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* Properly hide conflicting branches on ctrl-O.Shmuale Mark2014-08-031-27/+4
| | | | | Also cleans up some old Forest code, which might make ^O look a bit weird on imported saves; probably not a big problem.
* allow iterating over branches in a non-enum order (8742)Jesse Luehrs2014-08-021-33/+38
| | | | | | | | | | | | 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.
* Remove stuffNicholas Feinberg2014-07-291-1/+2
| | | | | | | .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!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Remove more dead codeBrendan Hickey2014-05-111-10/+0
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* Gozag: Call Merchant.Steve Melenchuk2014-05-071-2/+18
| | | | | | | | | Pay half the value of items in one of three randomly generated shops to generate that shop on a level that can generate shops that you haven't visited yet. This shop appears on the Overview screen with a darkened level name so you know exactly where it appeared, and is announced (and its location marked) when you arrive on the level so long as you are still following Gozag at the time.
* Gozag: indicate the service fee on join attempts and on ^O.Steve Melenchuk2014-05-071-4/+8
| | | | | The ^O columns should be recalibrated at some point, but this doesn't do that.
* Tab is for losing weight, not indenting Crawl.Neil Moore2014-04-041-1/+1
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* Improve display of Nemelex wrath on Ctrl-O.elliptic2014-04-041-2/+7
| | | | | It now displays red at start, lightred when it gets close to finishing with active wrath, magenta when partially mollified.
* Merge wand and gadget shops (and allow them to occasionally have rods).Steve Melenchuk2014-02-271-2/+1
| | | | Get all your evokables in once place, folks!
* Don't list Ziggurats under "Branches" on the overview screenChris Campbell2014-02-101-0/+3
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* Capitalise "The Shining One" on the overview and in character dumpsChris Campbell2014-01-241-2/+2
| | | | Since it's the start of a sentence in those places.
* Adjust and widen inter-column spacing in the ^o god list.Neil Moore2014-01-201-5/+4
| | | | | | | | | I neglected to adjust the column size when changing the number of columns in 0.14-a0-2056-g4f2c7e8, so the layout accounted neither for long god names having moved to different columns, nor for the extra space left by the removed column. Really this formatting should be done programmatically.
* Print god list in ^o in four columns.Neil Moore2014-01-201-3/+4
| | | | | | Was five. This doesn't change the total number of rows at the moment, because the sixteenth temple god was already on its own row, and there are only three non-temple gods.
* Adjust ^O god name spacing again.Steve Melenchuk2014-01-101-4/+4
| | | | | | | | The addition of a new god bumped TSO to a column too small for him, besides which the spacing was all thrown off again anyway. It now matches the comment again (five spaces' worth of padding). Surely there must be an automagic way to generate these numbers.
* Schedule DNGN_ENTER_PORTAL_VAULT for removal; other related fixes.Adam Borowski2013-12-191-0/+2
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* Show new-style portals on ^O.Adam Borowski2013-12-181-0/+9
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* Display : instead of + for bookshops on the overview screenChris Campbell2013-12-181-1/+1
| | | | : is the default symbol for books in most character sets.
* Drop tagstring.{cc,h}Adam Borowski2013-11-291-1/+0
| | | | A whole file for four lines of code.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-3/+2
| | | | | | | | | 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.
* Don't claim that Vaults spawn on D:2-6.Adam Borowski2013-11-201-1/+1
| | | | | | | | | In transferred saves, we don't have information about the depth range used, so the range comes from the current version of the game -- ie, it describes what would happen if you started a new game right now. On the other hand, the parent branch came from the old version. Be consistent and knowingly provide false data -- this is less jarring than being truthful for the branch but wrong about depths.
* Don't allocate pointless iterators.Adam Borowski2013-11-151-5/+5
| | | | | map or set.count() can test the presence of a given key and return 0 or 1 outright.
* Shorten branch enums.Adam Borowski2013-11-031-3/+3
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.
* Drop a lot of superfluous parentheses.Adam Borowski2013-10-241-5/+5
| | | | | These can be really confusing, especially if there are operators of different priorities, or multiple levels of parentheses, nearby.
* Repaint the ^O bikeshed less brightly.Adam Borowski2013-09-211-5/+5
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* Avoid menus by re-editing annotations and inscriptions.Neil Moore2013-08-241-58/+15
| | | | | | | | | | | | | | | Now we pre-fill the input line with the old value. This should satisfy many of the objections to both the menu (it requires stopping to read before deciding whether to press r or keep typing) and the old annotate always-replace behaviour (it makes it hard to append). Pre-filling also makes it a lot easier to fix a typo than with the other approaches. If you want to replace, it's as simple as ctrl-u (or holding down backspace if you aren't familiar with Unix). If you want to append, just keep typing (and add the comma yourself). This reverts commit bcad30dabc11467b13ad0a8caa445acccbd6b412. This reverts commit f297046efa082d87c167dad729b4cb283e18c812.
* Improve a type.Neil Moore2013-08-241-1/+1
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* Allow (add, replace, clear) for level annotationsChris Oelmueller2013-08-241-11/+51
| | | | | | | Fixes #884 [Level annotations could use inscription functionality] Legacy code to clear annotations by empty replace still kept, including the confirmation. Note that using `c` directly has no such confirmation.
* Color overhaul for Ctrl-O, section ShopsChris Oelmueller2013-08-231-21/+22
| | | | | | | | | | | | | | Supposed to reduce visual noise and achieve a more consistent experience. Changes in a nutshell: - Level names now lightgrey (was: brown) - Plain shop items now white (was: lightgrey) - Losing one colon: D:8 ( instead of the old D:8: ( - Shop padding increased by one (3 spaces instead of 2) The most important part probably was getting rid of the duplicate colons everywhere, which together with the brown-grey mixed lines did not read very well at all. Instead, groups are now visualized by larger padding.
* Color overhaul for Ctrl-OChris Oelmueller2013-08-231-34/+8
| | | | | | | | | | | | | | | Supposed to reduce visual noise and achieve a more consistent experience. Changes in a nutshell (in parens: old layout): - Section headings are lightblue (green). - Portal branch entries are all yellow (many different weird colors) - Level names in Annotations section are yellow (yellow/lightgrey mix) - Player-written annotations are white (magenta) Also fixes a missed colon after the last section heading. The "Portals" branch colors did not make much sense: the different portals are newline-separated anyways. Yellow was the obvious replacement, as it has been established as focus color already (in "Branches" resp. "Shops").
* Fix god name alignment in Ctrl-OChris Oelmueller2013-08-231-2/+2
| | | | Should now match the comment again, i.e. padding of five spaces.
* Replace 'you.penance' checks with function callsBrendan Hickey2013-07-281-2/+2
| | | | Replace you.penance[FOO] with player_under_penance[FOO].
* Refactor 'you.religion' checks.Brendan Hickey2013-07-281-1/+1
| | | | | Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO). This change is part of a large plan to clean up religion.
* No parent for the root branch.Neil Moore2013-06-211-0/+3
| | | | | Among other things, this prevents G ctrl-p in zotdef from showing "Dungeon".
* Add a gadget shop for miscellany/evokablesPete Hurst2013-06-211-0/+1
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* Add MSG_OK when canceling for various promptsPekka Lampila2013-06-101-5/+8
| | | | | Also in a couple of cases add other messages. The goal here is to always print something when a prompt is dealt with.
* New mcros ASSERT_IN_BOUNDS{,_OR_ORIGIN}().Neil Moore2013-06-091-1/+2
| | | | | These print the out-of-bounds coordinate as part of the assertion message.
* Alternate Forest with Crypt.Steve Melenchuk2013-05-261-7/+17
| | | | | | | Forest's entrance depth and absolute depth are now the same as Crypt's. This also adds functionality to move Tomb's entrance to Forest if Crypt isn't placed in the game, so Tomb always exists (at present).
* Fix false annotations being created in the Abyss.Adam Borowski2012-12-051-4/+8
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* Remove unnecessary includes from header files.Jay3.14152012-10-231-1/+3
| | | | | | | | | | For most header files, this only saves on having to recompile a small number of source files, but there are also a few headers where small changes would now take significantly less time. This is most obvious for the Tiles build for which the dependencies have been greatly reduced, so that the only additional includes when compared to console are strictly library or tile related.
* Use std namespace.Raphael Langella2012-08-261-83/+82
| | | | | | | | | | | | | 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.
* Make inline functions static.Adam Borowski2012-08-091-3/+3
| | | | | | | | | This avoids unnecessary non-inlined copies. Also, we had a few large functions that had no reason for inlining, let's have them be regular ones. I also made "static inline" always use the same order, for easier grepping.
* Massive style fix (braces, indentation, etc.)Neil Moore2012-08-011-2/+3
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* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-7/+7
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* Store the overview of portal vaults as branches.Adam Borowski2012-06-211-183/+63
| | | | | | | It was a mess of a private enum for Labs, Abyss, Pan and Hell, and strings for the rest. This was missed during the portal_branches rewrite. Fixes "Buggy:" portals.
* Remove a good deal of header inclusion.Adam Borowski2012-05-231-3/+0
| | | | | | | | | These accumulate but never get removed; no wonder compilation times keep rising. The includes.sh script has lots of false negatives (and positives...), and can't check .h files which cause the biggest slowdown, it'd be nice to run multidelta on those somehow.
* Keep unique annotations on portal levels until the level is deleted.Adam Borowski2012-05-151-4/+19
| | | | | This is not very useful, but this inconsistency could still surprise someone in rare cases.
* Allow annotating portal levels.Adam Borowski2012-05-151-10/+7
| | | | | | | Useful, for example, if you enter a Ziggurat from Pan, and want to remind yourself to take items you stashed on the way back. The annotation goes away when the level in question is deleted.