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* 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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* Implement map viewing for other levelsStefan O'Rear2009-11-021-0/+3
| | | | | | | 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.
* Simplify ray handling in directn.cc.Robert Vollmert2009-10-151-1/+1
| | | | | | | | | | | | 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.
* Add an inventory-like region for the Tiles version to make spellsj-p-e-g2009-09-101-0/+3
| | | | | | | | 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
* Tweak the doll edit screen some more.j-p-e-g2009-08-201-0/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10583 c06c8d41-db1a-0410-9941-cceddc491573
* More doll changes:j-p-e-g2009-08-191-0/+1
| | | | | | | | | | | | | | * 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
* Reimplementing playing with dolls ('-' command). Keys are mostly the same ↵ennewalker2009-08-181-0/+30
| | | | | | | | | | | | | | 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
* * More steps on the path to reintroducing player doll customization.j-p-e-g2009-06-171-0/+3
| | | | | | | 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
* Run some sanity checks when loading ghosts. If anything seems fishyj-p-e-g2009-05-261-0/+1
| | | | | | | | | | | | | | | | | | | | * 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
* Some spellcasting modifications, as discussed on c-r-d.j-p-e-g2009-05-031-1/+1
| | | | | | | | | | | | | * 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
* Add new command for evoking non-wielded items, placed on 'V'.j-p-e-g2009-05-021-1/+2
| | | | | | | | | * 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
* * Fix _place_monster_aux() not interrupting autoexplore.j-p-e-g2009-04-261-2/+2
| | | | | | | | 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
* Fix 2603266: Additional '(' needed for cycling ammo after emptying thej-p-e-g2009-02-221-1/+2
| | | | | | | | | | 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
* Fix [2566927]: add new keymap codes for targeting and levelmap.haranp2009-02-201-0/+17
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9136 c06c8d41-db1a-0410-9941-cceddc491573
* Added castamir's patch to fix 2550022. Seems to work.haranp2009-02-031-0/+9
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8885 c06c8d41-db1a-0410-9941-cceddc491573
* [2458672] Fixing level map not using CMD_MAP_* commands or going through ↵ennewalker2008-12-241-0/+66
| | | | | | | | | 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
* [2456075] Fixing accidently swapped keys for CMD_OPEN_DOOR_UP_RIGHT and ↵ennewalker2008-12-211-2/+2
| | | | | | CMD_OPEN_DOOR_UP_LEFT. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7899 c06c8d41-db1a-0410-9941-cceddc491573
* Added "The Stairs" card (not yet in any deck), eventually to be the card whichzelgadis2008-12-191-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* Changed '!' in targeting from target-select to target-select-ignoring-range.haranp2008-10-041-1/+2
| | | | | | | | | | 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
* * Make movement restrictions when beheld also apply to blinking andj-p-e-g2008-10-031-1/+1
| | | | | | | | | | | 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
* Removing code and documentation for player doll editing screen. It might ↵ennewalker2008-09-271-3/+0
| | | | | | 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
* [2034614] [2034537] Fixing numpad '5' and ctrl+numpad/arrow issues for ↵ennewalker2008-08-161-0/+11
| | | | | | (crazy) non-vi key users. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6829 c06c8d41-db1a-0410-9941-cceddc491573
* Apply Yelve Yakut's patch (2020369) to list monsters and items in view.j-p-e-g2008-08-021-1/+1
| | | | | | | | | | | | | | 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
* FR 2026227: Make $ list current gold.j-p-e-g2008-08-011-0/+1
| | | | | | | | 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
* Fix 2033984: Monsters being created with both a shield and a 2-hander.j-p-e-g2008-07-311-0/+3
| | | | | | | | | (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
* Implemented monster spell miscasts. Spell miscasting is now handledzelgadis2008-07-291-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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
* [2029802] Fixing numpad issues for tiles. Theoretically, this change should ↵ennewalker2008-07-291-1/+33
| | | | | | 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
* Fixing Tiles targeting and mouse cursor behavior.ennewalker2008-07-241-2/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6658 c06c8d41-db1a-0410-9941-cceddc491573
* RIP stash_tracking option, always set to all now.dshaligram2008-07-231-1/+0
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6649 c06c8d41-db1a-0410-9941-cceddc491573
* Do "keypress -> command_type" via keybindings. Solves bug 2018200,zelgadis2008-07-171-0/+166
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