| Commit message (Collapse) | Author | Age | Files | Lines |
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Multiple people have died due to mindlessly moving and getting damaged.
Currently, you get the prompt once, and then a prop is set which
suppresses it in the future, so if you want to move a few squares to a
stairway you aren't spammed. This prop resets whenever the Barbs status
expires, so answering it affirmatively once won't affect another fight
later.
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On versions of Windows from Vista to 8.1, setting this mode appears to
have prevented any console output (in some cases, regardless of font).
Possible mojibake is better than no output at all, so disable this.
There is more detailed information at
http://alfps.wordpress.com/2011/11/22/unicode-part-1-windows-console-io-approaches/
Possibly if we restricted our stream output to wcout, turning on UTF-8
mode would work in some versions of Windows.
This reverts commit d4add257e66062227038469b1f5f7076b24df8e7.
This reverts commit 6c35d263d0cbdd25cb337822d3f92db0783e1ebc.
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All the other player-relevant checks in actor_cloud_immune care only
about the cloud type, so this isn't an information leak.
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If the form couldn't disarm traps in the first place.
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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This function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
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It's very unclear that closing a door would be an action that takes a special
amount of time, and if door-dancing specifically needs addressing separately
from kiting/pillar-dancing issues generally, there are probably better
approaches (such as adjusting chances/noise levels of doors creaking, for
example).
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To discourage "doordancing".
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There's really no reason not to show the line; in other options, having
the default always be the case can be annoying, but if you don't want
to look at the gold/turns display, you can just not.
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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Previously, confusion interacted very poorly with tree-form.
It confused new players, since it'd just tell them "you can't
move", without clarifying how they could attack enemies (ctrl),
and it was very secretly abusable. Attempting to "move" into an
empty space takes no time while unable to move, and so you could
repeatedly attempt to move until confusion caused you to attack
an actual enemy... (including invisble ones!)
The simplest solution for now seems to be just to forbid confused
trees from doing anything more than checking if ctrl-attacking
causes penance. Some form of "forced attack" might make sense for
confused players trying to move into visible enemies, but silently
bypassing penance checks without the player hitting ctrl seems
bad... and it's not as simple as just calling _door_open() after
the penance-check bloc, since that'd call free_self_from_net()
twice!
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And remove an unused & undocumented return value.
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We now consistently use objstat_ as a prefix for non-static functions
and don't use prefixes for static functions and variables. Various
enums, classes, and defines have also been renamed to more clearly
reflect their function.
I also added command-line help documentation for mapstat and objstat
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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In main.cc it was inaccessible anywhere else.
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And allow auto-identifying the last scroll to work again.
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If a monster has a weapon, and you press ctrl-t (by default), you
will see, instead of its normal glyph, the glyph for the weapon it
is holding. Since this information is already available with 'x' and
even more easily in tiles, it's just an interface improvement, and as
far as I can tell in my tests there is no information leaked.
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The problem with monster pickup of the type that this branch removes
is that it encourages tedious behaviour to achieve the optimum result.
While in general people don't bother to pick up every weapon and armour
and stuff it upstairs, that would be a way to prevent monsters from ever
picking up items you've seen. With Apportation, you don't even have to
reach the item, and on a mummy, say, you don't even have to worry about
the infintesimal food cost. People do already do this for chaos and
distortion weapons, and it is not a very good thing.
Not allowing allies to pick up items is related, in that it means that the
code can be simpler, but it also has problems of micromanagement,
weirdnesses with the ctrl-T command, and allies already have their share
of problems. I hope that the compensations for Beogh and mercenaries make
up for what is lost in terms of fun.
Conflicts:
crawl-ref/source/tag-version.h
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Including the default_friendly_pickup option.
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and also change a temporary variable name to avoid overshadowing
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The amulet of conservation and cloaks of preservation are no longer
necessary without item destruction. Maxwell's patent armour now has
the resistance ego and grants rF+ and rC+.
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Should help players debug their fancy Lua scripts.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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Fixes some saves taking a huge time to load or being completely
unloadable when trying to recalculate Gozag's service fee by counting all
the gold on every saved level.
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This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd.
Conflicts:
crawl-ref/source/main.cc
crawl-ref/source/output.cc
crawl-ref/source/player.cc
crawl-ref/source/shout.cc
crawl-ref/source/status.cc
crawl-ref/source/status.h
crawl-ref/source/terrain.cc
crawl-ref/source/transform.cc
Minor, prerequesite reverts:
b0d520741c8e9a26e7a786a34285f7a9412d8d10
Trival removal of clinging from the Boots of the Spider
3e0928f93c3f8a78ac6327c26986b406f7d7f603
(conflict in crawl-ref/source/item_use.cc)
Thanks to gammafunk for removing the last bits of clinging code!
To do: Decide what to do about the boots of the spider.
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Because getting trampled into your own clouds is terrible.
Also disables this when under penance, which was an oversight for the
former.
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Not allowing this was causing players to autoexplore and end up in their
own clouds.
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Should address some of the residual autoexplore issues.
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Pay half the value of items in one of three randomly generated shops to
generate that shop on a level that can generate shops that you haven't
visited yet. This shop appears on the Overview screen with a darkened
level name so you know exactly where it appeared, and is announced (and
its location marked) when you arrive on the level so long as you are
still following Gozag at the time.
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The base portion of the fee is 100 gold, down from 300 in the proposal;
this is based on initial feedback that the fee was too high.
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Handles some functionality for having a god without piety.
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Moves the delay calculations into player and monster respectively so
that it can properly be done at the start of the ranged attack; it
doesn't make sense to have them in attack or ranged_attack.
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In the case of rings/amulets that identified themselves when they
had an effect, the player would want to try to put themselves in
a position where the item would identify, which was techincally
optimal but quite annoying. There were a few items that never
would identify, but on the whole it's not worth keeping around
the behavior just for them.
The ID code is pretty confusing and it's quite possible the
implementation is not ideal or there are actual bugs.
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