| 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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Remove traditional crosstraining.
Replace it with a 20% skillpoint enhancer bonus.
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Including skill descriptions, the skill menu flag, the penalty
multiplier constant, and a comment.
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We made the decision a while ago to remove anti-training.
This had come up in discussions about changing
crosstraining and it seemed that no one actually likes
anti-training. Rather than blocking on cross-training,
let's just put this in.
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Broken by ecaf8b2.
It's a sad state of affairs that nobody thought this was a bug for
almost three years.
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Decks of dungeons were no longer gifted and only generated very rarely.
Most of the cards in it (as well as some cards just removed from wonders)
were either uninteresting or problematic for various reasons. The removed
cards are Experience, Sage, Water, Glass, Trowel, Minefield.
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If the crosstraining-enhanced skill was displayed in the menu for being
trainable, but had less than 1.0 skill levels, the crosstrain-granting
skill would not get the '*' marker (unless the menu was set to show
all). Now show the marker whenever the menu shows the enhanced skill.
Doing that without duplicating the menu logic from _show_skill in
crosstrain_other required moving crosstrain_other into skill_menu.cc
(which was the only thing that called it). It could be made static
then, but several utility functions (and a constant) in skills2.cc had
to be made non-static, so perhaps it's a wash.
Also make the same adjustment to antitrain_other, even though currently
that is irrelevant: you must have at least 1.0 skill for antitraining to
have an effect.
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Same goes for reduced skills
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I left them only where the contents is not indented, like in a namespace
or a template.
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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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When attempting to leave skill menu while not having any skill selected.
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These weren't caught by util/unbrace because they weren't at the
beginning of the line.
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If the player defines a lua function auto_experience(), this function will
be called when the player uses a potion or card of experience and the skill
menu will be skipped (distributing exp to the skills that are currently
turned on) if the function returns true.
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Replace you.penance[FOO] with player_under_penance[FOO].
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Multiple manuals for different skills can be used at once. If there are
multiple manuals for the same skill, the one with least charges is used
up first.
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While this message cannot be totally ignored, as it warns about wasting xp,
usually it means you could potentially learn a spell you don't want just to
place xp in its skill. That firestorming conjurer may have better things
to do than lugging a weapon of yet another type, or learning a cold spell.
I made this message repeat itself:
* when you reload the game
* after exiting the 'm' screen
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Fixes #6457. (Or at least the visual part)
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When loading the save, go back to the skill menu. The title is a bit generic
since we can't know if the XP was from a card or a potion.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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Not everything was being reset, causing crashes the second time the menu
was entered.
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Does the same as shift-letter.
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Better that than a static member of 2 (and soon 3) other classes.
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Scale up with the tile_cell_pixels option, and scale down when the
resolution is too low (instead of disabling tiles).
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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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Aptitude is white (was red), anti-training is red (was magenta), skill
penalty is magenta (was red).
Reasons are: red is bad, aptitude should have a neutral colour. Usually,
magenta is worse than red, and skill penalty is worse than anti-training.
Also, we have a better symmetry with cross/anti-training and green/red.
Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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Also, remove a few special cases that considered Spellcasting to be
non-magic below level one for Troglodytes; this hasn't been necessary
since scrolls stopped training Spellcasting in ee84c39.
This reverts commit 1d240c20e937d950ff3de459d85665fcc06969ff.
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It's a big header, hardly ever needed, yet it was pulled even for low-level
files that don't deal with the game itself like lib${UI}.cc
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Even with 2eae938, it was exiting on keypresses such as '?', which is
not so great.
It would be nice if help were available here, or at least a message
along the lines of "Press Enter to accept."
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Fixes #5637.
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ctrl+letter doesn't work for several letters in console and in webtiles.
If more than 26 skills can be trained, the 27th+ are mapped to numbers
(and they cannot be single-selected with shift number).
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The minus sign was doubled, this caused line wrapping which resulted in
misaligned display in tiles and the aptitude not being shown at all in
console.
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The activation state of skills is saved separately. Makes sense since they
are usually used very differently.
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Use lightgreen to contrast with the green for crosstraining. Two
crosstraining bonuses plus a manual is a +12 aptitude; display this as
just "12" to fit. Antitraining plus manual is shown with a lightgreen
skill name and a magenta "-0".
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This mainly means at the moment that the menu is shown as a dialog
floating above the normal layer, instead of switching to the separate
CRT layer.
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If you had all non-useless skills but one at level 27, and that
skill was not currently trainable, you would not be able to leave
the skill menu.
Fixed #4910.
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It was already possible to reskill to them.
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