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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!
* The great mon-stuff migration.Shmuale Mark2014-06-221-1/+1
| | | | | | | | | 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.
* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | 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.)
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-2/+1
| | | | | | | | | 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.
* Shorten branch enums.Adam Borowski2013-11-031-1/+1
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.
* Store the entry level for every branch (rather than just depth).Adam Borowski2013-11-021-1/+1
| | | | | | | | 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.
* Rewrite monster_iterator.Adam Borowski2013-10-311-1/+1
| | | | | It degenerated to a simple loop over menv, hardly worth any syntactic sugar. I kept it for now, though.
* Allow the bot to disable checkpoint saves on newarea shifts.Adam Borowski2013-08-271-0/+1
| | | | | | | | | 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.
* Don't make wizmode stealth above 27 special.Adam Borowski2013-06-241-0/+1
| | | | | | 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?
* A way for stress tests to disable semi-permanent afflictions.Adam Borowski2013-05-301-0/+1
| | | | | | For now, just malmutate. Otherwise, non-mummies/ghouls get a complete set of bad mutations in no time.
* Use FixedBitArray instead of large arrays of bools.Adam Borowski2013-04-091-8/+7
| | | | | The only cost is having assignments be a function, as you can't overload operator[] to have separate bits be lvalues.
* Fix a --test regression wrt repeatedly placing fixed uniques.Adam Borowski2013-04-071-0/+1
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* Use std namespace.Raphael Langella2012-08-261-3/+3
| | | | | | | | | | | | | 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 Borowski2012-08-081-2/+2
| | | | | This is incomplete, partially because of me getting bored, partially because of doubts about the point of leaving simple addition/etc in parentheses.
* Ignore tracking SoH existence in --test.Adam Borowski2012-08-021-1/+1
| | | | | We could properly store whether any of Serpents has been created, but that's already done a different way.
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-25/+25
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* Cut down on transitively including directn.hAdam Borowski2012-06-201-0/+1
| | | | | 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
* Add mimics to place-population.lua statsRaphael Langella2012-05-131-0/+9
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* Change the place name from "Vault:" to "Vaults:".Adam Borowski2012-04-091-1/+1
| | | | | It led to loads of confusion -- even most comments got that wrong (actual depth ranges would fail).
* Merge branch 'master' into portal_branchesAdam Borowski2012-03-261-4/+3
|\ | | | | | | | | This includes fixes for 64834896234968 places in master that add new uses of LEVEL_FOO and so on.
| * Axe a number of no longer needed typecasts.Adam Borowski2012-03-221-4/+2
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| * A really crude and wrong way to disable confirmations.Adam Borowski2012-03-221-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | Use branch depth rather than absolute depth as the authoritative one.Adam Borowski2012-01-031-1/+1
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* | Don't explicitely pass absdepth:branch in the dungeon builder.Adam Borowski2012-01-031-1/+1
| | | | | | | | | | There's no support for producing maps for a level you're not on, around half of functions assumed this.
* | Merge branch 'master' into portal_branchesAdam Borowski2011-12-281-6/+3
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| * Fix most of data loss of tile information in console games.Adam Borowski2011-12-161-5/+1
| | | | | | | | | | | | | | | | | | | | 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
| * Disable death and delays during fsim.Adam Borowski2011-12-141-0/+1
| | | | | | | | | | | | | | 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.
| * Disambiguate the LOS_SOLID confusion.Adam Borowski2011-12-111-1/+1
| | | | | | | | | | | | | | | | | | | | | | 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.
* | Merge branch 'master' into portal_branchesAdam Borowski2011-11-191-0/+15
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| * Some quick code stolen from place-population to give EXP stats on a map.Jude Brown2011-11-061-0/+15
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* | Split the branch data into read-only and mutable parts.Adam Borowski2011-11-041-1/+1
| | | | | | | | | | | | | | | | 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.
* | Get rid of level_type, unify BRANCH_*, LEVEL_* and portal vaults.Adam Borowski2011-11-041-4/+2
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* Rename load() to load_level(), the former is totally ungreppable.Adam Borowski2011-10-111-1/+1
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* debug.never_die(x) -> debug.disable("death",x)Adam Borowski2011-07-121-17/+1
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* A dlua function debug.disable() to turn off some parts of Crawl.Adam Borowski2011-07-121-0/+30
| | | | | | | | | Currently implemented: * spawns * mon_act * mon_regen * player_regen * hunger
* 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.
* Unify string_to_god() and str_to_god().Adam Borowski2010-09-071-2/+2
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* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-1/+1
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* Decouple stealth checks from drawing the view window.Adam Borowski2010-06-231-1/+8
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* Some debug Lua bindings to make player take stairs.Robert Vollmert2010-06-081-0/+20
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* [591] Test case to fail if a monster behind plants jumps back and forth ↵Darshan Shaligram2010-06-081-0/+14
| | | | between a set of locations when trying to move to the player.
* Split off tilepick files into tileview.Enne Walker2010-05-301-2/+2
| | | | | | 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.
* Split up tiles.h.Enne Walker2010-05-301-0/+3
| | | | | | 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.
* Fix debug.check_uniques() error message.Robert Vollmert2010-04-061-1/+1
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* Add los_changed() to signal a global LOS changed.Robert Vollmert2010-03-301-2/+2
| | | | | | | 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.
* Update LOS tests to global los.Robert Vollmert2010-03-221-0/+2
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* test/unique.lua: Unique tracking tests.Robert Vollmert2010-03-161-1/+72
| | | | | This tries to test whether dungeon generation updates you.unique_creatures correctly.
* Report parent level in branch entry milestones.Darshan Shaligram2010-02-271-9/+3
| | | | | | | | | | | | | | | | | | | | 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.
* code cleanup: fix #ifdef/#if usage inconsistenciesSteven Noonan2010-02-251-1/+1
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* handle_monster_move lua debug wrapper.Robert Vollmert2010-02-131-0/+12
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