| Commit message (Collapse) | Author | Age | Files | Lines |
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This is useful for when you get the "Partly explored, can't reach some
places." message, but have no idea where the part that's unexplored
actually is (because it's in a corner behind a plant or something). It's
also useful if you don't actually want to use autoexplore (because there
are dangerous monsters out of line of sight, for instance), but you do
want to know which part of the level you still need to (carefully)
explore.
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.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!
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The complaints against the branch are well documented, mostly stating
Dancing Weapons are awful enemies and the Hall of Blades is filled with
them.
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The portals are the most intuitive way out, as far as X is concerned.
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It didn't have a very clear use case and if you really want to
reproduce it, you can press ^C every so often.
Also clean up the options documentation a bit.
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In particular, ctrl-O should no longer mention the branch.
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You can always ctrl-c to hide the detected objects.
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Wizmode XT is explicitely allowed: if we banned that, there's currently no
good replacement for going into a wall and &(
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Useful, for example, after using magic mapping.
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Now it finds precisely shops and those features for which feat_is_gate()
is true.
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It holds a glyph rather than a feature.
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Copying the whole map_knowledge every turn was really costly. We don't care
about any fields of the map other than the "seen" flag, too. Thus, we can
move it into a bitmap and update only changes rather than everything.
This means we need to update the entire bitmap once exploration starts, but
that's a small fraction of the cost:
qw profiles:
before:
9.55% check_for_interesting_features()
0.18% start_explore(bool)
after:
0.29% start_explore(bool)
0.10% check_for_interesting_features()
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D is now 16 levels (the unsealed part was 14 levels previously), and the
Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell,
and Pan portals are available for the entire length of the branch.
Right now the monster set is identical to Vaults except for the absence
of Vaults-specific humans. D's monster set has also been truncated,
mainly on the out-of-depth front. It's my intent that this serve as a
starting point for figuring out what monsters we want to split between
the two branches.
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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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While this is not explicitly mentioned as a rule in coding_conventions,
all examples listed there apply it as well. The dungeon.cc chunk did
overflow max. columns before already, but could still be looked at.
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It is enough to both force re-autoexplore, and to show the player
old vs new areas. I see no reason to keep a method of forgetting
the map completely.
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It's easy to re-add it if we'd have a better idea for it after all.
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Also in a couple of cases add other messages. The goal here is to always
print something when a prompt is dealt with.
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Functionality of * continues to be provided by I, backwards cycling now
happens through O.
This change in particular enables fake Ctrl and Shift keypresses which
is especially useful when trying to forget the level map on webtiles
(browsers usually intercept Ctrl-F).
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This adds portals to other parts of the abyss. The current effect is
identical to getting banished into the abyss.
Portals currently appear at twice the base rate of exit portals.
In the future, the abyss will get scarier the deeper you go!
[Note: save compatibility is currently broken! -NFM]
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Hard to come up with something less greppable...
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Handle it in show_map() rather than in _do_display_map() so that
entering the map from (for example) Ctrl-F still switches tabs.
Likewise the mouse control.
I debated moving the map help message ("Move the cursor to view the
level map . . .") into show_map() as well, but I'm not so sure about
that.
Fixes #6204.
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Fixes #6198.
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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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It did the same thing as CMD_MAP_FIND_WAYPOINT, so F on the overmap is
now just mapped to that.
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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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Perhaps this should be controlled with a separate option, since a player
may want trails on the map but not the main display, or vice versa.
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For way too paranoid and underinclusive values of "simple".
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