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* Add tile_deep_water_col and tile_portal_col.Pekka Lampila2014-02-201-0/+2
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* Add tile_mapped_floor_col and tile_branchstairs_col options.Pekka Lampila2014-02-171-2/+2
| | | | | | | | Documentation claimed that branch stairs were coloured with upstairs and downstairs colours, but they were coloured like other non-stair features. Now branch exits are coloured with tile_upstairs_col and entrances with tile_branchstairs_col which has the same default as tile_downstairs_col.
* Allow minimap colour options to be set with hex codes and used in WebTiles.Pekka Lampila2014-02-171-61/+25
| | | | | | | | | | | | | | | | This changes the default WebTiles minimap colours to match local tiles. To get the previous default values use: tile_floor_col = #a9a9a9 tile_door_col = #a52a2a tile_item_col = #008000 tile_friendly_col = #ee9090 tile_peaceful_col = #ee9090 tile_plant_col = #006400 tile_upstairs_col = #0000ff tile_downstairs_col = #ff00ff tile_excl_centre_col = #00008b tile_excluded_col = #008b8b
* Drop some useless parentheses around comparisons.Adam Borowski2014-01-101-2/+2
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* merge of small-screen changes from old build envChris West2013-01-051-0/+7
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* Axe a few unneeded braces.Adam Borowski2012-10-051-2/+0
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* Android port.frogbotherer2012-09-081-2/+33
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 2 files are added to the root of the repository: * AndroidAppSettings.cfg: settings file required for Android SDL port. Will change on each minor release to reset configuration. * AndroidBuild.sh: script called by the Android SDL port to commence building the game itself It might be nice to be able to move them elsewhere, but for now, their presence here is required. The build process is documented in docs/develop/android.txt There's a TOUCH_UI compiler flag which sets all the things specific to a touch screen interface. There has been a large amount of changes in the Makefile for redefining where the dat/, saves/, etc. directories go, because the "install" part of the make isn't the final destination for these files under Android - the environment we deploy to is a separate device from the build environment. There is also a number of changes to the tiles interface. Some are specific to the TOUCH_UI, but others are also changed in USE_TILE_LOCAL. Touch only: * 'a'bilities menu goes straight to menu without prompting first * tap menu header to toggle/submit * menu instead of prompt to select which corpse to butcher * same for eating food from the floor (those 2 could go in local tiles too) * show_more defaults to false and less --more-- messages * pickup mode defaults to menu * defaults for tile_layout_priority is different (commands are more important than inventory) * popup for yes/no prompts, level-up stat gain and swapping rings (should be used for all prompts, and probably local tiles too) * spell casting: force selection menu * map mode: left-click rather than right-click for mouse mode; autotravel on left-click removed * remove skills training and memorisation panels Also local tiles (some could also be integrated in webtiles): * commands below description are clickable * clickable shopping menu (uses PrecisionMenu) * split the command panel in 2 (common actions and system commands) * add a map command panel * tapping or left-clicking the player is smarter: * picks up the item if there's one on the tile, otherwise * shows pick-up menu if there's several items on the tile, otherwise * traverses stairs (or enters a portal or shop) if one is present, otherwise * prays if an altar is present, otherwise * waits one turn * right-clicking the map enters map mode and brings the map commands tab to the front; map mode stays until exited rather than upon release of mouse Some more details can be found in android_patch_notes.txt on #5677 (although some TODOs are already obsolete). Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* Use std namespace.Raphael Langella2012-08-261-9/+9
| | | | | | | | | | | | | 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.
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-6/+6
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* Standardize branch checks to player_in_branch(BRANCH_BEDLAM).Adam Borowski2011-12-281-1/+1
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* Get rid of level_type, unify BRANCH_*, LEVEL_* and portal vaults.Adam Borowski2011-11-041-1/+1
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* Remove unused level flags, forbid exclusions in Abyss and Lab.Adam Borowski2011-10-091-3/+0
| | | | | | | | Old unmappable levels are gone for good, and good riddance. Thus, player_in_mappable_area() is obsolete; I removed it and stolen the name for "Lab or Abyss" check, done inconsistently in several places. Also, exclusions there were problematic -- I removed them for now, please change this back if you can fix them.
* First prototype of webtiles.Florian Diebold2011-06-261-1/+1
| | | | | | Conflicts: crawl-ref/source/startup.cc
* Doxygenization and junk purging that was missed by my script.Adam Borowski2011-04-021-6/+0
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* Fix #3596: "Unknown command" when mouseclick-travelling.Johanna Ploog2011-03-151-1/+4
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* Fix mouseclick travel internally using the vi keys.Johanna Ploog2011-03-141-1/+5
| | | | | This caused odd effects if the vi keys were remapped or rebound to other commands. Now directly calls process_command().
* Replace "Shift-L-Click" tooltips with "Shift + L-Click", etc.Johanna Ploog2011-01-191-1/+1
| | | | | This came up in last year's Usability Project and should help in making the required keyboard-mouseclick combinations clearer.
* Add a tile_layout_priority option.Raphael Langella2011-01-081-5/+1
| | | | | | | | | Fully customizable detached tabs. It is even possible to detach the skill and memorisation tabs. I haven't put it in the documentation as it is quite useless and the text is already quite long. I also put a TAG_MAJOR_VERSION condition in the skill enum so NUM_SKILL actually does give the number of skills in the next major bumb.
* Correct tiles minimap bounds. (#2090)Robert Vollmert2010-09-131-2/+2
| | | | It looks correct now. I don't guarantee the code is right however.
* Let minimap right click view go out of bounds.Enne Walker2010-07-171-8/+3
| | | | | This prevents the view from resetting after you get out of the known map bounds, which is irritating on small minimaps.
* Change update_minimap to use coord_def.Enne Walker2010-06-091-6/+6
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* Clean up GL code function parameters.Enne Walker2010-05-141-2/+2
| | | | | | | Remove any non-const-reference parameters. Change const pointer parameters to const reference parameters. Change all draw(NULL, NULL) calls to just draw(). Also, refactor to remove pretranslate and prescale parameters from draw calls.
* Split tilereg.h/cc into multiple files.Enne Walker2010-04-251-0/+330
No functional changes, just rearranging and exposing functions where needed.