| Commit message (Collapse) | Author | Age | Files | Lines |
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Also add a few previously indirect includes.
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The RAM overhead for an unused CrawlHash table has been reduced from 32
to 4 (on 32 bit systems), with an increased overhead of 4 bytes for ones
which are used. This leads to a 35% RAM reduction for item_def
instances with an unused props field.
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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Also convert the TSO halo to use this. actor::haloed() is still
specific to the player TSO halo.
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Signed-off-by: Charles Otto <ottochar@gmail.com>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Vaults can now override monster spell sets, or give non-casting monsters
spells, and mark monsters as wizard or priest types.
The M_ACTUAL_SPELLS, M_SPELLCASTER and M_PRIEST monster class flags are
converted into MF_* flags at monster creation/polymorph time, and only the
per-monster flags are checked when determining wizard/priestliness. See caveats
in level_design.txt.
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Experimentally set the movement delay for walking on plants to
1.5 * normal movement delay. Maybe it should be higher?
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Mapping still exists on cards, scrolls, Xom, and as the passive mutation.
The ball of seeing exists, but will have to be dealt with.
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handle them.
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ammo types.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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sync,
that caused autoexplore ignore butchering knives for nagas, many weapons being
randomly shown as useless while perfectly wieldable, and so on.
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Allow markers to change the short and/or long description of any
feature, not just portal vault entrances. The feature_description() and
feature_description_long() functions have been removed from the mapmark
classes and turned into ordinary properties. Also added the marker
property "door_description_suffix", which can be used to alter the short
description of (known) doors by appending a string to them.
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The functions in the new ng-restr.cc are "pure": They don't
access global state; data is passed in via the new and
incomplete newgame_def.
Eventually, new_game should be split into something like
newgame_def choose_game();
that doesn't access "you", and
void setup_game(newgame_def);
that sets up the player.
Also get rid of player_size in favour of player::body_size. Rename
player_size_type to size_part_type since it's not really
player-specific (used in actor::body_size). Move parts of
player_genus, player::has_claws, body_size out into species.cc.
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Also move species<->string translation from player.cc to species.cc.
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Signed-off-by: Brendan Hickey <brendan@bhickey.net>
Acked-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Sometimes we were doing #if DEBUG and others we were doing #ifdef DEBUG.
If we mix both, we have problems: If the DEBUG macro isn't defined, the
statement '#if DEBUG' doesn't really make sense logically, because 'DEBUG'
has no value. And if we '#define DEBUG 0', then the '#ifdef DEBUG's
become true statements.
The easiest fix is to swap out the #ifs with #ifdefs.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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i.e., allow merely praying over said corpses. Now, the only gods that
pay attention to butchery are Kikubaaqudgha and Elyvilon. Also, add
several miscellaneous fixes.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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When worn, all non-poison damage will drain mana instead, hurting hp
only after mana is depleted.
The cap brand is intended only for a fixedart, but per dpeg's request,
it will be generated on ordinary caps for now, as a test.
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