| Commit message (Collapse) | Author | Age | Files | Lines |
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Include new dump section "vaults", which for game-end dumps (or any
wizard-mode dumps) will include a list (by place) of all the vaults
generated in the game.
The savefile now includes a player-associated CrawlHashTable
(you.props), which can be used for storing player information which
doesn't need to be accessed efficiently.
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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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consistency
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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build will run the test.
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9086 c06c8d41-db1a-0410-9941-cceddc491573
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included in a crash dump even if the crash happens after level generation is
complete.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8849 c06c8d41-db1a-0410-9941-cceddc491573
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walls of the rest of the level in the Vaults, the Crypt and in Dis you can use
the tag no_wall_fixup
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8073 c06c8d41-db1a-0410-9941-cceddc491573
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monster"' (eg: crawl -arena "Sigmund v Jessica") to let monsters fight each other undisturbed by the player. Good to examine monster AI and monster behaviour when the player is AWOL.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8059 c06c8d41-db1a-0410-9941-cceddc491573
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to lua. As of now all special rooms are filled with rats.
Introduces two new members to map_def, weight_depth_mult and weight_depth_div,
which change a map's weight based on the absolute dungeon depth (not yet
accesible via lua or vault definitions). This needs to be done in C++
rather than in lua since a map's lua isn't re-invoked every time a random
map is chosen, but only when the map is placed.
NOTE: When I first made this change crawl started crashing until I manually
forced the recompilation of util/levcomp.lex.o and util/levcomp.tab.o;
if crawl starts crashing after this change, try doing that.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7629 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7591 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7562 c06c8d41-db1a-0410-9941-cceddc491573
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tedious code used to mess with this pointless buffer.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7560 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7558 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7553 c06c8d41-db1a-0410-9941-cceddc491573
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and "extra" tags.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7511 c06c8d41-db1a-0410-9941-cceddc491573
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problem). Regions of the map without a down staircase of any sort get an escape hatch down. Bottoms of branches must contain a path back to a branch exit via stone stairs. Finally, the bottom levels of spotty branches (Orc, Lair) are now slightly bigger. They aren't always fully connected, but it's now more likely that this is the case.
Also, fixing a terrible typo bug that I introduced that silently eliminated the check for missing staircases. (!!!)
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7275 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7054 c06c8d41-db1a-0410-9941-cceddc491573
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into a file crawlhistory.txt in docs/obsolete.
I used a perl script to do this under the assumption that all these
change logs used the same system following the keyword "Change History".
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6930 c06c8d41-db1a-0410-9941-cceddc491573
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This might have introduced some bugs: I now get intermittent crashes
on startup (this might have to do with the changes to special_room.)
Sorry about that - committing before I need to do any more big conflict
resolutions. Fixes coming later.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6732 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6689 c06c8d41-db1a-0410-9941-cceddc491573
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debugging functions, and some other clean-up.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5757 c06c8d41-db1a-0410-9941-cceddc491573
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Changed labyrinth handling for minotaurs:
Instead of being magic mappable, labyrinths are plain mappable. Yes,
that makes everything much easier, but allowing magic mapping and yet
you still have to trudge along by hand (rather than use autotravel) is
worse. To make up for it, we might want to boost the monster minotaur
(trying to defend its home against a rival?) Or we could just remove
the difference altogether...
Cleaned up debug.cc a bit.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5401 c06c8d41-db1a-0410-9941-cceddc491573
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and add it to Orb Guardians in Zot:5. At least in theory, they should
now be returning to their starting points if you flee and stay away
for long enough.
"In theory" because the bad monster pathfinding prevents them
from actually finding their way back. We've got the same problem
with minotaurs in labyrinths, who've also got this flag set. Because
of these restrictions it's almost impossible to test whether it would
work without such problems. In any case, it's there for later.
Also: spacing and commenting fixes in dungeon.cc.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5253 c06c8d41-db1a-0410-9941-cceddc491573
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indicate which level layout types it's compatible with, where "foo"
can be: rooms, caves, open, city, or cross (plus swamp, shoals and
labyrinth, even though random vaults aren't used in those places).
Having no "layout_foo" tag means that the vault is compatible with
all layout types, which is the current behavior.
Also, fixed bug where layouts plan_1 (donut levels), plan_2 (cross
levels) and plan_6 (octagon with circle of pillars) were choosing
randomly from the three Lua defined layouts in dat/layout.des, rather
than choosing exactly the chosen layout.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5251 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5176 c06c8d41-db1a-0410-9941-cceddc491573
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monster number. May be buggy.
Allow hydra zombies (they currently do not get the right number of heads).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4872 c06c8d41-db1a-0410-9941-cceddc491573
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on a level must include at least one stair (ekiM). This guarantee does not apply to areas inside vaults (the builder assumes vault-designers are sane) and does not apply to certain branches (Swamp, Shoals, the branches of Hell), or the non-Dungeon areas (Abyss, Pan, Bazaars).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4169 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4127 c06c8d41-db1a-0410-9941-cceddc491573
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osmosis... :p
Anyway, killing the royal jelly now turns all stone walls on the level
into clear rock, together with a cute message.
This currently only works if you actually kill it on the bottom level
- other than the lua magic, which sets a marker to work no matter where
you kill the jelly (I think). Still, it's better than nothing.
Instead of introducing a wrapper function I probably should have made
replace_area non-static, but I wasn't sure if there might be a better
way to do this, and wanted to avoid having to change (and then
possibly change back) all calls and their indenting.
I would have changed the rune probability as well, but I wasn't
entirely sure, how. If I had to guess, I'd say that changing P -> O on
the branch map is the way to go.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3986 c06c8d41-db1a-0410-9941-cceddc491573
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Most of these fall into the category:
- don't use struct to refer to a class, and vice versa
- msvc doesn't like unistd.h or dirent.h
Doesn't fix all the struct/class problems; I think I'll silence
those for now and move on because it's not all that important.
Tested on OS X.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3571 c06c8d41-db1a-0410-9941-cceddc491573
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huge number of files. Also correct file name comments.
No coding changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3539 c06c8d41-db1a-0410-9941-cceddc491573
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mapdef/vault monsters can now be given an explicit list of items.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3055 c06c8d41-db1a-0410-9941-cceddc491573
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simplistic, and it's not currently possible to make a "baited" shaft;
also, there is no threshold weight, so even a single dart will open up
(and thus reveal) a shaft trap. Breaks savefile compatibility.
Monsters which fall through a shaft now show up 100% of the time on the
player's next visit to the shaft's destination level. Also, the monster is
placed close to the spot where the player would end up if s/he went through
the same shaft.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2988 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2765 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2570 c06c8d41-db1a-0410-9941-cceddc491573
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vault placement to make it easier to parameterise it.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2567 c06c8d41-db1a-0410-9941-cceddc491573
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minivaults and floating vaults. This placement can be activated using an asterisk (mapname*) when entering the name of the map in the &L command.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2559 c06c8d41-db1a-0410-9941-cceddc491573
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code into Lua utility functions which can be reused by things other than
bazaars). Related changes:
* Portal vault entrances now work if they have destinations ("dst" property)
besides "bazaar" (though it still causes an assert if no matchng
maps for the destination can be found).
* The floor and rock colour for a level are generated once and then stored
in the save file, rather than being constantly regenerated (which means
that bazaar floor colours are now truly random, rather than being tied
to the depth of the bazaar entrance).
* The floor and rock colour for a portal vault (or for any level containing
any vault) can be set with ROCKCOL and FLOORCOL (which currently only
accepts a single colour, unlike COLOUR); there are also Lua functions for
querying and setting the colours.
* Each portal vault level_type_name can have an associated Lua callback
which is called when level generation is complete; it can be used for
things like stair fixup.
I also moved the Halls of Zot rock/floor colour special casing to the
dat/zot.des file, since it was easy once ROCKCOL and FLOORCOL had been
implemented.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2314 c06c8d41-db1a-0410-9941-cceddc491573
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teleport control from the C++ code into the vault .des files. This is
done with the additions of two things:
* Changeable, persistent per-level and per-branch flags which affect
game play.
* Dungeon events for the killing of monsters, picking up of objects
and changing of features.
The current level and branch flags are for teleport control
prevention, making a level unmappable (like the Abyss or a Labyrinth),
and preventing magic mapping from working (like the Abyss or a
Labyrinth).
Some related changes:
* The new .des header KMASK allows for dungeon grid masks like
no_monster_gen to be applied to specific symbols rather than the
entire vault.
* If the wizard mapping command (&{) is used in a place which is
unmappable, it will ask if you wish to force the area to be mappable
(so you can see what an entire Labyrinth or Abyss level looks like
without having to hack the source).
* A new wizard-mode level-map command, 'T', will teleport the player
to wherever the cursor is pointing.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2146 c06c8d41-db1a-0410-9941-cceddc491573
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crawl_environment, player and monsters classes have been left in
externs.h, which necessitates that all of the enums references by
those classes stay in enums.h, since you can't forward declare an
enum. However, it's a start.
Also, portions of misc.{cc,h} have been split off into traps.{cc,h},
place.{cc,h} and terrain.{cc,h}
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2095 c06c8d41-db1a-0410-9941-cceddc491573
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All floor squares around shops (in bazaars) get coloured
yellow. (David likened this to light flooding the street.)
Lava on red floor get converted to water, and deep water on
blue floor is substituted by lava or shallow water.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2074 c06c8d41-db1a-0410-9941-cceddc491573
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there needs to be an invocation that can train Invocations, and Banishment is
too costly to use for everyday training.
Corruption is still a first-cut, needs more work and playtesting:
- Terrain modification is one-time only. Creeping modification requires too
much savegame magic.
- The monsters gated in during the corruption effect are occasionally hostile,
but mostly neutral. Neutrals will attack hostile monsters and also pets,
but will leave other neutrals and the player alone (in general). A neutral
that wants to go somewhere, but finds the player in the way will still take
a swing at the player.
- Beams are still not fixed to handle neutrals correctly (so neutrals do not
target and shoot right yet), will fix soon.
Breaks save compatibility.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1990 c06c8d41-db1a-0410-9941-cceddc491573
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Removed sealed entry vaults.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1982 c06c8d41-db1a-0410-9941-cceddc491573
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exit.
Exits from bazaars are treated as rock stairs instead of stone stairs.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1952 c06c8d41-db1a-0410-9941-cceddc491573
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only really works for non-encompass vaults, and dungeon fixups are not applied
(so random deep water -> shallow water conversion, auto-placement of water
creatures, etc. will not happen).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1942 c06c8d41-db1a-0410-9941-cceddc491573
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called portal vault. The dungeon builder bases its behaviour on the
level_type_name, which must be set as the "dst" property on the portal
leading to the bazaar/portal vault.
Added WELCOME: directive to .des files to allow maps to specify a welcome
message when the player enters the level (only relevant to encompass maps).
Readjusted kenku flight speed.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1941 c06c8d41-db1a-0410-9941-cceddc491573
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Moved map markers to mapmark.cc.
Added support for timer markers that remove a feature after a certain timeout.
Need to hook up messaging to Lua.
Added bazaars (need more bazaar layouts).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1899 c06c8d41-db1a-0410-9941-cceddc491573
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point on the target level that is connected to at least one stone stair.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1893 c06c8d41-db1a-0410-9941-cceddc491573
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