| Commit message (Collapse) | Author | Age | Files | Lines |
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I removed an "unoccupied" because a comment claimed this shouldn't
matter for splitting and also because doing so seemed to have the
desired effect.
I also added a check to make sure that splitting only takes place
if it doesn't increase the distance to the foe, other adjacent
cells are fine of course.
With these changes, luring merged slime creatures into open areas
causes them to split.
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Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
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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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projectiles as non-monsters.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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After all, that's the area they affect.
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This brings it in line with all the other "drake" monsters: "swamp
drake", "death drake", etc. I don't believe this change is contentious,
and I hopefully haven't broken tiles build.
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When an active ballistomycete dies activate a number of other ballistos
equal to its count + 1, instead of just activating one other.
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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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This also removes env.show updates when flashing.
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If an eye you can't stares at you, you get the message "You feel you are
being watched by something" before the effect happens.
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If a wizard or priest is polymorphed into a monster without hands, then
when it casts a spell preserved across the polymorph (rather than any
innate ability or spell) then to avoid getting weird messages (like
"Harold breaths UNSEEN BEAM at you") the first lookup key for
dat/database/monspell.txt is "polymorphed wizard" or
"polymorphed priest."
NOTE: There should probably be a greater variety of messages depending
on shpae, like "quadruped wizard" and "blob wizard".
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When a spore pops or a ballistomycete is killed randomly select a
single ballisto to activate instead of activating the entire level's
worth. Along with this, only deactivate the ballisto that produced a
spore instead of deactivating the entire level.
Rationale: since inactive ballistos don't interrupt travel anymore it's
nicer from an interface perspective to keep most of the ballistos on
the level inactive.
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Drop the deactivation message, simplify and change the activation
messaging.
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Also some comment and whitespace changes.
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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.
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Give ballistomycetes a counter, when it's at zero they have the slow
spawn rate (are considered inactive), when it's greater than zero they
have the fast spawn rate. Killing a ballisto gives +1 to any others on
the level, a ballisto spawning a spore subtracts 1 from its own counter
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Give giant spores a chance of creating a ballistomycete when they move
while wandering. This ability is on a timer, so they can't create more
than 1 ballisto per 20 turns. Numbers may need tweaking.
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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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Crazy Yiuf now speaks with more regularity than normal; this is a
special case, and could probably be converted to a flag (M_CHATTY) or
something similar for other uniques.
The monster-speaking chance code seems to make more sense being in
monspeak.cc, so moved it there under maybe_mons_speaks.
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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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Also add a few previously indirect includes.
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This was a weird mix of in_bounds and map_bounds (exclusive
top-left, inclusive top-right). Replaced with in_bounds.
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The only use was just removed.
Also move the draw check closer to where it's used.
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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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