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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/tilereg.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/tilereg.cc')
-rw-r--r--crawl-ref/source/tilereg.cc4
1 files changed, 4 insertions, 0 deletions
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc
index d73085cd0f..8574d1bcfe 100644
--- a/crawl-ref/source/tilereg.cc
+++ b/crawl-ref/source/tilereg.cc
@@ -804,6 +804,10 @@ void DungeonRegion::pack_foreground(unsigned int bg, unsigned int fg, int x, int
m_buf_main.add(TILE_MASK_DEEP_WATER, x, y);
else if (tile_dngn_equal(TILE_DNGN_DEEP_WATER_MURKY, bg_idx))
m_buf_main.add(TILE_MASK_DEEP_WATER_MURKY, x, y);
+ else if (tile_dngn_equal(TILE_SHOALS_DEEP_WATER, bg_idx))
+ m_buf_main.add(TILE_MASK_DEEP_WATER_SHOALS, x, y);
+ else if (tile_dngn_equal(TILE_SHOALS_SHALLOW_WATER, bg_idx))
+ m_buf_main.add(TILE_MASK_SHALLOW_WATER_SHOALS, x, y);
}
if (fg & TILE_FLAG_NET)