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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-4/+4
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* Implement monster swiftness, and give it to GastronokStefan O'Rear2009-11-121-0/+2
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* New door Lua marker propertiesMatthew Cline2009-11-121-5/+8
| | | | | | door_description_prefix: String to prefix to door name. door_open_prompt: Prompt user if they really want to open the door.
* Rename SPELL_BACKLIGHT -> SPELL_CORONA, and relevant ZAP/BEAM/DUR.Jude Brown2009-11-121-1/+1
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* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-1/+1
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Fix off-by-one error for glyphs in Ctrl-X listing. (doy)David Ploog2009-11-111-1/+1
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* Given silver's new status, tweak descriptions of Zin's and Ely's altars.David Lawrence Ramsey2009-11-101-2/+2
| | | | | | | | Zin: "glowing white altar" -> "glowing silver altar" Ely: "silver altar" -> "white altar" Also swap the altar colors in console mode. The tiles are left as-is, since they seem okay to me.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-2/+0
| | | | Also add a few previously indirect includes.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* CrawlHashTable: reduce RAM overheadMatthew Cline2009-11-101-1/+1
| | | | | | | The RAM overhead for an unused CrawlHash table has been reduced from 32 to 4 (on 32 bit systems), with an increased overhead of 4 bytes for ones which are used. This leads to a 35% RAM reduction for item_def instances with an unused props field.
* Remove option draw_it from viewwindow.Robert Vollmert2009-11-091-4/+4
| | | | | | The only use was just removed. Also move the draw check closer to where it's used.
* Rename FeawnCharles Otto2009-11-081-2/+2
| | | | | In most places Feawn is now referred to as "Fedhas," its long name (used in the religion screen) is "Fedhas Madash"
* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-1/+1
| | | | Also collect actor/player LOS code in actor-los.cc.
* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-1/+2
| | | | | | | | map_cell no longer has the field "properties", which has been replaced by the unsigned long array env.pgrid. env.map has been renamed to env.map_knowledge. It should really be moved into player.
* Replace bounds_func with circle_def.Robert Vollmert2009-11-081-1/+1
| | | | | | | The various LOS objects and functions now accept a circle_def instead of a bounds_func. This is a little less generic, but should eventually help with iterating over coordinates in any los_def.
* Replace mons_is_summoned with monsters::is_summoned.Vsevolod Kozlov2009-11-071-2/+2
| | | | Signed-off-by: Charles Otto <ottochar@gmail.com>
* Replace mons_neutral with monsters::neutral.Vsevolod Kozlov2009-11-071-3/+3
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Fix moves.target getting out of sync with ray in targetting.Robert Vollmert2009-11-071-36/+17
| | | | | | | | This was causing ASSERTs in tiles (BR 2886295). Also, beams weren't getting drawn when mouse-targetting. Now tracking ray target separately from moves.target. Also some slight cleanup. More needed.
* Split up debug.ccMatthew Cline2009-11-061-2/+4
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* Replace global see_cell by observe_cell and disambiguate old uses.Robert Vollmert2009-11-061-7/+7
| | | | | | | Calls to plain see_cell(pos) were replaced with either observe_cell(pos) or you.see_cell(pos). observe_cell where related to drawing the interface and messaging, you.see_cell for game mechanics, and one or the other in less clear cases (targetting, say).
* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-2/+2
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* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-10/+10
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-2/+2
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Split get_symbol from view.cc.Robert Vollmert2009-11-061-0/+1
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* Unify mesmerisation code.Robert Vollmert2009-11-051-2/+2
| | | | | | | | There were several places that had copies of the same code, checking whether mesmerisation blocked movement to a given target. The various mesmerisation functions have become methods of player and were moved into behold.cc.
* Replace mons_is_paralysed with monsters::paralysed.Vsevolod Kozlov2009-11-051-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Split up view.cc.Robert Vollmert2009-11-041-0/+3
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* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-041-3/+4
| | | | | | | | | | | | | env.show is now a class show_def that stores tagged unions of type show_type. For the moment, there's also env.show_los for use in LOS determination, but that should become an array of boolean at some point. This breaks save compatibility. Tiles and console version build and appear to work fine, but this kind of change is likely to have some side-effects.
* Split game_options from externs.h into options.h.Robert Vollmert2009-11-041-0/+1
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* Remove ray antialiasing.Robert Vollmert2009-11-011-3/+2
| | | | | | | | | | | | | | | | | | | | | | Previously, rays were always cut short at corners: If a ray really went like ..... @**.. ..*** ..... it was cut short (for find_ray/targetting/shooting purposes) to ..... @*... ..*** ..... Note that a wall at the removed cell would still block the given ray! This makes ray footprint length matter, so rays are sorted to prefer those that pass through fewer cells. However, this gives quite a few ugly beams, in particular around corners.
* Fix bug [2874237] monster info display corruptionCharles Otto2009-10-311-0/+6
| | | | | | | | | | | | | Examining monsters with ctrl-X can lead to message corruption if the title and body fields of the describe_info struct used by process_description take up lines than fit in the message area. This patch avoid the problem by allowing process_description to print just the title field if title + body would take up too many lines. Also make view_desc_proc start one line later since it seemed to be trying to print the first line it was given one line above where it should have been.
* Combine mons_is_sleeping(monsters *m) into monsters::asleep()abrahamwl2009-10-301-2/+2
| | | | ...and replace all references to mons_is_sleeping with asleep.
* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+2
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Move monster_pane_info out into mon-info.cc and rename.Robert Vollmert2009-10-271-9/+10
| | | | | I plan to use monster_info to get monster data out to the player safely via Lua.
* Unset havebeam when shift-targetting.Robert Vollmert2009-10-251-0/+1
| | | | | | | This was causing moves.choseRay to be overwritten, meaning shift-targetting failed after having targetted any cell. Reported by N78291.
* Let markers change the description of any featureMatthew Cline2009-10-251-2/+2
| | | | | | | | | Allow markers to change the short and/or long description of any feature, not just portal vault entrances. The feature_description() and feature_description_long() functions have been removed from the mapmark classes and turned into ordinary properties. Also added the marker property "door_description_suffix", which can be used to alter the short description of (known) doors by appending a string to them.
* Let markers change the description of any featureMatthew Cline2009-10-251-13/+18
| | | | | | | | | Allow markers to change the short and/or long description of any feature, not just portal vault entrances. The feature_description() and feature_description_long() functions have been removed from the mapmark classes and turned into ordinary properties. Also added the marker property "door_description_suffix", which can be used to alter the short description of (known) doors by appending a string to them.
* Rename Chronos to Cheibriados. (Jude Brown)David Ploog2009-10-231-2/+2
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* Get rid of player_monster_visible.Robert Vollmert2009-10-221-8/+8
| | | | | | The special casing for drowning monsters appears to have been obsoloted by checking ENCH_SUBMERGED instead of calling mons_is_submerged.
* Remove mons_see_invis in favour of monsters::can_see_invisible.Robert Vollmert2009-10-221-2/+2
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* Create l_defs.h and move stuff there.Robert Vollmert2009-10-211-0/+1
| | | | | l_defs.h contains headers for things defined in the Lua functions but used elsewhere. This should probably not exist long-term.
* Fix altars of Chronos being invisible, include them when searching for altars.Adam Borowski2009-10-211-0/+2
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* directn.cc: Some more non-PLAIN message channelsMatthew Cline2009-10-191-2/+2
| | | | | Send messages describing unkown mimics to MSGCH_FLOOR_ITEMS, and send all of _describe_monster()'s output to MSGCH_EXAMINE.
* directn.cc: Fix arena crash on examine monsterMatthew Cline2009-10-191-1/+2
| | | | Arena mode would crash if you examined monsters.
* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Unify check for unknown staircases in is_unknown_staircase.Robert Vollmert2009-10-171-1/+1
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* More renaming and reorganization of feature checks.Robert Vollmert2009-10-171-3/+3
| | | | | | | | | There were a couple of functions is_something(dgn_feature_type feat) defined in travel.cc that were otherwise independent of travel. For consistency, move these to terrain.cc and rename to feat_is_something. One might also consider renaming the various feat_is_whatever functions to just is_whatever.
* Naming consistency.Robert Vollmert2009-10-171-6/+6
| | | | | Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
* Globally replace see_grid by see_cell.Robert Vollmert2009-10-171-8/+8
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* Some find_ray related cleanup.Robert Vollmert2009-10-161-18/+11
| | | | | Introduce a function exists_ray when the ray is not actually needed. Also factor out part of _blocked_ray from directn.cc to ray_blocker.