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jsporkhack: List of commits


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修訂. 時間 作者
r42 2013-02-17 08:17:48 dplusplus

本家#482
Consolidate all map initializers under INIT_MAP.

Instead of giving fill char (or random) in LEVEL (ex-MAZE), you now use

INIT_MAP:solidfill,' '
INIT_MAP:mazegrid,'-'
INIT_MAP:mines,'.',' ',true,true,unlit,true

The mines-style can also take one extra mapchar, for "backfilling",
if walled and joined are true:

INIT_MAP:mines,'.',' ',true,true,unlit,true,'L'

r41 2009-11-07 20:45:25 dplusplus

本家#481
in sp_lev.c, split maze grid and solid filling level inits into their own functi
ons, prepping for future changes.

r40 2009-11-07 20:41:35 dplusplus

本家#480
Change covetous monster behavior -- when pursuing you, follow in slightly random

shorter jumps, no more than about 6-7 squares. This allows the player to possib
ly
teleport himself or the enemy away from him, and removes the "constantly underfo
ot"
feature -- as well as allowing the player to occasionally use a ranged weapon or
two.

Does not affect flee-to-stairs or healing behavior; and if player doesn't use so
me sort
of 'fast movement' feature, will also likely not allow player to escape.

Will clear other monsters out of the way. (mnearto() flag set TRUE).

r39 2009-11-07 19:23:28 dplusplus

本家#479
Improve lev_comp error messages, and make sure the map area is set as the whole
level, if using the fill character with LEVEL.

r38 2009-09-23 03:05:37 dplusplus

本家#478
Don't define special levels with MAZE anymore; just use LEVEL, and add "mazeleve
l" to level FLAGS.
LEVEL also takes now an optional parameter, just like MAZE used to, which is a f
ill character
used to fill the level with a grid, so you can use MAZEWALK on it.

r37 2009-09-23 02:44:49 dplusplus

本家#477
MAZEWALK now takes an extra optional boolean parameter denoting whether the maze
should get stocked or not.
By default the maze is stocked to keep backwards compatibility.

Also ensure the whole level is marked as mapped area if using the random paramet
er for MAZE.
This means we don't necessarily need a MAP.

MAZE:"foo",random
MAZEWALK:(40,10),south,false

r36 2009-09-23 02:42:57 dplusplus

本家#476
The circular bigroom may have a river.

r35 2009-09-23 02:41:16 dplusplus

本家#475
rivers in gehennom should be lava, not water

r34 2009-09-23 02:40:13 dplusplus

本家#474
Fix infinite-loop bug (the values in the WHILE are ok to be 0),
and enhance gehennom.des slightly to use rivers half the time instead
of spills

r33 2009-09-23 01:17:17 dplusplus

本家#473
RANDLINE now takes an optional thickness value.

r32 2009-09-23 01:10:08 dplusplus

本家#472

r31 2009-09-23 01:09:17 dplusplus

本家#472
Add a new des-command, RANDLINE, which can be used to create river-like structur
es.
It uses a midpoint displacement algorithm to draw a line.
Usage:
RANDLINE: start_coord, end_coord, terrain, lighted, line_roughness
RANDLINE: (x1,y1), (x2,y2), 'L', lit, 20

r30 2009-09-23 01:00:11 dplusplus

本家#471
Allow indented comments in des-files.

r29 2009-09-09 22:08:20 dplusplus

本家#470
Surround the IF...THEN...ELSE...ENDIF conditional statements in des-files with '{' and '}', so it resembles C.
Usage is now:
IF foo { bar }
IF foo { bar } ELSE { baz }

r28 2009-09-09 22:00:48 dplusplus

本家#469
Put room contents within '{' and '}' instead of using ENDROOM.

r27 2009-09-09 21:47:10 dplusplus

本家#468
Dirty fix to skip room contents in special level code, for those cases when a ROOM creation fails.

r26 2009-09-09 21:33:17 dplusplus

本家#467
Fix the special level coder, so it won't put stuff defined in the top-level room inside subroom walls.
We do this by adding an ENDROOM statement, and moving the stuff in the top-level room so the stuff will be created after the subrooms.

r25 2009-09-09 20:59:27 dplusplus

本家#466
Remove impossible() calls just for a single bad-glyph display;
if things are broken enough to not continue, something else will
blow up and so we can let _it_ crash out

r24 2009-09-09 20:54:24 dplusplus

本家#465
Remove a hardcoded player placement when coming up from the Valley via stairs.
This allows us to flip the Castle level, and the player will end up in the corre
ct side.

r23 2009-09-05 17:56:35 dplusplus

本家#464

r22 2009-09-05 17:52:53 dplusplus

本家#463

r21 2009-07-15 03:59:13 dplusplus

くもの巣に引っかかった際のメッセージ修正

r20 2009-07-13 04:21:31 dplusplus

JNetHack リビジョン664-669分の移植

r19 2009-07-06 19:30:36 dplusplus

死亡メッセージ処理修正

r18 2009-07-06 19:28:09 dplusplus

死亡メッセージ処理修正

r17 2009-07-04 22:53:05 dplusplus

Linux等環境でのdarkgray表示処理追加(UnNetHackより移植)

r16 2009-07-02 20:30:43 dplusplus

店の宣伝文句翻訳

r15 2009-07-01 17:51:38 dplusplus

魔法の罠を踏んで透明ON/OFFされる際のメッセージ訳変更

r14 2009-06-24 00:18:35 dplusplus

windows環境でmenucolorsが働くようにした

r13 2009-06-23 17:04:11 dplusplus

BCCでコンパイルしやすいように修正

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