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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 FIXMEs from loadsave.ccBardur Arantsson2016-06-20
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* Add flag_set::count() method to count set bitsBardur Arantsson2016-06-20
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* Add do_flag_set() in loadsave.ccBardur Arantsson2016-06-20
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* Remove debug-only 'show all stats' codeBardur Arantsson2016-06-20
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* Change flags_group to non-POD typeBardur Arantsson2016-06-20
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* Change player_{race, spec, class} to non-POD typesBardur Arantsson2016-06-20
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* Change object_type to non-POD typeBardur Arantsson2016-06-20
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* Change player_type to non-POD typeBardur Arantsson2016-06-20
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* Fix store_top underflow when removing last itemBardur Arantsson2016-06-20
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* Change store_type to non-POD typeBardur Arantsson2016-06-20
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* Add "const" qualifiersBardur Arantsson2016-06-20
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* Change set_type to non-POD typeBardur Arantsson2016-06-20
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* Change artifact_type to non-POD typeBardur Arantsson2016-06-20
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* Change ego_item_type to non-POD typeBardur Arantsson2016-06-20
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* Change object_kind to non-POD typeBardur Arantsson2016-06-20
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* Rework RF{1,2,3,7,8,9}_* monster flags to use flag_set<>Bardur Arantsson2016-06-20
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* Remove unused special-casing of RF8_WILD_TOO in init1.ccBardur Arantsson2016-06-20
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* Fix issue with leading space for scroll flavorsBardur Arantsson2016-06-20
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* Let Magic Mapping map the whole levelBardur Arantsson2016-06-20
| | | | | It was always pretty weird to have the mapping depend on the size of the active "viewport".
* Remove WILD_SWAMP which was never implementedBardur 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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* Remove ANIM_DEAD monster spellBardur Arantsson2016-06-20
| | | | | It doesn't seem like it was ever implemented fully in the first place, i.e. it was only available to Possessors and Symbiants, not monsters.
* Make obj_theme a non-POD structBardur Arantsson2016-06-20
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* Give monster_blow default valuesBardur Arantsson2016-06-20
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* Change monster_ego to non-POD structBardur Arantsson2016-06-20
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* Change monster_race to non-POD structBardur Arantsson2016-06-20
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* Add negation operator to flag_set<>Bardur Arantsson2016-06-20
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* Remove redundant parens from RFn_* in expressionsBardur Arantsson2016-06-20
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* Remove monster memoryBardur Arantsson2016-06-20
| | | | | Instead of having monster memory, the player automatically knows everything about all monsters from the start.
* Add missing includeBardur Arantsson2016-05-12
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* Convert dungeon_info_type to use new flag_setBardur Arantsson2016-03-29
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* Introduce new way of handling flagsBardur Arantsson2016-03-29
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* Fix grammar/spellingBardur Arantsson2016-03-29
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* Change dungeon_info_type to non-POD typeBardur Arantsson2016-03-29
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* Add missing "static" qualifiers in init1.ccBardur Arantsson2016-03-29
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* Have RANDOM_{RESIST,POWER} avoid existing flagsBardur Arantsson2016-03-29
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* Move "drops artifact N at %chance" to edit r_infoBardur Arantsson2016-03-27
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* Avoid hardcoding most artifact numbersBardur Arantsson2016-03-27
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* Reformat flags in *.txt files to be more tool-friendlyBardur Arantsson2016-03-27
| | | | | | This means we have a *lot* of added lines, but on the upside it's much simpler to use simple text-based tools and we get rid of a lot of purely boilerplate code
* Fix occasional overflow when monster speaksBardur Arantsson2016-03-27
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* Fix missing newlines in k_info description textsBardur Arantsson2016-03-27
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* Tidy up variable initialization in object_desc_auxBardur Arantsson2016-03-27
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* Fix potential NPE when hallucinatingBardur Arantsson2016-03-27
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* Remove dead codeBardur Arantsson2016-03-27
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* Make ?*Remove Curse* show a message like ?Remove CurseBardur Arantsson2016-03-10
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* Remove massive amounts of boilerplate in init1.ccBardur Arantsson2016-03-10
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* Fix edge condition preventing errors from being displayedBardur Arantsson2016-03-10
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* Remove unused codeBardur Arantsson2016-03-10
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* Don't allow Possessors to cast "too expensive" spellsBardur Arantsson2016-03-10
| | | | | This fixes the utter stupidity that is "system shock", aka. the ever so clever "always-check-SP-before-casting-or-die" mechanic.