| 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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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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This changes the default WebTiles minimap colours to match local tiles.
To get the previous default values use:
tile_floor_col = #a9a9a9
tile_door_col = #a52a2a
tile_item_col = #008000
tile_friendly_col = #ee9090
tile_peaceful_col = #ee9090
tile_plant_col = #006400
tile_upstairs_col = #0000ff
tile_downstairs_col = #ff00ff
tile_excl_centre_col = #00008b
tile_excluded_col = #008b8b
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At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
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It was too readily confused with Zin and Kiku altars previously.
Hopefully this will end up being a bit more distinctive.
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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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map or set.count() can test the presence of a given key and return 0 or 1
outright.
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It could happen if there's a redraw in the middle of leaving shoals,
after the heightmap is reset but before tile flavours have been
reinitialised. This commit doesn't fix that problem, but there are
other cases as well (such as a player giving something the "waves"
colour).
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Blame SamB for the name! It's all his fault.
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These get called a different number of times if the window size changes,
breaking reprocibility of games with the same random seed.
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This shed next repainting, badly. This is the least change from status
quo, which doesn't make it good.
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Not that they'll ever really get mixed up with other X monsters, but
just in case!
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Level 8 translocation spell.
Blinks away everything with diminishing probability with:
P(~blink) = 0.8^(1/(dist+1)/(dist-1))
Over 10 ticks, a monster adjacent to the caster will blink with probability 0.9.
Monsters may be blinked repeatedly.
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The previous fix inverted the player glyph (how could I miss that?).
This time, we're just not applying the heap_brand fix on windows since it
doesn't seem to be affected by the bug anyway.
This reverts commit 7b2d18452f1af3bec283ef3f6841d5fc5cc8da21.
This reverts commit 80ba7f984ee2c939f3b4ddff4e5ca7016fe524a3.
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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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This is incomplete, partially because of me getting bored, partially because
of doubts about the point of leaving simple addition/etc in parentheses.
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Since these are opaque (and therefore behave differently from normal trees),
a renaming is warranted.
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An imperial buttload of places assumes these to be 8 bits, which makes it
impossible to add support for 256 (or more!) colours. This commit tries
to allow expanding it in the future; sadly, it is badly incomplete. At
least, new code can use the new type.
Also, beware of "branded" colours which use bits above 8 for inverse,
underline, etc.
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(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.
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It'd be nice to have a flowing rainbow tile as well.
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be USE_TILE_LOCAL.
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server record ttyrecs.
Crawl compiled with WEBTILES=y should now be playable
normally (i.e. indistinguishable from one compiled without WEBTILES)
when run from a terminal. (This is not yet completely the case.)
The Webtiles data is written on a Unix-domain datagram socket; the
Crawl parameter -webtiles-socket determines a path on which the Crawl
process receives control messages.
The Webtiles server then runs Crawl in a pseudo-terminal and records its
console output into a ttyrec file.
The goal of all this is of course to be able to watch Webtiles games
from ssh, and later the reverse.
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In theory, we could allow defining them with a floating name, marshalling
that by string and so on, but that'd be a large pile of useless work.
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Gila monsters are no longer in the game, the color is primarily used for
the Cloak of Flash artefact, and the colors in it are rather flashy
anyway, so this is a more appropriate name.
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ETC_NECRO will be removed on the next major binary compatibility bump.
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