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* Remove the show_gold_turns option.Shmuale Mark2014-07-021-2/+0
| | | | | | There's really no reason not to show the line; in other options, having the default always be the case can be annoying, but if you don't want to look at the gold/turns display, you can just not.
* Chance function(void) to function()reaverb2014-05-241-1/+1
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* Remove two unused constants (floatingatoll).Neil Moore2014-05-141-2/+0
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* Melt away lava orcs.Steve Melenchuk2014-05-141-0/+2
| | | | | | | | | | | | | | | | When you strip away the fundamentally broken tension mechanic, you're left with a species that is essentially "Hill Orcs WITH FIRE". No effort has come forward with code to fix either aspect of them despite the length of time they've been around in trunk, and the code is littered with a very large number of special cases in their presence. Current lava orcs should be able to finish their games fine, but new starts are disallowed. There are a couple of bits I've left present but which will have no function for the moment, mostly related to interactions with lava (as there are a couple of species proposals floating around that benefit from having those interactions).
* Add tile_deep_water_col and tile_portal_col.Pekka Lampila2014-02-201-1/+2
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* Rename abl-show.{cc,h} to ability.{cc,h}Adam Borowski2013-12-241-1/+1
| | | | The old name was quite puzzling...
* Drop pointless empty lines after or before a brace.Adam Borowski2013-12-211-1/+0
| | | | | I left them only where the contents is not indented, like in a namespace or a template.
* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-3/+0
| | | | | Sometimes, they're there to emphasize a break between two sections of code, which is good. In a majority of cases, though, they're just inconsistent.
* Fix spelling of "targeting" (#7837)Chris Campbell2013-12-101-1/+1
| | | | See Mantis for discussion.
* Allow graceful shutdown rather than a forced save (tiles, Android).Adam Borowski2013-11-251-14/+7
| | | | | | | Android is NOT tested! Also, this will end in an infinite loop if some code keeps asking for input even though seen_hups is set; yesno() did this until recently.
* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-1/+1
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* Add big fat (but not fat or scary enough) warnings about save corruption.Adam Borowski2013-10-291-0/+7
| | | | | | | | | | | | | | | | | | | | | | | | On a modern computer, crawl tends to process commands fast enough that closing the game is likely to happen during some waiting for event loop, and thus typically not cause not cause a lock-up or memory corruption but "merely" allow cheating. This is not acceptable, and once in a while you get more classical results of doing naughty stuff from a signal handler. One way of fixing this would be setting a flag (seen_hups) and killing any functions that wait for an event. This can be tricky because: * ncurses like to sabotage EINTR. We need to abort it both on SIGHUP and on SIGWINCH, without race conditions. The documentation says SIGWINCH is supposed to return a pseudo key code, KEY_RESIZE but this doesn't seem to be working. Not sure how to abort it on HUP. * win32's console functions don't have an equivalent to EINTR. Perhaps injecting a fake key with WriteConsoleInput would work? * same for tiles and Android. * yesno() without a safeanswer will loop forever
* Fix lots of typosChris Oelmueller2013-07-231-1/+1
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* Fix Lava Orc zotdef in SDL tiles too (#7224)Neil Moore2013-06-181-0/+8
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* Port to OpenSolaris (Dyson/Illumos).Adam Borowski2013-05-051-7/+7
| | | | | | This might be portability for portability sake (Solaris is so dead), but come on, we can't disappoint Igor Pashev by porting our stuff later than several hours after the first installable build of Dyson is released :)
* "fix" stdout/stderr on Windows tiles. Oops.Samuel Bronson2013-05-051-6/+7
| | | | (It's arguably still broken, but that's Windows for you ...)
* Rejigger (and document) the win32 console handle workarounds in tilesdl.ccSamuel Bronson2013-05-031-4/+23
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* Don't claim auto_sacrifice is a "generic option", rename its enums.Adam Borowski2013-04-111-7/+8
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* Fix an inaccurate commentPete Hurst2013-03-211-5/+2
| | | | The ~0 in question has long since been replaced with UINT_MAX.
* Fix tiles compilation.Raphael Langella2013-03-141-1/+1
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* Rename WM_* to WME_*, because Windows.Adam Borowski2013-01-201-19/+11
| | | | | It's a bad idea to reuse the names of one of core win32 concepts for something similar but distinct.
* improved background and restore routines for Android; now traps WM_ACTIVEEVENTChris West2013-01-191-0/+30
| | | | instead of using callbacks
* changed autodetection of layout to use physical screen dimensions for androidChris West2013-01-191-2/+17
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* Formatting nazi to the rescue!Adam Borowski2013-01-101-8/+0
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* fixed crash on startup when TOUCH_UI defined but not using small layoutChris West2013-01-061-1/+2
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* moved tooltip message and made bigger in touch UIChris West2013-01-051-1/+4
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* added autoexplore to touch tabsChris West2013-01-051-38/+31
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* changed default behaviour for non-touch small uiChris West2013-01-051-0/+6
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* fixed positioning of r/h text for some resolutionsChris West2013-01-051-2/+6
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* merge of small-screen changes from old build envChris West2013-01-051-97/+241
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* Formatting fixes.Neil Moore2012-12-281-1/+1
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* Indentation fixes.Adam Borowski2012-12-051-1/+1
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* Split MOUSE_MODE_MORE into versions for prompts, to give the Webtiles client ↵Florian Diebold2012-11-231-1/+3
| | | | more information.
* Drop a lot of unnecessary braces.Adam Borowski2012-10-241-2/+0
| | | | | The perl one-liner I use for this had a bug where it didn't match "else" at the end of a line (ie, most of the time).
* Remove unnecessary includes from header files.Jay3.14152012-10-231-0/+3
| | | | | | | | | | For most header files, this only saves on having to recompile a small number of source files, but there are also a few headers where small changes would now take significantly less time. This is most obvious for the Tiles build for which the dependencies have been greatly reduced, so that the only additional includes when compared to console are strictly library or tile related.
* Scale the skill menu tiles.Raphael Langella2012-10-081-2/+2
| | | | | Scale up with the tile_cell_pixels option, and scale down when the resolution is too low (instead of disabling tiles).
* Switch back to the inventory panel when leaving map mode (#6190).Raphael Langella2012-09-091-0/+2
| | | | | Would be better to remember which one was active, but at least it's better than staying on the map command panel.
* Android port.frogbotherer2012-09-081-14/+114
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* An option for local tiles to scale the dungeon area tiles up (or even down).Florian Diebold2012-09-031-2/+2
| | | | | | | | | | The name is tile_cell_pixels; it gives the tile width in pixels (i.e. default value 32). Currently, Crawl uses nearest neighbour filtering to scale tiles up; that could be easily changed to linear, though (not sure which people would prefer). Unlike the Webtiles option, this doesn't change the size of tiles in menus or tabs; should it?
* Use std namespace.Raphael Langella2012-08-261-13/+13
| | | | | | | | | | | | | 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.
* Abilities tab for local tiles, using the fancy new abilities tiles.Steve Melenchuk2012-08-111-0/+17
| | | | | This works like the spell tab, but with intrinsic/evocable abilities, invocations, and ZotDef abilities.
* Some more return deparenthesization.Adam Borowski2012-07-051-1/+1
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* Remove parentheses around return (simple_function_call).Adam Borowski2012-07-051-1/+1
| | | | For way too paranoid and underinclusive values of "simple".
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-10/+10
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* Use ARRAYSZ() instead of sizeof division, for readability.Adam Borowski2012-06-191-1/+1
| | | | Also, it's not vulnerable to changes to the underlying types.
* Unify and sanitize .rc parsing of item classes, allow adding rods to autopickup.Adam Borowski2012-06-191-1/+1
| | | | Perhaps this should be merged with the new per-subtype interface somehow, though.
* Don't show a name tag (in tiles) for n_spe monsters.Adam Borowski2012-06-031-1/+2
| | | | | | | These typically come in bunches, making the display way too busy. It might be better to use a separate flag for this, opinions? This does NOT work in webtiles yet.
* Remove a good deal of header inclusion.Adam Borowski2012-05-231-3/+0
| | | | | | | | | These accumulate but never get removed; no wonder compilation times keep rising. The includes.sh script has lots of false negatives (and positives...), and can't check .h files which cause the biggest slowdown, it'd be nice to run multidelta on those somehow.
* Drop pointless braces after if/for/while everywhere.Adam Borowski2012-04-201-2/+0
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* Get rid of USisms in spelling of -ll- and -tt-.Adam Borowski2012-01-251-1/+1
| | | | | This mostly reverts 78d8ab06 which replaced Commonwealth "targetting" with US "targeting", although there's also "cancelLing", "levelLing", "travelLing".