summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/tilepick.cc
Commit message (Collapse)AuthorAgeFilesLines
...
* Rename guardian nagas to guardian serpents.Adam Borowski2009-12-111-4/+4
| | | | The tile is left untouched for now.
* Overriding monster tiles in vault definitions.Jude Brown2009-12-101-0/+3
| | | | | | | | It is now possible to specify a tile for monsters when specifying monsters in vault definitions. The syntax is "tile:<tile name>". All tiles that don't start with "mons_" will have this prefixed, therefore "tile:giant_bat" will become "tile:mons_giant_bat", but "tile:mons_rat" will remain unchanged.
* Minor tweaks to TILE: specifier.Jude Brown2009-12-101-1/+2
|
* Massively expand tile functionality in vault definitions.Jude Brown2009-12-091-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | This commit creates a new specifier for vaults: "TILE". Used much in the same way as COLOUR, it can apply any specific tile to a feature. Example syntax is specified in the syntax file, but copied here for clarity: TILE: x = wall_flesh Identical to FTILE and RTILE in syntax, but closer to COLOUR in functionality. Instead of replacing the floor or relevant rock tiles, this can be used to replace the tile used for any specific feature. This can be used in combination with FTILE and RTILE to change the appearance of features. It can only be used with previously specified tiles, however. Like COLOUR and FTILE, this should be used sparingly and to good effect. Please, feel free to update vaults to use this! We want to ensure that tiles players get the same experience as ASCII players do. This is only the first stage in a push for greater flexibiltiy through tiles, but hopefully it'll have a good impact.
* Add purge's tile for berserk monsters. Very neat, thanks!Johanna Ploog2009-12-071-1/+3
|
* New monster: giant leech (Eronarn).Jude Brown2009-12-021-0/+4
| | | | | | | | | A blood-sucking amphibious 'w'-glyph. It also submerges, much like swamp worms, but will follow you onto dry land. It has a tile, but after a quick play through of Swamp and using wizard mode to create some, it's quite difficult to see. Hopefully someone can improve the tile for me!
* Rename "firedrake" to "fire drake".Jude Brown2009-12-021-4/+4
| | | | | | This brings it in line with all the other "drake" monsters: "swamp drake", "death drake", etc. I don't believe this change is contentious, and I hopefully haven't broken tiles build.
* Add missing NON_ITEM check for tiles.Enne Walker2009-11-291-0/+4
|
* Fix tiles compile (missing includes).Robert Vollmert2009-11-271-0/+1
|
* Re-add Purple Smoke cloud type (sorear).Jude Brown2009-11-281-0/+1
| | | | | This is visually identical to translocational energy, but will have uses in portal vaults (specifically, wizlabs).
* TODO tiles for new ammunition spellsMatthew Cline2009-11-221-3/+10
|
* Use TILEG_ERROR, not TILE_ERROR, for bad spellsMatthew Cline2009-11-221-1/+1
| | | | | | tileidx_spell() returning TILE_ERROR for bad spells was causing assertions in rltiles/tiledef-gui.cc; it should have been returning TILEG_ERROR.
* Make (very) ugly thing corpse tiles handle the different colors.David Lawrence Ramsey2009-11-211-2/+10
| | | | | I can't test this in-game, but main.png displays all the different colored corpses properly, so I think it works.
* Make _tileidx_corpse() take an item instead of item.plus directly.David Lawrence Ramsey2009-11-211-4/+6
|
* Make ugly_thing_colour_offset() take only a color instead of a monster.David Lawrence Ramsey2009-11-211-1/+1
|
* Add an attempt at a golden eye tile.David Lawrence Ramsey2009-11-211-0/+2
| | | | Currently, it's just a palette-swapped giant eyeball tile.
* After some thought, remove the holy scourge -> demon whip tile mapping.David Lawrence Ramsey2009-11-191-5/+0
| | | | | | Ideally, the demon whip tile should be edited so as to match the color scheme of the blessed blade tile relative to the demon blade tile, and that edited tile should be the holy scourge tile.
* Rename blessed eudemon blades to holy eudemon blades.David Lawrence Ramsey2009-11-191-3/+3
| | | | | This is shorter, consistent with the other demon-converted weapon, and consistent with its always getting the holy wrath brand.
* Clean up a few references to holy scourges.David Lawrence Ramsey2009-11-191-1/+3
|
* Display holy scourges with the nonblessed tile equivalent, as elsewhere.David Lawrence Ramsey2009-11-191-0/+3
|
* Move tile_draw_floor into view.cc.Robert Vollmert2009-11-181-28/+0
| | | | | It seems like it should be merged with some of the other code there.
* Amending tile_draw_floor bug fix.Enne Walker2009-11-171-5/+1
| | | | | The check was earlying out sooner that it should and skipping some initialization.
* Prevent assert in tile_draw_floor()Matthew Cline2009-11-171-0/+5
| | | | | The assert might be caused by a bug somewhere else in the tiles code; I'm not familiar enough with tiles to say.
* Fix information leakage in detect creatures.Robert Vollmert2009-11-161-1/+1
| | | | | | | | | | 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.
* Add get_feat_symbol.Robert Vollmert2009-11-151-7/+1
|
* Restore Warper class, Arcane Marksman tweaks.johnny shelley2009-11-151-0/+10
| | | | | | | | Adds warper back and moves arcane marksman close to hunter in selection screen. Changes spell level of exploding ammo to 5. Fixes abbreviation of Am. Removes scroll of blink from AM starting equipment. Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Warper Overhaul - Renamed to Arcane Marksmanjohnny shelley2009-11-141-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Missile Changes -- electricity missiles are now an option - they are always destroyed reaping / dispersal ammo is now always destroyed as it can be created by players poison ammo can again affect rocks / bullets etc - still no nets. Apparently this is a contact poison, but mainly it's to close the gap between sling users and archers. SKILLS -- Ranged weapon 3 Dodging 2 Spellcasting 2 Enchantments OR Translocations 3 EQUIPMENT -- Robe Ration Scroll of blink Some ranged weapon options as Hunter No melee weapon! Either book of elemental missiles or warped missiles The book of Elemental Missiles Spells Type Level a - Corona Enchantment 1 b - Swiftness Enchantment/Air 2 c - Repel Missiles Enchantment/Air 2 d - Flame Ammunition Enchantment/Fire 3 e - Frost Ammunition Enchantment/Ice 3 f - Poison Ammunition Enchantment/Poison 4 The book of Warped Missiles Spells Type Level a - Apportation Translocation 1 b - Portal Projectile Translocation 2 c - Repel Missiles Enchantment/Air 2 d - Blink Translocation 2 e - Returning Ammunition Enchantment/Translocation 3 f - Warp Ammunition Enchantment/Translocation 5 The book of Devastating Missiles Spells Type Level a - Poison Ammunition Enchantment/Poison 4 b - Warp Ammunition Enchantment/Translocation 5 c - Shocking Ammunition Enchantment/Air 5 d - Haste Enchantment 6 e - Deflect Missiles Enchantment/Air 6 f - Exploding Ammunition Enchantment/Fire/Air 7 g - Reaping Ammunition Enchantment/Necromancy 7 Signed-off-by: Stefan O'Rear <stefanor@cox.net>
* Oops, missed some Michael stuff.Jude Brown2009-11-141-2/+0
|
* Remove obsoleted los.h includes.Robert Vollmert2009-11-131-1/+0
|
* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-3/+3
|
* Rename SPELL_BACKLIGHT -> SPELL_CORONA, and relevant ZAP/BEAM/DUR.Jude Brown2009-11-121-1/+1
|
* Rename SPELL_MASS_SLEEP -> SPELL_ENGLACIATION.Jude Brown2009-11-121-1/+1
|
* Rename SPELL_SLEEP -> SPELL_HIBERNATE, and relevant ZAP/BEAM.Jude Brown2009-11-121-1/+1
|
* Rename monspeak/monplace/monstuff to mon-speak/place/stuff.Jude Brown2009-11-121-1/+1
| | | | | I'm pretty sure I've managed to replace every instance of a reference to these files, so I hopefully haven't missed anything.
* Remove a few obsolete includes.Robert Vollmert2009-11-101-1/+0
| | | | Also add a few previously indirect includes.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
|
* Rename FeawnCharles Otto2009-11-081-2/+2
| | | | | In most places Feawn is now referred to as "Fedhas," its long name (used in the religion screen) is "Fedhas Madash"
* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-3/+4
| | | | | | | | map_cell no longer has the field "properties", which has been replaced by the unsigned long array env.pgrid. env.map has been renamed to env.map_knowledge. It should really be moved into player.
* Rename some halo functions.Robert Vollmert2009-11-081-1/+1
|
* Add a general halo interface to actor.Robert Vollmert2009-11-081-1/+1
| | | | | Also convert the TSO halo to use this. actor::haloed() is still specific to the player TSO halo.
* Remove unused SPELL_DISRUPT and ZAP_DISRUPTION.Vsevolod Kozlov2009-11-081-1/+0
|
* Fix the floor not getting drawin in tiles.Charles Otto2009-11-071-1/+1
|
* Replace mons_neutral with monsters::neutral.Vsevolod Kozlov2009-11-071-1/+1
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Get rid of env.show_los.Robert Vollmert2009-11-071-1/+1
|
* Rename purple smoke to clouds of translocational energyStefan O'Rear2009-11-061-2/+2
|
* Replace global see_cell by observe_cell and disambiguate old uses.Robert Vollmert2009-11-061-2/+2
| | | | | | | 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).
* Import showsymb.h in tiles files and fix some mismatched parensgunofdis2009-11-061-0/+1
| | | | | | Fixes tiles build (on Windows). Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-2/+2
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Remove mons_friendly_real and mons_wont_attack_real.Vsevolod Kozlov2009-11-061-2/+2
| | | | | | They were the same as non-_real functions. Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Make many checks for monster (non)existence on squares use monster_at().David Lawrence Ramsey2009-11-051-7/+7
| | | | | | | Not all are changed yet, as there are several index checks still needed for debugging purposes. Also, make many checks for player/monster (non)existence use actor_at().