| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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They never really worked as enemies - their only unique aspect, partner
resurrection, was just annoying.
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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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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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Contains handling to make sure they revive exactly twice (three lives in
total).
This is intended to be on hand for if one of the suggested uses of
monster felids goes through.
The code for this will need updating if/when we get other enemy felids.
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She is the familiar of a lost mage (Boris) who wandered into the dungeon in
search of the orb. She's effectively a XL3 FeWz, though I'm not sure if one
could actually get all the spell slots she does. As you might guess, she comes
back to life after she dies, losing 1 HD each time (blame Grunt for that idea).
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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They'll now resurrect themselves. Hopefully, there aren't too many bugs,
but it at least seems to work all of the time now, rather than just
simply when in LOS.
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This led to inconsistencies when slaves that changed levels on their own
didn't get freed, yet if it was Pikel who moved, slaves on the old level
did. To free them, you now need to actually kill or enslave Pikel.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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They now generate in a band of two. If one dies, the other one will
attempt to resurrect it. This resurrection will succeed as long as the
corpse is still in existance.
Butchering or otherwise destroying the corpse will cause it to fail.
Picking it up or standing on it will have no further effect.
You will only get EXP when you've killed the two of them.
I can't see anything else that needs to be done for these monsters; so
long as they are placed as a band, there shouldn't be any issues.
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They still need to summon a top-tier holy monster when they day, and
need better indications of how far along they are to actually carking
it; currently their message shifts from "fading away" to "mostly faded
away" when they're less than 20 or so turns from completely going.
They're implemented as constantly fleeing, but are quite slow. You can't
actually corner them ever, which may be a problem from an interface
point of view. It's not necessarily the best implementation, but it did
the trick... might have to change. :)
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This commit moves the monster "death effects" (primarily for uniques)
out of mon-stuff.cc, and into mon-death.cc. This includes Kirke's
hogs_to_humans(), Pikel's band neutralisation, and Dowan and Duvessa's
death effects.
Introduce some new functions which should condense checks to
monster->type and monster->propes["original_name"]: mons_is_dowan,
mons_is_duvessa, mons_is_pikel, mons_is_kirke. This means that death
effects should trigger and affect monsters even through multiple
polymorphs.
It also with #797, pacification effects: pacifying one pacifies the
other, and experience and piety gain for Elyvilon are similar. This
should work for all forms of pacification (but not necessarily all forms
of neutrality). Attacking one of them while pacified will cause both of
them to turn hostile.
Finally, this commit introduces code and flavour speech for instances
where one of them accidentally kills the other (enslavement wands,
frenzy needles).
Still need to be looked at: turning hostile if friendly when killing a
twin, both confused when dying (#459), and stabbing when neutral
(doens't give a chance for the behaviour code to trigger).
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