| Commit message (Collapse) | Author | Age | Files | Lines |
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Spending more time doesn't help.
The formula doesn't make sense, needs to be not merely adjusted but made
from the ground up.
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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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Nothing after level generation is supposed to depend on depth. A foo trap
is a foo trap, no matter where you find it.
This and previous changes make Sprint in particular more deadly: before, all
traps did almost no damage, having depth of D:1.
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There's no point in message_trap_entry() if it's used only for a single trap
type. The message can be given in the switch, like every single other trap
does.
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Only if the player is aware of the destruction, but it's the case most of the
time. Fixes #4429.
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This fix #3966. The method should be usable by monsters too, but it isn't
currently.
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MAX_MONSTERS: 350 -> 700
MAX_ITEMS: 600 -> 1000
MAX_CLOUDS: 180 -> 600
MAX_TRAPS: 100 -> 400
MAX_SHOPS: 25 -> 100
Untied NON_MONSTER, NON_ITEM, EMPTY_CLOUD from the values of MAX_MONSTER, etc.
so that MAX_MONSTER and friends can be changed without breaking save
compatibility again.
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Since it is done only on an explicit request, copious safety margins
are not needed.
I didn't provide an alternate way to disable the confirmation, but
since the danger is now always real, I don't think that's needed.
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