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* Recolour rolling boulder beetles ETC_BONE.Shmuale Mark2014-08-031-0/+3
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* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Allow recolouring doors in vaults (#8466)Neil Moore2014-07-191-7/+8
| | | | | Mostly for pitsprint. If the door is sealed and unsealed, it unfortunately loses its colour.
* Fix whitespace.Neil Moore2014-06-121-2/+2
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* New command: show weapons in viewport.Shmuale Mark2014-06-121-0/+10
| | | | | | | | If a monster has a weapon, and you press ctrl-t (by default), you will see, instead of its normal glyph, the glyph for the weapon it is holding. Since this information is already available with 'x' and even more easily in tiles, it's just an interface improvement, and as far as I can tell in my tests there is no information leaked.
* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+2
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Gozag: gold lust.Steve Melenchuk2014-05-071-0/+2
| | | | | Fighting near the gold piles of recently-defeated enemies boosts your skills.
* Display Leda's and Disjunction haloes over TSO haloChris Campbell2014-04-301-9/+5
| | | | | | They're more useful information (although Leda's is hard to see on top of TSO halo). Also only recolour floor with Leda's, not other features like stairs.
* Reimplement remembered_monster_colour (#8299)Neil Moore2014-03-211-1/+1
| | | | It went missing in 0.1.4 but has been in the documentation ever since.
* Don't allow recolouring dry fountains.Neil Moore2014-03-141-2/+2
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* Don't recolour doors or stone arches when spattered with bloodChris Campbell2014-03-141-2/+1
| | | | | It makes regular/sealed/runed doors indistinguishable at a glance, and makes stone arches look like real portals.
* Exclude firewood from Ctrl-V except for Fedhas worshippersChris Oelmueller2014-01-241-1/+7
| | | | | | Those might frequently need to check plant HP for retreating, and Ctrl-V is a convenient way of doing so. Everybody else just doesn't care about stuff enough to flash it in (usually) green all over their screen.
* Recolour umbra to magentaChris Campbell2014-01-141-1/+1
| | | | | | Instead of darkgrey/magenta. Having a single colour makes it less distracting when surrounded by umbra for long periods of time, and recolouring things to darkgrey should be avoided.
* Optimize.Adam Borowski2013-12-211-3/+7
| | | | | | | This gets rid of 0.55% of qw CPU time. The ugly list here could be avoided by sorting feature enums, something that's very tempting with branch entrances/exits in mind.
* Forbid recolouring a bunch of features, optimize.Adam Borowski2013-12-211-2/+7
| | | | | | | | | | | | | | | Recolouring includes COLOUR: in vaults, blood, mold, slime. This commit affects: * active fountains * shops, abandoned or not * teleporters * sealed doors Removing this call to is_critical_feature() also gets rid of 0.25% of CPU use in qw profile, as 15M out of 50M calls come from here, in a tight loop. is_critical_feature() is surprisingly slow, due to hundreds of pointless ifs, especially inside feat_stair_direction().
* Remove a redundant check.Adam Borowski2013-12-211-1/+0
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* Eradicate all other lone statics.Adam Borowski2013-12-051-3/+3
| | | | Other than MSVC junk.
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-2/+2
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* Remove moths of suppressionChris Campbell2013-11-111-2/+0
| | | | | | | | | | | Suppression is a hugely complicated and inconsistent mechanic. Its original purpose was to be a way of overriding rPois in Spider but there are now plenty of monsters that do this effectively (and much more simply). [1KB: I moved this to trunk, as it made an already extremely hard to review branch massively more so. There's nothing but a single enum to preserve, so compat break doesn't make this removal any easier or harder.]
* Remove gloomChris Campbell2013-07-161-9/+1
| | | | | | Functionally it wasn't very different from regular fog, except that it had an annoying interface (no glyph, recolouring things that were standing in it).
* Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-14/+43
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| * Make invisible allies fully visible to the player (elliott)Chris Campbell2013-05-041-2/+4
| | | | | | | | | | | | Since in practice you already know for sure exactly where they are and exactly what they are, just making them fully visible fixes a lot of interface annoyances.
| * Fix glyph redefinitions of virtual monster types.Adam Borowski2013-03-211-27/+39
| | | | | | | | | | Redefining stuff like merged slime creatures worked only on the monster pane but not on the main screen.
| * Remove the small/large zombie distinction.Adam Borowski2013-03-211-0/+15
| | | | | | | | | | | | | | It leads to no end of problems, and its only purpose was showing 'z'/'Z' glyphs. Note: custom monster glyphs on the main screen are broken since af76f80.
* | Give lava orcs a heat halo that causes fire damage to nearby enemies.Eronarn Palazzo2013-01-081-0/+2
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* Unify menu_colour_item_prefix and filtering_item_prefix.Adam Borowski2012-12-271-2/+1
| | | | | The only reason for this madness was so searching for "ident" doesn't find identified items.
* Indentation fixes.Adam Borowski2012-12-051-2/+2
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* Shorten MAP_DISJUNCTION_HALOED to MAP_DISJUNCT.Adam Borowski2012-11-181-1/+1
| | | | | DISJOINT would be more correct, but I picked DISJUNCT as it's more readable, easier to connect with the spell.
* DisjunctionBrendan Hickey2012-11-181-0/+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.
* Fix screenshots.Neil Moore2012-11-141-1/+1
| | | | | | get_cell_show_class() was returning SH_FEATURE for DNGN_UNSEEN, which resulted in the glyph's character being '\0', which led to screenshot() skipping those cells entirely rather than printing a space.
* Don't use a std::map for item_glyph, as order of overrides matters.Adam Borowski2012-10-181-1/+2
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* Allow colouring/reglyphing items based on their filter prefixes.Adam Borowski2012-10-181-0/+2
| | | | | These are partially redundant with stash prefixes, it'd be good to unify these two sets somehow.
* Reduce repeating item_glyph regexp matches by caching results per name.Adam Borowski2012-10-161-0/+13
| | | | | This still requires costly production of the item's name, once per every item visible on screen every single round.
* Get rid of all but one uses of mon_display.Adam Borowski2012-10-161-5/+5
| | | | It's a duplicate of cglyph_t with an additional field that's only used once.
* A new option: item_glyph += dagger : lightgrey †Adam Borowski2012-10-161-6/+43
| | | | | | | It matches against the stash-annotated name, so a dagger can be: "{throwable} {Short Blades} {weapon} +0,+0 dagger" -- ie, you can assign a glyph and/or colour to specific items or groups of them based on a number of criteria.
* Refactor showsymb a bit.Adam Borowski2012-10-161-63/+50
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* Rename struct glyph to cglyph_t.Adam Borowski2012-10-161-12/+12
| | | | Hard to come up with something less greppable...
* Ignore attempts to recolour traps, stairs or altars.Adam Borowski2012-10-161-1/+1
| | | | | Too many vaults want to have, say, green floor where a trap is, which will make the trap green once it is detected.
* Use std namespace.Raphael Langella2012-08-261-3/+3
| | | | | | | | | | | | | 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.
* Actually show out-of-sight excluded staircases in the proper colour.elliptic2012-08-241-4/+3
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* Revert "Show out-of-sight excluded staircases in the proper colour."elliptic2012-08-241-3/+4
| | | | | | This reverts commit 5cddbb4c21c4890e9d9f01953c6efa107e906f08. This didn't work right at all in some situations, unfortunately.
* Show out-of-sight excluded staircases in the proper colour.elliptic2012-08-241-4/+3
| | | | | Instead of having them change colour when you enter sight of them or when you press X.
* QUAD DAMAGE emits an Orb-style glow while in effect.Steve Melenchuk2012-08-151-0/+2
| | | | It's the same radius, only all blue instead of mutagenic.
* Revert shoals colours and exploration limit.Raphael Langella2012-07-191-11/+2
| | | | | | | | | | This reverts commit 7f8c7b4f641a56ac897124dc63a1b6d2b3b5f935. This reverts commit 29c3559ac217a7c57c3e34814c8cdf7e5ed197dc. This reverts commit 5f7d03867298546a272c3db760c57ef0c6541415. This reverts commit a4184751df456850d7d5c312c54b62a427d06f3d. This reverts commit 410924b6f8f920b2b3f2f0b06a79b14e70e2f874. This reverts commit 12d28aa9d876c186e3ad7dceb6d11d20cd57d417. This reverts commit 35eb27d2ba502f201b5f67753fb646c338d0b344.
* Make the Shoals floor brown/yellow depending on height (wet sand).Raphael Langella2012-07-171-2/+4
| | | | | Brown floor means that it turns to water at high tide (wet sand). Yellow floor is dry, it stays sand at high tide.
* Show the autoexplore limit in Shoals.Raphael Langella2012-07-171-2/+9
| | | | | | | | | | | | | | The autoexplore is now limited to cells with a height > -18, which is about the sand limit at low tide. We say that beyond this point, the bottom changes from sand to rock and autoexplore won't try to go there, even if they are traverseable. This greatly reduce autoexplore time, and even amphibious species will respect it. It doesn't prevent a merfolk from crossing deep water to explore an island spotted over the water, but they won't randomly explore the sea. To illustrate the limit, shallow water is light cyan or cyan, deep water is light blue or blue.
* Don't recolour walls, water, or lava next to slimy walls.Neil Moore2012-07-091-1/+5
| | | | | | | Recolouring walls makes it difficult to tell in console which walls are dangerous; and recolouring water or lava could kill. Fixes #5905.
* Show trails even out of LOS in console.Neil Moore2012-07-051-0/+5
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* Some more return deparenthesization.Adam Borowski2012-07-051-1/+1
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* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-4/+4
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