| Commit message (Collapse) | Author | Age | Files | Lines |
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The option is now just a boolean option, and whether we're
actively targetting with the mlist is stored in
crawl_state.mlist_targetting.
Also remove some duplication of mlist logic from direction().
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It's not just used for the first monster.
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This mostly puts && and || on the proper lines, per the style guide.
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Also fixes the range_view_annotator destructor
clobbering option "darken_beyond_range".
Options.target_range is now really an option, and called
Options.darken_beyond_range. Current darkening range is
now stored in crawl_state.darken_range.
I can't reproduce SIGHUP retaining darkened range
(BR 2151183) (why would it be saved?), so
range_view_annotator is not a crawl_exit_hook anymore.
crawl_exit_hook is not used anymore, but still present.
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Also add a few previously indirect includes.
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Calls to plain see_cell(pos) were replaced with either observe_cell(pos)
or you.see_cell(pos). observe_cell where related to drawing the
interface and messaging, you.see_cell for game mechanics, and
one or the other in less clear cases (targetting, say).
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Interrupt/cancel command repetition less often when repeating a wizard
command.
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This should reduce potential for confusion -- compare mon->visible() and
mon->invisible(). The uses of actor::visible for messaging are replaced by
actor::observable, others by you.can_see(...) or actor::visible_to(&you).
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The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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los.cc: basic raycasting algorithm; losight(), see_grid() etc.
ray.cc: ray_def implementation.
mon-los.cc: monster_los
This includes adding a bunch of #includes; there's probably some
obsolete includes of view.h now.
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Also apply my two previous commits to trunk.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9995 c06c8d41-db1a-0410-9941-cceddc491573
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* Use monsters' 'x' descriptions as inf.title when hovering your mouse
over monster tiles.
* A bit of code cleanup.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9385 c06c8d41-db1a-0410-9941-cceddc491573
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uses the width of the screen anyway. Have print_formatted_paragraph() respect
delay_message_clear. Fixes [2492045].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8894 c06c8d41-db1a-0410-9941-cceddc491573
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When crashing, dump information about the current level, and if the crash
happens during level generation dump which vaults were placed.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8838 c06c8d41-db1a-0410-9941-cceddc491573
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reduce the need to pass a file pointer all over the place.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8837 c06c8d41-db1a-0410-9941-cceddc491573
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monster, its foe and its target.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8815 c06c8d41-db1a-0410-9941-cceddc491573
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multiple delays queued (e.g., when butchering several items.)
However, this fix means that Lua can't suppress the "HP restored"
message on the relevant interrupt. If this is a problem it should
be changed.
Fixes [2494104].
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8749 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8694 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8624 c06c8d41-db1a-0410-9941-cceddc491573
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to immediately move out of view, by introducing the notion of the currently
acting monster to crawl_state, and only flushing out the "comes into view"
message in mpr() for the currently acting monster. Not sure if it's worth it
just for the sake of avoiding doing a "has this monster just now come into
view" check in every place that a monster might issue a message, but at least
this way we won't miss any places such a check should be placed.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8623 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8584 c06c8d41-db1a-0410-9941-cceddc491573
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* For Unix builds, shut down curses in case the crash reporter can't
open up a file and has to dump the crash directly to stderr.
* Include all saved messages in the crash report.
* Use EOL instead of \n or \r\n.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8535 c06c8d41-db1a-0410-9941-cceddc491573
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DOS. On UNIX with USE_UNIX_SIGNALS defined, when any crash causing signal
happens it will dump to a file the current crawl_state, anything caught by the
items and monsters scans, and level building info if the crash happened during
level generation.
Also, if crawl is linked against the GNU C library (and the exectuable is in
ELF format) it will dump the stack trace. The code attempts to automatically
detect the presence of glibc, but that might not work on all systems. This
should work on OS X, since there's an OS X man page for the glibc functions
that get the stack trace. Don't know if it would work with MinGW.
Actually getting function names for the stack trace requires the use of the
"-rdynamic" linker option, which increases the size of the stripped executable
by 27% (yikes!), but still prints the function names even when stripped.
All of the function names in the stack trace are mangled C++ ones, but that
shouldn't be too much of a problem.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8532 c06c8d41-db1a-0410-9941-cceddc491573
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look around ('x'), message history (Control-P) and suspend game (Control-Z).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8408 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
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monster"' (eg: crawl -arena "Sigmund v Jessica") to let monsters fight each other undisturbed by the player. Good to examine monster AI and monster behaviour when the player is AWOL.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8059 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7926 c06c8d41-db1a-0410-9941-cceddc491573
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hear a click" instead of "The trap is out of ammo".
Also, fix the miscolouring of the lua eating prompt.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7428 c06c8d41-db1a-0410-9941-cceddc491573
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again...
Anyway, I added a check to make sure that monsters that somehow end up
in deep water (confusion!) can get out of it again if not aquatic.
Monsters that can drown, will still do so, of course.
I also removed the drowning conditional for zombies and skeletons.
They'll now slog invisibly underwater and eventually reappear in shallow
water or dry land. I think this is more interesting than making them
drown. That, and they've seen a lot of nerfs lately.
Oh, right, and I replaced some ENCH_SUBMERGED with mons_is_submerged(),
that might explain the number of modified files...
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7427 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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This might have introduced some bugs: I now get intermittent crashes
on startup (this might have to do with the changes to special_room.)
Sorry about that - committing before I need to do any more big conflict
resolutions. Fixes coming later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6732 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6146 c06c8d41-db1a-0410-9941-cceddc491573
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a monster submerged in shallow water will give extra info during turorial
mode. Might be giving too many spoilers, especially the tips on surviving
in the Abyss and saying exactly what each god likes and dislikes when
covnerting.
There's a bug in non-tiles build where the tutorial note on branch
entrances shows the '>' symbol as light-grey instead of yellow; don't know
what's causing that.
Also, made player::backlit() used _get_contamination_level() to stay in
sync with the rest of the code.
Breaks savefile compatibilty.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5320 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4707 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4613 c06c8d41-db1a-0410-9941-cceddc491573
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