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* Don't crash on Leda's in local tiles (#8834)Neil Moore2014-07-281-1/+1
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* Add an icon for drainingNicholas Feinberg2014-07-131-0/+5
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* Don't crash on drawing mangroves.Neil Moore2014-06-291-3/+3
| | | | | The shallow water tile is now a floor, not a feature, tile, so don't put it in m_buf_feat.
* Add recall icon for convokersNicholas Feinberg2014-06-071-0/+5
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* Add a placeholder status icon for Death's DoorNicholas Feinberg2014-05-281-0/+5
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* 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.
* Snaplasher vine tilesontoclasm2014-02-271-24/+45
| | | | | This involved fixing up some of the tentacle code, which should make it easier to add more tentacle types (please don't add more tentacle types).
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* More formatting fixes for return (...);Neil Moore2013-11-151-1/+1
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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.]
* Axe a buttload of useless #includes.Adam Borowski2013-11-031-1/+0
| | | | | Can't test Android, MSVC or Mac, but a very brief glance at the diff suggests it's unlikely they're affected.
* Icon for durably-summoned monstersontoclasm2013-10-271-0/+2
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* Evokable Jump attack abilitygammafunk2013-10-011-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Player chooses a monster target within range where there's at least one valid landing site adjacent to the target. * There must be a monster to target to use the ability, but the monster can be friendly or neutral. * A random valid landing site is chosen, the player is moved to that square, and weapon melee occurs against the target at the landing site. * Jump attacks are melee with the wielded weapon and get a 20% damage bonus * Valid landing sites are always habitable squares with no monster and no thing that's dangerous to the player. * Flying monsters or giant monsters not standing in deep water or lava can 'block' the path of a landing site by being in the ray path from the player to the landing site. * If a visible monster blocks the path to a landing site, it won't be considered as a valid landing site. * If something invisible blocks a landing site, the site will be shown as valid and can be randomly chosen, in which case the player 'rebounds off something unseen' and never leaves the starting square, but wastes a turn (delay 10aut). * If the player is adjacent to the monster, sites adjacent to the player are not valid; you have to 'jump over' the monster in this case. * Player can't jump if exhausted or standing in water/lava/liquefied ground * Exhaustion duration is set after jump (regardless of success) to prevent a second jump, with a duration formula that's the same as the breath duration. * The usual melee checks wielded weapon/friendly etc. checks are performed for the jump melee. * If any of the valid landing sites would cause problems with self-electrocution or sanctuary violation, the player is warned first. * Range is determined by evocations training; starting attack range is 3 (movement 2), and it increases by one at evocations 5 and 10. * The cost of the jump is 2MP and a hunger cost using the same calculation as for flame breath. * The delay of a successful jump is the same as melee delay. * Fail rate for the ability calculation based on evoke taken from breath fail rate code
* Merge branch 'master' into lava_orcsAdam Borowski2013-05-291-27/+60
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| * Status icon for summoned monsters.ontoclasm2013-05-271-0/+4
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| * Tweak cloud alpha valuesPete Hurst2013-05-251-1/+1
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| * Give cloud overlays an alpha gradientPete Hurst2013-05-251-6/+6
| | | | | | | | | | This creates the effect that the top half of the engulfed character is emerging slightly out of the cloud.
| * Implement cloud alpha overlay tiles layerPete Hurst2013-05-251-0/+19
| | | | | | | | | | | | | | | | | | | | | | This works very well for the most part with two small problems: - Webtiles will not support this yet (in probability, this will stop any clouds showing in webtiles) - Floor items interact strangely and will draw over the top of clouds instead of behind them
| * Display a different overlay when player or monster held by a webPete Hurst2013-05-231-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | For now it's a semi-transparent version of a normal web. It doesn't look perfect but a fully-opaque version almost completely masked the image underneath. Should perhaps get a new image for this, with thinner strands and no or thinner outline. player_caught_in_net no longer calls redraw_screen - otherwise there would be a glimpse of a web over the player before the item on the ground both existed and was set as "stationary" to mark it as the trapping net (for thrown nets). The screen seems to get redrawn shortly after anyway.
| * New starspawn tentacle tiles (ontoclasm) and associated codeDracoOmega2013-03-311-0/+8
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| * Handle lich and statue form tiles the same way as tree form.Florian Diebold2013-03-191-26/+0
| | | | | | | | | | | | This removes the _transform_add_weapon hack, and shows all unmelded equipment on statues and shields on liches; armour doesn't fit right on the current lich tile so it is disabled.
| * Status icons for blind, might, and petrify.ontoclasm2013-02-241-0/+20
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| * Umbra tilesontoclasm2013-02-101-1/+1
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| * Haste status icon.ontoclasm2013-02-091-0/+5
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| * Disjunction aura tiles.ontoclasm2013-01-121-1/+1
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* | Display heat auras in tilesontoclasm2013-01-081-0/+2
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* Draw overlays on top of monsters.Neil Moore2012-12-131-1/+1
| | | | | | | In particular, spell zaps. This was apparently being drawn correctly in webtiles but not local tiles. Thanks to DracoOmega for spotting this.
* Brace and formatting fixes.Adam Borowski2012-11-181-2/+0
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* A placeholder tile for Disjunction's effect.Adam Borowski2012-11-181-0/+2
| | | | | | | | Not animated nor varied yet. If anyone likes the concept, here's how to draw it: Gimp, empty transparent layer, Render:Lava(gradient "Aneurism", size 6), layer mask: Render:Lava(gradient: white-to-black), reduced opacity.
* Monster status iconsontoclasm2012-11-101-12/+12
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* Use ASSERT() not assert().Adam Borowski2012-10-241-1/+1
| | | | The latter may become no-op if you're not careful, lacks debug messages.
* Pain mirror status icon (sgrunt)ontoclasm2012-09-091-0/+5
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* Merge branch 'master' into glasnostAdam Borowski2012-08-311-1/+16
|\ | | | | | | Yay for conflicts galore (wax removal, std:: purge, tileidx changes).
| * 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.
| * Don't draw mud on top of walls (#5819).Neil Moore2012-08-041-1/+1
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| * Icon tiles for corona and slow (#5803).Jon Knapp2012-07-201-0/+13
| | | | | | | | Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* | Drop the code for displaying/handling/etc secret doors.Adam Borowski2012-07-111-3/+0
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* New option: show_travel_trail.Florian Diebold2012-07-041-0/+11
| | | | | | | | | | This highlights the path taken during the last exploration or travel, and should help make travel_delay=-1 less disorienting. The path is cleared when the player moves otherwise. In console, it is indicated with COLFLAG_REVERSE, which I'm not sure is the best option, but just changing the floor colour didn't seem noticeable enough.
* Rename swamp trees to mangroves.Michael Gagno2012-07-031-2/+2
| | | | | Since these are opaque (and therefore behave differently from normal trees), a renaming is warranted.
* Axe wax.Adam Borowski2012-06-241-1/+1
| | | | | | It is used only in a few vaults, and where it does, it only confuses players about which sources of fire can melt it and which can't. The last problem applies to trees as well, but at least it's somewhat more intuitive there.
* roctavian's tiles for inept and ravenous mimics.Adam Borowski2012-06-031-1/+12
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* Remove a good deal of header inclusion.Adam Borowski2012-05-231-4/+0
| | | | | | | | | These accumulate but never get removed; no wonder compilation times keep rising. The includes.sh script has lots of false negatives (and positives...), and can't check .h files which cause the biggest slowdown, it'd be nice to run multidelta on those somehow.
* Drop pointless braces after else/else if as well.Adam Borowski2012-04-201-2/+0
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* Drop pointless braces after if/for/while everywhere.Adam Borowski2012-04-201-2/+0
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* New blood splat tiles (omndra #4612).Raphael Langella2012-04-021-2/+2
| | | | | | | | | Improved colouring and transparency. Consistency with corpse blood colour. More variety of shapes. Some wall bloods have inscriptions. Those ones will only be used on level generation and only on south facing walls, because rotated inscriptions are not so hot. And they are rare.
* Add a tile for the suppression aura.Florian Diebold2012-03-231-0/+2
| | | | | | | I really don't like the whole packed_cell thing and how many changes are necessary to add this kind of tile; much of packed_cell is just replicating flags from map_cells. I'll have to check if this can be simplified.
* A very lame tile for umbras.Adam Borowski2012-01-171-0/+2
| | | | It really should be shifting, like in console. At least, this one works.
* XuaXua's icon for constriction.Adam Borowski2012-01-131-0/+5
| | | | | | Somehow, it looks pretty busy and hard to distinguish on a good deal of monsters I tried it with (first one being orc warlord). This might be just my feeling though -- and above all, some tile is better than no tile.
* Fix monster weapons not showing when the player's weapon is melded (#5038).Florian Diebold2011-12-141-0/+3
| | | | | | | tilep_equ_weapon checked if the player's weapon is melded even though it was also used for monster weapons. I also removed redundant checks for the player's respective equipment slots from the other tilep_equ_* functions.