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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!
* Refactor feat_virtually_destroys_itemNicholas Feinberg2014-07-231-22/+4
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* Restore colour when a sealed door is opened.Neil Moore2014-07-211-0/+21
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* Save old colour in terrain-change markers (#8806)Neil Moore2014-07-201-6/+16
| | | | | | 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.
* Make a return value clearer.Neil Moore2014-07-201-2/+1
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* Don't push items through walls if we can help it (bh)Neil Moore2014-07-201-1/+12
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* Don't bias northwest in _dgn_find_nearest_square.Neil Moore2014-07-201-2/+4
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* Improve drowning messages for fungiNicholas Feinberg2014-07-141-1/+1
| | | | And trees.
* Move more feature name data to feature-data.h.Shmuale Mark2014-07-141-141/+38
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* Simplify further (Grunt)Neil Moore2014-07-101-2/+0
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* Simplify. (Grunt)Nicholas Feinberg2014-07-101-6/+10
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* Remove Davy Jones' Locker (let monster undead drown)Nicholas Feinberg2014-07-101-8/+6
| | | | | | | | | | | Previously they'd sink to the bottom of deep water & lurk forever. Thematic, but extremely unintuitive and not really accomplishing much. It'd be cool to let them move slowly through deep water, maybe, but hiding at the bottom was clearly the wrong answer. Also touch up player drowning messages a little bit, and fix one that would never show up.
* When Abyss shifts, also shift player's map_seen information, and forget the ↵Mikko Vepsalainen2014-07-101-0/+1
| | | | old areas. Mostly fixes #8625.
* BracingNicholas Feinberg2014-06-281-2/+0
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* Remove an obsolete checkNicholas Feinberg2014-06-281-4/+3
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* Also remove hatch mimicsNicholas Feinberg2014-06-281-2/+1
| | | | | | | | For basically the same reasons as door mimics. It'd be really funny if someone tried to escape down a hatch and found out it was a mimic, but in practice, good play usually prevents that. :(
* Remove certain boring types of feature mimicsNicholas Feinberg2014-06-281-9/+0
| | | | | | | | Since players had no reason to want to go next to statues or fountains anyway. Door mimics were kind of funny, but encouraged testing every door to see if it was a mimic, which doesn't seem necessary.
* Rename 'mesclr()' to 'clear_messages()'reaverb2014-06-221-1/+1
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* Make Vaults exit stairs a portal.Neil Moore2014-06-081-0/+3
| | | | | To match the entry. The tile is already just as portal-like as the entry tile, so no change there.
* Remove Hall of Bladesreaverb2014-06-071-4/+10
| | | | | | The complaints against the branch are well documented, mostly stating Dancing Weapons are awful enemies and the Hall of Blades is filled with them.
* Rename MMT_NUKED to MMT_TURNED_TO_FLOORreaverb2014-06-051-1/+1
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* Rename nuke_wall() destroy_wall()reaverb2014-06-051-1/+1
| | | | and also change a temporary variable name to avoid overshadowing
* Correct some doxygen blocks.Neil Moore2014-05-291-2/+2
| | | | | Some of them were missing the /** (or /*!) that makes doxygen consider the comment in the first place.
* Don't carry over sealed featured into the Abyss (#8601)Neil Moore2014-05-281-0/+6
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* Formatting fixes (add braces).Neil Moore2014-05-121-0/+2
| | | | This fixes all the instances caught by unbrace.
* Qazlal: enums, initial descriptions.Steve Melenchuk2014-05-071-1/+6
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* Gozag: enums, descriptions.Steve Melenchuk2014-05-071-1/+14
| | | | Handles some functionality for having a god without piety.
* Fix a corruption / terrain change crash.blackcustard2014-04-091-4/+8
| | | | | | | | | | | | | | | | | When corrupting a level, the contents of certain squares are sometimes moved to a nearby square instead of being deleted. Sometimes, dgn_shift_feature would decide to move things onto a square that contained an actor. This was wrong. This bug could manifest as a crash in at least one way: using corruption near a sealed door could displace the contents of the sealed door's square (including the door itself) on top of the player; because sealed doors are accompanied by a temporary terrain change marker (MAT_TERRAIN_CHANGE). The game would crash on the next turn when _move_player detected that the player was inside a solid object (the door). Also, in dgn_move_entities_at, assert that the destination square does not contain an actor.
* Remove scrambling.Shmuale Mark2014-04-061-94/+13
| | | | | | | It was something that was almost never relevant but that cluttered up the code regardless. If it were to be more relevant that would not really be a good thing since a chance for instadeath is rather bad design.
* Remove mangroves, make single trees block LOS.wheals2014-03-291-9/+12
| | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
* Make all abyss teleports shift the Abyss (minmay).Shmuale Mark2014-03-081-1/+1
| | | | | | | | | | | | | | | | Partly this is to (somewhat) make the Abyss a little easier. Teleports still take longer than orbrun teleports to kick in on average, and in general letting the player know what an action will do is a good thing. But the main reason is that, due to maprot, same-area abyss teleports are a pretty awful interface screw. You are prevented from remembering what monsters were around (this was quite annoying when being marked was more common in the abyss), and though you can see for one second what direction you came from, immediately after the screen refreshes and you can't anymore. Possibly this could lead to improving/removing altogether maprot.
* Add some more room for altar enums on TAG_MAJOR_VERSION > 34.Steve Melenchuk2014-03-051-0/+3
| | | | | | | | We have a lot of proposed deity concepts floating around; surely at least one of them will reach a usable state by the time we need these enums. With nineteen current gods and eight enums, that's space for 27...
* Fix up some TAG_MAJOR_VERSION > 34 issues.Steve Melenchuk2014-03-051-2/+8
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* Purge some references to Forest.Shmuale Mark2014-03-031-5/+3
| | | | In particular, ctrl-O should no longer mention the branch.
* Merge branch 'master' into summon_spellsDracoOmega2014-02-131-1/+1
|\ | | | | | | | | | | | | Conflicts: crawl-ref/source/enum.h crawl-ref/source/spl-data.h crawl-ref/source/spl-summoning.cc
| * s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-1/+1
| | | | | | | | | | At least three devs are probably waiting for this to be pushed if they're not about to push it themselves. So now it's done.
* | New spell: Summon Forest (L5 Summ/Tloc)Shayne Halvorson2014-02-101-1/+3
|/ | | | It temporarily changes nearby terrain to trees and water and summons a dryad.
* Don't crash on debug scan when an exit feature is covered.Neil Moore2014-01-311-0/+13
| | | | | See !lm EightySix fofi crash -log for an example. Now we also check the terrain change markers for the desired feature.
* Reduce strange interactions between Shoals tides and temp waterDracoOmega2014-01-281-0/+13
| | | | | | | | | | | | | When a tidal change happened, sometimes large chunks of temp water would be outright removed (even when they were far from the shoreline), and without actually removing the terrain change marker (which caused bits of land that were curiously immune to being flooded again). I have to admit that I don't entirely understand all the tidal code so it's possible this fix doesn't do exactly what I think it does, but it does seem to address the visible issue - temp water is preserved regardless of tidal movement, which continues to operate normally around it.
* Don't add terrain change markers when changing a terrain from itself to itselfDracoOmega2014-01-281-0/+5
| | | | You could instead just, y'know, leave it what it already is.
* Give the shadow god a non-placeholder name: Dithmengos.Steve Melenchuk2014-01-101-1/+1
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* Shadow god - initial enums, features, descriptions, basics.Steve Melenchuk2014-01-101-1/+1
| | | | | | | | This will be based largely on mikee's proposal on Tavern here: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10117 Right now the name is "Dsomething". This obviously needs to be replaced with something else (heh) before prime time.
* Consider Vaults entrance a gate.Neil Moore2014-01-031-1/+2
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* Fix a broken fountain rename.Adam Borowski2013-12-211-1/+1
| | | | | Also, ensure this won't happen again -- removed features must have their names changed so we can be certain they're indeed gone.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-2/+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.
* Schedule DNGN_ENTER_PORTAL_VAULT for removal; other related fixes.Adam Borowski2013-12-191-8/+16
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* Drop a doubly untrue comment and a check.Adam Borowski2013-12-181-5/+0
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* Make portal entrances and exits proper features on their own.Adam Borowski2013-12-181-43/+41
| | | | | Overloading made it impossible to redefine them, assign colours, made it hard to do stuff on C++ side, and stank of elderberries.
* Replace `mpr(s, ch)` with `mprf(ch, s)`Adam Borowski2013-11-291-1/+1
| | | | | | | | | Also simplify quite a few cases. It turns out in >90% cases of non-literals the argument had .c_str(), which meant it was pointlessly malloc()ed and converted from and to std::string. I believe a sprintf is faster, so even the argument of miniscule speed-up doesn't apply.
* Revert "Replace `mprf(ch, s)` with `mpr(s, ch)`"Adam Borowski2013-11-291-5/+5
| | | | | | | | 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.