| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
The old name was quite puzzling...
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
|
|
|
|
| |
There's nothing special to it, compared to other forms.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
Its length makes "ls" use few wide columns.
|
|
|
|
|
| |
Few files use these templates: for console, describe.cc alone uses them;
for tiles, only a few other files do.
|
|
|
|
|
|
| |
Conflicts:
crawl-ref/source/startup.cc
|
| |
|
| |
|
| |
|
|
|
|
|
| |
This reverts commit 61f5d664dbbbb0252a0c8d6572fc8d7af270d0d0.
This wasn't the cause of the slowdown.
|
| |
|
|
|
|
| |
Doing so slows down the game.
|
| |
|
| |
|
|
|
|
| |
This means that autofight.lua is now loaded by default.
|
| |
|
|
|
|
|
| |
This is currently only used for the command tab in Tiles, but could
be useful for the console version as well.
|
| |
|
|
Currently un-detached, and without command tiles.
(I used one of Denzi's minitiles as a placeholder
for the tab itself.)
|