| Commit message (Collapse) | Author | Age | Files | Lines |
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There is no reason to create this file if it doesn't exist. This should
prevent extraneous files being created on servers.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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immediately cast
to std::string.
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This eliminates the annoying full rebuild that happens when the tiledefs
are modified.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Polymorphing either Pikel, Kirke or Duvessa/Dowan rendered their death
effects useless, as it checked monster->type and not the original
monster (ie, monster->mname).
Instead of checking monster->mname, though, store the name in
monster->props, to stop sorear complaining.
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Split save_game() code which allocates std::string's on the stack out
into seperate functions, so they'll go out of scope and be free'd before
end() is called, thus getting rid of the spurious complaints Valgrind
gives.
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Really, we'd want to ask the player whether to discard the save,
but at that point the interface is not yet initialized, and I'm not
sure how to do this to make tiles happy.
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In particular, before update_level is called.
This prevents monsters being shown acting on the previous level.
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* Fixed bug where the player's ghost was never being placed in the
dungeon, even though the file was being properly loaded.
* The wizard command &^G can now both save and load bones files, so you
don't have to quit/restart/go-to-level multiple times to get a bones
file to load.
* All possible failure points for both loading and creating bones files
now generate diagnostic messages (when diagnostics is turned on).
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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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As suggested by dpeg, they will now only climb the stairs as a pair, or
if one of them is already dead. This is slightly scummable, but they
still get a free turn against you.
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Make level_excursions::go_to clear and load exclusions. This avoids
exclusions leaking across levels when using apply_to_all_dungeons with
a function that can set exclusions.
Also when applying an auto-exclusion to an out of sight stationary
monster you have seen before (oklob plants after renouncing Fedhas)
associate the monster species with the exclusion.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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Also add a few previously indirect includes.
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Store the minor version of a savefile being read into the reader class,
so that it doesn't need to be passed around as a method/function
parameter everywhere.
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The only use was just removed.
Also move the draw check closer to where it's used.
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.
env.map has been renamed to env.map_knowledge. It should really
be moved into player.
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adjacent_iterator had a default center of you.pos(), which is now
gone (also the uses of).
I was running into circular header dependencies with actor.h
including los_def.h including coordit.h including player.h including
actor.h.
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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env.show is now a class show_def that stores tagged
unions of type show_type. For the moment, there's also
env.show_los for use in LOS determination, but that
should become an array of boolean at some point.
This breaks save compatibility.
Tiles and console version build and appear to work
fine, but this kind of change is likely to have
some side-effects.
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Fixes seeing in-LOS squares on incorrect levels. Fixes the minimap not
updating. Fixes the player dot appearing on the minimap on wrong levels.
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A lot of monstuff.cc was moved into mon-abil.cc (monster abilities),
mon-act.cc (the main monster loop), mon-behv.cc (monster behaviour) and
mon-cast.cc (monster spells). mstuff2.cc was completely merged into
other files.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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The constructor of class SavefileCallback can be used to add a callback
which is called before a game is saved and after it's restored. This is
useful to move data in and out of you.props, or after a restore if
there's data not stored in the savefile which can be easily regenerated.
NOTE: I experienced some weirdness with C++ global constructors, and
since global constructors probably differ with compiler and system,
until this has been tested on all compiler/system combinations, any code
which uses the callbacks should fail gracefully if the callbacks aren't
called.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Doesn't seem to break anything...
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Whoops, apparently it was declared, but not with the correct prototype.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Removed the savefile minor versions which were introducded in 0.5, since
bumping the major version from 5 to 6 breaks compatibility with 0.5
savefiles. Renumbered the 0.6 minor versions to start with 0.
This contains a hack to maintain compatibility with 0.6 savefiles before
the renumbering, a hack which should be removed before 0.6 is released.
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The special casing for drowning monsters appears to have been
obsoloted by checking ENCH_SUBMERGED instead of calling
mons_is_submerged.
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Instead of
defined(WIN32CONSOLE)
we should use:
defined(TARGET_OS_WINDOWS) && !defined(USE_TILE)
As well as replace
defined(WIN32TILES)
with:
defined(TARGET_OS_WINDOWS) && defined(USE_TILE)
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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