summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/colour.h
Commit message (Collapse)AuthorAgeFilesLines
* Fix a comment.Neil Moore2014-05-241-1/+1
|
* Qazlal: enums, initial descriptions.Steve Melenchuk2014-05-071-0/+1
|
* Restore Swamp tree colours; remove ETC_MANGROVEShmuale Mark2014-03-291-0/+2
|
* Allow minimap colour options to be set with hex codes and used in WebTiles.Pekka Lampila2014-02-171-1/+3
| | | | | | | | | | | | | | | | 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
* s/Dithmengos/Dithmenos/ (dpeg).Steve Melenchuk2014-02-101-1/+1
| | | | | 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.
* Add a coloured flash when picking up a runePekka Lampila2014-01-301-0/+1
|
* Give the shadow god a non-placeholder name: Dithmengos.Steve Melenchuk2014-01-101-1/+1
|
* Recolour the shadow god's altar.Steve Melenchuk2014-01-101-0/+1
| | | | | | It was too readily confused with Zin and Kiku altars previously. Hopefully this will end up being a bit more distinctive.
* Allow ETC_* feature colours to affect some displayed tiles.Steve Melenchuk2013-06-091-0/+1
| | | | | | | | 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!!!
* Rename the bikeshed IMMUTABLE.Adam Borowski2013-03-261-4/+4
| | | | Because sql.
* More PURE, and introduce REALLYPURE as well.Samuel Bronson2013-03-241-4/+4
|
* Disjunction aura tiles.ontoclasm2013-01-121-0/+1
|
* DisjunctionBrendan Hickey2012-11-181-1/+2
| | | | | | | | | 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.
* Remove unnecessary includes from header files.Jay3.14152012-10-231-1/+1
| | | | | | | | | | 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.
* Use std namespace.Raphael Langella2012-08-261-5/+5
| | | | | | | | | | | | | 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.
* Rename swamp trees to mangroves.Michael Gagno2012-07-031-1/+1
| | | | | Since these are opaque (and therefore behave differently from normal trees), a renaming is warranted.
* Drop TAG_MAJOR_VERSION == 32 ifdefs.Adam Borowski2012-04-251-12/+0
|
* Make a few functions static.Adam Borowski2012-04-201-5/+0
|
* Declare an explicit type for colours.Adam Borowski2012-03-131-8/+8
| | | | | | | | | | 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.
* New ctrl+V command to show monster HP, and other HP colouring improvements. ↵Michael Gagno2012-03-071-0/+3
| | | | | | | | | | | | | | | | | | (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.
* Subtract more of subtractor stuff.Adam Borowski2012-01-021-0/+2
|
* Use a regular elemental colour rather than recolouring hacks for subtractors.Adam Borowski2011-12-271-0/+1
| | | | It'd be nice to have a flowing rainbow tile as well.
* Fix a few more console/webtiles discrepancies and USE_TILE where it should ↵Florian Diebold2011-12-141-1/+1
| | | | be USE_TILE_LOCAL.
* Orb glow in tiles.Adam Borowski2011-08-271-0/+1
|
* Make the Orb glow pulse visually.Adam Borowski2011-08-251-0/+1
|
* Make a bunch of functions static or non-existant.Adam Borowski2011-08-171-1/+0
|
* Get rid of an useless std::map<uint8_t>.Adam Borowski2011-08-171-0/+2
|
* Require explicit enums for Lua colours.Adam Borowski2011-08-091-1/+2
| | | | | 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.
* Rename element color ETC_GILA to ETC_FLASH.David Lawrence Ramsey2011-07-041-1/+1
| | | | | | 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.
* Remove duplicate element color by subsuming ETC_NECRO into ETC_DEATH.David Lawrence Ramsey2011-07-041-1/+3
| | | | ETC_NECRO will be removed on the next major binary compatibility bump.
* Remove hard-coded masquerading of stone as rock in Zot.Adam Borowski2011-04-191-0/+5
| | | | | | | | | | | 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.
* Drop remnants of the DOS port.Adam Borowski2011-04-081-1/+1
| | | | | | | | | 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.
* Apply Tornado's colour scheme to Tiles, as well.Johanna Ploog2011-03-061-0/+1
| | | | | | | 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.
* Split trees into trees-on-land and trees-on-water.Adam Borowski2011-01-051-1/+2
| | | | | | 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.
* New spell: Leda's Liquefaction.Jude Brown2010-12-281-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | | 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. :-)
* Move checks for whether a color is low or high into their own functions.David Lawrence Ramsey2010-11-191-0/+2
|
* Add custom clouds for Tornado, coloured in a spiral pattern.Adam Borowski2010-11-121-0/+1
|
* Massive spacing fixes: "( spaces after parentheses )".Adam Borowski2010-10-151-1/+1
| | | | | | 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.
* silence some (harmless) valgrind warningsJesse Luehrs2010-09-211-0/+3
|
* add docs for colour definitionsJesse Luehrs2010-09-101-3/+3
|
* allow defining colour patterns in luaJesse Luehrs2010-09-101-0/+1
|
* generate colour names dynamically tooJesse Luehrs2010-09-101-2/+3
|
* make add_element_colour publicJesse Luehrs2010-09-101-0/+21
|
* make trees use the new colour systemJesse Luehrs2010-09-101-0/+1
|
* rewrite elemental colour handlingJesse Luehrs2010-09-101-0/+1
|
* add waves exampleJesse Luehrs2010-09-101-0/+1
|
* example usage - alternate colors used for walls in elfJesse Luehrs2010-09-101-0/+1
|
* pass around the coord_def where a glyph is locatedJesse Luehrs2010-09-101-2/+3
| | | | | | 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
* Rename chars used as numbers to int8_t/uint8_t. Fix some other type usage.Adam Borowski2010-07-301-5/+5
| | | | | | | | | | 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.
* Remove an absolutely unholy, hardcoded function.Adam Borowski2010-07-301-2/+0
| | | | | std::string::length() is an O(1) operation, so we waste just a single additional function call, a paltry cost for replacing this abomination.