Added the 'fd_rubble' field
Rubble field will be generated in the vicinity of a cavein
Merge branch 'master' of https://github.com/TheDarklingWolf/Cataclysm-DDA into cavein
Added 'Crushed' disease to handle effect of cave-ins on player
Added map::field_effect() as a means of applying effects to things directly via fields
Added field_effect to roof cave-ins
Added 'DI_CRUSHED' disease to apply player effect for cave-ins. Currently not active. See map::field_effect.
Removed DI_CRUSHED disease implementation for now since it was being difficult. Replaced it with a simpler implementation. Made monster damage application more robust, including handling monster death if applicable. NPCs now take damage if caught in a cave-in. Vehicles do not.
Merge branch 'master' of https://github.com/TheDarklingWolf/Cataclysm-DDA into cavein
Fixed bug with applying rubble field_effect. Rubble will also no longer spawn on terrain flagged with 'noitem'.
New rubble fields will no longer overwrite old ones.
Added map::field_movecost to allow fields to affect the movecost of a tile
Only the densest rubble fields block vision.
Implemented field movecost adding to terrain movecost
The implementation of map::field_movecost
Fixed field_movecost switch/case
Removing field movecost. It wasn't a workable solution.
Removing field movecost addition to terrain movecost. It wasn't a workable solution.
Replaced movecost solution with a disease-based solution.
Created 'DI_BOULDERING' disease to handle the player moving over rubble