Commit message (Collapse) | Author | Age | |
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* | Move ow_info and ba_info into GameEditData | Bardur Arantsson | 2016-10-05 |
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* | Move ra_gen and ra_info into GameEditData | Bardur Arantsson | 2016-10-05 |
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* | Move v_info into GameEditData | Bardur Arantsson | 2016-10-05 |
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* | Add GameEditData struct to contain *_info arrays | Bardur Arantsson | 2016-10-05 |
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* | Move initialization of Game earlier | Bardur Arantsson | 2016-10-05 |
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* | Use cbegin() instead of begin() in uniform_element() | Bardur Arantsson | 2016-10-05 |
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* | Remove dead code | Bardur Arantsson | 2016-10-05 |
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* | Switch Automatizer over to using jsoncons | Bardur Arantsson | 2016-10-05 |
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* | Introduce jsoncons as replacement for jansson | Bardur Arantsson | 2016-10-05 |
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* | Move rune_spells into player_type | Bardur Arantsson | 2016-10-05 |
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* | Move random_spells into player_type | Bardur Arantsson | 2016-10-05 |
| | | | | | # Conflicts: # src/loadsave.cc | ||
* | Remove unused max_bact | Bardur Arantsson | 2016-10-05 |
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* | Remove max_plev | Bardur Arantsson | 2016-10-05 |
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* | Fix for 'invisible' inscriptions in object lists | Bardur Arantsson | 2016-10-05 |
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* | Move tvals[] to tables.cc | Bardur Arantsson | 2016-09-17 |
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* | Move player_hp[] into Game | Bardur Arantsson | 2016-09-17 |
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* | Remove init_wilderness() | Bardur Arantsson | 2016-09-17 |
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* | Move wilderness structure into Game | Bardur Arantsson | 2016-09-17 |
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* | Introduce Game struct | Bardur Arantsson | 2016-09-17 |
| | | | | | | | | | | | | | | | | 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 grid | Bardur Arantsson | 2016-09-17 |
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* | Add grid<> template class for representing 2D grids | Bardur Arantsson | 2016-09-17 |
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* | Clean up process_dungeon_file_aux() a little bit | Bardur Arantsson | 2016-09-17 |
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* | Clean up do_stores() in loadsave.cc a little | Bardur Arantsson | 2016-09-17 |
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* | Refactor messages.cc to use boost::circular_buffer | Bardur Arantsson | 2016-09-17 |
| | | | | | 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.cc | Bardur Arantsson | 2016-09-17 |
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* | Split loadsave:do_std_string | Bardur Arantsson | 2016-09-17 |
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* | Add missing 'static' | Bardur Arantsson | 2016-09-17 |
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* | Remove dead code | Bardur Arantsson | 2016-09-17 |
| | | | | Fixes a few compiler warnings. | ||
* | Remove quark.{cc,hpp} | Bardur Arantsson | 2016-09-17 |
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* | Refactor object_type 'artifact name' field to std::string | Bardur Arantsson | 2016-09-17 |
| | | | | | 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::string | Bardur Arantsson | 2016-09-17 |
| | | | | | 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 Arantsson | 2016-09-17 |
| | | | | Turns out artifact_p() already performs the necessary checks. | ||
* | Change skill_type struct to use 'bool' | Bardur Arantsson | 2016-09-17 |
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* | Don't try to handle added skills on load | Bardur Arantsson | 2016-09-17 |
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* | Separate skill values from skill descriptions | Bardur Arantsson | 2016-09-17 |
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* | Fix lost sword quest skill prompt | Bardur Arantsson | 2016-09-17 |
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* | Remove unused fields in skill_type | Bardur Arantsson | 2016-09-17 |
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* | Split "inscription known" game state from inscription definitions | Bardur Arantsson | 2016-09-17 |
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* | Remove unused "quest_idx" parameter from quest_type::init() | Bardur Arantsson | 2016-09-17 |
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* | Un-overload do_bool() in loadsave | Bardur Arantsson | 2016-09-17 |
| | | | | | 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 casts | Bardur Arantsson | 2016-09-17 |
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* | Move 'player_*' shared fields to new 'player_shared' struct | Bardur Arantsson | 2016-09-17 |
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* | Move ability_type::acquired to p_ptr struct | Bardur Arantsson | 2016-09-17 |
| | | | | | | | 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_info | Bardur Arantsson | 2016-09-17 |
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* | Use 'bool' in random_spell struct | Bardur Arantsson | 2016-09-17 |
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* | Use 'bool' in random_quest struct | Bardur Arantsson | 2016-09-17 |
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* | Replace randnor() with C++-based implementation | Bardur Arantsson | 2016-09-17 |
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* | Replace RNG with PCG random number generator | Bardur Arantsson | 2016-09-17 |
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* | Change loadsave:do_std_string() to handle NUL properly | Bardur Arantsson | 2016-09-17 |
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* | Remove dead code | Bardur Arantsson | 2016-09-17 |
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