| Commit message (Collapse) | Author | Age | Files | Lines |
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0.14-a0-1237-g6f3e6ea fixed update_beholders and update_fearmongers
but not update_beholder and update_fearmonger.
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Reduce mermaid/siren mesmerisation power, increase base duration,
make breaking mesmerisation grant brief immunity to being
remesmerised.
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When removing the last beholder or fearmonger, we could print a message
before setting DUR_MESMERISED|AFRAID to zero. If that triggered a
redraw of the status area, the inconsistent state would trigger an
assertion.
Now quietly remove the status before messaging about losing the
beholder.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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Scripted, then manually reviewed.
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Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
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This removes the implicit haste, might, and HP boost associated with
frenzy. Frenzying a natural monster also hastes and mights them;
frenzying a non-natural monster will simply make them attack nearby
monsters indiscriminately without any combat enhancements.
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'you' seemed to be pointless in such context anyways, and lead to some
const correctness bugs since '*this' could have a different const-ness
from 'you'.
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Via externs.h -> bitary.h, it was effectively included by everything anyway,
and this way simplifies include chains.
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The perl one-liner I use for this had a bug where it didn't match "else"
at the end of a line (ie, most of the time).
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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This is incomplete, partially because of me getting bored, partially because
of doubts about the point of leaving simple addition/etc in parentheses.
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Conflicts:
crawl-ref/source/fight.cc
crawl-ref/source/mon-stuff.cc
crawl-ref/source/player-stats.cc
One of the more significant changes resulting from this merge is
that the new minotaur_retaliation which is supposed to have a max
occurrence of once per monster attack round simply has a chance
per monster attack (regardless of whether we're in the same
effective attack round) which increases based on effective_attack_num
which lends to the possibility of multiple retaliations.
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Conflicts:
crawl-ref/source/Makefile.obj
crawl-ref/source/dbg-scan.cc
crawl-ref/source/decks.cc
crawl-ref/source/describe.cc
crawl-ref/source/directn.cc
crawl-ref/source/evoke.cc
crawl-ref/source/fight.cc
crawl-ref/source/fight.h
crawl-ref/source/ghost.cc
crawl-ref/source/ghost.h
crawl-ref/source/item_use.cc
crawl-ref/source/items.cc
crawl-ref/source/map_knowledge.cc
crawl-ref/source/melee_attack.h
crawl-ref/source/mon-abil.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/mon-stuff.cc
crawl-ref/source/monster.cc
crawl-ref/source/monster.h
crawl-ref/source/player.cc
crawl-ref/source/player.h
crawl-ref/source/shopping.cc
crawl-ref/source/spl-damage.cc
crawl-ref/source/spl-summoning.cc
crawl-ref/source/spl-transloc.cc
crawl-ref/source/stairs.cc
crawl-ref/source/stuff.cc
crawl-ref/source/tags.cc
crawl-ref/source/traps.cc
crawl-ref/source/xom.cc
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On some STL structures size() is slow. I did not bother limitting sed,
so innocent bystanders got pulled into the machine, but there's no loss.
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Conflicts:
crawl-ref/source/actor.cc
crawl-ref/source/delay.cc
crawl-ref/source/directn.cc
crawl-ref/source/directn.h
crawl-ref/source/fight.cc
crawl-ref/source/files.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/monster.cc
crawl-ref/source/mpr.h
crawl-ref/source/player.cc
crawl-ref/source/shopping.cc
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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Also makes some replacements for DESC_CAP_YOUR, DESC_NOCAP_YOUR, DESC_CAP_A,
DESC_NOCAP_A as was convenient...so don't expect this to compile...at all.
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It's a little bit odd to be beheld by an ogre, say, and then have them
described as "mermaids" or their actions as "singing". A bit jarring and
odd, but fixed now!
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Forgot to update possible_beholder to accept any monster with the
Mesmerisation spell.
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* Mesmerisation no longer works through translucent walls.
* The demon axe will only cause the player to be mesmerised by one monster
at a time, so the player can't be unable to move due to monsters on two
sides.
* Preventing noise from stopping the demon axe's effect actually works.
This still leaves monsters that can't or won't reach the player in the
middle of a deep water or lava pool as a general mesmerisation issue (that
sewer vault with the siren at the end, for instance).
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If a mermaid goes berserk or starts fleeing it stops singing, and if the
player is in Sanctuary then the mermaid's song sounds muted and has no
effect on the player.
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If a mermaid is pacified (or otherwise changes attitude so that it won't
attack the player) then it will stop mesmerizing the player.
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This should fix corners cutting mesmerization short (2901182).
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Also fix a couple compile issues and change over one last case for
paralysis
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Also add a few previously indirect includes.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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