| Commit message (Collapse) | Author | Age | Files | Lines |
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a new prompt now, but don't prompt a second time if you already
confirmed another one before.)
Fix some issues when creating items in the Abyss during GDT_GAME_START.
This may or may not have played a role in 2008976.
Lower spawning rate in the Abyss during GDT_GAME_START (10% spawning
chance instead of guaranteed spawning per 5 turns).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6434 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6430 c06c8d41-db1a-0410-9941-cceddc491573
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random2(y) < x checks, e.g. x_chance_in_y(weight, totalweight). This
should make things a bit more readable. Apply it to a number of files.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6428 c06c8d41-db1a-0410-9941-cceddc491573
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monsters to be created. If place_monster was called with force_pos, it could create monsters on top of other monsters. If that monster was resting (and thus never moved) and the first monster did move, the first monster would set mgrd to NON_MONSTER, making the resting monster untargetable.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6411 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6410 c06c8d41-db1a-0410-9941-cceddc491573
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right in that should not be too powerful for this comparatively weak
class, and that it is immensely flavourful. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6397 c06c8d41-db1a-0410-9941-cceddc491573
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consolidated repeated "is this a valid location" logic into a single function.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6395 c06c8d41-db1a-0410-9941-cceddc491573
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for Gladiators - species who can't wear helmets just don't get them now.
Uncomment debugging option in monster placement. However useful (and
necessary) it may be at the moment, it has no place in trunk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6389 c06c8d41-db1a-0410-9941-cceddc491573
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there more new commands I've forgotten? Please don't include wizmode
commands as they don't matter during normal game.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6387 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6375 c06c8d41-db1a-0410-9941-cceddc491573
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Added brief documentation (could be improved.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6339 c06c8d41-db1a-0410-9941-cceddc491573
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so the player won't be told about enraged monsters s/he can't see. Most
probably can only occur as the result of wizard commands, but better safe
than sorry.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6324 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6232 c06c8d41-db1a-0410-9941-cceddc491573
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is friendly.
Only allow friendly and neutral-good monsters to blink or teleport onto
a sanctuary square.
Don't allow corpses on sanctuary squares to be rotted or animated.
Restrict monster cantrip messages to self-buff types if the player is
in sanctuary.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6211 c06c8d41-db1a-0410-9941-cceddc491573
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Remove dated mentions of item sacrifices in print_god_likes().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6188 c06c8d41-db1a-0410-9941-cceddc491573
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terrain with deep water when placing them by map definition or in wizard mode.
(Suggested in BR 2000631.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6168 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6157 c06c8d41-db1a-0410-9941-cceddc491573
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instead of -1.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6155 c06c8d41-db1a-0410-9941-cceddc491573
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when attempting to cast Shadow Creatures in a bazaar (which is bound to
fail, anyway). I guess it would have also caused crashes anywhere else
where the level was devoid of monsters and creating one failed - for
whatever reason. I don't actually know how likely that combination is.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6151 c06c8d41-db1a-0410-9941-cceddc491573
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determine if a level_id is (not) in BRANCH_FOO; takes care of comparing
level_type to LEVEL_DUNGEON.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6034 c06c8d41-db1a-0410-9941-cceddc491573
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when they appear, it's not interesting enough to be noted.)
Tweak wizmode monster placement to never place monsters at the player
position. Rather, change one of the neighbouring square's terrain type,
if need be.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6032 c06c8d41-db1a-0410-9941-cceddc491573
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player was bansihed from the Hall of Blades.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5995 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5966 c06c8d41-db1a-0410-9941-cceddc491573
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find the nearest exit, and disappear once they reach it. There's a new
travel target, MTRAV_EXIT.
Notes:
This is currently very simplistic. The monsters still don't use
pathfinding, so if they're blocked, they'll just stand there again.
With shaft traps, the monsters shouldn't try to go directly to the
target, since they can't disappear at the same time they fall through to
another level.
With teleport traps, they should only go to them when all paths to exits
are blocked, and they shouldn't disappear when they hit them. There may
also be issues if a monster hits one and reappears nearby, since it
won't be far enough outside the player's LOS to disappear.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5935 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5931 c06c8d41-db1a-0410-9941-cceddc491573
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value retruned by mons_rarity().
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5917 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5908 c06c8d41-db1a-0410-9941-cceddc491573
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few other related bits.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5907 c06c8d41-db1a-0410-9941-cceddc491573
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in a net, specific skills, magic resistance, and which stat to choose.
In a given game you'll only ever see a small fraction of all tutorial
events (we're at 71 now, and some of them are exclusive). In fact, a lot
of the information is so generally useful (esp. on gods, skills and items)
that I'm seriously considering opening up the general information (How do I
use item x? What does Spellcasting do?) to a wider selection of characters.
I don't think we'll want to explain the intricacies of Mummies, Ghouls,
or Vampires, but a lot of this stuff even applies to them... (If we
overhaul the tutorial, it's certainly not a 0.4 target, though.)
Resetting the tutorial version to 8 as we somehow switched from digital
version to binary and back to digital. It will take some time until we
actually reach 110, and by then, I am sure the base files won't be save
compatible anymore. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
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overboard here :) - but I figured that it could be useful to occasionally
explain *why* I implemented something a certain way.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5767 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5754 c06c8d41-db1a-0410-9941-cceddc491573
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and make them become enraged by your lawful aura if you start
worshipping Zin.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5750 c06c8d41-db1a-0410-9941-cceddc491573
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which gift. There was an unused god parameter in the monsters struct,
which was probably intended to hold which god a monster worshipped.
I've used it as an indicator of which god sent the monster, under the
assumption that gods would send their own worshippers as gifts. (I hope
this isn't an abuse of it.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5748 c06c8d41-db1a-0410-9941-cceddc491573
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attempt to move it to an adjacent square before doing so. If there are
no appropriate adjacent squares then try to make it stay submerged. If
it can't stay submerged because the terrain changed then teleport it
away.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5738 c06c8d41-db1a-0410-9941-cceddc491573
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or lava. I've added some more checks to avoid hampering performance too
much, but of course there's still space for improvement.
Once per turn check whether the player can see water and/or lava, and
only if this is the case run the additional checks (monster habitat,
grid_see_grid) when a monster tries to move.
Smart monsters that have a ranged attack won't use pathfinding either
since they can directly fire at the player. (This is identical to their
pre-pathfinding behaviour.)
Also fix butterflies really not interrupting resting. (Setting it to 0
doesn't work for some reason.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5737 c06c8d41-db1a-0410-9941-cceddc491573
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Add more information to the version command.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5729 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5724 c06c8d41-db1a-0410-9941-cceddc491573
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player through the walls. Don't use pathfinding to target other
monsters, only the player! Monsters of different intelligence have
different limits on the distance they may travel to circumvent an
obstacle, i.e. zombies will only use a range of 2, whereas highly
intelligent monsters can expertly find their way through (transparent)
labyrinths, though there's a chance they'll forget their target if
they don't see it, so for very long and winding paths it's likely
they don't ever arrive.
Will probably affect performance, though I did test on entire levels
turned transparent with Vitrification and things seemed to run more
or less smoothly.
Ideally, monsters should also be able to move around other obstacles
that don't affect visibility (such as water, lava, or statues) but
that is currently not possible.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5700 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5655 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5645 c06c8d41-db1a-0410-9941-cceddc491573
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unholy, and antimagical parameters are NULL.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5643 c06c8d41-db1a-0410-9941-cceddc491573
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non-NULL doesn't force the return value to be true.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5631 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5624 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5579 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5560 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5556 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5550 c06c8d41-db1a-0410-9941-cceddc491573
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Fixed patrol definitions in maps not actually working.
Tested both by teleporting the minotaur in a labyrinth. About 50 turns
later it arrived back in its lair. :)
Since the minotaur proved to have a high magic resistance, it had plenty
of time to loot the stash at the labyrinth entrance once I'd woken it
before I finally managed to teleport it away (in wizmode you can force
monsters not noticing you).
This resulted in
"A minotaur, wielding the demon trident "Suyn Oma", and wearing a heavily
runed ring mail." o_O
It had also picked up a scroll and a wand. Ouch... (but cool!)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5536 c06c8d41-db1a-0410-9941-cceddc491573
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been removed, and the MF_GOD_GIFT flag is set directly instead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5503 c06c8d41-db1a-0410-9941-cceddc491573
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description (evil_item). Same for evil_eating.
In another step on the way to monster pathfinding, take the
shortest path and extract a vector of waypoints out of it.
When experimenting with ways to do this I noticed that grid_see_grid
is not symmetrical (A may see B but not vice versa); I'm not sure
what effects that could have. It won't directly affect the player as
the checks for monster sees player and player sees monster both use
the player LoS, but it could have an effect on friendly monsters
fighting enemy ones, I guess.
Also, I don't think num_feats_between needs the shortest beam
available (called with false now). In fact, that seemed to hurt
visibility a bit, probably because of attempting to take vision
obstructing shortcuts. If this reasoning is wrong, please speak up
and/or correct it. (I sure hope not because the shortest beam
calculation has some more overhead that can be avoided this way.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5501 c06c8d41-db1a-0410-9941-cceddc491573
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