| Commit message (Collapse) | Author | Age | Files | Lines |
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If a flamethrower cell is already excluded, add a description if it
doesn't have one already.
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I played around with how the mesmerisation restriction tiles look when
only applying to floor and within los (as is the case for ASCII) but I
feel that's confusing and misleading in that it completely disregards
the possibility of controlled teleport placing you outside your current
los and still within sight of the mermaid.
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The previous incarnation basically made it a necessity to kill Duvessa
first, otherwise she would go berserk and easily kill the player; this
is both spoiler-ridden and unbalanced.
Instead of making Dowan run away in fear, he'll be temporarily hasted,
and receive an upgrade of spells. Fireball will replace both of his
conjurations, and Corona and Haste Other are replaced by Blink and Haste
respectively.
Fireball tracers currently don't seem to work properly, meaning that
Dowan can kill himself with his own Fireball. This is undesirable.
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Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
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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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(Somewhat hackish.)
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This fixes emphasised stair colours being out of date until they
come into LOS again.
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This should fix items and monsters sometimes not being drawn.
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This was now causing general slowness.
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This fixes associated slowness.
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Colour is now always precomputed, and only possibly overridden
by travel information on display.
It's quite unclear that storing the colour in env.show and
env.map_knowledge is the right thing to do, but at least it's
handled consistently now.
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Set use_fake_player_cursor = true to use this. This allows
defaulting the cursor to off, which means less cursor blinking
say when travelling.
This patch also moves the cursor control closer to where it's
used, so that the cursor is only turned on for actual input
prompts. I've definitely missed some prompts here: almost
anything that prompts for a single character and reads it
using getch() will not have a cursor with use_fake_player_cursor
set at the moment.
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This means that you'll see allies moving, summons disappearing
and clouds changing while resting, like before (console) or
newly (tiles).
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This mostly puts && and || on the proper lines, per the style guide.
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tile_draw_floor should be after los update but before
show update.
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It seems like it should be merged with some of the other code
there.
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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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Tiles main viewwindow loop now doesn't have side-effects either.
Also unify the short-circuit checks: Console version also skips
redrawing when resting.
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Also fixes the range_view_annotator destructor
clobbering option "darken_beyond_range".
Options.target_range is now really an option, and called
Options.darken_beyond_range. Current darkening range is
now stored in crawl_state.darken_range.
I can't reproduce SIGHUP retaining darkened range
(BR 2151183) (why would it be saved?), so
range_view_annotator is not a crawl_exit_hook anymore.
crawl_exit_hook is not used anymore, but still present.
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This also removes env.show updates when flashing.
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This fixes items out of view not being coloured anymore.
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During arena mode, the hazardous clouds made by some monsters were being
auto-excluded as if they had ben generated via a fog machine.
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Make neutralization work on monsters that are out of sight, also make
it clear auto-exclusions for e.g. oklobs that previously got auto-ann.
but are now out of sight.
Make the monster_hostile stuff put auto-exclusions on oklobs you have
already seen (if it turns them hostile).
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This reverts commit 3da2a539cae5cd1838f45b598355ab58d039fa6b.
Was causing player position not be updated at all in arena.
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viewwindow has code to not draw if the player is travelling (depending
on travel_delay etc). This check is now moved before the code that
updates buffy for non-tiles builds. I'm not sure whether the tiles
drawing code doesn't have important side-effects -- if not, the
tiles check could be moved before the main loop as well.
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This change also gets rid of the ugly intermediate macroing.
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