| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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It could be made to ask for a specific number, but I'm too lazy to code that
right now.
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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.
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There are three new commands described on the X? screen. Interlevel
travel works. Other levels are not currently highlighted by reachability;
let me know if you want this. Interface stolen from TAEB :). dpeg's
stair view is not yet in.
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Existence of a valid ray is now tracked with a separate boolean
have_beam. fallback_ray has been removed almost completely. The
change appears fine in console crawl; tiles untested at the
moment.
find_ray now correctly returns false for rays with
source == target.
Also rename CMD_TARGET_HIDE_BEAM to CMD_TARGET_TOGGLE_BEAM.
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clickable. '_' toggles between inventory and spell display.
Actual tiles are still missing, but everything works as it should.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10648 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10583 c06c8d41-db1a-0410-9941-cceddc491573
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* Restrict BASE to species-fitting dolls after all.
(We may want to add this once we've worked out a way to distinguish between
species-dependent differences, and those the player wishes to apply to all
characters. For now, it's just terribly confusing to have all characters
look like Centaurs just because I prefer the brown tiles over the grey ones.)
* Allow the old gnome tiles as alternative for Mountain Dwarf.
* Using Enter in the doll menu confirms the current choice and automatically
changes equip to the current index and mode to custom.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10576 c06c8d41-db1a-0410-9941-cceddc491573
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as the 0.4 version and are documented.
Dolls are no longer limited in what features they can force, so your character can always look like a flaming centaur with wings if that's how you want to present yourself.
This shouldn't cause any major breakage with save games or dolls.txt files, although expect some weirdness. Sorry.
Also, fixed a bug where barding wasn't appearing on nagas or centaurs.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10568 c06c8d41-db1a-0410-9941-cceddc491573
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Also apply my two previous commits to trunk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9995 c06c8d41-db1a-0410-9941-cceddc491573
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* don't load the ghost(s)
* print an error message mentioning the bones file
* don't delete the bones file, so players can attach it to a bug report
The last point means that the player (or admin, in the case of the
servers) has to delete a buggy bones file themselves, but the benefits
of making tracking down bugs easier should outweigh that inconvenience.
Add a new wizmode command that calls debug_stethoscope even if the game
is not compiled in debugging mode.
Also, Stone Soup 0.5 bones files are now officially incompatible with 0.4.
(The changes to the spell ids cause ghosts casting spells to crash the
game.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9832 c06c8d41-db1a-0410-9941-cceddc491573
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* Spells are marked grey if you lack the necessary magic
or if there are no visible monsters within range.
* z bails out if there are no monsters in range
* Z is the same as the old z behaviour
* Wands now need to be e(V)oked.
Feedback welcome!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9727 c06c8d41-db1a-0410-9941-cceddc491573
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* Also applies to wand, and will soon replace 'Z'.
* Decks, rods, and weapons of reaching still need to be wielded ('v').
* The tiles tooltips will need to be adjusted.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9718 c06c8d41-db1a-0410-9941-cceddc491573
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Apparently, monsters can be directly placed at the edge of los, after all.
* Change Ctrl-X -> Ctrl-S, V -> Ctrl-X, not documented yet.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9696 c06c8d41-db1a-0410-9941-cceddc491573
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previously quivered stack.
FR 2594741: Make ')' cycle quiver backwards.
The previous behaviour has been moved to '}'.
The equipped inventory listing ']' now also includes the quivered item(s).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9164 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9136 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8885 c06c8d41-db1a-0410-9941-cceddc491573
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cmd-keys.h. This will allow these commands to be remapped correctly.
Also, fixing issue where cancelling the level map help screen in tiles wouldn't go back to viewing the dungeon.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7957 c06c8d41-db1a-0410-9941-cceddc491573
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CMD_OPEN_DOOR_UP_LEFT.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7899 c06c8d41-db1a-0410-9941-cceddc491573
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re-arranges all stairs on the level, but now is just used to test the code used
to move stairs in LOS away or towards the player.
Added beam flavour BEAM_VISUAL for animating someting moving in a line which
doesn't have any effects on its own, and removed BEAM_LINE_OF_SIGHT, which was
no longer being used. Added bolt structure field "delay", which can be used to
change the delay between animating each square in a beam from the default of 15
msec.
For eventual use as a Xom effect added the stairs-are-avoiding-you durations
DUR_REPEL_STAIRS_MOVE and DUR_REPEL_STAIRS_CLIMB. If DUR_REPEL_STAIRS_MOVE
alone is set then stepping onto a stairs/portal/etc has a 50% chance of making
it move away in a random direction. If DUR_REPEL_STAIRS_CLIMB alone is set
then attempting to climb a stairs/etc has a 50% chance of making it move away
before you can get through it (and ending your turn in the process). If both
are set then moving onto it and attempting to climb each have a 29% chance of
making it move, for a combined chance of 49.59% of a move-and-climb making the
stairs move away. Once a stair is successfully taken there's a 50% chance of
the stair on the other end moving away from the player, and then both durations
are reset to 0.
These can be tested by drawing The Stairs card ("&c stair"), which will set
DUR_REPEL_STAIRS_CLIMB if you're on top of a stair or DUR_REPEL_STAIRS_MOVE if
your'e not.
Added a few wizard targetting command placeholders.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7865 c06c8d41-db1a-0410-9941-cceddc491573
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Added '@', which is to '!' as '.' is to the old '5'.
Fixed 2146628: cancelling targeting was incorrectly checking range.
The behaviour of allow_self_target is now slightly different (see forthcoming
mail on crawl-ref-discuss.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7128 c06c8d41-db1a-0410-9941-cceddc491573
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controlled teleport.
* Highlight restricted grids when beheld (ASCII only):
- main screen: restricted grids in LOS are darkgrey
- X screen: unrestricted grids in view around the mermaid(s) are lightgrey
* switch xx command back to leaving examine mode
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7105 c06c8d41-db1a-0410-9941-cceddc491573
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come back at a later point (post-0.5?), but there are more important bugs and features to consider in the meantime rather than just blindly trying for parity with 0.4.x's features.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7030 c06c8d41-db1a-0410-9941-cceddc491573
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(crazy) non-vi key users.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6829 c06c8d41-db1a-0410-9941-cceddc491573
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The command to do so is xx, and you can select an entry for more
details, which will be the database description ('v') for items and the
more detailed 'x' description for monsters, which I think is more useful.
What's still needed is some kind of sorting by, I guess, difficulty for
monsters and respecting sort_menus for the items. Also, the item listing
is not terribly useful at the moment but surely soon someone will think
of a way to change that. :)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6755 c06c8d41-db1a-0410-9941-cceddc491573
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FR 2027307: Use menu colours for shops, with an option to turn it off to
get the striped menu again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6750 c06c8d41-db1a-0410-9941-cceddc491573
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(They now don't get a shield if they're wielding a 2-handed weapon.)
Add the keybinding documentation to trunk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6743 c06c8d41-db1a-0410-9941-cceddc491573
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by the MiscastEffect class, which has helper methods to make most of
the non-helper code agnostic with respect to whether the miscaster is
the player or a monster. Mummy death curses now affect monsters, and
Zot traps now directly affect friendly and good-neutral monsters.
In wizard mode you can force the player or a monster to miscast by
targeting it and pressing 'M'.
Todo/issues/notes:
* Clouds now have a killer_type in addition to a kill_category.
* There aren't any divination monster miscast effects yet.
* Many of the harmless message-only miscast effects are missing
monster messages.
* If a monster actually miscasts a spell (not getting a mummy
death curse or setting off a Zot trap) and this kills both the
monster and the player then the wrong monster will be listed in
hiscore entry. Since monsters can't do true spell miscasts yet, this
can wait.
* There was old, non-functioning code making Zot traps heal, haste or
turn invisible hostile monsters that triggered it. I fixed it and
then commented it out.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6723 c06c8d41-db1a-0410-9941-cceddc491573
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remove the need for getch() vs. getch_ck() by handling key translation through macro context.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6712 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6658 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6649 c06c8d41-db1a-0410-9941-cceddc491573
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where you couldn't do macros with the old 3.4 keymap since the 3.4 keys
were done via macros and macros can't recursively invoke macros.
Has the little snag that it doesn't exactly reproduce the 3.4 "fire ammo"
command since 3.4 automatically goes to the inventory list but 4.0
doesn't.
TODO:
* Get levelmap commands to use keybindings instead of hardcoded
mappings.
* Let function keys and alt keys be bound to commands.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6587 c06c8d41-db1a-0410-9941-cceddc491573
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