| Commit message (Collapse) | Author | Age | Files | Lines |
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.cc, moving its contents into the new stepdown.cc and strings.cc.
(The latter also got many donations from libutil.h.)
Down with stuff! Up the new flesh!
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Having a spell work in two completely different ways depending on context
is unintuitive, and self-casting it is the much more interesting use.
Makes the spell unmemorisable for species without blood (Gargoyle, Ghoul,
Mummy). Species that can't bleed get both level 1 spells from the first
Kiku gift. Has some ugly duplication of lists of species that can't bleed,
because using player::can_bleed won't correctly handle statue- or lich-
formed players even with allow_tran = false, due to them changing the
player's holiness.
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Wieldability, usefulness of butchery and chunks, tile wield tip, and
monster food pickup.
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But do continue to treat it as simulacrable.
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Spiked flail tiles can be reused for randart regular flails, thus moving
them to UNUSED/ for now, for ortoslon's and co decision.
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And also from local tiles version tool-tip.
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Multiple manuals for different skills can be used at once. If there are
multiple manuals for the same skill, the one with least charges is used
up first.
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prev/next icons
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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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Subtype and appearance are independent on rods; that makes the normal
hack inapplicable, since it displays the appearance tile for an item
depending on the subtype icon. This makes it very hard to display both
the appearance tile and the subtype icon for a rod on the floor (since
we can only pass one tile index to the rendering code -- that's why
there's the whole mcache thing for monsters).
This is the cowardly fix: Rods on the floor only get the appearance
tile, rods in the inventory menu and region use the same hack as
weapons, armour and ammo (where the brand icon isn't displayed on the
floor either).
I have another fix which displays the subtype icons on the floor, but
it is extremely ugly. The whole tile picking and rendering code could
really use a big refactoring; I don't want to add even more hackiness.
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Perhaps this should be merged with the new per-subtype interface somehow, though.
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They have about no overlap, more than both being usable as weapons. A vast
majority of uses immediately checked item_is_rod()/item_is_staff().
I kept them shared for acquirement, for now.
Also, eliminate rods of smiting -- hardly ever used, problematic theme-wise
as they use "divine providence" without worship. Keeping rods of striking
for now, could be used to fix artificer problems. Adding/removing rod enums
is a mess due to tile handling, renaming ROD_SMITING to ROD_LIGHTNING for now.
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These accumulate but never get removed; no wonder compilation times keep
rising.
The includes.sh script has lots of false negatives (and positives...), and
can't check .h files which cause the biggest slowdown, it'd be nice to run
multidelta on those somehow.
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The underlying problem is that item_type_known returns true for some
item_info objects (i.e. item_defs returned by get_item_info) even
though their item type isn't really known, because the item type data
is erased by setting it to 0. So if the sub type 0 of the respective
base type is known, item_type_known may return true (which causes
item_type_tried to return false).
I didn't fix that (I'm not sure if it should be considered a bug, or
item_type_{known,tried} just shouldn't be used on item_infos), but
just changed the call to item_type_tried to a direct check for the flag.
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region.
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among them).
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That's supposed to be short for "being studied"; hopefully it won't
lead to confusion.
Manuals are also given the "equipped" prefix so they will be highlighted
in the inventory; and are drawn with the equipped flag in tiles.
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Its length makes "ls" use few wide columns.
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Few files use these templates: for console, describe.cc alone uses them;
for tiles, only a few other files do.
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Conflicts:
crawl-ref/source/Makefile.obj
crawl-ref/source/dbg-scan.cc
crawl-ref/source/decks.cc
crawl-ref/source/describe.cc
crawl-ref/source/directn.cc
crawl-ref/source/evoke.cc
crawl-ref/source/fight.cc
crawl-ref/source/fight.h
crawl-ref/source/ghost.cc
crawl-ref/source/ghost.h
crawl-ref/source/item_use.cc
crawl-ref/source/items.cc
crawl-ref/source/map_knowledge.cc
crawl-ref/source/melee_attack.h
crawl-ref/source/mon-abil.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/mon-stuff.cc
crawl-ref/source/monster.cc
crawl-ref/source/monster.h
crawl-ref/source/player.cc
crawl-ref/source/player.h
crawl-ref/source/shopping.cc
crawl-ref/source/spl-damage.cc
crawl-ref/source/spl-summoning.cc
crawl-ref/source/spl-transloc.cc
crawl-ref/source/stairs.cc
crawl-ref/source/stuff.cc
crawl-ref/source/tags.cc
crawl-ref/source/traps.cc
crawl-ref/source/xom.cc
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Conflicts:
crawl-ref/source/startup.cc
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I did not change this when the species' name was in flux, but it's kind of
set in stone now, so let's be consistent.
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Conflicts:
crawl-ref/source/actor.cc
crawl-ref/source/delay.cc
crawl-ref/source/directn.cc
crawl-ref/source/directn.h
crawl-ref/source/fight.cc
crawl-ref/source/files.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/monster.cc
crawl-ref/source/mpr.h
crawl-ref/source/player.cc
crawl-ref/source/shopping.cc
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This is likely to be confusing to players who don't know about
enchantment - they might end up thinking bashing monsters with arrows
might be useful - but it does make it more comfortable to wield ammo
you wish to enchant.
A proper solution to this dilemma would be to change the EW scrolls
to prompt for a target item instead of always using the wielded one.
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This came up in last year's Usability Project and should help in
making the required keyboard-mouseclick combinations clearer.
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