| Commit message (Collapse) | Author | Age | Files | Lines |
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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Having a spell work in two completely different ways depending on context
is unintuitive, and self-casting it is the much more interesting use.
Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul,
Mummy). Species that can't bleed get both level 1 spells from the first
Kiku gift. Has some ugly duplication of lists of species that can't bleed,
because using player::can_bleed won't correctly handle statue- or lich-
formed players even with allow_tran = false, due to them changing the
player's holiness.
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As part of a wider scheme to make draining temporary.
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We had a template to compare pairs by their second member, and two
separate classes to do the same thing for specific pair types. Remove
the non-generic versions, and move the template to libutil.h.
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Use the same message for Ozo's Armour when failing due to Ring of Flames
being active.
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When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
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100 wasn't actually good enough for some changes that need to be made.
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This is aimed at reducing some rounding errors for non-10 aut
actions, and probably makes the scale clearer to read in any case.
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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Scripted, then manually reviewed.
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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Also, don't allow using the spell in bloodless forms.
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It degenerated to a simple loop over menv, hardly worth any syntactic sugar.
I kept it for now, though.
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Also, get rid of a number (but not all) literal values, replacing them with
defines.
No compensation is given for proportional costs (Zin's wrath, hungry ghost
melee).
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Unlike some other containers, it's unlikely it's faster than checking size()
anywhere, but let's be consistent.
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Don't use a duration for it, since those time out, are dispellable, etc.
This change does allow casting Ozocubu's armour at low temperatures; I'm
not convinced it was intentionally prevented (it *is* intentionally
prevented at higher temperatures).
Furthermore, LO stoneskin now benefits only from XL, not from the higher
of XL and Earth magic as before. This also applies to the statue form
bonus, which now uses XL rather than Earth (again, for LO only).
Arguably the statue form bonus should go away, since your stone skin is
part of what is transformed.
Finally, make the Helm card not grant additional stoneskin to LO:
currently there is no message, but that could be changed.
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Conflicts:
crawl-ref/source/enum.h
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Fauns, tengu conjurers, and tengu reavers now have multiple spell sets -
the former focusing on various low-level hexes and the latter two
getting various schools of conjuration magic. All of the above have had
empty spell slots assigned duplicate copies of spells so that more
spells are cast.
Pan can now also cast Metabolic Englaciation; thus, he can confuse and
slow entire bands of enemies! (Leave your orc horde at home, Beoghites!)
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This is a resistable hex (though harder to resist than average) which
prevents the target from teleporting or blinking while it lasts.
It also cancels the effect of phase shift and prevents recasting it for
the duration. Gameplay-wise, this seems less relevant, but when the spell
talks of anchoring you in space, it seems that another spell which causes
you to partially leave the plane you're on should also be blocked. I am
not strongly attached to this facet of the spell if people consider it
bad, though.
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Any magical food costs cause magic contamination instead; this includes
invocations and evocations. Mundane and/or hunger-themed costs like vamp
weapons are free, though.
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That is, make them follow you unless they were already attacking a
monster you can see.
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The routine which finds free space to place these monsters now uses
monster_habitable_grid directly instead of its own logic (which ignored
flying entirely).
Spells which can summon both fliers and non-fliers (ie: call imp,
summon greater demon, etc.) will make no attempt to respect the surrounding
terrain when choosing a monster type (and so will sometimes attempt to
summon a monster that cannot be placed at that terrain, and fail as
previously), though it is arguably better if players cannot influence what
things they summon by where they are standing. In either case, this is
certainly much better than Haunt and Battlesphere failing when over deep
water for no clear reason.
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Rather than skip all allies you can see, it only skips those already
within 2 spaces of you when their turn rolls around.
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Fully random ordering had several problems when the player had a
large number of allies, many of which were mostly worthless.
Raising a bunch of green rat skeletons shouldn't make a Yred
worshipper's effective recall power noticeably weaker, for example,
nor should a Beogh follower gaining a large number of plain orcs to
accompany their warlords.
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Instead of gathering all corresponding allies and dumping them instantly
on top of you, recall now recalls a single ally every 3-6 aut and continues
until all appropriate allies have either been recalled, or recall was
attempted on them and failed (possibly because there was no room).
This should allow recall to still be a useful logistical tool for
transporting your army around while weaking its ability to instantly
snipe specific targets.
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take them
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Allow the god-given recall abilities for Yred and Beogh to recall
all god-associated permenant allies, regardless of where in the dungeon
they reside. (Note that this only includes Yred gifts and not zombies;
ie: things that could already follow you between levels)
This is done by actively tracking all of these allies in a seperate list
which is updated whenever a tracked ally is gained, dies, changes level,
or the player changes level.
The fact that permanent allies from these gods make interlevel travel
unusable is one of the largest sources of tedium associated with those gods,
and a major reason for their lack of popularity. Being able to recall from
previous levels means you no longer have to manually herd and count allies
at the top and bottom of every stair, sometimes having to make multiple
trips if the terrain surrounding the stair is too confined. This should
make these gods much more playable (and if their power level is now more
obvious and considered too high, it can be adjusted in other ways than via
tedium)
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Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
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