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* Don't mess with memory of slime creatures when in tiles.Adam Borowski2010-01-131-0/+2
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* Make merged slime creatures light green, acid blobs light cyan.Adam Borowski2010-01-131-2/+6
| | | | | | You can override that, both the colour and the glyph. The code is exceedingly hairy (the check is tripled!), thanks to glyphs sometimes stored as character:colour, sometimes as type:colour.
* New type of cloud: thick gloom.Jude Brown2010-01-101-1/+5
| | | | | | | | | | | | | | | It's a fast-moving, long-lasting cloud that clumps together. It will dissipate very quickly unless it is near other clouds. It is opaque, and blocks line of sight with two or more clouds, but unlike other clouds, it does not actually use the '#' glyph. Instead, it colours the ground underneath it magenta. It's currently unused, and while it's an interesting visual effect that will have some great potential in portal vaults and specific branches, should probably be used very rarely. Also includes a tile for these, though I'm not too happy with the effect.
* Ignore obscured items in the UIStefan O'Rear2009-12-301-8/+4
| | | | I probably missed a few spots.
* Hide items under deep water and lavaStefan O'Rear2009-12-301-3/+10
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* Customisable clouds!Jude Brown2009-12-281-2/+1
| | | | | | | | | | | | | | | | | | | | | cloud_struct now has members for colour, name, and tile; colour will be used instead of the default colour of the cloud type, and will be used to recolour the tile of the cloud (if it exists). Name will be used to rebrand the cloud's description, and also alter the message generate while standing in a cloud. Finally, tile can be used to completely customise the tile used for the cloud. The value is stored as a string in order to maintain save compatibility across ASCII and tiles. A random tile (found using tile_main_count) from that set will also be used, however, no duration effects will be applied. Recoloured cloud tiles using just the colour code should be possible, though aren't yet fully tested. This commit bumps TAG_MAJOR_VERSION: changing marshalling of the FogMachine Lua code causes nasty crashes on reloading saved games. Otherwise, I don't think I broke anything else. :-)
* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | This re-uses several ideas from the Emerald Eye FR, and implements the spell "Mislead": this grants the "Misled" status effect to the player, and causes on-level monsters to appear (glyph, name and tile) to be other monsters. Only their appearance is changed. Healing potions and rain remove this status effect. Mara also has a beefed-up version of the Rakshasa clone spell: it instead creates an "exact" clone (slightly altered spells list, and non-unique status for his clones). Only two will ever be created at once. Finally, he has the spell "Summon Player Ghost". This spell creates a ghost of the player (though marked as a summon, meaning that it (shouldn't) register a milestone, though it will be treated as a self-ghost kill) that is hostile. Only one of these should be existant at any one point in time. I'm pretty sure that I haven't broken anything, but would definitely appreciate someone sanity-checking this commit. Known minor issue: Kirke's summon ugly things being cast while having the Misled status causes them to show up with no glyph.
* Don't draw anything but features on map boundary.Robert Vollmert2009-12-171-0/+6
| | | | This should fix the shop inventories being visible in open sea.
* Fix mimics getting the heap brand when not standing over items.Adam Borowski2009-12-161-1/+1
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* fix incorrect item heap brandingJesse Luehrs2009-12-161-1/+1
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* Constify g{et,ive}_mimic_item(). (by)Adam Borowski2009-12-151-1/+1
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* Make mimics hold the item they're mimicking, instead of fragile hacks with ↵Adam Borowski2009-12-151-6/+9
| | | | saving RNG state.
* Do out-of-LOS staircase emphasis when drawing.Robert Vollmert2009-12-041-3/+1
| | | | | This fixes emphasised stair colours being out of date until they come into LOS again.
* Unify colour handling in env.show and env.map_knowledge.Robert Vollmert2009-12-011-0/+16
| | | | | | | | | Colour is now always precomputed, and only possibly overridden by travel information on display. It's quite unclear that storing the colour in env.show and env.map_knowledge is the right thing to do, but at least it's handled consistently now.
* Add missing NON_ITEM check for tiles.Enne Walker2009-11-291-4/+7
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* Reduce dependency on travel.hMatthew Cline2009-11-291-0/+1
| | | | | | | | Removed inclusion of travel.h from most .h files to reduce the number of .cc files dependant on it. This involved moving the level_pos declaration to externs.h, moving the flood_find template to it's own header file, and moving two typedefs from travel.h to travel_defs.h because typedefs can't be forward declared (argh).
* Properly deal with mimics in env.show.Robert Vollmert2009-11-241-3/+15
| | | | Unknown mimics are now stored as items, not monsters.
* Add formatting fixes.David Lawrence Ramsey2009-11-211-5/+5
| | | | This mostly puts && and || on the proper lines, per the style guide.
* Merge halo.cc into areas.cc.Robert Vollmert2009-11-211-1/+1
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* Move silenced(pos) to areas.cc.Robert Vollmert2009-11-211-0/+1
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* Remove trailing whitespace.David Lawrence Ramsey2009-11-201-1/+1
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* Make emphasise() and is_unknown_stair() refer to map_knowledge.Robert Vollmert2009-11-201-1/+1
| | | | They are no longer passed a "remembered feature" as parameter.
* Remove union in show_type.Robert Vollmert2009-11-201-7/+33
| | | | | | | | | show_type can now separately store feature type, item type and monster class. env.show and env.map_knowledge are guaranteed to have filled object.feat, so player terrain knowledge is available now. This is a bit of a hack.
* Simplify show update using radius iterator.Robert Vollmert2009-11-181-6/+2
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* Split itemprop enums out into itemprop-enum.h.Robert Vollmert2009-11-171-0/+1
| | | | Other headers now don't need to include all of itemprop.h.
* Expose invisible monsters in opaque clouds.Robert Vollmert2009-11-161-4/+12
| | | | Implements FR 2898414.
* Fix uninitialized warning.Robert Vollmert2009-11-161-1/+1
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* Fix information leakage in detect creatures.Robert Vollmert2009-11-161-2/+2
| | | | | | | | | | Also fix tiles giving more information than console version. There's now mons_detected_base, which assigns a base monster type to every monster type based on the default displayed glyph. It just takes the first entry for a given glyph based on the mon-data.h order, so this may need tweaking in some cases.
* show.cc: fix compile error.Matthew Cline2009-11-151-0/+2
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* Convert get_mons_glyph to return a glyph struct.Robert Vollmert2009-11-151-1/+1
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* Convert get_item_glyph to return a glyph struct.Robert Vollmert2009-11-151-1/+3
| | | | Also don't use get_symbol.
* Move feature colouring into show_def from get_symbol.Robert Vollmert2009-11-151-1/+97
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* Merge monster_grid into show_def.Robert Vollmert2009-11-141-4/+30
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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-1/+1
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* Remove a few obsolete includes.Robert Vollmert2009-11-101-4/+0
| | | | Also add a few previously indirect includes.
* Formatting; use better constant.Robert Vollmert2009-11-081-5/+5
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* Remove an unnecessary header env.h include.Robert Vollmert2009-11-081-0/+1
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* Replace global see_cell by observe_cell and disambiguate old uses.Robert Vollmert2009-11-061-1/+1
| | | | | | | Calls to plain see_cell(pos) were replaced with either observe_cell(pos) or you.see_cell(pos). observe_cell where related to drawing the interface and messaging, you.see_cell for game mechanics, and one or the other in less clear cases (targetting, say).
* Move get_show_symbol to showsymb.cc.Robert Vollmert2009-11-061-14/+0
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* Split get_symbol from view.cc.Robert Vollmert2009-11-061-1/+1
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* Fix map boundary not being drawn.Robert Vollmert2009-11-051-12/+4
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* show.cc: Fix show_def::init() arena crash.Matthew Cline2009-11-041-2/+15
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* Split up view.cc.Robert Vollmert2009-11-041-0/+2
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* show: Quiet Valgrind warningsMatthew Cline2009-11-041-4/+11
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* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-041-0/+224
env.show is now a class show_def that stores tagged unions of type show_type. For the moment, there's also env.show_los for use in LOS determination, but that should become an array of boolean at some point. This breaks save compatibility. Tiles and console version build and appear to work fine, but this kind of change is likely to have some side-effects.