| Commit message (Collapse) | Author | Age | Files | Lines |
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They were only used in one place, and the relevant code was moved to
that one place in the previous commit.
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This allows us to have a consistent and logical ordering of branches
without requiring the branch enum itself to be reordered (which could
have save compatibility implications). The new ordering of branches just
moves Depths to the place in the ordering that it already is planned to
go on the next major save compat bump, but other changes are possible,
if desired. All places in the code that iterate over branches have been
updated to use the new iterator except for code dealing with save files,
which still uses enum order, so that we can change the display ordering
without affecting saves.
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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old areas. Mostly fixes #8625.
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd.
Conflicts:
crawl-ref/source/main.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/shout.cc
crawl-ref/source/status.cc
crawl-ref/source/status.h
crawl-ref/source/terrain.cc
crawl-ref/source/transform.cc
Minor, prerequesite reverts:
b0d520741c8e9a26e7a786a34285f7a9412d8d10
Trival removal of clinging from the Boots of the Spider
3e0928f93c3f8a78ac6327c26986b406f7d7f603
(conflict in crawl-ref/source/item_use.cc)
Thanks to gammafunk for removing the last bits of clinging code!
To do: Decide what to do about the boots of the spider.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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_corrupt_square is not called on stairs/branch entries/portals, so
preserve_feat has nothing to do with them. The code has not changed, the
comment was just wrong. Also rename preserve_feat to preserve_features to match
the argument in dungeon_terrain_changed.
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The backup code for placing the rune on its own isn't gone yet, but it
should be needed considerably less now.
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Partly this is to (somewhat) make the Abyss a little easier. Teleports
still take longer than orbrun teleports to kick in on average, and
in general letting the player know what an action will do is a good
thing.
But the main reason is that, due to maprot, same-area abyss teleports
are a pretty awful interface screw. You are prevented from remembering
what monsters were around (this was quite annoying when being marked
was more common in the abyss), and though you can see for one second
what direction you came from, immediately after the screen refreshes
and you can't anymore.
Possibly this could lead to improving/removing altogether maprot.
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So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
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Worldbinders work a lot better for this with their hand-picked lists of
summons, rather than just grabbing random monsters that are very often
inappropriate or ignorable in the Abyss.
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Somehow, _write_abyssal_features() did that in one case. Not sure why, as
the terrain is supposed to come from around the player.
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They include plenty of fast deadly monsters, nasty vs early banishments.
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It increased with depth, we'd expect the reverse.
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This increases the abyssal stair chance. On one hand, stairs provide
the player with an opportunity to escape danger. On the other, you're
more likely to get a nasty party patrol on a deeper level.
Ultimately I think this will be a wash in terms of difficulty.
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Also, give a warning and ignore unmarshalled dead monsters on transit
lists.
[Committer's note: Changes from blackcustard's patch:
* Remove the testing hack in Cure Poison.
* Change the warning message in _abyss_wipe_square_at into an ASSERT,
since we have fixed the known bugs that could leave dead starcursed
masses in the grid.
* Use MSGCH_ERROR rather than the in-character MSGCH_WARN for the
warning message in unmarshall_follower_list.
* Make a minor formatting tweak in unmarshall_follower_list.
* Rewrite the commit message. -neil]
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Instead of mixing extra vaults in with primary vaults, a primary vault
without the extra tag is placed first, and vaults with ORIENT: tags and
the extra tag are placed last in a manner similar to how abyssal vaults
are handled
Handling of minivaults is unaffected.
This is intended to prevent Depths from placing two huge scary primary
vaults on one level, but it also has handling relevant for upcoming
tweaks to areas of the dungeon currently dependent on tagged vaults.
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Draw more abyss spawns from the abyss and fewer from outside the abyss.
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The old formula chose Branch:0 starting on Abyss:3 (or earlier for
shallow branches), and divided by zero immediately on entering Abyss:5.
Make the formula match the comment: linearly interpolate between
Branch:⌈brlen/2⌉ at Abyss:1 and Branch:brlen at Abyss:5.
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The data hasn't seen much thought, as we probably need explicit branch:depth
pairs. This could be done for example as strings "Bedlam:3", lamely parsed
at runtime... or perhaps a full-blown Zig-like list that just happens to
have "place:" prepended to the first entry, and can include just anything
including completely made-up monster sets. Not sure what would be best.
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Dwarf isn't a valid branch, so veto it for abyss monster selection.
Fix saves where Dwarf has gotten baked into the abyss branch.
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When a mockup of your current pre-banishment surroundings is written into
the abyss, regular monster generation hasn't happened yet, but banished
and/or left from a previous visit monsters are already there. Thus, we
need to displace them if needed.
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It was really weird: working on a square, but in almost all cases
restricting it to your view (a circle). Note this is _your_ view rather
than from the iterator's center -- which hasn't been used once in the
obvious interesting way.
As usual, this commit fixes a load of "act through glass" bugs, ando/or
using los modes that don't make sense in the context.
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So use the correct iterator. No functional changes.
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If we want selectability by Abyss depth, the Abyss vaults all need DEPTH
tags anyway, so we don't need an "abyss" tag to go with that.
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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