| Commit message (Collapse) | Author | Age | Files | Lines |
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/branches/stone_soup-0.4@6484 c06c8d41-db1a-0410-9941-cceddc491573
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Change inscription prompt to work as intended by David, after all. :)
Make manuals use a reading counter (plus2) that is initialized with
3 + random2(15). Once it reaches 0, the manual crumbles to dust.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6443 c06c8d41-db1a-0410-9941-cceddc491573
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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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Fix 2002931: feature_item_brand not working
No, it's not the important bugs, but at least these are bugs I can
reproduce. :P
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6433 c06c8d41-db1a-0410-9941-cceddc491573
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terrain.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6419 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 2011258: Consolidate named orcs correctly in the monster list.
Fix 2010542: Patrolling monsters forgetting the player too quickly.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6408 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6381 c06c8d41-db1a-0410-9941-cceddc491573
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Tidy up the new lines item descriptions a bit, so you don't get three
free lines in some cases (non-randart, non-special description items)
and one or two in other cases.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6370 c06c8d41-db1a-0410-9941-cceddc491573
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radius_iterator instead of the previous setup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6347 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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I've updated the patch to the current mlist code, but there are still a
couple of bugs that will need to be ironed out. For example, monsters
are picked by comparing their attitude and type, which is not sufficient
in the case of (non-collapsed) zombies, as well as mimics or ghosts.
Also if the number of monsters in the visible list is greater than its
rows (because some appear in the same row) then monsters outside of the
visible list can be targetted. I guess this is an unintended feature. :)
I'm certain there'll be more bugs, though.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6129 c06c8d41-db1a-0410-9941-cceddc491573
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entrances to Zot and the four Hell branches, plus gates to further levels
of Pandemonium, can be cycled via '>', while exits from Zot, the Vestibule
of Hell, Pandemonium and portal vaults can be cycled via '<'.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6106 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5948 c06c8d41-db1a-0410-9941-cceddc491573
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around, and have a monster leaving the level cast spells like a fleeing
monster, for the sake of getting out of the way.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5936 c06c8d41-db1a-0410-9941-cceddc491573
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few other related bits.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5907 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5902 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5901 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5900 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5898 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5886 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5867 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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Mark bees created in bee hives as patrolling.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5789 c06c8d41-db1a-0410-9941-cceddc491573
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in a net, specific skills, magic resistance, and which stat to choose.
In a given game you'll only ever see a small fraction of all tutorial
events (we're at 71 now, and some of them are exclusive). In fact, a lot
of the information is so generally useful (esp. on gods, skills and items)
that I'm seriously considering opening up the general information (How do I
use item x? What does Spellcasting do?) to a wider selection of characters.
I don't think we'll want to explain the intricacies of Mummies, Ghouls,
or Vampires, but a lot of this stuff even applies to them... (If we
overhaul the tutorial, it's certainly not a 0.4 target, though.)
Resetting the tutorial version to 8 as we somehow switched from digital
version to binary and back to digital. It will take some time until we
actually reach 110, and by then, I am sure the base files won't be save
compatible anymore. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5777 c06c8d41-db1a-0410-9941-cceddc491573
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updated until viewed from a separate square, which caused problems when teleporting.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5765 c06c8d41-db1a-0410-9941-cceddc491573
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water grids nearby if the player recently moved (or restarted a game)
and if a non-adjacent monster tries to reach the player.
Remove now unneeded lua code (was used for the old pickup.lua) and make
monsters switch away from ranged weapons when engaging you in melee. If
a monster will still insist on hitting you with a sling it's a sure sign
said sling is cursed (doesn't autoID, though).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5755 c06c8d41-db1a-0410-9941-cceddc491573
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attempt to move it to an adjacent square before doing so. If there are
no appropriate adjacent squares then try to make it stay submerged. If
it can't stay submerged because the terrain changed then teleport it
away.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5738 c06c8d41-db1a-0410-9941-cceddc491573
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or lava. I've added some more checks to avoid hampering performance too
much, but of course there's still space for improvement.
Once per turn check whether the player can see water and/or lava, and
only if this is the case run the additional checks (monster habitat,
grid_see_grid) when a monster tries to move.
Smart monsters that have a ranged attack won't use pathfinding either
since they can directly fire at the player. (This is identical to their
pre-pathfinding behaviour.)
Also fix butterflies really not interrupting resting. (Setting it to 0
doesn't work for some reason.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5737 c06c8d41-db1a-0410-9941-cceddc491573
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the chance to "try again" if the last time we were unsuccessful. Also,
if a monster tries to find a path to the player (not directly reachable)
and fails, mark all surrounding monsters of the same species within a
radius of 2 as having been unsuccessful. This includes monsters that are
currently out of los of the player or that are targetting a different
monster. Once they target the player, there'll either be a direct path
which they can use, or there won't, in which case there's a low chance of
using path finding; otherwise they'll simply advance the traditional way
as close as they can get.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5733 c06c8d41-db1a-0410-9941-cceddc491573
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or dropped up in the same turn as teleporting.
Note: In tiles, the tile for a grid isn't updated before you move aside
to see it, so when you teleport, the remembered grid still may
show items that you picked up several turns ago and does not show
what you might have dropped there, provided you stayed in the
same place before teleporting. I don't know how to fix that, so
I'm handing it over to Enne. *waves*
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5652 c06c8d41-db1a-0410-9941-cceddc491573
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on an invalid square.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5650 c06c8d41-db1a-0410-9941-cceddc491573
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description (evil_item). Same for evil_eating.
In another step on the way to monster pathfinding, take the
shortest path and extract a vector of waypoints out of it.
When experimenting with ways to do this I noticed that grid_see_grid
is not symmetrical (A may see B but not vice versa); I'm not sure
what effects that could have. It won't directly affect the player as
the checks for monster sees player and player sees monster both use
the player LoS, but it could have an effect on friendly monsters
fighting enemy ones, I guess.
Also, I don't think num_feats_between needs the shortest beam
available (called with false now). In fact, that seemed to hurt
visibility a bit, probably because of attempting to take vision
obstructing shortcuts. If this reasoning is wrong, please speak up
and/or correct it. (I sure hope not because the shortest beam
calculation has some more overhead that can be avoided this way.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5501 c06c8d41-db1a-0410-9941-cceddc491573
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only on their visibility, ingoring if they were in LOS or not.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5495 c06c8d41-db1a-0410-9941-cceddc491573
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careful checks for habitat were ignored (default is HT_LAND) because the
base type for undead wasn't chosen until after the position. I now added
another habitat check during the base type selection loop and now
everything works. :)
Add a warning inscription !D that ignores such items during actions like
sacrificing items, destroying weapons (Ely), burning books (Trog) or
casting sticks to snakes. The failure messages are very clumsy now, but
they do get the point across, I hope.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5472 c06c8d41-db1a-0410-9941-cceddc491573
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matches player::pet_target, and because tags.cc seems to save
monster::foe as a short anyway.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5461 c06c8d41-db1a-0410-9941-cceddc491573
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a fair bit and as usually ended up doing lots of clean-up.
Oh wait, I modified eat_from_floor prompts to only force a more if there
was actually a message before trying the inventory (whoops), and also
modified the corpses in pack hint to take into account that a saccing
player won't be interested in butchering rotten corpses.
Also implemented a modified FR 1981119: when Detect Creatures only
detects plants already seen before, print a different message
("You detect no further creatures.").
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5435 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5434 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5414 c06c8d41-db1a-0410-9941-cceddc491573
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already done for vaults.
Modify monster speech to make the beast only use some selected shouts
(i.e. not "You hear an irritating whine") and NEVER do the demon taunts
since it cannot speak.
Demon lords can use almost the whole array of speaking verbs except for
"buzz" and "whine".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5400 c06c8d41-db1a-0410-9941-cceddc491573
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Fix 1971216: Kills by confused undead use LIVING_KILLED_BY_SERVANT
instead because the message ("collateral kill") fits better
and, though it's basically a hack, the distinction does fit
somehow.
Fix 1914948: Tweak message when you resist a spell cast by an invisible
monster.
Fix 1946608: Print "Nothing appears to happen." if reading ?EWI when
unarmed.
I guess that's it, plus probably some more cleanup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5378 c06c8d41-db1a-0410-9941-cceddc491573
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initialized outside of the class declaration or they won't by defined in
any of the object files, leading to "undefined reference" errors when
linking.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5336 c06c8d41-db1a-0410-9941-cceddc491573
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* I_NORMAL, I_HIGH: as before
* I_ANIMAL: try to only move within LOS of the patrol point
* I_INSECT: as animal, but patrol radius is 5
* I_PLANT : patrol radius is also 5, but there are some other
differences:
If the patrol point gets out of sight, zombies don't even attempt to
get back. Instead they become confused (not literally, though) and
reset their patrol point to 0 (if hostile, thus stop patrolling) or
to their current position (to continue "waiting" if friendly).
Also, while patrolling, if they reach their target there's a 50%
chance of not moving this turn, and 50% the next turn, etc.
Especially the latter needs testing. If it looks *too* stupid even
for zombies I'll take it out again.
These changes should also help to make patrolling a bit more
efficient because for stupid monsters we have:
- one los calculation instead of two (patrol point, monster)
- smaller radius
- no calculation at all if success is unlikely (distance check)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5335 c06c8d41-db1a-0410-9941-cceddc491573
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least it works correctly.
Reduce chances for friendly orcs some more, though by now the main
speech stems from cantrip spells of friendly priests and wizards. (At
least I couldn't find special messages for them in monspeak.txt.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5332 c06c8d41-db1a-0410-9941-cceddc491573
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monster patrolling. As before, ray casting is used to verify LOS
but ray casting now only happens if a blocked grid is encountered
when searching the surroundings in a growing spiral.
If a blocked grid is found, all beams that might possibly go through
this grid (heuristically tested, probably tests more than needed) are
checked right away and all grids behind the blocked one are marked as
well - this blocking can be reversed, if we later find another beam
that unblocks it.
A beam that was already tried isn't tried a second time.
The values are stored in a (2*LOS_RANGE)^2 array and then directly
compared when deciding where to send a patrolling monster next.
In the worst case we still need to fire beams at each of the edge
grids, but that probably can't be avoided entirely, though performance
could obviously still be improved.
The increase in speed is very much noticeable, i.e. for me Crawl runs
smoothly again. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5330 c06c8d41-db1a-0410-9941-cceddc491573
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a monster submerged in shallow water will give extra info during turorial
mode. Might be giving too many spoilers, especially the tips on surviving
in the Abyss and saying exactly what each god likes and dislikes when
covnerting.
There's a bug in non-tiles build where the tutorial note on branch
entrances shows the '>' symbol as light-grey instead of yellow; don't know
what's causing that.
Also, made player::backlit() used _get_contamination_level() to stay in
sync with the rest of the code.
Breaks savefile compatibilty.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5320 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5318 c06c8d41-db1a-0410-9941-cceddc491573
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Hostile monsters wandering across a grid they consider "interesting"
may note it down as patrolling point to return to. There's currently
no way of deleting such a patrol point short of enslaving the
monster. As before, patrolling only applies while wandering. Other
behaviour modes (chasing the player etc.) take precedence.
For now interesting grids are:
* altar to one of the good gods for holy beings
* altar to Beogh, or entrance to/return from Orcish Mines for orcs
* entrance to/return from Elven Halls for elves
* entrance to the Hive for killer bees
To test these changes, I've modified the stealth checks for wizard mode:
If you set the Stealth skill to a value greater than 27 (possible in
wizmode) hostile monsters will ignore you, i.e. not set MHITYOU if
you are nearby.
Noises will still wake monsters, and they'll hit you if they walk
into you (or vice versa), but they won't target you.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5313 c06c8d41-db1a-0410-9941-cceddc491573
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if they have a foe but you don't, i.e. if their foe is out of your LOS.
Don't allow patrolling to a target grid that is occupied by a monster in
case it's a stationary monster (plant or sleeping).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5311 c06c8d41-db1a-0410-9941-cceddc491573
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encountered and we're only interested in whether the path is clear or
not. Also, more whitespace/comment changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5298 c06c8d41-db1a-0410-9941-cceddc491573
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the patrol centre, make it more likely to return to the patrol area
if the monster left it somehow but is still nearby, and make friendly
monsters move around the player on their way to their target.
Also, highlight wizard commands in the wizard help.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5252 c06c8d41-db1a-0410-9941-cceddc491573
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