| Commit message (Collapse) | Author | Age | Files | Lines |
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I left them only where the contents is not indented, like in a namespace
or a template.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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This injects a fake key code into the input stream, making the syscall
return. The pseudo-signal handler thread will then wait forever (for a
value of "forever" of 15 seconds).
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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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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It sabotaged ARRAYSZ(), for no reason. There was a conflict with an old
MSVC header, but for ARRAYSIZE() not ARRAYSZ(), then after a sed job in
9ba57ee3 the #undef was unnecesarily kepy.
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Also, it's not vulnerable to changes to the underlying types.
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These accumulate but never get removed; no wonder compilation times keep
rising.
The includes.sh script has lots of false negatives (and positives...), and
can't check .h files which cause the biggest slowdown, it'd be nice to run
multidelta on those somehow.
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Logic is unified between console and tiles. We now use the full available
size instead of leaving the last line for some reason.
It should be relatively easy to make it respect tile_menu_icons = false,
although I'm not sure it's worth bothering.
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While adhering religiously to the 80 column limit tends to be often pointless,
173 column long lines are way, way over the edge from the other side.
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Also, change a few #ifdefs to make it slightly easier to implement that in
the future.
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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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It's already done in update_screen() anyway.
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Could maybe use some error checking ...
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Having different prototypes for different ports without a good reason is bad.
After unification, it's easier to have, for example, two ports at once.
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(Ok, ok, on Windows it's a ConsoleHandler but does basically the same).
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They're not that interesting and cloud code readability. What humans care
about is the conversion of Crawl's internal format to native strings (OUTS)
or native wide strings (OUTW, Windows only).
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BTW, what's the point of forcing architecture in the build? The compiler
already knows that, trying to do that ourselves just caused build failures.
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The API doesn't provide a way to giveback a function key, so let's do our
own giveback buffer.
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There are some issues left, like incorrect wrapping in some cases, but
we can fix them later.
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One was actually wrong, too -- mangling redefined explosions.
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No direction keys yet...
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Only iostreams functions are left; on Windows they don't support Unicode
so a workaround will be needed.
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I used a basic script to find them, so I probably missed a few
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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This was due to broken logic added in 575cfb8d.
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Rather than using explicit offsets (e.g. buffy[0] and buffy[1]), store
colour, glyph, and tiles for each cell in the view buffer in a struct
with named members. This refactoring will also theoretically allow for
the tiles version to display glyphs instead of tiles.
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Signed-off-by: Janne Lahdenpera <felirx@gmail.com>
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