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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-25 10:29:00 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-25 10:29:00 +0000
commitea472cc73c9521ecd702fc3f42e2c709f817eda8 (patch)
treeed248552ff30fa1a9429116a586c965ed3ae6465 /crawl-ref/source/tile2.cc
parentcf8c3ccefe53b1421d072abdf031149132154cfc (diff)
downloadcrawl-ref-ea472cc73c9521ecd702fc3f42e2c709f817eda8.tar.gz
crawl-ref-ea472cc73c9521ecd702fc3f42e2c709f817eda8.zip
Make the Ice Caves use Cocytus floor and wall tiles. (These could stand
to be improved since it's not at all obvious they're supposed to represent ice.) This is, of course, provisional until tiles can be set in the maps themselves. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7605 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tile2.cc')
-rw-r--r--crawl-ref/source/tile2.cc8
1 files changed, 8 insertions, 0 deletions
diff --git a/crawl-ref/source/tile2.cc b/crawl-ref/source/tile2.cc
index c2ae2cb4ae..d228f35922 100644
--- a/crawl-ref/source/tile2.cc
+++ b/crawl-ref/source/tile2.cc
@@ -65,6 +65,8 @@ int get_floor_special_tile_idx()
return special_tile_idx;
}
+// TODO: Add this sort of determinism to the lua maps,
+// at least for the portal walls.
void WallIdx(int &wall, int &floor, int &special)
{
// Note: This function must be deterministic.
@@ -220,6 +222,12 @@ void WallIdx(int &wall, int &floor, int &special)
floor = TILE_FLOOR_SLIME;
return;
}
+ else if (you.level_type_name == "ice_cave")
+ {
+ wall = TILE_WALL_ICE;
+ floor = TILE_FLOOR_ICE;
+ return;
+ }
}
int depth = player_branch_depth();