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Lmoe merge dda #92

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4be707c
DDA and CZS merged, in harmony...
Oddzball Feb 6, 2013
69b46dd
Update README
Oddzball Feb 6, 2013
19280e3
Fixed itm_grack
Oddzball Feb 6, 2013
1c70898
Merge pull request #1 from TheDarklingWolf/master
Oddzball Feb 6, 2013
8556914
Merge pull request #2 from Oddzball/CZS
Oddzball Feb 6, 2013
f138209
Just comments.
Oddzball Feb 6, 2013
2d0fd5b
Changed spawns and made new alarm event
Oddzball Feb 7, 2013
60d7e8d
New event alarm
Oddzball Feb 7, 2013
f6ee9ed
Commenting
Oddzball Feb 7, 2013
543167a
motd fix and spawn test
Oddzball Feb 7, 2013
ba58772
City size test
Oddzball Feb 7, 2013
324a5e6
size test 2
Oddzball Feb 7, 2013
7141c99
test3
Oddzball Feb 7, 2013
97505d5
Revert "test3"
Oddzball Feb 7, 2013
386dd27
Revert "size test 2"
Oddzball Feb 7, 2013
b45b6b7
test4
Oddzball Feb 7, 2013
7a43c8f
Barn OM_Special Building....
Oddzball Feb 7, 2013
c945c95
Added omap graphic
Oddzball Feb 7, 2013
1817944
poppy fix
Oddzball Feb 7, 2013
a147de5
barn fix...
Oddzball Feb 7, 2013
26579d5
change ot_flag
Oddzball Feb 7, 2013
fe55baf
fixed omdata
Oddzball Feb 7, 2013
e736046
Revert "City size test"
Oddzball Feb 7, 2013
271fe20
Revert "test4"
Oddzball Feb 7, 2013
d8f1c62
next to road?
Oddzball Feb 7, 2013
3dd4acc
Revert "Revert "test4""
Oddzball Feb 7, 2013
fc382d8
Comment
Oddzball Feb 7, 2013
6c01cad
New area Farm
Oddzball Feb 8, 2013
033b0ef
Fix code for farm
Oddzball Feb 8, 2013
a2d3fdf
Fixed farm rotation(Hopefully)
Oddzball Feb 8, 2013
1b3cceb
Forgot break;
Oddzball Feb 8, 2013
80576b5
Made roads connect to farms
Oddzball Feb 8, 2013
00de275
Fixed barn pillar, messing with rotation.
Oddzball Feb 8, 2013
efec2ae
3x3 test for farm
Oddzball Feb 8, 2013
a49b495
Added basic fields for farms
Oddzball Feb 8, 2013
b17927f
Bug fix ot_farm_field
Oddzball Feb 8, 2013
cf95d2e
Revert "Bug fix ot_farm_field"
Oddzball Feb 8, 2013
6a4522a
Added farm field to omdata
Oddzball Feb 8, 2013
db65839
Typo fix t_fence_barbed
Oddzball Feb 8, 2013
f0593cb
Fix
Oddzball Feb 8, 2013
40b0aa6
rotation changes
Oddzball Feb 8, 2013
c641a76
ROtation test 2
Oddzball Feb 8, 2013
e656869
rotate command
Oddzball Feb 8, 2013
36dfa61
is there a t_north?
Oddzball Feb 8, 2013
4fc3cdf
removed conflicting flag
Oddzball Feb 8, 2013
01397a0
highwayflagtest
Oddzball Feb 8, 2013
b3c1ce5
Changed flag
Oddzball Feb 8, 2013
6985cd5
trying wilderness flag
Oddzball Feb 8, 2013
32077e6
more rotation tests
Oddzball Feb 8, 2013
02ccac1
flag check
Oddzball Feb 8, 2013
9bda12e
Revert "flag check"
Oddzball Feb 8, 2013
699faa7
Added crop rows to fields
Oddzball Feb 8, 2013
ee4542c
fixed rotation
Oddzball Feb 8, 2013
940ea83
Parking Area for farm?
Oddzball Feb 9, 2013
04b3931
Dirt Floor and barn tiles
Oddzball Feb 9, 2013
abd009b
bug fix
Oddzball Feb 9, 2013
ead2e20
t_floor only, test
Oddzball Feb 9, 2013
6692641
wall test
Oddzball Feb 9, 2013
f3bb794
Revert "wall test"
Oddzball Feb 9, 2013
771dbc2
Fixed Gates to work with barn
Oddzball Feb 9, 2013
9b58e12
Revert "Fixed Gates to work with barn"
Oddzball Feb 9, 2013
8a6bf15
gates fix attempt 2
Oddzball Feb 9, 2013
bb976b2
Revert "gates fix attempt 2"
Oddzball Feb 9, 2013
39ff5cb
Barndoors working?
Oddzball Feb 9, 2013
364587f
test only one barn
Oddzball Feb 9, 2013
bc62620
barn test 2
Oddzball Feb 9, 2013
483e50d
Barn always west of house....
Oddzball Feb 9, 2013
08e7553
Parking lot test...
Oddzball Feb 9, 2013
5f0a607
rotate
Oddzball Feb 9, 2013
d929239
No random rotate
Oddzball Feb 9, 2013
7298033
Item spawns added to farms.
Oddzball Feb 9, 2013
3301cd4
no mi_bathroom? Phhht!
Oddzball Feb 9, 2013
e6289c2
Farm crops
Oddzball Feb 9, 2013
f518b0b
Bug fix
Oddzball Feb 9, 2013
c17e437
Spawn test
Oddzball Feb 9, 2013
81e9c8a
Fleshed out barn.
Oddzball Feb 9, 2013
7ff05cf
added wooden fence gates
Oddzball Feb 9, 2013
1a88d97
fence gate test
Oddzball Feb 9, 2013
bd5a227
Revert "fence gate test"
Oddzball Feb 9, 2013
65bb749
Revert "added wooden fence gates"
Oddzball Feb 9, 2013
b04c650
Added wooden fence gates
Oddzball Feb 10, 2013
4a89452
Forgot closing bracket
Oddzball Feb 10, 2013
a57b6c4
Added wooden gates to close function
Oddzball Feb 10, 2013
f52f8a1
Dirt parking lot for farms.
Oddzball Feb 10, 2013
1fdb22f
Added Vehicle Spawn chance to Dirt lot
Oddzball Feb 10, 2013
989a67c
removed (_)
Oddzball Feb 10, 2013
3b5d178
Added truck vehicle spawn chance
Oddzball Feb 10, 2013
61451ca
Still trying to figure out vehicle spawn
Oddzball Feb 10, 2013
832fd8d
Added some spawn changes to farm, a little more detail to barn
Oddzball Feb 10, 2013
284def6
Bug fix
Oddzball Feb 10, 2013
dd1d278
bug fix
Oddzball Feb 10, 2013
f6a0ac2
Farms are DONE.
Oddzball Feb 10, 2013
6190b46
Added random cougar attack in wilderness area.
Oddzball Feb 10, 2013
89e50f6
Minor change to map extras to add wilderness to dirt lot and farm fields
Oddzball Feb 10, 2013
3b950a7
DDA to CZS merge, cherry picked.
Oddzball Feb 10, 2013
dca532c
Fixed missing ","
Oddzball Feb 10, 2013
15170ea
Updated Text for build release.
Oddzball Feb 10, 2013
98132bf
Finally remembered to fix that typo.
Oddzball Feb 10, 2013
dc2ffa7
Blood trails. Thanks Kevin!
Oddzball Feb 10, 2013
336c0e0
Added Fireplace and couch
Oddzball Feb 11, 2013
b0c1094
changed highway graphic
Oddzball Feb 10, 2013
4cacbab
Messing with street chance
Oddzball Feb 10, 2013
419b35a
Revert "Messing with street chance"
Oddzball Feb 11, 2013
998f9f2
Messing with city size and highways
Oddzball Feb 11, 2013
a1cedee
fix
Oddzball Feb 11, 2013
f56c1fe
single huge city
Oddzball Feb 11, 2013
bb73874
test multiple citites larger startin direction
Oddzball Feb 11, 2013
b8c9deb
range of citites, bigger size, able to spawn less int he center of ov…
Oddzball Feb 11, 2013
2be74cc
Citites test 2 not so close to border, slightly smaller, bigger range…
Oddzball Feb 11, 2013
cb1a588
little bit closer to the border, slightly larger base size
Oddzball Feb 11, 2013
b5551f9
tweaked starting building amounts
Oddzball Feb 11, 2013
f9cc3c4
slightly more cities huge range
Oddzball Feb 11, 2013
28abddb
testing default range
Oddzball Feb 11, 2013
2e7d91d
added a comment and less evac shelters, no need for a bunch with only…
Oddzball Feb 11, 2013
20400ab
Cabin test
Oddzball Feb 12, 2013
c0b0752
Oops, forgot graphic, fixed
Oddzball Feb 12, 2013
7baa577
Fixed a typo
Oddzball Feb 12, 2013
3d3e1fa
Having that break in there is probably important :)
Oddzball Feb 12, 2013
3a2859e
WTF... rotate making it jump classes?
Oddzball Feb 12, 2013
d9f8da2
trying new graphics for rock floor, arm chair and sofa
Oddzball Feb 12, 2013
ebc2e0d
Small graphical tweaks, changed fireplace to wood stove
Oddzball Feb 12, 2013
19b7cd6
First cabin layout finished (except for monster spawns. Racoon chance…
Oddzball Feb 12, 2013
d7e3d60
DDA Tempurature merge
Oddzball Feb 13, 2013
5546005
fixed iuse
Oddzball Feb 13, 2013
161977c
Slight merge
Oddzball Feb 13, 2013
44d6679
Merge with DDA
Oddzball Feb 14, 2013
da9fe59
FEMA Test 1
Oddzball Feb 14, 2013
4e708d2
Fema spawn test 1
Oddzball Feb 14, 2013
8ab27b5
not so retarded colors. Brown is BROWN :P
Oddzball Feb 14, 2013
7f4d866
Something ate my woodstove. Fixed
Oddzball Feb 14, 2013
cea8b8c
Fixed Colors on windows, so now I can revert back to old map symbols!
Oddzball Feb 14, 2013
593c431
Bug fix missing '
Oddzball Feb 14, 2013
26ee974
Changed a few map graphics back to my old style because I like them m…
Oddzball Feb 14, 2013
0cbd9cf
Back to fema tests
Oddzball Feb 14, 2013
0fc2ee5
Fema basic layout test 1
Oddzball Feb 14, 2013
3816d32
Bug fix rotate
Oddzball Feb 14, 2013
d54694c
No rotate
Oddzball Feb 14, 2013
712e05b
Might wanna add a floor :P
Oddzball Feb 14, 2013
0b811bf
DDAMerge 13Feb
Oddzball Feb 15, 2013
6de8620
LMOE Test1
Oddzball Feb 15, 2013
20a6621
LMOE Bunker test
Oddzball Feb 15, 2013
a044b0b
building a bunker, line test
Oddzball Feb 15, 2013
4530d89
finished LMOE terrain
Oddzball Feb 15, 2013
fd54cbf
bookcase, not shelf
Oddzball Feb 15, 2013
6458b77
Loot table filled out for LMOE Bunker
Oddzball Feb 15, 2013
06d5986
increased spawn rate
Oddzball Feb 15, 2013
2bf9595
Back to fema test, should give fence all around
Oddzball Feb 15, 2013
9019872
fixed forgotten }
Oddzball Feb 15, 2013
ae792eb
removing for now south, west fence test
Oddzball Feb 15, 2013
c35388d
== not =
Oddzball Feb 15, 2013
a04e3cd
grr damn paste function. fixed.
Oddzball Feb 15, 2013
29020fd
all dirt floors
Oddzball Feb 15, 2013
6c25d76
Fixing code
Oddzball Feb 15, 2013
8424fde
placement test 1 for fema
Oddzball Feb 15, 2013
c2d9a9a
Fix typo
Oddzball Feb 15, 2013
75bf90c
small fix to fencing
Oddzball Feb 15, 2013
a7dcefd
Like this?
Oddzball Feb 16, 2013
bd1eb80
Revert "Like this?"
Oddzball Feb 16, 2013
7154d61
Case spread fixed, thanks kevin
Oddzball Feb 16, 2013
5156fa5
adding tents, basic structure
Oddzball Feb 16, 2013
9cd0553
randomly rotate tents
Oddzball Feb 16, 2013
e80671b
Revert "randomly rotate tents"
Oddzball Feb 16, 2013
b193d58
Finished Lodging tent(except loot)
Oddzball Feb 16, 2013
d8ce009
Mess Hall done, loot spawn for mess hall and living tents
Oddzball Feb 16, 2013
b1becd3
Supply tent interior(no spawn yet)
Oddzball Feb 16, 2013
49a94b3
Loot done, moved supply, adjusted crates
Oddzball Feb 16, 2013
497abff
Fema Entrance and corpse pit done
Oddzball Feb 16, 2013
9713400
Lab in fema camp
Oddzball Feb 16, 2013
6351b81
Fixed typo
Oddzball Feb 16, 2013
6f04901
Guess its spelled all the way out? Jeez
Oddzball Feb 16, 2013
a3eac99
FEMA Finished
Oddzball Feb 16, 2013
c2e89d4
Adjusting OMSPEC ratio of spawn
Oddzball Feb 16, 2013
5f15729
Ok apparrently it doesnt like mcats? Fixed
Oddzball Feb 16, 2013
6d8008f
Cabin variation 2
Oddzball Feb 16, 2013
cdefa02
Merged with DDA 15Feb 11:29pm
Oddzball Feb 16, 2013
8abc50f
Updated build number etc
Oddzball Feb 16, 2013
b8f6b52
Added LMOE and Cabins to DDA Also a few new terrain tiles to support …
Oddzball Feb 23, 2013
f9dc9d9
No FEMA Camps.
Oddzball Feb 23, 2013
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3 changes: 3 additions & 0 deletions BetterFont/FONTDATA
Original file line number Diff line number Diff line change
@@ -0,0 +1,3 @@
Fixedsys TTF v5.00c
17
32
1 change: 1 addition & 0 deletions BetterFont/InstallReadme.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1 @@
Install this Font package and copy FONTDATA to your Cataclysm Data folder for a better resolution and improved font package.
Binary file added BetterFont/fixedsys500c.zip
Binary file not shown.
6 changes: 6 additions & 0 deletions CataclysmWin.cbp
Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,7 @@
<Unit filename="debug.h" />
<Unit filename="defense.cpp" />
<Unit filename="dialogue.h" />
<Unit filename="disease.cpp" />
<Unit filename="disease.h" />
<Unit filename="enums.h" />
<Unit filename="event.cpp" />
Expand All @@ -59,6 +60,8 @@
<Unit filename="game.h" />
<Unit filename="gamemode.cpp" />
<Unit filename="gamemode.h" />
<Unit filename="graffiti.cpp" />
<Unit filename="graffiti.h" />
<Unit filename="help.cpp" />
<Unit filename="icon.rc">
<Option compilerVar="WINDRES" />
Expand Down Expand Up @@ -134,6 +137,9 @@
<Unit filename="posix_time.cpp" />
<Unit filename="posix_time.h" />
<Unit filename="ranged.cpp" />
<Unit filename="resource.rc">
<Option compilerVar="WINDRES" />
</Unit>
<Unit filename="rng.cpp" />
<Unit filename="rng.h" />
<Unit filename="settlement.cpp" />
Expand Down
26 changes: 24 additions & 2 deletions DEVELOPER_FAQ.txt
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@
5) Some items, like tools or food, also take an iuse::function reference.
Edit iuse.h and include the function in the class declaration; then edit
iuse.cpp and define your function. Functions may be shared among different
item types.
item types.

1.2 Adding a monster
1) Edit mtype.h. Change the enum mon_id and insert a unique identifier for
Expand All @@ -36,8 +36,30 @@
7) Just like attacks, some monsters may have a special function called when
they die. This works the same as attacks, but the relevent files are
mondeath.h and mondeath.cpp.
1.3 Adding structures to the map
Most "regular" buildings are spawned in cities (large clusters of buildings which are located rather close to each other).
In file omdata.h in the enum oter_id structure define names (code identifiers) for your building.
If you want your building to be displayed at overmap in different orientations, you should add 4 identifiers for each orientation (south, east, west and north correspondingly).
In the same file in structure const oter_t oterlist[num_ter_types]
we should define how these buildings will be displayed, how much they obscure vision and which extras set they have. For example:
{"mil. surplus", '^', c_white, 5, build_extras, false, false},
{"mil. surplus", '>', c_white, 5, build_extras, false, false},
{"mil. surplus", 'v', c_white, 5, build_extras, false, false},
{"mil. surplus", '<', c_white, 5, build_extras, false, false}
Comments at the beginning of this structure are rather useful.
In the file mapgen.cpp find the subroutine called draw_map(...);
there you should find a huge variant operator ("switch")
where you should put your code defining the new building by adding new case-statement.
This should be mentioned that most buildings are built on the square SEEX*2 x SEEY*2 tiles.
If you want your building to be spawned not only in city limits
you should refer to structures in file omdata.h
(starting from the line #define OMSPEC_FREQ 7).
These structures are commented in source code. Add new identifier in enum omspec_id structure before
NUM_OMSPECS and then add a record in const overmap_special overmap_specials[NUM_OMSPECS] array. For example:
{ot_toxic_dump, 0, 5, 15, -1, mcat_null, 0, 0, 0, 0, &omspec_place::wilderness,0}
The comments given in source code to structure struct overmap_special explains the meaning of these constants in the example above.



FAQ
Q: What the heck is up with the map objects?

Expand Down
18 changes: 12 additions & 6 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,7 +1,13 @@
Cataclysm Mod
============
Yet Another Darkling Wolf Cataclysm Mod (YADWCM)
Cataclysm: Dark Days Ahead
==========================
You emerge from the shelter into the dim light of an overcast day, and look around for the first time since the disaster.

This is the github for my constantly updating, frequently buggy, Cataclysm Mod.
Pull requests for new features or bugfixes are welcome, although I'm probably more likely to notice if you poke me on the forum or via email.
To make suggestions or post bug reports, check out my thread over on the Cataclysm forums at: http://whalesdev.com/forums/index.php?topic=1389.0
The world as you knew it is gone. A ruined world stands in its place, full of nightmares come to life. Nothing can ever go back to the way it was, before the Cataclysm, but you have to be strong. You have to survive. You have to persevere. If you don't, death will be one of the better outcomes.

Above your head, storm clouds gather, and the rain stings and hisses against your skin. You shoulder your backpack, and start walking. The world has gone to hell, but you get the sinking feeling that there are darker days ahead.

Cataclysm: Dark Days Ahead is a roguelike set in a post-apocalyptic world. While some have described it as a "zombie game", there's far more to Cataclysm than that. Struggle to survive in a harsh, persistant, procedurally generated world. Scavenge the remnants of a dead civilization for for food, equipment, or, if you're lucky, a vehicle with a full tank of gas to get you the hell out of Dodge. Fight to defeat or escape from a wide variety of powerful monstrosities, from zombies to giant insects to killer robots and things far stranger and deadlier, and against the others like yourself, that want what you have...

Build the tools and defenses you will need to overcome the challenges you face, from a strongly fortified lair full of customized firearms and surrounded by pits and landmines, to a mobile, gasoline powered blade spinning fortress of death, tearing apart anything stupid enough to get in the way. And finally, improve! Learn skills to help you survive, acquire mind-bending mutations, and convert your own body into a cybernetic masterpiece.

Make no mistake - there is no other game quite like Cataclysm. How long can you survive?
44 changes: 44 additions & 0 deletions action.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -111,6 +111,24 @@ std::string action_ident(action_id act)
return "move_down";
case ACTION_MOVE_UP:
return "move_up";
case ACTION_CENTER:
return "center";
case ACTION_SHIFT_N:
return "shift_n";
case ACTION_SHIFT_NE:
return "shift_ne";
case ACTION_SHIFT_E:
return "shift_e";
case ACTION_SHIFT_SE:
return "shift_se";
case ACTION_SHIFT_S:
return "shift_s";
case ACTION_SHIFT_SW:
return "shift_sw";
case ACTION_SHIFT_W:
return "shift_w";
case ACTION_SHIFT_NW:
return "shift_nw";
case ACTION_OPEN:
return "open";
case ACTION_CLOSE:
Expand All @@ -129,8 +147,12 @@ std::string action_ident(action_id act)
return "look";
case ACTION_PEEK:
return "peek";
case ACTION_LIST_ITEMS:
return "listitems";
case ACTION_INVENTORY:
return "inventory";
case ACTION_COMPARE:
return "compare";
case ACTION_ORGANIZE:
return "organize";
case ACTION_USE:
Expand Down Expand Up @@ -247,6 +269,24 @@ std::string action_name(action_id act)
return "Descend Stairs";
case ACTION_MOVE_UP:
return "Ascend Stairs";
case ACTION_CENTER:
return "Center View";
case ACTION_SHIFT_N:
return "Move View North";
case ACTION_SHIFT_NE:
return "Move View Northeast";
case ACTION_SHIFT_E:
return "Move View East";
case ACTION_SHIFT_SE:
return "Move View Southeast";
case ACTION_SHIFT_S:
return "Move View South";
case ACTION_SHIFT_SW:
return "Move View Southwest";
case ACTION_SHIFT_W:
return "Move View West";
case ACTION_SHIFT_NW:
return "Move View Northwest";
case ACTION_OPEN:
return "Open Door";
case ACTION_CLOSE:
Expand All @@ -265,8 +305,12 @@ std::string action_name(action_id act)
return "Look Around";
case ACTION_PEEK:
return "Peek Around Corners";
case ACTION_LIST_ITEMS:
return "List all items around the player";
case ACTION_INVENTORY:
return "Open Inventory";
case ACTION_COMPARE:
return "Compare two Items";
case ACTION_ORGANIZE:
return "Swap Inventory Letters";
case ACTION_USE:
Expand Down
12 changes: 12 additions & 0 deletions action.h
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,16 @@ ACTION_MOVE_W,
ACTION_MOVE_NW,
ACTION_MOVE_DOWN,
ACTION_MOVE_UP,
// Shift view
ACTION_CENTER,
ACTION_SHIFT_N,
ACTION_SHIFT_NE,
ACTION_SHIFT_E,
ACTION_SHIFT_SE,
ACTION_SHIFT_S,
ACTION_SHIFT_SW,
ACTION_SHIFT_W,
ACTION_SHIFT_NW,
// Environment Interaction
ACTION_OPEN,
ACTION_CLOSE,
Expand All @@ -25,8 +35,10 @@ ACTION_BUTCHER,
ACTION_CHAT,
ACTION_LOOK,
ACTION_PEEK,
ACTION_LIST_ITEMS,
// Inventory Interaction (including quasi-inventories like bionics)
ACTION_INVENTORY,
ACTION_COMPARE,
ACTION_ORGANIZE,
ACTION_USE,
ACTION_USE_WIELDED,
Expand Down
10 changes: 5 additions & 5 deletions bodypart.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -58,16 +58,16 @@ std::string encumb_text(body_part bp)

body_part random_body_part()
{
int rn = rng(0, 30);
int rn = rng(0, 100);
if (rn == 0)
return bp_eyes;
if (rn <= 2)
if (rn <= 1)
return bp_mouth;
if (rn <= 6)
if (rn <= 7)
return bp_head;
if (rn <= 12)
if (rn <= 28)
return bp_legs;
if (rn <= 20)
if (rn <= 50)
return bp_arms;
return bp_torso;
}
30 changes: 15 additions & 15 deletions catacurse.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -658,21 +658,21 @@ int start_color(void)
{
colorpairs=new pairs[50];
windowsPalette=new RGBQUAD[16]; //Colors in the struct are BGR!! not RGB!!
windowsPalette[0]= BGR(0,0,0);
windowsPalette[1]= BGR(0, 0, 196);
windowsPalette[2]= BGR(0,196,0);
windowsPalette[3]= BGR(30,180,196);
windowsPalette[4]= BGR(196, 0, 0);
windowsPalette[5]= BGR(180, 0, 196);
windowsPalette[6]= BGR(200, 170, 0);
windowsPalette[7]= BGR(196, 196, 196);
windowsPalette[8]= BGR(96, 96, 96);
windowsPalette[9]= BGR(64, 64, 255);
windowsPalette[10]= BGR(0, 240, 0);
windowsPalette[11]= BGR(0, 255, 255);
windowsPalette[12]= BGR(255, 20, 20);
windowsPalette[13]= BGR(240, 0, 255);
windowsPalette[14]= BGR(255, 240, 0);
windowsPalette[0]= BGR(0,0,0); //Oddzball - Black
windowsPalette[1]= BGR(0, 0, 255); //Oddzball - Red
windowsPalette[2]= BGR(0,100,0); //Oddzball- Green
windowsPalette[3]= BGR(23,51,92); //Oddzball- Brown??? -Made Darker
windowsPalette[4]= BGR(150, 0, 0); //Oddzball-Blue
windowsPalette[5]= BGR(98, 58, 139); //Oddzball-Pink? -Made Purple
windowsPalette[6]= BGR(180, 150, 0); //Oddzball-Cyan
windowsPalette[7]= BGR(196, 196, 196);//Oddzball-Gray
windowsPalette[8]= BGR(77, 77, 77);//Oddzball-Dark Gray -Made Darker Gray
windowsPalette[9]= BGR(150, 150, 255); //Oddzball-Light Red/Salmon? -Made Lighter red
windowsPalette[10]= BGR(0, 255, 0); //Oddzball-Bright Green
windowsPalette[11]= BGR(0, 255, 255); //Oddzball-Yellow
windowsPalette[12]= BGR(255, 100, 100); //Oddzball-Dark Blue? -Made Light Blue
windowsPalette[13]= BGR(240, 0, 255); //Oddzball- Pink
windowsPalette[14]= BGR(255, 240, 0); //Oddzball -Light Cyan?
windowsPalette[15]= BGR(255, 255, 255);
return SetDIBColorTable(backbuffer, 0, 16, windowsPalette);
};
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1 change: 1 addition & 0 deletions catacurse.h
Original file line number Diff line number Diff line change
Expand Up @@ -15,6 +15,7 @@ typedef unsigned int u_int32_t;
#define __UNDERSCORE 0x00000200 /* Added characters are underscored. */ //<---------not used
#define __REVERSE 0x00000400 /* Added characters are reverse //<---------not used
video. */

#define __BLINK 0x00000800 /* Added characters are blinking. */
#define __DIM 0x00001000 /* Added characters are dim. */ //<---------not used
#define __BOLD 0x00002000 /* Added characters are bold. */
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