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path: root/crawl-ref/source/dgn-proclayouts.h
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* ASSERT_RANGEs other than >= <.Adam Borowski2013-06-081-2/+1
| | | | | | Committing separately as I'm not sure whether checking, for example, ASSERT_RANGE(level, 1, 28) is that nice. Perhaps 27 + 1 could be better? Perhaps some other syntax?
* Formatting fixes.Neil Moore2013-06-071-7/+7
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* Error check ProceduralSample features.Brendan Hickey2013-06-071-1/+4
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* Move AppHdr include into dgn-proclayouts.ccPete Hurst2013-05-191-1/+0
| | | | | As per instructions in AppHdr.h, this should always be the very first include in any file, to take advantage of pre-compiled headers.
* Clean up errors introduced during cherry-pickPete Hurst2013-04-091-4/+3
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* Abyssal Underworld layoutPete Hurst2013-04-091-10/+5
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* Implement noise wrapper functionsPete Hurst2013-04-091-2/+91
| | | | Also use the noise wrappers in ForestLayout
* Forest ProceduralLayoutPete Hurst2013-04-091-2/+18
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* Large abyssal terrain layoutPete Hurst2013-04-091-0/+13
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* City LayoutBrendan Hickey2013-03-051-0/+9
| | | | | | 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 Hickey2013-03-051-2/+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 Hickey2013-03-051-28/+63
| | | | | | 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.
* Comment Procedural level generators.Brendan Hickey2013-03-041-0/+18
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* Remove nasal daemons from Abyss: we had enough demons there already!Samuel Bronson2013-03-031-0/+1
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* Dungeon Levels in the AbyssBrendan Hickey2013-03-021-1/+16
| | | | Use chunks of real levels to generate abyss levels.
* Drop std:: prefixes.Adam Borowski2013-02-011-2/+2
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* Abyss: The WastesBrendan Hickey2013-01-191-2/+7
| | | | A very rare (0.0004% by area) layout that's very sparse and rapidly changing.
* Whitespace fixesBrendan Hickey2012-12-301-5/+5
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* Abyss ChangesBrendan Hickey2012-12-301-1/+1
| | | | | | | * Fix abyss level teleports. * Remove lava (smoke is annoying) * Add giants * Change layout switching scale
* NewAbyss to InceptionBrendan Hickey2012-12-301-2/+12
| | | | Port a semi-faithful reproduction of the newabyss layout to inception.
* More Abyss ChangesBrendan Hickey2012-12-301-10/+0
| | | | | | * Mix up the monster list. * Make the layouts more interesting. * Remove exclusions on abyss teleport.
* CastlesBrendan Hickey2012-12-301-0/+10
| | | | Added a very rare abyssal castle procedural layout.
* Abyss layout changesBrendan Hickey2012-12-301-10/+19
| | | | Futzing around quite a bit with the abyss layout.
* Abyss ShiftingBrendan Hickey2012-12-301-2/+2
| | | | Restore abyss shifting.
* "And I will make you a raging river"Brendan Hickey2012-12-301-1/+1
| | | | | Fuzzed up the Abyss River with some perlin noise. Grabbed a free perlin noise implementation, crudely ported it to C/C++.
* Abyss Layout: RiverBrendan Hickey2012-12-301-40/+77
| | | | | | | 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 Hickey2012-12-301-2/+14
| | | | | | 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.
* Bound Abyss shiftsBrendan Hickey2012-12-301-68/+21
| | | | | | | | Convert abyss depth into an int, rip up all the phase logic (sorry). Each procedural generator declares a changepoint, a lower bound estimate on where the terrain type can change. This way, we can partially recompute the abyss without experiencing aliasing.
* Abyss LayoutBrendan Hickey2012-12-301-1/+0
| | | | An 'abyssy' layout, mixing columns and chaos.
* Mixed Column AbyssBrendan Hickey2012-12-301-0/+35
| | | | | Procedural layout for the abyss using a mixture of sparse and dense columns!
* Old Abyss CloneBrendan Hickey2012-12-301-21/+18
| | | | | The old abyss implemented in terms of a procedural layout. It's currently very thrashy.
* More procedural layoutsBrendan Hickey2012-12-301-2/+42
| | | | Added Min and Max layouts.
* Procedural Dungeon Generators!Brendan Hickey2012-12-301-0/+36
Procedural Dungeon generators consume a coordinate and output dungeon terrain. The idea is to compose them for interesting results. This commit forces the abyss to use a 2x2 column layout.