| Commit message (Collapse) | Author | Age | Files | Lines |
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So, if you're running a bot or you're generally annoyed by
ranged/magical animations, you can set this to an appropriately low
value.
This also condenses a lot of code duplication related to arena_delay; a
new function called scaled_delay is used for functions that should be
impacted by this.
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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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The commit 937ef52 added a prototype for is_feature to viewmap.h, but
there was already a prototype in view.h. Remove the old one, since
viewmap.h is shorter, and furthermore remove a now-unnecessary #include
of view.h.
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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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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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An imperial buttload of places assumes these to be 8 bits, which makes it
impossible to add support for 256 (or more!) colours. This commit tries
to allow expanding it in the future; sadly, it is badly incomplete. At
least, new code can use the new type.
Also, beware of "branded" colours which use bits above 8 for inverse,
underline, etc.
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With them no longer working through glass or trees, flashing the whole LOS
conveyed that everything behind was hit.
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server record ttyrecs.
Crawl compiled with WEBTILES=y should now be playable
normally (i.e. indistinguishable from one compiled without WEBTILES)
when run from a terminal. (This is not yet completely the case.)
The Webtiles data is written on a Unix-domain datagram socket; the
Crawl parameter -webtiles-socket determines a path on which the Crawl
process receives control messages.
The Webtiles server then runs Crawl in a pseudo-terminal and records its
console output into a ttyrec file.
The goal of all this is of course to be able to watch Webtiles games
from ssh, and later the reverse.
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This can matter only for cygwin, though.
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Instead, the cells not in crawl_view.vbuf are now rendered in
load_dungeon.
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Conflicts:
crawl-ref/source/startup.cc
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For the scroll, it makes no sense to not affect the whole map when you
happen to stand just near an edge.
Ashenzari and the mutation were fine.
For decks and the ball, it makes no sense to see further diagonally.
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There are some issues left, like incorrect wrapping in some cases, but
we can fix them later.
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Quite a rewrite of the function was needed, but it's actually simpler now,
somewhat. The old code had a number of weird hacks without an explanation
-- they don't appear to be needed, though.
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"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.
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When more than one monster come into view at once, there's a single message
listing the various monster types. If there is more than 4 types, we list
genera (which is the correct plural of genus :). If there's more than 4
genera, we fall back to "x monsters come into view."
Examples:
4 orcs, an orc wizard, a troll and Psyche come into view.
3 dragons and 6 draconians come into view.
This is commit is also a preparation for the futur Ash ability of
identifying monster equipment.
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Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
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This should help against the signed char problems, and is good for
code readability. Now, if you have a char, it's either an untyped
in-memory byte, or a symbol inside a string. Small numbers are instead
[u]int8_t, ints, an enum type, or, in so many cases, bools.
I didn't touch any of the tiles code, as it's currently broken and I don't
want to risk making it unbroken harder.
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Some classes were erroneously referred to as 'struct' in forward
declarations, and vice versa.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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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 also removes env.show updates when flashing.
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This was a weird mix of in_bounds and map_bounds (exclusive
top-left, inclusive top-right). Replaced with in_bounds.
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The only use was just removed.
Also move the draw check closer to where it's used.
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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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There are three new commands described on the X? screen. Interlevel
travel works. Other levels are not currently highlighted by reachability;
let me know if you want this. Interface stolen from TAEB :). dpeg's
stair view is not yet in.
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We can have either this, making SIGHUP on teleport control prompt
make you randomly teleport, or forcing a teleport on reload.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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mons_near now only checks player proximity. Checking for foe
proximity is now handled by monsters::near_foe.
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As you explore, a halo of mapping tracks you. The halo includes a
percentage of tiles within a distance of every seen tile; optimal
play dictates seeing every tile, which just happens to be what
autoexplore does. Added as random generation and to the demonspawn
tier-2 list.
Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
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A monster making noise was causing an ME_DISTURB behaviour_event() for
itself, possibly causing it to get a new foe, which could cause strange
results if it switched foes during the middle of spell-casting when it
made noise from chanting. Now noisy() can accept a "who" parameter, in
which case the monster which caused the noise will ignore the noise.
This is done in all cases except for when a monster of animal or lower
intelligence sets off an alarm trap or does a spell miscast.
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