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* Apply recent commits to 0.4, including Matthew's evil zoo fix.j-p-e-g2008-07-091-0/+26
| | | | | | | Now how do I change the properties to native again? git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6465 c06c8d41-db1a-0410-9941-cceddc491573
* Improve performance by only checking whether there are lava or deepj-p-e-g2008-06-121-2/+2
| | | | | | | | | | | | | water grids nearby if the player recently moved (or restarted a game) and if a non-adjacent monster tries to reach the player. Remove now unneeded lua code (was used for the old pickup.lua) and make monsters switch away from ranged weapons when engaging you in melee. If a monster will still insist on hitting you with a sling it's a sure sign said sling is cursed (doesn't autoID, though). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5755 c06c8d41-db1a-0410-9941-cceddc491573
* Include secret doors in door-clustering (gates) when opening doors.zelgadis2008-06-121-0/+15
| | | | | | | | | In otherwords, if there's a line of secret doors with just one non-secret closed door among them and the non-secret door is opened, open up all the secret doors. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5744 c06c8d41-db1a-0410-9941-cceddc491573
* Bug 1990763: if a monster tries to unsubmerge while under the player,zelgadis2008-06-121-2/+11
| | | | | | | | | | 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
* Changed dungeon_terrain_changed() so that it removes bloodstains whenzelgadis2008-06-051-2/+45
| | | | | | | | | | | | appropriate, and so it unsubmerges monsters if they can't stay submerged in the new terrain. Also, changed the Water card to use dungeon_terrain_changed() in order to simplify the code a bit, to clean up bloodstains, and to fire off DET_FEAT_CHANGE dungeon events. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5479 c06c8d41-db1a-0410-9941-cceddc491573
* Rename static methods in travel.cc and terrain.cc.j-p-e-g2008-05-201-31/+28
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5146 c06c8d41-db1a-0410-9941-cceddc491573
* Fixes to compile with Visual C++. Moved direct.cc and direct.h to directn.* ↵dshaligram2008-04-191-2/+2
| | | | | | to avoid conflict with VC++ direct.h header. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4390 c06c8d41-db1a-0410-9941-cceddc491573
* Apply Horst von Brand's (first) patch 1887488: gcc-4.3 compile failures.j-p-e-g2008-04-141-1/+2
| | | | | | | I'm not sure what to do about the rest of that tracker item. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4233 c06c8d41-db1a-0410-9941-cceddc491573
* A number of whitespace changes. Linux makes this soooo easy. :Pj-p-e-g2008-04-111-11/+12
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4196 c06c8d41-db1a-0410-9941-cceddc491573
* Prevent shafts from being created in corridors, at least untilj-p-e-g2008-03-291-12/+5
| | | | | | | | | | | | | | | | | around dungeon level 7. Rename ROCK_STAIRS to ESCAPE_HATCH, as well as the corresponding function, since I think that the escape hatches are such a cool concept that we won't be going back, and the current coding name is a bit confusing. Clean up dungeon.cc. I'll probably have to add stuff into our new conventions file as I've been making up a lot of new rules in trying to make the code more readable. (Rules concerning nested brackets, and function indentation, etc.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3927 c06c8d41-db1a-0410-9941-cceddc491573
* Add fountains of blood (as suggested by Lemuel), and tidy up j-p-e-g2008-03-261-1/+1
| | | | | | | | | | | | | | | the existing fountains: change their order and remove all those superfluous dry fountain types. I couldn't find any place for random generation of fountains, so if that is possible it will have to be disabled for blood fountains outside the hells. I've added a shortcut (Y) for vault creation, though. :) Drinking from such a fountain has a 33% chance of leaving it dry. I think that's it... for now. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3886 c06c8d41-db1a-0410-9941-cceddc491573
* Changed door-open failure message to match the door-close message.pauldubois2008-03-151-14/+17
| | | | | | | | | | | | | | | | | | Added special case messages for doors already open or closed. Maybe there should be flavor messages for # gateways? We use the same noun (gate/gateway) for # and +++. Remove leading underscore from find_connected_identical() now that it's public. Change large door descriptions slightly: - "open/closed large door" -> "large open/closed door" - "There's a creature in the large doorway!" -> "... in the doorway" - Other messages read a bit better without the adjective, but if it's removed then almost all the flavor is gone. So I left them alone. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3664 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1920778: mons_open_door() not respecting gatesj-p-e-g2008-03-101-0/+26
| | | | | | | | | | | | | | | | | Also fixed several cases where secret doors would be described as rock walls regardless of their actual type, and gates are now described correctly as well. This means that viewing them also prints, e.g. "An open gate." or "A closed large door." without further information since there are no database entries for these specific cases. (Not the entries for simple doors are any more exhaustive.) Fix 1910729: Yredelmnul's Drain Life not waking monsters, using ncampion's solution. Also default greedy_explore to true. (FR 1911112) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3584 c06c8d41-db1a-0410-9941-cceddc491573
* Actually use the new rock habitat properly (oops).dolorous2008-01-041-1/+6
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3189 c06c8d41-db1a-0410-9941-cceddc491573
* "?/" can now be used to look up items. A side effect of this is thatzelgadis2007-12-061-0/+31
| | | | | | | | | | | | | item descriptions have been moved to dat/descript/items.txt and dat/descript/unident.txt. STL maps are now used to look up exact matches for the names of monsters, features and spells, so that looking them up with "?/" won't get too slow if there's a large descriptions DB and each key has to be tested if its a monster/spell/etc. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3009 c06c8d41-db1a-0410-9941-cceddc491573
* Slight cleanup of randart autoinscription.haranp2007-12-051-1/+1
| | | | | | | | | | | Code cleanup with unrandarts and fixedarts. Bugfix for isomorphic-up-to-colour unrandarts being confused when lost in the Abyss. Trowel will not clobber critical features (stairs, portals, etc.) Nemelex is unhappy about Trowel failing. Breaks savefiles. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3003 c06c8d41-db1a-0410-9941-cceddc491573
* M_AMPHIBIOUS now means both "land creature can swim through deep water"zelgadis2007-11-161-0/+9
| | | | | | | | | | | | *and* "deep water creature can walk on land". Most of the supporting features neccessary for the "earth worm" FR [1766532] have been implemented, except for "fleeing towards walls". However, no work has yet been done to update the monster AI to work well when a monster is fighting an earth worm. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2858 c06c8d41-db1a-0410-9941-cceddc491573
* Better secret door hiding (Darshan)haranp2007-11-081-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2817 c06c8d41-db1a-0410-9941-cceddc491573
* [1821098] Fixed bat transform not conferring flight. Fixed ↵dshaligram2007-10-271-1/+1
| | | | | | player_is_levitating and renamed it to player_is_airborne to describe the function better. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2613 c06c8d41-db1a-0410-9941-cceddc491573
* [1808631] PCs in statue-form should not be able to scramble out of deep water.dshaligram2007-10-071-1/+5
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2357 c06c8d41-db1a-0410-9941-cceddc491573
* Corrected grammar on a couple of Singing Sword messages, fixed crash when ↵dshaligram2007-10-051-1/+1
| | | | | | placing vaults with &L (bobbens). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2332 c06c8d41-db1a-0410-9941-cceddc491573
* Shaft traps (trap doors) [1792195] and level annotation [1769009]zelgadis2007-10-051-1/+1
| | | | | | | | | | added, with the shaft traps changed as per comments on SF; shafts aren't randomly generated yet, so this doesn't change gameplay. Changed DNGN_TRAP_III to DNGN_TRAP_NATURAL, of which trap type the shaft traps are the only current member. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2328 c06c8d41-db1a-0410-9941-cceddc491573
* Another cleanup of dungeon features. Adding general markersj-p-e-g2007-10-041-4/+4
| | | | | | | | for first branch/last branch and first altar/last altar that should hopefully make adding new ones easier. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2324 c06c8d41-db1a-0410-9941-cceddc491573
* Made Xom be smarter about being amused at losing/missing runes, andzelgadis2007-10-021-0/+1
| | | | | | | | | | | | | | | | | made Xom also be amused at runes being destroyed. Related changes: * Keep track of which items have ever been held by the player with ISFLAG_BEEN_IN_INV. * item_was_destroyed() is called when an item is destroyed (as in dropped in lava, not destroy_item() being called), and item_was_lost() is called if the item was lost (i.e., being left behind in the Abyss). * Keeps track of the number of runes that the character has collected, and how many have been left in the Halls of Zot. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2300 c06c8d41-db1a-0410-9941-cceddc491573
* Added floor_special and floor_reserved to dngn_feature_names[], to makezelgadis2007-10-021-10/+2
| | | | | | | | | | | | | | | | | | the array match up with the enums. Don't describe the weapon with which an unseen monster is attacking. Added methods can_see() and visible_to() to the actor, player and monster classes, which take care of calling mons_player_visible(), player_monster_visible(), mons_monster_visible() and mons_near(). Re-arranged the first 12 dungeon_feature_type enumerations so that similar features are contiguous (i.e., closed door and secret door are next to each other), and added DNGN_MAXOPAQUE (one less than DNGN_MINSEE), DNGN_MINWALL and DNGN_MAXWALL. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2293 c06c8d41-db1a-0410-9941-cceddc491573
* This change moves the logic for when a level or branch prohibitszelgadis2007-09-191-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | teleport control from the C++ code into the vault .des files. This is done with the additions of two things: * Changeable, persistent per-level and per-branch flags which affect game play. * Dungeon events for the killing of monsters, picking up of objects and changing of features. The current level and branch flags are for teleport control prevention, making a level unmappable (like the Abyss or a Labyrinth), and preventing magic mapping from working (like the Abyss or a Labyrinth). Some related changes: * The new .des header KMASK allows for dungeon grid masks like no_monster_gen to be applied to specific symbols rather than the entire vault. * If the wizard mapping command (&{) is used in a place which is unmappable, it will ask if you wish to force the area to be mappable (so you can see what an entire Labyrinth or Abyss level looks like without having to hack the source). * A new wizard-mode level-map command, 'T', will teleport the player to wherever the cursor is pointing. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2146 c06c8d41-db1a-0410-9941-cceddc491573
* Introduces three new wall types, translucent versions of the normalzelgadis2007-09-191-1/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | rock wall, stone wall and permanent rock wall. These are for use in vaults, and are never randomly generated. Magically translucent versions of the normal wall types are used, rather than glass, so we don't have to figure out how glass would react to things like digging and Shatter, but can re-use the code for the normal wall types. I've tried to fix all the places where the old code assumes that any square which is visible to the player has no walls between it and the player, but I've probably missed lots; this will require a lot of play testing before its ready for non-developers. viewwindow() now has two calls to losight(), the second one determining what squares would be visible if all translucent walls were made transparent, so that there's a quick way to see if there's any translucent walls between the player and a square. This second call to losight() doesn't cause any noticeable slowdown for me, but it might on an older system. Other than viewwindow() making a second call to losight(), there shouldn't be any changes to game-play or game-logic if there aren't any translucent walls around. The wizard blinking command (&b) has been changed so that it ignores all normal restrictions except for needing to see the target square and not landing on monsters; if the player lands on a wall square it's changed to floor. Wizard blinking also doesn't increase magical contamination. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2145 c06c8d41-db1a-0410-9941-cceddc491573
* Didn't have svn autoprops set properly for the new files that I addedzelgadis2007-09-161-1/+1
| | | | | | | for my code refactoring. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2103 c06c8d41-db1a-0410-9941-cceddc491573
* Add missing AppHdr.h includes for these new files to un-break the Mac build.nlanza2007-09-161-0/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2099 c06c8d41-db1a-0410-9941-cceddc491573
* Split off portions of externs.h and enum.h into other files. Thezelgadis2007-09-151-0/+543
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