| Commit message (Collapse) | Author | Age | Files | Lines |
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They were only used in one place, and the relevant code was moved to
that one place in the previous commit.
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...by moving bloodspatter functions into their own file.
Death to misc.cc! Long live the new file hierarchy!
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This reverts commit 7e81480cda18144ff185f5248639a072b654deff.
Turns out I missed some calls to random_choose_weighted(), this change
might not even be worth doing.
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For consistency with random_choose().
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[It had much the same problems as racial weapons, with only very slightly more
significant effects. Some of the old effects of racial armour could potentially
be rethought and made into a new armour ego. Beogh still gives a (slightly
smaller than before) bonus for armour use, without the orcish requirement.
-MarvinPA]
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Overloading made it impossible to redefine them, assign colours, made it
hard to do stuff on C++ side, and stank of elderberries.
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The primary vault in Lab is now the minotaur vault; minivaults in Lab
are now taken from minivaults in-depth for Lab.
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map or set.count() can test the presence of a given key and return 0 or 1
outright.
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These can be really confusing, especially if there are operators of different
priorities, or multiple levels of parentheses, nearby.
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(Also had to fix a prototype in ctest.h)
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An absolute majority of CPU use in about every test is wasted by
radius_iterator and circle_def, which implement both Chebyshev and normal
metrics as calls deep inside tight loops. Untangling them is a massive
work, so I'm chipping at it by a little from time to time.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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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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They have about no overlap, more than both being usable as weapons. A vast
majority of uses immediately checked item_is_rod()/item_is_staff().
I kept them shared for acquirement, for now.
Also, eliminate rods of smiting -- hardly ever used, problematic theme-wise
as they use "divine providence" without worship. Keeping rods of striking
for now, could be used to fix artificer problems. Adding/removing rod enums
is a mess due to tile handling, renaming ROD_SMITING to ROD_LIGHTNING for now.
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that call it.
To make it consistent with the functions called by it.
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Improved colouring and transparency.
Consistency with corpse blood colour.
More variety of shapes.
Some wall bloods have inscriptions. Those ones will only be used on level
generation and only on south facing walls, because rotated inscriptions are
not so hot. And they are rare.
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The cached value intentionally is stored in env.absdepth0 rather than
you.absdepth0 to catch attempts to modify it.
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There's no support for producing maps for a level you're not on, around half
of functions assumed this.
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The rationale is still that this code is pretty isolated, and that dungeon.cc
is better when shorter.
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