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* Move ow_info and ba_info into GameEditDataBardur Arantsson2016-10-05
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* Move ra_gen and ra_info into GameEditDataBardur Arantsson2016-10-05
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* Move v_info into GameEditDataBardur Arantsson2016-10-05
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* Add GameEditData struct to contain *_info arraysBardur Arantsson2016-10-05
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* Move initialization of Game earlierBardur Arantsson2016-10-05
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* Use cbegin() instead of begin() in uniform_element()Bardur Arantsson2016-10-05
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* Remove dead codeBardur Arantsson2016-10-05
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* Add kdevelop "files" to .gitignoreBardur Arantsson2016-10-05
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* Remove requirement for janssonBardur Arantsson2016-10-05
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* Switch Automatizer over to using jsonconsBardur Arantsson2016-10-05
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* Introduce jsoncons as replacement for janssonBardur Arantsson2016-10-05
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* Move rune_spells into player_typeBardur Arantsson2016-10-05
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* pcg_random: Add missing '&' sigilBardur Arantsson2016-10-05
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* Move random_spells into player_typeBardur Arantsson2016-10-05
| | | | | # Conflicts: # src/loadsave.cc
* Remove unused max_bactBardur Arantsson2016-10-05
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* Remove max_plevBardur Arantsson2016-10-05
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* Fix for 'invisible' inscriptions in object listsBardur Arantsson2016-10-05
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* Add a few more compiler warning flagsBardur Arantsson2016-10-05
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* Move tvals[] to tables.ccBardur Arantsson2016-09-17
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* Move player_hp[] into GameBardur Arantsson2016-09-17
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* Remove init_wilderness()Bardur Arantsson2016-09-17
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* Move wilderness structure into GameBardur Arantsson2016-09-17
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* Introduce Game structBardur Arantsson2016-09-17
| | | | | | | | | | | | | | | | Motivation: SIOF is such a huge chore to work around at this point that it's probably best to just start the looong task of getting rid of the globals. Currently we allocate a single global Game instance which we leak. The idea here is to start moving global game state into the single global Game singleton and eventually allocating the Game variable on the stack such that everything works out nicely wrt. freeing allocated memory and such. Once all the game state has been moved into Game we can start plumbing all the functions, classes, &c such that we don't have to reference game state via the "game" global.
* Use grid<> for wilderness gridBardur Arantsson2016-09-17
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* Add grid<> template class for representing 2D gridsBardur Arantsson2016-09-17
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* Clean up process_dungeon_file_aux() a little bitBardur Arantsson2016-09-17
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* Clean up do_stores() in loadsave.cc a littleBardur Arantsson2016-09-17
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* Refactor messages.cc to use boost::circular_bufferBardur Arantsson2016-09-17
| | | | | We might as well delegate the massive implementation complexity and get rid of a ton of legacy code.
* Use do_vector() for "powers" in loadsave.ccBardur Arantsson2016-09-17
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* Split loadsave:do_std_stringBardur Arantsson2016-09-17
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* Add missing 'static'Bardur Arantsson2016-09-17
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* Remove dead codeBardur Arantsson2016-09-17
| | | | Fixes a few compiler warnings.
* Remove quark.{cc,hpp}Bardur Arantsson2016-09-17
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* Refactor object_type 'artifact name' field to std::stringBardur Arantsson2016-09-17
| | | | | We don't really need quarks for this since we're not nearly as memory-constrained these days.
* Refactor object_type 'inscription' field to std::stringBardur Arantsson2016-09-17
| | | | | We don't really need quarks for this since we're not nearly as memory-constrained these days.
* Remove redundant checks "around" artifact_p()Bardur Arantsson2016-09-17
| | | | Turns out artifact_p() already performs the necessary checks.
* Change skill_type struct to use 'bool'Bardur Arantsson2016-09-17
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* Don't try to handle added skills on loadBardur Arantsson2016-09-17
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* Separate skill values from skill descriptionsBardur Arantsson2016-09-17
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* Fix lost sword quest skill promptBardur Arantsson2016-09-17
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* Remove unused fields in skill_typeBardur Arantsson2016-09-17
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* Split "inscription known" game state from inscription definitionsBardur Arantsson2016-09-17
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* Remove unused "quest_idx" parameter from quest_type::init()Bardur Arantsson2016-09-17
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* Un-overload do_bool() in loadsaveBardur Arantsson2016-09-17
| | | | | It turns out this causes issues with inference around templated functions, so it's best to avoid it for now.
* Add do_char() in loadsave.cc to avoid castsBardur Arantsson2016-09-17
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* Move 'player_*' shared fields to new 'player_shared' structBardur Arantsson2016-09-17
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* Move ability_type::acquired to p_ptr structBardur Arantsson2016-09-17
| | | | | | | This is justified by the fact that the 'acquired' flag is actually a player-centered bit of information and must be loaded/saved. Everything else in ability_type is defined by the *.txt files.
* Use 'bool' in struct help_infoBardur Arantsson2016-09-17
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* Use 'bool' in random_spell structBardur Arantsson2016-09-17
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* Use 'bool' in random_quest structBardur Arantsson2016-09-17
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