| Commit message (Collapse) | Author | Age | Files | Lines |
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.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!
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This fixes all the instances caught by unbrace.
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So you can run "unique" without "uniquegen".
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There's no reason to change them whatsoever; a particular test will set them
explicitely if it matters.
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(We also got "canned" tests which are scripted using regular arena or game.)
Our Makefile deserves a good heap of profanity, as you can't recurse nor run
targets whose list of dependencies depends on something itself. This is
because you can't just "make foo", you need to "make debug foo" or it will
f*** up your build, and the list of such required extra arguments is hard
to copy -- it can include compiler flags, EXTERNAL_DEFINES, etc.
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It currently does not validate, as I'm introducing a new requirement:
any monster that drops a corpse must work with Simulacrum.
It's debatable which ones should allow zombies as well, but at least
there's now support for having spectrals/simulacra/skeletons but no
zombies.
The word "zombifiable" is quite ambiguous, too.
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There's a (normally non-fatal) error message caused by uninitialized item
descriptions.
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(Also had to fix a prototype in ctest.h)
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Place them in test/big/, they need to be included on the command line
to be run.
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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.
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Namespaces private to a file are strictly worse than merely making everything
static. They'd be somewhat handy if you want to heavily use identifiers taken
globally (not a good idea), and if not, they just muddle things.
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Thanks to SamB for enabling these warnings!
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There might be places where dlua is referred to as clua internally,
and in many places "clua" means "lua in general".
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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We used to call run_map_preludes after loading the game, in case maps wanted to
change their depths, etc. based on character type. With the new Lua function
marshalling, however, we rely on .des file global preludes being loaded before
loading the save file (since any Lua functions referenced in a save file must
be locatable by name when loading the save).
The fix is to split run_map_preludes in two: run_map_global_preludes which runs
.des file global preludes and is called before loading saves, and
run_map_local_preludes which is called after game start.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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tests, but can be parameterised.
Add a script to generate 150 level at a named place and report on all the monsters generated there.
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entrances could be blocked by rock.
shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests.
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Automatic/unit tests can now be run if you define the macro DEBUG_TESTS,
rather than only having the option of having to define
DEBUG_DIAGNOSTICS.
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The line removed caused a crash occasionally.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Doesn't seem to break anything...
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Adds test/monplace.lua to test placing monsters using the Lua direct monster creation binding (does not exercise all the map code).
Allow choosing what tests to run with "crawl -test test1,test2".
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build will run the test.
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