| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
| |
Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests
it's unlikely they're affected.
|
|
|
|
| |
It hardly deals with remembered map.
|
| |
|
| |
|
|
|
|
| |
All callers, and all but one internal use, want it as a struct.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
| |
Pull 'you.religion [!=]= FOO' checks into a function: you_worship(FOO).
This change is part of a large plan to clean up religion.
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
Dungeon features are now shown, even if there is an item there. Monsters
that give no XP have much lower priority.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
| |
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".
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|\
| |
| |
| |
| | |
Conflicts:
crawl-ref/source/fight.cc
|
| |
| |
| |
| |
| | |
There's just too much information necessary to do this right, which is
not available to the client at the moment.
|
| |
| |
| |
| |
| | |
Also change the default so that it doesn't clear detected items (unlikely
to move), only detected monsters.
|
|\|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| | |
|
| | |
|
|\|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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.
|
| | |
|
| |
| |
| |
| | |
There was no call to tile_clear_monsters.
|
| |
| |
| |
| | |
I made a mistake with the scaling which made it really weak on low piety.
|
| | |
|
|/ |
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
Fixes changed terrain showing with magic map symbols.
|
|
|
|
|
|
| |
Wizard-casting Detect Items seems to crash when it finds something.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
(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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
| |
|
|
|
|
| |
This doesn't appear to be used by anything.
|
| |
|
|
|
|
|
|
| |
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.
|