| Commit message (Collapse) | Author | Age | Files | Lines |
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Usually pointless. Occasionally fatal, and unpreventable, save by
going through hell wearing stasis
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Previously Zot traps functioned by picking a random spell school and then
using a severity 3 miscast for that school. Now they draw from a hand-picked
list of possible effects (currently still mainly consisting of miscast-like
effects)..
Separating Zot trap effects out like this makes sense because miscasts and
Zot trap effects happen in different circumstances: the former are under the
player's control to a large extent and should mainly happen in combat, while
the latter often happen with no monsters around, when the player explores
into a trap. Because of this, it makes sense that some effects would work
well for one but not the other. In addition, separating the two lets us
add new Zot trap effects without needing to associate them with a spell
school.
The list of effects added in this commit is quite rough. A few comments on
it:
* I didn't use any simple "ouch" effects, which are quite common among the
miscasts. Just doing damage to the player is boring and won't do anything
if the player is exploring. Explosions are better because they cause noise
and hit multiple squares.
* Polymorphing the player into badforms was intentionally omitted. It turns
out that near-unavoidably polymorphing players on Zot:5 into forms with rF-
and/or limited item/spell options isn't very nice.
* On general request, contamination from Zot traps is less severe now. You
can certainly still get mutated from this (or directly malmutated), but
horror stories of 6 bad mutations from one trap should be less common.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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miscasts degrade into Malign Gateways.
Currently the degradation is silent and most of the code for Malign
Gateway creation is duplicated from cast_malign_gateway; it may be
desirable to change this.
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The kill type and kill category are still needed only because we currently
lose blame data when the agent dies or moves off-level.
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