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* Drop double newlines where they seem to serve no purpose.Adam Borowski2013-12-211-1/+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 rare case of out of LOS item not being drawnPekka Lampila2013-05-211-1/+1
| | | | | | | | | Tiles only. Could also be another foreground feature (cloud) instead of an item. This would happen when an out of LOS monster tile was removed. Rename tile_clear_monster to tile_reset_fg and have it reset the foreground tile, instead of just clearing it. Also make clear_map function work properly on tiles even when clear_mons=false.
* Remove unnecessary includes from header files.Jay3.14152012-10-231-1/+0
| | | | | | | | | | 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.
* Fix some tile issues with door mimics in gates (#6061).Raphael Langella2012-08-231-0/+2
| | | | Also remove some duplicated code.
* Make inline functions static.Adam Borowski2012-08-091-1/+1
| | | | | | | | | This avoids unnecessary non-inlined copies. Also, we had a few large functions that had no reason for inlining, let's have them be regular ones. I also made "static inline" always use the same order, for easier grepping.
* Merge branch 'master' into portal_branchesAdam Borowski2012-02-201-6/+1
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| * Fix #5201 (the ?-mark for multiple items in tiles had gone missing).Florian Diebold2012-01-111-6/+1
| | | | | | | | | | | | | | | | | | This was another victim of the tile picking refactoring. The problem was that tile_place_item tested if there were more items by checking item.link, which doesn't work for an item from a map_cell. While I was at it, I also removed a few outdated comments and made the tile_place_* functions static.
| * Fix #5111: Items under a plant aren't indicated [in tiles].Florian Diebold2012-01-101-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | The problem was that tile picking happened concurrently to the show update, i.e. while the map cell was being built. This meant that when placing the plant tile, the item wasn't yet in map_knowledge, so no indicator was added. I've refactored the code so that all tile picking happens at the end of show_update_at. I fear this may lead to new bugs, but the alternative (going back to directly accessing igrd) would have been hacky and would likely have caused new (if small) information leaks.
* | Merge branch 'master' into portal_branchesAdam Borowski2011-12-281-8/+6
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| * Fix most of data loss of tile information in console games.Adam Borowski2011-12-161-3/+0
| | | | | | | | | | | | | | | | | | | | All platforms we support in 0.10 allow freely going tiles<->console, loading or creating a save in console should still keep everything needed to display tiles intact. Left to go: * monsters with multiple tiles * player dolls
| * Merge branch 'tiles-monster-info'Florian Diebold2011-12-151-3/+4
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| | * Don't save tile_bk_{fg,bg} anymore.Florian Diebold2011-12-021-0/+1
| | | | | | | | | | | | | | | | | | | | | Instead, it is regenerated from map_knowledge after loading. (This commit reuses the minor version tag from the previous ones and will thus crash on saves from the previous two commits.)
| | * Add more cloud data to map_knowledge; make tilepick.cc use it instead of the ↵Florian Diebold2011-12-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | actual cloud_struct. This adds the cloud tile and the value of cloud.decay/20, clipped to the range 0-3, to the map_knowledge, and organizes all cloud-related data into a new cloud_info struct. Both of these are required for the tile picking code. (Doesn't introduce a new minor tag, so saves from the previous commit will crash.)
| | * Use monster_info instead of monster for tile picking.Florian Diebold2011-11-231-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | See #4280. This will allow regenerating tiles out of view from the map_knowledge, and we won't need to save the mcache anymore. There are still a few uses of monster in the interface code, which will have to be hunted down.
| * | Rename a few #include guards to match their associated files.David Lawrence Ramsey2011-12-141-2/+2
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* / Get rid of level_type, unify BRANCH_*, LEVEL_* and portal vaults.Adam Borowski2011-11-041-1/+1
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* Display unseen monster tile for invisible monster disturbances (jpeg).Raphael Langella2011-08-111-0/+1
| | | | | | Mantis #4361. When switching between console and tiles, sometimes the monster isn't displayed at the same place. Might be a timing issue like jpeg said on Mantis. Still much better than nothing.
* Fix feature mimics leaving trails in tile.Raphael Langella2011-08-091-0/+1
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* Doxygenization and junk purging that was missed by my script.Adam Borowski2011-04-021-5/+5
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* Partially fix #3358: re-init tile flavour on Abyss shifts.Johanna Ploog2011-03-311-0/+1
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* Fix monster trails for tiles.Johanna Ploog2011-03-151-0/+1
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* New targetting code; for now for reaching and Fire Storm.Adam Borowski2011-03-071-1/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | directn.cc tried to assume everything is a beam, this make it impossible to properly visualise spells/effects with different rules, like reaching, clouds, IOOD, shotgun-targetted spells, cones, etc. This interface lets every spell come with an object that answers the question: if I aim at X, will location Y be affected? There are three levels of aiming effect now: * tracer only * might be affected * will be affected unless you miss This means we can show spells that have randomized area: Freezing Cloud, Fire Storm's radius, etc. TODO: display in tiles. The old targetter has a great number of special cases, I did not replace it yet since it would be a large amount of work. The new code allows for showing explosions and bounces, but I'd start with clouds and such first. Fire Storm is a good sample. Also, this commit fixes the targetter not allowing you to reach sqrt(8) via 'f' or '.'; you had to use '!' to do that. A number of places in the code assumed that, with a special distinction for two modes of reaching.
* Fix the struct/class clang warnings for tiles, too.Adam Borowski2011-01-081-4/+4
| | | | I'm unable to test optimized builds as clang (trunk) crashes during compilation.
* Re-implement certain tile flags as packed_cell struct members. (Tiles)Jude Brown2011-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | Previously, viewgeom.h:struct_cell_t contained tile_fg and tile_bg members. These were modified in tileview.cc:tile_apply_properties and view.cc:viewwindow. Whenever a silenced, haloed, bloody or moldy area was encountered, TILE_FLAG_x was OR'd into the tile_bg. This functionality was perfect only until the tile_flags enum stayed within the bounds of a 32 bit unsigned integer. We've now reached the limit of tile_flags, so any further interaction would either have to be done in the buffer (which would add more dependency on the game state to the tiles code, which we're trying to avoid), or have more attributes added into screen_cell_t and tilegdnbuf.h:packed_cell. Hence, I went with the latter option: extend screen_cell_t to contained boolean flags for silence, halo, etc. Instead of having to add new members to screen_cell_t *and* packed_cell, I instead added a packed_cell into screen_cell_t. And it works now, hooray!
* Fix #2754: switching from console to tiles now displays map properly.Johanna Ploog2010-12-141-1/+6
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* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-2/+2
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* Refactor out tiles-specific forget_map code.Enne Walker2010-06-091-0/+1
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* Simplify tile_place_monster function.Enne Walker2010-06-081-2/+1
| | | | | | As tileidx_out_of_los now handles detected monsters implicitly, there's no need to write monsters to env.tile_bk_fg or to handle detected monsters at all except through map_knowledge.
* Add a tiles function for wiz-mode magic mapping.Enne Walker2010-06-081-0/+1
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* Clean up tiles-specific behavior in clear_map.Enne Walker2010-06-081-0/+2
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* Move tile_draw_floor function to tileview.Enne Walker2010-05-311-1/+1
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* Split off tilepick files into tileview.Enne Walker2010-05-301-0/+56
tileview.h/cc now contains all the functions that change what is shown to the player via env. tilepick now contains only "const" functions to look up tiles.