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-rw-r--r--crawl-ref/source/view.h41
1 files changed, 41 insertions, 0 deletions
diff --git a/crawl-ref/source/view.h b/crawl-ref/source/view.h
index a595da556e..6f9e9f70b5 100644
--- a/crawl-ref/source/view.h
+++ b/crawl-ref/source/view.h
@@ -18,6 +18,46 @@
#include "externs.h"
+// various elemental colour schemes... used for abstracting random short lists
+// MUST match the order in initfile.cc or breakage results.
+enum element_type
+{
+ EC_FIRE = 32, // fiery colours (must be first and > highest colour)
+ EC_ICE, // icy colours
+ EC_EARTH, // earthy colours
+ EC_ELECTRICITY, // electrical side of air
+ EC_AIR, // non-electric and general air magic
+ EC_POISON, // used only for venom mage and stalker stuff
+ EC_WATER, // used only for the elemental
+ EC_MAGIC, // general magical effect
+ EC_MUTAGENIC, // transmute, poly, radiation effects
+ EC_WARP, // teleportation and anything similar
+ EC_ENCHANT, // magical enhancements
+ EC_HEAL, // holy healing (not necromantic stuff)
+ EC_HOLY, // general "good" god effects
+ EC_DARK, // darkness
+ EC_DEATH, // currently only assassin (and equal to EC_NECRO)
+ EC_NECRO, // necromancy stuff
+ EC_UNHOLY, // demonology stuff
+ EC_VEHUMET, // vehumet's odd-ball colours
+ EC_BEOGH, // Beogh altar colours
+ EC_CRYSTAL, // colours of crystal
+ EC_BLOOD, // colours of blood
+ EC_SMOKE, // colours of smoke
+ EC_SLIME, // colours of slime
+ EC_JEWEL, // colourful
+ EC_ELVEN, // used for colouring elf fabric items
+ EC_DWARVEN, // used for colouring dwarf fabric items
+ EC_ORCISH, // used for colouring orc fabric items
+ EC_GILA, // gila monster colours
+ EC_FLOOR, // colour of the area's floor
+ EC_ROCK, // colour of the area's rock
+ EC_STONE, // colour of the area's stone
+ EC_MIST, // colour of mist
+ EC_SHIMMER_BLUE, // shimmering colours of blue.
+ EC_RANDOM // any colour (except BLACK)
+};
+
#define BORDER_COLOR BROWN
void init_char_table(char_set_type set);
@@ -153,6 +193,7 @@ void view_update_at(const coord_def &pos);
void viewwindow(bool draw_it, bool do_updates);
void fire_monster_alerts();
+struct ray_def;
bool find_ray( int sourcex, int sourcey, int targetx, int targety,
bool allow_fallback, ray_def& ray, int cycle_dir = 0,
bool find_shortest = false );