| Commit message (Collapse) | Author | Age | Files | Lines |
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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As part of a wider scheme to make draining temporary.
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Previously they'd sink to the bottom of deep water & lurk
forever. Thematic, but extremely unintuitive and not really
accomplishing much. It'd be cool to let them move slowly through
deep water, maybe, but hiding at the bottom was clearly the wrong
answer.
Also touch up player drowning messages a little bit, and fix one
that would never show up.
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Rather than listing all the porcine monster types.
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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Turning the monster into a spectre is a really cool effect and causes
some useful things automatically, like making it evil, but has interface
problems (with showing the base monster type, not just the species) and
also monster-monster consistency ones (in general, spectral things can't
cast spells).
There are minor gameplay differences, mostly in that the new monster
will not have any of the resistances/vulnerabities of being undead,
but in general it should play similarly to how it already does.
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Avoid some code duplication, minor cleanup. Functional change: Dowan will haste
even when invisible, if he's near when Duvessa dies (consistent with Duvessa's
berserking).
[Committer's note: Exported some properties to mon-death.h &
added an attempt at save-compat... such as it is.]
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#7211.
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description. Fixes #8401.
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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is_chaotic() and is_unclean() have been changed to return an int
roughly equal to what would have been returned before by the Zin
recite function. Some bool flags were added to the function to make
it still work right for the other uses (e.g. silver).
Prince Ribbit is no longer specially vulnerable to Recite, and insane/
sluggish uniques are unclean rather than chaotic, which seems more
consistent with the other uses of the terms.
The special case for nonliving and plant monsters to be unrecitable
is removed.
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It hardly stretches the imagination, given that enemy zot trap triggers
always hit the player, and it's an indisputable improvement in gameplay.
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Don't give the bonus for monsters that wouldn't give XP: those created
friendly, those that were neutral, and those with ENCH_ABJ or
ENCH_FAKE_ABJ, even if not summoned (opponents' spectral weapons, for
example).
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Since mixing holinesses on a single monster has some weird results.
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Outside of vaults, they existed only from spriggan rider death,
and as a fairly rare spawn in Swamp. Their stats were overall very
similar to 'spider,' and their special ability was not too noticeable.
Spriggan riders now ride vampire mosquitoes instead, as a more swampy
substitute.
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As it existed it wasn't noticeable at all, and making it more noticeable
would be treading on Trog's more significant extension (and Bloodlust's
unrand effect).
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Use YOU_FAULTLESS as the killer, and furthermore check for that when
deciding whether something is a bad_kill.
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The idea behind the miasma death explosion is interesting, but in
general miasma can be extremely annoying and the cloud rather easy
to avoid. This is especially true in the layout of Crypt, which is
the only place they show up outside of vaults. The retching attack
gave a rare special case that very rarely mattered and didn't help
to distinguish them all that much.
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They never really worked as enemies - their only unique aspect, partner
resurrection, was just annoying.
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This fixes all the instances caught by unbrace.
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Causes crashes when trying to place skeletons.
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Don't drop corpses in weird edge cases like monsters being accidentally
killed by other monsters.
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Oops.
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The gold doesn't give the gold lust bonus, since it's very easy for it
to spawn multiple piles, and stacking bonuses like that is a bad idea.
Other possibilities: give the bonus for *one* pile; just leave the gold
where the monster was killed and give the bonus for it.
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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Ally kills will also goldify corpses.
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They were so annoying they were removed from holy zigs, reducing their
appearnces to just a few vaults.
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Such as Pikel's slaves, friendly mercenaries and similar things that
give no experience.
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Presumably around from the time that they were rotting hulks.
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It was prone to spoilery (HD is not told to the player in-game),
somewhat scummy behavior.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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Set her revived behavior explicitly to hostile if she's charmed.
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