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path: root/crawl-ref/source/tilepick.h
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* Add an option to show player as a monster tileontoclasm2014-07-171-0/+1
| | | | | Setting tile_show_player_species replaces the normal doll with the player's race's monster tile.
* Remove the clean_map option.Shmuale Mark2014-04-171-1/+0
| | | | | | | 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.
* Temporary tiles for the demonspawn enemies.Steve Melenchuk2014-01-261-0/+2
| | | | Nothing for the worldbinder or grand avatar as yet.
* 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.
* Implement cloud alpha overlay tiles layerPete Hurst2013-05-251-2/+2
| | | | | | | | | | | 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
* Shut up a bogus clang warning.Adam Borowski2012-10-241-1/+1
| | | | | | 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.
* Remove unnecessary includes from header files.Jay3.14152012-10-231-1/+1
| | | | | | | | | | 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.
* Allow redefining an item's tile in vaults.Adam Borowski2012-09-151-0/+6
| | | | | | | 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.
* Use std namespace.Raphael Langella2012-08-261-1/+1
| | | | | | | | | | | | | 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.
* Show tiles in Ability menu, using dd's ability tiles (#6054).Steve Melenchuk2012-08-111-0/+1
| | | | | This also adds redone backgrounds for equipped (and cursed equipped) items to match the recently added new item slot background.
* roctavian's spell projectiles (#5638).Florian Diebold2012-08-111-0/+1
| | | | | | 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.
* New crystal plate tiles by roctavian and dd (#5907).Florian Diebold2012-07-241-1/+2
| | | | Including variants for the player doll tile.
* Fix a few cases where my last fix broke the identified tile for items (#5205 ↵Florian Diebold2012-01-121-2/+2
| | | | among them).
* Fix #5133: secret door positions revealed next to walls with redefined tiles.Florian Diebold2011-12-281-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Fix most of data loss of tile information in console games.Adam Borowski2011-12-161-3/+1
| | | | | | | | | | 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
* Don't save tile_bk_{fg,bg} anymore.Florian Diebold2011-12-021-1/+0
| | | | | | | 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.)
* Add more cloud data to map_knowledge; make tilepick.cc use it instead of the ↵Florian Diebold2011-12-011-2/+2
| | | | | | | | | | | | 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.)
* Use map_knowledge in tileidx_feature.Florian Diebold2011-11-231-1/+1
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* Use monster_info instead of monster for tile picking.Florian Diebold2011-11-231-3/+3
| | | | | | | | 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.
* Show focused and mastered skills differently in tiles.Adam Borowski2011-10-041-1/+1
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* Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-4/+4
| | | | | | | "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.
* Fix monster trails for tiles.Johanna Ploog2011-03-151-1/+1
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* Fix the struct/class clang warnings for tiles, too.Adam Borowski2011-01-081-2/+2
| | | | I'm unable to test optimized builds as clang (trunk) crashes during compilation.
* Add the ground structure for tiles in the startup menu.Johanna Ploog2011-01-051-0/+1
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* Add a tile tab for common commands.Johanna Ploog2010-12-271-2/+3
| | | | | | Currently un-detached, and without command tiles. (I used one of Denzi's minitiles as a placeholder for the tab itself.)
* Hook the skill tiles into the tab region, yay! Toggling works now.Johanna Ploog2010-11-281-1/+1
| | | | | | 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.
* Add the ground structure for a skill management tab in Tiles.Johanna Ploog2010-11-281-0/+1
| | | | We've got the tiles already, after all.
* Add cloud with disturbance tiles for invisible monsters in cloud.Raphael Langella2010-11-171-1/+1
| | | | | | | | | | | | 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.
* Fake an item to fix tiles crash on Xom's/Ashenzari's item detection.Adam Borowski2010-10-201-1/+0
| | | | | | 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.
* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-5/+5
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* Fix tiles compile (with rob).Eino Keskitalo2010-07-301-1/+1
| | | | | | Wizard-casting Detect Items seems to crash when it finds something. Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Draw base item tile for identified types.Enne Walker2010-06-101-0/+1
| | | | | | 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.
* Properly init missing tile info from show_type.Enne Walker2010-06-081-2/+2
| | | | | | 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.
* Simplify tile_place_monster function.Enne Walker2010-06-081-1/+0
| | | | | | 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.
* Add tileidx_out_of_los function.Enne Walker2010-06-081-0/+2
| | | | | | | | | 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.
* Refactor tileidx_monster function.Enne Walker2010-06-081-2/+2
| | | | | This splits this function out into one function that knows about the monster info and one that only knows about the monster type.
* Move tile-specific monprops func into tilepick.cc.Enne Walker2010-06-081-0/+2
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* Refactor tileidx_feature function.Enne Walker2010-06-081-1/+1
| | | | | | 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.
* Add tileidx_out_of_bounds function.Enne Walker2010-06-081-0/+1
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* Remove unused tileidx_unseen_terrain function.Enne Walker2010-06-081-1/+0
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* Add wiz-only tile idx debug tooltips on dungeon.Enne Walker2010-06-011-0/+3
| | | | | | | | 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.
* [9] Show draconians in ?/M lookup.Enne Walker2010-05-301-0/+2
| | | | | Exposed draco tile look-up functions that used to be in tilemcache and then used them in the menu.
* Split player tile logic out from tilepick.cc.Enne Walker2010-05-301-34/+22
| | | | All player tile look-ups are now in tilepick-p.cc.
* Split off tilepick files into tileview.Enne Walker2010-05-301-31/+1
| | | | | | 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.
* Split up tiles.h.Enne Walker2010-05-301-0/+92
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.