| Commit message (Collapse) | Author | Age | Files | Lines |
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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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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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It's still a terrible mess. I didn't manage to understand it well enough
so all[1] functionality is preserved, at the cost of clarity. I unified
some values that are functionally identical, but not yet all.
[1]. The context is reported only as a number in crash dumps, a minor
regression but 1. saves speed, 2. it'd be a matter of copying the enum
names if someone actually needs this.
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Pass the butchering tool into the delay. Had to increase the number of
delay parameters to 3.
There's no more switching messages. Only:
"You start butchering the foo corpse with your bar."
and:
"You finish ripping/chopping the foo corpse into pieces."
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If you set the easy_eat_chunks option and are carrying an edible chunk it will
be automatically eaten without interrupting travel, run or rest.
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They made some sense (gameplay-wise) with the skill boost, but with the
current design, they are not necessary and hurt the flavour (#3792).
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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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If you're interrupted, you're not prompted and forced to switch back to your
cursed weapon. Thus, this exception doesn't work with a monster in sight.
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In some cases, you're not prompted to switch back.
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When more than one monster come into view at once, there's a single message
listing the various monster types. If there is more than 4 types, we list
genera (which is the correct plural of genus :). If there's more than 4
genera, we fall back to "x monsters come into view."
Examples:
4 orcs, an orc wizard, a troll and Psyche come into view.
3 dragons and 6 draconians come into view.
This is commit is also a preparation for the futur Ash ability of
identifying monster equipment.
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Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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Note that it's a bit crude in some ways. Also, there are minor issues:
* The check for whether a monster can be imprisoned is currently
identical to the check for whether Recite will work on it.
* Recite effects are not applied to the imprisoned monster yet.
* The ability costs are roughly a midpoint between Vitalisation and
Sanctuary.
* The documentation has been updated to mention Imprison, but it could
probably be improved.
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The various equipping effects should eventually move there; for now,
they should only be called throuh (un)equip_item.
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This prevents allies from using animate dead while the player is less
than satiated (this check could be improved to investigate
herbivoreness, etc; found in _animate_dead_okay in mon-cast.cc), or if
the player is currently butchering a corpse.
This does not alter enemy behaviour at all.
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times.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10676 c06c8d41-db1a-0410-9941-cceddc491573
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ensure that the gloves are removed exactly when they should be.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10224 c06c8d41-db1a-0410-9941-cceddc491573
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NOTE_DEBUG_XOM might be a tiny bit technical or spoily, but at the same
time I like the results and think this flag could actually be turned into
an option to autonote all Xom effects, so I've left it on in this commit,
in case someone else is playtesting Xom.
* Fix a monster polymorphing into an (invisible) unseen horror naming it.
* Reactivate autopickup if you kill an invisible monster or see an
invisible monster become visible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9598 c06c8d41-db1a-0410-9941-cceddc491573
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* Rename KeymapContext KC_* -> KMC_* to avoid overlap with
kill_category KC_*.
* Increase odds for chaos brands mimicking brands that hurt the defender.
* Tweak chaos_affects_attacker().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9595 c06c8d41-db1a-0410-9941-cceddc491573
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* tweak values for tension and amusement
* Xom only laughs about "funny" deaths
* gift_timeout rerolling after a bad act depends on its severity
* replace the blink effect with position swapping
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9561 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix 2515108: stash tracker not being initialized at game start.
* Fix 2514024: melded armour hindering melee.
* Fix 2512301: =regeneration described as useless for Mummies.
* Fix weapon swap prompt when untransforming with monsters in view.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8503 c06c8d41-db1a-0410-9941-cceddc491573
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suggestions/observations:
1) Get rid of option swap_when_safe and its behaviour.
2) If auto-swap butchery is interrupted by teleportation or chagning levels
(banishment) then auto-swap back if there's no monsters nearby.
2b) Do the same if butchery is interrupted and then later a large position
change happens.
3) If auto-swap butchery is interrupted by something like poison damage,
if the butchery is resumed and finished then swap back.
4) If auto-swap butchery is interrupted by a monster, then if the
new option prompt_for_swap is set the game will ask if you wish to
swap back from your butchering tool.
4b) Do the same if butchery is interrupted and then later a large
position change lands you near some hostile monsters.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7717 c06c8d41-db1a-0410-9941-cceddc491573
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to process keystrokes immediately, i.e., not wait until the macro has finished running. Also removed player EV penalty during run/rest/travel.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7443 c06c8d41-db1a-0410-9941-cceddc491573
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to meld into your body than rather than being removed, so that when
untransforming you don't have to put everything on again.
* Wielded stuff cannot be melded, and does not yet use the autoswap
function.
* As before, the low-level transformation spells refuse to work with
cursed equipment.
* The messages are unnecessarily spammy if you change forms while
already transformed (first everything is re-equipped, then unequipped
again). Conversely, on simply untransforming the lack of messages
might be confusing.
* Might be buggy, feedback welcome!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7300 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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debugging functions, and some other clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5757 c06c8d41-db1a-0410-9941-cceddc491573
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and print "The corpse you are butchering rises to attack you."
where that is the case.
BR 1945387: Don't allow summoning earth elementals from walls near
the edge of the map (that can't get destroyed that way).
Just seems more consistent. There's an error message, but it
doesn't cost a turn.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5505 c06c8d41-db1a-0410-9941-cceddc491573
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to false. If rest_wait_both is true then resting will only stop when both
HP and MP are both fully restored, not when only one or the other is restored.
If chunks_autopickup is true then flesh chunks generated from butchering
will automatically be picked up (respecting the other autopickup settings).
My implementation of rest_wait_both has a few side effects. I got rid
of check_hp() and check_mp() from the runrest class, since player AI
interruption code seems to be able to take care of that. I also added
a rather kuldgey block_interruptions() so that the activity interrupts
code could use mpr() without going into infinite recursion because of
AI_MESSAGE interrutps.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5337 c06c8d41-db1a-0410-9941-cceddc491573
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yet (I had "You stop feeding" followed by "You continue feeding"
including full effects), but it's probably better to commit now anyway.
Known potions of blood or porridge cannot be quaffed when
engorged (alive).
Also clean up blood potions check.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4871 c06c8d41-db1a-0410-9941-cceddc491573
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Most of these fall into the category:
- don't use struct to refer to a class, and vice versa
- msvc doesn't like unistd.h or dirent.h
Doesn't fix all the struct/class problems; I think I'll silence
those for now and move on because it's not all that important.
Tested on OS X.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3571 c06c8d41-db1a-0410-9941-cceddc491573
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attempts (mermaid) while the player is taking some stairs.
Also add a message for wielding a weapon of distortion. (I'm afraid there
already used to be one that I've accidentally removed.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3385 c06c8d41-db1a-0410-9941-cceddc491573
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and piety) with monsters' magic resistance. If the latter exceeds the former
or you get a bad roll, the bad effects (haste or berserk) will happen.
Otherwise you get one of a number of good effects the choice of which depends
on your power again. This is probably still too strict, but much better than
the older system.
Unfortunately I had to cut the influene of the number of attempts as
apply_area_visible currently only transfers power. So it's a clear 50%
chance of "nothing happens" each turn, leaving us at 12.5% of nothing
happening during 3 turns, plus a saving throw from bad effects.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3379 c06c8d41-db1a-0410-9941-cceddc491573
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The latter is a work in progress and may have strange results.
It is intended as a multiturn invocation that is interrupted by
large hp losses. IMHO, reciting things is an action that needs
to take several turns. Each turn an attempt at influencing
intelligent monsters is made. They usually fall asleep, are
confused or turn berserk.
The delay gets cancelled when the player is heavily wounded or
when there are no impressionable monsters around anymore.
I think the power formula will have to be tweaked.
Comments welcome!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3321 c06c8d41-db1a-0410-9941-cceddc491573
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crawl_environment, player and monsters classes have been left in
externs.h, which necessitates that all of the enums references by
those classes stay in enums.h, since you can't forward declare an
enum. However, it's a start.
Also, portions of misc.{cc,h} have been split off into traps.{cc,h},
place.{cc,h} and terrain.{cc,h}
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1801 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@811 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@619 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@452 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10 c06c8d41-db1a-0410-9941-cceddc491573
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