| Commit message (Collapse) | Author | Age | Files | Lines |
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Statues aren't really walls, and it hardly makes passwall less
useful.
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Treatment of entry point and later obstacles is unified. It
doesn't work as "detect secret door" anymore.
This also means that you can now passwall into statues --
before, you could passwall through them but not start
with one.
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This means it's properly abortable now.
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Patch slightly modified from
http://crawl.develz.org/mantis/view.php?id=106.
I've made a little patch that improves passwall's
behavior somewhat. It now gives different messages
depending on whether you failed the power check,
there's something blocking your path, or the wall is too
deep.
Additionally, the prompts have been removed: if it would
have been possible to cast the spell without dying,
that's what happens, and if the wall is too deep it's
canceled.
So basically it works like before, except you don't have
to worry about committing suicide by accident.
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everything.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Could still be improved with at least the following:
* The process of a proposal/patch making its way into into the game
* Versioning: use of agendas for major versions; only fixes for minor versions
And of course, needs to be updated for the new Mantis/Wiki once it's official. Feedback welcome!
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This reverts commit 941444076c26e5e5149c6368a4261d60842fe3ec.
After consultation with Enne, this doesn't really fix the issue, and is
therefore superfluous.
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Previously, it had a noise level of 3, making it all but useless
for stabbing when going through walls of width one.
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The Lua prelude of maps isn't executed early enough now. Using 'BORDER'
sets map->border_fill_type as soon as the map is read, rather than after
it is placed.
This commit increases the value of MAP_CACHE_VERSION.
Can be reverted if it causes issues or is unwanted.
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Also provide checks for whether or not the monsters can speak or not:
they may have been polymorphed.
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This solves "Duvessa screams as her is devoured by a tear in reality".
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Set messages_at_top=true to use.
This is not quite aesthetically pleasing since character name
and title which form a kind of heading for the screen are now
in the middle. It might be better to display them in an extra
line across the top.
Also, the layout should really be moved out to lua and made
completely user configurable.
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This was causing scrolling problems, but now that scrolling is off,
this shouldn't occur anymore.
For reference, if problems with writing to the bottom right corner
of the terminal show up:
http://bugs.debian.org/cgi-bin/bugreport.cgi?bug=311345
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There may have been some obscure reason for turning this on, but
as far as I can tell it only causes problems.
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All the other dgn and map functions in Crawl are 0-indexed, so this makes
everything more consistent.
I've changed all the uses in the master branch, but if you're using these
functions in another branch (dpeg and due), then you'll need to adjust
all your coordinates to match.
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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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"any", "random" and "%" are all synonyms in vault definitions, whereas
"|" and "*" have no synonyms.
"star_item" = "*" (as good_item is a tag which does something else)
"superb_item" = "|".
This is mostly useful for clarity (only) in instances where "%" and "|"
glyphs have been used by KFEAT to mean other things. In these instances
KITEM: r = % will still work, but may cause confusion: having textual
names will help to alleviate any confusion.
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Placing them after connectivity checks causes issues when (larger)
vaults split the level or clobber staircases. This, in combination with
setting it to non-clobber, should solve all of these issues.
It may mean that some uniques are placed less than others (such as
Yiuf's vault), and thus may require that his vault has its weight
increased slightly to compensate.
However, it also means that it's now safe to create other, similar
vaults.
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The first (point_iterator) accepts a table of points (such as the ones
return by dgn.find_marker_positions_by_prop, or any other function which
returns points) and is filterable and stateful.
The second is a quick wrapper over dgn.find_marker_positions_by_prop.
Tweaked rectangle_iterator to supply an "rvi" (return value instead)
which will store the value of the filter instead of expecting the filter
to return a true or false value. Setting this to false will behave as
before; setting it to true allows us to have the filter alter the point
(mons_at, items_at, marker_at_pos, etc).
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Specify who is being burnt terribly. In this case, it is the player.
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"It burns terribly" is unclear in some instances, so change to "The
fire/the lava burns terribly". Also change "It scalds you terribly" to
"The steam scalds you terribly" for steam.
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0 to <= 3 is the same as 0 to < 4, so it's actually 4 chances, not 3.
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This cuts down on message spam when placing uniques.
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Vaults can now include other vaults as a part of their definition. These
subvaults are currently included by tag only and replace glyphs in their
parent vault. See documentation for more details.
Vault:8 has been modified to use subvaults.
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It was regularly splitting levels up. Despite the fact that it no longer
clobbers stairs, it's still placed after the connectivity confirmation,
so it can still split the level. I've added paths through it and entry
points, so hopefully this should solve the issue.
May need to be reverted if it doesn't fix the issue, or causes other
problems.
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Fixes staffs showing stats in a different order from weapons, and
makes the description safe from future stat changes.
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Set use_fake_player_cursor = true to use this. This allows
defaulting the cursor to off, which means less cursor blinking
say when travelling.
This patch also moves the cursor control closer to where it's
used, so that the cursor is only turned on for actual input
prompts. I've definitely missed some prompts here: almost
anything that prompts for a single character and reads it
using getch() will not have a cursor with use_fake_player_cursor
set at the moment.
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Polymorphing either Pikel, Kirke or Duvessa/Dowan rendered their death
effects useless, as it checked monster->type and not the original
monster (ie, monster->mname).
Instead of checking monster->mname, though, store the name in
monster->props, to stop sorear complaining.
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If the map doesn't get placed, give it a second and third try at it.
Give up after these, though; this means that uniques should probably
generate at the same rate as they were at before.
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This should help with broken levels created by Yiuf's cottage. It may
mean that we won't be seeing much of Yiuf anymore.
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I just duplicated the player robe_clouds.png to urand_clouds.png.
No idea if this is correct.
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Also increase maximal feature list width to 20.
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This function would appear to only work for melee items and not for body
armours. It was flavour anyway.
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