprop names to set the fprop on the current square.
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The numbers and the names will likely need tweaking. Better throwing
skill and blowgun enchantment will increase the duration of most of the
effects, except for sleep and rage.
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Added %variation, %repeat, %desat, %lum, %hue, %pal, %resetcol commands
to rltiles. Also, multiple enum synonyms can now be specified.
Documentation on all rltiles commands is forthcoming. Sorry.
Added coloured variations for a number of floor and wall tiles, removing
duplicate source art where it made sense. The variations probably need
some adjusting to look less like fruit salad.
COLOUR in a vault specification will now automatically try to pick
coloured variations of basic floor and rock wall tiles by default. It
will also pick coloured variations of any tiles specified by
FTILE/RTILE/TILE.
I'll leave it as an exercise for due to generalize this to features and
monsters. tile_dngn_coloured (and corresponding functions for other tile
sheets) can be used to look up coloured variations for a given tile
index.
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In this instance, you need at least two tiles (closed, open), and up to
nine (detected, closed, gateway left open, middle open, right open,
closed, left closed, middle closed, right closed), and these should
always include the "no_random" option.
This also doesn't properly deal with detected doors.
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No longer automatically prepends 'mons_', as this is not a standard.
Instead, generates an error for invalid tiles. Update documentation and
uses.
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This eliminates the annoying full rebuild that happens when the tiledefs
are modified.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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It is now possible to specify a tile for monsters when specifying
monsters in vault definitions. The syntax is "tile:<tile name>". All
tiles that don't start with "mons_" will have this prefixed, therefore
"tile:giant_bat" will become "tile:mons_giant_bat", but "tile:mons_rat"
will remain unchanged.
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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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It is basically a simple wrapper onto spl-book.cc's
make_book_theme_randart. More documentation can be found in syntax.txt.
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parse_single_spec itself does transformations to lowercase, so it can be
assumed that it doesn't expect a lowercase string. See mapdef.cc:3799 to
mapdef.cc:3802.
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See the comment in l_dgn.cc:dgn_set_border_fill_type. Should be replaced
with something that works on map_lines instead, but this will do for the
meantime.
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This allows dgn.create_monster to create monsters as though summoned,
without generating "XYZ comes into view" messages (if the player happens
to be resting at the time).
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dur:1-6, marks the abjuration duration of a monster. sum:<str>, any of
"clone", "animate", "chaos", "miscast", "zot", "wrath" or "aid", or the
relevant spell we're mimicking; nas:<str> equivalent to the non-actor
summoner.
Not setting the non-actor summoner will mean that kills by these pseudo-
summons are unmarked as such.
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It's not used anymore, and has issues, such as revealing
information on the level map.
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This reverts commit 941444076c26e5e5149c6368a4261d60842fe3ec.
After consultation with Enne, this doesn't really fix the issue, and is
therefore superfluous.
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The Lua prelude of maps isn't executed early enough now. Using 'BORDER'
sets map->border_fill_type as soon as the map is read, rather than after
it is placed.
This commit increases the value of MAP_CACHE_VERSION.
Can be reverted if it causes issues or is unwanted.
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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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"any", "random" and "%" are all synonyms in vault definitions, whereas
"|" and "*" have no synonyms.
"star_item" = "*" (as good_item is a tag which does something else)
"superb_item" = "|".
This is mostly useful for clarity (only) in instances where "%" and "|"
glyphs have been used by KFEAT to mean other things. In these instances
KITEM: r = % will still work, but may cause confusion: having textual
names will help to alleviate any confusion.
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Vaults can now include other vaults as a part of their definition. These
subvaults are currently included by tag only and replace glyphs in their
parent vault. See documentation for more details.
Vault:8 has been modified to use subvaults.
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Both values override the default class values. Placing "rat hd:20" will
generate a rat with a hit dice of 20, while placing "rat hp:20" will set
its hp to 20.
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This mostly puts && and || on the proper lines, per the style guide.
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There is a limit on how long MONS/KMONS tags can be, and name_replace,
etc, contribute to this; therefore, provide some shortened alternatives
for long descriptions:
name_suffix -> n_suf
name_adjective -> n_adj
name_replace -> n_rpl
name_descriptor -> n_des
name_definite -> n_the.
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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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Also move dungeon_feature_by_name into terrain.cc, as it does not make
sense it being in l_dgngrd.cc.
The Lua function "set_border_fill_type(feature)" will replace the
default DNGN_ROCK_WALL fill of a portal vault with the specified
feature. This could be abused, and should probably only be limited to
floor, water and sea, different types of walls, trees and lava; there
are no sanity checks for endless traps, statues, stairs, etc.
Finally, apply this to the island Trove, giving endless water effect.
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This changes the mechanics of naming slightly, allowing you to give a
monster a name that is a descriptor and will be treated with the usual
articles (your, the, a, etc) rather than as a name. See documentation.
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such.
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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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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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The monster name modifier flags MF_NAME_SUFFIX, MF_NAME_ADJECTIVE, and
MF_NAME_REPLACE can be used by monster specs via the spec tags
name_suffix, name_adjective and name_replace.
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Give an error when parsing a monster spec if it lists a spell a monster
can't cast, rather than causing an assertion when the monster tries to
cast it.
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This will select an item type that can have brand XXX. This requires
a large list of allowable type/brand combinations in the code :(
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Vaults can now override monster spell sets, or give non-casting monsters
spells, and mark monsters as wizard or priest types.
The M_ACTUAL_SPELLS, M_SPELLCASTER and M_PRIEST monster class flags are
converted into MF_* flags at monster creation/polymorph time, and only the
per-monster flags are checked when determining wizard/priestliness. See caveats
in level_design.txt.
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This lets regular vaults use the same Lua functions that layout vaults
do. Convert functions in l_dgnbld that acted on grd. Update layout
vaults to use these new functions. Also, remove l_dgn_bf, as all of
its functionality is now in l_dgnbld.
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Let item specs understand the new(ish) brands "chaos" through "silver".
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You can now use monster specs like "titanic slime creature". The
initial HP given to them in _place_monster_aux() might need tweaking.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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