| Commit message (Collapse) | Author | Age | Files | Lines |
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I probably missed a few spots.
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Fulsome no longer uses power; the chance for self-affliction is removed.
The typo which caused contaminated corpses to make poison is gone.
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The following two coder's discretion choices were made:
1. "Lots of chunks" is 5+, as for a draconian
2. "Self affliction at low power" means less than 1dN-1 where N
depends on the potion.
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cloud_struct now has members for colour, name, and tile; colour will be
used instead of the default colour of the cloud type, and will be used
to recolour the tile of the cloud (if it exists). Name will be used to
rebrand the cloud's description, and also alter the message generate
while standing in a cloud.
Finally, tile can be used to completely customise the tile used for the
cloud. The value is stored as a string in order to maintain save
compatibility across ASCII and tiles. A random tile (found using
tile_main_count) from that set will also be used, however, no duration
effects will be applied.
Recoloured cloud tiles using just the colour code should be possible,
though aren't yet fully tested.
This commit bumps TAG_MAJOR_VERSION: changing marshalling of the
FogMachine Lua code causes nasty crashes on reloading saved games.
Otherwise, I don't think I broke anything else. :-)
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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Also reorganize cast_passwall() a bit.
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Statues aren't really walls, and it hardly makes passwall less
useful.
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Treatment of entry point and later obstacles is unified. It
doesn't work as "detect secret door" anymore.
This also means that you can now passwall into statues --
before, you could passwall through them but not start
with one.
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This means it's properly abortable now.
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Patch slightly modified from
http://crawl.develz.org/mantis/view.php?id=106.
I've made a little patch that improves passwall's
behavior somewhat. It now gives different messages
depending on whether you failed the power check,
there's something blocking your path, or the wall is too
deep.
Additionally, the prompts have been removed: if it would
have been possible to cast the spell without dying,
that's what happens, and if the wall is too deep it's
canceled.
So basically it works like before, except you don't have
to worry about committing suicide by accident.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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This also removes env.show updates when flashing.
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Change over durations for magic shield (this is from the helm card),
TSO's divine shield, paralysis, and petrification.
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Add (and use) player methods for setting/increasing durations.
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Make their durations count total delay not turns.
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This reflects the fact that these functions are currently only used to
player and monster ensorcelled hibernation/metabolic englaciation, and
thus both check monster's cold resistance.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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The only use was just removed.
Also move the draw check closer to where it's used.
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blink frogs and Prince Ribbit in blink frog form consistent (i.e., so if
Prince Ribbit is polymorphed into another form, he'll no longer
erroneously act like a blink frog in some cases).
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Also collect actor/player LOS code in actor-los.cc.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Calls to plain see_cell(pos) were replaced with either observe_cell(pos)
or you.see_cell(pos). observe_cell where related to drawing the
interface and messaging, you.see_cell for game mechanics, and
one or the other in less clear cases (targetting, say).
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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There were several places that had copies of the same code, checking
whether mesmerisation blocked movement to a given target.
The various mesmerisation functions have become methods of player
and were moved into behold.cc.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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