| Commit message (Collapse) | Author | Age | Files | Lines |
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Instances where Darts skill was previously check (such as blow guns,
throwing of darts, etc), now check the throwing skill instead. This
causes a few problems:
* missile acquirement is possibly skewed now
* aptitudes are now wrong, and should be adjusted
This doesn't include code to compensate for large monsters that used to
have a good throwing skills and bad dart skills now using the lower
throwing skill, and vice versa, but it's a major start.
TAG_MAJOR_VERSION was bumped in the previous commit. Hopefully I haven't
broken anything too major, but if so, the commit can be reverted.
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I probably missed a few spots.
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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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Removed inclusion of travel.h from most .h files to reduce the number
of .cc files dependant on it. This involved moving the level_pos
declaration to externs.h, moving the flood_find template to it's own
header file, and moving two typedefs from travel.h to travel_defs.h
because typedefs can't be forward declared (argh).
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This is visually identical to translocational energy, but will have uses
in portal vaults (specifically, wizlabs).
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It's not just used for the first monster.
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tutorial_first_monster is now called from fewer places, and doesn't
issue TUT_MONSTER_BRAND itself anymore.
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This mostly puts && and || on the proper lines, per the style guide.
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Add text about shift/ctrl/alt-click to fire/cast/evoke.
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This was causing the wrong features to be displayed. Now
uses grid2show instead of magic numbers.
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Tutorial shouldn't have side-effects; also, the "may stab" brand
can still be explained later.
In console debug + tutorial, this was causing an assertion. Briefly:
Handle_seen_interrupt issues a monster "newly seen" interrupt, which
calls tutorial_first_monster, which in turn alerts the monster, which
causes it to shout, which calls learned_something_new(MONSTER_SHOUT),
which prints a message, which issues a message interrupt, which
issues another message, which calls flush_comes_into_view, which
interrupts with the same monster again, but now "just seen", which
causes an assertion.
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Also don't use get_symbol.
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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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New events for the first time seeing a zero-experience monster and for
first seeing a toadstool.
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The tutorial message for a spellcaster gaining a new level didn't match
the new spell memorization interface.
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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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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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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Not all are changed yet, as there are several index checks still needed
for debugging purposes.
Also, make many checks for player/monster (non)existence use actor_at().
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env.show is now a class show_def that stores tagged
unions of type show_type. For the moment, there's also
env.show_los for use in LOS determination, but that
should become an array of boolean at some point.
This breaks save compatibility.
Tiles and console version build and appear to work
fine, but this kind of change is likely to have
some side-effects.
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A lot of monstuff.cc was moved into mon-abil.cc (monster abilities),
mon-act.cc (the main monster loop), mon-behv.cc (monster behaviour) and
mon-cast.cc (monster spells). mstuff2.cc was completely merged into
other files.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Also move species<->string translation from player.cc to species.cc.
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The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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