| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
.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!
|
| |
|
| |
|
|
|
|
|
|
| |
It is still possible to lose the colour if the cell is permanently
reverted to its original type: for example, using Tomb on coloured
floor then digging out.
|
| |
|
| |
|
| |
|
|
|
|
| |
And trees.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Previously they'd sink to the bottom of deep water & lurk
forever. Thematic, but extremely unintuitive and not really
accomplishing much. It'd be cool to let them move slowly through
deep water, maybe, but hiding at the bottom was clearly the wrong
answer.
Also touch up player drowning messages a little bit, and fix one
that would never show up.
|
|
|
|
| |
old areas. Mostly fixes #8625.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
For basically the same reasons as door mimics.
It'd be really funny if someone tried to escape down a hatch
and found out it was a mimic, but in practice, good play usually
prevents that. :(
|
|
|
|
|
|
|
|
| |
Since players had no reason to want to go next to statues
or fountains anyway.
Door mimics were kind of funny, but encouraged testing every
door to see if it was a mimic, which doesn't seem necessary.
|
| |
|
|
|
|
|
| |
To match the entry. The tile is already just as portal-like as the
entry tile, so no change there.
|
|
|
|
|
|
| |
The complaints against the branch are well documented, mostly stating
Dancing Weapons are awful enemies and the Hall of Blades is filled with
them.
|
| |
|
|
|
|
| |
and also change a temporary variable name to avoid overshadowing
|
|
|
|
|
| |
Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
|
| |
|
|
|
|
| |
This fixes all the instances caught by unbrace.
|
| |
|
|
|
|
| |
Handles some functionality for having a god without piety.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When corrupting a level, the contents of certain squares are
sometimes moved to a nearby square instead of being deleted. Sometimes,
dgn_shift_feature would decide to move things onto a square that contained
an actor. This was wrong.
This bug could manifest as a crash in at least one way: using corruption
near a sealed door could displace the contents of the sealed door's square
(including the door itself) on top of the player; because sealed doors are
accompanied by a temporary terrain change marker (MAT_TERRAIN_CHANGE). The
game would crash on the next turn when _move_player detected that the
player was inside a solid object (the door).
Also, in dgn_move_entities_at, assert that the destination square does not
contain an actor.
|
|
|
|
|
|
|
| |
It was something that was almost never relevant but that cluttered
up the code regardless. If it were to be more relevant that would
not really be a good thing since a chance for instadeath is rather
bad design.
|
|
|
|
|
|
|
|
|
|
|
| |
Trees are in some ways yet another type of transparent wall, and, as
MarvinPA has said, "in general having areas full of trees where you
can see lots of enemies but not target them just plays badly."
There were two differences between trees and mangroves, besides LOS:
the latter didn't start forest fires and left shallow water when
destroyed. That behaviour is kept, instead checking whether
the tree (technically, the player) is in Swamp.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Partly this is to (somewhat) make the Abyss a little easier. Teleports
still take longer than orbrun teleports to kick in on average, and
in general letting the player know what an action will do is a good
thing.
But the main reason is that, due to maprot, same-area abyss teleports
are a pretty awful interface screw. You are prevented from remembering
what monsters were around (this was quite annoying when being marked
was more common in the abyss), and though you can see for one second
what direction you came from, immediately after the screen refreshes
and you can't anymore.
Possibly this could lead to improving/removing altogether maprot.
|
|
|
|
|
|
|
|
| |
We have a lot of proposed deity concepts floating around; surely at
least one of them will reach a usable state by the time we need these
enums.
With nineteen current gods and eight enums, that's space for 27...
|
| |
|
|
|
|
| |
In particular, ctrl-O should no longer mention the branch.
|
|\
| |
| |
| |
| |
| |
| | |
Conflicts:
crawl-ref/source/enum.h
crawl-ref/source/spl-data.h
crawl-ref/source/spl-summoning.cc
|
| |
| |
| |
| |
| | |
At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
|
|/
|
|
| |
It temporarily changes nearby terrain to trees and water and summons a dryad.
|
|
|
|
|
| |
See !lm EightySix fofi crash -log for an example. Now we also check
the terrain change markers for the desired feature.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When a tidal change happened, sometimes large chunks of temp water
would be outright removed (even when they were far from the shoreline),
and without actually removing the terrain change marker (which caused
bits of land that were curiously immune to being flooded again).
I have to admit that I don't entirely understand all the tidal code
so it's possible this fix doesn't do exactly what I think it does, but it
does seem to address the visible issue - temp water is preserved
regardless of tidal movement, which continues to operate normally around
it.
|
|
|
|
| |
You could instead just, y'know, leave it what it already is.
|
| |
|
|
|
|
|
|
|
|
| |
This will be based largely on mikee's proposal on Tavern here:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10117
Right now the name is "Dsomething". This obviously needs to be replaced
with something else (heh) before prime time.
|
| |
|
|
|
|
|
| |
Also, ensure this won't happen again -- removed features must have their
names changed so we can be certain they're indeed gone.
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
| |
Overloading made it impossible to redefine them, assign colours, made it
hard to do stuff on C++ side, and stank of elderberries.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
| |
It trades readability and consistency for an utterly negligible bit of
speed. With the amount of further processing mpr() does, a single sprintf
is nothing.
This reverts commit d9dfa8fc9755fb0a4e8954c7eb94f32fe97b82e0.
|