| Commit message (Collapse) | Author | Age | Files | Lines |
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More readable, and failures give more informative messages.
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This commit converts ASSERT(a && b) to ASSERT(a); ASSERT(b);
Assertions of the form !(a && b) are left intact, since there isn't an
obvious readability gain over (!a || !b).
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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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There's no point in accumulating a string of wchar_t and then immediately
converting it to utf8 if we can accumulate it in utf8. This solves problems
on Windows and Android (neither of whom can run webtiles servers currently)
and reduces the code size somewhat.
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While webtiles are not supported on Windows, and no sane Unix uses encodings
other than UTF-8, we can have local webtiles some day.
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This mainly means at the moment that the menu is shown as a dialog
floating above the normal layer, instead of switching to the separate
CRT layer.
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This organizes the game-specific javascript into proper modules, and
converts all messages from Crawl to JS objects. This means that the
game javascript is now loaded asynchronically, which should fix the
browser hang when starting a game.
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tileweb.cc now has its own header file. This replicates the public
TilesFramework interface, but the repetition seems better than having
one header file littered with #ifdefs.
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The separate subclasses were unnecessary now.
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Also fix whitespaces.
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This also makes the health and mana bars visible.
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teleports.
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Now the texts are cached in the crawl process and then sent as html.
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