-------------------------------------------------------------------------------- 7668535 | Jesse Luehrs | 2010-03-26 18:40:48 -0500 don't include full describe output for actual releases (cherry picked from commit b84bd9182b17c123d3350b629dc16a08e3973569) -------------------------------------------------------------------------------- fbe6be0 | Jesse Luehrs | 2010-03-26 18:01:40 -0500 update changelog with actual release date (cherry picked from commit 9e775b7ac87f2f6ff800bf0c0cf7ece8842a693a) -------------------------------------------------------------------------------- b8127bf | Darshan Shaligram | 2010-03-26 17:37:28 -0500 Don't build contribs for package-source target, don't include .d, fix s/@echo/echo, include tiles submodules in source bundles (doy). Since the main makefile generates .d as needed, don't bundle .d files in the source tarballs. Also include tiles dependencies in tarball. (cherry picked from commit f03f2ddbc3bb5c0af708223537e4b7c8f8ad10c2) -------------------------------------------------------------------------------- 241692e | Jesse Luehrs | 2010-03-26 17:30:11 -0500 use system lua on non-debian distros (cherry picked from commit 909fd2d1f4bdb33af7479dc8c334829d3a9f26dd) -------------------------------------------------------------------------------- 7ae14fe | Darshan Shaligram | 2010-03-26 17:23:56 -0500 Make package-source also create -nodeps tarball without contribs/ (cherry picked from commit 48d787d7351a572467eb1c6f2a19786e5e1cfbe0) -------------------------------------------------------------------------------- 789322b | Darshan Shaligram | 2010-03-26 13:37:24 -0500 Correct name in credits (Sophie Hamilton). (cherry picked from commit b8cf62f9c0bae396a6f1c65a42933935e7d3bd9d) -------------------------------------------------------------------------------- 5342222 | Jude Brown | 2010-03-26 13:37:06 -0500 Orbs of Destruction shouldn't be viable mislead targets. [#1163]. Fixes #1163. (cherry picked from commit 11a79ecfb5bd47cfaec8abc70a1fa25dd710d131) -------------------------------------------------------------------------------- dd7441b | Adam Borowski | 2010-03-26 13:36:06 -0500 Don't advertise blunt weapons as "big, fiery blades (for hydras)" [Mantis 1159] (cherry picked from commit 62292be478067090586d2313ad6396dbaa403494) -------------------------------------------------------------------------------- a454cc4 | Adam Borowski | 2010-03-26 13:34:52 -0500 Describe various cset_ encodings. (cherry picked from commit 594a1edd234a9a828826421bef357e9eb0b72bee) -------------------------------------------------------------------------------- dd81fb8 | Adam Borowski | 2010-03-26 13:34:10 -0500 Typo fix: "Unkown". (cherry picked from commit 3594c072cc1f20698e435a319a079961ed4e3b32) -------------------------------------------------------------------------------- 7024c91 | Adam Borowski | 2010-03-23 20:51:26 -0500 Fix divine vigour crashing. (cherry picked from commit 3cdfdb5edf9f668f2aa3bc14429e87dd8fafdfdb) -------------------------------------------------------------------------------- ab10571 | Adam Borowski | 2010-03-23 20:51:08 -0500 Disallow overriding any directory setting from .rc in DGL. Some other settings still do allow reading/writing to arbitrary files, beware! (cherry picked from commit 96cc1cbc2d2c2b664c08cc5a4efa9e7f7cae9720) -------------------------------------------------------------------------------- a0c9f5e | Robert Vollmert | 2010-03-23 20:50:45 -0500 Adapt mi_get_monster_at to lua_push_moninf-change. (cherry picked from commit 465f2585162a2eb629238e786d41244e655749c7) -------------------------------------------------------------------------------- 7cfa856 | Robert Vollmert | 2010-03-23 20:50:36 -0500 Properly fix ch_mon_is_safe memory leak (greensnark). Apparently, mons_is_safe was only leaking memory in case ch_mon_is_safe was undefined. (cherry picked from commit be3b7cc44ae128235a0086a63b7d4c1672562415) -------------------------------------------------------------------------------- b46e5a4 | Adam Borowski | 2010-03-23 20:50:21 -0500 Fix a nasty memory leak. While sizeof(memory_info) is small, we call it millions of times. (cherry picked from commit 77cce521a61bc4ffbf73c05d481ffbf9e1d761c6) -------------------------------------------------------------------------------- eb7d5c3 | Robert Vollmert | 2010-03-23 20:49:50 -0500 Call tiles.set_need_redraw() from message_window::show(). This fixes some tiles lag issues for me (e.g. before dragon breath hits the player with debug messages). I hope this also catches the lag on magic missile level up. (cherry picked from commit d098134e2229f7d865d59d006ec5c505b0196cdd) -------------------------------------------------------------------------------- 6e579ed | Robert Vollmert | 2010-03-22 15:37:26 -0500 Document create_monster return value. (cherry picked from commit eee2a1418045006b132907a3981166df04ac1529) -------------------------------------------------------------------------------- 4a07c47 | Johanna Ploog | 2010-03-22 15:37:17 -0500 Add tooltips for opening/closing adjacent doors. Also add Tiles' doll editor command in the manual. (cherry picked from commit f1bdcd4b3c550b4a77c2f4cd356a198c9cd7c5ad) -------------------------------------------------------------------------------- 2b109ae | David Lawrence Ramsey | 2010-03-22 15:26:31 -0500 Fix Mantis 1131. Disallow artefact amulets of stasis that make you angry or give you the ability to go berserk, as berserking fails under amulets of stasis. (cherry picked from commit 0d838f97437e374adb88636429f86f76e8148181) -------------------------------------------------------------------------------- 85f89d7 | Matt Mills | 2010-03-22 15:05:41 -0500 Colour tags are now taken into account for terminal width calculations on the ^x screen. This fixes weight value misalignment. (cherry picked from commit 85f82afd47f69e159861c0b8d0442b715f721338) -------------------------------------------------------------------------------- 9ca0bfb | Robert Vollmert | 2010-03-22 15:05:19 -0500 Call tiles.set_need_redraw() from tiles.clrscr(). This seems sensible enough. I hope it doesn't have bad side-effects -- does it look ok, Enne? Fixes part of issue #1056, the lag when exploring into a shop. (cherry picked from commit 763e9ebd93199ed0657084adc7ae08243c226048) -------------------------------------------------------------------------------- 313b681 | Robert Vollmert | 2010-03-22 15:04:59 -0500 wizlab.des: No more spinal fluid (due, mu). (cherry picked from commit 14f6e5cbd73502a5de23bbe1bbf92b603c5439c8) -------------------------------------------------------------------------------- 289ab71 | Robert Vollmert | 2010-03-22 15:04:10 -0500 Unify stair case colouring in- and outside view. By default, they're always green/red, or white if unknown. To revert to the 0.5 behaviour, add the following to your crawlrc: feature = stone staircase leading up {,,light gray} feature = stone staircase leading down {,,light gray} (cherry picked from commit b4e89e0cc3219f615719662dece1ef33fb03aedd) -------------------------------------------------------------------------------- 486bc79 | Robert Vollmert | 2010-03-22 15:04:01 -0500 Revert "Unify stair case colouring in- and outside view." This reverts commit 184c01f6a45d337c8aa80c9f2dce3347d45d0a35. (cherry picked from commit 3c05f15d8c0c41c5097df1972c2d016338911178) -------------------------------------------------------------------------------- d5f50e0 | Johanna Ploog | 2010-03-22 15:02:33 -0500 Tweak open door description. (cherry picked from commit 060fa04547da677464f22aae4b1106529b86dcb1) -------------------------------------------------------------------------------- 8397df8 | Robert Vollmert | 2010-03-22 15:01:59 -0500 Update wielded item display for any item on unwield. Fixes issue #1107. (cherry picked from commit 83760a2bddcac65f7008fb1fe3216e754cf73c9b) -------------------------------------------------------------------------------- 28cf074 | Robert Vollmert | 2010-03-22 15:01:41 -0500 Allow doubly activating Lua triggerables. Before, a previously activated Lua marker aborted reactivation, which caused Lugonu's Corruption to mess up markers (e.g. no teleport control after picking up rune in Tomb). From what I can tell, none of the triggerable code relies on not being activated twice, but it would be nice if the triggerable experts could confirm this. Fixes issue #1096. (cherry picked from commit b2bf22da044c346c748b917c788f0448620f2433) -------------------------------------------------------------------------------- 6ce086b | Robert Vollmert | 2010-03-22 15:01:11 -0500 Kill tiles FPS limiter. It seems to be broken either way, and causing no end of trouble. (cherry picked from commit c5c3414fbc8dfa7e30f4a55282a7c453ff55c808) -------------------------------------------------------------------------------- c463709 | Robert Vollmert | 2010-03-22 15:00:47 -0500 Revert "Make tiles maximal FPS configurable." This reverts commit 5c1c7fb951e64c443a83bc54ad8e78a16ef179b7. (cherry picked from commit ad1b0153ee9cb65fa0f3c400cadc2088428045f6) -------------------------------------------------------------------------------- c03b46c | Johanna Ploog | 2010-03-22 14:59:00 -0500 Update 034_monster_glyphs.txt : giant lizard -> crocodile. (cherry picked from commit e561aa9968b236fec2d495235eab964608030ca4) -------------------------------------------------------------------------------- 6fc23f5 | Eino Keskitalo | 2010-03-22 14:57:30 -0500 Remove a reference to remove curse spell. Signed-off-by: Eino Keskitalo (cherry picked from commit f39a5b5d461bc11dce60ba7387b8d2107552bb7e) -------------------------------------------------------------------------------- 04e4db4 | Robert Vollmert | 2010-03-22 14:57:13 -0500 Fix mons_summon_illusion_from use of create_monster. It was checking the return value against NON_MONSTER instead of -1, so a failed summon illusion would cause it to overwrite the end of env.items, likely leading to issue #1089. In debug builds, this triggered an assertion. Fixes issue #1089. (cherry picked from commit 3ec0fb9383c55ae72df179e9ffaf35673c4920a7) -------------------------------------------------------------------------------- a09db14 | Jesse Luehrs | 2010-03-17 04:42:20 -0500 fix save file loading (by) -------------------------------------------------------------------------------- ad64873 | Robert Vollmert | 2010-03-17 02:54:37 -0500 Fix player-equip asserts when dealing with rings. -------------------------------------------------------------------------------- c133a3d | Robert Vollmert | 2010-03-17 02:54:36 -0500 Replace many uses of you_tran_can_wear. -------------------------------------------------------------------------------- a62e0b3 | Robert Vollmert | 2010-03-17 02:54:36 -0500 Default actor::slot_item argument include_melded to false. -------------------------------------------------------------------------------- 29d9d55 | Robert Vollmert | 2010-03-17 02:54:35 -0500 Update melding code around item_is_equipped. -------------------------------------------------------------------------------- 810d638 | Robert Vollmert | 2010-03-17 02:54:35 -0500 Convert player_wearing_slot and player::slot_item to use you.melded. -------------------------------------------------------------------------------- 92da0dc | Robert Vollmert | 2010-03-17 02:54:34 -0500 Concentrate equipping/unequipping in player-equip.cc. The various equipping effects should eventually move there; for now, they should only be called throuh (un)equip_item. -------------------------------------------------------------------------------- 765df80 | Robert Vollmert | 2010-03-17 02:54:15 -0500 New field player::melded. This is an array of booleans that say whether the corresponding equipment slot is melded. Based on ebad4a412b3459e1def3cb3b5f0edbe051d119d8, but modified to not bump major version. -------------------------------------------------------------------------------- 89802be | Robert Vollmert | 2010-03-17 08:29:54 +0100 Revert "Fix permanent stat loss for Che worshippers when transforms cause ponderous items to meld (syllogism)." This reverts commit f9a38fc311ee9ae24afc2c10379a4385bffd3b23. -------------------------------------------------------------------------------- c3c64d4 | Adam Borowski | 2010-03-17 02:00:02 -0500 Fix acquirement giving nearly solely 2-handers to those without a great Shields apt. (cherry picked from commit 79cfc3cb1197837abc8884ea3ccaea4fb08c6e7c) -------------------------------------------------------------------------------- 80da52d | Adam Borowski | 2010-03-17 02:00:02 -0500 ... and allow using shipped fonts. (cherry picked from commit 0533438f9a2edaac46713a5a35da905bf50152a9) -------------------------------------------------------------------------------- 718d8a0 | Adam Borowski | 2010-03-17 02:00:01 -0500 Allow using alternate (system) fonts as build #defines. (cherry picked from commit 2e7cf33f93080f1c5d65d8c7b49b4c587aa4b0a0) -------------------------------------------------------------------------------- b010a02 | Robert Vollmert | 2010-03-17 02:00:01 -0500 Restore TSO healing power gain from killing demons. Partial revert of b55ef79. Fixes issue #1080. (cherry picked from commit 597654f496b8c50a728d83e9ad97dc35425aa4f2) -------------------------------------------------------------------------------- 971aafc | Robert Vollmert | 2010-03-17 02:00:00 -0500 Make tiles maximal FPS configurable. Option tile_max_fps, defaulting to 60 instead of the previous 30. (cherry picked from commit 5c1c7fb951e64c443a83bc54ad8e78a16ef179b7) -------------------------------------------------------------------------------- c36ebd7 | Robert Vollmert | 2010-03-17 02:00:00 -0500 TilesFramework::redraw: comment on slight inaccuracy of fps calculation. (cherry picked from commit 39bfd57cd7f0aca9cdc22b65f098bbfac0d3698e) -------------------------------------------------------------------------------- c8c5f63 | Robert Vollmert | 2010-03-17 02:00:00 -0500 TilesFramework::redraw: return instead of delay when not drawing. Previously, we were pausing the game to limit the rate of calls to redraw(). Now we just skip redraws that are too close to the previous one. Should help with issue #1056. (cherry picked from commit 397258dfb3353f220450f74b25873277f3228aa9) -------------------------------------------------------------------------------- 64dab63 | Robert Vollmert | 2010-03-17 01:59:59 -0500 TilesFramework::redraw: Rename min_fps to max_fps. (cherry picked from commit a8d4ff32a2aa54ba7c5f46911c1df118220555e0) -------------------------------------------------------------------------------- 6151fb8 | Adam Borowski | 2010-03-17 01:59:59 -0500 Pass optimization flags to the linker. (cherry picked from commit f1eb9d7bcdbd1401cbf0c4ace8b2d9dd59264e37) -------------------------------------------------------------------------------- b7c54b2 | Robert Vollmert | 2010-03-17 01:59:58 -0500 Add a viewwindow call before reading a command. This makes sure that the view is up-to-date when prompting for input. In particular, viewwindow() is called after handle_delay(), so view changes caused by delays will show. Fixes issue #1066 (armour with see invis not causing the view to update on time). (cherry picked from commit dd408f933a3ec50c96e7d256e0b173276d2b006c) -------------------------------------------------------------------------------- c4ff732 | Robert Vollmert | 2010-03-17 01:59:58 -0500 Link Kirke's humans back into env.mgrid. Killing Kirke in debug mode caused "floating monster" errors, and in normal builds, the humans weren't showing up until they moved. (cherry picked from commit 3a32df816ea12e9fdb63b265d4bb00d3240f58ad) -------------------------------------------------------------------------------- e5b3cff | Robert Vollmert | 2010-03-17 01:59:57 -0500 Make env.mgrid update in monster::move_to_pos a bit more robust. Previously, it was resetting env.mgrid(oldpos) unconditionally. Now check that oldpos is in bounds and env.mgrid(oldpos) actually points to the monster. (cherry picked from commit 08d9f5a5f47f9356d8f71738b8d49e410395323b) -------------------------------------------------------------------------------- cdeae0e | Jude Brown | 2010-03-17 01:59:57 -0500 Finalise Wizard Laboratories for 0.6. Solves the following issues: * Entrance maps didn't have any tiles set and were therefore quite ugly in tiles. This has been resolved by using a theme of magenta to match the colour of the portal tile. * One map (wizlab_demon) didn't have any tiles at all, nor did it have appropriate redescription. I've selected a theme of dark stone tiles, light red floor tiles, and used the snake floor to denote areas of sigils; I've also included redescriptions: hot floor, sigil-covered floor, and so-on. * Changed the growing flowers in the Eringya map to be toadstools; we don't have a tile for flowers at the minute, so this was problematic. It was also never triggering due to a reversed logic in one of the checks, so this has been resolved. * Fixed the description of the Zonguldrok floor map. The over-ride was trying to use "floor" when "Floor" is required. (This is a bug that should be resolved, but isn't essential for now.) * Loot should now properly be balanced. Some maps which had repetitive loot now included some randomised elements as well. I've also reduced the amount of loot in the Zonguldrok map; everything else seemed to be quite sane and balanced. * Finally, all maps now have random monster lists. This means that monsters or players casting shadow creatures will no longer be greeted with nothing. There are still a few issues that I'm unhappy with: * The Eringya map does not look as good as it could do in tiles. * The Cigotuvi transparent walls look out of place and slightly strange. * The sigils in the Demon map aren't dealt with particularly well. * There's no "sea of clouds" tile for the Cloud map, so I haven't done redescriptions for it. And that's it! (cherry picked from commit b14b56fe1ce986df2557d30677cea2a0ed4a254d) -------------------------------------------------------------------------------- c91c4f4 | Jude Brown | 2010-03-17 01:59:57 -0500 Fix #1064, conjurations in rods being highlighted for Vehumet. This adds a parameter to the spell highlighting utility that ignores all flags except for useless and god-forbidden for rods. It has no impact on normal spell books. (cherry picked from commit 939a76e4b1dd62c01a29043ea057a389e6bc7d89) -------------------------------------------------------------------------------- 3b3282e | Robert Vollmert | 2010-03-17 01:21:23 -0500 Fix monster list not updating when toggling targeting. Fixes issue #1050. Also fixes some other issues that I may have introduce when splitting Options.mlist_targeting into Options.mlist_targeting and crawl_state.mlist_targeting. (cherry picked from commit a561b8d8881001d0e877023e9bb8794b83d17877) -------------------------------------------------------------------------------- 682daa5 | Robert Vollmert | 2010-03-17 01:21:06 -0500 Make mlist targeting work with bottom justified mlist. Previously, mlist targeting broke if BOTTOM_JUSTIFY_MONSTER_LIST was defined. (cherry picked from commit dd1455d4239bdabd0db6703c2dab587b02b1a322) -------------------------------------------------------------------------------- 5bdd5e8 | Robert Vollmert | 2010-03-17 01:09:13 -0500 Fix monster list indexing bug. _mlist_index_to_letter and _mlist_letter_to_index got out of sync when 'e' was added. They're now next to each other which hopefully makes this less likely to happen in the future. If someone knows a nice way to combine both into one, that would be even better. (cherry picked from commit 934a388c504021d1de5bb927b77f3f7cba671771) -------------------------------------------------------------------------------- 193b86d | Robert Vollmert | 2010-03-17 00:55:45 -0500 changelog: add wizard mode Lua REPL (cherry picked from commit 025b866eef3475289fde79304a4abbfa75050638) -------------------------------------------------------------------------------- d4c6d9a | Adam Borowski | 2010-03-17 00:54:31 -0500 Don't list Darts skill in the manual. (cherry picked from commit 3d74578157b5ee48296b0b371c64cd601c7c4cfd) -------------------------------------------------------------------------------- 654cbee | Adam Borowski | 2010-03-17 00:52:22 -0500 Mention in INSTALL.txt that pkg-config is an absolute requirement for Unix tiles builds. (cherry picked from commit 434f83e1793826e90d82b69f50410171f5f64fd2) -------------------------------------------------------------------------------- 30bc8c5 | Adam Borowski | 2010-03-17 00:52:01 -0500 s/class/background/ in a couple of places, one of them the main help menu! (cherry picked from commit 73bd216630833b02da753dd3ab39ad4b7e10a069) -------------------------------------------------------------------------------- 77b6525 | Robert Vollmert | 2010-03-09 09:33:18 -0600 Add commented force_more for zapping empty wands. Also add some explanatory comments around force_more. Fixes issue #269. (cherry picked from commit 9e506bd21f4ca4368e397474aea96e6985d945de) -------------------------------------------------------------------------------- 8f96df4 | Johanna Ploog | 2010-03-09 09:33:10 -0600 Add new website to the changelog because why not? (cherry picked from commit e2cf5e1147e997f8835d090d0201d8a841715e49) -------------------------------------------------------------------------------- f80ebec | Adam Borowski | 2010-03-08 23:27:58 -0600 Change earth elementals from brown/light red to brown/green. The old version conflicted with fire. (cherry picked from commit ee169eaaf285a644b548f2bc8c1973e70357b4c1) -------------------------------------------------------------------------------- 5bb9ed2 | Robert Vollmert | 2010-03-08 23:27:46 -0600 Shorten "no damage" messages a bit (doy, greensnark). Reads better, and occasionally allows merging two into one line with msg_condense_short. _The rat bites you but does no damage. The goblin hits you but does no damage. (cherry picked from commit cc65afe47908924f704803ada408e645ece3e6ae) -------------------------------------------------------------------------------- 6330f54 | Robert Vollmert | 2010-03-08 23:27:34 -0600 Only join short messages if both or neither ends in punctuation. This prevents a number of ugly merges, e.g. e - a ring of protection from cold; You found a trap! This is a scroll of identify! o - a ring of see invisible (left hand) Please report other inappropriate merges on the wiki: dcss:feedback:interface:messagewindow (cherry picked from commit 2176ef85fefec1930715b6b77db21fb53aaa6d3b) -------------------------------------------------------------------------------- a387650 | Robert Vollmert | 2010-03-08 23:26:54 -0600 Make get_mons_glyph return real colour by default. This is a ugly (colour handling is in general). Fixes elementally coloured monsters showing up wrongly in the monster list and some other places. (cherry picked from commit ddf5071a81abba573b382422f115d6a35555ca25) -------------------------------------------------------------------------------- 055a9da | Robert Vollmert | 2010-03-08 23:26:38 -0600 Restore forget_map minimap update. This should have been in the previous commit, sorry. Without, forget_map() doesn't clear the minimap immediately. (cherry picked from commit 0fcc8160b5a79b5b92b2d40bcc0d44eea22f684e) -------------------------------------------------------------------------------- 7452b34 | Robert Vollmert | 2010-03-08 23:26:21 -0600 Simplify tiles code in forget_map. Fixes issue #976. This may have been necessary at some point, but was apparently obsoleted by changes to the view and mapping code. (cherry picked from commit 4e9f819f47c63c024775c1c8aea9180853ce1e51) -------------------------------------------------------------------------------- e967390 | Adam Borowski | 2010-03-08 23:26:02 -0600 Don't lie that Ozocubu's Armour "protects from cold". (cherry picked from commit 933fa59c0d73b14a80a8237cef54d9329cb57778) -------------------------------------------------------------------------------- 3752676 | Adam Borowski | 2010-03-08 23:25:45 -0600 Mention that Poison Weapon doesn't work on blunt stuff. (cherry picked from commit 71bc66cc192677f00c062c1221c3025931ccc30d) -------------------------------------------------------------------------------- cdf7a90 | Adam Borowski | 2010-03-08 23:25:34 -0600 Fix IOODs disappearing above submerged monsters. (cherry picked from commit 40663473c6f8bc4ce5cd0cb432b594458d93bda1) -------------------------------------------------------------------------------- 405c6c3 | Robert Vollmert | 2010-03-08 23:25:00 -0600 Fix Jiyva prayed_for check in do_god_gift. This reverts commit 30fb3bd0042e35407c49dd778b26ccc5994575a8. This was in master before as part of 77e9e8b9, but should have been part of 4c29ac8d. Will fix Jiyva worshippers not getting any mutations in 0.6. Please cherry-pick! (cherry picked from commit 60b9351a1e2500dc7090b41ee5b44eb4e4218941) -------------------------------------------------------------------------------- c2ecd34 | Robert Vollmert | 2010-03-08 23:24:25 -0600 Add ability to ^f and set annotations for fruit via Lua. This reimplements a2af13b2 the way most other such annotations are handled, using the Lua wrapper food.is_fruit in stash.lua. Old commit message: Make food items considered fruit for Fedhas purposes show up when searching for 'fruit' via ctrl-f. Also add the ability to auto-inscribe fruit (autoinscribe = fruit:!e for example). (cherry picked from commit a5304f29b2e37380ec3c2da0584f35549ee4c25c) -------------------------------------------------------------------------------- b14b32b | Robert Vollmert | 2010-03-08 23:24:16 -0600 Add lua wrapper for is_fruit. I went with food.isfruit next to food.ischunk; it would also have fit into the item wrapper. (cherry picked from commit 470eb601b659bdf6fba7f66d98e453af82300b97) -------------------------------------------------------------------------------- 8d46eec | Charles Otto | 2010-03-08 23:24:10 -0600 Add a commented out line autoinscribing !e on fruit (cherry picked from commit 86cf0da3ecec2c0a7603fc595ca65310136bdcbf) -------------------------------------------------------------------------------- e18993e | Robert Vollmert | 2010-03-08 23:23:13 -0600 Set spellcasting flags for polymorphed monsters. These were being overwritten with the source monsters' flags, so polymorphing from non-spellcaster to spellcaster never allowed the target to cast spells. Fixes issue #1026. (cherry picked from commit 726e7eae79d3d00e83c702be9a44c6b46977fea8) -------------------------------------------------------------------------------- 267dc18 | Robert Vollmert | 2010-03-07 17:17:56 -0600 Don't place clouds when moving monsters away. Crawl occasionally moves monsters out of a cell by force, e.g. when you enter a new level and the monster is on the stairs, by calling monster_teleport. In these cases (detected by parameter silent == true), don't place clouds of translocational energy. Fixes issue #1024. (cherry picked from commit 6a06d3829f557bab4b69e228c59104856e696082) -------------------------------------------------------------------------------- 9570809 | Jesse Luehrs | 2010-03-07 15:46:59 -0600 Revert "Experimentally use the piety pool for large piety gains (Jiyva, Ely)." This reverts commit e020215c2eb41dda302d86ac580b4b40e46377ca. by says that this is somewhat problematic and no longer necessary for jiyva -------------------------------------------------------------------------------- 7995a8d | Johanna Ploog | 2010-03-07 15:20:44 -0600 Add comment about the interaction between Tiles and the IBM charset. (cherry picked from commit a27917b2417457d8131926c7229d274710c94413) -------------------------------------------------------------------------------- 77c17fc | David Lawrence Ramsey | 2010-03-07 15:20:44 -0600 Fix typo. (cherry picked from commit 72e3285ebce888ced65e2be55a56663b346be77a) -------------------------------------------------------------------------------- 1db3079 | Johanna Ploog | 2010-03-07 15:20:43 -0600 Add a hack to make the book glyph show up correctly in Tiles. Specifically override the IBM book glyph with '+' in Tiles builds. Fixes #719 (again). (cherry picked from commit fa6140b95d90e1ad4942b84a5522d1000f1a3426) -------------------------------------------------------------------------------- de49914 | Johanna Ploog | 2010-03-07 15:20:43 -0600 Revert "Use CSET_ASCII for tiles builds." This reverts commit a6f8ba18ae2fb325e862c02f0443d435e8a07b45. The tiles code expects IBM characters for evaluating glyphs in magic mapping. This revert fixes #965. Maybe we should define a charset specifically for Tiles magic mapping, and disallow modification of any glyphs for Tiles. (cherry picked from commit 4df93190ae3395ad0920d37105dab146a11891cb) -------------------------------------------------------------------------------- 0a12496 | Charles Otto | 2010-03-07 15:20:43 -0600 Fix crash when drawing the dance card (1022) Fix a crash when drawing the dance card. Sometimes (not entirely sure why this didn't happen all the time), monster creation would attempt to dereference a dancing weapons 'ghost_demon' before it was allocated. (cherry picked from commit 2cc6adc088931535d5bbdccfd90b8688869a92b3) -------------------------------------------------------------------------------- 6de6f4e | Robert Vollmert | 2010-03-07 15:20:43 -0600 Fix runaway EV, try 3. This is a mix of the previous two patches. First we step down Dex, but not as harshly as before. Then we step down total (pre-bonus) EV above 30. Compared to the previous change, this makes dexterity more significant as long as you're not close to mastering dodging skill. It also hits really high EV values a bit harder. The only ones to lose a couple of points of evasion vs. 0.5 are low-dex high-dodging small characters. I think that's fine. 0.5/0.6/previous fix/this dodge: 0 6 12 20 27 race: ogre dex=10: 8/ 9/ 9/ 9 11/12/12/12 14/14/14/14 17/18/18/18 21/21/21/21 dex=16: 8/ 9/ 9/ 9 12/13/13/13 16/18/18/18 21/23/23/23 26/28/28/28 dex=18: 8/ 9/ 9/ 9 12/14/13/14 16/19/18/19 21/25/24/25 26/31/30/31 dex=24: 8/ 9/ 9/ 9 12/15/14/15 16/22/20/22 21/31/27/31 26/38/33/34 dex=30: 8/ 9/ 9/ 9 12/17/15/16 16/25/20/24 21/36/28/32 26/46/35/36 dex=40: 8/ 9/ 9/ 9 12/20/15/18 16/31/22/26 21/45/31/34 26/58/38/39 dex=50: 8/ 9/ 9/ 9 12/22/16/18 16/36/22/28 21/54/32/36 26/70/39/41 race: normal dex=10: 10/11/11/11 13/14/14/14 16/17/17/17 20/21/21/21 23/24/24/24 dex=16: 10/11/11/11 14/16/16/16 19/20/20/20 25/27/27/27 31/32/32/31 dex=18: 10/11/11/11 14/16/16/16 19/22/21/22 25/29/28/29 31/35/34/33 dex=24: 10/11/11/11 14/18/17/18 19/25/23/25 25/35/31/33 31/43/38/37 dex=30: 10/11/11/11 14/20/17/19 19/29/23/27 25/41/32/34 31/51/39/39 dex=40: 10/11/11/11 14/23/18/20 19/35/25/30 25/51/35/37 31/65/43/42 dex=50: 10/11/11/11 14/26/18/21 19/41/26/31 25/61/36/38 31/78/45/44 race: spriggan dex=10: 14/15/15/15 17/19/19/19 21/22/22/22 25/27/27/27 29/32/32/31 dex=16: 14/15/15/15 19/21/21/21 25/27/27/27 32/35/35/33 38/42/42/36 dex=18: 14/15/15/15 20/22/21/22 26/28/28/28 34/37/36/34 41/45/44/38 dex=24: 14/15/15/15 20/24/22/24 26/33/30/32 34/45/40/38 41/55/49/43 dex=30: 14/15/15/15 20/26/23/25 26/37/31/33 34/52/41/40 41/66/50/45 dex=40: 14/15/15/15 20/30/24/27 26/45/33/35 34/65/45/43 41/82/55/50 dex=50: 14/15/15/15 20/34/24/28 26/52/34/36 34/77/46/45 41/99/57/51 (cherry picked from commit c89e5b5898fbfa2858325a92dc6e94001ac291ca) -------------------------------------------------------------------------------- 9139050 | Robert Vollmert | 2010-03-07 15:20:43 -0600 Fix switched parameters in dex stepdown. EV comparison: 0.5/pre-fix/post-fix (kilobyte) dodge: 0 6 12 20 27 race: ogre dex=10: 8/ 9/ 9 11/12/12 14/14/14 17/18/18 21/21/21 dex=16: 8/ 9/ 9 12/13/13 16/18/18 21/23/23 26/28/28 dex=18: 8/ 9/ 9 12/14/13 16/19/18 21/25/24 26/31/30 dex=24: 8/ 9/ 9 12/15/14 16/22/20 21/31/27 26/38/33 dex=30: 8/ 9/ 9 12/17/15 16/25/20 21/36/28 26/46/35 race: normal dex=10: 10/11/11 13/14/14 16/17/17 20/21/21 23/24/24 dex=16: 10/11/11 14/16/16 19/20/20 25/27/27 31/32/32 dex=18: 10/11/11 14/16/16 19/22/21 25/29/28 31/35/34 dex=24: 10/11/11 14/18/17 19/25/23 25/35/31 31/43/38 dex=30: 10/11/11 14/20/17 19/29/23 25/41/32 31/51/39 race: spriggan dex=10: 14/15/15 17/19/19 21/22/22 25/27/27 29/32/32 dex=16: 14/15/15 19/21/21 25/27/27 32/35/35 38/42/42 dex=18: 14/15/15 20/22/21 26/28/28 34/37/36 41/45/44 dex=24: 14/15/15 20/24/22 26/33/30 34/45/40 41/55/49 dex=30: 14/15/15 20/26/23 26/37/31 34/52/41 41/66/50 (cherry picked from commit 6c30ad3ca5cff8766ffa1b8410fce3962f2af239) -------------------------------------------------------------------------------- 45b0a9e | Robert Vollmert | 2010-03-07 15:20:42 -0600 Fix runaway EV, try 2 (kilobyte, syllogism). Instead of stepping down all of EV which hit dodging skill too hard (27 dodging characters with mediocre dex got significantly lower EV than in 0.5 with previous try), just step down the dex value that goes into the formula. (cherry picked from commit 95f141d167a2266aa26f627b346f5ac0040f54f7) -------------------------------------------------------------------------------- 9143f38 | Robert Vollmert | 2010-03-07 15:20:42 -0600 Don't show cosmetic flags when brand is known. Cosmetic = runed, embroidered, etc. This applies to all of weapon, armour and missiles (should have no effect for armour). Fixxes issue #1021. (cherry picked from commit b36d191a22d3c90cf06381ffee620688c4f8e2eb) -------------------------------------------------------------------------------- b54be9a | Robert Vollmert | 2010-03-07 15:20:42 -0600 Only note interesting features in mappable areas. Fixes issue #1023. (cherry picked from commit 4f9dca31e8dfdf80528fd670940c32338a6614ff) -------------------------------------------------------------------------------- 9049c5f | Robert Vollmert | 2010-03-07 15:20:36 -0600 Make pre-known missile brands not cause runedness. (cherry picked from commit 6e9f0e7775880033e63b92273e08859097c77ddf) -------------------------------------------------------------------------------- 8f78208 | Robert Vollmert | 2010-03-07 15:13:22 -0600 Extract pre-known missile brands into missile_brand_obvious(). (cherry picked from commit 40bd0727e5f7c407b9f82b6b6f11f487ab6c2b7e) -------------------------------------------------------------------------------- 995ce22 | Charles Otto | 2010-03-07 14:35:34 -0600 Fix message spam from charmed mosnters not attacking (oops) Last commit accidentally caused message spam from enslaved monster. (cherry picked from commit ca0407beb8e6338d47d2526bff8acf20b482b1c1) -------------------------------------------------------------------------------- e38f0ff | Charles Otto | 2010-03-07 14:35:23 -0600 Cut down on message spam from neutrals not attacking (530) Explicitly check for good/strict neutral status before attempting to walk into the player. Previously (good) neutral monsters wound attempt to attack the player, and that attack would be canceled resulting in message spam about the monster not using energy on the canceled attack. (cherry picked from commit 682379d6cc162ee4ac5435ae9f5555203ca587d1) -------------------------------------------------------------------------------- 3a48d0f | Charles Otto | 2010-03-07 14:35:02 -0600 Make enslavement fail on friendly monsters (415) Make enslavement fail on monsters that are actually friendly, not just on ones that are (already) charmed. This prevents odd messages about enslaving your own allies, and warnings when said enslavement wears off (cherry picked from commit 17b899cf65aece712f1a7cc1ea4b1c9a30e22a35) -------------------------------------------------------------------------------- 80c6785 | Charles Otto | 2010-03-07 14:34:50 -0600 Only worry about unsubmerging into harmful clouds The check for not unsubmerging into clouds did not pay attention to cloud type, so monsters would e.g. avoid unsubmerging into thin mist. This commit makes monsters only worry about harmful clouds (although it does not check monster resistances, so an rf+++ monster still worries about flame clouds currently). (cherry picked from commit 333fc85d4e9ea1405b8b9cc52f6f9382c0e984bb) -------------------------------------------------------------------------------- 00fa43d | Charles Otto | 2010-03-06 22:06:59 -0600 Don't cast firestorm beyond maximum range if ! is used (379) (cherry picked from commit 53cbc4ba3eb6931afe70e1113f34c73f9eadd50c) -------------------------------------------------------------------------------- 0ac38ae | Jude Brown | 2010-03-06 18:21:41 -0600 Remove Borgnjor's Mortuary for 0.6. It's unbalanced and unfinished and needs some more work to improve it. (cherry picked from commit f9ff493d7b8097289d065c359b9d141a8f725bd9) -------------------------------------------------------------------------------- fd41d67 | David Lawrence Ramsey | 2010-03-06 18:21:41 -0600 Fix typo. (cherry picked from commit 4f439c7e9e5738dbb4cd838e934940eb872541b4) -------------------------------------------------------------------------------- fdfd2c7 | Robert Vollmert | 2010-03-06 18:21:41 -0600 Handle missed feature DCHARs. (cherry picked from commit 567cde7d3ea709d429ed2e135db3129589f6b663) -------------------------------------------------------------------------------- e86b91d | Robert Vollmert | 2010-03-06 18:21:41 -0600 Map features to base types based on dchar for magic mapping. This fixes env.map_knowledge having more information than it really should; fixes issue #1019. Instead of creating new generic dungeon_feature_type members, this just maps to one of the features quite arbitrarily. This doesn't matter because console crawl will display them all the same, and tiles chooses its tiles based on the displayed console character. (cherry picked from commit 4c70bc29f047e3567f2f1ba4cc5acde950b808fe) -------------------------------------------------------------------------------- 5bce9e0 | Johanna Ploog | 2010-03-06 18:21:40 -0600 Tweak snake descriptions, remove inappropriate colours. I don't know in how much Stone Soup's snakes match their real-world namesakes in terms of e.g. size, speed, or amphibiousness, but it's been brought to my attention that the colours don't match them at all. I'm not worried about the console glyph colours, but the colours mentioned in their descriptions also stem from the time when they were entirely made-up snakes of various colours. (cherry picked from commit 6facc4189c8efeb69b54a9c84ca0d817347f9e23) -------------------------------------------------------------------------------- b183660 | Johanna Ploog | 2010-03-06 18:21:40 -0600 When killing a "fungal colony", clear the entire level of mold traces. I think the fungal colony also includes ballistomycetes in unconnected parts of the level, so this should be okay. Reasoning: Once the entire level is covered in mold, it is neither flavourful nor provides information anymore. Clearing the mold allows the player to notice when a new colony settles in. This does not apply to your own neutral colony being destroyed, or monsters destroying fungi in general. The former is because followers of Fedhas can use Evolution to upgrade mold (right?), the latter because I didn't want to give anything away that isn't already handled by message. (cherry picked from commit b1131a32a9b570667bbbc143795f67c47158ee23) -------------------------------------------------------------------------------- dc25d53 | Johanna Ploog | 2010-03-06 18:21:40 -0600 Mention Ctrl-O in the tutorial message for loading a saved game. (cherry picked from commit 15c5def69bf5e396da9172c3d70ae62e09792a84) -------------------------------------------------------------------------------- 12fa3fb | Robert Vollmert | 2010-03-06 18:21:39 -0600 Make two zero cursor_loc instances equal. The check at tilesdl.cc:948 was always succeeding for uninitialized m_cursor_loc, i.e., until the mouse was first moved, causing extra redraws. This in turn caused the display not to be redrawn at the points it should have been (I think). Fixes issue #1003. (cherry picked from commit 061ce144084b6c9c2155855b53785c5ad443469d) -------------------------------------------------------------------------------- cbfa7a2 | Eino Keskitalo | 2010-03-06 18:21:39 -0600 Fix unknown shapeshifters leaking their chaoticness in targeting. (cherry picked from commit 78e88a94fbc0b862598013e19c7f4ae5fae817cd) -------------------------------------------------------------------------------- d14429f | Charles Otto | 2010-03-06 18:21:39 -0600 More robust check for acting monster dying in _monster_move Move the check for monsters dying after making attacks so that it will also pick up monsters that died after attacking the player. (cherry picked from commit b89f9b1c78a86cdfc59edeae1dd0082e39bc4c5e) -------------------------------------------------------------------------------- e3ac9fa | Robert Vollmert | 2010-03-06 18:21:32 -0600 monster_can_submerge: Only submerge in floor. Together with previous commit, this doubly fixes issue #1017. (cherry picked from commit 875706de0ed5c947c59f3114584377844da3febe) -------------------------------------------------------------------------------- 817d51d | Robert Vollmert | 2010-03-06 18:17:55 -0600 New function terrain.cc:feat_is_floor. (cherry picked from commit 4e1461b3e7b188826af15b4369d8a328b0d02528) -------------------------------------------------------------------------------- cb49dad | Robert Vollmert | 2010-03-06 18:17:55 -0600 monster_can_submerge: check for habitability. (cherry picked from commit f735e2c19de680a2b056194ed3e19205e25488af) -------------------------------------------------------------------------------- 0880930 | Jude Brown | 2010-03-06 18:17:54 -0600 Make Kiku vault only generate "rises from the dead" message in LOS. Not sure if this was filed on Mantis or just mentioned on IRC; I've also changed the colour of the glass in tiles, as the cyan colour is just a little bit jarring and a little bit out of place for Kikubaaqudgha. (cherry picked from commit 9e478eca0e073028e1320c75ae6eb82826286ef9) -------------------------------------------------------------------------------- 72058a3 | Robert Vollmert | 2010-03-06 18:17:54 -0600 Fix LOS checks for blocking messages. Fixes issue #973. It may be that there also needs an autopickup toggle? (cherry picked from commit 2742e51a2e8f9b801966a10e5336274c8f98846e) -------------------------------------------------------------------------------- 33c5887 | Jude Brown | 2010-03-06 18:17:54 -0600 Fix Mislead not reporting correct monsters on ranged deaths (#1012). "Shot with a by a " was being set outside of the hiscore, meaning that the original check-case for Mislead outputting the correct, original monster name was completely ignored. I've duplicated the check into mon-act.cc, and everything seems to function correctly. (cherry picked from commit 51b577e9f49822b4294c0555dcda9128ada23bd0) -------------------------------------------------------------------------------- 4dbf3e1 | Jude Brown | 2010-03-06 18:17:53 -0600 Fix typo in Zonguldrok gravestone (#1009). (cherry picked from commit 0684198817d768d4d59c34d54bc2b8e63dc6fe2c) -------------------------------------------------------------------------------- 68f7412 | Jude Brown | 2010-03-06 18:17:53 -0600 Fix artefacts in shops using base item instead (Troves, #1016). I forgot to actually copy over the artefact status of the shop item. Fixes #1016. (cherry picked from commit acdab2900886b936541469418f05f5935bdea495) -------------------------------------------------------------------------------- 8b728b6 | Jude Brown | 2010-03-06 18:17:53 -0600 Fix #1014: Lua error on wizlab_demon. Also, a Lua error on wizlab_cloud; local scope variables in the main Lua chunk aren't shared with the epilogue chunk, so as a temporary fix, I've made them global. (cherry picked from commit f99b83d3b38bf2d44c81b0bd47d11924094c1433) -------------------------------------------------------------------------------- 8be8fe3 | Johanna Ploog | 2010-03-06 18:17:48 -0600 Nuke CMD_TOGGLE_SPELL_DISPLAY, made obsolete by the display tabs. (cherry picked from commit bef3dcd5bcd10f0276bc23b758d0afcf90d1af3c) -------------------------------------------------------------------------------- fcef612 | Robert Vollmert | 2010-03-06 17:58:25 -0600 Jiyva gets full piety gain during gift timeout. (cherry picked from commit 8f910f25b3bd18f845935bfd5829ef6287028c87) -------------------------------------------------------------------------------- 1393d2f | Robert Vollmert | 2010-03-06 17:58:14 -0600 Fix Jiyva slime targets. Now actually choose the nearest edible item in view. They now do a much better job of cleaning up the place, though they're maybe a little less good at finding things outside LOS. (cherry picked from commit 141cc14dc94da84923dd468696f88277e69a80c2) -------------------------------------------------------------------------------- 28070a9 | Johanna Ploog | 2010-03-06 17:58:00 -0600 Make the black mamba tile a bit lighter to make it more visible. Now that the "grey snake" tile has been replaced with a non-grey viper one, we can afford making the "black snake" tile somewhat lighter. (cherry picked from commit ca41668fad62f8630fa4c84b3deec774ec3d9467) -------------------------------------------------------------------------------- c32160f | Johanna Ploog | 2010-03-06 17:57:50 -0600 Use minmay's tiles for viper and anaconda. (cherry picked from commit 9238db5720bf878b82f0935c1e424a48c8c137ca) -------------------------------------------------------------------------------- 22bfbf2 | Johanna Ploog | 2010-03-06 17:57:43 -0600 Add a tutorial trigger for being silenced. Belatedly, it occured to me that the scroll of silence actually makes it possible for players to experience silence during the tutorial. (cherry picked from commit c04506a0fa657c08461c7a674351afe477fc7127) -------------------------------------------------------------------------------- ecbcd4f | Robert Vollmert | 2010-03-06 17:57:01 -0600 Increase Jiyva piety gain. Piety gain seemed a bit slow in tests of the current version. Other piety issues: * Worshippers are under constant gift timeout, which reduces piety gain (78291). * Jellies seem to often do a bad job of actually finding items to eat. (cherry picked from commit 38466ab32e0bec6f0508903e8408f4e353e2fa6a) -------------------------------------------------------------------------------- d0b486e | Robert Vollmert | 2010-03-06 17:54:54 -0600 Make Jiyva mutations actual god gifts. This will make Jiyva mutations try to occur less often (only when gaining piety instead of every time a jelly eats something), but the effective mutation rate shouldn't be affected due to the gift timeouts. This removes godgift.{cc,h} again for the moment. If cherry-picking to 0.6, combine this commit with f2019720. (cherry picked from commit 4c29ac8dbcabde9a523a0ba2d6e561d12a51a986) -------------------------------------------------------------------------------- 93217dd | Robert Vollmert | 2010-03-06 17:48:57 -0600 Move Jiyva mutation action out of mon-act.cc. (cherry picked from commit f2019720b59da9107886b001abdb96d14979e058) -------------------------------------------------------------------------------- 65190c0 | Adam Borowski | 2010-03-06 17:45:12 -0600 Don't autopickup extra rings of TC. (cherry picked from commit 445cdf802963345d3cc21140bcc05306d21974ca) -------------------------------------------------------------------------------- d564588 | Adam Borowski | 2010-03-06 17:44:57 -0600 No cursed randarts of holy wrath, please. [Mantis 948] (cherry picked from commit 4f38d8b6c6b313e0fcc115723a7cca792a11886e) -------------------------------------------------------------------------------- d39e99e | Adam Borowski | 2010-03-06 17:44:46 -0600 Stop Evilyon from blocking attacks of neutral people, it's trivially avoidable by going Zin or TSO when dumping her. (cherry picked from commit 1c1496b6c03e761d648f760177ed5d83e54be9c6) -------------------------------------------------------------------------------- 23009a2 | Robert Vollmert | 2010-03-06 17:44:35 -0600 changelog: Some more corrections and updates. (cherry picked from commit 665e988f49bf4d5d129f3a8cef7f98a68030b02c) -------------------------------------------------------------------------------- 7f36e9a | Robert Vollmert | 2010-03-06 17:44:10 -0600 changelog: Add monsters sleeping off-level. (cherry picked from commit e9e0830037eb37385fa55583c3ef457e89719fc4) -------------------------------------------------------------------------------- 8c05318 | Robert Vollmert | 2010-03-06 17:44:02 -0600 changelog: Correct some inaccurate entries. Should the cross-training still be done? (cherry picked from commit 826d9cc73289f355a4531770d60326ec30cea878) -------------------------------------------------------------------------------- 1907502 | Robert Vollmert | 2010-03-06 17:42:30 -0600 changelog: Collect major bug fixes. New sections "major bugfixes" collecting bug fixes from elsewhere in the changelog. Also add some that I remember -- please add other important ones. Also rename "Code cleanup" to "Technical improvements", since there's also stuff like makefiles and new Lua vault features. Also removed the latter from the "Levels" part since it's not really relevant there. (cherry picked from commit f048d37e9daac79a15dfb5f184cfa5b234a9e942) -------------------------------------------------------------------------------- 0504b99 | Robert Vollmert | 2010-03-06 17:42:08 -0600 Add some assertions in beam.cc to catch #1014 earlier. (cherry picked from commit fe1ef8c08287058ee73b2f40a9ef5a0e910f8e10) -------------------------------------------------------------------------------- 813f3a2 | Robert Vollmert | 2010-03-06 17:41:39 -0600 Make sure maybe_random2 doesn't return negative values. Fixes issue #1014. (cherry picked from commit 17b474f8c5905fd706872564855cf2b8b97597e9) -------------------------------------------------------------------------------- 70cc4c0 | Johanna Ploog | 2010-03-06 17:41:25 -0600 Update change log once again. (cherry picked from commit c71c7967be0b47ee7bdb9be48a869a7e44ca732b) -------------------------------------------------------------------------------- 9ac51f4 | Robert Vollmert | 2010-03-06 17:39:31 -0600 Change bolt::special_explosion tracer handling. Previously, the tracer only exploded at the end-point, while a special explosion can explode anywhere it hits. (Special explosion == exploding missile currently.) This meant for instance that firing exploding darts at a neighbouring monster with 'ff' didn't bring up a cancel prompt. The tracer code now tries to explode at every monster. It does mean that if you answer "yes" to the first "Really fire at your goblin?" prompt, you may be prompted again for the same monster for a later explosion. (e.g. @.rg with g friendly, and fire at the rat with 'ff'). (cherry picked from commit 6d72a803f2af5bd56be4bd3cb6c9ac028c40bc60) -------------------------------------------------------------------------------- 3c0063c | Johanna Ploog | 2010-03-06 17:38:27 -0600 Also set MOUSE_MORE_MODE in cancelable_get_line(). Again, allowing mouseover descriptions to hide the message area while the game is waiting for input in response to a prompt is confusing and a bad interface. (cherry picked from commit 7a2f2a4764a3f2ad5efd0943ae90e2788dc400a6) -------------------------------------------------------------------------------- 3e2a348 | Johanna Ploog | 2010-03-06 17:38:17 -0600 Also use menu_colour_prefix_tags for butchery prompts. This looks like the last instance of get_message_colour_tags() being replaced. It seemed like a good idea at the time, but as it requires hardcoding same as the menu colour variant we can just be consistent about it and always use the latter. (cherry picked from commit b44d8667f89e620ca8eaa8d0e07cd12cc1fab6ed) -------------------------------------------------------------------------------- b473055 | Johanna Ploog | 2010-03-06 17:37:57 -0600 Use menu colours for prompts for eating dangerous chunks by mouseclick. (cherry picked from commit 58c887e4486c27bad1dcaa6c76c87bbf2f7967bc) -------------------------------------------------------------------------------- 6212626 | Johanna Ploog | 2010-03-06 17:37:47 -0600 Prompt when the player tries to eat a dangerous chunk by mouseclick. (cherry picked from commit ebbc5650f66a773284b478b9ffb47ee94725fe4f) -------------------------------------------------------------------------------- 60efbb9 | Johanna Ploog | 2010-03-06 17:37:31 -0600 Implement #370: When eating, don't prompt for dangerous chunk types. You can still access from the inventory, but this requires the player to actively look for the slot, so it should be harder to eat them by accident. This does mean that to deliberately eat a mutagenic chunk you have to pick it up because the food prompt menu doesn't work from the floor. (cherry picked from commit f6446a2474035e14cd63578d98348eed57ce6acd) -------------------------------------------------------------------------------- b115ffd | Johanna Ploog | 2010-03-06 17:27:52 -0600 For consistency, also suppress out of sight mouseover wall descriptions. (cherry picked from commit 589e0335ac189b729d716ac4004e15e18be99ede) -------------------------------------------------------------------------------- 5651bc9 | Jude Brown | 2010-03-06 17:27:14 -0600 Fix jewellery with pluses being picker from shops (Troves). (cherry picked from commit 648f61d6cda9bca6a22ed71efc99459f343647a7) -------------------------------------------------------------------------------- 272825c | Jude Brown | 2010-03-06 17:27:05 -0600 Reduce shop item value for Troves. Jewellery shops don't usually have anything for over the thousand dollar mark; as this is purely the lower limit, it means you're still paying a minimum of 800+locking fee. Of course, there's no upper limit, so you could end up paying a lot, lot more. I didn't see any randart jewellery in 20+ wizmode generated shops for more than 999, the most expensive being around 800 or so, so I think 800 is a good value for this. (cherry picked from commit 290976fc87faf33720e7a72ac4818ca8e2d1fffe) -------------------------------------------------------------------------------- ceda586 | Jude Brown | 2010-03-06 17:26:45 -0600 Deal properly with ego-less but ego-able items in Troves. ego_type returns "" instead of nil for non-egoed items that can have egoes. This means "+1 ice dragon mail of" as ego_type is not false. (cherry picked from commit 7a3253365463a4050e3f0546c8194d8cd461f253) -------------------------------------------------------------------------------- 1231665 | Robert Vollmert | 2010-03-06 17:25:12 -0600 Fix thrown weapon inventory handling. Just clear the used slot (we know it after all) instead of some magic based on returning. The previous code could only have worked if weapons of returning were the only non-missiles thrown by monsters. (cherry picked from commit 03833ec638ad0428a6784e2526249256585b2d75) -------------------------------------------------------------------------------- cb203e1 | Jude Brown | 2010-03-06 17:22:15 -0600 Hopefully finally fix jewellery issues with Troves. It was looking for pluses on items that didn't have pluses. Why, I'm not sure. I have a test suite to run on it still to ensure that it'll work with every type of accepted item. (cherry picked from commit 5a8760735ff52aba63ad7812c424be884f96e6f2) -------------------------------------------------------------------------------- fbc9110 | Robert Vollmert | 2010-03-05 02:25:54 -0600 Allow doors to be disintegrated. For large doors, this blows up the whole door. This also affects secret doors, even if they mimic something undisintegrable. Fixes issue #956. Note that this means that doors can now be opened at range. (cherry picked from commit 086e50c05d38cfa47c4fc2f72a52e0a5218de5c9) -------------------------------------------------------------------------------- 08b2034 | Robert Vollmert | 2010-03-05 02:25:48 -0600 Add connected_doors, wrapper around find_connected_range. (cherry picked from commit f0c13ba5bd142027bb4a9c58e16fdb8b8b5789ab) -------------------------------------------------------------------------------- be1eb49 | Robert Vollmert | 2010-03-05 02:25:29 -0600 Reduce redundancy in bolt::nuke_wall_effect. (cherry picked from commit 1fcb80f057f93a092afc142d82c6aa600fe7d46e) -------------------------------------------------------------------------------- 512f160 | Robert Vollmert | 2010-03-05 02:21:23 -0600 Modify Jiyva piety gain. It's now closer to the old formula, with maximal piety gain of 4 per item for valuable items at low piety. This needs to be tested. (cherry picked from commit 92b8fb58c5daa03cd8d88983659dc9cf8690cf23) -------------------------------------------------------------------------------- 4ae38b3 | Robert Vollmert | 2010-03-05 02:20:50 -0600 Merge Jiyva item sacrifice with offer_items(). Precisely, export sacrifice_item_stack() and use that in _monster_eat_item. Further, update _sacrifice_one_item_noncount to include Jiyva with Nemelex-like piety gain. The numbers should probably be tweaked. (cherry picked from commit fc393cbc9d51506368cc605e0ccbe96b56a99522) -------------------------------------------------------------------------------- d22b3fd | Robert Vollmert | 2010-03-05 02:19:44 -0600 Split up godprayer.cc:offer_items a little. (cherry picked from commit ee3283ba2ae8368e3f9a367d7fe78fabadeb8a10) -------------------------------------------------------------------------------- 5a4cf0e | Johanna Ploog | 2010-03-05 02:13:53 -0600 Use menu colour rather than message colour tags for the chunk prompts. Fixes "Eat this chunk?" prompts not being coloured anymore since my overzealous eradication of message colour use in food_colouring.txt. (cherry picked from commit b1bce0375c36789f625072ed9b93963924adbcea) -------------------------------------------------------------------------------- d0b0a51 | Robert Vollmert | 2010-03-05 02:13:34 -0600 init.txt: Add commented force_more to prevent z/Z errors. Personally, I'd like this to be default, but am afraid that might upset some people. (cherry picked from commit 898d4607774519ecf1e0f00f51ae85d37c327cf8) -------------------------------------------------------------------------------- 22b59cf | Robert Vollmert | 2010-03-05 02:13:20 -0600 Disable 'z' range check for fire storm. It is often used against monsters outside LOS. (cherry picked from commit 4931d5d6872899c461b0ee0a0adf976e26429419) -------------------------------------------------------------------------------- 4ddbf10 | Johanna Ploog | 2010-03-05 02:13:01 -0600 Fix #964: special_damage_message not checking for los (cherry picked from commit 46fc35f70398b82f29553fb0fdf0df4eca855b56) -------------------------------------------------------------------------------- 02d6372 | Johanna Ploog | 2010-03-05 02:12:52 -0600 Reinstate cio_cleanup/databaseSystemShutdown at the beginning of end(). (cherry picked from commit f3d247212b503130e6c1c56134913b5d4400f121) -------------------------------------------------------------------------------- 440c9c9 | Johanna Ploog | 2010-03-05 02:12:26 -0600 Break lines correctly when printing error messages to the screen. For the record, this is still only applying to the save incompatibity message. (cherry picked from commit 4b725b953c7e6c972db6a08c834608d93d037d71) -------------------------------------------------------------------------------- b08a7f0 | Robert Vollmert | 2010-03-05 02:12:06 -0600 Update monster's LOS if close enough to the player. Previously we skipped this if the monster couldn't be seen, but that may mean the monster thinks it can still see the player if say a door has been closed or the player has read ?fog. Fixes issue #1007. (cherry picked from commit 317d40a99d401d8a9446841a05cf6c99eae2b446) -------------------------------------------------------------------------------- fa0476c | Adam Borowski | 2010-03-05 02:11:50 -0600 Announce monsters destroying shafts only if you can see that. (cherry picked from commit 8441ee9fedad2fd7f030709bb2c181b1cde7832e) -------------------------------------------------------------------------------- 3f89ff3 | Johanna Ploog | 2010-03-05 02:11:38 -0600 Only print error messages for save incompatibility to the screen. That, at least, should be a case where we can be sure everything else works correctly. Right? Unfortunately, for some reason, linebreak_string2() doesn't appear to have any effect at all in the new function print_error_screen(), so longer messages aren't getting displayed in full. (cherry picked from commit 394ba22e3b7ad5d599c90150ac85e8adc7f84fb0) -------------------------------------------------------------------------------- c497d21 | Johanna Ploog | 2010-03-05 02:10:40 -0600 Fix #1002: Print error messages passed into end() on a separate screen. Error messages passed through end() with exit_code != 0 are now printed on a separate black screen in addition to being printed in the console. This covers at least the save incompatibility message, though others are also affected. Might be worthwhile to also adjust assertions accordingly. (cherry picked from commit 436012f3fd568b903bfd32b62f5b8f67bdea2419) -------------------------------------------------------------------------------- fe1d6bd | Robert Vollmert | 2010-03-05 02:08:21 -0600 Fix broken brand check in xom.cc::_try_brand_switch. This was caught by changing the return type of get_ammo_brand to special_missile_type. In general, there's a lot of places where we should be using the proper enum types instead of int. (cherry picked from commit 07dce66f5a8a29c148680903996ba9e65bb8b52c) -------------------------------------------------------------------------------- 9945723 | Adam Borowski | 2010-03-05 02:06:19 -0600 Touch the scores and logfile so they're owned by root:games. (cherry picked from commit a1c3eff7ac2b7f255b24a31198f9628d87ea4fff) -------------------------------------------------------------------------------- 80dd45f | Adam Borowski | 2010-03-05 02:06:10 -0600 Protect against symlink attacks when writing morgues and dumps. (cherry picked from commit eaa8e7b24939de2c49b1d02a8564a01b993dd2d3) -------------------------------------------------------------------------------- 4862b1b | Enne Walker | 2010-03-05 02:01:38 -0600 [975] Fix secret door issues in tiles. Partially revert and reimplement 03d233ae5. In the case of a secret door, tiles will just mimic the grid cell, rather than the dungeon feature. This approach covers both normal secret doors, as well as secret doors that need to pick up an overridden feature (e.g. Tukima's studio apartment). (cherry picked from commit 1696ef06816e7057503716d4d9af7d83689fe8b3) -------------------------------------------------------------------------------- 1c99f30 | Johanna Ploog | 2010-03-05 02:00:57 -0600 Set MOUSE_MODE_MORE while waiting for input in yesno(). Fixes #987. Also fixes item/dungeon/monster descriptions hiding the yes/no prompt in the message area. (cherry picked from commit 3565589be720b8c54090741e76e150195038e7b6) -------------------------------------------------------------------------------- 1c58774 | Johanna Ploog | 2010-03-05 02:00:22 -0600 tutorial.cc: Add comment about currently unused "interesting" checks. (cherry picked from commit 8c963580c5567d3fbc0de3efb951ea6432b71ae6) -------------------------------------------------------------------------------- 41c534d | Johanna Ploog | 2010-03-05 01:59:01 -0600 Update tutorial introduction. * Don't clear messages between different sections: this only makes sure the player will be unable to read the previous ones. * Mention the display tabs. (cherry picked from commit 99b5f209933afc8d5835cfde644ff407ccd2cb6d) -------------------------------------------------------------------------------- fea23c7 | Jude Brown | 2010-03-05 01:58:36 -0600 Commit Darshan's fix to identified/type checks for dLua items. Haven't fully tested it, but I trust his code more than I trust mine. (cherry picked from commit 6c77c474ef7f6f2b3875ca7dd74b97af5cb755cf) -------------------------------------------------------------------------------- 191de1a | Jesse Luehrs | 2010-03-03 00:29:19 -0600 also mention darshan and erik specially in CREDITS (cherry picked from commit 7c2cae61f9ae0eb7d7951cca602a7dd7aef7b7e7) -------------------------------------------------------------------------------- 0bf1c70 | Jude Brown | 2010-03-02 23:43:05 -0600 Further debug functionality for troves. It appears that part of the issue was the cursed/uncursed, as well as the ISFLAG_KNOW_TYPE not sufficing for known items that have't been explicitly identified; likewise, there appears to be some issue with nil versus 0 for pluses that I haven't quite sorted out yet. (cherry picked from commit d45872be0b7f2d0fc08c2c2c4f5dc53ede675a57) -------------------------------------------------------------------------------- ec83945 | Jude Brown | 2010-03-02 23:36:23 -0600 More test suites for sorting out issues with troves. Not necessary for 0.6 consumption! (cherry picked from commit f6f5a2ea24e56250bbbfb49e7a99e47cff8f5665) -------------------------------------------------------------------------------- 1a6ba99 | Jude Brown | 2010-03-02 23:36:04 -0600 Test suite for debugging Trove portal vaults. (cherry picked from commit 27048d13d17f5768b7d5fd2a03f47b54dd9fe2ad) -------------------------------------------------------------------------------- ea6ef2b | Jude Brown | 2010-03-02 23:35:28 -0600 Change portal debug command to x-" (jpeg). Hopefully this is a more adequate symbol for the e'x'amine screen. Please let me know if there are any conflicts with it! (cherry picked from commit 8a4ce5da4fc42b37c7be1da885cb44ec332ef132) -------------------------------------------------------------------------------- 7fa43e7 | Jude Brown | 2010-03-02 23:32:30 -0600 Framework for debugging portal vaults using 'x-d'. 'd' doesn't look like it's currently being used for anything else. 'D' is currently used for monster debug information, so it makes sense to have 'd' apply to this. Currently, it merely returns the string value of the 'portal_debug' property of the portal in question. If there is no portal, or there is no property, it will return nothing. Using the standard set of portal vault markers that use unmangle, it should be possible to store 'portal_debug' as a debugging function. In other instances, such as TroveMarker, it's necessary to write the functionality into the property call, and write a separate function to do the actual debugging. I don't believe this breaks save compatibility, but if it does, it can quickly be reverted. Not necessary for 0.6, but it is currently necessary for debugging why Troves aren't functioning exactly as intended. (cherry picked from commit 70f0ac54e5f8a4157a4630ead194a0d2a8abf46f) -------------------------------------------------------------------------------- 2c7ca13 | Charles Otto | 2010-03-02 23:25:12 -0600 Fix [997] mummy death curse related crashes Fix a crash that could occur if a death curse killed a monster if the attack was made out of _monster_move not one of the other monster attack code paths (hate _handle_monster_move). (cherry picked from commit 2b0a1bcd2fa19454471b27ea6b6578245edf72db) -------------------------------------------------------------------------------- 05f7ba1 | Enne Walker | 2010-03-02 23:24:52 -0600 [989] Fix beam in tiles when targeting player. When targeting the player, the beam used to not be updated and would highlight a square it wouldn't be firing on. I think this broke with the viewwindow changes. I'm not that happy with just adding an #ifdef to redraw the screen again, but it seems the best solution this close to an 0.6 release. (cherry picked from commit 676faac2860c9b23e26cba607a5bcb343dd5e8b1) -------------------------------------------------------------------------------- 8ffac1c | Enne Walker | 2010-03-02 23:24:38 -0600 [986] Fix tiles autotravel delay on last step. All three recent changes to not redraw the screen as much conspired to create this bug. The frame rate limiter was changed to just delay (rather than waiting for the next redraw, which may not happen until there is an input event.) The code to redraw the screen less when travelling didn't always force an update at the end, so now the travel code does when travel stops. (cherry picked from commit 86be9547e90a10d5f35856e55990598c944441bc) -------------------------------------------------------------------------------- 439cf43 | Johanna Ploog | 2010-03-02 23:24:28 -0600 Update tiles creation guide. (cherry picked from commit 8e8e64d1513d425733c9f9a7164c06790948fa22) -------------------------------------------------------------------------------- 28496b0 | Robert Vollmert | 2010-03-02 23:18:04 -0600 Don't copy clouds to map_knowledge. This means that the level map is much more useful, particularly with the default cloud glyph == wall glyph. Even if the cloud glyph is remapped, I think it's an improvement: You gain terrain knowledge under clouds while losing information about clouds. (cherry picked from commit a4f4847921cc4c18c9e16f5428170ef8d3c35f43) -------------------------------------------------------------------------------- d49571b | Robert Vollmert | 2010-03-02 23:17:50 -0600 Fix env.map_knowledge being filled inappropriately in the abyss. 289d3046 caused map_knowledge to be filled as elsewhere in unmappable areas; this was then overridden when drawing outside LOS, but is bound to cause information leak at some point, since env.map_knowledge is assumed to contain player knowledge all over the place. So instead, sync env.map_knowledge to env.show by clearing it at the start of a viewwindow call. This may affect divination effects in unmappable areas. (cherry picked from commit 56dd07f6faa82c2b1f0baecb0512f0e59119cb03) -------------------------------------------------------------------------------- 2e4de0b | Robert Vollmert | 2010-03-02 23:17:28 -0600 Use env.map_knowledge instead of env.grid in describe_floor. Fixes issue #994. (cherry picked from commit 5bfe9fe0308d7ac6c6b4b5c635f06b8a642db9c3) -------------------------------------------------------------------------------- 8fffac6 | Jude Brown | 2010-03-02 23:15:47 -0600 Use new item identified wrapper for troves. We don't really care about curse/uncursed status of items. (cherry picked from commit 4e2006d869f8ae423fceb2f99e828ca94b974823) -------------------------------------------------------------------------------- 3fd9338 | Jude Brown | 2010-03-02 23:15:18 -0600 Improvement on the identified wrapper. (greensnark) As Darshan points out, ISFLAG_KNOW_TYPE is not enough, and item_type_known is better used in this instance where an item is implicitly, rather than explicitly known. (cherry picked from commit 59714144a0902ee6bf2b996e2a19644f5b26c35a) -------------------------------------------------------------------------------- 3168a17 | Adam Borowski | 2010-03-02 23:13:39 -0600 Set default hp_warning to 30% (dpeg, usability). (cherry picked from commit b52192dfd5ee4c4b90c5a8c9bcc18dbb2c0440a3) -------------------------------------------------------------------------------- 5dadf81 | Jude Brown | 2010-03-02 23:13:27 -0600 Update credits to better reflect Napkin and rax's roles within DCSS. Their contributions to the community are immense simply with hosting the public telnet servers, let alone their other contributions to the game and its community (tourney organisation, setting up the Mantis tracker, etc). I feel that more than just a mention in the list of names is needed. Wording may need tweaking (or rewriting), but it's a start. (cherry picked from commit a0e82e6a33deb6bd1edfbc1b0042aa406d9754df) -------------------------------------------------------------------------------- b21a2a5 | Johanna Ploog | 2010-03-02 23:12:37 -0600 Handle the FAQ's labyrinth entry's numbered list correctly in the html. (cherry picked from commit bbc0c16335de25ffba203dd65423cc9d2baa146d) -------------------------------------------------------------------------------- 68da837 | Johanna Ploog | 2010-03-02 23:12:30 -0600 Fix overly long FAQ entry, improve FAQ entry on labyrinths. (cherry picked from commit ead0a8fd406dd8d84df15a8b29d15fb68e0e38d4) -------------------------------------------------------------------------------- 49bd403 | Eino Keskitalo | 2010-03-02 23:11:57 -0600 Fix Killer Klown chaoticness check. Couldn't check AF_KLOWN, as it was switched out for another attack flavour. Signed-off-by: Eino Keskitalo (cherry picked from commit 28dc3dd5a08f3e9f5238fdc1443e2ae7922ccd45) -------------------------------------------------------------------------------- c247daf | Eino Keskitalo | 2010-03-02 23:11:31 -0600 Mention chaoticness when looking at monsters, like mindless. I think with the new targeting, this isn't too noisy. Signed-off-by: Eino Keskitalo (cherry picked from commit a689aa1c41b081e1559688875187b23d2be3e1d9) -------------------------------------------------------------------------------- d927711 | Jude Brown | 2010-03-02 23:10:52 -0600 Add missing Donald speech for Vehumet. Also enables speech for Vaults: if he follows you out of the Hall of Blades or the Crypt, this at least means that you'll get some interesting flavour. He doesn't currently generate in that area, though. (cherry picked from commit 36dd705a79d295ccd4635abec190e513ebbb3284) -------------------------------------------------------------------------------- 50250c7 | Johanna Ploog | 2010-03-02 23:09:27 -0600 Tweak tutorial's long -More- line. Could be misinterpreted to mean that pressing Ctrl-P right away would pull up the message history. (cherry picked from commit 423fec0e473b7308597cfe95ef532f33d2a818af) -------------------------------------------------------------------------------- bf7be8b | Johanna Ploog | 2010-03-02 23:08:49 -0600 Some more FAQ tweaks, use italics for mentioned txt files in the html. (cherry picked from commit 5902f45a1b3a5836b3e95ec5b74ab04a328f90c9) -------------------------------------------------------------------------------- 33934b6 | Johanna Ploog | 2010-03-02 23:08:42 -0600 Update FAQ.txt, explain about FAQ2html.pl in introductory comment. (cherry picked from commit 292af13e3901223fb695db840abb5ca763d1599d) -------------------------------------------------------------------------------- 6fe4915 | Johanna Ploog | 2010-03-02 23:07:30 -0600 Tiny Xom speech tweak. (cherry picked from commit d9e7be055160b6143489b707a6b4cc7472f9e999) -------------------------------------------------------------------------------- e19f8e3 | Enne Walker | 2010-03-02 23:06:57 -0600 [941] Fix tiles issue with umlauts in the path. (cherry picked from commit 59508909b02a40ef223d768141ca9947cbe92d68) -------------------------------------------------------------------------------- da71d06 | Enne Walker | 2010-03-02 23:05:13 -0600 Update tiles documentation about lag issues. (cherry picked from commit cba1b3d1064e7e77a878ad6226817ad13c3bd282) -------------------------------------------------------------------------------- 1e9b3d3 | Enne Walker | 2010-03-02 22:59:36 -0600 Add a maximum FPS rate limiter for tiles. As a number of issues have come from redrawing the screen too quickly, cap tiles FPS to 30Hz so that it will never bother redrawing any faster. (cherry picked from commit 706e8edee123c993b7b056eaa6898ae5ea7c4e1c) -------------------------------------------------------------------------------- 7d701b9 | Enne Walker | 2010-03-02 22:57:51 -0600 Fix targeting mode performance issues in tiles. Because targeting mode actually returns input (CK_MOUSE_MOVE), the input loop always exited (and then redrew the screen) after even the slightest mouse movement. This cause all sorts of lag when moving the mouse around to target. Now, if we get multiple mouse movements, they will all be handled silently before redrawing the screen. Additionally, input is only returned when the mouse cursor moves to a semantically different location. (cherry picked from commit 1d2570ce72b8cfd04b97a65f23cf6da4efbbe83c) -------------------------------------------------------------------------------- b0b15b1 | Johanna Ploog | 2010-02-28 14:03:55 -0600 Replace demon pentagram icons with smaller designs. They hide much less of the base tile now, and still look pentagrams. I also increased the contrast in their coloration. The old, larger pentagram tiles have been added to the UNUSED folder. (cherry picked from commit 93513b1b0f57695cd1f403f3dda530959e9dfb57) -------------------------------------------------------------------------------- 9872b1e | Johanna Ploog | 2010-02-28 14:03:46 -0600 For non-ego ponderous armour, use ponderous brand tile. If the artefact already has an ego property, its brand tile take precedence. Otherwise, use the ponderous tile. (cherry picked from commit 07ab23ddaf935a1ff3d2732e814c4c14398fc342) -------------------------------------------------------------------------------- 4d0dd20 | Darshan Shaligram | 2010-02-28 14:02:54 -0600 stash_filter now affects only ^F search; filtered items are still remembered by the stash tracker. Making stash_filter affect only display prevents players from gaming Troves by tweaking their stash_filter settings. It will also help players who accidentally filter too much; when they discover their error they can just fix their filters without having to re-explore the dungeon to locate filtered items. (cherry picked from commit 2a5fc67b343500b34c4501eae75c27486acf123c) -------------------------------------------------------------------------------- 65a4e21 | Darshan Shaligram | 2010-02-28 14:02:16 -0600 Increase speed for kraken and tentacles (dpeg). (cherry picked from commit cee7469671857d44d007cca606c9f83cc81bd905) -------------------------------------------------------------------------------- f1ad5b1 | Darshan Shaligram | 2010-02-28 14:02:09 -0600 Use better islanding for atolls. Instead of clamping radius to max when building an atoll, build atolls as a large-radius island with a caldera of smaller radius. This allows atoll forms to have irregular outlines. (cherry picked from commit bc3c092ba37f9fee15fd2c6803c67e30e0dc2101) -------------------------------------------------------------------------------- 3195fa6 | Johanna Ploog | 2010-02-28 14:01:53 -0600 Don't guarantee Jiyva piety gain 1 when jelly's eat items of low value. Also fix spacing. (cherry picked from commit 68cdff30738f052afa9451466b9cf942e1a3353f) -------------------------------------------------------------------------------- d863afd | Shayne Halvorson | 2010-02-28 14:01:39 -0600 Fix excessive Jiyva piety gain Signed-off-by: Johanna Ploog (cherry picked from commit 82848caa1fcbae8b5a467931bc6272ccc3f88e1a) -------------------------------------------------------------------------------- 4cb08c4 | Johanna Ploog | 2010-02-28 14:00:59 -0600 Fix deep elf fighters etc. never starting with a bow. Because of their conjuration spells deep elf fighters, a bow as starting equipment was always disallowed, and they would be unarmed instead. The relevant check is now skipped during the generation of monster starting equipment, as is the _has_ranged_spell check for monsters that already have a launcher in inventory. I'll have to see if there are other monsters that have Conj spells and are eligible for launchers as starting equipment. (cherry picked from commit 7b09839b68519149993f10c2700b46a1420f4460) -------------------------------------------------------------------------------- ba2b9e0 | Robert Vollmert | 2010-02-28 14:00:33 -0600 Make slouch not affect sleeping monsters. [951] It does affect sleep-walking monsters. (cherry picked from commit 7dc6e6362aef020279e83eb5db849731993c97c8) -------------------------------------------------------------------------------- f3eaa3f | Robert Vollmert | 2010-02-28 14:00:25 -0600 autofight.lua: Clarify failure message (no unsafe monsters). (cherry picked from commit 09a42d0c3024250eb1931a19af0acd2d30acec9f) -------------------------------------------------------------------------------- c7e94a9 | Robert Vollmert | 2010-02-28 14:00:19 -0600 autofight.lua: Use monster_info::is_safe. (cherry picked from commit 8e6b2a9d4110d2727e7339184d2cd5cc75a7d1c5) -------------------------------------------------------------------------------- 27ea066 | Robert Vollmert | 2010-02-28 14:00:06 -0600 Revert "Use mons_is_safe check for autofight.lua." This reverts commit a4138c893d44489c23d6528122a8b956cd9d7390. It was a good change, but I'm moving the mons_is_safe check into monster_info for greater flexibility on the Lua side. (cherry picked from commit d52bb35bff68b4a72cd0c99625697474fa157ec0) -------------------------------------------------------------------------------- 61da74c | Robert Vollmert | 2010-02-28 13:59:58 -0600 Export monster_info::is_safe to Lua. (cherry picked from commit b284cb6bbdc94407c68b58504108ca753d1c7a94) -------------------------------------------------------------------------------- edff9f4 | Robert Vollmert | 2010-02-28 13:59:32 -0600 Add monster_info::m_is_safe storing result of mons_is_safe. Since mons_is_safe passes a monster_info to lua, this required a constructor flag to avoid stack overflow. (cherry picked from commit b62ce6897d486eea0ba3c6325673b953d26df3f9) -------------------------------------------------------------------------------- c10212c | Robert Vollmert | 2010-02-28 13:58:49 -0600 Fix wizlab portal description (missing space). (cherry picked from commit 76205da81115fdf37ddcd94a15e424e16ed05f8d) -------------------------------------------------------------------------------- 0be7ee4 | Darshan Shaligram | 2010-02-28 13:58:39 -0600 Remove kraken handicap in shallow water. (cherry picked from commit 2b40d947ab7dbc33b5369f2194c319374f7ea487) -------------------------------------------------------------------------------- 763a041 | Johanna Ploog | 2010-02-28 13:57:55 -0600 Add more placeholders for yet to-be-added portal vault entry tiles. (cherry picked from commit e4f7ee766d4fb9cb9824e5d8be5ab20e135b2c5d) -------------------------------------------------------------------------------- fead109 | Johanna Ploog | 2010-02-28 13:57:44 -0600 Further documentation of tile_runrest_rate. (cherry picked from commit d023208b20c26cbf2ab3dd07ee09e85703f029c9) -------------------------------------------------------------------------------- 615de78 | Johanna Ploog | 2010-02-28 13:57:23 -0600 Clarify autofight.lua documentation. (cherry picked from commit 75f00dde63e861c09fbff893ed6d1ea757476bf5) -------------------------------------------------------------------------------- cb108ad | Charles Otto | 2010-02-28 13:55:23 -0600 Fix occasional crashes when updating mpane with zombies in view This should address a couple crashes reported by elliptic: c.d.o/morgues/trunk/hyperbolic/crash-hyperbolic-20100204-002305.txt c.d.o/morgues/trunk/hyperbolic/crash-hyperbolic-20100221-212035.txt Basically a crash occurred when sorting monster info to display in the monster pane, when a lot of zombies were in view. I think this was due to the comparison function passed to std::sort handling zombies inconsistently. monster_info::less_than returned true immediately if the left hand monster's base type was less than the right hand monster's, but if the left side's base type wasn't less it went on to do a comparison based on the monsters' names--so it wouldn't necessarily return false if (m2.m_mon->base_type) was less than (m1.m_mon->base_type), but if you called it with m1 and m2 reversed it would return true. This was apparently bad enough behavior that std::sort crashed for some groups of zombies. I was able to reproduce the crash earlier, and after this change I can't get it to crash anymore. (cherry picked from commit 71131cef35549b4c808e9b7fb730886083eae855) -------------------------------------------------------------------------------- 0321075 | Johanna Ploog | 2010-02-28 13:53:57 -0600 Fix #969: Nessos not firing his bow. The new blink variant spells (blink close/range, blink other, etc.) weren't handled in _ms_ranged_spell, which led to Nessos being considered a spellcaster with ranged attack spells who should thus not "bother" with non-magic ranged attacks. If we have any monsters who are supposed to have both magic and non-magic ranged attacks (do we?), we might have to loosen the restriction in _handle_throw(). (cherry picked from commit 2ea9d2e9c2da0178d0521ad94bad641c70c6815c) -------------------------------------------------------------------------------- 0e454a0 | Jude Brown | 2010-02-28 13:53:50 -0600 Give efreeti flame trails. (#968). The check was against monster->type == MONS_EFREET, not mons_genus == MONS_EFREET, meaning that Azrael did not get a flame trail. I see no issue with him getting one, especially as it is thematically interesting. (cherry picked from commit 198deb0eb0af9cce503a6d50389b4e4073c2dc38) -------------------------------------------------------------------------------- c88f1cf | Johanna Ploog | 2010-02-28 13:47:24 -0600 Use mons_is_safe check for autofight.lua. When using the autofight macro, we're probably not interested in moving towards allies or bashing plants. Using mons_is_safe for this might be overly restrictive, but it's a definite improvement. (cherry picked from commit a4138c893d44489c23d6528122a8b956cd9d7390) -------------------------------------------------------------------------------- 1344c7a | Johanna Ploog | 2010-02-28 13:46:36 -0600 In autofight.lua, check for traversable features. (cherry picked from commit 433a4fa2a3d314bb7bc7fe8a49a2c6290b8c6a3f) -------------------------------------------------------------------------------- 716925a | Enne Walker | 2010-02-27 12:39:26 -0600 Revert accidental settings commit. Oops. (cherry picked from commit 6e482f8a0866beea0a3c20882efc6fd30662c735) -------------------------------------------------------------------------------- f8ff305 | Enne Walker | 2010-02-27 12:34:52 -0600 Rename tile_runrest_redraw to tile_runrest_rate. This makes it more consistent with other options. (cherry picked from commit 97bdc6f6f59613f1be28700c2f9b02775be4b71f) -------------------------------------------------------------------------------- e643c9e | Enne Walker | 2010-02-27 12:34:21 -0600 [653] Redraw screen less when resting in tiles. I suspect that Crawl was running very slowly due to how frequently the screen was being redrawn when resting (due to very fast turns). I hate adding Yet Another Option, but it seemed the right thing to do here. The default value needs testing by somebody who can reproduce this problem. (cherry picked from commit 74e6c334063619f236874acab5394ab621663ed4) -------------------------------------------------------------------------------- 42c4ffd | Charles Otto | 2010-02-27 12:33:37 -0600 Don't crash if dying to a beam whose thrower is already dead A crash would occur when a monster killed themselves with a beam, and the beam killed the player after that. In one case Nikola killed himself with chain lightning, then the next arc killed the player causing a crash. I imagine an unusual lightning bounce could trigger the same issue. This commit avoids the crash, but the killer is listed as a program bug, so it's not quite ideal. (cherry picked from commit b821ea7bd520e23376597ff174986497edad3730) -------------------------------------------------------------------------------- db8c151 | Johanna Ploog | 2010-02-27 12:33:16 -0600 Fix typo in the change log. (cherry picked from commit 08171f070a66cec9c2db41906d034c4590a22a96) -------------------------------------------------------------------------------- 022dc60 | Johanna Ploog | 2010-02-27 12:33:08 -0600 Remove demonspawn overhaul from the change log. (cherry picked from commit 20ae8d6639e99a7fa8d13b211e5fe3910024dcfb) -------------------------------------------------------------------------------- 404e518 | Jude Brown | 2010-02-27 12:31:10 -0600 Milestones for Labyrinths. There were two solutions for this: the first involved always placing a 1x1 dummy map with an epilogue, for customisability and ensuring that the milestone is only made after actually entering the labyrinth--the other was to just add the milestone after the messages. Seeing as there shouldn't be generation issues with placing the milestone after the entry messages, I chose that option instead. (cherry picked from commit c7e232387f1bcda8657402fd02bf0849475a58db) -------------------------------------------------------------------------------- 5747b8b | Darshan Shaligram | 2010-02-27 00:49:07 -0600 Fix overview not reporting D:1 as explored correctly. Add a check for the player being physically in the same branch, and report the current level if that's the case and the travel cache doesn't contain the current level. An alternative to this would be to update the travel cache on D:1 in newgame, but that demands an additional special case for **CK of Lugonu, who enter through the Abyss (travel cache does not update when moving from Abyss/Pan->Dungeon). (cherry picked from commit f1a4b1c0547b097a970ff9140227f1ef80fb5ce2) -------------------------------------------------------------------------------- b377e5c | Jesse Luehrs | 2010-02-27 00:49:02 -0600 fix travel cache not being initialized until the X map is viewed this fixes the ^O screen not showing correct branch depths until you view the X map (cherry picked from commit c6b7860ed39c66221c8b3b4b5cc8b4b4f0eadf92) -------------------------------------------------------------------------------- 27adc11 | Jesse Luehrs | 2010-02-27 00:48:56 -0600 fix hiding nonexistent lair branch in overview (cherry picked from commit b97dc12012d05df31d5ff3eb93168580b61f99d0) -------------------------------------------------------------------------------- 0c53c25 | Stefan O'Rear | 2010-02-26 20:43:54 -0600 Revert demonspawn to 0.5 system The 0.7 system, while superior, is insufficiently complete to be worthy of a release version of the game. Other changes to the mutation system - in particular, HP-based abilities and passive mapping - are not so reverted. -------------------------------------------------------------------------------- 041ae85 | Johanna Ploog | 2010-02-26 20:38:45 -0600 Fix #954: Bad linebreak in xe documentation. (cherry picked from commit dde1465c2478f6c6be2ec9299474f38b0a6fe5d4) -------------------------------------------------------------------------------- 2a69eb6 | Charles Otto | 2010-02-26 20:38:06 -0600 Make bolt::agent return the last actor to reflect a beam If a beam is reflected make bolt::agent return a pointer to the last actor to reflect the beam rather than the one who originally threw it. This fixes a crash that occurred when a monster was killed by a reflected arrow of reaping (the reaping code didn't handle the agent already being dead), and also makes attribution for status inflictions caused by missiles more consistent (now e.g. monster poisoning caused by a reflected poisoned arrow is attributed to the player, consistent with how killing a monster with a reflected arrow is considered a player kill). I didn't see any obvious show stoppers caused by this change, the fact that now the chance for a reflected needle to cause an affliction depends on the stats of the last actor to reflect rather than the one that fired the needle is odd, but it's a niche situation so I don't imagine it will be noticeable. (cherry picked from commit 539f9623ce81c8d5071a87a6206b21db04961dca) -------------------------------------------------------------------------------- a1980ca | Charles Otto | 2010-02-26 20:27:12 -0600 Always prompt for self targeting with non SPFLAG_HELPFUL spells Part 2 of mantis issue 923, evaporate not prompting when you target yourself. The may_target_self parameter passed to spell_direction was true for area spells, false otherwise with the apparent intention of canceling automatically at self target of non-aoe spells, but may_target_self actually just controls whether or not a prompt is given on self targeting, the final parameter of spell_direction (cancel_at_self) controls whether or not self targeting is automatically canceled. Anyway, I changed the value used for may_target_self to depend on SPFLAG_HELPFUL so the user is always prompted when self-targeting non-helpful spells regardless of whether or not they have an aoe. If someone is feeling ambitious they can change the value passed for cancel_at_self to always cancel self targeting with non-aoe spells. This commit also removed a "are you sure you want to target yourself" prompt that was used as a special case for meph cloud. (cherry picked from commit e1006d962d2ed32d1141649c520cf5c02fd18b9a) -------------------------------------------------------------------------------- f65b998 | Charles Otto | 2010-02-26 20:24:12 -0600 Don't override input beam range in cast_evaporate Part of mantis issue 923, don't let evaporate get extra range by casting with direction keys. (cherry picked from commit 738da62e3ed79aebafd4045941dbd1c420bc52a3) -------------------------------------------------------------------------------- 9b4ef46 | Darshan Shaligram | 2010-02-26 20:21:33 -0600 [942] Generate ziggurat milestones in epilogue to avoid milestone spam for levelgen failure. (cherry picked from commit 8627d4b0561e6595c95f10e914cedd91f276d1f3) -------------------------------------------------------------------------------- 0e0ea84 | Darshan Shaligram | 2010-02-26 19:43:33 -0600 [362] Make kraken tentacles water-only and increase their base speed to 16. (cherry picked from commit 6529f3d32f7b49810c06df49f77adaa721ec3d2f) -------------------------------------------------------------------------------- d571f65 | Johanna Ploog | 2010-02-26 19:43:08 -0600 Fix tutorial message for monster descriptions without stats/resistances. (cherry picked from commit 82cd71c6fd0e33dfaca35da984351228e1b6f9b4) -------------------------------------------------------------------------------- 0567735 | Robert Vollmert | 2010-02-26 19:42:32 -0600 Use CSET_ASCII for tiles builds. It was using CSET_IBM before for unclear reasons, which was causing issues. Let me know if there was a good reason. Fixes issue #719. (cherry picked from commit a6f8ba18ae2fb325e862c02f0443d435e8a07b45) -------------------------------------------------------------------------------- 316a336 | Robert Vollmert | 2010-02-26 19:42:14 -0600 Properly encode unicode book glyph in command help. Fixes book symbol display with char_set=unicode. (cherry picked from commit f004eb0dbfa71d8b6a9deb4cc64f9c956c2fcea9) -------------------------------------------------------------------------------- 5890a63 | Robert Vollmert | 2010-02-26 19:42:01 -0600 Fix Ctrl-X display of unicode items. Fixes issue #378. Extracted tutorial.cc:_colourize_glyph as glyph_to_tagstr for this. (cherry picked from commit 0fac1db9f7c3beb282d8455de7cce3641adee03b) -------------------------------------------------------------------------------- 398005e | Jude Brown | 2010-02-26 19:41:12 -0600 Fix dLua item ego_type wrapper, Trove shop pluses. shop_item.plus1 and shop_item.plus2 are not item_def wrapper variables; instead, it should be calling and using the two returned values off of item.pluses(); likewise, replace_all_of(" of") was replacing every instance of " ", "o", "f", etc, resulting in "holy wrath" -> "hlywrath", and so on. Still does not fix an issue with the Troves not accepting some items, but there's now a testing framework in place for doing this quickly. (cherry picked from commit 453b14152a4eed3518222c48de5a3f2d780f8363) -------------------------------------------------------------------------------- f7fe3c9 | Robert Vollmert | 2010-02-26 19:39:56 -0600 Make CRTRegion update crawl_view.termsz on resize. Fixes issue #623. (cherry picked from commit 2c89bfe10b538912b567061a5ae0590af0a1ba62) -------------------------------------------------------------------------------- 0a5bf9f | Robert Vollmert | 2010-02-26 19:38:51 -0600 Some autofight improvements. Now allows fighting adjacent monsters not standing on floor. (cherry picked from commit bba09e10f9977373288a775d44ecf4fbab35e420) -------------------------------------------------------------------------------- 9283aa8 | Robert Vollmert | 2010-02-26 19:37:24 -0600 Redraw EV after wielding weapon of evasion. Fixes issue #940. (cherry picked from commit 4e5a9f9199a132500b7283c2b7158c556eeadbd3) -------------------------------------------------------------------------------- c6796cc | Johanna Ploog | 2010-02-26 19:37:17 -0600 traps.cc: Move shaft handling into trap->is_known(). Allied zombies also don't fall through known shafts, so you can't try to bring your favourite zombie with you into the next level by leading it across a shaft if you manage to find one on the level. The message ("carefully avoids the shaft") might be a bit spammy and looks out of place for zombies, but at least for native monsters I'd like to keep it, and it seems a bit odd not to also do so for others. (cherry picked from commit 1241d88fb003a7d30f7b7ac52c6bd63e670318a9) -------------------------------------------------------------------------------- cbe9bd3 | Johanna Ploog | 2010-02-26 19:36:45 -0600 Shafts again: Also add friendly monsters into the mix. Most of these checks are already handled in trap->is_known(), though with slightly different rules. I really want native insects to be able to avoid shafts, even though they would not for mechanical traps. Same for highly intelligent monsters always avoiding shafts but sometimes triggering mechanical traps. Maybe I should move the shaft checks over there... (cherry picked from commit 73e9bba8959b6ebc29619ee1512185ae0394a5e1) -------------------------------------------------------------------------------- b3c2010 | Johanna Ploog | 2010-02-26 19:36:16 -0600 Stupid monsters will trigger shafts even if at home in a branch. They may live there, but they are still not very smart. (cherry picked from commit 85dcf9459d220eae747477a48bf99c6bae08fc8f) -------------------------------------------------------------------------------- 09ff357 | Johanna Ploog | 2010-02-26 19:35:43 -0600 Smart monsters and those native to a branch can cross shafts. Monsters of I_HIGH and monsters native to a level can side-step shafts without falling through. The Dungeon currently doesn't have any native monsters and few smart ones, so pretty much any non-flying creature will fall through. (cherry picked from commit 92eda67975495fe3da1a3048d2d30902a64ad4d9) -------------------------------------------------------------------------------- bc76800 | Johanna Ploog | 2010-02-26 19:35:05 -0600 Fix monsters flying over unknown traps detecting them. (cherry picked from commit 49824d7a8712b78478f40f26de3e22fa0ac719d9) -------------------------------------------------------------------------------- ca66be5 | Robert Vollmert | 2010-02-26 19:34:51 -0600 Fix merfolk entering water twice from ice form. This was melding their boots twice, causing permanent stat change. Of course, it shouldn't really be possible to meld a piece of equipment twice -- a duplicate call should either fail or do nothing. Fixes issue #868. (cherry picked from commit a46073e40fd957c5eea60fe38fd4f42f11cfa089) -------------------------------------------------------------------------------- 754f844 | Steven Noonan | 2010-02-26 03:07:33 -0600 makefile: fix '-gcc-name' and '-gxx-name' passed to ICC Signed-off-by: Steven Noonan (cherry picked from commit 8f695f2296d05950243c0e9f503c1a0f0993b832) -------------------------------------------------------------------------------- 273230b | Johanna Ploog | 2010-02-26 03:06:48 -0600 Update copyright information. (cherry picked from commit d4bce2e600c2f8ceb9bd2776cc92f5b6097ba0a1) -------------------------------------------------------------------------------- 5cf4d2d | Johanna Ploog | 2010-02-26 03:05:03 -0600 Add a couple of placeholders to dngn.png. These are mostly in case we decide we desperately need some previously postponed tile for vault design after all. Should be rare, if it even happens at all, so eight tiles should really be enough. (cherry picked from commit b24a0f0801cb29bed7ec9ed05bd7e65f1e1e153f) -------------------------------------------------------------------------------- 8bebd0d | Tommy | 2010-02-26 01:33:55 -0600 Fix spelling of "brilliance". (cherry picked from commit 20a5d6618fde3d35ad740940b23e094c1c24f4f6) -------------------------------------------------------------------------------- 40d6df1 | Enne Walker | 2010-02-25 22:50:35 -0600 Add in-flight tiles for new sling bullet types. (cherry picked from commit cfd8d80726b9bbf48ce549fb579c314090b4fa70) -------------------------------------------------------------------------------- 95313a4 | Enne Walker | 2010-02-25 22:50:16 -0600 [937] Make needle tile transparent instead of white. (cherry picked from commit 14c4d3dcb613702524da7fa2e004a34bdf891a94) -------------------------------------------------------------------------------- efe9ab8 | Johanna Ploog | 2010-02-25 22:49:24 -0600 Update the tutorial information on chunks making you sick. The comments pertaining to "spoiled and inedible" meat probably stem from times when rotten meat could still be eaten. Instead we now mention that contaminated chunks only have a chance of making you sick and that you'll sometimes just have to risk it if you need to eat. (cherry picked from commit 78dc6631b38ce64f2863f52e75b5323d6147c117) -------------------------------------------------------------------------------- 37ad137 | Johanna Ploog | 2010-02-25 22:48:33 -0600 Don't show descriptions in the message area if pointing at floor/walls. Suppress the feature descriptions in the message window for boring features like floor and walls. Should make moving around with the mouse less likely to cover up the message area with some meaningless description you didn't even want to see. (cherry picked from commit 7833db6708c3754d1024d02803bcc8b07d965a87) -------------------------------------------------------------------------------- e0edc81 | Johanna Ploog | 2010-02-25 22:47:58 -0600 Fix out of sight mouseover giving away undetected traps. There was a special check to avoid printing descriptions for out of sight floor tiles. However, said check did not take effect for undetected traps, which would get the normal floor descriptions. Fixed now. (cherry picked from commit dd68487ac79134adf21a4fa52f188a249ad074fb) -------------------------------------------------------------------------------- c7f77e1 | Johanna Ploog | 2010-02-25 22:47:49 -0600 Add a tutorial description if a monster does *not* have any resistances. From my various tutorial games, I got the impression that if the player does as he is told and in the beginning examines any monster he comes across, he will quickly determine that all that screen shows is a fancy quote, but no real information, and thus come to the wrong conclusion that examining monsters is a waste of time. By the time he meets monsters for whom the screen does contain important information about speed or resistances, it might already be too late. We now give a special message explaining this if a monster doesn't have any stats that would be shown in the screen. (cherry picked from commit f5a94fc455b37e904cf5df42c5871d073078de73) -------------------------------------------------------------------------------- ee63592 | Johanna Ploog | 2010-02-25 22:46:25 -0600 Be more consistent about spacing in the tutorial. In the tutorial, replace some double-spacing with single spacing for general consistency with the greater part of the tutorial messages. (cherry picked from commit c6849bd3c8feab840044d5d98902e868de9f9e9f) -------------------------------------------------------------------------------- 89df5d0 | Jesse Luehrs | 2010-02-25 22:45:48 -0600 fiddle with the overview display a bit more (cherry picked from commit 9011aaee8e0dd115b878338c6f0ad2c9115f978f) -------------------------------------------------------------------------------- e8159a7 | Steven Noonan | 2010-02-25 22:45:39 -0600 makefile: delete GENERATED_FILES on 'clean' Signed-off-by: Steven Noonan (cherry picked from commit a61123005adc8aa306fd53de59bab465ab33690d) -------------------------------------------------------------------------------- 789f1ef | David Ploog | 2010-02-25 22:45:12 -0600 Repair one Hive entry vault. (cherry picked from commit a4b21981793e34c9448ec4659ee498c752a7e8d6) -------------------------------------------------------------------------------- cea7fe4 | David Ploog | 2010-02-25 22:45:00 -0600 Repair one V:8 subvault (Mu). (cherry picked from commit 9fb5216ac2ed10662e38b625f1522cae0f530e4c) -------------------------------------------------------------------------------- 1d81c72 | Steven Noonan | 2010-02-25 22:44:37 -0600 makefile: fix compliation with the Intel compiler when using IPO Signed-off-by: Steven Noonan (cherry picked from commit 875bf4f08cc7216ee75c8d8fed96d2b494272647) -------------------------------------------------------------------------------- 8fd408c | Steven Noonan | 2010-02-25 22:44:10 -0600 los.cc: add missing access specifier to inherited struct Signed-off-by: Steven Noonan (cherry picked from commit 54c7dcab7cb0129555cb5a4548313468ec502e9d) -------------------------------------------------------------------------------- 049284c | Steven Noonan | 2010-02-25 22:44:02 -0600 makefile: fix levcomp.*.cc not being compiled with YACC_CFLAGS Signed-off-by: Steven Noonan (cherry picked from commit 1c45d2939bb9f2c65575e280d3bf0fe20305c7b9) -------------------------------------------------------------------------------- 4a62d24 | Johanna Ploog | 2010-02-25 22:43:12 -0600 Remove duplicate entry in the change log. (cherry picked from commit 47cf313907142696f93df7ca203c11ae7bd57813) -------------------------------------------------------------------------------- 41c12ea | Johanna Ploog | 2010-02-25 22:42:42 -0600 Re-add references to @_generic_Donald_@. I don't think it really matters if the chances for getting those are different depending on branch and god. If you don't have a lot of speech defined elsewhere you'll get more of the generic ones, which should work well enough in practise. Anyway, this is (NUM_BRANCHES + NUM_GODS) references, rather than (NUM_BRANCHES * NUM_GODS) ones. *still reeling* (cherry picked from commit ea461a30efa300e1ae6fb3ee2b85304cbf986563) -------------------------------------------------------------------------------- 58696d6 | Johanna Ploog | 2010-02-25 22:41:54 -0600 Remove about 1000 lines worth of combination tags for Donald speech. Instead of specifying keywords for all branch/god combinations, add a single line in the code for a 50% chance of picking either branch or god if both is specified. We might have to add a third chance if we ever get around to adding speech that covers both place and god, but I don't think anyone would be so insane to add them for every possible combination. *mutters* 1000 lines... I kid you not! This also fixes Donald not giving any speech if you ever encounter him in the main Dungeon. (Don't know if that's possible.) (cherry picked from commit 202f91d00ccfad168f9505815fbad6c858440372) -------------------------------------------------------------------------------- 2731063 | Johanna Ploog | 2010-02-25 22:39:22 -0600 Fix Saint Roka not using his special messiah speech. The new branch information always took precedence over religion, which meant that it was impossible to get orcs' Beogh speech since these don't use any branch keys. (cherry picked from commit 2cc101eca6f4d41ccdcd155df3f56f1eb1bae2e3) -------------------------------------------------------------------------------- 0c8fdc2 | Johanna Ploog | 2010-02-25 22:31:07 -0600 A few tweaks to monster speech. (cherry picked from commit ef029635cd50dbf04baa17549da4fa018ceda1c5) -------------------------------------------------------------------------------- 6248972 | Johanna Ploog | 2010-02-25 22:29:02 -0600 Fix Trog appreciating kills of non-spellcasting ghosts. (cherry picked from commit ad45864a7d00d92781ed91aa8840ed86b913a5e4) -------------------------------------------------------------------------------- fc29122 | Robert Vollmert | 2010-02-25 22:28:50 -0600 Fix yellow draconians supposedly having rcorr. (Mu) (cherry picked from commit 0a4710cf53296a359595f9acfca19a4267bff379) -------------------------------------------------------------------------------- 896a780 | Robert Vollmert | 2010-02-25 22:28:29 -0600 Call viewwindow() before delayed god gift more(). Should fix issue #567. (cherry picked from commit 0cdf9df3f2b55c6fd6e57dab8acae67284e2395e) -------------------------------------------------------------------------------- 310821d | Robert Vollmert | 2010-02-25 22:25:58 -0600 Describe wandering stationary monsters as "unaware" in monster list. Fixes issue #611. (cherry picked from commit 60545397505a07ed7d877d15b4afa4cd59024e8d) -------------------------------------------------------------------------------- 3d124b5 | Robert Vollmert | 2010-02-25 22:20:10 -0600 Reduce spell colouring. This removes useful/god-liked/risky colouring. The idea is to reduce the feature to the obviously good part for 0.6 and see how the other ones work out for 0.7. Empowered is still there (good for Vehumet); empowered colouring for swiftness while flying, stoneskin while in statue form, oz's armour while in ice form also sound not too invasive. -------------------------------------------------------------------------------- 6905be6 | Robert Vollmert | 2010-02-25 22:20:00 -0600 Minor formatting. (cherry picked from commit 62a10d23767763bda6a5491a3ded3ba610f1c5f5) -------------------------------------------------------------------------------- 833ad49 | Robert Vollmert | 2010-02-25 22:19:48 -0600 Don't treat necromantic spells as empowered by Kiku. It's just miscast protection, and then what to do with Sif? (cherry picked from commit 10b257d1e02ceaa8aab0c9db0216ddde0944213c) -------------------------------------------------------------------------------- 38dd2fe | Robert Vollmert | 2010-02-25 22:17:46 -0600 Remove cyan colouring of shopping list items in stash tracker. This was being overridden by menu colours, hence confusingly only shown for usually uncoloured items. (cherry picked from commit abd726132e6232fb51e4a65b25a9df71636a058b) -------------------------------------------------------------------------------- 089a112 | Robert Vollmert | 2010-02-25 22:17:38 -0600 Show @'s in stash tracker shop menu. Colouring doesn't work like in shops yet, but that would be a larger change. Fixes issue #248. (cherry picked from commit bd5f6a138a22b3cf7cf816bdd67c4ab9ac6b0a4d) -------------------------------------------------------------------------------- 44fbd64 | Robert Vollmert | 2010-02-25 22:14:03 -0600 Fix melee noise waking hibernated monsters on same turn. Fixes issue #902. This consists of two things: 1. ENCH_SLEEPY (one-turn enchantment designed to keep monsters asleep at least one turn) is checked against in noisy(), so noise can't wake monsters while under ENCH_SLEEPY. 2. ENCH_SLEEPY is no longer decayed as usual (start of monster turn), but instead by force after all monsters have moved. It's not really treated like an enchantment anymore. (cherry picked from commit 7ebe7ebd164ec1d964158194755a4e6ce28843b4) -------------------------------------------------------------------------------- 5b71357 | David Ploog | 2010-02-25 22:06:26 -0600 Explain difference between | and good_item. (cherry picked from commit 1d240abf20f1bd7da453423837baa10592df74dc) -------------------------------------------------------------------------------- 93006cd | David Ploog | 2010-02-25 22:05:33 -0600 A few tweaks to the changelog. (cherry picked from commit cd31b90480793142a45da30db247b126e20a5361) -------------------------------------------------------------------------------- efb8c7e | Robert Vollmert | 2010-02-25 22:04:11 -0600 Shorten shop gold messages to fit 80 columns with thousands of gold. (cherry picked from commit f7bf6dc0fb763083de1be39806c383e47d295536) -------------------------------------------------------------------------------- d85bf0c | Robert Vollmert | 2010-02-25 22:03:25 -0600 Fix shopping list toggle in shop (@). It wasn't clearing the list of selections properly. (cherry picked from commit 3704bf2d01f231bc8266927f7899c558ea1995db) -------------------------------------------------------------------------------- d83db0f | Robert Vollmert | 2010-02-25 22:03:12 -0600 Remove bad mesclr() from shopping list. (cherry picked from commit 0d48346b8d9f133cb031096330077ba6fee32680) -------------------------------------------------------------------------------- a64ea9a | Johanna Ploog | 2010-02-25 22:02:56 -0600 Put the rusted sewer portal into the dngn tiles page, after all. If we don't end up using it in 0.6, it'll serve as a potential placeholder for something else. Also, colour Tukima's strange machine a bit darker. (cherry picked from commit 7415071676fdb40a098efe8ae69bee357cf50944) -------------------------------------------------------------------------------- dd0ec6e | Johanna Ploog | 2010-02-25 22:02:35 -0600 Reorder some change log entries. (cherry picked from commit 34a0ba64b82638209c263988eb2d576b57bb2edc) -------------------------------------------------------------------------------- b4a7868 | Johanna Ploog | 2010-02-25 22:02:27 -0600 Document autofight.lua. Robert, please review! (cherry picked from commit 72f43e08fe47148d04c3713a2f85dcc1575213a0) -------------------------------------------------------------------------------- 4eb7729 | Johanna Ploog | 2010-02-25 22:01:53 -0600 Update change log. (cherry picked from commit 54b671e204f0caa6a200717d5d1b8a17631070e1) -------------------------------------------------------------------------------- 073d59e | Robert Vollmert | 2010-02-25 22:00:16 -0600 Don't generate shaft trails on non-shaft levels. Fixes issue #145. (cherry picked from commit 926cce0fd91ef12fdbb3612049ae651bd888b66a) -------------------------------------------------------------------------------- a37ad3a | Robert Vollmert | 2010-02-25 21:59:44 -0600 Known shafts are safe for monsters. (cherry picked from commit c99b9bb762db64e03919f882a0640611b79a217e) -------------------------------------------------------------------------------- f708f44 | Robert Vollmert | 2010-02-25 21:59:06 -0600 Destroy monster-used shafts. Fixes issue #328. This is kind of ugly in that monsters destroy shafts in trap_def::trigger, while players destroy shafts in down_stairs. (cherry picked from commit d2d2ddbcb9efadb37d25e291e8a3bb3f0843fe57) -------------------------------------------------------------------------------- ca1f030 | Eino Keskitalo | 2010-02-25 21:58:54 -0600 Update the bit about milestones to use epilogues. Signed-off-by: Eino Keskitalo (cherry picked from commit 5dd1af1dd94115be408f1b9b17ddbca9c6cd2a34) -------------------------------------------------------------------------------- 20ac900 | Eino Keskitalo | 2010-02-25 21:58:27 -0600 Preliminary tiles to mark the teleporter in the_teleporter vaults. Signed-off-by: Eino Keskitalo (cherry picked from commit 11939950dc7359cec37941416761edb6b3861e13) -------------------------------------------------------------------------------- 80c8c7a | Robert Vollmert | 2010-02-25 21:58:05 -0600 direction(): Also unset need_beam_redraw when not showing beam. Fixes issue #931. (cherry picked from commit a66ecd5f6d289afed076b631cc293156b154449f) -------------------------------------------------------------------------------- 0697a83 | Robert Vollmert | 2010-02-25 21:57:41 -0600 Trove: conditionally pluralise scrolls and potions. Fixes issue #869. (cherry picked from commit c79328482dd22af129bc630adf81c5f3512758fc) -------------------------------------------------------------------------------- 005de82 | Robert Vollmert | 2010-02-25 21:57:07 -0600 Make trove locking message more explicit. Could still stand to be improved, but at least it doesn't look like an error message anymore. (cherry picked from commit 8c109e894dc8c93dfa460442fc37f36bd558abb0) -------------------------------------------------------------------------------- 7df9720 | Robert Vollmert | 2010-02-25 21:52:42 -0600 Trove: show full fee in lock portal prompt. (cherry picked from commit 7c9b7c0307f24863eae83ab0f3c9d609836996e3) -------------------------------------------------------------------------------- 48312b4 | Robert Vollmert | 2010-02-25 21:49:30 -0600 Trove: Display current portal state more prominently in xv. (cherry picked from commit 62bad4a77e363385fece939e8aa525580b141846) -------------------------------------------------------------------------------- 36088a3 | Eino Keskitalo | 2010-02-25 21:45:40 -0600 Add milestones for the four big bad pan lord levels. Signed-off-by: Eino Keskitalo (cherry picked from commit e647bcf596f88947f0359ae4faf386a93f520b90) -------------------------------------------------------------------------------- 62a97e2 | Steven Noonan | 2010-02-25 01:46:34 -0600 makefile: fix build on the Intel compiler Signed-off-by: Steven Noonan (cherry picked from commit d6b26f63739d57e6dd762c9c955a8893de9d4a01) -------------------------------------------------------------------------------- 80b250b | Steven Noonan | 2010-02-25 01:46:20 -0600 exclude.cc: add missing access specifier for inherited struct Signed-off-by: Steven Noonan (cherry picked from commit fbc04a5da3a6947c2b1a93b088be2112d68dd3be) -------------------------------------------------------------------------------- 64ce4d0 | Steven Noonan | 2010-02-25 01:46:08 -0600 stash.{cc,h}: remove meaningless qualifier on return type Signed-off-by: Steven Noonan (cherry picked from commit 38f519b830d307098284ea99308936f288208539) -------------------------------------------------------------------------------- f708423 | Steven Noonan | 2010-02-25 01:45:57 -0600 losparam.h: add missing access specifiers for inherited structs Signed-off-by: Steven Noonan (cherry picked from commit ebded3208a5239d82fb8022048ecaf50a4069df3) -------------------------------------------------------------------------------- 0ebc79e | Steven Noonan | 2010-02-25 01:45:17 -0600 AppHdr.h: use 'ifdef __MWERKS__' instead of 'if __MWERKS__' The Intel compiler hates doing the latter. Signed-off-by: Steven Noonan (cherry picked from commit 1551cca81ec6ae63aaed361ca8badc67bef3cad6) -------------------------------------------------------------------------------- c63d997 | Johanna Ploog | 2010-02-25 01:44:59 -0600 Add new design for Cheibriados' altar, now complete with clock. The clock actually works, but it moves backwards. :) (cherry picked from commit 3454072fb257c7c50361b4f9e491f26f50d19fb2) -------------------------------------------------------------------------------- 38b22c6 | Johanna Ploog | 2010-02-25 01:44:46 -0600 Fix #757: Duplicate punctuation in feature descriptions. Instead of removing the fullstop from all feature descriptions where this occured, I opted to add a special check in describe.cc instead, so we don't add a dot if the description already ends in some kind of punctuation: .!? (cherry picked from commit 679adf07b98c1f48e7bd9acdcd3ab1383bd2d1b5) -------------------------------------------------------------------------------- 89e1ea2 | Eino Keskitalo | 2010-02-25 01:43:26 -0600 Update patch_guide.txt to reflect the use of git. I think I lost some of the friendly tone and good flow.. at the same time, pointing possible contributors more towards using git is good, as it makes the workflow easier, and people will be using the right tools from the start. Signed-off-by: Eino Keskitalo (cherry picked from commit 3424dfefd13af3a930a1fd62b440325a01967b53) -------------------------------------------------------------------------------- dc01182 | Eino Keskitalo | 2010-02-25 01:42:34 -0600 Update process.txt to reflect the move to CDO Mantis/Wiki. Oh, how much it could be improved. Signed-off-by: Eino Keskitalo (cherry picked from commit 0e8db4e15aebe33bbb81a0e4904e0492924536e2) -------------------------------------------------------------------------------- 1266227 | Johanna Ploog | 2010-02-25 01:42:20 -0600 Change the message upon entering a labyrinth. Two messages, actually, both only slightly shorter than 80 columns: 1. As you enter the labyrinth, previously moving walls settle noisily into place. 2. You hear the metallic echo of a distant snort before it fades into the rock. Message 1 gives an indication that the walls might not be static. Message 2 ties into the labyrinth timer's message (and is, in fact, similar enough to also be coloured yellow, which I think is a nice perk), and hints at the rock > metal rule. (cherry picked from commit b5c4c8c9870a7b52ccd4144c61b8b8b8e608df56) -------------------------------------------------------------------------------- dbd0f83 | Eino Keskitalo | 2010-02-25 01:41:35 -0600 Fix incorrect listing of CMD_MAP_JUMP commands. Fixes Mantis [925]. Signed-off-by: Eino Keskitalo (cherry picked from commit d48dcf7ac16ce166147786b40ab5d7a62f4a8829) -------------------------------------------------------------------------------- dcf6d2f | Eino Keskitalo | 2010-02-25 01:41:27 -0600 Add MOD_NONE to key_mod enums (ixtli) Signed-off-by: Eino Keskitalo (cherry picked from commit 44d9bb63a9a94f676cb62665ecedf11fe420fdeb) -------------------------------------------------------------------------------- c6e9f65 | Johanna Ploog | 2010-02-25 01:41:20 -0600 Various tutorial tweaks, making the introduction work with ASCII again. Some of my previous assumptions about message behaviour interact badly with the message window changes, so it was time to adapt. Doesn't hurt if the code becomes a bit more streamlined in the process. Also, repeat the initial hint about ? and Ctrl-P at the end of the tutorial. I'm afraid all that information can be overwhelming. (cherry picked from commit f1e0de3db38c45bd29673ec4e5ea2e8cdb5d186a) -------------------------------------------------------------------------------- 6dd7efe | Johanna Ploog | 2010-02-25 01:40:37 -0600 Fix double-prompt when leaving the dungeon during the tutorial. Inverted logic made it ask me twice even if I said 'no' the first time around. (cherry picked from commit 497584e782b0b438a30f2bd453344cbd0b284163) -------------------------------------------------------------------------------- 2ed8e79 | Johanna Ploog | 2010-02-25 01:40:15 -0600 New Necromutation tile, based on Porkchop's idea. Now coloured red for easier differentiation from monster lichs, and uses wielded player weapon. (cherry picked from commit fc194cb677770af387442d67d41897b031389432) -------------------------------------------------------------------------------- 957c7e3 | David Ploog | 2010-02-25 01:39:57 -0600 Minor change to FAQ.txt and friend. There was no Sourceforge in there, but I still made a small modification. (cherry picked from commit 144e72823680cb7e2cf69668180d76bcb0ed2ab8) -------------------------------------------------------------------------------- 9ba9015 | David Ploog | 2010-02-25 01:39:48 -0600 CDO rather than SF in the manual. Point readers to the new homepage. (cherry picked from commit 80e94bc6df9ea56935e5fd47026cc7c4fe664f7a) -------------------------------------------------------------------------------- c6ce365 | David Ploog | 2010-02-25 01:39:40 -0600 Update README.txt and friends. All references to the Sourceforce page have been replaced by references to crawl.develz.org (well, with the exception of the mailing list). (cherry picked from commit a328813ed594ce97f714b6de57373e83698b4ef6) -------------------------------------------------------------------------------- b3042c9 | Eino Keskitalo | 2010-02-25 01:39:24 -0600 Fix Elyvilon's guaranteed protection from harm not being guaranteed. Signed-off-by: Eino Keskitalo (cherry picked from commit 724d761ddba6de4cd6ac0346fd0aedc39ad68c01) -------------------------------------------------------------------------------- 0bd8958 | David Ploog | 2010-02-25 01:38:57 -0600 Update quickstart.txt and friends. (cherry picked from commit a26a39b26eb63f378705fdfcadadba83592c8b93) -------------------------------------------------------------------------------- 48637a9 | Robert Vollmert | 2010-02-25 01:38:49 -0600 Pass a flag instead of checking global state in dgn-overview. Previously, overview_description_string() checked for a running game to determine whether to print certain informational things. They were still being displayed for in-game character dumps ('#') however. (cherry picked from commit 741c2fc983f323461a65505206d84e68b9859f77) -------------------------------------------------------------------------------- 8e19dd0 | Henry | 2010-02-25 01:38:07 -0600 Unseen altars are not displayed in morgue (cherry picked from commit 53b13b267388c189806fcf4f9a8c8da9c414022f) -------------------------------------------------------------------------------- ea018a4 | Johanna Ploog | 2010-02-25 01:37:36 -0600 Implement #913: Mark bad type disintegrated monsters' chunks "dropped". Depending on chunk type and your current resistances, some desintegrated monsters' chunks now get the DROPPED flag. (cherry picked from commit 2c3121f2682302778df05a57c759cda19c414fdf) -------------------------------------------------------------------------------- 21346a0 | Robert Vollmert | 2010-02-25 01:36:59 -0600 Make ossuary portals brown. This distinguishes them from shops, resolving issue #668. (cherry picked from commit b945aa19e2796b755cdcb91be5e642a8918bf355) -------------------------------------------------------------------------------- 9b82870 | Robert Vollmert | 2010-02-25 01:35:43 -0600 Don't do distortion unwield effect for temporary brand. Fixes issue #793. You can wait it out anyway, so it serves no real purpose. (cherry picked from commit 54e0ebaa00cab414272f32b7aac7ec02e3e36846) -------------------------------------------------------------------------------- ac3b965 | Robert Vollmert | 2010-02-25 01:35:23 -0600 Restore more state when returning from level excursion. level_excursion was previously clearing env.markers. Now it restores them in the end, fixing issue #163. level_excursion::go_to got an extra parameter "orig" that says whether to load the level including state, which is set true when restoring the original level. Also, level_excursion now doesn't update LOS for each level it visits, which will most likely not make it noticeably faster. (cherry picked from commit ccd5f1f8556adfa9db65b1b1efce90011c5c6633) -------------------------------------------------------------------------------- b22e6f5 | Johanna Ploog | 2010-02-25 01:34:02 -0600 Update silence descriptions to include the shrinking radius. (cherry picked from commit 7042ba6798c13430848cba233428650f13ac48f2) -------------------------------------------------------------------------------- 644ff6a | Johanna Ploog | 2010-02-25 01:33:34 -0600 Default small_more to false. This is just too confusing to new players, and that's who we should have in mind when deciding on default settings. (cherry picked from commit 1af13672780bc87ecb0f1493964d0846b1168679) -------------------------------------------------------------------------------- 90b3393 | Johanna Ploog | 2010-02-25 01:32:54 -0600 Fix the Tiles tooltip giving away the presence of invisible monsters. (cherry picked from commit 9e0ca811eba95308c39e324cb35fa5eef687ec0f) -------------------------------------------------------------------------------- 64079b3 | Johanna Ploog | 2010-02-25 01:32:45 -0600 Add LoginError to the credits. (cherry picked from commit b73ddf30d92f84be2b5d55ca726e7e9c0b05a2f8) -------------------------------------------------------------------------------- 47740d3 | Johanna Ploog | 2010-02-25 01:32:36 -0600 Add LoginError's tiles for various runed/steel/silver ammunition. (cherry picked from commit bf22b3c32dfdc8d2d754a4e7376ffc3527321c20) -------------------------------------------------------------------------------- c353e80 | Johanna Ploog | 2010-02-25 01:32:04 -0600 Fix clouds not being described when examining surroundings. Also covers sanctuary and silence. (cherry picked from commit 233146c88ed295fef87c3248f2f5fbca514984f7) -------------------------------------------------------------------------------- 2230f17 | Robert Vollmert | 2010-02-25 01:31:27 -0600 Fix wizard mode portal descriptions (&P). (cherry picked from commit afb1d461cf075e97ede9dc7fe0ffe4d5ea497a40) -------------------------------------------------------------------------------- d164823 | Enne Walker | 2010-02-25 01:29:43 -0600 [885] Fix draconian tile issues in the Abyss. In the Abyss, the monster cache entries never get their refcounts incremented because the player doesn't remember what they've seen. When viewwindow was getting called again for 'x' and 'X' it would clear the tile information to draw any monsters that used the mcache, because they all had a ref count of 0. (cherry picked from commit f0ba43beab644a2463a3b2ceed8ac0812c4e0b93) -------------------------------------------------------------------------------- 9373136 | Enne Walker | 2010-02-25 01:29:24 -0600 Make tiles use viewwindow for 'X' map display. This eliminates a duplicate function that had gotten out of sync with the original viewwindow. (In particular, this fixes a bug where using X in the Abyss would show out of sight tiles and the presence of items.) (cherry picked from commit 985f4d906106e58a16ca24232ca9b746a02886c1) -------------------------------------------------------------------------------- 883868d | Enne Walker | 2010-02-25 01:28:54 -0600 [835] Don't display OOS blood/mold for tiles. There's no differentiation between what the player remembers and what actually exists, so information leaks through blood and mold placement if it is shown on out of sight tiles. (cherry picked from commit b2e0d9c5140b39c61386b97294ffc590dc19da88) -------------------------------------------------------------------------------- d535570 | Johanna Ploog | 2010-02-25 01:28:30 -0600 Make Jiyva's altar jiggle quite a bit. Also add LoginError's runed sling tile. (cherry picked from commit 310886515ab3c5c6381ee0cb4478347a2809a454) -------------------------------------------------------------------------------- 57e1548 | Johanna Ploog | 2010-02-25 01:28:14 -0600 Fix #915: Corpse glyph and corresponding message wrong in tutorial. (cherry picked from commit 1a3efe1645312d8a7f159d88bdd71beefb5c27b7) -------------------------------------------------------------------------------- 1e4af5e | Johanna Ploog | 2010-02-25 01:27:25 -0600 Add Porkchop's tile (slightly tweaked) for Cigotuvi's Monster. (cherry picked from commit d05e88a1d8e8f57ee8c154dc7eb32f2edf353e26) -------------------------------------------------------------------------------- e20a2ec | Johanna Ploog | 2010-02-25 01:27:11 -0600 Fix double-bracketed terrain descriptions on examining surroundings. (cherry picked from commit 72439d9ce10119a6a5bc2be4d24d80de75d1e1d7) -------------------------------------------------------------------------------- 2d702b5 | Johanna Ploog | 2010-02-25 01:26:41 -0600 Add inky wave overlays for the kraken's ink clouds. I experimented a bit with ink blots and cloud shapes and eventually decided simply overlaying the water with a inky sheen would work best. This did require adapting the wave combination to ink, but it works rather well. (cherry picked from commit 3ee8628f6c117a90842031392000e1f8e66b5a72) -------------------------------------------------------------------------------- 16b5308 | Johanna Ploog | 2010-02-25 01:26:11 -0600 Update tiles_help.txt to the Alt -> Ctrl-Shift change. (cherry picked from commit bf871946a142a0dd76b2c012304a24ce813c1e25) -------------------------------------------------------------------------------- 4c444e4 | Johanna Ploog | 2010-02-25 01:25:36 -0600 Add another autoinscribe suggestion, though commented out. For Transmuters, it is really easy to accidentally quaff their potions of degeneration etc. It took me a while to realize that bad_item can be used here as well, so I added it as an example to the documentation and, while I was at it, also to init.txt. (cherry picked from commit dc996c5a4dff0715cfdbf996980f508e37c3b37e) -------------------------------------------------------------------------------- 4120052 | Eino Keskitalo | 2010-02-25 01:25:08 -0600 Fix rltiles Makefile not working on Windows. Tested with a local Windows msysgit build and CDO's mingw cross-compile. (Thanks to Napkin!) Signed-off-by: Janne Lahdenpera Signed-off-by: Eino Keskitalo (cherry picked from commit 3a3eecdf264cf794433b43fbe95087b56f7cc818) -------------------------------------------------------------------------------- ed4fac6 | Darshan Shaligram | 2010-02-25 01:24:59 -0600 Fix signed-unsigned comparison warning. (cherry picked from commit 5c29a376833a01ab2515570801cdd1e708368bcd) -------------------------------------------------------------------------------- 151a128 | Johanna Ploog | 2010-02-25 01:22:25 -0600 Tiles: Extend plant stash brand to stationary monsters in general. Tiles player would have been unable to tell that the Tukima wizlab statues have items underneath them. Now the stash (or heap) brand is applied to all stationary monsters rather than only those of plant holiness, which didn't make sense for spores etc. anyway. (cherry picked from commit 6c017082c63faebf02fd5f17ec3b5d3047d1f7e9) -------------------------------------------------------------------------------- 41f9866 | Johanna Ploog | 2010-02-25 01:21:51 -0600 Add more variant tiles for Makhleb's blazing altar. (cherry picked from commit ea4b50b300a379b5831248a8575815b7aae9a9c7) -------------------------------------------------------------------------------- 1ea78b2 | Johanna Ploog | 2010-02-25 01:21:37 -0600 Add tile for the Tukima's wizlab's other "strange machine". Eight tiles of a set, randomly chosen. I had to add a special case in tilepick.cc as randomly flickering monster tiles aren't yet handled in the code. Extending that functionality from dngn to player tiles is certainly possible, but should wait until 0.7. (cherry picked from commit 32f9d486798ebf59d3df7142034cdda1fae9658f) -------------------------------------------------------------------------------- 06c7979 | Johanna Ploog | 2010-02-25 01:21:23 -0600 Move special minivault dungeon features into subfolder dngn/vaults. (cherry picked from commit a23b086b049baa5cfab58c1b2e0ec667a48a983a) -------------------------------------------------------------------------------- 34802bc | Johanna Ploog | 2010-02-25 01:20:58 -0600 Add Porkchop's alligator tiles, slightly tweaked. Also, make the giant newt tile a bit darker again. (cherry picked from commit 8220285b646121dc81fd653543a77743ae085964) -------------------------------------------------------------------------------- 494c715 | Robert Vollmert | 2010-02-25 01:20:24 -0600 Fix mummy self-restoration being disabled when just rotted. Fixes issue #908. There was code there that specifically disabled this for no reason I can think of. Mummy restoration has always unrotted hp from what I can tell. (cherry picked from commit 458b65ca06bcf1fbf4f40b8ce6977fe289d66587) -------------------------------------------------------------------------------- 4beb2f0 | Enne Walker | 2010-02-25 01:20:06 -0600 Use correct targets in rltiles/tool/*.d files. Just another ".d file in a subdirectory" problem. (cherry picked from commit a9568c0358235516d580dec0369dc2510b8cfa80) -------------------------------------------------------------------------------- bb6941b | Enne Walker | 2010-02-25 01:19:49 -0600 Revert removal of PNG target dependencies. (cherry picked from commit 01979264084ef15693ba5930c6e5148fbc8b9840) -------------------------------------------------------------------------------- eb56dcd | Eino Keskitalo | 2010-02-25 01:19:36 -0600 Fix the crocodile shadow a little. Signed-off-by: Eino Keskitalo (cherry picked from commit 9dcc67edbd3d20537b458d5059b1e2f942be00f0) -------------------------------------------------------------------------------- 3cd54ed | Eino Keskitalo | 2010-02-25 01:19:29 -0600 Adjust brightness and contrast of the giant newt tile. It is now a lighter shade of gray, to make it stand out better from the regular dungeon floor. Signed-off-by: Eino Keskitalo (cherry picked from commit b9cdbf11ae812f5407663eae8825aeaf32369902) -------------------------------------------------------------------------------- 9a42fc0 | Steven Noonan | 2010-02-25 01:18:58 -0600 Xcode project: fix build failures due to source references and contrib breakage Signed-off-by: Steven Noonan (cherry picked from commit 2a48b99d558727d4f5430d20e6ec1d438df86f04) -------------------------------------------------------------------------------- b38a78f | Darshan Shaligram | 2010-02-25 01:18:41 -0600 Don't pick uniques as candidates for random zombies; fixes Lernaean hydra zombies being randomly generated. (cherry picked from commit a460c7dbc8e9d8df32eaee5d198a01652b410367) -------------------------------------------------------------------------------- 91b0949 | Steven Noonan | 2010-02-25 01:18:32 -0600 rltiles/tool: add .gitignore Signed-off-by: Steven Noonan (cherry picked from commit e683549c00e2828ac4434cb890059c847958f9cf) -------------------------------------------------------------------------------- 4708eb7 | Steven Noonan | 2010-02-25 01:18:25 -0600 rltiles/Makefile: make 'all', 'clean', and 'distclean' phony targets Signed-off-by: Steven Noonan (cherry picked from commit 65b8adb52c2ff842b1b99af2f592302585a292aa) -------------------------------------------------------------------------------- 47938a9 | Steven Noonan | 2010-02-25 01:18:17 -0600 rltiles/Makefile: fix dependency generation Signed-off-by: Steven Noonan (cherry picked from commit c25db1b9937fd407310315d59ba98b82fb3916c9) -------------------------------------------------------------------------------- 70d3bac | Steven Noonan | 2010-02-25 01:17:51 -0600 rltiles/Makefile: make $(RLTILES) an order-only dependency Signed-off-by: Steven Noonan (cherry picked from commit f32c1d692519e4bdc6084520c2e4ae8b7e03847c) -------------------------------------------------------------------------------- 5241411 | Steven Noonan | 2010-02-25 01:17:40 -0600 rltiles/Makefile: fix tilegen targets They were rebuilding over and over. Now they're not. Signed-off-by: Steven Noonan (cherry picked from commit 48a8a05a0fcaefbdcac14d79f5d8bd1dfc245e25) -------------------------------------------------------------------------------- d61b645 | Steven Noonan | 2010-02-25 01:16:52 -0600 rltiles/Makefile: fix dependency on 'tilegen' Signed-off-by: Steven Noonan (cherry picked from commit f4baf1b3c4f941240ae331cbfe9149381df5b191) -------------------------------------------------------------------------------- 8bf00bd | Steven Noonan | 2010-02-25 01:16:23 -0600 tile_list_processor.cc: fix segfault on fclose() of null FILE* Signed-off-by: Steven Noonan (cherry picked from commit e07fbd67e2bbf44b4723232638de3de3a8d02c7d) -------------------------------------------------------------------------------- 833f770 | Jesse Luehrs | 2010-02-25 01:15:59 -0600 Revert "Revert "Only generate tiledef files if they have changed."" This reverts commit c5df005ee86a05a6f11ba4a40520945c89553fbe. -------------------------------------------------------------------------------- 2c642e4 | Steven Noonan | 2010-02-25 01:07:36 -0600 rltiles/makefile.unix: rename to rltiles/Makefile Signed-off-by: Steven Noonan (cherry picked from commit db2f4c3819843b1d095504bfc798a20d1319ce26) -------------------------------------------------------------------------------- 25768f5 | Steven Noonan | 2010-02-25 01:07:28 -0600 rltiles/makefile.unix: use system libsdl/libpng where possible Signed-off-by: Steven Noonan (cherry picked from commit 92183718e8fa4e2b3e9a7508160100a7f9be9f73) -------------------------------------------------------------------------------- b3cdb18 | Steven Noonan | 2010-02-25 01:07:15 -0600 makefile: add rltiles/dc-unrand.txt to GENERATED_FILES Signed-off-by: Steven Noonan (cherry picked from commit 1b4e7de271b0430788873021b733b65d8317456c) -------------------------------------------------------------------------------- 3b89521 | Enne Walker | 2010-02-25 01:07:03 -0600 Fix dependencies for files in subdirectories. -MM and -MD strip off the subdirectory path, so .d files in subdirectories were getting the wrong target name. This change should allow rltiles/tiledef-*.cc files to have proper dependency support which (for example) will correctly rebuild tiledef-player.cc when dc-main.txt changes. (cherry picked from commit 6d65dcaa2c7ccd917059a6db651b1e242679a033) -------------------------------------------------------------------------------- 0b1fef8 | Johanna Ploog | 2010-02-25 01:06:47 -0600 Update manual section on autoinscription abbreviations. (cherry picked from commit 17503ff64d2c10af995633e5d56afc17354fa612) -------------------------------------------------------------------------------- f569ca1 | Johanna Ploog | 2010-02-25 01:06:47 -0600 Show power, range and food cost when browsing spell descriptions. When reading spell descriptions, list the spells' power, range and nutrition value they would have if you were to memorize them right away and then attempt to cast them. This has already been the case for Tiles for a while now, and I don't see any reason not to extend it to the console version. It's not exactly hidden information, either. (cherry picked from commit acaa8616ccc83d51381a4af59ad02cf7f5b7a879) -------------------------------------------------------------------------------- 1aa024c | Johanna Ploog | 2010-02-25 01:06:46 -0600 Fix SF 2938758: Wrong message for unmemorizable spells due to Lich form. Also takes care of some duplicated messaging code. (cherry picked from commit e13d4aaf17222d32e822e6927167517a5e9f9e7e) -------------------------------------------------------------------------------- a82eef6 | Jude Brown | 2010-02-25 01:06:46 -0600 Fix #903: Only make enchanted needles runed. All needles are branded, therefore all needles were being marked as runed; this is pointless, because brands are instantly visible for needles. (cherry picked from commit 79f5f8466a18c628fd4137c84d868a54e9455dc1) -------------------------------------------------------------------------------- 02411f0 | David Ploog | 2010-02-25 01:06:46 -0600 Repair a line of speech (Mu). (cherry picked from commit ded8497143b84220811a2eec29b4a75229eff717) -------------------------------------------------------------------------------- 55dae71 | Johanna Ploog | 2010-02-25 01:06:46 -0600 Fix #904: preserve_feat being ignored when using Lugonu's corruption. Two parameters passed to dungeon_terrain_changed() were switched, so that preserve_feat was in effect always used for affect_player which probably only would have mattered for lava or something. (cherry picked from commit c51c8904cffb4255711c3b38849adf74fe3540cc) -------------------------------------------------------------------------------- f84ea56 | Johanna Ploog | 2010-02-25 01:06:45 -0600 Fix #901: Death's door also preventing "death" by winning or leaving. (cherry picked from commit 906afacf4a2ad066abb46f235b37009b7fda3220) -------------------------------------------------------------------------------- 80fd73f | Eino Keskitalo | 2010-02-25 01:06:45 -0600 Add milestones for bazaars. (due) Signed-off-by: Eino Keskitalo (cherry picked from commit 9f6b1874aace5a7f028fccf089aff1246a66d3a0) -------------------------------------------------------------------------------- a670b5c | Eino Keskitalo | 2010-02-25 01:06:45 -0600 Use epilogues for portal vault milestones and welcome messages. Use crawl.mpr instead of e.welcome for the bazaar welcome messages. Signed-off-by: Eino Keskitalo (cherry picked from commit 0e23f600259fc931da438c19f90a790a7cd1a73e) -------------------------------------------------------------------------------- 624f876 | Darshan Shaligram | 2010-02-25 01:06:44 -0600 Skip _place_aquatic_monsters in Shoals; this brings Shoals xp in line with Snake (~56k as compared to ~55k for Snake and ~52k for Swamp). Increased weights for kraken and shark to compensate for _place_aquatic_monsters no longer being used. (cherry picked from commit a0e7f887da0dceab0f459d8c7bd39c146e38d202) -------------------------------------------------------------------------------- 1c1c734 | Robert Vollmert | 2010-02-22 09:44:28 -0600 Clean up half-xp handling in _give_adjusted_experience. This change makes sure you can't get more experience by gaining half then half (previously (exp/2 + 1) + exp/2). Note that you can't currently get half + half anyway. (cherry picked from commit 3c7a9656fb2f8bd80d8e1dbdf8608d5d4e152a69) -------------------------------------------------------------------------------- 472ac49 | Johanna Ploog | 2010-02-22 09:44:17 -0600 Update tutorial about how to zap wands at monsters. (cherry picked from commit 790e4bfb63d036c61fb358d7a53b8aa94cc9811c) -------------------------------------------------------------------------------- 0e70455 | Johanna Ploog | 2010-02-22 09:44:10 -0600 Tiles: Add Ctrl + Shift as synonym to Alt in mouseclick combinations. This enables us to use mouseclicks for evokables also on Unix systems. (cherry picked from commit 5d28da5f0fcef8c297b5f7750ab48759e10a28a0) -------------------------------------------------------------------------------- 749cbb2 | Johanna Ploog | 2010-02-22 09:43:58 -0600 Make wizmode &o+ always turn mundane items into artefacts. The normal chance is 1/5, but for wizard mode using force_mundane only makes sense. (cherry picked from commit a08e06a7f1173a035b7efc6d3d6b3370f7433dad) -------------------------------------------------------------------------------- 64ad0e8 | Johanna Ploog | 2010-02-22 09:43:42 -0600 Add randart autoinscriptions when wizmode-identifying the inventory. (cherry picked from commit d267666010dd786af53b2ba846cc779aa8fe1595) -------------------------------------------------------------------------------- 8e56127 | Johanna Ploog | 2010-02-22 09:43:33 -0600 Artefacts weapons must have at least one other non-brand property. Should fix at least part of the buggy artefact issue. (cherry picked from commit b726dde8e8a970128ac62a88a806b486224d8a6d) -------------------------------------------------------------------------------- c394fd7 | Robert Vollmert | 2010-02-22 09:43:26 -0600 Update pathfinding to use opacity_immob. This updates the hacks from af55d9e7 to use the new opacity_immob instead of opacity_no_trans. (cherry picked from commit 68691397f9adcfdb6d6c8ef13a1ea4ecae84e8b9) -------------------------------------------------------------------------------- 66dab56 | Robert Vollmert | 2010-02-22 09:43:18 -0600 opacity_immob for monster movement. This moves the previous opacity_no_trans modifications (a9af5253) into a separate opacity_func to avoid conflicts with other uses of opacity_no_trans. (cherry picked from commit d2d2410aa72b9fc18f10e4b1dd38aceeeb602f0c) -------------------------------------------------------------------------------- 5562859 | Robert Vollmert | 2010-02-22 09:43:08 -0600 Remove you.{water,lava}_in_sight. With the previous change to try_pathfind, it wasn't used much anymore. (cherry picked from commit 68cd75376ce80d79e998ad13e96bf72299fb5284) -------------------------------------------------------------------------------- dd2e2e1 | Robert Vollmert | 2010-02-22 09:43:00 -0600 try_pathfind clean-up. The parameter potentially_blocking is gone; try_pathfind no longer depends on opacity_no_trans. Remove a couple of optimizations that are probably not necessary (anymore), since can_go_straight shouldn't be that expensive. (cherry picked from commit 12d70544c66f3e4e99c643fa0181379a2b1dea8b) -------------------------------------------------------------------------------- 93af5e4 | Robert Vollmert | 2010-02-22 09:42:52 -0600 Clean up opacity_no_trans a bit. Base it on opc_default, and consider trees as transparent walls. opacity_no_trans currently affects a variety of things (translocations like blink/apport/portalproj, feeling safe, trap detection); it would be nice to separate these eventually. (cherry picked from commit 48b4f875decad6312c738ee4ffdb6bddbaa9a9cb) -------------------------------------------------------------------------------- dc1c8e0 | Robert Vollmert | 2010-02-22 09:42:43 -0600 Revert "Make trees and plants block opacity_no_trans." This reverts commit a9af525338b34c8a527270bdb5f31574f1e333f8. opacity_no_trans was used for too many things, so this change had undesired side-effects. Will need to make pathfinding independent of opacity_no_trans instead. Fixes issues #778, #836. (cherry picked from commit 7cead1f03d9108d65b9d95142cd61d224bc2aaf4) -------------------------------------------------------------------------------- 04e063a | Darshan Shaligram | 2010-02-22 09:42:35 -0600 Don't set natural_leader for Ilsuiw and boss merfolk bands. (cherry picked from commit bda0835a957666d92efeb06a95a5b06270f880f9) -------------------------------------------------------------------------------- 7c20a5a | Darshan Shaligram | 2010-02-22 09:42:20 -0600 Fix bad error reporting in test_lua_boolchunk (due, Keskitalo) (cherry picked from commit 354b06865215286ed0cdbdda9aae77816308d154) -------------------------------------------------------------------------------- 25bffc7 | Robert Vollmert | 2010-02-22 09:42:07 -0600 Reset msgwin.input_line when clearing messages. Fixes issue #870. (cherry picked from commit c803a3a7d84e22bad233a31a305f406ec6286be7) -------------------------------------------------------------------------------- e0eed75 | Robert Vollmert | 2010-02-22 09:41:59 -0600 Comment. (cherry picked from commit f101508ea25e72fa6cd87bd00f41b16a919343b0) -------------------------------------------------------------------------------- c5df005 | Jesse Luehrs | 2010-02-21 23:36:51 -0600 Revert "Only generate tiledef files if they have changed." This reverts commit 28fad8f5d80d6112c16c4c925543c44fd89c340a. This causes segfaults when trying to run tilegen.elf. -------------------------------------------------------------------------------- e76f0b8 | Jesse Luehrs | 2010-02-21 23:12:13 -0600 Revert "Fix an off-by-1 error which broke freed slave coloring." This reverts commit bf7085be1c148f2e138f33db0b8d75ef5977de5a. This seems to be broken in some way? Not sure what's going on. -------------------------------------------------------------------------------- 04c2e74 | Johanna Ploog | 2010-02-21 21:58:56 -0600 Another small tutorial tweak. (cherry picked from commit 9b7ae9b2c75f4ee9c5d461213ecc11ad92dc26d3) -------------------------------------------------------------------------------- bcd9daa | Johanna Ploog | 2010-02-21 21:58:47 -0600 Update skills.txt. The four elemental magic are still lacking flavourful descriptions. If anyone has any ideas, they're welcome to add something. (cherry picked from commit 49df4d7d812b82a9fe9e74ae4c5399e7f30aedb4) -------------------------------------------------------------------------------- 0f3882a | Enne Walker | 2010-02-21 21:58:07 -0600 Regenerate lua cache when executable is rebuilt. This should fix potential issues like [738], where stale cache files are using the wrong tiles in vaults after a change to the tiledef enums. This is currently only done for tiles builds. (cherry picked from commit afc5cabb6a6364474601bf0257ed7da04d7da04e) -------------------------------------------------------------------------------- 28fad8f | Enne Walker | 2010-02-21 21:57:59 -0600 Only generate tiledef files if they have changed. This should prevent needless rebuilds when merely editing tile files. (cherry picked from commit 5d812b3a48325e4c98a24bd036cba34cb9c9747f) -------------------------------------------------------------------------------- 8d0d97c | Enne Walker | 2010-02-21 21:57:40 -0600 rltiles now correctly generates .d files. Now, when included files or images are modified, the tile pages and headers will be rebuilt properly. Finally. (cherry picked from commit 75e65f81dcc39aca173df5c00154178782145547) -------------------------------------------------------------------------------- e6dfe7b | Enne Walker | 2010-02-21 21:57:32 -0600 Remove unused rltiles MinGW makefile. (cherry picked from commit 866b560580fc64cfed524ddbec5d3286791a696f) -------------------------------------------------------------------------------- b3b02e2 | Johanna Ploog | 2010-02-21 21:57:20 -0600 Zap more secret doors on the first level in the tutorial. I had another tutorial character start in a short corridor that, to a player unaware of secret doors and searching, is bound to look like a deadend. Ideally, we should only have to unhide secret doors that block the path to one of the downstairs, rather than also affect minivaults. The tutorial already doesn't make use of entry vaults (because some of them contain things I'd rather not explain, like dangerous monsters behind glass, fog generators or doors you'd better not open), so we should be reasonably safe. Seeing how the entry vaults are such a nice welcome to the game, I'd welcome a tag to assign to those vaults that can safely be used in the tutorial (and exclude the ones mentioned above). (cherry picked from commit 7309f01579e0cb35d3f73e59f2c749f47c627514) -------------------------------------------------------------------------------- 1aa54b3 | Johanna Ploog | 2010-02-21 21:56:49 -0600 Many more tutorial tweaks. Among others, expound a bit on the mechanics of !clear_messages, correct some misinformation, and add a few more special cases. (cherry picked from commit 229de387ec2d523cfc78b3b4efb5a1dbe9e3c186) -------------------------------------------------------------------------------- 8e6c2ed | Johanna Ploog | 2010-02-21 21:56:31 -0600 Actually add the more information to -More- for the tutorial's duration. (cherry picked from commit 841d009d4ce72308bde1551a84e4bfa7eb326433) -------------------------------------------------------------------------------- d5235a6 | Johanna Ploog | 2010-02-21 21:56:12 -0600 In the tutorial, don't give the berserk death hint if already berserk. It's frustrating to get told you should have used the berserk ability if you already did. (cherry picked from commit 9649b5274d6b88e12203feb821e609b548536890) -------------------------------------------------------------------------------- 212eaf3 | Johanna Ploog | 2010-02-21 21:55:05 -0600 Handle % key (resists screen) correctly when printing command keys. Seeing how '%' is the symbol used to insert stringified command keys, the resists screen key will get replaced by the next one, unless specialcased. As far as I know, this only matters for one instance in the tutorial, elsewhere long sections listing several different commands are rare. (cherry picked from commit c7ea4f7e7e5139cacef065d12b4e485acfd76173) -------------------------------------------------------------------------------- b10119e | Johanna Ploog | 2010-02-21 21:54:45 -0600 Change tutorial's hardcoded option settings. * Don't override clear_messages setting anymore. The default is good, but it should be possible for players to override it. * Set show_more to true, otherwise some of the longer tutorial messages are chopped without explanation. * Set small_more to false, because -More- contains additional information in the tutorial, and for new players the small more is completely confusing. (cherry picked from commit 6021bfb4c6ef7c5a7b3ec990f8ef3013c313bf07) -------------------------------------------------------------------------------- dfaf1ff | Johanna Ploog | 2010-02-21 21:54:19 -0600 Specialcase Sif Muna's tutorial altar description for non-spellcasters. (cherry picked from commit 4d78825bb2a109a3b1733d8d2913160ad4e67a9b) -------------------------------------------------------------------------------- d747484 | Johanna Ploog | 2010-02-21 21:53:44 -0600 Tiles: Redraw map right away when setting an exclusion with 'xe'. (cherry picked from commit 607a8e485e524cda228c69cb0cb9b59a6c470272) -------------------------------------------------------------------------------- f949f95 | Johanna Ploog | 2010-02-21 21:53:36 -0600 release.txt: Correct the release steps' enumeration. (cherry picked from commit 819f403be30e9d3bd153d4eef8740bec1a2d8730) -------------------------------------------------------------------------------- 4238431 | Johanna Ploog | 2010-02-21 21:53:24 -0600 Fix description typo, and some slight tweaks. (cherry picked from commit f2712aba947a0724124b620dc4bcf6b554cc5ea2) -------------------------------------------------------------------------------- e817090 | Eino Keskitalo | 2010-02-21 21:53:10 -0600 Use the lua epilogues for pan lord level messages. Signed-off-by: Eino Keskitalo (cherry picked from commit a45224ef1f5875027563ad7bc3431e1835d16955) -------------------------------------------------------------------------------- 9464b1f | Johanna Ploog | 2010-02-21 21:53:02 -0600 release.txt: Update information about versioning. (cherry picked from commit f4fd8d53eec976c6f82d28ef9dfff4e9b3fea10a) -------------------------------------------------------------------------------- 940e916 | Johanna Ploog | 2010-02-21 21:52:41 -0600 Really fix fire/spell targeting via mouseclick on monster. (cherry picked from commit 8aafbfd76005abd9012365f1fac17034af025006) -------------------------------------------------------------------------------- 9b7fc72 | Johanna Ploog | 2010-02-21 21:52:26 -0600 Implement mouseclick targeting for the Evaporate spell. (cherry picked from commit 4d7832eed77e922f031d0bd83448875689648908) -------------------------------------------------------------------------------- d17c368 | Vsevolod Kozlov | 2010-02-21 21:49:39 -0600 Use "sqldbm.h" instead of , as it is a local header file. (cherry picked from commit 912a770be0e03e501f2c79c627271d6a9d2eda49) -------------------------------------------------------------------------------- 7cd43b7 | Jude Brown | 2010-02-21 21:49:32 -0600 Hopefully fix "compare value to nil" Trove error. Subject of several bugs on Mantis, which I haven't got handy to include numbers. It looks like "plus1" and "plus2" were somehow being set to nil. This causes more worries in that it shouldn't ever be picking weapons or armour that are nil, but... We'll see if this resolves the issue. Unfortunately, it doesn't actually fix the issue with the save games reported. Will continue to look into it. (cherry picked from commit ad6cc2feb064ddb211b05e16dbd52c0f9d0140b9) -------------------------------------------------------------------------------- 7232b08 | Jude Brown | 2010-02-21 21:49:15 -0600 Increment map cache version number (greensnark). Addition of epilogues to map and a change to the way map files are saved and loaded means that Stuff Was Not Right, as I forgot to increment the version number. (cherry picked from commit d98b36ebde7825800faf463fbf4da6b24770b1e9) -------------------------------------------------------------------------------- 3728b4f | Stefan O'Rear | 2010-02-21 21:49:07 -0600 In order to put out fire with water, the water must actually contact the fire. (cherry picked from commit a03a84dd73e41402628200a689c60f8588191931) -------------------------------------------------------------------------------- 0b31367 | Jude Brown | 2010-02-21 21:48:57 -0600 Update prebuild level compiler code for Lua epilogues. (cherry picked from commit ac1e10a64082dbe39e3638a011ad3a7ce20f4931) -------------------------------------------------------------------------------- 5c28417 | Jude Brown | 2010-02-21 21:48:28 -0600 Lua map epilogues (Keskitalo). A new type of Lua associated with maps: an epilogue. This piece of Lua code is only run once, following the complete building of a dungeon level. It happens after most everything else has occurred in building a level, and therefore allows for messages and crawl.more() statements, without more messages (and so on) occurring before the level is drawn. Example: NAME: mini_test PLACE: D:2 TAGS: allow_dup WEIGHT: 1000 epilogue{{ crawl.mpr("This is a test!", "warning") crawl.more() }} MAP G ENDMAP This hopefully resolves the wishlist of being able to put more statements in Pandemonium Lord maps without these appearing before the screen is updated. (cherry picked from commit e0cd8dda2377b24397b0ef27363a1242d448aee5) -------------------------------------------------------------------------------- c09be59 | Darshan Shaligram | 2010-02-21 21:48:12 -0600 Make the Lernaean hydra zombifiable. (cherry picked from commit fde2f2ee8ef835fab012dc965df3395c393f8e8d) -------------------------------------------------------------------------------- 4f36012 | David Ploog | 2010-02-21 21:46:09 -0600 More speech for the deformed beings at Cigutovi's (Mu). (cherry picked from commit 2980241d3546a58176e6d4d3299f40bd3d5d38c0) -------------------------------------------------------------------------------- 8bb1f34 | David Ploog | 2010-02-21 21:45:20 -0600 Update CREDITS. Added Evan Williams (Vandal). (cherry picked from commit 6fc47048d510fedc6929203e05edd4d8b653ca21) -------------------------------------------------------------------------------- a939783 | David Ploog | 2010-02-21 21:45:13 -0600 Add a number of improved monster descriptions (Vandal). We could need many more like these! (cherry picked from commit b4248b6bbbe887be2ee5c40fd2efda4939c7b06b) -------------------------------------------------------------------------------- 3f4d665 | Johanna Ploog | 2010-02-21 21:44:55 -0600 A few tutorial tweaks. (cherry picked from commit 4fa1eaf0886f9c39bc2459e802135c2c4b1848e7) -------------------------------------------------------------------------------- 54c9cf0 | Johanna Ploog | 2010-02-21 21:44:43 -0600 Added feedback messages when excluding with 'xe'. Since there's no visual indication that something happened for ASCII, other measures of feedback are essential. It's not such an issue for Tiles but it's still nice to get a confirmation. (cherry picked from commit 436d3f9b166ad951859406b4a69ad3305fa68c02) -------------------------------------------------------------------------------- b6ea9a6 | Johanna Ploog | 2010-02-21 21:44:16 -0600 Allow setting/removing exclusions with 'xe'. (cherry picked from commit c51282deba8bd8c94aca3921d430d2084e7f3293) -------------------------------------------------------------------------------- 43bda0c | Johanna Ploog | 2010-02-21 21:43:58 -0600 autopickup_exceptions.txt: Comment out Abyss suppressing autopickup. I don't understand the circular logic of that definition, but commenting out reactivates autopickup, and that's all I'm interested in right now. It's much easier to turn off autopickup if you don't want it than to turn it on again, once it's deactivated like that. (cherry picked from commit 0c46362897cbe238f0379e249517bd6f0cabb7c5) -------------------------------------------------------------------------------- 965137d | Johanna Ploog | 2010-02-21 21:43:00 -0600 Colour Abyss portal tile background skyblue, to make it more noticeable. The old tiles can still be found in the UNUSED folder. (cherry picked from commit 071c1e597cf08758afd0116d41d8174707437e8e) -------------------------------------------------------------------------------- 1592978 | Brendan Hickey | 2010-02-21 21:38:52 -0600 Changed Vehumet's altar description to avoid collisions with TSO Signed-off-by: Eino Keskitalo (cherry picked from commit b9f4947adfb6a6f78b6478133f0b833cc9e44867) -------------------------------------------------------------------------------- 398d3c4 | Charles Otto | 2010-02-21 21:38:32 -0600 Fix crash when hit by a warrior statue [826] Fix mantis issue 826, crash when hit by a warrior statue. MONS_STATUE (the base type of warrior statues) has AT_WEAP_ONLY, which I gather is supposed to act as AT_SHOOT or AT_HIT depending on what type of weapon they have (if they have a ranged weapon they should shoot in melee range, if they have a melee weapon they should attack with it). AT_WEAP_ONLY was replaced with AT_SHOOT in the ranged weapon case, but left as is for melee weapons, and AT_WEAP_ONLY is out of bounds in the array of attack descriptions used in mons_attack_verb, causing a crash. I substituted AT_HIT for AT_WEAP_ONLY in the same place where the AT_SHOOT is substituted in. (cherry picked from commit 6c3eaf258f33864466198fa077ed1cb5b839bab7) -------------------------------------------------------------------------------- a8e3a55 | Darshan Shaligram | 2010-02-21 21:38:06 -0600 Fix controlled blink death spiral when Crawl sees HUP signal. (cherry picked from commit f42700c4cebf79e4001d6b1fdd678fb0646645ed) -------------------------------------------------------------------------------- b6a6a11 | Darshan Shaligram | 2010-02-21 21:37:40 -0600 Add alarm to kill Crawl within 10s of seeing SIGHUP (kilobyte). (cherry picked from commit cded08e30c65809624ac7c03609e58351d3066e6) -------------------------------------------------------------------------------- c70f15e | Johanna Ploog | 2010-02-21 21:37:29 -0600 Add a special case for wizlab portal tiles to be picked in order. Instead of picking a random tile out of the set of wizlab portal variants, increase the flavour by one every time the tile is drawn, then reset it to 0 when tile_dngn_count is reached. Results in flawlessly flowing tile movement, and could also be used for other features, for example flickering flames. (cherry picked from commit 00af1ebf9c45ad5b9458f84d2954dc2982ddb91c) -------------------------------------------------------------------------------- 9098bd9 | Johanna Ploog | 2010-02-21 21:37:16 -0600 Use wizlab portal tiles and strange machine tile in wizlab definitions. (cherry picked from commit ea845ab3d0d7212b381af01b53470125c62646ce) -------------------------------------------------------------------------------- 04dfb54 | Johanna Ploog | 2010-02-21 21:36:53 -0600 Add purge's wizlab portal tiles. (cherry picked from commit 2329920c9e970352f905dfabd3f26a9fb46f9e30) -------------------------------------------------------------------------------- b12adbf | Charles Otto | 2010-02-21 21:36:38 -0600 Actually use a timeout for Jiyva's mutation gifts (78291) Patch by 78291. Set and use a timeout for Jiyva's mutation gifts correctly. (cherry picked from commit 559329a9de18a9486597d07d0f651c6c34eba3e6) -------------------------------------------------------------------------------- db813a8 | Charles Otto | 2010-02-21 21:35:01 -0600 Avoid triggering an assert when reconverting to J (78291) Patch by 78291. Clear MF_GOD_GIFT before calling mons_make_god_gift in jiyva_convert_slime. If the player reconverts to jiyva slimes that were previously neutralized get re-neutralized and have MF_GOD_GIFT set which would trigger an assert in mons_make_god_gift. (cherry picked from commit a60270b5bbb4c63c9a016f97338ce59f27f2165c) -------------------------------------------------------------------------------- d38662c | Darshan Shaligram | 2010-02-21 21:34:40 -0600 Show numeric spell power only if wizard mode is active. (cherry picked from commit 47202cd8c3183d42119cada32c8162012fcc9531) -------------------------------------------------------------------------------- 6de5a00 | Darshan Shaligram | 2010-02-21 21:30:50 -0600 Reduce moderate OOD level fuzz to +5 from +7 (dpeg). (cherry picked from commit 5c94ddf5a5d749f895b8c8a3cd90b4a1657c5713) -------------------------------------------------------------------------------- 3271892 | Johanna Ploog | 2010-02-21 21:17:53 -0600 For FINAL releases, give a better save file version mismatch error. The "Major version mismatch" error message is a bit technical, in my opinion, and I think that for release versions (tagged "final") we should be more explicit about save file incompatibility. I hope I understood the interaction between git tags and gen_ver.pl correctly. FIXME: Currently hardcodes 0.6 as the reference version, so that the message stays the same whether you try to load a 0.5 save file with 0.6 or 0.6.3. This should also be handled dynamically. (cherry picked from commit db787e555cc8d945bf4d5b8989313d112e4151a4) -------------------------------------------------------------------------------- 4034427 | Stefan O'Rear | 2010-02-21 21:16:54 -0600 Monsters reveal Zot traps they trigger (cherry picked from commit 53326c2943651feb63d4328d03039f9f57dc94d6) -------------------------------------------------------------------------------- b1efd32 | Stefan O'Rear | 2010-02-21 21:15:55 -0600 Hillbilly sting fix redux Instead of the older accuracy reduction for needles only, we now deny brand effects on all 'awkwardly thrown' missiles. You need to actually carry a bow to benefit from dispersal! (cherry picked from commit 5cec4c40fedcfe443de82944f90e10d426e2ff46) -------------------------------------------------------------------------------- 16cc3bb | Stefan O'Rear | 2010-02-21 21:13:58 -0600 Fix description of randart amulets of inaccuracy Previously, they were described as a null base type with a -5,+0 slaying power, but this is not quite accurate (in particular, inaccuracy affects spells). Now, they're their own property inscription. (cherry picked from commit 5ff36bdc1425aa836bdc5f7463781e5e424f7549) -------------------------------------------------------------------------------- bf7085b | Stefan O'Rear | 2010-02-21 21:13:14 -0600 Fix an off-by-1 error which broke freed slave coloring. (cherry picked from commit e9e87715e5725e2651ac1ae8204a7648cabffee8) -------------------------------------------------------------------------------- af31848 | Darshan Shaligram | 2010-02-21 21:13:06 -0600 [850] Fix too much gold being generated in Sewer (replaced any good_item with |) (cherry picked from commit 824f1a093cc5407e558a3945b6a570c50a142eff) -------------------------------------------------------------------------------- 2a34ed4 | Charles Otto | 2010-02-21 21:11:18 -0600 Reverse known/unknown spell colors when reading books For consistency with previous versions color memorized spells gray, and color unmemorized spells blue when reading books. (cherry picked from commit 03011059f6b9224cf94c519a36095f55b929f1b3) -------------------------------------------------------------------------------- e78771d | Charles Otto | 2010-02-21 21:11:07 -0600 Account for Kiku's Ne miscast protection to spell_is_empowered (cherry picked from commit 232cad6ecab766d7081c3cc83fcd40879787dc7d) -------------------------------------------------------------------------------- 67e7f0b | DMBrownrigg | 2010-02-21 21:10:24 -0600 amend spell highlights Amends and corrects spell highlighting brands. more brands are now recognised internally, which should both improve the correctness of branding, and make it more flexible wrt future changes. branding colors have been changed to be more consistant with colors used elsewhere in the interface, hopefully making the highlights more intuative to the player. (cherry picked from commit 174b6723e39cc15591dd720ad206145d822627af) -------------------------------------------------------------------------------- eddfdea | Charles Otto | 2010-02-21 20:48:05 -0600 Only change SH display color when actually wearing a shield Only display the SH value in red when the user is incapacitated if they are actually wearing a shield. (cherry picked from commit ccdfe1ebcd64611cb3153f655833bdeca9fd6dd8) -------------------------------------------------------------------------------- efb569f | Johanna Ploog | 2010-02-21 20:47:55 -0600 Add a small "chimney" and smoke to Tukima's strange machine tile. (cherry picked from commit ac12766d189fea96c9e1ddf6bb2d6b6fd53eef71) -------------------------------------------------------------------------------- 98024b1 | Johanna Ploog | 2010-02-21 20:47:47 -0600 Cleanup shark tile once again. The teeth were looking needlessly wonky. (cherry picked from commit b486604a1153d40c592b8f29a2a7e8d75ea4b4a0) -------------------------------------------------------------------------------- e28eec4 | Johanna Ploog | 2010-02-21 20:47:20 -0600 Add a perfunctory "strange_machine" tile. (cherry picked from commit 0b309fdfbbc40da705eada5a7caa26b19c20d0b8) -------------------------------------------------------------------------------- 2471593 | Johanna Ploog | 2010-02-21 20:47:10 -0600 bookname.txt: Add new unique spellcasters as potential book owners. (cherry picked from commit 34035e713d787ec1afd5cee2b9c6c68d812d4722) -------------------------------------------------------------------------------- 88b6bf3 | Johanna Ploog | 2010-02-21 20:46:07 -0600 Update monster speech documentation. (cherry picked from commit 32ae473e756be974fccf81c0b6e3922dfdc40a02) -------------------------------------------------------------------------------- 0b9716d | Johanna Ploog | 2010-02-21 20:28:24 -0600 Update release.txt. (cherry picked from commit 31972066640e3e523f7983dfd0289d52ad7f41b6) -------------------------------------------------------------------------------- 01c3374 | Johanna Ploog | 2010-02-21 20:28:07 -0600 Add some comments on Tiles' save compatibility issues. (cherry picked from commit 70033eda7ce79a9780cb7850850952cd3db6f46a) -------------------------------------------------------------------------------- 5dba610 | Johanna Ploog | 2010-02-21 20:24:14 -0600 Update patch_guide.txt to git and Mantis. (cherry picked from commit 20dbef2cf9c14e6902862f5abd65461907553cae) -------------------------------------------------------------------------------- 01dfdb7 | Johanna Ploog | 2010-02-21 20:21:54 -0600 Use LoginError's ninja stealth brand tile, thank you! (cherry picked from commit b0d275f04aed05221d0634367095906ba9f21f95) -------------------------------------------------------------------------------- 5d6dd17 | Johanna Ploog | 2010-02-21 20:21:40 -0600 Improve description for robe of the Archmagi. Now mentions both the xp reduction and the spell schools most affected. Very long now, might cause problems with artefacts. Also, we should really outsource the brand descriptions at some point. (cherry picked from commit 544e1d1fd66edb28487d815a4adb8e637a2e0b95) -------------------------------------------------------------------------------- 735eb14 | Johanna Ploog | 2010-02-21 20:20:55 -0600 Add Abyss LOS travel to the changelog. (cherry picked from commit b2c66f03ed98bfe98a4de262fa2d5b42e7b9b662) -------------------------------------------------------------------------------- 1d61174 | Jesse Luehrs | 2010-02-19 01:04:53 -0600 fix tiles compile from bad cherry-picking -------------------------------------------------------------------------------- 97b7aa6 | Charles Otto | 2010-02-19 00:06:05 -0600 Refresh the SH display when the player becomes disabled [452] Mantis issue 452, refresh the SH display when the player becomes incapacitated/recovers from being incapacitated. Getting paralyzed, confused, petrified, put to sleep, or caught in a net temporarily sets SH to 0. Also color the SH number red when incapacitated. (cherry picked from commit a0ac0ccdb5631ca37f7b998d8ee8dfbd01a6e425) -------------------------------------------------------------------------------- 81c4799 | Adam Borowski | 2010-02-19 00:05:23 -0600 Don't waste scrolls with a known amulet of stasis. (cherry picked from commit b04a3a5eb1c768829c665cf6533608beab9b6280) -------------------------------------------------------------------------------- 69699a5 | Johanna Ploog | 2010-02-19 00:04:22 -0600 Change ?EW descriptions to mention they affect the _wielded_ weapon. The scrolls of enchant weapon I-III and vorpalise weapon only affect the wielded weapon, something that new players have no way of knowing. Clarifying the descriptions should help. (cherry picked from commit f1fdb86c59fc690c4852d9ac84255dac9503fe3e) -------------------------------------------------------------------------------- d37ce46 | Johanna Ploog | 2010-02-19 00:02:43 -0600 For negative cloud decay values, cap cloud tile offset at 0. Fire clouds with a decay of -1 (happens with some fog generators, apparently) the negative offset resulted in an inappropriate tile (the "8" tile) being drawn. (cherry picked from commit cd22bf849b61383c55d97dad3fc084634a6aeaf5) -------------------------------------------------------------------------------- 21dce2a | Johanna Ploog | 2010-02-19 00:02:05 -0600 In inventory prompts, list ? and Esc commands for menu access/quit. This applies to e.g. drop, scroll prompts, etc. (cherry picked from commit e74122e3ba67abe6e09db6e753f8a9dbfcded117) -------------------------------------------------------------------------------- 0e316ca | Johanna Ploog | 2010-02-19 00:01:14 -0600 Spacing fixes. (cherry picked from commit 86adb1963f101337273b37240f4ca21ce5f791c4) -------------------------------------------------------------------------------- 523c082 | Johanna Ploog | 2010-02-19 00:00:59 -0600 Experimentally make clouds' exclusion radius depend on cloud type. 1. Steam clouds get exclusions with radius size = 0, others size = 1. 2. Replace the adjacency iterator placing exclusion centres with a single exclusion of radius size. For size > 0, this means that fog generators now also place exclusions on walls, where the clouds have no effect (but the same is true for the exclusions). At the same time this brings down the number of exclusions listed in ^O to some more realistic value and the highly intrusive exclusion centre tiles are used more sparingly. (cherry picked from commit 547a0c32edaac147d4232522048342e581f9fab1) -------------------------------------------------------------------------------- 34f5433 | Johanna Ploog | 2010-02-19 00:00:41 -0600 The levitation randart property still exists -> correct change log. (cherry picked from commit 614da335e1ebb9621580871e4803abfaddbc10a1) -------------------------------------------------------------------------------- b3787d5 | Adam Borowski | 2010-02-19 00:00:01 -0600 Fix Vampire's Tooth behaving halfway like old, halfway like new vampiricism. [406] It did cause large ongoing hunger, no hunger hit on wield -- yet you had to be full to wield it. (cherry picked from commit 4f97b78d732daac89a7eece58851c5c324e697d8) -------------------------------------------------------------------------------- 9e4e025 | Johanna Ploog | 2010-02-18 23:59:29 -0600 arena.des: Replace tile reference wall_zot_gray -> wall_zot_lightgray. tile-dngn.html doesn't list 'wall_zot_gray' and Eino reported a crash with a corresponding error message. I don't understand why this doesn't happen more often... (cherry picked from commit ad52953d28f5021f845ff60959ee2d1419f9da69) -------------------------------------------------------------------------------- 7333074 | Johanna Ploog | 2010-02-18 23:59:17 -0600 Some message tweaks. (cherry picked from commit 574ee1cbb089a86bdefe0c8fd3364cf89dee5835) -------------------------------------------------------------------------------- 9615a69 | Johanna Ploog | 2010-02-18 23:59:02 -0600 Also don't draw minimap player dot in arena mode. (cherry picked from commit c8dc9aca966a5065ad79cb8cc7ec8695f60504df) -------------------------------------------------------------------------------- 5dd34b7 | Johanna Ploog | 2010-02-18 23:58:56 -0600 Don't draw tab tiles in the arena. (cherry picked from commit eeaa4aa1d5053bef12eb8fed2fa06a5b02dbc482) -------------------------------------------------------------------------------- ec02e2a | Adam Borowski | 2010-02-18 23:58:50 -0600 Add a missing message when an IOOD hits the player. (cherry picked from commit 89bed7ed10faab05aa91fd2117dfcfef938cc1ad) -------------------------------------------------------------------------------- 7d521cb | Adam Borowski | 2010-02-18 23:57:46 -0600 Decrease IOOD damage at close range. Tie the accuracy to spell power. The damage is: range 1: 50% range 2: 70% range 3: 90% range 4+: 100% (cherry picked from commit 7fe3da2fb72451c279e811049c25e224d2cb583c) -------------------------------------------------------------------------------- 00387c6 | Adam Borowski | 2010-02-18 23:57:34 -0600 Stop some actions that would kill a merfolk due to -stat boots. (cherry picked from commit 789ccfa844322e2f60d7eeea9d98b38719f16e6a) -------------------------------------------------------------------------------- 1638875 | Charles Otto | 2010-02-18 23:56:26 -0600 Fix neutral slimes given ENCH_EAT_ITEMS not eating items [580] Modify mons_itemeat to return MONEAT_ITEMS for monsters with ENCH_EAT_ITEM (non jelly slimes are given the enchantment by jiyva). This allows neutral slimes with the enchantment to eat items as intended. (cherry picked from commit 7f0e9e53f4d0d88be0d951e4a96fbc73c14b0c43) -------------------------------------------------------------------------------- 587d980 | Charles Otto | 2010-02-18 23:56:11 -0600 Fix firing w/direction keys giving meph. cloud extra range [16] Don't overwrite the range of the input beam in stinking_cloud. This prevents meph cloud from getting an extra square of range when fired using the direction keys (mantis issue 16). (cherry picked from commit 9156de34ad1bd5a5d6d8f9699627125c8a714370) -------------------------------------------------------------------------------- 67bb317 | Charles Otto | 2010-02-18 23:55:56 -0600 Let spells target active ballistomyecetes [840] Consider active ballistomycetes valid targets in the spell range check. (cherry picked from commit fa7fd6bc5da4aeb4297bf7858bd7cbd589d1f306) -------------------------------------------------------------------------------- 391679e | Charles Otto | 2010-02-18 23:55:47 -0600 Prevent growth from reacting to invisible monsters (cherry picked from commit d0097abdecedb43860af43e342cbfa26cbd017ee) -------------------------------------------------------------------------------- dc3e984 | Charles Otto | 2010-02-18 23:55:30 -0600 Soften the Fedhas piety loss condition for fungal colonies dying Don't make Fedhas worshipers lose piety if a spore pops and produces no ballistos, only lose piety if a ballisto was the last thing to die. This should generally work out OK since ballistos produced by Fedhas worshipers don't make spores anymore. (cherry picked from commit a6cab2b59f6115c3e52f778ba6a8d93e680c32bb) -------------------------------------------------------------------------------- daa838a | Charles Otto | 2010-02-18 23:54:12 -0600 More detailed messages for growth not working. (cherry picked from commit d01ca4e4e6a55803a1027e9167d47ac927a0811f) -------------------------------------------------------------------------------- ad95739 | Charles Otto | 2010-02-18 23:53:56 -0600 Simplify and improve the search method used by growth Always search from adjacent squares to monsters, and when searching outwards from an adjacent square consider all other adjacent squares blocked. (cherry picked from commit c5ad528334d9ebda7fad3a983cfff1c521a851fc) -------------------------------------------------------------------------------- bda30bc | Enne Walker | 2010-02-18 23:53:35 -0600 [848] Fix net tile being drawn under the player. The net tile was being added to the player buffer prior to the player being added. Instead, just put it in the foreground buffer, which always draws on top of the player. (cherry picked from commit 53044e38870ee0013ce0289b73a1c47b280ae30a) -------------------------------------------------------------------------------- 0baf731 | Johanna Ploog | 2010-02-18 23:53:07 -0600 Fix #845: Flush messages after Tiles' eXamine level map prompt. (cherry picked from commit 1b893776396890c587fe49ff9056bfa8f80f5f3a) -------------------------------------------------------------------------------- 74d8d5a | Johanna Ploog | 2010-02-18 23:52:59 -0600 Annotate exclusions centered on doors with "door". (cherry picked from commit ec26e36b1454e0ec927231c6f11a1779c867a79f) -------------------------------------------------------------------------------- 5e20b32 | Johanna Ploog | 2010-02-18 23:51:53 -0600 Make wielding a cursed weapon trigger the tutorial curse message. This was already the case for putting on cursed jewellery or armour, but for some reason not for weapons. (cherry picked from commit c26163970bb7b509acf5d9460e9c4a2497f970e6) -------------------------------------------------------------------------------- 17b5851 | David Lawrence Ramsey | 2010-02-18 23:51:23 -0600 Fix another typo in Xom's altar description. (cherry picked from commit bbc99ef023d9f04383d2c0879f9e9519c36d1540) -------------------------------------------------------------------------------- 591c1dc | Johanna Ploog | 2010-02-18 23:50:47 -0600 Fix a typo in Xom's altar description. (cherry picked from commit c519993c3422d27a0cf7d537cc8c340d8477b918) -------------------------------------------------------------------------------- 8e76a80 | Johanna Ploog | 2010-02-18 23:50:28 -0600 tiles_options.txt: Adapt some commented out lines to match the default. For boolean options, the commented out settings should always be the opposite of the default, so players only need to remove the '#' to toggle the value. (cherry picked from commit 7632ffc208c6653acc197bde68801303d1b1c1c6) -------------------------------------------------------------------------------- 3312420 | Johanna Ploog | 2010-02-18 23:50:20 -0600 In shops, print shopping list help on a separate line. Move the shopping list help onto the line above the usual help. (cherry picked from commit d6c7857b377573e2eed3a8367da235d03fef9313) -------------------------------------------------------------------------------- 41ce44f | Johanna Ploog | 2010-02-18 23:48:58 -0600 Add an icon for rotten corpses, and display it if non-saprovorous. (cherry picked from commit 357ffb80e1ff7db7f02dd5ba05f7340c782ef619) -------------------------------------------------------------------------------- b86632d | Johanna Ploog | 2010-02-18 23:48:41 -0600 Clean up chunk brand tiles. (cherry picked from commit 8aa788639d310d1f33983e3b85672b9ffd5149f6) -------------------------------------------------------------------------------- 215fb96 | Johanna Ploog | 2010-02-18 23:48:37 -0600 A few tutorial tweaks. (cherry picked from commit 45e67ba8975f493c3b7ae1d617c8575167894496) -------------------------------------------------------------------------------- 3f73799 | Johanna Ploog | 2010-02-18 23:46:17 -0600 Use 'Z' rather than 'z' for the Ctrl-L-Click spellcasting behaviour. By this point the monster is already targeted, so there's no need to disallow targeting toadstools (why?) or whatever. (cherry picked from commit e224fabe3975a7138a34f15400f30ed23364100f) -------------------------------------------------------------------------------- 58b0730 | Johanna Ploog | 2010-02-18 23:45:47 -0600 Get rid of "You must be new here" in the character choice menu. I never really thought about it, but apparently it can be confusing. :p Instead, the player is now asked to "pick your character's species" (or background), which allows us to introduce the official terms. (cherry picked from commit 281c12b8d57fefff0384b12da12e9f35d6436d8a) -------------------------------------------------------------------------------- 38c1a3a | Adam Borowski | 2010-02-18 23:34:06 -0600 Fix some places where Che Guebriados fucks up merfolk stats. Alas, I'm not sure if I caught all occurences. che_handle_change() assumes all changes were done before calling it; there's for example no way to tell in advance if a change would be fatal. (cherry picked from commit 1324f0a59d0ab789c54a90826e5c3dc603b12f21) -------------------------------------------------------------------------------- ee5c1ab | Johanna Ploog | 2010-02-18 22:09:07 -0600 Don't show the minimap tooltip in the Abyss. (cherry picked from commit 471048bf618853fd2a4496c874a08b3c2a2b494e) -------------------------------------------------------------------------------- e5729fe | Johanna Ploog | 2010-02-18 22:08:59 -0600 In the Abyss, disallow travel to cells outside los. (cherry picked from commit b932be7f6455d41d8d21c90ccddcef816c67a599) -------------------------------------------------------------------------------- b1bfbdb | Johanna Ploog | 2010-02-18 22:07:47 -0600 Allow 'x' and mouseclick travel in the Abyss. Two changes for unmappable areas (Abyss only, right?): 1. mark seen cells as known 2. handle currently unseen cells as UNSEEN The first makes sure that travel will recognize cells in los, and thus accept them as a travel target. The second makes sure that the display behaviour is unchanged, i.e. you still don't remember cells outside los. (cherry picked from commit 289d30469b8e1e8aa364daa6f055c1aa587c811a) -------------------------------------------------------------------------------- 245aa74 | Johanna Ploog | 2010-02-18 22:06:00 -0600 Fix #837: inventory mouseover descriptions not being displayed As far as I can tell, m_items[item_idx].key was only ever used for differentiating spells and items (at least, that's what I used it for) and I've yet to see any bad effects to removing it. (cherry picked from commit ad1f27765840cc6203e93529c4e1806e20c6774d) -------------------------------------------------------------------------------- 6c3f3a9 | Johanna Ploog | 2010-02-18 22:05:08 -0600 Fix #829: For randarts, only run drowning checks when actually levitating. If the player is not levitating over but rather standing in deep water (as a Merfolk), all the checks for drowning and fatal stat loss to losing boots are completely superfluous. (cherry picked from commit c8f044f551bf983d902b0e7513add1106f3b0952) -------------------------------------------------------------------------------- 27b1766 | Charles Otto | 2010-02-18 22:01:35 -0600 Draw plants placed by growth sequentially Draw plants placed by growth in order of their priority rather than all at once. (cherry picked from commit dadecab997c6a7f18ddbf2285ba6c2a6d46a4a23) -------------------------------------------------------------------------------- 35bd6d9 | Robert Vollmert | 2010-02-18 22:00:41 -0600 Don't assert for GOTO_MSG in cscroll. Instead just don't do anything for other regions. (cherry picked from commit 7040191d2aa5ce628473c7cff36318f854e564c8) -------------------------------------------------------------------------------- 84131fd | Charles Otto | 2010-02-18 21:59:32 -0600 Tweak the search method used by growth Count the player's position as blocked, also simplify the check for stationary monsters. (cherry picked from commit 4e4437e31f96789eec38ccdeea8bd67515211dd3) -------------------------------------------------------------------------------- 503af8b | Charles Otto | 2010-02-18 21:59:17 -0600 Display priority numbers for Fedhas' growth in tiles Add tiles to use as numerical overlays to indicate the priority given to squares adjacent to the player by Fedhas' growth ability. (cherry picked from commit 5fc223fd02cfbd4f5dc3f00e051ddfa7d64e3fdd) -------------------------------------------------------------------------------- d8d5abb | Charles Otto | 2010-02-18 21:58:34 -0600 Add a visualization of the order growth places plants in At the "How many plants?" prompt draw numbers (1-max plants) around the player indicating the order growth will place plants in. Not entirely sure this is a good idea, also it only works for the console version. (cherry picked from commit 2f555fb541617f1c1cb1af567843ad26c21c172e) -------------------------------------------------------------------------------- de9ee9c | Charles Otto | 2010-02-16 23:12:46 -0600 Add something about the evolution HD bonus to the ability desc. (cherry picked from commit 8abd92987a9a11f0ec3e164171bbaaa8bff95d6e) -------------------------------------------------------------------------------- 52ac1f2 | Charles Otto | 2010-02-16 23:12:31 -0600 More descriptive 'evolves to an oklob' message Add information about the chance to fire bonus given to oklob plants. The message now ends with a word about how quickly the oklob can spit acid (with a new description every 5 invo. skill), messages could use some work. (cherry picked from commit 56be916ab861de71624be8eecc4393c4ff54a62f) -------------------------------------------------------------------------------- 9f75448 | Charles Otto | 2010-02-16 23:11:50 -0600 Add a message about Fedhas preventing spores from destroying food Give a message when a Fedhas worshiper is engulfed in spores. Could probably use a better message. (cherry picked from commit 0bd1f86deb48b02d67f021e0d8ad9b34bc02a8c3) -------------------------------------------------------------------------------- 7e09a64 | Jesse Luehrs | 2010-02-16 22:09:56 -0600 vaults didn't have any user-noticeable changes in 0.6 (cherry picked from commit df91b73f6178e31e0251561f7a8f4364db60e191) -------------------------------------------------------------------------------- d7c364b | Johanna Ploog | 2010-02-16 22:04:41 -0600 Fix #805: Autotravel considers doors impassable once you were a bat. Explicitly mark doors as traversable if you are capable of opening doors. (Bat Form isn't, but the impassable setting was never removed again.) (cherry picked from commit 573b2f4f0f97c2995a8b3c640eb2aa29decdedce) -------------------------------------------------------------------------------- 14620b1 | Johanna Ploog | 2010-02-16 22:04:01 -0600 Remove the "message colourings" from food_colouring.txt. Seeing how the chunk/corpse messages are handled directly and the keywords are hidden anyway, this didn't actually do anything except colour unrelated messages, such as in the tutorial. If anyone liked the brown colouring for "You feel contaminated with magical energy", it can be added to messages.txt, where it makes much more sense. (cherry picked from commit 7c0e01a38b678b386d2906ea17a5000a54da4171) -------------------------------------------------------------------------------- 19b0f86 | Johanna Ploog | 2010-02-16 22:00:43 -0600 Fix autoexplore being triggered by shift-clicking in the inventory. (cherry picked from commit 273f4dd78915b65f5de6b0f9278b11dd905278ec) -------------------------------------------------------------------------------- 11379da | Johanna Ploog | 2010-02-16 21:57:15 -0600 Tweak labyrinth entrance description to mention shifting walls. (cherry picked from commit 5da22fc8c55c127d9f9b85c66967a9071cade008) -------------------------------------------------------------------------------- 0fd8e85 | Johanna Ploog | 2010-02-16 21:46:01 -0600 Tiles: Change "wounded" hpbar colour from black -> darkred. (cherry picked from commit 1985e7d11496144dbb287f5b2d78eaf7ff932206) -------------------------------------------------------------------------------- e0da2fc | David Ploog | 2010-02-16 21:35:00 -0600 Update manual. I tried to get the bits about armours correctly. Also, I hope I did the new targeting system justice. Finally, if there have been new Enchantments, inscriptions, or randart properties, these should be added to the appendices. (cherry picked from commit 8b569e8f7afb5d4a65b578934736717a951df8de) -------------------------------------------------------------------------------- 188d376 | David Ploog | 2010-02-16 21:33:49 -0600 Remove one blank line from Ctrl-O screen. (cherry picked from commit a118664e9e4631805847e90aaef19159155d7fe5) -------------------------------------------------------------------------------- 43f6678 | David Ploog | 2010-02-16 21:33:26 -0600 Change weapon charges for troves. (cherry picked from commit 945d170b7f505245a665f7532b4b4abd5b2bec57) -------------------------------------------------------------------------------- 85434e4 | Johanna Ploog | 2010-02-16 21:27:53 -0600 Changelog tweaks. (cherry picked from commit d8d44bb77208d351fd3b98f9c5cf08117ef300dd) -------------------------------------------------------------------------------- dc60c13 | Johanna Ploog | 2010-02-16 21:13:39 -0600 Add spells being forbidden or dangerous to the spell description. (cherry picked from commit 5b1eb282cab10bed2d3cb195b63ab2e98fd587a0) -------------------------------------------------------------------------------- 13aa823 | Johanna Ploog | 2010-02-16 21:11:30 -0600 Fix memorisation display not being drawn without memorisable spells. In a recent commit I accidentally made the memorisation display return early if you can't memorise any of your spells yet. Fixed now. (cherry picked from commit 49c646093637f9691a5d44e0cfbdececf3e03e50) -------------------------------------------------------------------------------- acb957c | Johanna Ploog | 2010-02-16 21:07:01 -0600 Also mention minimap exploration in the tutorial. (cherry picked from commit 0978c4569530a9b8a480940a57451a245aa7d239) -------------------------------------------------------------------------------- 52e6694 | Johanna Ploog | 2010-02-16 21:06:49 -0600 Mention the memorisation tab in the tutorial. (cherry picked from commit e790f95c22de642f5a9b4da8368f74a8d95bb83b) -------------------------------------------------------------------------------- 539cbae | Johanna Ploog | 2010-02-16 21:06:30 -0600 Fix memorisable spells wrongly being marked invalid in Tiles. (cherry picked from commit 4c354ff4922b6ca639da26339597066312e25c6e) -------------------------------------------------------------------------------- 31fcb14 | Johanna Ploog | 2010-02-16 21:06:19 -0600 Tiles: Make Shift-L-Click on the minimap call autoexplore. (cherry picked from commit 4c3ce493b9716a909e2dcf31d7312eaa7a72dc13) -------------------------------------------------------------------------------- 40ff89e | Johanna Ploog | 2010-02-16 21:05:36 -0600 Fix Xom saying "No, never mind" after successful acquirement. (cherry picked from commit c3aaabf06203740586f47046b7d9d0462bc6b873) -------------------------------------------------------------------------------- 3326f57 | Eino Keskitalo | 2010-02-16 21:04:53 -0600 Fix Mantis 804: Silver gives damage from innate mutations. Thanks due! I have to say, you.demon_pow does not have the most transparent name for its function. Should be named to you.innate_mutations (added that to the source cleanup page in the wiki). Signed-off-by: Eino Keskitalo (cherry picked from commit fd7524e24cf10693465b08fbf691f233ceb1aee2) -------------------------------------------------------------------------------- eafd917 | Charles Otto | 2010-02-16 20:45:05 -0600 Switch mold's color to lightgreen This looks nicer than lightcyan, although it is the same color as the floor of the snake pit. Since (I'm pretty sure) spores don't naturally occur in snake, that seems OK for now. (cherry picked from commit 5a1d10e69f73cbd7c9fb4e4a20d5157be73d17cb) -------------------------------------------------------------------------------- 021b58f | Charles Otto | 2010-02-16 20:44:30 -0600 Fix DID_ATTACK_FRIEND not getting triggered The DID_ATTACK_FRIEND conduct seems to have been broken by commit 917cc2df1. Some initialization code used for evaluating attack conducts was moved out of religion_turn_start, and then never called from anywhere else. (cherry picked from commit 8af57359bcc800f6ba34a4709a31ba88cab6a6dd) -------------------------------------------------------------------------------- 0171d0c | Charles Otto | 2010-02-16 20:43:55 -0600 Draw the cursor right away when using direction in tiles Remove special casing which delayed the cursor from being drawn while targeting in tiles until the player moved the cursor. This special casing meant that if you used a smite targeted ability in tiles you would not be able to see what got auto-targeted by the ability (until you moved the cursor). I don't know why the was special casing was there in the first place so this could cause a regression. (cherry picked from commit fa7c6d056188a004b54d40c8d746bc2e7ec7b451) -------------------------------------------------------------------------------- ce8e321 | Johanna Ploog | 2010-02-16 20:42:55 -0600 Only print the "no spells" message when _switching_ to the memorise tab. Before, if you kept the tab open, it was printed every turn, again and again. Of course, there's no reason to keep the tab open in that case, but it still looked bad. (cherry picked from commit 8624ccadb9213321748c08540926461b54567716) -------------------------------------------------------------------------------- 7ed579b | Johanna Ploog | 2010-02-16 20:42:01 -0600 Move the larger mold tiles into UNUSED/other. I feel they're a bit too eye-catching for general use. (cherry picked from commit b7b3058cab96ee6bff9aaf8618af27d8fe2e7e66) -------------------------------------------------------------------------------- 965bd9c | Johanna Ploog | 2010-02-16 20:41:48 -0600 Add purge's mold tiles. Because of their green coloration they are all but invisible in Lair, but show up fine in the Dungeon and other non-greenish branches. (cherry picked from commit 9321858b190e17d878cb2dedbd5bfeb0065608b1) -------------------------------------------------------------------------------- 15ff450 | Johanna Ploog | 2010-02-16 20:41:25 -0600 Don't overlay altars, stairs/gates, shops, fountains or known shafts with blood tiles. (cherry picked from commit 15ba96a19e996ddd0b62100ad1a0c776d76a8291) -------------------------------------------------------------------------------- c560d93 | Johanna Ploog | 2010-02-16 20:30:43 -0600 Fix #820: character selection falling through to the tutorial. (cherry picked from commit 0f97dbc32eae0c32ec0c09d98e764d3c8d9ac283) -------------------------------------------------------------------------------- de630fa | Johanna Ploog | 2010-02-16 20:30:17 -0600 Add a tooltip for disarming adjacent mechanical traps. (cherry picked from commit 694e55222848b2231096bdae16456ad3938393db) -------------------------------------------------------------------------------- f5bed9c | Johanna Ploog | 2010-02-16 20:27:42 -0600 Fix the upstairs command being listed as "<<" in Tiles. Also mention the spellcasting tab in the tutorial. (cherry picked from commit 8fe283dbfd43ae902d6023112c34ba92a7c225bd) -------------------------------------------------------------------------------- 5db68c9 | David Lawrence Ramsey | 2010-02-16 20:19:32 -0600 Hopefully fix Mantis 818. Make _determine_(weapon|armour|missile)_subtype() properly take MAX_RACIAL values into account, to avoid things like orcish/dwarven animal skins. (cherry picked from commit 6fb705d08f83d35ffaf8b774776243d7838efb6e) -------------------------------------------------------------------------------- a33f998 | Jude Brown | 2010-02-15 10:15:29 -0600 Fix "book of bugginess", hopefully (syllogism). Single-title books (Necronomicon, Young Poisoner's Handbook, etc) were causing issues with a) the way the item names are generated for the TroveMarker, and b) the fact that Lua item.sub_type was reporting "bugginess" for the book type, as these books aren't included in book_type_name. Bah! (cherry picked from commit b224eff69092e7cbd2d7fc07200e1cb485e78dd8) -------------------------------------------------------------------------------- 21f9525 | Jude Brown | 2010-02-15 04:02:32 -0600 "There is Edmund nearby!" --> "Edmund is nearby!" Retains "There are monsters nearby!". This should result in "A kobold is nearby", and so-on, and is slightly more graceful in its handling of uniues. (cherry picked from commit bcfed18fc408a352758e361aaeee71d8ae2ae4cb) -------------------------------------------------------------------------------- 9fde908 | Jude Brown | 2010-02-15 03:53:41 -0600 Fix typo: vengence -> vengeance (Jiyva's wrath). (cherry picked from commit c96fa376b23134f0f172ff383a88e202625683b6) -------------------------------------------------------------------------------- 43022ad | Jude Brown | 2010-02-15 03:40:06 -0600 Unique flavour enchancement, step five: Wayne's speech, description. Basically tweaked the flavour of Wayne's speech away from typical and rather cliched "Dwarven"/faux Scots towards more of a Glaswegian accent. Not perfect, but I think it's a little better. Also added a bit more flavour to his description. (cherry picked from commit 5d32a89e1d2f7b7a0ab364a302396cd1f4e45972) -------------------------------------------------------------------------------- a5e4f60 | Jude Brown | 2010-02-15 03:19:14 -0600 Clean up monster death effects, elven twin death effects, mon-death.cc. This commit moves the monster "death effects" (primarily for uniques) out of mon-stuff.cc, and into mon-death.cc. This includes Kirke's hogs_to_humans(), Pikel's band neutralisation, and Dowan and Duvessa's death effects. Introduce some new functions which should condense checks to monster->type and monster->propes["original_name"]: mons_is_dowan, mons_is_duvessa, mons_is_pikel, mons_is_kirke. This means that death effects should trigger and affect monsters even through multiple polymorphs. It also with #797, pacification effects: pacifying one pacifies the other, and experience and piety gain for Elyvilon are similar. This should work for all forms of pacification (but not necessarily all forms of neutrality). Attacking one of them while pacified will cause both of them to turn hostile. Finally, this commit introduces code and flavour speech for instances where one of them accidentally kills the other (enslavement wands, frenzy needles). Still need to be looked at: turning hostile if friendly when killing a twin, both confused when dying (#459), and stabbing when neutral (doens't give a chance for the behaviour code to trigger). (cherry picked from commit 04479e72bd97c394a52170c4b5a81bf00bd34946) -------------------------------------------------------------------------------- ab54351 | Jude Brown | 2010-02-15 03:16:44 -0600 Do #550, "runed" appears when cycling ammunition. For ammunition that haven't had their pluses identified, and who have the "runed" cosmetic flag, that are being displayed in terse mode with DESC_INVENTORY style descriptions, they will appear as: Qv: k) 22 darts (runed) {god gift} When identified, they'll appear as: Qv: k) 22 +3 darts (disperse) {god gift} This should hopefully only affect the quiver screen. I haven't seen any other instances of terse DESC_INVENTORY being used, but obviously these would be affected. (cherry picked from commit 09f666ae7af0e57535746ed8c4a678664cbd5845) -------------------------------------------------------------------------------- a86950d | Jude Brown | 2010-02-15 03:16:27 -0600 Fix #810, runed ammunition not showing up as such. Hopefully this resolves that issue. (cherry picked from commit 34966286836f3a60463873b1d5a1d7e8bf7dc79e) -------------------------------------------------------------------------------- a1f98bc | Enne Walker | 2010-02-15 03:16:02 -0600 More invalid cases for spell/memorise tile tabs. (cherry picked from commit d78d8ba2d6919916b85cd3c15f19402c7a726ecd) -------------------------------------------------------------------------------- 4e4675e | Enne Walker | 2010-02-15 03:15:49 -0600 Revert spellcasting logic change. e44edcb9 switched the order of logic when casting teleport spells. That change would have allowed teleport spells to be cast when they shouldn't have been able to. This goes back to the previous behavior. (cherry picked from commit e370a90e46cbe0a65b2b6f75826671839166236d) -------------------------------------------------------------------------------- 882eb13 | Enne Walker | 2010-02-15 03:15:05 -0600 Generalize tab activation and tip text. These are now virtual functions so that TabbedRegion can remain agnostic of what regions it contains. (cherry picked from commit 05e7cb035ba44034e69b23aa4c97720ecd7f8139) -------------------------------------------------------------------------------- 82d4c00 | Enne Walker | 2010-02-15 03:14:50 -0600 Cleaner implementation of tab names. TabbedRegion is now a GridRegion, so it can draw some text more elegantly. Each GridRegion-derived class now owns its own name, so that the TabbedRegion can draw it when the mouse is over a given tab. (cherry picked from commit 940c3c2e79ca5b9cafed39b67eb8ec9a19f728c5) -------------------------------------------------------------------------------- ea1d030 | Enne Walker | 2010-02-15 03:14:31 -0600 Revert "Add a tooltip for the inventory/spell tabs." This reverts commit 8d42d33ae0001705105cb29a61bc0b10bde1647d. (cherry picked from commit 69ba9b76d49b2354c5e5952716de87d13a7d868b) -------------------------------------------------------------------------------- 927646f | Enne Walker | 2010-02-15 03:14:16 -0600 Revert "Tiles: Whenever switching tabs, name the new mode in the text tag." This reverts commit 297b3808c12ba887cc5fcd092527bb5d8ffbb3a7, except for the changelog update. (cherry picked from commit 7a749a5d8a5cee34d155e213bded65f2fcedbb39) -------------------------------------------------------------------------------- baebe93 | Enne Walker | 2010-02-15 03:14:06 -0600 Better error messages for tile tabs. When spells can't be cast or memorised, display a better reason why. Also, add more cases where spells can't be cast or memorised. (cherry picked from commit e44edcb9f69e4aef34439df32f4cac768c57bd9e) -------------------------------------------------------------------------------- 5b5a6d8 | Jude Brown | 2010-02-15 03:13:51 -0600 Fix TGW's Kiku altar. Still not functioning completely as intended, in that there is no delay from the human's death to its rising (may come!), but the zombie will always rise. Unless, of course, the human doesn't actually die, which is itself intended to very rarely occur. (cherry picked from commit e1841a9c5b0199110259770cea97aea492e25338) -------------------------------------------------------------------------------- c31d19c | Adam Borowski | 2010-02-15 03:12:31 -0600 Remove references to Divinations from the manual (MarvinPA) (cherry picked from commit 5aac0e8c30b7c6a5a0851abe6dc9c7cec2881117) -------------------------------------------------------------------------------- 0af979f | Nathaniel Rook | 2010-02-15 03:11:43 -0600 Don't let player ghosts get bonus hp from berserking or transformations. (cherry picked from commit 7f45921f4e8aaafd1d42c45fa97c95ed4e0365a1) -------------------------------------------------------------------------------- 3232ae7 | Jude Brown | 2010-02-15 03:11:26 -0600 Move Troves into their own namespace, weight maps based on skills. (cherry picked from commit e0de975c4015d082e430cd882661fc20c2b7b8dc) -------------------------------------------------------------------------------- 2ede5c1 | Jude Brown | 2010-02-15 03:10:51 -0600 Fix Troves stealing all you gold when you can't afford them (adrock). A hold-over from previous code involving vetoing of the level change in combination with a lack of a check to see if the player has enough gold meant that any attempt to enter the trove by paying the full amount would: 1. take needed off you.gold(), regardless of whether or not needed < you.gold() 2. then veto the level change by saying "you only have 0 gold". (cherry picked from commit 720f1fa8f2fa90dcf2ac3430bf94087078de7f94) -------------------------------------------------------------------------------- c703162 | Jude Brown | 2010-02-15 03:10:31 -0600 Fix Troves asking for "a healing" (clouded). This was caused by wand requests not properly setting the item base_type: item.base_type = wand != item.base_type = "wand". (cherry picked from commit 26e834ebc8bb22315ac0d06705d113c59c354429) -------------------------------------------------------------------------------- e48c7fd | Johanna Ploog | 2010-02-15 03:09:51 -0600 Add a new canned_msg for "You don't know any spells." (cherry picked from commit 78021c021fcca48d7d08b73ff796860d248a9384) -------------------------------------------------------------------------------- d196a16 | Enne Walker | 2010-02-14 19:14:07 -0600 Undelete label tiles for tabs. This reverts part of b560b7514316308050039e220c76e1225948bfe1. (cherry picked from commit 023020558ad954c5c42ecd4bba5ca6dcce8676c6) -------------------------------------------------------------------------------- 5d2411b | Johanna Ploog | 2010-02-14 19:12:45 -0600 Rename new gui tiles. Move unused ones into UNUSED/gui/. (cherry picked from commit b560b7514316308050039e220c76e1225948bfe1) -------------------------------------------------------------------------------- 0ca7cc5 | Johanna Ploog | 2010-02-14 19:12:36 -0600 Always show 21 cells in the Tiles' spell display. (22 with Amnesia.) This should make it more obvious that the number of spell slots is limited and how many more spells you'll be able to fit. Also print a special message when switching tabs and the new display is empty, for items and spells. (Memorise being handled elsewhere.) (cherry picked from commit 5d55bfa42f2b181e25d92b5b825d7816734eb844) -------------------------------------------------------------------------------- af4a72b | Johanna Ploog | 2010-02-14 19:12:26 -0600 Add a tooltip for the inventory/spell tabs. (cherry picked from commit 8d42d33ae0001705105cb29a61bc0b10bde1647d) -------------------------------------------------------------------------------- 17c5292 | Johanna Ploog | 2010-02-14 19:11:14 -0600 Update documentation on Tiles spells display. (cherry picked from commit 5cb2836939bb4ae542e79fc9ddf276bc2d14746f) -------------------------------------------------------------------------------- daa126f | Johanna Ploog | 2010-02-14 19:11:05 -0600 Tiles: Whenever switching tabs, name the new mode in the text tag. (cherry picked from commit 297b3808c12ba887cc5fcd092527bb5d8ffbb3a7) -------------------------------------------------------------------------------- 7eedcbb | Johanna Ploog | 2010-02-14 19:10:19 -0600 Tiles: Add new tab tiles and icons. I've renamed the old ones but left them in the gui/ folder for now. Once we've decided which ones to keep we should push the others into the UNUSED/ folder. (cherry picked from commit 51221081e747f5090c1907f57c09360ec151fb9f) -------------------------------------------------------------------------------- e870ef8 | Enne Walker | 2010-02-14 19:06:12 -0600 Add visual tabs to switch tiles inventory pane. This adds horizontal tabs to the side of the inventory pane to switch between items, spells, and memorisation. InventoryRegion has been refactored into GridRegion (base class) and split into SpellRegion and MemoriseRegion, rather than having all of the pesky explicit branching logic. I'm not amazingly happy with the tab graphics, but I think they're workable. (cherry picked from commit 06e43b85bf23c624001a592a5ae3a47ced07138f) -------------------------------------------------------------------------------- 3603f74 | Darshan Shaligram | 2010-02-14 16:23:12 -0600 Add more rock cover in Shoals, use stone outcrops only for very high points. (cherry picked from commit ab623a956f97164bb327eb5d16a4b5501ea49016) -------------------------------------------------------------------------------- 880c317 | Darshan Shaligram | 2010-02-14 16:21:37 -0600 Shoals tide should be applied after postprocessing vault heights, not during initial generation (oops). (cherry picked from commit 66118df7881b8ea5b23db3113b2e9476c061ad45) -------------------------------------------------------------------------------- df6d07c | Eino Keskitalo | 2010-02-14 16:20:57 -0600 Make only Zin, not silver care about worship of chaotic gods. Also move the check of real spellcasters with chaotic spells to is_unclean() for Zin appreciation purposes. Signed-off-by: Eino Keskitalo (cherry picked from commit 775eed2a23a43d572e05d0c1521223751b7fc317) -------------------------------------------------------------------------------- 4c01668 | Jude Brown | 2010-02-14 16:00:50 -0600 Hopefully fix religion in speech, remove "evil god" prefix. The "evil god" prefix was causing issues in that it was overlapping the "Beogh" prefix, among others. It doesn't appear to have ever been used, so hopefully this doesn't cause other issues. For some reason, I can't get Roka's related but non-believing speech (There can only be one messiah, etc) to ever show up, before and after this commit. I'm not sure if this is just because it's so rare, or whether I've actually broken something. (cherry picked from commit 153b7305df8d8361dcf0ae087ec66552187ef467) -------------------------------------------------------------------------------- 3073864 | Jude Brown | 2010-02-14 15:55:42 -0600 Unique flavour enhancement, step four: Frederick, speech, description. (cherry picked from commit b28f9fb0d357715ef101e4654d902dddd3550305) -------------------------------------------------------------------------------- 8e11dbb | Eino Keskitalo | 2010-02-14 15:50:40 -0600 Tweak the silver description once more. Signed-off-by: Eino Keskitalo (cherry picked from commit e837c552694d401e0abce96b2a74aa4977897641) -------------------------------------------------------------------------------- f46526b | Jesse Luehrs | 2010-02-14 15:50:00 -0600 make unseen branches entirely darkgrey (dpeg) (cherry picked from commit 172f3626602ba715a77380c28ca80eddd970044d) -------------------------------------------------------------------------------- aec5fe0 | Eino Keskitalo | 2010-02-14 15:49:38 -0600 Only make silver hurt corporeal undead. Signed-off-by: Eino Keskitalo (cherry picked from commit c3d7fa73a2bab4e0165fbcea96eedcd0ae869f1f) -------------------------------------------------------------------------------- 40846a7 | Eino Keskitalo | 2010-02-14 15:49:20 -0600 Refactor mons_is_insubstantial into actor::is_insubstantial. Signed-off-by: Eino Keskitalo (cherry picked from commit 26490d6e2e62c4f65f48ef95df73cd133fb2d1ed) -------------------------------------------------------------------------------- 7342b59 | Eino Keskitalo | 2010-02-14 06:16:12 -0600 Update silver ammo description. Remove demons mention, add mutations and shapechangers. Signed-off-by: Eino Keskitalo (cherry picked from commit 4b05dea07b75f8bdd83b1ea920b4ca1c57c88067) -------------------------------------------------------------------------------- 1cb9f10 | Jesse Luehrs | 2010-02-14 05:27:53 -0600 remove changelog entries for items that didn't make the feature freeze (cherry picked from commit d1e00dccf694ce764dca45464feed7c40011f6a2) -------------------------------------------------------------------------------- 96bffcc | Stefan O'Rear | 2010-02-14 04:56:50 -0600 Remove vampiricism hunger-over-time (long overdue) (cherry picked from commit 22598e4a0d5c1b54015abbffe03d2abe094d83b7) -------------------------------------------------------------------------------- 9555661 | Jude Brown | 2010-02-14 04:55:40 -0600 Goodbye, ancient comment. (cherry picked from commit 9c7ed0fc581b95a8710d87f229793ae6f33dc6eb) -------------------------------------------------------------------------------- 194cbd0 | Stefan O'Rear | 2010-02-14 04:55:25 -0600 Give a warning when invisible hostile vapours are summoned (MarvinPA) (cherry picked from commit 960a6a4f164c2d4cda84f2ec8f8ca9f9cd85b89b) -------------------------------------------------------------------------------- 9995696 | Jared Tinney (Twinge) | 2010-02-14 04:53:07 -0600 Changelog fixes and additions. (cherry picked from commit 91d6decf4736921ba5170b52518ad66547585faf) -------------------------------------------------------------------------------- cbac0b0 | Stefan O'Rear | 2010-02-14 04:51:25 -0600 Randart launchers shouldn't get evasion (kats) (cherry picked from commit c20834da092d30674eb558a51dee459dc4611b4a) -------------------------------------------------------------------------------- a7050b9 | Jude Brown | 2010-02-14 04:47:33 -0600 Fix troves working with pluses, rings with pluses, wands. Instead of accepting an item that has higher pluses than the wanted item, just because it's first in the inventory, store all the items and find either the one that matches, or the one with the least pluses. Rings of protection, evasion, intelligence, strength, dexterity and slaying should now function properly with troves, not that they will necessarily be picked. Wands should now function properly. It will accept a wand with more charges than stipulated, but will try and take the one closest to that is equal to or more than the charges stipulated. (cherry picked from commit 6670d8fe10f668e4ba5e5a82aa104a4746772ebc) -------------------------------------------------------------------------------- e4e9e28 | Enne Walker | 2010-02-14 04:46:41 -0600 Adding tile for silenced grid positions. (cherry picked from commit 77298ededc2a5990a3a86ef36544d903f3072e53) -------------------------------------------------------------------------------- 22d6ab4 | Enne Walker | 2010-02-14 04:46:34 -0600 [744] Add tiles for runed missiles (LoginError). (cherry picked from commit ae1bc0b98fa3da95c62810303ffd337d96ed9d40) -------------------------------------------------------------------------------- f873a9c | Enne Walker | 2010-02-14 04:37:31 -0600 Changed branded ammo to runed, not glowing. I personally prefer this, but it fits better with the new tiles too. (cherry picked from commit 512abd6aebb73ec2739b2dad60466b9afdb07287) -------------------------------------------------------------------------------- 92c3005 | Enne Walker | 2010-02-14 04:37:17 -0600 Fix branded missiles not getting cosmetic flags. Even if the brand is obvious, it still seems like they should be visually interesting. (cherry picked from commit 2b89220afc666a5783ec7f0ce8c1e40163b47c66) -------------------------------------------------------------------------------- 207c33a | Enne Walker | 2010-02-14 04:36:58 -0600 Wiz-created items now get cosmetic flags. (cherry picked from commit b8af6f580897d5c67589942429cdadf6ffbf8465) -------------------------------------------------------------------------------- 8170a33 | Charles Otto | 2010-02-14 04:36:26 -0600 Add an LOS check to Fedhas' shoot through message (cherry picked from commit e24552658f443e0c88f535da381814e6c3385880) -------------------------------------------------------------------------------- d38e2c2 | Charles Otto | 2010-02-14 04:35:52 -0600 Let monsters use special abilities out of sight. Let monsters use their special abilities if they are out of the player's LOS but in LOS of their (non-player) target. I believe this is consistent with how spells are currently handled. (cherry picked from commit aae599a17553b4081ea468fcc8715ebed37868ca) -------------------------------------------------------------------------------- 0dd88ee | David Lawrence Ramsey | 2010-02-14 04:35:11 -0600 Fix compilation. (cherry picked from commit 1d0c00d6f71a7512da5ee08bd5bc6fabab8e4edd) -------------------------------------------------------------------------------- 0344abe | Charles Otto | 2010-02-14 04:34:58 -0600 Make oklob plants chance to use acid spit a function of their HD The chance of using acid spit is now HD/30. Normally generated oklob plants have 10 HD so they have the same 1/3 chance to spit they always had. Oklob plants created by evolution get bonus HD, and therefore are more likely to use acid spit (currently a 100% chance at 20 invocations skill). (cherry picked from commit a17e0641affa3da1b6e6edc0b8b55af20c1b1d59) -------------------------------------------------------------------------------- 7897685 | Charles Otto | 2010-02-14 04:34:31 -0600 Give targets of evolution bonus HD proportional to invocations Give plants improved by evolution bonus HD proportional to the user's invocations skill. (cherry picked from commit ebe7f1570a77a7503e2b7ecb3743a356b17606be) -------------------------------------------------------------------------------- 879371d | Charles Otto | 2010-02-14 04:34:04 -0600 Rephrase the 'Fedhas likes decomposition' line in ^! (cherry picked from commit 41ce1ce9fd5d24c1c17059736c9f0ce01e9ecabd) -------------------------------------------------------------------------------- 766851d | Charles Otto | 2010-02-14 04:33:47 -0600 Fedhas religion screen changes Put walk through and shoot through on one line in ^. Add a line to the bottom of ^ about evolution's variable cost when the player gets that ability. (cherry picked from commit b9cf3c01b6651bccd67fb8a88dbacf073030bdf5) -------------------------------------------------------------------------------- aa9a16e | David Ploog | 2010-02-14 04:32:26 -0600 Changing changelog. I would like to encourage every developer to have a look at the changelog. And I still have the feeling that some changes aren't listed. (cherry picked from commit 96a8478940f38c599133af33746b1dd01945cfb2) -------------------------------------------------------------------------------- fcebc56 | Charles Otto | 2010-02-14 04:18:54 -0600 Actually remove mold via dngn_terrain_changed when appropriate Tides now actually remove mold. (cherry picked from commit 3356754a84c20de4f379863148d9d1533b2954a8) -------------------------------------------------------------------------------- 0c66747 | Charles Otto | 2010-02-14 04:16:22 -0600 Use a placeholder tile for mold (cherry picked from commit a2ff67be3ce8842e58878e2fee553325214a3964) -------------------------------------------------------------------------------- 6376133 | Robert Vollmert | 2010-02-14 04:15:48 -0600 Escape < in portal prompt. mpr now consistently takes tagged strings. Fixes issue #605. (cherry picked from commit 092f2b1672334de784e65e895526f214e27597a6) -------------------------------------------------------------------------------- edfa857 | Robert Vollmert | 2010-02-14 04:15:09 -0600 Wrap overly long line. (cherry picked from commit 7ab088953201f8b38fdb63258f435f97ab1df875) -------------------------------------------------------------------------------- 723700b | Robert Vollmert | 2010-02-14 04:14:58 -0600 Simplify (and fix) visibility check. (cherry picked from commit ccde6c0ef38055e3cdb60831184f847e48ef9a70) -------------------------------------------------------------------------------- e9c0ff9 | David Ploog | 2010-02-13 08:56:30 -0600 Make some altar vaults no_monster_gen (Brendan). (cherry picked from commit 9fbb23bf4c3fefd019e3b698fc37fe379bd610ef) -------------------------------------------------------------------------------- e9a15fb | David Ploog | 2010-02-13 08:56:09 -0600 Add quantities for potions, scrolls in Trove quests. (cherry picked from commit bd07f772d604a1b26e16c424ff5d0dc39696c1fa) -------------------------------------------------------------------------------- a2bf7cd | Darshan Shaligram | 2010-02-13 08:54:27 -0600 [723] Fix crash when noise of beam hitting kraken tentacles activates behaviour_event and makes the kraken flee, 'killing' the tentacle before the beam code tries to damage it. (cherry picked from commit d6a17bc256d9541c1477fbc273e21410a8f3de41) -------------------------------------------------------------------------------- 0f8f8bb | Darshan Shaligram | 2010-02-13 08:53:58 -0600 [723] Fix crashes when fighting kraken by attacking tentacles in melee. handle_noise when fighting a tentacle could trigger a wounded kraken into submerging tentacles, leaving the player attacking a dead monster. The fight code now checks that the defender is still around at these points. (cherry picked from commit 403d2ba96008c572cc5793d4e45b422546209e37) -------------------------------------------------------------------------------- bc544bf | Jude Brown | 2010-02-13 08:52:56 -0600 Weight, quantity potions and scrolls for Trove entrance fees. Weights are temporary, to be adjusted by David at a later date. Adding a scroll requires adding a sublist with {weight=XXX, scroll="XXX"}; potions are the same, substituting scroll="XXX" for potion="XXX". Quantities can be specified by including quantity=XXX. Example in this instance is quantity=crawl.random2(5) for identify scrolls. If not specified, the default for that group of items will be used. (cherry picked from commit b6a391c73130f48d6e9a1aaa6daf4ab6ccdf130d) -------------------------------------------------------------------------------- 9d1d4a4 | Jude Brown | 2010-02-13 08:52:23 -0600 Troves: Report needed item in ^O, xv, once locked. Update description, too. Troves will no longer have a duration message when locked, as this is misleading, but will report that the portal is broken and requires the item to function. The overview will also report the item required to unlock. (cherry picked from commit 285625d507169a73afbe1aa9dbf5b2593f0fa12e) -------------------------------------------------------------------------------- 3a7aa0c | Jude Brown | 2010-02-12 22:13:26 -0600 Fix #776, missing descriptions for Troves. For some reason the Trove marker was attempting to overwrite the call to "feature_description_long", instead of letting the portal descriptor handle it. (cherry picked from commit de3f3c68598db9a37c818b3bb5c610d109edcf4c) -------------------------------------------------------------------------------- 75f5dd1 | Jude Brown | 2010-02-12 22:11:24 -0600 Fix #625: traps hitting twice when leaving ice form. This was due to move_player_to_grid being called to force the player to re-enter dangerous terrain (such as water) and cause drowning to occur; I've now wrapped this block in a grd(you.pos()) == watery call, so it shouldn't occur with traps, etc. (cherry picked from commit 6688ea1c53896172961de40c42b7b8badc28b9c5) -------------------------------------------------------------------------------- e24043e | Jude Brown | 2010-02-12 21:18:47 -0600 Force shallow water for icy Swamp ending, as azure jellies are not amphibious. (cherry picked from commit d4f542b85f52d98a8bee2164a8236877c7bc2bd0) -------------------------------------------------------------------------------- 2a1c807 | Jude Brown | 2010-02-12 20:15:27 -0600 Check can_override for secret door tiles as well. This prevents secret doors from not clearing when using X^F (#748) and also prevents information leakage. (cherry picked from commit b11820d43d996c78983c846d91eb4127ad5e26bb) -------------------------------------------------------------------------------- 44f8ec5 | Enne Walker | 2010-02-12 20:15:05 -0600 [742] Add silver/steel dart tiles (LoginError). (cherry picked from commit 905fd9cced7933c0c5a0fdb7426a91237fb90804) -------------------------------------------------------------------------------- 83de2a9 | Enne Walker | 2010-02-12 20:14:40 -0600 [453] Use Jinhlk's Fedhas altar tile. (cherry picked from commit 05fa7537b9a8d92e4bcdf385f83cec645cd30bf9) -------------------------------------------------------------------------------- 823b03d | Enne Walker | 2010-02-12 20:14:27 -0600 [748] Fix map clearing not affecting overridden tiles. The override was applying to DNGN_UNSEEN, which it shouldn't have. (cherry picked from commit 30f11b119665599a912cef988c85b3ee1a55e9c8) -------------------------------------------------------------------------------- 0f6f69f | Johanna Ploog | 2010-02-12 20:13:25 -0600 Update rod descriptions now that they don't depend on player mp anymore. (cherry picked from commit 3f71ccaa3c7588fd4aae27aa1794007e0e75f4da) -------------------------------------------------------------------------------- 2905bc8 | David Ploog | 2010-02-12 20:13:11 -0600 Add descriptions for Jiyva and abilities. (Shayne) (cherry picked from commit e90022d8b4e255ed64dc9fea95c73080e5807cfb) -------------------------------------------------------------------------------- 6e7203d | Darshan Shaligram | 2010-02-12 20:12:07 -0600 Fix missing section separator in randname.txt (TGW). (cherry picked from commit 43bc5f9f90e9e29ac351014f3787e15d345a581d) -------------------------------------------------------------------------------- 27781e4 | Darshan Shaligram | 2010-02-12 20:11:56 -0600 Minor corrections to the changelog. (cherry picked from commit f212fd4009b7b138d80bb9eec9670a261810a1cd) -------------------------------------------------------------------------------- 301db8c | Darshan Shaligram | 2010-02-12 20:08:52 -0600 Update changelog with description of OOD changes (dpeg). (cherry picked from commit a52d37cdc0d046226991ca6aae3b04fb0f0b7efa) -------------------------------------------------------------------------------- ae6084c | Johanna Ploog | 2010-02-12 20:08:21 -0600 If you know Evaporate, list possible clouds in potions' descriptions. Duplicates switch-case block of cast_evaporate(), but I didn't know how to handle this differently. In any case, should be useful to those who (like me) can't remember the different potion -> cloud assignments. Doesn't handle the probabilities, but then I don't think that's very important. (cherry picked from commit 33f9efd020fc610caf8dd8fcee0de17721f17fe6) -------------------------------------------------------------------------------- d1be06f | Darshan Shaligram | 2010-02-12 20:05:27 -0600 Shoals tide occasionally washes blood off walls it goes past. (cherry picked from commit 8e94cf0a38867540ff95845934ffe430f12c925c) -------------------------------------------------------------------------------- 50defea | Eino Keskitalo | 2010-02-12 20:03:50 -0600 Make do_layout respect msg_min_height in the initialization. This fixes a problem with tile_force_layout. You couldn't raise view_max_height over 23 without reducing the message window height to 5. The "5" is now replaced with msg_min_height, which is 7 by default. This in turn makes the message window bigger, when you start Crawl with default setup in low resolutions. We figured setups with low resolutions are special enough, that we can expect users to configure options themselves. Enne & jpeg, agreed? Screen estate can still be wasted if overlay is used without the force option. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenpera (cherry picked from commit cd95a4d52522e3bec54d95ec1f25932412e22b54) -------------------------------------------------------------------------------- 03fc721 | Eino Keskitalo | 2010-02-12 20:03:22 -0600 A little more detailed options_guide.txt entry for tile_force_overlay. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenpera (cherry picked from commit ac302994d3d53ff8359852487ebbb6fa9e512c5e) -------------------------------------------------------------------------------- 0514c4c | Eino Keskitalo | 2010-02-12 20:02:03 -0600 Add the option tile_force_overlay. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenpera -------------------------------------------------------------------------------- 8c393f2 | Darshan Shaligram | 2010-02-12 14:48:41 -0600 Che monster-player speed delta ignores burden state and the Slow spell. Che piety for killing slow monsters is now awarded only if random2(level + 18 - you.experience_level / 2) > 5 (matching piety gain from DID_KILL_LIVING for the blood gods). (cherry picked from commit 3e660da7e8b59a0e598f798666b2be0563d6d051) -------------------------------------------------------------------------------- 91c37c4 | Darshan Shaligram | 2010-02-12 14:48:20 -0600 Che gives +1 more piety for DID_KILL_FAST if x_chance_in_y(monster_speed - player_speed, 12). DID_KILL_FAST events thus produce 1 + x_chance_in_y(speed_delta,12) piety. Removed the anti-farming check in DID_KILL_FAST, since farming in general has been discouraged by other means. (cherry picked from commit 4507799433cbc6e1f2f0518294b3b9dda2ad6ba7) -------------------------------------------------------------------------------- 654b43c | Jesse Luehrs | 2010-02-12 13:34:50 -0600 'useless' and 'evil' are more important to highlight than cursed (cherry picked from commit a5a35235e059f3d8f1109691ed2aea1152d72462) -------------------------------------------------------------------------------- bac2085 | Johanna Ploog | 2010-02-12 13:34:33 -0600 Handle cursed item menu colouring before artefactness etc. (cherry picked from commit d9a2fd6b8a028c749860a6c3ca34dc52f5252188) -------------------------------------------------------------------------------- 46563fc | Johanna Ploog | 2010-02-12 13:28:53 -0600 Fix unmemorisable spells not being greyed out in the memorisation screen. Spells for which you lacked xp or spell levels were still coloured lightgrey. (cherry picked from commit 051404305ca6a0bfa5cdbdaf5bc6c47e8fecddb0) -------------------------------------------------------------------------------- 70eeb25 | Johanna Ploog | 2010-02-12 13:27:12 -0600 Reorder sections in the wizmode command help. The two columns' length had gotten really uneven. I moved around some sections to make them end around the same line again. Also resorted some commands alphabetically. (cherry picked from commit b50a7b97b35fb7e73a3733a5d769e38a7595b9df) -------------------------------------------------------------------------------- 312a9d5 | Johanna Ploog | 2010-02-12 13:26:18 -0600 Update the change log. -------------------------------------------------------------------------------- ffbf212 | Johanna Ploog | 2010-02-12 13:19:21 -0600 Update documentation for the trap_prompt option. The option isn't used anymore for disarming traps, so the options guide shouldn't claim it is. (cherry picked from commit 5f475240507f537033c9e3666d69bdd6b068c6eb) -------------------------------------------------------------------------------- b1f71a5 | Johanna Ploog | 2010-02-12 13:18:03 -0600 Rename option tile_show_demon_numbers => ...demon_tier, and document it. -------------------------------------------------------------------------------- ff33a66 | Johanna Ploog | 2010-02-12 13:11:52 -0600 Add &) to the wizmode help. (cherry picked from commit aa60de1e40ff545ba730bebe4ae075dbdf76f4e9) -------------------------------------------------------------------------------- 54da6e6 | Johanna Ploog | 2010-02-12 13:11:26 -0600 Update Ice Form description to mention floating in water. (cherry picked from commit df72dfd00231bddc37c87b32b4649e4ce0050acb) -------------------------------------------------------------------------------- 0369db9 | Johanna Ploog | 2010-02-12 13:10:43 -0600 Switch placement of Stealth and Stabbing on the skills screen. (cherry picked from commit 8cab862b37c3b43dd722f0d37be83e2868b858ff) -------------------------------------------------------------------------------- c32b454 | Johanna Ploog | 2010-02-12 13:10:26 -0600 Remove crosstraining references from Slings/Throwing skill descriptions. (cherry picked from commit c085440a741677db50c625a8147eb2d5ca691cdc) -------------------------------------------------------------------------------- 8ad5464 | Johanna Ploog | 2010-02-12 13:09:59 -0600 Add a description for the "Bottle Blood" ability. (cherry picked from commit 3d6bc07d27ca0fbb4292e69c3b915d674a54f549) -------------------------------------------------------------------------------- feacb65 | Johanna Ploog | 2010-02-12 13:09:36 -0600 temple.des: Add comments mentioning the number of altars/temple. (cherry picked from commit e5c2aee10f0cc200e3697d78d88bd78e94b6ec4a) -------------------------------------------------------------------------------- 5078a88 | Jesse Luehrs | 2010-02-12 10:45:02 -0600 disable references to wayne's axes in monspeak for now -------------------------------------------------------------------------------- 2299c97 | Adam Borowski | 2010-02-12 10:43:21 -0600 Fix compilation from a clean tree. Unbreak "make package-source". (art-data.h is needed for dependency generation) (cherry picked from commit a27df209d48851fd4fd10ef5b7571f57d1d660e9) -------------------------------------------------------------------------------- 907a2ee | Darshan Shaligram | 2010-02-12 10:39:12 -0600 Fix permanent stat loss for Che worshippers when transforms cause ponderous items to meld (syllogism). Each melded item is now removed from its equipment slot before applying unwear effects, so that che_handle_change sees that the item is unequipped. Once all items are melded, equipment slots are restored. Similarly, when unmelding items, all melded slots are reset to empty and restored one at a time just before applying the corresponding rewear effect. (cherry picked from commit f9a38fc311ee9ae24afc2c10379a4385bffd3b23) -------------------------------------------------------------------------------- a1cd055 | Adam Borowski | 2010-02-12 10:37:54 -0600 Wayne's speech, dwarven accent version. (cherry picked from commit 64de2a8b3e2e82639bff787023083aa66b0183b9) -------------------------------------------------------------------------------- 9c5e105 | Jude Brown | 2010-02-12 10:34:07 -0600 Cloud, Hellbinder tweaks. (cherry picked from commit 7ea3daba250f1d4cb7ead7c57ee54e32b345d6bc) -------------------------------------------------------------------------------- 1ecf8d7 | Eino Keskitalo | 2010-02-12 10:26:40 -0600 Prettify ice cave entry vaults a bit. Moved the colouring to the portal setup function; made the floor blue; used tiles. Signed-off-by: Eino Keskitalo (cherry picked from commit 017650cd3752d43a26ffc6162af52facecf128c5) -------------------------------------------------------------------------------- 54db9c6 | Darshan Shaligram | 2010-02-12 10:25:42 -0600 Fix unique (transparent) vaults being placed without regard to terrain (due). (cherry picked from commit b52dc49029c5a02ee7cfd85b6eaa5a5412d8cc80) -------------------------------------------------------------------------------- b7850a8 | Jude Brown | 2010-02-12 10:24:57 -0600 Variations on wall_hall (white and darkgrey), for Zonguldrok. (cherry picked from commit fff4b45eabc38b4243212de5ee8b0559a19acbb1) -------------------------------------------------------------------------------- 5b2aa80 | Jude Brown | 2010-02-12 10:22:38 -0600 Dead trees for Zonguldrok! (purge) I've set them as the variation for "darkgrey" trees. This could be changed in future, but it might help in using them at a later date (though it doesn't seem to want to work for me at the minute. (cherry picked from commit 60cb272f4e449182093381bd54e223567760e0ec) -------------------------------------------------------------------------------- 16f94f6 | Jude Brown | 2010-02-12 10:22:04 -0600 Fix Tukima. (cherry picked from commit a3a2fa3483a052edff23d62b68bf8c20a93f8bb7) -------------------------------------------------------------------------------- 7af253e | Jude Brown | 2010-02-12 10:21:26 -0600 "Mirror" wall tile, use on Tukima. A slightly tweaked version of tile by purge that was based on a tile I was making that was based on the green crystal tile! This one is slightly "whiter" and more "crystal clear" than purge's edit, and I'm still not sure if it's perfect. It looks pretty neat in-game though, and I'm over-all happy with the effect. Colour seems roughly equivalent to the "silver" altars. (cherry picked from commit bfa6aa92a7469c9873d1ec959c1bbaab7ef9f196) -------------------------------------------------------------------------------- 8b6aae3 | Jude Brown | 2010-02-12 05:48:54 -0600 Unique flavour enchancement, step three: Frances, speech, description. Working off of the "deep facial scar" mention in the original description and her current spell-set including the summoning of demons, she's now a warrior who defeated a Pandemonium Lord in combat and took control of the demon's realm and powers. (cherry picked from commit bbe2c87d4f016c3a09bc6acbdf0de6f0807b1ab8) -------------------------------------------------------------------------------- e509b46 | Jude Brown | 2010-02-12 05:48:40 -0600 Remove misleading line in Erica's speech. It talks about drinking potions, something that monsters can already do. This would be extremely confusing if she didn't actually generate with a potion. (cherry picked from commit ba7449a90ba9874ade2bedd8310800ae8b311485) -------------------------------------------------------------------------------- aed6d5f | Jude Brown | 2010-02-12 05:48:27 -0600 Unique flavour enchancement, step two: Edmund, speech, gear, description. Working off of an idea by sorear, that Edmund is actually Sigmund's younger and jealous brother, who is not as talented as Sigmund is magically. Tweaks his gear so that he always generates with some brand of flail. (cherry picked from commit 71fddf0908419f406f62a4f3ef1141fb0f0d7a19) -------------------------------------------------------------------------------- 043b526 | Jude Brown | 2010-02-12 05:48:13 -0600 Unique flavour enchancement, step one: Duane's speech and descriptions. Keeping some of the original flavour of Duane being a "guard" and mercenary, this takes it a few steps further. This also removes his using the generic mercenary speech, which is... very generic. (cherry picked from commit 1c620187af10ee77842e1a0a7b90f68c2fb0b51f) -------------------------------------------------------------------------------- c323ca1 | Adam Borowski | 2010-02-12 05:36:11 -0600 Fix reversed logic when wielding the Singing Sword. -------------------------------------------------------------------------------- 5a9df27 | Jesse Luehrs | 2010-02-12 04:06:39 -0600 make reflection slightly less rare (kilobyte) -------------------------------------------------------------------------------- 44a795b | Jesse Luehrs | 2010-02-12 03:57:56 -0600 undo some testing weights -------------------------------------------------------------------------------- 85bc92e | Darshan Shaligram | 2010-02-12 15:11:05 +0530 Fix crash creating randart books (syllogism). -------------------------------------------------------------------------------- a34167e | David Ploog | 2010-02-12 10:30:15 +0100 Update CREDITS. Add Daniel Mark Brownrigg (Textmode). -------------------------------------------------------------------------------- 6e777bb | Jude Brown | 2010-02-12 18:51:05 +1000 Fix monster speech, redux. "Dungeon" isn't considered a branch name for str_to_branch purposes, so that wasn't being stripped from the prefix list, meaning that unless monsters had Dungeon-specific speech, nobody would speak. Oops. -------------------------------------------------------------------------------- dc3fb37 | David Lawrence Ramsey | 2010-02-11 22:55:34 -0600 Fix underlining. -------------------------------------------------------------------------------- 87d0030 | Charles Otto | 2010-02-11 23:18:31 -0500 Mention Kiku's miscast protection on ^ again Restore the line about kiku protecting you from death magic on ^. This was probably unintentionally lost during the Kiku overhaul. -------------------------------------------------------------------------------- a55194f | Charles Otto | 2010-02-11 22:42:15 -0500 Merge branch 'master' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref into spell_highlighting -------------------------------------------------------------------------------- ab023f6 | Charles Otto | 2010-02-11 22:24:58 -0500 Don't color haste and berserk as 'useful' when slowed Remove conditional highlighting berserk and haste as particularly useful when slowed, per kilobyte's comment in 296. -------------------------------------------------------------------------------- 8c12a7d | Charles Otto | 2010-02-11 22:18:40 -0500 Adjust highlighting of dangerous to memorize spells Use magenta to highlight spells that are dangerous to memorize (spells in annihilations/demonology/necronomicon) so that the coloring doesn't overlap with the color used to indicated spells forbidden by the player's god. Give the 'forbidden by god' coloring precedence over the 'in a dangerous spellbook' coloring. -------------------------------------------------------------------------------- 3fa94e7 | Charles Otto | 2010-02-11 22:01:39 -0500 Remove outdated references to god_hates_spell_type -------------------------------------------------------------------------------- 6ef9324 | DMBrownrigg | 2010-02-11 21:47:33 -0500 correct highlighting of swiftness when levitated (now fly) The code incoorectly higlighted swiftness as useful when levitating, when infact it is fly that benifits from swiftness. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- f7ac0fe | DMBrownrigg | 2010-02-11 21:47:02 -0500 remove unused function _get_mons_distance Signed-off-by: Charles Otto -------------------------------------------------------------------------------- 961dfa9 | DMBrownrigg | 2010-02-11 21:46:30 -0500 revise god_hates_spell, change parm order on god_(hates|likes)_spell Pulled in body of defunct 'god_hates_spell_type into 'god_hates_spell', revised parm-order of the two god/spell functions. The decision to move the body of god_hates_spell_type into god_hates_spell might seem odd, the logic is that I could think of no compleling reason why such a function should be in goditem.cc, but also had to admit it was more accurate than god_hates_spell. moving the body of the function, and replacing all relevant uses seemed the best option. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- ebbfb3b | DMBrownrigg | 2010-02-11 21:45:59 -0500 switch god_hates_spell_type in favor of god_hates_spell I removed god_hates_spell_type, in favor of a (revised) god_hates_spell. partly because it was easier, partly because i felt it didn't belong in goditems.cc in the first place, partly because I'm an arrogant ass. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- 7c63351 | DMBrownrigg | 2010-02-11 21:40:09 -0500 fix teleport_blocking check for spell highlighting Changed the check in spell_is_useless to use 'item_blocks_teleport()', this both removes rundandant code, and corrects the issue with improper detection of TP blocking items. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- 060568f | DMBrownrigg | 2010-02-11 21:39:37 -0500 correct utility selection for gods Corrected the conditions used to select favored/hated spells for gods, according to suggestion from 'by'. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- 925c915 | DMBrownrigg | 2010-02-11 21:39:06 -0500 remove debug statements Removed two debugging statements, and added a //fixme comment Signed-off-by: Charles Otto -------------------------------------------------------------------------------- ba6d5a0 | DMBrownrigg | 2010-02-11 21:38:35 -0500 improve highlighing in read spellbooks Corrected and improved highlighting of spells in spellbooks when read (via 'r'). Thus spellbooks read in this manner should provide more information, and look better. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- c8c1e11 | DMBrownrigg | 2010-02-11 21:38:03 -0500 Improve useless/useful identification of spell Improved useful/useless indentfication of spells, note that there is an an outstanding issue with detection of "oStasis, it can't reliably determine if they have been Identified, and acts as if they haven't been. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- 3d65112 | DMBrownrigg | 2010-02-11 21:37:32 -0500 RC1 of spell highlighting Signed-off-by: Charles Otto -------------------------------------------------------------------------------- 9bfe7f1 | DMBrownrigg | 2010-02-11 21:37:00 -0500 Continuing with Due's cleaned up version of splColor-patch Submitted patch was vetted and cleaned by due, but ultimately rejected due to flaws in highlighting. Continuing with Due's cleaned version of the prevous patch. Signed-off-by: Charles Otto -------------------------------------------------------------------------------- 2f99e19 | David Ploog | 2010-02-12 03:20:26 +0100 More words for ponderousified armours. Also, add structure to the list. -------------------------------------------------------------------------------- 553a3c5 | Charles Otto | 2010-02-11 21:13:36 -0500 Show the floor description when targeting evolution -------------------------------------------------------------------------------- 9695421 | Jude Brown | 2010-02-12 11:05:42 +1000 Fix Troves. Single-item troves were failing on a nil concat. -------------------------------------------------------------------------------- ee63a9a | Darshan Shaligram | 2010-02-12 06:25:15 +0530 Fix Che-touched armour losing its brand (syllogism) and autoinscribe. -------------------------------------------------------------------------------- abb49ef | Jude Brown | 2010-02-12 10:29:10 +1000 Some randart names for Cheibriados's ponderousness. Some of them may be inappropriate, but here's a large block that can be edited and adjusted as required. -------------------------------------------------------------------------------- 063d347 | Darshan Shaligram | 2010-02-12 05:38:38 +0530 Che ponderousness: ponderousness is now an artefact property in addition to an ego type, and the Che ability converts the target item into a randart. The -2 EV for each worn item of ponderousness is gone. We need more Che ponderous randart names in randname.txt. -------------------------------------------------------------------------------- 45ef6e4 | David Lawrence Ramsey | 2010-02-11 17:06:01 -0600 Add randart description entry. -------------------------------------------------------------------------------- f57ece8 | Johanna Ploog | 2010-02-11 23:30:42 +0100 Clear "was cursed" inscription once an item is fully identified. -------------------------------------------------------------------------------- 8af7f20 | Johanna Ploog | 2010-02-11 22:54:35 +0100 Don't autoinscribe items with "was cursed" that you saw getting cursed. This should cover ?curse weapon/armour and mummy curses. The original intent was that items *found* cursed are more likely to have other unpalatable properties as well, such as a negative base type (hunger), bad randart properties or negative enchantment. Also inscribing items that became cursed at a later point muddles that purpose. -------------------------------------------------------------------------------- 04e1c26 | Robert Vollmert | 2010-02-11 21:44:03 +0100 Fix spacing in TSO religion screen. -------------------------------------------------------------------------------- d51ffcb | Robert Vollmert | 2010-02-11 21:43:57 +0100 Note Kiku weapon blessing on ^ screen. Fixes issue #365. Patch due to MarvintheParanoidAndroid. -------------------------------------------------------------------------------- e3fb41c | Robert Vollmert | 2010-02-11 20:04:06 +0100 Make confused monsters zap wands in random directions. Fixes issue #351. Previously, they always zapped beneficial wands at themselves, while they tried zapping other wands at their target (random?) if the tracer considered it useful. -------------------------------------------------------------------------------- 308721b | Jesse Luehrs | 2010-02-11 12:17:04 -0600 fix manually specified grid colors -------------------------------------------------------------------------------- ff2d9f8 | Johanna Ploog | 2010-02-11 18:33:01 +0100 mon-speak.cc: For friendly monsters, use player genus for relation check. Fixes #728. Could potentially cause problems with other speech, but I *think* relationship is currently only used for allies and for hostile orcs when directed at the Hill orc player, so as long as that isn't changed, we should be okay. Still, somewhat hacky, needs to be fixed for real sometime, but the monspeak code makes me want to cry... :( -------------------------------------------------------------------------------- 5b1a0d8 | David Ploog | 2010-02-11 18:05:24 +0100 Revert "Reduce weight of large rocks, from 600 to 400." This reverts commit f44f2bc6f575f26209d70243fb9ca7a07893bc59. The carrying capacity of ogres and trolls has been drastically increased, so the original reduction turned out to be a double boost; reverting. -------------------------------------------------------------------------------- b3865e2 | Adam Borowski | 2010-02-11 17:55:36 +0100 Don't break rest due to Cloud Mage's wizlab clouds. -------------------------------------------------------------------------------- 72c7dfa | Robert Vollmert | 2010-02-11 16:31:51 +0100 Make mimics unaffected by invisibility. Fixes issue #383. Invisible mimics sounds like more trouble than it's worth. -------------------------------------------------------------------------------- 6a17bcc | Robert Vollmert | 2010-02-11 16:19:44 +0100 Fix tracer giving away unid'ed exploding missiles (#358). This is a little messy. It would seem to be nicer if throw_it invoked a generalized player_tracer. -------------------------------------------------------------------------------- f5f0d14 | Robert Vollmert | 2010-02-11 16:19:43 +0100 Use mons_is_confused in handle_mon_spell. -------------------------------------------------------------------------------- af0adba | Robert Vollmert | 2010-02-11 16:19:43 +0100 Document confusedness functions better. -------------------------------------------------------------------------------- 0dafd2b | Robert Vollmert | 2010-02-11 16:19:42 +0100 mons_cast_noise: treat class-confused monsters as confused. Fixes vapours throwing beams at NONEXISTENT FOE (issue #483). Previously, the code was checking monster->confused(), which is false for butterflies, vapours etc. -------------------------------------------------------------------------------- c0a1ffe | Robert Vollmert | 2010-02-11 16:19:42 +0100 mons_cast_noise: Change default target to "something". It used to be "nothing", leading to ugly messages. Fixes issue #156. -------------------------------------------------------------------------------- 7a160c9 | Darshan Shaligram | 2010-02-11 20:27:06 +0530 Synchronise tide levels across all Shoals levels, so that high tide on one level implies high tide on all. -------------------------------------------------------------------------------- f7f503c | Jude Brown | 2010-02-11 22:45:02 +1000 Fix TroveMarker. -------------------------------------------------------------------------------- c030066 | Jude Brown | 2010-02-11 22:38:06 +1000 Overhaul of Troves, they now accept items. (dpeg) Troves now accept items. The back-story is that an imp offers to "lock" the portal, but then breaks it; the trove then requires a magical item (a high-value book, weapon, armour, ring or amulet from a shop; a robe of resistance or a gold dragon armour if your skills are high enough; or, a large stack of consumables) to open. Of course, you can still pay the full fee, but you will only have the originally specified time to do so. Todo: * change overview notes when the portal locks * see if items can function on the shopping list (unsure) There may be bugs and issues, of course, but I've tested every combination of accepted items (in artefact and non-artefact). It will also accept items with pluses greater then specified (may be a caveat). Shop search works, in theory; it's capped at 1000, which may need to be increased or reduced as necessary. I have't been able to get shop inventories properly added to the stash tracker, so I'll have to find a different way to test this. Finally, finally, done! -------------------------------------------------------------------------------- b5337eb | Jude Brown | 2010-02-11 22:37:30 +1000 Fix pluses wrapper for dLua items. Was previously not dLua-only. Also, now converted to a fuction, meaning that it can return multiple values instead of just pushing a single value that causes weird issues. -------------------------------------------------------------------------------- c0bc119 | Jude Brown | 2010-02-11 22:35:15 +1000 Fix artefact_name dLua wrapper. -------------------------------------------------------------------------------- 4bb5b31 | Robert Vollmert | 2010-02-11 13:09:35 +0100 Formatting fix. -------------------------------------------------------------------------------- ff094fb | Robert Vollmert | 2010-02-11 13:07:53 +0100 Make aptitude table a little wider. This guarantees two spaces between species name and the first aptitude, allowing the highlighting in ?% to work. Fixes #404. -------------------------------------------------------------------------------- a1e8f00 | Robert Vollmert | 2010-02-11 12:39:37 +0100 Mark gourmand usefull for ghouls. It makes clean chunks contaminated for them, providing better resiliance chances. Fixes issue #282. -------------------------------------------------------------------------------- 7d97ca2 | Robert Vollmert | 2010-02-11 12:25:50 +0100 Formatting of boolean expression. -------------------------------------------------------------------------------- d2511db | Robert Vollmert | 2010-02-11 12:24:01 +0100 Mark gourmand useful for non-full saprovores. If saprovore mutation level is below 3, gourmand will improve the chance of being able to eat contaminated/rotten meat. Fixes issue #349. -------------------------------------------------------------------------------- cb15cc8 | Robert Vollmert | 2010-02-11 12:01:38 +0100 Makes Che's ponderousify ability MP and failure-free. These costs are not interesting. Fixes issue #758. -------------------------------------------------------------------------------- ee0ab65 | Jude Brown | 2010-02-11 20:46:08 +1000 Artefact name wrapper for dLua items. -------------------------------------------------------------------------------- 5bec8c1 | Robert Vollmert | 2010-02-11 11:40:58 +0100 Remove artefact.h #include from goditem.h. -------------------------------------------------------------------------------- cb7da3d | Robert Vollmert | 2010-02-11 11:40:58 +0100 Split out melee_attack from fight.h. This means fight.h doesn't need to include artefact.h anymore, reducing dependencies. -------------------------------------------------------------------------------- 0eb8030 | Jesse Luehrs | 2010-02-11 04:00:02 -0600 friendly monsters shouldn't cast self-enchantments at the player -------------------------------------------------------------------------------- 5985eb7 | Jude Brown | 2010-02-11 19:36:36 +1000 Base type, sub type and ego wrappers for dLua items. Missile egos currently duplicate code; this is bad, but I don't really feel like rewriting how the missile ego naming is handled (which isn't paricularly well, at the minute). -------------------------------------------------------------------------------- 5f7004a | Jesse Luehrs | 2010-02-11 03:24:03 -0600 don't let monsters use emergency spells with a target against friendlies -------------------------------------------------------------------------------- 2baad9b | Jesse Luehrs | 2010-02-11 03:00:33 -0600 friendly monsters shouldn't cast dig at the player this chunk of code used to assume that BEH_SEEK monsters without an enemy in sight can't see the player (sorear said that friendliness used to be a BEH_ value). -------------------------------------------------------------------------------- a4d8bc5 | Jesse Luehrs | 2010-02-11 01:26:10 -0600 handle unseen branch display for hell, pan, and abyss properly -------------------------------------------------------------------------------- 4df1e6b | Jesse Luehrs | 2010-02-11 01:25:56 -0600 hell portals start showing up on d:21, not d:20 -------------------------------------------------------------------------------- 9cded01 | Jesse Luehrs | 2010-02-11 00:52:05 -0600 if we've found two of the lair branches, don't show the last as missing -------------------------------------------------------------------------------- c8eb201 | Jesse Luehrs | 2010-02-11 00:43:23 -0600 better formatting of seen vs unseen branch entries -------------------------------------------------------------------------------- b325115 | Jesse Luehrs | 2010-02-10 22:42:34 -0600 rename overmap -> dgn-overview (it's not a map!) -------------------------------------------------------------------------------- 9557d3d | Jesse Luehrs | 2010-02-10 21:31:35 -0600 don't even consider blessed blades for acquirement -------------------------------------------------------------------------------- 63489a2 | Jesse Luehrs | 2010-02-10 21:29:22 -0600 trog is divine -------------------------------------------------------------------------------- c9a460c | Jesse Luehrs | 2010-02-10 20:39:11 -0600 hunger is a temporary disability -------------------------------------------------------------------------------- b3ff7df | Charles Otto | 2010-02-10 20:17:00 -0500 Make evolution prioritize low count stacks of fruit Sort available fruit by quantity inside _collect_fruit -------------------------------------------------------------------------------- 01a16ea | Darshan Shaligram | 2010-02-11 04:35:50 +0530 Fix macro and keymap std::maps expanding until they contain all keysequences and subsequences ever entered by the user in one play session. The code to expand a macro or keymap checked for the existence of a macro using operator [], which meant that any input keysequence not already present in the macro map is added to it, and the map swells until it has absorbed all keystroke combinations. This leak is particularly egregious when combined with the way macros are tested: the entire keyboard buffer is checked for a macro; if no macro is found, one character is dropped off the end and the leading sequence is tested again, and so on. With the fix, the macro and keymap maps should contain only explicitly defined macros/keymaps. -------------------------------------------------------------------------------- 5b85f8c | Johanna Ploog | 2010-02-11 00:21:40 +0100 For Vampires of sufficient xp, always show the Bottle Blood ability. Obviously, you won't be able to bottle anything without corpses or with corpses that don't contain blood, but the messaging is now handled in butchery() and, as pointed out in Mantis issue 555, it is nicer for players to see the ability right away when it's announced. -------------------------------------------------------------------------------- 56594db | David Lawrence Ramsey | 2010-02-10 15:32:25 -0600 Add more wording fixes. -------------------------------------------------------------------------------- 4836fe4 | David Lawrence Ramsey | 2010-02-10 15:29:47 -0600 Add wording fixes. -------------------------------------------------------------------------------- 00e6ae7 | Eino Keskitalo | 2010-02-10 23:25:18 +0200 Add warnings to the doors of a rotten minivault. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 7ddaac0 | Eino Keskitalo | 2010-02-10 23:25:17 +0200 Use autoexplore stopper markers for Lemuel's fog generator vaults with statues placed for the purpose. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- a221e9a | Eino Keskitalo | 2010-02-10 23:25:16 +0200 Remove outdated info about loadmaps.lua. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 685d84a | Eino Keskitalo | 2010-02-10 23:25:15 +0200 Make silver hurt players according to how mutated they are. Adds 5% extra damage each level of mutation, up to double damage. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- e27bd1d | Adam Borowski | 2010-02-10 22:21:27 +0100 No worshipping Sif when not knowing any spells. Also, give a message for necromutation. -------------------------------------------------------------------------------- aaeaf07 | Darshan Shaligram | 2010-02-11 02:35:23 +0530 Remove autogenerated art-data.h, rltiles/dc-unrand.txt and rltiles/tiledef-unrand.cc from repository. art-data.pl no longer modifies artefact.h, but writes a new file called art-enum.h. -------------------------------------------------------------------------------- 28b4774 | Robert Vollmert | 2010-02-10 22:03:21 +0100 Make i_feel_safe messages more generic. This way they also fit when interrupting travel/explore. We could distinguish the cases, but this way seems fine. -------------------------------------------------------------------------------- 47e6ee9 | David Ploog | 2010-02-10 21:43:56 +0100 Remove testing PLACE: D:1. -------------------------------------------------------------------------------- 4977ad0 | David Ploog | 2010-02-10 21:41:16 +0100 Minor change to TGW's caged human kiku vault. -------------------------------------------------------------------------------- 1d09762 | Robert Vollmert | 2010-02-10 20:00:43 +0100 Make i_feel_safe take into account exposed monsters (~). Autoexplore will now not bring you next to a ~, though it won't make any efforts to route around them. -------------------------------------------------------------------------------- f1904f1 | Darshan Shaligram | 2010-02-11 00:18:28 +0530 [756] Serpent-scourge is now black mamba hide instead of anaconda hide (TGW). -------------------------------------------------------------------------------- 9efc26e | Eino Keskitalo | 2010-02-10 20:14:22 +0200 Make silver hurt the player according to player_is_shapechanged(). Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 880c1fb | David Lawrence Ramsey | 2010-02-10 11:55:17 -0600 Properly mark undead animated by Kiku's wrath as gifts of Kiku. -------------------------------------------------------------------------------- 6a4ec46 | Robert Vollmert | 2010-02-10 18:41:41 +0100 Fix apportation mentioning translucent walls falsely (#755). -------------------------------------------------------------------------------- eeb389e | Robert Vollmert | 2010-02-10 17:43:57 +0100 Fix crash in _finalise_tile for out-of-bounds cells. There's a check against is_secret_door(grd(gc)) which crashes for out-of-bounds gc. On the other hand, it seems that _finalise_tile never does any work for out-of-bounds squares anyway, since those should be whatever_UNSEEN. So put the call to _finalise_tile inside a bounds check. Likely fixes issue #753. -------------------------------------------------------------------------------- 14a8b5a | Johanna Ploog | 2010-02-10 16:38:29 +0100 On Vamp's mutation screen, don't say that bottling blood works with 'c'. -------------------------------------------------------------------------------- 6cbc9c3 | Eino Keskitalo | 2010-02-10 17:07:31 +0200 Separate spellbooks for Boris and Frederick. They used to use MST_LICH_IV, and when that got IOOD instead of Iron Shot, these changes went over to Boris and Frederick. Frederick gets the old MST_LICH_IV and Boris keeps the IOOD while replacing Mystic Blast with Iron Shot. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 6d29179 | Eino Keskitalo | 2010-02-10 17:07:30 +0200 Code cleanup: Keep the spellbooks of uniques and other monsters separate. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 631ba48 | Adam Borowski | 2010-02-10 16:05:21 +0100 Make the amulet of inaccuracy affect casting IOOD. -------------------------------------------------------------------------------- 68cbd3e | David Lawrence Ramsey | 2010-02-10 08:49:49 -0600 Add punctuation fix. -------------------------------------------------------------------------------- cc84489 | Robert Vollmert | 2010-02-10 15:25:15 +0100 Remove ASSERT against bolt.name. The bolts that previously had name "0" now have name "", and failed a !name.empty() assertion. -------------------------------------------------------------------------------- dd9e179 | Robert Vollmert | 2010-02-10 15:15:17 +0100 Remove bolt::invisible(). -------------------------------------------------------------------------------- 5463a99 | Robert Vollmert | 2010-02-10 15:15:16 +0100 Give ghosts spellcasting flags. Fixes issue #661. All ghosts now get MF_ACTUAL_SPELLS which seems questionable, but that can be fixed in bind_spell_flags() if necessary. -------------------------------------------------------------------------------- bbe824d | Adam Borowski | 2010-02-10 14:34:54 +0100 Rename hilariously misnamed you.your_level to you.absdepth0. -------------------------------------------------------------------------------- 923974d | Robert Vollmert | 2010-02-10 12:44:01 +0100 Rename bolt::type to bolt::glyph. -------------------------------------------------------------------------------- 87f30da | Robert Vollmert | 2010-02-10 12:39:16 +0100 Use beam::visible() in mons_cast_noise. This replaces the horrible visible_beam check. The check against bolt.type == ' ' is gone; with the previous changes to beams with DCHAR_SPACE, this should now be handled by the type == 0 check in beam::visible(). -------------------------------------------------------------------------------- b5910d6 | Robert Vollmert | 2010-02-10 12:24:29 +0100 Replace uses of DCHAR_SPACE with NUM_DCHAR_TYPES. DCHAR_SPACE was used for invisible beams, but this is a little questionable since drawing ' ' does actually have a visual effect. Now use NUM_DCHAR_TYPES as "no value", which will be translated to beam.type = 0, hence also cause beam::visible() to return false. -------------------------------------------------------------------------------- feff4d7 | Robert Vollmert | 2010-02-10 12:24:28 +0100 Make dchar_glyph return 0 for invalid arguments. In particular, return 0 for NUM_DCHAR_TYPES. -------------------------------------------------------------------------------- 8a9c315 | Robert Vollmert | 2010-02-10 12:24:28 +0100 Kill beam names starting with "0". This appears to have only been used for beam visibility checks in mons_cast_noise anymore. These beams now have name "" (or "agony" for the old "0agony"). Visibility will be tracked with beam::visible(), i.e. type == 0 || is_enchantment(). -------------------------------------------------------------------------------- 620b7dd | Robert Vollmert | 2010-02-10 12:24:28 +0100 Add convenience method beam::visible(). Also make visible(),invisible() public. -------------------------------------------------------------------------------- 7072607 | Robert Vollmert | 2010-02-10 12:24:28 +0100 mons_cast_noise: Add FIXME comment. -------------------------------------------------------------------------------- 7e15d7e | Robert Vollmert | 2010-02-10 12:24:27 +0100 Fix cset_* documentation (add trees). -------------------------------------------------------------------------------- e868565 | Robert Vollmert | 2010-02-10 12:24:06 +0100 Remove demon_beam_type. Its only use was broken. pbolt.type is the character used for drawing the beam; putting another enum in there caused smiting beams to be considered visible in the monster speech code. Fixes issue #467. -------------------------------------------------------------------------------- 7204e60 | Robert Vollmert | 2010-02-10 11:58:05 +0100 Remove unused _prompt_for_fruit. -------------------------------------------------------------------------------- 5db2703 | Haran Pilpel | 2010-02-10 07:18:37 +0200 Code cleanups for Fedhas abilities. _prompt_for_fruit does not seem to be used anywhere. -------------------------------------------------------------------------------- 5b03b93 | Charles Otto | 2010-02-09 21:55:07 -0500 Make evolution target moldy squares if no monsters can be found Make evolution auto-target unoccupied moldy squares if no suitable monsters are in range. -------------------------------------------------------------------------------- 76999ef | Charles Otto | 2010-02-09 21:13:35 -0500 Fix cursor move after after drawing sunlight Use the right coordinate system transformation when moving the cursor after drawing sunlight. -------------------------------------------------------------------------------- 1eaff64 | Charles Otto | 2010-02-09 21:05:33 -0500 Don't grow toadstools in harmful clouds (265) They will just get killed immediately if we do. This addresses mantis issue 265 (piety loss due to decomposition growing a toadstool in a player placed flame cloud). This seems like the simplest way to address the issue. -------------------------------------------------------------------------------- 9eca213 | Charles Otto | 2010-02-09 20:51:49 -0500 A stab at detailed descriptions for Fedhas -------------------------------------------------------------------------------- 8d7b629 | Charles Otto | 2010-02-09 20:35:01 -0500 Let beams auto-target active ballistomycetes -------------------------------------------------------------------------------- 295d11f | Charles Otto | 2010-02-09 20:20:14 -0500 Don't track the ballisto/spore creation chain It's not particularly interesting and I think there was an issue with the chain getting too long at some point. -------------------------------------------------------------------------------- 132fb23 | Charles Otto | 2010-02-09 20:11:49 -0500 Give experience if an ally destroys the last ballisto on the level Summons offer no defensive advantage in destroying ballistos so don't apply the 1/2 exp penalty either. -------------------------------------------------------------------------------- d6f54aa | Charles Otto | 2010-02-09 20:00:28 -0500 Give a message if the user attempts to evolve a tree. -------------------------------------------------------------------------------- 6be9191 | Charles Otto | 2010-02-09 19:53:04 -0500 Let evolution grow ballistomycetes on moldy open squares. Let evolution promote moldy squares in open space in to ballistomycetes for a piety cost. -------------------------------------------------------------------------------- b1773ce | Adam Borowski | 2010-02-10 01:34:35 +0100 Swap the order of M&F and Axes in the aptitudes table. This ordering makes more sense wrt the way cross-training works. -------------------------------------------------------------------------------- e4f2c12 | Adam Borowski | 2010-02-10 01:28:58 +0100 Document that Guardian Spirit does not protect from internal damage (poison and casting cost of Pain). -------------------------------------------------------------------------------- bc1d134 | Adam Borowski | 2010-02-10 01:00:38 +0100 Don't let tracers continue past features their beams can't destroy. -------------------------------------------------------------------------------- 0d47490 | Adam Borowski | 2010-02-10 00:23:53 +0100 Balance the discrepancy between hellfire vs AC and vs EV. The harsh way! Max damage has been reduced somewhat, but since it's an equivalent of 15 AC which even EV chars in Pan can be expected to have, they're not really any better off. -------------------------------------------------------------------------------- 565c41a | Robert Vollmert | 2010-02-09 23:20:37 +0100 Spacing fixes. -------------------------------------------------------------------------------- 86ba4da | Robert Vollmert | 2010-02-09 23:20:36 +0100 Some death processing cleanup. Morgue is now dumped after the death messages, so those should show up in the morgue. Fixes part of #752. -------------------------------------------------------------------------------- e5938d7 | Robert Vollmert | 2010-02-09 23:20:36 +0100 Improve get_last_messages loop. Should now dump n last noteworthy messages, not the noteworthy among the last n. Also fix a possible extra EOL. Finally, call flush_prev_message at start since that's appropriate, even though it's probably redundant. -------------------------------------------------------------------------------- 0f3c49d | Adam Borowski | 2010-02-09 22:45:10 +0100 Make orbs steer when needed, not only when badly off course. This has the effect of drastically improving accuracy again, but since accuracy was below 50%, we need to adjust the numbers anyway (probably putting spell power into the formula), and this change makes hitting or not less random. -------------------------------------------------------------------------------- 6ab6fed | Adam Borowski | 2010-02-09 22:45:10 +0100 Use mon.get_foe() instead of reinventing validness checks. -------------------------------------------------------------------------------- e36135c | Adam Borowski | 2010-02-09 22:45:10 +0100 Don't skip the cloud on the last position before IOOD hits. -------------------------------------------------------------------------------- f172ae2 | Haran Pilpel | 2010-02-09 23:33:20 +0200 Fix Chei ponderousify ability crashing if you used '*' to choose a bad item. -------------------------------------------------------------------------------- 47c9809 | Haran Pilpel | 2010-02-09 23:09:36 +0200 Implement n(n+1)/2 ponderousness boost for Chei (dpeg). No counter-nerf yet. -------------------------------------------------------------------------------- 1b56728 | Adam Borowski | 2010-02-09 21:58:17 +0100 ... and off-center by 0.25 square either to the left or right. This can be explained as using one of hands to cast. The result is decreasing accuracy at short range, while the direction change affected medium range the most. -------------------------------------------------------------------------------- fe6cfba | Adam Borowski | 2010-02-09 21:58:17 +0100 Make IOOD be off-direction at launch. It will then try to correct itself. -------------------------------------------------------------------------------- 334ead4 | Adam Borowski | 2010-02-09 21:58:17 +0100 Fix premature dissipation before the edge of LOS. -------------------------------------------------------------------------------- 01ad45f | Adam Borowski | 2010-02-09 21:58:17 +0100 Stop monsters from attacking IOODs. Make them immune to damage. -------------------------------------------------------------------------------- 0b3ad8d | Adam Borowski | 2010-02-09 21:58:17 +0100 Replace the fugly interface of calling mons_aligned() by mindex. -------------------------------------------------------------------------------- d046aeb | Adam Borowski | 2010-02-09 21:58:17 +0100 Make spells and missiles go past orbs of destruction. -------------------------------------------------------------------------------- 78a96a8 | Adam Borowski | 2010-02-09 21:58:16 +0100 Don't give reflected orbs a free move. -------------------------------------------------------------------------------- d821aeb | Haran Pilpel | 2010-02-09 22:51:12 +0200 Add "Out of range" message when targeting cells out of range. Message could be improved. -------------------------------------------------------------------------------- 1233d3d | David Lawrence Ramsey | 2010-02-09 14:23:11 -0600 Fix compilation. -------------------------------------------------------------------------------- 406c731 | David Lawrence Ramsey | 2010-02-09 14:17:54 -0600 Move blinking and stasis-related messages to canned_msg(). -------------------------------------------------------------------------------- 80952fa | David Lawrence Ramsey | 2010-02-09 14:06:32 -0600 Disallow both causing teleportation and allowing blinking on randart amulets of stasis. -------------------------------------------------------------------------------- 83a3e6e | David Lawrence Ramsey | 2010-02-09 14:01:01 -0600 Fix another message inconsistency. -------------------------------------------------------------------------------- 20be831 | David Lawrence Ramsey | 2010-02-09 13:54:41 -0600 Make sure that artefact amulets of stasis don't cause teleportation. -------------------------------------------------------------------------------- f4aea7c | David Lawrence Ramsey | 2010-02-09 13:54:26 -0600 Fix message inconsistency. -------------------------------------------------------------------------------- 2d53975 | Jesse Luehrs | 2010-02-09 12:43:07 -0600 remove accidentally committed file -------------------------------------------------------------------------------- 83b32f0 | David Ploog | 2010-02-09 17:17:08 +0100 Update CREDITS. Add Brett Foster (tinymouse). -------------------------------------------------------------------------------- 22032c9 | Robert Vollmert | 2010-02-09 17:12:39 +0100 Fix small message prefix bug. -------------------------------------------------------------------------------- fa7cfad | Robert Vollmert | 2010-02-09 17:12:38 +0100 Split up mons_cast_noise. Should be mostly functionally equivalent to before, though "UNSEEN BEAM" was lost. -------------------------------------------------------------------------------- 5fe51a1 | Johanna Ploog | 2010-02-09 17:26:43 +0100 Move Xom's "snakes to sticks" effect much higher in the order of effects. The fact that this effect only kicks in if certain conditions are met (there are hostile snakes around) already makes it much rarer than unconditional Xom effects. Besides, it's fun and comparatively harmless, so there's no need to make it rarer even than the lightning bolt. -------------------------------------------------------------------------------- 78d065f | Johanna Ploog | 2010-02-09 17:26:42 +0100 For Vampires, allow corpses as a valid choice for q*. Also, when aborting the quaff prompt hint about the proper command ('e') if there are corpses on the ground or in inventory. -------------------------------------------------------------------------------- 06800cb | Johanna Ploog | 2010-02-09 17:26:42 +0100 Update help on Vampires butchering/bottling blood. -------------------------------------------------------------------------------- b6825d8 | Johanna Ploog | 2010-02-09 17:26:42 +0100 Change Vampires bottling blood to a proper (a)bility. This is much less confusing and allows players to decide whether they want to butcher some bottleable corpses, e.g. for simulacra. -------------------------------------------------------------------------------- 51d572c | Jared Tinney (Twinge) | 2010-02-09 19:22:29 +1000 dlua mons.mimic check returns mimic type. Place-pop sorting. Place-pop script now groups mimics, dancing weapons, and very ugly things properly. Added sort by count option. Signed-off-by: Jude Brown -------------------------------------------------------------------------------- 03d233a | Jude Brown | 2010-02-09 19:12:33 +1000 A less hackish way of dealing with tiles for secret doors. Instead of using the last_tile trick, actually pick a tile from the surrounding area. This means that a secret door near a selection of wall with overridden tiles will attempt to use a variation of that base tile, instead of using the default tile for that feature type. This uses a slight hack of tile_flv.special, which I hope is okay. It may introduce some issues, the first of which I've noticed is that opened, previously detected secret doors occasionally appear to be half of a gate. My attempt to resolve this was to place: #ifdef USE_TILE env.tile_flv(p).special = 0; #endif in reveal_secret_door in main.cc, but doing this seemed to break everything else for reasons that I can't even begin to comprehend. I've also changed the assert in the _get_door_offset to simply return nothing if it's an invalid number; this will mean that features that have a tile, but are not cleared when convered to a door, will cause weird visual anomalies. -------------------------------------------------------------------------------- 8f81861 | Robert Vollmert | 2010-02-09 08:53:11 +0100 Flush messages manually before reading targeting key. This fixes for example the cycled target mode not being printed. -------------------------------------------------------------------------------- 4342669 | Jude Brown | 2010-02-09 16:38:00 +1000 Tweaks to mimic/dancing weapon properties (Twinge), monsterentry name. -------------------------------------------------------------------------------- fcca9c6 | Charles Otto | 2010-02-08 23:50:23 -0500 Make Fedhas forbid bone shards Make Fedhas forbid bone shards and update his dislikes to say no skeletons. I think allowing necromancy on skeletons in some contents and forbidding it in others is not very intuitive, so bone shards is forbidden for the sake of consistency. -------------------------------------------------------------------------------- ca541e3 | Tommy | 2010-02-08 21:28:07 -0600 Ogre hunters start with a club and a knife in stead of a hand axe (issue #38). -------------------------------------------------------------------------------- 8c8e372 | Jesse Luehrs | 2010-02-08 21:28:07 -0600 add cia alias for yobbo -------------------------------------------------------------------------------- 9c9e0cd | Charles Otto | 2010-02-08 22:07:04 -0500 Make active ballistomycetes show up in mlist and interrupt travel -------------------------------------------------------------------------------- 2e6ab6c | Charles Otto | 2010-02-08 22:06:47 -0500 Make friendly giant spores place friendly ballistos Along with that, only inflict piety loss for a level being cleared of ballistos rather than for each individual being destroyed. -------------------------------------------------------------------------------- f05ae9d | Charles Otto | 2010-02-08 22:06:32 -0500 Suppress ballisto activation for Fedhas worshipers Don't activate balliistomycetes if the player worships Fedhas (neutral ballistos spawning spores is annoying). When a ballisto dies draw a line to the Fedhas worshiper (if they are connected) instead of another ballisto. -------------------------------------------------------------------------------- ee8845d | Jude Brown | 2010-02-09 12:37:19 +1000 rltiles: tile_*_basetile function. Converts a variation of a tile to its base tile. For example, if the tile in question is TILE_WALL_NORMAL + 3 (a random offset), this function will return TILE_WALL_NORMAL. -------------------------------------------------------------------------------- 9b7644e | Jude Brown | 2010-02-09 12:31:33 +1000 Mimic, dancing weapon wrappers for dlua Monsters (Twinge). -------------------------------------------------------------------------------- 1909616 | Robert Vollmert | 2010-02-08 22:40:35 +0100 Break some overly long lines. -------------------------------------------------------------------------------- 873583f | Robert Vollmert | 2010-02-08 22:40:14 +0100 Change two reinterpret_cast to dynamic_cast (felirx). -------------------------------------------------------------------------------- 107302b | David Lawrence Ramsey | 2010-02-08 12:37:32 -0600 Add spacing fix. -------------------------------------------------------------------------------- f0f687b | Robert Vollmert | 2010-02-08 19:18:11 +0100 Use temporary messages instead of mesclr(force) in direction(). This makes the targeting prompt work more nicely with delayed messaging (fixes issues #612). Haran, do the modifications look good to you? Seems to work with both clear_messages and without, but may well have missed something. -------------------------------------------------------------------------------- fb1a8b7 | Robert Vollmert | 2010-02-08 19:18:05 +0100 Redo handling of temporary messages. Any number of temporary messages can now be printed by first setting a flag with msgwin_set_temporary(true). These messages may then be cleared from both history and message window by calling msgwin_clear_temporary. Calling msgwin_set_temporary(false) will make previously temporary messages permannet. -------------------------------------------------------------------------------- 68d1ef5 | Robert Vollmert | 2010-02-08 17:03:53 +0100 Tweak wording in fungal destruction message. -------------------------------------------------------------------------------- 3b7463e | David Ploog | 2010-02-08 12:38:58 +0100 New targeting help screen (x?). I removed the reference to targeting submerged creatures, as that is not possible anymore, right? -------------------------------------------------------------------------------- 78d8ab0 | David Ploog | 2010-02-08 11:37:02 +0100 s/targett/target/ And take care of capital letters. This seems to be problematic, bit I learned that it's "targeting" from Darshan :) -------------------------------------------------------------------------------- a3b5b85 | Robert Vollmert | 2010-02-08 11:15:11 +0100 Annotate exclusions based on map knowledge. This means proper annotations for remembered monsters. For detected monsters, append a "(detected)" to the description, which probably suffices with the current state of divinations. Note that env.map_knowledge will contain the detected base monster (mons_detected_base), so putting an exclusion on detected Anteaus will currently result in "ettin (detected)", or "small zombie (detected)" on a curse skull. At some point, we could add std::string mons_detected_class_name(monster_type) that would resolve MONS_ETTIN to "giant" if desired. -------------------------------------------------------------------------------- 29b3456 | Jesse Luehrs | 2010-02-08 03:03:52 -0600 show branch depths for undiscovered branches in ^O only branches that you are of the correct depth for are displayed -------------------------------------------------------------------------------- c4f3524 | Jesse Luehrs | 2010-02-08 03:02:13 -0600 make the branch depth possibilities a member of the branch struct -------------------------------------------------------------------------------- 189aaad | Jesse Luehrs | 2010-02-07 22:15:41 -0600 more proper stdarg usage (yobbo) -------------------------------------------------------------------------------- 64a6c9b | Haran Pilpel | 2010-02-08 01:00:44 +0200 Code cleanup and reorganization, mainly for process_command(). -------------------------------------------------------------------------------- 0f3bc77 | Charles Otto | 2010-02-07 17:30:14 -0500 Revert 51c89be, let ghosts worship Fedhas again Allow player ghosts to keep worshiping Fedhas since incorporeal undead aren't really against Fedhas' conducts at this point. -------------------------------------------------------------------------------- f0247fb | Robert Vollmert | 2010-02-07 22:46:44 +0100 Fix compilation (DID_CORPSE_VIOLATION name). -------------------------------------------------------------------------------- 1192336 | Robert Vollmert | 2010-02-07 22:40:13 +0100 Make outer labyrinth wall permarock. This should help clear up the metal wall confusion. -------------------------------------------------------------------------------- 508e7aa | Charles Otto | 2010-02-07 15:53:53 -0500 Make Fedhas only care about necromancy that affects corpses/chunks Alter Fedhas' necromancy conduct, now Fedhas only cares about a necromancy effects that involve corpses or chunks. -------------------------------------------------------------------------------- 382d8eb | Darshan Shaligram | 2010-02-08 02:03:18 +0530 Fix references to Shoal:X in place-pop usage text. -------------------------------------------------------------------------------- ec5210d | Robert Vollmert | 2010-02-07 21:20:07 +0100 Reduce chance of large unique clumps (greensnark, dpeg). Make unique placement chance drop steeply after three have been placed. This should reduce the huge numbers of uniques per level that have been occurring recently. -------------------------------------------------------------------------------- f803c1e | Robert Vollmert | 2010-02-07 21:19:11 +0100 Make Khufu silenceable again. Khufu was the only really odd one out; otherwise silenceable can be determined by glyph. Also, silence has been nerfed. -------------------------------------------------------------------------------- 12ab201 | Robert Vollmert | 2010-02-07 21:19:10 +0100 Fix message joining for "Things that are here:" variant. -------------------------------------------------------------------------------- b7dc864 | Darshan Shaligram | 2010-02-08 01:38:57 +0530 Fix rare crash in acquirement code (misplaced parenthesis). -------------------------------------------------------------------------------- 15b3bfe | Adam Borowski | 2010-02-07 20:58:00 +0100 Bring trapdoor spiders in line with other submergers. -------------------------------------------------------------------------------- 033400d | Adam Borowski | 2010-02-07 20:58:00 +0100 Drop an obsolete check for kraken submerging. -------------------------------------------------------------------------------- 907a602 | Darshan Shaligram | 2010-02-08 00:52:52 +0530 Add -groupuniques option to merge uniques into one record in place-population.lua. -------------------------------------------------------------------------------- 026c81c | Adam Borowski | 2010-02-07 19:29:10 +0100 Assign the IOOD's final beam loudness so it causes noise on hit. -------------------------------------------------------------------------------- b850c5b | Adam Borowski | 2010-02-07 19:29:10 +0100 Randomize IOOD's initial move, slowing it a bit so there's no guaranteed range where it does instant damage. -------------------------------------------------------------------------------- e0ae6c5 | Darshan Shaligram | 2010-02-07 23:54:16 +0530 [585] Fix aquamancers firing icicles through friendlies. -------------------------------------------------------------------------------- f40811b | Charles Otto | 2010-02-07 13:21:32 -0500 Make Fedhas congratulate you on dying. -------------------------------------------------------------------------------- 0830070 | Charles Otto | 2010-02-07 13:21:10 -0500 Use the circles version of Fedhas' oklob retribution more often Make Fedhas use the concentric circles version of oklob retribution more often (relative to the single circle version, the chance of getting oklobs relative to other forms of retribution is unchanged). This commit allows the oklob circle to be placed as low as radius 4, previously it could only be placed at radius 6. -------------------------------------------------------------------------------- 426c914 | Darshan Shaligram | 2010-02-07 23:37:23 +0530 Make "oStasis behave more consistently with ARTP_PREVENT_TELEPORT (Textmode). -------------------------------------------------------------------------------- 5001258 | Darshan Shaligram | 2010-02-07 23:25:52 +0530 Make Xom less likely to polymorph plants, since Lair and Shoals now have lots of plants. -------------------------------------------------------------------------------- 01aa19d | Robert Vollmert | 2010-02-07 18:46:17 +0100 Give some liches IOOD. It replaces iron shot in MST_LICH_IV. Maximal damage is similar, with reduced variance. Unlike iron shot, it can't be dodged at short range; on the other hand, it can be avoided entirely at long range. -------------------------------------------------------------------------------- c18bf31 | Charles Otto | 2010-02-07 12:37:01 -0500 Give Fedhasites a message about not walking through trees. Print a message when a Fedhas worshiper fails to walk through a tree. -------------------------------------------------------------------------------- 8cdc8ec | Enne Walker | 2010-02-07 12:21:54 -0500 [470] Fix opaque white shallow water in tiles. Alpha testing is apparently not a dependable feature of OpenGL. Instead, provide an alternate method of drawing submerged tiles that does not depend on it. The older (better looking, in my opinion) behavior can be enabled via an option. It's off by default, so that folks don't file bug reports about shallow water. -------------------------------------------------------------------------------- a4b0978 | Charles Otto | 2010-02-07 12:19:21 -0500 Give a more informative message when Fedhas' spores fail. Give a more informative message when Fedhas' reproduction ability fails due to no corpses being in range. -------------------------------------------------------------------------------- 09cbcdb | Charles Otto | 2010-02-07 12:02:59 -0500 Merge branch 'master' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref into local_master -------------------------------------------------------------------------------- 02be416 | Johanna Ploog | 2010-02-07 18:23:07 +0100 Use menu colours for colouring corpses in the distillation prompt. This should make it easier to only distill the poisonous or contaminated corpses out of a stash of them. -------------------------------------------------------------------------------- a031a2d | Johanna Ploog | 2010-02-07 18:23:07 +0100 Abort Fulsome Distillation without costs if there aren't any corpses. You can still lose mp and the turn by miscasting, of course. -------------------------------------------------------------------------------- 53e0734 | Johanna Ploog | 2010-02-07 18:23:07 +0100 Indent player editor command list. -------------------------------------------------------------------------------- f954f25 | Johanna Ploog | 2010-02-07 18:23:06 +0100 Tweak two player doll hair tiles. -------------------------------------------------------------------------------- 1b69201 | Charles Otto | 2010-02-07 12:01:09 -0500 Merge ballistomycete changes from spore_trails -------------------------------------------------------------------------------- 90cdd10 | Darshan Shaligram | 2010-02-07 21:42:13 +0530 Restore active armour training to 1.5 per successful train attempt -- went to 1 when light/heavy training distinction was removed (78291). -------------------------------------------------------------------------------- 7b71f78 | Darshan Shaligram | 2010-02-07 20:44:24 +0530 [597] Fix uniques not being placeable on encompass levels (Murray could not be generated). -------------------------------------------------------------------------------- af55d9e | Robert Vollmert | 2010-02-07 16:08:31 +0100 Hack monster pathfinding to respect opacity_no_trans. This means that monsters will now try to path-find around things that block opacity_no_trans, which is currently solid features as well as (oklob) plants, fungi, bushes. We could add other immoblie monsters there, but they're unlikely to block movement, so I'm leaving it for now. Eventually (0.7?) we should redo monster pathfinding based on a monster movement "opacity". -------------------------------------------------------------------------------- a9af525 | Robert Vollmert | 2010-02-07 16:08:30 +0100 Make trees and plants block opacity_no_trans. opacity_no_trans is used for you.trans_wall_block, which in turn is used in monster pathfinding. This fixes some pathfinding issues in the new woody swamp. If the "no_trans" opacity is used for other purposes, this change may also have negative side-effects. -------------------------------------------------------------------------------- 6be404b | Johanna Ploog | 2010-02-07 15:47:37 +0100 Update location of development documentation listed in the FAQ. -------------------------------------------------------------------------------- 0bf80e9 | Johanna Ploog | 2010-02-07 15:47:37 +0100 Actually add the generated FAQ.html. Incidentally, the most recent version can now also be found on the Wordpress site. -------------------------------------------------------------------------------- cb7e25f | Johanna Ploog | 2010-02-07 15:47:37 +0100 Tweak FAQ.txt to make it work nicely in html format. Also, be nicer about saying "no". :p -------------------------------------------------------------------------------- 91adc17 | Johanna Ploog | 2010-02-07 15:47:37 +0100 Add a script FAQ2html.pl that translates FAQ.txt into docs/FAQ.html -------------------------------------------------------------------------------- 22cbbeb | Darshan Shaligram | 2010-02-07 19:44:05 +0530 Make place-population report shapeshifters correctly, and merge hydras and ugly things when counting. -------------------------------------------------------------------------------- 609e8d3 | Darshan Shaligram | 2010-02-07 19:10:08 +0530 Remove monster from mgrd before firing death event to Lua (due). This fixes the zombie in tgw_kikubaaqudha being generated at a random spot on the level. -------------------------------------------------------------------------------- 2bafbfd | Darshan Shaligram | 2010-02-07 18:05:28 +0530 Disable bands for OOD monsters (due). OOD monsters can only be generated in bands after 1.4k turns spent on D:1, or 1.4k - 117 * depth turns spent on any level. -------------------------------------------------------------------------------- 1541932 | Robert Vollmert | 2010-02-07 12:49:57 +0100 Fix message window clearing after disabled more prompts. Fixes arena crash (greensnark). We're still clearing the message window after --more-- prompts, but might consider just scrolling off without delayed messaging. That would need some way of marking the last message before scrolling however (first column + or red _?). Not for now. -------------------------------------------------------------------------------- d47e73b | Darshan Shaligram | 2010-02-07 16:05:37 +0530 Fix confusing comment (due). -------------------------------------------------------------------------------- 69d995e | Darshan Shaligram | 2010-02-07 15:06:49 +0530 Fix lingering references to Shoal:X (due). -------------------------------------------------------------------------------- e483324 | Darshan Shaligram | 2010-02-07 15:01:50 +0530 Fix hydra zombies being allowed to multitarget (oops). -------------------------------------------------------------------------------- 4b0d9de | Darshan Shaligram | 2010-02-07 13:54:26 +0530 Allow the Lernaean hydra to target multiple enemies in one attack round. -------------------------------------------------------------------------------- 4531970 | Darshan Shaligram | 2010-02-07 13:50:52 +0530 Restore the Lernaean hydra's multi-head attack (Grimm). -------------------------------------------------------------------------------- ab0c02b | Darshan Shaligram | 2010-02-07 13:26:26 +0530 Use better flood when deepening water in Shoals to avoid rectangular deep water outlines at low tide. -------------------------------------------------------------------------------- e5bdef8 | David Lawrence Ramsey | 2010-02-06 20:20:32 -0600 Tweak wording. -------------------------------------------------------------------------------- cf82e8e | David Lawrence Ramsey | 2010-02-06 18:55:07 -0600 Add changelog entry. -------------------------------------------------------------------------------- de215a2 | Johanna Ploog | 2010-02-07 01:55:48 +0100 Add a short description for non-items examined in the shopping list. It's just too odd not to get any description at all. -------------------------------------------------------------------------------- 9137970 | Johanna Ploog | 2010-02-07 01:55:48 +0100 Fix crashes when attempting to examine Ziggurats in the shopping list. Instead attempting to examine a Ziggurat now fails to do anything. There's nothing we _could_ do (except hardcode a description) since a description can't even be accessed via database. -------------------------------------------------------------------------------- 84d9e8c | Johanna Ploog | 2010-02-07 01:55:48 +0100 Add a FAQ item on labyrinths. -------------------------------------------------------------------------------- 6135978 | Stefan O'Rear | 2010-02-06 16:30:03 -0800 Add Twinge to the name remapping tables -------------------------------------------------------------------------------- f88ad30 | Jared Tinney (Twinge) | 2010-02-07 10:12:10 +1000 41 more monster XP tweaks, zombie/skeleton XP fix. (Second XP pass) Signed-off-by: Jude Brown -------------------------------------------------------------------------------- 3741803 | Robert Vollmert | 2010-02-06 23:39:28 +0100 Never use last message line when not using the + prompts. Probably fixes issue #716. -------------------------------------------------------------------------------- 806551a | Johanna Ploog | 2010-02-06 23:59:55 +0100 Autopickup chunks after butchery involving gloves (un)equipment. -------------------------------------------------------------------------------- 1ed7652 | Johanna Ploog | 2010-02-06 23:59:55 +0100 viewmap.cc: Add #ifndef USE_TILE around _get_feat_glyph() definition. -------------------------------------------------------------------------------- 79218e3 | Robert Vollmert | 2010-02-06 23:08:17 +0100 Nerf silence. Radius is now variable, depending on remaining duration. The radius starts shrinking with 43 turns to go, and the last 6 turns only the center (you) is silenced. Pre-squared radius is reduced linearly from 37 = 6*6+1, which means that radius is reduced like sqrt(dur) (slowly at large radius, and faster near the end). For reference, cast_silence has: you.increase_duration(DUR_SILENCE, 10 + random2avg(pow,2), 100); That's at least 10 turns, at most 100. At 50 power (mid-game enchanter) you'll get an average of 35, which means you'll usually start below maximal radius. I think that's ok probably, but this could obviously be tweaked. Seeing how difficult it is to reach high power, we could even consider raising the maximal radius by a bit. The scroll has power 25, so it will start at radius just under 5 on average. One problem with this is that you can now precisely read off the duration from the radius, though I don't think it's a problem. I have some code to offset the radius by a random amount, walking from -3 to +3 over time. But that's a somewhat inelegant solution (new field in player, etc.). -------------------------------------------------------------------------------- 6f3ab2f | Robert Vollmert | 2010-02-06 23:03:05 +0100 Show actual power in wizard mode spell-casting screen. I think this is a useful change, but it does prohibit testing of the bar display in wizard mode. -------------------------------------------------------------------------------- e13581f | Robert Vollmert | 2010-02-06 23:03:05 +0100 Change max message length for merging from 30 to 40. -------------------------------------------------------------------------------- 218157d | Robert Vollmert | 2010-02-06 23:03:05 +0100 Make msg_min_height default to 7. Previously, the message window defaulted to height 7 in 24 line terminals, but only 6 in 25 line terminals, leading to some confusion. Fixes issue #713. -------------------------------------------------------------------------------- eab5932 | Robert Vollmert | 2010-02-06 22:04:22 +0100 Minor cleanup. -------------------------------------------------------------------------------- c2518ba | Robert Vollmert | 2010-02-06 22:04:22 +0100 Disable "Items here: " message joining. -------------------------------------------------------------------------------- cd1fecc | Robert Vollmert | 2010-02-06 22:04:22 +0100 Improved joining of short messages. They will now only be joined if they fit together in a message line. There's still the arbitrary restriction of <= 30 characters, though I guess that could be dropped or raised. mpr() has an extra parameter (ugh) to disable joining. force_more messages are guaranteed a single line. There's now a check_join() that could be adapted to filter out certain channels or messages, possibly by user configuration at some point should that be necessary. For now, MSGCH_EQUIPMENT is prevented from joining, fixing the problems with commands [" etc, though it may affect too many messages. If you find messages joining up that shouldn't, please add to dcss:feedback:interface:messagewindow on the cdo wiki. -------------------------------------------------------------------------------- 751d759 | Robert Vollmert | 2010-02-06 22:04:22 +0100 Add local msgwin_line_length() to read effective message window width. -------------------------------------------------------------------------------- f870be6 | Robert Vollmert | 2010-02-06 22:04:22 +0100 Fix floor item listing message line calculations. -------------------------------------------------------------------------------- ab65b16 | Robert Vollmert | 2010-02-06 22:04:21 +0100 Export effective message window height with msgwin_lines(). -------------------------------------------------------------------------------- 83cab06 | Johanna Ploog | 2010-02-06 22:13:38 +0100 Prefer swapping to a butchery tool to unequipping gloves. Will automatically unequip gloves if: * You have no butchery tools in inventory. * You are wielding a cursed non-cutting weapon. * You are wielding a non-cutting weapon of distortion. Otherwise swaps to or prompts for a butchery tool, as normally. -------------------------------------------------------------------------------- 4d1fc6f | Johanna Ploog | 2010-02-06 22:13:38 +0100 Fix typo. -------------------------------------------------------------------------------- e020215 | Johanna Ploog | 2010-02-06 22:13:38 +0100 Experimentally use the piety pool for large piety gains (Jiyva, Ely). Two issues: * amulet of faith gets applied twice * How do we bring across the mechanism? It may not be obvious to the player why they get a new piety status many turns after a sacrifice when they are just idly walking around or resting. -------------------------------------------------------------------------------- fad7d4b | Adam Borowski | 2010-02-06 21:44:30 +0100 Forbid amphibious monsters from submerging in floor. -------------------------------------------------------------------------------- 8918365 | Haran Pilpel | 2010-02-06 20:46:46 +0200 Handle monsters exposed via clouds and shallow water. -------------------------------------------------------------------------------- 8613cd6 | Haran Pilpel | 2010-02-06 19:58:17 +0200 Fix extraneous periods in monster description prompt. -------------------------------------------------------------------------------- 1569796 | Johanna Ploog | 2010-02-06 19:13:48 +0100 Replace orb guardian tile with Porkchop's new design. As usually, the old tile can be found in the UNUSED folder. -------------------------------------------------------------------------------- d086a66 | David Ploog | 2010-02-06 16:23:42 +0100 Add comments and todo for new vault. -------------------------------------------------------------------------------- a5a4e97 | David Ploog | 2010-02-06 16:21:23 +0100 Kikubaaqudgha altar vault by TGW. -------------------------------------------------------------------------------- 8ec5c1e | Johanna Ploog | 2010-02-06 16:28:34 +0100 release.txt: Update information about updating the website. -------------------------------------------------------------------------------- 578e317 | Haran Pilpel | 2010-02-06 16:04:01 +0200 Make target(t)ing describe monster status, enchantments, etc. Some minor refactoring in mon-stuff which hopefully didn't break anything. -------------------------------------------------------------------------------- a872382 | David Lawrence Ramsey | 2010-02-06 07:36:14 -0600 Don't mark weapons of distortion as chaotic or potentially unholy anymore. It's too harsh for worshippers of good gods who find distortion weapons early. Leave the is_potentially_unholy_item() function in as a stub, however. -------------------------------------------------------------------------------- 6326856 | David Ploog | 2010-02-06 11:35:02 +0100 Add Andrew Minton (minmay) to CREDITS. -------------------------------------------------------------------------------- 052ca7a | Jude Brown | 2010-02-06 19:53:51 +1000 Fix missing description for permanent Bazaars (clouded). -------------------------------------------------------------------------------- f939c59 | David Lawrence Ramsey | 2010-02-05 21:37:00 -0600 Fix comment. -------------------------------------------------------------------------------- ae5305b | David Lawrence Ramsey | 2010-02-05 21:35:36 -0600 Give (very) ugly things two more random attack types, for flavor. -------------------------------------------------------------------------------- 41895e6 | Johanna Ploog | 2010-02-05 23:35:28 +0100 travel.cc: Remove the SAFE_EXPLORE compile-time flag. The new travel algorithm (avoiding cutting corners) has been in for months and there have been no complaints, so I see no reason to make it optional. -------------------------------------------------------------------------------- d361048 | David Lawrence Ramsey | 2010-02-05 15:34:06 -0600 Mark weapons of distortion as chaotic and potentially unholy. Rationale: The Banishment spell is considered chaotic and unholy, and the distortion effects aside from banishment are chaotic. -------------------------------------------------------------------------------- e4629a5 | David Lawrence Ramsey | 2010-02-05 15:12:11 -0600 Resort brand priorities for whips to better match other weapons. -------------------------------------------------------------------------------- 73dc3e1 | Darshan Shaligram | 2010-02-06 02:35:03 +0530 [Mantis 669] AC and shield penalties/training should not check melded armour. -------------------------------------------------------------------------------- 9bbda8a | David Ploog | 2010-02-05 21:55:45 +0100 Added a great number of temple entry vaults (minmay). -------------------------------------------------------------------------------- 24119d6 | David Ploog | 2010-02-05 20:37:08 +0100 Add many vaults by Minmay. Split up mini.des. Added almost all minivaults from http://crawl.develz.org/mantis/view.php?id=646 (although one ended up in zot.des and another in float.des). Also, I found mini.des to be annoyingly large, so split it up into mini.des - dummy, default depths, notes for designers mini_features.des - minivaults without monsters mini_monsters.des - minivaults with monsters -------------------------------------------------------------------------------- 0fbdbf6 | Robert Vollmert | 2010-02-05 19:54:19 +0100 Make sure joining punctuation is always light gray. -------------------------------------------------------------------------------- eded381 | Robert Vollmert | 2010-02-05 19:08:50 +0100 Quiet Controlled Blink. Previously, it woke everything within radius 7, which just about killed it for stabbers. This might need checking once the noise system is revisited. -------------------------------------------------------------------------------- 0cddfde | Robert Vollmert | 2010-02-05 18:46:25 +0100 Optionally join short messages into one line. This happens if all messages are short enough (< 30 characters currently) and on the same channel. If people like this, but messages that shouldn't go together are being joined, we should consider differentiating them by creating more channels if that's appropriate. -------------------------------------------------------------------------------- cf870ab | Robert Vollmert | 2010-02-05 18:46:05 +0100 New option msg_condense_short. Implemented in following commit. -------------------------------------------------------------------------------- 462e02e | Robert Vollmert | 2010-02-05 18:45:59 +0100 Utility method message_item::pure_text. -------------------------------------------------------------------------------- a04ec49 | Robert Vollmert | 2010-02-05 17:24:05 +0100 Add option small_more. Default is true, which means to use the small + more prompts with delayed messaging. Set to small_more = false to disable, giving up one line of messages. -------------------------------------------------------------------------------- 8cde5a3 | Johanna Ploog | 2010-02-05 17:18:00 +0100 Update, tweak and reorder some FAQ entries. Among others, I changed all references from SourceForge to Mantis. -------------------------------------------------------------------------------- ed34442 | Robert Vollmert | 2010-02-05 16:08:44 +0100 Change feature list glyph colouring. For one, pass the result through real_colour, which should fix missing Beogh altars and others (issue #706). Also, monsters over features should now not affect the feature colour (issue #568). -------------------------------------------------------------------------------- a51b44c | Johanna Ploog | 2010-02-05 15:59:51 +0100 In the help screen, rename "List of keys" -> "List of commands". -------------------------------------------------------------------------------- 0a26003 | Johanna Ploog | 2010-02-05 15:59:51 +0100 At game start, print a message mentioning the '?' command. Hopefully, this will make the game more accessible to newbies. The help screen is rather full, but the "List of keys" is listed at the top left, so that should be okay. If anyone is really bothered the message, they can mute it. :p -------------------------------------------------------------------------------- 39cdb71 | Robert Vollmert | 2010-02-05 14:50:19 +0100 Call msgwin_got_input from direction(). This should mean that the direction() prompt will now scroll away without causing a --more-- prompt. -------------------------------------------------------------------------------- d802ec6 | Robert Vollmert | 2010-02-05 14:50:19 +0100 Make wiz-mode acquirement interact with message window properly. This is an example of how to interact with the message window in order to avoid extra --more-- prompts. -------------------------------------------------------------------------------- 3abbc56 | Robert Vollmert | 2010-02-05 14:50:19 +0100 Improved input tracking in message window. --more-- prompts now don't rely just on messages-since-last-mesclr(), but on messages since last user input. This 'last user input' needs to be told to the message window, most easily by using msgwin_prompt/msgwin_reply/msgwin_get_line for user interaction. Using these is also required to have the user input show properly in the message window. Or you can notify of input manually with msgwin_got_input. -------------------------------------------------------------------------------- 166f762 | Robert Vollmert | 2010-02-05 14:50:18 +0100 Add msgwin_got_input() to notify message window of input. -------------------------------------------------------------------------------- 9287c02 | Robert Vollmert | 2010-02-05 13:24:51 +0100 Abort travel when not feeling safe. Previously, i_feel_safe() was only called when starting travel. One might consider skipping the call to i_feel_safe(want_move = false) when resting as that's unnecessary work. This is one extra call to i_feel_safe() per turn -- considering how often it is already being called, this is unlikely to have a large performance impact. This makes travel/explore/resting actually interact with mimics and the like halfways sensibly, without even requiring the use of runrest_ignore_*. Fixes issues #126, #652. -------------------------------------------------------------------------------- 1c68505 | Robert Vollmert | 2010-02-05 13:24:51 +0100 Revert "Make travel refuse to enter cells adjacent to mimics." This reverts commit 468b5880fcee3bc59677b3a963ba47c819674ae5. Fixes issue #690: As due noted, the additional check in is_travelsafe_square is possibly too expensive: showing the colour coded X map now takes over a second on his computer. To reproduce, go to vault:8, teleport to a corner, magic map and detect monsters, and then bring up the X map. Also, this leaks information: After magic mapping, you'll see all monster locations by the grayed out cells on the X map. autotravel/explore should work on player knowledge only, hence shouldn't consider the actual monster grid (monster_at, mons_is_safe) but only env.map_knowledge(c).mons (remembered monster class). -------------------------------------------------------------------------------- 439b3e8 | Robert Vollmert | 2010-02-05 13:24:51 +0100 Convert ch_mon_is_safe to pass monster_info* instead of monsters*. This fixes the bug with runrest_ignore_monster not working. The actual cause of that bug may still be a bug -- the problem seemed to lie with accessing mon.name for the Lua monsters* wrapper. -------------------------------------------------------------------------------- 868cb59 | Robert Vollmert | 2010-02-05 13:24:50 +0100 Allow passing of monster_info arguments via CLua::push_args. These are marked as 'I'. -------------------------------------------------------------------------------- a85e4c5 | Robert Vollmert | 2010-02-05 13:24:50 +0100 Allow lua code to access monster_info description. This is not really safe since it accesses the underlying monsters*; it would be preferable to generate the necessary info on construction of the monster_info instance and not storing the monsters* pointer. -------------------------------------------------------------------------------- f881a22 | Robert Vollmert | 2010-02-05 13:24:50 +0100 Add missing "else" statements in option parsing. That whole nested "if" could probably be improved. Judging from the one MSVC related comment, this may break the MSVC compile. Please #ifndef some of the "else" in that case. -------------------------------------------------------------------------------- 9bdb925 | David Ploog | 2010-02-05 11:44:23 +0100 Ensure Jiyva altar at the Slime entry. This is temporary, for testing purposes. -------------------------------------------------------------------------------- e26c51a | Robert Vollmert | 2010-02-05 10:39:51 +0100 Make draconian scales force_more catch all colours. -------------------------------------------------------------------------------- e5049f4 | Adam Borowski | 2010-02-05 10:37:51 +0100 Fix saving floats on big endian 64 bit arches. -------------------------------------------------------------------------------- dbe4be8 | Adam Borowski | 2010-02-05 10:37:51 +0100 Don't have stash tracking use separate versioning. Drop another int-in-float abuse. -------------------------------------------------------------------------------- ab4793b | Robert Vollmert | 2010-02-05 10:29:31 +0100 Always clear message window after more() prompts. Fixes issue #695. Possibly this window clear could be conditional on settings. It might be not be necessary to clear the window at all with clear_messages=false. -------------------------------------------------------------------------------- d2cb599 | Robert Vollmert | 2010-02-05 10:27:29 +0100 Add level gain force_more_message lines to default config. This replaces (some of) the previously removed more() calls in a user configurable way. -------------------------------------------------------------------------------- 3678259 | Robert Vollmert | 2010-02-05 10:25:36 +0100 Remove more() prompts on level gain entirely. There was some weird skip_more code relating to macros that should really already be handled by message.cc:more() -- at any rate this shouldn't be a problem now that more prompts have been removed. Also make dubious calls to redraw_screen() tiles only -- I assume they're there to force a player doll redraw. -------------------------------------------------------------------------------- ce17b80 | Eino Keskitalo | 2010-02-05 08:22:54 +0200 Fix Shoals Ziggurat levels. (wya & jarpiain) Fixes Mantis issue #699. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 37beeaf | David Lawrence Ramsey | 2010-02-04 12:55:36 -0600 Since Wayne is a dwarf, give him dwarven equipment. -------------------------------------------------------------------------------- 51004da | Adam Borowski | 2010-02-04 17:23:24 +0100 Another aquarium, the fish shouldn't submerge. -------------------------------------------------------------------------------- 2f01f03 | Johanna Ploog | 2010-02-04 16:35:02 +0100 Add LoginError's tiles for potions of brilliance/agility. -------------------------------------------------------------------------------- 396be56 | Johanna Ploog | 2010-02-04 15:59:19 +0100 Apply felirx' patch, adding indication of loading state at game start. Only happens for Tiles games when tile_title_screen == true. If said option is set to false, or I'd guess in ASCII games, the screen stays entirely black until the game has finished loading the database and level maps. -------------------------------------------------------------------------------- b7e8e24 | Adam Borowski | 2010-02-04 14:22:58 +0100 Fix DOS compilation. Move this DOS-only include to AppHdr.h. -------------------------------------------------------------------------------- bcf4fef | Adam Borowski | 2010-02-04 13:38:44 +0100 Extend time counters from 23 bits (float) to 31 bits (int). In most places, they were stored as doubles (mantissa of 52 bits), but often passed as floats (mantissa 23 bits). Such bugs were present in stabwound's 92M turns game but in that version of Crawl we didn't use absolute counters for much and turn count was (and is) an int so nothing was visibly broken. In current Crawl, it would either crash or trigger an assert due to counters not adding up. This commit drops all abuses of double to store integer values. -------------------------------------------------------------------------------- f10e230 | Adam Borowski | 2010-02-04 13:38:44 +0100 Hush a compiler warning (can't happen). -------------------------------------------------------------------------------- 38ace87 | Adam Borowski | 2010-02-04 13:38:44 +0100 Comment out a debug message that's too spammy for normal debugging. -------------------------------------------------------------------------------- 117fd1b | Adam Borowski | 2010-02-04 13:38:44 +0100 Add a time limit of ~200M turns, to safeguard against time wraps. -------------------------------------------------------------------------------- ae68d65 | Robert Vollmert | 2010-02-04 13:33:28 +0100 Fix inverted logic in actor::set_position. This is another attempt at fixing recent monster LOS bugs. Also call monsters::reset() at the start of monsters::init_with(), as reset() zeroes some things that init_with doesn't touch. -------------------------------------------------------------------------------- a236727 | Robert Vollmert | 2010-02-04 11:35:34 +0100 Simplify handling of glowing missiles. They're now treated like weapons, in that the "glowing" remains until pluses are known. Fixes issue #686. -------------------------------------------------------------------------------- 34b625b | Robert Vollmert | 2010-02-04 11:35:25 +0100 Identify missile ego before throwing message. This should make sure that a kobold doesn't fire one glowing dart, and then darts of reaping, without any effect explaining the identification in between. It's not clear to me that missile egos should identify at all without obvious effect, but going with what we have now. -------------------------------------------------------------------------------- 5536d4f | Robert Vollmert | 2010-02-04 09:47:06 +0100 Restore condensing of multi-turn messages. This requires deferring the output of the new-turn indicator until flushing messages, instead of flushing at the start of each turn. -------------------------------------------------------------------------------- fd3627e | Charles Otto | 2010-02-03 20:37:31 -0500 Lower the ballisto activation cap Given the connectivity constraints, 25 seems like a better place for the cap since it is now based on the number of ballistos in a connected group rather than over the entire level. -------------------------------------------------------------------------------- 3f35257 | Johanna Ploog | 2010-02-04 02:18:03 +0100 fight.cc: Only identify_mimic(defender) after the attack took place. This fixes Mantis 412, unknown mimics being stabbable. Also, identifying mimics early resulted in a mimic being identified even if you fumble the attack. The wall protection check returns before player_attack(), so mimics in walls would not be identified, but that's not gonna happen anyway. Right? -------------------------------------------------------------------------------- fbe3fad | Johanna Ploog | 2010-02-04 01:45:54 +0100 Hardcode monster list description of several mimics as "mimics". This to avoid several mimic types being described as "piles of gold". Very hacky! Is there any reason why gold mimics get a special name? Also, I can understand that having an appropriate mimic type might be interesting for vault design or in case we decide to restrict item generation by type in certain branches, but wouldn't it be easier to just have one mimic type and enforce the base type (if necessary) differently? -------------------------------------------------------------------------------- 7ab7353 | Charles Otto | 2010-02-03 19:39:42 -0500 Merging master -------------------------------------------------------------------------------- a918474 | Charles Otto | 2010-02-03 19:21:20 -0500 Display text for mold when 'x'ing around Also changes the mold description text. -------------------------------------------------------------------------------- 9a9b508 | Charles Otto | 2010-02-03 19:14:20 -0500 Don't place mold under ballistomycetes Also make having a ballisto on a square count for the activation connectivity check. -------------------------------------------------------------------------------- fae6dad | Johanna Ploog | 2010-02-04 01:05:52 +0100 In mons_is_safe(), treat all unknown mimics as safe. -------------------------------------------------------------------------------- 468b588 | Johanna Ploog | 2010-02-04 00:42:47 +0100 Make travel refuse to enter cells adjacent to mimics. Unfortunately, there's no special message when travel stops because of this (no other path), though attempting to restart exploration with 'o' will give the usual "Not with ..." warning. Another problem is that, at least, autoexplore is kinda stubborn about its next target, so it will refuse to budge until you move your character enough to change target priorities. -------------------------------------------------------------------------------- d09dfcb | Johanna Ploog | 2010-02-04 00:42:46 +0100 Treat non-adjacent mimic as safe for resting/travel. Problem: For some reason autoexplore/travel also considers adjacent cells as safe. -------------------------------------------------------------------------------- 530644d | Johanna Ploog | 2010-02-04 00:42:46 +0100 Reuse the animated weapon icon for known mimics. It's a bit unobtrusive, but better than nothing, I guess. -------------------------------------------------------------------------------- 166e099 | Johanna Ploog | 2010-02-04 00:42:45 +0100 Don't display health bars for unknown mimics. This could happen if you encounter a wounded mimic that teleported away. -------------------------------------------------------------------------------- 2f74f68 | Johanna Ploog | 2010-02-04 00:42:45 +0100 Describe known mimics as such again, unknown still pose as items. -------------------------------------------------------------------------------- 600bd0c | Johanna Ploog | 2010-02-04 00:42:45 +0100 Fix unknown mimics not being displayed in Tiles. -------------------------------------------------------------------------------- d3e8ab7 | Charles Otto | 2010-02-03 18:26:27 -0500 Name change - spore covered to mold covered Call the fprop giant spores leave behind them mold instead of spores. -------------------------------------------------------------------------------- 3e23eab | Adam Borowski | 2010-02-04 00:09:20 +0100 Flat out refuse to sac the Orb, runes and unused horn of Geryon (Mantis 610). -------------------------------------------------------------------------------- 8ee4961 | Adam Borowski | 2010-02-03 22:24:48 +0100 Attribute slouch kills to the player. -------------------------------------------------------------------------------- 3d10a0d | Robert Vollmert | 2010-02-03 21:17:42 +0100 Flush messages in msgwin_new_turn. There were extra new-turn underscores otherwise. -------------------------------------------------------------------------------- 9616a52 | Robert Vollmert | 2010-02-03 20:42:55 +0100 Fix message window underscores. This is done by reintroducing msgwin_new_turn, called at turn start. -------------------------------------------------------------------------------- 8b95888 | Robert Vollmert | 2010-02-03 20:18:56 +0100 Fix off-by-one error in message history. The underscores were in the wrong places (doy, Napkin). -------------------------------------------------------------------------------- 32143c0 | Robert Vollmert | 2010-02-03 17:55:37 +0100 Reset --more-- line count after user input. This should avoid some more --more-- prompts, where the user prompted in between messages. Note that this will only work with prompts that go through msgwin_prompt/msgwin_reply -- others should be adapted anyway. -------------------------------------------------------------------------------- 4c43d1c | Robert Vollmert | 2010-02-03 17:49:49 +0100 Unify the handling of more prompts. The full-window more prompts and other more prompts now look similar (either --more-- or the +, the latter with varying colours). This should fix issues where the one type of more prompt caused the other. -------------------------------------------------------------------------------- 171ce00 | Robert Vollmert | 2010-02-03 17:11:49 +0100 Message window: experimentally replace dashes by underscores. This is visually not as pleasing, but saves another line. -------------------------------------------------------------------------------- b278fb9 | Adam Borowski | 2010-02-03 16:06:26 +0100 KPROP no_submerge, for those aquarium vaults. -------------------------------------------------------------------------------- 649eca5 | Adam Borowski | 2010-02-03 15:45:25 +0100 Let crocs and sea snakes submerge. -------------------------------------------------------------------------------- 071136d | Adam Borowski | 2010-02-03 15:45:25 +0100 Properly handle salamanders with weapons of reaching wrt submerging. -------------------------------------------------------------------------------- 4a789fb | Adam Borowski | 2010-02-03 15:45:07 +0100 Submerging changes, first stab. Points left to address: * amphibious creatures * eels -- should they ever submerge? * trapdoor spiders * aquarium vaults -------------------------------------------------------------------------------- 5803f2e | Johanna Ploog | 2010-02-03 14:54:04 +0100 In doll editor, make left/right choice switch away from SHOW_EQUIP. -------------------------------------------------------------------------------- d00e59d | Johanna Ploog | 2010-02-03 14:54:04 +0100 Draw dolls' hair and headgear behind shields and weapon. -------------------------------------------------------------------------------- 894a323 | Jude Brown | 2010-02-03 22:41:56 +1000 More description tweaks (Cigotuvi, Zonguldrok, others). -------------------------------------------------------------------------------- 4cf3d6d | Jude Brown | 2010-02-03 22:29:55 +1000 veto_fire, rebranding for Wucad Mu map. -------------------------------------------------------------------------------- 4aee968 | Jude Brown | 2010-02-03 18:55:07 +1000 Further tweaks to Cloud Mage map. Blue tiles, white tiles; switch to crystal instead, it matches the glass walls much clearer. Still requires "ocean of clouds", and the clouds themselves could do with being better. -------------------------------------------------------------------------------- 84887d7 | Jude Brown | 2010-02-03 18:46:21 +1000 Tweak "random" milestone texts. -------------------------------------------------------------------------------- fb2e546 | Jude Brown | 2010-02-03 18:41:36 +1000 All variations of coloured glass tiles. -------------------------------------------------------------------------------- 85d0af3 | Jude Brown | 2010-02-03 18:22:26 +1000 Fix Zonguldrok description, functions. -------------------------------------------------------------------------------- e3ea1dd | Jude Brown | 2010-02-03 17:28:26 +1000 Add Porkchop's altered lich tile, rename Zonguldrok lich. Was originally known as "Zonguldrok", but dpeg expressed concern over actually creating (pseudo-)uniques in WizLabs. I've decided to go with "antique lich", as suggested by Stathol on IRC. I loved both tiles, but I preferred the one with blood. I've put the other tile in the UNUSED folder, though; I'm sure there'll be some use, eventually! -------------------------------------------------------------------------------- 8e0b193 | Jude Brown | 2010-02-03 17:09:56 +1000 Recolour metal walls for the entire set of non-light colours. -------------------------------------------------------------------------------- 88a5c7f | Jude Brown | 2010-02-03 17:09:20 +1000 Don't duplicate unmarked wall tiles with marked, use Lua instead. -------------------------------------------------------------------------------- 2dbe54a | Jude Brown | 2010-02-03 17:09:05 +1000 Add Porkchop's (autumnal) coloured trees. These look excellent! I'm using them as variations on lightred, yellow and red respectively. -------------------------------------------------------------------------------- 5d13645 | Jude Brown | 2010-02-03 15:55:36 +1000 Merge branch 'master' into wizlab -------------------------------------------------------------------------------- 19b67d7 | Jude Brown | 2010-02-03 15:47:45 +1000 Fix potion of blood acquirement quantity (Sunfall). The quantity set by the SP_VAMPIRE if block was being overwritten a short time later. I've moved the quantity out of there and into the block of ifs relating to qauntity at the end. -------------------------------------------------------------------------------- 3df4e2d | Jude Brown | 2010-02-03 12:39:12 +1000 Status message for Control Teleport spell (Porkchop). This has been a request for ages and is really a simple matter, so I didn't see anything wrong with just implementing it quickly. -------------------------------------------------------------------------------- dfff495 | Charles Otto | 2010-02-02 20:31:56 -0500 Keep track of and draw the path used for ballisto activation When activating ballistomycetes draw the spore colored squares forming the path to the ballisto being activated in red. Drop the replacement spore message, hopefully the visual is hint enough. -------------------------------------------------------------------------------- 572a1d7 | Charles Otto | 2010-02-02 19:07:22 -0500 Add a connectivity check to ballistomycete activation Only consider activating ballistomycetes which are connected to the dying spore/ballisto by spore covered squares. Also make spore explosions cover the aoe with spores so that ballistos placed by the explosion are connected. -------------------------------------------------------------------------------- 00c5531 | Johanna Ploog | 2010-02-02 20:24:59 +0100 Fix the shadow tile sometimes not being remembered correctly. -------------------------------------------------------------------------------- 4f6f8f0 | Johanna Ploog | 2010-02-02 20:09:13 +0100 Go back to storing base tile variants rather than gender. This time it actually works! :D -------------------------------------------------------------------------------- 569601d | Johanna Ploog | 2010-02-02 19:25:52 +0100 Add purge's altar tile for Fedhas, somewhat tweaked. -------------------------------------------------------------------------------- 998f886 | Johanna Ploog | 2010-02-02 18:22:31 +0100 Replace FILLER type of tile names with the previous enum + number. This gets rid of the too technical PLAYER_FILLER_197 type of equipment names in the player doll editor. Also added a few tile names in dc-player.txt that would otherwise not be strictly be necessary. -------------------------------------------------------------------------------- c3b7dd2 | Johanna Ploog | 2010-02-02 17:38:17 +0100 Add doll equipment tiles: crowns and viking helmets. -------------------------------------------------------------------------------- ded2124 | Johanna Ploog | 2010-02-02 17:05:10 +0100 Remove unnecessary hackiness in player doll code (my bad, ugh!) Also fix Merfolk fishtail not being handled correctly. -------------------------------------------------------------------------------- b58e4f8 | Jude Brown | 2010-02-02 21:50:19 +1000 Iskenderun's colours and tiles; brown metal wall tile (for recolouring). -------------------------------------------------------------------------------- d5293d6 | Jude Brown | 2010-02-02 21:21:00 +1000 Make Borgnjor's lab look pretty in tiles! Also, descriptions. Still requires a scream machine and slaves actually being drained, but this can be worked upon. -------------------------------------------------------------------------------- 70afb11 | Robert Vollmert | 2010-02-02 10:19:26 +0100 Update message window todo list. -------------------------------------------------------------------------------- 7eb0a5f | Robert Vollmert | 2010-02-02 10:10:43 +0100 Unify more-shortcutting. The new message window code distinguishes between window-full --more-- prompts and those issued after important messages. Only the latter had the old short-cutting code (say not prompting during travel or in the arena); this is now done for both. -------------------------------------------------------------------------------- d8684ff | Robert Vollmert | 2010-02-02 10:08:43 +0100 Make message_store::flush_prev more robust. Flushing a message causes it to be written out to the window, which on occasion has caused recursive calls to flush_prev_message (via mesclr(), say). Now we clear message_store::prev_msg before writing it out, which should prevent this in the future. -------------------------------------------------------------------------------- 11b1253 | Jude Brown | 2010-02-02 17:33:38 +1000 Hopefully properly update contribs. -------------------------------------------------------------------------------- 6dfb77a | Jude Brown | 2010-02-02 15:16:59 +1000 Revert "Revert "Hopefully solve issues with overriden door tiles."" This reverts commit 66e93c47af30d720145eac379161cf5e48c65da2. Didn't actually mean to push this revert, RTILE has some other unforseen issues that need discussion first. -------------------------------------------------------------------------------- db97e0b | Jude Brown | 2010-02-02 15:15:31 +1000 Merge branch 'master' into wizlab -------------------------------------------------------------------------------- 66e93c4 | Jude Brown | 2010-02-02 14:53:32 +1000 Revert "Hopefully solve issues with overriden door tiles." This reverts commit 78d5cc11dc2aa121798c85549d68af5ce0f92abd. RTILE is a better solution in this instance. -------------------------------------------------------------------------------- 5aef43f | Jesse Luehrs | 2010-02-01 22:43:50 -0600 remove gates to pan from the abyss pan and the abyss are already fairly blended together in theme, and I don't think this is a good thing... we should be working to make them more distinct. -------------------------------------------------------------------------------- 362e60a | Charles Otto | 2010-02-01 22:08:31 -0500 Experimentally introduce a cap on ballisto spread Don't activate ballistomycetes if there are already a lot of ballistos on the level (threshold arbitrarily set at 50). -------------------------------------------------------------------------------- 64f9c56 | Charles Otto | 2010-02-01 21:43:38 -0500 Ballistomycete exp changes Don't give experience for killing ballistomycetes, instead give experience for killing all ballistos and giant spores on a level. -------------------------------------------------------------------------------- 5c4110d | Charles Otto | 2010-02-01 20:40:11 -0500 Merge branch 'master' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref into ballistomycetes -------------------------------------------------------------------------------- f6105b3 | Charles Otto | 2010-02-01 20:35:01 -0500 Fix a typo in the ability description for evolution -------------------------------------------------------------------------------- 916903a | Charles Otto | 2010-02-01 20:33:48 -0500 Fix evolution targeting inappropriate monsters Fix a bug where evolution would target monsters of an unsuitable type if the player's target was set. -------------------------------------------------------------------------------- ab45843 | Charles Otto | 2010-02-01 20:33:30 -0500 Don't do evolution if the user cancels at the prompt -------------------------------------------------------------------------------- 51c89be | David Lawrence Ramsey | 2010-02-01 19:20:34 -0600 Don't allow player ghosts to worship Fedhas, since Fedhas hates undead. -------------------------------------------------------------------------------- 3efded0 | David Lawrence Ramsey | 2010-02-01 18:55:14 -0600 Tweak Cheibriados message, for consistency. -------------------------------------------------------------------------------- 9dcb421 | Johanna Ploog | 2010-02-02 00:05:52 +0100 Create a new subfolder rltiles/UNUSED/features. Filled with appropriate tiles that up to now were included in "other". -------------------------------------------------------------------------------- 01b3945 | Johanna Ploog | 2010-02-02 00:02:21 +0100 Add a rusted variant of the sewer drain tile into UNUSED/other. The sewer portal currently only leaves floor behind, but maybe we can use it anyway, somehow. This'd probably also require changing the feature description, but I leave that to the vault wizards. :) -------------------------------------------------------------------------------- 282b560 | Johanna Ploog | 2010-02-01 21:04:48 +0100 Replace the very much outdated dolls.txt file with a mostly clean one. Two of the dolls have fixed gender and are wearing trousers; everything uses the equipment settings. -------------------------------------------------------------------------------- 58a2c0f | Johanna Ploog | 2010-02-01 21:04:48 +0100 Switch back to storing gender (rather than base tile) in dolls.txt. I'll have to handle base tile variants (for e.g. Centaurs) some other way, preferably by storing them per-species, rather than per-character. Also, disallow water merfolk tiles in the doll editor. This is confusing and probably not what the player wants. -------------------------------------------------------------------------------- 428b9d0 | David Lawrence Ramsey | 2010-02-01 09:05:24 -0600 Fix compilation. -------------------------------------------------------------------------------- 904006b | Johanna Ploog | 2010-02-01 14:10:17 +0100 Replace demons' number icons with coloured pentagrams. The adjacent colours are a bit easy to mix up, but it's probably an improvement over the technical numbers. Also, I'm proud of myself for managing such a nice pentagram. :) -------------------------------------------------------------------------------- a8088fa | Robert Vollmert | 2010-02-01 13:39:46 +0100 Sort glyphs in feature list. This is a naive sort by char value and colour. Feel free to adapt to your likes: Just modify _comp_glyphs to sort glyphs by other criteria. To sort by information that's not in the glyphs (say feature properties), add that information into feature_list::data. -------------------------------------------------------------------------------- 09a8e22 | Robert Vollmert | 2010-02-01 13:38:13 +0100 Revert "Sort glyphs in feature list." This reverts commit 7bbfd0ebd11e100050581975d97368e723e43f95. -------------------------------------------------------------------------------- 7bbfd0e | Robert Vollmert | 2010-02-01 13:35:58 +0100 Sort glyphs in feature list. This is a naive sort by char value and colour. Feel free to adapt to your likes: Just modify _comp_glyphs to sort glyphs by other criteria. To sort by information that's not in the glyphs (say feature properties), add that information into feature_list::data. -------------------------------------------------------------------------------- 6e8c473 | Jude Brown | 2010-02-01 22:34:49 +1000 Use Purge's Ice Cave and Sewer entry tiles. Also uses the Ice Cave entry as the exit for the Ice Caves, not sure if this is acceptable. I haven't done the same for the Sewer, as those entrances are described differently. -------------------------------------------------------------------------------- e8d74b2 | Jude Brown | 2010-02-01 22:08:13 +1000 Add Purge's grave stones, use them in Zonguldrok. -------------------------------------------------------------------------------- 602ef5e | Jude Brown | 2010-02-01 21:52:54 +1000 Tweak WALL_STONE_DARK, add Porkchop's marked dark stone walls. Use them for Doroklohe; also use yellow stone temporarily until we come up with a nice looking tile for use on the tombs. If it comes to it, we may just have to swap the colour scheme and use the marked tiles for the tombs instead. -------------------------------------------------------------------------------- 31974d0 | Jude Brown | 2010-02-01 21:35:20 +1000 Use vines/dirt floor for Erinya. -------------------------------------------------------------------------------- a19deaf | Jude Brown | 2010-02-01 21:29:46 +1000 Erinya->Eringya (greensnark), vine and dirt tiles for that map. -------------------------------------------------------------------------------- e9ff1df | Jude Brown | 2010-02-01 21:09:42 +1000 White fountain variant, for use in the Tukima map. -------------------------------------------------------------------------------- 0d15df5 | Adam Borowski | 2010-02-01 11:34:13 +0100 Lair doesn't have 10 levels anymore, update vault depths. -------------------------------------------------------------------------------- 62cb3ae | Jude Brown | 2010-02-01 19:54:56 +1000 Use the last_tile trick for Tukima. -------------------------------------------------------------------------------- 78d5cc1 | Jude Brown | 2010-02-01 19:53:07 +1000 Hopefully solve issues with overriden door tiles. This would occasionally cause an assertion error (more often than not). See the comment in tilepick.cc's _finalise_tile for more information. This may eventually cause issues if we attempt to recolour doors, but this can probably be solved by making them variations of each other. -------------------------------------------------------------------------------- a3829d4 | Jude Brown | 2010-02-01 17:52:26 +1000 Use Porkchop's dark stone tiles for Wucad Mu and Tukima. -------------------------------------------------------------------------------- 053c886 | Jesse Luehrs | 2010-02-01 01:02:25 -0600 add ch_deny_autopickup, and make autopickup_exceptions.txt use it -------------------------------------------------------------------------------- c8933d0 | Jude Brown | 2010-02-01 16:46:13 +1000 Merge branch 'master' into wizlab -------------------------------------------------------------------------------- 7c933e8 | Enne Walker | 2010-01-31 21:58:48 -0500 [627] Additional slime creature tiles. (Porkchop) -------------------------------------------------------------------------------- 61b8b84 | Steven Noonan | 2010-01-31 18:58:30 -0800 lua: fix gitignore to hide .cflags and object files Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- c8bd3c8 | Jude Brown | 2010-02-01 10:46:40 +1000 Add a check for feat==floor in feature's tile override. This means that a feature that is converted to a floor tile (such as an archway when timing out portal vaults, or a statue when disintegrated) will revert to use the floor's tile (or the default for that level) instead of the overridden tile being displayed still. I've left the code that changes the tile in the timed markers (and 1-way stairs) as people likely won't want to use the same tile for the timed-out feature ("empty arch", or whatever) as they would for the initial entrance. -------------------------------------------------------------------------------- 77f1f94 | Steven Noonan | 2010-01-31 14:19:38 -0800 makefile: don't include $(DEPS) if $(DEPS) is an empty string Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- f7fbd82 | Steven Noonan | 2010-01-31 14:15:36 -0800 msvc: fix ambiguous calls to sqrt(), log(), etc Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- cccca3b | Steven Noonan | 2010-01-31 14:15:36 -0800 spells4.cc: fix if statement and indentation Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 034343c | Steven Noonan | 2010-01-31 14:15:35 -0800 msvc.h: add math.h for floor() and ceil() Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- dc23402 | Steven Noonan | 2010-01-31 14:15:34 -0800 msvc.h: move include to before externs.h to fix warnings Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 76f1fa8 | Steven Noonan | 2010-01-31 14:15:33 -0800 msvc: fix build problems build.h and compflag.h weren't being generated, and the projects didn't have the latest source tree layout. Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 3922b3f | Steven Noonan | 2010-01-31 14:15:32 -0800 gitignore: ignore MSVC incremental linker files Signed-off-by: Steven Noonan -------------------------------------------------------------------------------- 24cef5c | Johanna Ploog | 2010-01-31 22:14:53 +0100 Re-add the -5 to follower::place() monster loop. I don't understand its purpose, but commenting out the -5 was entirely accidental. There's no comment either. Can anyone explain? -------------------------------------------------------------------------------- e350cfb | Darshan Shaligram | 2010-02-01 01:16:13 +0530 [Mantis 643] Fix shop items being reported by 'x' look around and autoexplore. -------------------------------------------------------------------------------- c756fcc | Darshan Shaligram | 2010-01-31 21:42:25 +0530 Fix bogus warnings about armour/shield penalties blocking hits (TGW). -------------------------------------------------------------------------------- 9305797 | Johanna Ploog | 2010-01-31 15:56:03 +0100 Make Yred's gifts follow through stairways even if behind zombies. Monsters that would qualify as followers but are incapable of using stairs now also get the MF_TAKING_STAIRS flag. In files.cc, _grab_follower_at() they get filtered out from transit, but this way followers not adjacent to the player, but connected via other allies can be considered anyway. Tested for Beogh and Yredelemnul, without problems. In practise this currently only matters for Yredelemnul if your gifted undead are not adjacent to you, but rather standing behind some zombies or skeletons. However, I am certain we'll find quickly other applications, too. :) -------------------------------------------------------------------------------- 72324ce | Darshan Shaligram | 2010-01-31 19:49:15 +0530 Update Ozocubu's armour description to spell out the kinds of armour that block it. -------------------------------------------------------------------------------- 977d6b9 | Darshan Shaligram | 2010-01-31 19:46:51 +0530 Change light armour checks to EP < 2 (all the existing light armours except elven armours). Note that Ozocubu's armour will no longer work with elven ring mail and the like. -------------------------------------------------------------------------------- 688dabc | Eino Keskitalo | 2010-01-31 16:15:40 +0200 Recoloured the crocodile tile. Put the old giant lizard tile into UNUSED. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 2b02a1e | Darshan Shaligram | 2010-01-31 18:58:20 +0530 Interim armour/dodging/stealth training changes to remove heavy/light armour distinction. This is a temporary change to ADS training, which we'll revisit early in 0.7. The intent is not to change ADS training radically since we have only a few weeks to go before 0.6. For reference, some armour masses: robe - 60, animal skin - 100, leather - 150, chain - 400, plate - 650 - Active Armour training still uses x_chance_in_y(mass, 1000), but trained amount is 1 everywhere, whereas armour training amount used to be 1.5 in melee combat. - Active Dodging training happens on a probability of !x_chance_in_y(mass, 800), but is otherwise unchanged. - Passive Armour training is allowed for all body armour now (vs only heavy armour). The inverted mass check for passive Armour training is now fixed. - Passive Stealth training is allowed in all body armour, but the mass check is now !x_chance_in_y(mass, 1000) (was random2(mass) < 100). - Stealth penalty now uses Rob's formula of 6 * EVP * EVP, where EVP is the raw evasion penalty of the worn body armour. - Active stealth penalty uses a probability of !x_chance_in_y(mass, 1000) instead of checking for light armour, and is otherwise unchanged. The heavy/light armour distinction is still made in some places: - To check whether Ozocubu's armour is usable. - To decide whether to allocate Armour or Dodging skill at character creation. - To warn about armour penalties in the tutorial. -------------------------------------------------------------------------------- 3fc3ad0 | Jude Brown | 2010-01-31 21:21:31 +1000 Throwing the Abyssal Rune into deep water destroys it. Does what it says on the tin. -------------------------------------------------------------------------------- f81f2d0 | Jude Brown | 2010-01-31 21:21:31 +1000 Don't give gifts on hostile terrain; don't accept unaccessible sacrifices. This commit adds a check to all three God gift blocks that relate to items (Nemelex's function, Okawaru/Trog, and Vehumet/Sif Muna/Kikubaaqudga block) to ensure that your current position isn't over hostile terrain. If it is, it breaks out without actually doing anything; it should break out before any timers are incremented, so it shouldn't have any effect on the actual gift-giving. I've also altered the sacrifice code, which was using igrd instead of you.visible_igrd; I'm not sure if this was deliberate or not, but being able to sacrifice items you can no longer access doesn't make any sense. Hopefully, I've done all of this right. I had thought there was already checks for hostile terrain and god gifts, but I wasn't able to find any of them. -------------------------------------------------------------------------------- ceefb5e | Darshan Shaligram | 2010-01-31 16:47:05 +0530 [Mantis 609] Autoexplore no longer goes into deep water if the player has ice form. -------------------------------------------------------------------------------- be57873 | Darshan Shaligram | 2010-01-31 16:37:47 +0530 Don't allow aquamancer wave to push actors into hostile terrain. -------------------------------------------------------------------------------- d9c1392 | Darshan Shaligram | 2010-01-31 16:23:07 +0530 Fix subvault validation not working (Mu). -------------------------------------------------------------------------------- eb308c9 | Jude Brown | 2010-01-31 19:00:37 +1000 Use visible_igrd instead of igrd for item_check, top_item_at. Looks like this was missed. Should prevent instances where you are hovering over lava/deep water and you "You see here." if you cannot access it. -------------------------------------------------------------------------------- 3e58f06 | Darshan Shaligram | 2010-01-31 14:17:09 +0530 Don't allow Mara to clone Mara fakes. -------------------------------------------------------------------------------- 29148ae | Darshan Shaligram | 2010-01-31 14:05:09 +0530 Give 1/3 of all vanilla merfolk throwing spears (was 2/3) (due). -------------------------------------------------------------------------------- 6b485cb | Jude Brown | 2010-01-31 17:07:20 +1000 Only mark unidentified items as "was cursed". This should prevent some of the "was cursed" spam that people have been complaining about. As always, you can disable this completely by setting the option: autoinscribe_cursed = false In your .crawlrc. -------------------------------------------------------------------------------- 891a532 | Jude Brown | 2010-01-31 15:49:20 +1000 Add giant spores's old glyph to the 0.5.2 settings file. -------------------------------------------------------------------------------- 7d76451 | Jude Brown | 2010-01-31 15:31:22 +1000 Fix reference to ##crawl (was #crawl) (Sunfall) -------------------------------------------------------------------------------- 401081d | Jude Brown | 2010-01-31 13:50:45 +1000 Add scoprions to 052 settings, make earth elementals elementally coloured. -------------------------------------------------------------------------------- 2980918 | Jude Brown | 2010-01-31 12:21:56 +1000 Don't give EXP/2 for pacified MF_NO_REWARD monsters. This should fix the issue where Pikel's spell being broken gives extra EXP, and doesn't overly inflate (130 * 5 / 2 + 983) the EXP gained from killing him. -------------------------------------------------------------------------------- e800d42 | Jude Brown | 2010-01-31 11:58:32 +1000 Tweak Joseph's placement. Was 10-13, now 7-12. As Twinge points out, he's basically a weaker ogre that doesn't always get nice equipment. -------------------------------------------------------------------------------- 7fbd0fa | Darshan Shaligram | 2010-01-31 00:50:42 +0530 Fix capitalization when Mara uses summon illusion on another monster. -------------------------------------------------------------------------------- eef60ed | Darshan Shaligram | 2010-01-31 00:40:02 +0530 Don't show more() prompts for arena. -------------------------------------------------------------------------------- 9b6df87 | Darshan Shaligram | 2010-01-31 00:31:48 +0530 Don't let Mara clone player illusions (when enslaved), fix attitude for monsters cloned by enslaved Mara (syllogism). -------------------------------------------------------------------------------- 8e0fc9e | Darshan Shaligram | 2010-01-31 00:09:56 +0530 Delete unsuitable enchantments from Mara-cloned monsters. -------------------------------------------------------------------------------- eb06c7a | Darshan Shaligram | 2010-01-30 23:53:28 +0530 Allow Mara to clone any foe, not just the player. When cloning the player, Mara will now create MONS_PLAYER_ILLUSION instead of MONS_PLAYER_GHOST. Illusions are identical to ghosts, but will get the correct breath weapon (for draconian players) and the correct holiness (i.e. undead only if the player is undead). Clones also inherit appropriate enchantments from their original, so if the player/other target is berserk, the clone will also be berserk. -------------------------------------------------------------------------------- b2dc39e | Robert Vollmert | 2010-01-30 18:56:47 +0100 Initialize actor::changed_los_center to true. I hope this fixes LOS bugs (eyes paralyzing through walls, priests smiting through walls); these monsters presumably never had their LOS initialized. -------------------------------------------------------------------------------- 3a5da6b | Robert Vollmert | 2010-01-30 17:42:17 +0100 Revert "Convert mons_is_fast to mons_fastness." This reverts commit 98aa8c95f48c49502db9bbcb37841a17258e3944. -------------------------------------------------------------------------------- 0dc473a | Robert Vollmert | 2010-01-30 17:42:17 +0100 Revert "Use mons_fastness() to determine Che piety gain." This reverts commit 9ecba229098ad339ffe77cc0ae9a0b81293835c2. -------------------------------------------------------------------------------- 2597c23 | Robert Vollmert | 2010-01-30 17:42:16 +0100 Revert "Give Che piety for monsters with hasty spells." This reverts commit 3ebfe9c7dea7e3d617e38602497ae44adc2dc0e7. -------------------------------------------------------------------------------- 8c843e4 | Darshan Shaligram | 2010-01-30 20:46:19 +0530 Don't combine armour and shields when reporting what made the PC miss a melee attack. -------------------------------------------------------------------------------- d4f1aa4 | Darshan Shaligram | 2010-01-30 20:30:06 +0530 Use Shoals:X instead of Shoal:X. The status area used Shoals:X for levels in the Shoals, while .des files and the logfile used Shoal:X, which caused a lot of confusion. Both now use "Shoals". -------------------------------------------------------------------------------- a42752a | Jude Brown | 2010-01-30 20:38:43 +1000 Tweak entrance portals for Volcanos and tiles. -------------------------------------------------------------------------------- 1b8735b | Jude Brown | 2010-01-30 20:05:34 +1000 Use Volcano portal tile for the Volcano exits. -------------------------------------------------------------------------------- 39fb33d | Jude Brown | 2010-01-30 19:59:57 +1000 Framework for portal vault entries having tiles; Volcano tile (purge). Unfortunately, just using tile("O = ") is not enough, as the tile won't go away when the portal is actually removed; I've added a new Lua function "tile_feat_changed", which specifically alters env.tile_flv(gc).feat, allowing you to change the override feature tile on-the-fly. Probably could do with tile_wall_changed and tile_floor_changed variants, but they aren't needed at the minute and I'm not sure I can see a use for them just yet. I've also altered the 1way stair (and timed stair marker variants) to accept a "floor_tile" as well as a "floor" parameter. If provided, this will be the string value that is passed to tile_feat_changed when the marker times out (or the player uses the stair). If not provided, it will default to no tile (using the default tile of whatever feature is provided in "floor"). Finally, use Purge's dark tunnel tile for Volcano entry. Thank you! -------------------------------------------------------------------------------- 2f29aed | David Lawrence Ramsey | 2010-01-29 21:30:13 -0600 Remove the M_ACTUAL_SPELLS flag from fake Maras, for consistency with the real Mara. -------------------------------------------------------------------------------- e211096 | Jude Brown | 2010-01-30 13:21:15 +1000 Tweak Mara resists, experience levels. His experience was reduced by reducing his HD, so I've increased the modifier to keep it in the 7000 experience points range (to compensate for the fact that he is roughly three uniques put together). I've also removed the electricity resistance and instated two levels of fire resistance, to compensate for the fact that the clones will shoot through each other. -------------------------------------------------------------------------------- 929bb70 | Robert Vollmert | 2010-01-29 19:16:26 +0100 Merge branch 'master' into che -------------------------------------------------------------------------------- 042abbc | Robert Vollmert | 2010-01-29 19:06:47 +0100 Che gives piety for eating perma-food when full. -------------------------------------------------------------------------------- 3f1595a | Robert Vollmert | 2010-01-29 18:50:52 +0100 Change wizard_set_piety to use lose/gain_piety. This allows checking piety-change effects. -------------------------------------------------------------------------------- f6f5b63 | Robert Vollmert | 2010-01-29 18:50:47 +0100 Che messages for gaining/losing ponderous support at *. -------------------------------------------------------------------------------- 3ebfe9c | Robert Vollmert | 2010-01-29 18:38:41 +0100 Give Che piety for monsters with hasty spells. -------------------------------------------------------------------------------- e30f19e | Robert Vollmert | 2010-01-29 18:28:34 +0100 Make Che support the use of ponderous armour per dpeg's design. Che supports up to piety-rank (number of *'s) pieces of ponderous armour, giving resists rN, rC, rF for the first three, and +1 to all stats for each. The code mostly lives in the new file godpassive.cc that's meant to collect passive god effects. Changes to piety and number of equipped ponderous items result in calls to che_change_level which will do what needs to be done. -------------------------------------------------------------------------------- aef2564 | Robert Vollmert | 2010-01-29 18:27:33 +0100 Call armour_wear_effects after ponderifying equipped armour. This is generally good because you get the equip message. Also, there'll be Che support for equipping ponderous armour, so we need to simulate that here. -------------------------------------------------------------------------------- 2361941 | David Lawrence Ramsey | 2010-01-29 09:52:17 -0600 Remove integer_sqrt() and replace it with sqrt(). -------------------------------------------------------------------------------- 7ad2e15 | David Lawrence Ramsey | 2010-01-29 09:50:33 -0600 Switch ouch.cc to C++-style includes. -------------------------------------------------------------------------------- b1084de | Haran Pilpel | 2010-01-29 17:23:04 +0200 If a monster is over deep water or laval, mention it in the Aim line. or lava. -------------------------------------------------------------------------------- ba924a0 | Eino Keskitalo | 2010-01-29 17:11:53 +0200 Make do_layout respect msg_min_height option. Clarify the options_guide entry for it. Now the message overlay (in small resolutions/window sizes) will take more space by default, six lines instead of five. Users can get the old behaviour by setting msg_min_height to 5. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenpera -------------------------------------------------------------------------------- fcb8924 | Haran Pilpel | 2010-01-29 16:43:46 +0200 Change (fix?) gold donation behaviour. Used to be that you got piety proportional to g * floor(log(g)), now you'll get piety proportional to g * log(g). -------------------------------------------------------------------------------- 5f6162a | Haran Pilpel | 2010-01-29 16:43:46 +0200 Nuke a whole lot of old-style casts, and remove some casts completely (you don't need to cast an X* to a void* and you don't need to cast arguments to math.h functions such as sqrt.) -------------------------------------------------------------------------------- 9ecba22 | Robert Vollmert | 2010-01-29 14:52:53 +0100 Use mons_fastness() to determine Che piety gain. mons_fastness returns an integer (currently 0 <= x <= 4); positive means fast. Piety gain is between 1 and x for fast monsters. In particular, Che piety gain is now independent of player speed. -------------------------------------------------------------------------------- 98aa8c9 | Robert Vollmert | 2010-01-29 14:52:53 +0100 Convert mons_is_fast to mons_fastness. This can return higher levels of fast. For the moment, it just considers unmodified monster movement speed. -------------------------------------------------------------------------------- f393710 | Robert Vollmert | 2010-01-29 14:52:53 +0100 Revert "Cheibriados piety loss for unequipping ponderous armour." This reverts commit 44ecb0af9a9bd904770fd64246e043088f4a2ddc. Conflicts: crawl-ref/source/religion.cc -------------------------------------------------------------------------------- 98b41f1 | Robert Vollmert | 2010-01-29 14:52:52 +0100 Revert "Give a message when removing ponderousness as a CB worshipper." This reverts commit 26ebeafe33e9b057f16087013c2fa17de4ab6c7d. Conflicts: crawl-ref/source/religion.cc -------------------------------------------------------------------------------- 962aca8 | Robert Vollmert | 2010-01-29 14:52:52 +0100 Revert "Add another grade for piety loss after mere -10 "extremely guilty"." This reverts commit cfdaf57f2fb02ad5a3d220cc03d6636969ccc330. -------------------------------------------------------------------------------- ba57119 | Robert Vollmert | 2010-01-29 14:52:52 +0100 Bump minor version for previous revert. -------------------------------------------------------------------------------- 4ba7f0d | Robert Vollmert | 2010-01-29 14:52:52 +0100 Revert "Add field player::che_saved_ponderousness." This reverts commit 364737a546fd5b3fb1fa0759b881a6be47baf895, apart from the minor version bump. -------------------------------------------------------------------------------- 7500f71 | Robert Vollmert | 2010-01-29 14:52:52 +0100 Revert "Optionally count melded armour in player_equip_ego_type." This reverts commit 9d6ab8d275d21ce659a14cf727e84e8a830348aa. -------------------------------------------------------------------------------- 025f0d9 | Robert Vollmert | 2010-01-29 14:52:51 +0100 Revert "Enable Cheibriados prayer, tracking ponderousness at start and end." This reverts commit bc868ace66093296dceba88244524262d8fd46dd. -------------------------------------------------------------------------------- febb03e | Robert Vollmert | 2010-01-29 14:52:51 +0100 Revert "Don't cut piety for unpondering during prayer." This reverts commit 978a9999a27697b7ed5f5cf91732cec0d1063bd8. -------------------------------------------------------------------------------- d6fa61f | Robert Vollmert | 2010-01-29 14:52:51 +0100 Revert "Make DID_UNPONDEROUS piety cut depend on level." This reverts commit 1511ae9402e547563ca330834e31a4e17641732d. Conflicts: crawl-ref/source/godconduct.cc -------------------------------------------------------------------------------- 721a4e7 | Jude Brown | 2010-01-29 23:32:30 +1000 Fix reagents not appearing in wield menu. (#602) -------------------------------------------------------------------------------- cb1ee35 | Jude Brown | 2010-01-29 22:15:23 +1000 Whoops. -------------------------------------------------------------------------------- 2cf65be | Jude Brown | 2010-01-29 22:10:26 +1000 Fix tiles. -------------------------------------------------------------------------------- b4f4e76 | Jude Brown | 2010-01-29 21:40:35 +1000 Fully finish the giant iguana -> iguana change. -------------------------------------------------------------------------------- 0f8e2e0 | Jude Brown | 2010-01-29 21:34:22 +1000 Fix "was cursed was cursed was cursed" ad infinitum. Autoinscribe cursed will no longer add a "was cursed" inscription if the item was previously cursed. There have been some suggestions that only items which you didn't see being cursed should be marked as "was cursed". This would require some sort of tracking flag, ISFLAG_SAW_BEING_CURSED, or something similar to this, to implement properly. A bit too much work for now, so this should suffice as a simple fix. -------------------------------------------------------------------------------- dbd733c | Jude Brown | 2010-01-29 21:09:27 +1000 Rename "giant iguana" to "iguana". As TGW points out, green iguana grow to an average of three to six feet long; gila monsters only grow to a maximum of two feet long, but are defined as being larger and heavier than iguanas. I think that using "giant" as a metaphor for "dangerous" isn't particularly necessary, threats can be identified in other ways. -------------------------------------------------------------------------------- fab2318 | Robert Vollmert | 2010-01-29 11:56:28 +0100 Fix godconduct.cc indentation. -------------------------------------------------------------------------------- 56544e8 | Robert Vollmert | 2010-01-29 10:20:51 +0100 Revert "An attempt at preventing "double" more prompts." This reverts commit 089a10b3131f38cfa49ed5c20439fcccf46783bd. Didn't work, because the + prompt and hence window clearing is only done *after* issuing the --more-- prompt. -------------------------------------------------------------------------------- 1b139c3 | David Ploog | 2010-01-29 10:06:15 +0100 Very minor tweaks to Ctrl-O screen. -------------------------------------------------------------------------------- 9e9125f | Nathaniel Rook | 2010-01-29 08:16:37 +0100 Make fulsome distillation not prompt the player when there is only one corpse. -------------------------------------------------------------------------------- 8775cc3 | Robert Vollmert | 2010-01-28 22:05:19 +0100 Fix inverted logic in previous large rock commit. Also quiet a shadowing warning. -------------------------------------------------------------------------------- 9b8f131 | Robert Vollmert | 2010-01-28 21:24:28 +0100 Fix blank message when large rock shatters in view. -------------------------------------------------------------------------------- d9fc357 | Johanna Ploog | 2010-01-28 20:18:50 +0100 Apply patch by Cryptic: New Xom effect "Snakes to sticks". Turns hostile snakes in los into wooden weapons. Numbers still subject to change. -------------------------------------------------------------------------------- 8b27969 | Johanna Ploog | 2010-01-28 20:18:50 +0100 Suppress debugging messages when creating Xom debugging stats file. Also output mapping/exploration estimate in the debugging header. -------------------------------------------------------------------------------- f037188 | Adam Borowski | 2010-01-28 18:46:24 +0100 Make elementals 'E', in elemental (duh) colours. I'm afraid this glyph, while mnemonic, looks butt-ugly. My own config used '&' but that's pan lords. Perhaps we can default to something else at least in Unicode? There's currently no support for default monster glyphs being different across charsets, but that can be added -- and that's already the case for items and map features. -------------------------------------------------------------------------------- 0edf9c3 | Adam Borowski | 2010-01-28 18:46:24 +0100 Make efreets 'R'. -------------------------------------------------------------------------------- 2e70fd5 | Robert Vollmert | 2010-01-28 18:36:35 +0100 Comment on once-per-turn mesclr() in main.cc. -------------------------------------------------------------------------------- 7aa8b63 | Robert Vollmert | 2010-01-28 18:35:18 +0100 Treat CK_MOUSE_CMD as synthetic (tiles). Not sure this is quite the right way to do things. Tiles getch() returns CK_MOUSE_CMD to mean that it's handled some event itself. The main loop checks the key against is_synthetic_key() to determine whether to do the once-per-turn mesclr(). This should fix some tiles actions getting cleared from the message window prematurely. This fixes issue #572. -------------------------------------------------------------------------------- 6642393 | Eino Keskitalo | 2010-01-28 17:59:35 +0200 Use mons_is_firewood as suggested by Rob. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 8279fbb | Darshan Shaligram | 2010-01-28 21:07:00 +0530 [Mantis 595] Fix downstairs missing in Dis. -------------------------------------------------------------------------------- c448164 | David Ploog | 2010-01-28 13:44:49 +0100 Add Henry to CREDITS. -------------------------------------------------------------------------------- 0e05a7b | Robert Vollmert | 2010-01-28 13:40:28 +0100 Fix compile warning for int conversion. Should probably make iround() from ray.cc accessible instead. -------------------------------------------------------------------------------- ce656e1 | Robert Vollmert | 2010-01-28 13:40:17 +0100 Convert overmap to get the sorted list of gods from religion.cc. There should now be just one place that stores whether a god is a temple god, hence less chance of breakage if the list of gods gets changed. -------------------------------------------------------------------------------- 61a64f8 | Robert Vollmert | 2010-01-28 13:34:03 +0100 Sort temple_god_list by name. This shouldn't affect old uses, and should allow using this in the overmap. Also add nontemple_god_list. This could be done without sorting if we just sorted the god_type enum appropriately: GOD_NO_GOD, GOD_CHEIBRIADOS, GOD_FIRST_GOD = GOD_CHEIBRIADOS, ... GOD_ZIN, GOD_LAST_TEMPLE_GOD = GOD_ZIN, GOD_BEOGH, GOD_FIRST_NONTEMPLE_GOD = GOD_BEOGH, GOD_JIYVA, GOD_LUGONU, GOD_LAST_GOD = GOD_JIYVA, NUM_GODS But then, sorting shouldn't really hurt. -------------------------------------------------------------------------------- ded71b8 | Robert Vollmert | 2010-01-28 13:34:02 +0100 temple_god_list: Factor out static function _is_temple_god. -------------------------------------------------------------------------------- cf06bd3 | Robert Vollmert | 2010-01-28 13:34:02 +0100 Minor formatting. -------------------------------------------------------------------------------- 0202c38 | Robert Vollmert | 2010-01-28 13:32:11 +0100 Remove magic number one: first non-dungeon branch. -------------------------------------------------------------------------------- c4fe04d | Robert Vollmert | 2010-01-28 13:32:11 +0100 Make local functions static. -------------------------------------------------------------------------------- 8c4f12f | Adam Borowski | 2010-01-28 13:25:50 +0100 Show penance on Ctrl-O. -------------------------------------------------------------------------------- dbf986f | Adam Borowski | 2010-01-28 13:06:17 +0100 Fix splelling errors in the source. -------------------------------------------------------------------------------- da6165b | Henry | 2010-01-28 12:34:23 +0100 Text changes for information and space optimization. -------------------------------------------------------------------------------- 8b75b7f | Henry | 2010-01-28 12:33:32 +0100 Updated Overmap (^O) output * Dungeon is now added to the list of seen branches. * All guaranteed altars are displayed, gray if unseen, white otherwise. * Unguaranteed altars appear once they are found. * Level annotations have been condensed to save space. -------------------------------------------------------------------------------- 5db597e | Adam Borowski | 2010-01-28 11:44:24 +0100 Make AUTOMATIC_HIT work even vs DMsl, invis or glow. The chances to avoid it with DMsl were still once in a blue moon (base to-hit 1500), so it's not a noticeable change, and it makes tracer logic simpler. -------------------------------------------------------------------------------- 45e10df | Jude Brown | 2010-01-28 19:50:21 +1000 dlua Wrapper for item identification status. Can be passed a series of string values, any combination of: curse, type, pluses, properties, or simply passing the string "any" or not passing any string value will check against that mask. -------------------------------------------------------------------------------- f5ba7e9 | Robert Vollmert | 2010-01-28 10:33:37 +0100 Fix second ring not being displayed in ring remove prompt. -------------------------------------------------------------------------------- 515f1bd | Vsevolod Kozlov | 2010-01-28 12:21:46 +0300 Update manpage. -------------------------------------------------------------------------------- 5e2f8f4 | Eino Keskitalo | 2010-01-28 09:52:21 +0200 Really fix the Cause Fear & plants commit. I managed to: - commit a non-working version locally - sleep for 8 hours - fix it but not commit - make another commit - think "oh I need to amend these beam.cc changes to that earlier commit" - git reset --hard HEAD^ (wiping the uncommitted changes to beam.cc) - git commit --amend beam.cc (did nothing) - git cherry-pick the another commit - push What I should've done was to git stash the beam.cc changes, then reset, then unstash, then amend, then cherry-pick, then push. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- ec4deec | Jude Brown | 2010-01-28 17:36:57 +1000 Fix compilation. immobile_monster is a mon-act.cc-only variable that isn't exported. I think what is being looked for here is mons_class_is_stationary, which checks for immoving monsters, not ones that are merely currently immobile. -------------------------------------------------------------------------------- 32ddccf | Jude Brown | 2010-01-28 17:23:12 +1000 Buff and nerf Mara, in the same breath! (doy) As doy points out, bolt of lightning is around 3d24 at Mara's current HD; combining this with two clones usually means for a pretty quick death. Bolt of fire, while stronger (apparently around 3d27), is a slight nerf because it doesn't bounce, and a lot more people are likely to have rF or access to a source of rF by the time you run into him. I wasn't particularly attached to lightning bolt, either. :-) -------------------------------------------------------------------------------- a2f5dc1 | Eino Keskitalo | 2010-01-28 09:17:50 +0200 Add Windows thumbnail files to .gitignore. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 3ff03b4 | Eino Keskitalo | 2010-01-28 09:17:49 +0200 Cause Fear shouldn't cause a flood of 'is unaffected' messages around lots of plants/fungi. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 6d6f4f4 | Jude Brown | 2010-01-28 10:44:10 +1000 Merge branch 'master' into wizlab -------------------------------------------------------------------------------- a2f2d64 | David Ploog | 2010-01-27 22:41:32 +0100 Fix {was cursed} lines being coloured red. -------------------------------------------------------------------------------- 6dcca1f | Haran Pilpel | 2010-01-27 23:12:23 +0200 Add a direction_chooser_args struct which wraps the gazillion options to direction(). Could still be cleaner. -------------------------------------------------------------------------------- 3051ff2 | Darshan Shaligram | 2010-01-28 02:07:49 +0530 place-population: also report combined monster stats for all levels to give convenient branch summaries. Example: ./crawl -script place-pop Lair:1 Lair:8 -uniques option can be used to enable counts for uniques (disabled by default). As before, reports go to monster-report.out. -------------------------------------------------------------------------------- c4ee321 | Haran Pilpel | 2010-01-27 22:19:41 +0200 Change Healing and deck-card direction prompts slightly. -------------------------------------------------------------------------------- c398a2d | Haran Pilpel | 2010-01-27 22:19:41 +0200 Remove no-longer-helpful lines for some spells (generally clouds.) Only Smiting and Apport should still have Aim: replacements. -------------------------------------------------------------------------------- beb3dfd | Haran Pilpel | 2010-01-27 22:19:41 +0200 Really minor cleanups. -------------------------------------------------------------------------------- 9aac196 | Haran Pilpel | 2010-01-27 22:19:41 +0200 Give a direction title prompt when zapping wands. -------------------------------------------------------------------------------- c58a08b | Johanna Ploog | 2010-01-27 20:05:13 +0100 Add icons for armour brands. I'm still not sure myself whether this is actually a good idea. On the one hand we display information that is already available but currently requires more "work" (hovering the mouse over the item) to see, on the other hand you don't change armour remotely as often as you do jewellery or even weapons, so it might be information that is not really necessary. If we do keep them, the icons (mostly copied together from potions, jewellery etc.) need to become smaller. I think that both my own archery tile and Porkchop's reflection one have a good size, not as intrusive as some of the resistances covering a quarter of the armour tile but there if you look for it. Also, silence and archmagi only have placeholder tiles at the moment. -------------------------------------------------------------------------------- 232760e | Eino Keskitalo | 2010-01-27 19:33:52 +0200 Add a FIXME comment. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 18c869e | Johanna Ploog | 2010-01-27 18:21:02 +0100 Add Porkchop's tiles for missile dispersal/exploding brands. -------------------------------------------------------------------------------- 2753d5c | Johanna Ploog | 2010-01-27 17:50:19 +0100 Clean up stab brand tile's outline. -------------------------------------------------------------------------------- eb6ac1c | Johanna Ploog | 2010-01-27 17:49:55 +0100 Minor spacing changes, fix typo. -------------------------------------------------------------------------------- dfb8ff1 | Johanna Ploog | 2010-01-27 17:29:59 +0100 Experimentally overlay demon tiles with the corresponding numbers. I added an option tile_show_demon_numbers, defaulting to true (at least for testing purposes). Not documented yet, as things are still subject to change. One of the big disadvantages of tiles vs. console is that it is impossible to get an idea of demons' difficulty from their tiles. Tiles players have to learn the connection between their tiles and danger (and it's very easy to get them mixed up, probably more so even than their names), whereas console players can tell at a glance that a '1' is more dangerous than a '3'. These numbers now also get displayed for tiles, which is heavy-handed, technical and confusing for players otherwise unused to arbitrary glyphs. ("Why is 1 worse than 5?"). I've also coloured the numbers in a range from yellow (5) to red (1), which is much easier to understand, and this at least should be kept even if the numbers get replaced with other symbols. For example, if we interpret the demon glyphs correspond with their "ranks" in hell, the tiles could display stars instead, or skulls, or coloured flames. Whatever, anything but numbers. :p -------------------------------------------------------------------------------- e2d098c | Adam Borowski | 2010-01-27 17:00:34 +0100 Code readability: it's unobvious EQ_CLOAK..EQ_BODY_ARMOUR means "all armours", replace such uses with proper defines. -------------------------------------------------------------------------------- 557c6a8 | Adam Borowski | 2010-01-27 17:00:34 +0100 Identify most misc items on use. Even for balls, the messages are unique. -------------------------------------------------------------------------------- 205a58a | Eino Keskitalo | 2010-01-27 17:52:52 +0200 Fix minibars staying on the center of the screen while being in the map view ('X'). The used method of locating if the player is not in the center of the view might not be the most elegant. Enne/jpeg, can you review? Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenperä -------------------------------------------------------------------------------- d9c9890 | Eino Keskitalo | 2010-01-27 17:52:51 +0200 Comment fix. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 512e552 | Eino Keskitalo | 2010-01-27 17:52:50 +0200 With default options, always show both minibars if either is not full. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenperä -------------------------------------------------------------------------------- 63855f5 | Eino Keskitalo | 2010-01-27 17:52:49 +0200 Document draw_minibars() with a comment. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenperä -------------------------------------------------------------------------------- d516b7e | Eino Keskitalo | 2010-01-27 17:52:48 +0200 Make drawing the player tile minibar into its own function. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenperä -------------------------------------------------------------------------------- 075a39c | Darshan Shaligram | 2010-01-27 20:29:53 +0530 Separate Shoal rune hut and decoy hut map again. Increase the number of top-tier merfolk guarding the rune room and Ilsuiw's hangout. Remove stair-must-be-adjacent-to-floor check in shoal-hut test, since minivaults can break that assumption. -------------------------------------------------------------------------------- ae222e6 | David Lawrence Ramsey | 2010-01-27 08:50:28 -0600 Properly put the M_SPEAKS flag on all merfolk, for consistency. -------------------------------------------------------------------------------- b92d5aa | Darshan Shaligram | 2010-01-27 19:43:54 +0530 The tide should not submerge runes in deep water, fixed. -------------------------------------------------------------------------------- 3e5fb36 | Darshan Shaligram | 2010-01-27 19:30:04 +0530 Make top-tier merfolk rarer in the Shoals. -------------------------------------------------------------------------------- de85649 | Jude Brown | 2010-01-27 23:32:27 +1000 Actually fix compilation. Must've had an old copy of mon-behv.cc open, sorry! -------------------------------------------------------------------------------- e3e9abe | Jude Brown | 2010-01-27 23:31:57 +1000 Revert "Fix compilation." This reverts commit bfdd4530e9e17435b60b6b811a93fdf8f5477c5d. -------------------------------------------------------------------------------- bfdd453 | Jude Brown | 2010-01-27 23:15:20 +1000 Fix compilation. -------------------------------------------------------------------------------- d42dd64 | Jude Brown | 2010-01-27 23:09:36 +1000 Kraken unsummon tentacles when fleeing. Could probably use some other fancy mechanism for unsummoning them, but I just wanted to make sure it works. As N78291 points out, the ink cloud is great, but you can just take hits at the tentacles as it flees, and kill it that way. -------------------------------------------------------------------------------- 00af2d7 | Robert Vollmert | 2010-01-27 14:06:39 +0100 Apply a similar "sense invisiblity" change to player visibility. Here it goes in the other direction: Previously, monsters with sense invisible could always "see" the player. Now they only see the player when they're within radius 4. The previous monster change checks adjacency, but I was afraid doing the same for the player would boost player invisibility too much. As it stands, it is probably fine as regards balance, but the hard cut off rewards being spoiled a bit. This definitely boosts invisibility (you can sneak past sense invis monsters if you don't get too close, and have a better chance of stabbing them because you spend fewer turns in their view), but also helps to make the distinction between "sense" and "see" more meaningful. -------------------------------------------------------------------------------- 6e62d3c | Robert Vollmert | 2010-01-27 14:06:39 +0100 Allow monsters that sense invisible to see adjacent monsters. Previously, they couldn't at all. This should make canine familiars more useful against invisible monsters, and seems fine as regards flavour and balance. -------------------------------------------------------------------------------- d39370e | Robert Vollmert | 2010-01-27 14:06:39 +0100 const variants of actor::as_{monster,player} -------------------------------------------------------------------------------- b9210ed | Adam Borowski | 2010-01-27 13:39:41 +0100 Unbreak spirit shield on shields. -------------------------------------------------------------------------------- e721ece | Robert Vollmert | 2010-01-27 12:17:09 +0100 Revert "Debug tracking of calls to _set_nearest_monster_foe." This reverts commit b16aec54bbff6dd3f81cb18253b0789b9f2ece58. 868ab330 seems to do a good job of reducing calls to _set_nearest_monster_foe. There's still the issue that the AI loop does a lot of unnecessary work for sleeping monsters, but the worst offender is gone. -------------------------------------------------------------------------------- addc785 | Robert Vollmert | 2010-01-27 12:16:44 +0100 Revert "Shortcut main AI loop for sleeping monsters." This reverts commit ea724affe2f12198de545db72de948a233cbebd3. Bah. -------------------------------------------------------------------------------- ea724af | Robert Vollmert | 2010-01-27 12:06:42 +0100 Shortcut main AI loop for sleeping monsters. -------------------------------------------------------------------------------- 59f2772 | Robert Vollmert | 2010-01-27 11:29:51 +0100 Fix compile. The commits after 78d786 were pushed accidentally; I'll take care of them. -------------------------------------------------------------------------------- 868ab33 | Robert Vollmert | 2010-01-27 11:18:57 +0100 Don't set nearest monster foe for sleeping monsters. -------------------------------------------------------------------------------- b16aec5 | Robert Vollmert | 2010-01-27 11:18:57 +0100 Debug tracking of calls to _set_nearest_monster_foe. -------------------------------------------------------------------------------- 47e4f69 | Robert Vollmert | 2010-01-27 11:18:57 +0100 Cosmetic. -------------------------------------------------------------------------------- 78d7865 | Robert Vollmert | 2010-01-27 11:18:57 +0100 Randomise monster energy slightly. There was a div_rand_round in there already with a comment about counting off monster moves, but the round was only random when neither monster nor player is normal speed (actually, if player speed * monster speed is not a multiple of 10). We now randomly add or subtract one from the monster movement energy. Since the extra energy is stored over turns, this should mean that a monster might get an extra move (or one less) only quite rarely. It's possible the effect won't be noticable unless the player is actually counting monster energy. We'll have to see how it works out -- easy enough to revert. Experiment supported by greensnark and sorear. -------------------------------------------------------------------------------- 859237a | Jude Brown | 2010-01-27 18:12:37 +1000 Tweak Volcano exit description. "rocky tunnel" was apparently misleading, so I've changed it to "rocky tunnel leading out of here". This still requires a tile, which would be very nice, but I suppose it's not necessary. -------------------------------------------------------------------------------- 81f0121 | Jude Brown | 2010-01-27 18:09:11 +1000 Add mspang to the credits. -------------------------------------------------------------------------------- 066adbb | Michael Spang | 2010-01-27 18:03:53 +1000 Use signed char for player::equip. PowerPC uses an unsigned char by default here, and this breaks later when we compare the value to -1. Signed-off-by: Jude Brown -------------------------------------------------------------------------------- 86b4029 | Jude Brown | 2010-01-27 17:28:12 +1000 Use KMASK no_item_gen to prevent Triggerable issues. As experienced by Napkin on CDO, Triggerable's using the "auto" target for items complain if there is more than one item at the location in question; as this usually involves linking to the Orb (or rune) and teleport control, it can be problematic. Tagging the runes/Orb with no_item_gen should mean that random items aren't generated on top of the rune/Orb, and therefore should prevent this from occuring. Temporary fix, though, as there's probably a way to improve the Triggerable identification method. -------------------------------------------------------------------------------- a3fe300 | Jude Brown | 2010-01-27 17:22:52 +1000 Fix item_pickup Triggerables (elliptic). Was using dgn.item_from_index, which used the old lightuserdata method of pushing items through to the Lua, rather than the new clua_push_item method. Previous version lacked the "name" method, which proved problematic when picking up the orb. -------------------------------------------------------------------------------- b1fd1d2 | Jude Brown | 2010-01-27 17:11:00 +1000 Use door_restrict in the Borgnjor WizLab. This should address issues where the threat isn't staying in its allotted place. -------------------------------------------------------------------------------- b42847f | Jude Brown | 2010-01-27 17:07:02 +1000 Fix Hellbinder's name, remove lava. It's too easy to just mephitic cloud him and then cause him to fall into the laval, which, as Mu points out, is quite cheap. Hence, I've removed the lava from the vault. Also, fixed the name, so it now appears at "" instead of "The ". -------------------------------------------------------------------------------- 942ab6b | Jude Brown | 2010-01-27 17:03:39 +1000 Lua wrapper for travel_stoppers, auto-add portal vault messages. Hits one of the items on jpeg's wish-list (hopefully!). This commit adds a Lua (clua-accessible) wrapper for adding phrases to the travel stopers list. It does't currently deal with message channel travel stoppers at the minute, and just uses the string as-is (this can be changed). This commit also adds functionality to lm_tmsg.lua that automatically includes any portal vault messages (with entities included) in the travel stoppers list. Hopefully, it works properly. I haven't been able to figure out a sane way to test it yet. -------------------------------------------------------------------------------- 7a9b696 | Jude Brown | 2010-01-27 17:03:38 +1000 Option to inscribe items being uncursed as "was cursed". I decided to make it an option, but it currently defaults to true. Some people might find this annoying, but after reading the idea on the interface page of the wiki, I thought it actually sounded rather useful. -------------------------------------------------------------------------------- 01d90ab | Charles Otto | 2010-01-26 22:18:17 -0500 Update a monsters AI state if evolution is used on it This make friendly wandering mushrooms start out following you. -------------------------------------------------------------------------------- fb24367 | Charles Otto | 2010-01-26 22:18:04 -0500 Tweak friendly wandering mushroom behavior Friendly wandering mushrooms will now follow you like normal allies do if no hostiles are in sight and stop moving when hostile enemies are in view (this mostly depends on your LOS, rather than the toadstools). -------------------------------------------------------------------------------- d0c4aed | David Lawrence Ramsey | 2010-01-26 20:51:18 -0600 Add one more Donald complaint. -------------------------------------------------------------------------------- 767edb4 | David Lawrence Ramsey | 2010-01-26 20:51:18 -0600 Fix typo. -------------------------------------------------------------------------------- 25ba124 | Charles Otto | 2010-01-26 21:43:54 -0500 Don't give a target prompt in evolution if nothing is in range -------------------------------------------------------------------------------- 6cc5209 | Jude Brown | 2010-01-27 12:19:43 +1000 More glyph changes: move elementals to 'i'. Quite a dramatic change, but it fixes the last of the issues that exist with glyphs: monsters sharing the same glyph as features is confusing and problematic. This commit makes the following changes: * water elemental lightblue "{" becomes lightblue "i" * earth elemental brown "#" becomes yellow "i" * fire elemental yellow "#" becomes lightred "i" * air elemental white "v" becomes white "i" The "i" glyph was previously unused for anything. I've also tweaked the colouring so that they are all lightly coloured, made the fire elementals lightred instead of yellow, and gave earth elementals yellow. Hopefully, a likewise non-contentious issue. "i" may change at a later date, but I think that having the elementals off the feature glyphs is the most important part of this change. Previous suggestions were to move efreets to "R" and put elementals on "E"; this could still be done, but it would cause colour confusion between Mara and Azrael, and also requires shifting of other monsters, while this change doesn't require any further shifting. -------------------------------------------------------------------------------- 5d2c165 | Charles Otto | 2010-01-26 20:59:43 -0500 Experimentally switch evolution to a single target ranged ability The messages could use some work. -------------------------------------------------------------------------------- 5632432 | Jude Brown | 2010-01-27 11:22:18 +1000 Replace Jiyva's jelly shield with jelly paralyse. (N78291) This patch implements the idea to replace the unintuitive and not very useful jelly shield prayer with short paralysis on all fellow slimes. Using the ability costs piety similar to the previous jelly shield ability. Signed-off-by: Jude Brown -------------------------------------------------------------------------------- aa890a5 | Jude Brown | 2010-01-27 10:58:10 +1000 Move giant spores to '*', don't spawn them in Slime. Giant spores used to spawn in Slime, assumedly because the 'G' made them a type of eyeball/slime. However, with recent changes to ballistomycete spawn mechanisms and the introduction of Fedhas, spores are definitely classed as a type of plant, so their placement in Slime is now dubious. Moving them to the '*' glyph also brings them in line with other monsters that "explode": specifically, ball of lightning and orb of destruction. -------------------------------------------------------------------------------- 6357d55 | Jude Brown | 2010-01-27 10:56:08 +1000 Bring monster MR wording in line with player's. Tweak "immune to magical enchantment" and "resistant to magic" to use "hostile enchantments" instead, similarly to the player. -------------------------------------------------------------------------------- c6d3b57 | Jude Brown | 2010-01-27 10:54:38 +1000 Don't special-case Mara with resistance messages. Seeing as his fakes are now of identical stats to him, there isn't a problem with reporting their magic resistance on the description screen; indeed, it would probably be more helpful to do so, so that people recognise the threat level. -------------------------------------------------------------------------------- a2cad0f | Jude Brown | 2010-01-27 10:37:58 +1000 Change "xyz resistant to magic" to "resistant to hostile enchantments". This helps to clear up confusion for new players who think that magic resistance is something that will help against conjurations and elemental spells (like I did when I first started playing). Change suggested by TGW. -------------------------------------------------------------------------------- 9f37424 | Charles Otto | 2010-01-26 19:10:04 -0500 Let sunlight auto-target disturbances in water again -------------------------------------------------------------------------------- 01c72a7 | Johanna Ploog | 2010-01-26 23:47:26 +0100 Correct near bloodless Vampires' innate cold resistance shown in 'A!' -------------------------------------------------------------------------------- 98003ee | Robert Vollmert | 2010-01-26 23:05:33 +0100 Hack monster LOS to reduce updates. It's now only updated if the monster has moved or is in view of the player. That means it will not necessarily be accurate if terrain or clouds are LOS-affecting monsters change/move. I'm not sure that this is much better than just not updating LOS for sleeping monsters -- depends on to what extent monsters just stay in place. Previously, crawl spent a significant amount of time with the monster LOS updates. Other options: - Calculate monster LOS on-demand (unlikely to help much) - Reduce monster LOS range away from the player (this might require some changes to LOS code to actually save time) - Track LOS globally: for each cell, which other cells are visible? An estimated 200 kB of data. This would then only be updated if terrain/clouds/LOS-affecting monsters changed. -------------------------------------------------------------------------------- 3b4e8ee | Robert Vollmert | 2010-01-26 23:05:33 +0100 Disable holy monster haloes. Also (re?) introduce bool haloed(p) that just checks the player halo when drawing the map. The naive implementation of monster haloes was a little too expensive. -------------------------------------------------------------------------------- 778f964 | Haran Pilpel | 2010-01-26 22:40:50 +0200 Make Apportation work in areas, such as the Abyss, with no map knowledge. I hope I'm doing this right; rvollmert, can you review? -------------------------------------------------------------------------------- 8062925 | Haran Pilpel | 2010-01-26 22:28:27 +0200 Some movement from x,y to coord_def. -------------------------------------------------------------------------------- b6740d2 | Haran Pilpel | 2010-01-26 21:30:56 +0200 Reinstate rvollmert's changes from 1b0e160 (flush_prev_messages) for directn.cc. This is after I accidentally clobbered them in 36b2bd4. In practice it shouldn't make much difference since there's little to be condensed in the direction prompt. -------------------------------------------------------------------------------- 36b2bd4 | Haran Pilpel | 2010-01-26 21:23:19 +0200 Merge branch 'direction-rewrite' Conflicts: crawl-ref/source/directn.cc -------------------------------------------------------------------------------- a924211 | Haran Pilpel | 2010-01-26 21:17:55 +0200 Handle out-of-sight cells better in targetting. Also minor cleanups elsewhere. -------------------------------------------------------------------------------- d0052e1 | Haran Pilpel | 2010-01-26 20:50:06 +0200 Colour the Aim: prompt a bit better. -------------------------------------------------------------------------------- 51a66bd | Haran Pilpel | 2010-01-26 19:57:20 +0200 Colour spell name when casting it. Clean up fire_targetting_behaviour() some more. -------------------------------------------------------------------------------- 1b0e160 | Robert Vollmert | 2010-01-26 16:59:14 +0100 Remove a whole lot of flush_prev_message(). flush_prev_message() should only be called before reading input or before calling delay() if possible. If some messages now get lost, please either let me know or put calls to flush_prev_message() before the appropriate getch() or delay(). With this change, we can now condense multi-turn messages (say taking off armour or butchering). -------------------------------------------------------------------------------- 889760f | Johanna Ploog | 2010-01-26 16:52:31 +0100 Don't autoquiver the wielded weapon (if it's similar to the quiver one). -------------------------------------------------------------------------------- 290e404 | Adam Borowski | 2010-01-26 16:06:06 +0100 0.5.2 compat glyphs: shadows -> ' ', shadow wraiths -> blue 'W'. -------------------------------------------------------------------------------- 20d12b3 | Adam Borowski | 2010-01-26 15:57:52 +0100 Don't warp IOODs during abyss shifts, Time Step/stairs displacing, etc. -------------------------------------------------------------------------------- 81f0a66 | Adam Borowski | 2010-01-26 15:57:52 +0100 Make IOODs (and rolling boulders when we'll get them) immune to some effects. These are banishment, a couple of cards and Xom acts. -------------------------------------------------------------------------------- 889197c | Johanna Ploog | 2010-01-26 16:02:46 +0100 Remove special case for examing gold piles, now always list quantity. -------------------------------------------------------------------------------- 7a32c53 | Johanna Ploog | 2010-01-26 15:42:30 +0100 &^ now also resets penance and handles excommunication for piety 0. -------------------------------------------------------------------------------- 32358e6 | Johanna Ploog | 2010-01-26 15:42:30 +0100 Regard known shafts as safe for travel. -------------------------------------------------------------------------------- e31823c | David Lawrence Ramsey | 2010-01-26 07:19:32 -0600 Add wording fixes. -------------------------------------------------------------------------------- 1d117d8 | Jude Brown | 2010-01-26 22:55:16 +1000 Bring shadow wraith colour in line with other shadow creatures. -------------------------------------------------------------------------------- 74dced8 | Jude Brown | 2010-01-26 21:52:08 +1000 Revert "Backlit starts at contamination of 5, in line with yellow glow." This reverts commit 5604b1e86a6e2ef6c16af50fb74427e73ffe9fcb. get_magical_contamination() is a function that rounds down the current magical contmation; it's not just a public function accessor for you.magical_contamination. -------------------------------------------------------------------------------- dc3098d | Jude Brown | 2010-01-26 21:51:43 +1000 Indicate actual invisible status in @ and % screens. -------------------------------------------------------------------------------- 5604b1e | Jude Brown | 2010-01-26 21:14:28 +1000 Backlit starts at contamination of 5, in line with yellow glow. This appears to have been a recent change, and basically causes all form of Invisibility to be instantly useless if you have any form of contamination. -------------------------------------------------------------------------------- adb224b | Jude Brown | 2010-01-26 21:14:27 +1000 Grey-out the "Invis" status message when not invisible (backlit, etc). As requested by Keskitalo. -------------------------------------------------------------------------------- d15d277 | Jude Brown | 2010-01-26 21:14:27 +1000 Fix dgn.stash_items with new items table. Also, refer to the right vector: the shops items push to Lua was trying to reference the floor items vector, which would probably cause weird bounds issues. -------------------------------------------------------------------------------- b111ba7 | Robert Vollmert | 2010-01-26 11:55:25 +0100 Update message.cc TODO list. -------------------------------------------------------------------------------- 9aa8166 | Robert Vollmert | 2010-01-26 11:50:03 +0100 Fix altar prayer screen writing to message window. It now uses the new yesno() variant. While I was at it, I removed the obnoxious extra confirmation yesno(). -------------------------------------------------------------------------------- c657462 | Robert Vollmert | 2010-01-26 11:48:28 +0100 yesno() gets a parameter to determine target GotoRegion. This is used to determine whether to print straight to screen, or whether to use mpr()/mesclr(). It's quite a hack, but some things use yesno() while the message window isn't even displayed. -------------------------------------------------------------------------------- 623fa48 | Robert Vollmert | 2010-01-26 10:54:14 +0100 Reduce mlist_min_height default to 4. With show_gold_turns=true, the debug build was previously forcing the message window to 6 lines. -------------------------------------------------------------------------------- 089a10b | Robert Vollmert | 2010-01-26 10:51:11 +0100 An attempt at preventing "double" more prompts. Try not to show a ::more()-issued --more-- prompt if we just showed a window-full --more-- prompt. -------------------------------------------------------------------------------- 26e6823 | Robert Vollmert | 2010-01-26 10:43:51 +0100 Show cursor on single-char more prompt. -------------------------------------------------------------------------------- cc822e2 | Robert Vollmert | 2010-01-26 09:56:13 +0100 Nerf poison arrow. Halve the irresistable part from 60% to 30%. Poison arrow has seen a significant relative boost with the range nerfs to other conjurations. As compared with other options (raise level, lower range), this has the advantage of furthering differentiation between schools: It is not desirable that a conjurer should want to branch out into poison magic to handle the omni-resistant end-game monsters. If this turns out to be too hard on the spell, a more interesting buff than higher damage would be to make the spell quieter to cast -- currently, only non-conjuration poison magic gets reduced spellcasting noise. -------------------------------------------------------------------------------- 98e3c33 | Robert Vollmert | 2010-01-26 09:35:58 +0100 Implement window-full --more-- prompts for delayed messaging. The current prompt is just a little '+' in the bottom left corner, saving a line of messages. This could be changed. Disable this by setting show_more=false. -------------------------------------------------------------------------------- d2a021c | Robert Vollmert | 2010-01-26 09:35:58 +0100 Add option show_more. Defaults to true, and determines whether to show a --more-- prompt for full message window when clear_messages is not set. -------------------------------------------------------------------------------- fe6e1d3 | Jude Brown | 2010-01-26 18:13:15 +1000 Merge branch 'master' into wizlab -------------------------------------------------------------------------------- 6b9c499 | Robert Vollmert | 2010-01-26 09:03:24 +0100 Fix a crash with another GOTO_CRT/GOTO_DNGN confusion. -------------------------------------------------------------------------------- be8bed0 | Jude Brown | 2010-01-26 18:03:05 +1000 Update documentation for the various WizLabs. -------------------------------------------------------------------------------- 3003e89 | Robert Vollmert | 2010-01-26 09:01:42 +0100 Make display_notes() start at the end. -------------------------------------------------------------------------------- 8675007 | Jude Brown | 2010-01-26 17:55:54 +1000 And randomise Hellbinder too. -------------------------------------------------------------------------------- 9c11f61 | Jude Brown | 2010-01-26 17:49:00 +1000 Overhaul layout, convert random Lab to Borgnjor, randomise Cloud. I've also commented out the currently incomplete maps in preparation of merging back into master. Not done yet, though. -------------------------------------------------------------------------------- aca0e9b | Robert Vollmert | 2010-01-26 08:46:09 +0100 menu.cc: Improve handling of MF_START_AT_END. It now starts with a full last page, fixing issue #549. -------------------------------------------------------------------------------- b532e55 | Robert Vollmert | 2010-01-26 08:42:14 +0100 Show repeats in message history. -------------------------------------------------------------------------------- 7cc82fd | Robert Vollmert | 2010-01-26 08:41:24 +0100 Make repeats-appending a method of message_item. -------------------------------------------------------------------------------- 79f2493 | Robert Vollmert | 2010-01-26 08:38:07 +0100 Remove unused and unimplemented string cast from message_item. -------------------------------------------------------------------------------- 8f2b434 | Robert Vollmert | 2010-01-26 08:35:55 +0100 Print new-turn leading dashes in message history. -------------------------------------------------------------------------------- 8f02fb4 | Robert Vollmert | 2010-01-26 08:22:22 +0100 Update message.cc todo list. -------------------------------------------------------------------------------- 73bc29e | Haran Pilpel | 2010-01-26 09:02:18 +0200 Make the top prompt in direction() controllable by targetting_behaviour. Clean up fire_targetting_behaviour() and have it conform to the new interface. Also, fix a bug with cursor disappearing if Options.use_fake_cursor was set. -------------------------------------------------------------------------------- 1790236 | Jude Brown | 2010-01-26 15:35:42 +1000 Merge branch 'master' into wizlab Conflicts: crawl-ref/source/rltiles/dc-mon.txt -------------------------------------------------------------------------------- 8baaba4 | Jude Brown | 2010-01-26 14:56:32 +1000 Allow auto-travel through teleport traps with stasis, -TELE. Addresses the other part of #546, also consolidates calls to Lua trapwalk functionality into one instance, rather than multiple instances. -------------------------------------------------------------------------------- cdfe5b6 | Jude Brown | 2010-01-26 14:13:25 +1000 Don't prompt for entering teleport traps with stasis, -TELE. This addresses part of the issue described in #546. -------------------------------------------------------------------------------- 6547921 | Jude Brown | 2010-01-26 13:41:19 +1000 Hopefully finally fix "of flame of flame" and other errata. This was not helped by the fact that ammo_name, as passed to setup_missile_beam, is only used by the player throwing functionality. Flaming, frost, and chaos missiles will now identify when thrown, so you shouldn't see "XYZ shoots an arrow of flame" and then pickup "a glowing arrow". You will still get "XYZ shoots a glowing arrow" for some types of missile (dispersal, etc), but these should identify as per normal. This hopefully sorts everything out, but really should only be considered a temporary fix: the code is messy and confusing as hell, and needs to be rewritten to be clearer, and to use the same naming and beam structure code for both. This commit doesn't address the issue that casting poison weapon or fire brand doesn't identify on the weapon, something I noticed occuring when using &I in WizMode. Unsure if it's actually an issue in non-WizMode play, so I'll look into it. -------------------------------------------------------------------------------- d98f808 | Jude Brown | 2010-01-26 12:21:17 +1000 Hopefully fix #54, identified branded ammunition not stacking properly. The items_stackable function didn't seem to ever compare ammunition brands, merely ammunution pluses. This meant that branded and non-branded ammunition with the same pluses would stack, and one of them would lose its brand (or gain a brand). -------------------------------------------------------------------------------- 26b47dd | Jude Brown | 2010-01-26 12:00:27 +1000 Tweak slime_altar_2 to be less instantaneous death, but still threatening. Unfortunately, as there's no indication as to what's behind the door, and there is quite a high chance of acid blobs (I got two in one game), the moment you open the door, you're pretty much dead unless you have a scroll of blinking or some instantaneous means of escape. I've therefore tweaked the vault and placed glass around the door, so that you can see inside, and also placed a warning and a restriction on the door: the first is so that you don't auto-explore it open, and the second is so that the jellies don't see you and decided to come out and visit. It still presents an interesting threat, but not one that you are forced to deal with immediately. -------------------------------------------------------------------------------- 85155ad | Jude Brown | 2010-01-26 12:00:26 +1000 Tweak poisoned needle stack sizes again. Poisoned needles, according to Darshan, were unaffected by the recent poisoned ammo buff, and therefore didn't need their sizes reduced as much. -------------------------------------------------------------------------------- f6be3b4 | Johanna Ploog | 2010-01-26 02:20:42 +0100 Make the wizmode god gift command a bit more useful. * Remove some dice rolls if forced == true. * Clean up the code a bit. * Add &- to the wizmode help. Doesn't handle Xom's item gifts yet, but should. Also gives no indication if a god won't ever hand out any gifts. -------------------------------------------------------------------------------- c1c15c6 | Johanna Ploog | 2010-01-26 02:20:42 +0100 Change &^ to prompt for a value instead of increasing by fixed values. For Xom, in addition prompt for an interest value. This should be more useful for debugging. Setting piety to 0 this way doesn't excommunicate the player, though it probably should. -------------------------------------------------------------------------------- 1680f12 | Adam Borowski | 2010-01-26 01:28:45 +0100 Remove some magic number comments. This doesn't touch enums with strategic holes, since getting rid of these in a reasonable way would require breaking saves. -------------------------------------------------------------------------------- 54a6322 | Johanna Ploog | 2010-01-25 23:48:48 +0100 Allow leaving the doll edit screen without saving any changes. Distinguish between saving and quitting as it's really annoying to find that you can't undo your experimentation and that leaving the screen actually saves them. -------------------------------------------------------------------------------- 9e9ae14 | Johanna Ploog | 2010-01-25 23:48:48 +0100 Fix a tile I'd accidentally modified. -------------------------------------------------------------------------------- ca715a4 | Johanna Ploog | 2010-01-25 23:48:48 +0100 Only save tutorial files for tutorial characters. -------------------------------------------------------------------------------- 5847439 | Johanna Ploog | 2010-01-25 23:48:47 +0100 Update credits. -------------------------------------------------------------------------------- 509d2a4 | Robert Vollmert | 2010-01-25 22:44:41 +0100 Initialize crawl_view.termsz in tiles. Setting it to 80x24 -- tiles experts should correct this if inappropriate. This fixes issue #556. -------------------------------------------------------------------------------- 3cae7b4 | Robert Vollmert | 2010-01-25 22:20:06 +0100 Rename P_MESCLR by P_NEW_CMD. Initially, the dark gray dashes were meant to be output after each mesclr(), but that doesn't seem to be so helpful. Rename it to the current purpose. -------------------------------------------------------------------------------- 25a59e3 | Robert Vollmert | 2010-01-25 22:19:58 +0100 An implementation of any_messages(). This should fix the recently obnoxious paralysis behaviour. -------------------------------------------------------------------------------- 179dc7b | Robert Vollmert | 2010-01-25 22:19:58 +0100 Change handling of delayed messaging leading dash. This is now output throught msgwin_new_cmd, called from the main loop from input(). It outputs the normal light gray new turn dash if a turn has passed since the light command; this dash will move up through messages, indicating the last turn start. If no turn has passed, it outputs a dark gray dash. -------------------------------------------------------------------------------- f1d7d9c | Robert Vollmert | 2010-01-25 22:19:58 +0100 Replace tracking of turn_line by mesclr_line. The message window now tracks at which line it was last "cleared". This is to be able to implement any_messages() which will say whether there have been new messages since the last mesclr(). msgwin_new_turn is gone. -------------------------------------------------------------------------------- a719e8c | Robert Vollmert | 2010-01-25 22:19:58 +0100 Track the last output leading dash prompt. Also add the generic message_window::output_prefix. -------------------------------------------------------------------------------- eb87534 | Robert Vollmert | 2010-01-25 22:19:57 +0100 Convert message_window::add_item to use prefix_type. -------------------------------------------------------------------------------- a7fdcff | Robert Vollmert | 2010-01-25 22:19:57 +0100 Implement prefix_glyph. -------------------------------------------------------------------------------- d7a7c1d | Robert Vollmert | 2010-01-25 22:19:57 +0100 Add enum prefix_type. -------------------------------------------------------------------------------- d3cc322 | Robert Vollmert | 2010-01-25 22:19:57 +0100 Explanatory comment in message_window::add_item. -------------------------------------------------------------------------------- d7254cc | Robert Vollmert | 2010-01-25 22:19:57 +0100 Sort includes. -------------------------------------------------------------------------------- 44973de | Robert Vollmert | 2010-01-25 22:19:57 +0100 Reduce level-up --more-- prompts. -------------------------------------------------------------------------------- 5cc2e6f | Robert Vollmert | 2010-01-25 22:19:56 +0100 Add formatted_string::empty(). -------------------------------------------------------------------------------- 46eeaea | David Lawrence Ramsey | 2010-01-25 10:29:49 -0600 Don't make snapping turtles level up into alligator snapping turtles anymore, as they're apparently two different species. -------------------------------------------------------------------------------- 60cd7af | Johanna Ploog | 2010-01-25 17:04:05 +0100 Add Porkchop (he of the many tiles) to the credits. -------------------------------------------------------------------------------- b6d4361 | David Ploog | 2010-01-25 16:13:31 +0100 Make ossuary_due_mausoleum harder. (syllogism) Slightly less loot in the treasure chamber. Only one secret door. Removed the exit portal from the chamber. -------------------------------------------------------------------------------- 6c84e91 | David Lawrence Ramsey | 2010-01-25 08:36:53 -0600 Add comment and spacing fixes. -------------------------------------------------------------------------------- 247cc87 | David Lawrence Ramsey | 2010-01-25 08:35:36 -0600 Add wording fixes. -------------------------------------------------------------------------------- 69777bf | David Lawrence Ramsey | 2010-01-25 08:35:18 -0600 Add spacing fix. -------------------------------------------------------------------------------- 06b9c1b | David Lawrence Ramsey | 2010-01-25 08:05:11 -0600 Fix [2827189]: Remove electricity resistance from liches. Ancient liches still have it, but they should be more of a threat. -------------------------------------------------------------------------------- 2094260 | David Lawrence Ramsey | 2010-01-25 07:54:02 -0600 Update _item_race_matches_monster() to account for dwarves, -------------------------------------------------------------------------------- e9ad877 | David Lawrence Ramsey | 2010-01-25 07:07:21 -0600 Make phantoms and shadows levitate, for consistency with all other 'p's. -------------------------------------------------------------------------------- 9a9cb98 | Adam Borowski | 2010-01-25 12:52:59 +0100 &) has changed meaning, update the help. -------------------------------------------------------------------------------- ca2f0d0 | Adam Borowski | 2010-01-25 12:50:26 +0100 Try to eject monsters from your spot when you step back into time. -------------------------------------------------------------------------------- e8fa64a | Adam Borowski | 2010-01-25 12:41:53 +0100 Hasting others makes things faster, so CB hates that. -------------------------------------------------------------------------------- f6b5893 | Jude Brown | 2010-01-25 17:47:53 +1000 Tweak Donald speech slightly. This removes or rewords some contentious lines. -------------------------------------------------------------------------------- d2c5c8d | Robert Vollmert | 2010-01-25 08:44:07 +0100 Allow stabbing of friendly monsters. I hope this is uncontroversial (allowing to stab friends, not stabbing friends itself). It makes a lot of sense to be able to catch them off-guard. Mostly flavour -- I don't think the gameplay effect will be huge. Let me know if I missed something! Ally stabs do damage like confused stabs. The messages fit nicely: "You catch %s completely off-guard!" "You strike %s from behind!" -------------------------------------------------------------------------------- fce9e98 | Jude Brown | 2010-01-25 17:09:27 +1000 Pikel's slaves turn neutral when he follows you off the level. This might cause issues with the fact that you can just take Pikel down the stairs, and then straight back up again, to have his freed slaves attack him. However, I think that it's thematically good, as the spell doesn't last when he's charmed, nor does it last when he's banished or killed, and it also prevents issues where killing Pikel on one level doesn't neutralise slaves on another. This only applies to slaves that are left behind, rather than to slaves that follow you up (or down) the stairs. Finally, this doesn't affect slaves (and not Pikel) following you up and down stairs. Will do that shortly. -------------------------------------------------------------------------------- 58955c4 | Jude Brown | 2010-01-25 15:19:28 +1000 Don't hand out darkgrey to 'BLACK' monsters. (TGW) Monsters that specify BLACK are given a random colour on placement. Unfortunately, due to the fact that random_colour() picks any colour, this means that these monsters sometimes end up with DARKGREY, which clashes with our policy of not using DARKGREY as a monster colour. This commit introduces random_monster_colour(), which will re-pick a colour if DARKGREY is given, and continue to re-pick until it gets a colour that isn't DARKGREY. -------------------------------------------------------------------------------- 494db5b | Jude Brown | 2010-01-25 14:46:24 +1000 A few further (simple) glyph and colour changes. Hopefully these are non-contentious. This commit consolidates larvae onto the relevant glyph: * yellow "w" for killer be larvae become lightgrey "k". * lightgrey "w" for ant larvae become lightgrey "a". To compensate for the fact that soldier ants already exist as lightgrey "a", though are a considerable threat: * lightgrey "a" for soldier ants become white "a". The other changes involved furthers the recent adjustments to insubstantiality: as "p" has primarily the undead on it, apart from insubstantial wisps, these have been moved to "v". Vapours, likewise insubstantial, have also been moved to "v". This changes helps to remove confusion between "#" for monster glyphs and walls, the only remaining "#" monsters are the elementals. * lightgrey "v" for air elemental becomes white "v". * lightgrey "p" for insubstantial wisp becomes lightgrey "v". * lightgrey "#" for vapour becomes lightcyan "v". Finally, the long contentious darkgrey/black shadow on " " (no glyph), which causes visual issues on some platforms, and goes against our principle of no having any monsters on darkgrey, becomes magenta "p". This change is fitting because they are undead, and with the above change to insubstantial wisps now meaning that "p" is purely undead, it seems to work quite well. Magenta was chosen to match various other "shadow" creatures (shadow dragons, shadow imps, shadow demons, to name three). * darkgrey/black " " for shadows becomes magenta "p". -------------------------------------------------------------------------------- 82ebec5 | Charles Otto | 2010-01-24 21:14:20 -0500 Don't shift giant spores when reloading a level Doing so would disrupt their trail. -------------------------------------------------------------------------------- 55e4806 | Charles Otto | 2010-01-24 21:09:44 -0500 Describe squares with FPROP_SPORES as "covered in spores" -------------------------------------------------------------------------------- 20efee2 | Jude Brown | 2010-01-25 11:31:15 +1000 Don't let Mara summon a player ghost while the player is out of LOS. -------------------------------------------------------------------------------- e359836 | Charles Otto | 2010-01-24 19:11:06 -0500 Preliminarily add FPROP_SPORES and make giant spores leave a trail with it -------------------------------------------------------------------------------- dd70574 | Haran Pilpel | 2010-01-25 00:59:59 +0200 Merge branch 'direction-rewrite' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref into direction-rewrite -------------------------------------------------------------------------------- c7db6ed | Adam Borowski | 2010-01-24 23:51:43 +0100 Make trees in the Swamp 25% brown, 75% dark green. -------------------------------------------------------------------------------- cac99ab | Haran Pilpel | 2010-01-25 00:48:31 +0200 Merge branch 'master' into direction-rewrite -------------------------------------------------------------------------------- d9662cf | Haran Pilpel | 2010-01-25 00:47:30 +0200 Really add the better ally-attack message. -------------------------------------------------------------------------------- 553c0cd | Haran Pilpel | 2010-01-25 00:42:05 +0200 Many more changes to direction(). 1. 't' is gone. 'f' now means 'fire at target'. 2. Spells now show their name when zapping. The prompt could be improved. 3. Better messaging while 'x'ing. 4. Better 'Aim:' line. 5. Object-targetted items will show items. Object-cycling (say with ';') will display information about items, once. 6. CMD_TARGET_SHOW_PROMPT now meaningless. Should be removed soon. 7. Better top prompt for some commands (e.g. Sunlight, ordering allies to attack.) -------------------------------------------------------------------------------- fbcabc8 | Darshan Shaligram | 2010-01-25 04:01:59 +0530 Remove god_likes_butchery check from butcher-knife pickup logic. -------------------------------------------------------------------------------- 2f373b1 | Johanna Ploog | 2010-01-24 23:51:58 +0100 Move player doll non-weapon hand1/non-shield hand2 tiles into subfolders. New subfolders misc for misc. item, book etc. tiles for the player doll. -------------------------------------------------------------------------------- b9b0a30 | Johanna Ploog | 2010-01-24 23:51:58 +0100 Replace the default player doll holy scourge tile with another one. -------------------------------------------------------------------------------- fcbd835 | Darshan Shaligram | 2010-01-25 03:46:32 +0530 Calculate EV and spellcasting penalty with a scale of 2, rounding the final EV number up and the final spellcasting penalty down. -------------------------------------------------------------------------------- 5b3dcb4 | Enne Walker | 2010-01-24 16:52:07 -0500 [520] Add purge's newer tree tiles. -------------------------------------------------------------------------------- b44f682 | Adam Borowski | 2010-01-24 22:27:03 +0100 Revert the XP cap for hundreds of kills. -------------------------------------------------------------------------------- b4a6c95 | Johanna Ploog | 2010-01-24 22:15:01 +0100 Add Porkchop's tile for the penetration brand. -------------------------------------------------------------------------------- fea4fc7 | Johanna Ploog | 2010-01-24 22:15:01 +0100 Also rename weapon tiles to match their normal/ego variants' order. -------------------------------------------------------------------------------- 9365853 | Johanna Ploog | 2010-01-24 22:15:01 +0100 Also rename other armour tiles to match their plain/ego/randart order. -------------------------------------------------------------------------------- c9bc0ed | Johanna Ploog | 2010-01-24 22:15:01 +0100 Add Porkchop's ego/randart tiles for banded/plate/splint mail. Thanks! -------------------------------------------------------------------------------- b83ba74 | Johanna Ploog | 2010-01-24 22:15:01 +0100 Experimentally, use hp_colour to decide player doll hp bar colour. After some experimentation, I decided to always use RED as the background colour and to use BLACK as the hp colour at low values. -------------------------------------------------------------------------------- 1865e01 | Robert Vollmert | 2010-01-24 21:16:41 +0100 Moving into and fighting plants is not a "good move". Unless the monster has been told to attack it. Another part of the fix of issue #535. -------------------------------------------------------------------------------- fa621cc | Robert Vollmert | 2010-01-24 21:16:41 +0100 Monster movemement: Don't move-into-fight plants. Part of fixing issue #535. -------------------------------------------------------------------------------- 34c66fc | Robert Vollmert | 2010-01-24 21:16:41 +0100 Update mons_is_firewood documentation to reflect new use. -------------------------------------------------------------------------------- a2c4c6a | Robert Vollmert | 2010-01-24 21:16:40 +0100 Make monsters not autotarget firewood. This should prevent allies from focusing on plants, fixing part of issue #535. -------------------------------------------------------------------------------- dac4468 | Robert Vollmert | 2010-01-24 21:16:40 +0100 Convert _may_cutdown to consult the restored mons_is_firewood. -------------------------------------------------------------------------------- e26087e | Robert Vollmert | 2010-01-24 21:16:40 +0100 Revert "Revert "mons_is_firewood: Monsters that other monsters may cut through."" This reverts commit a21ab46018f3971b7d15e390c7eee45f8d32b92b. The property found a second use. -------------------------------------------------------------------------------- f2fbd09 | Darshan Shaligram | 2010-01-25 01:45:31 +0530 Double the effect of Shields skill on ASP. New formula for ASP: SP - (Shields / (5 + size)) -------------------------------------------------------------------------------- 6c1134b | Charles Otto | 2010-01-24 15:02:53 -0500 Display the food acquirement option as 'Fruit' for Fedhas worshipers -------------------------------------------------------------------------------- 92649d2 | Charles Otto | 2010-01-24 15:02:33 -0500 Fedhas worshipers get fruit from food acquirement (patch by MarvinPA) Mantis issue 251 - let Fedhas worshipers get a stack of fruit from acquirement instead of honeycomb. -------------------------------------------------------------------------------- eb50c02 | Darshan Shaligram | 2010-01-25 01:24:53 +0530 Don't let shield penalty turn into a bonus. -------------------------------------------------------------------------------- 796fa0d | Darshan Shaligram | 2010-01-25 00:57:59 +0530 Fix broken pickup.lua (78291). The pickup code was pushing item_defs as lightuserdata instead of a wrapped item userdata, and item.can_cut_meat() should have been written item.can_cut_meat. -------------------------------------------------------------------------------- 431f7c2 | Robert Vollmert | 2010-01-24 19:45:17 +0100 Fix long messages not being linebroken in history. -------------------------------------------------------------------------------- d561732 | Johanna Ploog | 2010-01-24 20:04:09 +0100 Fix Mantis BR 523: Tiles player mini hp/mp bar misbehaviour. -------------------------------------------------------------------------------- cf2d864 | Johanna Ploog | 2010-01-24 19:34:30 +0100 Fix gates not being handled correctly in Xom's "change scenery" act. Doors are now handled correctly, but I still get visibility issues with stuff that changes before the doors slam shut, which is fairly minor but a bit weird. Also, Xom opening/closing doors is properly noisy now. -------------------------------------------------------------------------------- 5dcf04f | Darshan Shaligram | 2010-01-24 23:00:06 +0530 Armour/shield spellcasting penalty should not be negative (i.e. never a bonus). -------------------------------------------------------------------------------- 65d3a42 | Johanna Ploog | 2010-01-24 17:13:42 +0100 Fix "stairs" not being pluralised correctly. -------------------------------------------------------------------------------- 5e625c3 | Johanna Ploog | 2010-01-24 16:16:44 +0100 Remove dangling transparent pixels from angel and Menkaure tiles. -------------------------------------------------------------------------------- 0f881e0 | Johanna Ploog | 2010-01-24 16:16:44 +0100 Unlink .tdl (tile doll file) upon character death. -------------------------------------------------------------------------------- ce1dfc7 | Robert Vollmert | 2010-01-24 15:44:36 +0100 Provide an implementation of round() for MSVC. Should hopefully fix the compile. -------------------------------------------------------------------------------- 48b44ea | Johanna Ploog | 2010-01-24 15:26:49 +0100 Revert check for .tdl files, doesn't work. -------------------------------------------------------------------------------- 6b0ad0f | Jude Brown | 2010-01-24 23:32:09 +1000 Give (adult) alligators tail-slap attacks. -------------------------------------------------------------------------------- 2be18d1 | Darshan Shaligram | 2010-01-24 19:00:43 +0530 Throw a Lua error instead of killing Crawl if a Lua state does not have a known matching clua (this can happen when coroutines are involved). -------------------------------------------------------------------------------- 73905f9 | Darshan Shaligram | 2010-01-24 18:55:19 +0530 Fix stash-tracker item annotations and restrict user scripts to access items only on the same turn the items were wrapped for Lua by the core C++ code. -------------------------------------------------------------------------------- ba8c913 | Robert Vollmert | 2010-01-24 14:07:01 +0100 Disambiguate uses of sqrt by casting to double. Should fix a a Visual Studio compile error (felirx). -------------------------------------------------------------------------------- 8d1597f | Robert Vollmert | 2010-01-24 13:54:16 +0100 Fix explosion drawing with messages_at_top. Another case of view coordinate confusion -- they're unfortunately screen-absolute. -------------------------------------------------------------------------------- 9a9a268 | Robert Vollmert | 2010-01-24 13:40:47 +0100 Clear messages before the tutorial messes with options. There was --more-- prompt weirdness because Options.clear_messages was changed in the middle of messaging. -------------------------------------------------------------------------------- d15f7f1 | Jude Brown | 2010-01-24 22:07:52 +1000 Convert items Lua library to use metatable. May case end-user issues. Like the monster library, the item library now uses a metatable to store its functions. Instead of using lightuserdata, as before, and passing this to the different item.* functions, the functions are now members of the actual item. The item library has also been renamed to "items": this allows for its use in Vault definitions without it clashing with the item specifier and dgn.item function. Example: * Previously, you would use: local x = item.inventory()[1] print(item.name(x, false)) * Now, you would use: local x = items.inventory()[1] print(x.name(false)) This will have an impact on end-user scripts that use the old version of the item library. I have already updated the uses of the items library in the dat/lua scripts, as well as vault definitions and marker definitions. I think I've caught them all. There may be bugs or issues, but hopefully that's everything. (Does cause issues with annotations such as {artefact}, will be fixed shortly.) -------------------------------------------------------------------------------- 6f65497 | Darshan Shaligram | 2010-01-24 17:18:24 +0530 The Lernaean hydra can now knock down trees, and is SIZE_HUGE. -------------------------------------------------------------------------------- 6f76b8a | Robert Vollmert | 2010-01-24 12:03:50 +0100 Don't call flush_prev_message in c_getch in tiles or w32. This could cause stack overflows because more prompts read keys using c_getch; there's also no reason that c_getch should need to flush on some platforms and not others. -------------------------------------------------------------------------------- 019904d | Darshan Shaligram | 2010-01-24 16:15:21 +0530 Allow hand-and-half bonus even if the player qualifies for aux unarmed rounds (affects only minimum attack speed). -------------------------------------------------------------------------------- f050211 | Johanna Ploog | 2010-01-24 03:05:19 +0100 Fix .tdl files not being unlinked on character death. -------------------------------------------------------------------------------- e4e5e02 | Johanna Ploog | 2010-01-24 03:02:54 +0100 Don't attempt to unpack non-existing .tdl files. A character created in the console version naturally doesn't have a tile doll (tdl) file and if you switch to the Tiles version you kept getting error messages about said file not being found until you eventually open the savefile in the Tiles version. This is no longer the case. -------------------------------------------------------------------------------- 11eab33 | Johanna Ploog | 2010-01-24 02:34:12 +0100 Merge branch 'direction-rewrite' of ssh://crawl-ref.git.sourceforge.net/gitroot/crawl-ref/crawl-ref into direction-rewrite -------------------------------------------------------------------------------- 21f6bc5 | Johanna Ploog | 2010-01-24 01:19:58 +0100 Fix SF BR 2913259: Bad pluralisation in database lookup. -------------------------------------------------------------------------------- e7e71e2 | Johanna Ploog | 2010-01-24 00:35:42 +0100 Add purge's burning bush tile. -------------------------------------------------------------------------------- 1b43f5a | Enne Walker | 2010-01-23 22:30:59 -0500 Make flying actors not appear to be in water. A few checks were not respecting the FLYING flag, and so flying monsters and players would appear to be submerged in water in tiles. -------------------------------------------------------------------------------- bdf6493 | Johanna Ploog | 2010-01-23 23:50:35 +0100 Add a variation of Nessos' tile to UNUSED, for a future CePa unique. Done by Porkchop. -------------------------------------------------------------------------------- b2163f1 | Robert Vollmert | 2010-01-23 22:24:15 +0100 Revert "During Che prayer, removing ponderous armour doesn't speed you up." This reverts commit 7fe2bb4e80a977ca92e8c62df84ae63de98fa89d. As TGW pointed out, this would mean you could get ponderous effect without wearing the armour by keeping up prayer. -------------------------------------------------------------------------------- 7fe2bb4 | Robert Vollmert | 2010-01-23 22:16:16 +0100 During Che prayer, removing ponderous armour doesn't speed you up. -------------------------------------------------------------------------------- 1511ae9 | Robert Vollmert | 2010-01-23 22:10:24 +0100 Make DID_UNPONDEROUS piety cut depend on level. level = number of items of ponderousness unequipped. Each item cuts piety by 1/3 currently. -------------------------------------------------------------------------------- 978a999 | Robert Vollmert | 2010-01-23 22:10:24 +0100 Don't cut piety for unpondering during prayer. -------------------------------------------------------------------------------- bc868ac | Robert Vollmert | 2010-01-23 22:10:24 +0100 Enable Cheibriados prayer, tracking ponderousness at start and end. Ending prayer will cause DID_UNPONDEROUS with level the net number of items removed. Prayer has no other effects at the moment. It needs to get some to discourage just praying all game if you want to remove some armour. -------------------------------------------------------------------------------- 9d6ab8d | Robert Vollmert | 2010-01-23 22:10:23 +0100 Optionally count melded armour in player_equip_ego_type. Cheibriados is interested in all armour you have equipped and should not be trickable by changing form. -------------------------------------------------------------------------------- 364737a | Robert Vollmert | 2010-01-23 22:10:23 +0100 Add field player::che_saved_ponderousness. The name is too long. This will be used to store the amount of ponderous armour worn at prayer start. Increment minor version. -------------------------------------------------------------------------------- 8e9310a | Adam Borowski | 2010-01-23 21:46:41 +0100 Don't use "of Pain" as a randart name. -------------------------------------------------------------------------------- 29850c7 | Darshan Shaligram | 2010-01-24 01:53:09 +0530 AC/EV changes as outlined on CDO wiki. The first iteration of AC/EV changes as described on http://crawl.develz.org/wiki/doku.php?id=dcss:brainstorm:misc:ac Although the distinction between heavy and light armour has been removed for the actual AC and EV calculations, the heavy/light armour distinction is still in place for skill training. Skill training is not modified in any way by this change. Change details follow, with Armour = armour skill, Dodge = Dodging skill: New total AC = base_AC * (23 + effective_armour_skill) / 23 + enchantments + modifiers Where - effective_armour_skill = armour skill + racial armour skill bonus. - enchantments = armour enchantments - modifiers = transforms, mutations, etc. affecting AC. New guaranteed damage reduction: = body_base_AC*(13+Armour)/17 * max_dam/100 New total EV: = 10 + size + (7 * Dodge * Dex) / (20 * AEVP - size) - AEVP - ASP + bonuses Where size = 2 * (medium - body_size) having: body_size be one of: tiny = 0 little = 1 small = 2 medium = 3 large = 4 big = 5 giant = 6 huge = 7 For ref: halfling = small, human = medium, ogre = large, dragon = huge AEVP (adjusted evasion penalty for armour): = body_AEVP + piece_EVP Where body_AEVP is for the body armour, calculated as: = (EVP + MAX(0, 3*EVP - Str)) * (45 - Armour) /45 where EVP = base evasion penalty of the armour piece_EVP is the sum of the base evasion penalties of the non-body armour worn, excluding shields. Currently this is only applicable to bardings (EVP of 2). ASP (adjusted shield evasion penalty): = SP - (1 + Shields) / (2 * (5 + size)) where SP = 1 for buckler, 3 for shield, 5 for large shield New spellcasting penalty: = 25 * (body_AEVP + ASP) - 20 - race_mod where race_mod = 25 for elven, -15 for dwarven, 15 for races in their native armour. New combat penalties: - to-hit penalty = 1d(body_AEVP) + 1d(ASP) - to-hit penalty for 1.5 hand weapons = 1d(body_AEVP) + 2d(ASP) - to-dam penalty for 1.5 hand = 1d(ASP) - base_delay is unchanged if body_AEVP is 0, otherwise: - base_delay = max(base_delay, 1d10 + 1d(body_AEVP)) - base_delay for unarmed = max(base_delay, 1d10 + 2d(body_AEVP)) - final_delay += min(1d(body_AEVP), 1d(body_AEVP)) - final_delay for 1.5 hand += min(1d(body_AEVP) + 1dASP, 1d(body_AEVP) + 1dASP) 1.5-hand weapons now receive penalties when wearing shields, whereas before they had bonuses handed out when *not* wearing shields. To compensate for this, more or less, I've changed existing hand-and-halfer stats as follows (dam/hit/attack delay): - katana 13/2/13 -> 14/3/12 - blessed katana 14/1/13 -> 15/2/12 - double sword 15/-2/16 -> 16/-1/15 - blessed dbl swd 15/-2/15 -> 16/-1/14 - broad axe 14/-2/17 -> 14/-2/16 (axes don't need help :P) - spear 6/3/12 -> 7/4/11 - trident 9/2/14 -> 10/3/13 - demon trident 13/0/14 -> 14/1/13 These changes do not match the old 1.5 hander behaviour - they make hand and halfers stronger, because the boost is to base damage, whereas the old behaviour was to boost damage after weapon skill was applied. The 1.5 hander changes will probably need to be discussed and revisited. -------------------------------------------------------------------------------- 7149ab9 | Robert Vollmert | 2010-01-23 21:21:42 +0100 Split out godprayer.{cc,h} from religion.cc. This is directly prayer related code, as well as some things on sacrifice that were pulled along. Ideally, the sacrifice-related code should follow, or be collected in a further file. -------------------------------------------------------------------------------- 788a92e | Robert Vollmert | 2010-01-23 20:45:07 +0100 Fix compile. -------------------------------------------------------------------------------- 917cc2d | Robert Vollmert | 2010-01-23 20:26:25 +0100 Split out did_god_conduct and some other things to godconduct.{h,cc}. -------------------------------------------------------------------------------- cfdaf57 | Adam Borowski | 2010-01-23 18:32:23 +0100 Add another grade for piety loss after mere -10 "extremely guilty". -------------------------------------------------------------------------------- 26ebeaf | Adam Borowski | 2010-01-23 18:23:47 +0100 Give a message when removing ponderousness as a CB worshipper. -------------------------------------------------------------------------------- 9b4a7a5 | Haran Pilpel | 2010-01-23 17:50:02 +0200 Always print items when just_looking. Fix capitalization. -------------------------------------------------------------------------------- 67be55e | Haran Pilpel | 2010-01-23 17:12:25 +0200 Merge branch 'master' into direction-rewrite -------------------------------------------------------------------------------- dbb4f7b | Haran Pilpel | 2010-01-23 17:11:41 +0200 More improvements to direction(). -------------------------------------------------------------------------------- 4afa74bf0 | David Lawrence Ramsey | 2010-01-23 07:23:25 -0600 Make snapping turtles level up into alligator snapping turtles, and make baby alligators level up into alligators. -------------------------------------------------------------------------------- 7d59d74 | Jude Brown | 2010-01-23 21:03:31 +1000 Alligators now generate as patrolling, unless they're in a band. All that's left now is for them to be "timid" (only attack if you attack them first, or come within four or so grid squares of them), which Darshan is looking into. -------------------------------------------------------------------------------- 21cb459 | Jude Brown | 2010-01-23 20:57:55 +1000 Kraken no longer submerge while fleeing, but squirt clouds of ink. New cloud type of "ink": it can only exist "over" water (and should be detailed in Tiles transparently, as though it's under the water as well as above it, if posible). Also, tentacles will now flee when the kraken head flees. This means that the kraken head doesn't flee, and then stop because the tentacles are too busy attack you to do anything interesting. It does't mean it will always continue fleeing, however. -------------------------------------------------------------------------------- bc4a148 | Jude Brown | 2010-01-23 17:56:44 +1000 Let alligators spawn regularly in Swamp. You should get one or two per level. There is also a chance of the alligator spawning with several young (baby alligators), which I think is thematically interesting. -------------------------------------------------------------------------------- 9ea65f5 | Jude Brown | 2010-01-23 17:13:12 +1000 Move volcano.des to the right folder, spellcheck. -------------------------------------------------------------------------------- d619ec9 | Jude Brown | 2010-01-23 17:10:52 +1000 Add (rename) crocodiles and alligators. Giant lizards are now aphibious, brown 't', known as 'crocodile'. Otherwise, their stats are identical (apart from the swim speed bonus). Alligators and baby alligators are lightblue and blue 't' respectively: the "adult" form is slow, but puts on a "burst of speed" (emulated by using swiftness). I considered using a combination of high speed and adjusted movement energy, but it looked odd. -------------------------------------------------------------------------------- a537b5a | Haran Pilpel | 2010-01-23 09:05:23 +0200 Merge branch 'master' into direction-rewrite -------------------------------------------------------------------------------- be1ab93 | Robert Vollmert | 2010-01-23 08:01:55 +0100 Disallow Freeze and Vampiric Draining from affecting submerged monsters. Similar justification to the beam change -- using these against submerged monsters is very obscure and grindy. -------------------------------------------------------------------------------- 667e710 | Robert Vollmert | 2010-01-23 08:01:54 +0100 Never target submerged monsters. Since they're not affected by beams anymore, they shouldn't be targetted. -------------------------------------------------------------------------------- c4f5129 | Robert Vollmert | 2010-01-23 08:01:54 +0100 Don't allow beams to affect submerged monsters. Targetting submerged creatures is part spoiler-knowledge, part interface nightmare, and leads to grindy play. This obviously makes it even harder to kill submerged monsters, but other solutions for this problem are planned. -------------------------------------------------------------------------------- f62438a | Robert Vollmert | 2010-01-23 08:01:54 +0100 Rename _mons_submerged_in_water to _mons_exposed_in_water. The check also handles invisible monsters walking through water. -------------------------------------------------------------------------------- e64a17d | Robert Vollmert | 2010-01-23 08:01:54 +0100 Don't abort vampiric draining freely if no monster present. This allowed locating adjacent invisible monsters for free. -------------------------------------------------------------------------------- c79320d | Haran Pilpel | 2010-01-23 09:01:12 +0200 Merge remote branch 'origin/master' into direction-rewrite Conflicts: crawl-ref/source/directn.cc -------------------------------------------------------------------------------- 9f331be | Haran Pilpel | 2010-01-23 08:47:22 +0200 Complete rewrite of direction(). Tiles people need to look at this. Rewrite direction and make message spam much more controllable. Unfortunately, this seems to have had the side effect of making it much slower on tiles. Can the tiles people take a look at this and figure out what I'm doing wrong? Not 100% tested, might still have bugs. -------------------------------------------------------------------------------- 8ee56ea | Jude Brown | 2010-01-23 13:32:09 +1000 Hopefully fix "Triggerable already removed" issues with burning trog altar. -------------------------------------------------------------------------------- 629a7ff | Charles Otto | 2010-01-22 20:03:46 -0500 Make toadstools generated by decomposition neutral again Now that Fedhas worshipers can shoot through neutrals there is no need for them to be friendly (and making the toadstools neutral means we don't have to special case the ally died conduct). -------------------------------------------------------------------------------- 96b1951 | Charles Otto | 2010-01-22 19:30:27 -0500 Fix an assert triggered by drawing sunlight in the console version Add a missing coordinate conversion before moving the cursor after drawing sunlight in the console version. -------------------------------------------------------------------------------- 795832d | Charles Otto | 2010-01-22 19:28:36 -0500 Fix call to player_can_hear used for the monster splashing message Use hearing distance = 8 for the "You hear a splashing noise" message and fix a typo in the call to player_can_hear which prevented the distance restriction from being used. -------------------------------------------------------------------------------- 728ac87 | rburnham | 2010-01-22 18:41:14 -0500 0000460 : "you hear a splashing noise." message leak Modified player_can_hear, added hear_distance argument which defaults to level-wide (so as to not break any previous uses of player_can_hear which represents the distance a player can hear). Modified monster.cc to pass in a parameter of 20 to player_can_hear when generating the splashing message. -------------------------------------------------------------------------------- e88af52 | Johanna Ploog | 2010-01-23 00:34:06 +0100 Use Porkchop's tile for the Robe of Clouds. -------------------------------------------------------------------------------- f55474b | Johanna Ploog | 2010-01-23 00:21:38 +0100 Use "character background" in the FAQ. -------------------------------------------------------------------------------- 6033313 | Johanna Ploog | 2010-01-23 00:02:51 +0100 Replace holy scourge tile with a more glowy version, also by Porkchop. Also, deactivate the %rim property for it to show up correctly. -------------------------------------------------------------------------------- 44ecb0a | Robert Vollmert | 2010-01-22 22:29:08 +0100 Cheibriados piety loss for unequipping ponderous armour. This solves the problem that before, players were urged to wear their ponderous armour against easy opponents but not when exploring and against strong opponents. Taking off ponderous armour cuts piety by 1/4. It would be nice to allow the player to switch armours while retaining the same level of ponderousness, but it's unclear how to do that correctly and elegantly. Suggestions welcome (Chei wiki page). If this is done, the piety cost could be raised by a bit. -------------------------------------------------------------------------------- e31a025 | Robert Vollmert | 2010-01-22 22:29:08 +0100 Bring did_god_conduct header parameter naming in line with implementation. -------------------------------------------------------------------------------- 9c721b9 | Robert Vollmert | 2010-01-22 22:29:07 +0100 Allow Cheibriados worshippers to ponderousify any armour slot. Shields excepted. There's no obvious reason why allowing this would hurt. dpeg says that Ponderousify should allow the player to fine-tune his movement speed, which requires more than one slot. This also moves the armour check out to is_ponderousifiable() and uses this to filter the inventory, making things a little simpler. -------------------------------------------------------------------------------- 334aa95 | Eino Keskitalo | 2010-01-22 22:35:51 +0200 Consistency for MONS_ORANGE_STATUE enum constants. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 47defd3 | Darshan Shaligram | 2010-01-23 01:37:36 +0530 [Mantis 514] Reduce steam cloud generation for flame cloud near water. -------------------------------------------------------------------------------- 6518ffd | Eino Keskitalo | 2010-01-22 21:36:28 +0200 Fix snapping turtle tile pick (Napkin) Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 5ae694d | Robert Vollmert | 2010-01-22 18:18:39 +0100 Fix beam drawing in the wrong place. _draw_ray_glyph was writing with GOTO_DNGN, while view coordinates (as by grid2view) appear to be screen-absolute. It might be worth either changing grid2view to return coordinates relative to GOTO_DNGN, or renaming grid2view to grid2screen. -------------------------------------------------------------------------------- 16ddaad | Robert Vollmert | 2010-01-22 18:18:39 +0100 Change cursorxy to always use screen coordinates. It was using GOTO_DNGN, which could mess up with messages_at_top or when drawing outside the view window. -------------------------------------------------------------------------------- d4435c8 | Robert Vollmert | 2010-01-22 18:18:39 +0100 Redraw SH for strength change. Fixes #509. -------------------------------------------------------------------------------- 5495fc5 | Johanna Ploog | 2010-01-22 17:28:19 +0100 Move transformation tiles into their own folder player/transform. Except for the pig_form tile they're all identical to the corresponding monster but I expect that at some point in the future they'll all be differentiated. (Though I don't plan on doing that myself, at least not within the next couple of weeks.) -------------------------------------------------------------------------------- 9af80fc | Johanna Ploog | 2010-01-22 17:28:19 +0100 Replace player hog tile with one based on Porkchop's creation. Thanks! -------------------------------------------------------------------------------- 7487201 | Robert Vollmert | 2010-01-22 16:16:40 +0100 Update includes after the mon-util.h split. -------------------------------------------------------------------------------- 4911b06 | Robert Vollmert | 2010-01-22 16:16:40 +0100 Move mon_resist_def implementation to mon_resist_def.cc. -------------------------------------------------------------------------------- c246f8a | Robert Vollmert | 2010-01-22 16:16:40 +0100 Split mon_resist_def out of mon-util.h. This means ghost.h no longer needs to include all of mon-util.h. -------------------------------------------------------------------------------- 69801c3 | Robert Vollmert | 2010-01-22 16:16:40 +0100 Move enums from mon-util.h to mon-enum.h. This should reduce the number of headers that need to include mon-util.h. -------------------------------------------------------------------------------- fb00b04 | Robert Vollmert | 2010-01-22 16:16:39 +0100 Move monster casts from melee_attack to actor. They might be useful elsewhere, and this means fight.h doesn't need to know "class monster". The new methods monsters* actor::as_monster(); player* actor::as_player(); return NULL if the class doesn't match. -------------------------------------------------------------------------------- ff17830 | Robert Vollmert | 2010-01-22 16:16:39 +0100 Replace print_formatted_paragraph by mpr. -------------------------------------------------------------------------------- b00a923 | Robert Vollmert | 2010-01-22 16:16:39 +0100 Update message.cc TODO list. -------------------------------------------------------------------------------- 66c4191 | Eino Keskitalo | 2010-01-22 17:01:16 +0200 Add options to control showing the minibars on the player tile. Signed-off-by: Eino Keskitalo Signed-off-by: Janne Lahdenperä (felirx@gmail.com) -------------------------------------------------------------------------------- 0ea43b2 | Johanna Ploog | 2010-01-22 15:34:35 +0100 Mention artefactness of unidentified artefacts in their description. Artefacts now contain the "ancient artefact" that "cannot be changed" line (instead of the one about maximum enchantment), whether they are identified or not. That should make it much easier for players to work out the pattern behind item descriptors and special colours/tiles. -------------------------------------------------------------------------------- 2529c57 | Jude Brown | 2010-01-22 23:03:44 +1000 Very occasionally use _many_pools with Trees instead. This should be quite rare, and I think it would provide an interesting and thematic look to levels. -------------------------------------------------------------------------------- 60ebd32 | Jude Brown | 2010-01-22 23:03:43 +1000 Generate an error for no markers on Lua slave iterator. This prevents obscure messages about nil tables: in instances where there are no copies of a marker with the required prop=value, an error message that makes sense will instead be generated. -------------------------------------------------------------------------------- 9af02c4 | Robert Vollmert | 2010-01-22 14:01:57 +0100 Fix --more-- prompts not being flushed. Fixes issue #505. -------------------------------------------------------------------------------- 75be38c | Johanna Ploog | 2010-01-22 14:01:01 +0100 Don't allow exclusions in labyrinths. They weren't remembered before, but you could try to set one anyway and the game would give no indication that it would be removed right away. I've considered adding a message but was unsure how to handle this in the console version, so I didn't. -------------------------------------------------------------------------------- 445a015 | Jude Brown | 2010-01-22 22:32:40 +1000 Remove monster and player water attack bonus. The final part of the amphibious monsters overhaul. Water-based monsters no longer get an attack bonus when attacking floundering monsters; likewise, the player (specifically, merfolk) no longer get an attack bonus while swimming and attacking floundering monsters. -------------------------------------------------------------------------------- e6389b4 | Jude Brown | 2010-01-22 22:32:40 +1000 Unlink habitat and submerging. Second part of the changes to aquatic monsters: submerging is no longer linked to habitat, but instead to M_SUBMERGES. Merfolk no longer submerge, so removing some outdated code. Giant leeches no longer submerge. Air elementals use a different mechanism for submerging (enforced submerging, randomly). Trapdoor spiders and aquatic/lava monsters should behave as per normal. This commit doesn't deal with the issues of submerging that still remain: ie, that submerging is annoying. -------------------------------------------------------------------------------- 97508e6 | Jude Brown | 2010-01-22 22:32:40 +1000 Merge HT_AMPHIBIOUS_WATER/LAND, remove amphibious speed boni. First part of the amphibious/water creatures overhaul: speed boni are now handed out per-monster using SWIM_ENERGY. Most previous monsters that were amphibious have retained their speed boni; some have lost them (jellies and slime creatures, ice beasts). -------------------------------------------------------------------------------- a3504a6 | Robert Vollmert | 2010-01-22 13:29:29 +0100 Save stash tracker reply to stash tracker. Also don't redraw the prompt each iteration, since the message window can now redisplay the prompt after exiting the help menu. -------------------------------------------------------------------------------- fcfcb48 | Robert Vollmert | 2010-01-22 13:28:40 +0100 Move display_message_window() to the end of redraw_screen(). This makes sure the cursor is at the correct position if a prompt is still active. -------------------------------------------------------------------------------- 05e7932 | Robert Vollmert | 2010-01-22 11:57:26 +0100 Annotate snakable items with "stick" for the stash tracker. -------------------------------------------------------------------------------- db2f87e | Robert Vollmert | 2010-01-22 11:56:51 +0100 item.snakable: Lua binding for item_is_snakable. -------------------------------------------------------------------------------- ac585e0 | Robert Vollmert | 2010-01-22 11:56:23 +0100 item_is_snakable: Whether an item is suitable for Sticks to Snakes. -------------------------------------------------------------------------------- f45e327 | Robert Vollmert | 2010-01-22 11:35:59 +0100 Update artefact stash search comment. -------------------------------------------------------------------------------- a5c0dcc | Robert Vollmert | 2010-01-22 11:35:59 +0100 l_item.cc: item.artefact doesn't check identified status anymore. We're giving away whether an item is an artefact by colouring anyway, so we can also tell client-lua. Fixes stash search not finding unidentified artefacts when search for {artefact} (issue #431). -------------------------------------------------------------------------------- d3eb308 | Darshan Shaligram | 2010-01-22 15:54:56 +0530 Make super OOD chances start at 1/5000 again, and increase ramp time to 9k turns (0.02% at 3k -> 100% at 12k turns). -------------------------------------------------------------------------------- e2dbb8c | Robert Vollmert | 2010-01-22 11:17:06 +0100 Move cutting down check out of _monster_move. -------------------------------------------------------------------------------- a21ab46 | Robert Vollmert | 2010-01-22 11:17:05 +0100 Revert "mons_is_firewood: Monsters that other monsters may cut through." This reverts commit 7c2d3651258cf4493cf84f7c405449382d1d6fb5. The check for mons_is_firewood turned out not to be enough for determining whether a monster should cut down a plant, and it's not used elsewhere, so folding this into mon-act.cc:_may_cutdown. -------------------------------------------------------------------------------- e2ec846 | Adam Borowski | 2010-01-22 10:47:33 +0100 Multiple copies of new amulets are useless (Marvin) -------------------------------------------------------------------------------- e330e68 | Adam Borowski | 2010-01-22 10:43:35 +0100 Scrolls (not spells) of torment are definitely not useless for undead (Marvin) -------------------------------------------------------------------------------- 256b3fc | Jude Brown | 2010-01-22 16:39:17 +1000 Don't let monsters pathfind through friendly firewood. (MarvinPA) Friendlies killing other friendlies or neutrals will cause piety loss for Fedhas and other gods. Good neutral are specifically specified to not attack friendlies (according to enum.h), so disallowing them from killing friendly firewoood. Otherwise, they should destroy toadstools as per original intent. -------------------------------------------------------------------------------- f98e13e | Robert Vollmert | 2010-01-22 02:37:23 +0100 Fix abundance of new turn dashes. -------------------------------------------------------------------------------- a0d0bf1 | Robert Vollmert | 2010-01-22 02:37:23 +0100 Handle both types of more prompts the same for input. Also reenable autoclearing. There's one issue remaining where the main loop disables autoclearing at turn start: The autopickup message can cause an uncleared --more-- prompt. I'm not sure if this is a new issue, or how to fix it. -------------------------------------------------------------------------------- 17897d1 | Robert Vollmert | 2010-01-22 02:37:23 +0100 Reenable forced (delay-also) mesclr; use sparingly. -------------------------------------------------------------------------------- 8bfcf92 | Robert Vollmert | 2010-01-22 02:37:23 +0100 Remove almost all instances of mesclr(true). This works better with delayed messaging in general. If some of these turn out to have been really necessary, just replace them. -------------------------------------------------------------------------------- 263f3d1 | Robert Vollmert | 2010-01-22 02:37:23 +0100 Don't call new_level from redraw_screen. Instead, call print_stats_level directly. -------------------------------------------------------------------------------- fb227f3 | Robert Vollmert | 2010-01-22 02:37:23 +0100 Turn off cursor in print_stats. -------------------------------------------------------------------------------- 060d406 | Darshan Shaligram | 2010-01-22 06:35:39 +0530 Fix super OOD chances not rising linearly (syllogism). Super OOD ramp-up is now from 3k->9k turns spent on level. Also fix monster level escalating if an initial monster candidate is rejected. -------------------------------------------------------------------------------- ce0d817 | David Ploog | 2010-01-22 02:04:08 +0100 Split up des files into four folders. These are: portals, branches, variable, builder. -------------------------------------------------------------------------------- 8af4e42 | Johanna Ploog | 2010-01-22 01:41:22 +0100 Add a comment. -------------------------------------------------------------------------------- fc94cdc | Johanna Ploog | 2010-01-22 01:07:34 +0100 Fix post-mortem inventory sometimes not being browsable. I replaced the you.turn_is_over hack that was supposed to prevent the player being able to continue browsing through her inventory after having started to memorise a spell with a direct check against the delay. This reallowed browsing the post-death inventory, but did include memorisation prompts after death, which I've decided to suppress using a new crawl_state function player_is_dead(). I'm sure we'll find other applications elsewhere. -------------------------------------------------------------------------------- 125ae6e | Darshan Shaligram | 2010-01-22 04:22:22 +0530 Restore respawn rate to 1/240 per standard turn, subject to scaling for time spent on the level. -------------------------------------------------------------------------------- 25bf26a | Robert Vollmert | 2010-01-21 23:41:42 +0100 Scroll message window one-line-at-a-time when adding messages. This makes sure that long messages get the intermediate --more-- prompts, fixing issue #494. -------------------------------------------------------------------------------- b18974f | Robert Vollmert | 2010-01-21 23:41:31 +0100 Redraw message window before printing --more-- prompt. -------------------------------------------------------------------------------- 3a0fe26 | Johanna Ploog | 2010-01-21 23:19:43 +0100 Add Porkchop's holy scourge tiles. -------------------------------------------------------------------------------- 24a88db | Johanna Ploog | 2010-01-21 23:19:42 +0100 Respect key bindings in a great number of tutorial messages. -------------------------------------------------------------------------------- 104b10d | Darshan Shaligram | 2010-01-22 03:12:21 +0530 Discard unused function. -------------------------------------------------------------------------------- 95a4447 | Darshan Shaligram | 2010-01-22 03:06:59 +0530 Decrease rarity of tentacled monstrosities in Swamp (they're still quite rare). -------------------------------------------------------------------------------- 141c1e7 | Darshan Shaligram | 2010-01-22 03:06:59 +0530 Monster respawn rate reduces after 3k turns on level, respawning ends after 15k turns on level, monster level fuzz and super OOD rates increase with time spent beyond 3k turns on level. The four hells, Zot, and all non-LEVEL_DUNGEON areas (Pan, Abyss and friends) are not affected by these changes. Monster level fuzz can now be up to +7 levels (was +4); this also applies to monsters placed during level-generation (14% chance per monster as before). Super OODs can now be up to +26 (random2avg(27, 2); was +11). Super OOD gen only begins after over 1k turns spent on level and is still quite rare initially (1 in 500, was 1 in 5000 in 0.5). Monster fuzz chances (chance of +0-7 to monster level) increase after 3k turns from 14% to 100% after 7.8k turns. Super OOD chances increase after 3k turns from 1 in 500 (0.2%) to 100% after 12k turns. -------------------------------------------------------------------------------- 18a740f | Robert Vollmert | 2010-01-21 22:29:08 +0100 Fix last column in message window not being cleared properly. -------------------------------------------------------------------------------- 8226ea3 | Johanna Ploog | 2010-01-21 22:36:20 +0100 Add a missing break in the delay starting message switch conditional. -------------------------------------------------------------------------------- 779740b | Johanna Ploog | 2010-01-21 22:18:18 +0100 Turn autopickup back on when killing backlit invisible monsters. -------------------------------------------------------------------------------- 912746a | Robert Vollmert | 2010-01-21 17:24:21 +0100 Use msgwin_prompt/reply when adding a macro. Fixes issue #482. -------------------------------------------------------------------------------- b6ed277 | Robert Vollmert | 2010-01-21 17:24:21 +0100 msgwin_prompt and msgwin_reply to allow generic saving of replies. Rewrite msgwin_get_line to use these. -------------------------------------------------------------------------------- e7cb82b | Adam Borowski | 2010-01-21 15:54:27 +0100 Fix bad display of Chei's powers. -------------------------------------------------------------------------------- 6d2b6e5 | Adam Borowski | 2010-01-21 15:54:27 +0100 Disallow scumming D:1 for CB piety. Slightly increase the gains otherwise. -------------------------------------------------------------------------------- 6ef7346 | Adam Borowski | 2010-01-21 15:54:27 +0100 Drop piety for gourmand with CB (scummable). A fix for good gods' free piety is being discussed, but it wouldn't fit well for CB either since it promotes hasty exploration. -------------------------------------------------------------------------------- 1767952 | Adam Borowski | 2010-01-21 15:54:26 +0100 Mummy reform 3/3: cut monster spawns by half, generate more OODs. This affects everyone, not just mummies. -------------------------------------------------------------------------------- 42b59c1 | Adam Borowski | 2010-01-21 15:54:26 +0100 Mummy reform 2/3: diminishing gains for hundreds of kills. The soft cap is high enough that it shouldn't affect normal play or light scumming much or at all. Even several long trips to Pan are unlikely to bring more than a couple of demon species over the first threshold (100), and people doing mummy scumming by hand are not likely to be affected badly either. Scum bots, with 10k kills per species, are a different story. -------------------------------------------------------------------------------- bf6576b | Adam Borowski | 2010-01-21 15:54:26 +0100 Mummy reform 1/3: the goodies. -------------------------------------------------------------------------------- 573a83e | Darshan Shaligram | 2010-01-21 20:22:47 +0530 Fix clean_map so it only affects level-map display and does not actually erase map monster memory (Napkin). ^C (clear map) no longer erases immobile monsters from memory (dpeg). -------------------------------------------------------------------------------- 8914c41 | Eino Keskitalo | 2010-01-21 14:31:42 +0200 Being an actual spellcaster with chaotic spells doesn't make you chaotic; having chaotic spells without being an actual spellcaster does - you have "innate" chaotic abilities. (Forgot to commit this earlier.) Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 473a792 | Eino Keskitalo | 2010-01-21 14:24:46 +0200 Add Tiamat to the chaotic monsters, for her changing colours. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- c984256 | Jude Brown | 2010-01-21 22:14:09 +1000 Merge branch 'master' into wizlab Conflicts: crawl-ref/source/dat/des/wizlab.des -------------------------------------------------------------------------------- 99c2300 | Robert Vollmert | 2010-01-21 12:43:55 +0100 Allow line_reader to scroll its region. This fixes issue #484. There's still the problem that it will wrap to screen column zero -- a region-aware version of wrapcprintf would be required to fix this. It's currently limited to the message window, since that's the only region that implements scrolling. line_reader itself takes care of printing its scrolled buffer. This is something of a hack. It might eventually be desirable to have some more window-like regions that all store their content and allow scrolling; there would be some overlap with tiles' TextRegion etc. But that would mean redoing curses windows on top of cprintf/cgotoxy... -------------------------------------------------------------------------------- a98ae0f | Robert Vollmert | 2010-01-21 12:43:54 +0100 Move cgetsize and cscroll outside #ifdef USE_TILE. I'm not quite sure cgetsize does the right thing for tiles. Compiles but not tested. -------------------------------------------------------------------------------- b375614 | Robert Vollmert | 2010-01-21 12:41:16 +0100 Fix message_window::scroll to blank the new lines. -------------------------------------------------------------------------------- 0056c04 | Robert Vollmert | 2010-01-21 12:41:16 +0100 Fix buffer not being terminated correctly in line_reader. -------------------------------------------------------------------------------- 9c594d7 | Darshan Shaligram | 2010-01-21 17:02:59 +0530 Update tests to use crawl.message() instead of low-level crawl.mpr(). -------------------------------------------------------------------------------- bd71ccd | Darshan Shaligram | 2010-01-21 16:31:59 +0530 Move .des files to dat/des, and allow them to be placed in subdirectories of dat/des. -------------------------------------------------------------------------------- 5ca03a6 | Jude Brown | 2010-01-21 20:47:46 +1000 Iskenderun tweaks, Wucad Mu tiles. -------------------------------------------------------------------------------- a886ce9 | David Ploog | 2010-01-21 11:18:03 +0100 Fixed testing WEIGHT for glass lich vault. -------------------------------------------------------------------------------- 138c8a9 | Adam Borowski | 2010-01-21 10:39:48 +0100 Whitespace fixes. -------------------------------------------------------------------------------- 3526973 | Adam Borowski | 2010-01-21 10:27:47 +0100 Fix newlines at end of file. -------------------------------------------------------------------------------- 0b392a6 | Adam Borowski | 2010-01-21 09:58:42 +0100 Move Blade to a separate file, for consistency. -------------------------------------------------------------------------------- 01871c5 | Jude Brown | 2010-01-21 18:00:53 +1000 Merge branch 'master' into wizlab -------------------------------------------------------------------------------- 5afbacd | Jude Brown | 2010-01-21 14:44:58 +1000 Fix david_glass_crypt. Unfortunately, item_pickup with "auto" as its target doesn't seem to work with a variety of "|"s. Either way, I think I've fixed the player movement. -------------------------------------------------------------------------------- 8724391 | Jude Brown | 2010-01-21 13:30:00 +1000 Move Tomb maps into their own files. Apart from the Hall of Blades, which is just a single map in vaults.des, that is every branch with its own map file. I think this is much cleaner, and means that we don't have to scroll through all the different branches and branch ends just to find the one being looked for. -------------------------------------------------------------------------------- 1ea4704 | Jude Brown | 2010-01-21 13:27:58 +1000 Tweak wording on Shoals atoll map. -------------------------------------------------------------------------------- 43d4ad1 | Jude Brown | 2010-01-21 13:15:03 +1000 Add FHEIGHT to levdes.vim. -------------------------------------------------------------------------------- d7d031d | Johanna Ploog | 2010-01-21 00:18:55 +0100 Add purge's tile for the orb of destruction and its magic trail. -------------------------------------------------------------------------------- 24e1062 | Johanna Ploog | 2010-01-20 23:24:45 +0100 Add an equipment tile for the holy scourge. I'll probably be replacing this with Porkchop's version soon enough but I'd already finished drawing the tile when I realized he's also working on it, so I might as well use it. :/ -------------------------------------------------------------------------------- 51efcdc | Johanna Ploog | 2010-01-20 22:44:40 +0100 Fix tile asserts whenever tilemcache tried to draw a holy scourge. The holy scourge still doesn't have a tile, but I've plugged the more generic hole that made tilemcache sometimes attempt to draw weapons without a tile yet using index 0, which failed all assertion checks. -------------------------------------------------------------------------------- ea8f597 | Robert Vollmert | 2010-01-20 21:47:50 +0100 A bunch of convenience functions for dealing with screen regions. These are console only for the moment, and not used yet. -------------------------------------------------------------------------------- 00a86ae | Robert Vollmert | 2010-01-20 21:47:50 +0100 Export function to scroll message window. -------------------------------------------------------------------------------- 3c81241 | Robert Vollmert | 2010-01-20 21:47:50 +0100 Revert "Fix crash in line_reader." This reverts commit cce4866b9b9252c659c9570571fa4339875debb0. The modified line_reader should get the actual region. Conflicts: crawl-ref/source/libutil.cc -------------------------------------------------------------------------------- 7704e93 | Eino Keskitalo | 2010-01-20 20:17:33 +0200 Add a bit about updating the PDFs. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- d7a36ae | Robert Vollmert | 2010-01-20 18:42:37 +0100 Fix tiles compile completing the libutil.h change. -------------------------------------------------------------------------------- a1bcc86 | Robert Vollmert | 2010-01-20 17:08:03 +0100 Make line_reader aware of its region. This should provide more clarity around the wherex()/wherey()/ get_cursor_region() confusion, which has to do with wherex()/wherey() being screen relative in console mode and region relative in tiles. It's still a hack, thought, and untested in tiles at the moment. The main reason behind this is to eventually allow the line_reader to scroll the region it's working in (see #484). -------------------------------------------------------------------------------- 50af0d3 | Robert Vollmert | 2010-01-20 17:08:03 +0100 Implement cgetpos for tiles. Untested since I can't compile tiles here... -------------------------------------------------------------------------------- e0c2efd | Robert Vollmert | 2010-01-20 17:08:02 +0100 Add cgetpos() as a region-aware replacement for wherex()/wherey(). Currently only for non-tiles build. -------------------------------------------------------------------------------- c7ee5f5 | Robert Vollmert | 2010-01-20 17:08:02 +0100 Remove libutil.h from AppHdr.h and include explicitly. Also extract unwind_var template to unwind.h. The latter is now included from AppHdr.h, though it needn't really be. This means it's now possible to use coord_def in libutil.h. -------------------------------------------------------------------------------- 623638d | Robert Vollmert | 2010-01-20 17:08:01 +0100 Extract pattern templates to pattern.h. -------------------------------------------------------------------------------- 1f4b2d5 | Robert Vollmert | 2010-01-20 17:08:01 +0100 Fix cgotoxy not handling GOTO_DNGN properly. This was an evil hidden assumption on the dungeon view starting in the top left corner. -------------------------------------------------------------------------------- 81e5870 | David Lawrence Ramsey | 2010-01-20 10:05:54 -0600 Since abominations are now chaotic, scrolls of summoning should be too. -------------------------------------------------------------------------------- 42b8b68 | Darshan Shaligram | 2010-01-20 20:32:14 +0530 Update level compiler for FHEIGHT. -------------------------------------------------------------------------------- 569c332 | Darshan Shaligram | 2010-01-20 20:32:14 +0530 shoals_atoll support: FHEIGHT sets heights for map squares, tide_seed property requests that a marker be treated as a source for tide effects. Added support for setting heightmap heights using FHEIGHT: xyz = . Any property marker can return a non-empty property value for "tide_seed" to use that marker's position as a seed point for the tide. Tide effects will otherwise propagate in only from the open sea at the four corners of Shoals maps, and can only affect squares connected by water to the four default tide seeds. Removed code that forces features to floor or shallow water when placing items in vaults. -------------------------------------------------------------------------------- bbfb1fd | Johanna Ploog | 2010-01-20 16:13:10 +0100 Finally fix savegame chooser. :D -------------------------------------------------------------------------------- 57ce023 | Johanna Ploog | 2010-01-20 16:13:10 +0100 Rename unix background option to background_colour. The keyword "background" is now used for the character background, previously "job". -------------------------------------------------------------------------------- f6757c3 | Robert Vollmert | 2010-01-20 15:00:03 +0100 Fix the first ring not being displayed in _prompt_ring_to_remove. The '<' was not escaped -- I don't quite understand why this only showed up now. Fixes issue #485. -------------------------------------------------------------------------------- 2cfb86c | Johanna Ploog | 2010-01-20 14:37:27 +0100 Whoops, forgot to update the aptitudes _template_. -------------------------------------------------------------------------------- b2b7b68 | Johanna Ploog | 2010-01-20 14:37:27 +0100 Update documentation on job -> background. I had to reword some sentences but overall, "background" is a much better fit than "job" ever was. :) Also fixed some inaccuracies in the manual. (Thieves starting with hand crossbows, Humans being the only species allowed all backgrounds - really?) -------------------------------------------------------------------------------- a3b0565 | Johanna Ploog | 2010-01-20 14:37:27 +0100 Rename character job -> background. I'm actually a bit leery of renaming the functions or enums because that might be confusing with background also having meanings such as desktop colour or background (as opposed to foreground) tiles. -------------------------------------------------------------------------------- ff6f57e | Johanna Ploog | 2010-01-20 14:37:27 +0100 Fix Ctrl-X viewing monsters having no effect with messages_at_top. This gets rid of the use of describe_info in this case, which I never could get to work for tiles and which doesn't interact nicely with delay_message_clear and not at all with messages_at_top. Instead, we now simply call _describe_monster(). -------------------------------------------------------------------------------- 0fb512e | Jude Brown | 2010-01-20 22:51:42 +1000 Some Cigotuvi buffs and tweaks. Uglies -> very uglies; Cigotuvi's Monster always has same HP; tweak loot just slightly; make the amulet of resist mutation a nice item; move some of the eyeballs away from the fog. -------------------------------------------------------------------------------- 773bbd4 | Jude Brown | 2010-01-20 22:44:52 +1000 Merge branch 'master' into wizlab -------------------------------------------------------------------------------- 0ed472a | Jude Brown | 2010-01-20 22:38:42 +1000 Let monster_dies work with props, Shoals Kraken atoll map! -------------------------------------------------------------------------------- 068e222 | Jude Brown | 2010-01-20 22:21:42 +1000 Additional monster Lua wrappers for props: get_prop, has_prop. get_prop only deals with strings and numbers, and coord_defs (returned as two values); has_prop returns monster->props(prop_name). -------------------------------------------------------------------------------- 61e1c80 | Johanna Ploog | 2010-01-20 12:31:53 +0100 Experimentally, default Ctrl-X behaviour to ACT_EXECUTE. The default now is the travel mode for items/features, and the status description for monsters. To have a look at the database descriptions for both items and monsters you have to toggle the menu with '!'. -------------------------------------------------------------------------------- b7d209a | Johanna Ploog | 2010-01-20 12:31:53 +0100 Switch Ctrl-X monster's examine/execute modes for consistency with items. ACT_EXAMINE will now call the database entry, same as for items. ACT_EXECUTE will display the monster status (woundedness etc.) instead. -------------------------------------------------------------------------------- 5cdf988 | Johanna Ploog | 2010-01-20 12:31:53 +0100 In the Ctrl-X menu, also list monsters' attitude as charmed and peaceful. -------------------------------------------------------------------------------- 0b8f4b9 | Robert Vollmert | 2010-01-20 11:16:07 +0100 Fix inverted use of return value of cancelable_get_line. -------------------------------------------------------------------------------- 610e12b | Robert Vollmert | 2010-01-20 11:09:50 +0100 Macro entry with msgwin_get_line_autohist. -------------------------------------------------------------------------------- 7fb1e08 | Robert Vollmert | 2010-01-20 11:09:46 +0100 Move prompt display out of msgwin_get_line. -------------------------------------------------------------------------------- 8805723 | Darshan Shaligram | 2010-01-20 14:18:04 +0530 Add wizmode &) to modify tide speed or level. -------------------------------------------------------------------------------- f22333f | Darshan Shaligram | 2010-01-20 13:40:00 +0530 Fix signed-unsigned comparison warning (due). -------------------------------------------------------------------------------- 0be1cdc | Darshan Shaligram | 2010-01-20 12:58:01 +0530 Fix Call Tide never ending (MarvinPA), increase the duration of call tide. -------------------------------------------------------------------------------- cface99 | Charles Otto | 2010-01-19 23:37:20 -0500 Use grid distance (not e. distance) to decide if slimes can split The function 'distance' calculates euclidean distance (well without the sqrt), so using grid_distance makes more sense given the way monsters move in crawl. -------------------------------------------------------------------------------- 618b196 | Charles Otto | 2010-01-19 23:26:45 -0500 Conserve current HP (not just max HP) when merging/splittings slimes -------------------------------------------------------------------------------- 032b066 | David Lawrence Ramsey | 2010-01-19 20:47:58 -0600 Comment fixes. -------------------------------------------------------------------------------- 0a00b03 | Robert Vollmert | 2010-01-20 02:13:57 +0100 Start message replay at end. -------------------------------------------------------------------------------- 484ac2f | Robert Vollmert | 2010-01-20 02:12:52 +0100 Add menu flag to allow a menu to start at the end of its content. -------------------------------------------------------------------------------- 555315d | Robert Vollmert | 2010-01-20 02:11:11 +0100 Fix long messages causing assert when placing cursor. -------------------------------------------------------------------------------- 3639395 | Robert Vollmert | 2010-01-20 01:48:58 +0100 More proper linebreaking of tagged strings. Fixes an assertion reported by kilobyte. -------------------------------------------------------------------------------- fe19693 | Robert Vollmert | 2010-01-20 01:17:50 +0100 Make (some) more prompts respond to the same keys as they used to. That's space/enter/escape; also autoclear_more is there once more. Currently only for --more-- prompts issued through "void more()", not those issued for the full message window which will take any key. -------------------------------------------------------------------------------- 48d6890 | Robert Vollmert | 2010-01-20 00:22:44 +0100 Redo hud quiver display formatting. This is like 9dfbca, and should fix overly long quiver names from clearing the following line. Reported by napkin. -------------------------------------------------------------------------------- ab88305 | Johanna Ploog | 2010-01-20 00:30:19 +0100 Tweak Roxanne's tile some more. -------------------------------------------------------------------------------- ada73be | Johanna Ploog | 2010-01-20 00:30:19 +0100 Clean up Roxanne's tile. -------------------------------------------------------------------------------- 797faf6 | Johanna Ploog | 2010-01-20 00:30:19 +0100 Tidy up Purgy's tile. -------------------------------------------------------------------------------- 4d8ea11 | Johanna Ploog | 2010-01-20 00:30:19 +0100 Clean up Menkaure's tile a bit. -------------------------------------------------------------------------------- 6cf9350 | Adam Borowski | 2010-01-19 23:58:42 +0100 Purge Purgy's entry of misspellings. -------------------------------------------------------------------------------- a43b069 | Adam Borowski | 2010-01-19 23:45:35 +0100 Fix compilation. -------------------------------------------------------------------------------- 37bf5d3 | Robert Vollmert | 2010-01-19 23:15:19 +0100 Bump minor version. The message history format has changed, and while this is not read/written through tags.cc and not explicitly tagged, this works fine. -------------------------------------------------------------------------------- fb16e12 | Robert Vollmert | 2010-01-19 22:48:16 +0100 Merge branch 'master' into messagewindow -------------------------------------------------------------------------------- f510601 | Johanna Ploog | 2010-01-19 23:02:40 +0100 Replace Polyphemus' tile with Porkchop's version, slightly edited by me. -------------------------------------------------------------------------------- dd96410 | Robert Vollmert | 2010-01-19 22:45:49 +0100 Filter message history according to channel_message_history. -------------------------------------------------------------------------------- d0a5dfb | Johanna Ploog | 2010-01-19 22:37:23 +0100 Add old (male) Frances tile into the UNUSED folder. Getting quite full there. :) -------------------------------------------------------------------------------- 1f0627b | Robert Vollmert | 2010-01-19 22:34:49 +0100 Update messagewindow todo list. -------------------------------------------------------------------------------- e05abe3 | Robert Vollmert | 2010-01-19 22:34:30 +0100 User-forced --more-- prompts. -------------------------------------------------------------------------------- c59fafc | Johanna Ploog | 2010-01-19 22:34:15 +0100 Feminize Frances' tile, building on Porkchop's tile submissions. -------------------------------------------------------------------------------- cedac7e | Robert Vollmert | 2010-01-19 22:34:01 +0100 Fix inverted initialization of crawl_state.show_more_prompt. -------------------------------------------------------------------------------- b08279a | Johanna Ploog | 2010-01-19 22:20:11 +0100 Add health/magic bar to player tile. (Patch by felirx and Eino, thanks!) -------------------------------------------------------------------------------- 94f8c55 | Eino Keskitalo | 2010-01-19 21:30:04 +0200 Make abominations chaotic. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- eb1973f | Eino Keskitalo | 2010-01-19 21:29:55 +0200 Mark Cigotuvi's Degeneration, Summon Horrible Things, Twisted Resurrection and Banishment as chaotic spells. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 64245c9 | Eino Keskitalo | 2010-01-19 21:29:39 +0200 Move Crazy Yiuf from is_chaotic to is_unclean, plus add Psyche and Gastronok. Zin doesn't like crazy people, or slugs in wizard hats. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 853fa8d | Eino Keskitalo | 2010-01-19 21:29:30 +0200 Add monster that are actual spellcasters and know chaotic spells to Zin's DID_KILL_CHAOTIC check. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- a26e1f3 | Eino Keskitalo | 2010-01-19 21:29:18 +0200 Silver doesn't double-damage demons. (Unless they're chaotic, of course). Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 0c7441d | Johanna Ploog | 2010-01-19 19:09:41 +0100 Rename several functions involving player "class" to "job". We still need another synonym, right? *sighs* -------------------------------------------------------------------------------- e2d8c67 | Johanna Ploog | 2010-01-19 19:09:40 +0100 Fix wizmode created ghosts (&m ghost) not being handled correctly. If no profession was specified, the job was uninitialized which caused crashes when examining the ghost (at least in Tiles). -------------------------------------------------------------------------------- af27f25 | Eino Keskitalo | 2010-01-19 19:05:31 +0200 New Donald tile (with Jude). Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 9880a2e | Robert Vollmert | 2010-01-19 17:08:47 +0100 Merge branch 'master' into messagewindow -------------------------------------------------------------------------------- 139300c | Robert Vollmert | 2010-01-19 17:04:29 +0100 Move Options.show_more_prompt to crawl_state.show_more_prompt. Options isn't for generic global state variables. -------------------------------------------------------------------------------- 8fc2d17 | Robert Vollmert | 2010-01-19 16:55:13 +0100 More prompts for full window (in case of clear_messages=true). There's also some code to do more prompts in the delayed case, but that is incomplete (would maybe prompt for the next new-turn message). That part is designed to save a line by using the bottom left character as a prompt -- that might be an option for clear_messages also, perhaps with a coloured '+' in the bottom right corner. -------------------------------------------------------------------------------- 9e930d4 | David Lawrence Ramsey | 2010-01-19 08:31:44 -0600 Add a few more Donald complaints. -------------------------------------------------------------------------------- 925555a | David Lawrence Ramsey | 2010-01-19 08:30:39 -0600 Fix typo. -------------------------------------------------------------------------------- 4ec1662 | David Lawrence Ramsey | 2010-01-19 07:51:32 -0600 Add a few miscellaneous fixes to Donald's speech. -------------------------------------------------------------------------------- 90dc25c | Jude Brown | 2010-01-19 23:25:51 +1000 Further Donald tweaks, use mon->shield(). Always give Donald a shield, with a chance of reflection; never give him a two-handed weapon. Convert one instance of mon->mslot_item(MSLOT_SHIELD) to mon->shield(). -------------------------------------------------------------------------------- 65c9bd1 | David Ploog | 2010-01-19 14:12:37 +0100 No more hand axes of reaching in/near baileys (doy). -------------------------------------------------------------------------------- 2a6d60d | Robert Vollmert | 2010-01-19 13:48:46 +0100 Enable more(). These are just the game-issued --more-- prompts. The filled message window isn't handled yet. -------------------------------------------------------------------------------- 8d83e26 | Robert Vollmert | 2010-01-19 13:44:06 +0100 Update todo list. -------------------------------------------------------------------------------- 3cabc03 | Robert Vollmert | 2010-01-19 13:41:18 +0100 Implement message saving and restoring. The format has changed, so will need to fix the tags before merging. This automatically conserves the message window across save/restore, though we're manually clearing it for the conservatives. -------------------------------------------------------------------------------- 18ced10 | Robert Vollmert | 2010-01-19 13:22:36 +0100 Implement dumping of last messages in character dump. -------------------------------------------------------------------------------- 9c30aa1 | Robert Vollmert | 2010-01-19 13:10:23 +0100 Implement activity interrupt for error messages. This needs testing. -------------------------------------------------------------------------------- 0cc54f5 | Robert Vollmert | 2010-01-19 13:02:40 +0100 Implement mesclr() and Options.clear_messages. If clear_messages = true, crawl will now do the old non-delay_message_clear style messaging. The force parameter to mesclr() is currently ignored. It's not clear to me at the moment the the message are should ever be force cleared with delayed messaging. -------------------------------------------------------------------------------- fe05663 | Robert Vollmert | 2010-01-19 13:01:29 +0100 Add message_window::clear for clearing the message window. The old internal message_window::clear is now message_window::clear_lines. message_window::set_starting_line can be changed if we want message output to start at the bottom again. -------------------------------------------------------------------------------- fdf16a2 | Robert Vollmert | 2010-01-19 13:01:03 +0100 message_window::show is const. -------------------------------------------------------------------------------- 2451ce5 | Robert Vollmert | 2010-01-19 13:00:17 +0100 Make first column marker dependent on !clear_messages. -------------------------------------------------------------------------------- edc38e9 | Robert Vollmert | 2010-01-19 12:44:28 +0100 Fix broken backward iteration. -------------------------------------------------------------------------------- 1958582 | Robert Vollmert | 2010-01-19 12:28:38 +0100 Merge branch 'master' into messagewindow -------------------------------------------------------------------------------- 954e7cc | Jude Brown | 2010-01-19 20:38:00 +1000 Update Donald's speech: includes generic, Gods, and branches. Has to use a bit of evil hackish magic to get it to all work together properly (see the 300 or so lines of " Donald" combinations). I haven't included Vaults at the minute, but that can be done later. -------------------------------------------------------------------------------- de0bbc5 | Eino Keskitalo | 2010-01-19 12:26:05 +0200 Tweak Duvessa's stance a bit. Signed-off-by: Eino Keskitalo -------------------------------------------------------------------------------- 4f473b9 | Jude Brown | 2010-01-19 19:52:56 +1000 Add religion to speech prefixes, fix broken monster speech. After adding branches and religion, I forgot to include them in __try_exact_match in mon-speak.cc as "skip these if we've already tried looking for them and got no message". This meant that the only monster who was currently speaking was Donald, who had branch info. Whoops! -------------------------------------------------------------------------------- 5895e17 | Jude Brown | 2010-01-19 18:27:29 +1000 Fix mistake in vault code that was not placing Lernaean hydra. -------------------------------------------------------------------------------- 3f655f5 | Jude Brown | 2010-01-19 18:06:05 +1000 Tweak ossuary_due_mausoleum to use restrict_door. This now means that even if you wake up the guardian mummy, it won't come out unless you open one of the doors. You could always teleport inside, but... then you're locked in there with it! -------------------------------------------------------------------------------- 7f33a89 | Jude Brown | 2010-01-19 14:13:24 +1000 Make ice form amphibious to match ice beasts (FR #461). This makes ice formed players able to walk through water (though described as "float", really). If it wears off while in deep water, you'll still drown. This does not give ice formed players a movement bonus in deep water though, nor are they able to see or access items that are in deep water (like player merfolk). -------------------------------------------------------------------------------- 6931b8c | Johanna Ploog | 2010-01-19 01:43:29 +0100 Replace the angel tile with one using dynamic weapons (by Porkchop again). -------------------------------------------------------------------------------- 22597f1 | Adam Borowski | 2010-01-19 00:13:51 +0100 Fix a doubled word in steel ammo's description. -------------------------------------------------------------------------------- bf955b2 | Robert Vollmert | 2010-01-19 00:08:36 +0100 Merge branch 'master' into messagewindow Conflicts: crawl-ref/source/message.cc crawl-ref/source/tutorial.cc -------------------------------------------------------------------------------- 58d1337 | Robert Vollmert | 2010-01-19 00:07:05 +0100 Update message window TODO list. -------------------------------------------------------------------------------- c123509 | Robert Vollmert | 2010-01-19 00:05:45 +0100 Output solitary leading dash on new turn. -------------------------------------------------------------------------------- e03a910 | Robert Vollmert | 2010-01-19 00:04:08 +0100 Initialize colour when drawing message window. It seems that the formatted_string instances should already initialize the colour to LIGHTGREY, but maybe LIGHTGREY means "don't touch the text colour"? This fixes a bug where the leading dash of the first line sometimes wasn't drawn. -------------------------------------------------------------------------------- 0e6910f | Robert Vollmert | 2010-01-19 00:02:57 +0100 Handle multiple temporary lines properly. This didn't fix the problem I was trying to fix, but should help with multi-line prompts in msgwin_get_line. -------------------------------------------------------------------------------- f291642 | Robert Vollmert | 2010-01-18 22:56:04 +0100 Move turn count increase to the end of world_reacts. This helps with the leading dash in messaging, and seems like more of a right time to do it. I'm not sure if this breaks any assumptions. -------------------------------------------------------------------------------- 07b89cf | Johanna Ploog | 2010-01-18 20:00:32 +0100 Also replace the tutorial's Ctrl-P reminder with the appropriate key. -------------------------------------------------------------------------------- 1d8b9f4 | Johanna Ploog | 2010-01-18 19:46:33 +0100 First steps to make tutorial messages respect key bindings. -------------------------------------------------------------------------------- 9c98e92 | Johanna Ploog | 2010-01-18 19:46:33 +0100 Comment out list_all_commands and remove its call from chardump.cc. -------------------------------------------------------------------------------- bd99218 | Johanna Ploog | 2010-01-18 19:46:32 +0100 Display real keys for commands in the Tiles' tooltip. ---------------------