| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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Fixes trave colouring revealing undiscovered traps.
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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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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.
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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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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.
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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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Also add a few previously indirect includes.
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The only use was just removed.
Also move the draw check closer to where it's used.
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map_cell no longer has the field "properties", which has been
replaced by the unsigned long array env.pgrid.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.
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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).
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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).
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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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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.
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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.
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...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!)
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New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
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Markers can be placed on statues or orcish idols to cause auto-explore
to stop when those statues/idols are first found.
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Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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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.
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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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Also remove an obsoleted variant of grid_appearance.
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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.
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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.
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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.
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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
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*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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10403 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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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