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authorennewalker <ennewalker@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-05 15:30:42 +0000
committerennewalker <ennewalker@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-05 15:30:42 +0000
commitfffdff655d83eee37ccd6d755bc75fb2be35e4b2 (patch)
treeea0312739e380b6017d070cf0d226e430c235ba1 /crawl-ref/source/tile1.cc
parentcb34b42594ebeaa84fd0d6824e62804b98a46b54 (diff)
downloadcrawl-ref-fffdff655d83eee37ccd6d755bc75fb2be35e4b2.tar.gz
crawl-ref-fffdff655d83eee37ccd6d755bc75fb2be35e4b2.zip
Tiles (un)randart overhaul:
Added missing/new tiles. Player tiles and item tiles now more consistent with each other. Unrandarts now more distinct from their mundane counterparts. Graphics more consistent with descriptions/colors from unrand.h. Removed more old, ugly, unused tiles. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4074 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tile1.cc')
-rw-r--r--crawl-ref/source/tile1.cc102
1 files changed, 51 insertions, 51 deletions
diff --git a/crawl-ref/source/tile1.cc b/crawl-ref/source/tile1.cc
index 0fe5805dcd..af79c65a75 100644
--- a/crawl-ref/source/tile1.cc
+++ b/crawl-ref/source/tile1.cc
@@ -906,22 +906,17 @@ static int _tileidx_unrand_artefact(int idx)
case 44: return TILE_URAND_ERCHIDEL;
case 45: return TILE_URAND_NIGHT;
case 46: return TILE_URAND_PLUTONIUM;
- case 47: return TILE_URAND_UNDERADHUNTER;
+ case 47: return TILE_URAND_UNDEADHUNTER;
case 48: return TILE_URAND_DRAGON_KING;
case 49: return TILE_URAND_ALCHEMIST;
case 50: return TILE_URAND_FENCER;
case 51: return TILE_URAND_MAGE;
case 52: return TILE_URAND_BLOWGUN;
- case 53: //return TILE_URAND_WYRMBANE;
- return TILE_WPN_SPEAR + 1;
- case 54: //return TILE_URAND_SPRIGGAN;
- return TILE_WPN_KNIFE + 1;
- case 55: //return TILE_URAND_LAJATANG;
- return TILE_WPN_LAJATANG + 1;
- case 56: //return TILE_URAND_BROOCH;
- return TILE_AMU_RANDOM_OFFSET + 2;
- case 57: //return TILE_URAND_SERPENT_SCOURGE;
- return TILE_WPN_WHIP + 1;
+ case 53: return TILE_URAND_WYRMBANE;
+ case 54: return TILE_URAND_SPRIGGANS_KNIFE;
+ case 55: return TILE_URAND_DIRE_LAJATANG;
+ case 56: return TILE_URAND_BROOCH_OF_SHIELDING;
+ case 57: return TILE_URAND_SERPENT_SCOURGE;
default: return TILE_TODO;
}
}
@@ -2871,11 +2866,10 @@ int tilep_equ_weapon(const item_def &item)
case SPWPN_SCEPTRE_OF_ASMODEUS: return TILEP_HAND1_ASMODEUS;
case SPWPN_STAFF_OF_OLGREB: return TILEP_HAND1_OLGREB;
- case SPWPN_SWORD_OF_POWER:
- case SPWPN_KNIFE_OF_ACCURACY:
- case SPWPN_VAMPIRES_TOOTH:
- case SPWPN_STAFF_OF_WUCAD_MU:
- break;
+ case SPWPN_SWORD_OF_POWER: return TILEP_HAND1_SWORD_OF_POWER;
+ case SPWPN_KNIFE_OF_ACCURACY: return TILEP_HAND1_KNIFE_OF_ACCURACY;
+ case SPWPN_VAMPIRES_TOOTH: return TILEP_HAND1_VAMPIRES_TOOTH;
+ case SPWPN_STAFF_OF_WUCAD_MU: return TILEP_HAND1_WUCAD_MU;
}
}
@@ -2887,48 +2881,54 @@ int tilep_equ_weapon(const item_def &item)
case 2: return TILEP_HAND1_BLOODBANE;
// Flaming Death
case 4: return TILEP_HAND1_FLAMING_DEATH;
- //mace of Brilliance
- case 8: return TILEP_HAND1_MACE_OF_VARIABILITY;
- //demon blade Leech
+ // mace of Brilliance
+ case 8: return TILEP_HAND1_MACE_OF_BRILLIANCE;
+ // demon blade Leech
case 12: return TILEP_HAND1_LEECH;
- //dagger of Chilly Death
+ // dagger of Chilly Death
case 15: return TILEP_HAND1_CHILLY_DEATH;
- //dagger \"Morg\"
+ // dagger "Morg"
case 17: return TILEP_HAND1_MORG;
- //scythe \"Finisher
+ // scythe "Finisher"
case 18: return TILEP_HAND1_FINISHER;
- //sling \"Punk
+ // sling "Punk
case 19: return TILEP_HAND1_PUNK;
- //bow of Krishna
+ // bow of Krishna
case 20: return TILEP_HAND1_KRISHNA;
- //giant club \"Skullcrusher
- case 22: break;
- //glaive of the Guard
- case 24: break;
- //sword of Jihad
+ // giant club "Skullcrusher"
+ case 22: return TILEP_HAND1_GIANT_CLUB_SLANT;
+ // glaive of the Guard
+ case 24: return TILEP_HAND1_GLAIVE_OF_THE_GUARD;
+ // sword of Jihad
case 25: return TILEP_HAND1_JIHAD;
- //crossbow \"Fiery Devil
+ // crossbow "Fiery Devil"
case 28: return TILEP_HAND1_FIERY_DEVIL;
- //sword of Doom Knight
+ // sword of Doom Knight
case 31: return TILEP_HAND1_DOOM_KNIGHT;
- //Eos
- case 35: break;
- //spear of Voo-Doo
+ // Eos
+ case 35: return TILEP_HAND1_EOS;
+ // spear of Voo-Doo
case 39: return TILEP_HAND1_VOODOO;
- //trident of the Octopus king
- case 40: break;
- //mithril axe \"Arga
+ // trident of the Octopus king
+ case 40: return TILEP_HAND1_TRIDENT_OCTOPUS_KING;
+ // mithril axe "Arga"
case 42: return TILEP_HAND1_ARGA;
- //Elemental Staff
+ // Elemental Staff
case 43: return TILEP_HAND1_ELEMENTAL_STAFF;
- //hand crossbow \"Sniper
+ // hand crossbow "Sniper"
case 44: return TILEP_HAND1_SNIPER;
- //bow \"Erchidel
+ // bow "Erchidel"
case 45: return TILEP_HAND1_GREAT_BOW;
- //plutonium sword
+ // plutonium sword
case 47: return TILEP_HAND1_PLUTONIUM_SWORD;
- //mace \"Undeadhunter
- case 48: return TILEP_HAND1_LARGE_MACE;
+ // mace "Undeadhunter"
+ case 48: return TILEP_HAND1_UNDEADHUNTER;
+ // blowgun of the Assassin
+ case 53: return TILEP_HAND1_BLOWGUN_ASSASSIN;
+ case 54: return TILEP_HAND1_WYRMBANE;
+ case 55: return TILEP_HAND1_SPRIGGANS_KNIFE;
+ case 56: return TILEP_HAND1_DIRE_LAJATANG;
+ case 58: return TILEP_HAND1_SERPENT_SCOURGE;
}
}
@@ -2943,7 +2943,7 @@ int tilep_equ_weapon(const item_def &item)
case WPN_DIRE_FLAIL: return TILEP_HAND1_GREAT_FRAIL;
case WPN_MORNINGSTAR: return TILEP_HAND1_MORNINGSTAR;
case WPN_EVENINGSTAR: return TILEP_HAND1_EVENINGSTAR;
- case WPN_GIANT_CLUB: return TILEP_HAND1_GIANT_CLUB_SLANT;
+ case WPN_GIANT_CLUB: return TILEP_HAND1_GIANT_CLUB_PLAIN;
case WPN_GIANT_SPIKED_CLUB: return TILEP_HAND1_GIANT_CLUB_SPIKE_SLANT;
case WPN_ANCUS: return TILEP_HAND1_MACE;
case WPN_WHIP: return TILEP_HAND1_WHIP;
@@ -2973,7 +2973,7 @@ int tilep_equ_weapon(const item_def &item)
case WPN_EXECUTIONERS_AXE: return TILEP_HAND1_EXECUTIONERS_AXE;
case WPN_BARDICHE: return TILEP_HAND1_GLAIVE3;
- //Pole
+ // Pole
case WPN_SPEAR: return TILEP_HAND1_SPEAR;
case WPN_HALBERD: return TILEP_HAND1_HALBERD;
case WPN_GLAIVE: return TILEP_HAND1_GLAIVE;
@@ -2984,7 +2984,7 @@ int tilep_equ_weapon(const item_def &item)
case WPN_TRIDENT: return TILEP_HAND1_TRIDENT2;
case WPN_LAJATANG: return TILEP_HAND1_D_GLAIVE;
- //Ranged
+ // Ranged
case WPN_SLING: return TILEP_HAND1_SLING;
case WPN_BOW: return TILEP_HAND1_BOW2;
case WPN_CROSSBOW: return TILEP_HAND1_CROSSBOW;
@@ -3006,11 +3006,11 @@ int tilep_equ_armour(const item_def &item)
switch (find_unrandart_index(item) + 1)
{
// Holy Armour of Zin
- case 6: return TILEP_BODY_ARMOR_MUMMY;
+ case 6: return TILEP_BODY_ARMOR_MUMMY;
// robe of Augmentation
- case 7: return TILEP_BODY_ROBE_RED2;
+ case 7: return TILEP_BODY_ROBE_WHITE_BLUE;
// robe of Misfortune
- case 14: return TILEP_BODY_ARWEN;
+ case 14: return TILEP_BODY_ROBE_MISFORTUNE;
// Lear's chain mail
case 26: return TILEP_BODY_LEARS_CHAIN_MAIL;
// skin of Zhor
@@ -3018,7 +3018,7 @@ int tilep_equ_armour(const item_def &item)
// salamander hide armour
case 29: return TILEP_BODY_LEATHER_RED;
// robe of Folly
- case 33: return TILEP_BODY_ROBE_BLACK;
+ case 33: return TILEP_BODY_ROBE_RED2;
// Edison's patent armour
case 38: return TILEP_BODY_EDISON;
// robe of Night
@@ -3100,7 +3100,7 @@ int tilep_equ_shield(const item_def &item)
switch (find_unrandart_index(item) + 1)
{
// shield of Ignorance
- case 5: return TILEP_HAND2_SHIELD_SHAMAN;
+ case 5: return TILEP_HAND2_SHIELD_OF_IGNORANCE;
// Bullseye
case 10: return TILEP_HAND2_BULLSEYE;
// shield of Resistance