| Commit message (Collapse) | Author | Age | Files | Lines |
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Some classes were erroneously referred to as 'struct' in forward
declarations, and vice versa.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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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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there's a penalty to success rate.
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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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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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There's a whole lot of places that pass monster_type as int, often
with varying meanings for the value -1. This moves some of these
to monster_type, introducing MONS_NO_MONSTER and MONS_PLAYER as
new invalid special values.
Also improve on the autoexclude descriptions.
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generated if the royal jelly is dead, you don't worship Jiyva, and
you're not under penance from Jiyva; don't destroy Jiyva's altars if the
royal jelly dies after you start worshipping him or go under penance
from him; and clean up the alternate method for unlocking the Slime
Pits.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10332 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10271 c06c8d41-db1a-0410-9941-cceddc491573
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* 2811005: unknown mimics being stabbable
* 2818709: restrict monsters picking up stuff to 2 items per turn
* 2820097: reintroduce prompts for firing _in the direction_ of allies
and fix message
* 2821462: returning from tutorial screen swallowing a keypress
* 2822771: fire elementals could be placed in shallow water
Also, Azrael is no longer generated in the Shoals/Swamp
Also, implement the second part of FR 2820876: Xom will no longer
confuse the player if there's adjacent deep water or lava. This
restriction doesn't apply if Xom is feeling nasty (penance or bored)
and there's also no checks for water/lava further away.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10255 c06c8d41-db1a-0410-9941-cceddc491573
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Also apply my two previous commits to trunk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9995 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix 2788773: Infinite scroll uses by clicking on a stack in tiles.
* Fix 2792095: Tiled menus possibly containing more than 52 items.
* Fix clicking on items not setting just_clicked_on_item until after the
effect happened.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9853 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9654 c06c8d41-db1a-0410-9941-cceddc491573
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* tweak values for tension and amusement
* Xom only laughs about "funny" deaths
* gift_timeout rerolling after a bad act depends on its severity
* replace the blink effect with position swapping
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9561 c06c8d41-db1a-0410-9941-cceddc491573
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was causing crashes.
Get rid of drop_blood_potions_stack() and pick_up_blood_potions_stack(),
replace with the more general merge_blood_potion_stacks() and
merge_item_stacks().
When creating blood potions via debug command you can now specify how many
turns away from coagulating/rotting it should be.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8471 c06c8d41-db1a-0410-9941-cceddc491573
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Rewrite some code to use actor methods instead of calling things
directly. In theory, attacker_as_monster() and defender_as_monster()
are hacks; any calls to them that can be replaced by calls to actor
methods should be.
Fix some inconsistencies with monster bleeding and summoned creatures.
(This should probably go into actor::can_bleed().)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8444 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8443 c06c8d41-db1a-0410-9941-cceddc491573
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corpses to leave skeletons 25% of the time, as butchering them does.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8176 c06c8d41-db1a-0410-9941-cceddc491573
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stairs-related weakness:
* For consistency, skeletons created by vampire draining now have the
normal duration of 200, instead of 90. To compensate for this, they are
left 25% of the time imstead of 75%.
* Skeletons can now be left after butchering corpses, with the same
chance of 25%, so that vampires don't have an exclusive advantage.
* Monsters that eat corpses (and effectively butcher them) can leave
skeletons from doing so, with the same chance of 25%.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8095 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8090 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8087 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 2426301: melding not working properly for Merfolk transformation.
Colour melded equipment darkgrey on the % screen.
Disallow Merfolk slipping out of their boots if doing so would kill the
player due to stat loss. (Falling into water when flying will still kill
them.) When this is the case, deep water is regarded as unsafe for
travel.
TODO: Ending a transformation should likewise be impossible if doing so
would cause stat loss due to unmelding of items.
Add a stat_colour option to highlight the stats when they're below a
given threshold. By default, lightred at 1, red at 2-3. You could argue
for setting the default to 7 but that would mean colouring almost all
stats for each beginning character. (FR 2022232)
Tidy up the stat colouring methods.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8004 c06c8d41-db1a-0410-9941-cceddc491573
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consider safe. Fixes 2430467.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7838 c06c8d41-db1a-0410-9941-cceddc491573
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In ASCII wizard mode these features are highlighted in the level map
(&{) and can then easily be reached via xm (normal map), but only until the
first shift takes place. Feedback welcome!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7637 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7581 c06c8d41-db1a-0410-9941-cceddc491573
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dragon-types consistently when dealing with weapons of dragon slaying
(dragons, draconians, dragon-transformed players, zombified dragons, and
zombified draconians). New function is_dragonkind() handles this.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7578 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7400 c06c8d41-db1a-0410-9941-cceddc491573
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exclusion if any monster on this list is encountered during exploration
and it's either asleep or stationary. This also works during manual
exploration to cover cases where only the first monster is announced
and stops autoexplore but there are more monsters in the room that
would fit the criteria, such as in the oklob vaults. (Players who insist
on exploring manually will have to simply leave this option empty.)
Once you kill the monster (or someone else does it for you, as long as
you are there to watch it) or it wakes up with you in sight, this
exclusion automatically is removed again.
By default the setting is:
auto_exclude = oklob plant,silver statue,orange crystal statue
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7109 c06c8d41-db1a-0410-9941-cceddc491573
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* remove randomness and unify formulas for nutrition value of blood potions
and corpses, so bottling potions can no longer be used to enforce greater
nutrition: this means that draining corpses give more nutrition now
* draining duration now matches nutrition more closely (the formulas
used to be completely distinct, and quite complicated)
* decrease blood potions' nutrition again (I'd increased it in my
previous related commit), coagulated blood gives only 80% nutrition
* blood potions last a bit longer (counter 2000 -> 2500)
* healing from blood potions is impossible
* healing from corpses is only possible while they're still fresh
(i.e. won't start rotting soon, counter > 150)
* remove unrotting etc. effects, decrease healing from human corpses
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7055 c06c8d41-db1a-0410-9941-cceddc491573
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nearby when drawing from Destruction, even if you can't see them.
Xom can now act on creatures you can't see.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6960 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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This might have introduced some bugs: I now get intermittent crashes
on startup (this might have to do with the changes to special_room.)
Sorry about that - committing before I need to do any more big conflict
resolutions. Fixes coming later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6732 c06c8d41-db1a-0410-9941-cceddc491573
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most likely broken in some places and might break tiles. Will fix in the
near future.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6636 c06c8d41-db1a-0410-9941-cceddc491573
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6067 c06c8d41-db1a-0410-9941-cceddc491573
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5867 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5636 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5628 c06c8d41-db1a-0410-9941-cceddc491573
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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
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outsourced text.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5388 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5386 c06c8d41-db1a-0410-9941-cceddc491573
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5341 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5277 c06c8d41-db1a-0410-9941-cceddc491573
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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
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