| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
.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!
|
| |
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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]
|
| |
|
| |
|
|
|
|
|
| |
map or set.count() can test the presence of a given key and return 0 or 1
outright.
|
|
|
|
| |
Simplifies code in a number of places, and also fixes a few tree-moving bugs.
|
| |
|
|
|
|
|
|
| |
* Mix up the monster list.
* Make the layouts more interesting.
* Remove exclusions on abyss teleport.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
This is incomplete, partially because of me getting bored, partially because
of doubts about the point of leaving simple addition/etc in parentheses.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
Only works for new exclusions, it doesn't fix existing ones.
Also, behold C++ elegancy...
|
|\
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
|\|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| | |
The old function by that name returned mappability, the new one returns map rot
(Abyss, Lab). Map does exist, you can detect stuff, etc.
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
| | |
|
| | |
|
|\|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| |
| | |
"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.
|
|/ |
|
|
|
|
| |
Does not apply retroactively.
|
|
|
|
| |
Just clutters the screen without actually being useful.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
(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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
The minimap was being updated first, which did nothing because the cells
were stil excluded at that point.
|
| |
|
| |
|
|
|
|
| |
before interlevel travel and when changing levels.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|