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* Make arena_delay available outside of arena as view_delay.Steve Melenchuk2014-02-271-0/+8
| | | | | | | | | | So, if you're running a bot or you're generally annoyed by ranged/magical animations, you can set this to an appropriately low value. This also condenses a lot of code duplication related to arena_delay; a new function called scaled_delay is used for functions that should be impacted by this.
* 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.
* Remove a duplicate prototype.Neil Moore2013-04-071-2/+0
| | | | | | | The commit 937ef52 added a prototype for is_feature to viewmap.h, but there was already a prototype in view.h. Remove the old one, since viewmap.h is shorter, and furthermore remove a now-unnecessary #include of view.h.
* Remove unnecessary includes from header files.Jay3.14152012-10-231-2/+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.
* Use std namespace.Raphael Langella2012-08-261-3/+2
| | | | | | | | | | | | | 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.
* Make a bunch of functions static or non-existant.Adam Borowski2012-03-151-3/+0
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* Declare an explicit type for colours.Adam Borowski2012-03-131-3/+3
| | | | | | | | | | An imperial buttload of places assumes these to be 8 bits, which makes it impossible to add support for 256 (or more!) colours. This commit tries to allow expanding it in the future; sadly, it is badly incomplete. At least, new code can use the new type. Also, beware of "branded" colours which use bits above 8 for inverse, underline, etc.
* Show what Refrigeration, Toxic Radiance and Ignite Poison affects.Adam Borowski2011-12-061-2/+4
| | | | | With them no longer working through glass or trees, flashing the whole LOS conveyed that everything behind was hit.
* Make Webtiles output happen in parallel to the console display, and make the ↵Florian Diebold2011-10-151-2/+2
| | | | | | | | | | | | | | | | | | server record ttyrecs. Crawl compiled with WEBTILES=y should now be playable normally (i.e. indistinguishable from one compiled without WEBTILES) when run from a terminal. (This is not yet completely the case.) The Webtiles data is written on a Unix-domain datagram socket; the Crawl parameter -webtiles-socket determines a path on which the Crawl process receives control messages. The Webtiles server then runs Crawl in a pseudo-terminal and records its console output into a ttyrec file. The goal of all this is of course to be able to watch Webtiles games from ssh, and later the reverse.
* Fix glyph truncation on platforms with 16 bit wchar_t.Adam Borowski2011-09-071-2/+2
| | | | This can matter only for cygwin, though.
* Fix console compilation.Florian Diebold2011-06-261-0/+1
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* Remove the hack to render the whole map into craw_view.vbuf.Florian Diebold2011-06-261-0/+3
| | | | | Instead, the cells not in crawl_view.vbuf are now rendered in load_dungeon.
* Don't send flash_colour per tile -- it's the same everywhere anyway.Florian Diebold2011-06-261-0/+1
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* First prototype of webtiles.Florian Diebold2011-06-261-1/+1
| | | | | | Conflicts: crawl-ref/source/startup.cc
* Axe two unused function prototypes.Adam Borowski2011-06-231-3/+0
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* Give magic mapping an uniform shape.Adam Borowski2011-04-141-1/+0
| | | | | | | | | For the scroll, it makes no sense to not affect the whole map when you happen to stand just near an edge. Ashenzari and the mutation were fine. For decks and the ball, it makes no sense to see further diagonally.
* Merge branch 'unicode'.Adam Borowski2011-04-011-1/+1
|\ | | | | | | | | There are some issues left, like incorrect wrapping in some cases, but we can fix them later.
| * Fix the "screenshot" in the char dump getting mangled to 7 bits.Adam Borowski2010-12-161-1/+1
| | | | | | | | | | | | Quite a rewrite of the function was needed, but it's actually simpler now, somewhat. The old code had a number of weird hacks without an explanation -- they don't appear to be needed, though.
* | Make file headers doxygen-friendly, drop useless fields.Adam Borowski2011-03-281-5/+4
| | | | | | | | | | | | | | "File:" is shown in your editor's status bar. "Written by:" was used only for the first person who changed a file. We got git for that now, and pre-DCSS history is so woefully inaccurate it doesn't really matter.
* | Better messages for monsters coming into view.Raphael Langella2011-03-141-1/+1
|/ | | | | | | | | | | | | | When more than one monster come into view at once, there's a single message listing the various monster types. If there is more than 4 types, we list genera (which is the correct plural of genus :). If there's more than 4 genera, we fall back to "x monsters come into view." Examples: 4 orcs, an orc wizard, a troll and Psyche come into view. 3 dragons and 6 draconians come into view. This is commit is also a preparation for the futur Ash ability of identifying monster equipment.
* ZotDef: start with the map mapped.Adam Borowski2010-12-101-0/+1
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* Reduce spam of 'foo comes into view' messagesArxale2010-12-081-1/+2
| | | | Signed-off-by: Raphael Langella <raphael.langella@gmail.com>
* Rename class "monsters" to "monster".Robert Vollmert2010-09-051-4/+4
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* Rename variables named "monster" to "mons" or similar.Robert Vollmert2010-09-051-3/+3
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* Rename chars used as numbers to int8_t/uint8_t. Fix some other type usage.Adam Borowski2010-07-301-4/+4
| | | | | | | | | | This should help against the signed char problems, and is good for code readability. Now, if you have a char, it's either an untyped in-memory byte, or a symbol inside a string. Small numbers are instead [u]int8_t, ints, an enum type, or, in so many cases, bools. I didn't touch any of the tiles code, as it's currently broken and I don't want to risk making it unbroken harder.
* Fix several broken item symbol overrides.Adam Borowski2010-07-301-1/+1
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* Decouple stealth checks from drawing the view window.Adam Borowski2010-06-231-1/+2
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* Make show_map explicitly return whether a target was chosen.Robert Vollmert2010-05-181-2/+0
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* Add CMD_SHOW_TERRAIN (key '|') to show just terrain.Robert Vollmert2010-03-021-0/+3
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* headers: fix inconsistent struct/class forward declarationsSteven Noonan2009-12-291-1/+1
| | | | | | | Some classes were erroneously referred to as 'struct' in forward declarations, and vice versa. Signed-off-by: Steven Noonan <steven@uplinklabs.net>
* Boost Ilsuiw stats and give her Call Tide, which strongly boosts the tide in ↵Darshan Shaligram2009-12-291-0/+1
| | | | Shoals, pegs it towards high tide, and includes a local high tide maximum centered on Ilsuiw, which can be double the height of the normal high tide.
* Wrap view flashing in flash_view.Robert Vollmert2009-11-161-0/+1
| | | | This also removes env.show updates when flashing.
* Make show updates conditional in viewwindow.Robert Vollmert2009-11-161-1/+2
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* Remove inside_level_bounds.Robert Vollmert2009-11-101-2/+1
| | | | | This was a weird mix of in_bounds and map_bounds (exclusive top-left, inclusive top-right). Replaced with in_bounds.
* Split shouting and stealth code from view.cc.Robert Vollmert2009-11-101-8/+0
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* Remove option draw_it from viewwindow.Robert Vollmert2009-11-091-1/+1
| | | | | | The only use was just removed. Also move the draw check closer to where it's used.
* Collect attitude changing code.Robert Vollmert2009-11-061-2/+0
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* Split get_symbol from view.cc.Robert Vollmert2009-11-061-13/+0
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* Move dchar_by_name declaration to proper header.Robert Vollmert2009-11-061-2/+0
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* Split up view.cc.Robert Vollmert2009-11-041-84/+2
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* Get rid of multiple-meaning "int object" in env.show.Robert Vollmert2009-11-041-6/+4
| | | | | | | | | | | | | 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.
* Move feature_def and Feature array into feature.cc from view.cc.Robert Vollmert2009-11-041-3/+0
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* Implement map viewing for other levelsStefan O'Rear2009-11-021-1/+2
| | | | | | | There are three new commands described on the X? screen. Interlevel travel works. Other levels are not currently highlighted by reachability; let me know if you want this. Interface stolen from TAEB :). dpeg's stair view is not yet in.
* Make same square teleport no-scatter no-fail and no-contamination.Adam Borowski2009-11-021-1/+1
| | | | | We can have either this, making SIGHUP on teleport control prompt make you randomly teleport, or forcing a teleport on reload.
* Splitting up stuff.cc.Robert Vollmert2009-10-301-46/+0
| | | | New: colour.cc, coord.cc, coordit.cc, random.cc, rng.cc.
* Make passive maping use a circular regionStefan O'Rear2009-10-291-0/+1
| | | | Signed-off-by: Robert Vollmert <rvollmert@gmx.net>
* Get rid of part of mons_near.Robert Vollmert2009-10-271-1/+1
| | | | | mons_near now only checks player proximity. Checking for foe proximity is now handled by monsters::near_foe.
* remove unnecessary include of player.h (oops).Darshan Shaligram2009-10-261-2/+0
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* Implement passive mappingStefan O'Rear2009-10-261-1/+4
| | | | | | | | | | As you explore, a halo of mapping tracks you. The halo includes a percentage of tiles within a distance of every seen tile; optimal play dictates seeing every tile, which just happens to be what autoexplore does. Added as random generation and to the demonspawn tier-2 list. Signed-off-by: Darshan Shaligram <dshaligram@users.sourceforge.net>
* Don't disturb monsters witth their own soundMatthew Cline2009-10-211-1/+3
| | | | | | | | | | A monster making noise was causing an ME_DISTURB behaviour_event() for itself, possibly causing it to get a new foe, which could cause strange results if it switched foes during the middle of spell-casting when it made noise from chanting. Now noisy() can accept a "who" parameter, in which case the monster which caused the noise will ignore the noise. This is done in all cases except for when a monster of animal or lower intelligence sets off an alarm trap or does a spell miscast.