| Commit message (Collapse) | Author | Age | Files | Lines |
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Removed inclusion of travel.h from most .h files to reduce the number
of .cc files dependant on it. This involved moving the level_pos
declaration to externs.h, moving the flood_find template to it's own
header file, and moving two typedefs from travel.h to travel_defs.h
because typedefs can't be forward declared (argh).
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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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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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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6432 c06c8d41-db1a-0410-9941-cceddc491573
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huge number of files. Also correct file name comments.
No coding changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3539 c06c8d41-db1a-0410-9941-cceddc491573
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Added mon-pick related function mons_global_level(), which returns
a reasonable level value for monsters independant of the place
of the monster, primarily useful for comparing the levels of two
monsters which might never show up in the same place (in which
case mons_level() is useless).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2186 c06c8d41-db1a-0410-9941-cceddc491573
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1383 c06c8d41-db1a-0410-9941-cceddc491573
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In any given game, either the Islands or the Swamp will be generated (50%
chance of each) as Lair subbranches.
The Islands have a ranged-attackers theme and are 5 levels deep.
THIS IMPLEMENTATION IS INCOMPLETE, so beware! The following things need
to be added:
1. A level-5 vault to contain the islands rune (the rune is coded, but
it doesn't show up yet - so for now, if you get the Islands, you'll be
stuck with one less rune.) A unique Cyclops, Polyphemus, to guard it might
be a nice idea. Perhaps we should block controlled teleport until he's
dead, too.
2. Making the island structure depth-dependent (i.e., more islands on
deeper levels.)
3. Shallow water fractalisation.
4. Probably more stuff I forgot.
I also put in various minor fixes.
Breaks savefiles, possibly highscores too. I'll put in a savefile version
bump later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1289 c06c8d41-db1a-0410-9941-cceddc491573
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NOTE: This commit is *buggy*; the final Hell vaults contain buggy runes
now. Will fix later; this is a benchmark, since hopefully everything else
works.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@682 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@452 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10 c06c8d41-db1a-0410-9941-cceddc491573
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