| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
.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!
|
| |
|
|
|
|
|
|
|
|
|
| |
Since they can be animated with equipment. This doesn't check that the
item is something a zombie/skeleton can use, so it's up to vault
designers not to make an centaur zombie ; shortbow .
Items are still disallowed if the zombie's base monster can't use
equipment, of if its base type is random.
|
|
|
|
|
|
| |
The remaining problem behind this longstanding bug was that the layout
overwrote the colour, height, tiles, etc. of all squares---even ones that
were already placed by the primary vault.
|
| |
|
| |
|
|
|
|
| |
In an attempt to clarify its new, more restricted behaviour.
|
|
|
|
| |
Using it for anything larger would be unwise anyway.
|
| |
|
|
|
|
|
|
|
| |
Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
|
| |
|
|
|
|
|
|
| |
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+.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
There have been so many problems with minivaults not having exits that
this is an easier solution than the alternative.
You're still allowed to explicitly place exits, of course, in which case
floating exits go away.
There are a couple of other small tweaks to the level documentation here
as well.
|
|
|
|
| |
This should prevent this from cropping up as often as it does.
|
|
|
|
|
|
| |
The level-making documentation gave a few examples using "/ none", but
that did not work correctly and could lead to crashes (depending on
uninitialised variables).
|
|
|
|
| |
This fixes all the instances caught by unbrace.
|
| |
|
|
|
|
|
|
|
| |
Decks of dungeons were no longer gifted and only generated very rarely.
Most of the cards in it (as well as some cards just removed from wonders)
were either uninteresting or problematic for various reasons. The removed
cards are Experience, Sage, Water, Glass, Trowel, Minefield.
|
|
|
|
| |
Part of this is really hacky in order to get afflicted saves to load.
|
| |
|
|
|
|
|
|
|
| |
Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
|
|
|
|
|
|
|
|
| |
[It had much the same problems as racial weapons, with only very slightly more
significant effects. Some of the old effects of racial armour could potentially
be rethought and made into a new armour ego. Beogh still gives a (slightly
smaller than before) bonus for armour use, without the orcish requirement.
-MarvinPA]
|
|
|
|
|
|
|
|
| |
If there was an item list and a problem with the rest of the shop spec,
it generated a valid shop spec without errors (assuming there were none
in the item list) with shop type -1.
This cropped up in grated_community_mu (which is about to be fixed).
|
|
|
|
|
|
|
|
|
| |
Instead of using soh_flavour:, just specify the branch immediately after
"serpent of hell" either in full or abbreviation, e.g. "serpent of hell
tartarus" or "serpent of hell coc".
Mostly for use with the monster program, but vault makers needing a
specific Serpent (sprint, anyone?) can do so now.
|
|
|
|
| |
That is, "torturous warmonger" is a valid monspec again.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
See:
https://crawl.develz.org/wiki/doku.php?id=user:hangedman#faceted_classed_demonspawn_for_pan
for explanations.
This includes a move of the demonspawn glyph to '6'; this is intended to
make the glyphs for each of the enemies unique, which wouldn't really be
possible with the overloaded '@' glyph.
A lot of the functionality that varies for base demonspawn is present,
including attack flavours and spininess; the base monsters differ
slightly to reflect this. The nonbase enemies are all currently
identical; further, nothing places anywhere yet.
Differentiation to come in following commits.
|
| |
|
| |
|
|
|
|
|
| |
Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
|
|
|
|
|
| |
That is, unless you count the ones in ncurses' headers, which I can't
do anything except suppress.
|
|
|
|
| |
Committer's note: Solo vas a matar a un hombre.
|
|
|
|
|
| |
More consistent with launcher egos and other missile ego names like
"flame" this way.
|
| |
|
|
|
|
|
| |
map or set.count() can test the presence of a given key and return 0 or 1
outright.
|
|
|
|
|
| |
Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
|
|
|
|
|
| |
Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
|
|
|
|
|
| |
These can be really confusing, especially if there are operators of different
priorities, or multiple levels of parentheses, nearby.
|
|
|
|
|
| |
The brand merely got its name hidden, resulting in strange results in tiles
and wizmode.
|
|
|
|
|
| |
Unlike some other containers, it's unlikely it's faster than checking size()
anywhere, but let's be consistent.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This should hopefully make games from the same seed proceed the same on all
architectures[1], as I can't think of anything else that behaves differently
based on pointer size, endianness or exact pointer values.
I used a NIH implementation instead of passing a third argument to
random_shuffle, as the interface is so much nicer.
[1]. This will be affected by terminal size (elemental colours are not
resolved outside the screen), tile windows size (random animations),
tiles/non-tiles and possibly others.
Also, I don't think we use STL hashes anywhere, but if we'd do, the STL
implementation will matter. Please don't make this stop you: this commit
is only to make test cases from my stress tests portable which is a small
benefit, perhaps even smaller than the nicer call interface.
|
|
|
|
|
|
|
|
|
|
|
| |
The first step towards fixing #7383. Defaults to INT_MAX, so things
that do not set it explicitly will be last. If two maps have the
same ORDER:, they will be sorted by description/name as before.
Also change the des cache index format to store ORDER (necessitating a
minor version bump). Rather than leaving ORDER at its default value
when loading an des cache index from earlier versions, we throw out
the entire index so that it can be regenerated.
|
| |
|
| |
|
|
|
|
|
|
| |
While this is not explicitly mentioned as a rule in coding_conventions,
all examples listed there apply it as well. The dungeon.cc chunk did
overflow max. columns before already, but could still be looked at.
|
| |
|