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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .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!
* Move a function (tobool, 1 args) from stuff.cc -> directn.ccreaverb2014-07-281-3/+9
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* Create prompt.ccNicholas Feinberg2014-07-271-0/+1
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* Move feature name data to feature-data.h.Shmuale Mark2014-07-141-295/+8
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* Improve beogh gift-giving UINicholas Feinberg2014-06-291-0/+6
| | | | | | | | Allow iteration with +-, and auto-abort if there are no valid targets in LOS. It'd be nice if this still included the "valid target" highlight that the last version had...
* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-4/+4
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* The great mon-stuff migration.Shmuale Mark2014-06-221-4/+17
| | | | | | | | | A good deal of functions move to the two new files, mon-poly and mon-message. Of the others, some go to where they are used, some to mon-util, and a few are made member methods of monster. This probably breaks Xcode compilation, and I'm not able to test the changes I made to MSVC that will (hopefully) keep it working.
* Take the 'trap' out of web traps!Nicholas Feinberg2014-06-181-14/+1
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* Remove a three-year-old commented-out code blockNicholas Feinberg2014-06-161-10/+0
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* Remove one of the three lists of trap namesNicholas Feinberg2014-06-161-31/+5
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* Don't cycle through corpses with Apportation (#8622)Neil Moore2014-06-091-13/+31
| | | | | | | | | | But still allow x* to cycle through all object stacks. For now * and + do the same thing when targetting apportation, but maybe it makes sense to have * keep the old behaviour. Note that SPFLAG_TARG_OBJ now uses the new DIR_MOVABLE_OBJECT targeting_type. If we add a new object-targetting spell that *can* affect corpses, we'll have to separate SPFLAG_TARG_OBJ into two flags.
* Make Vaults exit stairs a portal.Neil Moore2014-06-081-1/+1
| | | | | To match the entry. The tile is already just as portal-like as the entry tile, so no change there.
* Remove Hall of Bladesreaverb2014-06-071-3/+3
| | | | | | The complaints against the branch are well documented, mostly stating Dancing Weapons are awful enemies and the Hall of Blades is filled with them.
* Don't point cancel-at-self neutral spells at self.Neil Moore2014-06-061-1/+2
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* Remove dart traps.Shmuale Mark2014-05-301-2/+2
| | | | | | They had minimal damage and mechanical traps hardly generate anywhere anyway. In ossuaries (the only vaults with them, thank god), they've been mostly replaced with arrow traps or the floor.
* Don't crash when mousing over remembered-but-gone webs (#8429)Neil Moore2014-05-131-2/+3
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Qazlal: enums, initial descriptions.Steve Melenchuk2014-05-071-0/+2
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* Gozag: enums, descriptions.Steve Melenchuk2014-05-071-0/+2
| | | | Handles some functionality for having a god without piety.
* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Remove default_target and target_unshifted_dirs optionsChris Campbell2014-04-101-16/+4
| | | | | They just existed to replicate some ancient behaviour that is very unlikely to actually be desirable now.
* Fix issues with xv-ing unknown squares.elliptic2014-04-041-0/+2
| | | | | | | This crashed if the unknown square was off the level boundary, and it gave an empty description even if the unknown square was within the level boundary. Now it just fails silently (which is appropriate given that v isn't listed as an option in this case).
* Improve feature descriptionsChris Campbell2014-03-301-1/+1
| | | | | Removes extended descriptions from branch stairs, so that the actual branch descriptions can be used instead.
* Remove mangroves, make single trees block LOS.wheals2014-03-291-2/+0
| | | | | | | | | | | 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.
* Fix up some TAG_MAJOR_VERSION > 34 issues.Steve Melenchuk2014-03-051-0/+2
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* Purge some references to Forest.Shmuale Mark2014-03-031-0/+2
| | | | In particular, ctrl-O should no longer mention the branch.
* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-2/+2
| | | | | At least three devs are probably waiting for this to be pushed if they're not about to push it themselves. So now it's done.
* Don't leak information on out-of-sight squares in xv (#8109)Neil Moore2014-02-091-1/+4
| | | | | | | | | | | | | | | | | | This allowed you to identify altars and portals detected by magic mapping, even though map_knowledge explicitly had DNGN_UNKNOWN_ALTAR. Even worse, xv on an unseen (even unmapped) region of the level would tell you exactly what feature was that that spot. This used to be prevented by xv only working in LOS. Now we check whether the real feature is the same as the remembered one, and if not use the base description for the remembered feature. If they were the same, we look up the raw_feature_description for the location, so that vault feature renames are applied. The solution isn't perfect: it still can still leak whether a remembered square has changed, detectable by the lack of feature renames (so only in a few rare locations). Probably map_knowledge needs to store the rename as well to fix that issue.
* Don't crash when cycling features near the map edge with LRD.Neil Moore2014-02-041-0/+3
| | | | | | | | | See for example: http://crawl.akrasiac.org/rawdata/hustleandflow/crash-hustleandflow-20140205-004513.txt To reproduce: memorise LRD, go near the edge of the map away from any portals, start to cast LRD and press <Tab> in the targetter. It doesn't seem to happen with other spells, even Conjure Flame.
* Revamp shock serpentsDracoOmega2014-01-281-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | While the original version may have been conceptually interesting, it had multiple mechanical problems. Even putting aside the bugs in the implementation of monster static discharge, frying its allies when injured doesn't seem like a good mechanic to me, and the way static discharge jumps means that many messages are generated for every single event (for similar reasons I don't think it works very well as an active spell for them either). Also, shock's damage scaling meant it was basically harmless on a monster of this tier - a cantrip as best. This commit attempts to take the central concepts of the original design and make it a more effective and workable monster. Shock serpents now passively gather charge when in combat. After multiple turns of building charge, they can unleash it as an unavoidable arc of lightning aimed at their primary target (and nearby allies, in the style of dazzling spray) which does substancial damage. However, injuring the shock serpent discharges ALL of the sustained charge as a (much weaker) reprisal effect. The idea is that the player will be encouraged to suffer through the reprisal to avoid a worse attack and that it might sometimes change target priorities in a large melee or affect retreat tactics employed. In addition, I have replaced shock with a stronger electrical bolt styled after electric eels. The code duplication involved here bugs me, but shocks if far too weak and lightning bolt too strong and the electric eel bolt cannot just be made into a spell and given to both of them without reducing eel fire rate significantly. Finally, they get slight hd and melee boost, and lose the poison resistant and poisonous corpses. So much of Snake already leaves poison corpses and it doesn't seem to me that there's much need for any poison association here. Note that a great many numbers here are quite provisional, particularly charge rate and the power of lightning torrent itself.
* Describe fleeing monsters as 'fleeing' rather than 'retreating'DracoOmega2014-01-181-2/+2
| | | | | | BEH_FLEE and BEH_RETREAT both existing and being subtly different is bad enough without being inconsistent on top of it (and neither of these is what happens when you command something to retreat, either!)
* Don't describe umbra as unholyChris Campbell2014-01-171-1/+1
| | | | | The things that cause it can be unholy (profane servitors) or not (Dith worshippers).
* Give the shadow god a non-placeholder name: Dithmengos.Steve Melenchuk2014-01-101-2/+2
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* Shadow god - initial enums, features, descriptions, basics.Steve Melenchuk2014-01-101-0/+2
| | | | | | | | This will be based largely on mikee's proposal on Tavern here: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10117 Right now the name is "Dsomething". This obviously needs to be replaced with something else (heh) before prime time.
* Drop pointless empty lines after or before a brace.Adam Borowski2013-12-211-1/+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 Borowski2013-12-211-8/+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.
* Schedule DNGN_ENTER_PORTAL_VAULT for removal; other related fixes.Adam Borowski2013-12-191-0/+7
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* A formatting fix.Adam Borowski2013-12-181-4/+1
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* Make portal entrances and exits proper features on their own.Adam Borowski2013-12-181-4/+33
| | | | | Overloading made it impossible to redefine them, assign colours, made it hard to do stuff on C++ side, and stank of elderberries.
* WhitespaceChris Oelmueller2013-12-141-1/+1
| | | | (cherry picked from commit 90afa1c4158637a5295dd5acd33c680158db0885)
* Fix spelling of "targeting" (#7837)Chris Campbell2013-12-101-31/+31
| | | | See Mantis for discussion.
* Use a scalar range for find_ray() and friends instead of a circle_def object.Adam Borowski2013-12-031-4/+4
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* Add missing include (oops)Pekka Lampila2013-12-031-0/+1
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* Fix Djinnies getting some hunger related messsagesPekka Lampila2013-12-031-1/+1
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* Automated brace removal.Adam Borowski2013-11-291-6/+0
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* Unbreak tiles.Adam Borowski2013-11-291-2/+2
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* Restrict mpr() to literals only.Adam Borowski2013-11-291-1/+1
| | | | | The translation project is stalled, but this makes all of such static strings trivially gatherable without any extra work.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-34/+31
| | | | | | | | | Also simplify quite a few cases. It turns out in >90% cases of non-literals the argument had .c_str(), which meant it was pointlessly malloc()ed and converted from and to std::string. I believe a sprintf is faster, so even the argument of miniscule speed-up doesn't apply.
* Revert "Replace `mprf(ch, s)` with `mpr(s, ch)`"Adam Borowski2013-11-291-2/+2
| | | | | | | | 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.
* Replace `mprf(ch, s)` with `mpr(s, ch)`Chris Oelmueller2013-11-281-2/+2
| | | | Scripted, then manually reviewed.