| Commit message (Collapse) | Author | Age | Files | Lines |
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Also add some comments to stuff.h, categorizing functions for
later removal.
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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Monsters should now try to escape from Arachne's
ensnare immediately (on whatever incredibly rare
occasions that is relevant), and shouldn't try to
break out of net traps on the turn they get netted.
This technically breaks save compat with the old
newly_webbed prop, but in a harmless way.
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From nets & webs.
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Instead of throwing nets accumulating persistent damage as monsters
struggled against them (and then becoming impossible to stack in
your inventory afterward), they are either outright destroyed by
the struggle or remain in normal condition. This should make them
a little less cumbersome to use.
This commit doesn't actually touch any of the escape formulas (which
are an impressive snarl that could definitely use tending to), since
probably they would need rewriting from scratch and I didn't want to
undertake that so close to 0.14, with various other things still in
the air.
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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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This includes fixes for 64834896234968 places in master that add new uses of
LEVEL_FOO and so on.
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Greek mythology has her as a mere non-sentient spider, the "spidertaur" form
I used here comes later -- most of 19th century artwork shows her that way,
possibly some earlier works too.
She has a staff of poison, and a spell that shoots a beam that splats a web
onto you.
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There's no support for producing maps for a level you're not on, around half
of functions assumed this.
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The version we do use, placing fog generators with vaults, gives a lot
better control.
Per-branch trap generators were used only to block mechanical traps from
generating in Slime, this can be done with a single if.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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Much manual merging, and a few fixes for changes in the code (particularly
monsters->monster and the like). Now compiles and seems to work. Zot Def
added to start menu.
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Made trap costs dependent on the number of traps. Possibly too high atm.
Fixed zot map 3
Added zot map 4 - still needs balancing
Added a small amount of randomisation to the monster pathfinding A*
algorithm.
Made blade traps break eventually
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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Now they:
* use a randomly chosen trap as their appearance (purely
mechanical tough)
* are now known as "<x> mimic" as opposed to "mimic".
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Travel no longer attempts to cache trap positions.
Warn wizmode user if a trap cannot be created.
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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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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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Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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to the trap name.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10581 c06c8d41-db1a-0410-9941-cceddc491573
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* In xom_acts, if Xom was bored (and now did something bad) reroll interest.
* Greatly decrease amusement derived from the player entering a new
level. (However, entering a new level via escape hatch or shaft is
REALLY amusing, more so the deeper the shaft.)
* Xom may be amused if you are caught in a net and there are hostile
monsters around.
* Fix draconian tiles not showing up correctly for Detect Creatures.
* Improve card descriptions output for Triple Draw/Stack Five.
* In inventory, add '&' hotkey for useless (== inedible) chunks.
Still needs documentation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9557 c06c8d41-db1a-0410-9941-cceddc491573
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This fixes some bugs (e.g. Portal spell and nets interact properly.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9036 c06c8d41-db1a-0410-9941-cceddc491573
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Traps now remember how much ammo they have. The ammo quantities
(from David) are rather tentative.
Breaks savefiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7076 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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most likely broken in some places and might break tiles. Will fix in the
near future.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6636 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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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4127 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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