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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-25 20:59:40 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-06-25 20:59:40 +0000
commit048093d6df17f7a9d57c3de999f8d2b71289bc19 (patch)
tree9c7f7d042acd02a812d0da4e234374712d8846cb /crawl-ref/source/tilepick.cc
parentcc56c117f13850eb30bb09303acea9040ebfc0f9 (diff)
downloadcrawl-ref-048093d6df17f7a9d57c3de999f8d2b71289bc19.tar.gz
crawl-ref-048093d6df17f7a9d57c3de999f8d2b71289bc19.zip
Add more semi-animations to the dungeon. This just means that some tiles
with 2 or more variants get a random one whenever the buffer is refilled. Right now the following tiles are variable like that: * Item: orb of Zot (should be the only animated item in the game) * Features: portal, abyssal exit, altars to Xom/Makhleb, lava I also added tiles for the crystal spear (nice) and the ratskin cloak (abysmal). I also tidied up the tiles some more. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10043 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tilepick.cc')
-rw-r--r--crawl-ref/source/tilepick.cc243
1 files changed, 124 insertions, 119 deletions
diff --git a/crawl-ref/source/tilepick.cc b/crawl-ref/source/tilepick.cc
index a779e2d01b..0e719e0bea 100644
--- a/crawl-ref/source/tilepick.cc
+++ b/crawl-ref/source/tilepick.cc
@@ -1098,64 +1098,71 @@ static int _tileidx_unrand_artefact(int idx)
case UNRAND_VAMPIRES_TOOTH: return TILE_SPWPN_VAMPIRES_TOOTH;
case UNRAND_WUCAD_MU: return TILE_SPWPN_STAFF_OF_WUCAD_MU;
+ // Weapons
case UNRAND_BLOODBANE: return TILE_URAND_BLOODBANE;
- case UNRAND_SHADOWS: return TILE_URAND_SHADOWS;
case UNRAND_FLAMING_DEATH: return TILE_URAND_FLAMING_DEATH;
- case UNRAND_IGNORANCE: return TILE_URAND_IGNORANCE;
- case UNRAND_AIR: return TILE_URAND_AIR;
- case UNRAND_AUGMENTATION: return TILE_URAND_AUGMENTATION;
case UNRAND_BRILLIANCE: return TILE_URAND_BRILLIANCE;
- case UNRAND_THIEF: return TILE_URAND_THIEF;
- case UNRAND_BULLSEYE: return TILE_URAND_BULLSEYE;
- case UNRAND_DYROVEPREVA: return TILE_URAND_DYROVEPREVA;
case UNRAND_LEECH: return TILE_URAND_LEECH;
- case UNRAND_CEKUGOB: return TILE_URAND_CEKUGOB;
- case UNRAND_MISFORTUNE: return TILE_URAND_MISFORTUNE;
case UNRAND_CHILLY_DEATH: return TILE_URAND_CHILLY_DEATH;
- case UNRAND_FOUR_WINDS: return TILE_URAND_FOUR_WINDS;
case UNRAND_MORG: return TILE_URAND_MORG;
case UNRAND_FINISHER: return TILE_URAND_FINISHER;
case UNRAND_PUNK: return TILE_URAND_PUNK;
case UNRAND_KRISHNA: return TILE_URAND_KRISHNA;
- case UNRAND_FLASH: return TILE_URAND_FLASH;
case UNRAND_SKULLCRUSHER: return TILE_URAND_SKULLCRUSHER;
- case UNRAND_BLOWGUN_ASSASSIN: return TILE_URAND_ASSASSIN;
+ case UNRAND_BLOWGUN_ASSASSIN: return TILE_URAND_BLOWGUN_ASSASSIN;
case UNRAND_GUARD: return TILE_URAND_GUARD;
case UNRAND_JIHAD: return TILE_URAND_JIHAD;
+ case UNRAND_DOOM_KNIGHT: return TILE_URAND_DOOM_KNIGHT;
+ case UNRAND_EOS: return TILE_URAND_EOS;
+ case UNRAND_BOTONO: return TILE_URAND_BOTONO;
+ case UNRAND_OCTOPUS_KING: return TILE_URAND_OCTOPUS_KING;
+ case UNRAND_ARGA: return TILE_URAND_ARGA;
+ case UNRAND_ELEMENTAL_STAFF: return TILE_URAND_ELEMENTAL;
+ case UNRAND_SNIPER: return TILE_URAND_SNIPER;
+ case UNRAND_PLUTONIUM_SWORD: return TILE_URAND_PLUTONIUM;
+ case UNRAND_UNDEADHUNTER: return TILE_URAND_UNDEADHUNTER;
+ case UNRAND_WYRMBANE: return TILE_URAND_WYRMBANE;
+ case UNRAND_SPRIGGANS_KNIFE: return TILE_URAND_SPRIGGANS_KNIFE;
+ case UNRAND_SERPENT_SCOURGE: return TILE_URAND_SERPENT_SCOURGE;
+ case UNRAND_ACCURACY: return TILE_URAND_KNIFE_OF_ACCURACY;
+ case UNRAND_HELLFIRE: return TILE_URAND_FIERY_DEVIL;
+ case UNRAND_PIERCER: return TILE_URAND_PIERCER;
+ case UNRAND_CRYSTAL_SPEAR: return TILE_URAND_CRYSTAL_SPEAR;
+
+ // Armour
+ case UNRAND_IGNORANCE: return TILE_URAND_IGNORANCE;
+ case UNRAND_AUGMENTATION: return TILE_URAND_AUGMENTATION;
+ case UNRAND_THIEF: return TILE_URAND_THIEF;
+ case UNRAND_BULLSEYE: return TILE_URAND_BULLSEYE;
+ case UNRAND_DYROVEPREVA: return TILE_URAND_DYROVEPREVA;
+ case UNRAND_MISFORTUNE: return TILE_URAND_MISFORTUNE;
+ case UNRAND_FLASH: return TILE_URAND_FLASH;
case UNRAND_LEAR: return TILE_URAND_LEAR;
case UNRAND_ZHOR: return TILE_URAND_ZHOR;
case UNRAND_SALAMANDER: return TILE_URAND_SALAMANDER;
case UNRAND_WAR: return TILE_URAND_WAR;
- case UNRAND_DOOM_KNIGHT: return TILE_URAND_DOOM_KNIGHT;
case UNRAND_RESISTANCE: return TILE_URAND_RESISTANCE;
case UNRAND_FOLLY: return TILE_URAND_FOLLY;
- case UNRAND_BLOODLUST: return TILE_URAND_BLOODLUST;
- case UNRAND_EOS: return TILE_URAND_EOS;
- case UNRAND_SHAOLIN: return TILE_URAND_SHAOLIN;
- case UNRAND_ROBUSTNESS: return TILE_URAND_ROBUSTNESS;
case UNRAND_MAXWELL: return TILE_URAND_MAXWELL;
- case UNRAND_BOTONO: return TILE_URAND_VOO_DOO;
- case UNRAND_OCTOPUS_KING: return TILE_URAND_OCTOPUS_KING;
case UNRAND_DRAGONMASK: return TILE_URAND_DRAGONMASK;
- case UNRAND_ARGA: return TILE_URAND_ARGA;
- case UNRAND_ELEMENTAL_STAFF: return TILE_URAND_ELEMENTAL;
- case UNRAND_SNIPER: return TILE_URAND_SNIPER;
case UNRAND_NIGHT: return TILE_URAND_NIGHT;
- case UNRAND_PLUTONIUM_SWORD: return TILE_URAND_PLUTONIUM;
- case UNRAND_UNDEADHUNTER: return TILE_URAND_UNDEADHUNTER;
case UNRAND_DRAGON_KING: return TILE_URAND_DRAGON_KING;
case UNRAND_ALCHEMIST: return TILE_URAND_ALCHEMIST;
case UNRAND_FENCERS_GLOVES: return TILE_URAND_FENCER;
- case UNRAND_MAGE: return TILE_URAND_MAGE;
- case UNRAND_WYRMBANE: return TILE_URAND_WYRMBANE;
- case UNRAND_SPRIGGANS_KNIFE: return TILE_URAND_SPRIGGANS_KNIFE;
+ case UNRAND_BOOTS_ASSASSIN: return TILE_URAND_BOOTS_ASSASSIN;
case UNRAND_STARLIGHT: return TILE_URAND_STARLIGHT;
+ case UNRAND_RATSKIN_CLOAK: return TILE_URAND_RATSKIN_CLOAK;
+
+ // Jewellery
+ case UNRAND_SHADOWS: return TILE_URAND_SHADOWS;
+ case UNRAND_AIR: return TILE_URAND_AIR;
+ case UNRAND_CEKUGOB: return TILE_URAND_CEKUGOB;
+ case UNRAND_FOUR_WINDS: return TILE_URAND_FOUR_WINDS;
+ case UNRAND_BLOODLUST: return TILE_URAND_BLOODLUST;
+ case UNRAND_SHAOLIN: return TILE_URAND_SHAOLIN;
+ case UNRAND_ROBUSTNESS: return TILE_URAND_ROBUSTNESS;
+ case UNRAND_MAGE: return TILE_URAND_MAGE;
case UNRAND_SHIELDING: return TILE_URAND_BROOCH_OF_SHIELDING;
- case UNRAND_SERPENT_SCOURGE: return TILE_URAND_SERPENT_SCOURGE;
- case UNRAND_ACCURACY: return TILE_URAND_KNIFE_OF_ACCURACY;
- case UNRAND_HELLFIRE: return TILE_URAND_FIERY_DEVIL;
- //XXX: What happened to this unrand?
- //case UNRAND_ERCHIDEL: return TILE_URAND_ERCHIDEL;
default: return TILE_TODO;
}
}
@@ -2157,7 +2164,7 @@ int tileidx_item(const item_def &item)
return _tileidx_corpse(item.plus);
case OBJ_ORBS:
- return TILE_ORB;
+ return TILE_ORB + random2(tile_main_count(TILE_ORB));
case OBJ_MISCELLANY:
return _tileidx_misc(item);
@@ -2698,10 +2705,16 @@ static inline void _finalize_tile(unsigned int *tile,
(*tile) = wall_flv;
else if (orig == TILE_DNGN_CLOSED_DOOR || orig == TILE_DNGN_OPEN_DOOR)
(*tile) = orig + std::min((int)special_flv, 3);
- else if (orig == TILE_DNGN_LAVA)
+ else if (orig >= TILE_DNGN_LAVA && orig < TILE_BLOOD)
+ {
+ // Tiles may change from turn to turn.
(*tile) = orig + random2(tile_dngn_count(orig));
+ }
else if (orig < TILE_DNGN_MAX)
+ {
+ // Tile flavour is fixed.
(*tile) = orig + (special_flv % tile_dngn_count(orig));
+ }
(*tile) |= flag;
}
@@ -2709,7 +2722,7 @@ static inline void _finalize_tile(unsigned int *tile,
void tilep_calc_flags(const int parts[], int flag[])
{
for (unsigned i = 0; i < TILEP_PART_MAX; i++)
- flag[i] = TILEP_FLAG_NORMAL;
+ flag[i] = TILEP_FLAG_NORMAL;
if (parts[TILEP_PART_HELM] - 1 >= TILEP_HELM_HELM_OFS)
flag[TILEP_PART_HAIR] = TILEP_FLAG_HIDE;
@@ -2794,7 +2807,6 @@ int tilep_species_to_base_tile(int sp, int level)
{
case SP_HUMAN:
return TILEP_BASE_HUMAN;
- case SP_ELF:
case SP_HIGH_ELF:
case SP_SLUDGE_ELF:
return TILEP_BASE_ELF;
@@ -3406,34 +3418,34 @@ int tilep_equ_weapon(const item_def &item)
case UNRAND_VAMPIRES_TOOTH: return TILEP_HAND1_VAMPIRES_TOOTH;
case UNRAND_WUCAD_MU: return TILEP_HAND1_WUCAD_MU;
- case UNRAND_BLOODBANE: return TILEP_HAND1_BLOODBANE;
- case UNRAND_FLAMING_DEATH: return TILEP_HAND1_FLAMING_DEATH;
- case UNRAND_BRILLIANCE: return TILEP_HAND1_MACE_OF_BRILLIANCE;
- case UNRAND_LEECH: return TILEP_HAND1_LEECH;
- case UNRAND_CHILLY_DEATH: return TILEP_HAND1_CHILLY_DEATH;
- case UNRAND_MORG: return TILEP_HAND1_MORG;
- case UNRAND_FINISHER: return TILEP_HAND1_FINISHER;
- case UNRAND_PUNK: return TILEP_HAND1_PUNK;
- case UNRAND_KRISHNA: return TILEP_HAND1_KRISHNA;
- case UNRAND_SKULLCRUSHER: return TILEP_HAND1_GIANT_CLUB_SLANT;
- case UNRAND_GUARD: return TILEP_HAND1_GLAIVE_OF_THE_GUARD;
- case UNRAND_JIHAD: return TILEP_HAND1_JIHAD;
- case UNRAND_HELLFIRE: return TILEP_HAND1_FIERY_DEVIL;
- case UNRAND_DOOM_KNIGHT: return TILEP_HAND1_DOOM_KNIGHT;
- case UNRAND_EOS: return TILEP_HAND1_EOS;
- case UNRAND_BOTONO: return TILEP_HAND1_VOODOO;
- case UNRAND_OCTOPUS_KING: return TILEP_HAND1_TRIDENT_OCTOPUS_KING;
-
- case UNRAND_ARGA: return TILEP_HAND1_ARGA;
- case UNRAND_ELEMENTAL_STAFF: return TILEP_HAND1_ELEMENTAL_STAFF;
- case UNRAND_SNIPER: return TILEP_HAND1_SNIPER;
- case UNRAND_PLUTONIUM_SWORD: return TILEP_HAND1_PLUTONIUM_SWORD;
- case UNRAND_BLOWGUN_ASSASSIN: return TILEP_HAND1_BLOWGUN_ASSASSIN;
- case UNRAND_WYRMBANE: return TILEP_HAND1_WYRMBANE;
- case UNRAND_SPRIGGANS_KNIFE: return TILEP_HAND1_SPRIGGANS_KNIFE;
- case UNRAND_SERPENT_SCOURGE: return TILEP_HAND1_SERPENT_SCOURGE;
- case UNRAND_ACCURACY: return TILEP_HAND1_KNIFE_OF_ACCURACY;
- case UNRAND_PIERCER: return TILEP_HAND1_GREAT_BOW;
+ case UNRAND_BLOODBANE: return TILEP_HAND1_BLOODBANE;
+ case UNRAND_FLAMING_DEATH: return TILEP_HAND1_FLAMING_DEATH;
+ case UNRAND_BRILLIANCE: return TILEP_HAND1_MACE_OF_BRILLIANCE;
+ case UNRAND_LEECH: return TILEP_HAND1_LEECH;
+ case UNRAND_CHILLY_DEATH: return TILEP_HAND1_CHILLY_DEATH;
+ case UNRAND_MORG: return TILEP_HAND1_MORG;
+ case UNRAND_FINISHER: return TILEP_HAND1_FINISHER;
+ case UNRAND_PUNK: return TILEP_HAND1_PUNK;
+ case UNRAND_KRISHNA: return TILEP_HAND1_KRISHNA;
+ case UNRAND_SKULLCRUSHER: return TILEP_HAND1_GIANT_CLUB_SLANT;
+ case UNRAND_GUARD: return TILEP_HAND1_GLAIVE_OF_THE_GUARD;
+ case UNRAND_JIHAD: return TILEP_HAND1_JIHAD;
+ case UNRAND_HELLFIRE: return TILEP_HAND1_FIERY_DEVIL;
+ case UNRAND_DOOM_KNIGHT: return TILEP_HAND1_DOOM_KNIGHT;
+ case UNRAND_EOS: return TILEP_HAND1_EOS;
+ case UNRAND_BOTONO: return TILEP_HAND1_BOTONO;
+ case UNRAND_OCTOPUS_KING: return TILEP_HAND1_TRIDENT_OCTOPUS_KING;
+ case UNRAND_ARGA: return TILEP_HAND1_ARGA;
+ case UNRAND_ELEMENTAL_STAFF: return TILEP_HAND1_ELEMENTAL_STAFF;
+ case UNRAND_SNIPER: return TILEP_HAND1_SNIPER;
+ case UNRAND_PLUTONIUM_SWORD: return TILEP_HAND1_PLUTONIUM_SWORD;
+ case UNRAND_BLOWGUN_ASSASSIN: return TILEP_HAND1_BLOWGUN_ASSASSIN;
+ case UNRAND_WYRMBANE: return TILEP_HAND1_WYRMBANE;
+ case UNRAND_SPRIGGANS_KNIFE: return TILEP_HAND1_SPRIGGANS_KNIFE;
+ case UNRAND_SERPENT_SCOURGE: return TILEP_HAND1_SERPENT_SCOURGE;
+ case UNRAND_ACCURACY: return TILEP_HAND1_KNIFE_OF_ACCURACY;
+ case UNRAND_PIERCER: return TILEP_HAND1_GREAT_BOW;
+ case UNRAND_CRYSTAL_SPEAR: return TILEP_HAND1_CRYSTAL_SPEAR;
}
}
@@ -3519,24 +3531,15 @@ int tilep_equ_armour(const item_def &item)
{
switch (find_unrandart_index(item) + 1)
{
- // robe of Augmentation
- case 7: return TILEP_BODY_ROBE_WHITE_BLUE;
- // robe of Misfortune
- case 14: return TILEP_BODY_ROBE_MISFORTUNE;
- // Lear's chain mail
- case 26: return TILEP_BODY_LEARS_CHAIN_MAIL;
- // skin of Zhor
- case 27: return TILEP_BODY_ZHOR; break;
- // salamander hide armour
- case 29: return TILEP_BODY_LEATHER_RED;
- // robe of Folly
- case 33: return TILEP_BODY_ROBE_RED2;
- // Maxwell's patent armour
- case 38: return TILEP_BODY_MAXWELL;
- // robe of Night
- case 46: return TILEP_BODY_ROBE_OF_NIGHT;
- // armour of the Dragon King
- case 49: break;
+ case UNRAND_AUGMENTATION: return TILEP_BODY_ROBE_WHITE_BLUE;
+ case UNRAND_MISFORTUNE: return TILEP_BODY_ROBE_MISFORTUNE;
+ case UNRAND_LEAR: return TILEP_BODY_LEARS_CHAIN_MAIL;
+ case UNRAND_ZHOR: return TILEP_BODY_ZHOR;
+ case UNRAND_SALAMANDER: return TILEP_BODY_LEATHER_RED;
+ case UNRAND_FOLLY: return TILEP_BODY_ROBE_RED2;
+ case UNRAND_MAXWELL: return TILEP_BODY_MAXWELL;
+ case UNRAND_NIGHT: return TILEP_BODY_ROBE_OF_NIGHT;
+ default: break;
}
}
@@ -3546,24 +3549,24 @@ int tilep_equ_armour(const item_def &item)
case ARM_ROBE:
switch (item.colour)
{
- // We've got a zillion robes; let's use 'em!
- case BLACK: return TILEP_BODY_ROBE_BLACK_RED;
- case BLUE: return TILEP_BODY_ROBE_BLUE;
- case LIGHTBLUE: return TILEP_BODY_ROBE_BLUE_WHITE;
- case GREEN: return TILEP_BODY_ROBE_GREEN;
- case LIGHTGREEN: return TILEP_BODY_ROBE_BLUE_GREEN;
- case CYAN: return TILEP_BODY_ROBE_WHITE_GREEN;
- case LIGHTCYAN: return TILEP_BODY_ROBE_CYAN;
- case RED: return TILEP_BODY_ROBE_RED;
- case LIGHTRED: return TILEP_BODY_ROBE_RED_GOLD;
- case MAGENTA: return TILEP_BODY_ROBE_MAGENTA;
- case LIGHTMAGENTA:return TILEP_BODY_ROBE_RED3;
- case BROWN: return TILEP_BODY_ROBE_BROWN;
- case YELLOW: return TILEP_BODY_ROBE_YELLOW;
- case LIGHTGREY: return TILEP_BODY_ROBE_GRAY2;
- case DARKGREY: return TILEP_BODY_GANDALF_G;
- case WHITE: return TILEP_BODY_ROBE_WHITE;
- default: return 0;
+ // We've got a zillion robes; let's use 'em!
+ case BLACK: return TILEP_BODY_ROBE_BLACK_RED;
+ case BLUE: return TILEP_BODY_ROBE_BLUE;
+ case LIGHTBLUE: return TILEP_BODY_ROBE_BLUE_WHITE;
+ case GREEN: return TILEP_BODY_ROBE_GREEN;
+ case LIGHTGREEN: return TILEP_BODY_ROBE_BLUE_GREEN;
+ case CYAN: return TILEP_BODY_ROBE_WHITE_GREEN;
+ case LIGHTCYAN: return TILEP_BODY_ROBE_CYAN;
+ case RED: return TILEP_BODY_ROBE_RED;
+ case LIGHTRED: return TILEP_BODY_ROBE_RED_GOLD;
+ case MAGENTA: return TILEP_BODY_ROBE_MAGENTA;
+ case LIGHTMAGENTA:return TILEP_BODY_ROBE_RED3;
+ case BROWN: return TILEP_BODY_ROBE_BROWN;
+ case YELLOW: return TILEP_BODY_ROBE_YELLOW;
+ case LIGHTGREY: return TILEP_BODY_ROBE_GRAY2;
+ case DARKGREY: return TILEP_BODY_GANDALF_G;
+ case WHITE: return TILEP_BODY_ROBE_WHITE;
+ default: return 0;
}
case ARM_LEATHER_ARMOUR: return TILEP_BODY_LEATHER_ARMOUR3;
@@ -3611,12 +3614,10 @@ int tilep_equ_shield(const item_def &item)
{
switch (find_unrandart_index(item) + 1)
{
- // shield of Ignorance
- case 5: return TILEP_HAND2_SHIELD_OF_IGNORANCE;
- // Bullseye
- case 10: return TILEP_HAND2_BULLSEYE;
- // shield of Resistance
- case 32: return TILEP_HAND2_SHIELD_OF_RESISTANCE;
+ case UNRAND_IGNORANCE: return TILEP_HAND2_SHIELD_OF_IGNORANCE;
+ case UNRAND_BULLSEYE: return TILEP_HAND2_BULLSEYE;
+ case UNRAND_RESISTANCE: return TILEP_HAND2_SHIELD_OF_RESISTANCE;
+ default: break;
}
}
@@ -3637,6 +3638,15 @@ int tilep_equ_cloak(const item_def &item)
if (item.base_type != OBJ_ARMOUR || item.sub_type != ARM_CLOAK)
return 0;
+ if (is_unrandom_artefact( item ))
+ {
+ switch (find_unrandart_index(item) + 1)
+ {
+ case UNRAND_RATSKIN_CLOAK: return TILEP_CLOAK_RATSKIN_CLOAK;
+ default: break;
+ }
+ }
+
switch (item.colour)
{
case BLACK:
@@ -3670,12 +3680,10 @@ int tilep_equ_helm(const item_def &item)
{
switch (find_unrandart_index(item) + 1)
{
- case 11: // crown of Dyrovepreva
- return TILEP_HELM_DYROVEPREVA;
- case 41: // mask of the Dragon
- return TILEP_HELM_ART_DRAGONHELM;
- case 50: // hat of the Alchemist
- return TILEP_HELM_TURBAN_PURPLE;
+ case UNRAND_DYROVEPREVA: return TILEP_HELM_DYROVEPREVA;
+ case UNRAND_DRAGONMASK: return TILEP_HELM_ART_DRAGONHELM;
+ case UNRAND_ALCHEMIST: return TILEP_HELM_TURBAN_PURPLE;
+ default: break;
}
// Although there shouldn't be any, just in case
@@ -3804,10 +3812,8 @@ int tilep_equ_gloves(const item_def &item)
{
switch (find_unrandart_index(item) + 1)
{
- case 30: // gauntlets of War (thick brown)
- return TILEP_ARM_GLOVE_BLACK;
- case 51: // fencer's gloves (white)
- return TILEP_ARM_GLOVE_WHITE;
+ case UNRAND_WAR: return TILEP_ARM_GLOVE_BLACK;
+ case UNRAND_FENCERS_GLOVES: return TILEP_ARM_GLOVE_WHITE;
}
}
@@ -3860,11 +3866,10 @@ int tilep_equ_boots(const item_def &item)
if (is_unrandom_artefact(item))
{
- // in anticipation of more unrandart boots
switch (find_unrandart_index(item) + 1)
{
- case 23: // boots of the assassin
- return TILEP_BOOTS_MIDDLE_GRAY;
+ case UNRAND_BOOTS_ASSASSIN: return TILEP_BOOTS_MIDDLE_GRAY;
+ default: break;
}
}