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path: root/crawl-ref/source/rltiles/dc-dngn.txt
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%name dngn
%prefix TILE

%sdir dc-dngn

dngn_unseen DNGN_UNSEEN


# Multiple tile definitions are STATIC, that is they may change between
# saves but are otherwise fixed.

%weight 5
wall/brick_brown0 WALL_NORMAL WALL_BRICK WALL_BRICK_BROWN
wall/brick_brown1
wall/brick_brown2
wall/brick_brown4
wall/brick_brown5
%weight 2
wall/brick_brown3
wall/brick_brown6
%weight 1
wall/brick_brown7

%variation WALL_BRICK blue
%hue 30 240
%hue 0 240
%repeat WALL_BRICK WALL_BRICK_BLUE
%resetcol

%variation WALL_BRICK green
%hue 30 90
%hue 0 90
%repeat WALL_BRICK WALL_BRICK_GREEN WALL_SNAKE
%resetcol

%variation WALL_BRICK cyan
%hue 30 180
%hue 0 180
%repeat WALL_BRICK WALL_BRICK_CYAN
%resetcol

%variation WALL_BRICK red
%hue 30 0
%repeat WALL_BRICK WALL_BRICK_RED
%resetcol

%variation WALL_BRICK magenta
%hue 30 300
%hue 0 300
%repeat WALL_BRICK WALL_BRICK_MAGENTA
%resetcol

%variation WALL_BRICK lightgray
%desat 30
%desat 0
%lum 0 10
%repeat WALL_BRICK WALL_BRICK_LIGHTGRAY
%resetcol

%variation WALL_BRICK darkgray
%desat 30
%lum 30 -20
%desat 0
%repeat WALL_BRICK WALL_BRICK_DARKGRAY
%resetcol

%variation WALL_BRICK lightblue
%hue 30 240
%lum 30 15
%hue 0 240
%repeat WALL_BRICK WALL_BRICK_LIGHTBLUE
%resetcol

%variation WALL_BRICK lightgreen
%hue 30 90
%lum 30 15
%hue 0 90
%lum 0 5
%repeat WALL_BRICK WALL_BRICK_LIGHTGREEN
%resetcol

%variation WALL_BRICK lightcyan
%hue 30 180
%lum 30 15
%hue 0 180
%lum 0 5
%repeat WALL_BRICK WALL_BRICK_LIGHTCYAN
%resetcol

%variation WALL_BRICK lightred
%hue 30 0
%lum 30 15
%lum 0 5
%repeat WALL_BRICK WALL_BRICK_LIGHTRED
%resetcol

%variation WALL_BRICK lightmagenta
%hue 30 300
%lum 30 15
%hue 0 300
%lum 0 5
%repeat WALL_BRICK WALL_BRICK_LIGHTMAGENTA
%resetcol

%variation WALL_BRICK yellow
%hue 30 60
%hue 0 60
%repeat WALL_BRICK WALL_BRICK_YELLOW
%resetcol

%variation WALL_BRICK white
%desat 30
%lum 30 30
%desat 0
%lum 0 15
%repeat WALL_BRICK WALL_BRICK_WHITE
%resetcol

# The colorized versions of FLOOR_PEBBLE were made from
# pebble_gray*.png, by colorizing the non-border color
# with hue 30, sat 50, lum +20 in GIMP.
%desat 28
%desat 29
%desat 30
floor/pebble_brown0 FLOOR_PEBBLE FLOOR_PEBBLE_LIGHTGRAY FLOOR_NORMAL
floor/pebble_brown1
floor/pebble_brown2
floor/pebble_brown3
floor/pebble_brown4
floor/pebble_brown5
floor/pebble_brown6
floor/pebble_brown7
floor/pebble_brown8
%resetcol

%variation FLOOR_PEBBLE brown
%hue 28 30
%hue 29 30
# Can't just use %repeat here, as we want the coloured versions.
floor/pebble_brown0 FLOOR_PEBBLE_BROWN
floor/pebble_brown1
floor/pebble_brown2
floor/pebble_brown3
floor/pebble_brown4
floor/pebble_brown5
floor/pebble_brown6
floor/pebble_brown7
floor/pebble_brown8
%resetcol

%variation FLOOR_PEBBLE blue
%hue 28 240
%hue 29 240
%hue 30 240
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_BLUE
%resetcol

%variation FLOOR_PEBBLE green
%hue 28 90
%hue 29 90
%hue 30 90
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_GREEN
%resetcol

%variation FLOOR_PEBBLE cyan
%hue 28 180
%hue 29 180
%hue 30 180
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_CYAN
%resetcol

%variation FLOOR_PEBBLE red
%hue 28 0
%hue 29 0
%hue 30 0
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_RED
%resetcol

%variation FLOOR_PEBBLE magenta
%hue 28 300
%hue 29 300
%hue 30 300
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_MAGENTA
%resetcol

%variation FLOOR_PEBBLE darkgray
%desat 28
%desat 29
%desat 30
%lum 28 -7
%lum 29 -7
%lum 30 -7
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_DARKGRAY
%resetcol

%variation FLOOR_PEBBLE lightblue
%hue 28 240
%hue 29 240
%hue 30 240
%lum 28 7
%lum 29 7
%lum 30 7
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTBLUE
%resetcol

%variation FLOOR_PEBBLE lightgreen
%hue 28 90
%hue 29 90
%hue 30 90
%lum 28 7
%lum 29 7
%lum 30 7
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTGREEN
%resetcol

%variation FLOOR_PEBBLE lightcyan
%hue 28 180
%hue 29 180
%hue 30 180
%lum 28 7
%lum 29 7
%lum 30 7
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTCYAN
%resetcol

%variation FLOOR_PEBBLE lightred
%hue 28 0
%hue 29 0
%hue 30 0
%lum 28 7
%lum 29 7
%lum 30 7
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTRED
%resetcol

%variation FLOOR_PEBBLE lightmagenta
%hue 28 300
%hue 29 300
%hue 30 300
%lum 28 7
%lum 29 7
%lum 30 7
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_LIGHTMAGENTA
%resetcol

%variation FLOOR_PEBBLE yellow
%hue 28 60
%hue 29 60
%hue 30 60
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_YELLOW
%resetcol

%variation FLOOR_PEBBLE white
%desat 28
%desat 29
%desat 30
%lum 0 20
%lum 28 40
%lum 29 40
%lum 30 40
%repeat FLOOR_PEBBLE_BROWN FLOOR_PEBBLE_WHITE
%resetcol

wall/relief0 WALL_HALL
wall/relief1
wall/relief2
wall/relief3
floor/mesh0 FLOOR_HALL
floor/mesh1
floor/mesh2
floor/mesh3

wall/hive0 WALL_HIVE
wall/hive1
wall/hive2
wall/hive3

floor/hive0 FLOOR_HIVE FLOOR_ORC
floor/hive1
floor/hive2
floor/hive3

floor/ice0 FLOOR_ICE
floor/ice1
floor/ice2
floor/ice3

wall/lair0 WALL_LAIR WALL_ORC WALL_SWAMP
wall/lair1
wall/lair2
wall/lair3
floor/lair0 FLOOR_LAIR
floor/lair1
floor/lair2
floor/lair3

wall/slime0 WALL_SLIME
wall/slime1
wall/slime2
wall/slime3
floor/bog_green0 FLOOR_SLIME
floor/bog_green1
floor/bog_green2
floor/bog_green3

floor/snake0 FLOOR_SNAKE
floor/snake1
floor/snake2
floor/snake3

## swamp also doesn't have any unique walls...
floor/swamp0 FLOOR_SWAMP
floor/swamp1
floor/swamp2
floor/swamp3

wall/tomb0 WALL_TOMB
wall/tomb1
wall/tomb2
wall/tomb3
floor/tomb0 FLOOR_TOMB
floor/tomb1
floor/tomb2
floor/tomb3

wall/vault0 WALL_VAULT
wall/vault1
wall/vault2
wall/vault3
floor/rect_gray0 FLOOR_VAULT
floor/rect_gray1
floor/rect_gray2
floor/rect_gray3

wall/zot_blue0 WALL_ZOT WALL_ZOT_BLUE
wall/zot_blue1
wall/zot_blue2
wall/zot_blue3

%variation WALL_ZOT green
%hue 240 120
%repeat WALL_ZOT WALL_ZOT_GREEN
%resetcol

%variation WALL_ZOT cyan
%hue 240 180
%repeat WALL_ZOT WALL_ZOT_CYAN WALL_ICE
%resetcol

%variation WALL_ZOT red
%hue 240 0
%repeat WALL_ZOT WALL_ZOT_RED
%resetcol

%variation WALL_ZOT magenta
%hue 240 300
%repeat WALL_ZOT WALL_ZOT_MAGENTA
%resetcol

%variation WALL_ZOT brown
%hue 240 30
%repeat WALL_ZOT WALL_ZOT_BROWN
%resetcol

%variation WALL_ZOT lightgray
%desat 240
%lum 240 -15
%repeat WALL_ZOT WALL_ZOT_LIGHTGRAY
%resetcol

%variation WALL_ZOT darkgray
%desat 240
%lum 240 -30
%repeat WALL_ZOT WALL_ZOT_DARKGRAY
%resetcol

%variation WALL_ZOT lightblue
%lum 240 40
%repeat WALL_ZOT WALL_ZOT_LIGHTBLUE
%resetcol

%variation WALL_ZOT lightgreen
%hue 240 120
%lum 240 15
%repeat WALL_ZOT WALL_ZOT_LIGHTGREEN
%resetcol

%variation WALL_ZOT lightcyan
%hue 240 180
%lum 240 15
%repeat WALL_ZOT WALL_ZOT_LIGHTCYAN
%resetcol

%variation WALL_ZOT lightred
%hue 240 0
%lum 240 40
%repeat WALL_ZOT WALL_ZOT_LIGHTRED
%resetcol

%variation WALL_ZOT lightmagenta
%hue 240 300
%lum 240 40
%repeat WALL_ZOT WALL_ZOT_LIGHTMAGENTA
%resetcol

%variation WALL_ZOT yellow
%hue 240 60
%repeat WALL_ZOT WALL_ZOT_YELLOW
%resetcol

%variation WALL_ZOT white
%desat 240
%lum 240 10
%repeat WALL_ZOT WALL_ZOT_WHITE
%resetcol

%weight 2
wall/wall_flesh0 WALL_FLESH
wall/wall_flesh1
wall/wall_flesh2
wall/wall_flesh3
%weight 1
wall/wall_flesh4
wall/wall_flesh5
wall/wall_flesh6
%weight 2
wall/transparent_flesh1 WALL_TRANSPARENT_FLESH
wall/transparent_flesh2
wall/transparent_flesh3
%weight 1
wall/transparent_flesh4
wall/transparent_flesh5
wall/transparent_flesh6

wall/wall_vines0 WALL_VINES
wall/wall_vines1
wall/wall_vines2
wall/wall_vines3
wall/wall_vines4
wall/wall_vines5
wall/wall_vines6

floor/floor_vines0 FLOOR_VINES
floor/floor_vines1
floor/floor_vines2
floor/floor_vines3
floor/floor_vines4
floor/floor_vines5
floor/floor_vines6

wall/pebble_red0 WALL_PEBBLE WALL_PEBBLE_RED
wall/pebble_red1
wall/pebble_red2
wall/pebble_red3

%variation WALL_PEBBLE blue
%hue 0 240
%repeat WALL_PEBBLE WALL_PEBBLE_BLUE
%resetcol

%variation WALL_PEBBLE green
%hue 0 90
%repeat WALL_PEBBLE WALL_PEBBLE_GREEN
%resetcol

%variation WALL_PEBBLE cyan
%hue 0 180
%repeat WALL_PEBBLE WALL_PEBBLE_CYAN
%resetcol

%variation WALL_PEBBLE magenta
%hue 0 300
%repeat WALL_PEBBLE WALL_PEBBLE_MAGENTA
%resetcol

%variation WALL_PEBBLE brown
%hue 0 30
%repeat WALL_PEBBLE WALL_PEBBLE_BROWN
%resetcol

%variation WALL_PEBBLE lightgray
%desat 0
%lum 0 -10
%repeat WALL_PEBBLE WALL_PEBBLE_LIGHTGRAY
%resetcol

%variation WALL_PEBBLE darkgray
%desat 0
%lum 0 -30
%repeat WALL_PEBBLE WALL_PEBBLE_DARKGRAY
%resetcol

%variation WALL_PEBBLE lightblue
%hue 0 240
%lum 0 15
%repeat WALL_PEBBLE WALL_PEBBLE_LIGHTBLUE
%resetcol

%variation WALL_PEBBLE lightgreen
%hue 0 90
%lum 0 15
%repeat WALL_PEBBLE WALL_PEBBLE_LIGHTGREEN
%resetcol

%variation WALL_PEBBLE lightcyan
%hue 0 180
%lum 0 15
%repeat WALL_PEBBLE WALL_PEBBLE_LIGHTCYAN
%resetcol

%variation WALL_PEBBLE lightred
%lum 0 15
%repeat WALL_PEBBLE WALL_PEBBLE_LIGHTRED
%resetcol

%variation WALL_PEBBLE lightmagenta
%hue 0 300
%lum 0 15
%repeat WALL_PEBBLE WALL_PEBBLE_LIGHTMAGENTA
%resetcol

%variation WALL_PEBBLE yellow
%hue 0 60
%repeat WALL_PEBBLE WALL_PEBBLE_YELLOW
%resetcol

%variation WALL_PEBBLE white
%desat 0
%lum 0 20
%repeat WALL_PEBBLE WALL_PEBBLE_WHITE
%resetcol

floor/rough_red0 FLOOR_ROUGH FLOOR_ROUGH_RED
floor/rough_red1
floor/rough_red2
floor/rough_red3

%variation FLOOR_ROUGH blue
%hue 0 240
%repeat FLOOR_ROUGH FLOOR_ROUGH_BLUE
%resetcol

%variation FLOOR_ROUGH green
%hue 0 90
%repeat FLOOR_ROUGH FLOOR_ROUGH_GREEN
%resetcol

%variation FLOOR_ROUGH cyan
%hue 0 180
%repeat FLOOR_ROUGH FLOOR_ROUGH_CYAN
%resetcol

%variation FLOOR_ROUGH magenta
%hue 0 300
%repeat FLOOR_ROUGH FLOOR_ROUGH_MAGENTA
%resetcol

%variation FLOOR_ROUGH brown
%hue 0 30
%repeat FLOOR_ROUGH FLOOR_ROUGH_BROWN
%resetcol

%variation FLOOR_ROUGH lightgray
%desat 0
%repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTGRAY
%resetcol

%variation FLOOR_ROUGH darkgray
%desat 0
%lum 0 -10
%repeat FLOOR_ROUGH FLOOR_ROUGH_DARKGRAY
%resetcol

%variation FLOOR_ROUGH lightblue
%hue 0 240
%lum 0 10
%repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTBLUE
%resetcol

%variation FLOOR_ROUGH lightgreen
%hue 0 90
%lum 0 10
%repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTGREEN
%resetcol

%variation FLOOR_ROUGH lightcyan
%hue 0 180
%lum 0 10
%repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTCYAN
%resetcol

%variation FLOOR_ROUGH lightred
%lum 0 10
%repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTRED
%resetcol

%variation FLOOR_ROUGH lightmagenta
%hue 0 300
%lum 0 10
%repeat FLOOR_ROUGH FLOOR_ROUGH_LIGHTMAGENTA
%resetcol

%variation FLOOR_ROUGH yellow
%hue 0 60
%repeat FLOOR_ROUGH FLOOR_ROUGH_YELLOW
%resetcol

%variation FLOOR_ROUGH white
%desat 0
%lum 0 20
%repeat FLOOR_ROUGH FLOOR_ROUGH_WHITE
%resetcol

%weight 5
floor/floor_sand_stone0 FLOOR_SAND_STONE
floor/floor_sand_stone1
floor/floor_sand_stone2
floor/floor_sand_stone3
%weight 2
floor/floor_sand_stone4
floor/floor_sand_stone5
floor/floor_sand_stone7
%weight 1
floor/floor_sand_stone6

wall/wall_yellow_rock0 WALL_YELLOW_ROCK
wall/wall_yellow_rock1
wall/wall_yellow_rock2
wall/wall_yellow_rock3

wall/brick_gray0 WALL_BRICK_GRAY
wall/brick_gray1
wall/brick_gray2
wall/brick_gray3

wall/stone_gray0 WALL_STONE_GRAY
wall/stone_gray1
wall/stone_gray2
wall/stone_gray3

%sdir dc-dngn/floor/grass
grass0 FLOOR_GRASS
grass1
grass2

grass_n HALO_GRASS
grass_ne
grass_e
grass_se
grass_s
grass_sw
grass_w
grass_nw
grass_full

%sdir dc-dngn
wall/undead0 WALL_UNDEAD
wall/undead1
wall/undead2
wall/undead3

floor/floor_nerves0 FLOOR_NERVES
floor/floor_nerves1
floor/floor_nerves2
floor/floor_nerves3
floor/floor_nerves4
floor/floor_nerves5
floor/floor_nerves6

%start
%compose floor/grass/grass0
%compose floor/pedestal_n
%finish HALO_GRASS2
%start
%compose floor/grass/grass1
%compose floor/pedestal_ne
%finish
%start
%compose floor/grass/grass2
%compose floor/pedestal_e
%finish
%start
%compose floor/grass/grass1
%compose floor/pedestal_se
%finish
%start
%compose floor/grass/grass0
%compose floor/pedestal_s
%finish
%start
%compose floor/grass/grass1
%compose floor/pedestal_sw
%finish
%start
%compose floor/grass/grass2
%compose floor/pedestal_w
%finish
%start
%compose floor/grass/grass0
%compose floor/pedestal_nw
%finish
floor/pedestal_full

%start
%compose floor/rect_gray0
%compose floor/pedestal_n
%finish HALO_VAULT
%start
%compose floor/rect_gray1
%compose floor/pedestal_ne
%finish
%start
%compose floor/rect_gray2
%compose floor/pedestal_e
%finish
%start
%compose floor/rect_gray3
%compose floor/pedestal_se
%finish
%start
%compose floor/rect_gray2
%compose floor/pedestal_s
%finish
%start
%compose floor/rect_gray1
%compose floor/pedestal_sw
%finish
%start
%compose floor/rect_gray0
%compose floor/pedestal_w
%finish
%start
%compose floor/rect_gray3
%compose floor/pedestal_nw
%finish
floor/pedestal_full

floor/dirt0 FLOOR_DIRT
floor/dirt1
floor/dirt2

floor/dirt_n HALO_DIRT
floor/dirt_ne
floor/dirt_e
floor/dirt_se
floor/dirt_s
floor/dirt_sw
floor/dirt_w
floor/dirt_nw
floor/dirt_full

wall/stone2_gray0 DNGN_STONE_WALL DNGN_STONE_WALL_LIGHTGRAY
wall/stone2_gray1
wall/stone2_gray2
wall/stone2_gray3

%variation DNGN_STONE_WALL blue
%hue 26 240
%hue 27 240
%hue 28 240
%hue 29 240
%hue 30 240
%hue 31 240
%hue 32 240
%hue 33 240
wall/stone2_brown0 DNGN_STONE_WALL_BLUE
wall/stone2_brown1
wall/stone2_brown2
wall/stone2_brown3
%resetcol

%variation DNGN_STONE_WALL green
%hue 240 120
%repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_GREEN
%resetcol

%variation DNGN_STONE_WALL cyan
%hue 240 180
%repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_CYAN
%resetcol

%variation DNGN_STONE_WALL red
%hue 240 0
%repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_RED
%resetcol

%variation DNGN_STONE_WALL magenta
%hue 240 300
%repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_MAGENTA
%resetcol

%variation DNGN_STONE_WALL brown
%hue 240 30
%repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_BROWN
%resetcol

%variation DNGN_STONE_WALL darkgray
%lum 0 -20
%repeat DNGN_STONE_WALL DNGN_STONE_WALL_DARKGRAY
%resetcol

%variation DNGN_STONE_WALL yellow
%hue 240 60
%repeat DNGN_STONE_WALL_BLUE DNGN_STONE_WALL_YELLOW
%resetcol

%variation DNGN_STONE_WALL white
%lum 0 30
%repeat DNGN_STONE_WALL DNGN_STONE_WALL_WHITE
%resetcol

wall/dngn_wax_wall DNGN_WAX_WALL
wall/dngn_transparent_wall DNGN_TRANSPARENT_WALL
wall/dngn_metal_wall DNGN_METAL_WALL

%hue 150 120
wall/dngn_green_crystal_wall DNGN_GREEN_CRYSTAL_WALL DNGN_CRYSTAL DNGN_CRYSTAL_GREEN
%resetcol

%variation DNGN_CRYSTAL blue
%hue 120 240
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_BLUE
%resetcol

%variation DNGN_CRYSTAL cyan
%hue 120 180
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_CYAN
%resetcol

%variation DNGN_CRYSTAL red
%hue 120 0
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_RED
%resetcol

%variation DNGN_CRYSTAL magenta
%hue 120 300
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_MAGENTA
%resetcol

%variation DNGN_CRYSTAL brown
%hue 120 30
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_BROWN
%resetcol

%variation DNGN_CRYSTAL lightgray
%desat 120
%lum 120 -20
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTGRAY
%resetcol

%variation DNGN_CRYSTAL darkgray
%desat 120
%lum 120 -40
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_DARKGRAY
%resetcol

%variation DNGN_CRYSTAL lightblue
%hue 120 240
%lum 120 30
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTBLUE
%resetcol

%variation DNGN_CRYSTAL lightgreen
%lum 120 30
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTGREEN
%resetcol

%variation DNGN_CRYSTAL lightcyan
%hue 120 180
%lum 120 30
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTCYAN
%resetcol

%variation DNGN_CRYSTAL lightred
%hue 120 0
%lum 120 30
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTRED
%resetcol

%variation DNGN_CRYSTAL lightmagenta
%hue 120 300
%lum 120 30
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_LIGHTMAGENTA
%resetcol

%variation DNGN_CRYSTAL yellow
%hue 120 60
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_YELLOW
%resetcol

%variation DNGN_CRYSTAL white
%desat 120
%repeat DNGN_CRYSTAL DNGN_CRYSTAL_WHITE
%resetcol

wall/tree1 DNGN_TREE
wall/tree2

## doors
dngn_detected_secret_door DNGN_DETECTED_SECRET_DOOR
dngn_closed_door DNGN_CLOSED_DOOR
gate_closed_left DNGN_GATE_CLOSED_LEFT
gate_closed_middle DNGN_GATE_CLOSED_MIDDLE
gate_closed_right DNGN_GATE_CLOSED_RIGHT
dngn_open_door DNGN_OPEN_DOOR
gate_open_left DNGN_GATE_OPEN_LEFT
gate_open_middle DNGN_GATE_OPEN_MIDDLE
gate_open_right DNGN_GATE_OPEN_RIGHT

## Alternate doors for vaults, etc. Should be in the order listed above for
## doors which also provide gateways; otherwise detected, closed, open, or
## closed, open.
%sdir dc-dngn/gateways
fleshy_orifice_closed DNGN_FLESHY_ORIFICE
fleshy_orifice_open
%sdir dc-dngn

dngn_orcish_idol DNGN_ORCISH_IDOL
dngn_granite_statue DNGN_GRANITE_STATUE

## traps
dngn_trap_dart DNGN_TRAP_DART
dngn_trap_arrow DNGN_TRAP_ARROW
dngn_trap_needle DNGN_TRAP_NEEDLE
dngn_trap_bolt DNGN_TRAP_BOLT
dngn_trap_spear DNGN_TRAP_SPEAR
dngn_trap_axe DNGN_TRAP_AXE
dngn_trap_blade DNGN_TRAP_BLADE
dngn_trap_net DNGN_TRAP_NET
dngn_trap_alarm DNGN_TRAP_ALARM
dngn_trap_shaft DNGN_TRAP_SHAFT
dngn_trap_teleport DNGN_TRAP_TELEPORT
dngn_trap_zot DNGN_TRAP_ZOT

## stairs
%sdir dc-dngn/gateways
stone_stairs_down DNGN_STONE_STAIRS_DOWN
stone_stairs_up DNGN_STONE_STAIRS_UP
escape_hatch_down DNGN_ESCAPE_HATCH_DOWN
escape_hatch_up DNGN_ESCAPE_HATCH_UP
dngn_enter DNGN_ENTER
%rim 1
dngn_return DNGN_RETURN
%rim 0

%sdir dc-dngn/shops
##dngn_enter_shop DNGN_ENTER_SHOP
%shrink 0
%back dngn_enter_shop
shop_general SHOP_GENERAL
shop_weapon SHOP_WEAPONS
shop_armour SHOP_ARMOUR
shop_food SHOP_FOOD
shop_books SHOP_BOOKS
shop_scrolls SHOP_SCROLLS
shop_wands SHOP_WANDS
shop_jewellery SHOP_JEWELLERY
shop_potions SHOP_POTIONS
%back none
%shrink 1
dngn_abandoned_shop DNGN_ABANDONED_SHOP
%sdir dc-dngn

## from here on multiple tile definitions are CHANGEABLE, i.e. they may
## change from turn to turn
floor/lava0 DNGN_LAVA
floor/lava1
floor/lava2
floor/lava3

## water
%sdir dc-dngn/water
%weight 3
dngn_open_sea DNGN_OPEN_SEA
%weight 1
dngn_open_sea2

%weight 2
dngn_deep_water DNGN_DEEP_WATER
%weight 1
dngn_deep_water2

%weight 3
dngn_shallow_water DNGN_SHALLOW_WATER
%weight 1
dngn_shallow_water2
dngn_shallow_water_disturbance DNGN_SHALLOW_WATER_DISTURBANCE
dngn_shallow_water_disturbance2
%weight 2
dngn_deep_water_murky DNGN_DEEP_WATER_MURKY
%weight 1
dngn_deep_water_murky2
%weight 3
dngn_shallow_water_murky DNGN_SHALLOW_WATER_MURKY
%weight 1
dngn_shallow_water_murky2
dngn_shallow_water_murky_disturbance DNGN_SHALLOW_WATER_MURKY_DISTURBANCE
dngn_shallow_water_murky_disturbance2
# Make all base variants equally likely, but their special ones less so.
%weight 4
dngn_shoals_deep_water1 SHOALS_DEEP_WATER
%weight 2
dngn_shoals_deep_water1_shape
%weight 4
dngn_shoals_deep_water2
%weight 1
dngn_shoals_deep_water2_shape
dngn_shoals_deep_water2_bubbles
%weight 4
dngn_shoals_deep_water3
%weight 2
dngn_shoals_deep_water3_bubbles
%weight 4
dngn_shoals_deep_water4
%weight 2
dngn_shoals_deep_water4_bubbles
%weight 1
dngn_shoals_shallow_water1 SHOALS_SHALLOW_WATER
dngn_shoals_shallow_water2
dngn_shoals_shallow_water3
dngn_shoals_shallow_water4
dngn_shoals_shallow_water_disturbance1 SHOALS_SHALLOW_WATER_DISTURBANCE
dngn_shoals_shallow_water_disturbance2
dngn_shoals_shallow_water_disturbance3

# corner waves (diagonals)
deep_water_wave_corner_NE WAVE_DEEP_CORNER_NE
deep_water_wave_corner_NW WAVE_DEEP_CORNER_NW
deep_water_wave_corner_SE WAVE_DEEP_CORNER_SE
deep_water_wave_corner_SW WAVE_DEEP_CORNER_SW

# orthogonal waves
deep_water_wave_N WAVE_DEEP_N
deep_water_wave_S WAVE_DEEP_S
deep_water_wave_E WAVE_DEEP_E
deep_water_wave_W WAVE_DEEP_W

# corner waves (diagonals)
shallow_water_wave_corner_NE WAVE_CORNER_NE
shallow_water_wave_corner_NW WAVE_CORNER_NW
shallow_water_wave_corner_SE WAVE_CORNER_SE
shallow_water_wave_corner_SW WAVE_CORNER_SW

# orthogonal waves
shallow_water_wave_N WAVE_N
shallow_water_wave_S WAVE_S
shallow_water_wave_E WAVE_E
shallow_water_wave_W WAVE_W

%sdir dc-dngn/gateways
dngn_entrance DNGN_UNSEEN_ENTRANCE
%rim 1
dngn_enter_hell DNGN_ENTER_HELL
dngn_enter_zot_closed DNGN_ENTER_ZOT_CLOSED
dngn_enter_zot_open DNGN_ENTER_ZOT_OPEN
%rim 0
dngn_return_zot DNGN_RETURN_ZOT
dngn_enter_dis DNGN_ENTER_DIS
dngn_enter_gehenna DNGN_ENTER_GEHENNA
dngn_enter_cocytus DNGN_ENTER_COCYTUS
dngn_enter_tartarus DNGN_ENTER_TARTARUS
dngn_return_hell DNGN_RETURN_HELL

dngn_enter_abyss DNGN_ENTER_ABYSS
dngn_exit DNGN_EXIT_ABYSS
dngn_exit_flickering

dngn_stone_arch DNGN_STONE_ARCH
dngn_enter_labyrinth DNGN_ENTER_LABYRINTH
dngn_enter_pandemonium DNGN_ENTER_PANDEMONIUM
dngn_portal DNGN_PORTAL
dngn_portal_rotated
%rim 1
dngn_transit_pandemonium DNGN_TRANSIT_PANDEMONIUM
%rim 0

%sdir dc-dngn/altars
dngn_altar DNGN_UNSEEN_ALTAR
dngn_altar_zin DNGN_ALTAR_ZIN
dngn_altar_shining_one DNGN_ALTAR_SHINING_ONE
dngn_altar_kikubaaqudgha DNGN_ALTAR_KIKUBAAQUDGHA
dngn_altar_yredelemnul DNGN_ALTAR_YREDELEMNUL
dngn_altar_xom_blue DNGN_ALTAR_XOM
dngn_altar_xom_green
dngn_altar_xom_pink
dngn_altar_xom_red
dngn_altar_xom_turquoise
dngn_altar_xom_yellow
dngn_altar_vehumet DNGN_ALTAR_VEHUMET
dngn_altar_okawaru DNGN_ALTAR_OKAWARU
dngn_altar_makhleb DNGN_ALTAR_MAKHLEB
dngn_altar_makhleb_flipped
dngn_altar_sif_muna DNGN_ALTAR_SIF_MUNA
dngn_altar_trog DNGN_ALTAR_TROG
dngn_altar_nemelex_xobeh DNGN_ALTAR_NEMELEX_XOBEH
dngn_altar_elyvilon DNGN_ALTAR_ELYVILON
dngn_altar_lugonu DNGN_ALTAR_LUGONU
dngn_altar_beogh DNGN_ALTAR_BEOGH
dngn_altar_jiyva DNGN_ALTAR_JIYVA
%rim 1
dngn_altar_fedhas DNGN_ALTAR_FEDHAS
%rim 0
dngn_altar_cheibriados DNGN_ALTAR_CHEIBRIADOS

%sdir dc-dngn
dngn_blue_fountain DNGN_FOUNTAIN DNGN_BLUE_FOUNTAIN
dngn_blue_fountain2

dngn_sparkling_fountain DNGN_SPARKLING_FOUNTAIN
dngn_sparkling_fountain2
dngn_blood_fountain DNGN_BLOOD_FOUNTAIN
dngn_blood_fountain2
dngn_dry_fountain DNGN_DRY_FOUNTAIN

## Miscellaneous entries that get drawn on the background.
## Flavour is fixed again.
dc-misc/blood_red BLOOD
dc-misc/blood_red1
dc-misc/blood_red2
dc-misc/blood_red3
dc-misc/blood_red4
dc-misc/halo HALO
dc-misc/ray RAY
dc-misc/ray_out_of_range RAY_OUT_OF_RANGE
dc-misc/travel_exclusion TRAVEL_EXCLUSION_BG
dc-misc/travel_exclusion_centre TRAVEL_EXCLUSION_CENTRE_BG
dc-misc/slot ITEM_SLOT
effect/sanctuary SANCTUARY

dc-misc/error DNGN_ERROR