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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .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 letter <-> index from stuff.cc to prompt.cc (wheals)Nicholas Feinberg2014-07-281-0/+1
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* Add end.ccNicholas Feinberg2014-07-281-0/+1
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* Don't copy an option unnecessarilyontoclasm2014-07-171-1/+0
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* Add an option to show player as a monster tileontoclasm2014-07-171-0/+3
| | | | | Setting tile_show_player_species replaces the normal doll with the player's race's monster tile.
* Make str_to_weapon use existing item dataTanner Swett2014-07-141-44/+53
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* Separate feature data into feature-data.h.Shmuale Mark2014-07-141-0/+1
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* Rebalance crossbowsNicholas Feinberg2014-07-131-2/+2
| | | | | | | | | | | | | | | | | | | | | | Again as a result of the ranged weapons rebalance, crossbows needed to change. The analogy here is long blades' to bows' m&f; better return on skill investment & a higher power cap, but rarer. Hand crossbows are added as a starting type, "something like an armour-piercing dagger"; crossbows are upgraded to arbalests (a little worse than a glaive), and a new rare triple crossbow type is added on the top end (a little worse than a bardiche, though with a lower skill cost.) Please note that the triple crossbow historically existed & is extremely verisimilitudinous. Hellfire is now an arbalest, and Sniper is now a triple crossbow (well, a "heavy crossbow", since it has mindelay of 27 instead of 22, and since I didn't want to have to change the sprite). All crossbows have a mindelay of at least 1.0; this is an attempt to differentiate them. Possibly something more ambitious will be attempted in 1.6, but this is a first step.
* Partially refactor _weapon_to_strNicholas Feinberg2014-07-101-29/+5
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* Rebalance slingsNicholas Feinberg2014-07-091-6/+8
| | | | | | | | | | | | | | | Slings numbers (along with the other launchers') needed to be rebalanced after the recent ranged combat rework. The approach here is essentially analogous to the staves skill; good return for xp investment, but a limited power cap, especially if you don't find the rare upgrade weapon type. Slings renamed to 'hunting slings' and upgraded from 2->5 base damage (and 12 base delay); new, rare "greatsling" added, with 8 base damage and 14 base delay. Punk upgraded to the latter type. Thanks to Lasty for providing a baseline math suggestion!
* Merge pickup_menu and pickup_menu_limit.Shmuale Mark2014-07-021-3/+1
| | | | | | | | | | | | Since pickup_menu = true was basically identical to pickup_menu_limit = 1 (or 2, actually), there isn't much need for two separate options. The new default for pickup_menu_limit is 1, so there is no change in the defaults. However, if you pickup_menu_limit is now exclusive, not inclusive. This fixes the weirdness that 1 and 2 meant the same thing, since you can't get a menu with only one item on it. So, if you had pickup_menu = false, there probably is a change in behaviour.
* Remove the show_gold_turns option.Shmuale Mark2014-07-021-2/+0
| | | | | | 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.
* Add a command-line option for the number of stat gen iterationsgammafunk2014-06-251-13/+27
| | | | | | | | Use `-iters N' to set the number of iterations for -mapstat and -objstat. This allows setting both the range of level generation as well as the number of iterations. Now those options will either generate the whole dungeon when given no arguments, or will generate over the given level ranges.
* objstat: Item and monster generation statisticsgammafunk2014-06-251-6/+13
| | | | | | | | The -objstat command-line option will generate iterations of the given levels, compiling stats on every item and monster generated, and average the results over the iterations. It's only available in debug builds and uses the same map specification format as -mapstat. The default number of iterations is 100.
* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-12/+0
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | The problem with monster pickup of the type that this branch removes is that it encourages tedious behaviour to achieve the optimum result. While in general people don't bother to pick up every weapon and armour and stuff it upstairs, that would be a way to prevent monsters from ever picking up items you've seen. With Apportation, you don't even have to reach the item, and on a mummy, say, you don't even have to worry about the infintesimal food cost. People do already do this for chaos and distortion weapons, and it is not a very good thing. Not allowing allies to pick up items is related, in that it means that the code can be simpler, but it also has problems of micromanagement, weirdnesses with the ctrl-T command, and allies already have their share of problems. I hope that the compensations for Beogh and mercenaries make up for what is lost in terms of fun. Conflicts: crawl-ref/source/tag-version.h
| * Remove the now-superfluous friendly_pickup command suite.Shmuale Mark2014-05-281-12/+0
| | | | | | | | Including the default_friendly_pickup option.
* | Add an option for more consistent prompt behaviour when changing jewelleryChris Campbell2014-06-101-0/+2
| | | | | | | | | | | | | | When enabled, you will always be prompted to choose a hand/tentacle when equipping a ring, even if you currently have some empty slots, or if one ring is cursed, etc. As a result, "Px>" should always result in "put ring x on right hand", and never "put on ring x, then go downstairs", for example.
* | Remove darts.Shmuale Mark2014-05-301-3/+1
|/ | | | | | | | | | 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.
* Remove player burden and carrying capacitygammafunk2014-05-261-14/+2
| | | | | | | | | | | 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.
* Chance function(void) to function()reaverb2014-05-241-1/+1
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Rename "bow" to "shortbow"Chris Oelmueller2014-05-051-4/+4
| | | | For a clear distinction of "bows" the skill, and from "longbow" the weapon.
* Lower item_stack_summary_minimum because of min_msg_height change (#8454).Shmuale Mark2014-04-301-1/+1
| | | | See the Mantis issue for details on the problems it was causing.
* Don't log DGL messages twice in certain instances (#8414).Shmuale Mark2014-04-231-1/+1
| | | | This was accomplished by adding a new message channel, MSGCH_DGL_MESSAGE.
* Replace easy_open with travel_open_doors.Shmuale Mark2014-04-171-2/+2
| | | | | If set to false, travel will stop in front of doors (much like the previous behavior if easy_open was set to false).
* Remove the level_map_title option.Shmuale Mark2014-04-171-3/+0
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* Remove the clean_map option.Shmuale Mark2014-04-171-2/+0
| | | | | | | It didn't have a very clear use case and if you really want to reproduce it, you can press ^C every so often. Also clean up the options documentation a bit.
* Move some main.cc functions to a new filereaver2014-04-141-2/+0
| | | | | | | | | | Specifically player_reacts, decrement_durations, and various helper functions. [Committer's note: updated the xcode and MSVC project files too; I don't guarantee that they work.] Signed-off-by: Steve Melenchuk <smelenchuk@gmail.com>
* Fix NOWIZARD compilation (#8369).Neil Moore2014-04-141-5/+1
| | | | | The CLua console and --no-save were partially but not completely contained in #ifdef WIZARD. Make them both work without WIZARD.
* Give monster warnings their own channel.Steve Melenchuk2014-04-101-1/+1
| | | | | People who like setting force_mores on this can thus do so with one line for all possible variants on the message.
* Remove default_target and target_unshifted_dirs optionsChris Campbell2014-04-101-14/+0
| | | | | They just existed to replicate some ancient behaviour that is very unlikely to actually be desirable now.
* Don't set the default language to system locale for stable versionsChris Campbell2014-04-071-6/+12
| | | | Most translations probably aren't ready to be enabled by default.
* Remove mandatory fun.Shmuale Mark2014-04-021-7/+7
| | | | | | You can still get it back with language = grunt, of course. This reverts commit a771cbda9e4ae13f2207b6dc09030e741865d5c9.
* [Transifex] Sync.Translators2014-04-021-0/+2
| | | | | | Also add swedish language. Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* Make fun the default!!!!Shmuale Mark2014-04-011-7/+7
| | | | | Can't let the people who don't experience nostalgia not have any fun, after all.
* Add a grunt fake language!!!pubby2014-04-011-0/+2
| | | | | [Committer's note: You squash Grunt's and pubby's patches like a feature!!!!!]
* Reimplement remembered_monster_colour (#8299)Neil Moore2014-03-211-1/+3
| | | | It went missing in 0.1.4 but has been in the documentation ever since.
* Show inventory weights only for pickup/drop by default.Neil Moore2014-03-191-2/+10
| | | | | | | | Add a third, default, value for show_inventory_weights, to enable weights for pick-up and drop menus only. Ctrl-W continues to toggle weight display in the current menu, but is no longer persistent from one menu to the next.
* Remove `auto_list` optionChris Oelmueller2014-03-111-4/+0
| | | | | | | | | | | | | 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.]
* Give Fi/Gl more starting weapon upgrades than just trident.elliptic2014-03-061-1/+17
| | | | | | | | | | | As discussed in IRC, these options don't seem that unreasonable nowadays: cutlass, flail, war axe, trident, long sword, quarterstaff (Gl only). This should make trident a less dominant option and make Fi/Gl more competitive with other backgrounds. Starting weapon recommendations are the same as with the lower tier weapons. At some point someone should go and make sure these recommendations actually make sense...
* Add tile_font_*_family settings for WebTiles.Pekka Lampila2014-03-011-5/+25
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* Make arena_delay available outside of arena as view_delay.Steve Melenchuk2014-02-271-2/+3
| | | | | | | | | | So, if you're running a bot or you're generally annoyed by ranged/magical animations, you can set this to an appropriately low value. This also condenses a lot of code duplication related to arena_delay; a new function called scaled_delay is used for functions that should be impacted by this.
* Only clear seed when creating a new game_options.Steve Melenchuk2014-02-221-1/+1
| | | | This should stop ghosts from spawning in seeded games.
* Add tile_deep_water_col and tile_portal_col.Pekka Lampila2014-02-201-1/+9
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* Change default minimap colours. (ontoclasm)Pekka Lampila2014-02-201-21/+21
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Old defaults were: tile_player_col = white tile_monster_col = red tile_neutral_col = red tile_peaceful_col = lightred tile_friendly_col = lightred tile_plant_col = darkgreen tile_item_col = green tile_unseen_col = black tile_floor_col = lightgrey tile_mapped_floor_col = lightblue tile_wall_col = darkgrey tile_mapped_wall_col = blue tile_door_col = brown tile_downstairs_col = magenta tile_upstairs_col = blue tile_branchstairs_col = magenta tile_feature_col = cyan tile_trap_col = yellow tile_water_col = grey tile_lava_col = grey tile_excluded_col = darkcyan tile_excl_centre_col = darkblue tile_window_col = yellow
* Add tile_mapped_floor_col and tile_branchstairs_col options.Pekka Lampila2014-02-171-21/+29
| | | | | | | | Documentation claimed that branch stairs were coloured with upstairs and downstairs colours, but they were coloured like other non-stair features. Now branch exits are coloured with tile_upstairs_col and entrances with tile_branchstairs_col which has the same default as tile_downstairs_col.
* Allow minimap colour options to be set with hex codes and used in WebTiles.Pekka Lampila2014-02-171-28/+63
| | | | | | | | | | | | | | | | This changes the default WebTiles minimap colours to match local tiles. To get the previous default values use: tile_floor_col = #a9a9a9 tile_door_col = #a52a2a tile_item_col = #008000 tile_friendly_col = #ee9090 tile_peaceful_col = #ee9090 tile_plant_col = #006400 tile_upstairs_col = #0000ff tile_downstairs_col = #ff00ff tile_excl_centre_col = #00008b tile_excluded_col = #008b8b
* Remove `drop_mode` setting and in-game toggle for `single` behaviorChris Oelmueller2014-02-081-8/+0
| | | | | | | | | | | The setting itself went largely unused with a few exceptions for bot configurations, and the toggle (either @ or Ctrl-D in the drop menu) added nothing to the interface: It was intransparent and probably not known to a single player out there. Like with the pickup menu, what was old `multi` is the far superior interface, and unlike with pickup it also has been the default for a long time. For quickly (interface-wise) dropping items, there still exists `D` to drop your last pickup, but even that is rather prone to input errors.
* Disable tile_water_anim on WebTiles by default.Pekka Lampila2014-02-071-0/+5
| | | | | Hopefully this helps with the sluggishness of heavy water areas, like Shoals and Swamp.
* Add tile_misc_anim option for both local tiles and WebTiles.Pekka Lampila2014-02-071-0/+3
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