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authorRaphael Langella <raphael.langella@gmail.com>2012-04-02 01:21:29 +0200
committerRaphael Langella <raphael.langella@gmail.com>2012-04-02 01:27:03 +0200
commitafbd131893d734b9347fdc3bbf2243d9221ab899 (patch)
tree136682642b28268cadcf9a09fee406b1571da22e /crawl-ref/source/tilecell.h
parenta2490edb855b33f6603850abc3eea61fbc69732a (diff)
downloadcrawl-ref-afbd131893d734b9347fdc3bbf2243d9221ab899.tar.gz
crawl-ref-afbd131893d734b9347fdc3bbf2243d9221ab899.zip
New blood splat tiles (omndra #4612).
Improved colouring and transparency. Consistency with corpse blood colour. More variety of shapes. Some wall bloods have inscriptions. Those ones will only be used on level generation and only on south facing walls, because rotated inscriptions are not so hot. And they are rare.
Diffstat (limited to 'crawl-ref/source/tilecell.h')
-rw-r--r--crawl-ref/source/tilecell.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/crawl-ref/source/tilecell.h b/crawl-ref/source/tilecell.h
index cf676dcf0d..6dd5bb9383 100644
--- a/crawl-ref/source/tilecell.h
+++ b/crawl-ref/source/tilecell.h
@@ -33,6 +33,7 @@ struct packed_cell
bool swamp_tree_water;
uint8_t orb_glow;
char blood_rotation;
+ bool old_blood;
bool operator ==(const packed_cell &other) const;
bool operator !=(const packed_cell &other) const { return !(*this == other); }
@@ -41,7 +42,7 @@ struct packed_cell
is_silenced(false), is_suppressed(false), halo(HALO_NONE),
is_moldy(false), glowing_mold(false), is_sanctuary(false),
is_liquefied(false), swamp_tree_water(false), orb_glow(0),
- blood_rotation(0) {}
+ blood_rotation(0), old_blood(false) {}
packed_cell(const packed_cell* c) : num_dngn_overlay(c->num_dngn_overlay),
fg(c->fg), bg(c->bg), flv(c->flv),
@@ -55,7 +56,8 @@ struct packed_cell
is_liquefied(c->is_liquefied),
swamp_tree_water(c->swamp_tree_water),
orb_glow(c->orb_glow),
- blood_rotation(c->blood_rotation) {}
+ blood_rotation(c->blood_rotation),
+ old_blood(c->old_blood) {}
void clear();
};