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authorennewalker <ennewalker@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-23 17:07:46 +0000
committerennewalker <ennewalker@c06c8d41-db1a-0410-9941-cceddc491573>2008-08-23 17:07:46 +0000
commitb25208caa5f84ac6c370314945c6f110261d2c70 (patch)
treec477c16395f409c901bc7d405b14db67ff4a4d90 /crawl-ref/source/rltiles/dc-dngn.txt
parent02bae5372f40ac282701831cc61deb2483938876 (diff)
downloadcrawl-ref-b25208caa5f84ac6c370314945c6f110261d2c70.tar.gz
crawl-ref-b25208caa5f84ac6c370314945c6f110261d2c70.zip
RLTiles complete code rewrite: now much more robust and functional.
Added PNG and non-palettized image input. Added PNG output. Added better tile packing and support for tiles of different sizes. Converted all BMPs to PNGs (for space and explicit transparency reasons.) Added the 48x32 pandemonium demon tiles, but these are not yet used in game. Added Bill B.'s portal tile (finally). The Win32 makefiles are not updated quite yet and thus will not build. Sorry. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6850 c06c8d41-db1a-0410-9941-cceddc491573
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+%name dngn
+%prefix TILE
+
+%sdir dc-dngn
+
+dngn_unseen DNGN_UNSEEN
+
+
+wall/brick_brown0 WALL_NORMAL
+wall/brick_brown1
+wall/brick_brown2
+wall/brick_brown3
+floor/pebble_gray0 FLOOR_NORMAL
+floor/pebble_gray1
+floor/pebble_gray2
+floor/pebble_gray3
+floor/pebble_gray4
+
+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/hive1
+floor/hive2
+floor/hive3
+
+wall/ice0 WALL_ICE
+wall/ice1
+wall/ice2
+wall/ice3
+floor/ice0 FLOOR_ICE
+floor/ice1
+floor/ice2
+floor/ice3
+
+wall/lair0 WALL_LAIR
+wall/lair1
+wall/lair2
+wall/lair3
+floor/lair0 FLOOR_LAIR
+floor/lair1
+floor/lair2
+floor/lair3
+
+## orcs don't have their own floor or walls yet...
+wall/lair0 WALL_ORC
+wall/lair1
+wall/lair2
+wall/lair3
+floor/hive0 FLOOR_ORC
+floor/hive1
+floor/hive2
+floor/hive3
+
+wall/slime0 WALL_SLIME
+wall/slime1
+wall/slime2
+wall/slime3
+floor/bog_green0 FLOOR_SLIME
+floor/bog_green1
+floor/bog_green2
+floor/bog_green3
+
+wall/snake0 WALL_SNAKE
+wall/snake1
+wall/snake2
+wall/snake3
+floor/snake0 FLOOR_SNAKE
+floor/snake1
+floor/snake2
+floor/snake3
+
+## swamp also doesn't have any unique walls...
+wall/lair0 WALL_SWAMP
+wall/lair1
+wall/lair2
+wall/lair3
+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_BLUE
+wall/zot_blue1
+wall/zot_blue2
+wall/zot_blue3
+
+wall/zot_cyan0 WALL_ZOT_CYAN
+wall/zot_cyan1
+wall/zot_cyan2
+wall/zot_cyan3
+
+wall/zot_gray0 WALL_ZOT_GRAY
+wall/zot_gray1
+wall/zot_gray2
+wall/zot_gray3
+
+wall/zot_green0 WALL_ZOT_GREEN
+wall/zot_green1
+wall/zot_green2
+wall/zot_green3
+
+wall/zot_magenta0 WALL_ZOT_MAGENTA
+wall/zot_magenta1
+wall/zot_magenta2
+wall/zot_magenta3
+
+wall/zot_red0 WALL_ZOT_RED
+wall/zot_red1
+wall/zot_red2
+wall/zot_red3
+
+wall/zot_yellow0 WALL_ZOT_YELLOW
+wall/zot_yellow1
+wall/zot_yellow2
+wall/zot_yellow3
+
+wall/wall_flesh0 WALL_FLESH
+wall/wall_flesh1
+wall/wall_flesh2
+wall/wall_flesh3
+wall/wall_flesh4
+wall/wall_flesh5
+wall/wall_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_RED
+wall/pebble_red1
+wall/pebble_red2
+wall/pebble_red3
+
+floor/rough_red0 FLOOR_ROUGH_RED
+floor/rough_red1
+floor/rough_red2
+floor/rough_red3
+
+floor/floor_sand_stone0 FLOOR_SAND_STONE
+floor/floor_sand_stone1
+floor/floor_sand_stone2
+floor/floor_sand_stone3
+floor/floor_sand_stone4
+floor/floor_sand_stone5
+floor/floor_sand_stone6
+floor/floor_sand_stone7
+
+wall/wall_yellow_rock0 WALL_YELLOW_ROCK
+wall/wall_yellow_rock1
+wall/wall_yellow_rock2
+wall/wall_yellow_rock3
+
+wall/brick_gray0 WALL_BAZAAR_GRAY
+wall/brick_gray1
+wall/brick_gray2
+wall/brick_gray3
+
+wall/stone_gray0 WALL_BAZAAR_STONE
+wall/stone_gray1
+wall/stone_gray2
+wall/stone_gray3
+
+floor/grass0 FLOOR_BAZAAR_GRASS
+floor/grass1
+floor/grass2
+
+floor/grass_n FLOOR_BAZAAR_GRASS1_SPECIAL
+floor/grass_ne
+floor/grass_e
+floor/grass_se
+floor/grass_s
+floor/grass_sw
+floor/grass_w
+floor/grass_nw
+floor/grass_full
+
+## NOTE: wall_undead and floor_nerves are used for the corruption effect.
+## They need to go last.
+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/grass0
+%compose floor/pedestal_n
+%finish FLOOR_BAZAAR_GRASS2_SPECIAL
+%start
+%compose floor/grass1
+%compose floor/pedestal_ne
+%finish
+%start
+%compose floor/grass2
+%compose floor/pedestal_e
+%finish
+%start
+%compose floor/grass1
+%compose floor/pedestal_se
+%finish
+%start
+%compose floor/grass0
+%compose floor/pedestal_s
+%finish
+%start
+%compose floor/grass1
+%compose floor/pedestal_sw
+%finish
+%start
+%compose floor/grass2
+%compose floor/pedestal_w
+%finish
+%start
+%compose floor/grass0
+%compose floor/pedestal_nw
+%finish
+floor/pedestal_full
+
+%start
+%compose floor/rect_gray0
+%compose floor/pedestal_n
+%finish FLOOR_BAZAAR_VAULT_SPECIAL
+%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_BAZAAR_DIRT
+floor/dirt1
+floor/dirt2
+
+floor/dirt_n FLOOR_BAZAAR_DIRT_SPECIAL
+floor/dirt_ne
+floor/dirt_e
+floor/dirt_se
+floor/dirt_s
+floor/dirt_sw
+floor/dirt_w
+floor/dirt_nw
+floor/dirt_full
+
+floor/lava0 DNGN_LAVA
+floor/lava1
+floor/lava2
+floor/lava3
+dngn_deep_water DNGN_DEEP_WATER
+dngn_deep_water
+dngn_deep_water
+dngn_deep_water
+dngn_shallow_water DNGN_SHALLOW_WATER
+dngn_shallow_water
+dngn_shallow_water
+dngn_shallow_water
+
+wall/stone2_gray0 DNGN_STONE_WALL
+wall/stone2_gray1
+wall/stone2_gray2
+wall/stone2_gray3
+dngn_metal_wall DNGN_METAL_WALL
+dngn_green_crystal_wall DNGN_GREEN_CRYSTAL_WALL
+
+dngn_wax_wall DNGN_WAX_WALL
+dngn_transparent_wall DNGN_TRANSPARENT_WALL
+
+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
+dngn_orcish_idol DNGN_ORCISH_IDOL
+dngn_silver_statue DNGN_SILVER_STATUE
+dngn_granite_statue DNGN_GRANITE_STATUE
+
+%rim 1
+dngn_enter_hell DNGN_ENTER_HELL
+%rim 0
+dngn_branch_stairs DNGN_BRANCH_STAIRS
+dngn_trap_dart DNGN_TRAP_DART
+dngn_trap_arrow DNGN_TRAP_ARROW
+dngn_trap_spear DNGN_TRAP_SPEAR
+dngn_trap_axe DNGN_TRAP_AXE
+dngn_trap_teleport DNGN_TRAP_TELEPORT
+dngn_trap_alarm DNGN_TRAP_ALARM
+dngn_trap_blade DNGN_TRAP_BLADE
+dngn_trap_bolt DNGN_TRAP_BOLT
+dngn_trap_net DNGN_TRAP_NET
+dngn_trap_zot DNGN_TRAP_ZOT
+dngn_trap_needle DNGN_TRAP_NEEDLE
+dngn_trap_shaft DNGN_TRAP_SHAFT
+stone_stairs_down DNGN_STONE_STAIRS_DOWN
+rock_stairs_down DNGN_ROCK_STAIRS_DOWN
+stone_stairs_up DNGN_STONE_STAIRS_UP
+rock_stairs_up DNGN_ROCK_STAIRS_UP
+
+dngn_enter_shop DNGN_ENTER_SHOP
+dngn_enter_labyrinth DNGN_ENTER_LABYRINTH
+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_enter_abyss DNGN_ENTER_ABYSS
+dngn_exit DNGN_EXIT_ABYSS
+
+dngn_stone_arch DNGN_STONE_ARCH
+dngn_enter_pandemonium DNGN_ENTER_PANDEMONIUM
+dngn_portal DNGN_PORTAL
+dngn_exit DNGN_EXIT_PANDEMONIUM
+%rim 1
+dngn_transit_pandemonium DNGN_TRANSIT_PANDEMONIUM
+%rim 0
+dngn_enter DNGN_ENTER
+%rim 1
+dngn_return DNGN_RETURN
+%rim 0
+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 DNGN_ALTAR_XOM
+dngn_altar_vehumet DNGN_ALTAR_VEHUMET
+dngn_altar_okawaru DNGN_ALTAR_OKAWARU
+dngn_altar_makhleb DNGN_ALTAR_MAKHLEB
+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_blue_fountain DNGN_BLUE_FOUNTAIN
+dngn_sparkling_fountain DNGN_SPARKLING_FOUNTAIN
+dngn_blood_fountain DNGN_BLOOD_FOUNTAIN
+dngn_dry_fountain DNGN_DRY_FOUNTAIN
+
+## Miscellaneous entries that get drawn on the background
+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_MESH
+dc-misc/travel_exclusion TRAVEL_EXCLUSION_BG
+dc-misc/travel_exclusion_centre TRAVEL_EXCLUSION_CENTRE_BG
+dc-misc/slot ITEM_SLOT
+effect/sanctuary SANCTUARY