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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-20 21:47:40 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-20 21:47:40 +0000
commitf382ac5fc0137d0a2a58be30a893dfa9aa2723bd (patch)
tree8b709259cba53b49949b2c1f7f3b81984942be90 /crawl-ref/source/tile2.cc
parent43e1f3ff5c4132023e80c6afe33e308f938a9860 (diff)
downloadcrawl-ref-f382ac5fc0137d0a2a58be30a893dfa9aa2723bd.tar.gz
crawl-ref-f382ac5fc0137d0a2a58be30a893dfa9aa2723bd.zip
Add tiles for the sewers' murky (deep and shallow) water, as well as a
yellow background for melded items in inventory. Allow higher level transformations (level 5 and above) to work even if your to-be-melded equipment is cursed, exempting weapons, as before. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7522 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tile2.cc')
-rw-r--r--crawl-ref/source/tile2.cc8
1 files changed, 7 insertions, 1 deletions
diff --git a/crawl-ref/source/tile2.cc b/crawl-ref/source/tile2.cc
index 0923174656..c2ae2cb4ae 100644
--- a/crawl-ref/source/tile2.cc
+++ b/crawl-ref/source/tile2.cc
@@ -214,6 +214,12 @@ void WallIdx(int &wall, int &floor, int &special)
return;
}
}
+ else if (you.level_type_name == "sewer")
+ {
+ wall = TILE_WALL_SLIME;
+ floor = TILE_FLOOR_SLIME;
+ return;
+ }
}
int depth = player_branch_depth();
@@ -356,7 +362,7 @@ void TileLoadWall(bool wizard)
WallIdx(wall_tile_idx, floor_tile_idx, special_tile_idx);
// Number of flavors are generated automatically...
- floor_flavors = tile_dngn_count(floor_tile_idx);
+ floor_flavors = tile_dngn_count(floor_tile_idx);
wall_flavors = tile_dngn_count(wall_tile_idx);
if (special_tile_idx != -1)