| Commit message (Collapse) | Author | Age | Files | Lines |
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In the former case, without displaying the normal altar prompts.
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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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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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When enabled, you will always be prompted to choose a hand/tentacle when
equipping a ring, even if you currently have some empty slots, or if one ring
is cursed, etc. As a result, "Px>" should always result in "put ring x on
right hand", and never "put on ring x, then go downstairs", for example.
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SC_ARCH was added in 0.14-a0-2782-gadab473, but the places that should
have used it used SC_GATE instead. And of course a gate is not the same
as a gate.
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Boris, Master of Life and Death comes into view.
Currently displays only on the describe screen and on the unique coming
into view by itself.
Special thanks to the team on ##crawl-dev that helped assemble these.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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This should make it more relevant.
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When you spot monsters, Gozag can incite them against you, granting them
one of a handful of beneficial effects.
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People who like setting force_mores on this can thus do so with one line
for all possible variants on the message.
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Nothing that changes functionality or that makes the interface looks
too weird. In several of the instances the code would be weird
after moving to TAG_MAJOR_VERSION 35, so it seems worth it to remove
now rather than leaving it around.
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For Shields in particular, carrying a shield is sufficient for training
purposes. Remove a number of now-unnecessary checks, including some checks
that were already obsolete for curses on wielded weapons.
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It was something that was almost never relevant but that cluttered
up the code regardless. If it were to be more relevant that would
not really be a good thing since a chance for instadeath is rather
bad design.
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Since that should be impossible.
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Obsolete since 7d6de33069!
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This a late-game octopode monster with a new throw ability as well as
throw icicle. It's meant to be a bit tougher than the late-shoals
merfolk it can spawn with in the Depths water population (it replaces
ordinary octopodes there).
New ability: Throw. A 2 in 5 chance to hurl a victim that's currently
being constricted by the crusher for undodgable, AC-checking damage,
preferably "into" (i.e. adjacent to) a solid feature for 50% increased
damage. The base throw damage is currently HD * 3. The landing site
must be at distance of at least 4 from the thrower, is always
habitable for the victim, and the feature site must be visible to the
thrower if the damage increase is to apply. If no landing site
adjacent to a solid feature can be found, any habitable landing site
in LOS is used, but then only the base damage applies.
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Since you can use Recite to pick them out anyway, we might as well just
straight up tell the player.
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Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
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Namely, only print one message when a monster is generated from another
level or in the abyss; i.e. instead of "A kobold comes up the stairs. A
kobold comes into view." you only get the former.
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The old name was quite puzzling...
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Butchery is always allowed except in a few forms (bat, wisp, fungus).
Removes a lot of unnecessary/unused code for swapping weapons and removing
equipment when butchering.
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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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It trades readability and consistency for an utterly negligible bit of
speed. With the amount of further processing mpr() does, a single sprintf
is nothing.
This reverts commit d9dfa8fc9755fb0a4e8954c7eb94f32fe97b82e0.
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Scripted, then manually reviewed.
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Scripted, then manually reviewed.
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Conflicts:
crawl-ref/source/dat/des/variable/mini_monsters.des
crawl-ref/source/enum.h
crawl-ref/source/itemprop.cc
crawl-ref/source/main.cc
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/newgame.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/rltiles/dc-player.txt
crawl-ref/source/spl-selfench.cc
crawl-ref/source/throw.cc
crawl-ref/source/tilepick-p.cc
crawl-ref/source/wiz-you.cc
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Conflicts:
crawl-ref/docs/crawl_manual.reST
crawl-ref/source/abl-show.cc
crawl-ref/source/dat/descript/ability.txt
crawl-ref/source/delay.cc
crawl-ref/source/enum.h
crawl-ref/source/main.cc
crawl-ref/source/mon-cast.cc
crawl-ref/source/mon-gear.cc
crawl-ref/source/mon-spll.h
crawl-ref/source/mutation-data.h
crawl-ref/source/mutation.cc
crawl-ref/source/ng-restr.cc
crawl-ref/source/ng-setup.cc
crawl-ref/source/output.cc
crawl-ref/source/player-act.cc
crawl-ref/source/player.cc
crawl-ref/source/species.cc
crawl-ref/source/spl-data.h
crawl-ref/source/wiz-you.cc
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Tavern post:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=8298
Wierdness & mutations:
- poison weakness
- retractable antennae (can wear headgear and ignore mutation)
- chitin skin (+3 AC)
- most weapons 1-handed, big weapons 2-handed
- permanent stasis
- ability to shaft self
- ability to dig
- Starts with 2 curing pots
3 monster versions of formicids were added:
formicid, a weak fighter
formicid drone, a stronger fighter
formicid venom mage, a magician with olgreb's and mass cure poison
[ Pushing to a branch for experimental playtesting on CSZO.
Also optimised the new tiles. -nfm ]
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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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Also, get rid of a number (but not all) literal values, replacing them with
defines.
No compensation is given for proportional costs (Zin's wrath, hungry ghost
melee).
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Using UNUSED() rather than #ifdef'ing out their definitions, because
the latter is somewhat more fragile if someone does make them
not-unused.
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Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
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The Dwarf branch, traps skill, recite, even a spiked flail sighting.
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It triggers three times over 30 aut, just as the current implementation
does, only the player can otherwise act during that time.
Reading a scroll or casting a spell interrupts the recitation - you
can't pronounce two things at once, after all.
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