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path: root/src/loadsave.cc
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* Move special_level[] to Game structBardur Arantsson2017-09-07
| | | | Refactor into a multi_array<> to make it more robust.
* Move gl_timer to Game struct and change timer_type to classBardur Arantsson2017-09-07
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* Use ANGBAND_TERM_MAX instead of literal 8Bardur Arantsson2017-06-13
| | | | (This won't cover nearly all cases, but it helps a little.)
* Reduce redundancy in load/saveBardur Arantsson2017-06-13
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* Use boost::fs::exists() instead of "homebaked" file_exist()Bardur Arantsson2017-06-13
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* Remove loadsave:do_string()Bardur Arantsson2017-06-13
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* Rework loadsave.c:loaded_game_module to use std::stringBardur Arantsson2017-06-13
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* Move "messages" to Game structBardur Arantsson2017-06-13
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* Remove pointless commentBardur Arantsson2017-06-13
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* Remove unnecessary save file fieldsBardur Arantsson2017-06-13
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* Move random_artifacts to Game structBardur Arantsson2017-05-02
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* Remove redundant (void) parameters and return value castsBardur Arantsson2017-05-02
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* Remove character backgroundBardur Arantsson2017-05-02
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* Move previous_char to Game structBardur Arantsson2017-05-02
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* Move died_from to Game structBardur Arantsson2017-05-02
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* Move player_{name,base} to GameBardur Arantsson2017-05-02
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* Remove random_spell::{name,desc}Bardur Arantsson2017-05-02
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* Remove RunecraftingBardur Arantsson2017-02-28
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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.
* Move t_info into GameEditDataBardur Arantsson2016-10-05
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* Move e_info into GameEditDataBardur Arantsson2016-10-05
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* Move a_info into GameEditDataBardur Arantsson2016-10-05
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* Move k_info into GameEditDataBardur Arantsson2016-10-05
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* Move r_info into GameEditDataBardur Arantsson2016-10-05
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* Move s_{info,descriptors} to Game/GameEdtiDataBardur Arantsson2016-10-05
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* Move st_info into GameEditDataBardur Arantsson2016-10-05
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* Move d_info into GameEditDataBardur Arantsson2016-10-05
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* Move race_info and race_mod_info to GameEditDataBardur Arantsson2016-10-05
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* Move class_info to GameEditDataBardur Arantsson2016-10-05
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* Move rune_spells into player_typeBardur Arantsson2016-10-05
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* Move random_spells into player_typeBardur Arantsson2016-10-05
| | | | | # Conflicts: # src/loadsave.cc
* Move player_hp[] into GameBardur Arantsson2016-09-17
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* Move wilderness structure into GameBardur Arantsson2016-09-17
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* Use grid<> for wilderness gridBardur 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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* 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.
* 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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* 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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