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* Disallow vampires from draining summoned creatures to be consistent withj-p-e-g2008-07-041-11/+11
| | | | | | | | | | | | | summoned creatures being incapable of bleeding on the floor. This makes things more difficult for Vampires; on the other hand there was a (more or less) recent change that lets them regain 1 hp *per turn* when draining corpses. We might also increase the duration of blood potions... Apart from that, various clean-ups. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6393 c06c8d41-db1a-0410-9941-cceddc491573
* FR 1971637: make "stash_track_decay = true" and "stash_remove_decay = true"zelgadis2008-07-031-4/+0
| | | | | | | | the hardcoded behaviour and remove the options, meaning that rotted-away flesh chunks will always be removed from the stash tracker. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6377 c06c8d41-db1a-0410-9941-cceddc491573
* Add res_rotting() method to the actor class so that the "are you the rightzelgadis2008-07-021-0/+3
| | | | | | | | type of undead to resist rotting" logic can be in just one place instead of duplicated every time the check is made. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6354 c06c8d41-db1a-0410-9941-cceddc491573
* Added allow_self_target option, with possible values yes, no, prompt.haranp2008-07-021-2/+4
| | | | | | | Added brief documentation (could be improved.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6339 c06c8d41-db1a-0410-9941-cceddc491573
* Apply a patch by Rob Grant (spoondrift) that enables all combinations ofj-p-e-g2008-06-251-0/+2
| | | | | | | | | | | | species/class except those that are outright impossible (because of god restrictions). When choosing a character, you can pick any random character or one of the recommended combinations. This does not take (un)restricted choices for weapons/books/gods into account. Apart from that, it's pretty good, though we might want to (un)restrict some combinations. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6142 c06c8d41-db1a-0410-9941-cceddc491573
* Apply patch 1952761 by jarpian (wasp): targetting with the monster list.j-p-e-g2008-06-241-0/+1
| | | | | | | | | | | | | | I've updated the patch to the current mlist code, but there are still a couple of bugs that will need to be ironed out. For example, monsters are picked by comparing their attitude and type, which is not sufficient in the case of (non-collapsed) zombies, as well as mimics or ghosts. Also if the number of monsters in the visible list is greater than its rows (because some appear in the same row) then monsters outside of the visible list can be targetted. I guess this is an unintended feature. :) I'm certain there'll be more bugs, though. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6129 c06c8d41-db1a-0410-9941-cceddc491573
* Added "rare_interesting" game option. Like ood_interesting, but for thezelgadis2008-06-171-0/+1
| | | | | | | value retruned by mons_rarity(). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5917 c06c8d41-db1a-0410-9941-cceddc491573
* Add miscellaneous minor fixes.dolorous2008-06-151-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5851 c06c8d41-db1a-0410-9941-cceddc491573
* Add comment.dolorous2008-06-141-1/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5805 c06c8d41-db1a-0410-9941-cceddc491573
* Added several new tutorial triggers including information on being caughtj-p-e-g2008-06-131-1/+1
| | | | | | | | | | | | | | | | | | | | | in a net, specific skills, magic resistance, and which stat to choose. In a given game you'll only ever see a small fraction of all tutorial events (we're at 71 now, and some of them are exclusive). In fact, a lot of the information is so generally useful (esp. on gods, skills and items) that I'm seriously considering opening up the general information (How do I use item x? What does Spellcasting do?) to a wider selection of characters. I don't think we'll want to explain the intricacies of Mummies, Ghouls, or Vampires, but a lot of this stuff even applies to them... (If we overhaul the tutorial, it's certainly not a 0.4 target, though.) Resetting the tutorial version to 8 as we somehow switched from digital version to binary and back to digital. It will take some time until we actually reach 110, and by then, I am sure the base files won't be save compatible anymore. :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
* Implement the Petrify spell in a rather basic variant, and replace the j-p-e-g2008-06-121-1/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | player spell "Paralyse" with it, i.e. not the wand/potion/misc. effects. Petrify is a 4th level spell of the Enchantment/Transmigrations school (a unique combination, I believe), all other values (incl. the level) were shamelessly stolen from Paralysis. Anyway, it consists of two elements (so I actually added TWO new enchantments), Petrifying and Petrified. A monster that is petrifying cannot move around but can perform actions like hitting adjacent monsters or casting spells at a slowed rate (1.5 of the normal cost). Once this sub-enchantment runs out (happens faster) the monster cannot move or act anymore, so it works like Paralysis. The damage you do during stabbing is one third of what you'd do otherwise, for both states of enchantment, and for both stabbing counts as unchivalric behaviour. It has not been implemented as a monster spell, and ghosts of characters that had it will use Paralyse instead. Consequently, the effect on the player (in self targetting) only handles the Petrified part. Numbers, esp. enchantment timeout, will need tweaking. They're currently Petrifying: cturn = 50 / _mod_speed(10, mons->speed); Petrified: cturn = std::max(8, 150 / (1 + modded_speed(mons, 5))) because I wanted the first to always run out faster than the second, but at the same time make the ratio of Petrifying/Petrified tilt in favour of the first for powerful monsters. The numbers are more or less made up, and tested with different monsters in wizard mode. Still, could be anything between too weak and overpowered, though the latter is more likely. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5761 c06c8d41-db1a-0410-9941-cceddc491573
* Improve performance by only checking whether there are lava or deepj-p-e-g2008-06-121-2/+2
| | | | | | | | | | | | | water grids nearby if the player recently moved (or restarted a game) and if a non-adjacent monster tries to reach the player. Remove now unneeded lua code (was used for the old pickup.lua) and make monsters switch away from ranged weapons when engaging you in melee. If a monster will still insist on hitting you with a sling it's a sure sign said sling is cursed (doesn't autoID, though). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5755 c06c8d41-db1a-0410-9941-cceddc491573
* Extend monster pathfinding to monsters circumventing pools of deep waterj-p-e-g2008-06-111-2/+4
| | | | | | | | | | | | | | | | | | or lava. I've added some more checks to avoid hampering performance too much, but of course there's still space for improvement. Once per turn check whether the player can see water and/or lava, and only if this is the case run the additional checks (monster habitat, grid_see_grid) when a monster tries to move. Smart monsters that have a ranged attack won't use pathfinding either since they can directly fire at the player. (This is identical to their pre-pathfinding behaviour.) Also fix butterflies really not interrupting resting. (Setting it to 0 doesn't work for some reason.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5737 c06c8d41-db1a-0410-9941-cceddc491573
* Enable monsters to move around glass structures if they can see thej-p-e-g2008-06-101-0/+1
| | | | | | | | | | | | | | | | | | | | | | player through the walls. Don't use pathfinding to target other monsters, only the player! Monsters of different intelligence have different limits on the distance they may travel to circumvent an obstacle, i.e. zombies will only use a range of 2, whereas highly intelligent monsters can expertly find their way through (transparent) labyrinths, though there's a chance they'll forget their target if they don't see it, so for very long and winding paths it's likely they don't ever arrive. Will probably affect performance, though I did test on entire levels turned transparent with Vitrification and things seemed to run more or less smoothly. Ideally, monsters should also be able to move around other obstacles that don't affect visibility (such as water, lava, or statues) but that is currently not possible. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5700 c06c8d41-db1a-0410-9941-cceddc491573
* Yikes, so many files! And all I did was add more item evaluationj-p-e-g2008-06-091-1/+0
| | | | | | | | | | | | | | | | | | | | | | | functions for menu colouring and pickup... Added: emergency_item, good_item, dangerous_item, bad_item, and useless_item, all taking into account player species and mutations, so e.g. =see invisible is useless for Naga, and !poison is always bad but only useless if you don't know Evaporate. Never autopickup useless, dangerous (e.g. ?immolation) or inedible items, and simplify the item colour/pickup options accordingly. I'll have to see if pickup.lua is still even needed after this. Removed the menu_colour_prefix_id option as I can't see any reason to turn it off. Oh, and fixed a bug where Kenku were unable to stop levitating if they gained level 15 while levitating. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5658 c06c8d41-db1a-0410-9941-cceddc491573
* Added option msg_condense_repeats (defaults to true) which causes messagezelgadis2008-06-081-0/+1
| | | | | | | | | | | history to condense repeated messages into a single line, so that (for example) if you hear a Zot trap go off five times in a row while resting, message history will show: You hear a distant "Zot!" (x5) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5575 c06c8d41-db1a-0410-9941-cceddc491573
* Enable pathfinding for patrolling monsters who lost their patrol point.j-p-e-g2008-06-071-0/+2
| | | | | | | | | | | | | | | | | | | | | Fixed patrol definitions in maps not actually working. Tested both by teleporting the minotaur in a labyrinth. About 50 turns later it arrived back in its lair. :) Since the minotaur proved to have a high magic resistance, it had plenty of time to loot the stash at the labyrinth entrance once I'd woken it before I finally managed to teleport it away (in wizmode you can force monsters not noticing you). This resulted in "A minotaur, wielding the demon trident "Suyn Oma", and wearing a heavily runed ring mail." o_O It had also picked up a scroll and a wand. Ouch... (but cool!) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5536 c06c8d41-db1a-0410-9941-cceddc491573
* Added two new stash options, stash_track_decay and stash_remove_decay. Ifzelgadis2008-06-051-0/+4
| | | | | | | | | | | | | | | | stash_track_decay is true then the stash tracker will remember how long it's been since you've seen a rottable object (corpses, skeletons and meat chunks) and tell you its condition by appending "rotten by now", "skeletalised by now" or "gone by now" to its name in the stash menu. If stash_remove_decay is also true then any item that would have been marked "gone by now" is instead removed from the stash tracker. Doesn't yet track decay of potions of blood. Breaks stash save data compatibility. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5485 c06c8d41-db1a-0410-9941-cceddc491573
* FR 1977121: alias for option values (I called them "variables"). Youzelgadis2008-06-041-0/+2
| | | | | | | | | | | | can have an option file line "$FOO := BAR", and then whenever you have a line "option = $FOO" it will get turned into "option = BAR". Doesn't undo variable settings from include files, so that we can theoretically have a settings/standard_colours.txt to define the default colours used in settings/food_colouring and settings/menu_colours, and then the user can override them. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5473 c06c8d41-db1a-0410-9941-cceddc491573
* For (some) consistency, make monster::foe an unsigned short, since that dolorous2008-06-031-1/+1
| | | | | | | | matches player::pet_target, and because tags.cc seems to save monster::foe as a short anyway. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5461 c06c8d41-db1a-0410-9941-cceddc491573
* * Fix some issues with the new food colourings, and make it respectj-p-e-g2008-06-011-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Vampires' drinking habits. * Allow other channels than MSGCH_TUTORIAL to use formatted strings and use it to send a coloured string through the butcher prompt, thus visibly setting off dangerous corpses. I'd like normal corpses (no patterns in food_colouring.txt matching) not to be highlighted at all, but they're currently shown in lightgrey, that will have to be improved. * Fix Vampire mutation screen displaying poison resistance wrongly. * Add a new option force_more_message whose syntax is copied from travel_stop_message. Any message containing a regex within this listing will enforce a -More- prompt. By default, it's only enabled for "You start to lose your buoyoncy." * Tweak the messages for Kenku flying to fix 1823833. * Make Xom be amused at players teleporting in a labyrinth or when becoming (Near) Starving while in a labyrinth and with little food at their disposal. Yes, it's one of those "Something for everyone" commits. :D git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5416 c06c8d41-db1a-0410-9941-cceddc491573
* If butchering with a swapped weapon is interrupted, then switch backzelgadis2008-05-311-0/+2
| | | | | | | | | | | | to the non-butchering weapon as soon as the player is safe again. Enabled by setting option "swap_when_safe" to true. Also, fixed a bug where "not switching back" message wasn't always being given when butchering was interrupted. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5354 c06c8d41-db1a-0410-9941-cceddc491573
* Just for kicks, reuse monster property mname to name zombies/skeletonsj-p-e-g2008-05-301-7/+7
| | | | | | | | | | | | raised from unique monster's corpses. The unique number is stored in orig_monnum, so this doesn't apply to orcish followers. I thought it would be cool to have Sigmund the human zombie in your ranks, or to fight againt Blork the orc skeleton. The corpses are currently not differentiated (just "human corpse", "orc skeleton"), just the resulting undead. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5343 c06c8d41-db1a-0410-9941-cceddc491573
* Autoprayer is gone.zelgadis2008-05-301-2/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5341 c06c8d41-db1a-0410-9941-cceddc491573
* Added two new options, rest_wait_both and chunks_autopickup, both defaultingzelgadis2008-05-301-4/+4
| | | | | | | | | | | | | | | | | 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
* Modify tutorial messages for the new triggers. Thanks again, Matthew! :)j-p-e-g2008-05-291-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5328 c06c8d41-db1a-0410-9941-cceddc491573
* Twelve new tutorial events, plus examining a square with a cloud orzelgadis2008-05-291-1/+1
| | | | | | | | | | | | | | | | | | | a monster submerged in shallow water will give extra info during turorial mode. Might be giving too many spoilers, especially the tips on surviving in the Abyss and saying exactly what each god likes and dislikes when covnerting. There's a bug in non-tiles build where the tutorial note on branch entrances shows the '>' symbol as light-grey instead of yellow; don't know what's causing that. Also, made player::backlit() used _get_contamination_level() to stay in sync with the rest of the code. Breaks savefile compatibilty. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5320 c06c8d41-db1a-0410-9941-cceddc491573
* Make include look like other options (dpeg).dshaligram2008-05-281-1/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5316 c06c8d41-db1a-0410-9941-cceddc491573
* Fix broken handling of option aliases in included files (dpeg).dshaligram2008-05-281-1/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5315 c06c8d41-db1a-0410-9941-cceddc491573
* Better support for settings files that include other files:dshaligram2008-05-261-0/+18
| | | | | | | | | | | | | | | | | | | | | | | - Files can be included as "include foo" in .crawlrc instead of using the Lua call: : crawl.read_options('foo'). include foo and the Lua crawl.read_options('foo') are not equivalent - Lua only runs after the start of a new game, which is too late for some option settings. - Crawl searches for included files in this sequence: - Absolute paths: use the path directly (but not if DATA_DIR_PATH is set, since we don't want Crawl to read arbitrary files on multiuser systems). - Search relative to the including file. - Search relative to any -rcdir(s) provided. - Search in the data file search path. - The data file search path now includes settings/ for when we move rc stuff to settings/ .gitignore: ignore saves and morgue dirs correctly. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5256 c06c8d41-db1a-0410-9941-cceddc491573
* monsters::lose_energy() now takes optional paramaters to multiply and/orzelgadis2008-05-261-2/+2
| | | | | | | | | | | divide (rounded up) the amount of energy lost. When a monster's attack is warded off the energy consumed is half that of what the attack would normally have taken, a change from it not taking any energy at all. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5249 c06c8d41-db1a-0410-9941-cceddc491573
* Fix aborting unchivalric attacks costing a turn.j-p-e-g2008-05-251-0/+2
| | | | | | | | | | | | | | | | | | Implement ordering your friends to stay where they are. To do this, I've added a new variable to the monster struct: patrol_point, that is set by the new t sub-command "Wait here!" Once this is set, monsters will spend their time wandering around within the LOS radius centred on the patrol point. If they are attacked, or the player or other friends are attacked, they'll stop wandering to fight, but once the foe is gone, they continue doing so. Currently, the only way to make them stop again is to issue another command, "Follow me!" that is basically the already existing "Come here!" command. I've also added a "Stop fighting!" command that for non-patrolling monsters has the same effect as "Follow me!" - patrolling monsters are supposed to take up their wanderings again. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5247 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1858979: Monsters being capable to reach through wallsl.j-p-e-g2008-05-191-1/+1
| | | | | | | (And some cleanup.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5136 c06c8d41-db1a-0410-9941-cceddc491573
* Pull code from mon->can_see(target) into a new function mon->see_grid()j-p-e-g2008-05-181-1/+2
| | | | | | | | | | | | | and use it in the checks for monster/monster visibility. I didn't have the time to test it but it should at least solve part of the problem of monsters firing through walls (if monster visibility is even checked there, which I don't know). Also (as usually), more code cleanup. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5117 c06c8d41-db1a-0410-9941-cceddc491573
* Add a tutorial hint for encountering an invisible monster and offer a j-p-e-g2008-05-151-2/+2
| | | | | | | | | | | different healing message if you recently met an invisible monster, as suggested in FR 1964267. Killing an invisible monster does not yet reset the counter, though I guess it should. Also, disallow randart weapons to be named after Sif Muna. (Vehumet, too, maybe?) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5052 c06c8d41-db1a-0410-9941-cceddc491573
* Properly save friendly pickup setting as a player variable (rather thanj-p-e-g2008-05-071-7/+7
| | | | | | | | options). This increases the minor version by 1. Also, tidy up the checks of this settings. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4916 c06c8d41-db1a-0410-9941-cceddc491573
* Cleaned up monster generation functions, separate monster zombie type from ↵dshaligram2008-05-051-1/+5
| | | | | | | | | monster number. May be buggy. Allow hydra zombies (they currently do not get the right number of heads). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4872 c06c8d41-db1a-0410-9941-cceddc491573
* Suppress --More-- when travel/explore makes a T&D trap save.dshaligram2008-05-041-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4864 c06c8d41-db1a-0410-9941-cceddc491573
* Fix god-named monsters losing their descriptions.dshaligram2008-05-041-0/+11
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4860 c06c8d41-db1a-0410-9941-cceddc491573
* [1956565] Fix issues with monster names.dshaligram2008-05-041-3/+8
| | | | | | | | | Monster names are now stored in the monster struct and saved. Changed some monster-finding functions to return monsters* instead of monster index for type-safety. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4859 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1952094: Don't output (un)equipping messages for the alternate j-p-e-g2008-04-261-2/+2
| | | | | | | | weapon slot unless the monster is capable of dual wielding. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4663 c06c8d41-db1a-0410-9941-cceddc491573
* Remove Beogh recalling orcs for you, and instead try harder to findj-p-e-g2008-04-261-0/+2
| | | | | | | | | | | | | | | | | existing followers on the level (with decreasing chances) to bless them. This lowers probability of the reinforcement effect from 10% to 2.5% if bless_follower() is called without any parameters in the first place. Greatly reduce chances for orcs talking, and tidy up monspeak.txt a bit to make comparing chances easier. Add the promised friendly pickup toggle (command on Ctrl-T), and a new option for its default value. Modify documentation accordingly. Fix 1947256: hunger state not shown at game reload. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4662 c06c8d41-db1a-0410-9941-cceddc491573
* And generalize them a bit more.dolorous2008-04-261-3/+3
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4651 c06c8d41-db1a-0410-9941-cceddc491573
* Generalize the routines to determine whether you or a monster can mutate dolorous2008-04-261-0/+6
| | | | | | | or mutate safely by moving them to the actor interface. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4650 c06c8d41-db1a-0410-9941-cceddc491573
* Two changes:j-p-e-g2008-04-251-0/+1
| | | | | | | | | | | | | | | | | | | | | 1.) If Beogh can't find a nearby follower in LOS to bless, try again without the LOS restriction (but still nearby). If this also fails, recall a small amount of followers (1 + rnd(4) + rnd(4)) on the level. I don't think there's much harm in Beogh actively doing something you already have as an invocation as long as it doesn't make the invocation superfluous (and this doesn't). In this case, the chance of this happening should probably be lowered, and actual reinforcement should be rarer still. 2.) Identify magical staves if you have at least 4 skill levels in the corresponding spell school when wielding it, or gain the 4th level while wielding it. (I decided on 4 because that is what most mages start out with in their special school, and it seems a good enough treshold.) Prior to that, there's still the random identification chance at casting an appropriate spell, as before. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4639 c06c8d41-db1a-0410-9941-cceddc491573
* A little bit of savegame code cleanup; and a small format change to makepauldubois2008-04-201-1/+1
| | | | | | | | | | | | | | | | | | | | | | | life easier (or rather, possible) for dump_savegame. Should not break saves (let me know if they do). - Fixed dump_savegame bug reading TAG_LEVEL. Handle lua map_markers (by skipping over them) -- requires format change and minor version bump. - Consolidated YOU_MINOR_VERSION, LEVEL_MINOR_VERSION, GHOST_MINOR_VERSION into a single TAG_MINOR_VERSION, because otherwise versions can't be passed into data structures being deserialized (because they may be contained in both you and ghost, for example). - Clean out old code that pretends to restore other major versions, and some duplicate code that pretends level loading and general tagged file loading are different. (Left ghosts alone because they really do do something different, slightly) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4420 c06c8d41-db1a-0410-9941-cceddc491573
* Rename show_turns to show_gold_turns, and modify the documentationj-p-e-g2008-04-191-1/+1
| | | | | | | | | accordingly. Also, don't print that "bringing you to a total of ..." message if you previously had no gold, and change some ints to unsigned to quiet some compiler warnings. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4361 c06c8d41-db1a-0410-9941-cceddc491573
* Implement the results of the HUD discussion with maybe 80% accuracy.pauldubois2008-04-191-2/+2
| | | | | | | | | | | | | | | | | I didn't do anything with changing how rot is displayed because it's a big bikeshed. For now, if there's rot you see "HP:" instead of "Health:" and I predict it'll be a long time before anyone complains (if ever) show_turns=true shows Turn: but also Gold:, will maybe rename the option (having two options is not an option :). It gets the space by stealing from the monster list rather than pushing anything off the HUD; seems like a reasonable thing to do. The HUD feels too tight already IMO. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4359 c06c8d41-db1a-0410-9941-cceddc491573
* Improve halo-related output.dolorous2008-04-181-3/+6
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4345 c06c8d41-db1a-0410-9941-cceddc491573
* Make backlit() take the glow of TSO's halo into account, so that both dolorous2008-04-181-3/+3
| | | | | | | | the player and monsters aren't marked as glowing from it except when invisible. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4340 c06c8d41-db1a-0410-9941-cceddc491573