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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-28 01:33:20 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-11-28 01:33:20 +0000
commit91d2dd8e666a0aa8d77456ff8af2c13cdba4ee4b (patch)
tree173f362eebfd174e0152b8489f40df1035e79c62 /crawl-ref/source/tilereg.cc
parent460910fa3e07893d18f2280ff49031e204a1ad02 (diff)
downloadcrawl-ref-91d2dd8e666a0aa8d77456ff8af2c13cdba4ee4b.tar.gz
crawl-ref-91d2dd8e666a0aa8d77456ff8af2c13cdba4ee4b.zip
* Tweak Snorg's tile to increase the difference to the plain troll.
* Add a new tile each for the flaming corpse and trapdoor spider. * Add a sticky flame overlay for the player tile. * Move all unique monsters into dc-mon/unique (minus Adolf). * Remove comments and commented out monsters from the tile definitions. * Minor comment fixes and code cleanup. I'm really starting to get the hang of the tile creation. :) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7665 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tilereg.cc')
-rw-r--r--crawl-ref/source/tilereg.cc25
1 files changed, 16 insertions, 9 deletions
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc
index 8e61aa842d..e3eb26e384 100644
--- a/crawl-ref/source/tilereg.cc
+++ b/crawl-ref/source/tilereg.cc
@@ -325,11 +325,14 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y)
result = default_doll;
- result.parts[TILEP_PART_BASE] = default_doll.parts[TILEP_PART_BASE];
+ result.parts[TILEP_PART_BASE] = default_doll.parts[TILEP_PART_BASE];
result.parts[TILEP_PART_DRCHEAD] = default_doll.parts[TILEP_PART_DRCHEAD];
result.parts[TILEP_PART_DRCWING] = default_doll.parts[TILEP_PART_DRCWING];
- bool halo = inside_halo(you.pos());
+
+ const bool halo = inside_halo(you.pos());
result.parts[TILEP_PART_HALO] = halo ? TILEP_HALO_TSO : 0;
+ result.parts[TILEP_PART_ENCH] =
+ (you.duration[DUR_LIQUID_FLAMES] ? TILEP_ENCH_STICKY_FLAME : 0);
if (result.parts[TILEP_PART_HAND1] == TILEP_SHOW_EQUIP)
{
@@ -394,6 +397,7 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y)
result.parts[TILEP_PART_HELM] = 0;
}
}
+
if (result.parts[TILEP_PART_BOOTS] == TILEP_SHOW_EQUIP)
{
int item = you.equip[EQ_BOOTS];
@@ -404,6 +408,7 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y)
else
result.parts[TILEP_PART_BOOTS] = 0;
}
+
if (result.parts[TILEP_PART_ARM] == TILEP_SHOW_EQUIP)
{
int item = you.equip[EQ_GLOVES];
@@ -420,6 +425,7 @@ void DungeonRegion::draw_player(unsigned int x, unsigned int y)
else
result.parts[TILEP_PART_ARM] = 0;
}
+
if (result.parts[TILEP_PART_LEG] == TILEP_SHOW_EQUIP)
result.parts[TILEP_PART_LEG] = 0;
if (result.parts[TILEP_PART_DRCWING] == TILEP_SHOW_EQUIP)
@@ -435,21 +441,22 @@ void DungeonRegion::draw_doll(const dolls_data &doll, unsigned int x,
{
int p_order[TILEP_PART_MAX] =
{
- TILEP_PART_SHADOW,
+ TILEP_PART_SHADOW, // 0
TILEP_PART_HALO,
+ TILEP_PART_ENCH,
TILEP_PART_DRCWING,
TILEP_PART_CLOAK,
- TILEP_PART_BASE,
+ TILEP_PART_BASE, // 5
TILEP_PART_BOOTS,
TILEP_PART_LEG,
TILEP_PART_BODY,
TILEP_PART_ARM,
- TILEP_PART_HAND1,
+ TILEP_PART_HAND1, // 10
TILEP_PART_HAND2,
TILEP_PART_HAIR,
TILEP_PART_BEARD,
TILEP_PART_HELM,
- TILEP_PART_DRCHEAD
+ TILEP_PART_DRCHEAD // 15
};
int flags[TILEP_PART_MAX];
@@ -458,8 +465,8 @@ void DungeonRegion::draw_doll(const dolls_data &doll, unsigned int x,
// For skirts, boots go under the leg armour. For pants, they go over.
if (doll.parts[TILEP_PART_LEG] < TILEP_LEG_SKIRT_OFS)
{
- p_order[5] = TILEP_PART_BOOTS;
- p_order[6] = TILEP_PART_LEG;
+ p_order[6] = TILEP_PART_BOOTS;
+ p_order[7] = TILEP_PART_LEG;
}
for (int i = 0; i < TILEP_PART_MAX; i++)
@@ -1245,7 +1252,7 @@ void InventoryRegion::pack_verts()
if (item.flag & TILEI_FLAG_FLOOR)
{
add_quad(TEX_DUNGEON, get_floor_tile_idx()
- + m_flavour[i] % get_num_floor_flavors(), x, y);
+ + m_flavour[i] % get_num_floor_flavours(), x, y);
}
else
add_quad(TEX_DUNGEON, TILE_ITEM_SLOT, x, y);