| Commit message (Collapse) | Author | Age | Files | Lines |
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Setting tile_show_player_species replaces the normal doll with the
player's race's monster tile.
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It didn't have a very clear use case and if you really want to
reproduce it, you can press ^C every so often.
Also clean up the options documentation a bit.
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Nothing for the worldbinder or grand avatar as yet.
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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.
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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
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Forward declarations of "struct" and "class" are the same, the only
difference between the two is implicit "public"/"private" at the start of
an actual definition.
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For most header files, this only saves on having to recompile a
small number of source files, but there are also a few headers
where small changes would now take significantly less time.
This is most obvious for the Tiles build for which the dependencies
have been greatly reduced, so that the only additional includes
when compared to console are strictly library or tile related.
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tile: handles the inventory/ground one, wtile: handles the player/monster doll.
It'd be nice to unify them into one setting one day, and have all equipment
tiles have a pair of files by the same name.
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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.
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This also adds redone backgrounds for equipped (and cursed equipped)
items to match the recently added new item slot background.
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This is everything from the original submission, except the drain
tiles. Those are in unused; I couldn't decide whether one of them
looks better than the original.
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Including variants for the player doll tile.
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among them).
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This was a regression from my tilepick.cc changes. Since the tile
picking code now operates on map_knowledge, it didn't know about the
undetected secret door and thus didn't use the tile override from
adjacent tiles.
This is a bit of a problem with tile_flv, which on the one hand is
player-accessible (parts of it get transmitted to the webtiles client,
for example), but on the other hand could contain "secret" data, like
in this case (maybe the only one at the moment). (Note that this
"secret" data didn't actually get sent to the client, but it could
easily have been if more tile picking logic was on the client side.)
I've opted to fix up tile_flv directly in tile_init_flavour, so that
secret doors take the tile override of their neighbours. Of course,
that causes the problem that the tile override is still there when the
secret door gets turned into an open door, which resulted in an
assert ("non-door tile").
That's why now, only certain tiles are allowed as door overrides; all
others simply do nothing for doors since they are assumed have been
set for undetected secret doors. It also means that you can either
override the appearance of an undetected secret door, or its
appearance after detection, but not both. I don't think that was done
anywhere, but if it was, a more complicated solution might be
necessary.
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All platforms we support in 0.10 allow freely going tiles<->console, loading
or creating a save in console should still keep everything needed to display
tiles intact.
Left to go:
* monsters with multiple tiles
* player dolls
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Instead, it is regenerated from map_knowledge after loading.
(This commit reuses the minor version tag from the previous ones and
will thus crash on saves from the previous two commits.)
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actual cloud_struct.
This adds the cloud tile and the value of cloud.decay/20, clipped to
the range 0-3, to the map_knowledge, and organizes all cloud-related
data into a new cloud_info struct. Both of these are required for the
tile picking code.
(Doesn't introduce a new minor tag, so saves from the previous commit
will crash.)
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See #4280. This will allow regenerating tiles out of view from the
map_knowledge, and we won't need to save the mcache anymore.
There are still a few uses of monster in the interface code, which
will have to be hunted down.
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"File:" is shown in your editor's status bar.
"Written by:" was used only for the first person who changed a file. We got
git for that now, and pre-DCSS history is so woefully inaccurate it doesn't
really matter.
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I'm unable to test optimized builds as clang (trunk) crashes during compilation.
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Currently un-detached, and without command tiles.
(I used one of Denzi's minitiles as a placeholder
for the tab itself.)
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Doesn't handle skill redistribution yet because I haven't had a
look at that so far. We might also want to include wiz-mode change
of skill levels here.
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We've got the tiles already, after all.
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This fix Mantis 2573.
I didn't do ink, forest fire, holy flames and gloom because even though they are
supposed to be opaque clouds, it seemed unnecessary.
To make the tiles, I used the unseen monster tile, filed it with 50% gray,
blurred it and used it as a layer mask to add transparency to the clouds.
I saved the shape as UNUSED/other/cloud_disturbance_shape.png
This is my first tiles, so someone more skilled should be able to do better.
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A simpler way would be to show the unseen tile when item_info is 0, but
that would prevent us from having different classes of detected items
in the future.
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Wizard-casting Detect Items seems to crash when it finds something.
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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This is the "fix" for the previous commit to remove baking the base item
tiles underneath their labels in the texture. Instead, we'll just draw
the two tiles separately.
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This also removes the now uneeded (and entirely broken) tileidx_unseen
function. Instead, when loading saves that don't have a tile tag, use
show_type from the map_knowledge to determine what the player can see.
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As tileidx_out_of_los now handles detected monsters implicitly, there's
no need to write monsters to env.tile_bk_fg or to handle detected
monsters at all except through map_knowledge.
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This function properly handles merging player memory with detected
terrain, items, and monsters through map_knowledge, rather than having
the detecting functions themselves write tile info themselves.
This also fixes a magic mapping bug where the real feature was being
displayed, rather than the magic_map_base_feat.
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This splits this function out into one function that knows about the
monster info and one that only knows about the monster type.
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This splits it out into a function that uses grid-specific knowledge and
an assumption that the player has seen the tile itself and another more
general function to just find a dungeon_feature_type to tile mapping.
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Hovering the mouse over any cell on the dungeon display will now display the
contents of tile_fg, tile_bk_fg, and crawl_view.vbuf[x]->tile_fg (and the
corresponding background tiles too). It displays them as index, flag (as hex),
and then name (with multiple names for any mcache entries that comprise
multiple tiles). This should help debug weird tiles display issues.
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Exposed draco tile look-up functions that used to be in tilemcache and
then used them in the menu.
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All player tile look-ups are now in tilepick-p.cc.
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tileview.h/cc now contains all the functions that change what is shown to
the player via env. tilepick now contains only "const" functions to look
up tiles.
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Most of it has gone into tilepick.h, but also into enum.h and
initfile.cc. Unlike tiles.h which was included everywhere, tilepick.h is
now only a dependency of about half the files.
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