| Commit message (Collapse) | Author | Age | Files | Lines |
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nothing otherwise.
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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@6381 c06c8d41-db1a-0410-9941-cceddc491573
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simple_monster_message uses instead of MSGCH_PLAIN if the monster in question
is friendly, and such messages (e.g. "Your imp blinks", but also all
other similar messages) won't interrupt resting nor running.
Also clean up travel.cc a bit, esp. the traversable_grid check that now
simply uses a for loop rather than list all traversable grids.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5297 c06c8d41-db1a-0410-9941-cceddc491573
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used the "danger" or "warning" channels to use that. Sending an error
message to the error channel has the side effect of interrupting all
activity.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5276 c06c8d41-db1a-0410-9941-cceddc491573
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whose sole purpose is to not interrupt resting if it's a friend doing
the spellcasting or enchanting.
Unspam the message handling for orcs going in a battle frenzy, and
allow the message back into normal game.
Fix 1953632: Named monsters' names are shown for unseen invisible
monsters.
Change general monster name handling to refer to friendly monsters as
"your monster" rather than "the monster", like was already the case for
monster speech.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4769 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4419 c06c8d41-db1a-0410-9941-cceddc491573
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I found my previous change to block all messages passed
through MSGCH_TALK when silenced was too restrictive, so
I've added another channel MSGCH_TALK_VISUAL and adapted the
monster speech files accordingly. For example, imps can now
also "talk" when silenced, but only the visual stuff will
actually be output. (This automatically takes care of
lowering the output likelihood.) And no, this doesn't hurt
any, as visual talk also won't interrupt travel or resting.
And I added a how-to file on monster speech, which was the
main reason for my silence during the last couple of hours.
It's not that the database system is that complicated but it
surely can't hurt to give players who want to add something
an idea of what is possible and how to go about it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2108 c06c8d41-db1a-0410-9941-cceddc491573
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for my code refactoring.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2103 c06c8d41-db1a-0410-9941-cceddc491573
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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
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