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* Fix 1996770: shafts being capable of disarming.j-p-e-g2008-06-181-0/+1
| | | | | | | 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
* Added Water card. Might need some rebalancing.haranp2008-04-081-17/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4127 c06c8d41-db1a-0410-9941-cceddc491573
* Items can now fall through shaft traps (trap doors). The code is ratherzelgadis2007-12-031-1/+3
| | | | | | | | | | | | | | 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
* The number of traps randomly generated on a level, and which types ofzelgadis2007-11-131-0/+19
| | | | | | | | | | | 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
* Fix bug 1814617: teleport/banish not clearing being trapped in netj-p-e-g2007-10-261-0/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2588 c06c8d41-db1a-0410-9941-cceddc491573
* Make mechanical traps in Orcish Mines and Elven Halls ofj-p-e-g2007-10-091-1/+1
| | | | | | | | | | | 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
* Overhaul trapping net escape functions.j-p-e-g2007-10-011-1/+1
| | | | | | | | | | 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
* Didn't have svn autoprops set properly for the new files that I addedzelgadis2007-09-161-1/+1
| | | | | | | for my code refactoring. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2103 c06c8d41-db1a-0410-9941-cceddc491573
* Split off portions of externs.h and enum.h into other files. Thezelgadis2007-09-151-0/+65
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