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Z-levels: drawing-related parts #12039

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merged 3 commits into from
Apr 18, 2015

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Coolthulhu
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Drawing functions (both curses, tiles and common) rewritten to use tripoints where they will be necessary for proper drawing. Left out some functions that wouldn't use them (ones that only use x/y for on-screen position rather than in-game one).

It doesn't yet allow drawing with parameters alone because vehicle, visibility and lit level caches are calculated per-level. If this is necessary, I can write a workaround for the vehicles. Ones for visibility and lit level would be beyond the scope of #6818 and deep into #6821

Until the FoV update, z-level vision will probably be either a debug-only thing or a feature added to peeking (peek up/down) or something like that.
Debug z-level vision already works, except for vehicles (displays them in wrong locations for some reason). To look into other z-levels, activate debug mode, use the look command and change level with the stair climbing commands. Caches for visibility are recalculated on the new level.

Tiles builds and curses builds differ in a number ways and those aren't caused by my changes. For example, hallucination display screw only works in curses.

@Rivet-the-Zombie Rivet-the-Zombie self-assigned this Apr 18, 2015
Rivet-the-Zombie added a commit that referenced this pull request Apr 18, 2015
Z-levels: drawing-related parts
@Rivet-the-Zombie Rivet-the-Zombie merged commit 73e1143 into CleverRaven:master Apr 18, 2015
@Coolthulhu Coolthulhu deleted the zlev-draw branch June 3, 2015 23:06
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2 participants