| Commit message (Collapse) | Author | Age | Files | Lines |
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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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If set to false, travel will stop in front of doors (much like the
previous behavior if easy_open was set to false).
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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.
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They just existed to replicate some ancient behaviour that is very unlikely
to actually be desirable now.
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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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Also results in shop items now always being consistently coloured.
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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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This is incomplete, partially because of me getting bored, partially because
of doubts about the point of leaving simple addition/etc in parentheses.
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Also, it's not vulnerable to changes to the underlying types.
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with one keypress
"auto" is the default and identical to the current default behaviour -
if there's a single corpse, butcher it, if there are multiples, ask
which ones to butcher.
"always" is identical to the old "always_confirm_butcher = true" - the
prompt is always displayed, even if there's only one corpse.
"never" is new behaviour - if there's a single corpse, it's butchered,
and if there are multiples, then the top corpse is butchered (skipping
corpses that your god would get angry at you for butchering entirely).
Possibly this should be expanded to also skip rotten corpses if you're
not a saprovore, and so on.
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easy_butcher
Also document a hidden option, show_waypoints.
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Switching from melee to ranged only considered
if ranged weapon is in slot A or B and the melee
weapon is in B or A.
Switching from ranged to melee picks first melee
weapon (behaviour is as above if A or B slot contains
a melee weapon) Rationale is you don't lose much
by switching to any melee weapon with respect to ranged
one.
Added autoswitch option. Enabled by default.There was
a duplicate easy_open entry l_option.cc.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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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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It's not implemented yet.
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The same effect can now be achieved by overriding
ch_target_monster. If anyone wants this, I'm happy
to provide lua code.
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