| 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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Some of them were missing the /** (or /*!) that makes doxygen consider
the comment in the first place.
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Moving corpses and skeletons to other levels or to other locations
within a level is tedious but may be optimal for corpse rot and god
abilities like Kiku's corpse prayer. This commit prevents the player
from picking up or apporting carrion. It generalizes the code used for
nets being stationary, and cleans up and documents various bits of
related item pickup code.
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This fixes all the instances caught by unbrace.
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When a tidal change happened, sometimes large chunks of temp water
would be outright removed (even when they were far from the shoreline),
and without actually removing the terrain change marker (which caused
bits of land that were curiously immune to being flooded again).
I have to admit that I don't entirely understand all the tidal code
so it's possible this fix doesn't do exactly what I think it does, but it
does seem to address the visible issue - temp water is preserved
regardless of tidal movement, which continues to operate normally around
it.
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Another insta-drown safety.
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It trades readability and consistency for an utterly negligible bit of
speed. With the amount of further processing mpr() does, a single sprintf
is nothing.
This reverts commit d9dfa8fc9755fb0a4e8954c7eb94f32fe97b82e0.
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Scripted, then manually reviewed.
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For consistency. This code predates runed and sealed doors.
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Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
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It degenerated to a simple loop over menv, hardly worth any syntactic sugar.
I kept it for now, though.
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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, drop the caps.
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Looks like, unlike "target[t]ing" where a single t is used by many brits and
even some aussies, "cancel[l]ing" has double l even for a good deal of
americans.
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While this is not explicitly mentioned as a rule in coding_conventions,
all examples listed there apply it as well. The dungeon.cc chunk did
overflow max. columns before already, but could still be looked at.
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Shoals maps used join-the-dots which produces unnatural corridors. Fixed to
postprocess the join-the-dots path and update the heightmap around the path to
make it look less artificial.
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Remove Shoals:$ vault placement code that tries to place vaults on islands: the regular
minivault placement routine works just as well (probably a little better for
lopsided islands).
Use spotty connection builder for Shoals vaults.
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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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This reverts commit 7f8c7b4f641a56ac897124dc63a1b6d2b3b5f935.
This reverts commit 29c3559ac217a7c57c3e34814c8cdf7e5ed197dc.
This reverts commit 5f7d03867298546a272c3db760c57ef0c6541415.
This reverts commit a4184751df456850d7d5c312c54b62a427d06f3d.
This reverts commit 410924b6f8f920b2b3f2f0b06a79b14e70e2f874.
This reverts commit 12d28aa9d876c186e3ad7dceb6d11d20cd57d417.
This reverts commit 35eb27d2ba502f201b5f67753fb646c338d0b344.
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The autoexplore is now limited to cells with a height > -18, which is about the
sand limit at low tide. We say that beyond this point, the bottom changes from
sand to rock and autoexplore won't try to go there, even if they are
traverseable.
This greatly reduce autoexplore time, and even amphibious species will respect
it. It doesn't prevent a merfolk from crossing deep water to explore an island
spotted over the water, but they won't randomly explore the sea.
To illustrate the limit, shallow water is light cyan or cyan, deep water is
light blue or blue.
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that call it.
To make it consistent with the functions called by it.
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This includes fixes for 64834896234968 places in master that add new uses of
LEVEL_FOO and so on.
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Could probably just make it !is_player() instead, too.
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All or almost all of .data segment that is not referenced externally should
be done.
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Conflicts:
crawl-ref/source/fight.cc
crawl-ref/source/food.cc
crawl-ref/source/libutil.cc
crawl-ref/source/melee_attack.h
crawl-ref/source/mon-stuff.cc
crawl-ref/source/spl-damage.cc
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Conflicts:
crawl-ref/source/Makefile.obj
crawl-ref/source/dbg-scan.cc
crawl-ref/source/decks.cc
crawl-ref/source/describe.cc
crawl-ref/source/directn.cc
crawl-ref/source/evoke.cc
crawl-ref/source/fight.cc
crawl-ref/source/fight.h
crawl-ref/source/ghost.cc
crawl-ref/source/ghost.h
crawl-ref/source/item_use.cc
crawl-ref/source/items.cc
crawl-ref/source/map_knowledge.cc
crawl-ref/source/melee_attack.h
crawl-ref/source/mon-abil.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/mon-stuff.cc
crawl-ref/source/monster.cc
crawl-ref/source/monster.h
crawl-ref/source/player.cc
crawl-ref/source/player.h
crawl-ref/source/shopping.cc
crawl-ref/source/spl-damage.cc
crawl-ref/source/spl-summoning.cc
crawl-ref/source/spl-transloc.cc
crawl-ref/source/stairs.cc
crawl-ref/source/stuff.cc
crawl-ref/source/tags.cc
crawl-ref/source/traps.cc
crawl-ref/source/xom.cc
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Conflicts:
crawl-ref/source/actor.cc
crawl-ref/source/delay.cc
crawl-ref/source/directn.cc
crawl-ref/source/directn.h
crawl-ref/source/fight.cc
crawl-ref/source/files.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/monster.cc
crawl-ref/source/mpr.h
crawl-ref/source/player.cc
crawl-ref/source/shopping.cc
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First, there a 10% chance of a net simply being washed away (as in,
the item is moved by the tide even if the trapped critter isn't).
If this happens, clean up the net properly.
Second, whenever a monster (or the player) that happens to be caught
in a net is shifted by the tides, move the net with it and *don't*
clear the trapping status.
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Also fix the following bugs:
Rain message when clinging.
Clinging monsters affected by Leda's.
In water tiles when clinging over it (both player and monster).
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