| Commit message (Collapse) | Author | Age | Files | Lines |
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I had two orc priests throw their spears at me instead of smiting me.
Monsters with a ranged attack were prevented from picking up missiles
but not from throwing their melee weapons.
If we want e.g. mermaids to be able to throw stuff at the player, we
will have to tweak the check to ignore some los abilities.
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diagonals (2,2).
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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.
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Shoals, remove yaktaurs, centaurs and stone giants.
Snapping turtles get reaching attacks. Sea snakes get strong venom.
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transparent smoke.
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This involves a lot of changes, and also increments TAG_MAJOR_VERSION to
13. The unrand "Sniper" is now a crossbow (hopefully its current title
is still suitable for this task), and thieves no longer start with hand
crossbows (but still retain darts).
Wanderers with crossbow skills will now get a crossbow and bolts. This
may be overpowered, but I didn't want to change the code here too much.
It can always be adjusted.
This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in
the player.h quiver vector instead. Random elves that generated with
hand crossbows before no longer do so, and this has not been replaced by
normal crossbows.
I hope that's everything!
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I probably missed a few spots.
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We now have much less duplication of logic, yay.
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merfolk types.
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Boost kraken and tentacle damage. Force the tentacles to stay close to the body of the kraken to make the creature look more like a unit.
Tentacles are now amphibious and can reach out onto land, although they cannot stray too far from the main body.
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immediately cast
to std::string.
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Monsters leaving behind trails of clouds (like fire elementals) or
leaving clouds on death (like simulacrums) were causing auto-exclusions
to be placed, as if they were generated by fog machines; fixed.
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Sixfirhies move in bursts: speed 30, but act only on 4 turns out of 12.
They also get a bonus to moving compared to other actions (move cost 60%).
Damage brand is AF_ELEC -- it's unproportionately dangerous, so the numbers
only look small.
Also, electricity heals them! It won't bring the back from over the edge
if physical part of damage got them to 0 hp or less, in this case, they'll
explode instead.
Keeping with the long tradition of Crawl's demon names, the credit for this
one goes to timecircuits' cat.
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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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Make neutralization work on monsters that are out of sight, also make
it clear auto-exclusions for e.g. oklobs that previously got auto-ann.
but are now out of sight.
Make the monster_hostile stuff put auto-exclusions on oklobs you have
already seen (if it turns them hostile).
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It's not strictly necessary anymore to have sensible fights with
recent AI changes, and could easily be restored if required.
Better to improve non-arena AI, however.
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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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visible while being dropped.
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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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The only use was just removed.
Also move the draw check closer to where it's used.
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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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Also collect actor/player LOS code in actor-los.cc.
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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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monsters::see_cell replaced by actor::see_cell. monsters::update_los
called once per turn in handle_monsters -- this might not suffice.
There's still monsters::mon_see_cell etc. waiting to be converted.
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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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