| Commit message (Collapse) | Author | Age | Files | Lines |
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Amulets of stasis blocks:
- Teleport self
- Blink in all forms
- Slowing
- Hasting
- Paralysis
- Petrify
- Berserker rage
The amulet auto-ids the first time it triggers.
The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
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cloud_struct now has members for colour, name, and tile; colour will be
used instead of the default colour of the cloud type, and will be used
to recolour the tile of the cloud (if it exists). Name will be used to
rebrand the cloud's description, and also alter the message generate
while standing in a cloud.
Finally, tile can be used to completely customise the tile used for the
cloud. The value is stored as a string in order to maintain save
compatibility across ASCII and tiles. A random tile (found using
tile_main_count) from that set will also be used, however, no duration
effects will be applied.
Recoloured cloud tiles using just the colour code should be possible,
though aren't yet fully tested.
This commit bumps TAG_MAJOR_VERSION: changing marshalling of the
FogMachine Lua code causes nasty crashes on reloading saved games.
Otherwise, I don't think I broke anything else. :-)
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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Update ring of fire's duration, also fix one use of DUR_REPEL I missed
previously.
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Also update 1 use of DUR_PARALYSIS I missed previously.
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Add (and use) player methods for setting/increasing durations.
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_increase_durations is used by ozocubus armour, stonemail, rmissile
dmissile, regen, swiftness, fly, insluation, rpoison, control teleport,
ring of flames, confusing touch, and sure blade.
I modified it to add numbers proportional to normal movement delay
instead of using the number of turns an enchantment should last
directly.
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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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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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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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Also collect actor/player LOS code in actor-los.cc.
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The various LOS objects and functions now accept a circle_def
instead of a bounds_func. This is a little less generic, but
should eventually help with iterating over coordinates in
any los_def.
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adjacent_iterator had a default center of you.pos(), which is now
gone (also the uses of).
I was running into circular header dependencies with actor.h
including los_def.h including coordit.h including player.h including
actor.h.
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Signed-off-by: Charles Otto <ottochar@gmail.com>
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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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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.
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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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It's now smite targetted with maximum 6d26 damage. Have fun.
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convenience function.
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...and replace all references to mons_is_sleeping with asleep.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Change MONS_PROGRAM_BUG to MONS_NO_MONSTER when "no monster" is what was
meant. Now all instances of MONS_PROGRAM_BUG should indicated some sort
of failure or error.
Also, fixed some places which were still using -1 instead of
MONS_NO_MONSTER.
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using weapons of speed and boots of running.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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