| Commit message (Collapse) | Author | Age | Files | Lines |
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The -objstat command-line option will generate iterations of the given
levels, compiling stats on every item and monster generated, and
average the results over the iterations. It's only available in debug
builds and uses the same map specification format as -mapstat. The
default number of iterations is 100.
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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.
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See Mantis for discussion.
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While the problem this commit attempts to fix is real, I'm afraid it causes
more breakage:
* it removes debug messages from map generation
* especially, infinite loops become extremely hard to debug
* loses output that overflows
* has issues with force_more
* portal vault announcements are lost
For example, a level with both a Lab and an Ice Cave shows just:
"There is an entrance to an ice cave on this level. Hurry and find it before the portal melts!"
even though there's no overflow. The rest (the main "wave of frost" message
and anything about the Lab) are gone.
I'm afraid some other approach is needed. Perhaps forcing a screen draw?
This reverts commit 8471a022e76bae39918ba6eaa1fbbab5c7ceb64f.
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Getting a more prompt during level load results in a screen only partially
updated and looking really bugged. It's especially bad since it happened
during loading tutorial levels which is the very first thing many new player
see. It also happened when entering a level with an announce portal. If there
are more cases, I didn't test them.
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It can't be stored in the options struct, as it's re-initialized when a game
starts, overwriting whatever came from the command line.
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(We also got "canned" tests which are scripted using regular arena or game.)
Our Makefile deserves a good heap of profanity, as you can't recurse nor run
targets whose list of dependencies depends on something itself. This is
because you can't just "make foo", you need to "make debug foo" or it will
f*** up your build, and the list of such required extra arguments is hard
to copy -- it can include compiler flags, EXTERNAL_DEFINES, etc.
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Also, drop the caps.
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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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If we want them back for assertions, it'd be far better to save _before_
going into the crash handler.
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Investigation done, breaking of all games without "language=pl" done as well.
This reverts commit b65c0c250055b6b981a596c6369db8fef670e04f.
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Somehow, they fail to load there, and I can't seem to be able to reproduce
that locally, even in DGL mode.
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(nfogravity)
https://crawl.develz.org/mantis/view.php?id=5376
Pressing ctrl+v in console will colour all monsters based on their HP. This
can be useful when fighting large groups. This mode deactivates itself the
next turn, or you can toggle it off manually by pressing ctrl+v again.
Zombies and skeletons are given lightgrey colouring, since you can't
determine their HP.
There is also a new option, enemy_hp_colour, which lets you define custom
colours (applies to the ctrl+v display and the regular monster list).
The old ctrl+v command (show equipped weapons) has been removed.
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This mostly reverts 78d8ab06 which replaced Commonwealth "targetting" with US
"targeting", although there's also "cancelLing", "levelLing", "travelLing".
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server record ttyrecs.
Crawl compiled with WEBTILES=y should now be playable
normally (i.e. indistinguishable from one compiled without WEBTILES)
when run from a terminal. (This is not yet completely the case.)
The Webtiles data is written on a Unix-domain datagram socket; the
Crawl parameter -webtiles-socket determines a path on which the Crawl
process receives control messages.
The Webtiles server then runs Crawl in a pseudo-terminal and records its
console output into a ttyrec file.
The goal of all this is of course to be able to watch Webtiles games
from ssh, and later the reverse.
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For the Zot Bot.
https://crawl.develz.org/tavern/viewtopic.php?f=22&t=2333
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Currently implemented:
* spawns
* mon_act
* mon_regen
* player_regen
* hunger
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Old (beam) ranges use targetter_smite which is almost the same: it will mark
scryed places as invalid. We can make it smarter (auto-hit beams, etc) later.
Also, what's the reason Fedhas' spawn spores darkens view before showing the
spores that will appear? It doesn't mark them differently from existing ones,
it doesn't seem to do anything but hiding floor details. I did not migrate that
behaviour to the new code -- should I?
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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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Conflicts galore...
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CSET_IBM and CSET_DEC are now merely presets and don't change the I/O encoding.
Doing I/O using any encoding other than the one configured using LANG/LC_* is
just wrong and no well-behaving program should do that.
This does require changes on CAO/CDO, but they would fix problems with ttyrec
and spectating as well.
To fix: ncursesw replaces unrepresentable characters with spaces, we'll have
to replace them by hand.
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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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It works with sprint but would be mostly useful for tutorial. Unfortunately,
it seems tutorial maps don't even go through ouch(), so I don't know how to set
last_game_won. I guess it should be done by a trigger on the exit stairs.
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(Zaba).
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The title screen is always displayed. The option only controls wether or not
to wait for a key when databases have finished loading.
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This also disallows use of Trowel card in the alternative game modes (Sprint, etc.)
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Much manual merging, and a few fixes for changes in the code (particularly
monsters->monster and the like). Now compiles and seems to work. Zot Def
added to start menu.
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release branch. Quite a few edits required...
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No chunk bears multiple tags anymore.
Splitting out the basic char data eliminated the need to allow loading only
certain parts of the main subfile/chunk.
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It's not the default, even for debug builds, since it makes debugging with gdb
nasty -- you have to refer to real_you->field when gdb mentions you.field.
Even naming real_you just you would still force you to use "->" instead of ".".
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the game when the assert fails (doy).
ASSERT_SAVE is currently used only for term size checks, but it can be used any
place if it's known that the game is safe to save at that point.
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Sprint map.
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This allows the same character name to have ongoing Crawl and Sprint games
without filename collisions. I'm using a subdirectory instead of a filename
suffix (such as Foo-501-spr.chr) to avoid blowing DOS compatibility.
Add GAME_TYPE_UNSPECIFIED as the uninitialised game_type. It's synonymous with
GAME_TYPE_NORMAL, but allows the code to distinguish between a player having
chosen the main game and the player not having made a choice yet.
get_savefile_directory() returns the current savefile directory based on game
type. Direct use of Options.save_dir should be avoided in new code.
player_save_info now tracks game type as well.
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It's not used anymore, and was buggy on windows console.
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Instead of implicitly making _input() loop by adding a synthetic
key to the input buffer, _do_repeat_cmd() now explicitly handles
the repeats in a for-loop that calls _input().
This is probably far from done, but it already works better than
the current broken state, so I'm pushing it.
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It's a new game type GAME_TYPE_HINTS.
The hints mode probably needs a bit of updating. Certainly
the character selection menu does.
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Game type is now also stored in newgame_def, and crawl remembers
the last choice.
We could now easily add a Tab key to the startup menu that
functions like the species choice Tab but that includes
filling out the same name.
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