| Commit message (Collapse) | Author | Age | Files | Lines |
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The addition of shields made draconians use 4 tiles, but
MAX_INFO_COUNT was still 3. That didn't cause problems when
optimizations were disabled (probably because there was padding
between stack frames), but in optimized binaries it led to overwriting
the this pointer of a previous stack frame, which caused the
crashes. Fun.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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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 was read only to be immediately dropped, this would be important if
there'd be any valuable data in the chunk after it but it happens that
there is nothing relevant.
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monster_info fields that were previously not saved: draco_type, holi,
mintel, mresists, mitemuse, mbase_speed, two_weapons, no_regen, the
inventory and the ghost data. monster_info::pos on the other hand is
not saved anymore (it is regenerated after loading).
Monster tiles are now always regenerated from the monster_info after
loading. This still doesn't completely remove the need to save
tile_bk_{f,b}g, though; for example, the necessary data for cloud tile
picking is not yet in map_cell. We're not far from that, though.
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See #4280. This will allow regenerating tiles out of view from the
map_knowledge, and we won't need to save the mcache anymore.
There are still a few uses of monster in the interface code, which
will have to be hunted down.
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It can result in wrong tiles or lost weapon/enchantment markers, but at
least there won't be a crash.
(Please revert in trunk in a while, we want this assertion to stay.)
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Otherwise, it's possible a new monster will occupy a slot we have a dangling
reference to -- and then get decremented, triggering an assert.
Really, now that we have map_knowledge, we shouldn't save the mcache nor the
references at all, but that's 0.10 stuff.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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I'm unable to test optimized builds as clang (trunk) crashes during compilation.
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Most of it has gone into tilepick.h, but also into enum.h and
initfile.cc. Unlike tiles.h which was included everywhere, tilepick.h is
now only a dependency of about half the files.
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This new type defines to unsigned int, but it cleans up a lot of the
int/unsigned int/short confusion all over the codebase for tile indices.
This commit also cleans up tiles code to use coord_def more and to change
function signatures to pass const refs and non-const pointers.
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In order for jpeg's waves to work on deep water as well as shallow, we
need to not use partially transparent overlays to simulate an actor or an
item being submerged. Now, non-flying objects on water will be drawn
transparently to blend with the water below. This should mostly look the
same, except it will now work on top of waves and will not require a mask
for each water type.
As a nice side-effect, ghosts are now transparent again and the water on
top of submerged objects now animates properly.
See the comments in tilebuf.cc for details. The mask tile itself can be
adjusted to change the water level, but the parameters to
SubmergedTileBuffer will need to be changed to compensate depending on
what the new art looks like.
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gcc precompiled headers didn't work properly if AppHdr.h was included in
include files, or included twice.
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7054 c06c8d41-db1a-0410-9941-cceddc491573
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labels when identified. Centaurs/yaktaurs now display the weapon they're wielding (and look better too). Variations of weapons and armor (i.e. normal, shiny, randart) are now determined automatically from the tile definitions, rather than being hardcoded. Also, improved axe tiles.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6910 c06c8d41-db1a-0410-9941-cceddc491573
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last seen equipment. Player ghosts are now drawn correctly again. Denzi's new 48x32 pandemonium demon tiles are now used.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6875 c06c8d41-db1a-0410-9941-cceddc491573
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