| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
| |
.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!
|
|
|
|
|
| |
Mostly for pitsprint. If the door is sealed and unsealed, it
unfortunately loses its colour.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
|
|
|
|
|
| |
Fighting near the gold piles of recently-defeated enemies boosts your
skills.
|
|
|
|
|
|
| |
They're more useful information (although Leda's is hard to see on
top of TSO halo). Also only recolour floor with Leda's, not other features
like stairs.
|
|
|
|
| |
It went missing in 0.1.4 but has been in the documentation ever since.
|
| |
|
|
|
|
|
| |
It makes regular/sealed/runed doors indistinguishable at a glance, and
makes stone arches look like real portals.
|
|
|
|
|
|
| |
Those might frequently need to check plant HP for retreating, and Ctrl-V
is a convenient way of doing so. Everybody else just doesn't care about
stuff enough to flash it in (usually) green all over their screen.
|
|
|
|
|
|
| |
Instead of darkgrey/magenta. Having a single colour makes it less distracting
when surrounded by umbra for long periods of time, and recolouring things to
darkgrey should be avoided.
|
|
|
|
|
|
|
| |
This gets rid of 0.55% of qw CPU time.
The ugly list here could be avoided by sorting feature enums, something
that's very tempting with branch entrances/exits in mind.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Recolouring includes COLOUR: in vaults, blood, mold, slime.
This commit affects:
* active fountains
* shops, abandoned or not
* teleporters
* sealed doors
Removing this call to is_critical_feature() also gets rid of 0.25% of CPU
use in qw profile, as 15M out of 50M calls come from here, in a tight loop.
is_critical_feature() is surprisingly slow, due to hundreds of pointless
ifs, especially inside feat_stair_direction().
|
| |
|
|
|
|
| |
Other than MSVC junk.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
|
|
|
|
|
|
| |
Functionally it wasn't very different from regular fog, except that it
had an annoying interface (no glyph, recolouring things that were
standing in it).
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Since in practice you already know for sure exactly where they are and
exactly what they are, just making them fully visible fixes a lot of
interface annoyances.
|
| |
| |
| |
| |
| | |
Redefining stuff like merged slime creatures worked only on the monster pane
but not on the main screen.
|
| |
| |
| |
| |
| |
| |
| | |
It leads to no end of problems, and its only purpose was showing 'z'/'Z'
glyphs.
Note: custom monster glyphs on the main screen are broken since af76f80.
|
|/ |
|
|
|
|
|
| |
The only reason for this madness was so searching for "ident" doesn't
find identified items.
|
| |
|
|
|
|
|
| |
DISJOINT would be more correct, but I picked DISJUNCT as it's more readable,
easier to connect with the spell.
|
|
|
|
|
|
|
|
|
| |
Level 8 translocation spell.
Blinks away everything with diminishing probability with:
P(~blink) = 0.8^(1/(dist+1)/(dist-1))
Over 10 ticks, a monster adjacent to the caster will blink with probability 0.9.
Monsters may be blinked repeatedly.
|
|
|
|
|
|
| |
get_cell_show_class() was returning SH_FEATURE for DNGN_UNSEEN, which
resulted in the glyph's character being '\0', which led to screenshot()
skipping those cells entirely rather than printing a space.
|
| |
|
|
|
|
|
| |
These are partially redundant with stash prefixes, it'd be good to unify
these two sets somehow.
|
|
|
|
|
| |
This still requires costly production of the item's name, once per every
item visible on screen every single round.
|
|
|
|
| |
It's a duplicate of cglyph_t with an additional field that's only used once.
|
|
|
|
|
|
|
| |
It matches against the stash-annotated name, so a dagger can be:
"{throwable} {Short Blades} {weapon} +0,+0 dagger"
-- ie, you can assign a glyph and/or colour to specific items or
groups of them based on a number of criteria.
|
| |
|
|
|
|
| |
Hard to come up with something less greppable...
|
|
|
|
|
| |
Too many vaults want to have, say, green floor where a trap is, which will
make the trap green once it is detected.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
This reverts commit 5cddbb4c21c4890e9d9f01953c6efa107e906f08.
This didn't work right at all in some situations, unfortunately.
|
|
|
|
|
| |
Instead of having them change colour when you enter sight of them or when you
press X.
|
|
|
|
| |
It's the same radius, only all blue instead of mutagenic.
|
|
|
|
|
|
|
|
|
|
| |
This reverts commit 7f8c7b4f641a56ac897124dc63a1b6d2b3b5f935.
This reverts commit 29c3559ac217a7c57c3e34814c8cdf7e5ed197dc.
This reverts commit 5f7d03867298546a272c3db760c57ef0c6541415.
This reverts commit a4184751df456850d7d5c312c54b62a427d06f3d.
This reverts commit 410924b6f8f920b2b3f2f0b06a79b14e70e2f874.
This reverts commit 12d28aa9d876c186e3ad7dceb6d11d20cd57d417.
This reverts commit 35eb27d2ba502f201b5f67753fb646c338d0b344.
|
|
|
|
|
| |
Brown floor means that it turns to water at high tide (wet sand).
Yellow floor is dry, it stays sand at high tide.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The autoexplore is now limited to cells with a height > -18, which is about the
sand limit at low tide. We say that beyond this point, the bottom changes from
sand to rock and autoexplore won't try to go there, even if they are
traverseable.
This greatly reduce autoexplore time, and even amphibious species will respect
it. It doesn't prevent a merfolk from crossing deep water to explore an island
spotted over the water, but they won't randomly explore the sea.
To illustrate the limit, shallow water is light cyan or cyan, deep water is
light blue or blue.
|
|
|
|
|
|
|
| |
Recolouring walls makes it difficult to tell in console which walls
are dangerous; and recolouring water or lava could kill.
Fixes #5905.
|
| |
|
| |
|
| |
|