| Commit message (Collapse) | Author | Age | Files | Lines |
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It's a bit less distracting this way and doesn't cover up the inventory
header line (description).
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I'm not sure how to visualize contaminated chunks, so they haven't got
an icon yet (maybe use coagulated blood?) Also, I've opted to only show
the icons for rotten chunks if the character is capable of eating them.
Otherwise, them being rotten is all that's of interest to the player.
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The line reader was always switching back to GOTO_CRT. When receiving
input from the message window, this ended up causing the screen to blank
and switch to the CRT layer. Adding a function get the current cursor
region allows the line reader to not change regions.
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I probably missed a few spots.
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This eliminates the annoying full rebuild that happens when the tiledefs
are modified.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The newline parameter to message_out is gone. Instead, a
pointer to the message line is passed which may lie outside
the message window. The window is then scrolled to make
that line the last line.
This also updates libnonunix.cc, but I haven't been able
to test those changes.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Also add a few previously indirect includes.
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.
env.map has been renamed to env.map_knowledge. It should really
be moved into player.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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They were the same as non-_real functions.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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Not all are changed yet, as there are several index checks still needed
for debugging purposes.
Also, make many checks for player/monster (non)existence use actor_at().
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env.show is now a class show_def that stores tagged
unions of type show_type. For the moment, there's also
env.show_los for use in LOS determination, but that
should become an array of boolean at some point.
This breaks save compatibility.
Tiles and console version build and appear to work
fine, but this kind of change is likely to have
some side-effects.
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Fixes seeing in-LOS squares on incorrect levels. Fixes the minimap not
updating. Fixes the player dot appearing on the minimap on wrong levels.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Instead of
defined(WIN32CONSOLE)
we should use:
defined(TARGET_OS_WINDOWS) && !defined(USE_TILE)
As well as replace
defined(WIN32TILES)
with:
defined(TARGET_OS_WINDOWS) && defined(USE_TILE)
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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If someone uses DATA_DIR_PATH, we don't want the game to break.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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MSVC is like a chimp with Down's syndrome.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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In my case, the cause was a crawlrc with these values:
view_max_width=80
view_max_height=70
I did a USE_TILE build, ran it, and the value of
crawl_view.msgsz.y became negative, causing a rather nasty
segfault later in initialization.
I'm pretty sure that using 'std::max' here is not the best
solution, but it at least avoids the negative number case.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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This one was a pain to hunt down, but it was a surprisingly simple
fix. Can you believe an X value was used where a Y value was needed?
Anyway, the bug was that with certain resolutions (i.e. 1440x900),
the game would crash once the message list needed to be rendered.
And the layout was also completely wrong if you did something like
an abnormal resolution of 800x850, which shows the message list
near the middle of the screen instead of at the bottom.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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DollEditRegion. Also, if the target file (dolls.txt) within settings/ is
writing protected create the file locally instead.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10678 c06c8d41-db1a-0410-9941-cceddc491573
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Also handles dangerous spellbooks correctly now, prompts and all.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10675 c06c8d41-db1a-0410-9941-cceddc491573
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ASCII even though it works well in tiles.
* Always display memorise button because it's less confusing that way. I
still can't work out why the error messages disappear right away. *sighs*
* Add a short document on tiles creation.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10673 c06c8d41-db1a-0410-9941-cceddc491573
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display as for spellcasting. Also force a redraw() if the player clicked
on a spell.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10661 c06c8d41-db1a-0410-9941-cceddc491573
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at the moment is call learn_spell(), but I'm planning to reuse the spell
display for this purpose.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10655 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10652 c06c8d41-db1a-0410-9941-cceddc491573
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