summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/feature.cc
Commit message (Collapse)AuthorAgeFilesLines
* Fix magic mapping (#8838)Neil Moore2014-07-301-2/+4
|
* Make invisible monster indicator visible again.Neil Moore2014-07-141-1/+1
|
* Don't crash when entering Vaults (#8793)Neil Moore2014-07-141-1/+2
|
* Move more feature name data to feature-data.h.Shmuale Mark2014-07-141-1/+1
|
* Move feature name data to feature-data.h.Shmuale Mark2014-07-141-3/+19
|
* Reorder and document feature.cc.Shmuale Mark2014-07-141-30/+60
|
* Separate feature data into feature-data.h.Shmuale Mark2014-07-141-483/+57
|
* Make Vaults exit stairs a portal.Neil Moore2014-06-081-0/+1
| | | | | To match the entry. The tile is already just as portal-like as the entry tile, so no change there.
* Chance function(void) to function()reaverb2014-05-241-1/+1
|
* Recolour Abyss portals to ETC_WARPChris Campbell2014-05-201-3/+3
| | | | | To make them less likely to overlap in colour with other portals that they may be on the same level as (enter Hell, Pan or Zig, exit Pan, Pan transit).
* Qazlal: enums, initial descriptions.Steve Melenchuk2014-05-071-0/+1
|
* Gozag: enums, descriptions.Steve Melenchuk2014-05-071-0/+1
| | | | Handles some functionality for having a god without piety.
* Remove mangroves, make single trees block LOS.wheals2014-03-291-7/+0
| | | | | | | | | | | Trees are in some ways yet another type of transparent wall, and, as MarvinPA has said, "in general having areas full of trees where you can see lots of enemies but not target them just plays badly." There were two differences between trees and mangroves, besides LOS: the latter didn't start forest fires and left shallow water when destroyed. That behaviour is kept, instead checking whether the tree (technically, the player) is in Swamp.
* Remove unneeded references to axed monsters and move related tilesgammafunk2014-03-291-1/+1
| | | | | | Remove code references to removed monsters, except where needed for save compatibility, as well as quotes/descriptions references, and move the related tiles to UNUSED. RIP gnomes.
* Add tile_deep_water_col and tile_portal_col.Pekka Lampila2014-02-201-5/+5
|
* Add tile_mapped_floor_col and tile_branchstairs_col options.Pekka Lampila2014-02-171-1/+1
| | | | | | | | Documentation claimed that branch stairs were coloured with upstairs and downstairs colours, but they were coloured like other non-stair features. Now branch exits are coloured with tile_upstairs_col and entrances with tile_branchstairs_col which has the same default as tile_downstairs_col.
* 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.
* Give the shadow god a non-placeholder name: Dithmengos.Steve Melenchuk2014-01-101-1/+1
|
* Recolour the shadow god's altar.Steve Melenchuk2014-01-101-1/+1
| | | | | | It was too readily confused with Zin and Kiku altars previously. Hopefully this will end up being a bit more distinctive.
* Shadow god - initial enums, features, descriptions, basics.Steve Melenchuk2014-01-101-0/+1
| | | | | | | | This will be based largely on mikee's proposal on Tavern here: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=10117 Right now the name is "Dsomething". This obviously needs to be replaced with something else (heh) before prime time.
* Add spaces after switch and catch keywords.Neil Moore2013-12-301-1/+1
|
* Show abandoned shops again.Neil Moore2013-12-281-0/+1
| | | | Also introduced by 0.14-a0-1544-gcabeb52.
* Show Pan entrances again.Neil Moore2013-12-281-0/+1
| | | | | They had no glyph, and furthermore weren't marked as notable so didn't show up in ctrl-o. Introduced by 0.14-a0-1544-gcabeb52.
* Don't use darkgrey for Tar entrance and Sewer exit.Adam Borowski2013-12-201-2/+2
|
* Schedule DNGN_ENTER_PORTAL_VAULT for removal; other related fixes.Adam Borowski2013-12-191-0/+4
|
* Refactor colouring of features.Adam Borowski2013-12-181-348/+104
| | | | | | | | | | This allows defining just the colour without having to repeat all other properties. Apply such colours to portal vault entrances and exits -- using whatever the old code tried to get. This commit merely restores that intent, it would be nice to colour missing ones in a way that makes sense. Only entrances and exits are deduplicated, it would be nice to apply this to other features too.
* Make portal entrances and exits proper features on their own.Adam Borowski2013-12-181-53/+44
| | | | | Overloading made it impossible to redefine them, assign colours, made it hard to do stuff on C++ side, and stank of elderberries.
* Initialize invis_fd and cloud_fd in the code rather than statically.Adam Borowski2013-12-071-2/+6
| | | | They're non-const and get amended already.
* Optimize get_feature_def().Adam Borowski2013-12-061-53/+53
| | | | | | This bizarre map took around 4% of qw CPU. Separating the defs into something directly addressable costs nothing but a minor duplication during initialization that could be put into a function.
* Don't check feat values twice (switch + if).Adam Borowski2013-12-061-9/+4
|
* Simplify.Adam Borowski2013-12-061-80/+5
| | | | | SHOW_ITEM_NONE was uninitialized, will reuse whatever glyph comes at the previous enum (currently "invis exposed"), probably should assert.
* Deindent.Adam Borowski2013-12-061-757/+757
|
* Shorten DNGN_ENTER_FOO/DNGN_RETURN_FROM_FOO enums.Adam Borowski2013-11-251-15/+15
|
* Move the rune lock to Vaults rather than Depths.Adam Borowski2013-11-201-2/+2
| | | | | I can't quite fathom the reason to not moving it to /dev/null instead, but here you go.
* Make Depths exit a regular branch stair.Adam Borowski2013-11-161-8/+1
| | | | | | | | This might be a bit debatable, but to me having a portal both ways suggests you're magically transported somewhere. A mundane stair protected by a gate would have a gate on one side and a regular stairway on the other -- a pair of gates is possible but would be unnecessary expense on part of the dungeon's builders.
* Transform the lower half of D into a new branch: the Depths.Steve Melenchuk2013-11-121-0/+17
| | | | | | | | | | | | D is now 16 levels (the unsealed part was 14 levels previously), and the Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell, and Pan portals are available for the entire length of the branch. Right now the monster set is identical to Vaults except for the absence of Vaults-specific humans. D's monster set has also been truncated, mainly on the out-of-depth front. It's my intent that this serve as a starting point for figuring out what monsters we want to split between the two branches.
* Give permarock a different default glyph.Adam Borowski2013-11-101-2/+14
| | | | | | In some cases it appears somewhat goofy, but at least marks places that masquerade as regular rock. An alternative would be reserving a colour for permarock and not using it anywhere else.
* Repaint alarm traps, for those suffering from a lack of 8th bit.Adam Borowski2013-10-031-1/+1
|
* Fix alarm traps going magenta out of LOS.Adam Borowski2013-09-271-1/+0
|
* Recolour "magical" traps based on their type.Adam Borowski2013-09-251-2/+17
| | | | Suggestions for colours welcome.
* Squash four types of dry fountains into one. Reflowing is gone...Adam Borowski2013-09-251-4/+1
|
* Rename "natural traps" to "shafts".Adam Borowski2013-09-251-1/+1
|
* Split the "magical" trap category, to allow recolouring.Adam Borowski2013-09-251-1/+4
|
* More padding fixes for ternary operatorChris Oelmueller2013-08-031-1/+1
|
* Fix a memory+speed leak if features are redefined over and over.Adam Borowski2013-07-151-4/+6
| | | | A map can recycle overwritten keys, a vector can't.
* Allow vault wardens to seal stairways in addition to doorsDracoOmega2013-07-141-0/+14
| | | | | | | | Among other things, this allows their ability to have some effect when encountered in Vaults:$. It currently works on all non-portal stairs and hatches (including branch entrances and exits)
* Remove the Dwarven Hall.Adam Borowski2013-07-101-0/+4
| | | | It's easy to re-add it if we'd have a better idea for it after all.
* Give runes their own default glyph (φ for now)Samuel Bronson2013-07-011-0/+4
|
* Include debug.h earlier.Adam Borowski2013-04-261-1/+0
| | | | | Via externs.h -> bitary.h, it was effectively included by everything anyway, and this way simplifies include chains.
* Change the glyph for abyssal stairs from ∩ to >.Adam Borowski2013-03-141-1/+1
| | | | | | It's more of a portal than traditional stairs, but it shouldn't look exactly like exits -- that causes accidents, especially for players not yet accustomed to this change.