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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-02 12:31:12 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-06-02 12:31:12 +0000 |
commit | b50eafe8de72cbcc4431813934695c22642cdd46 (patch) | |
tree | 393c748e0cffac935a3ca89114e3444a2795ca7f /crawl-ref/source/tile2.cc | |
parent | c78ed8ca5a6f1528db2bfe1f846e24bef6695a89 (diff) | |
download | crawl-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.cc | 88 |
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; |