| Commit message (Collapse) | Author | Age | Files | Lines |
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This commit moves str_to_fprop from initfile.cc to fprop.cc. It also
introduces two new dungeon Lua wrappers: fprop_changed(x, y, fprop),
and fprop_at(x, y, fprop).
fprop_at(x, y, fprop) will return testbits(coord_def(x, y), fprop).
fprop_changed will either add the fprop to that location, or if it
already exists there, it will remove it from that location. It will
returrn a boolean value of true if it altered the location, and false if
it did nothing.
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they'll otherwise never be placed.
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watery squares now produce steam.
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This basically converts all instances of rock to trees. It looks quite
good, and I've kept the stone as thematically, this works in the branch.
This commit also increases the chance of an azure jelly in the Ice
ending, instead of an equal chance of an azure jelly or an ice dragon.
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Having to scroll through all of the Lair vaults to find the branch ends
for Swamp and Slime, etc, is proving to be quite annoying. The new files
are now quite short, but hopefully we'll end up with new vaults to
add to these branches!
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waste space.
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This fixes Bug #450.
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The old tile erroneously displayed angels wielding a long blade and
wearing a shield. It was, in fact, identical to the Daeva one, except
in coloration.
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The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.
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instead of flipping between Swamp and Shoals only (rob, dpeg).
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Oddly enough, if the vi keys get reassigned to something else, the help
screen doesn't switch to one of the other keys. This actually suits me
as someone reassigning the keys apparently has no intention of using
them but already knows what they do. (It does mean, however, that
reassigning another duplicate key will also not update the display.)
For players using the new Dvorak settings, the Dvorak vi keys get
displayed instead, which strikes me as much more useful.
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This moves the code out of the relevant functions and into the
ms_waste_of_time function in mon-util.cc.
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in other ways too, we would call _maybe_init_tilenum_props, which tries to
get the basetile for the dancing weapon, which crashes because we haven't
given it the weapon yet (this was all happening in create_monster().)
This is a major hack; someone more familiar with tiles should fix this
better.
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no_vi_command_keys.txt doesn't handle targeting or movement on
the level map. Should it?
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CMD_NO_CMD is handled specially in many different ways, but
the new command's sole purpose is to allow key bindings involving invalid
commands, so as to override the vi keys for players who don't need them,
don't want to replace them with other keys, but are worried about typos
making their character walk into a fatal ambush.
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Except for the movement keys (uh, help?) and the item commands that have
their starting letters highlighted (again, help?) all commands are now
shown as actually assigned.
As I said before, the key that's get displayed might not be the one the
player actually uses. Likewise, there are still a few instances where
alternative keys get listed that might no longer be correct and have been
assigned elsewhere.
I'm sorry to see that the command help is no longer WYSIWYG[*] for
developers (so recompilation cannot be avoided), but it _is_ WYSIWYG
for players, which is much more important.
The best way to test this is to include the new dvorak settings and
have a look at the ?? help screen.
*) What You See Is What You Get
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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More to follow! :)
It appears the command screen has been optimized for space. Whereever
possible, the key has been capitalized in the description, and often
alternative keys are mentioned. All of that may not apply for
reassigned keys. What do we do about this?
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The plan is to replace the hardcoded command key names on the help screen
and in the tutorial with these dynamic ones respecting redefined keys.
Unfortunately, several commands have multiple assignments and macro.cc's
command_to_key() only returns the last one, which might not be what the
player is actually using. For example, I don't have a Numpad, so all
mentions of it are of no use to me, and I'd rather have the vi keys
listed, which in turn many other players have no interest in.
You can check the current key assignments if you comment out the
DEBUG_DUMP_COMMANDS definition in chardump.cc and then create a character
dump. This will be removed once I'm finished here.
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Monsters that have several variant tiles will now get a random value
written into tile_num at creation, so when their tile gets drawn one
of the set is picked, but always the same one.
In practise, this is currently only used for slaves and toadstools.
Other monsters that have variant tiles, such as ugly things, kraken
tentacles, or slimes creatures, are handled specially.
Generally, such differences should be small and flavourful. The greater
the threat of a given monster the more important it is that the player
will recognize it immediately. (Of course, this restriction does not
hold if the tile actually transport information as is the case for
ugly things' colours etc.)
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by just looking at them.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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The plain merfolk is only used for the corpse tile but I decided to add
it anyway, especially as I'm considering using that for the base merfolk
and the current fighter one for the impaler.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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