Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Experimental level builder changes for Swamp. | Darshan Shaligram | 2010-01-16 | 1 | -41/+37 |
| | | | | The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better. | ||||
* | Remove accidentally committed test weights on layout selection. | Jude Brown | 2010-01-14 | 1 | -4/+4 |
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* | Trim unnecessary #includes. | Adam Borowski | 2010-01-13 | 1 | -1/+0 |
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* | Move island-building code from dgn-shoals.cc->dgn-height.cc. | Darshan Shaligram | 2010-01-13 | 1 | -0/+6 |
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* | Convert _city_level to Lua. | Jude Brown | 2010-01-13 | 1 | -74/+8 |
| | | | | | | | This commit translates the original C++ _city_level code into Lua. It opens up the way for nicer Vault layouts, using a series of subvaults. Hopefully it doesn't break anything too much! Should be reverted if it does. | ||||
* | Make boss merfolk and sirens rarer (rob). | Darshan Shaligram | 2010-01-12 | 1 | -3/+1 |
| | | | | New average number of sirens=0.26 (was 1.3), boss merfolk=0.16 (was 0.3) on Shoal:1. | ||||
* | don't ruin special room walls | Jesse Luehrs | 2010-01-10 | 1 | -6/+6 |
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* | more lair tweaking | Jesse Luehrs | 2010-01-10 | 1 | -64/+63 |
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* | typo fix | Jesse Luehrs | 2010-01-10 | 1 | -1/+1 |
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* | tweak the parameters a bit more | Jesse Luehrs | 2010-01-10 | 1 | -2/+2 |
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* | parameterize add_plant_clumps | Jesse Luehrs | 2010-01-10 | 1 | -5/+8 |
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* | parameterize ruin_level | Jesse Luehrs | 2010-01-10 | 1 | -52/+68 |
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* | try to avoid crashes due to reallocation better | Jesse Luehrs | 2010-01-10 | 1 | -2/+3 |
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* | remove free standing doors | Jesse Luehrs | 2010-01-10 | 1 | -0/+17 |
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* | allow bushes to be placed as well, at low chance | Jesse Luehrs | 2010-01-10 | 1 | -4/+7 |
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* | better plant clumping algorithm | Jesse Luehrs | 2010-01-10 | 1 | -9/+53 |
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* | give doors a smaller chance to be removed | Jesse Luehrs | 2010-01-10 | 1 | -4/+7 |
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* | ruin lair levels after doors are placed | Jesse Luehrs | 2010-01-10 | 1 | -6/+6 |
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* | place clumps of plants/fungi in lair levels too | Jesse Luehrs | 2010-01-10 | 1 | -0/+25 |
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* | actually place the plants in the place that the wall was removed from | Jesse Luehrs | 2010-01-10 | 1 | -1/+4 |
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* | implement 'ruined level' idea for lair layouts | Jesse Luehrs | 2010-01-09 | 1 | -3/+50 |
| | | | | | | each wall tile has a x/10 chance of being replaced by floor, where x is the number of adjacent floor tiles. each wall replaced in this way has a 20% chance of being replaced by a plant or a fungus. | ||||
* | Change stair placement on Shoal:$ so it no longer groups all stairs together. | Darshan Shaligram | 2010-01-09 | 1 | -0/+85 |
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* | Fix Shoal:$ generation bugs: stairs could be surrounded by deep water, hut ↵ | Darshan Shaligram | 2010-01-05 | 1 | -0/+10 |
| | | | | | | entrances could be blocked by rock. shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests. | ||||
* | Make 100% of Cocytus fish undead. (dshaligram) | Stefan O'Rear | 2009-12-31 | 1 | -3/+1 |
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* | Kraken and jellyfish are invertibrates | Stefan O'Rear | 2009-12-31 | 1 | -1/+2 |
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* | Zombie fish in Cocytus <3 | Stefan O'Rear | 2009-12-30 | 1 | -3/+29 |
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* | [Mantis 286] Fix broken level connectivity sanity checks when a layout is ↵ | Darshan Shaligram | 2009-12-30 | 1 | -4/+4 |
| | | | | chosen (MMT_OPAQUE should not be set for layouts). | ||||
* | More sanity checks for Shoals vault and stair connectivity (due). | Darshan Shaligram | 2009-12-30 | 1 | -9/+34 |
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* | Remove shoal decoy huts. The rune huts are now also used as decoys, with the ↵ | Darshan Shaligram | 2009-12-30 | 1 | -4/+11 |
| | | | | rune replaced by | | ||||
* | Fix warnings for double->int implicit conversion (Napkin). | Darshan Shaligram | 2009-12-29 | 1 | -2/+3 |
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* | Merfolk (water/ice) elementalists join the Shoals guard. | Darshan Shaligram | 2009-12-29 | 1 | -0/+41 |
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* | Place clumps of plants on Shoals levels. | Darshan Shaligram | 2009-12-28 | 1 | -12/+12 |
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* | Postprocess shoals levels to fix heightmap for vaults on the level so that ↵ | Darshan Shaligram | 2009-12-28 | 1 | -0/+12 |
| | | | | the tide interacts reasonably with vaults. | ||||
* | Mark spec'd items for summoned monsters as summoned. | Jude Brown | 2009-12-28 | 1 | -0/+5 |
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* | Fix map masks not being checked correctly for collisions. | Darshan Shaligram | 2009-12-28 | 1 | -1/+1 |
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* | Make _build_vaults check for collisions by default, should fix minivaults ↵ | Darshan Shaligram | 2009-12-28 | 1 | -2/+12 |
| | | | | appearing in encompass vaults. | ||||
* | dungeon.cc: Kill a small piece of code duplication in special room handling. | Vsevolod Kozlov | 2009-12-27 | 1 | -5/+4 |
| | | | | Hopefully I've got the logic inversion right... | ||||
* | Save Shoals heightmap in level tag, increment tag minor version. | Darshan Shaligram | 2009-12-27 | 1 | -0/+1 |
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* | Add rock outcrops at the highest points of the Shoal islands. Also fix ↵ | Darshan Shaligram | 2009-12-26 | 1 | -1/+1 |
| | | | | Shoal:$ having no rune. | ||||
* | Move Shoals code out into its own file. | Darshan Shaligram | 2009-12-26 | 1 | -309/+61 |
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* | Adjust number of islands per Shoal level. | Darshan Shaligram | 2009-12-26 | 1 | -1/+1 |
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* | Tweak placement of rune hut on Shoal:$. | Darshan Shaligram | 2009-12-26 | 1 | -1/+25 |
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* | Experimental changes to Shoals level generation. | Darshan Shaligram | 2009-12-26 | 1 | -245/+149 |
| | | | | Use more random Shoal island generation. Still needs work on placing Shoal:$ huts correctly and connectivity fixes. | ||||
* | Adjust unique placement levels (dpeg). | Jude Brown | 2009-12-25 | 1 | -1/+1 |
| | | | | Make A=2 instead of 3. | ||||
* | Replace long debug message calls with dprf(), except for cases where a dumb ↵ | Adam Borowski | 2009-12-20 | 1 | -33/+10 |
| | | | | | | compiler could call unnecessary functions. For paranoia, I left even any uses of std::string. | ||||
* | If we explicitely give mon a ranged weapon, pre-wield it. | Adam Borowski | 2009-12-11 | 1 | -0/+4 |
| | | | | This already is the case for weapons generated by default. | ||||
* | Tidy up bracket placement according to our coding conventions. | Johanna Ploog | 2009-12-10 | 1 | -1/+3 |
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* | Overriding monster tiles in vault definitions. | Jude Brown | 2009-12-10 | 1 | -0/+3 |
| | | | | | | | | It is now possible to specify a tile for monsters when specifying monsters in vault definitions. The syntax is "tile:<tile name>". All tiles that don't start with "mons_" will have this prefixed, therefore "tile:giant_bat" will become "tile:mons_giant_bat", but "tile:mons_rat" will remain unchanged. | ||||
* | Allow vaults to create specifically themed randart books. | Jude Brown | 2009-12-08 | 1 | -0/+15 |
| | | | | | It is basically a simple wrapper onto spl-book.cc's make_book_theme_randart. More documentation can be found in syntax.txt. | ||||
* | Let uniques spawn in Orc. (dpeg) | Jude Brown | 2009-12-07 | 1 | -1/+1 |
| | | | | | At the very least, give control of uniques spawning in Orc over to unique.des. |