| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
Some classes were erroneously referred to as 'struct' in forward
declarations, and vice versa.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Drop the deactivation message, simplify and change the activation
messaging.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
|
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.
|