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* Move special_level[] to Game structBardur Arantsson2017-09-07
| | | | Refactor into a multi_array<> to make it more robust.
* Fix link orderBardur Arantsson2017-01-14
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* Remove obsolete 'cppformat' vendor codeBardur Arantsson2017-01-04
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* Remove trapsBardur Arantsson2016-10-05
| | | | | | Credit goes mostly to "miramor" <danlev@norwoodlight.com> who did most of the actual work. I just did a few minor tweaks and fixes + rebased onto master.
* Introduce jsoncons as replacement for janssonBardur Arantsson2016-10-05
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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.
* Add grid<> template class for representing 2D gridsBardur 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.
* Remove quark.{cc,hpp}Bardur 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.
* Replace RNG with PCG random number generatorBardur Arantsson2016-09-17
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* Bump cppformat -> fmt-3.0.0Bardur Arantsson2016-09-17
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* Rework TR{1,2,3,4,5}_* flags to flag_set<>Bardur Arantsson2016-06-21
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* Remove wizard1.ccBardur Arantsson2016-06-20
| | | | | | It seems an awful lot of cruddy almost-duplicate code with functionality that's a) almost never used, and b) has absolutely *no* game impact whatsoever. So: Away it goes.
* Remove debug-only 'show all stats' codeBardur Arantsson2016-06-20
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* Rework RF{4,5,6}_* monster spell flags to flag_set<>Bardur Arantsson2016-06-20
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* Introduce new way of handling flagsBardur Arantsson2016-03-29
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* Add cppformat-2.0.0 vendor libraryBardur Arantsson2016-02-05
| | | | - Include only the necessary format.{cc,h} files to save space.
* Build: Produce multiple independent executablesBardur Arantsson2016-02-05
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* Inline init_lua_init()Bardur Arantsson2016-02-05
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* Migrate z-rand.c to C++Bardur Arantsson2015-12-11
| | | | | - Include explicitly instead of via angband.h - Change to regular functions instead of macros.
* Refactor race_info_idx() to avoid "invisible" static pointersBardur Arantsson2015-12-11
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* Use compile-to-library trick to reduce compilation timeBardur Arantsson2015-06-08
| | | | | | | | | Before we would be compiling most of the game engine code twice because of the test harness. In my totally non-rigorous benchmark this reduced the compilation time rather drastically from ~162s to ~96s. (Using a single CPU for compilation.)
* Use a single line per file in source listsBardur Arantsson2015-06-07
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* Rework object list filters to avoid global variablesBardur Arantsson2015-04-15
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* Split option variables into separate header and source fileBardur Arantsson2015-03-07
| | | | | | | | | Remove unused testing_stack testing_carry options while we're at it.
* "Inline" cmovie_clean_line in files.ccBardur Arantsson2015-02-23
| | | | | It wasn't being used anywhere else, so we might as well limit is definition scope.
* Use explicit list of test files to avoid "forgot-to-regenerate"Bardur Arantsson2015-02-23
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* Add BanditCpp 1.1.4 test harnessBardur Arantsson2015-02-23
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* Remove old-style hooks codeBardur Arantsson2014-12-23
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* Remove all uses of sglibBardur Arantsson2014-12-18
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* Remove xaw frontend and inline maid-x11.cBardur Arantsson2014-12-13
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* Inline safe_calloc() and remove z-virt.cBardur Arantsson2014-12-13
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* Remove graphics supportBardur Arantsson2014-07-02
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* Switch almost everything over to C++Bardur Arantsson2013-09-27
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* Split hooks into separate headerBardur Arantsson2013-09-27
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* Split "dice" outBardur Arantsson2013-09-27
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* Split out data typesBardur Arantsson2013-09-27
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* Split random quests from plots.cBardur Arantsson2013-09-27
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* Split the main quests from plots.cBardur Arantsson2013-09-27
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* Split "The One" quest from plots.cBardur Arantsson2013-09-27
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* Split "Ultra Good" quest from plots.cBardur Arantsson2013-09-27
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* Split "Ultra Evil" quest from plots.cBardur Arantsson2013-09-27
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* Split "Thieves!" quest from plots.cBardur Arantsson2013-09-27
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* Split Hobbit quest from plots.cBardur Arantsson2013-09-27
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* Split Troll quest from plots.cBardur Arantsson2013-09-27
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* Split Wight quest from plots.cBardur Arantsson2013-09-27
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* Split Nazgul quest from plots.cBardur Arantsson2013-09-27
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* Split Mushroom quest from plots.cBardur Arantsson2013-09-27
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* Split "Wolves!" quest from plots.cBardur Arantsson2013-09-27
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