| Commit message (Collapse) | Author | Age | Files | Lines |
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Can be reverted once CDO is updated or purged.
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convenience function in the actor interface.
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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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First step in splitting up mon-util.cc: move monsters class methods out
into monster.cc
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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sleeping.
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convenience function.
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...and replace all references to mons_res_foo() with res_foo(). Where "foo"
is one of the many different things monsters can resist that happened to
have a function of that format.
TGfR! (Thank God for Regex!)
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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number properly in define_monster().
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corpses randomly cycle through all their available colors instead of
always being (light)red.
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...and replace all references to mons_is_submerged() with submerged().
It's a dirty job, but someone's got to do it. (Thank God for regex!)
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...and replace all references to mons_is_sleeping with asleep.
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On second thought don't stack HD when merging.
Merge monster flags when merging.
Merging costs the merged slime a turn.
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Make splitting while out of sight actually work
When merging average enchantment durations for the two slimes
When splitting add the parents ench durations to the offspring slime
Better messaging for merging/splitting
Cap the merge count to 5, use size adjectives instead of numbers for
the combiend slime creature names.
Don't group different size slime creatures together in the monster list
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A slime creatures will merge onto an adjacent slime creature if the
merge brings it closer to its target, merging only happens when slime
creatures aren't wandering, sleeping, or fleeing.
A slime creature will split (if it merged previously) if it is at full
hp and is resting or wandering.
I added a hack to make the experienced gained for merged slime
creatures approximately equal to killing however many were merged
individually, exp from merged slimes may be too low now.
For now the number of slime creatures merged into one J is given
explicitly in their description (one-blob slime creature), that
should get changed at some point.
Damage and maxHP for merged slime creatures are linear with the
number merged, an arbitrary cap of 8 is currently in place.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Based on FR 1801710
Bolt of Iron and Ice Bolt were both mechanically different from the other
"bolts" in that they didn't penetrate targets. In addition, Ice Bolt was
very easy to confuse with Bolt of Cold. So they got their names changed to
Iron Shot and Fling Icicle, respectively. This change is both external (in
the game output) and internal (how the code refers to the spells). This
commit also changes the names of the spells in the data files (ie. for
tiles) and the names of some data files themselves (tile images).
(See the file list.)
Note that Lemuel's comment about the concept (and tile art)of "bolt" not
fitting with the way the "bolt" spells behave is still valid, but that's
another issue. I think this stems from a confusion between lightning
"bolts" and crossbow "bolts."
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This was preventing _mons_check_set_foe from choosing targets
in the arena.
Also some checks to avoid setting MHITYOU and you.pet_target
to fail triggering arena asserts.
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Change MONS_PROGRAM_BUG to MONS_NO_MONSTER when "no monster" is what was
meant. Now all instances of MONS_PROGRAM_BUG should indicated some sort
of failure or error.
Also, fixed some places which were still using -1 instead of
MONS_NO_MONSTER.
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mons_near now only checks player proximity. Checking for foe
proximity is now handled by monsters::near_foe.
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There's a whole lot of places that pass monster_type as int, often
with varying meanings for the value -1. This moves some of these
to monster_type, introducing MONS_NO_MONSTER and MONS_PLAYER as
new invalid special values.
Also improve on the autoexclude descriptions.
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Add a fungus species ('ballistomycete') to use in place of fungus in
spores explosions etc.
Fix a couple message leaks (wrong version of see_cell used in
monaters::apply_enchantment)
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The functions in the new ng-restr.cc are "pure": They don't
access global state; data is passed in via the new and
incomplete newgame_def.
Eventually, new_game should be split into something like
newgame_def choose_game();
that doesn't access "you", and
void setup_game(newgame_def);
that sets up the player.
Also get rid of player_size in favour of player::body_size. Rename
player_size_type to size_part_type since it's not really
player-specific (used in actor::body_size). Move parts of
player_genus, player::has_claws, body_size out into species.cc.
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ugly things, bias their colors toward those of very ugly things.
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Also move species<->string translation from player.cc to species.cc.
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Fix an assertion failure triggered by view_update_at getting called
for out of sight squares. view_update_at was getting called for out
of LOS squares because monsters::check_redraw was using
monsters::see_cell instead of the global function see_cell for the LOS
check.
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The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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Implemented using the existing LOS functions for now. In particular,
monster-monster visibility still uses num_feats_between.
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naga.
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Signed-off-by: Brendan Hickey <brendan@bhickey.net>
Acked-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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