| Commit message (Collapse) | Author | Age | Files | Lines |
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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Also add some comments to stuff.h, categorizing functions for
later removal.
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Direct damage resistance from 50% to 66%. Chance of preventing
poison from 90% to 66%. Chance of preventing curare from 80% to
66%. AF_STRONG_POISON (eg redbacks) no longer pierces rPois for
players. Wasps (AF_PARALYSE) now have their effects downgraded
one level by rPois (para -> slow, slow -> nothing) instead of
outright negated.
rPois should be a helpful resist to have, not a binary pass-fail
check for certain areas & enemies.
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The phrasing isn't ideal, but now at least players will have some
idea what's going on.
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It was a weird legacy special case that didn't really make any
sense. If we wanted to give flying monsters or the player extra
EV, we could do so! (Also, it might mislead players into thinking
that fliers were still completely immune to being netted; bad UI.)
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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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.
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Cigo's now has simple shapeshifters, which seem to work all right.
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Monsters should now try to escape from Arachne's
ensnare immediately (on whatever incredibly rare
occasions that is relevant), and shouldn't try to
break out of net traps on the turn they get netted.
This technically breaks save compat with the old
newly_webbed prop, but in a harmless way.
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From nets & webs.
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Update the net in the stash tracker when either you or a monster escapes
the net, so a later ctrl-x (etc.) doesn't try and fail to find the held
actor.
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They had minimal damage and mechanical traps hardly generate anywhere
anyway. In ossuaries (the only vaults with them, thank god), they've
been mostly replaced with arrow traps or the floor.
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Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
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Moving corpses and skeletons to other levels or to other locations
within a level is tedious but may be optimal for corpse rot and god
abilities like Kiku's corpse prayer. This commit prevents the player
from picking up or apporting carrion. It generalizes the code used for
nets being stationary, and cleans up and documents various bits of
related item pickup code.
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Shaft traps previously considered the actor's total inventory weight
in addition to body weight, but the player burden calculation code
isn't worth keeping for this consideration alone. The chance of a
shaft trap activating now depends only on the actor's body weight.
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It was unused, and monsters don't drown in this way any more either.
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This fixes all the instances caught by unbrace.
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Paralysis, petrification, and being caught in nets.
monster::apply_location_effects() is the only caller of
mons_check_pool() now, so maybe it should be deleted/moved?
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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It was something that was almost never relevant but that cluttered
up the code regardless. If it were to be more relevant that would
not really be a good thing since a chance for instadeath is rather
bad design.
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Raise the flat damage componant of venom weapons (which was overlooked
in past adjustments and effectively much lower overall than 0.13
at the part of the game where it mattered), nudge minimum damage of
poison clouds a little, slightly boost AF_POISON_STRONG damage, and
make needle traps actually equal to poison needles.
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It was very unlikely to ever trigger - caused by a monster somehow being
made to bleed just out of your LOS in the blood sense case, or a monster
being caught in a web while you are in spider form in the web sense case,
and even less likely to actually be useful if it did somehow trigger.
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Instead of throwing nets accumulating persistent damage as monsters
struggled against them (and then becoming impossible to stack in
your inventory afterward), they are either outright destroyed by
the struggle or remain in normal condition. This should make them
a little less cumbersome to use.
This commit doesn't actually touch any of the escape formulas (which
are an impressive snarl that could definitely use tending to), since
probably they would need rewriting from scratch and I didn't want to
undertake that so close to 0.14, with various other things still in
the air.
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After several games' playtesting, I feel I was much too conservative
with numbers in several places, given that only a small percentage of
poisonous melee attacks will inflict poison at all. Also, the swift
rate of action combined with small quantities meant that poison damage
was often practically indistinguishable from the melee that applied it.
A larger amount of moderately slower-acting poison (still quicker than
old poison) should make the poison effect more visible where it does
occur, as well as making preemptive !curing a more appealing tactical
choice. I feel it may still be too mild on high HD creatures compared
to other attack flavours, but that this is closer to the mark than
before.
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This covers potions of (strong) poison, miscast effects, clouds,
needle traps, missiles, and curare.
Several of the less important ones have fairly arbitrary values that
seemed roughly reasonable. A bit more care was used with some things
whose poison damage could already be genuinely dangerous (such as
early poison needles), but definitely needs testing in a real game.
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Not only does this seem rather unintuitive, there's actually specific
code to handle what happens when flying creatures get netted, except
that can never actually happen normally. (Well, they CAN get netted if
confused, but even then sometimes 'dart out from beneath the net')
The logic looked to me like it might have meant to give them a CHANCE
to evade due to flight, unless confused, rather than always evade due
to flight and sometimes do it even WHEN confused. At any rate, I don't
think it never working against flying things is very clear or a good idea.
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D is now 16 levels (the unsealed part was 14 levels previously), and the
Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell,
and Pan portals are available for the entire length of the branch.
Right now the monster set is identical to Vaults except for the absence
of Vaults-specific humans. D's monster set has also been truncated,
mainly on the out-of-depth front. It's my intent that this serve as a
starting point for figuring out what monsters we want to split between
the two branches.
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This reverts commit 3c177f47aa1bbf47db5dea54bdaa4f770a0220b4.
This reverts commit e1004a1d0131a735b2b9be1c87b1fd27e09bf81f.
This reverts commit 930d8ed00efae890e3899670ae87cfdc07eda236.
This reverts commit 637089748731402da6c33483b30118d2eebdcc73.
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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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