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* Let uniques spawn in Orc. (dpeg)Jude Brown2009-12-071-1/+1
| | | | | At the very least, give control of uniques spawning in Orc over to unique.des.
* Fix another possible instance of NUM_TRAPS.Jude Brown2009-12-071-2/+3
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* Keep trying until we get a valid trap.Jude Brown2009-12-071-1/+3
| | | | | random_trap_for_place defaults to NUM_TRAPS; none of the functions that it calls currently do, but others might.
* Actually fix compilation.Jude Brown2009-12-071-1/+1
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* Fix compilation.Jude Brown2009-12-071-1/+1
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* Fix unique placement code (doy).Jude Brown2009-12-071-6/+1
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* Switch to dpeg's new unique placement system.Jude Brown2009-12-071-1/+20
| | | | Requires overall weight chance in unique.des and new dummies per-branch.
* Fixing custom tile settings for portal vaults.Enne Walker2009-12-051-1/+0
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* Do "post_activate_remove" in dgn_place_map()Matthew Cline2009-12-051-0/+7
| | | | | Fixes MonPropsMarkers not being removed-on-activation when a vault is placed via &L.
* Fix uniques spawning multiple times (bug #123, Kyrris).Jude Brown2009-12-051-5/+5
| | | | | | dgn_reset_level(), which resets you.unique_creatures, was being called before temp_unique_creatures (where you.unique_creatures was being backed) was actually initialised.
* Apply extra_monster_flags earlier to fix "comes into view" errors.Jude Brown2009-12-051-1/+6
| | | | | | | | | | | Rebranded monsters (ie, "kobold name:Durwent name_replace") who are created with Lua and dgn.create_monster while the player is resting will generate a "XYZ comes into view" warning message. However, as this message is triggered by handle_seen_interrupt, which is triggered before the additional flags are applied, it will disregard MF_NAME_SUFFIX, MF_NAME_REPLACE, MF_NAME_ADJECTIVE, etc. Applying these flags earlier fixes this.
* New monster spec tags for marking monsters summoned.Jude Brown2009-12-051-0/+5
| | | | | | | | | | dur:1-6, marks the abjuration duration of a monster. sum:<str>, any of "clone", "animate", "chaos", "miscast", "zot", "wrath" or "aid", or the relevant spell we're mimicking; nas:<str> equivalent to the non-actor summoner. Not setting the non-actor summoner will mean that kills by these pseudo- summons are unmarked as such.
* Fix floor tiles being blank after &L.Enne Walker2009-11-291-0/+1
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* Reduce dependency on travel.hMatthew Cline2009-11-291-0/+1
| | | | | | | | Removed inclusion of travel.h from most .h files to reduce the number of .cc files dependant on it. This involved moving the level_pos declaration to externs.h, moving the flood_find template to it's own header file, and moving two typedefs from travel.h to travel_defs.h because typedefs can't be forward declared (argh).
* Place uniques before connectivity checks.Jude Brown2009-11-291-2/+5
| | | | | | | | | | | | | Placing them after connectivity checks causes issues when (larger) vaults split the level or clobber staircases. This, in combination with setting it to non-clobber, should solve all of these issues. It may mean that some uniques are placed less than others (such as Yiuf's vault), and thus may require that his vault has its weight increased slightly to compensate. However, it also means that it's now safe to create other, similar vaults.
* Reset uniques and unrands when a level is vetoed.Jude Brown2009-11-291-0/+11
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* Simplify the multiple chances for unique maps to be placed.David Lawrence Ramsey2009-11-281-1/+1
| | | | 0 to <= 3 is the same as 0 to < 4, so it's actually 4 chances, not 3.
* Subvaults.Enne Walker2009-11-281-54/+68
| | | | | | | | 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.
* Give unique maps a second and third chance to place.Jude Brown2009-11-281-1/+10
| | | | | | If the map doesn't get placed, give it a second and third try at it. Give up after these, though; this means that uniques should probably generate at the same rate as they were at before.
* Place uniques with noclobber=false.Robert Vollmert2009-11-281-1/+1
| | | | | This should help with broken levels created by Yiuf's cottage. It may mean that we won't be seeing much of Yiuf anymore.
* Make '8' and '9' obey random monster list in portal vaults.Jude Brown2009-11-281-6/+8
| | | | | | Move the set_vault_mon_list code out of dgn_register_place, as that function is called after the random monsters are picked. Hopefully, this also does not cause any future problems.
* Remove redundant 1-level branch check.Robert Vollmert2009-11-271-14/+1
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* Give shafts in corridor ends a good chance of being preknown.Robert Vollmert2009-11-271-7/+4
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* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+2
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* Remove further header-include. env.h now always directly included.Robert Vollmert2009-11-271-0/+1
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* Correct bounds in assert.Robert Vollmert2009-11-271-1/+1
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* Cleanup: remove unused code and inaccurate diagnostic.Robert Vollmert2009-11-271-22/+0
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* Also veto dungeon if second stair fixup attempt failed.Robert Vollmert2009-11-271-1/+10
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* New tags for monster specs: "hd" and "hp". (kilobyte)Jude Brown2009-11-271-0/+2
| | | | | | Both values override the default class values. Placing "rat hd:20" will generate a rat with a hit dice of 20, while placing "rat hp:20" will set its hp to 20.
* Do fix upstairs on D:1 since otherwise level is vetoed.Robert Vollmert2009-11-251-4/+0
| | | | | | | _fixup_interlevel_connectivity may fail otherwise. This fixes the dungeon builder failing when it doesn't choose an entry vault (say if entry.des is wiped).
* Use connected dump map in _add_feat_if_missing.Robert Vollmert2009-11-251-1/+1
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* Don't use is_travelsafe_square for dungeon generation.Robert Vollmert2009-11-251-14/+9
| | | | This hopefully fixes recent disconnected level problems.
* Properly #ifdef diagnostic statement.Robert Vollmert2009-11-251-2/+3
| | | | | Fixes the "add stair at pos" message appearing in normal builds (BR 2901951).
* Add formatting fixes.David Lawrence Ramsey2009-11-211-13/+13
| | | | This mostly puts && and || on the proper lines, per the style guide.
* Change shaft generation behavior: Escape hatches are not generated by ↵Alex MacDonald2009-11-181-5/+57
| | | | | | _builder_basic. Instead, there is a chance for a trail to be created with a shaft at the end. Shaft generation rate upped from ~2% of all traps to ~5%. Shafts have 50% chance of being created as revealed, this chance decreases as dungeon depth increases. Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Change _make_trail to give coordinates for start/end points instead of ↵Alex MacDonald2009-11-181-13/+27
| | | | | | directly writing feature to start/end points. Signed-off-by: David Ploog <dploog@users.sourceforge.net>
* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Move tutorial state out of Options.Robert Vollmert2009-11-161-1/+2
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* Split monster_pathfind out into mon-pathfind.cc.Robert Vollmert2009-11-161-0/+1
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* Fix a few whitespace errors.Adam Borowski2009-11-151-1/+1
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* Allow portal vaults to specify fill and border glyph.Jude Brown2009-11-141-0/+6
| | | | | | | | | | | | | Also move dungeon_feature_by_name into terrain.cc, as it does not make sense it being in l_dgngrd.cc. The Lua function "set_border_fill_type(feature)" will replace the default DNGN_ROCK_WALL fill of a portal vault with the specified feature. This could be abused, and should probably only be limited to floor, water and sea, different types of walls, trees and lava; there are no sanity checks for endless traps, statues, stairs, etc. Finally, apply this to the island Trove, giving endless water effect.
* Make do_stairs in dungeon.cc:_plan_main a bool.Vsevolod Kozlov2009-11-131-28/+20
| | | | None of the _plan_* functions used the 'do spotty' return values.
* seen_replace_feat(): replace one feat with anotherMatthew Cline2009-11-131-3/+19
| | | | | Replacement for replace_area_wrapper, and a lua accessor for the function. Returns true if the player saw the feature being changed.
* Fix all vault monsters having random colourMatthew Cline2009-11-121-1/+1
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* mon_spec: "col:any" to get random coloursMatthew Cline2009-11-121-0/+5
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* dungeon.cc: use specialized overflows only %50Matthew Cline2009-11-121-1/+1
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* New macro DEBUG_TEMPLESMatthew Cline2009-11-121-2/+16
| | | | | The macro DEBUG_TEMPLES can be defined to get diagnostics messages regarding the main temple and overflow temples.
* Randomly placed overflow templesMatthew Cline2009-11-121-5/+18
| | | | | | | | | Specialized single-altar overflow temples which also have the tag "uniq_altar_GODNAME" can be placed randomly even if that altar has been chosen at new-game time to be an overflow temple on a specific level, and if it's randomly placed before being generated specifically then it will only be placed once, rather than also being placed a second time at the location chosen at new-game time.
* Use specialized single-altar overflow templesMatthew Cline2009-11-121-6/+30
| | | | | For overflow temples with a single altar, look for a map tagged with "temple_overflow_GODNAME" and use that if available.
* Choose main temple at new-game timeMatthew Cline2009-11-121-10/+14
| | | | | | Randomly choose the main temple map at new game time, and count the altars in it to determine how many altars have to go into overflow temples.