summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/dgn-proclayouts.cc
Commit message (Collapse)AuthorAgeFilesLines
* Replace a few uses of a <= b <= c (#8594)Neil Moore2014-05-311-1/+1
| | | | One of them was incorrect, and the other correct but confusing.
* Don't carry over sealed featured into the Abyss (#8601)Neil Moore2014-05-281-1/+3
|
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Don't let teleporters be carried into the Abyss when banished (#8432)Chris Campbell2014-04-241-1/+1
|
* dgn-proclayouts.cc: fix DNGN_SLIMY_WALL, DNGN_UNSEEN switch fallthroughsRichard Soderberg2014-04-221-0/+2
|
* Remove mangroves, make single trees block LOS.wheals2014-03-291-3/+3
| | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
* Drop pointless empty lines after or before a brace.Adam Borowski2013-12-211-2/+0
| | | | | I left them only where the contents is not indented, like in a namespace or a template.
* 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.
* Indentation fixes.Adam Borowski2013-12-041-2/+2
|
* Use cell_is_solid where appropriate.Neil Moore2013-11-011-1/+1
|
* Reformat multi-line array literals.Adam Borowski2013-10-051-1/+2
|
* Move AppHdr include into dgn-proclayouts.ccPete Hurst2013-05-191-0/+1
| | | | | As per instructions in AppHdr.h, this should always be the very first include in any file, to take advantage of pre-compiled headers.
* Formatting fixes.Adam Borowski2013-04-101-1/+2
|
* Fix a warning.Adam Borowski2013-04-091-1/+1
|
* Prevent a warning, make abyssal forest slightly less homogenousPete Hurst2013-04-091-10/+13
|
* Clean up abyssal underworld generatorPete Hurst2013-04-091-61/+25
|
* Make layout morph less quicklyPete Hurst2013-04-091-2/+2
|
* Clean up errors introduced during cherry-pickPete Hurst2013-04-091-2/+0
|
* Abyssal Underworld layoutPete Hurst2013-04-091-115/+61
|
* Implement noise wrapper functionsPete Hurst2013-04-091-10/+55
| | | | Also use the noise wrappers in ForestLayout
* Cleaning up ForestLayoutPete Hurst2013-04-091-74/+31
|
* Increase time scalePete Hurst2013-04-091-3/+3
|
* Abyss clamp testingPete Hurst2013-04-091-3/+3
|
* Forest ProceduralLayoutPete Hurst2013-04-091-3/+101
|
* Large abyssal terrain layoutPete Hurst2013-04-091-0/+294
|
* Formatting fixes.Adam Borowski2013-03-091-3/+1
|
* Clamp Layout TweakBrendan Hickey2013-03-061-2/+3
| | | | Modify clamp layout so that the turn on which a square might change is not predictable.
* City LayoutBrendan Hickey2013-03-051-0/+18
| | | | | | A preliminary vaults-style abyss city layout. Needs holes punched in the walls before it can go into use. Trapping players sucks.
* Add Burstiness to clamp layout.Brendan Hickey2013-03-051-0/+5
| | | | | | Add a burstiness option to clamp layout. When picking the turn on which a feature might change, generate two 32-bit values and AND them together.
* Clamp LayoutBrendan Hickey2013-03-051-0/+10
| | | | | | A procedural layout wrapper that clamps a layout to change no more frequently than some limiting parameter. If you underestimate how rapidly the underlying layout changes, aliasing will occur.
* Initialize seed member in LevelLayout.Brendan Hickey2013-03-031-1/+1
|
* Don't call a destructor explicitely.Adam Borowski2013-03-041-1/+0
| | | | It will be triggered by going out of scope the very next line.
* Formatting fixes.Adam Borowski2013-03-041-9/+4
|
* Dungeon Levels in the AbyssBrendan Hickey2013-03-021-1/+99
| | | | Use chunks of real levels to generate abyss levels.
* Mark functions prefixes with _ as actually static.Adam Borowski2013-01-311-25/+2
| | | | ... which reveals that some are unused.
* Abyss: The WastesBrendan Hickey2013-01-191-11/+16
| | | | A very rare (0.0004% by area) layout that's very sparse and rapidly changing.
* Whitespace fixesBrendan Hickey2012-12-301-10/+10
|
* Abyss ChangesBrendan Hickey2012-12-301-7/+6
| | | | | | | * Fix abyss level teleports. * Remove lava (smoke is annoying) * Add giants * Change layout switching scale
* NewAbyss to InceptionBrendan Hickey2012-12-301-13/+63
| | | | Port a semi-faithful reproduction of the newabyss layout to inception.
* More Abyss ChangesBrendan Hickey2012-12-301-39/+7
| | | | | | * Mix up the monster list. * Make the layouts more interesting. * Remove exclusions on abyss teleport.
* More vaults. Less shifts.Brendan Hickey2012-12-301-3/+3
|
* CastlesBrendan Hickey2012-12-301-6/+51
| | | | Added a very rare abyssal castle procedural layout.
* Abyss layout changesBrendan Hickey2012-12-301-38/+36
| | | | Futzing around quite a bit with the abyss layout.
* Calm down, Abyss!Brendan Hickey2012-12-301-5/+5
|
* River scaleBrendan Hickey2012-12-301-1/+1
|
* Abyss ShiftingBrendan Hickey2012-12-301-11/+33
| | | | Restore abyss shifting.
* "And I will make you a raging river"Brendan Hickey2012-12-301-6/+13
| | | | | Fuzzed up the Abyss River with some perlin noise. Grabbed a free perlin noise implementation, crudely ported it to C/C++.
* Abyss Layout: RiverBrendan Hickey2012-12-301-4/+76
| | | | | | | An endless river cutting through the abyss. Needs a bit of turbulent perlin noise and some large scale rotations to improve its look. An example of how to blend and chain procedural dungeon generators to get something interesting.
* Worley Layout with ChangepointsBrendan Hickey2012-12-301-7/+30
| | | | | | A WorleyLayout that selects between two other layouts. It calculates the lower bound on when the feature can change so that the whole dungeon doesn't get recomputed on every turn.
* Proclayout fixupBrendan Hickey2012-12-301-2/+2
| | | | | ColumnLayout should handle very large negative values. Clear MMT_NUKED after the dungeon has repaired itself.