| Commit message (Collapse) | Author | Age | Files | Lines |
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This fixes emphasised stair colours being out of date until they
come into LOS again.
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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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Also increase maximal feature list width to 20.
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They're not sorted yet, and the implementation is deficient in
quite a few ways, but it's a start.
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Also move the wizard position output in there.
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They are no longer passed a "remembered feature" as parameter.
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map_knowledge now always stores the player-known features.
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This is quite a hack: Hitting 'R' on the level map in
wizard mode will silently read a number that specifies
the exclude radius. If you have an idea for making this
nicer, please improve or tell me.
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.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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Calls to plain see_cell(pos) were replaced with either observe_cell(pos)
or you.see_cell(pos). observe_cell where related to drawing the
interface and messaging, you.see_cell for game mechanics, and
one or the other in less clear cases (targetting, say).
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There were several places that had copies of the same code, checking
whether mesmerisation blocked movement to a given target.
The various mesmerisation functions have become methods of player
and were moved into behold.cc.
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