| Commit message (Collapse) | Author | Age | Files | Lines |
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If two corpses were sitting on a visible square, ctrl-x would never
show the rotting of the visible top corpse; and the stash tracker
itself would show it as "rotten by now" even though we can actually
see the corpse rotting. This also affects recharging rods since
the previous commit.
Now if the seen item and the remembered top item are "the same"
but not identical (because of rotting, recharging, etc.), we update
the stash anyway.
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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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Search for "shop" and press - to quickly see all available goods on the market.
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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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It only stops if the stack contains at least one unknown
non-sacrificeable item.
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Prefixing a search with @ restricts it to the level you are on.
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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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sacrificable and sacrificiable are also accepted.
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Move the "can autopickup" and "god wants sacrifices" checks to the beginning
of the travel instead of doing it for each stash.
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Defaults on. Makes explore go to sacrificiable items without the mess of the
previous implementation.
Should fix #5849, #6002 and #6003.
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This reverts commit 1999034cde46cf2d91178cd9cd31ebe0bd955616.
This reverts commit 754e3deff9543a2be398699c2565d589cfdc95d2.
This reverts commit 47a8935d7344bcb8e316d8b8265ababa51ac09ba.
This reverts commit 2048c011fb284325fb243a8a3821e38bc88fe4a9.
This reverts commit ad1d6ef9a29b776e46d23243e5714b201667e922.
This reverts commit f20ff8e91eea9143669102363f13858a12206814.
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We were looking up the feature description for the item's (x,y)
position... on the current level. The problem was introduced by
commit 84529d6, but portals had the same problem before then
(which is why Ctrl-F trove never worked).
Now we also store the feature's description in the stash. For old
saves, we use the default description for that type of feature (ignoring
overrides) until we next update the stash. Floor and other
uninteresting features are stored as the empty string.
Fixes #5880.
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We now track in the stash whether we saw a stack, even if we only saw
the top item. On update, we add the top item if it differs from the
remembered old items, or if we noticed a change from not-a-stack to a
stack. Previously, the second condition also triggered if we remembered
only a single item of the stack, which would lead to that item being
added to the stash again.
Fixes #5850. Stacks in old saves will continue to exhibit duplication
until they are verified by visiting the square.
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It's a pain in the butt to have to return to every item you just ran past
(LOS in the Abyss tends to be spotty). This commit makes the memory last
until the map cell rots away.
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It's a remnant of old explicit stashes, not needed with the new interface.
And its primary mode of operation relies on the user specifying base_type /
sub_type numbers, something even the code doesn't do anymore for years.
The ability to use names was half-baked.
If you're searching for a scroll, "useless" ones being not shown is
surprising and leads to bug reports.
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The old function by that name returned mappability, the new one returns map rot
(Abyss, Lab). Map does exist, you can detect stuff, etc.
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Old unmappable levels are gone for good, and good riddance.
Thus, player_in_mappable_area() is obsolete; I removed it and stolen the
name for "Lab or Abyss" check, done inconsistently in several places.
Also, exclusions there were problematic -- I removed them for now, please
change this back if you can fix them.
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Starting from D:10, any door, stairs, escape hatch, shop fountain and
portal has one chance in 100 of being a mimic.
Branch entry vaults can be placed with a branch entry mimic.
No mimics in the temple and the vestibule. For now, those are the only
excluded places.
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The keywords are:
cloak helmet gloves boots shield body
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Searching for a single digit yields the content of the stash located at the
waypoint. Searching for * returns the content of all the waypoints.
Since waypoints are often used to mark player's stash, it is very useful to
quickly check the content of a stash (or all of them).
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Maybe we need a toggle to allow showing the whole stash (previous behaviour)
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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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Using ofstream requires huge hacks on Polish/Russian/etc Windows,
and is outright impossible on Vietnamese.
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Whenever a search is started, the stash is updated and all item identification
is updated according to current piety and bounded slots.
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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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item heaps.
This alters menu colouring to prefer a menu item's preset colour value over
using menu_colour on the item string.
This is really a bit of a hack: we should probably switch the stash tracker to
use real InvEntrys at some point and remove this shim.
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Signed-off-by: Johanna Ploog <j-p-e-g@users.sourceforge.net>
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Especially constructs like: long foo = x.props[].get_int()
can get you by surprise on 32 bit arches -- even worse now that most
devs are on amd64.
Item flags I typedeffed as iflags_t, as it's likely we'll have to extend
it soon, yet defining it as uint64_t now would be misleading since there
are so many places it's used in a 32 bit manner.
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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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The old explore behaviour of stopping when visiting a previously unknown item
stack was useful. This is now controlled by the explore_stop option
greedy_visited_item_stack, enabled by default.
Some players prefer explore to stop when picking up gold. This can be enabled
by greedy_pickup_gold (not enabled by default).
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by the stash tracker.
Making stash_filter affect only display prevents players from gaming Troves by
tweaking their stash_filter settings. It will also help players who
accidentally filter too much; when they discover their error they can just fix
their filters without having to re-explore the dungeon to locate filtered
items.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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int-in-float abuse.
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Also don't redraw the prompt each iteration, since the message
window can now redisplay the prompt after exiting the help
menu.
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Removed inclusion of travel.h from most .h files to reduce the number
of .cc files dependant on it. This involved moving the level_pos
declaration to externs.h, moving the flood_find template to it's own
header file, and moving two typedefs from travel.h to travel_defs.h
because typedefs can't be forward declared (argh).
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