| Commit message (Collapse) | Author | Age | Files | Lines |
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.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!
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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.
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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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For way too paranoid and underinclusive values of "simple".
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These accumulate but never get removed; no wonder compilation times keep
rising.
The includes.sh script has lots of false negatives (and positives...), and
can't check .h files which cause the biggest slowdown, it'd be nice to run
multidelta on those somehow.
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It was converted back everywhere it was used anywhere, and it became
useless after the player moved. Mostly, the monster position is needed
to refer back to the grid cell the monster is in, so as long as
map_knowledge uses the normal grid coordinate system, monster_info
should too.
Note that Webtiles obscures coordinates in a better way already
anyway, by using the coordinate of the first cell sent as origin and
sticking to that coordinate system as long as the level doesn't
change.
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It was probably inconsequential, but still.
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All that was needed there was the monster's position, anyway.
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Its length makes "ls" use few wide columns.
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Few files use these templates: for console, describe.cc alone uses them;
for tiles, only a few other files do.
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Conflicts:
crawl-ref/source/Makefile.obj
crawl-ref/source/dbg-scan.cc
crawl-ref/source/decks.cc
crawl-ref/source/describe.cc
crawl-ref/source/directn.cc
crawl-ref/source/evoke.cc
crawl-ref/source/fight.cc
crawl-ref/source/fight.h
crawl-ref/source/ghost.cc
crawl-ref/source/ghost.h
crawl-ref/source/item_use.cc
crawl-ref/source/items.cc
crawl-ref/source/map_knowledge.cc
crawl-ref/source/melee_attack.h
crawl-ref/source/mon-abil.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/mon-stuff.cc
crawl-ref/source/monster.cc
crawl-ref/source/monster.h
crawl-ref/source/player.cc
crawl-ref/source/player.h
crawl-ref/source/shopping.cc
crawl-ref/source/spl-damage.cc
crawl-ref/source/spl-summoning.cc
crawl-ref/source/spl-transloc.cc
crawl-ref/source/stairs.cc
crawl-ref/source/stuff.cc
crawl-ref/source/tags.cc
crawl-ref/source/traps.cc
crawl-ref/source/xom.cc
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Conflicts:
crawl-ref/source/startup.cc
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Conflicts:
crawl-ref/source/actor.cc
crawl-ref/source/delay.cc
crawl-ref/source/directn.cc
crawl-ref/source/directn.h
crawl-ref/source/fight.cc
crawl-ref/source/files.cc
crawl-ref/source/mon-act.cc
crawl-ref/source/monster.cc
crawl-ref/source/mpr.h
crawl-ref/source/player.cc
crawl-ref/source/shopping.cc
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Previously, viewgeom.h:struct_cell_t contained tile_fg and tile_bg
members. These were modified in tileview.cc:tile_apply_properties and
view.cc:viewwindow. Whenever a silenced, haloed, bloody or moldy area
was encountered, TILE_FLAG_x was OR'd into the tile_bg.
This functionality was perfect only until the tile_flags enum stayed
within the bounds of a 32 bit unsigned integer. We've now reached the
limit of tile_flags, so any further interaction would either have to be
done in the buffer (which would add more dependency on the game state to
the tiles code, which we're trying to avoid), or have more attributes
added into screen_cell_t and tilegdnbuf.h:packed_cell.
Hence, I went with the latter option: extend screen_cell_t to contained
boolean flags for silence, halo, etc. Instead of having to add new
members to screen_cell_t *and* packed_cell, I instead added a
packed_cell into screen_cell_t.
And it works now, hooray!
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This fix #3092 and probably other bugs with the monster tab.
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This should also allow us to draw clouds beneath monsters.
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Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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tileview.h/cc now contains all the functions that change what is shown to
the player via env. tilepick now contains only "const" functions to look
up tiles.
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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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This is currently implemented as an additional tab. Possibly
improvements might be to always display it on screen if there's room or
to simply pop to the tab when new monsters appear.
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