| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix a bug introduced in commit 8e49c668 which caused the movement
target of friendly monsters outside the players LOS to be set to (0,0).
monsters::get_foe() returns NULL for friendly monsters with foe equal
to MHITYOU, so it was not being used correctly in handle_behaviour
(since this part of it is just concerned with where monsters are trying
to move rather than what they will actually attack).
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Use the radius_iterator constructor whihc doesn't depend upon the
player's LOS.
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If a monster didn't know the position of an unseen but nearby foe, then
casting a spell against the foe would cause an assert. So now the
monster tries to guess the position of the foe: a random square within
radius 3 of the foe, or radius 2 if the monster can sense invisible.
This algorithm no doubt needs improvement.
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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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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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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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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).
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.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 various LOS objects and functions now accept a circle_def
instead of a bounds_func. This is a little less generic, but
should eventually help with iterating over coordinates in
any los_def.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Calls to plain see_cell(pos) were replaced with either observe_cell(pos)
or you.see_cell(pos). observe_cell where related to drawing the
interface and messaging, you.see_cell for game mechanics, and
one or the other in less clear cases (targetting, say).
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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They were the same as non-_real functions.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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There were several places that had copies of the same code, checking
whether mesmerisation blocked movement to a given target.
The various mesmerisation functions have become methods of player
and were moved into behold.cc.
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env.show is now a class show_def that stores tagged
unions of type show_type. For the moment, there's also
env.show_los for use in LOS determination, but that
should become an array of boolean at some point.
This breaks save compatibility.
Tiles and console version build and appear to work
fine, but this kind of change is likely to have
some side-effects.
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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.
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