FR 1870139: output "Tele" among enchantment abbrevs when "about to teleport" FR 1834016: print item slots along with rotting message (I added an option for this as I personally don't need this.)
Gods:
Tiles: Bug 1870238: Show mimics to be "autopickuable" (green frame).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3269 c06c8d41-db1a-0410-9941-cceddc491573
YMC3RKF4Z7DOHZNGG7INC343SXCTWOPK7ISD42I3WA3AZZNVBGIAC XDJGQNFELURGXMUAOOVALQMSLAJVHMG63KPKVA33HTJFVZROGZ4AC J3M6J3UPL4AUJDXINY7UKH2JZQVQLKGH7AMOKI6L3QI7Y2F33O5QC MZLB3Q7G4EC2BR3OFMG55WPHXPFJGQSLWAIHHFJEAEATPUTYR7EAC WSENSWVHRNAW2NZO3HQLRV3HJKULA4JQHKM65M2NINZSD6NRQAMAC 25CH7HH4LKXFIZ75YNMXS3TSXO6O27DYSOPLOD45K4OCNFWLS4LQC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC CGYTZT5QWIEGYKUOLOK7MFXSLJKLYRZONER5ZCDZO5XYWSLG475QC FOQJ5S5WR7P7YMEWQ5Q4O7LTGLQ7LFVM4I2SG2Q7MIVC4PB2JHTQC O2GH2BHUL4XXIIJSMKNV2NIC4KQACE6HLMUL4KEUDFNFEAGMZSZAC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC 45QV77UI6QFW4234P365LD3FGJYRVWTT5455DPB324NG2NFQMKTQC CAHE52HL2ZGRJPBYZ3DS4BVKUD2XC7N3SG25TGG7JGHGJDST4P3QC 7V4DCKFJCNBXFODMKJ6H3MCDUTSD4XVQ7D4D6XFCD4JNF4HCE4KAC XPCGZBHHSL6MB3ORMUJI64BAERU6AZTIY6RK56BBW7SNB3IK24IAC 3D6NWJ44UYHLZMD3BOQIWXJUEGITAVCHK6Z2WWDQONVQC4HSBRXQC HIRKGUMNJPWKSVTR6TVBPD3MWNA63CEHCLCIPWEMGDFHVB3NPLDQC EJEHTLHZ5DL4SJQJBMQL5K3IV2ZMCZQBVCRRERER7SPOMNKFJTVQC DO7HV6DH42CT3X6QM4ZHOBEIXZ6X2IEGXXHXIBPCCBLRMB47BKBQC RLN5WLM2K5U6QBIBWBLK5XTDD3MPPXXXOVPUT33JKOQF3PHF6WZQC L4UCVNVRFTHENDKDOY6X75LXIE2B7XIMSKGVKHBOXNID7RDTBQRAC WL5WZXFJ6TONUQRSHUY4GQ5USU47ILWNN5X2JDQZO4CRJJZSRQIAC V6REAY6RCAG2QQ4BO54GHYOVTNCYHTLERJCIZJPSANXFBINZOTXAC RVST2QHYJ757ZHK4AUJ5NGPDZ44AD6RVFVXYPKQIBJXZBDNUCHXQC EHSY6DVGUMI6C67WKET3GDJVLWJWGYBYQONNDK5JVT7BCTHBEZVAC if (menv[idx].type >= MONS_DRACONIAN &&menv[idx].type <= MONS_DRACONIAN_SCORCHER)
if (menv[idx].type >= MONS_GOLD_MIMIC &&menv[idx].type <= MONS_POTION_MIMIC){const monsters *mon = &menv[idx];if (!mons_is_known_mimic(mon)){item_def item;get_mimic_item( mon, item );if (item_needs_autopickup(item)){if (foreground)env.tile_bg[ep.x-1][ep.y-1] |= TILE_FLAG_CURSOR3;elseenv.tile_bk_bg[gx][gy] |= TILE_FLAG_CURSOR3;}}}else if (menv[idx].type >= MONS_DRACONIAN &&menv[idx].type <= MONS_DRACONIAN_SCORCHER)
if (itemlist_iflag[cx] & TILEI_FLAG_EQUIP)type += 18;
if (itemlist_iflag[cx] & TILEI_FLAG_EQUIP){if (you.equip[EQ_WEAPON] == ix){if (type == OBJ_JEWELLERY || type == OBJ_ARMOUR|| type == OBJ_WEAPONS || type == OBJ_STAVES){type = OBJ_WEAPONS + 18;}}elsetype += 18;}
switch (type){case OBJ_WEAPONS:case OBJ_STAVES:desc += "*(w)ield";break;case OBJ_WEAPONS + 18:case OBJ_STAVES + 18:desc += "unwield";break;case OBJ_MISSILES:desc += "*(t)hrow";break;case OBJ_WANDS:desc += "*(z)ap";break;case OBJ_BOOKS:if (item_type_known(you.inv[ix])&& you.inv[ix].sub_type != BOOK_MANUAL&& you.inv[ix].sub_type != BOOK_DESTRUCTION)
switch (type)
desc += "*(M)emorize";
// first equipable categoriescase OBJ_WEAPONS:case OBJ_STAVES:desc += "*(w)ield";break;case OBJ_WEAPONS + 18:case OBJ_STAVES + 18:desc += "unwield";break;case OBJ_ARMOUR:desc += "*(W)ear";break;case OBJ_ARMOUR + 18:desc += "*(T)ake off";break;case OBJ_JEWELLERY:desc += "*(P)ut on";break;case OBJ_JEWELLERY + 18:desc += "*(R)emove";break;case OBJ_MISSILES:desc += "*(t)hrow";break;case OBJ_WANDS:desc += "*(z)ap";break;case OBJ_BOOKS:if (item_type_known(you.inv[ix])&& you.inv[ix].sub_type != BOOK_MANUAL&& you.inv[ix].sub_type != BOOK_DESTRUCTION){desc += "*(M)emorize";break;}// else fall-throughcase OBJ_SCROLLS:desc += "*(r)ead";
// else fall-throughcase OBJ_SCROLLS:desc += "*(r)ead";break;case OBJ_JEWELLERY:desc += "*(P)ut on";break;case OBJ_JEWELLERY + 18:desc += "*(R)emove";break;case OBJ_POTIONS:desc += "*(q)uaff";break;case OBJ_ARMOUR:desc += "*(W)ear";break;case OBJ_ARMOUR + 18:desc += "*(T)ake off";break;case OBJ_FOOD:desc += "*(e)at";break;case OBJ_CORPSES:if (you.species == SP_VAMPIRE)desc += "drink blood";else // no action possibledesc += EOL;break;default:desc += "*Use it";
if (you.equip[EQ_WEAPON] == idx)
// Note that this is only a problem for equipables// (otherwise it would only waste a turn)if (you.equip[EQ_WEAPON] == idx&& (you.inv[idx].base_type == OBJ_ARMOUR|| you.inv[idx].base_type == OBJ_JEWELLERY))
bool easy_unequip; // allow auto-removing of armour / jewelrybool easy_butcher; // open doors with movement
bool easy_unequip; // allow auto-removing of armour / jewellerybool easy_butcher; // autoswap to butchering tool
const char *how = (you.piety >= 150) ? "carefully" :(you.piety >= 90) ? "often" :(you.piety >= 30) ? "sometimes" :
int prayer_prot = 0;if (you.religion == GOD_ELYVILON && you.piety > 30)prayer_prot = 100 - 3000/you.piety;int prot_chance = 10 + you.piety/10 + prayer_prot; // chance * 100const char *how = (prot_chance >= 85) ? "carefully" :(prot_chance >= 55) ? "often" :(prot_chance >= 25) ? "sometimes" :
cprintf("Praying to %s will provide sustenance if starving."EOL, god_name(which_god).c_str());
if (you.piety >= 30)cprintf("Praying to %s will provide sustenance if starving."EOL, god_name(which_god).c_str());const char *how = (you.piety >= 150) ? "carefully" : // res mut. 3(you.piety >= 100) ? "often" :(you.piety >= 50) ? "sometimes" :"occasionally";cprintf("%s %s shields you from mutagenic effects." EOL,god_name(which_god).c_str(), how);
list_rotten = falseSetting this to true will print a list of inventory slots forall corpses and chunks that have become rotten along with therotting message, in the form of"You smell something rotten. (slots f and m)"Additionally, this option will make a default message appearfor Trolls, as well.