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* More formatting fixes for return (...);Neil Moore2013-11-151-4/+4
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-2/+2
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* Make a function public and renameDracoOmega2013-03-061-0/+7
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* Dungeon Levels in the AbyssBrendan Hickey2013-03-021-0/+15
| | | | Use chunks of real levels to generate abyss levels.
* Cleave effect for Axes.Raphael Langella2012-09-151-0/+13
| | | | | | | | | | | | | | | | | | | | | * Additional targets are acquired by rotating from the main target in both directions but no more than 3 cells. Solid features block cleaving. On open grounds, it attacks 7 cells (all but the opposite one from the main target). A single wall on the side can block one or two targets since it doesn't go all around. * Additional attacks do 75% damage. Main target still takes full damage. * Allies don't block cleaving and are not harmed by it unless attacker is confused. * Monsters wielding axes get cleaving too. * Broad axe, battleaxe and executioner's axe base damage is reduced by 1. More nerfing might be needed for the latter 2. * Cleaving works when attacking empty spaces (useful against invisible monsters) * Monsters dual wielding axes should work. Thanks to LexAckson for helping with this implementation (especially rotate_adjacent).
* Use std namespace.Raphael Langella2012-08-261-1/+1
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Remove parentheses around return (simple_function_call).Adam Borowski2012-07-051-1/+1
| | | | For way too paranoid and underinclusive values of "simple".
* Eliminate duplicated symbols.Neil Moore2011-12-271-0/+3
| | | | | | | | | Objects, even const ones, should not be defined in header files, or there will be one copy for each source file that included that header. Move the offending definitions into source files, and replace them with extern declarations in the headers. Also, make the opc_* instances const and not static.
* Replace a bunch of floating-point sqrt()s by integer ones.Adam Borowski2011-11-131-0/+17
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* Inline in_bounds().Adam Borowski2011-09-051-24/+0
| | | | | It's a tiny function called from many tight loops. Inlining it gives ~1% speedup in non-flto builds.
* Make a bunch of functions static or non-existant.Adam Borowski2011-08-171-12/+2
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* Move the clinging code from coord_def to terrain.ccRaphael Langella2011-02-221-30/+0
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* Clinging refactor.Raphael Langella2011-02-221-0/+30
| | | | | Moved several functions to the coord_def class (to use them in pathfinding). Also fix some bugs and simplify some code.
* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-2/+2
| | | | | | I did review it manually to find places where they made sense (like some tables), but for a massive sed job like this there might be places that I missed.
* Get rid of non-coord_def distance, grid_distance.Robert Vollmert2010-06-091-23/+3
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* Abyss code cleanup.Darshan Shaligram2010-06-051-0/+6
| | | | | | | | Clean up the code involved in generating and shifting the abyss. This is spadework in preparation for abyss vaults. Fixes abyss shifts copying the area around the player to the centre of the abyss and not clearing the old area (irc conversation between Linley and dpeg confirms that the old behaviour of not clearing the duplicate shifted terrain is a bug). Fixes abyssal runes being more likely to appear at the NW of the abyss level, particularly as time spent in the abyss increases.
* make 'game type' an enum rather than a bool, and serialize itJesse Luehrs2010-03-021-1/+1
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* Fix newlines at end of file.Adam Borowski2010-01-211-1/+0
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* Move player2grid and grid2player to coord.Robert Vollmert2009-11-241-0/+11
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* Split up view.cc.Robert Vollmert2009-11-041-1/+1
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* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+100
New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.