| Commit message (Collapse) | Author | Age | Files | Lines |
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This changes the default WebTiles minimap colours to match local tiles.
To get the previous default values use:
tile_floor_col = #a9a9a9
tile_door_col = #a52a2a
tile_item_col = #008000
tile_friendly_col = #ee9090
tile_peaceful_col = #ee9090
tile_plant_col = #006400
tile_upstairs_col = #0000ff
tile_downstairs_col = #ff00ff
tile_excl_centre_col = #00008b
tile_excluded_col = #008b8b
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At least three devs are probably waiting for this to be pushed if
they're not about to push it themselves. So now it's done.
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It was too readily confused with Zin and Kiku altars previously.
Hopefully this will end up being a bit more distinctive.
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Right now, this operates for floors, rock walls, and stone walls; if
some other colour really needs to be impacted, this code can probably be
extended to suit.
Yes, this means that pan_disco_hall now works in tiles!!!
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Because sql.
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Level 8 translocation spell.
Blinks away everything with diminishing probability with:
P(~blink) = 0.8^(1/(dist+1)/(dist-1))
Over 10 ticks, a monster adjacent to the caster will blink with probability 0.9.
Monsters may be blinked repeatedly.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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I had to rename distance() (in coord.h) to distance2() because it conflicts
with the STL function to compare 2 iterators. Not a bad change given how it
returns the square of the distance anyway.
I also had to rename the message global variable (in message.cc) to buffer.
I tried to fix and improve the coding style has much as I could, but I
probably missed a few given how huge and tedious it is.
I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool
and util/levcomp.*, because I have no clue about those.
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Since these are opaque (and therefore behave differently from normal trees),
a renaming is warranted.
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An imperial buttload of places assumes these to be 8 bits, which makes it
impossible to add support for 256 (or more!) colours. This commit tries
to allow expanding it in the future; sadly, it is badly incomplete. At
least, new code can use the new type.
Also, beware of "branded" colours which use bits above 8 for inverse,
underline, etc.
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(nfogravity)
https://crawl.develz.org/mantis/view.php?id=5376
Pressing ctrl+v in console will colour all monsters based on their HP. This
can be useful when fighting large groups. This mode deactivates itself the
next turn, or you can toggle it off manually by pressing ctrl+v again.
Zombies and skeletons are given lightgrey colouring, since you can't
determine their HP.
There is also a new option, enemy_hp_colour, which lets you define custom
colours (applies to the ctrl+v display and the regular monster list).
The old ctrl+v command (show equipped weapons) has been removed.
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It'd be nice to have a flowing rainbow tile as well.
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be USE_TILE_LOCAL.
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In theory, we could allow defining them with a floating name, marshalling
that by string and so on, but that'd be a large pile of useless work.
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Gila monsters are no longer in the game, the color is primarily used for
the Cloak of Flash artefact, and the colors in it are rather flashy
anyway, so this is a more appropriate name.
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ETC_NECRO will be removed on the next major binary compatibility bump.
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It caused the susceptibility of certain parts of the final vault to be known
only to those who know uncommon spoilers. Or tile players, who are shown
regular stone tiles!
The Zot:5 vault looks uglier, we may make the stone dark magenta or just
turn it to all rock/permarock. This won't make this commit irrelevant as it
fixes other vaults that spawn in Zot, though. I left the final vault ugly
for now since this matches tiles.
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It's broken since 0.5 (where it "just" had a long-unfixed bug with infinite
mana), in 0.6 doesn't even compile and in 0.8 took a number of other tedious
to port blows. If no one stepped up to revive it, no one probably ever will.
DOS is an ancient coprolith, too, and can't really handle the bloat Crawl has.
As a side effect, I made *h and /h work on Windows.
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A huge improvement, indeed!
The blue/lightgrey contrast might be a bit garish but it's the best
I came up with. Other than in console, grey/lightgrey is really ugly.
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This gets rid of the hacks where the same tree would turn to either floor or
shallow water depending on the branch it is in. Also, only a few methods of
destroying trees obeyed the water rule.
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This one's gone through a couple of iterations during discussions.
Finally, though, we have this: an area of effect slowing. It's a circle
around you that slows you and anyone not insubstantial and not flying
who crosses into that circle.
The slowing effect is implemented as though it were ponderousness (well,
slightly more than ponderousness), rather than as ENCH_SLOW. For
monsters, when cast by the player, it counts as a slightly less speed
malus than standard ENCH_SLOW. Reasoning: the monster casting it has
more stability for being at the centre of the effect.
Currently, I've stolen the colouring from KiloByte's _etc_tornado. It's
implemented using areas, which I've written some additional code for
that finds the "centre" of an area from a coordinate within that area.
Greensnark had a quick look over it for me earlier, but I'd appreciate
further checks for quickness, saneness, etc.
It appears in the Book of the Earth.
Finally: no tile (yet). I attempted to do one up, spent an hour or so
tweaking it, and then compared it to our current spell tiles and decided
that I can't make spell tiles. :-)
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I did review it manually to find places where they made sense (like some
tables), but for a massive sed job like this there might be places that
I missed.
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this way, we can access the position from within elemental_colour, and
create fixed patterns. this is pretty clunky though, should find a
better way to do this
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This should help against the signed char problems, and is good for
code readability. Now, if you have a char, it's either an untyped
in-memory byte, or a symbol inside a string. Small numbers are instead
[u]int8_t, ints, an enum type, or, in so many cases, bools.
I didn't touch any of the tiles code, as it's currently broken and I don't
want to risk making it unbroken harder.
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std::string::length() is an O(1) operation, so we waste just a single
additional function call, a paltry cost for replacing this abomination.
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