| Commit message (Collapse) | Author | Age | Files | Lines |
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This removes wall_hit trigger capabilities and the single vault that used
it. There are plenty of other ways of triggering events.
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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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Oops, forgot to add this to the last commit.
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The events are triggered whenever a door is opened or closed by the
player, or opened by a monster (monsters can never close doors). These
events can be used by Triggerables.
The RestrictDoor Lua marker restricts monsters from opening doors unless
the player has already opened them. In combination with teleport
restriction, this allows wandering monsters to not interfere with loot
chambers. Obviously, the uses of this should be limited.
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A new framework for Lua markers, similar to the observable/observer
design pattern, which decouples the thing being activated from the thing
watching for the activating condition. This makes it easier to create
new types of Lua markers which are triggered by dungeon events, and
easier to add new triggering conditions to already existing marker
types. Currently only ChangeFlags (clua/lm_flags.lua) and
MonsterOnTrigger (clua/lm_monst.lua) use it.
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To avoid name clashes, rename dlua libs from *_lib to *_dlib.
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Also minor cleanup.
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