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* Also use key bindings in the tutorial help screen.Johanna Ploog2010-01-161-45/+81
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* More dynamic command display in the command help, including vi movement.Johanna Ploog2010-01-161-24/+54
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* More dynamic command key listings on the help screen.Johanna Ploog2010-01-161-51/+174
| | | | | | | | | | | | | | | | | | | | 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
* Remove more of those commented out lines.Johanna Ploog2010-01-161-35/+0
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* Replace more hardcoded command keys with dynamic ones on the help screen.Johanna Ploog2010-01-161-27/+83
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* Remove comments about old command/key information on the help screen.Johanna Ploog2010-01-161-61/+1
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* Use the dynamic command key names for some commands on the help screen.Johanna Ploog2010-01-151-14/+102
| | | | | | | | | 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?
* New method _command_to_string() returning human-readable key names.Johanna Ploog2010-01-151-1/+0
| | | | | | | | | | | | | | | 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.
* Trim unnecessary #includes.Adam Borowski2010-01-131-1/+0
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* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* 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.
* Revert "Remove hard skill pool cutoff."Jesse Luehrs2009-12-161-1/+1
| | | | | | | This reverts commit c652cbec1739a628f87aedc4874c782429f8d7ce. This really needs more discussion; the current implementation isn't reallly reasonable
* Use proper newlines in the ?v version information.Johanna Ploog2009-12-071-12/+14
| | | | | | 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.
* Mentioned Wizard commands are listed at x?.Jude Brown2009-12-031-0/+3
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* Make &z accept both spell number and name.Vsevolod Kozlov2009-12-021-1/+1
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* Wizard-mode controlled teleport (Ctrl-B).Jude Brown2009-12-021-0/+1
| | | | | Instantaneous, non-contaminating controlled teleport. Bypasses FPROP_NO_CTELE_INTO as well as -TELE artefacts.
* Add an option to draw the player cursor manually.Robert Vollmert2009-11-281-2/+5
| | | | | | | | | | | | | 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.
* Remove unnecessary header-header includes.Robert Vollmert2009-11-271-0/+1
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* Remove hard skill pool cutoff.Robert Vollmert2009-11-221-1/+1
| | | | | | | | | | | | | | | 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.
* Fix vampire xp level check.Robert Vollmert2009-11-221-1/+1
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* tiles: show spell tile for lookup and memorizationMatthew Cline2009-11-211-3/+16
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* Add formatting fixes.David Lawrence Ramsey2009-11-211-8/+9
| | | | This mostly puts && and || on the proper lines, per the style guide.
* player ghosts: bugfix, debugging/diagnosticsMatthew Cline2009-11-211-1/+1
| | | | | | | | | | | | * 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).
* tiles monster lookup: dancing weapons tilesMatthew Cline2009-11-201-12/+8
| | | | Handle faked dancing weapons tiles in MonsterMenuEntry::get_tiles()
* lookup feature (?/F): show tilesMatthew Cline2009-11-201-1/+9
| | | | | In a tiles builds, when looking up features (?/F) show the tiles in the selection menu.
* monster lookup: Don't show tile for dancing weaponMatthew Cline2009-11-201-1/+13
| | | | | | Generating a temporary dancing weapon monster to diplsay in the monster lookup menu (?/M) is somewhat hackish; implement it later (as opposed to crashing).
* Fix console monster lookup (?/M)Matthew Cline2009-11-201-0/+16
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* tiles: use monster tile for lookup monster (?/M)Matthew Cline2009-11-201-34/+43
| | | | | | 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.
* Don't fully describe zombified monsters in ?/m.Robert Vollmert2009-11-201-2/+4
| | | | | | | This was causing a buggy message or assert since base monster wasn't set up. Fixes 2845355.
* Added wizard command to reveal all traps on level ('}').Alex MacDonald2009-11-181-1/+2
| | | | Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Move tutorial state out of Options.Robert Vollmert2009-11-161-1/+2
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* Add get_item_symbol to showsymb.Robert Vollmert2009-11-151-12/+3
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* Add in-game Lua interpreter to Wizard commands list (Zaba).Jude Brown2009-11-141-0/+1
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* command.cc: "&:" help updateMatthew Cline2009-11-121-1/+2
| | | | | In the wiz-command help screen, explain that "&:" also shows the locations of overflow temples.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-2/+0
| | | | Also add a few previously indirect includes.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Remove option draw_it from viewwindow.Robert Vollmert2009-11-091-3/+3
| | | | | | The only use was just removed. Also move the draw check closer to where it's used.
* Replace uses of spelltype_name with spelltype_long_name.Vsevolod Kozlov2009-11-081-1/+1
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* Remove SPFLAG_DEVEL and the only spell that had it set, Disrupt.Vsevolod Kozlov2009-11-081-9/+3
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* Move get_show_symbol to showsymb.cc.Robert Vollmert2009-11-061-0/+1
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* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-3/+3
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Split up view.cc.Robert Vollmert2009-11-041-0/+1
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* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-041-3/+3
| | | | | | | | | | | | | 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.
* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
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* Splitting up stuff.cc.Robert Vollmert2009-10-301-1/+2
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* (MONS_PROGRAM_BUG || -1) --> MONS_NO_MONSTERMatthew Cline2009-10-271-2/+2
| | | | | | | | | 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.
* Roll demonspawn mutations at the start of the game.Stefan O'Rear2009-10-241-1/+0
| | | | | | | 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.
* Moving data out of newgame.cc.Robert Vollmert2009-10-231-0/+1
| | | | Also move species<->string translation from player.cc to species.cc.
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-6/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* remove unnecessary "version.h" includes, AppHdr.h does it alreadySteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>