| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
|
| |
This just relies on actor::visible_to and actor::see_cell. An arena
special case was removed.
|
|
|
|
| |
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
| |
|
| |
|
|
|
|
| |
Unify checks for monsters with chaotic spells, and do the same for them.
|
|
|
|
| |
Currently, only unholy monsters are marked as evil this way.
|
| |
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
convenience function in the actor interface.
|
|
|
|
| |
convenience function.
|
|
|
|
|
|
|
|
|
|
| |
...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>
|
|
|
|
|
| |
mons_near now only checks player proximity. Checking for foe
proximity is now handled by monsters::near_foe.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
ugly things, bias their colors toward those of very ugly things.
|
| |
|
|
|
|
|
| |
Implemented using the existing LOS functions for now. In particular,
monster-monster visibility still uses num_feats_between.
|
|
|