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* Gozag: Call Merchant.Steve Melenchuk2014-05-071-0/+2
| | | | | | | | | Pay half the value of items in one of three randomly generated shops to generate that shop on a level that can generate shops that you haven't visited yet. This shop appears on the Overview screen with a darkened level name so you know exactly where it appeared, and is announced (and its location marked) when you arrive on the level so long as you are still following Gozag at the time.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Use std namespace.Raphael Langella2012-08-261-9/+6
| | | | | | | | | | | | | 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.
* Store the overview of portal vaults as branches.Adam Borowski2012-06-211-1/+1
| | | | | | | It was a mess of a private enum for Labs, Abyss, Pan and Hell, and strings for the rest. This was missed during the portal_branches rewrite. Fixes "Buggy:" portals.
* Keep unique annotations on portal levels until the level is deleted.Adam Borowski2012-05-151-1/+1
| | | | | This is not very useful, but this inconsistency could still surprise someone in rare cases.
* Allow annotating portal levels.Adam Borowski2012-05-151-0/+1
| | | | | | | Useful, for example, if you enter a Ziggurat from Pan, and want to remind yourself to take items you stashed on the way back. The annotation goes away when the level in question is deleted.
* New sub-command in map mode, that allows to annotate levels.Policarpo Caballero2012-03-251-0/+1
| | | | | | Now is possible too levels while the player isn't on them. In map mode ('X'), pressing '!' will run this command. Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* Make a bunch of functions static.Adam Borowski2012-03-071-2/+0
| | | | As usually, a good percentage of them turn out to be unused.
* Remember uniques and ghosts known to be in the Abyss.Adam Borowski2011-09-081-1/+2
| | | | Also, refactor the code for displaying annotations.
* Clear dungeon overview of leftover mimics when a branch is entered.Raphael Langella2011-09-051-0/+1
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* Auto-annotate uniques and player ghosts on the overview screenAaron Becker2011-09-051-1/+12
| | | | | | | | Add annotations for any uniques or players ghosts that the player comes across that indicate what level they were last known to be on, removing when they are killed or otherwise removed while in your LOS. If they change levels when out of view, the annotation remains until you run into them elsewhere.
* Make a bunch of functions static or non-existant.Adam Borowski2011-08-171-8/+0
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* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
| | | | | | | "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.
* Color annotations in Overview (Mantis #2741, by argonaut).argonaut2010-10-231-0/+4
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* [1980] Clear overview in _reset_game.Darshan Shaligram2010-07-151-0/+2
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* Pass a flag instead of checking global state in dgn-overview.Robert Vollmert2010-02-241-1/+1
| | | | | | | Previously, overview_description_string() checked for a running game to determine whether to print certain informational things. They were still being displayed for in-game character dumps ('#') however.
* rename overmap -> dgn-overview (it's not a map!)Jesse Luehrs2010-02-101-0/+39