| Commit message (Collapse) | Author | Age | Files | Lines |
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When it comes to drawing waves, deep water always trumps shallow water.
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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!
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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.
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I probably missed a few spots.
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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. :-)
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This eliminates the annoying full rebuild that happens when the tiledefs
are modified.
Signed-off-by: Steven Noonan <steven@uplinklabs.net>
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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.
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Also, spell_list() now always displays in tiles mode for tiles builds.
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This mostly puts && and || on the proper lines, per the style guide.
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Since Evaporate requires choosing a potion form inventory, the current
Ctrl-L-Click tiles interface won't handle it.
Also remove some obsolete comments.
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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.
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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.
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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.
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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.
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If you have a weapon of reaching wielded and are within reach of a
monster, then attack when the monster is left-clicked.
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This removes a couple of unnecessary includes from header files.
I may have missed adding some tiles includes.
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Also add a few previously indirect includes.
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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.
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Also convert the TSO halo to use this. actor::haloed() is still
specific to the player TSO halo.
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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).
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Fixes tiles build (on Windows).
Signed-off-by: Eino Keskitalo <evktalo@users.sourceforge.net>
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Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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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().
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Signed-off-by: Jude Brown <bookofjude@users.sourceforge.net>
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