| Commit message (Collapse) | Author | Age | Files | Lines |
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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
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The actual data isn't loaded or preserved yet.
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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.
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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.
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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.
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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.
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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.
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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.
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No functional changes, just rearranging and exposing functions where
needed.
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Previously, this only worked out because AppHdr.h includes
tilereg.h, which includes player.h before including tiles.h.
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This reverts commit 297b3808c12ba887cc5fcd092527bb5d8ffbb3a7, except for
the changelog update.
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This time it actually works! :D
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Also fix Merfolk fishtail not being handled correctly.
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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.
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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
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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.
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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.
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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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It seems like it should be merged with some of the other code
there.
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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.
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10579 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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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
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10011 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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* 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
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flavoured floor, and weapon brands.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9477 c06c8d41-db1a-0410-9941-cceddc491573
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* 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
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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
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@9147 c06c8d41-db1a-0410-9941-cceddc491573
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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
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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
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tile_tag_pref option.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8383 c06c8d41-db1a-0410-9941-cceddc491573
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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
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git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8218 c06c8d41-db1a-0410-9941-cceddc491573
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