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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 Feinberg2014-07-281-2/+2
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* Save old colour in terrain-change markers (#8806)Neil Moore2014-07-201-3/+11
| | | | | | It is still possible to lose the colour if the cell is permanently reverted to its original type: for example, using Tomb on coloured floor then digging out.
* Formatting fixes (add braces).Neil Moore2014-05-121-0/+4
| | | | This fixes all the instances caught by unbrace.
* Remove phoenixesreaverb2014-05-061-1/+3
| | | | | They were so annoying they were removed from holy zigs, reducing their appearnces to just a few vaults.
* Revert "Replace `mprf(ch, s)` with `mpr(s, ch)`"Adam Borowski2013-11-291-2/+2
| | | | | | | | It trades readability and consistency for an utterly negligible bit of speed. With the amount of further processing mpr() does, a single sprintf is nothing. This reverts commit d9dfa8fc9755fb0a4e8954c7eb94f32fe97b82e0.
* Replace `mprf(ch, s)` with `mpr(s, ch)`Chris Oelmueller2013-11-281-2/+2
| | | | Scripted, then manually reviewed.
* Add cloud spread markersDracoOmega2013-05-261-0/+74
| | | | | | | | | | | | | These are map markers that create incrementally spreading clouds from a source point, with a given maximal radius, total cloud volume, and rate. New clouds will stop being produced when either the specific number have been created, or all available areas within the max radius are filled (this means that clouds can be made to flood corridors to a wider distance than the same cloud volume would produce on open terrain, similar to regular cloud spells) An agent can be specified, and blame will be properly assigned based on this, even if the agent dies before all the clouds are created.
* Tag door seal markers for removal at the next major version bumpDracoOmega2013-05-261-0/+4
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* Add map markers for temporary terrain changesDracoOmega2013-05-261-0/+54
| | | | | The supporting code to allow them to actually do things will be forthcoming.
* Get rid of a misplaced prototype, adjust includes.Adam Borowski2013-04-101-1/+1
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* Add Vault WardensDracoOmega2013-03-031-1/+47
| | | | | | | | | | | | | These are the watch captains of the vault, similar in stats to a greater vault guard, with more HD and slightly better equipment. They can evoke a rune of sealing which slams shut doors near the player and seals them closed. Sealed doors cannot be opened by the player by any means (though they can still be destroyed in the usual ways), although monsters can open them freely. The seals will expire after a number of turns, or instantly upon the death of the warden which sealed them.
* Axe a number of unused functions.Adam Borowski2012-11-241-15/+0
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* Drop a lot of unnecessary braces.Adam Borowski2012-10-241-2/+0
| | | | | The perl one-liner I use for this had a bug where it didn't match "else" at the end of a line (ie, most of the time).
* Remove unnecessary includes from header files.Jay3.14152012-10-231-0/+1
| | | | | | | | | | 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.
* Use std namespace.Raphael Langella2012-08-261-85/+78
| | | | | | | | | | | | | 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.
* Massive style fix (braces, indentation, etc.)Neil Moore2012-08-011-4/+6
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* Drop a bunch of useless uses of this->Adam Borowski2012-07-101-3/+3
| | | | | I left a few cases where it helps disambiguate between global and object functions by the same name (formatted_string::cprintf(), etc).
* Some more return deparenthesization.Adam Borowski2012-07-051-7/+7
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* Remove parentheses around return (simple_function_call).Adam Borowski2012-07-051-2/+2
| | | | For way too paranoid and underinclusive values of "simple".
* String scalars are scalars, too.Adam Borowski2012-07-051-1/+1
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* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-38/+38
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* Drop TAG_MAJOR_VERSION == 32 ifdefs.Adam Borowski2012-04-251-6/+1
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* Drop pointless braces after if/for/while everywhere.Adam Borowski2012-04-201-2/+0
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* Wrap some egregiously long lines in the source.Adam Borowski2012-03-281-2/+4
| | | | | 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.
* Fix Phoenix attitude, marker removal (#4881).Jude Brown2011-11-111-4/+12
| | | | | | This should retain the correct attitude across rebirth, and resolve any issues with accessing the freed marker for information. It doesn't resolve cross-level changes, though.
* Finish Phoenixes!Jude Brown2011-11-101-8/+8
| | | | | | They'll now resurrect themselves. Hopefully, there aren't too many bugs, but it at least seems to work all of the time now, rather than just simply when in LOS.
* Randomize the destination of hatches and shafts (#3200).Raphael Langella2011-08-111-1/+47
| | | | | | | | | Hatch destination is randomly chosen on level generation and is saved in a map marker, so it's always the same. We don't bother using a marker for shafts since they are single use. Items falling through shafts have no reason to end up on the same coordinates since they can even end up on a different level, so their destination is randomised too.
* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
| | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* Begin work on phoenix resurrection: phoenix map marker.Jude Brown2011-03-061-1/+52
| | | | | | | | | | | | | | | | | Currently, resurrection will be per-level, but support can later be added for moving or recreating markers on the next level you go to if you happen to be carrying a phoenix corpse with you. It will also resurrect if the phoenix marker times out while you were off level and the corpse was not otherwise destroyed. The mechanism will track the location of the corpse, storing coord(-1, -1) when the corpse is in your inventory, or the location otherwise. Finally, none of this is actually coded, but the capacity now exists to start using the new marker. That's really the hardest bit and the longest to recompile, as it touches enum.h and mapmark.h. More to come!
* Merge branch 'sf/lua-free-saves'Adam Borowski2011-01-091-15/+10
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| * Use FunctionWrapper objects instead of raw functions for all markers.Darshan Shaligram2011-01-091-15/+10
| | | | | | | | | | | | | | All markers that use function parameters now take FunctionWrappers instead of raw functions. FunctionWrappers are saved by name instead of saving the function's Lua bytecode, thus fixing the save incompatibility issue due to Lua bytecode being incompatible across platforms.
* | Bump the major version, purge shims, fix breakage.Adam Borowski2011-01-091-27/+0
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* Simplify tag minor version handling.Darshan Shaligram2011-01-031-3/+1
| | | | | | Make reader::getMinorVersion() the standard way of accessing a tagged chunk's minor version. The old confusing situation where getMinorVersion() was sometimes valid and sometimes not was a recipe for problems.
* Fix #2975: crash on loading save after monster cast Malign Gateway.Jude Brown2010-12-251-12/+31
| | | | | | | | | | | | | | | | This dumps the storage of the caster as part of the map marker, and instead uses, temporarily and for monster-cast MG, the monster's full name as a non-actor summoner. Cons: the blame prefix won't work fully for monsters that are summoned themselves casting Malign Gateway. Future fix: replace passing of actor into mgen_data with a new struct, ie "summon_chain", that contains relevant information (caster's name, serial number, behaviour and own blame vector, for instance). Increments minor version to 21. Finally, should fix loading of games currently broken due to this bug.
* Revert bump of the major save version.Adam Borowski2010-11-251-0/+6
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* Remove rune_subst; bump save major version, map cache version; clean up ↵Vsevolod Kozlov2010-11-251-6/+0
| | | | | | | | | | | | after version bump. This is rather large, but rune_subst was in the saves, and I decided it was cleaner to bump the major version than the minor one. This updates enum.h. I apologize for the inconvenience. This might have broken something, but the previous changes to .des files should have taken care of that.
* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-7/+7
| | | | | | 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.
* Fix marshalling with minor versions (Kilobyte).Jude Brown2010-10-091-4/+2
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* Make Malign Gateway a one-at-a-time spell.Jude Brown2010-10-091-2/+14
| | | | | | | | | This prevents multiple gateways from being opened by the player and therefore multiple tentacles wreaking havoc upon one's enemies; the current code means that, for example, if a monster opens a malign gateway you won't be able to open one in retaliation. Bumps minor version, hopefully in a safe manner.
* whitespace fixRaphael Langella2010-10-081-1/+1
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* Improve Malign Gateway.Jude Brown2010-10-071-1/+55
| | | | | | | | | | | | | | | | | | | | | Done: * Portal now appears without tentacles, and generates clouds of translocational energy before the tentacle appears. * Portal is no longer a traversible square. This is somewhat hackish but it works. Currently, the only monsters that will enter it will be the actual tentacles themselves; if the player attempts to enter, they will be harmed and blinked away (there should be a prompt before entering). To-do: * Chance of the tentacle being hostile to start. * Portal only generates surrounded by open squares. * Tentacle eventually turns hostile. * Tentacle speed and name (moving from demonic towards "alien"-esque). I'd rather push what has been done now than have to merge any massive future changes as before.
* Don't set have_inactive_markers when moving markers or assigning from ↵Darshan Shaligram2010-07-241-0/+3
| | | | another map_markers object.
* Clear have_inactive_markers if all markers are removed.Darshan Shaligram2010-07-241-0/+9
| | | | This is just for least surprise.
* Initialise have_inactive_markers to false.Darshan Shaligram2010-07-241-2/+3
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* ASSERT in world_reacts if markers are not activated.Darshan Shaligram2010-07-241-0/+24
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* Add remove_markers_and_listeners_at to safely remove Lua markers and dungeon ↵Darshan Shaligram2010-07-211-0/+21
| | | | listeners from a square.
* Fix crash when activating a marker causes it to remove itself from marker ↵Darshan Shaligram2010-06-241-8/+12
| | | | list (Mu).
* Placate clang's warnings about shadowing class variables in class functions.Adam Borowski2010-06-201-2/+2
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* s/marshallLong/marshallInt/, since this confusion tends to cause bugs.Adam Borowski2010-06-201-4/+4
| | | | | | | Actually, it should be named marshallInt32_t as that's what it does, but that's hard to read, no architecture with smaller ints can conceivably run Crawl and the only architecture with bigger ints is long dead. And in even in such a case, everything will be fine except for name confusion...