| 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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This fixes all the instances caught by unbrace.
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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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For way too paranoid and underinclusive values of "simple".
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There might be places where dlua is referred to as clua internally,
and in many places "clua" means "lua in general".
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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(Zaba).
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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Add item property CORPSE_NO_DECAY to disallow decay on
corpses/skeletons/chunks.
Wizmode &% now creates an item using the .des file item name parser; &o remains
the old wizmode item-gen command.
Corpse decay for corpses placed by maps can be controlled using
dgn.delayed_decay.
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Actually, it should be named marshallInt32_t as that's what it does, but
that's hard to read, no architecture with smaller ints can conceivably run
Crawl and the only architecture with bigger ints is long dead. And in even
in such a case, everything will be fine except for name confusion...
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can be used to place the vault, add default-depths to .des file to pass these checks.
The preferred way to disable vaults is to give them a zero weight.
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(you don't need to cast an X* to a void* and you don't need to cast
arguments to math.h functions such as sqrt.)
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Also extract unwind_var template to unwind.h. The latter is now
included from AppHdr.h, though it needn't really be.
This means it's now possible to use coord_def in libutil.h.
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entrances could be blocked by rock.
shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests.
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Provides wrappers for non-player Toxic Radiance and Ozocubu's
Refrigeration. These are basically just an adjustment of kill categories
and messages to allow them to be used as background effects in WizLabs
(Ozocubu's and Olgreb's).
Hopefully a wrapper for monster (and possibly player)-cast bolt
structures can also be included, which could then be accessed with the
(planned) Lua traps functionality.
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Vaults can now include other vaults as a part of their definition. These
subvaults are currently included by tag only and replace glyphs in their
parent vault. See documentation for more details.
Vault:8 has been modified to use subvaults.
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Provides wrappers for all of the feat_is_XXX functions from terrain.cc,
as well as a few other functions. Also provides a macro which can wrap a
function to take:
* a set of co-ordinates (parsed with grd(coord_def(x, y)))
* a string (parsed with dungeon_feature_by_name)
* an integer (cast into dungeon_feature_type, can be fetched from
dgn.grid(x, y))
All of the feat library functions can be used in this manner. For
example:
* feat.is_wall(x, y)
* feat.is_wall(dgn.grid(x, y))
* feat.is_wall(7)
* feat.is_wall("rock_wall")
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This lets regular vaults use the same Lua functions that layout vaults
do. Convert functions in l_dgnbld that acted on grd. Update layout
vaults to use these new functions. Also, remove l_dgn_bf, as all of
its functionality is now in l_dgnbld.
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They appear to be used only for ziggurat monster placement, and
I'm finding it hard to see a safe use of these for the user.
Correct me if I'm wrong.
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That's l_file.cc, l_food.cc, l_global.cc.
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Rest of commit comment only as accurate as my
understanding...
Renaming from grd to mapgrd to avoid confusion with
grd == env.grid: This grd is the maplines-section of
a vault definition.
Also move mapgrd_lib from clua to dlua since it's only
used for dungeon building.
clua and dlua need more descriptive names.
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To avoid name clashes, rename dlua libs from *_lib to *_dlib.
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Now sub-2k lines of code.
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Also a little cleanup.
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Specifically, item and monster-related functions to l_dgnit.cc and
l_dgnmon.cc.
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Also minor cleanup.
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Move lua library headers to separate l_libs.h, fixing another
compilation error...
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Also fix error in previous commit.
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