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* Add tile_deep_water_col and tile_portal_col.Pekka Lampila2014-02-201-1/+2
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* Axe a buttload of useless #includes.Adam Borowski2013-11-031-3/+0
| | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* Move set_terrain_changed() away from map_knowledge.ccAdam Borowski2013-11-031-24/+0
| | | | It hardly deals with remembered map.
* Remove clouds when terrain is changed to something that precludes one.Adam Borowski2013-10-181-0/+8
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* Cache whether any slimy wall exists on the level.Adam Borowski2013-10-081-0/+3
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* Don't en-/de-capsulate coord_def over and over in set_terrain_*()Adam Borowski2013-10-081-12/+8
| | | | All callers, and all but one internal use, want it as a struct.
* Revert "Bye bye clinging."Raphael Langella2013-08-121-0/+4
| | | | | | | | | | | | | Clinging might be a minor feature, but it's a distinguishing one, it's thematic and it's working quite well. Player/monster symmetry has never been a goal, so it seems dubious to invoke it as the reason to throw away all the work that has been put into clinging. We can always say that the player turns into a different kind of spider which is unable to cling for some reason. This reverts commit bdc56382eacf7af1b2330dc6444916d368741fec. This reverts commit d689486464fcaaac025a6f469ab69674a2f4d173. This reverts commit 1addaaf8ee92de5060fdb436f93251843abd2035.
* Don't pretend &=~ is a single operator.Neil Moore2013-07-281-2/+2
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* Refactor 'you.religion' checks.Brendan Hickey2013-07-281-3/+4
| | | | | Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO). This change is part of a large plan to clean up religion.
* Bye bye clinging.Adam Borowski2013-07-101-4/+0
| | | | | | | | | | | With player clinging removed, monster doesn't make much sense. Note that I personally somehow like clinging -- even if it's rarely useful except early on, it was quite harmless. However, I'm strongly against having players and monsters inconsistent when there's no very good reason. Thus, reverting this and MarvinPA's change is an option. Just please keep or revert them together.
* Fix rare case of out of LOS item not being drawnPekka Lampila2013-05-211-3/+2
| | | | | | | | | Tiles only. Could also be another foreground feature (cloud) instead of an item. This would happen when an out of LOS monster tile was removed. Rename tile_clear_monster to tile_reset_fg and have it reset the foreground tile, instead of just clearing it. Also make clear_map function work properly on tiles even when clear_mons=false.
* Change the minimap prioritiesPekka Lampila2013-03-241-3/+11
| | | | | Dungeon features are now shown, even if there is an item there. Monsters that give no XP have much lower priority.
* Use std namespace.Raphael Langella2012-08-261-3/+3
| | | | | | | | | | | | | 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.
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-1/+1
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* Make feature renames local to a vault rather than the whole level.Adam Borowski2012-07-051-1/+1
| | | | | | | | For technical reasons (vault_placement), subvaults use renaming data of the top-level vault, this might be changed one day; that'd require a bit more writing but would allow different renames in different subvaults. TODO: "line of fire blocked by XXX".
* Remove a good deal of header inclusion.Adam Borowski2012-05-231-1/+0
| | | | | | | | | 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.
* Don't clear known items from the map with the Dowsing card effectChris Campbell2012-03-261-4/+3
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* Let Ctrl+C clear clouds that are out of LOSChris Campbell2012-03-181-0/+2
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* Make a bunch of functions static or non-existant.Adam Borowski2012-03-151-8/+0
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* Merge remote branch 'origin/master' into unified_combat_controlRobert Burnham2011-11-211-2/+57
|\ | | | | | | | | Conflicts: crawl-ref/source/fight.cc
| * Webtiles: Move the minimap feature decision to the server side.Florian Diebold2011-11-171-0/+55
| | | | | | | | | | There's just too much information necessary to do this right, which is not available to the client at the moment.
| * Fix inverted logic in clear_map().Raphael Langella2011-11-171-2/+2
| | | | | | | | | | Also change the default so that it doesn't clear detected items (unlikely to move), only detected monsters.
* | Merge branch 'master' into unified_combat_controlRobert Burnham2011-10-251-24/+3
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/Makefile.obj crawl-ref/source/dbg-scan.cc crawl-ref/source/decks.cc crawl-ref/source/describe.cc crawl-ref/source/directn.cc crawl-ref/source/evoke.cc crawl-ref/source/fight.cc crawl-ref/source/fight.h crawl-ref/source/ghost.cc crawl-ref/source/ghost.h crawl-ref/source/item_use.cc crawl-ref/source/items.cc crawl-ref/source/map_knowledge.cc crawl-ref/source/melee_attack.h crawl-ref/source/mon-abil.cc crawl-ref/source/mon-act.cc crawl-ref/source/mon-stuff.cc crawl-ref/source/monster.cc crawl-ref/source/monster.h crawl-ref/source/player.cc crawl-ref/source/player.h crawl-ref/source/shopping.cc crawl-ref/source/spl-damage.cc crawl-ref/source/spl-summoning.cc crawl-ref/source/spl-transloc.cc crawl-ref/source/stairs.cc crawl-ref/source/stuff.cc crawl-ref/source/tags.cc crawl-ref/source/traps.cc crawl-ref/source/xom.cc
| * Remove unused level flags, forbid exclusions in Abyss and Lab.Adam Borowski2011-10-091-3/+1
| | | | | | | | | | | | | | | | Old unmappable levels are gone for good, and good riddance. Thus, player_in_mappable_area() is obsolete; I removed it and stolen the name for "Lab or Abyss" check, done inconsistently in several places. Also, exclusions there were problematic -- I removed them for now, please change this back if you can fix them.
| * Take note when revealing a feature mimic which has been noted before.Raphael Langella2011-09-051-20/+2
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| * Gut and parcel out most of stuff.ccAdam Borowski2011-06-041-1/+0
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* | Merge branch 'master' into unified_combat_controlRobert Burnham2011-04-261-6/+18
|\| | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: crawl-ref/source/actor.cc crawl-ref/source/delay.cc crawl-ref/source/directn.cc crawl-ref/source/directn.h crawl-ref/source/fight.cc crawl-ref/source/files.cc crawl-ref/source/mon-act.cc crawl-ref/source/monster.cc crawl-ref/source/mpr.h crawl-ref/source/player.cc crawl-ref/source/shopping.cc
| * Fix message when falling off a door.Raphael Langella2011-04-141-4/+5
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| * Give magic mapping an uniform shape.Adam Borowski2011-04-141-1/+1
| | | | | | | | | | | | | | | | | | For the scroll, it makes no sense to not affect the whole map when you happen to stand just near an edge. Ashenzari and the mutation were fine. For decks and the ball, it makes no sense to see further diagonally.
| * On terrain change, only update the clinging status of adjacent actors.Raphael Langella2011-04-141-1/+3
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| * Fix #3356: clearing the map having no effect in Tiles.Johanna Ploog2011-04-061-1/+6
| | | | | | | | There was no call to tile_clear_monsters.
| * Unerf low piety passive mapping.Raphael Langella2011-03-241-1/+1
| | | | | | | | I made a mistake with the scaling which made it really weak on low piety.
| * Ashenzari: scale passive mapping density with piety.Raphael Langella2011-03-241-1/+5
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* | Replace DESC_NOCAP_A and DESC_CAP_A with DESC_ARobert Burnham2011-03-251-1/+1
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* Allow monster spiders to cling on walls.Raphael Langella2011-02-111-0/+2
| | | | | | | Moved is_wall_clinging(), can_cling_to() and check_clinging() to the actor interface. the AI isn't aware of it, so in some cases, the spider will stay blocked behind a cell of deep water while taking a side step would allow it to cling to the wall and cross the water.
* Ashenzari: passive mapping in Labs.Adam Borowski2010-10-211-1/+1
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* A typo.Adam Borowski2010-10-211-1/+1
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* Remove special casing for detected items.Adam Borowski2010-10-201-0/+9
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* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-5/+5
| | | | | | 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.
* Ashenzari: passive mapping.Adam Borowski2010-10-101-2/+12
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* Don't reset map_cell seen status when terrain changes.Robert Vollmert2010-09-111-1/+0
| | | | Fixes changed terrain showing with magic map symbols.
* Fix tiles compile (with rob).Eino Keskitalo2010-07-301-1/+2
| | | | | | Wizard-casting Detect Items seems to crash when it finds something. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Don't clear "seen" flag when redrawing.Robert Vollmert2010-07-301-0/+1
| | | | | | | Fixes multiple trove discovery milestones, for example. I'm not entirely sure what went wrong, or if this is the right way to do it.
* Fix spacing.Robert Vollmert2010-07-291-2/+2
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* Make map_cell store feat+cloud+item+mons instead of only the topmost one ↵Luca Barbieri2010-07-291-34/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | (BREAKS SAVES) (v3) Changes in v3 (rob): - update to current master - fix colouring of out-of-LOS clouds - fix reload crash due to env.cgrid Changes in v2: - Features and monsters should now be properly grayed Currently map_cell only stores the topmost "thing" in a cell. This is good enough for the console view, but not for more sophisticated clients (e.g. tiles). This commit refactors the code so that all player knowledge about a cell (including detailed monster and item information) is represented in map_cell, and so that map_cell is used to build the console view. Save compatibility is broken since the new map_cell is serialized instead of the old one. This will allow, for instance, to load console savegames in the tiles version, and still get proper tiles for the explored area. Furthermore, this new map_cell will be the basis of the Crawl protocol for the client/server split. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Remove env.show in favor of using env.map_knowledgeLuca Barbieri2010-07-291-140/+23
| | | | | | | | | | | | | | Currently env.show stores information about the LOS rectangle, while env.map_knowledge stores the rest of the map. This unnecessarily complicates the code, makes serialization harder, and makes it hard to change the LOS model. This code uses map_knowledge for both kinds of data. Regressions are quite possible. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Change update_minimap to use coord_def.Enne Walker2010-06-091-3/+4
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* Remove tiles-specific map knowledge flag logic.Enne Walker2010-06-081-5/+0
| | | | This doesn't appear to be used by anything.
* Clean up tiles-specific behavior in clear_map.Enne Walker2010-06-081-24/+4
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* Split up tiles.h.Enne Walker2010-05-301-0/+3
| | | | | | Most of it has gone into tilepick.h, but also into enum.h and initfile.cc. Unlike tiles.h which was included everywhere, tilepick.h is now only a dependency of about half the files.