| Commit message (Collapse) | Author | Age | Files | Lines |
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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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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.
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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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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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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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Now is possible too levels while the player isn't on them. In map mode ('X'), pressing '!' will run this command.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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As usually, a good percentage of them turn out to be unused.
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Also, refactor the code for displaying annotations.
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Add annotations for any uniques or players ghosts that the player comes
across that indicate what level they were last known to be on, removing
when they are killed or otherwise removed while in your LOS. If they
change levels when out of view, the annotation remains until you run
into them elsewhere.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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Previously, overview_description_string() checked for a running
game to determine whether to print certain informational things.
They were still being displayed for in-game character dumps ('#')
however.
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