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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-02 12:31:12 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-02 12:31:12 +0000
commitb50eafe8de72cbcc4431813934695c22642cdd46 (patch)
tree393c748e0cffac935a3ca89114e3444a2795ca7f /crawl-ref/source/tile2.cc
parentc78ed8ca5a6f1528db2bfe1f846e24bef6695a89 (diff)
downloadcrawl-ref-b50eafe8de72cbcc4431813934695c22642cdd46.tar.gz
crawl-ref-b50eafe8de72cbcc4431813934695c22642cdd46.zip
I'm not sure I actually coded anything worthwhile, though I experimented
a fair bit and as usually ended up doing lots of clean-up. Oh wait, I modified eat_from_floor prompts to only force a more if there was actually a message before trying the inventory (whoops), and also modified the corpses in pack hint to take into account that a saccing player won't be interested in butchering rotten corpses. Also implemented a modified FR 1981119: when Detect Creatures only detects plants already seen before, print a different message ("You detect no further creatures."). git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5435 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tile2.cc')
-rw-r--r--crawl-ref/source/tile2.cc88
1 files changed, 45 insertions, 43 deletions
diff --git a/crawl-ref/source/tile2.cc b/crawl-ref/source/tile2.cc
index 920e8229ac..dace6d104c 100644
--- a/crawl-ref/source/tile2.cc
+++ b/crawl-ref/source/tile2.cc
@@ -925,44 +925,44 @@ void WallIdx(int &wall, int &floor, int &special)
{
case BLUE:
case LIGHTBLUE:
- wall = IDX_WALL_ZOT_BLUE;
+ wall = IDX_WALL_ZOT_BLUE;
floor = IDX_FLOOR_ZOT_BLUE;
break;
case RED:
case LIGHTRED:
- wall = IDX_WALL_ZOT_RED;
+ wall = IDX_WALL_ZOT_RED;
floor = IDX_FLOOR_ZOT_RED;
break;
case MAGENTA:
case LIGHTMAGENTA:
- wall = IDX_WALL_ZOT_MAGENTA;
+ wall = IDX_WALL_ZOT_MAGENTA;
floor = IDX_FLOOR_ZOT_MAGENTA;
break;
case GREEN:
case LIGHTGREEN:
- wall = IDX_WALL_ZOT_GREEN;
+ wall = IDX_WALL_ZOT_GREEN;
floor = IDX_FLOOR_ZOT_GREEN;
break;
case CYAN:
case LIGHTCYAN:
- wall = IDX_WALL_ZOT_CYAN;
+ wall = IDX_WALL_ZOT_CYAN;
floor = IDX_FLOOR_ZOT_CYAN;
break;
case BROWN:
case YELLOW:
- wall = IDX_WALL_ZOT_YELLOW;
+ wall = IDX_WALL_ZOT_YELLOW;
floor = IDX_FLOOR_ZOT_YELLOW;
break;
case BLACK:
case WHITE:
default:
- wall = IDX_WALL_ZOT_GRAY;
+ wall = IDX_WALL_ZOT_GRAY;
floor = IDX_FLOOR_ZOT_GRAY;
break;
}
@@ -978,13 +978,13 @@ void WallIdx(int &wall, int &floor, int &special)
}
else if (you.level_type == LEVEL_ABYSS)
{
- wall = IDX_WALL_UNDEAD;
+ wall = IDX_WALL_UNDEAD;
floor = IDX_FLOOR_NERVES;
return;
}
else if (you.level_type == LEVEL_LABYRINTH)
{
- wall = IDX_WALL_UNDEAD;
+ wall = IDX_WALL_UNDEAD;
floor = IDX_FLOOR_UNDEAD;
return;
}
@@ -999,8 +999,8 @@ void WallIdx(int &wall, int &floor, int &special)
switch (colour)
{
case BLUE:
- wall = IDX_WALL_BAZAAR_GRAY;
- floor = IDX_FLOOR_BAZAAR_GRASS;
+ wall = IDX_WALL_BAZAAR_GRAY;
+ floor = IDX_FLOOR_BAZAAR_GRASS;
special = IDX_FLOOR_BAZAAR_GRASS1_SPECIAL;
return;
@@ -1008,118 +1008,118 @@ void WallIdx(int &wall, int &floor, int &special)
// Reds often have lava, which looks ridiculous
// next to grass or dirt, so we'll use existing
// floor and wall tiles here.
- wall = IDX_WALL_PEBBLE_RED;
- floor = IDX_FLOOR_VAULT;
+ wall = IDX_WALL_PEBBLE_RED;
+ floor = IDX_FLOOR_VAULT;
special = IDX_FLOOR_BAZAAR_VAULT_SPECIAL;
return;
case LIGHTBLUE:
- wall = IDX_WALL_HIVE;
- floor = IDX_FLOOR_BAZAAR_GRASS;
+ wall = IDX_WALL_HIVE;
+ floor = IDX_FLOOR_BAZAAR_GRASS;
special = IDX_FLOOR_BAZAAR_GRASS2_SPECIAL;
return;
case GREEN:
- wall = IDX_WALL_BAZAAR_STONE;
- floor = IDX_FLOOR_BAZAAR_GRASS;
+ wall = IDX_WALL_BAZAAR_STONE;
+ floor = IDX_FLOOR_BAZAAR_GRASS;
special = IDX_FLOOR_BAZAAR_GRASS1_SPECIAL;
return;
case MAGENTA:
- wall = IDX_WALL_BAZAAR_STONE;
- floor = IDX_FLOOR_BAZAAR_DIRT;
+ wall = IDX_WALL_BAZAAR_STONE;
+ floor = IDX_FLOOR_BAZAAR_DIRT;
special = IDX_FLOOR_BAZAAR_DIRT_SPECIAL;
return;
default:
- wall = IDX_WALL_VAULT;
- floor = IDX_FLOOR_VAULT;
+ wall = IDX_WALL_VAULT;
+ floor = IDX_FLOOR_VAULT;
special = IDX_FLOOR_BAZAAR_VAULT_SPECIAL;
return;
}
}
}
- int depth = player_branch_depth();
+ int depth = player_branch_depth();
int branch_depth = your_branch().depth;
switch (you.where_are_you)
{
case BRANCH_MAIN_DUNGEON:
- wall = IDX_WALL_NORMAL;
+ wall = IDX_WALL_NORMAL;
floor = IDX_FLOOR_NORMAL;
return;
case BRANCH_HIVE:
- wall = IDX_WALL_HIVE;
+ wall = IDX_WALL_HIVE;
floor = IDX_FLOOR_HIVE;
return;
case BRANCH_VAULTS:
- wall = IDX_WALL_VAULT;
+ wall = IDX_WALL_VAULT;
floor = IDX_FLOOR_VAULT;
return;
case BRANCH_ECUMENICAL_TEMPLE:
- wall = IDX_WALL_VINES;
+ wall = IDX_WALL_VINES;
floor = IDX_FLOOR_VINES;
return;
case BRANCH_ELVEN_HALLS:
case BRANCH_HALL_OF_BLADES:
- wall = IDX_WALL_HALL;
+ wall = IDX_WALL_HALL;
floor = IDX_FLOOR_HALL;
return;
case BRANCH_TARTARUS:
case BRANCH_CRYPT:
case BRANCH_VESTIBULE_OF_HELL:
- wall = IDX_WALL_UNDEAD;
+ wall = IDX_WALL_UNDEAD;
floor = IDX_FLOOR_UNDEAD;
return;
case BRANCH_TOMB:
- wall = IDX_WALL_TOMB;
+ wall = IDX_WALL_TOMB;
floor = IDX_FLOOR_TOMB;
return;
case BRANCH_DIS:
- wall = IDX_WALL_ZOT_CYAN;
+ wall = IDX_WALL_ZOT_CYAN;
floor = IDX_FLOOR_ZOT_CYAN;
return;
case BRANCH_GEHENNA:
- wall = IDX_WALL_ZOT_RED;
+ wall = IDX_WALL_ZOT_RED;
floor = IDX_FLOOR_ROUGH_RED;
return;
case BRANCH_COCYTUS:
- wall = IDX_WALL_ICE;
+ wall = IDX_WALL_ICE;
floor = IDX_FLOOR_ICE;
return;
case BRANCH_ORCISH_MINES:
- wall = IDX_WALL_ORC;
+ wall = IDX_WALL_ORC;
floor = IDX_FLOOR_ORC;
return;
case BRANCH_LAIR:
- wall = IDX_WALL_LAIR;
+ wall = IDX_WALL_LAIR;
floor = IDX_FLOOR_LAIR;
return;
case BRANCH_SLIME_PITS:
- wall = IDX_WALL_SLIME;
+ wall = IDX_WALL_SLIME;
floor = IDX_FLOOR_SLIME;
return;
case BRANCH_SNAKE_PIT:
- wall = IDX_WALL_SNAKE;
+ wall = IDX_WALL_SNAKE;
floor = IDX_FLOOR_SNAKE;
return;
case BRANCH_SWAMP:
- wall = IDX_WALL_SWAMP;
+ wall = IDX_WALL_SWAMP;
floor = IDX_FLOOR_SWAMP;
return;
@@ -1128,13 +1128,14 @@ void WallIdx(int &wall, int &floor, int &special)
wall = IDX_WALL_VINES;
else
wall = IDX_WALL_YELLOW_ROCK;
+
floor = IDX_FLOOR_SAND_STONE;
return;
case BRANCH_HALL_OF_ZOT:
if (you.your_level - you.branch_stairs[7] <= 1)
{
- wall = IDX_WALL_ZOT_YELLOW;
+ wall = IDX_WALL_ZOT_YELLOW;
floor = IDX_FLOOR_ZOT_YELLOW;
return;
}
@@ -1142,20 +1143,20 @@ void WallIdx(int &wall, int &floor, int &special)
switch (you.your_level - you.branch_stairs[7])
{
case 2:
- wall = IDX_WALL_ZOT_GREEN;
+ wall = IDX_WALL_ZOT_GREEN;
floor = IDX_FLOOR_ZOT_GREEN;
return;
case 3:
- wall = IDX_WALL_ZOT_CYAN;
+ wall = IDX_WALL_ZOT_CYAN;
floor = IDX_WALL_ZOT_CYAN;
return;
case 4:
- wall = IDX_WALL_ZOT_BLUE;
+ wall = IDX_WALL_ZOT_BLUE;
floor = IDX_FLOOR_ZOT_GREEN;
return;
case 5:
default:
- wall = IDX_WALL_ZOT_MAGENTA;
+ wall = IDX_WALL_ZOT_MAGENTA;
floor = IDX_FLOOR_ZOT_MAGENTA;
return;
}
@@ -1170,7 +1171,7 @@ void WallIdx(int &wall, int &floor, int &special)
// the compiler will issue a warning when new branches are created.
}
- wall = IDX_WALL_NORMAL;
+ wall = IDX_WALL_NORMAL;
floor = IDX_FLOOR_NORMAL;
}
void TileLoadWall(bool wizard)
@@ -1188,6 +1189,7 @@ void TileLoadWall(bool wizard)
floor_tile_idx = TILE_DNGN_FLOOR;
floor_flavors = tile_W2D_count[floor_idx];
int offset = floor_tile_idx;
+
for (int i = 0; i < floor_flavors; i++)
{
int idx_src = tile_W2D_start[floor_idx] + i;