| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
|
|
|
|
| |
Broken by a5274fd.
|
|
|
|
|
|
|
|
|
|
| |
Cleaned up bugs in random_near_space(). Monsters can no longer blink
through walls, or into lava/deep water. Ball lightning can be summoned
over lava/deep water.
[Committer's note: cleaned up a bit of code formatting and comments.]
Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
|
|
|
|
|
|
|
|
| |
This solves a strange case where using disjunction on a jumping
spider would still cause it to jump, and where a humanoid-jumping spider
hybrid could read a blink scroll which would cause them to jump.
The jump check is moved into its own function on the monster class.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Because they blinked they could go through grates
(Mantis #5590) which didn't make sense for physical movement
- Verb was wrong and purple clouds appeared despite some special-
casing to prevent this; because crawl_state.which_mon_acting()
actually returns an inaccurately null value during monster
spellcasting and some other contexts. That function is only designed
for use in handling "comes into view" messages properly and needs
fixing to be fit for any general purpose.
- "Appears out of nowhere" message was inaccurate, this would
only have been seen rarely, but "leaps into view" is better
|
|
|
|
| |
monsters that can't see you.
|
|
|
|
|
|
|
|
|
| |
Level 8 translocation spell.
Blinks away everything with diminishing probability with:
P(~blink) = 0.8^(1/(dist+1)/(dist-1))
Over 10 ticks, a monster adjacent to the caster will blink with probability 0.9.
Monsters may be blinked repeatedly.
|
|
|
|
| |
Instead of doing a random blink.
|
|
|
|
|
|
| |
It can put you in the middle of monsters so there's no reason why it's so
nice with clouds. And it prevents players from using clouds to control the
direction of their blink, or to fill a corridor with a cloud and blink away.
|
| |
|
| |
|
|
|
|
| |
This allows a monster to blink close to its target.
|
| |
|
|
|
|
|
|
|
| |
This is done by generalizing random_close_space to
random_space weighted.
Also tweak the weights a little. These might still need work.
|
| |
|
| |
|
|
|