| Commit message (Collapse) | Author | Age | Files | Lines |
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Amulets of stasis blocks:
- Teleport self
- Blink in all forms
- Slowing
- Hasting
- Paralysis
- Petrify
- Berserker rage
The amulet auto-ids the first time it triggers.
The amulet does not affect existing conditions (such as an existing Haste spell or an existing post-berserk Slow).
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We now have much less duplication of logic, yay.
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Unknown potions of rage override it as well. This is a debatable thing,
but since other sources of involuntary berserk are caused by "being angry",
it makes sense a drug is not affected by merely being calm.
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these days.
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cloud_struct now has members for colour, name, and tile; colour will be
used instead of the default colour of the cloud type, and will be used
to recolour the tile of the cloud (if it exists). Name will be used to
rebrand the cloud's description, and also alter the message generate
while standing in a cloud.
Finally, tile can be used to completely customise the tile used for the
cloud. The value is stored as a string in order to maintain save
compatibility across ASCII and tiles. A random tile (found using
tile_main_count) from that set will also be used, however, no duration
effects will be applied.
Recoloured cloud tiles using just the colour code should be possible,
though aren't yet fully tested.
This commit bumps TAG_MAJOR_VERSION: changing marshalling of the
FogMachine Lua code causes nasty crashes on reloading saved games.
Otherwise, I don't think I broke anything else. :-)
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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there's a penalty to success rate.
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This should fix shaft milestones not being reported (bug #157),
and also make the shaft destination logic work as apparently
intended.
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This is still an unchivalric act for TSO since they don't seek you out
as aggressively as normal hostiles.
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When changing levels and generating a note, misc.cc uses
you.level_type_origin. place_name uses you.level_type__name instead. As
you.level_type_origin is set to a variant of you.level_type_name, use
that instead! That makes no sense.
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Fixes crash for example when shafted by chaos weapons.
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tutorial_first_monster is now called from fewer places, and doesn't
issue TUT_MONSTER_BRAND itself anymore.
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shaft traps (i.e. using them intentionally) will improve the chances of the player landing fewer levels away. Shaft traps also now randomly determine their destination. Monsters cannot follow the player through shaft traps.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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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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This also removes env.show updates when flashing.
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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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As they can no longer map the labyrinth, this penalty doesn't make that
much sense now.
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Blood is still allowed to spread via non-bloodifiable cells, but
it doesn't stay there.
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Don't show wandering/dormant etc. for ballistomycetes.
Consider inactive ballistomycetes harmless for travel purposes.
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door_description_prefix: String to prefix to door name.
door_open_prompt: Prompt user if they really want to open the door.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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A total of 53 have been converted; 39 left, of which some should
stay. Now at a net loss of lines of code for monster_iterator.
Occurrences of MAX_MONSTERS down to 65 from 116 in *.cc.
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During tutorial mode, ask a second time if the player is *sure* they
want to leave the dungeon.
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This might help the reported blood-covered deep water, though
I didn't see any obvious case that was a likely cause.
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Also add a few previously indirect includes.
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The RAM overhead for an unused CrawlHash table has been reduced from 32
to 4 (on 32 bit systems), with an increased overhead of 4 bytes for ones
which are used. This leads to a 35% RAM reduction for item_def
instances with an unused props field.
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The only use was just removed.
Also move the draw check closer to where it's used.
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This is consistent with similar functions in that it checks not only for
MH_HOLY holiness, but whether the monster is a priest of a good god
(currently, there are none) and whether it uses holy spells (currently,
there are none after the changes described below).
Minor and Major Healing are now enchantments rather than holy spells.
The beam code treats them as such; wands of healing aren't holy items
the way e.g. wands of draining are evil items; and unholy monsters
(among others, Lom Lobon!) can cast these spells.
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A bit of paranoia: only allow the player to enter a Hell entrance inside
the dungeon (you.level_type == LEVEL_DUNGEON), since otherwise doing so
generates a weird Vestibule level and then crashes when saving. I don't
think anyone is ever going to think about putting a Hell entry in a
portal vault, but just in case...
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