| Commit message (Collapse) | Author | Age | Files | Lines |
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snake_hunt would very rarely fail validation 25 times without vetoing the level, leaving Snake:$ without a rune.
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starting up.
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that both huts are isolated from the rest of the level.
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Because layout vaults were changed to be true vaults rather than just
writing to grd, they also wrote MMT_OPAQUE. This caused vault placement
to fail (usually) on top of the layout vaults. Fixed by letting
MMT_VAULT be the only mask that causes vault placement to fail.
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compiler
could call unnecessary functions. For paranoia, I left even any uses of std::string.
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Requires overall weight chance in unique.des and new dummies per-branch.
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Generates a vector of map_defs that have the relevant tag. Can check
depth (defaults to false) as well as whether or not a vault has
previously been placed (defaults to true).
Convenience function weight_map_vector returns an integer corresponding
to the total weight of all of the maps contained within the vector.
These functions will be used to re-do unique placement as per dpeg's
design (see c-r-d email).
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Removed inclusion of travel.h from most .h files to reduce the number
of .cc files dependant on it. This involved moving the level_pos
declaration to externs.h, moving the flood_find template to it's own
header file, and moving two typedefs from travel.h to travel_defs.h
because typedefs can't be forward declared (argh).
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This cuts down on message spam when placing uniques.
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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.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Specialized single-altar overflow temples which also have the tag
"uniq_altar_GODNAME" can be placed randomly even if that altar has been
chosen at new-game time to be an overflow temple on a specific level,
and if it's randomly placed before being generated specifically then it
will only be placed once, rather than also being placed a second time at
the location chosen at new-game time.
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I'm pretty sure I've managed to replace every instance of a reference to
these files, so I hopefully haven't missed anything.
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The main Temple (temple branch) can now have an arbitrary number of
altars, decided at new-game initialization time. Vaults with differing
numbers of altars can be given the tag "temple_main_N", with N being the
number of altars.
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Framework for placing altars outside the Temple, into what I call
"overflow temples". It currently places twelve altars in the Ecumenical
Temple and two outside at D:2 through D:9, with each of the two overflow
altars being placed in a "temple" which consists of a bare altar. The
overflow temples can actually contain any number of altars, but I'm not
a vault designer, so I went the minimalistic route.
The levels the overflow temples are placed on can be listed with the
wizard command "&:".
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See dat/uniques.des for more information and a quick run down on how
things work. Unique placement now should be roughly similar to unique
placement before; weights may need to be adjusted, but initial
statistics seem to be very, very similar.
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Didn't check compilation with DEBUG_DIAGNOSITCS (oops)
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Not all are changed yet, as there are several index checks still needed
for debugging purposes.
Also, make many checks for player/monster (non)existence use actor_at().
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Instead, it just returns without doing anything. I don't know why
the call to end() was there in the first place. May well be missing
something but this change hasn't had any obvious bad effects for
me.
This was causing problems with different tests trying to load the
same .des file multiple times.
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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Mostly rename functions from terrain.h that accept features of typ
dgn_feature_type from grid_is_* to feat_is_*.
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Use TARGET_COMPILER_VC instead, unless you need to find
the Visual C++ version information.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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The console version still compiles on Linux; both console and
tiles version compile in OS X. I haven't been able to test the
DOS and Windows compiles -- please fix or tell me about any
errors that show up.
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Reinstate the distinction between minivaults and regular vaults when placing
maps based on PLACE:, because minivaults cannot be placed before the rest of
the level is built.
Change Shoal huts to be picked by tag instead of PLACE.
Allow DEPTH: to use branch:$.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10591 c06c8d41-db1a-0410-9941-cceddc491573
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overlapping existing floor squares.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10498 c06c8d41-db1a-0410-9941-cceddc491573
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that stupid monsters will continue to ignore them as long as they've
never been opened.
Shifts wall and door types of existing save files.
Also apply patch by one the "nobodies" to make bloody tiles show up again.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10167 c06c8d41-db1a-0410-9941-cceddc491573
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If errno.h doesn't exist on DOS, this will fail, but then it would have
failed anyway.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8978 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8217 c06c8d41-db1a-0410-9941-cceddc491573
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vaults are now handled by _build_vaults.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8169 c06c8d41-db1a-0410-9941-cceddc491573
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Fixed bad bounds checks for minivaults placed by dgn_place_map.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7716 c06c8d41-db1a-0410-9941-cceddc491573
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if there's only one possibility to choose from.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7649 c06c8d41-db1a-0410-9941-cceddc491573
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to lua. As of now all special rooms are filled with rats.
Introduces two new members to map_def, weight_depth_mult and weight_depth_div,
which change a map's weight based on the absolute dungeon depth (not yet
accesible via lua or vault definitions). This needs to be done in C++
rather than in lua since a map's lua isn't re-invoked every time a random
map is chosen, but only when the map is placed.
NOTE: When I first made this change crawl started crashing until I manually
forced the recompilation of util/levcomp.lex.o and util/levcomp.tab.o;
if crawl starts crashing after this change, try doing that.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7629 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7625 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7562 c06c8d41-db1a-0410-9941-cceddc491573
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tedious code used to mess with this pointless buffer.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7560 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7558 c06c8d41-db1a-0410-9941-cceddc491573
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7557 c06c8d41-db1a-0410-9941-cceddc491573
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and "extra" tags.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7511 c06c8d41-db1a-0410-9941-cceddc491573
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solid rock (affecting layout_big_octagon). Speeded up mapstat report for random vault probabilities.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7507 c06c8d41-db1a-0410-9941-cceddc491573
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used as a generation weight (i.e. WEIGHT is what the old CHANCE used to be).
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7501 c06c8d41-db1a-0410-9941-cceddc491573
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And I forgot to mention: of course my previous commit breaks saves!
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7415 c06c8d41-db1a-0410-9941-cceddc491573
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settings: vault and highlight.
Vault means a grid is part of a vault (set in dungeon.cc), and currently
used to exempt vault grids when shifting labyrinths.
Highlight is a meta flag currently only used to highlight labyrinth
changes on the 'X' map in wizard mode, but I can think of a couple of
other uses, mostly for debugging purposes.
Also replace a few for loops in the lab shift function with
rectangle_iterators.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7414 c06c8d41-db1a-0410-9941-cceddc491573
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