| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
| |
Breaks saves.
|
|
|
|
|
| |
Also convert the TSO halo to use this. actor::haloed() is still
specific to the player TSO halo.
|
| |
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
| |
|
| |
|
| |
|
|
|
|
|
| |
This just relies on actor::visible_to and actor::see_cell. An arena
special case was removed.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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).
|
| |
|
|
|
|
| |
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
| |
|
|
|
|
|
|
|
|
| |
There were several places that had copies of the same code, checking
whether mesmerisation blocked movement to a given target.
The various mesmerisation functions have become methods of player
and were moved into behold.cc.
|
|
|
|
| |
Currently, only unholy monsters are marked as evil this way.
|
|
|
|
| |
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
| |
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
| |
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
| |
|
| |
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
|
|
|
| |
Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
|
|
|
|
|
| |
Fixes seeing in-LOS squares on incorrect levels. Fixes the minimap not
updating. Fixes the player dot appearing on the minimap on wrong levels.
|
| |
|
|
|
|
|
|
| |
These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
| |
convenience function in the actor interface.
|
|
|
|
| |
convenience function.
|
|
|
|
|
|
| |
The basics of a wish-list/shopping-list. While in a shop the
shopping-list can be modified, and the player is notified as soon as
they have enough money to buy things on the shopping-list.
|
|
|
|
|
|
|
|
|
| |
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 mutation comes in three levels and blocks 20%, 40%, or 60% (shown
to the user) of torments. Right now, you can cast Symbol of Torment
with it; I doubt this is too good. It is on the tier-1 list for
demonspawn mutations, and I expect it to be balanced appropriately.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
|
|
|
|
|
|
|
|
|
|
| |
Include new dump section "vaults", which for game-end dumps (or any
wizard-mode dumps) will include a list (by place) of all the vaults
generated in the game.
The savefile now includes a player-associated CrawlHashTable
(you.props), which can be used for storing player information which
doesn't need to be accessed efficiently.
|
|
|
|
|
|
|
| |
All demonspawn mutations are now stored in the player data, and are
determined at the same time. This makes a lot of things a lot simpler.
On the other hand, it means that the influence of skills and gods on
demonspawn mutations is now broken.
|
|
|
|
| |
Doesn't seem to break anything...
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Also move species<->string translation from player.cc to species.cc.
|
|
|
|
|
|
| |
The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
|
| |
|
|
|
|
|
| |
Implemented using the existing LOS functions for now. In particular,
monster-monster visibility still uses num_feats_between.
|
|
|
|
|
|
| |
default.
It broken normal transformations...
|
| |
|
|
|
|
|
| |
Mostly rename functions from terrain.h that accept features of typ
dgn_feature_type from grid_is_* to feat_is_*.
|
| |
|
|
|
|
|
|
|
|
| |
When worn, all non-poison damage will drain mana instead, hurting hp
only after mana is depleted.
The cap brand is intended only for a fixedart, but per dpeg's request,
it will be generated on ordinary caps for now, as a test.
|
|
|
|
| |
on negative energy resistance, but on rotting resistance.
|
|
|
|
|
| |
player attacks on the same (aside from tentacle attacks, which only
monsters can currently have and which work on all submerged monsters).
|
| |
|
| |
|