| Commit message (Collapse) | Author | Age | Files | Lines |
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This introduces a new monster enchantment: ENCH_INSANE (or frenzy),
sends the monster neutral and berserk at the same time. The needle now
has the effect of causing this enchantment, instead of just sending
monsters berserk.
It now actually has some use, even if it is slightly risky.
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Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
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Boost kraken and tentacle damage. Force the tentacles to stay close to the body of the kraken to make the creature look more like a unit.
Tentacles are now amphibious and can reach out onto land, although they cannot stray too far from the main body.
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I'm just building the bikeshed - somebody else needs to paint this stupid thing.
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This re-uses several ideas from the Emerald Eye FR, and implements the
spell "Mislead": this grants the "Misled" status effect to the player,
and causes on-level monsters to appear (glyph, name and tile) to be
other monsters. Only their appearance is changed.
Healing potions and rain remove this status effect.
Mara also has a beefed-up version of the Rakshasa clone spell: it
instead creates an "exact" clone (slightly altered spells list, and
non-unique status for his clones). Only two will ever be created at
once.
Finally, he has the spell "Summon Player Ghost". This spell creates a
ghost of the player (though marked as a summon, meaning that it
(shouldn't) register a milestone, though it will be treated as a
self-ghost kill) that is hostile. Only one of these should be existant
at any one point in time.
I'm pretty sure that I haven't broken anything, but would definitely
appreciate someone sanity-checking this commit.
Known minor issue: Kirke's summon ugly things being cast while having
the Misled status causes them to show up with no glyph.
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Instantaneous, non-contaminating controlled teleport. Bypasses
FPROP_NO_CTELE_INTO as well as -TELE artefacts.
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Chaotic things are now shapeshifters, mutators, etc., while unclean
things are diseasing things, rotting things, etc.
Zin still hates both. As good gods treat both unholy and evil monsters
as evil, he'll treat both unclean and chaotic monsters as chaotic.
Note that silver will only do extra damage to chaotics, as before.
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This reflects the fact that these functions are currently only used to
player and monster ensorcelled hibernation/metabolic englaciation, and
thus both check monster's cold resistance.
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This is mainly for Fedhas, who hates the latter but not the former.
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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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monsters::heal and heal_monster used to have slightly different logic for
increasing maximum HP. Now the heal_monster logic is used everywhere.
player::heal always returns true at the moment, but since its return value is
never checked, that does not affect anything.
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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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Also collect actor/player LOS code in actor-los.cc.
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monsters::see_cell replaced by actor::see_cell. monsters::update_los
called once per turn in handle_monsters -- this might not suffice.
There's still monsters::mon_see_cell etc. waiting to be converted.
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Also convert the TSO halo to use this. actor::haloed() is still
specific to the player TSO halo.
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Replace mons_is_shapeshifter(const monsters *m) in mon-util.cc with is_shapeshifter() in monster.cc
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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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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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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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: Jude Brown <bookofjude@users.sourceforge.net>
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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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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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