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* Remove stuffNicholas Feinberg2014-07-291-0/+1
| | | | | | | .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!
* Don't autoexclude ice and salt (#8575)Neil Moore2014-06-131-0/+5
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* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Remove "convenience" function connected_doors.blackcustard2013-11-221-1/+1
| | | | | | | | | | | | At one time, before runed doors were added, connected_doors was almost nice shorthand for find_connected_identical(position, DNGN_CLOSED_DOOR, all_door). Now its just a pointless and inconsistently applied layer of indirection. Also refactor find_connected_identical a bit. [Also updated the remaining f_c_i calls to the new parameter list, and made the _f_c_i helper static. -neil]
* More formatting fixes for return (...);Neil Moore2013-11-151-10/+10
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-1/+1
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* Don't allocate pointless iterators.Adam Borowski2013-11-151-2/+2
| | | | | map or set.count() can test the presence of a given key and return 0 or 1 outright.
* Move mons_is_stationary() to struct actor.Adam Borowski2013-09-131-2/+2
| | | | Simplifies code in a number of places, and also fixes a few tree-moving bugs.
* Don't exclude through double rows of trees.Neil Moore2013-06-171-1/+2
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* More Abyss ChangesBrendan Hickey2012-12-301-4/+0
| | | | | | * Mix up the monster list. * Make the layouts more interesting. * Remove exclusions on abyss teleport.
* Use std namespace.Raphael Langella2012-08-261-21/+20
| | | | | | | | | | | | | 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.
* Drop a bunch of parentheses from return statements.Adam Borowski2012-08-081-3/+3
| | | | | This is incomplete, partially because of me getting bored, partially because of doubts about the point of leaving simple addition/etc in parentheses.
* Some more return deparenthesization.Adam Borowski2012-07-051-2/+2
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* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-3/+3
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* Set auto exclusion for detected mimics.Raphael Langella2012-04-121-2/+5
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* When placing an exclusion on a unique, don't duplicate the annotation.Raphael Langella2012-01-171-0/+9
| | | | | Only works for new exclusions, it doesn't fix existing ones. Also, behold C++ elegancy...
* Merge branch 'master' into unified_combat_controlRobert Burnham2011-11-161-0/+4
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/fight.cc crawl-ref/source/mon-stuff.cc crawl-ref/source/player-stats.cc One of the more significant changes resulting from this merge is that the new minotaur_retaliation which is supposed to have a max occurrence of once per monster attack round simply has a chance per monster attack (regardless of whether we're in the same effective attack round) which increases based on effective_attack_num which lends to the possibility of multiple retaliations.
| * Speed hack: Special case MONS_PLANT as safe and not auto-excludable.Samuel Bronson2011-11-051-0/+4
| | | | | | | | | | | | | | | | This helps certain plant-heavy vaults not cause quite so much lag, e.g.: * roderic_crop_circles_entry_small * minmay_entry_arboretum_large They're still noticeably laggy, but less than before.
* | Merge branch 'master' into unified_combat_controlRobert Burnham2011-10-251-15/+10
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/Makefile.obj crawl-ref/source/dbg-scan.cc crawl-ref/source/decks.cc crawl-ref/source/describe.cc crawl-ref/source/directn.cc crawl-ref/source/evoke.cc crawl-ref/source/fight.cc crawl-ref/source/fight.h crawl-ref/source/ghost.cc crawl-ref/source/ghost.h crawl-ref/source/item_use.cc crawl-ref/source/items.cc crawl-ref/source/map_knowledge.cc crawl-ref/source/melee_attack.h crawl-ref/source/mon-abil.cc crawl-ref/source/mon-act.cc crawl-ref/source/mon-stuff.cc crawl-ref/source/monster.cc crawl-ref/source/monster.h crawl-ref/source/player.cc crawl-ref/source/player.h crawl-ref/source/shopping.cc crawl-ref/source/spl-damage.cc crawl-ref/source/spl-summoning.cc crawl-ref/source/spl-transloc.cc crawl-ref/source/stairs.cc crawl-ref/source/stuff.cc crawl-ref/source/tags.cc crawl-ref/source/traps.cc crawl-ref/source/xom.cc
| * Rename player_in_mappable_area(), re-use of the old name brings confusion.Adam Borowski2011-10-091-3/+3
| | | | | | | | | | The old function by that name returned mappability, the new one returns map rot (Abyss, Lab). Map does exist, you can detect stuff, etc.
| * Remove unused level flags, forbid exclusions in Abyss and Lab.Adam Borowski2011-10-091-1/+1
| | | | | | | | | | | | | | | | Old unmappable levels are gone for good, and good riddance. Thus, player_in_mappable_area() is obsolete; I removed it and stolen the name for "Lab or Abyss" check, done inconsistently in several places. Also, exclusions there were problematic -- I removed them for now, please change this back if you can fix them.
| * Autoexclude statues againChris Campbell2011-10-041-2/+2
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| * Clean up all the old mimic code.Raphael Langella2011-09-051-7/+1
| | | | | | | | | | | | | | There's no such thing as an unknown mimic monster anymore. Also rename the MF_KNOWN_MIMIC monster flag to MF_KNOWN_SHIFTER since it's only used for shapeshifter now. For upgraded games, existing unknown mimics will all be revealed.
| * Make a bunch of functions static or non-existant.Adam Borowski2011-08-171-4/+6
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| * Gut and parcel out most of stuff.ccAdam Borowski2011-06-041-1/+0
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* | Merge branch 'master' into unified_combat_controlRobert Burnham2011-04-261-4/+23
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/actor.cc crawl-ref/source/delay.cc crawl-ref/source/directn.cc crawl-ref/source/directn.h crawl-ref/source/fight.cc crawl-ref/source/files.cc crawl-ref/source/mon-act.cc crawl-ref/source/monster.cc crawl-ref/source/mpr.h crawl-ref/source/player.cc crawl-ref/source/shopping.cc
| * Mantis #3727: When excluding part of a gate, exclude all of it.Johanna Ploog2011-04-051-0/+19
| | | | | | | | | | | | | | To prevent autotravelling through a gate, you need to exclude all doors belonging to it. Single-excluding a single door tile now sets exclusions for all doors belonging to the same gate. Similarly, removing such an exclusion also affects the gate as a whole.
| * Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-4/+4
| | | | | | | | | | | | | | "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.
* | Replace DESC_NOCAP_THE with DESC_THERobert Burnham2011-03-251-1/+1
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* Adapt exclusion radius to the Nightstalker mutation.Johanna Ploog2011-01-111-3/+11
| | | | Does not apply retroactively.
* Don't display cloud exclusions on the Ctrl-O screen.Johanna Ploog2011-01-111-0/+6
| | | | Just clutters the screen without actually being useful.
* Implement #2374: Don't prompt for cloud-excluded staircases.Johanna Ploog2011-01-111-0/+7
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* Implement #1960: Allow traveling across radius 1 excluded stairs.Johanna Ploog2011-01-111-0/+12
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* Don't attempt to set autoexclusions in unmappable areas.Johanna Ploog2011-01-111-0/+3
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* Fix exclusion LOS not being updated properly. (#2513)Robert Vollmert2010-09-091-4/+4
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* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-5/+5
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* Rename chars used as numbers to int8_t/uint8_t. Fix some other type usage.Adam Borowski2010-07-301-1/+1
| | | | | | | | | | This should help against the signed char problems, and is good for code readability. Now, if you have a char, it's either an untyped in-memory byte, or a symbol inside a string. Small numbers are instead [u]int8_t, ints, an enum type, or, in so many cases, bools. I didn't touch any of the tiles code, as it's currently broken and I don't want to risk making it unbroken harder.
* Make map_cell store feat+cloud+item+mons instead of only the topmost one ↵Luca Barbieri2010-07-291-13/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (BREAKS SAVES) (v3) Changes in v3 (rob): - update to current master - fix colouring of out-of-LOS clouds - fix reload crash due to env.cgrid Changes in v2: - Features and monsters should now be properly grayed Currently map_cell only stores the topmost "thing" in a cell. This is good enough for the console view, but not for more sophisticated clients (e.g. tiles). This commit refactors the code so that all player knowledge about a cell (including detailed monster and item information) is represented in map_cell, and so that map_cell is used to build the console view. Save compatibility is broken since the new map_cell is serialized instead of the old one. This will allow, for instance, to load console savegames in the tiles version, and still get proper tiles for the explored area. Furthermore, this new map_cell will be the basis of the Crawl protocol for the client/server split. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Remove env.show in favor of using env.map_knowledgeLuca Barbieri2010-07-291-4/+4
| | | | | | | | | | | | | | Currently env.show stores information about the LOS rectangle, while env.map_knowledge stores the rest of the map. This unnecessarily complicates the code, makes serialization harder, and makes it hard to change the LOS model. This code uses map_knowledge for both kinds of data. Regressions are quite possible. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* [2062] Fix travel excludes not being saved.Darshan Shaligram2010-07-241-0/+1
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* For functions with names starting with _, actually declare them static.Adam Borowski2010-07-061-2/+2
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* Implement chaos-brand melee effects for being engulfed in CLOUD_CHAOS (Mu).Darshan Shaligram2010-07-031-6/+4
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* Decouple stealth checks from drawing the view window.Adam Borowski2010-06-231-2/+2
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* Fix an invalid return value.Adam Borowski2010-06-201-1/+1
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* [1749] Update minimap when clearing exclusions.Enne Walker2010-06-171-4/+9
| | | | | The minimap was being updated first, which did nothing because the cells were stil excluded at that point.
* Change update_minimap to use coord_def.Enne Walker2010-06-091-5/+3
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* Fix an incorrect comment.Adam Borowski2010-06-071-3/+1
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* Don't update travel cache when changing excludes. TC is updated anyway ↵Darshan Shaligram2010-06-071-2/+0
| | | | before interlevel travel and when changing levels.
* Keep travel cache up-to-date for current level everywhere.Robert Vollmert2010-06-061-5/+2
| | | | | | | | | | | | | | | Previously, it wasn't for non-dungeon levels, leading to various strangenesses like exclusions in Pan not surviving save+reload or viewing other levels, or presumably any level excursions caused e.g. by piety changes. Now the current level's LevelInfo is updated unconditionally, but not written to disk when taking stairs. The travel cache save/restore code writes out all levels in the cache, but complains if it reads back info about non-current non-dungeon levels. Fixes issue #1519.
* Add support for vaults in the Abyss, save vault metadata in the level save.Darshan Shaligram2010-06-061-2/+1
| | | | | | Vault metadata that was previously discarded at level generation time is now saved in the level file instead. This can be quite costly (~30k per level) if the level has large vaults. The abyss can now use vaults as general scenery (tagged "abyss") or to place the rune ("abyss_rune"). abyss.des currently includes stub vaults for testing.