| Commit message (Collapse) | Author | Age | Files | Lines |
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* Experimentally make tension increase the odds for good effects.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9600 c06c8d41-db1a-0410-9941-cceddc491573
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* Fix wording of stair slide chaos effect.
* Add new stimulation triggers for Xom (monsters being polymorphed,
accidentally hasted/healed, or going berserk) which has the side
effect of keeping Xom's interest up if you actually use the chaos
branded weapon he gifted you.
* Greatly reduce stimulation possible from deliberately quaffing bad
potions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9596 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9474 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9107 c06c8d41-db1a-0410-9941-cceddc491573
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Remove the sound-strength #defines because they're not used anymore (except
for SL_SPLASH, which has been replaced by its value.)
Change some #defines to const variables.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9087 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9086 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9084 c06c8d41-db1a-0410-9941-cceddc491573
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be needed in other places. Should fix [2456879].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9051 c06c8d41-db1a-0410-9941-cceddc491573
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this didn't break anything which travel depends on.
Fixes [2051248].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9012 c06c8d41-db1a-0410-9941-cceddc491573
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have been dumped into deep water (e.g. by the Water card) to move along
the bottom in order to get out. Fixes [2519093].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8985 c06c8d41-db1a-0410-9941-cceddc491573
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generating the Shoals, rename it DNGN_WATER_RESERVED, and make
grid_is_water() take it into account just in case.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8767 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8765 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8763 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8649 c06c8d41-db1a-0410-9941-cceddc491573
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tile_tag_pref option.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8383 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
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re-arranges all stairs on the level, but now is just used to test the code used
to move stairs in LOS away or towards the player.
Added beam flavour BEAM_VISUAL for animating someting moving in a line which
doesn't have any effects on its own, and removed BEAM_LINE_OF_SIGHT, which was
no longer being used. Added bolt structure field "delay", which can be used to
change the delay between animating each square in a beam from the default of 15
msec.
For eventual use as a Xom effect added the stairs-are-avoiding-you durations
DUR_REPEL_STAIRS_MOVE and DUR_REPEL_STAIRS_CLIMB. If DUR_REPEL_STAIRS_MOVE
alone is set then stepping onto a stairs/portal/etc has a 50% chance of making
it move away in a random direction. If DUR_REPEL_STAIRS_CLIMB alone is set
then attempting to climb a stairs/etc has a 50% chance of making it move away
before you can get through it (and ending your turn in the process). If both
are set then moving onto it and attempting to climb each have a 29% chance of
making it move, for a combined chance of 49.59% of a move-and-climb making the
stairs move away. Once a stair is successfully taken there's a 50% chance of
the stair on the other end moving away from the player, and then both durations
are reset to 0.
These can be tested by drawing The Stairs card ("&c stair"), which will set
DUR_REPEL_STAIRS_CLIMB if you're on top of a stair or DUR_REPEL_STAIRS_MOVE if
your'e not.
Added a few wizard targetting command placeholders.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7865 c06c8d41-db1a-0410-9941-cceddc491573
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Encapsulate filling out a corpse object for a particular monster in
fill_out_corpse().
Started work on "swap chaos weapon with weapon of victim" chaos effect, but am
putting that off until there's some actor class virtual methods for changing
inventory and equipment.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7807 c06c8d41-db1a-0410-9941-cceddc491573
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again...
Anyway, I added a check to make sure that monsters that somehow end up
in deep water (confusion!) can get out of it again if not aquatic.
Monsters that can drown, will still do so, of course.
I also removed the drowning conditional for zombies and skeletons.
They'll now slog invisibly underwater and eventually reappear in shallow
water or dry land. I think this is more interesting than making them
drown. That, and they've seen a lot of nerfs lately.
Oh, right, and I replaced some ENCH_SUBMERGED with mons_is_submerged(),
that might explain the number of modified files...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7427 c06c8d41-db1a-0410-9941-cceddc491573
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settings: vault and highlight.
Vault means a grid is part of a vault (set in dungeon.cc), and currently
used to exempt vault grids when shifting labyrinths.
Highlight is a meta flag currently only used to highlight labyrinth
changes on the 'X' map in wizard mode, but I can think of a couple of
other uses, mostly for debugging purposes.
Also replace a few for loops in the lab shift function with
rectangle_iterators.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7414 c06c8d41-db1a-0410-9941-cceddc491573
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Improve exclusion los behaviour.
* now takes into account what the player knows of the map
* don't autoremove exclusions if you don't know the monster died
* the los gets updated as the player explores the area
For some reason this doesn't work when you dig into an excluded area.
FR 2006559: Sort monsters in description menu (?\) using the same
measure as the monster list does.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7132 c06c8d41-db1a-0410-9941-cceddc491573
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Traps now remember how much ammo they have. The ammo quantities
(from David) are rather tentative.
Breaks savefiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7076 c06c8d41-db1a-0410-9941-cceddc491573
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attacks, so as to avoid overlap with the first monster on the level.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6985 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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This might have introduced some bugs: I now get intermittent crashes
on startup (this might have to do with the changes to special_room.)
Sorry about that - committing before I need to do any more big conflict
resolutions. Fixes coming later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6732 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6691 c06c8d41-db1a-0410-9941-cceddc491573
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most likely broken in some places and might break tiles. Will fix in the
near future.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6636 c06c8d41-db1a-0410-9941-cceddc491573
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excluded from find_connected_xyz() unless it's the starting square.
Used in the "Evil zoo" mini-vault (minivault_9) so that each door
opens and closes separately rather than all of them forming a huge gate
which opens all at once.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6461 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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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
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5146 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4196 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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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
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3189 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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*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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2817 c06c8d41-db1a-0410-9941-cceddc491573
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2357 c06c8d41-db1a-0410-9941-cceddc491573
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placing vaults with &L (bobbens).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2332 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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