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* More dynamic command display in the command help, including vi movement.Johanna Ploog2010-01-161-24/+54
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* Give Ilsuiw a better tide peak for Call Tide.Darshan Shaligram2010-01-161-1/+1
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* Fix name sorting in columnise-credits.Darshan Shaligram2010-01-162-29/+31
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* 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
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* 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
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* Don't ask confirmation when using an identified Tome of Destruction.Adam Borowski2010-01-161-3/+6
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* 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
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* 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
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* 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
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* Replace more hardcoded command keys with dynamic ones on the help screen.Johanna Ploog2010-01-161-27/+83
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* Remove comments about old command/key information on the help screen.Johanna Ploog2010-01-161-61/+1
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* An attempt to equalise bailey loot.David Ploog2010-01-161-13/+19
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* Add Janne Lahdenperä to CREDITS.David Ploog2010-01-161-28/+29
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* 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
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* 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
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* Add purge's toadstool tiles.Johanna Ploog2010-01-153-1/+2
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* 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>
* Add tiles for the new merfolk monsters.Johanna Ploog2010-01-1514-11/+35
| | | | | | The plain merfolk is only used for the corpse tile but I decided to add it anyway, especially as I'm considering using that for the base merfolk and the current fighter one for the impaler.
* Dvorak keybindings for use with vi keys.Eino Keskitalo2010-01-152-3/+115
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Make Wayne a dwarf once again.Adam Borowski2010-01-153-5/+17
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* Add an include guard. (felirx)Eino Keskitalo2010-01-151-0/+5
| | | | Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Fix inverted logic with berserk + harmful clouds.Jude Brown2010-01-151-1/+1
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* Replace Pikel's black "markings" with darkgreen ones.Johanna Ploog2010-01-151-0/+0
| | | | | No idea what they're supposed to be, ribbons or tattoos or whatever, but plain black should really only be used for outlines and shadow.
* Fix tiles compilation.Johanna Ploog2010-01-151-1/+1
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* Make alligator snapping turtles rarer.Darshan Shaligram2010-01-152-2/+7
| | | | Fix warning about unchecked enum constant in switch in religion.cc.
* Tweak Aizul's spells and placement slightly.Jude Brown2010-01-152-4/+4
| | | | | | | Now found 14-20, and has Blink Other as an escape spell instead of a standard enchantment. I've also replaced one of the Poison Arrows with Venom Bolt instead. Hopefully these changes should help to allay fears that he's too powerful at his assigned depth.
* Fix bugs involving branded ammunition and their messages.Jude Brown2010-01-151-24/+22
| | | | | | | | | This fix multiple bugs, including one reported on SourceForge that Poison Weapon wasn't working properly for any launchers; that has now been fixed. This commit should also solve the issue with "poisoned poison arrow" and "arrow of flame of flame". Hopefully we won't see any more of them.
* Merge Firing and Aim lines, per dcss:messagespam.Haran Pilpel2010-01-156-142/+166
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* Mark several befitting monsters as insubstantial, remove the flag from two.Eino Keskitalo2010-01-151-9/+9
| | | | | | | | Added: phantom, flayed ghost, fake rakshasa, wraith, freezing wraith, spectral warrior, spectral thing. Removed: giant spore, chaos spawn. The latter sounds more like an ooze than an immaterial being, and oozes aren't M_INSUBSTANTIAL. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* New change log section: Ranged combat.Johanna Ploog2010-01-141-19/+21
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* Update change log.Johanna Ploog2010-01-141-5/+12
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* Add some spikes to the alligator snapping turtle's tile.Johanna Ploog2010-01-141-0/+0
| | | | | | | Despite my misgivings it actually looks reasonably well. In other news, I finally figured out who the turtle tile reminds me of: I've got a photo where my cat has that exact same look and posture. :)
* Recolour player hog tile to increase difference from monster hog.Johanna Ploog2010-01-141-0/+0
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* Replace bland human tile with a nicer one.Johanna Ploog2010-01-142-0/+0
| | | | Move the old tile into the UNUSED/monsters folder.
* Small code cleanup.Johanna Ploog2010-01-141-3/+3
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* Tweak elf bailey (Jesse, Vsevolod).David Ploog2010-01-141-1/+2
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* Remove the last references to god_hates_butchery().David Lawrence Ramsey2010-01-142-4/+0
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* Remove some dedicated butchery conduct code.Eino Keskitalo2010-01-143-27/+1
| | | | | | It's not used anymore, and since the corpse offering mechanism has changed, is unlikely to be used again. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Replace the contaminated chunk icon with a less intrusive one.Johanna Ploog2010-01-142-0/+0
| | | | Oh, and I forgot to remove the old rslow tile in my last commit.
* Use the old rslow tile for "stasis and add a preliminary one for "faith.Johanna Ploog2010-01-143-1/+2
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* Use purge's Pikel tile.Johanna Ploog2010-01-142-1/+0
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