| Commit message (Collapse) | Author | Age | Files | Lines |
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.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!
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A good deal of functions move to the two new files, mon-poly and
mon-message. Of the others, some go to where they are used, some to
mon-util, and a few are made member methods of monster.
This probably breaks Xcode compilation, and I'm not able to test
the changes I made to MSVC that will (hopefully) keep it working.
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Touches a lot of files since their #includes have to be edited.
(Pushing now since it shouldn't break anything and keeping it updated
is nasty.)
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Also simplify quite a few cases.
It turns out in >90% cases of non-literals the argument had .c_str(),
which meant it was pointlessly malloc()ed and converted from and to
std::string. I believe a sprintf is faster, so even the argument of
miniscule speed-up doesn't apply.
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Seriously, even preparing this commit gave me a pain in the triangle between
the thumb and index finger's bases and the wrist.
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This allows moving branches around without breaking save compat or at least
serious hacks.
The portal stack can be probably dropped now: two copies of the same level
can't exist anyway.
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It degenerated to a simple loop over menv, hardly worth any syntactic sugar.
I kept it for now, though.
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Restarting from such a save would reset the random seed, while the first run
had a random generator hold a different state.
This doesn't handle real level transition (ie, the initial banishment and
being thrown deeper into the Abyss). That's doable if we would inhibit the
commit somehow, but for now, I don't care much about those 5000 turns.
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This functionality is currently on disable(mon_sight), although I seriously
doubt anyone uses it. If you can stop mon_act altogether, why would you
muck with stealth?
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For now, just malmutate.
Otherwise, non-mummies/ghouls get a complete set of bad mutations in no time.
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The only cost is having assignments be a function, as you can't overload
operator[] to have separate bits be lvalues.
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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.
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This is incomplete, partially because of me getting bored, partially because
of doubts about the point of leaving simple addition/etc in parentheses.
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We could properly store whether any of Serpents has been created, but that's
already done a different way.
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It's a big header, hardly ever needed, yet it was pulled even for low-level
files that don't deal with the game itself like lib${UI}.cc
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It led to loads of confusion -- even most comments got that wrong (actual
depth ranges would fail).
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This includes fixes for 64834896234968 places in master that add new uses of
LEVEL_FOO and so on.
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This lets more advanced stress-test bots to continue through "Really
levitate into this cloud of steam?" prompts.
I intentionally kept it within the existing dlua debug.disables() interface,
even though non-wizmode clua bots do want this too, as it's the wrong way to
do so. What we really want is a hook that receives the question, preferably
in a machine-parsable way rather than having different messages for
walk/levitate/fly/slither/ride your riding dachshund/waddle.
Such a hook would have to be well-though out, so I'm putting this quick hack
in instead, so I can waste CPU time running abys{s,m}al test bots.
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There's no support for producing maps for a level you're not on, around half
of functions assumed this.
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All platforms we support in 0.10 allow freely going tiles<->console, loading
or creating a save in console should still keep everything needed to display
tiles intact.
Left to go:
* monsters with multiple tiles
* player dolls
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If you somehow die, fsim would hang on a non-displayed prompt; delays would
make a single run take a week spent in sleep().
Note that fsim is currently completely broken by UCC changes.
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Its name suggests it's about line of effect, while in fact it's both effect
and sight. Thus, I've split its uses into LOS_SOLID and LOS_SOLID_SEE -- the
former is what LOS_SOLID was usually understood to mean, the latter is what it
actually was (being targettable with an arrow/beam).
The difference is: LOS_SOLID_SEE obeys clouds.
The name of the latter is abysmal -- if you have a better idea, please sed.
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As a side effect, branches can now be shortened without breaking major save
compat.
This commit itself doesn't preserve compat though, even though it'd be easy
-- other parts are too nasty already.
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Currently implemented:
* spawns
* mon_act
* mon_regen
* player_regen
* hunger
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"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.
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between a set of locations when trying to move to the player.
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tileview.h/cc now contains all the functions that change what is shown to
the player via env. tilepick now contains only "const" functions to look
up tiles.
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Most of it has gone into tilepick.h, but also into enum.h and
initfile.cc. Unlike tiles.h which was included everywhere, tilepick.h is
now only a dependency of about half the files.
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This is instead of calling invalidate_los() directly, and
includes a call to invalidate_agrid(), so we don't need
to call both invalidate_los() and invalidate_agrid() when
loading a new level, etc.
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This tries to test whether dungeon generation updates you.unique_creatures
correctly.
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When generating a milestone for entering a new area, include the level
containing the entry stair/portal in the 'oplace' key. This will allow Henzell
to report the dungeon level containing the Lair entrance, wizlab, etc.
This isn't perfect: oplace will be plain Wrong when the player uses the Trowel
card to create portal vaults outside the main dungeon (such as Trowel in
Pandemonium). Trowel is generally problematic outside the dungeon
(see http://crawl.develz.org/mantis/view.php?id=960).
Since Ziggurats can legitimately be generated in Pandemonium, generate ziggurat
entry milestones in the onclimb event of the ziggurat portal, instead of
waiting until the player has entered the Ziggurat. Unfortunately this means
that the entry place for Ziggurats will be reported in the 'place' field
instead of 'oplace'.
I recommend that this change not be included in 0.6, since we need additional
work to fix Trowel and other issues before we have full milestone sanity.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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