| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
That is, unless you count the ones in ncurses' headers, which I can't
do anything except suppress.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
"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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Changes in v3 (rob):
- update for master (bleeding, deflect missiles, ...)
- fix misled not ending
- fix all monsters getting extreme fire resistance
Changes in v2:
- add operator =
monster_info is changed from the monster list's structure to a general
purpose structure storing player-known information about a monster.
The plan is to make all the user interface code read data from
moster_info, so that:
1. There is no risk of accidental leaks, since all the sensitive code
is in one place
2. Complicated things like misled and fake monsters are correctly
handled, and the code exists once
3. The structure can be serialized for client/server play, and the
deserialized structure can be passed to the UI code (this is still
theoretical)
This will be done in a successive patch.
Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
|
| |
|
|
|
|
| |
These are marked as 'I'.
|
|
|
|
| |
only on the same turn the items were wrapped for Lua by the core C++ code.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Like the monster library, the item library now uses a metatable to store
its functions. Instead of using lightuserdata, as before, and passing
this to the different item.* functions, the functions are now members of
the actual item.
The item library has also been renamed to "items": this allows for its
use in Vault definitions without it clashing with the item specifier and
dgn.item function.
Example:
* Previously, you would use:
local x = item.inventory()[1]
print(item.name(x, false))
* Now, you would use:
local x = items.inventory()[1]
print(x.name(false))
This will have an impact on end-user scripts that use the old version of
the item library. I have already updated the uses of the items library
in the dat/lua scripts, as well as vault definitions and marker
definitions. I think I've caught them all.
There may be bugs or issues, but hopefully that's everything. (Does
cause issues with annotations such as {artefact}, will be fixed
shortly.)
|
|
|
|
|
|
| |
entrances could be blocked by rock.
shoal-hut.lua test generates 1k Shoal:$ levels and verifies that the levels pass sanity tests.
|
|
|
|
|
|
|
|
|
|
|
| |
Provides wrappers for non-player Toxic Radiance and Ozocubu's
Refrigeration. These are basically just an adjustment of kill categories
and messages to allow them to be used as background effects in WizLabs
(Ozocubu's and Olgreb's).
Hopefully a wrapper for monster (and possibly player)-cast bolt
structures can also be included, which could then be accessed with the
(planned) Lua traps functionality.
|
|
|
|
|
|
|
|
| |
Vaults can now include other vaults as a part of their definition. These
subvaults are currently included by tag only and replace glyphs in their
parent vault. See documentation for more details.
Vault:8 has been modified to use subvaults.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Provides wrappers for all of the feat_is_XXX functions from terrain.cc,
as well as a few other functions. Also provides a macro which can wrap a
function to take:
* a set of co-ordinates (parsed with grd(coord_def(x, y)))
* a string (parsed with dungeon_feature_by_name)
* an integer (cast into dungeon_feature_type, can be fetched from
dgn.grid(x, y))
All of the feat library functions can be used in this manner. For
example:
* feat.is_wall(x, y)
* feat.is_wall(dgn.grid(x, y))
* feat.is_wall(7)
* feat.is_wall("rock_wall")
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
They appear to be used only for ziggurat monster placement, and
I'm finding it hard to see a safe use of these for the user.
Correct me if I'm wrong.
|
| |
|
|
|
|
|
|
|
|
| |
cluautil.cc should eventually contain all of the functions
for passing objects from and to lua, at least the shared
ones.
Also cut down on clua.cc include list.
|
|
|
|
| |
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
|
| |
|
|
|
|
| |
That's l_file.cc, l_food.cc, l_global.cc.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Rest of commit comment only as accurate as my
understanding...
Renaming from grd to mapgrd to avoid confusion with
grd == env.grid: This grd is the maplines-section of
a vault definition.
Also move mapgrd_lib from clua to dlua since it's only
used for dungeon building.
clua and dlua need more descriptive names.
|
|
|
|
|
| |
Also remove you.pos() from clua since grid coordinates aren't
supposed to be known to the user.
|
| |
|
|
|
|
| |
To avoid name clashes, rename dlua libs from *_lib to *_dlib.
|
| |
|
| |
|
|
|
|
| |
Now sub-2k lines of code.
|
| |
|
|
|
|
| |
Also a little cleanup.
|
|
|
|
|
| |
Specifically, item and monster-related functions to l_dgnit.cc and
l_dgnmon.cc.
|
| |
|
|
|
|
| |
Also minor cleanup.
|
| |
|
| |
|
| |
|
| |
|
|
Move lua library headers to separate l_libs.h, fixing another
compilation error...
|