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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-09-16 19:46:22 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-09-16 19:46:22 +0000
commit43d9191f4ba2c718d5df92989a1e57fe480974d1 (patch)
treeb0da5ba7f6608c08c4f7389915995e606fb5dda9 /crawl-ref/source/tilepick.cc
parentc66ef96bf763d7754aa62ffab3739880b0a646a8 (diff)
downloadcrawl-ref-43d9191f4ba2c718d5df92989a1e57fe480974d1.tar.gz
crawl-ref-43d9191f4ba2c718d5df92989a1e57fe480974d1.zip
Experimentally use Denzi and/or Mitsuhiro's water tiles for the Shoals.
It's possible that they make the water look too busy, but maybe I only need to get used to it. Also add some more alternative tiles for the plain dungeon floor and walls, and move around some spell tiles again. Also fix 2844278: melding stacks stat bonuses for Merfolk. Update change log for the starting stat and exclusion changes. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10688 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tilepick.cc')
-rw-r--r--crawl-ref/source/tilepick.cc7
1 files changed, 7 insertions, 0 deletions
diff --git a/crawl-ref/source/tilepick.cc b/crawl-ref/source/tilepick.cc
index ab5dc9a7f7..377f63997a 100644
--- a/crawl-ref/source/tilepick.cc
+++ b/crawl-ref/source/tilepick.cc
@@ -2376,6 +2376,9 @@ int tileidx_feature(int object, int gx, int gy)
{
return TILE_DNGN_DEEP_WATER_MURKY;
}
+ else if (player_in_branch(BRANCH_SHOALS))
+ return TILE_SHOALS_DEEP_WATER;
+
return TILE_DNGN_DEEP_WATER;
case DNGN_SHALLOW_WATER:
{
@@ -2385,6 +2388,9 @@ int tileidx_feature(int object, int gx, int gy)
{
t = TILE_DNGN_SHALLOW_WATER_MURKY;
}
+ else if (player_in_branch(BRANCH_SHOALS))
+ t = TILE_SHOALS_SHALLOW_WATER;
+
if (mgrd[gx][gy] != NON_MONSTER)
{
monsters *mon = &menv[mgrd[gx][gy]];
@@ -2392,6 +2398,7 @@ int tileidx_feature(int object, int gx, int gy)
if (mons_is_submerged(mon))
t += tile_dngn_count(t);
}
+
return (t);
}
case DNGN_FLOOR: