| Commit message (Collapse) | Author | Age | Files | Lines |
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6439 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6349 c06c8d41-db1a-0410-9941-cceddc491573
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targeting monsters is actually needed.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6338 c06c8d41-db1a-0410-9941-cceddc491573
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determine if a level_id is (not) in BRANCH_FOO; takes care of comparing
level_type to LEVEL_DUNGEON.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6034 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5979 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1996304: the Swap card incorrectly swapping monsters/player caught in a net
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5941 c06c8d41-db1a-0410-9941-cceddc491573
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find the nearest exit, and disappear once they reach it. There's a new
travel target, MTRAV_EXIT.
Notes:
This is currently very simplistic. The monsters still don't use
pathfinding, so if they're blocked, they'll just stand there again.
With shaft traps, the monsters shouldn't try to go directly to the
target, since they can't disappear at the same time they fall through to
another level.
With teleport traps, they should only go to them when all paths to exits
are blocked, and they shouldn't disappear when they hit them. There may
also be issues if a monster hits one and reappears nearby, since it
won't be far enough outside the player's LOS to disappear.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5935 c06c8d41-db1a-0410-9941-cceddc491573
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Also fixes tile issues where the inventory was partly covered or not
shown at all.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5844 c06c8d41-db1a-0410-9941-cceddc491573
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It's not actually used anywhere yet, but I've implemented a wizmode
testing function (x on monster, then 'w') that calculates the shortest
path to any playerchosen destination on the level, and it seems to work
quite well. The monsters tend to take zigzag paths but that should be
easy enough to smooth out and in any case doesn't matter all that much
since the player usually won't witness this. Oh, and though I tested
the whole thing in a labyrinth, it went ridiculously fast! I'd rather
doubted that but Darshan was completely right, as usually. :p
Please don't remove the debugging output yet, I still need them.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5476 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1943573: Weird message order when attacking charmed monsters.
Fix 1826896: NOTE_ID could have line breaks in mid-word
Modify the "This feature has more information" hint to mention
mouseclicking for Tiles players rather than 'v' like for purists.
Oh, and when trying to look into BR 1952908 (buggy trap in the Abyss)
I found that traps can be generated in the Abyss after all. I don't
know when that was changed but the last time I checked I remember
seeing something like "if (level == ABYSS) return false" in a
"Can there be traps here?" check. Is my memory playing tricks on me
or was that really changed, and if so, was it intentional?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5445 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5291 c06c8d41-db1a-0410-9941-cceddc491573
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used the "danger" or "warning" channels to use that. Sending an error
message to the error channel has the side effect of interrupting all
activity.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5276 c06c8d41-db1a-0410-9941-cceddc491573
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You now get messages like "The seven-headed hydra bites."
and "You slice the 12-headed hydra."
FR 1963606: Take a note when you pick up a rune (or the Orb!) for the
first time.
There are a couple of other files I changed, but I can't remember any
big stuff, so it was probably just cleanup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5029 c06c8d41-db1a-0410-9941-cceddc491573
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traps.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4994 c06c8d41-db1a-0410-9941-cceddc491573
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been down there!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4618 c06c8d41-db1a-0410-9941-cceddc491573
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directly above that level (thus, level 26) will drop you into 27, else
you'll at most land in Dlvl 26. Still, shafts may be placed on level creation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4616 c06c8d41-db1a-0410-9941-cceddc491573
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sometimes (25% each) one or three.
FR 1951309: Disallow SeeInv + rPois properties for randart naga bardings
since naga already have those two as innate mutations, and there's no one else
capable of wearing them.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4615 c06c8d41-db1a-0410-9941-cceddc491573
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boosted mutations.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4614 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@4127 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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easier to test floating over traps
- Don't yesno if an airborne player tries to move over a shaft.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3684 c06c8d41-db1a-0410-9941-cceddc491573
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attempts (mermaid) while the player is taking some stairs.
Also add a message for wielding a weapon of distortion. (I'm afraid there
already used to be one that I've accidentally removed.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3385 c06c8d41-db1a-0410-9941-cceddc491573
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Everytime a monster in your LOS doesn't wake up (= you pass the
Stealth check), there's a 5% chance of exercising Stealth by 1. Yes,
this is probably much too frequent (normal Stealth exercising happens
with 1/18 chance once every 20 turns), but I'd prefer decreasing the
probability of plain Stealth training in favour of the active
training, anyway, though I've no idea what the actual numbers should
be.
Add "passive trap-training" (FR 1865590):
Everytime you detect a trap by setting it off, T&D gets exercised by
1 or 2 (50% chance each), same as for detecting a trap by searching.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3382 c06c8d41-db1a-0410-9941-cceddc491573
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(strongly modified, I admit) blood patch.
Whenever the player or a monster capable of bleeding suffers
damage (currently only in melee) or when you dissect a corpse
there's a chance (depending on damage/corpse weight) that the
square will turn bloody and be coloured red, with a much
lower chance of additionally spattering some of the
surrounding squares. These chances are probably still a bit
too high for later values of possible damage dealt.
Also, ranged and some of the magic attacks (earth-based,
mostly) should also be able to send blood flying. :p
For now, this is flavour only, but it shouldn't be too
difficult to introduce relations to Necromancy or evil gods.
Also consider dragons to be warm-blooded, like dinosaurs.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3230 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3145 c06c8d41-db1a-0410-9941-cceddc491573
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generating racial traps, as set_equip_race() won't make them racial.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3082 c06c8d41-db1a-0410-9941-cceddc491573
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simplistic, and it's not currently possible to make a "baited" shaft;
also, there is no threshold weight, so even a single dart will open up
(and thus reveal) a shaft trap. Breaks savefile compatibility.
Monsters which fall through a shaft now show up 100% of the time on the
player's next visit to the shaft's destination level. Also, the monster is
placed close to the spot where the player would end up if s/he went through
the same shaft.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2988 c06c8d41-db1a-0410-9941-cceddc491573
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available; this removes the need for some special cases dealing with
trolls' and ghouls' built-in claws
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2890 c06c8d41-db1a-0410-9941-cceddc491573
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* shafts cannot be created above level 3 in the main dungeon
* intelligent fleeing monsters will jump into shafts
-> this will reveal the shaft to the player
* rename "shaft trap" to "shaft"
* ask for confirmation before stepping into a shaft
Also finally fix colour from post-death inventory bleeding into
the highscore and prompt. (This has always bugged me.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2884 c06c8d41-db1a-0410-9941-cceddc491573
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traps are randomly selected, can now easily be controlled on a branch by
branch basis (and for Pan and the Abyss), similar to how monster level
and rarity is controlled (via function pointers in the Branch data
structure). The same can be done for fog machines (though this feature
isn't being used as of yet).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2846 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2783 c06c8d41-db1a-0410-9941-cceddc491573
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fix to freeing self from net.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2775 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2773 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2769 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@2588 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2576 c06c8d41-db1a-0410-9941-cceddc491573
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mutation has been replaced with an involuntary shouting mutation,
and the trap with an alarm trap. The scroll hasn't been replaced with
anything, and the frequency of scrolls of random uselessness has thus
doubled; someone needs to re-do the scroll frequencies.
Also added a "drifting" mutation, which causes the player to sometimes
drift in a random direction after moving.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2464 c06c8d41-db1a-0410-9941-cceddc491573
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appropriate racial type.
I'd prefer it if there was a chance involved but IMHO a
given trap should shoot the same (racial) type of ammo,
so this is now always the case in these two branches, for
all of needle, arrow, bolt, spear and axe traps.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2395 c06c8d41-db1a-0410-9941-cceddc491573
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DEBUG_DIAGNOSTICS compile, another changing net
descriptions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2385 c06c8d41-db1a-0410-9941-cceddc491573
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supposed to be holes hidden by debris.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2337 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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With the help of several factors (such as size, wielded weapon
or stats) the game decides whether you should try to destroy the
net to come free, or try to slip out of it. The same calculation
also influences how long this will take.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2278 c06c8d41-db1a-0410-9941-cceddc491573
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requested in FR 1801705.
Also adding feedback when auto-travel fails to kick in.
And trying to get out of a net no longer stops travel, only
being caught in one does (FR 1800821).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2263 c06c8d41-db1a-0410-9941-cceddc491573
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all a net improvement. ;)
I'm reusing item.plus2 as a marker for trapping
monsters or not. AFAIK, missiles don't need those,
and it makes stacking so much easier.
Gladiators start with Throwing skill 1, except for
Kobolds (don't get a net) who get an additional level
at Dodging.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2149 c06c8d41-db1a-0410-9941-cceddc491573
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for my code refactoring.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2103 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2099 c06c8d41-db1a-0410-9941-cceddc491573
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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
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