| Commit message (Collapse) | Author | Age | Files | Lines |
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To match the entry. The tile is already just as portal-like as the
entry tile, so no change there.
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To make them less likely to overlap in colour with other portals that they
may be on the same level as (enter Hell, Pan or Zig, exit Pan, Pan transit).
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Handles some functionality for having a god without piety.
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Trees are in some ways yet another type of transparent wall, and, as
MarvinPA has said, "in general having areas full of trees where you
can see lots of enemies but not target them just plays badly."
There were two differences between trees and mangroves, besides LOS:
the latter didn't start forest fires and left shallow water when
destroyed. That behaviour is kept, instead checking whether
the tree (technically, the player) is in Swamp.
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Remove code references to removed monsters, except where needed for
save compatibility, as well as quotes/descriptions references, and
move the related tiles to UNUSED. RIP gnomes.
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Documentation claimed that branch stairs were coloured with upstairs and
downstairs colours, but they were coloured like other non-stair
features. Now branch exits are coloured with tile_upstairs_col and
entrances with tile_branchstairs_col which has the same default as
tile_downstairs_col.
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At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
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It was too readily confused with Zin and Kiku altars previously.
Hopefully this will end up being a bit more distinctive.
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This will be based largely on mikee's proposal on Tavern here:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10117
Right now the name is "Dsomething". This obviously needs to be replaced
with something else (heh) before prime time.
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Also introduced by 0.14-a0-1544-gcabeb52.
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They had no glyph, and furthermore weren't marked as notable so didn't
show up in ctrl-o. Introduced by 0.14-a0-1544-gcabeb52.
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This allows defining just the colour without having to repeat all other
properties. Apply such colours to portal vault entrances and exits -- using
whatever the old code tried to get. This commit merely restores that intent,
it would be nice to colour missing ones in a way that makes sense.
Only entrances and exits are deduplicated, it would be nice to apply this
to other features too.
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Overloading made it impossible to redefine them, assign colours, made it
hard to do stuff on C++ side, and stank of elderberries.
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They're non-const and get amended already.
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This bizarre map took around 4% of qw CPU. Separating the defs into
something directly addressable costs nothing but a minor duplication during
initialization that could be put into a function.
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SHOW_ITEM_NONE was uninitialized, will reuse whatever glyph comes at the
previous enum (currently "invis exposed"), probably should assert.
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I can't quite fathom the reason to not moving it to /dev/null instead, but
here you go.
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This might be a bit debatable, but to me having a portal both ways suggests
you're magically transported somewhere. A mundane stair protected by a gate
would have a gate on one side and a regular stairway on the other -- a pair
of gates is possible but would be unnecessary expense on part of the
dungeon's builders.
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D is now 16 levels (the unsealed part was 14 levels previously), and the
Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell,
and Pan portals are available for the entire length of the branch.
Right now the monster set is identical to Vaults except for the absence
of Vaults-specific humans. D's monster set has also been truncated,
mainly on the out-of-depth front. It's my intent that this serve as a
starting point for figuring out what monsters we want to split between
the two branches.
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In some cases it appears somewhat goofy, but at least marks places that
masquerade as regular rock. An alternative would be reserving a colour
for permarock and not using it anywhere else.
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Suggestions for colours welcome.
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A map can recycle overwritten keys, a vector can't.
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Among other things, this allows their ability to have some effect
when encountered in Vaults:$.
It currently works on all non-portal stairs and hatches (including
branch entrances and exits)
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It's easy to re-add it if we'd have a better idea for it after all.
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Via externs.h -> bitary.h, it was effectively included by everything anyway,
and this way simplifies include chains.
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It's more of a portal than traditional stairs, but it shouldn't look
exactly like exits -- that causes accidents, especially for players not
yet accustomed to this change.
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