| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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.
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I probably missed a few spots.
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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. :-)
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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.
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This should fix the shop inventories being visible in open sea.
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saving RNG state.
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This fixes emphasised stair colours being out of date until they
come into LOS again.
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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.
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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).
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Unknown mimics are now stored as items, not monsters.
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This mostly puts && and || on the proper lines, per the style guide.
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They are no longer passed a "remembered feature" as parameter.
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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.
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Other headers now don't need to include all of itemprop.h.
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Implements FR 2898414.
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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.
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Also don't use get_symbol.
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Also add a few previously indirect includes.
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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).
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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.
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