| Commit message (Collapse) | Author | Age | Files | Lines |
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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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is_valid_mon_spell() should now correctly return true for non-targetted
monster spells.
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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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It's somewhat hackish; the monster summon system could do with a bit of
an overhaul, but that should wait until after the summoning nerf.
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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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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Not all are changed yet, as there are several index checks still needed
for debugging purposes.
Also, make many checks for player/monster (non)existence use actor_at().
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Summons from a (weighted) selection of: giant eyeballs, eyes of
draining, golden eyes, shining eyes, great orbs of eyes, and eyes of
devastation. Does not summon giant orange brains, as those aren't really
eyeballs.
Currently programmed only as a monster spell, and the only monsters who
can get it are Pan Lords.
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Directed spells now do noise where they hit a monster/player, rather
than where they're cast (enchantment spells have 0 noise when they hit);
casting these spells generates a noise of loudness 1 where the spell
caster is. The noise level is hard-coded in beam.cc's zap_data array
(and setup by zapping()), and is constant regardless of the amount of
damage done or the beam's power. Beam-ish spells generates a seperate
sound event for each target hit. Spells which miss generate no noise.
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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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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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