| Commit message (Collapse) | Author | Age | Files | Lines |
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The shallow water tile is now a floor, not a feature, tile, so don't put
it in m_buf_feat.
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When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
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Fighting near the gold piles of recently-defeated enemies boosts your
skills.
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This involved fixing up some of the tentacle code, which should make it
easier to add more tentacle types (please don't add more tentacle types).
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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* Player chooses a monster target within range where there's at least one valid
landing site adjacent to the target.
* There must be a monster to target to use the ability, but the monster can be
friendly or neutral.
* A random valid landing site is chosen, the player is moved to that square, and
weapon melee occurs against the target at the landing site.
* Jump attacks are melee with the wielded weapon and get a 20% damage bonus
* Valid landing sites are always habitable squares with no monster and no
thing that's dangerous to the player.
* Flying monsters or giant monsters not standing in deep water or lava can
'block' the path of a landing site by being in the ray path from the player to
the landing site.
* If a visible monster blocks the path to a landing site, it won't be considered
as a valid landing site.
* If something invisible blocks a landing site, the site will be shown as valid
and can be randomly chosen, in which case the player 'rebounds off something
unseen' and never leaves the starting square, but wastes a turn (delay 10aut).
* If the player is adjacent to the monster, sites adjacent to the player are not
valid; you have to 'jump over' the monster in this case.
* Player can't jump if exhausted or standing in water/lava/liquefied ground
* Exhaustion duration is set after jump (regardless of success) to prevent a
second jump, with a duration formula that's the same as the breath duration.
* The usual melee checks wielded weapon/friendly etc. checks are performed for
the jump melee.
* If any of the valid landing sites would cause problems with self-electrocution
or sanctuary violation, the player is warned first.
* Range is determined by evocations training; starting attack range is 3
(movement 2), and it increases by one at evocations 5 and 10.
* The cost of the jump is 2MP and a hunger cost using the same calculation as
for flame breath.
* The delay of a successful jump is the same as melee delay.
* Fail rate for the ability calculation based on evoke taken from breath fail
rate code
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This creates the effect that the top half of the engulfed
character is emerging slightly out of the cloud.
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This works very well for the most part with
two small problems:
- Webtiles will not support this yet (in probability,
this will stop any clouds showing in webtiles)
- Floor items interact strangely and will draw over
the top of clouds instead of behind them
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For now it's a semi-transparent version of a normal web. It
doesn't look perfect but a fully-opaque version almost completely
masked the image underneath. Should perhaps get a new image for
this, with thinner strands and no or thinner outline.
player_caught_in_net no longer calls redraw_screen - otherwise
there would be a glimpse of a web over the player before the
item on the ground both existed and was set as "stationary" to
mark it as the trapping net (for thrown nets). The screen
seems to get redrawn shortly after anyway.
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This removes the _transform_add_weapon hack, and shows all unmelded
equipment on statues and shields on liches; armour doesn't fit right
on the current lich tile so it is disabled.
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In particular, spell zaps. This was apparently being drawn correctly
in webtiles but not local tiles.
Thanks to DracoOmega for spotting this.
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Not animated nor varied yet.
If anyone likes the concept, here's how to draw it:
Gimp, empty transparent layer, Render:Lava(gradient "Aneurism", size 6),
layer mask: Render:Lava(gradient: white-to-black), reduced opacity.
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The latter may become no-op if you're not careful, lacks debug messages.
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Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
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It's the same radius, only all blue instead of mutagenic.
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Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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This highlights the path taken during the last exploration or travel,
and should help make travel_delay=-1 less disorienting. The path is
cleared when the player moves otherwise.
In console, it is indicated with COLFLAG_REVERSE, which I'm not sure
is the best option, but just changing the floor colour didn't seem
noticeable enough.
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Since these are opaque (and therefore behave differently from normal trees),
a renaming is warranted.
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It is used only in a few vaults, and where it does, it only confuses players
about which sources of fire can melt it and which can't. The last problem
applies to trees as well, but at least it's somewhat more intuitive there.
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These accumulate but never get removed; no wonder compilation times keep
rising.
The includes.sh script has lots of false negatives (and positives...), and
can't check .h files which cause the biggest slowdown, it'd be nice to run
multidelta on those somehow.
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Improved colouring and transparency.
Consistency with corpse blood colour.
More variety of shapes.
Some wall bloods have inscriptions. Those ones will only be used on level
generation and only on south facing walls, because rotated inscriptions are
not so hot. And they are rare.
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I really don't like the whole packed_cell thing and how many changes
are necessary to add this kind of tile; much of packed_cell is just
replicating flags from map_cells. I'll have to check if this can be
simplified.
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It really should be shifting, like in console. At least, this one works.
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Somehow, it looks pretty busy and hard to distinguish on a good deal of
monsters I tried it with (first one being orc warlord). This might be just
my feeling though -- and above all, some tile is better than no tile.
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tilep_equ_weapon checked if the player's weapon is melded even though
it was also used for monster weapons. I also removed redundant checks
for the player's respective equipment slots from the other tilep_equ_*
functions.
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