| 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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Amulets of faith have these effects:
- Piety gain is 1/3 faster.
- Gods that protect from harm are more likely to do so (your piety is 1/3rd
higher for such checks).
- Xom piety walk is 1/3 faster.
- Xom is more likely to act.
- Removing the amulet leaches away some piety, but will never cause
excommunication, or drop piety too close to excommunication.
Amulets auto-id if the player already has a religion, or when the player
acquires a religion while wearing the amulet.
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We now have much less duplication of logic, yay.
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Under penance, this is always allowed.
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Note that a good act is not changed to a bad one, or vice versa. Rather, Xom
simply doesn't act after all, so that overall, bad acts become more likely
when the player is just walking around, without actually making the game
nastier.
This should make the tension effect actually noticeable in-game. Hopefully,
this will also reduce the number of item gifts while simply walking around.
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Also, allow Xom to sometimes revert a banishment right after exacting it.
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The chance of this happening depends strongly on tension and mood, as well
as type of death. I also tried the normal protection from harm but I figure
it's more interesting this way. :D
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Looks like whoever committed my patch didn't actually try whether
it worked. ;) Also prompt for the number of iterations as is done
for the item and fight statistics.
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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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Other headers now don't need to include all of itemprop.h.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Monsters now know who summoned them. This will be important later.
Probably breaks something; saves are not one of them.
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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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A total of 53 have been converted; 39 left, of which some should
stay. Now at a net loss of lines of code for monster_iterator.
Occurrences of MAX_MONSTERS down to 65 from 116 in *.cc.
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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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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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order used in mgen_data(), and allow the former to specify the base
monster, as the latter does.
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.
env.map has been renamed to env.map_knowledge. It should really
be moved into player.
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Replace mons_is_shapeshifter(const monsters *m) in mon-util.cc with is_shapeshifter() in monster.cc
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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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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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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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