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* Experimental level builder changes for Swamp.Darshan Shaligram2010-01-161-0/+1
| | | | The Swamp now gets a border of trees and uses trees instead of walls. Swamp:5 vaults may need tweaking to fit in better.
* Move island-building code from dgn-shoals.cc->dgn-height.cc.Darshan Shaligram2010-01-131-0/+1
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* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* Merge branch 'master' into ioodAdam Borowski2009-12-301-0/+1
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| * Move and tweak Mislead code.Jude Brown2009-12-281-0/+1
| | | | | | | | | | Newly placed monsters during the mislead status are also given a mislead_as monster type.
* | Merge branch 'master' into ioodAdam Borowski2009-12-271-0/+2
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| * Move Shoals code out into its own file.Darshan Shaligram2009-12-261-0/+1
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| * A start at a dLua spells library.Jude Brown2009-12-251-0/+1
| | | | | | | | | | | | | | | | | | | | | | 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.
* | Iskenderun's Orb of DestructionAdam Borowski2009-12-201-0/+1
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* Subvaults.Enne Walker2009-11-281-0/+1
| | | | | | | | 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.
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+1
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* New Lua library: feat.Jude Brown2009-11-271-0/+1
| | | | | | | | | | | | | | | | | | | 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")
* Merge halo.cc into areas.cc.Robert Vollmert2009-11-211-1/+0
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* Create areas.cc and move sanctuary code there.Robert Vollmert2009-11-211-0/+1
| | | | | areas.cc is meant to collect all area effects like sanctuary, silence, halo, pending future unification.
* Move some pathfinding code from mon-behv.cc to mon-movetarget.cc.Robert Vollmert2009-11-161-2/+3
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* Split monster_pathfind out into mon-pathfind.cc.Robert Vollmert2009-11-161-0/+1
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* Rename acr.cc to main.cc.Robert Vollmert2009-11-151-1/+1
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* Move mtransit to mon-transit.Vsevolod Kozlov2009-11-141-1/+1
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* Rename mgrow to mon-grow.Vsevolod Kozlov2009-11-131-1/+1
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* set_exclude/del_exclude lua bindings.Robert Vollmert2009-11-121-0/+1
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* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-3/+3
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Implement monster_iterator.Robert Vollmert2009-11-111-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | monster_iterator allows iterating over live monsters in env.mgrid, possibly subject to some location/visibility restrictions. Possible restrictions: - within some radius (circle_def::contains(mon->pos()) - position inside some LOS (los_def::see_cell(mon->pos()) - visible to some actor (actor::can_see(mon)) Sample use: for (int i = 0; i < MAX_MONSTERS; ++i) { monsters* const monster = &menv[i]; if (!monster->alive()) continue; // ... // becomes for (monster_iterator mi; mi; ++mi) { // ..., replacing monster-> by mi-> // and monster by *mi If you were checking for mons_near(monster), use monster_iterator mi(&you.get_los()); if you were checking for you.can_see(monster), use monster_iterator mi(&you); if you were checking for (monster->pos()-you.pos()).abs() <= r*r+1, use monster_iterator mi(circle_def(you.pos(), r, C_ROUND)). This is not as general as one might hope, but it should allow reducing the amount of code that knows how monsters are stored.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Split away monsters' starting gear from makeitem.cc to mon-gear.ccAdam Borowski2009-11-081-0/+1
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* Move see_cell_no_trans into player.Robert Vollmert2009-11-081-0/+1
| | | | Also collect actor/player LOS code in actor-los.cc.
* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-1/+2
| | | | | | | | map_cell no longer has the field "properties", which has been replaced by the unsigned long array env.pgrid. env.map has been renamed to env.map_knowledge. It should really be moved into player.
* Add a general halo interface to actor.Robert Vollmert2009-11-081-0/+1
| | | | | Also convert the TSO halo to use this. actor::haloed() is still specific to the player TSO halo.
* Create coord-circle.cc containing circle_def.Robert Vollmert2009-11-081-0/+1
| | | | | | circle_def unifies the shapes that a radius_iterator can iterate over. It's meant to replace bounds_func in losparam.h and eventually provide a base for radius_iterator.
* Split los_def implementation out into los_def.cc.Robert Vollmert2009-11-071-0/+1
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* Split up debug.ccMatthew Cline2009-11-061-1/+9
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* Split away divine retribution into godwrath.ccAdam Borowski2009-11-071-0/+1
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* Collect attitude changing code.Robert Vollmert2009-11-061-0/+1
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* Split get_symbol from view.cc.Robert Vollmert2009-11-061-0/+1
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* Unify mesmerisation code.Robert Vollmert2009-11-051-0/+1
| | | | | | | | There were several places that had copies of the same code, checking whether mesmerisation blocked movement to a given target. The various mesmerisation functions have become methods of player and were moved into behold.cc.
* Split up view.cc.Robert Vollmert2009-11-041-0/+4
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* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-041-0/+1
| | | | | | | | | | | | | env.show is now a class show_def that stores tagged unions of type show_type. For the moment, there's also env.show_los for use in LOS determination, but that should become an array of boolean at some point. This breaks save compatibility. Tiles and console version build and appear to work fine, but this kind of change is likely to have some side-effects.
* Move feature_def and Feature array into feature.cc from view.cc.Robert Vollmert2009-11-041-0/+1
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* Lua builder funcs act on map_lines, not grd.Enne Walker2009-11-021-1/+0
| | | | | | | This lets regular vaults use the same Lua functions that layout vaults do. Convert functions in l_dgnbld that acted on grd. Update layout vaults to use these new functions. Also, remove l_dgn_bf, as all of its functionality is now in l_dgnbld.
* Move random_near_space into new teleport.cc.Robert Vollmert2009-11-021-0/+1
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* Add simple 2d geometry library.Robert Vollmert2009-11-011-0/+1
| | | | | Its point is to allow intersecting rays with grid lines and advancing rays from one cell to the next.
* Split up monstuff.ccMatthew Cline2009-11-011-1/+4
| | | | | | | A lot of monstuff.cc was moved into mon-abil.cc (monster abilities), mon-act.cc (the main monster loop), mon-behv.cc (monster behaviour) and mon-cast.cc (monster spells). mstuff2.cc was completely merged into other files.
* monster.cc: Split of monsters clasxs methodsMatthew Cline2009-10-311-0/+1
| | | | | First step in splitting up mon-util.cc: move monsters class methods out into monster.cc
* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+5
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Move a little more code out of newgame.cc.Robert Vollmert2009-10-281-0/+1
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* Partial lua interpreter.Robert Vollmert2009-10-281-0/+1
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* Add lua binding for inspecting env.show.Robert Vollmert2009-10-271-0/+1
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* Start of monster_info lua binding.Robert Vollmert2009-10-271-0/+1
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* Move monster_pane_info out into mon-info.cc and rename.Robert Vollmert2009-10-271-0/+1
| | | | | I plan to use monster_info to get monster data out to the player safely via Lua.
* Move autoexclude code from misc.cc to exclude.cc.Robert Vollmert2009-10-271-0/+1
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* Sort makefile.obj again.David Lawrence Ramsey2009-10-251-2/+2
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