| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
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
|
|
|
|
| |
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4127 c06c8d41-db1a-0410-9941-cceddc491573
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2588 c06c8d41-db1a-0410-9941-cceddc491573
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
for my code refactoring.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2103 c06c8d41-db1a-0410-9941-cceddc491573
|
|
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
|