| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
| |
For now this affects all watchers, but it would probably make more sense
to make it a client-side option instead.
|
|
|
|
|
|
|
| |
.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!
|
|
|
|
|
|
| |
We were accidentally starting out with five-second waits in webtiles
then scaling down to 500 ms; that was backwards. Also use the longer
500 ms timeouts for ENOBUFS, etc., not just EAGAIN.
|
|
|
|
|
|
|
|
|
|
|
| |
So that shield enchantments are back to giving 1 (displayed)
SH, and SH generally is somewhat more in line with AC/EV;
1 SH should be very roughly as good as 1 EV, against things
they affect.
This also tweaks the 'bone plates' mutation slightly, for
rounding reasons; the first level is buffed very slightly,
and the third is very slightly nerfed.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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).
|
|
|
|
|
| |
This happens a lot on CAO. Allow more attempts, and increase the wait
time after the first few.
|
|
|
|
|
| |
Fighting near the gold piles of recently-defeated enemies boosts your
skills.
|
|
|
|
|
| |
So that players have a way of guessing whether heal wounds might be enough
to survive.
|
|
|
|
|
|
|
| |
This adds an yellow hp poison bar to the WebTiles display
("stats_hp_bar_poison") that's show when the player is poisoned and
their calculated hp after poison expires is lower than their current
hp.
|
| |
|
|
|
|
| |
Most notably cursing an artefact weapon didn't update the HUD.
|
|
|
|
|
|
| |
Maybe we should be using iscntrl() instead of comparing against 0x20,
but at the very least we shouldn't treat all non-ASCII UTF-8 bytes as
control characters.
|
| |
|
| |
|
|
|
|
|
|
|
| |
Djinn games can't be started (hopefully including using the rcfile),
and djinn code should be removed on save-compat bump.
Also, schedule a few SE things to be removed.
|
| |
|
| |
|
|
|
|
|
| |
For players this is displayed in a case of a crash/error/unexpected end.
For watchers the dialog is displayed regardless of how the game ended.
|
| |
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
| |
This should fix #6644 which was caused by mcache entry being destroyed
and a new one made with the same number between updates.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Player's options are always sent on the game start, by the process
itself. They are also sent to any joining spectators.
Spectators also receive their own config which is generated by running
--print-webtiles-options.
Also added a simple options module to JavaScript. Since all the options
are received on game start the code can assume that the values are
always there and have been validated by the server side code.
|
|
|
|
|
|
| |
Maybe the argp was supposed to line up with the next line, but that
seems silly, and is inconsistent with the majority of our uses of
va_list.
|
|
|
|
|
| |
If timeout is hit, the game is killed/stopped. But at least it shouldn't
deadlock the whole server.
|
|
|
|
|
| |
The code was written assuming wint_t's are unsigned and therefore
positive if not 0. This is not necessarily true for all environments.
|
|
|
|
|
|
|
|
|
|
|
|
| |
Fixes #6083. The crash would occur when sending datagrams from crawl to
the python webserver. In OS X, there is very little space in memory to
send datagrams and drawing menus such as the list of commands would
exceed this memory. The crawl process would then die after receiving too
many ENOBUFS errors from sendto.
ENOBUFS will still occur unless we add artifical sleeps to the datagram
sending loop. Sleep responses to ENOBUFS have been changed to reduce the
lag this causes.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
Suppression is a hugely complicated and inconsistent mechanic. Its
original purpose was to be a way of overriding rPois in Spider but
there are now plenty of monsters that do this effectively (and much more
simply).
[1KB: I moved this to trunk, as it made an already extremely hard to review
branch massively more so. There's nothing but a single enum to preserve,
so compat break doesn't make this removal any easier or harder.]
|
|
|
|
|
|
|
|
|
|
|
| |
This reverts commit 06ee7f8badf1e19f333e918a572bafb5a23317f8.
Conflicts:
crawl-ref/source/webserver/process_handler.py
crawl-ref/source/webserver/ws_handler.py
My approach here was flawed, and joining spectators could cause
glitches for the player and existing spectators.
|
|
|
|
|
|
|
|
|
|
|
|
| |
It's now updated every turn instead of every 20 turns and it's almost
deterministic (only the time scaling use randomized rounding).
The bad effects still happen every 20 turns though (just like hell effects and
other stuff).
It has been scaled by 1000. I tried with 100, but I still had some significant
rounding issues, especially with scaling to time_taken.
It shouldn't be possible anymore to gain yellow glow from a single cast of
invisibility even at max power. Although, in theory, it has a slight chance
of putting you just 1 point short of yellow (4999).
|
|
|
|
|
|
| |
The change of player_under_penance from returning a bool to an int
broke a template instantiation that required two arguments to be
the same type.
|
|
|
|
|
| |
Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
|
|
|
|
| |
Minibars showing on levels when player isn't there.
|
|
|
|
|
|
| |
Previously on WebTiles spectator join everyone would receive messages
for the current game state. Now these messages are only sent to the
joining spectator.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|\ |
|
| |
| |
| |
| |
| | |
This wouldn't be a problem with the flags cloud tiles can currently
have, but it's better to be sure.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| | |
The webtiles_write_menu call in formatted_scroller::jump_to could
happen before the menu was sent, which would then result in two menus
on the client side. This was revealed by the message combining
changes, because the two menus would both be in the same message and
the second would be ignored by the client before.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
Idea being avoiding lag caused by TCP ACK etc. Crawl process provides
messages like always, but also sends a special flush message to the
WebTiles server that causes them to actually be delivered.
|