| Commit message (Collapse) | Author | Age | Files | Lines |
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* Fixed an ASSERT when quitting.
If no one finds any urgent problems (someone please try compiling
and playing on Windows, both ASCII and Tiles) I'll branch tomorrow.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@7801 c06c8d41-db1a-0410-9941-cceddc491573
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picking up the icy rune. Updated level_design.txt.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6673 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6522 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6224 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5825 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5254 c06c8d41-db1a-0410-9941-cceddc491573
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and add it to Orb Guardians in Zot:5. At least in theory, they should
now be returning to their starting points if you flee and stay away
for long enough.
"In theory" because the bad monster pathfinding prevents them
from actually finding their way back. We've got the same problem
with minotaurs in labyrinths, who've also got this flag set. Because
of these restrictions it's almost impossible to test whether it would
work without such problems. In any case, it's there for later.
Also: spacing and commenting fixes in dungeon.cc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5253 c06c8d41-db1a-0410-9941-cceddc491573
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indicate which level layout types it's compatible with, where "foo"
can be: rooms, caves, open, city, or cross (plus swamp, shoals and
labyrinth, even though random vaults aren't used in those places).
Having no "layout_foo" tag means that the vault is compatible with
all layout types, which is the current behavior.
Also, fixed bug where layouts plan_1 (donut levels), plan_2 (cross
levels) and plan_6 (octagon with circle of pillars) were choosing
randomly from the three Lua defined layouts in dat/layout.des, rather
than choosing exactly the chosen layout.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5251 c06c8d41-db1a-0410-9941-cceddc491573
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around dungeon level 7.
Rename ROCK_STAIRS to ESCAPE_HATCH, as well as the corresponding
function, since I think that the escape hatches are such a cool
concept that we won't be going back, and the current coding name
is a bit confusing.
Clean up dungeon.cc. I'll probably have to add stuff into our
new conventions file as I've been making up a lot of new rules
in trying to make the code more readable. (Rules concerning
nested brackets, and function indentation, etc.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3927 c06c8d41-db1a-0410-9941-cceddc491573
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the existing fountains: change their order and remove all
those superfluous dry fountain types.
I couldn't find any place for random generation of fountains,
so if that is possible it will have to be disabled for blood
fountains outside the hells. I've added a shortcut (Y) for
vault creation, though. :)
Drinking from such a fountain has a 33% chance of leaving it
dry. I think that's it... for now.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3886 c06c8d41-db1a-0410-9941-cceddc491573
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Renamed level-design.txt to level_design.txt.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3764 c06c8d41-db1a-0410-9941-cceddc491573
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