| Commit message (Collapse) | Author | Age | Files | Lines |
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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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monsters::is_actual_spellcaster(), as it's simpler, and monsters with
the "actual spells" flag should always have spells anyway.
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Also add a few previously indirect includes.
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The only use was just removed.
Also move the draw check closer to where it's used.
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This is consistent with similar functions in that it checks not only for
MH_HOLY holiness, but whether the monster is a priest of a good god
(currently, there are none) and whether it uses holy spells (currently,
there are none after the changes described below).
Minor and Major Healing are now enchantments rather than holy spells.
The beam code treats them as such; wands of healing aren't holy items
the way e.g. wands of draining are evil items; and unholy monsters
(among others, Lom Lobon!) can cast these spells.
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hostile zombified monsters.
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Also collect actor/player LOS code in actor-los.cc.
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.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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Appears from D:4 through D:9, and comes with a band of human slaves.
They will turn neutral (and be pacified, granting 1/2 EXP) if you
destroy Pikel before destroying them. Pikel generates with a whip
(either flaming or pain), and a black robe.
The "pikel_band_neutralise()" function is quite hacky and assumes that
all MONS_HUMANS with MF_BAND_MEMBER are part of Pikel's band. This
should be changed as soon as there is a better way of tracking who is in
what band.
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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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mons_is_evil_or_unholy(), and replace it with monsters::is_evil().
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In mon-data.h, remove the M_FLIES and M_LEVITATE flags, and instead use
a flight_type variable indicating flight status.
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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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Small, blinking, and fast, these eyes come in packs and are found
natively in Slime (though somewhat rarely). Their confusion ability does
check MR before passing, however, and can be completely avoided by
having Clarity.
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They now depend a great deal on the weapon and your skill; see the
comments for details.
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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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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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number properly in define_monster().
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You can now use monster specs like "titanic slime creature". The
initial HP given to them in _place_monster_aux() might need tweaking.
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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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Currently, this god makes Abyss a hell, let's let him compensate a bit...
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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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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 special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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There were a couple of functions is_something(dgn_feature_type feat)
defined in travel.cc that were otherwise independent of travel. For
consistency, move these to terrain.cc and rename to feat_is_something.
One might also consider renaming the various feat_is_whatever functions
to just is_whatever.
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Mostly rename functions from terrain.h that accept features of typ
dgn_feature_type from grid_is_* to feat_is_*.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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