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* Remove 2 more parameters from items()reaverb2014-08-081-3/+3
| | | | | They were only used in one place, and the relevant code was moved to that one place in the previous commit.
* allow iterating over branches in a non-enum order (8742)Jesse Luehrs2014-08-021-4/+4
| | | | | | | | | | | | This allows us to have a consistent and logical ordering of branches without requiring the branch enum itself to be reordered (which could have save compatibility implications). The new ordering of branches just moves Depths to the place in the ordering that it already is planned to go on the next major save compat bump, but other changes are possible, if desired. All places in the code that iterate over branches have been updated to use the new iterator except for code dealing with save files, which still uses enum order, so that we can change the display ordering without affecting saves.
* Remove stuffNicholas Feinberg2014-07-291-0/+1
| | | | | | | .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!
* Don't crash when abyss map placement is vetoed (#8833)Neil Moore2014-07-281-5/+13
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* Increase the abyss rune chance on levels A:4 and A:5Brendan Hickey2014-07-261-2/+2
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* Increase the spawn rate of downstairs in the abyss.Brendan Hickey2014-07-261-1/+1
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* Remove unused variable.Mikko Vepsalainen2014-07-101-1/+1
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* Respect level generation mask when placing Abyss features.Mikko Vepsalainen2014-07-101-0/+2
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* Preserve Abyssal stairs when placing exit vaults.Mikko Vepsalainen2014-07-101-1/+2
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* When Abyss shifts, also shift player's map_seen information, and forget the ↵Mikko Vepsalainen2014-07-101-0/+1
| | | | old areas. Mostly fixes #8625.
* Let BLOOD finally have its place in the sunNicholas Feinberg2014-07-011-0/+1
| | | | | | ...by moving bloodspatter functions into their own file. Death to misc.cc! Long live the new file hierarchy!
* Remove an unused argument from the items() functiongammafunk2014-06-291-7/+6
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* Revert "Make random_choose_weighted() end on -1 weight"reaverb2014-06-101-1/+1
| | | | | | | This reverts commit 7e81480cda18144ff185f5248639a072b654deff. Turns out I missed some calls to random_choose_weighted(), this change might not even be worth doing.
* Make random_choose_weighted() end on -1 weightreaverb2014-06-101-1/+1
| | | | For consistency with random_choose().
* Always print a message when teleporting in the Abyss.Shmuale Mark2014-06-081-0/+1
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* Rename a local variablereaverb2014-06-051-3/+4
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* Rename MMT_NUKED to MMT_TURNED_TO_FLOORreaverb2014-06-051-3/+3
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* Don't use nuke to describe the abyss destorying all terrain.reaverb2014-06-051-6/+6
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* Chance function(void) to function()reaverb2014-05-241-3/+3
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* Revert "Revert "Remove player clinging"."reaver2014-05-071-3/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | This reverts commit 65ff1ef470978c29490100d1732bf2b9ce2fb7cd. Conflicts: crawl-ref/source/main.cc crawl-ref/source/output.cc crawl-ref/source/player.cc crawl-ref/source/shout.cc crawl-ref/source/status.cc crawl-ref/source/status.h crawl-ref/source/terrain.cc crawl-ref/source/transform.cc Minor, prerequesite reverts: b0d520741c8e9a26e7a786a34285f7a9412d8d10 Trival removal of clinging from the Boots of the Spider 3e0928f93c3f8a78ac6327c26986b406f7d7f603 (conflict in crawl-ref/source/item_use.cc) Thanks to gammafunk for removing the last bits of clinging code! To do: Decide what to do about the boots of the spider.
* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Clarify _corrupt_square.blackcustard2014-04-091-5/+12
| | | | | | | _corrupt_square is not called on stairs/branch entries/portals, so preserve_feat has nothing to do with them. The code has not changed, the comment was just wrong. Also rename preserve_feat to preserve_features to match the argument in dungeon_terrain_changed.
* Try harder to place abyss rune vaults.Steve Melenchuk2014-03-261-2/+7
| | | | | The backup code for placing the rune on its own isn't gone yet, but it should be needed considerably less now.
* Make all abyss teleports shift the Abyss (minmay).Shmuale Mark2014-03-081-36/+1
| | | | | | | | | | | | | | | | Partly this is to (somewhat) make the Abyss a little easier. Teleports still take longer than orbrun teleports to kick in on average, and in general letting the player know what an action will do is a good thing. But the main reason is that, due to maprot, same-area abyss teleports are a pretty awful interface screw. You are prevented from remembering what monsters were around (this was quite annoying when being marked was more common in the abyss), and though you can see for one second what direction you came from, immediately after the screen refreshes and you can't anymore. Possibly this could lead to improving/removing altogether maprot.
* Make arena_delay available outside of arena as view_delay.Steve Melenchuk2014-02-271-1/+1
| | | | | | | | | | So, if you're running a bot or you're generally annoyed by ranged/magical animations, you can set this to an appropriately low value. This also condenses a lot of code duplication related to arena_delay; a new function called scaled_delay is used for functions that should be impacted by this.
* Don't draw random Abyss spawns from other branchesChris Campbell2014-02-091-50/+2
| | | | | | Worldbinders work a lot better for this with their hand-picked lists of summons, rather than just grabbing random monsters that are very often inappropriate or ignorable in the Abyss.
* Ensure the player doesn't end up in a wall on abyss shifts.Adam Borowski2014-01-091-0/+2
| | | | | Somehow, _write_abyssal_features() did that in one case. Not sure why, as the terrain is supposed to come from around the player.
* Reduce Forest guests on shallow Abyss.Adam Borowski2014-01-071-1/+1
| | | | They include plenty of fast deadly monsters, nasty vs early banishments.
* Schedule DNGN_ENTER_PORTAL_VAULT for removal; other related fixes.Adam Borowski2013-12-191-1/+4
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* Make the abyssal stair chance fixed.Adam Borowski2013-12-081-18/+12
| | | | It increased with depth, we'd expect the reverse.
* Increase Abyssal Stair ChanceBrendan Hickey2013-12-071-1/+1
| | | | | | | | This increases the abyssal stair chance. On one hand, stairs provide the player with an opportunity to escape danger. On the other, you're more likely to get a nasty party patrol on a deeper level. Ultimately I think this will be a wash in terms of difficulty.
* Assert when trying to transit dead monsters (#7146)blackcustard2013-12-041-0/+2
| | | | | | | | | | | | | | | Also, give a warning and ignore unmarshalled dead monsters on transit lists. [Committer's note: Changes from blackcustard's patch: * Remove the testing hack in Cure Poison. * Change the warning message in _abyss_wipe_square_at into an ASSERT, since we have fixed the known bugs that could leave dead starcursed masses in the grid. * Use MSGCH_ERROR rather than the in-character MSGCH_WARN for the warning message in unmarshall_follower_list. * Make a minor formatting tweak in unmarshall_follower_list. * Rewrite the commit message. -neil]
* Rework the "extra" tag for non-minivaults.Steve Melenchuk2013-11-291-1/+1
| | | | | | | | | | | | | Instead of mixing extra vaults in with primary vaults, a primary vault without the extra tag is placed first, and vaults with ORIENT: tags and the extra tag are placed last in a manner similar to how abyssal vaults are handled Handling of minivaults is unaffected. This is intended to prevent Depths from placing two huge scary primary vaults on one level, but it also has handling relevant for upcoming tweaks to areas of the dungeon currently dependent on tagged vaults.
* Homogenize the Abyss Party PatrolBrendan Hickey2013-11-261-1/+1
| | | | Draw more abyss spawns from the abyss and fewer from outside the abyss.
* Fix a cloud crash during banishment.Adam Borowski2013-11-261-0/+2
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* Correct abyssal guest level picking formula.Neil Moore2013-11-251-1/+1
| | | | | | | The old formula chose Branch:0 starting on Abyss:3 (or earlier for shallow branches), and divided by zero immediately on entering Abyss:5. Make the formula match the comment: linearly interpolate between Branch:⌈brlen/2⌉ at Abyss:1 and Branch:brlen at Abyss:5.
* A primitive picker for Abyss guest monsters.Adam Borowski2013-11-251-14/+50
| | | | | | | | The data hasn't seen much thought, as we probably need explicit branch:depth pairs. This could be done for example as strings "Bedlam:3", lamely parsed at runtime... or perhaps a full-blown Zig-like list that just happens to have "place:" prepended to the first entry, and can include just anything including completely made-up monster sets. Not sure what would be best.
* Generalize the Dwarf check for any future unfinished branch.Adam Borowski2013-11-171-1/+1
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* Don't pick abyss mobs from DwarfBrendan Hickey2013-11-161-0/+1
| | | | | Dwarf isn't a valid branch, so veto it for abyss monster selection. Fix saves where Dwarf has gotten baked into the abyss branch.
* More formatting fixes for return (...);Neil Moore2013-11-151-5/+5
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-5/+5
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* Veto more terrain types in abyss level generation.Brendan Hickey2013-11-061-0/+2
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* Fix a monster-in-a-wall crash on banishment.Adam Borowski2013-11-051-0/+5
| | | | | | | When a mockup of your current pre-banishment surroundings is written into the abyss, regular monster generation hasn't happened yet, but banished and/or left from a previous visit monsters are already there. Thus, we need to displace them if needed.
* Get rid of the radius_iterator "legacy" constructor.Adam Borowski2013-11-051-2/+2
| | | | | | | | | | It was really weird: working on a square, but in almost all cases restricting it to your view (a circle). Note this is _your_ view rather than from the iterator's center -- which hasn't been used once in the obvious interesting way. As usual, this commit fixes a load of "act through glass" bugs, ando/or using los modes that don't make sense in the context.
* Squares are rectangles, not circles.Adam Borowski2013-11-051-1/+1
| | | | So use the correct iterator. No functional changes.
* Do away with the "abyss" tag in favour of DEPTH specifications.Steve Melenchuk2013-11-031-1/+11
| | | | | If we want selectability by Abyss depth, the Abyss vaults all need DEPTH tags anyway, so we don't need an "abyss" tag to go with that.
* Use depth in Abyss vaultsBrendan Hickey2013-11-031-2/+2
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* Axe a buttload of useless #includes.Adam Borowski2013-11-031-1/+0
| | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* Shorten branch enums.Adam Borowski2013-11-031-2/+2
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.
* Use cell_is_solid where appropriate.Neil Moore2013-11-011-1/+1
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