| Commit message (Collapse) | Author | Age | Files | Lines |
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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In only a few cases were the strings different, and in even fewer were
they significantly so. In general, I used the short_desc for the combined
one, since someone running wizmode can presumably look at mutation-data.h,
except that "large and strong wings" got changed to "big wings", and "life
protection" to "negative energy resistance".
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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The enum values were never checked in any code relating to chivalry,
except to see that a value wasn't 0 (ie it was a forbidden stab).
A recent bug arose from the bad naming, too.
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Both ordinary evokers and evocable unrands failed to have their
first letter capitalised, inconsistently with everything else
in the table.
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For 9 MP, 10 piety, and skill drain, you transform into a swirling mass
of dark shadows with immunity to poison, draining, torment, and hostile
enchantments as well as 50% damage reduction and a transformation of
your bled smoke into miasma (guaranteed on hit). However, you also only
deal 50% melee damage and suffer a double-strength spell anti-enhancer.
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They were uncapitalised when the player worshipped TSO, as that god's
name does not begin with a capital letter. The in-game messages were
fine, because mprf did the capitalisation.
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The old name was quite puzzling...
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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Scripted, then manually reviewed.
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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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If set, maps will be colour-coded to show what vaults were placed, and where.
Such dumps are fit for viewing on a terminal (via cat or less -R), but not
with GUI text viewers. For HTML, you probably want ansi2html.
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Rather than just some useless screenshot, usually from (0, 0).
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Also re-align, and highlight input keys as in lots of other places.
Show this improved -more- line for viewing character notes, too.
The TODO was removed as well because the only effect of dynamically
changing displayed "help" information like this is player confusion.
Static information works better when it comes to legends.
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Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
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The perl regexp to do so is:
s&ASSERT\(([^\n]+) >= ([^\n]+)\);\s*ASSERT\(\1 < ([^\n]+)\);&ASSERT_RANGE($1, $2, $3);&sg;
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Convert conjunctive assertions into separate assertions. This ought to be correctness preserving. I ran the stress tests and didn't notice anything unusual. While I have confidence in it, if you are the slightest bit suspicious of this, please roll it back.
Found instances with `ASSERT(\([^(|]*\) && \([^)|]*\))`
Manually inspected each instance.
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Via externs.h -> bitary.h, it was effectively included by everything anyway,
and this way simplifies include chains.
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This implementation breaks them down by UCAT_type, which is probably too
detailed. Ideally, I'd want just two categories: sleep/para stabs (ie,
those with no roll that deal massive damage) and the rest (a bit of extra
damage). It doesn't matter where we coalesce them, though, so it'd be
easy to combine the data at output time.
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A bad_form that turns you into a wandering mushroom.
Player gains confusing touch, a large stealth bonus,
and the inability to move when under hostile observation.
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They're static strings, there's no point in having functions just to malloc
and pass them around.
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Can't use any items, but unlike old air form, you can pick them up or drop
down. No casting. Randomly blinks from time to time. Sometimes moves as
if confused, although won't bump into walls or into allies.
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The forms are:
* animated tree
* porcupine
* jelly
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Wasn't unused after all.
This reverts commit 85c029f90f2150304624966408f27ed03fa557e6.
This reverts commit 8f1bf02ff69b91399f66c8542e115848ba0d79bb.
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This does mean that an error writing timestamps is a more serious
problem than it was before 85c029f.
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Not that having multiples is any likely now...
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The perl one-liner I use for this had a bug where it didn't match "else"
at the end of a line (ie, most of the time).
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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I added support for fancy unrands (like the knife of Accuracy) as well,
although that's probably overkill.
Not handled yet: fumbled stuff. Should we mention what exactly was fumbled?
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Option defaults to true and automatically creates/updates your character dump
whenever you save the game. Patch contributed by elliott.
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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If someone has it in the config, it is silently upgraded to action_counts.
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No other section is centered.
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For full-game characters, having a half page of monsters in view isn't
uncommon, having to scroll horizontally that far is not fun. Sadly, we
don't know how wide the browser window will be so I'm wrapping at
oh-so-narrow 80 columns.
Also, the wrapper tends to leave dangling articles at the end of a line,
this isn't looking good either.
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