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* Sort out translevel travel initialization.Robert Vollmert2009-11-251-1/+1
| | | | | | | | | | All translevel travel now goes through start_translevel_travel(pos), which in particular makes sure destination stair distances are determined, fixing travel failure to waypoints. This was not failing earlier because prompt_translevel_target used to call start_translevel_travel(pos) through the now-unused TravelCache::travel_to_waypoint.
* Don't pass needs_path=true when looking around.Robert Vollmert2009-11-241-1/+1
| | | | This makes sure you can cycle to stashes outside LOS.
* reset_more_autoclear() -> set_more_autoclear()Matthew Cline2009-11-241-1/+1
| | | | | You can now also turn on autoclear-more status from outside message.cc, rather than just turning it off.
* Give a message and FX when you banish people.Adam Borowski2009-11-231-1/+1
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* tiles: Make mod-L-click actions do-again-ableMatthew Cline2009-11-221-1/+2
| | | | | | | If you fire/cast/zap at a monster with mod-L-click, then you can do the command over again with the "`" key. Doesn't work yet with spells cast via the spell pane (toggled on with "_"), or with items fired via clicking on the inventory pane.
* Remove hard skill pool cutoff.Robert Vollmert2009-11-221-1/+1
| | | | | | | | | | | | | | | There's now a soft cutoff at player::exp_pool_cutoff() that scales with you.total_skill_points. Above that, you.exp_available is stepped down. It currently starts at ~800 skill points for a new character. A human melee fighter (weapon skill 27, fighting 15, traps 8, armour 15, invo 12) gets around 18000 points (skill level 21). The cutoff is not currently limited. Side-effects are a nerf to the experience card -- it could easily be changed to still give the usual 20000 points.
* Add an option, -builddb, to build the database and exit.Adam Borowski2009-11-221-0/+3
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* Convert skill pool magic numbers to named constants.Robert Vollmert2009-11-221-1/+1
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* Stop Deep Dwarf MP from regenerating with spirit shield.Jude Brown2009-11-221-0/+4
| | | | | | | | | Don't allow Deep Dwarves to use spirit shields as a free source of regenerating HP. However, this simply stops natural regeneration. Potions of magic, crystal balls, staffs of channeling, and other God powers (Makhleb, Vehumet and Sif Muna) are still acceptable methods.
* Change no-autoexplore message (dpeg).Jude Brown2009-11-221-1/+1
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* Disable auto-explore in Labyrinths again.Jude Brown2009-11-221-5/+2
| | | | | As per discussion on c-r-discuss, don't even bother with a prompt, just disallow auto-explore in Labyrinths.
* Create areas.cc and move sanctuary code there.Robert Vollmert2009-11-211-0/+1
| | | | | areas.cc is meant to collect all area effects like sanctuary, silence, halo, pending future unification.
* player ghosts: bugfix, debugging/diagnosticsMatthew Cline2009-11-211-1/+1
| | | | | | | | | | | | * Fixed bug where the player's ghost was never being placed in the dungeon, even though the file was being properly loaded. * The wizard command &^G can now both save and load bones files, so you don't have to quit/restart/go-to-level multiple times to get a bones file to load. * All possible failure points for both loading and creating bones files now generate diagnostic messages (when diagnostics is turned on).
* Prompt before auto-exploring the Labyrinth.Jude Brown2009-11-191-0/+8
| | | | | | | | | | The wording may require work. I'm not sure if this is acceptable, but the reasoning is that hitting 'o' by accident in the Labyrinth, especially when you have travel_delay = -1, can take you from just near the exit to miles away, and you have to start all over again. There are instances where auto-explore may be useful in the Labyrinth, so don't outright disable it.
* Revert "Bug 2899436: Seen tiles not drawn on load game"Robert Vollmert2009-11-181-1/+0
| | | | | | This reverts commit 3a6efa8421c1461ae7b8191d3ac57a819abe5eb4. The earlier los_update call seems to not be required anymore.
* Added wizard command to reveal all traps on level ('}').Alex MacDonald2009-11-181-0/+1
| | | | Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Bug 2899436: Seen tiles not drawn on load gameMatthew Cline2009-11-171-0/+1
| | | | | Seems adding "you.update_los();" right before "viewwindow()" in _initialise() fixes the problem.
* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Move tutorial state out of Options.Robert Vollmert2009-11-161-25/+25
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* Delay adjustments for ring of fireCharles Otto2009-11-151-1/+1
| | | | | Update ring of fire's duration, also fix one use of DUR_REPEL I missed previously.
* Adjust durations for divine vigour and divine staminaCharles Otto2009-11-151-2/+2
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* Make per turn hunger proportional to time_takenCharles Otto2009-11-151-1/+3
| | | | | | | | | This is somewhat sloppy numerically since the per turn hunger values are rather small and scaling them can easily take the value to zero. I'm assuming using div_rand_round is good enough. Also doubling the hunger increase from haste to keep parity now that hasted turns cause half the hunger of unhasted turns.
* Make MP and HP regen proportional to time_takenCharles Otto2009-11-151-5/+11
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* Delay adjustment for sicknessCharles Otto2009-11-151-1/+1
| | | | | | Store total time to recovery instead of turns in you.disease, change you.disease to an integer, update tags and bump TAG_MINOR_VERSION accordingly.
* Delay changes for corona, berserk, lev, and cflyCharles Otto2009-11-151-7/+12
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* Adjust slow and haste durationsCharles Otto2009-11-151-3/+5
| | | | | | | | Attempt to keep the number of slowed/hasted turns a player gets constant by doubling/halving the total amount of delay needed for the effects to wear off. Also adjust durations for berserk.
* Update delay for mesmerisation, slowing, and hasteCharles Otto2009-11-151-5/+6
| | | | | Also fix a couple compile issues and change over one last case for paralysis
* Update delay for exhaustion, confusing touch, and sure bladeCharles Otto2009-11-151-2/+1
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* Convert several more durationsCharles Otto2009-11-151-7/+8
| | | | | Change over durations for magic shield (this is from the helm card), TSO's divine shield, paralysis, and petrification.
* Delay adjustments for the sage, dowsing, and bargain cardsCharles Otto2009-11-151-1/+2
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* Moidfy DUR_TRANSFORMATION to be delay based.Charles Otto2009-11-151-2/+2
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* Modify temporary brand spells to be delay basedCharles Otto2009-11-151-40/+45
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* Modify DUR_LIQUID_FLAMES to count delay instead of turnsCharles Otto2009-11-151-6/+1
| | | | | | | | | Decrease (and increase) sticky flames duration by the players delay instead of using perceived turns. This is a behavioral change, previously sticky flame did damage proportional to delay but the counter was only decreased once per perceived turn. Compared to the old behavior slow players take less damage and fast players take more damage over the course of the sticky flame.
* Changes to _decrement_a_durationCharles Otto2009-11-151-55/+79
| | | | | | Make _decrement_a_duration accept a delay as a parameter, make all calls to decrement_a_duration give it a delay. Adjust the thresholds in get_expiration_threshold to be proportional to baseline delay.
* Make icemail recovery proportional to delayCharles Otto2009-11-151-2/+6
| | | | | Subtract you.time_taken from DUR_ICEMAIL_DEPLETED instead of subtracting 1 each player turn. Adjust the corresponding time constant.
* Make the gourmand effect proportional to delay not perceived turnsCharles Otto2009-11-151-1/+2
| | | | | | Add time_taken to DUR_GOURMAND instead of adding 1 each time decrement_duration is called, along with that adjust the baseline and max values used in gourmand calculations.
* Rename acr.cc to main.cc.Robert Vollmert2009-11-151-0/+4454