| Commit message (Collapse) | Author | Age | Files | Lines |
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Also cleans up some old Forest code, which might make ^O look a bit
weird on imported saves; probably not a big problem.
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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.
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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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This fixes all the instances caught by unbrace.
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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.
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The ^O columns should be recalibrated at some point, but this doesn't do
that.
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It now displays red at start, lightred when it gets close to finishing with
active wrath, magenta when partially mollified.
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Get all your evokables in once place, folks!
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Since it's the start of a sentence in those places.
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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.
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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.
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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.
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: is the default symbol for books in most character sets.
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A whole file for four lines of code.
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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.
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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.
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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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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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These can be really confusing, especially if there are operators of different
priorities, or multiple levels of parentheses, nearby.
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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.
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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.
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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.
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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").
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Should now match the comment again, i.e. padding of five spaces.
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Replace you.penance[FOO] with player_under_penance[FOO].
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Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
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Among other things, this prevents G ctrl-p in zotdef from showing
"Dungeon".
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Also in a couple of cases add other messages. The goal here is to always
print something when a prompt is dealt with.
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These print the out-of-bounds coordinate as part of the assertion
message.
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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).
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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.
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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 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.
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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.
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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.
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This is not very useful, but this inconsistency could still surprise someone
in rare cases.
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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.
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