| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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This makes sure you can cycle to stashes outside LOS.
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You can now also turn on autoclear-more status from outside message.cc,
rather than just turning it off.
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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.
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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.
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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.
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As per discussion on c-r-discuss, don't even bother with a prompt, just
disallow auto-explore in Labyrinths.
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areas.cc is meant to collect all area effects like sanctuary,
silence, halo, pending future unification.
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* 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).
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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.
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This reverts commit 3a6efa8421c1461ae7b8191d3ac57a819abe5eb4.
The earlier los_update call seems to not be required anymore.
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Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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Seems adding "you.update_los();" right before "viewwindow()" in
_initialise() fixes the problem.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Update ring of fire's duration, also fix one use of DUR_REPEL I missed
previously.
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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.
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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.
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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.
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Also fix a couple compile issues and change over one last case for
paralysis
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Change over durations for magic shield (this is from the helm card),
TSO's divine shield, paralysis, and petrification.
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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.
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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.
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Subtract you.time_taken from DUR_ICEMAIL_DEPLETED instead of
subtracting 1 each player turn. Adjust the corresponding time constant.
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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.
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