| Commit message (Collapse) | Author | Age | Files | Lines |
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Fix a bug introduced in commit 8e49c668 which caused the movement
target of friendly monsters outside the players LOS to be set to (0,0).
monsters::get_foe() returns NULL for friendly monsters with foe equal
to MHITYOU, so it was not being used correctly in handle_behaviour
(since this part of it is just concerned with where monsters are trying
to move rather than what they will actually attack).
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Let players target themselves with sunlight (but give a prompt).
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In order for jpeg's waves to work on deep water as well as shallow, we
need to not use partially transparent overlays to simulate an actor or an
item being submerged. Now, non-flying objects on water will be drawn
transparently to blend with the water below. This should mostly look the
same, except it will now work on top of waves and will not require a mask
for each water type.
As a nice side-effect, ghosts are now transparent again and the water on
top of submerged objects now animates properly.
See the comments in tilebuf.cc for details. The mask tile itself can be
adjusted to change the water level, but the parameters to
SubmergedTileBuffer will need to be changed to compensate depending on
what the new art looks like.
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Mostly this is so that decomposition can work on corpses the player is
standing on. Update the decomposition ability description accordingly.
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Well, they're really just coloured dots, but when you see coloured dots
on a greenish background, your brain automatically goes, "Oh, flowers!"
IMHO, this finally makes the tiled bazaars as nice-looking as they are
in ASCII. :)
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Move grass tiles into subfolder floor/grass.
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monsters::upgrade_type doesn't handle derived undead well so I
switched to destroying and replacing zombies that are affected by
Fedhas' decomposition.
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As usual, the old tile can be found in the UNUSED folder.
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Chances of generation were around a maximum of one per level; they are
now around a maximum of four per level, which I think is reasonable.
They were previously as ultra-rare as tentacled monstrosities and other
unseen Swamp denizens.
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From a quick glance over statistics, this seems to introduce another
three or so monsters per generation of the map.
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This ending reproduces the look and feel of the "old" Swamp: this
specifically includes weird corridors through passages of water,
randomly placed rock walls, and randomly placed deep and shallow water.
It is considerably larger than most other ending vaults in order to
continue this theme. The map has a similar number of hydrae and other
threat to the original swamp and swamp_alternate maps.
As a bonus, this map contains the Lernaean hydra! It's tucked away in a
corner. Blame greensnark for this. It can be removed if it proves too
much of a killer.
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Pools of deep water surrounded by trees. Occasionally, these have
patrolling monsters (specifically, swamp drakes). Sizes vary, all are
luniq.
Swamp pools may require slightly more randomisation than they currently
have, but we'll see how they go. On average, you get one or so per every
second level or so; occasionally you'll get one per Swamp level, but I
think this is okay. Weights, etc, can be adjusted.
Swamp entry follows through on the theme of the random pool surrounded
by trees.
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Decreases chances of not placing a minivault to 1/3, as opposed to the
current 2/3.
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Specifically, worms in a box, swampy vault, ice statue vault (island
version), and the library vault.
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Same price as an amulet of rage.
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fprop lists, and fprop_spec, now use unsigned long instead of int. This
matches env.pgrid, and means that there won't be size issues in future
when we end up with more feature properties.
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Wizmode &( now accepts fprop names to set the fprop on the current square.
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This commit moves str_to_fprop from initfile.cc to fprop.cc. It also
introduces two new dungeon Lua wrappers: fprop_changed(x, y, fprop),
and fprop_at(x, y, fprop).
fprop_at(x, y, fprop) will return testbits(coord_def(x, y), fprop).
fprop_changed will either add the fprop to that location, or if it
already exists there, it will remove it from that location. It will
returrn a boolean value of true if it altered the location, and false if
it did nothing.
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they'll otherwise never be placed.
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watery squares now produce steam.
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This basically converts all instances of rock to trees. It looks quite
good, and I've kept the stone as thematically, this works in the branch.
This commit also increases the chance of an azure jelly in the Ice
ending, instead of an equal chance of an azure jelly or an ice dragon.
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Having to scroll through all of the Lair vaults to find the branch ends
for Swamp and Slime, etc, is proving to be quite annoying. The new files
are now quite short, but hopefully we'll end up with new vaults to
add to these branches!
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waste space.
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This fixes Bug #450.
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The old tile erroneously displayed angels wielding a long blade and
wearing a shield. It was, in fact, identical to the Daeva one, except
in coloration.
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The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.
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instead of flipping between Swamp and Shoals only (rob, dpeg).
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Oddly enough, if the vi keys get reassigned to something else, the help
screen doesn't switch to one of the other keys. This actually suits me
as someone reassigning the keys apparently has no intention of using
them but already knows what they do. (It does mean, however, that
reassigning another duplicate key will also not update the display.)
For players using the new Dvorak settings, the Dvorak vi keys get
displayed instead, which strikes me as much more useful.
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