| Commit message (Collapse) | Author | Age | Files | Lines |
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watery squares now produce steam.
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The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.
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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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rune replaced by |
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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).
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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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This hopefully fixes recent disconnected level problems.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Replacement for replace_area_wrapper, and a lua accessor for the
function. Returns true if the player saw the feature being changed.
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Randomize the altars placed in mini-temples, rather than always going in
enum order. If multiple mini-temples are placed on the same level with
a combined altar count larger than the number of gods which can appear
in temples, then a single mini-temple might contain duplicate altars.q
Eliminates altar_count from vault_placement struct.
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Framework for placing altars outside the Temple, into what I call
"overflow temples". It currently places twelve altars in the Ecumenical
Temple and two outside at D:2 through D:9, with each of the two overflow
altars being placed in a "temple" which consists of a bare altar. The
overflow temples can actually contain any number of altars, but I'm not
a vault designer, so I went the minimalistic route.
The levels the overflow temples are placed on can be listed with the
wizard command "&:".
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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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