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* Allow minimap colour options to be set with hex codes and used in WebTiles.Pekka Lampila2014-02-171-0/+28
| | | | | | | | | | | | | | | | 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
* Whitespace/brace fixes.Adam Borowski2013-07-281-1/+1
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* Make tile enums available in console builds.Adam Borowski2011-12-141-2/+0
| | | | The actual data isn't loaded or preserved yet.
* Fix console compilation.Florian Diebold2011-12-081-0/+2
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* Implement dedicated Menu support for Webtiles.Florian Diebold2011-12-081-0/+25
| | | | | | This is just for menus using the Menu class. It means that the menu items are laid out in html on the client side, the menu size adapts to the window of each spectator, and scrolling is done client-side.
* Clean up tilesdl.h.Florian Diebold2011-07-061-0/+15
| | | | | | tileweb.cc now has its own header file. This replicates the public TilesFramework interface, but the repetition seems better than having one header file littered with #ifdefs.
* Split up tiles.h.Enne Walker2010-05-301-224/+0
| | | | | | 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.
* Use tileidx_t for tile indices. Also, cleanup.Enne Walker2010-05-301-51/+45
| | | | | | | | This new type defines to unsigned int, but it cleans up a lot of the int/unsigned int/short confusion all over the codebase for tile indices. This commit also cleans up tiles code to use coord_def more and to change function signatures to pass const refs and non-const pointers.
* Refactor crawl view buffer.Enne Walker2010-05-301-3/+2
| | | | | | | Rather than using explicit offsets (e.g. buffy[0] and buffy[1]), store colour, glyph, and tiles for each cell in the view buffer in a struct with named members. This refactoring will also theoretically allow for the tiles version to display glyphs instead of tiles.
* Refactor tile animations and variations.Enne Walker2010-05-261-1/+3
| | | | | | Rather than have one large function that applies to the entire dungeon, have simpler functions that just apply to a single cell so that it can be used elsewhere.
* Split tilereg.h/cc into multiple files.Enne Walker2010-04-251-4/+0
| | | | | No functional changes, just rearranging and exposing functions where needed.
* Make tiles.h include player.h explicitly, sice it uses it.Robert Vollmert2010-03-141-0/+1
| | | | | Previously, this only worked out because AppHdr.h includes tilereg.h, which includes player.h before including tiles.h.
* Revert "Tiles: Whenever switching tabs, name the new mode in the text tag."Enne Walker2010-02-141-8/+0
| | | | | This reverts commit 297b3808c12ba887cc5fcd092527bb5d8ffbb3a7, except for the changelog update.
* Tiles: Whenever switching tabs, name the new mode in the text tag.Johanna Ploog2010-02-141-0/+8
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* Adding tile for silenced grid positions.Enne Walker2010-02-131-0/+1
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* Use a placeholder tile for moldCharles Otto2010-02-131-0/+1
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* Go back to storing base tile variants rather than gender.Johanna Ploog2010-02-021-2/+3
| | | | This time it actually works! :D
* Remove unnecessary hackiness in player doll code (my bad, ugh!)Johanna Ploog2010-02-021-0/+1
| | | | Also fix Merfolk fishtail not being handled correctly.
* Add icons for armour brands.Johanna Ploog2010-01-271-1/+1
| | | | | | | | | | | | | | | I'm still not sure myself whether this is actually a good idea. On the one hand we display information that is already available but currently requires more "work" (hovering the mouse over the item) to see, on the other hand you don't change armour remotely as often as you do jewellery or even weapons, so it might be information that is not really necessary. If we do keep them, the icons (mostly copied together from potions, jewellery etc.) need to become smaller. I think that both my own archery tile and Porkchop's reflection one have a good size, not as intrusive as some of the resistances covering a quarter of the armour tile but there if you look for it. Also, silence and archmagi only have placeholder tiles at the moment.
* Experimentally overlay demon tiles with the corresponding numbers.Johanna Ploog2010-01-271-0/+8
| | | | | | | | | | | | | | | | | | | | | | I added an option tile_show_demon_numbers, defaulting to true (at least for testing purposes). Not documented yet, as things are still subject to change. One of the big disadvantages of tiles vs. console is that it is impossible to get an idea of demons' difficulty from their tiles. Tiles players have to learn the connection between their tiles and danger (and it's very easy to get them mixed up, probably more so even than their names), whereas console players can tell at a glance that a '1' is more dangerous than a '3'. These numbers now also get displayed for tiles, which is heavy-handed, technical and confusing for players otherwise unused to arbitrary glyphs. ("Why is 1 worse than 5?"). I've also coloured the numbers in a range from yellow (5) to red (1), which is much easier to understand, and this at least should be kept even if the numbers get replaced with other symbols. For example, if we interpret the demon glyphs correspond with their "ranks" in hell, the tiles could display stars instead, or skulls, or coloured flames. Whatever, anything but numbers. :p
* Tile transparency in water without overlays.Enne Walker2010-01-171-0/+1
| | | | | | | | | | | | | | | | | In order for jpeg's waves to work on deep water as well as shallow, we need to not use partially transparent overlays to simulate an actor or an item being submerged. Now, non-flying objects on water will be drawn transparently to blend with the water below. This should mostly look the same, except it will now work on top of waves and will not require a mask for each water type. As a nice side-effect, ghosts are now transparent again and the water on top of submerged objects now animates properly. See the comments in tilebuf.cc for details. The mask tile itself can be adjusted to change the water level, but the parameters to SubmergedTileBuffer will need to be changed to compensate depending on what the new art looks like.
* Tiles: Add icons for poisonous/mutagenic/... chunks or corpses.Johanna Ploog2010-01-091-0/+1
| | | | | | | I'm not sure how to visualize contaminated chunks, so they haven't got an icon yet (maybe use coagulated blood?) Also, I've opted to only show the icons for rotten chunks if the character is capable of eating them. Otherwise, them being rotten is all that's of interest to the player.
* Distinguish icons of neutral and good neutral monsters.Johanna Ploog2010-01-061-8/+9
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* Customisable clouds!Jude Brown2009-12-281-1/+1
| | | | | | | | | | | | | | | | | | | | | 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 Noonan2009-12-121-3/+1
| | | | | | | 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 Ploog2009-12-071-0/+1
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* Move tile_draw_floor into view.cc.Robert Vollmert2009-11-181-1/+0
| | | | | It seems like it should be merged with some of the other code there.
* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-041-2/+2
| | | | | | | | | | | | | env.show is now a class show_def that stores tagged unions of type show_type. For the moment, there's also env.show_los for use in LOS determination, but that should become an array of boolean at some point. This breaks save compatibility. Tiles and console version build and appear to work fine, but this kind of change is likely to have some side-effects.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* Add spelling fixes.David Lawrence Ramsey2009-09-231-1/+1
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* Adding spell images, rltiles build script, and a tileidx_spell function. ↵ennewalker2009-09-111-0/+1
| | | | | | There are quite a few spells that don't have images (marked as TODO in tileidx_spell) and about three images that are named "unknown" because I can't figure out what they map to. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10651 c06c8d41-db1a-0410-9941-cceddc491573
* Fix draconians not being handled correctly in the doll edit screen.j-p-e-g2009-08-191-0/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10579 c06c8d41-db1a-0410-9941-cceddc491573
* Reimplementing playing with dolls ('-' command). Keys are mostly the same ↵ennewalker2009-08-181-5/+8
| | | | | | | | | | | | | | as the 0.4 version and are documented. Dolls are no longer limited in what features they can force, so your character can always look like a flaming centaur with wings if that's how you want to present yourself. This shouldn't cause any major breakage with save games or dolls.txt files, although expect some weirdness. Sorry. Also, fixed a bug where barding wasn't appearing on nagas or centaurs. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10568 c06c8d41-db1a-0410-9941-cceddc491573
* * Add a tile for detected secret doors as suggested by zebez, then turnedj-p-e-g2009-07-131-6/+7
| | | | | | | | | | | | | the idea on its head. * Fix corpses getting the wrong blood stain background tile (also a patch by zebez), and change around the colours a bit: a red blood stain now shows that Vampires can drain the corpse, undrainable corpses get the green background instead * Apply a small patch by Josh Triplett to give more appropriate messages when glowing weapons are sacrificed and disappear "without a glow" git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10209 c06c8d41-db1a-0410-9941-cceddc491573
* Tiles: Save per-character equipment setting and use it in the characterj-p-e-g2009-07-071-1/+2
| | | | | | | | | | | | | | | | selection menu. TODO: Use this instead of dolls.txt for initialising dolls, falling back on dolls.txt if name.tdl cannot be found and for new characters. I've tried displaying floor type but found it resulted in an information overload, and also distracts from the main information (species, equipment), esp. since it's mostly floor and most of the tile is covered anyway. I left it in (though commented out), so it's in the repository, but will remove it afterwards. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10122 c06c8d41-db1a-0410-9941-cceddc491573
* * Fix centaur/naga tiles not being displayed correctly in the characterj-p-e-g2009-07-031-7/+0
| | | | | | | | | | | | | | | | | selection menu. * Add dolls_data to player_save_info struct, to make it easier to read in per-character doll information once we get around to that. Including the tiledef files in externs.h is probably overkill, though, so we might want to move player_save_info into another header file. * Fix Xom's repel stair effect moving shops. * Fix decks granting permanent summons at low power (and only at low power). * Make default settings of the brand options consistent between init.txt and initfile.cc. * Update FAQ. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10086 c06c8d41-db1a-0410-9941-cceddc491573
* Apply my tile doll fixes to trunk.j-p-e-g2009-06-201-1/+4
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10011 c06c8d41-db1a-0410-9941-cceddc491573
* Another step on the way to player doll customization. Including somej-p-e-g2009-06-181-2/+2
| | | | | | | | predefined doll settings in dolls.txt, so players can actually use this. TODO: Save choice back into file. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9999 c06c8d41-db1a-0410-9941-cceddc491573
* * More steps on the path to reintroducing player doll customization.j-p-e-g2009-06-171-36/+37
| | | | | | | Also apply my two previous commits to trunk. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9995 c06c8d41-db1a-0410-9941-cceddc491573
* * Monsters shout only when they notice you (i.e. you are in sight).j-p-e-g2009-05-091-0/+1
| | | | | | | | | * Add a tile for out of range grids (lighter shade than out of sight). * Make Xom's repel stairs effect only happen during tension. * Add Z to keybind.txt. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9755 c06c8d41-db1a-0410-9941-cceddc491573
* Overlay tiles in menu with tiles for being equipped/cursed/melded, thej-p-e-g2009-03-141-0/+1
| | | | | | | flavoured floor, and weapon brands. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9477 c06c8d41-db1a-0410-9941-cceddc491573
* Greatly improve 'V' command:j-p-e-g2009-03-101-1/+2
| | | | | | | | | | | | | | | * Add toggle to travel to items. (FR 2180269) (Basically copied from StashSearchMenu, but I couldn't work out how to change the title after the toggle.) * Display monster tiles, yay! * Space allowing, display monsters' description along with 'x' information. (Ironically, though this was copied from Tiles, it only works for ASCII at the moment.) * Right-shift all entry types by 1 instead of just InvEntry, so it's more consistent and looks better on the 'V' screen. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9409 c06c8d41-db1a-0410-9941-cceddc491573
* * Don't count chunks as "useless" (even if inedible) if the player knowsj-p-e-g2009-03-091-9/+1
| | | | | | | | | Sublimation of Blood or Simulacrum. * Fix missing message flush when memorising spells. (This should probably be handled globally in prompt_invent_item().) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9398 c06c8d41-db1a-0410-9941-cceddc491573
* * Add tile for Nergalle, who's actually not all that ugly but apparently j-p-e-g2009-03-091-7/+17
| | | | | | | | | | | has a really bad fashion sense. * Add a sticky flame marker for monsters. * Replace the trapdoor spider tile with a less original, but nicer one. * Improve shopping interface: replace "examine item" command with a toggle between browsing and shopping. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9397 c06c8d41-db1a-0410-9941-cceddc491573
* For [2625984], disallow caught monsters from submerging.haranp2009-02-221-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9147 c06c8d41-db1a-0410-9941-cceddc491573
* Fixing &L vaults not having their tile flavor initialized properly. In ↵ennewalker2009-01-171-0/+1
| | | | | | particular, non-gate doors would appear as half a gate. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8517 c06c8d41-db1a-0410-9941-cceddc491573
* Turning back on minimap for labyrinths, but fixing it so that it recenters ↵ennewalker2009-01-111-2/+0
| | | | | | during map rot, as if the forgotten squares were never seen. (Sorry, jpeg. If you can see it using 'X', I think you should be able to also see it on the minimap.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8404 c06c8d41-db1a-0410-9941-cceddc491573
* [2495836] Show names for friendly uniques during arena mode. Also, add a ↵ennewalker2009-01-101-0/+3
| | | | | | tile_tag_pref option. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8383 c06c8d41-db1a-0410-9941-cceddc491573
* Deactivate the minimap in labyrinths since it gave away informationj-p-e-g2009-01-091-0/+2
| | | | | | | about placement on the map and also looked a bit odd. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8365 c06c8d41-db1a-0410-9941-cceddc491573
* Setting all .h/.cc files in source to have a consistent keyword propset.ennewalker2009-01-041-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8218 c06c8d41-db1a-0410-9941-cceddc491573