| Commit message (Collapse) | Author | Age | Files | Lines |
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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 function was misleadingly named (it only provided the skill
used for melee weapons, not ranged weapons), and incomplete;
code along the lines of "is_ranged_weapon(*it) ? range_skill(*it)
: weapon_skill(*it)" was scattered in about half a dozen different
functions. I've corrected both of those problems (renaming weapon_
skill() to melee_skill() and adding item_weapon_skill()), and also
possibly fixed two bugs in the process - an l_you.cc function that
claimed to provide the skill used for the starting weapon (but
actually only gave the melee skill), and unrand creation code that
checked if a potential unrand swap used the same (melee) skill as
the weapon type being generated.
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There's really no reason not to show the line; in other options, having
the default always be the case can be annoying, but if you don't want
to look at the gold/turns display, you can just not.
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They don't have much use outside the first level of D (possibly
also the second): popping spores, killing slow things, waking up
sleeping monsters, etc. are all served just as well by stones,
and anybody who really wants to do damage with throwing would be
better served with tomahawks before they find javelins. For one
case where they could be useful (dispersal), tomahawks have been
given a chance at the dispersal brand.
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Item inventory weights (based on item mass) generally don't lead to
meaningful decisions that justify the inventory juggling and interface
problems that come from having burden states. The 52-slot limit is a
better system for limiting inventory and providing inventory-related
decisions because it's not so fine-grained and doesn't require the
player to examine weights for each slot. Work is ongoing to improve
the slot system by consolidating food types and handling strategic
consumables in a different way.
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According to b702f4e, this menu is supposed to be disabled because it
explains advanced commands which aren't available in the simple menu,
yet this mention was added in that same commit...
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Jellies still make splattering sounds.
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Crawl mostly uses "health" and "magic", with "HP" and "MP" in a few
places where abbreviating is more appropriate.
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For a clear distinction of "bows" the skill, and from "longbow" the weapon.
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It has been defaulting to `true` for a while now. That setting provides
a nicer interface overall and there is little reason to support alter-
nate input methods.
Some prompts asking for a letter have not been adjusted, for example
evoking a rod with multiple spells. Those are hopefully gone soon
anyways.
[Committer's note: The option had no known uses except by bots, and
those could work without it. And, of course, multi-spell rods are
gone.]
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The old name was quite puzzling...
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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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Also, drop the message for Ziggurats (can't see them in hints mode anymore).
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See Mantis for discussion.
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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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And don't strip lines. This should simplify formatting them.
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Also, drop one copy of monster distribution data.
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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This is the first legit > comparison as opposed to >= which breakpoints
usually compare to. Anything that should be done?
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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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The tile is no longer a question mark, so just refer to it as a symbol.
Fixes #7323
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It can now be used to quickly test hint messages from the database.
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There are almost definitely more that need fixing still!
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Some missing </foo> tags, and lots of spacing fixes - it looks
like wrapping tutorial.txt has a tendency to break spacing. Should be
all fixed in console at least.
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Contaminated chunks provide less nutrition instead.
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The commit 937ef52 added a prototype for is_feature to viewmap.h, but
there was already a prototype in view.h. Remove the old one, since
viewmap.h is shorter, and furthermore remove a now-unnecessary #include
of view.h.
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Per one of proposals, its effect is now an average of the weapon skill
and Stealth. Stabbing tiers remain as before:
* daggers
* other short blades
* long blades, spears, small club
* other stuff
Let's see how this works. We can always change the formulas, and at
least the skill is gone.
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