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* Fix order of trees and open sea in feature names.Darshan Shaligram2010-01-081-3/+2
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* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* Do not destroy items in deep water and lavaStefan O'Rear2009-12-301-2/+3
| | | | | | | | In the past, this made sense, because deep water was forever. Now, with Shoals tides and Fedhas Sunlight, deep water can dry up, and it makes no sense for waterproof items to cease to exist after a stint as a reef. Scrolls are still destroyed in lava because they are flammable.
* Allow tiles to destroy only some items.Stefan O'Rear2009-12-301-35/+51
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* Make item_is_critical a method of item_def.Vsevolod Kozlov2009-12-271-1/+1
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* Add feat_is_door.Jude Brown2009-12-191-0/+6
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* Don't copy DNGN_UNDISCOVERED_TRAP to map knowledge.Robert Vollmert2009-12-031-4/+9
| | | | Fixes trave colouring revealing undiscovered traps.
* Reduce dependency on travel.hMatthew Cline2009-11-291-0/+1
| | | | | | | | 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).
* Remove header includes from mon-place.h.Robert Vollmert2009-11-271-0/+1
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* Remove unnecessary header-header includes.Robert Vollmert2009-11-271-0/+1
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* Bug #51: Remove gone portals from shopping listMatthew Cline2009-11-271-0/+1
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* Bug 2886291: middle of secret gates looked wrongMatthew Cline2009-11-171-7/+18
| | | | | | If you had a bunch of secret doors in a row, forming a gate, then only the ones at the end one pick up the right feature to immitate, with the ones in the middle always being rock wall.
* Flatten header dependencies a bit.Robert Vollmert2009-11-171-0/+1
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Allow portal vaults to specify fill and border glyph.Jude Brown2009-11-141-0/+95
| | | | | | | | | | | | | Also move dungeon_feature_by_name into terrain.cc, as it does not make sense it being in l_dgngrd.cc. The Lua function "set_border_fill_type(feature)" will replace the default DNGN_ROCK_WALL fill of a portal vault with the specified feature. This could be abused, and should probably only be limited to floor, water and sea, different types of walls, trees and lava; there are no sanity checks for endless traps, statues, stairs, etc. Finally, apply this to the island Trove, giving endless water effect.
* Remove obsoleted los.h includes.Robert Vollmert2009-11-131-1/+0
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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-10/+10
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* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-2/+2
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Remove option draw_it from viewwindow.Robert Vollmert2009-11-091-2/+2
| | | | | | The only use was just removed. Also move the draw check closer to where it's used.
* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-9/+10
| | | | | | | | map_cell no longer has the field "properties", which has been replaced by the unsigned long array env.pgrid. env.map has been renamed to env.map_knowledge. It should really be moved into player.
* Replace global see_cell by observe_cell and disambiguate old uses.Robert Vollmert2009-11-061-10/+10
| | | | | | | Calls to plain see_cell(pos) were replaced with either observe_cell(pos) or you.see_cell(pos). observe_cell where related to drawing the interface and messaging, you.see_cell for game mechanics, and one or the other in less clear cases (targetting, say).
* Add actor::set_position.Robert Vollmert2009-11-061-4/+4
| | | | | | | | | | | | This should be used instead of setting position directly. actor::position could be made "protected" except for the arena's unwind_var(you.position), which is too difficult for me to fix. The reason behind this change is that actors should get their own LOS, whose origin should be synchronized with the actor's position. This change also removes the non-const "coord_def& actor::pos()" (yuk).
* Make many checks for monster (non)existence on squares use monster_at().David Lawrence Ramsey2009-11-051-4/+4
| | | | | | | 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().
* Fix apparent typo in swap_features().David Lawrence Ramsey2009-11-051-1/+1
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* Split up view.cc.Robert Vollmert2009-11-041-0/+1
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* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-041-11/+0
| | | | | | | | | | | | | env.show is now a class show_def that stores tagged unions of type show_type. For the moment, there's also env.show_los for use in LOS determination, but that should become an array of boolean at some point. This breaks save compatibility. Tiles and console version build and appear to work fine, but this kind of change is likely to have some side-effects.
* Split up monstuff.ccMatthew Cline2009-11-011-1/+1
| | | | | | | A lot of monstuff.cc was moved into mon-abil.cc (monster abilities), mon-act.cc (the main monster loop), mon-behv.cc (monster behaviour) and mon-cast.cc (monster spells). mstuff2.cc was completely merged into other files.
* Combine mons_is_submerged(monsters *m) into monsters::submerged()abrahamwl2009-10-311-1/+1
| | | | | | ...and replace all references to mons_is_submerged() with submerged(). It's a dirty job, but someone's got to do it. (Thank God for regex!)
* Splitting up stuff.cc.Robert Vollmert2009-10-301-0/+1
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Remove unneeded blank lines.David Lawrence Ramsey2009-10-291-4/+0
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* FR 2792379: stop auto-explore on marked statuesMatthew Cline2009-10-251-0/+5
| | | | | Markers can be placed on statues or orcish idols to cause auto-explore to stop when those statues/idols are first found.
* Clean up some unused #includesAdam Borowski2009-10-221-1/+0
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* Yank some god invocations from religion.cc into godabil.ccAdam Borowski2009-10-221-0/+1
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* versioning: remove SVN-specific revision data, add Git versioningSteven Noonan2009-10-181-1/+0
| | | | Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* More renaming and reorganization of feature checks.Robert Vollmert2009-10-171-6/+133
| | | | | | | | | There were a couple of functions is_something(dgn_feature_type feat) defined in travel.cc that were otherwise independent of travel. For consistency, move these to terrain.cc and rename to feat_is_something. One might also consider renaming the various feat_is_whatever functions to just is_whatever.
* Naming consistency.Robert Vollmert2009-10-171-94/+94
| | | | | Mostly rename functions from terrain.h that accept features of typ dgn_feature_type from grid_is_* to feat_is_*.
* Globally replace see_grid by see_cell.Robert Vollmert2009-10-171-10/+10
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* Shortcut indirect include of mon-util.h.Robert Vollmert2009-10-091-1/+1
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* Remove legacy losight() function.Robert Vollmert2009-10-081-9/+4
| | | | Also remove an obsoleted variant of grid_appearance.
* A rewrite of losight() to allow future generalization.Robert Vollmert2009-10-081-1/+1
| | | | | | | | | | | | | Parameters relevant to the LOS calculation are now passed as an object los_param that takes care of coordinate translation, bounds checking, opacity of cells and what is written to the output array. A check for in_bounds was changed to map_bounds for simlicity; this should not have any effect. Special casing for arena was removed from losight; instead calc_show_los now calls the new losight_permissive.
* Split LOS code from view.cc.Robert Vollmert2009-10-081-0/+1
| | | | | | | | | los.cc: basic raycasting algorithm; losight(), see_grid() etc. ray.cc: ray_def implementation. mon-los.cc: monster_los This includes adding a bunch of #includes; there's probably some obsolete includes of view.h now.
* Use inclusive bounds for grid_is_{solid,opaque}.Robert Vollmert2009-10-061-2/+2
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* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Implement feature [2584052]: Apply caotto's patch in [2869396] (based onDavid Lawrence Ramsey2009-09-281-1/+4
| | | | | work done by castamir) to seal the four specific hell portals instead of the single hell vestibule portal when the player picks up the orb.
* * Fix wizmode autoexplore (used for debugging) not nuking traps, as itj-p-e-g2009-09-201-1/+1
| | | | | | | | | claimed to do. * Fix post-berserk exhaustion not cancelling haste if not wearing the "RS. * Update change log. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10752 c06c8d41-db1a-0410-9941-cceddc491573
* Make dungeon_terrain_changed() not destroy traps when the feature is changingzelgadis2009-08-191-1/+3
| | | | | | | *into* a trap, so that Trowel cards and the "&L" wiz command can place traps. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10580 c06c8d41-db1a-0410-9941-cceddc491573
* Apply zebez' patch to differentiate gates some more from stairs.j-p-e-g2009-07-251-2/+17
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10403 c06c8d41-db1a-0410-9941-cceddc491573
* Tweak Shoals algorithm to place the islands a bit more central and away from j-p-e-g2009-07-141-0/+1
| | | | | | | | | | | | | | | the border (so they're not cut off anymore). Also add a new feature type DNGN_OPEN_SEA that is an impassible feature only intended for the Shoals border. Will need special handling for confusion, I guess. I've also tweaked the level generation, so Shoals vaults don't need to be connected anymore (the algorithm just adds superfluous floor corridors), but I still get loads of corridors on the bottom level - frustratingly enough only inside the map border, and they (usually) don't even contain any stairs or other features. It's maddening! git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10213 c06c8d41-db1a-0410-9941-cceddc491573
* Detected secret doors are now treated as a distinct new door type, soj-p-e-g2009-07-111-0/+10
| | | | | | | | | | | | 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