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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-07-16 21:26:13 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2009-07-16 21:26:13 +0000
commite5921968c3f1f4ba975bf381cde709f7770649d2 (patch)
tree1658e66771bd770fee39cdc11577c0907efe9e68 /crawl-ref/source/tilereg.cc
parent5a4c99fc27817058a09a4ea59a5ed5f6ed040685 (diff)
downloadcrawl-ref-e5921968c3f1f4ba975bf381cde709f7770649d2.tar.gz
crawl-ref-e5921968c3f1f4ba975bf381cde709f7770649d2.zip
Reduce the chance for the new alternative water tiles as they make them
a bit too unruly for my taste. We might even want to remove the alternative for shallow water entirely, seeing how they're often just puddles, but for now I think it's okay. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10243 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tilereg.cc')
-rw-r--r--crawl-ref/source/tilereg.cc16
1 files changed, 11 insertions, 5 deletions
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc
index c1351c525f..096d45bd54 100644
--- a/crawl-ref/source/tilereg.cc
+++ b/crawl-ref/source/tilereg.cc
@@ -271,7 +271,7 @@ void DungeonRegion::pack_background(unsigned int bg, int x, int y)
{
if (bg & TILE_FLAG_WAS_SECRET)
m_buf_dngn.add(TILE_DNGN_DETECTED_SECRET_DOOR, x, y);
-
+
if (bg & TILE_FLAG_BLOOD)
{
tile_flavour &flv = env.tile_flv[x + m_cx_to_gx][y + m_cy_to_gy];
@@ -860,12 +860,18 @@ void DungeonRegion::pack_foreground(unsigned int bg, unsigned int fg, int x, int
{
if (tile_dngn_equal(TILE_DNGN_LAVA, bg_idx))
m_buf_main.add(TILE_MASK_LAVA, x, y);
- else if (tile_dngn_equal(TILE_DNGN_SHALLOW_WATER, bg_idx) ||
- tile_dngn_equal(TILE_DNGN_SHALLOW_WATER_DISTURBANCE, bg_idx))
+ else if (tile_dngn_equal(TILE_DNGN_SHALLOW_WATER, bg_idx)
+ || tile_dngn_equal(TILE_DNGN_SHALLOW_WATER_DISTURBANCE,
+ bg_idx))
+ {
m_buf_main.add(TILE_MASK_SHALLOW_WATER, x, y);
- else if (tile_dngn_equal(TILE_DNGN_SHALLOW_WATER_MURKY, bg_idx) ||
- tile_dngn_equal(TILE_DNGN_SHALLOW_WATER_MURKY_DISTURBANCE, bg_idx))
+ }
+ else if (tile_dngn_equal(TILE_DNGN_SHALLOW_WATER_MURKY, bg_idx)
+ || tile_dngn_equal(TILE_DNGN_SHALLOW_WATER_MURKY_DISTURBANCE,
+ bg_idx))
+ {
m_buf_main.add(TILE_MASK_SHALLOW_WATER_MURKY, x, y);
+ }
else if (tile_dngn_equal(TILE_DNGN_DEEP_WATER, bg_idx))
m_buf_main.add(TILE_MASK_DEEP_WATER, x, y);
else if (tile_dngn_equal(TILE_DNGN_DEEP_WATER_MURKY, bg_idx))