| Commit message (Collapse) | Author | Age | Files | Lines |
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to avoid conflict with VC++ direct.h header.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4390 c06c8d41-db1a-0410-9941-cceddc491573
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Comparisons for missiles are done with the actual item now, rather than
beam.name, so this fixes (user specified) randart names containing "poisoned"
being actually poisoning. I guess this would also allow printing the
stats in the hiscores when killed by a thrown weapon.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4360 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4345 c06c8d41-db1a-0410-9941-cceddc491573
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BR 1935715.
* Targeting a square with a known submerged monster ("strange
disturbance" description) always enforces '!' rather than '.'
* Submerged monsters only get targetted if there are no other more
viable targets (dangerous monsters, really) in sight.
The latter uses a heavily modified i_feel_safe() that now draws on
get_playervisible_monsters(), which got numerous new parameters to cover
all possibilities. :p
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4314 c06c8d41-db1a-0410-9941-cceddc491573
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I'm not sure what to do about the rest of that tracker item.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4233 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4196 c06c8d41-db1a-0410-9941-cceddc491573
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and allow wielding the appropriate items, e.g. arrows for
Sticks to Snakes etc.
Use the same rules for clicking on items in Tiles.
Also add yet another minimap colour option, this time for plants (really
zero xp monsters in general) since I became tired of plant-rich vaults
showing up in bright red colours.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4195 c06c8d41-db1a-0410-9941-cceddc491573
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strange disturbance here"), assuming them to be enemy monsters.
Fix Daevas being so incredibly chatty.
Friendly holy beings will now give the holy_being speech with a
chance of 1/20, and else stay silent. This is rare!
Neutrals have the same behaviour but speak with a chance of 1/11
since you won't be around them as often as around friendlies.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4005 c06c8d41-db1a-0410-9941-cceddc491573
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so that * and / work for unknown ones, and + and - for known
ones. Also, mimics become known if you hit them since the
resulting message ("moderately damaged" or "looks slightly
unstable") will give that away anyway.
Implement the first part of FR 1903048: Added a range parameter to
direction(), so that when targeting for weapons of reaching we can check
whether a monster is within the range of 2 squares (grid_distance).
Does not handle submerged monsters.
Eventually, this could be used to also limit max range for certain spells
(Freeze, I'm looking at you!)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3995 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3989 c06c8d41-db1a-0410-9941-cceddc491573
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settings.
Add vampires to manual (still needs reference to aptitudes etc.!)
and reorder classes according to the new job order.
Re-introduce 't' as a synonym for 'f' in targetting, but don't
document it anymore. (It's only in convenience to older players,
anyway.) Also, change default wand inscription from !z to !Z, but
use a hack to check for either.
Oh, and restrict Blood Evaporate effect to Stinking cloud, Fire
and Steam (the latter two like !Rage).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3981 c06c8d41-db1a-0410-9941-cceddc491573
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around dungeon level 7.
Rename ROCK_STAIRS to ESCAPE_HATCH, as well as the corresponding
function, since I think that the escape hatches are such a cool
concept that we won't be going back, and the current coding name
is a bit confusing.
Clean up dungeon.cc. I'll probably have to add stuff into our
new conventions file as I've been making up a lot of new rules
in trying to make the code more readable. (Rules concerning
nested brackets, and function indentation, etc.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3927 c06c8d41-db1a-0410-9941-cceddc491573
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This is currently purely cosmetical, but there are a lot of ideas out
there how to make blood have an effect.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3910 c06c8d41-db1a-0410-9941-cceddc491573
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the existing fountains: change their order and remove all
those superfluous dry fountain types.
I couldn't find any place for random generation of fountains,
so if that is possible it will have to be disabled for blood
fountains outside the hells. I've added a shortcut (Y) for
vault creation, though. :)
Drinking from such a fountain has a 33% chance of leaving it
dry. I think that's it... for now.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3886 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1922815: blood potion assert.
Implement 1828037: prompt before entering harmful clouds
And tidy up fountain handling, dried non-magic fountains may now also
start flowing again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3878 c06c8d41-db1a-0410-9941-cceddc491573
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Since this only leaves them with 1 hp, they'll soon be dead anyway,
so I consider it as a mixture of flavour and a warning to the player
to heal the ally in question.
Make the retribution healing hostiles effect only happen if you
worship an evil god, as is done for the other retribution effects.
Allow healing to choose a target rather than a direction, but allow
Revitalisation (Zin!) to only work on the player. (That's how it was
intended, I think.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3817 c06c8d41-db1a-0410-9941-cceddc491573
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Added special case messages for doors already open or closed.
Maybe there should be flavor messages for # gateways? We use the
same noun (gate/gateway) for # and +++.
Remove leading underscore from find_connected_identical() now that it's public.
Change large door descriptions slightly:
- "open/closed large door" -> "large open/closed door"
- "There's a creature in the large doorway!" -> "... in the doorway"
- Other messages read a bit better without the adjective, but if it's removed
then almost all the flavor is gone. So I left them alone.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3664 c06c8d41-db1a-0410-9941-cceddc491573
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[1910635] database lookups of autoinscribed wands fail
[1911451] mummies get a starvation warning
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3592 c06c8d41-db1a-0410-9941-cceddc491573
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Also fixed several cases where secret doors would be described as rock
walls regardless of their actual type, and gates are now described
correctly as well. This means that viewing them also prints, e.g.
"An open gate." or "A closed large door." without further information
since there are no database entries for these specific cases. (Not the
entries for simple doors are any more exhaustive.)
Fix 1910729: Yredelmnul's Drain Life not waking monsters, using
ncampion's solution.
Also default greedy_explore to true. (FR 1911112)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3584 c06c8d41-db1a-0410-9941-cceddc491573
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Apparently something about my attempt to juggle with several versions of
command.cc went wrong since patch refuses to swallow my diff, so I'm
simply replacing command.cc with the improved version that I know is correct
since there haven't been any other changes to this file since my last commit.
I also removed the 't' shortcut for targetting, as it was only really useful
in the form of "tt" when throwing something.
And I tried to find out what's up with the @imp_taunt@ stuff
but without success, sometimes it works, and sometimes it doesn't.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3564 c06c8d41-db1a-0410-9941-cceddc491573
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* lower food cost
* increase Inv training
* modify part of the Berserk prob. to cause Battle frenzy instead
Fix 'x' information for neutrals.
NOTE: We need a neutral significator for Tiles, like the heart for friendlies.
Also change ?recharging description.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3525 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3463 c06c8d41-db1a-0410-9941-cceddc491573
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without being put under penance by the good gods. Also add a
flag MF_WAS_NEUTRAL, so that previously neutral monsters can be
handled differently from always hostile ones.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3432 c06c8d41-db1a-0410-9941-cceddc491573
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As their MR will be unachievably high no matter what, their
"resist value" instead depends on your Invocations skill.
Change calculation of power, so high values are easier to
reach, to a maximum of 50.
Also add special casing for neutral monsters so they no
longer pretend not to have noticed you.
Oh, and I found a problem concerning holy beings:
Now that the player can actually meet hostile holy
monsters the good gods reaction at killing one of them
needs to be changed accordingly. We cannot simply restrict
it to _friendly_ holy beings as, once hit, they won't be
friendly anymore. Instead we'll have to use the
CREATED_FRIENDLY flag that already takes care of not
getting any xp for any being that used to be friendly.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3427 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3337 c06c8d41-db1a-0410-9941-cceddc491573
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FR 1870291: Give a message when gaining exp for killing monsters
outside LOS.
(This is something the player can find out by checking
their xp pool, anyway, so it's not like it gives
anything away. Currently does not happen for pet kills,
should it?)
Implement 1829910: Make Daevas fully resist negative energy, with the
reasoning that TSO will protect them.
Also, fix dragon slaying to actually have an effect on draconian
players (whoops!) as well as on characters in Dragon Form.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3282 c06c8d41-db1a-0410-9941-cceddc491573
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-> Beogh worshipper now will fall into water and drown
Fix 1871027: no autosacrifice of restricted items (!p or rune/orb)
Fix 1870495: make RAP_ANGRY actually call go_berserk() from time to time
Fix 1849181: fix mimic description to match item (undetected mimic)
or mimic database entry (detected mimic)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3272 c06c8d41-db1a-0410-9941-cceddc491573
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adjusted per monster to hand out the right resists. The current
MR_RES_FIRE gives one level of resistance only.
Added a real ghost structure, discarded the old ghost values array.
Adjusted bones file format so bones will work out-of-the-box with
Hearse. Breaks bones format, older bones will be rejected.
Fixed some maps with bad DEPTHs.
Added more safe answers in Y/N prompts, added a check to make it less
likely that Crawl will spin in a tight loop reading input from a
closed tty.
(Experimental) !a will override existing foe of friendlies in LOS.
Blademasters no longer pick up stuff to throw (Erik).
Zombies of swimming things are also swimming things. Currently applies
only to zombies explicitly placed in .des files, since fish zombies
cannot be generated otherwise (can of worms).
Morgue is now saved before showing the inventory and other boring
end-of-game stuff.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3231 c06c8d41-db1a-0410-9941-cceddc491573
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(strongly modified, I admit) blood patch.
Whenever the player or a monster capable of bleeding suffers
damage (currently only in melee) or when you dissect a corpse
there's a chance (depending on damage/corpse weight) that the
square will turn bloody and be coloured red, with a much
lower chance of additionally spattering some of the
surrounding squares. These chances are probably still a bit
too high for later values of possible damage dealt.
Also, ranged and some of the magic attacks (earth-based,
mostly) should also be able to send blood flying. :p
For now, this is flavour only, but it shouldn't be too
difficult to introduce relations to Necromancy or evil gods.
Also consider dragons to be warm-blooded, like dinosaurs.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3230 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3194 c06c8d41-db1a-0410-9941-cceddc491573
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discussion in October/November.
Zin effects:
- protection from harm (like all good gods)
- feeding when starving (as before)
- mutation resistance (chance of piety/200)
Zin restrictions:
- no cannibalism (like all good gods)
- no attacking friends
- no eating of intelligent beings' corpses
- no deliberate mutating
Zin invocations:
- Smiting (general priestly ability?)
- Revitalisation (Minor Healing + 5 mp)
- Sanctuary (protection from attacks)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3164 c06c8d41-db1a-0410-9941-cceddc491573
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* shafts cannot be created above level 3 in the main dungeon
* intelligent fleeing monsters will jump into shafts
-> this will reveal the shaft to the player
* rename "shaft trap" to "shaft"
* ask for confirmation before stepping into a shaft
Also finally fix colour from post-death inventory bleeding into
the highscore and prompt. (This has always bugged me.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2884 c06c8d41-db1a-0410-9941-cceddc491573
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always_greet, terse_hand, increasing_skill_progress, use_notes,
confirm_self_target. (default_autoprayer still exists.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2859 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2817 c06c8d41-db1a-0410-9941-cceddc491573
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non-rock walls. They will now masquerade (to 'x') as walls of whatever type
is nearby.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2815 c06c8d41-db1a-0410-9941-cceddc491573
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and show_beam set. (It would always go down.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2812 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2745 c06c8d41-db1a-0410-9941-cceddc491573
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direction cursor. [1812562]
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2732 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2617 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2581 c06c8d41-db1a-0410-9941-cceddc491573
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mutation has been replaced with an involuntary shouting mutation,
and the trap with an alarm trap. The scroll hasn't been replaced with
anything, and the frequency of scrolls of random uselessness has thus
doubled; someone needs to re-do the scroll frequencies.
Also added a "drifting" mutation, which causes the player to sometimes
drift in a random direction after moving.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2464 c06c8d41-db1a-0410-9941-cceddc491573
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and mermaids. The latter are more interesting. ;)
Whenever a mermaid sings there's a chance you get beheld, meaning you
cannot move away from the mermaid, that is cannot increase the
distance between you and her. (Because of the distance pecularities
this means at dist 1 you can only be NSW or E of the mermaid but not
the diagonal directions.)
If you manage to be beheld by several mermaids at the same time, your
movements have to respect the distance to all of them.
I've added a vector beheld_by that keeps track of beholding monsters
and makes checking distance and updating beholding status easier.
Merfolk are immune to the mermaid song.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2453 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2429 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2387 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2381 c06c8d41-db1a-0410-9941-cceddc491573
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added, with the shaft traps changed as per comments on SF; shafts
aren't randomly generated yet, so this doesn't change gameplay.
Changed DNGN_TRAP_III to DNGN_TRAP_NATURAL, of which trap type the
shaft traps are the only current member.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2328 c06c8d41-db1a-0410-9941-cceddc491573
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Corrected sling bullet description.
Targeting forward wrap-around was broken, fixed.
Dropped damage bonus for kenku clawed-kick.
Don't show {tried} for equipped items.
Removed Elyvilon's protection from high-damage hits even when not praying.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2207 c06c8d41-db1a-0410-9941-cceddc491573
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* Dropped odds of statue vault.
* Take note of messages received in dgamelaunch chat.
* crawl -vscores, etc. should not attempt to create save/morgue directories
(Marc).
* Changed wording of "Foo wielding bar comes into view" to
"Foo comes into view. It is wielding bar.".
* Suppress curse status display of monster items.
* TSO worshippers are no longer warned when stabbing monsters if TSO doesn't
object to stabbing those monsters.
* Wand zap status is now {zapped: N} instead of {zapped N times} to reduce
verbosity.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2204 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2181 c06c8d41-db1a-0410-9941-cceddc491573
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rock wall, stone wall and permanent rock wall. These are for use in
vaults, and are never randomly generated. Magically translucent
versions of the normal wall types are used, rather than glass, so we
don't have to figure out how glass would react to things like digging
and Shatter, but can re-use the code for the normal wall types.
I've tried to fix all the places where the old code assumes that any
square which is visible to the player has no walls between it and the
player, but I've probably missed lots; this will require a lot of play
testing before its ready for non-developers.
viewwindow() now has two calls to losight(), the second one
determining what squares would be visible if all translucent walls
were made transparent, so that there's a quick way to see if there's
any translucent walls between the player and a square. This second
call to losight() doesn't cause any noticeable slowdown for me, but it
might on an older system.
Other than viewwindow() making a second call to losight(), there
shouldn't be any changes to game-play or game-logic if there aren't any
translucent walls around.
The wizard blinking command (&b) has been changed so that it ignores
all normal restrictions except for needing to see the target square and
not landing on monsters; if the player lands on a wall square it's
changed to floor. Wizard blinking also doesn't increase magical
contamination.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2145 c06c8d41-db1a-0410-9941-cceddc491573
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