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* Trim unnecessary #includes.Adam Borowski2010-01-131-1/+0
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* Without Spellcasting skill, make L-click on book call read_book instead.Johanna Ploog2010-01-121-1/+2
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* Also add wave tiles for deep water. The water masks still look wonky.Johanna Ploog2010-01-121-21/+63
| | | | When it comes to drawing waves, deep water always trumps shallow water.
* Experimentally always draw tile names in the inventory header line.Johanna Ploog2010-01-111-2/+3
| | | | | | | Used to be always one line above the tile in question but with the background this can be sometimes hard to see. Also, I found it difficult to compare names with them always being centered on the tiles. Feedback welcome!
* Rename transfor.{cc,h} to transform.{cc,h}.Adam Borowski2010-01-071-1/+1
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* New minimap colour option for peaceful monsters, by default same as friendly.Johanna Ploog2010-01-071-1/+2
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* Distinguish icons of neutral and good neutral monsters.Johanna Ploog2010-01-061-3/+8
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* Removed shadowed/duplicated variable definition.Jude Brown2009-12-311-1/+0
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* Add wave tiles to smoothen the transition between shallow water and floor.Johanna Ploog2009-12-301-0/+71
| | | | | | | | | | | | | | | | | | Currently only applies to Shoals, partly because the relevant base tiles are only used in the Shoals, partly because it's experimental. The checks needed for adjacent water tiles increase the drawing time, but I'm not sure by how much, seeing how in my test runs I only measured the seconds used for &O and came up with no noticeable difference. Still might increase lags on computers already prone to slow tiles, in which case we'll need to revert this change. Making the dungeon look less "gridlike" greatly improves the graphics and makes me want to extend the concept to floor/floor transitions, but it could potentially harm the interface. Not sure where to draw the line, and in any case the lag appears to be the more imminent problem. I've also played around with also adding waves for the shallow/deep water transitions but this would require special behaviour also for the water masks used for monsters and items, which is not a problem for floor tiles.
* Ignore obscured items in the UIStefan O'Rear2009-12-301-1/+1
| | | | I probably missed a few spots.
* Replace uses of item_cursed with item_def::cursed.Vsevolod Kozlov2009-12-271-2/+2
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* Customisable clouds!Jude Brown2009-12-281-6/+2
| | | | | | | | | | | | | | | | | | | | | 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. :-)
* tiles: only include tiledef-*.h in files where they're neededSteven Noonan2009-12-121-0/+3
| | | | | | | This eliminates the annoying full rebuild that happens when the tiledefs are modified. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Add purge's tile for berserk monsters. Very neat, thanks!Johanna Ploog2009-12-071-1/+7
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* Fix tiles compile (missing includes).Robert Vollmert2009-11-271-0/+1
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* tiles: Make mod-L-click actions do-again-ableMatthew Cline2009-11-221-2/+14
| | | | | | | If you fire/cast/zap at a monster with mod-L-click, then you can do the command over again with the "`" key. Doesn't work yet with spells cast via the spell pane (toggled on with "_"), or with items fired via clicking on the inventory pane.
* Fix typoMatthew Cline2009-11-221-1/+1
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* Quite valgrind unitialized memory warning.Matthew Cline2009-11-221-0/+4
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* tiles: spell_list() now shows spell tilesMatthew Cline2009-11-211-1/+1
| | | | Also, spell_list() now always displays in tiles mode for tiles builds.
* Add formatting fixes.David Lawrence Ramsey2009-11-211-2/+2
| | | | This mostly puts && and || on the proper lines, per the style guide.
* Remove trailing whitespace.David Lawrence Ramsey2009-11-201-1/+1
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* Fix Ctrl-L-Click closing doors.Matthew Cline2009-11-191-1/+10
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* tiles: Don't zap empty wands.Matthew Cline2009-11-191-0/+10
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* No Ctrl-L-Click for EvaporateMatthew Cline2009-11-191-12/+6
| | | | | | | Since Evaporate requires choosing a potion form inventory, the current Ctrl-L-Click tiles interface won't handle it. Also remove some obsolete comments.
* tiles: spell cast tip, no walk with mod-keysMatthew Cline2009-11-181-5/+21
| | | | | | | | Add in the "Ctrl-L-Click" tip for casting spells. Don't walk if you shift/ctrl/alt-click a monster or cell, since that likely happened because you were trying to fire/cast/evoke when you didn't have anything appropriate.
* Don't use reaching if you decided to fire/wand/etcMatthew Cline2009-11-181-16/+16
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* Ctrl-L-Click to cast spellMatthew Cline2009-11-181-5/+113
| | | | | | | | Ctrl-L-Click on a monster or the player will cast a spell. Clicking on the player will let you select both non-targeted spells and targeted spells which can usefully be aimed at the player. Spells which are aimed at a dungeon cell rather than an actor aren't handled yet, nor are neutral spells like Dig.
* Alt-L-Click to zap wandMatthew Cline2009-11-181-5/+183
| | | | | | | | | | | Alt-L-Click on either the player or a monster will offer a menu of wands to zap, and then zap it. Only appropriate identified wands will be offered in the menu: healing/haste/etc for the player and non-hostile monsters, and attack wands for hostile monsters (unidentified wands will be ofered for all targets). Player targetting still doesn't work quite right yet. Evoking rods will be added in the future.
* macro_buf_add_cmd() to add commands to key bufferMatthew Cline2009-11-181-6/+6
| | | | | | Commands (command_type) are now added to the keypress buffer as negative numbers, which should hopefully take care of the problem with arrow keys not working.
* tiles: Ctrl-L-Click to fire quivered ammo.Matthew Cline2009-11-181-17/+46
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* tiles: Handle weapons of reachingMatthew Cline2009-11-181-2/+55
| | | | | If you have a weapon of reaching wielded and are within reach of a monster, then attack when the monster is left-clicked.
* Oops, don't show cloud info for unseen cells.Matthew Cline2009-11-171-15/+20
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* tiles: Include clouds in hover tip and descriptionMatthew Cline2009-11-171-3/+26
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* Adding missing includes for tiles compilation.Enne Walker2009-11-171-1/+2
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* Flatten header dependencies a bit.Robert Vollmert2009-11-171-1/+2
| | | | | | This removes a couple of unnecessary includes from header files. I may have missed adding some tiles includes.
* Remove obsoleted los.h includes.Robert Vollmert2009-11-131-1/+0
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* Replace observe_cell by you.see_cell.Robert Vollmert2009-11-131-2/+2
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* tilereg.cc: quite Valgrind warningMatthew Cline2009-11-111-3/+2
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* Remove a few obsolete includes.Robert Vollmert2009-11-101-4/+0
| | | | Also add a few previously indirect includes.
* Remove some obsolete view.h-includes.Robert Vollmert2009-11-101-1/+0
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* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-0/+1
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* Split map knowledge and FPROPs.Robert Vollmert2009-11-081-1/+2
| | | | | | | | 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.
* 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.
* Replace global see_cell by observe_cell and disambiguate old uses.Robert Vollmert2009-11-061-3/+3
| | | | | | | 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).
* Move checks for the berserk state into actor::berserk().David Lawrence Ramsey2009-11-061-1/+1
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* Import showsymb.h in tiles files and fix some mismatched parensgunofdis2009-11-061-1/+2
| | | | | | Fixes tiles build (on Windows). Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
* Move mons_is_friendly to monsters::friendly.Vsevolod Kozlov2009-11-061-1/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Rename is_valid_item to item_def::is_valid.Vsevolod Kozlov2009-11-061-5/+5
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
* Make many checks for monster (non)existence on squares use monster_at().David Lawrence Ramsey2009-11-051-6/+4
| | | | | | | 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().
* Combine player_knows_spell, player_has_spell into player::has_spell.Vsevolod Kozlov2009-11-051-5/+5
| | | | Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>