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path: root/src/Generating/DungeonRoomsFinisher.cpp (follow)
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* Using Super.Mattes D2020-04-161-5/+5
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* Pulled the BlockID and BlockInfo headers from Globals.h. (#4591)Mattes D2020-04-031-0/+1
| | | | | | | | | The BlockID.h file was removed from Globals.h and renamed to BlockType.h (main change) The BlockInfo.h file was removed from Globals.h (main change) The ENUM_BLOCK_ID and ENUM_ITEM_ID enum names were replaced with ENUM_BLOCK_TYPE and ENUM_ITEM_TYPE (cosmetics) The various enums, such as eDimension, eDamageType and eExplosionSource were moved from BlockType.h to Defines.h, together with the helper functions for converting between them and strings (StringToDimension et al.) (minor) Many inline functions were moved from headers to their respective cpp files, so that BlockType.h could be included only into the cpp file, rather than the header. That broke our tests a bit, since they pick bits and pieces out of the main code and provide stubs for the rest; they had to be re-stubbed and re-verified. eMonsterType values are no longer tied to E_ITEM_SPAWN_EGG_META_* values
* ShapeGen, HeiGen: Changed to use cChunkCoords.Mattes D2019-09-081-1/+1
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* CheckBasicStyle: Check number of empty lines between functions (#4267)peterbell102018-07-261-2/+0
| | | | Add check for number of empty lines between functions and fix the corresponding failures
* FastRandom rewrite (#3754)peterbell102017-06-131-2/+2
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* Added some blocks and items (#3503)mathiascode2017-02-141-0/+7
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* Unified the doxy-comment format.Mattes D2015-07-311-1/+1
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* Made -Weverything an error.tycho2015-05-241-2/+2
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* Fixed DungeonRooms edges not generating sometimes.Mattes D2014-12-111-2/+2
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* Fixed forgotten semicolonSTRWarrior2014-12-021-1/+1
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* Using IntNoise3DInt instead of IntNoise3DSTRWarrior2014-12-021-1/+1
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* Suggestions by xoftSTRWarrior2014-12-021-3/+3
| | | | Using IntNoise3D to prevent needless floating point math
* Using static cast for Dungeon spawnersSTRWarrior2014-12-011-1/+1
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* Dungeons spawners now spawn mobsSTRWarrior2014-12-011-1/+22
| | | | 25% for a spider, 25% for a skeleton and 50% for a zombie spawner.
* DungeonRooms: Changed to work with the new shape generators.Mattes D2014-11-151-10/+15
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* Generator: Shape initial refactoring.Mattes D2014-11-121-2/+6
| | | | The code compiles, but several structure generators are broken, crash on start.
* En masse NULL -> nullptr replaceTiger Wang2014-10-231-1/+1
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* Generator: Rewritten to use SharedPtrs.Mattes D2014-10-191-2/+2
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* Reversed wrong fix for #1517.STRWarrior2014-10-161-8/+2
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* Reversed the order of the lootSTRWarrior2014-10-151-7/+15
| | | | | For some reason the rare items weren't generating at all. Added forgotten Golden Apple
* Added loot to dungeons.STRWarrior2014-10-151-1/+27
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* DungeonRooms: Fixed an off-by-one error.Mattes D2014-08-271-2/+2
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* More basic style fixes.Mattes D2014-08-271-2/+2
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* DungeonRooms: Added a height probability distribution function.Mattes D2014-08-271-3/+7
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* DungeonRooms: Added the spawner in the center of the room.Mattes D2014-08-271-0/+15
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* DungeonRooms: Chests are never placed next to each other.Mattes D2014-08-261-22/+27
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* DungeonRooms: Random pattern for floors.Mattes D2014-08-261-1/+32
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* DungeonRooms: Replaced explicit switch with CanBeTerraformed().Mattes D2014-08-261-11/+3
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* Added initial dungeon rooms finisher.Mattes D2014-08-261-0/+232