| Commit message (Collapse) | Author | Age | Files | Lines |
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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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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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This should fix shaft milestones not being reported (bug #157),
and also make the shaft destination logic work as apparently
intended.
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The jellies and acid blobs would've eaten any mechanical traps.
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Removed inclusion of travel.h from most .h files to reduce the number
of .cc files dependant on it. This involved moving the level_pos
declaration to externs.h, moving the flood_find template to it's own
header file, and moving two typedefs from travel.h to travel_defs.h
because typedefs can't be forward declared (argh).
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As per FR 2905062, the drop you at most 1 level from D:1 or
2 levels from D:2. Considering the steep difficulty increase
in the early dungeon, this seems like a good idea, even once
they become as rare as intended.
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For "Detect Traps", map knowledge is already update by
reveal_traps, and if a trap is in view, it will be copied to
env.map_knowledge from env.show already.
Fixes #78, which was caused by pre-known shaft traps changing
map knowledge through trap_def::reveal.
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This mostly puts && and || on the proper lines, per the style guide.
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shaft traps (i.e. using them intentionally) will improve the chances of the player landing fewer levels away. Shaft traps also now randomly determine their destination. Monsters cannot follow the player through shaft traps.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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_builder_basic. Instead, there is a chance for a trail to be created with a shaft at the end. Shaft generation rate upped from ~2% of all traps to ~5%. Shafts have 50% chance of being created as revealed, this chance decreases as dungeon depth increases.
Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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Update ring of fire's duration, also fix one use of DUR_REPEL I missed
previously.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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Also add a few previously indirect includes.
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.
env.map has been renamed to env.map_knowledge. It should really
be moved into player.
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Signed-off-by: Charles Otto <ottochar@gmail.com>
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Calls to plain see_cell(pos) were replaced with either observe_cell(pos)
or you.see_cell(pos). observe_cell where related to drawing the
interface and messaging, you.see_cell for game mechanics, and
one or the other in less clear cases (targetting, say).
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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There's a whole lot of places that pass monster_type as int, often
with varying meanings for the value -1. This moves some of these
to monster_type, introducing MONS_NO_MONSTER and MONS_PLAYER as
new invalid special values.
Also improve on the autoexclude descriptions.
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The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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A monster making noise was causing an ME_DISTURB behaviour_event() for
itself, possibly causing it to get a new foe, which could cause strange
results if it switched foes during the middle of spell-casting when it
made noise from chanting. Now noisy() can accept a "who" parameter, in
which case the monster which caused the noise will ignore the noise.
This is done in all cases except for when a monster of animal or lower
intelligence sets off an alarm trap or does a spell miscast.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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los.cc: basic raycasting algorithm; losight(), see_grid() etc.
ray.cc: ray_def implementation.
mon-los.cc: monster_los
This includes adding a bunch of #includes; there's probably some
obsolete includes of view.h now.
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