summaryrefslogtreecommitdiffstats
path: root/crawl-ref
Commit message (Collapse)AuthorAgeFilesLines
* Give Amulet of Stasis a cost (ogaz).Jude Brown2010-01-171-0/+1
| | | | Same price as an amulet of rage.
* Convert fprop instances in mapdef.* to unsigned long. (greensnark)Jude Brown2010-01-173-13/+16
| | | | | | fprop lists, and fprop_spec, now use unsigned long instead of int. This matches env.pgrid, and means that there won't be size issues in future when we end up with more feature properties.
* Remove unused you.youpos, fix comment on actor::move_to_pos.Darshan Shaligram2010-01-172-3/+1
|
* Add FPROP_NO_TIDE to tell the tide not to touch certain squares.Darshan Shaligram2010-01-175-14/+40
| | | | Wizmode &( now accepts fprop names to set the fprop on the current square.
* Code to alter/check feature properties in Lua.Jude Brown2010-01-175-17/+76
| | | | | | | | | | | | | This commit moves str_to_fprop from initfile.cc to fprop.cc. It also introduces two new dungeon Lua wrappers: fprop_changed(x, y, fprop), and fprop_at(x, y, fprop). fprop_at(x, y, fprop) will return testbits(coord_def(x, y), fprop). fprop_changed will either add the fprop to that location, or if it already exists there, it will remove it from that location. It will returrn a boolean value of true if it altered the location, and false if it did nothing.
* All secondary vaults in the Swamp get an implicit water_ok tag, since ↵Darshan Shaligram2010-01-171-1/+2
| | | | they'll otherwise never be placed.
* Burning trees in Swamp produces shallow water. Fire clouds adjacent to ↵Darshan Shaligram2010-01-174-5/+36
| | | | watery squares now produce steam.
* Convert Swamp ending vaults to work with new Swamp layout.Jude Brown2010-01-171-66/+68
| | | | | | | This basically converts all instances of rock to trees. It looks quite good, and I've kept the stone as thematically, this works in the branch. This commit also increases the chance of an azure jelly in the Ice ending, instead of an equal chance of an azure jelly or an ice dragon.
* Split lair.des into swamp.des, snake.des, slime.des and lair.des.Jude Brown2010-01-174-572/+580
| | | | | | | Having to scroll through all of the Lair vaults to find the branch ends for Swamp and Slime, etc, is proving to be quite annoying. The new files are now quite short, but hopefully we'll end up with new vaults to add to these branches!
* Discard Swamp heightmap after building level so it doesn't get saved and ↵Darshan Shaligram2010-01-171-0/+1
| | | | waste space.
* Make loot always accessible in bailey_polearm_2.David Ploog2010-01-171-2/+1
| | | | This fixes Bug #450.
* Re-add accidentally removed outlines from a number of monster tiles.Johanna Ploog2010-01-171-1/+0
|
* Add purge's tiles for Dowan and Duvessa, yay! :DJohanna Ploog2010-01-174-2/+6
|
* Add the old angel tile to UNUSED/monsters.Johanna Ploog2010-01-171-0/+0
|
* Add Porkchop's improved angel tile, slightly tweaked.Johanna Ploog2010-01-172-1/+0
| | | | | | The old tile erroneously displayed angels wielding a long blade and wearing a shield. It was, in fact, identical to the Daeva one, except in coloration.
* Remove my debugging lines.Johanna Ploog2010-01-172-5/+1
|
* Add a tile for sixfirhy, drawn by Porkchop and slightly tweaked by me.Johanna Ploog2010-01-173-2/+8
|
* Specialcase mimics and dancing weapons in tilenum initialisation.Johanna Ploog2010-01-161-6/+5
|
* Fix pan lords being silenceable (Mu).Darshan Shaligram2010-01-161-0/+2
|
* Experimental level builder changes for Swamp.Darshan Shaligram2010-01-1610-98/+194
| | | | The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.
* Re-enable Swamp, randomly disable one of the Swamp, Snake Pit, or Shoals ↵Darshan Shaligram2010-01-163-33/+30
| | | | instead of flipping between Swamp and Shoals only (rob, dpeg).
* Replace the bush tile with a brighter version, also by purge.Johanna Ploog2010-01-161-0/+0
|
* Also use key bindings in the tutorial help screen.Johanna Ploog2010-01-161-45/+81
|
* In cmd-keys.h move vi keys further down, so they get listed in the help.Johanna Ploog2010-01-161-10/+15
| | | | | | | | | | | Oddly enough, if the vi keys get reassigned to something else, the help screen doesn't switch to one of the other keys. This actually suits me as someone reassigning the keys apparently has no intention of using them but already knows what they do. (It does mean, however, that reassigning another duplicate key will also not update the display.) For players using the new Dvorak settings, the Dvorak vi keys get displayed instead, which strikes me as much more useful.
* More dynamic command display in the command help, including vi movement.Johanna Ploog2010-01-161-24/+54
|
* Give Ilsuiw a better tide peak for Call Tide.Darshan Shaligram2010-01-161-1/+1
|
* Fix name sorting in columnise-credits.Darshan Shaligram2010-01-162-29/+31
|
* Provide "waste of time" checks for Mislead, fake Mara summon, player ghost.Jude Brown2010-01-164-32/+48
| | | | | This moves the code out of the relevant functions and into the ms_waste_of_time function in mon-util.cc.
* Fix 440: beam path display improperly initialized in Tiles.Haran Pilpel2010-01-161-1/+7
|
* Fix for bug 438: when drawing Dance, and probably creating dancing weaponsHaran Pilpel2010-01-161-0/+5
| | | | | | | | in other ways too, we would call _maybe_init_tilenum_props, which tries to get the basetile for the dancing weapon, which crashes because we haven't given it the weapon yet (this was all happening in create_monster().) This is a major hack; someone more familiar with tiles should fix this better.
* Unlike other dummy monsters, disallow polymorph into dwarves.Adam Borowski2010-01-162-1/+3
|
* Don't ask confirmation when using an identified Tome of Destruction.Adam Borowski2010-01-161-3/+6
|
* Document how to override (vi) keys with CMD_NO_CMD_DEFAULT.Johanna Ploog2010-01-163-1/+7
| | | | | no_vi_command_keys.txt doesn't handle targeting or movement on the level map. Should it?
* Add a keybindings document for overriding the vi keys.Johanna Ploog2010-01-161-0/+28
|
* Add pseudocommand CMD_NO_CMD_DEFAULT for overriding the vi keys.Johanna Ploog2010-01-164-4/+6
| | | | | | | | CMD_NO_CMD is handled specially in many different ways, but the new command's sole purpose is to allow key bindings involving invalid commands, so as to override the vi keys for players who don't need them, don't want to replace them with other keys, but are worried about typos making their character walk into a fatal ambush.
* Add tiles for bush and sleeping brand, both courtesy of purge. Thanks!Johanna Ploog2010-01-166-0/+8
|
* More dynamic command key listings on the help screen.Johanna Ploog2010-01-161-51/+174
| | | | | | | | | | | | | | | | | | | | Except for the movement keys (uh, help?) and the item commands that have their starting letters highlighted (again, help?) all commands are now shown as actually assigned. As I said before, the key that's get displayed might not be the one the player actually uses. Likewise, there are still a few instances where alternative keys get listed that might no longer be correct and have been assigned elsewhere. I'm sorry to see that the command help is no longer WYSIWYG[*] for developers (so recompilation cannot be avoided), but it _is_ WYSIWYG for players, which is much more important. The best way to test this is to include the new dvorak settings and have a look at the ?? help screen. *) What You See Is What You Get
* Remove more of those commented out lines.Johanna Ploog2010-01-161-35/+0
|
* Replace more hardcoded command keys with dynamic ones on the help screen.Johanna Ploog2010-01-161-27/+83
|
* Remove comments about old command/key information on the help screen.Johanna Ploog2010-01-161-61/+1
|
* An attempt to equalise bailey loot.David Ploog2010-01-161-13/+19
|
* Add Janne Lahdenperä to CREDITS.David Ploog2010-01-161-28/+29
|
* Sort potions alphabetically.Eino Keskitalo2010-01-161-10/+10
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Use the dynamic command key names for some commands on the help screen.Johanna Ploog2010-01-154-17/+107
| | | | | | | | | More to follow! :) It appears the command screen has been optimized for space. Whereever possible, the key has been capitalized in the description, and often alternative keys are mentioned. All of that may not apply for reassigned keys. What do we do about this?
* New method _command_to_string() returning human-readable key names.Johanna Ploog2010-01-154-1/+93
| | | | | | | | | | | | | | | The plan is to replace the hardcoded command key names on the help screen and in the tutorial with these dynamic ones respecting redefined keys. Unfortunately, several commands have multiple assignments and macro.cc's command_to_key() only returns the last one, which might not be what the player is actually using. For example, I don't have a Numpad, so all mentions of it are of no use to me, and I'd rather have the vi keys listed, which in turn many other players have no interest in. You can check the current key assignments if you comment out the DEBUG_DUMP_COMMANDS definition in chardump.cc and then create a character dump. This will be removed once I'm finished here.
* Recolour Dissolution again to increase the difference to the jelly tile.Johanna Ploog2010-01-151-0/+0
|
* Add new props value "tile_num" and use it for randomized monster tiles.Johanna Ploog2010-01-152-10/+31
| | | | | | | | | | | | | | | | Monsters that have several variant tiles will now get a random value written into tile_num at creation, so when their tile gets drawn one of the set is picked, but always the same one. In practise, this is currently only used for slaves and toadstools. Other monsters that have variant tiles, such as ugly things, kraken tentacles, or slimes creatures, are handled specially. Generally, such differences should be small and flavourful. The greater the threat of a given monster the more important it is that the player will recognize it immediately. (Of course, this restriction does not hold if the tile actually transport information as is the case for ugly things' colours etc.)
* Fix tiles compilation.Johanna Ploog2010-01-151-3/+3
|
* Add purge's toadstool tiles.Johanna Ploog2010-01-153-1/+2
|
* Remove M_INSUBSTANTIAL from fake rakshasas again. It made them identifable ↵Eino Keskitalo2010-01-151-1/+1
| | | | | | by just looking at them. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>