Gain blind-spot vision at perception=nov rather than bgn.
Fix crash when critically hitting a creature with wings/tail.
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2
data.c
2
data.c
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@ -20950,8 +20950,8 @@ void initskills(void) {
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addskilldesc(SK_PERCEPTION, PR_INEPT, "- At higher levels this skill will also let you obscure your own tracks.", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_INEPT, "- At higher levels this skill will also let you obscure your own tracks.", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_NOVICE, "^gYou can now see footprints.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_NOVICE, "^gYou can now see footprints.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_NOVICE, "^gYou can now check for trails on staircases before descending.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_NOVICE, "^gYou can now check for trails on staircases before descending.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_NOVICE, "^gYou now have perception of your blind spots.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_BEGINNER, "^gYou can now determine the depth and direction of footprints.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_BEGINNER, "^gYou can now determine the depth and direction of footprints.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_BEGINNER, "^gYou now have perception of your blind spots.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_BEGINNER, "^gYou can now recognise the quality of all items.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_BEGINNER, "^gYou can now recognise the quality of all items.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_ADEPT, "^gYour field of vision is now wider.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_ADEPT, "^gYour field of vision is now wider.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_EXPERT, "^gYou can now move without leaving footprints.^n", B_TRUE);
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addskilldesc(SK_PERCEPTION, PR_EXPERT, "^gYou can now move without leaving footprints.^n", B_TRUE);
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6
lf.c
6
lf.c
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@ -11279,8 +11279,8 @@ enum BEHAVIOUR getrandombehaviour(void) {
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// pick a random major body part
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// pick a random major body part
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// ie. head, body, arms/hands, legs, wings, tail
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// ie. head, body, arms/hands, legs, wings, tail
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enum BODYPART getrandomcorebp(lifeform_t *lf, lifeform_t *attacker) {
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enum BODYPART getrandomcorebp(lifeform_t *lf, lifeform_t *attacker) {
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int cutoff[4],nparts = 0,i,max = 0,num;
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int cutoff[MAXBODYPARTS],nparts = 0,i,max = 0,num;
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enum BODYPART bp[4],selbp = BP_NONE;
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enum BODYPART bp[MAXBODYPARTS],selbp = BP_NONE;
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if (hasbp(lf, BP_BODY)) {
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if (hasbp(lf, BP_BODY)) {
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if (attacker && !canreachbp(attacker, lf, BP_BODY)) {
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if (attacker && !canreachbp(attacker, lf, BP_BODY)) {
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@ -20360,7 +20360,7 @@ void precalclos(lifeform_t *lf) {
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get_fov_quad_endpoints(lf, curq, maxvisrange, endx, endy, &nendcells);
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get_fov_quad_endpoints(lf, curq, maxvisrange, endx, endy, &nendcells);
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}
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}
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if (plev >= PR_BEGINNER) {
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if (plev >= PR_NOVICE) {
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enum TURNDIR turndir;
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enum TURNDIR turndir;
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cell_t *adjcell;
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cell_t *adjcell;
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// include cells immediately to the lifeform's left and right.
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// include cells immediately to the lifeform's left and right.
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