| Commit message (Collapse) | Author | Age | Files | Lines |
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And de-indent l_item_do_subtype() slightly.
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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.
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Toting around an unbranded weapon just to be able to swap to it
is no fun, and not even that much more of a difficulty; maybe it
just means getting pain out takes 0.7 more turns or so. You still
can't overwrite artefacts, of course.
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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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This formerly special cased it, which meant I had to change it when I
renamed potions of speed. This means future changes or additions to the
potions xom used do not have to modify this function.
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[It had much the same problems as racial weapons, with only very slightly more
significant effects. Some of the old effects of racial armour could potentially
be rethought and made into a new armour ego. Beogh still gives a (slightly
smaller than before) bonus for armour use, without the orcish requirement.
-MarvinPA]
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Those ways being figuring out the last targeted scroll or what a potion
tried by a monster must be.
Also a minor clean up for set_ident_type code.
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... when you know what they are.
Specifically, you know what they are when it has been tried (so you know it
is in one of those categories) and when all the others in that category are
identified. This should probably be extended to nontargetted scrolls, mainly
for ?CW for Mo, and for the last unidentified scroll and last unidentified
potion.
[With spelling changes to reflect 0.14-a0-1407-g9ff65a6 -nfm]
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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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That is, unless you count the ones in ncurses' headers, which I can't
do anything except suppress.
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Purpose of this is allow finding for example helmet of see invisible by
searching for "SInv".
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The only reason for this madness was so searching for "ident" doesn't
find identified items.
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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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Without Evaporate, they lost their last use.
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Looks like get_XXX_path and the like in files.cc could use some drastic
simplification, or perhaps even a nuking and rewrite.
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A majority of time was spent parsing item names by repeatedly generating all
possible items and comparing their names. We already have an item name cache.
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See Mantis #4381. The "List weapons" command is moved to ^V. It's not great,
but it's the only available keybinding I could find along with ^M.
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Having them weight you down and take inventory slots results just in people
running to and from to stash them, often at D:1. The only case with
multiple runes is up to 50aum and 5 slots if you do Pan in one go.
It also falsifies log data and score for those who don't bother with lugging
the runes. After all, it's the win not score that matters.
I did not bother preserving multiple demonic runes, there is no challenge in
collecting multiplies. Any tough Pan lord (speed 19+firestorm+haste+summon
eyes...) can be simply skipped. If you can beat 35 lords at once in a Zig,
one at a time is really not going to be an obstacle.
Also, remove points for the value of inventory when winning. Only the Orb
(250k) and runes (*10k) count.
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This fixes restart_after_game problems.
Also, don't use a redundant enum that is a subset of item base types.
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There are some issues left, like incorrect wrapping in some cases, but
we can fix them later.
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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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You're bound to either know or don't know some items, so we don't
need the special "no items" message anymore.
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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You can already get a list of all these items by searching the db.
This is simply more convenient.
Also, wands on this screen now display their maximum number of
charges rather than 0.
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This should help against the signed char problems, and is good for
code readability. Now, if you have a char, it's either an untyped
in-memory byte, or a symbol inside a string. Small numbers are instead
[u]int8_t, ints, an enum type, or, in so many cases, bools.
I didn't touch any of the tiles code, as it's currently broken and I don't
want to risk making it unbroken harder.
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This also changes terse descriptions to put all brands at the
end and join it with runed:
29 darts (flame, runed)
15 needles (curare)
And the "runed" is put before the prefix brand:
28 runed exploding darts
instead of
28 exploding runed darts
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Single-title books (Necronomicon, Young Poisoner's Handbook, etc) were
causing issues with a) the way the item names are generated for the
TroveMarker, and b) the fact that Lua item.sub_type was reporting
"bugginess" for the book type, as these books aren't included in
book_type_name. Bah!
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Missile egos currently duplicate code; this is bad, but I don't really
feel like rewriting how the missile ego naming is handled (which isn't
paricularly well, at the minute).
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Fix corpse names (and zombie names) for monsters which are named with
name_adjective, name_suffix or name_replace.
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These were of questionable use and freshness.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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selection menu.
TODO: Use this instead of dolls.txt for initialising dolls, falling back on
dolls.txt if name.tdl cannot be found and for new characters.
I've tried displaying floor type but found it resulted in an information
overload, and also distracts from the main information (species,
equipment), esp. since it's mostly floor and most of the tile is covered
anyway. I left it in (though commented out), so it's in the repository,
but will remove it afterwards.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10122 c06c8d41-db1a-0410-9941-cceddc491573
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* Default use_fake_cursor to true on Unix, else false.
* Tweak some descriptions.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9594 c06c8d41-db1a-0410-9941-cceddc491573
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Also, fix the documentation which used to say that the prefixes
are comma-separated (they're not.)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9294 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8979 c06c8d41-db1a-0410-9941-cceddc491573
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