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* Remove stuffNicholas Feinberg2014-07-291-0/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Add end.ccNicholas Feinberg2014-07-281-1/+1
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* Allow giving derived undead equipment in mspecs (#8807)Neil Moore2014-07-201-1/+5
| | | | | | | | | Since they can be animated with equipment. This doesn't check that the item is something a zombie/skeleton can use, so it's up to vault designers not to make an centaur zombie ; shortbow . Items are still disallowed if the zombie's base monster can't use equipment, of if its base type is random.
* Don't overwrite primary vault tiles with layout tiles (#8108, #6150)Neil Moore2014-07-021-3/+5
| | | | | | The remaining problem behind this longstanding bug was that the layout overwrote the colour, height, tiles, etc. of all squares---even ones that were already placed by the primary vault.
* Move a little more code out of misc.ccNicholas Feinberg2014-07-021-1/+1
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* BracingNicholas Feinberg2014-06-281-2/+0
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* Rename the 'can_overwrite' vault tag to 'overwrite_floor_cell'.Vsevolod Kozlov2014-06-281-2/+2
| | | | In an attempt to clarify its new, more restricted behaviour.
* Enforce a 1x1 size constraint on can_overwrite vaults.Vsevolod Kozlov2014-06-281-0/+5
| | | | Using it for anything larger would be unwise anyway.
* Remove some more references to dragon slaying (DrKe)reaverb2014-06-191-1/+1
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* Rename "vampiricism" to "vampirism" (ChrisOelmueller, #8435)reaverb2014-06-151-1/+1
| | | | | | | Chris Oelmueller made an excellent patch for this, but unfortunately it was rather rotted by the time somebody decided to look at it. It was easier to recreate than update. I've also added some tiles stuff which was missed in the original patch.
* Make Doxygen @returns "@return" for consistancy.reaverb2014-06-051-2/+2
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* Remove jewelry and armour sources of conservationgammafunk2014-05-281-0/+2
| | | | | | The amulet of conservation and cloaks of preservation are no longer necessary without item destruction. Maxwell's patent armour now has the resistance ego and grants rF+ and rC+.
* Chance function(void) to function()reaverb2014-05-241-1/+1
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* Make mini_float the default; add a no_exits tag instead.Steve Melenchuk2014-05-151-37/+9
| | | | | | | | | | | There have been so many problems with minivaults not having exits that this is an easier solution than the alternative. You're still allowed to explicitly place exits, of course, in which case floating exits go away. There are a couple of other small tweaks to the level documentation here as well.
* Check for exits from maps at DB generation time.Steve Melenchuk2014-05-151-0/+75
| | | | This should prevent this from cropping up as often as it does.
* Allow "none" alternatives to work with TILE: and friends.Neil Moore2014-05-151-3/+3
| | | | | | The level-making documentation gave a few examples using "/ none", but that did not work correctly and could lead to crashes (depending on uninitialised variables).
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+8
| | | | This fixes all the instances caught by unbrace.
* Consistantly use "antimagic" instead of "anti-magic" (MarvinPA)reaverb2014-05-111-1/+1
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* Remove decks of dungeons and a number of now-unused cardsChris Campbell2014-05-091-2/+5
| | | | | | | Decks of dungeons were no longer gifted and only generated very rarely. Most of the cards in it (as well as some cards just removed from wonders) were either uninteresting or problematic for various reasons. The removed cards are Experience, Sage, Water, Glass, Trowel, Minefield.
* Fix a hiccup with Gozag shops and the sleeping ego.Steve Melenchuk2014-05-071-0/+3
| | | | Part of this is really hacky in order to get afflicted saves to load.
* Abstractify.Shmuale Mark2014-05-051-3/+1
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* Move mon death stuff from mon-stuff.cc to mon-death.cc.Shmuale Mark2014-04-121-0/+1
| | | | | | | Touches a lot of files since their #includes have to be edited. (Pushing now since it shouldn't break anything and keeping it updated is nasty.)
* Don't generate racial armourChris Oelmueller2014-03-061-16/+0
| | | | | | | | [It had much the same problems as racial weapons, with only very slightly more significant effects. Some of the old effects of racial armour could potentially be rethought and made into a new armour ego. Beogh still gives a (slightly smaller than before) bonus for armour use, without the orcish requirement. -MarvinPA]
* Handle errors in shop specs with item lists a bit more gracefully.Steve Melenchuk2014-03-051-1/+1
| | | | | | | | If there was an item list and a problem with the rest of the shop spec, it generated a valid shop spec without errors (assuming there were none in the item list) with shop type -1. This cropped up in grated_community_mu (which is about to be fixed).
* Allow specifying Serpent of Hell subtype in spec again.Steve Melenchuk2014-02-041-0/+25
| | | | | | | | | Instead of using soh_flavour:, just specify the branch immediately after "serpent of hell" either in full or abbreviation, e.g. "serpent of hell tartarus" or "serpent of hell coc". Mostly for use with the monster program, but vault makers needing a specific Serpent (sprint, anyone?) can do so now.
* "Fix" monspec for specific faceted nonbase demonspawn.Steve Melenchuk2014-01-231-1/+9
| | | | That is, "torturous warmonger" is a valid monspec again.
* Demonspawn enemies: underlying base/non-base monster work.Steve Melenchuk2014-01-211-2/+72
| | | | | | | | | | | | | | | | | See: https://crawl.develz.org/wiki/doku.php?id=user:hangedman#faceted_classed_demonspawn_for_pan for explanations. This includes a move of the demonspawn glyph to '6'; this is intended to make the glyphs for each of the enemies unique, which wouldn't really be possible with the overloaded '@' glyph. A lot of the functionality that varies for base demonspawn is present, including attack flavours and spininess; the base monsters differ slightly to reflect this. The nonbase enemies are all currently identical; further, nothing places anywhere yet. Differentiation to come in following commits.
* Use ego:frenzy, not ego:wrath, for needles of frenzy.Neil Moore2014-01-091-1/+1
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* Drop some redundant lowercasing.Adam Borowski2013-12-251-5/+0
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* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | 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.
* Start using -Wredundant-decls; fix all the instances I getSamuel Bronson2013-12-121-0/+1
| | | | | That is, unless you count the ones in ncurses' headers, which I can't do anything except suppress.
* Fix typos, "Che" -> "Chei"Chris Oelmueller2013-11-201-1/+1
| | | | Committer's note: Solo vas a matar a un hombre.
* Don't require "ego:ice" to make missiles of frost.Chris Oelmueller2013-11-201-1/+1
| | | | | More consistent with launcher egos and other missile ego names like "flame" this way.
* More formatting fixes for return (...);Neil Moore2013-11-151-2/+2
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* Don't allocate pointless iterators.Adam Borowski2013-11-151-2/+2
| | | | | map or set.count() can test the presence of a given key and return 0 or 1 outright.
* Axe a buttload of useless #includes.Adam Borowski2013-11-031-1/+0
| | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* Shorten branch enums.Adam Borowski2013-11-031-1/+1
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.
* Drop a lot of superfluous parentheses.Adam Borowski2013-10-241-61/+63
| | | | | These can be really confusing, especially if there are operators of different priorities, or multiple levels of parentheses, nearby.
* Remove reaching from weapons when upgrading saves; misc cleanup.Adam Borowski2013-10-221-1/+1
| | | | | The brand merely got its name hidden, resulting in strange results in tiles and wizmode.
* Use vector.empty() for emptiness tests.Adam Borowski2013-10-171-2/+2
| | | | | Unlike some other containers, it's unlikely it's faster than checking size() anywhere, but let's be consistent.
* Reformat multi-line array literals.Adam Borowski2013-10-051-2/+4
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* Fix ordering of SPARM_* name arrays and tile enums.Neil Moore2013-10-011-1/+1
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* Add SPARM_JUMPING ego. Wearing this grants the evoke jump attack ability.gammafunk2013-10-011-0/+1
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* Don't break chaos and evasion brands in mapdefs on major tag bump.Neil Moore2013-09-301-0/+2
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* Get rid of random_shuffle().Adam Borowski2013-09-101-2/+2
| | | | | | | | | | | | | | | | | | This should hopefully make games from the same seed proceed the same on all architectures[1], as I can't think of anything else that behaves differently based on pointer size, endianness or exact pointer values. I used a NIH implementation instead of passing a third argument to random_shuffle, as the interface is so much nicer. [1]. This will be affected by terminal size (elemental colours are not resolved outside the screen), tile windows size (random animations), tiles/non-tiles and possibly others. Also, I don't think we use STL hashes anywhere, but if we'd do, the STL implementation will matter. Please don't make this stop you: this commit is only to make test cases from my stress tests portable which is a small benefit, perhaps even smaller than the nicer call interface.
* Add a new "ORDER:" map header for sorting game-mode maps.Neil Moore2013-09-051-2/+5
| | | | | | | | | | | The first step towards fixing #7383. Defaults to INT_MAX, so things that do not set it explicitly will be last. If two maps have the same ORDER:, they will be sorted by description/name as before. Also change the des cache index format to store ORDER (necessitating a minor version bump). Rather than leaving ORDER at its default value when loading an des cache index from earlier versions, we throw out the entire index so that it can be regenerated.
* Formatting/brace/trivial returns fixes.Adam Borowski2013-09-031-1/+1
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* More padding fixes for ternary operatorChris Oelmueller2013-08-031-2/+2
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* Pad some ternary operators with spaces on the leftChris Oelmueller2013-07-281-2/+2
| | | | | | While this is not explicitly mentioned as a rule in coding_conventions, all examples listed there apply it as well. The dungeon.cc chunk did overflow max. columns before already, but could still be looked at.
* Fix lots of typosChris Oelmueller2013-07-231-2/+2
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