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* Move the prompt on entering a level that is marked as dangerous viaj-p-e-g2008-06-231-0/+1
| | | | | | | | annotation or exclusion *before* the delay is started, so it doesn't cost a turn. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6087 c06c8d41-db1a-0410-9941-cceddc491573
* Add missing prototype to misc.h.dolorous2008-06-231-0/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6067 c06c8d41-db1a-0410-9941-cceddc491573
* player_in_a_dangerous_place() can now optionally return if any hostilezelgadis2008-06-191-1/+1
| | | | | | | invisible monsters are nearby; for future use. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5967 c06c8d41-db1a-0410-9941-cceddc491573
* General code cleanups.haranp2008-06-151-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5867 c06c8d41-db1a-0410-9941-cceddc491573
* Moved some cloud related functions from misc.{cc,h} to cloud.{cc,h}zelgadis2008-06-091-13/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5636 c06c8d41-db1a-0410-9941-cceddc491573
* Add still more miscellaneous minor fixes.dolorous2008-06-091-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5628 c06c8d41-db1a-0410-9941-cceddc491573
* Create random blood spatter in the Abyss and Pandemonium (FR 1986241).j-p-e-g2008-06-071-0/+1
| | | | | | | | | | | | | How it works: * Pick 12 random grids on the map and make them bloody. * Recursively and with decreasing chances, allow their neighbours to get spattered as well. I think the effect is rather nice but the numbers might need to be tweaked anyway. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5533 c06c8d41-db1a-0410-9941-cceddc491573
* Clean up and consolidate random_uselessness(), as well as its associated dolorous2008-06-011-2/+0
| | | | | | | outsourced text. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5388 c06c8d41-db1a-0410-9941-cceddc491573
* Outsource weird sounds.dolorous2008-06-011-0/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5386 c06c8d41-db1a-0410-9941-cceddc491573
* Consolidate all cases where corpses are turned into skeletons, asj-p-e-g2008-05-311-0/+1
| | | | | | | | | | | | | | | | | | suggested by dolorous in BR 1977925, and turn coloured draconian corpses into plain draconian skeletons. Same when the game attempts to create coloured draconian skeletons or simulacrums. Added autoinscription to the single inscription command ('{') - this is necessary for items with long descriptions that can't autoinscribed otherwise. Added a small hack to make death cobs (%) appear correctly in the monster list. The rest is cleanup, I believe. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5376 c06c8d41-db1a-0410-9941-cceddc491573
* Autoprayer is gone.zelgadis2008-05-301-2/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5341 c06c8d41-db1a-0410-9941-cceddc491573
* Outsource names of roaring animals and smells.dolorous2008-05-271-1/+3
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5277 c06c8d41-db1a-0410-9941-cceddc491573
* Outsource more miscellaneous names besides colors (glowing color types, dolorous2008-05-261-1/+1
| | | | | | | | | writing types for Tomes of Destruction), and move them into their own file. Also, tweak the message for glowing colors used by scrolls of random uselessness so that they no longer have to start with consonants. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5269 c06c8d41-db1a-0410-9941-cceddc491573
* Move set_attack_conducts() to religion.cc, as it really belongs there.dolorous2008-05-251-4/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5243 c06c8d41-db1a-0410-9941-cceddc491573
* And name the consolidated function properly.dolorous2008-05-251-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5239 c06c8d41-db1a-0410-9941-cceddc491573
* Consolidate the setting of the "standard" attack conducts.dolorous2008-05-251-1/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5238 c06c8d41-db1a-0410-9941-cceddc491573
* Consolidate the attack warning prompts for both melee and beams, and use dolorous2008-05-251-0/+4
| | | | | | | | | the prompts properly with Burn/Freeze, Smite, and Airstrike. Also, move the now-single function for this into misc.cc, since I can't think of a better location right now. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5235 c06c8d41-db1a-0410-9941-cceddc491573
* Consolidate beam and cloud handling routines a bit, and allow clouds to dolorous2008-05-141-0/+3
| | | | | | | | destroy items on the floor where applicable. Also allow grey smoke as a random potion effect from Evaporate. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5040 c06c8d41-db1a-0410-9941-cceddc491573
* Move your_hand() from spells4.cc to misc.cc.dolorous2008-05-041-0/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4870 c06c8d41-db1a-0410-9941-cceddc491573
* Change mummy curses to only turn part of a stack of potions into decay.j-p-e-g2008-04-211-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | Instead, the amount is 2 + random2(quantity - 1), so ranging anywhere from 2 to the entire stack. Yes, I know this is probably highly controversial, but I've thought about it some, and I think that this will actually change little for most characters: You still won't take large stacks of valuable potions into the Tomb since even if only part of the stack is destroyed it's a huge loss. On the other hand, this is easier on newbies who had no idea this could happen, and makes it a bit more harder for Transmuters to turn their twenty-something potions of water into decay. I also added a message ("Your potions of xyz decay.") if you know the decay type. Otherwise the message is suppressed, so as to replicate the current situation of "Hey, what's this? When did I pick up those? (q)uaff..." For consistency, I also added a message when stuff is cursed, or rather I merged all those "Your foo glows black" messages into do_curse_stuff() that now takes a parameter "quiet" to control whether it's printed ot not. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4438 c06c8d41-db1a-0410-9941-cceddc491573
* Implement the results of the HUD discussion with maybe 80% accuracy.pauldubois2008-04-191-2/+0
| | | | | | | | | | | | | | | | | I didn't do anything with changing how rot is displayed because it's a big bikeshed. For now, if there's rot you see "HP:" instead of "Health:" and I predict it'll be a long time before anyone complains (if ever) show_turns=true shows Turn: but also Gold:, will maybe rename the option (having two options is not an option :). It gets the space by stealing from the monster list rather than pushing anything off the HUD; seems like a reasonable thing to do. The HUD feels too tight already IMO. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4359 c06c8d41-db1a-0410-9941-cceddc491573
* Another modification of autotargetting submerged monsters, based offj-p-e-g2008-04-171-3/+6
| | | | | | | | | | | | | | | | BR 1935715. * Targeting a square with a known submerged monster ("strange disturbance" description) always enforces '!' rather than '.' * Submerged monsters only get targetted if there are no other more viable targets (dangerous monsters, really) in sight. The latter uses a heavily modified i_feel_safe() that now draws on get_playervisible_monsters(), which got numerous new parameters to cover all possibilities. :p git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4314 c06c8d41-db1a-0410-9941-cceddc491573
* Disallow monster vampires to drain monsters (and the player) if theyj-p-e-g2008-04-151-0/+1
| | | | | | | | | | | | | | | have no blood - and yes, this means that using the right Transformation can help you avoid this. Also, never drain player vampires. Occasionally equip monster vampires with potions of blood, which they drink in times of emergency with a healing effect between !healing and !heal wounds. Don't allow the player to use the Bat Form transformation (or end said transformation) if doing so would result in death by stat loss. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4236 c06c8d41-db1a-0410-9941-cceddc491573
* Overhaul blood potions to work completely differently.j-p-e-g2008-04-141-4/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Instead of storing age in item.special they now use a dynamic vector (item.props, like decks do), so that a stack of potions doesn't have to coagulate all at once. Rather than counting down the timers every 20 turns or so, the time-out turn is calculated at creation, and comparison is done against the current turncount. Any action changing a stack (quaffing, firing, Evaporate, picking up, dropping) will always extract the oldest values from the vector, which is likely to be what the player wants. Blood potions now last about 2000 turns (a bit more if drawn from fresh corpses), and coagulate 500 turns before rotting away. I ran a lot of tests in wiz mode and out, but of course there may still be problems. I've added methods to calculate the new timers from old style age counters (item.special), but I'm not sure that they actually work... Oh well... if worst comes to worst, this commit breaks saves. Also: * vampires are not susceptible to fire anymore when Bloodless * make tile_plant_colour also apply for remembered plants out of LOS * fix 1941759: buggy orc dialogue git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4228 c06c8d41-db1a-0410-9941-cceddc491573
* Make vampires' metabolism dependant on their hunger state.j-p-e-g2008-04-071-0/+6
| | | | | | | Add several functions for later improved handling of stacks of !blood. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4109 c06c8d41-db1a-0410-9941-cceddc491573
* Polish for monster list:pauldubois2008-03-301-5/+4
| | | | | | | | | | | | | | - Slight refactoring of code - Branded monsters not mixed in with un-branded monsters - Add brand description in parentheses - Add wounded status in parentheses - Friendliness uses color, not text Fix: Known mimics are now included in playervisible monster list git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3951 c06c8d41-db1a-0410-9941-cceddc491573
* Fixed tile compile. (I was being a bit overzealous in my cleanup.)j-p-e-g2008-03-251-1/+1
| | | | | | | | | | | Fix 1922815: blood potion assert. Implement 1828037: prompt before entering harmful clouds And tidy up fountain handling, dried non-magic fountains may now also start flowing again. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3878 c06c8d41-db1a-0410-9941-cceddc491573
* Since mons_inside_circle() is only used by Zin's Sanctuary and TSO's dolorous2008-03-211-2/+0
| | | | | | | | halo, both of which are in spells3.cc, move it there and make it static, at least for now. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3796 c06c8d41-db1a-0410-9941-cceddc491573
* Implement TSO's halo. It applies backlight to the player and all dolorous2008-03-161-1/+3
| | | | | | | | | | monsters within the (circular) halo, and then keeps the duration of that backlight from running out. You currently lose it if you go under penance. Also, there are no visual effects yet, other than the usual backlight effects. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3669 c06c8d41-db1a-0410-9941-cceddc491573
* Overhauled potions of blood and vampires.j-p-e-g2008-03-131-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1.) Vampires can only suck blood from creatures with M_COLD_BLOOD or M_WARM_BLOOD set (no insects anymore!) These restrictions are the same for blood spatter. Also, the monster's corpse must be of type contaminated (e.g. gnoll) or clean. Everything will be rejected. 2.) At xl 6 vampires gain the ability to create potions of blood from butchered corpses. The delay is the same as for butchering, and they also need a butchering tool (since I now think fangs don't really cut it); only the messaging is different, and the result, of course. If the monster doesn't meet the restrictions in (1), the corpse gets butchered instead (important when there are necromancers roaming about) and the resulting chunks don't get the THROWN flag set because vampires are unlikely to want to pick them up. 3.) Potions of blood can turn bad. They last about 1200 turns which is a rather long time, though of course not infinite. Potions created from corpses take the corpse age into account. From age 199 downwards potions of blood are described as "congealed blood". The effect when quaffing is entirely the same, it's just a warning that the potion will soon disappear. I've moved the potion descriptions over into item.plus, so that I could use item.special for the timer to allow for easy comparison in update_corpses() etc. Ideally each stack of potions of blood would have a props vector attached (similarly to decks) with the timeout turns stored in order oldest to newest, so that you'd always drink the oldest potion first, and if a potion was too old it (and it's time value) would just drop out of the stack. Since I haven't got this to work yet, instead the weighted average age of two substacks is calculated and used for the combined stack. Congealed (age < 200) and comparatively fresh (age >= 200) potions of blood will never stack. As suggested in FR 191314, !blood are a now an additional power source for Sublimation of Blood, and the used potion turns into decay. And speaking of decay, I've modified the mummy curse to only affect a substack if the to-be-decayed potions are blood because I think losing your food source that way would be the equivalent of spores destroying all your food at the same time. I think that's it; might still be buggy though I *did* test with some vampires, both wiz-mode and not, and because of the special -> plus change for potions, existing potions will now all look alike (clear potions). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3626 c06c8d41-db1a-0410-9941-cceddc491573
* Batch of tiny changes for MSVC compiles.pauldubois2008-03-101-1/+1
| | | | | | | | | | | | | | | Most of these fall into the category: - don't use struct to refer to a class, and vice versa - msvc doesn't like unistd.h or dirent.h Doesn't fix all the struct/class problems; I think I'll silence those for now and move on because it's not all that important. Tested on OS X. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3571 c06c8d41-db1a-0410-9941-cceddc491573
* Secret doors that have a transparent appearance are discovered opened, to ↵ennewalker2008-01-171-0/+2
| | | | | | prevent a LOS change when noticed. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3293 c06c8d41-db1a-0410-9941-cceddc491573
* Add gore and splatter to Crawl - in the form of Jarmo's j-p-e-g2008-01-091-0/+1
| | | | | | | | | | | | | | | | | | | | | | (strongly modified, I admit) blood patch. Whenever the player or a monster capable of bleeding suffers damage (currently only in melee) or when you dissect a corpse there's a chance (depending on damage/corpse weight) that the square will turn bloody and be coloured red, with a much lower chance of additionally spattering some of the surrounding squares. These chances are probably still a bit too high for later values of possible damage dealt. Also, ranged and some of the magic attacks (earth-based, mostly) should also be able to send blood flying. :p For now, this is flavour only, but it shouldn't be too difficult to introduce relations to Necromancy or evil gods. Also consider dragons to be warm-blooded, like dinosaurs. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3230 c06c8d41-db1a-0410-9941-cceddc491573
* The number of traps randomly generated on a level, and which types ofzelgadis2007-11-131-3/+0
| | | | | | | | | | | traps are randomly selected, can now easily be controlled on a branch by branch basis (and for Pan and the Abyss), similar to how monster level and rarity is controlled (via function pointers in the Branch data structure). The same can be done for fog machines (though this feature isn't being used as of yet). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2846 c06c8d41-db1a-0410-9941-cceddc491573
* Shaft traps (trap doors) [1792195] and level annotation [1769009]zelgadis2007-10-051-0/+3
| | | | | | | | | | added, with the shaft traps changed as per comments on SF; shafts aren't randomly generated yet, so this doesn't change gameplay. Changed DNGN_TRAP_III to DNGN_TRAP_NATURAL, of which trap type the shaft traps are the only current member. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2328 c06c8d41-db1a-0410-9941-cceddc491573
* This commit breaks save file compatability.zelgadis2007-09-301-3/+5
| | | | | | | | | | | | | | | | | | | | | | | | | Lots of new things that amuse/stimulate Xom, and a few things which don't amuse him as much anymore. Among the new things is a corpse turning into a skeleton while butchering it; if this is too harsh to do just for Xom's amusement (previously turning into a skeleton while butchering was an ignored case and still produced chunks of flesh) it can be changed back. Also, if a Xom worshiper draws the Blank card, Xom makes it act like a Xom card, since a plain old Blank card is boring. Keep track of which branch the Orb is in, if the player isn't carrying it. Keep track of how/why the player ended up in a particular level type (Abyss, Pan, etc). Changed most "a distortion effect" cause strings for distortion caused tranlsocation miscast effects to something more specific. Added new wizard commands 'C' to curse or uncruse an item, and 'Ctrl-A' to re-generate the Abyss. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2256 c06c8d41-db1a-0410-9941-cceddc491573
* Previous commit applied to trunk:j-p-e-g2007-09-201-1/+1
| | | | | | | | | | * cleanup of weird_colour() * hooves mutation one level only * fixes for vampire food level checks * Xom gifts interrupt travel git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2164 c06c8d41-db1a-0410-9941-cceddc491573
* Added new commands "re-do previous command" (bound to `) and "repeatzelgadis2007-09-191-0/+5
| | | | | | | | | | next command" (bound to 0). Though this is just an interface change, it changes code in the core input processing function (input() in acr.cc), and also messes around with the input buffer, so it could probably do with more testing before merging it into the 0.3 branch. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2137 c06c8d41-db1a-0410-9941-cceddc491573
* Split off portions of externs.h and enum.h into other files. Thezelgadis2007-09-151-117/+6
| | | | | | | | | | | | | crawl_environment, player and monsters classes have been left in externs.h, which necessitates that all of the enums references by those classes stay in enums.h, since you can't forward declare an enum. However, it's a start. Also, portions of misc.{cc,h} have been split off into traps.{cc,h}, place.{cc,h} and terrain.{cc,h} git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
* Implementing patch 1772497 (improvement to runrest.lua byj-p-e-g2007-09-031-1/+2
| | | | | | | | | zelgadis). Also added notes for getting penance, and small fix (patch 1786893 by dolorous). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2047 c06c8d41-db1a-0410-9941-cceddc491573
* Implemented patch 1773718 (improved wizard commands) andj-p-e-g2007-09-021-2/+1
| | | | | | | patch 1783003 (ímproved menu sorting), both by zelgadis. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2041 c06c8d41-db1a-0410-9941-cceddc491573
* A few small message changes and additions, mostlyj-p-e-g2007-08-221-0/+1
| | | | | | | | | concerning portals. Oh, and portals will now stop travel just like other interesting features. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2025 c06c8d41-db1a-0410-9941-cceddc491573
* A few additions to throwing nets.j-p-e-g2007-08-221-1/+1
| | | | | | | | | Flying monsters could now fall into a pool if also confused, otherwise you cannot trap them with a net. Also special cases for a few other monsters. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2023 c06c8d41-db1a-0410-9941-cceddc491573
* Throwing nets again.j-p-e-g2007-08-201-0/+2
| | | | | | | | | | | | | Added a number of functions that allow to differentiate between a net that currently traps a monster and one that doesn't, even if they are on the same square. This usually works but can fail if there's already a net lying on the target square. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2021 c06c8d41-db1a-0410-9941-cceddc491573
* Added throwing nets. These still need work, and thusj-p-e-g2007-08-201-2/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | are not for 0.3. Obviously. Summary: New item type MI_THROWING_NET. The enchantment of a net describes its state, i.e. whether it's brand-new or almost falling apart (happens at -8). New attribute ATTR_CAUGHT (for monsters ENCH_CAUGHT) that means the victim cannot move and instead struggles against the net until it manages to wriggle out of it (takes a while depending on size) or it is destroyed. Monsters can still use items and spells when trapped. New trap type TRAP_NET that currently is the only source of throwing nets, though Gladiators (and some types of hunters maybe?) should start with a few, and David suggested also allowing the creation of nets for shops. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2020 c06c8d41-db1a-0410-9941-cceddc491573
* Give Lugonu Banishment and Corruption. I've left the old Bend Space in, becausedshaligram2007-08-111-5/+2
| | | | | | | | | | | | | | | | | | | | there needs to be an invocation that can train Invocations, and Banishment is too costly to use for everyday training. Corruption is still a first-cut, needs more work and playtesting: - Terrain modification is one-time only. Creeping modification requires too much savegame magic. - The monsters gated in during the corruption effect are occasionally hostile, but mostly neutral. Neutrals will attack hostile monsters and also pets, but will leave other neutrals and the player alone (in general). A neutral that wants to go somewhere, but finds the player in the way will still take a swing at the player. - Beams are still not fixed to handle neutrals correctly (so neutrals do not target and shoot right yet), will fix soon. Breaks save compatibility. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1990 c06c8d41-db1a-0410-9941-cceddc491573
* Fixed feature timeout not working right for bazaars.dshaligram2007-07-301-1/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1949 c06c8d41-db1a-0410-9941-cceddc491573
* Replaced timed markers with Lua markers. Breaks save compatibility.dshaligram2007-07-261-1/+3
| | | | | | KFEAT: feature names are now as in the dungeon_feature_type enum. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1930 c06c8d41-db1a-0410-9941-cceddc491573
* Updated level-design.txt.dshaligram2007-07-211-0/+9
| | | | | | | | | | | Moved map markers to mapmark.cc. Added support for timer markers that remove a feature after a certain timeout. Need to hook up messaging to Lua. Added bazaars (need more bazaar layouts). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1899 c06c8d41-db1a-0410-9941-cceddc491573
* [1754412] New rock stair behaviour: rock stairs take you to the nearest dshaligram2007-07-181-0/+1
| | | | | | point on the target level that is connected to at least one stone stair. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1893 c06c8d41-db1a-0410-9941-cceddc491573