| Commit message (Collapse) | Author | Age | Files | Lines |
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This might be portability for portability sake (Solaris is so dead), but
come on, we can't disappoint Igor Pashev by porting our stuff later than
several hours after the first installable build of Dyson is released :)
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The temp file is still needed because the "game" might move through levels,
but a pre-deleted file is quite unlikely to require durable storage.
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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.
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It uses a temporary file for the save file. This fixes canned tests breaking
if a run has been aborted (and thus a save by that name exists), and also
allows concurrently running multiple instances of the same test.
Implies wizmode.
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Crawl itself doesn't ever read and write at the same time (I doubt it ever
does more than one operation at once, too), but it just feels wrong to have
a known data-loss bug in code that's separable from the rest of Crawl.
By reusing already instantiated STL templates, this actually reduces binary
size somewhat.
This reverts commit ed9508da27c3ef0803bfd1e600465a5eb6566441.
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Actually, not even one as it won't be committed until the next time you go
to a new level. Subsequent writes of a given level in a transaction
overwrite the old uncommitted version.
This sadly can double the size of saves, if someone views all existing levels
in a game.
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Unlike my attempt a year ago, this version actually tries a block that fits,
rather than one that's just below what we need, so a tiny new fragment is
created in most cases, making things worse :p
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Conflicts galore...
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The save browser is likely to open many, especially if you have a lot
of old saves after a compat break. Actually running out of descriptors
would require a bizarre case, but a bug is a bug...
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This fixes --edit-save foo repack on Windows, and is safer in case the
player's name ever changes (might be possible if we add that "read morgue"
functionality).
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I went the lazy way and just stuck stdint.h at the beginning, we include it
from a number of basic and/or platform-dependent headers so was pulled by
AppHdr.h anyway.
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It effectively reverts to the last commit. This is the safest thing to do in
an error, and if we're going to delete the save file, it doesn't matter.
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