| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
|
| |
|
| |
|
|
|
|
|
|
| |
Conflicts:
crawl-ref/source/startup.cc
|
|
|
|
|
|
|
| |
"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.
|
|
|
|
|
|
| |
This fix the tiles offset bug with the new skill menu. I don't really
understand why scaling breaks the display while translating is still
needed. So, this is more a workaround, than a proper fix. But it works.
|
|
|
|
|
| |
This allows scrolling off the map but still being well within the
(perceived) minimap region on screen to not reset the view.
|
|
|
|
|
|
|
| |
Remove any non-const-reference parameters. Change const pointer
parameters to const reference parameters. Change all draw(NULL, NULL)
calls to just draw(). Also, refactor to remove pretranslate and prescale
parameters from draw calls.
|
|
|
|
|
| |
No functional changes, just rearranging and exposing functions where
needed.
|
|
|
|
|
| |
This was done by pushing ImageManager to tiletex.h, where it better
belongs.
|
|
|
|
|
| |
Since all the derived classes need the same set of parameters to pass
down to the base class, then just wrap it in a struct.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
drawGLPrimitives and then updated tilebuf, font, reg, and sdl to use it propperly.
As well, tilebuf's VertBuffer::draw() method needed to be changed to allow passing to pre-render transformations (used in submerged tile rendering.)
|
| |
|
|
|
|
| |
of direct calls to opengl.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch provides the startup menu.
Things that (seem) to work properly:
Normal game, Sprint, Arena, savegame loading.
Things that need improvement:
Tutorial does not activate, left it for future project when the new
fixed tutorial map is included. Arena needs an options screen before
it starts running. MenuScroller does not have a visible scrollbar or
more texts. Texts are not properly wrapped inside TextItems. Should
also provide an TextItem that uses formatted_string.
Signed-off-by: Janne Lahdenpera <felirx@gmail.com>
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
|
|
|
|
|
|
| |
Converts the menu structure to a more generic approach,
Converts the species / backgrounds menus to use the structure.
Highlighter changed to a nonfilled rectangle in Tiles.
Added descriptions to menu options in species / backgrounds menus.
Signed-off-by: Janne Lahdenpera <felirx@gmail.com>
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
|
|
|
|
|
|
| |
Implements new demonspawn mutations, removes old scales / mutations
which are deprecated. Adds some limited functionality which was
necessary for new mutations which might prove useful in the future.
Most notably, the monster flag forcing creature inter-level travel
as the player moves up / down in the dungeon.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
|
|
|
|
| |
On some cases, it was possible for highlight_index to become -1
resulting in an ASSERT crash
Signed-off-by: Janne Lahdenpera <felirx@gmail.com>
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Provides implementation that allows multiple types of CRTregions for
tiles. Provides implementation of a menu that allows total freedom of
entry placement. Uses these assets provided to change the Species and
Background menus to allow mouse and arrow-keys selection. Also provides
support for adding descriptions to menu entries.
Signed-off-by: Janne Lahdenpera <felirx@gmail.com>
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
|
|
|
|
| |
Remaining calls to getch() outside lib*.cc should probably also
be getchm() instead.
|
| |
|
|
|
|
|
| |
Worst places seem to be running Crawl in a directory with a long name,
and browsing corrupted dolls.
|
|
|
|
| |
Also add Tiles' doll editor command in the manual.
|
| |
|
|
|
|
| |
Hope I didn't miss any.
|
|
|
|
|
|
|
|
|
|
|
| |
We were only setting it to "\r\n" on DOS, but according to commens
in #1045, DOS will translate "\n" to "\r\n" automatically for
text output.
Also, the DOS EOL handling was likely broken anyway looking at how
a lot of the linebreaking code only considered "\n".
Fixes issue #1045.
|
| |
|
| |
|
|
|
|
| |
Fixes issue #623.
|
| |
|
|
|
|
|
|
|
| |
Suppress the feature descriptions in the message window for boring
features like floor and walls. Should make moving around with the
mouse less likely to cover up the message area with some meaningless
description you didn't even want to see.
|
|
|
|
|
|
|
|
| |
There was a special check to avoid printing descriptions for out of
sight floor tiles. However, said check did not take effect for
undetected traps, which would get the normal floor descriptions.
Fixed now.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Two messages, actually, both only slightly shorter than 80 columns:
1. As you enter the labyrinth, previously moving walls settle noisily
into place.
2. You hear the metallic echo of a distant snort before it fades into
the rock.
Message 1 gives an indication that the walls might not be static.
Message 2 ties into the labyrinth timer's message (and is, in fact,
similar enough to also be coloured yellow, which I think is a nice
perk), and hints at the rock > metal rule.
|
|
|
|
|
| |
Now coloured red for easier differentiation from monster lichs, and
uses wielded player weapon.
|
| |
|
|
|
|
|
|
| |
This eliminates a duplicate function that had gotten out of sync with the
original viewwindow. (In particular, this fixes a bug where using X in
the Abyss would show out of sight tiles and the presence of items.)
|
|
|
|
|
|
|
| |
I experimented a bit with ink blots and cloud shapes and eventually
decided simply overlaying the water with a inky sheen would work
best. This did require adapting the wave combination to ink, but it
works rather well.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* If you encounter the book of Annihilations/Demonology or Necronomicon
in a bookshop, you can now browse its contents.
* If you buy such a book, it is already identified, so you can continue
to read the spell descriptions at your leisure.
* You can still not memorise these spells if you don't fulfil the
requirements. They will also be coloured useless while that is the
case.
* If you find these books lying around in the dungeon, reading them will
_not_ identify them (or give away their spell list) unless you meet
the requirements. [1]
I also added the old "beyond your current level of understanding" line
to both book and corresponding spell descriptions.
Tested for the Necronomicon seen in a shop, Demonology seen in a shop
and bought, and Annihilations found unidentified (in wizard mode),
using (r)ead, (i)nventory, (M)emorise, ?/, and the Tiles mouseclick
interface (again, read/describe/Memorise commands and Memorise tab).
[1] I don't know if it's worth keeping that restriction. If we do, we
should add an autoinscription because the simple act of (r)eading it
will give away that it's one of those three special books, though not
which one.
|
|
|
|
| |
This enables us to use mouseclicks for evokables also on Unix systems.
|
| |
|
| |
|