| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
| |
Moving all commands off of ^M, <, and >, since those are menu keys, and
so &?< wouldn't do the right thing, for instance. Also trying to move
things off of control-key combinations in general where an easy
non-control-key combination exists, for easier typing. Finally, moving
level-specific wizmode commands (like Shoals tide speed or Lab shifting)
onto control-key combinations, since they are less frequently used, to
free up normal keys for other commands in the future.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
This allows us to have a consistent and logical ordering of branches
without requiring the branch enum itself to be reordered (which could
have save compatibility implications). The new ordering of branches just
moves Depths to the place in the ordering that it already is planned to
go on the next major save compat bump, but other changes are possible,
if desired. All places in the code that iterate over branches have been
updated to use the new iterator except for code dealing with save files,
which still uses enum order, so that we can change the display ordering
without affecting saves.
|
|
|
|
|
|
|
| |
Not needed now that we've branched 0.15.
This reverts commit 8064468542592958c6ace5dc27aa0fd88cce04a9.
This reverts commit 0f053f10eb5bf6e8df296044933b8f82496ce8d3.
|
| |
|
|
|
|
|
|
|
| |
.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!
|
| |
|
| |
|
|
|
|
|
|
| |
Now that it actually means something reasonable comprehensible.
Also refactor some related mulch-description code.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Including the default_friendly_pickup option.
|
| |
|
|
|
|
|
|
|
|
|
| |
pressing "?"." (#5347).
It's an admirable thought, but as seen in the issue it has problems
with the tutorial text as written, and it doesn't seem too hard to
see where to find the list of commands.
This reverts commit 92505221fd745c28ebeda071dfd818a879f3d594.
|
|
|
|
| |
This fixes all the instances caught by unbrace.
|
|
|
|
|
| |
Crawl mostly uses "health" and "magic", with "HP" and "MP" in a few
places where abbreviating is more appropriate.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Phantom Mirror
There was quite a bit of special case code for the 'fake' monsters
which Mara and other rakshasa would create that can be subsumed
beneath the general Phantom Mirror effect (which can properly create
fake dummies of any type of monster in a unified way).
The main practical gameplay difference that will result (aside from
bugs introduced by this, of course) is that the true Mara will
actually be disguised when he splits, instead of the player knowing
for sure which one he is (until two of them blink in the same turn,
anyway). This is a Mara buff, but it seems to me that an illusion
spell of this nature shouldn't have been so easy to see through in
the first place and that this is an overall better state of affairs.
(Also, the clones do have less hp than before, if you end up killing
the wrong one first).
|
|
|
|
|
|
| |
Monster spells for instance have been available in ?/s for a while now,
but this code hadn't been called for spell lookups in the first place.
Not even the command &Z survived from back when this did something.
|
|
|
|
|
|
| |
This was pretty much duplicated code for no gain, and the message didn't
even look better in the special-cased version. There is enough space for
the extra newline.
|
|
|
|
| |
This looks much better.
|
|
|
|
|
|
|
|
|
|
| |
This binds the commands to & y/Y. We have & i/I, but that only affects
inventory items. For various testing purposes, it's nice to be able to
mass-identify/unidentify all item types. This command also
identifies/unidentifies all inventory items on the level, since items can refuse
to unidentify if they exist on the floor, and because level-item identification
is also a convenient thing to have. We don't change the identification status
of off-level items.
|
| |
|
|
|
|
| |
The old name was quite puzzling...
|
|
|
|
|
| |
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.
|
|
|
|
| |
Redundant with &G for most uses, and &( if you want the feature.
|
|
|
|
| |
See Mantis for discussion.
|
| |
|
| |
|
| |
|
|
|
|
| |
A whole file for four lines of code.
|
|
|
|
|
| |
The translation project is stalled, but this makes all of such static strings
trivially gatherable without any extra work.
|
|
|
|
|
| |
No particular reason, other than consistency. And all but two used wasteful
double-conversion, so this is not a speed regression.
|
|
|
|
|
|
|
|
|
| |
Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
|
| |
|
| |
|
|
|
|
| |
Should now fit on 80x24 again, with the exception of `|`.
|
| |
|
| |
|
|
|
|
| |
Works just like &^T, but uses clua instead of dlua.
|
|
|
|
|
| |
Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
|
| |
|
| |
|
| |
|
|\ |
|
| | |
|