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path: root/crawl-ref/source/cmd-keys.h
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* add map view command to find the next explore targetJesse Luehrs2014-08-021-0/+1
| | | | | | | | | | This is useful for when you get the "Partly explored, can't reach some places." message, but have no idea where the part that's unexplored actually is (because it's in a corner behind a plant or something). It's also useful if you don't actually want to use autoexplore (because there are dangerous monsters out of line of sight, for instance), but you do want to know which part of the level you still need to (carefully) explore.
* New command: show weapons in viewport.Shmuale Mark2014-06-121-0/+1
| | | | | | | | If a monster has a weapon, and you press ctrl-t (by default), you will see, instead of its normal glyph, the glyph for the weapon it is holding. Since this information is already available with 'x' and even more easily in tiles, it's just an interface improvement, and as far as I can tell in my tests there is no information leaked.
* Remove the now-superfluous friendly_pickup command suite.Shmuale Mark2014-05-281-1/+0
| | | | Including the default_friendly_pickup option.
* Make \ cycle through portals when targeting, too.Neil Moore2014-01-031-0/+1
| | | | Don't add it to the help, though, because there is no room :(
* Allow map forgotten via X^F to be restored with X^U.Adam Borowski2013-07-151-0/+1
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* Allow Numpad-5 to confirm targeting (Mantis #2505)Pete Hurst2013-05-211-0/+1
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* A new command to set your travel speed to your slowest ally.Raphael Langella2013-04-221-0/+1
| | | | | | | By setting this, the player can explore the level without losing is slower allies. This should make it much nicer to use zombies without recall. The setting should probably be saved, but I wanted to get some feedback on it before changing minor version.
* Revert wait command interrupt changes.Steve Melenchuk2013-02-181-2/+2
| | | | | | | | This is causing slowdowns on long waits and other issues such as much faster constriction damage. This reverts commit 884bf952a96fe57df877c69a5d25666a257c04b4. This reverts commit 07e991f01c8c3ff53b0ad8349cb073f95892dc94.
* Reassign key defaults of CMD_MOVE_NOWHERE to CMD_WAIT.Steve Melenchuk2013-02-171-2/+2
| | | | | | | | | This means that s and . have the same behaviour (the new interruptible wait) by default. If players want the old wait behaviour, they can add an "interrupt_wait =" to their configuration file. If they want the 1 aut wait, they can bind a key to move_nowhere.
* Retire * and / keys for cycling stashes on level mapChris Oelmueller2013-02-101-2/+1
| | | | | | | | | Functionality of * continues to be provided by I, backwards cycling now happens through O. This change in particular enables fake Ctrl and Shift keypresses which is especially useful when trying to forget the level map on webtiles (browsers usually intercept Ctrl-F).
* merge of small-screen changes from old build envChris West2013-01-051-0/+6
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* Remove the forget stash commandChris Campbell2012-11-121-1/+0
| | | | | The stash tracker itself still has a lot of functionality for handling explicit stashing that should probably be removed too.
* Remove the targetting mode cycle commandChris Campbell2012-11-071-1/+0
| | | | It doesn't appear to really be useful for anything.
* Rename CMD_SEARCH to CMD_WAIT.Adam Borowski2012-10-031-1/+1
| | | | | Also, fix the help claiming that the center arrow ("numpad-5") will wait a single turn: it waits 100, with or without NumLock.
* Remove CMD_MAP_FIND_F.Florian Diebold2012-09-031-1/+1
| | | | | It did the same thing as CMD_MAP_FIND_WAYPOINT, so F on the overmap is now just mapped to that.
* Swap the cycle quiver commands.Raphael Langella2012-08-271-2/+2
| | | | | '(' now means cycle backward and ')' cycle forward. Seems much more natural this way.
* Tutorial lesson 2: incorporate changes from KiSS team, edit further, put ↵Eino Keskitalo2012-07-031-2/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | messages into database. I've changed the key assignment around in cmd-keys.h to make sure the "primary" key comes up for CMD_TARGET_SELECT and CMD_TARGET_CYCLE_FORWARD. Changes include: * Added [] brackets around control texts * Intro shortened a little * Monster examination cut, only one training dummy. Was extremely verbose. It's still a useful thing to learn, so should be put into an advanced lesson later. * Monster comparison cage only has two monsters: an ooze and a wyvern. * Level 1 layout changed * Removed ammo cycling: seemed hard to pick up in testing, should be covered in an advanced lesson or in the CeHu hint mode scenario. * Level 2 shortened a bit accordingly * Removed a casual pack of rats from level 2 * An awkward reminder about chopping and resting before the second rat room Changes from KiSS not included: * Removal of the hint about waiting for monsters to close in * Revamp of level 2 layout (was too compact - things came in view too early) Comments/TODO: * The hint about chopping rat corpses could come from stepping on one * There could be a hint about eating when you get hungry * Did not include autofight * Content is repeated in <console> and <webtiles> * Final screen whitespace - there should be line breaks before and after each yellow heading, but I'm still clueless how to add them
* Find portals/shop on the map with backslash.Neil Moore2012-05-061-0/+1
| | | | Tab still works, of course.
* New sub-command in map mode, that allows to annotate levels.Policarpo Caballero2012-03-251-0/+1
| | | | | | Now is possible too levels while the player isn't on them. In map mode ('X'), pressing '!' will run this command. Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* New ctrl+V command to show monster HP, and other HP colouring improvements. ↵Michael Gagno2012-03-071-1/+1
| | | | | | | | | | | | | | | | | | (nfogravity) https://crawl.develz.org/mantis/view.php?id=5376 Pressing ctrl+v in console will colour all monsters based on their HP. This can be useful when fighting large groups. This mode deactivates itself the next turn, or you can toggle it off manually by pressing ctrl+v again. Zombies and skeletons are given lightgrey colouring, since you can't determine their HP. There is also a new option, enemy_hp_colour, which lets you define custom colours (applies to the ctrl+v display and the regular monster list). The old ctrl+v command (show equipped weapons) has been removed.
* Fix a few more console/webtiles discrepancies and USE_TILE where it should ↵Florian Diebold2011-12-141-1/+1
| | | | be USE_TILE_LOCAL.
* Add 'r' key in targeting mode to move cursor to you.elliptic2011-10-181-0/+1
| | | | | The command was already coded, so this is just a matter of linking a key to it. (This is a useful thing to have for stuff like improving autofight.)
* A new command: "pick item at cursor" (xg).Adam Borowski2011-09-031-1/+2
| | | | | | | | | | | It marks the item for autopickup then issues a move command. In case the move is interrupted, autoexplore will go there although unlike the initial movement, it won't necessarily go for it first if other valid items to pickup are closer. That's probably ok, you might have walked around (to kill the monster, etc) before restarting. TODO: what if autopickup is off (Ctrl-A)?
* Add a new "show runes" command: "}"Raphael Langella2011-08-121-1/+2
| | | | | See Mantis #4381. The "List weapons" command is moved to ^V. It's not great, but it's the only available keybinding I could find along with ^M.
* New command: (D)rop last. Drops the last item(s) picked up (ghallberg).Raphael Langella2011-07-021-0/+1
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* Working commands on Unix console.Adam Borowski2011-03-311-30/+30
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* Bind Tab to autofight, shift-Tab to autofight_nomove.Adam Borowski2011-02-281-0/+4
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* Wizard commands for: banish or kill a monster.Jude Brown2011-02-011-0/+2
| | | | To help track down bugs and make life easier in general.
* Move partial stack pickup to ;Raphael Langella2011-01-261-1/+1
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* Tutorial: Display vi keys rather than numpad keys for shift running.Johanna Ploog2011-01-121-8/+8
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* Make ^G==Escape at the targeting prompt.Darshan Shaligram2011-01-101-0/+1
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* Add new wizmode targeting command to heal monsters (Ctrl-H)Johanna Ploog2011-01-061-0/+1
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* For single items of quantity > 1 'g' now prompts for an amount.Johanna Ploog2010-12-171-1/+1
| | | | | | | | | | | | | This behaviour is already possible in Tiles (via mouseclick), so it should also work in the console version. If you'd like to switch 'g' and ',' use the bindkey option: bindkey = [g] CMD_PICKUP bindkey = [,] CMD_PICKUP_QUANTITY For multi-item stacks, the two commands are interchangeable and work as before.
* Switch G and Ctrl-G in cmd-keys.h.David Ploog2010-09-091-1/+1
| | | | | | | | This prints the interlevel travel command in the ?? help again and fixes #2091. It showed Esc as interlevel travel key before, despite a comment in cmd-keys.h claiming that ?? would always show the key assigned last. Why exchanging the two keys made it work I won't know.
* Nuke CMD_TOGGLE_SPELL_DISPLAY, made obsolete by the display tabs.Johanna Ploog2010-03-061-1/+0
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* Add CMD_SHOW_TERRAIN (key '|') to show just terrain.Robert Vollmert2010-03-021-0/+1
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* Change portal debug command to x-" (jpeg).Jude Brown2010-02-281-1/+1
| | | | | Hopefully this is a more adequate symbol for the e'x'amine screen. Please let me know if there are any conflicts with it!
* Framework for debugging portal vaults using 'x-d'.Jude Brown2010-02-271-0/+1
| | | | | | | | | | | | | | | | | | | | | '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.
* Allow setting/removing exclusions with 'xe'.Johanna Ploog2010-02-201-0/+1
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* Merge branch 'direction-rewrite'Haran Pilpel2010-01-261-2/+1
|\ | | | | | | | | Conflicts: crawl-ref/source/directn.cc
| * Many more changes to direction().Haran Pilpel2010-01-251-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | 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.)
* | Allow leaving the doll edit screen without saving any changes.Johanna Ploog2010-01-251-2/+3
|/ | | | | | 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.
* Rename several functions involving player "class" to "job".Johanna Ploog2010-01-191-1/+1
| | | | We still need another synonym, right? *sighs*
* In cmd-keys.h move vi keys further down, so they get listed in the help.Johanna Ploog2010-01-161-10/+15
| | | | | | | | | | | 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.
* Use the dynamic command key names for some commands on the help screen.Johanna Ploog2010-01-151-1/+1
| | | | | | | | | 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?
* Add an include guard. (felirx)Eino Keskitalo2010-01-151-0/+5
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* A wizard command "x,", to bring a mon down to 1hp.Adam Borowski2009-12-181-0/+1
| | | | | It could be made to ask for a specific number, but I'm too lazy to code that right now.
* Add wiz-mode arbitrary radius exclude command.Robert Vollmert2009-11-121-0/+1
| | | | | | | This is quite a hack: Hitting 'R' on the level map in wizard mode will silently read a number that specifies the exclude radius. If you have an idea for making this nicer, please improve or tell me.
* [ and ] respect dungeon topology (by)Stefan O'Rear2009-11-041-1/+0
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* Use G in the overmap to directly change levelsStefan O'Rear2009-11-021-0/+1
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