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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-20 21:47:40 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-11-20 21:47:40 +0000 |
commit | f382ac5fc0137d0a2a58be30a893dfa9aa2723bd (patch) | |
tree | 8b709259cba53b49949b2c1f7f3b81984942be90 /crawl-ref/source/tilereg.cc | |
parent | 43e1f3ff5c4132023e80c6afe33e308f938a9860 (diff) | |
download | crawl-ref-f382ac5fc0137d0a2a58be30a893dfa9aa2723bd.tar.gz crawl-ref-f382ac5fc0137d0a2a58be30a893dfa9aa2723bd.zip |
Add tiles for the sewers' murky (deep and shallow) water, as well as a
yellow background for melded items in inventory.
Allow higher level transformations (level 5 and above) to work even
if your to-be-melded equipment is cursed, exempting weapons, as before.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7522 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/tilereg.cc')
-rw-r--r-- | crawl-ref/source/tilereg.cc | 21 |
1 files changed, 19 insertions, 2 deletions
diff --git a/crawl-ref/source/tilereg.cc b/crawl-ref/source/tilereg.cc index 0a039a2830..1b8dff3240 100644 --- a/crawl-ref/source/tilereg.cc +++ b/crawl-ref/source/tilereg.cc @@ -519,11 +519,21 @@ void DungeonRegion::draw_foreground(unsigned int bg, unsigned int fg, unsigned i { add_quad(TEX_DEFAULT, TILE_MASK_SHALLOW_WATER, x, y); } + else if (bg_idx >= TILE_DNGN_SHALLOW_WATER_MURKY + && bg_idx <= TILE_DNGN_SHALLOW_WATER_MURKY+ 3) + { + add_quad(TEX_DEFAULT, TILE_MASK_SHALLOW_WATER_MURKY, x, y); + } else if (bg_idx >= TILE_DNGN_DEEP_WATER && bg_idx <= TILE_DNGN_DEEP_WATER + 3) { add_quad(TEX_DEFAULT, TILE_MASK_DEEP_WATER, x, y); } + else if (bg_idx >= TILE_DNGN_DEEP_WATER_MURKY + && bg_idx <= TILE_DNGN_DEEP_WATER_MURKY + 3) + { + add_quad(TEX_DEFAULT, TILE_MASK_DEEP_WATER_MURKY, x, y); + } } if (fg & TILE_FLAG_NET) @@ -1233,8 +1243,10 @@ void InventoryRegion::pack_verts() InventoryTile &item = m_items[i++]; if (item.flag & TILEI_FLAG_FLOOR) + { add_quad(TEX_DUNGEON, get_floor_tile_idx() + m_flavour[i] % get_num_floor_flavors(), x, y); + } else add_quad(TEX_DUNGEON, TILE_ITEM_SLOT, x, y); } @@ -1263,8 +1275,13 @@ void InventoryRegion::pack_verts() else add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_EQUIP, x, y); } - else if (item.flag & TILEI_FLAG_CURSE) - add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_CURSED, x, y); + else + { + if (item.flag & TILEI_FLAG_MELDED) + add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_MELDED, x, y); + if (item.flag & TILEI_FLAG_CURSE) + add_quad(TEX_DEFAULT, TILE_ITEM_SLOT_CURSED, x, y); + } // TODO enne - need better graphic here if (item.flag & TILEI_FLAG_SELECT) |