| Commit message (Collapse) | Author | Age | Files | Lines |
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door_description_prefix: String to prefix to door name.
door_open_prompt: Prompt user if they really want to open the door.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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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.
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Also add a few previously indirect includes.
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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.
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The only use was just removed.
Also move the draw check closer to where it's used.
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In most places Feawn is now referred to as "Fedhas," its long name
(used in the religion screen) is "Fedhas Madash"
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Also collect actor/player LOS code in actor-los.cc.
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.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.
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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.
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Signed-off-by: Charles Otto <ottochar@gmail.com>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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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.
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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).
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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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.
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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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.
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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.
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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.
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...and replace all references to mons_is_sleeping with asleep.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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I plan to use monster_info to get monster data out to
the player safely via Lua.
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This was causing moves.choseRay to be overwritten, meaning
shift-targetting failed after having targetted any cell.
Reported by N78291.
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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.
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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.
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The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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l_defs.h contains headers for things defined in the Lua functions
but used elsewhere. This should probably not exist long-term.
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Send messages describing unkown mimics to MSGCH_FLOOR_ITEMS, and send
all of _describe_monster()'s output to MSGCH_EXAMINE.
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Arena mode would crash if you examined monsters.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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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.
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Mostly rename functions from terrain.h that accept features of typ
dgn_feature_type from grid_is_* to feat_is_*.
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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.
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