summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/main.cc
Commit message (Collapse)AuthorAgeFilesLines
* Add a prompt if a player tries to move with the Barbs statusreaverb2014-08-091-0/+14
| | | | | | | | | | Multiple people have died due to mindlessly moving and getting damaged. Currently, you get the prompt once, and then a prop is set which suppresses it in the future, so if you want to move a few squares to a stairway you aren't spammed. This prop resets whenever the Barbs status expires, so answering it affirmatively once won't affect another fight later.
* make &_ join the religion directly instead of going through an altarJesse Luehrs2014-08-071-1/+1
|
* Don't try to enable UTF-8 stdin/stderr on Windows (#8773)Neil Moore2014-08-041-14/+0
| | | | | | | | | | | | | | | On versions of Windows from Vista to 8.1, setting this mode appears to have prevented any console output (in some cases, regardless of font). Possible mojibake is better than no output at all, so disable this. There is more detailed information at http://alfps.wordpress.com/2011/11/22/unicode-part-1-windows-console-io-approaches/ Possibly if we restricted our stream output to wcout, turning on UTF-8 mode would work in some versions of Windows. This reverts commit d4add257e66062227038469b1f5f7076b24df8e7. This reverts commit 6c35d263d0cbdd25cb337822d3f92db0783e1ebc.
* Let Qazlalites disarm traps beneath their own clouds (#8758)Neil Moore2014-07-301-1/+2
| | | | | All the other player-relevant checks in actor_cloud_immune care only about the cloud type, so this isn't an information leak.
* Don't let confused forms disable traps (#8840)Neil Moore2014-07-301-8/+7
| | | | If the form couldn't disarm traps in the first place.
* 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!
* Add end.ccNicholas Feinberg2014-07-281-0/+1
|
* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
|
* Refactor weapon_skill()Nicholas Feinberg2014-07-131-1/+1
| | | | | | | | | | | | | | 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.
* Give correct examples for -mapstat in the command-line helpgammafunk2014-07-121-1/+1
|
* Revert "Make closing doors take 13 aut instead of 10"Chris Campbell2014-07-111-2/+0
| | | | | | | | It's very unclear that closing a door would be an action that takes a special amount of time, and if door-dancing specifically needs addressing separately from kiting/pillar-dancing issues generally, there are probably better approaches (such as adjusting chances/noise levels of doors creaking, for example).
* Fix rounding when closing doorsChris Campbell2014-07-111-1/+1
|
* Stop exploring/running when cancelling ally swap (#8768)Neil Moore2014-07-111-0/+3
|
* Make closing doors take 13 aut instead of 10Nicholas Feinberg2014-07-101-0/+2
| | | | To discourage "doordancing".
* Remove unused variable.Mikko Vepsalainen2014-07-101-1/+1
|
* Pre-id strong poison, hide it.Shmuale Mark2014-07-061-0/+1
|
* Remove the show_gold_turns option.Shmuale Mark2014-07-021-5/+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.
* Let BLOOD finally have its place in the sunNicholas Feinberg2014-07-011-0/+1
| | | | | | ...by moving bloodspatter functions into their own file. Death to misc.cc! Long live the new file hierarchy!
* Improve some checks.Shmuale Mark2014-06-291-5/+5
|
* Remove a couple more '#include's (main.cc)reaverb2014-06-281-2/+0
|
* Sort '#include's better (main.cc)reaverb2014-06-281-12/+11
|
* Improve confused tree behaviourNicholas Feinberg2014-06-271-0/+10
| | | | | | | | | | | | | | | | | | | Previously, confusion interacted very poorly with tree-form. It confused new players, since it'd just tell them "you can't move", without clarifying how they could attack enemies (ctrl), and it was very secretly abusable. Attempting to "move" into an empty space takes no time while unable to move, and so you could repeatedly attempt to move until confusion caused you to attack an actual enemy... (including invisble ones!) The simplest solution for now seems to be just to forbid confused trees from doing anything more than checking if ctrl-attacking causes penance. Some form of "forced attack" might make sense for confused players trying to move into visible enemies, but silently bypassing penance checks without the player hitting ctrl seems bad... and it's not as simple as just calling _door_open() after the penance-check bloc, since that'd call free_self_from_net() twice!
* Make allies trigger traps when swapping with the playerNicholas Feinberg2014-06-251-5/+8
| | | | And remove an unused & undocumented return value.
* Clean up function and variable names for objstatgammafunk2014-06-251-4/+13
| | | | | | | | | We now consistently use objstat_ as a prefix for non-static functions and don't use prefixes for static functions and variables. Various enums, classes, and defines have also been renamed to more clearly reflect their function. I also added command-line help documentation for mapstat and objstat
* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-2/+2
|
* The great mon-stuff migration.Shmuale Mark2014-06-221-2/+34
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Move some door-opening code to player.ccPete Hurst2014-06-151-154/+1
| | | | In main.cc it was inaccessible anywhere else.
* Don't trigger traps when not moving due to confusion (#5090).Shmuale Mark2014-06-151-1/+3
|
* Hide old enchant weapon scrolls in \ autopickup menuChris Oelmueller2014-06-151-0/+2
| | | | And allow auto-identifying the last scroll to work again.
* New command: show weapons in viewport.Shmuale Mark2014-06-121-1/+3
| | | | | | | | If a monster has a weapon, and you press ctrl-t (by default), you will see, instead of its normal glyph, the glyph for the weapon it is holding. Since this information is already available with 'x' and even more easily in tiles, it's just an interface improvement, and as far as I can tell in my tests there is no information leaked.
* Merge branch 'mon-pickup'Shmuale Mark2014-06-111-57/+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 Mark2014-05-281-57/+0
| | | | | | | | Including the default_friendly_pickup option.
* | Rename nuke_wall() destroy_wall()reaverb2014-06-051-1/+1
| | | | | | | | and also change a temporary variable name to avoid overshadowing
* | Remove jewelry and armour sources of conservationgammafunk2014-05-281-0/+1
| | | | | | | | | | | | The amulet of conservation and cloaks of preservation are no longer necessary without item destruction. Maxwell's patent armour now has the resistance ego and grants rF+ and rC+.
* | Report clua errors in running ready() (gw).Steve Melenchuk2014-05-281-1/+4
|/ | | | Should help players debug their fancy Lua scripts.
* Remove player burden and carrying capacitygammafunk2014-05-261-10/+1
| | | | | | | | | | | 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()reaverb2014-05-241-6/+6
|
* Ignore gold from transferred saves when calculating Gozag's fee (#8567)Chris Campbell2014-05-191-42/+0
| | | | | | Fixes some saves taking a huge time to load or being completely unloadable when trying to recalculate Gozag's service fee by counting all the gold on every saved level.
* Make barb damage use MSGCH_WARN (Serephina)reaverb2014-05-151-1/+2
|
* Revert "Revert "Remove player clinging"."reaver2014-05-071-3/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd. Conflicts: crawl-ref/source/main.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/shout.cc crawl-ref/source/status.cc crawl-ref/source/status.h crawl-ref/source/terrain.cc crawl-ref/source/transform.cc Minor, prerequesite reverts: b0d520741c8e9a26e7a786a34285f7a9412d8d10 Trival removal of clinging from the Boots of the Spider 3e0928f93c3f8a78ac6327c26986b406f7d7f603 (conflict in crawl-ref/source/item_use.cc) Thanks to gammafunk for removing the last bits of clinging code! To do: Decide what to do about the boots of the spider.
* Replace Q cloud displacement with cloud immunity (Bloax, elliptic).Steve Melenchuk2014-05-071-11/+0
| | | | | | | Because getting trampled into your own clouds is terrible. Also disables this when under penance, which was an oversight for the former.
* Allow Qazlal displacement of clouds containing allies.Steve Melenchuk2014-05-071-3/+4
| | | | | Not allowing this was causing players to autoexplore and end up in their own clouds.
* Allow Qazlalites to displace their own clouds.Steve Melenchuk2014-05-071-0/+10
| | | | Should address some of the residual autoexplore issues.
* Qazlal: enums, initial descriptions.Steve Melenchuk2014-05-071-1/+1
|
* Gozag: Call Merchant.Steve Melenchuk2014-05-071-0/+6
| | | | | | | | | 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.
* Gozag: charge a service fee for joining.Steve Melenchuk2014-05-071-0/+42
| | | | | The base portion of the fee is 100 gold, down from 300 in the proposal; this is based on initial feedback that the fee was too high.
* Gozag: enums, descriptions.Steve Melenchuk2014-05-071-0/+5
| | | | Handles some functionality for having a god without piety.
* Ranged weapon delay.Steve Melenchuk2014-04-271-2/+1
| | | | | | Moves the delay calculations into player and monster respectively so that it can properly be done at the start of the ranged attack; it doesn't make sense to have them in attack or ranged_attack.
* Auto-id jewellery on equip.Shmuale Mark2014-04-271-3/+0
| | | | | | | | | | | | In the case of rings/amulets that identified themselves when they had an effect, the player would want to try to put themselves in a position where the item would identify, which was techincally optimal but quite annoying. There were a few items that never would identify, but on the whole it's not worth keeping around the behavior just for them. The ID code is pretty confusing and it's quite possible the implementation is not ideal or there are actual bugs.
* Adjust a slime wall message when resting is abortedChris Campbell2014-04-241-1/+4
|