summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/tilepick.cc
Commit message (Collapse)AuthorAgeFilesLines
* Tile transparency in water without overlays.Enne Walker2010-01-171-0/+4
| | | | | | | | | | | | | | | | | In order for jpeg's waves to work on deep water as well as shallow, we need to not use partially transparent overlays to simulate an actor or an item being submerged. Now, non-flying objects on water will be drawn transparently to blend with the water below. This should mostly look the same, except it will now work on top of waves and will not require a mask for each water type. As a nice side-effect, ghosts are now transparent again and the water on top of submerged objects now animates properly. See the comments in tilebuf.cc for details. The mask tile itself can be adjusted to change the water level, but the parameters to SubmergedTileBuffer will need to be changed to compensate depending on what the new art looks like.
* For monster detection, use the human tile for dwarves (Wayne).Johanna Ploog2010-01-171-0/+1
|
* Use Wayne's tile for the calculation of the dwarf corpse tile.Johanna Ploog2010-01-171-0/+3
|
* Add purge's tiles for Dowan and Duvessa, yay! :DJohanna Ploog2010-01-171-2/+2
|
* Remove my debugging lines.Johanna Ploog2010-01-171-2/+1
|
* Add a tile for sixfirhy, drawn by Porkchop and slightly tweaked by me.Johanna Ploog2010-01-171-1/+2
|
* Add tiles for bush and sleeping brand, both courtesy of purge. Thanks!Johanna Ploog2010-01-161-0/+2
|
* Add new props value "tile_num" and use it for randomized monster tiles.Johanna Ploog2010-01-151-3/+13
| | | | | | | | | | | | | | | | Monsters that have several variant tiles will now get a random value written into tile_num at creation, so when their tile gets drawn one of the set is picked, but always the same one. In practise, this is currently only used for slaves and toadstools. Other monsters that have variant tiles, such as ugly things, kraken tentacles, or slimes creatures, are handled specially. Generally, such differences should be small and flavourful. The greater the threat of a given monster the more important it is that the player will recognize it immediately. (Of course, this restriction does not hold if the tile actually transport information as is the case for ugly things' colours etc.)
* Add tiles for the new merfolk monsters.Johanna Ploog2010-01-151-6/+18
| | | | | | The plain merfolk is only used for the corpse tile but I decided to add it anyway, especially as I'm considering using that for the base merfolk and the current fighter one for the impaler.
* Also handle alligator snapping turtle's corpse tile.Johanna Ploog2010-01-141-2/+3
|
* Add a new turtle design and use it for the (alligator) snapping turtle.Johanna Ploog2010-01-141-2/+3
| | | | Move the old turtle tile into UNUSED/monsters.
* Add a tile for Pikel.Johanna Ploog2010-01-131-1/+1
|
* Also apply _pick_random_dngn_tile() to animated feature tiles.Johanna Ploog2010-01-111-21/+21
|
* Implement rltiles %weight command and skewed dngn tile probabilities.Johanna Ploog2010-01-111-4/+22
| | | | | | | | | | | | | | | | | | | | | | | | | | | | In dc-dngn.txt you can now use the %weight command to specify the probability of a given tile whenever a variant is chosen randomly from a set of variant tiles. Example: %weight 5 floor/floor_sand_stone0 FLOOR_SAND_STONE floor/floor_sand_stone1 floor/floor_sand_stone2 floor/floor_sand_stone3 %weight 2 floor/floor_sand_stone4 floor/floor_sand_stone5 floor/floor_sand_stone7 %weight 1 floor/floor_sand_stone6 ... will make plain sand more likely than the rocky versions and the big rock rarer than the smaller ones. This is not visible from the dngn.png but you can check the (cumulative) weights in tiledef-dngn.cc. Aside from the above, this is also used for the brick wall in all its colorations. (The repeat command also repeats the weight settings.)
* Reorder demons by glyph in dc-mon.txt.Johanna Ploog2010-01-101-4/+6
| | | | | | | | I was originally planning to add a preliminary tile for sixfirhy (red devil recoloured cyan) but then got confused about the pitchfork description. I took that to mean it's generated with a trident, but it isn't mentioned in mon-gear at all... So, should it get a weapon or not?
* New type of cloud: thick gloom.Jude Brown2010-01-101-0/+4
| | | | | | | | | | | | | | | 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.
* Don't display chunk/corpse brands for herbivores.Johanna Ploog2010-01-091-0/+3
|
* Add an icon for contaminated chunks/corpses.Johanna Ploog2010-01-091-0/+6
|
* Tiles: Add icons for poisonous/mutagenic/... chunks or corpses.Johanna Ploog2010-01-091-5/+37
| | | | | | | I'm not sure how to visualize contaminated chunks, so they haven't got an icon yet (maybe use coagulated blood?) Also, I've opted to only show the icons for rotten chunks if the character is capable of eating them. Otherwise, them being rotten is all that's of interest to the player.
* Add a powder-blue snake tile variant for sea snakes.Johanna Ploog2010-01-081-0/+4
|
* Add preliminary turtle tile.Johanna Ploog2010-01-081-6/+12
| | | | | | It's a bit on the smallish side, having been originally intended for altar decoration, and also a bit too dark. I've no idea how an alligator turtle is supposed to look, so the two share the same tile for now.
* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
|
* Distinguish icons of neutral and good neutral monsters.Johanna Ploog2010-01-061-0/+2
|
* [291] New slime creature tiles (purge).Enne Walker2010-01-031-1/+2
| | | | | This adds a large and a titanic slime creature tile. Slightly edited from purge's original versions to be more vertically centered.
* Always initialise door offset (Napkin).Jude Brown2010-01-021-1/+1
| | | | | | Don't think there are any instances where this could be used uninitialised, but it's probably a bad idea not to set it to 0 when doing so would cause no harm.
* Fix tiles compile, mark Poison Ammunition unused. (Napkin)Jude Brown2010-01-021-8/+0
|
* Merge branch 'iood'Adam Borowski2009-12-311-0/+3
|\
| * Merge branch 'master' into ioodAdam Borowski2009-12-301-3/+7
| |\
| * | A (sucky) pair of tiles for Orb of Destruction.Adam Borowski2009-12-271-0/+3
| | |
* | | Remove hand crossbows.Jude Brown2009-12-311-5/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This involves a lot of changes, and also increments TAG_MAJOR_VERSION to 13. The unrand "Sniper" is now a crossbow (hopefully its current title is still suitable for this task), and thieves no longer start with hand crossbows (but still retain darts). Wanderers with crossbow skills will now get a crossbow and bolts. This may be overpowered, but I didn't want to change the code here too much. It can always be adjusted. This removes the "quiver_type" enum from enum.h, and uses NUM_AMMO in the player.h quiver vector instead. Random elves that generated with hand crossbows before no longer do so, and this has not been replaced by normal crossbows. I hope that's everything!
* | | Make Crawl use corpse tiles for aquatic monsters.Johanna Ploog2009-12-311-0/+14
| | |
* | | Use the base merfolk tiles as placeholders for the new merfolk monsters.Johanna Ploog2009-12-301-0/+3
| |/ |/|
* | Ignore obscured items in the UIStefan O'Rear2009-12-301-2/+2
| | | | | | | | I probably missed a few spots.
* | Add two placeholder tiles for trees.Johanna Ploog2009-12-291-0/+2
| | | | | | | | | | Crayon-style they're not strictly bad but I feel they don't fit the feel of the rest of the dungeon. Still, much better than error tiles.
* | Add purge's ballistomycete tiles, thanks!Johanna Ploog2009-12-281-1/+3
|/
* Customisable clouds!Jude Brown2009-12-281-42/+67
| | | | | | | | | | | | | | | | | | | | | 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. :-)
* Add a tile for human slaves (purge).Jude Brown2009-12-271-0/+2
|
* New (rakshasa) unique: Mara, Lord of Ilusions.Jude Brown2009-12-241-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Basic support for tile recolouring.Enne Walker2009-12-241-10/+18
| | | | | | | | | | | | | | | | | | | | Added %variation, %repeat, %desat, %lum, %hue, %pal, %resetcol commands to rltiles. Also, multiple enum synonyms can now be specified. Documentation on all rltiles commands is forthcoming. Sorry. Added coloured variations for a number of floor and wall tiles, removing duplicate source art where it made sense. The variations probably need some adjusting to look less like fruit salad. COLOUR in a vault specification will now automatically try to pick coloured variations of basic floor and rock wall tiles by default. It will also pick coloured variations of any tiles specified by FTILE/RTILE/TILE. I'll leave it as an exercise for due to generalize this to features and monsters. tile_dngn_coloured (and corresponding functions for other tile sheets) can be used to look up coloured variations for a given tile index.
* Add a tile for Nikola (purge).Jude Brown2009-12-221-1/+1
|
* Add purge's tile for the wielded demon blade. Thanks!Johanna Ploog2009-12-191-1/+1
|
* Add a tile for Khufu (purge).Jude Brown2009-12-191-1/+1
| | | | Thanks!
* Allow vaults to specify door tiles sets.Jude Brown2009-12-191-3/+68
| | | | | | | | | In this instance, you need at least two tiles (closed, open), and up to nine (detected, closed, gateway left open, middle open, right open, closed, left closed, middle closed, right closed), and these should always include the "no_random" option. This also doesn't properly deal with detected doors.
* Add a tile for Maurice. :)Johanna Ploog2009-12-171-1/+1
| | | | | Might be a bit too hard to see on some textures, though I tested it in all branches.
* Rename grey snakes to anacondas. Give them constriction, message-only for now.Adam Borowski2009-12-161-4/+4
|
* Fix tiles compilation.Johanna Ploog2009-12-151-1/+1
|
* Make mimics hold the item they're mimicking, instead of fragile hacks with ↵Adam Borowski2009-12-151-9/+2
| | | | saving RNG state.
* Add a tile for Crazy Yiuf.Johanna Ploog2009-12-131-37/+96
| | | | | | | This is basically my old Grum design with a beard. :) Also reorder the nonhuman unique tiles in tilepick.cc by glyph and use the base monster tiles as placeholders for those that don't have a tile yet, which should be an improvement over displaying question marks.
* Use a recoloured guardian serpent tile for Aizul.Johanna Ploog2009-12-131-0/+2
| | | | | Also add an older tile of Aizul I made before the guardian serpent decision into the UNUSED tiles folder. We can use it for some (other) naga unique.
* Add tiles for rain clouds and mutagenic fog.Johanna Ploog2009-12-121-0/+15
|