| Commit message (Collapse) | Author | Age | Files | Lines |
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Kiku corpse invocation now costs less piety and hunger.
Kiku accepts all forms of killing, now including demons.
Kiku wrath buffed severely; player can expect miasma, titan zombies,
and necromantic miscasts. Casting necromantic spells will also
incur miscast effects (but not cause the spell to fail).
Kiku '?/G' flavor text updated.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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invokes torment when corpses are offered via prayer, in the same way that other gods accept corpses for piety. god_likes_butchery() has been removed and tutorial messages referencing the old style of offering corpses have been updated.
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mons_make_god_gift() would assert if a monster already had mon->god set
to something besides GOD_NO_GOD or the god doing the gifting, but this
didn't work with Jiyva slimifying orcs that worship Beogh. I think this
is left over from before there was MF_GOD_GIFT, when
mon->god != GOD_NO_GOD mean that the monster was a god-gift. So now
instead it asserts if the monster is already a god gift.
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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New function temple_god_list(), which returns a list of gods whose
altars can appear in the main temple, overflow temples, and
mini-temples.
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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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This is mainly for Fedhas, who hates the latter but not the former.
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mark players that can't worship Zin, as they'll never be able to convert
from a chaotic god in that case.
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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 might help the reported blood-covered deep water, though
I didn't see any obvious case that was a likely cause.
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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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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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hostile zombified monsters.
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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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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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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 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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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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mons_is_evil_or_unholy(), and replace it with monsters::is_evil().
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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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Experimentally set the movement delay for walking on plants to
1.5 * normal movement delay. Maybe it should be higher?
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Make toadstools created via decomposition friendly, exempt toadstools
from the allies dying conduct.
Increase decomposition toadstool base duration.
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