| Commit message (Collapse) | Author | Age | Files | Lines |
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Except for the movement keys (uh, help?) and the item commands that have
their starting letters highlighted (again, help?) all commands are now
shown as actually assigned.
As I said before, the key that's get displayed might not be the one the
player actually uses. Likewise, there are still a few instances where
alternative keys get listed that might no longer be correct and have been
assigned elsewhere.
I'm sorry to see that the command help is no longer WYSIWYG[*] for
developers (so recompilation cannot be avoided), but it _is_ WYSIWYG
for players, which is much more important.
The best way to test this is to include the new dvorak settings and
have a look at the ?? help screen.
*) What You See Is What You Get
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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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The plan is to replace the hardcoded command key names on the help screen
and in the tutorial with these dynamic ones respecting redefined keys.
Unfortunately, several commands have multiple assignments and macro.cc's
command_to_key() only returns the last one, which might not be what the
player is actually using. For example, I don't have a Numpad, so all
mentions of it are of no use to me, and I'd rather have the vi keys
listed, which in turn many other players have no interest in.
You can check the current key assignments if you comment out the
DEBUG_DUMP_COMMANDS definition in chardump.cc and then create a character
dump. This will be removed once I'm finished here.
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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 reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce.
This really needs more discussion; the current implementation isn't
reallly reasonable
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I hope this isn't another one of those ascii/tiles or OS differences but
for me at least the empty lines between sections weren't being displayed
in the console version, either.
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Instantaneous, non-contaminating controlled teleport. Bypasses
FPROP_NO_CTELE_INTO as well as -TELE artefacts.
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Set use_fake_player_cursor = true to use this. This allows
defaulting the cursor to off, which means less cursor blinking
say when travelling.
This patch also moves the cursor control closer to where it's
used, so that the cursor is only turned on for actual input
prompts. I've definitely missed some prompts here: almost
anything that prompts for a single character and reads it
using getch() will not have a cursor with use_fake_player_cursor
set at the moment.
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There's now a soft cutoff at player::exp_pool_cutoff() that scales
with you.total_skill_points. Above that, you.exp_available is
stepped down.
It currently starts at ~800 skill points for a new character. A human
melee fighter (weapon skill 27, fighting 15, traps 8, armour 15,
invo 12) gets around 18000 points (skill level 21).
The cutoff is not currently limited.
Side-effects are a nerf to the experience card -- it could easily
be changed to still give the usual 20000 points.
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This mostly puts && and || on the proper lines, per the style guide.
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* Fixed bug where the player's ghost was never being placed in the
dungeon, even though the file was being properly loaded.
* The wizard command &^G can now both save and load bones files, so you
don't have to quit/restart/go-to-level multiple times to get a bones
file to load.
* All possible failure points for both loading and creating bones files
now generate diagnostic messages (when diagnostics is turned on).
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Handle faked dancing weapons tiles in MonsterMenuEntry::get_tiles()
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In a tiles builds, when looking up features (?/F) show the tiles in the
selection menu.
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Generating a temporary dancing weapon monster to diplsay in the monster
lookup menu (?/M) is somewhat hackish; implement it later (as opposed to
crashing).
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When looking up monsters via "?/M" with a tiles build, show each
monster's tile instead of showing a colored text glyph. Console lookup
monster should remain the same, but hasn't been tested yet.
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This was causing a buggy message or assert since base monster
wasn't set up.
Fixes 2845355.
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Signed-off-by: David Ploog <dploog@users.sourceforge.net>
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In the wiz-command help screen, explain that "&:" also shows the
locations of overflow temples.
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Also add a few previously indirect includes.
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The only use was just removed.
Also move the draw check closer to where it's used.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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env.show is now a class show_def that stores tagged
unions of type show_type. For the moment, there's also
env.show_los for use in LOS determination, but that
should become an array of boolean at some point.
This breaks save compatibility.
Tiles and console version build and appear to work
fine, but this kind of change is likely to have
some side-effects.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Change MONS_PROGRAM_BUG to MONS_NO_MONSTER when "no monster" is what was
meant. Now all instances of MONS_PROGRAM_BUG should indicated some sort
of failure or error.
Also, fixed some places which were still using -1 instead of
MONS_NO_MONSTER.
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All demonspawn mutations are now stored in the player data, and are
determined at the same time. This makes a lot of things a lot simpler.
On the other hand, it means that the influence of skills and gods on
demonspawn mutations is now broken.
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Also move species<->string translation from player.cc to species.cc.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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