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* Revert the change on ammo handling for Tiles, and replace it with a morej-p-e-g2008-07-021-21/+8
| | | | | | | | | | | | | | | generic logic that uses item tiles for BEAM_MISSILE, else bolts according to flavour. Identify monster fired ammunition ego if the launcher ego is known, not that it has much of an effect because plain ammo gets no special description. In the message list the fired item as it will look to the player (i.e. "arrow of ice" for a plain arrow fired off a bow of frost), even though the item actually dropped will still be a plain one. I hope this isn't too confusing. (And if it is, it should be easy to revert. :p) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6331 c06c8d41-db1a-0410-9941-cceddc491573
* [1995666] Fixed invisible border walls in tiles.ennewalker2008-06-281-0/+6
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6183 c06c8d41-db1a-0410-9941-cceddc491573
* Add a few new tiles, one the exclusion centre (I can't be the only onej-p-e-g2008-06-271-16/+26
| | | | | | | | | | | | | who has trouble to remove an exclusion because I can't find its centre) and four additional blood variations. They are all rather similar to the up to now only one - too similar, perhaps. In any case, those areas of bloodsoaked battlefields (such as you'll encounter in the Abyss or Pandemonium) look a bit more interesting now. The way the variant is chosen is unfortunately rather hacky, and might lead to unexpected patterns. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6176 c06c8d41-db1a-0410-9941-cceddc491573
* Add a new command for firing without quivering on 'F'.j-p-e-g2008-06-271-10/+22
| | | | | | | Use puff of fire/ice tiles for ammo of flame/ice being fired. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6169 c06c8d41-db1a-0410-9941-cceddc491573
* Fix another two instances of monster placement returning false j-p-e-g2008-06-261-12/+14
| | | | | | | instead of -1. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6155 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1948131: Quiver slot name wraps around the screen.j-p-e-g2008-06-151-3/+3
| | | | | | | | Also fixes tile issues where the inventory was partly covered or not shown at all. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5844 c06c8d41-db1a-0410-9941-cceddc491573
* Fixing some instances where tile indices from the mcache were not being ↵ennewalker2008-06-131-2/+2
| | | | | | stripped from the remembered foreground. This fixes an issue where a load/save will show out of sight monsters as unknown monsters. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5770 c06c8d41-db1a-0410-9941-cceddc491573
* [1974966] Display icon for hostile weapons in tiles.ennewalker2008-06-121-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5768 c06c8d41-db1a-0410-9941-cceddc491573
* Update stash tracker when teleporting, to keep track of items picked upj-p-e-g2008-06-091-1/+1
| | | | | | | | | | | | | | or dropped up in the same turn as teleporting. Note: In tiles, the tile for a grid isn't updated before you move aside to see it, so when you teleport, the remembered grid still may show items that you picked up several turns ago and does not show what you might have dropped there, provided you stayed in the same place before teleporting. I don't know how to fix that, so I'm handing it over to Enne. *waves* git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5652 c06c8d41-db1a-0410-9941-cceddc491573
* [1964967] Fixing issue where the abyss and the labyrinth had stale out of ↵ennewalker2008-06-071-0/+10
| | | | | | sight tiles on the left and right side of the screen. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5549 c06c8d41-db1a-0410-9941-cceddc491573
* Consolidate all cases where corpses are turned into skeletons, asj-p-e-g2008-05-311-193/+2
| | | | | | | | | | | | | | | | | | suggested by dolorous in BR 1977925, and turn coloured draconian corpses into plain draconian skeletons. Same when the game attempts to create coloured draconian skeletons or simulacrums. Added autoinscription to the single inscription command ('{') - this is necessary for items with long descriptions that can't autoinscribed otherwise. Added a small hack to make death cobs (%) appear correctly in the monster list. The rest is cleanup, I believe. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5376 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1914059: randart jewellery inconsistently described as {tried} byj-p-e-g2008-05-251-21/+30
| | | | | | | | | | adding yet another entry to props. FR 1949504: Move version information into the help scroller, yay! It also looks much nicer now (if I may say so). Go, take a look! :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5234 c06c8d41-db1a-0410-9941-cceddc491573
* Change SP_GOLDEN_DRACONIAN to SP_YELLOW_DRACONIAN, for consistency.dolorous2008-05-241-2/+2
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5215 c06c8d41-db1a-0410-9941-cceddc491573
* Fix BR 1959133 (Shiori): change Ancus to Ankus.dploog2008-05-161-4/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5085 c06c8d41-db1a-0410-9941-cceddc491573
* Fixing corpse tile for big kobolds. Additionally, monsters that can ↵ennewalker2008-05-091-169/+489
| | | | | | generate a corpse (even if it wouldn't happen during normal play) now have a reasonable tile assigned to them. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4953 c06c8d41-db1a-0410-9941-cceddc491573
* Rename the "blessed blade" the "blessed eudemon blade", so that the name dolorous2008-05-071-2/+2
| | | | | | | | of the Blessed Blade artefact is unique. Also, attempt to add shopping values for the new blessed blades (these probably need adjustment). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4909 c06c8d41-db1a-0410-9941-cceddc491573
* Fix tiles build.dolorous2008-05-051-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4881 c06c8d41-db1a-0410-9941-cceddc491573
* Cleaned up monster generation functions, separate monster zombie type from ↵dshaligram2008-05-051-6/+2
| | | | | | | | | monster number. May be buggy. Allow hydra zombies (they currently do not get the right number of heads). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4872 c06c8d41-db1a-0410-9941-cceddc491573
* Moving player halo into the player tiles so that it can be layered on top of ↵ennewalker2008-04-241-6/+1
| | | | | | the shadow. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4587 c06c8d41-db1a-0410-9941-cceddc491573
* Replace cloak of Starlight tile with Eino's improved version.j-p-e-g2008-04-231-10/+24
| | | | | | | | | | Add background tiles for TSO halo. I've tried around with several versions, and this is the best of those I came up with. It might still be annoying, or distracting, or whatever. Also, the player doll's shadow hides part of the halo which is weird. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4529 c06c8d41-db1a-0410-9941-cceddc491573
* Replace the dire lajatang with the cloak of Starlight (rElec, rC+, EV+4,j-p-e-g2008-04-231-7/+6
| | | | | | | | | Stlth-). I already added a new tile, which looks rather atrocious, I think. The dire lajatang tile is now used for any branded lajatang. Also renamed a few tile files. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4527 c06c8d41-db1a-0410-9941-cceddc491573
* [1949314] Fixing another issue with stairs not being properly marked as ↵ennewalker2008-04-231-0/+20
| | | | | | having been visited. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4502 c06c8d41-db1a-0410-9941-cceddc491573
* Change colouring of sacrifice messages to colour the entire messagej-p-e-g2008-04-221-14/+23
| | | | | | | | | | | | rather than only a portion of it. Also tidy up Ely's destruction code and print the evil weapon destruction message *in addition to* the normal one, so you know which one Ely was so happy about. And use the non-blessed weapon tiles for the blessed blade also for building the player doll. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4497 c06c8d41-db1a-0410-9941-cceddc491573
* For now use normal tiles for the blessed blades (WPN_FALCHION ratherj-p-e-g2008-04-221-0/+21
| | | | | | | | | | | | | | than WPN_BLESSED_FALCHION etc.) FR 1928401: for undead attempting to Evoke an amulet of rage, print "cannot raise a blood rage" message right away instead of printing the "too hungry" message when applicable. FR 1899121: prompt when using stairs that have an exclusion area centered on them. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4492 c06c8d41-db1a-0410-9941-cceddc491573
* Make randarts with the CURSED property recurse themselves with 1/3j-p-e-g2008-04-201-3/+1
| | | | | | | | | | | | | | chance when equipped, as was claimed in unrand.h. Make Beogh throw weapons of electrocution (rather than orc slaying) at non-Orcs getting this retribution effect by drawing the card of Wrath. Replace the "Holy Armour of Zin" with the "amulet of the Air" (as suggested by Lemuel). Added the necessary tile, too - my first tile made totally from scratch, and I'm totally proud of it, whoohoo! git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4405 c06c8d41-db1a-0410-9941-cceddc491573
* Fixes to compile with Visual C++. Moved direct.cc and direct.h to directn.* ↵dshaligram2008-04-191-1/+1
| | | | | | to avoid conflict with VC++ direct.h header. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4390 c06c8d41-db1a-0410-9941-cceddc491573
* [1941576] Fixed issue with too many blank squares in the inventory. Now, ↵ennewalker2008-04-191-2/+7
| | | | | | there will be at least one row of floor items displayed. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4351 c06c8d41-db1a-0410-9941-cceddc491573
* Allow vampires to mutate when Satiated or higher, and make non-physicalj-p-e-g2008-04-151-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | mutations only apply at these hunger levels, too. Differentiated mutations into physical (affecting a character's appearance and stuff: scales, hooves, wings, ...) and internal (resistances etc.). I guess this is what people usually refer to as "cosmetic", which I think is an inaccurate description since it makes it sound like they were completely superficial and had no real effect. Here's a list of arbitrarily chosen "physical" mutations: * tough skin, all scales, and fur * strong/clever/agile, and weak/dopey/clumsy * deformed * strong but stiff, and flexible but weak * frail, and robust * claws, fangs, hooves, talons, and horns * stinger, wings * blue/green marks Mutations currently not applying are still listed on the 'A' screen, though in darkgrey and in (brackets). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4246 c06c8d41-db1a-0410-9941-cceddc491573
* Another code cleanup.j-p-e-g2008-04-151-65/+65
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4244 c06c8d41-db1a-0410-9941-cceddc491573
* Tiles (un)randart overhaul:ennewalker2008-04-051-51/+51
| | | | | | | | | | Added missing/new tiles. Player tiles and item tiles now more consistent with each other. Unrandarts now more distinct from their mundane counterparts. Graphics more consistent with descriptions/colors from unrand.h. Removed more old, ugly, unused tiles. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4074 c06c8d41-db1a-0410-9941-cceddc491573
* Code cleanup and renaming of static methods, mostly for decks.cc and j-p-e-g2008-03-311-10/+4
| | | | | | | dungeon.cc. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3984 c06c8d41-db1a-0410-9941-cceddc491573
* Fixing [1927953] wand charges not displaying correctly.ennewalker2008-03-291-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3929 c06c8d41-db1a-0410-9941-cceddc491573
* Prevent shafts from being created in corridors, at least untilj-p-e-g2008-03-291-2/+2
| | | | | | | | | | | | | | | | | around dungeon level 7. Rename ROCK_STAIRS to ESCAPE_HATCH, as well as the corresponding function, since I think that the escape hatches are such a cool concept that we won't be going back, and the current coding name is a bit confusing. Clean up dungeon.cc. I'll probably have to add stuff into our new conventions file as I've been making up a lot of new rules in trying to make the code more readable. (Rules concerning nested brackets, and function indentation, etc.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3927 c06c8d41-db1a-0410-9941-cceddc491573
* Add fountains of blood (as suggested by Lemuel), and tidy up j-p-e-g2008-03-261-12/+9
| | | | | | | | | | | | | | | the existing fountains: change their order and remove all those superfluous dry fountain types. I couldn't find any place for random generation of fountains, so if that is possible it will have to be disabled for blood fountains outside the hells. I've added a shortcut (Y) for vault creation, though. :) Drinking from such a fountain has a 33% chance of leaving it dry. I think that's it... for now. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3886 c06c8d41-db1a-0410-9941-cceddc491573
* Fixed tile compile. (I was being a bit overzealous in my cleanup.)j-p-e-g2008-03-251-0/+4
| | | | | | | | | | | Fix 1922815: blood potion assert. Implement 1828037: prompt before entering harmful clouds And tidy up fountain handling, dried non-magic fountains may now also start flowing again. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3878 c06c8d41-db1a-0410-9941-cceddc491573
* Applying static method conventions to acr.cc and items.cc - this resultedj-p-e-g2008-03-251-46/+19
| | | | | | | | | | in removing several unused functions from the latter file. Renaming tiles options show_items and title_screen to tile_show_items and tile_title_screen. And as usual, cleaning up tiles code some more. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3876 c06c8d41-db1a-0410-9941-cceddc491573
* Another huge code clean-up for tiles. At this rate, soon no linej-p-e-g2008-03-251-751/+818
| | | | | | | in the tile code will have been untouched. :p git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3874 c06c8d41-db1a-0410-9941-cceddc491573
* Fixed [1921145] [Tiles] closed gate tiles not updated.ennewalker2008-03-251-3/+1
| | | | | | Fixed issue where doors in an L-shape would get the incorrect tile. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3865 c06c8d41-db1a-0410-9941-cceddc491573
* Fix 1923913: blood spattering into fountainsj-p-e-g2008-03-241-3/+0
| | | | | | | | | | | Fix 1923487: jewelled helmets getting the "jewelled" randart description Fix 1923471: Suppress the beholding message if only attacking. Also remove ARM_HELM since it's identical in every way with ARM_HELMET and only serves to confuse coders. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3858 c06c8d41-db1a-0410-9941-cceddc491573
* Refix tiles monster brands to show the heart for friendlies.j-p-e-g2008-03-231-285/+278
| | | | | | | And another huge code cleanup. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3838 c06c8d41-db1a-0410-9941-cceddc491573
* Introduce a temporary neutral brand for tiles because it was driving me nutsj-p-e-g2008-03-231-1/+4
| | | | | | | | | | | | when testing Ely's pacifying. (Currently only inappropriately reuses TILE_NEW_STAIR, which will have to be replaced with something more distinctive some time.) Also add an option for colouring neutrals on the minimap (defaults to red, like hostiles) and allow secondary item use by Ctrl-L-clicking on items in inventory (firing weapons, unwielding rods, etc.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3830 c06c8d41-db1a-0410-9941-cceddc491573
* Overhauled potions of blood and vampires.j-p-e-g2008-03-131-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 1.) Vampires can only suck blood from creatures with M_COLD_BLOOD or M_WARM_BLOOD set (no insects anymore!) These restrictions are the same for blood spatter. Also, the monster's corpse must be of type contaminated (e.g. gnoll) or clean. Everything will be rejected. 2.) At xl 6 vampires gain the ability to create potions of blood from butchered corpses. The delay is the same as for butchering, and they also need a butchering tool (since I now think fangs don't really cut it); only the messaging is different, and the result, of course. If the monster doesn't meet the restrictions in (1), the corpse gets butchered instead (important when there are necromancers roaming about) and the resulting chunks don't get the THROWN flag set because vampires are unlikely to want to pick them up. 3.) Potions of blood can turn bad. They last about 1200 turns which is a rather long time, though of course not infinite. Potions created from corpses take the corpse age into account. From age 199 downwards potions of blood are described as "congealed blood". The effect when quaffing is entirely the same, it's just a warning that the potion will soon disappear. I've moved the potion descriptions over into item.plus, so that I could use item.special for the timer to allow for easy comparison in update_corpses() etc. Ideally each stack of potions of blood would have a props vector attached (similarly to decks) with the timeout turns stored in order oldest to newest, so that you'd always drink the oldest potion first, and if a potion was too old it (and it's time value) would just drop out of the stack. Since I haven't got this to work yet, instead the weighted average age of two substacks is calculated and used for the combined stack. Congealed (age < 200) and comparatively fresh (age >= 200) potions of blood will never stack. As suggested in FR 191314, !blood are a now an additional power source for Sublimation of Blood, and the used potion turns into decay. And speaking of decay, I've modified the mummy curse to only affect a substack if the to-be-decayed potions are blood because I think losing your food source that way would be the equivalent of spores destroying all your food at the same time. I think that's it; might still be buggy though I *did* test with some vampires, both wiz-mode and not, and because of the special -> plus change for potions, existing potions will now all look alike (clear potions). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3626 c06c8d41-db1a-0410-9941-cceddc491573
* Fix new firing interface to also apply when selecting items via tile inventory.j-p-e-g2008-03-121-4/+6
| | | | | | | | | | | | | | | | | | | | | (This will also change the quiver, so that tile players no longer need to repeatedly choose the same stack of darts to fire: ff will work nicely.) Implement first part of FR 1911866: merging W/T, R/P The existing option "easy_unequip" now also allows direct choice of which armour to take off from the 'W' menu, and same for jewellery for 'P'. Warning inscriptions are respected. Now we only need to add a new sorting option sort_equipped that takes care of equipped stuff being listed first in the inventory. Last time I tried something like this (chunk sorting by age) I failed miserably, so I'm making no promises. Also tweak my recent {tried} modification to only apply to jewellery since for some reasons all unidentified randart weapons show {tried} where jewellery is really picky about which randarts have been tried and which haven't. Probably still needs fixing. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3607 c06c8d41-db1a-0410-9941-cceddc491573
* Another batch of msvc compile fixes.pauldubois2008-03-101-2/+1
| | | | | | | | | | | | | | Added wrapper implementation for opendir/readdir Other functions left stubbed out. It's a shame that crawl's "direct.h" conflicts with <direct.h>. Fixed up use of AppHdr.h in a couple places (it must be included first); changed project to use precompiled headers. crawl now compiles cleanly but doesn't link. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3573 c06c8d41-db1a-0410-9941-cceddc491573
* [Bug 1907221] Add "Modified for Crawl Reference" statement and author to aj-p-e-g2008-03-081-0/+7
| | | | | | | | huge number of files. Also correct file name comments. No coding changes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3539 c06c8d41-db1a-0410-9941-cceddc491573
* Implement a few of Lemuel's unrandart suggestions of FR 1861906.j-p-e-g2008-03-031-2/+9
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3511 c06c8d41-db1a-0410-9941-cceddc491573
* Adding more staff and rod art for when players equip those items.ennewalker2008-03-031-5/+15
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3509 c06c8d41-db1a-0410-9941-cceddc491573
* Adding different art for staves and rods so that they no longer look identical.ennewalker2008-02-291-6/+16
| | | | | | Rearranging staff and rod art assets. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3478 c06c8d41-db1a-0410-9941-cceddc491573
* Trap art update to have different graphics for each kind of trap.ennewalker2008-02-291-7/+40
| | | | | | Also, improved ettin and zombie tiles. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3477 c06c8d41-db1a-0410-9941-cceddc491573
* Tile support for (horizontal) gates.ennewalker2008-02-221-1/+36
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3456 c06c8d41-db1a-0410-9941-cceddc491573