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path: root/crawl-ref/source/coord.h
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* Move ASSERT_IN_BOUNDS to coord.hNeil Moore2014-05-291-0/+11
| | | | Since its expansion called in_bounds().
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-6/+6
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* More PURE, and introduce REALLYPURE as well.Samuel Bronson2013-03-241-8/+8
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* Make a function public and renameDracoOmega2013-03-061-0/+2
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* Dungeon Levels in the AbyssBrendan Hickey2013-03-021-0/+3
| | | | Use chunks of real levels to generate abyss levels.
* Cleave effect for Axes.Raphael Langella2012-09-151-0/+1
| | | | | | | | | | | | | | | | | | | | | * 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.
* Make inline functions static.Adam Borowski2012-08-091-1/+1
| | | | | | | | | This avoids unnecessary non-inlined copies. Also, we had a few large functions that had no reason for inlining, let's have them be regular ones. I also made "static inline" always use the same order, for easier grepping.
* Inline in_bounds().Adam Borowski2011-09-051-6/+26
| | | | | 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 Borowski2011-08-171-2/+0
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* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-3/+3
| | | | | | 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 Vollmert2010-06-091-2/+0
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* Abyss code cleanup.Darshan Shaligram2010-06-051-0/+4
| | | | | | | | 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.
* Move player2grid and grid2player to coord.Robert Vollmert2009-11-241-0/+6
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* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+35
New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.