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* add map view command to find the next explore targetJesse Luehrs2014-08-021-0/+18
| | | | | | | | | | This is useful for when you get the "Partly explored, can't reach some places." message, but have no idea where the part that's unexplored actually is (because it's in a corner behind a plant or something). It's also useful if you don't actually want to use autoexplore (because there are dangerous monsters out of line of sight, for instance), but you do want to know which part of the level you still need to (carefully) explore.
* Remove stuffNicholas Feinberg2014-07-291-1/+1
| | | | | | | .cc, moving its contents into the new stepdown.cc and strings.cc. (The latter also got many donations from libutil.h.) Down with stuff! Up the new flesh!
* Move redraw functions from stuff.cc -> output.ccNicholas Feinberg2014-07-281-0/+1
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* Remove Hall of Bladesreaverb2014-06-071-2/+2
| | | | | | The complaints against the branch are well documented, mostly stating Dancing Weapons are awful enemies and the Hall of Blades is filled with them.
* Don't consider hell entrances as going up outside the Hells (N78291).Shmuale Mark2014-05-291-2/+2
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* Recognize '<' key on level map while in hellsChris Oelmueller2014-05-271-0/+2
| | | | The portals are the most intuitive way out, as far as X is concerned.
* Remove the level_map_title option.Shmuale Mark2014-04-171-6/+3
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* Remove the clean_map option.Shmuale Mark2014-04-171-6/+3
| | | | | | | It didn't have a very clear use case and if you really want to reproduce it, you can press ^C every so often. Also clean up the options documentation a bit.
* Purge some references to Forest.Shmuale Mark2014-03-031-2/+2
| | | | In particular, ctrl-O should no longer mention the branch.
* Make detected items etc override explore horizon (ChrisOelmueller)Neil Moore2014-03-021-1/+4
| | | | You can always ctrl-c to hide the detected objects.
* Fix level map ^F and ^U not updating tiles properly.Pekka Lampila2014-02-171-0/+6
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* Assert-crash if the player somehow ends up in a wall.Adam Borowski2014-01-091-0/+2
| | | | | Wizmode XT is explicitely allowed: if we banned that, there's currently no good replacement for going into a wall and &(
* Allow X\ and X_ to find unknown portals/altars.Neil Moore2014-01-031-2/+3
| | | | Useful, for example, after using magic mapping.
* Simplify X\, make it match feat_is_gate.Neil Moore2014-01-031-29/+1
| | | | | Now it finds precisely shops and those features for which feat_is_gate() is true.
* Make a function's argument less confusing.Adam Borowski2014-01-031-7/+7
| | | | It holds a glyph rather than a feature.
* Fix < > not finding portals and exits on X.Adam Borowski2014-01-031-2/+2
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* Get rid of a redundant list of altars.Adam Borowski2013-12-231-24/+1
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* Schedule DNGN_ENTER_PORTAL_VAULT for removal; other related fixes.Adam Borowski2013-12-191-4/+14
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* Drop map_shadow, use a bitmap and update it incrementally.Adam Borowski2013-12-041-0/+2
| | | | | | | | | | | | | | | | | Copying the whole map_knowledge every turn was really costly. We don't care about any fields of the map other than the "seen" flag, too. Thus, we can move it into a bitmap and update only changes rather than everything. This means we need to update the entire bitmap once exploration starts, but that's a small fraction of the cost: qw profiles: before: 9.55% check_for_interesting_features() 0.18% start_explore(bool) after: 0.29% start_explore(bool) 0.10% check_for_interesting_features()
* Shorten DNGN_ENTER_FOO/DNGN_RETURN_FROM_FOO enums.Adam Borowski2013-11-251-14/+14
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* More formatting fixes for return (...);Neil Moore2013-11-151-2/+2
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* Drop unnecessary parentheses from return statements.Adam Borowski2013-11-151-4/+4
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* Transform the lower half of D into a new branch: the Depths.Steve Melenchuk2013-11-121-0/+4
| | | | | | | | | | | | D is now 16 levels (the unsealed part was 14 levels previously), and the Depths are six levels. Vaults is enterable from Depths:2-5; Abyss, Hell, and Pan portals are available for the entire length of the branch. Right now the monster set is identical to Vaults except for the absence of Vaults-specific humans. D's monster set has also been truncated, mainly on the out-of-depth front. It's my intent that this serve as a starting point for figuring out what monsters we want to split between the two branches.
* Shorten branch enums.Adam Borowski2013-11-031-1/+1
| | | | | Seriously, even preparing this commit gave me a pain in the triangle between the thumb and index finger's bases and the wrist.
* Get rid of grid_appearance().Adam Borowski2013-10-111-1/+1
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* Rename "natural traps" to "shafts".Adam Borowski2013-09-251-2/+2
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* Split the "magical" trap category, to allow recolouring.Adam Borowski2013-09-251-1/+4
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* Pad some ternary operators with spaces on the leftChris Oelmueller2013-07-281-2/+2
| | | | | | While this is not explicitly mentioned as a rule in coding_conventions, all examples listed there apply it as well. The dungeon.cc chunk did overflow max. columns before already, but could still be looked at.
* Show all forgotten map data as magic-mapped.Adam Borowski2013-07-151-3/+13
| | | | | | It is enough to both force re-autoexplore, and to show the player old vs new areas. I see no reason to keep a method of forgetting the map completely.
* Allow map forgotten via X^F to be restored with X^U.Adam Borowski2013-07-151-2/+30
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* Axe an invalid comment.Adam Borowski2013-07-101-1/+0
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* Remove the Dwarven Hall.Adam Borowski2013-07-101-0/+4
| | | | It's easy to re-add it if we'd have a better idea for it after all.
* Add MSG_OK when canceling for various promptsPekka Lampila2013-06-101-0/+5
| | | | | Also in a couple of cases add other messages. The goal here is to always print something when a prompt is dealt with.
* Retire * and / keys for cycling stashes on level mapChris Oelmueller2013-02-101-2/+1
| | | | | | | | | Functionality of * continues to be provided by I, backwards cycling now happens through O. This change in particular enables fake Ctrl and Shift keypresses which is especially useful when trying to forget the level map on webtiles (browsers usually intercept Ctrl-F).
* Find abyssal stairs with X>Neil Moore2012-12-301-0/+2
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* Abyssal portals.Brendan Hickey2012-12-301-0/+1
| | | | | | | | | This adds portals to other parts of the abyss. The current effect is identical to getting banished into the abyss. Portals currently appear at twice the base rate of exit portals. In the future, the abyss will get scarier the deeper you go! [Note: save compatibility is currently broken! -NFM]
* Formatting fixes.Neil Moore2012-12-281-1/+1
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* A formatting fix.Adam Borowski2012-12-121-1/+3
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* Indentation fixes.Adam Borowski2012-12-051-3/+3
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* Webtiles: Animate message scrolling a bit.Florian Diebold2012-11-231-5/+6
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* Rename struct glyph to cglyph_t.Adam Borowski2012-10-161-6/+6
| | | | Hard to come up with something less greppable...
* Tiles: Always display the navigation tab when map-viewing.Neil Moore2012-09-101-0/+7
| | | | | | | | | | | | Handle it in show_map() rather than in _do_display_map() so that entering the map from (for example) Ctrl-F still switches tabs. Likewise the mouse control. I debated moving the map help message ("Move the cursor to view the level map . . .") into show_map() as well, but I'm not so sure about that. Fixes #6204.
* Tiles map: center and show the map cursor right away.Neil Moore2012-09-101-1/+0
| | | | Fixes #6198.
* Android port.frogbotherer2012-09-081-2/+34
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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>
* Remove CMD_MAP_FIND_F.Florian Diebold2012-09-031-4/+0
| | | | | It did the same thing as CMD_MAP_FIND_WAYPOINT, so F on the overmap is now just mapped to that.
* Use std namespace.Raphael Langella2012-08-261-22/+21
| | | | | | | | | | | | | 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.
* Show travel trail in the (console) map, too.Neil Moore2012-07-051-0/+3
| | | | | Perhaps this should be controlled with a separate option, since a player may want trails on the map but not the main display, or vice versa.
* Some more return deparenthesization.Adam Borowski2012-07-051-1/+1
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* Remove parentheses around return (simple_function_call).Adam Borowski2012-07-051-4/+4
| | | | For way too paranoid and underinclusive values of "simple".
* Drop parentheses around scalar values in "return".Adam Borowski2012-07-051-22/+22
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