| 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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It makes the 'e' key less consistent for no obvious benefit. Not to
mention that it's incredibly unsanitary.
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Chris Oelmueller made an excellent patch for this, but unfortunately it
was rather rotted by the time somebody decided to look at it. It was
easier to recreate than update. I've also added some tiles stuff which
was missed in the original patch.
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New item is just called "scroll of enchant weapon". It increases both accuracy
and damage by 1.
Enchant weapon III scrolls have been converted to stacks of 2 enchant weapon
scrolls where placed in vaults, and if already generated will act like a common
"scroll of enchant weapon" as well for sake of simplicity.
Scroll weights have been adjusted a bit; this almost certainly
needs to be revisited.
[Committer's note: merged a few commits into this, where it seemed sensible.
Also reworked the scroll weights, but yeah, that needs another pass.]
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Not sure if there's a better way of doing this but now all valid weapons
are listed for blessing - previously ranged weapons would be listed but
only valid under TSO.
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Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
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This includes both the pickup menu "(holding you)" and Ctrl-X "(holding
a kobold)". If the monster is invisible, "(holding something)".
Adds a few asserts for bad nets: stationary nets not on the ground, or
with no actor or their square.
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But do not assign any hotkeys.
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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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Now you are not prompted for, or allowed to select, weapons which
are enchantable but not by this scroll---for example, a +9,+0 weapon
with EW_I. Take care to handle blowguns correctly: they have no +dam,
but EW_II increases their +acc.
The message "You aren't carrying any weapons that can be enchanted."
isn't quite right anymore, but I can't think of a good way to make it
more pendant-friendly without being too wordy.
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This fixes all the instances caught by unbrace.
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There were two separate issues that could cause this. First, when wearing
at least one ring as well as the amulet, it would give the prompt once when
choosing the amulet to remove and then again when actually removing it.
Second, prompts were sometimes checked right before calling remove_ring()
and then again inside remove_ring(), for instance when swapping to a
different amulet.
I think this fixes it without breaking anything else.
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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.
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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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It's somewhat common to throw books when worshipping trog, but the
interface made it annoying.
This change makes books show up when quivering or throwing.
[Committer's note: changed you.religion == to you_worship()]
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Don't show duplicate id messages, improve the message when no enchantable
weapon is carried.
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There isn't really any reason not to (the only cases where this causes
any significant change are the brands with unwield effects). It does
have the positive effect that the scroll-id game is made slightly
less tedious, since you don't have to remember to switch to a weapon you
want enchanted first.
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As opposed to only giving this warning for actual amulets of stasis.
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Wands are an important part of the general Crawl player toolkit,
and felids were hampered considerably by not having access to them -
for certain tasks there was basically no substitute (for instance,
a felid of Trog has no reasonable way to dig anything). Given that
felids are able to draw cards from decks, uncork potions, and carry
a variety of objects in their mouths, it doesn't seem a stretch
that they could hold a stick and wave it in the generally right
direction for it to do something.
This is a definite buff, but felids are certainly not considered
overly powerful at the moment and I doubt this will change that
(also, it means that less of the items you find in the game are
completely irrelevant to you, which seems a good thing).
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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.
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Also fix unknown staves allowing Evocations training.
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In my observations of relatively recent wins by Lucy followers, very few
actually bother to take advantage of the 6* gift; this might partially
be on account of the limitations of the brand itself, but even for
weapons which pair well with it (fast-hitting weapons, axes, and the
like) players prefer other brands. I theorise this is partially on
account of being effectively restricted to use of the one weapon if the
player doesn't want to be subject to extreme negatives.
I've run this idea by quite a few people and there doesn't seem to be
any negative feedback on it as yet, so I think it's worth giving a try.
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If the player has an item that is only evokable when wielded (including
polearms), indicate that in the message.
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Happened in WebTiles only.
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We were trimming inscriptions to fit only if show_inventory_weights was
on. The excess was usually being overwritten by the next line, but not
if that line was sufficiently short.
Also, count and trim by width, not bytes, both with and without
show_inventory_weights.
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The translation project is stalled, but this makes all of such static strings
trivially gatherable without any extra work.
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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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