| Commit message (Collapse) | Author | Age | Files | Lines |
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Without player LOS, this was causing messaging errors in
the arena.
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Use dungeon_terrain_changed in rain and sunlight, inflict and remove
ENCH_AQUATIC_LAND solely in monsters::apply_location_effects.
Make sunlight alert monsters it affects.
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It was too scummable, especially with Sticky Flames.
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Casts Venom Bolt, Blink Other, Ensorcelled Hibernation, Slow and heals
himself. Comes with a ruby-red naga barding, a shield, and a chance of a
very nice weapon. Can appear on Snake:4 and Snake:5, and also on similar
dungeon levels to Margery and co.
Backstory: the guardian of a horde of treasure who fell asleep on the
job. Thieves raided the place, and he was disgraced and kicked out.
Turned to the role of a warrior, seeking redemption through battle.
Currently, there's something weird with the debug build at 'xv' for
monster description not displaying the right information all the time.
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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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This just relies on actor::visible_to and actor::see_cell. An arena
special case was removed.
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This should be used instead of setting position directly.
actor::position could be made "protected" except for the arena's
unwind_var(you.position), which is too difficult for me to fix.
The reason behind this change is that actors should get their
own LOS, whose origin should be synchronized with the actor's
position.
This change also removes the non-const "coord_def& actor::pos()" (yuk).
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They were the same as non-_real functions.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Rename MF_NAME_NO_THE to MF_NAME_ADJECTIVE, since that's what it does.
Make description_level_type apply properly to monsters with MF_NAME_FOO
flags set.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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natural monsters with hellfire resistance as evil (since they likely got
it through evil pacts or the like, as opposed to things like fire
elementals, which are just made of fire).
This ensures that all hell knights are evil, even if they get the
spellbook with only Bolt of Fire and Blink, without marking Harold as
evil for getting that same spellbook.
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Zin, as a lawful god, dislikes hunger-causing artefacts, so he would
dislike hunger-causing effects as well. Also, he would probably frown
on stealing in general.
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Unify checks for monsters with chaotic spells, and do the same for them.
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Currently, only unholy monsters are marked as evil this way.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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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: Jude Brown <bookofjude@users.sourceforge.net>
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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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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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Since insubstantial monsters all resist sticky flame, move the check for
insubstantiality into monsters::res_sticky_flame(), and remove the
MR_RES_STICKY_FLAME flag from such monsters.
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When trying to get the name of a monster with an invalid type, provide a
little more information that just the fact that it's an invalid monster.
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Can be reverted once CDO is updated or purged.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This reverts commit d50bd43ba9936c27f4f90ecd324d14cb52c9f381.
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with the current code:
1. Death oozes eating silver and holy wrath items take damage instead of
gaining hp.
2. Mark monsters with Summon Ugly Thing chaotic.
Also, until the issue of transformations' being chaotic or not is worked
out, don't mark any players as chaotic.
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This was causing a crash through monsters::mon_see_cell.
Also special case monster position there.
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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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