| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Forest's entrance depth and absolute depth are now the same as Crypt's.
This also adds functionality to move Tomb's entrance to Forest if Crypt
isn't placed in the game, so Tomb always exists (at present).
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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 returns a level ID signifying where the entrance to a branch is
(if not specified, it uses the current branch).
Its primary use would be in the context,
"you.where() == dgn.level_name(dgn.br_entrance("<branch>"))"
to determine if a branch entrance needs to be placed in an encompass
vault or a layout.
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This function reports if a specific branch exists in the game; it's most
useful for checking if specific Lair branches have been generated.
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It's hard to think of an use where you'd want a remote branch.
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Call as: dgn.br_depth("Elf"), or dgn.br_depth(dgn.level_name(dgn.level_id()))
for the current branch.
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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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"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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Only dgn.br_has_shops used it, and that is not used anywhere in dat as far as
grep can see.
The chances are now in dat/des/builder/shops.des anyway.
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It should never masquerade as a function call.
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Fire hooks at various points during vault generation and allow Lua code in
vaults to add functions to these hooks. Lua hooks are handy when creating
vaults that want to place other vaults (for instance a vault that places
ten copies of another small minivault).
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shop_chance is the chance for a level in that branch to get shops at all.
This commit should result in equivalent placement, giving a flat 20%
for each branch that had has_shops == true.
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These checks are used to ensure the functions are only called from
Portal vaults. However, they cause errors in the initial Lua map
validation, regardless of whether or not the functions are actually
being used in a Portal vault.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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To avoid name clashes, rename dlua libs from *_lib to *_dlib.
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