| Commit message (Collapse) | Author | Age | Files | Lines |
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There's really no reason not to show the line; in other options, having
the default always be the case can be annoying, but if you don't want
to look at the gold/turns display, you can just not.
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When you strip away the fundamentally broken tension mechanic, you're
left with a species that is essentially "Hill Orcs WITH FIRE". No effort
has come forward with code to fix either aspect of them despite the
length of time they've been around in trunk, and the code is littered
with a very large number of special cases in their presence.
Current lava orcs should be able to finish their games fine, but new
starts are disallowed.
There are a couple of bits I've left present but which will have no
function for the moment, mostly related to interactions with lava (as
there are a couple of species proposals floating around that benefit
from having those interactions).
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The old name was quite puzzling...
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I left them only where the contents is not indented, like in a namespace
or a template.
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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.
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See Mantis for discussion.
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Android is NOT tested!
Also, this will end in an infinite loop if some code keeps asking for input
even though seen_hups is set; yesno() did this until recently.
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On a modern computer, crawl tends to process commands fast enough that
closing the game is likely to happen during some waiting for event loop,
and thus typically not cause not cause a lock-up or memory corruption
but "merely" allow cheating. This is not acceptable, and once in a while
you get more classical results of doing naughty stuff from a signal
handler.
One way of fixing this would be setting a flag (seen_hups) and killing
any functions that wait for an event. This can be tricky because:
* ncurses like to sabotage EINTR. We need to abort it both on SIGHUP
and on SIGWINCH, without race conditions. The documentation says
SIGWINCH is supposed to return a pseudo key code, KEY_RESIZE but
this doesn't seem to be working. Not sure how to abort it on HUP.
* win32's console functions don't have an equivalent to EINTR. Perhaps
injecting a fake key with WriteConsoleInput would work?
* same for tiles and Android.
* yesno() without a safeanswer will loop forever
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This might be portability for portability sake (Solaris is so dead), but
come on, we can't disappoint Igor Pashev by porting our stuff later than
several hours after the first installable build of Dyson is released :)
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(It's arguably still broken, but that's Windows for you ...)
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The ~0 in question has long since been replaced with UINT_MAX.
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It's a bad idea to reuse the names of one of core win32 concepts for
something similar but distinct.
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instead of using callbacks
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more information.
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The perl one-liner I use for this had a bug where it didn't match "else"
at the end of a line (ie, most of the time).
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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Scale up with the tile_cell_pixels option, and scale down when the
resolution is too low (instead of disabling tiles).
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Would be better to remember which one was active, but at least it's
better than staying on the map command panel.
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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>
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The name is tile_cell_pixels; it gives the tile width in
pixels (i.e. default value 32). Currently, Crawl uses nearest
neighbour filtering to scale tiles up; that could be easily changed to
linear, though (not sure which people would prefer).
Unlike the Webtiles option, this doesn't change the size of tiles in
menus or tabs; should it?
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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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This works like the spell tab, but with intrinsic/evocable abilities,
invocations, and ZotDef abilities.
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For way too paranoid and underinclusive values of "simple".
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Also, it's not vulnerable to changes to the underlying types.
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Perhaps this should be merged with the new per-subtype interface somehow, though.
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These typically come in bunches, making the display way too busy.
It might be better to use a separate flag for this, opinions?
This does NOT work in webtiles yet.
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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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This mostly reverts 78d8ab06 which replaced Commonwealth "targetting" with US
"targeting", although there's also "cancelLing", "levelLing", "travelLing".
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