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path: root/crawl-ref/source/tilereg-cmd.cc
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* Rename abl-show.{cc,h} to ability.{cc,h}Adam Borowski2013-12-241-1/+1
| | | | The old name was quite puzzling...
* More formatting fixes for return (...);Neil Moore2013-11-151-3/+3
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-1/+1
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* Unbreak tiles.Adam Borowski2013-07-291-1/+2
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* Refactor 'you.religion' checks.Brendan Hickey2013-07-281-2/+2
| | | | | Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO). This change is part of a large plan to clean up religion.
* Remove player_in_bat_form().Adam Borowski2013-03-021-1/+1
| | | | There's nothing special to it, compared to other forms.
* merge of small-screen changes from old build envChris West2013-01-051-0/+6
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* Refactor amulet and equipment-checking functions.Neil Moore2012-12-161-1/+1
| | | | | | | | | | | | | | | | | | Move most of the player_* functions related to amulets, and all of the player_effect_* functions, into class actor, with some overridden in class player. Likewise, move player_equip(), player_equip_ego_type(), and scan_artefacts() into class player, with pure virtuals in class actor and corresponding implementations in class monster. Also remove a few now-redundant functions. This commit doesn't actually make any kinds of equipment have an effect on monsters that didn't already, but it should be much easier to do so now, since the relevant methods are there now. Monster gourmand, conservation, faith don't necessarily make sense, but those methods are in actor anyway for consistency with the rest. Fixes #6172. We now check for innate gourmand (etc.) without reference to suppression.
* Android port.frogbotherer2012-09-081-5/+56
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 2 files are added to the root of the repository: * AndroidAppSettings.cfg: settings file required for Android SDL port. Will change on each minor release to reset configuration. * AndroidBuild.sh: script called by the Android SDL port to commence building the game itself It might be nice to be able to move them elsewhere, but for now, their presence here is required. The build process is documented in docs/develop/android.txt There's a TOUCH_UI compiler flag which sets all the things specific to a touch screen interface. There has been a large amount of changes in the Makefile for redefining where the dat/, saves/, etc. directories go, because the "install" part of the make isn't the final destination for these files under Android - the environment we deploy to is a separate device from the build environment. There is also a number of changes to the tiles interface. Some are specific to the TOUCH_UI, but others are also changed in USE_TILE_LOCAL. Touch only: * 'a'bilities menu goes straight to menu without prompting first * tap menu header to toggle/submit * menu instead of prompt to select which corpse to butcher * same for eating food from the floor (those 2 could go in local tiles too) * show_more defaults to false and less --more-- messages * pickup mode defaults to menu * defaults for tile_layout_priority is different (commands are more important than inventory) * popup for yes/no prompts, level-up stat gain and swapping rings (should be used for all prompts, and probably local tiles too) * spell casting: force selection menu * map mode: left-click rather than right-click for mouse mode; autotravel on left-click removed * remove skills training and memorisation panels Also local tiles (some could also be integrated in webtiles): * commands below description are clickable * clickable shopping menu (uses PrecisionMenu) * split the command panel in 2 (common actions and system commands) * add a map command panel * tapping or left-clicking the player is smarter: * picks up the item if there's one on the tile, otherwise * shows pick-up menu if there's several items on the tile, otherwise * traverses stairs (or enters a portal or shop) if one is present, otherwise * prays if an altar is present, otherwise * waits one turn * right-clicking the map enters map mode and brings the map commands tab to the front; map mode stays until exited rather than upon release of mouse Some more details can be found in android_patch_notes.txt on #5677 (although some TODOs are already obsolete). Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* Use std namespace.Raphael Langella2012-08-261-4/+4
| | | | | | | | | | | | | 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.
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-12/+12
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* Shorten the name of describe-templates.hAdam Borowski2011-12-061-2/+2
| | | | Its length makes "ls" use few wide columns.
* Split templates out of describe.h, to speed testing of changes to them.Samuel Bronson2011-12-051-0/+2
| | | | | Few files use these templates: for console, describe.cc alone uses them; for tiles, only a few other files do.
* First prototype of webtiles.Florian Diebold2011-06-261-1/+1
| | | | | | Conflicts: crawl-ref/source/startup.cc
* Doxygenization and junk purging that was missed by my script.Adam Borowski2011-04-021-5/+0
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* Actually use the grate tile for DNGN_GRATE.Johanna Ploog2011-01-141-4/+4
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* Check i_feel_safe just once when updating command tab.Raphael Langella2011-01-131-3/+5
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* Revert "Don't check i_feel_safe and abilities for drawing the command tab."Raphael Langella2011-01-131-0/+7
| | | | | This reverts commit 61f5d664dbbbb0252a0c8d6572fc8d7af270d0d0. This wasn't the cause of the slowdown.
* SimplifyRaphael Langella2011-01-081-2/+1
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* Don't check i_feel_safe and abilities for drawing the command tab.Johanna Ploog2011-01-061-7/+0
| | | | Doing so slows down the game.
* Detach the commands tab.Raphael Langella2011-01-041-19/+0
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* Fix crash on command tab mouse-over.Johanna Ploog2010-12-281-1/+1
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* Add the hit_closest to the command tile tab.Johanna Ploog2010-12-271-2/+10
| | | | This means that autofight.lua is now loaded by default.
* Correct some whitespace errors using checkwhite.Vsevolod Kozlov2010-12-271-3/+3
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* Add descriptions for common commands.Johanna Ploog2010-12-271-5/+40
| | | | | This is currently only used for the command tab in Tiles, but could be useful for the console version as well.
* Add (preliminary tiles) for some of the commands.Johanna Ploog2010-12-271-12/+23
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* Add a tile tab for common commands.Johanna Ploog2010-12-271-0/+172
Currently un-detached, and without command tiles. (I used one of Denzi's minitiles as a placeholder for the tab itself.)